Computer program product, storage medium, information processing system, and game processing method

By introducing different driving states in the racing game, players determine the driving state of the vehicle object through operation input, thereby improving the fun and strategic operation, and solving the problem of low operating interest when the vehicle object is traveling directly.

CN120019836APending Publication Date: 2025-05-20NINTENDO CO LTD
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Patent Information

Application Number
CN202411615226.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-11-17
Filing Date
2024-11-13
Publication Date
2025-05-20

AI Technical Summary

Technical Problem

In racing games, the vehicle object has less fun when traveling straight, and lacks strategic and motivation.

Method used

Three different driving states are introduced in the game program: the first driving state, the second driving state and the third driving state. The player determines the driving state of the vehicle object through different operation inputs. For example, performing a turning operation input during landing can bring the vehicle object into an advantageous third driving state.

Benefits of technology

It improves the fun of the vehicle objects when traveling straight, increases the strategic and motivation of the racing game, and enhances the player's operating experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Provided are a computer program product, a storage medium, an information processing system, and a game processing method. In a racing game, when a first operation input is performed when a player object lands on a travel road, and a predetermined turning operation input is performed at a predetermined timing before the landing, an information processing system causes the player object to travel in a first travel state. The information processing system causes the player object to travel in a second travel state different from the first travel state when the first operation input is performed when the player object is landed on the travel road and the predetermined turning operation input is not performed at the predetermined timing. The information processing system temporarily causes the player object to travel in a third travel state that is advantageous in the racing game on the basis of a parameter that rises as the first travel state continues.
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Description

Technical Field

[0001] The present invention relates to a computer program product, a storage medium, an information processing system and a game processing method for playing a racing game. Background Technology

[0002] In the past, the following processing was performed in the game processing of racing games: when the vehicle object in the racing competition turns a curve, the vehicle object is controlled to travel in a drift state (for example, refer to Japanese Patent Publication No. 2018-064767). By enabling the vehicle object to drift in this way, the fun of the player's operation when the vehicle object turns a curve can be improved.

[0003] In the above-mentioned game processing, the vehicle object drifts mainly when turning a curve. When the vehicle object is moving straight, the player's operation tends to become monotonous, so there is room for improvement.

[0004] Therefore, an object of the present invention is to provide a storage medium, an information processing system, and a game processing method that can improve the fun of the operation of an object when it moves straight in a racing game. SUMMARY OF THE INVENTION

[0005] In order to solve the above problems, the present invention adopts the following structures (1) to (20). (1)

[0007] An example of the present invention is a computer program product including a game program, wherein the game program causes a computer to execute a racing game in a virtual space in which a player object is controlled according to a player's operation input. The game program causes the computer to function as a first driving control unit, a second driving control unit, and a third driving control unit. The first driving control unit causes the player object to drive in a first driving state when a first operation input is performed when the player object lands on a driving road, and a prescribed turning operation input is performed at a prescribed timing before the landing. The second driving control unit causes the player object to drive in a second driving state different from the first driving state when a first operation input is performed when the player object lands on a driving road, and no turning operation input is performed at a prescribed timing. The third driving control unit temporarily causes the player object to drive in a third driving state that is advantageous in a racing game based on a parameter that increases as the second driving state continues.

[0008] According to the structure of (1) above, the player can make the player object enter the third advantageous driving state when the player object is moving straight in the racing game through the first operation input. Thus, even when the player object is moving straight, the player can be motivated to operate, which can increase the fun of the operation when the player object is moving straight. (2)

[0010] In the structure of (1) above, it can also be that the third driving state is a state in which the player object is controlled to drive at a speed faster than the speed of the player object in the normal driving state.

[0011] According to the structure of (2) above, the player considers the timing to make the player object enter the third driving state to perform game operations, so the strategy of the racing game can be improved. (3)

[0013] In the structure of (1) or (2) above, it can also be that the second driving state is an unfavorable driving state in the racing game.

[0014] According to the structure of (3) above, by making the player judge whether to make the player object enter the unfavorable first driving state in order to enter the favorable third driving state, the strategy of the racing game can be generated. (4)

[0016] In the structure of (3) above, it can also be that the second driving state is a state in which the player object is controlled to drive at a speed slower than the speed of the player object in the normal driving state.

[0017] According to the structure of (4) above, by making it difficult for the player object to drive fast in the second driving state for making the player object enter the favorable third driving state, the strategy of the racing game can be generated. (5)

[0019] In the structure of (4) above, it can also be that the second driving state is a state in which the turning performance of the player object when turning in the second driving state is lower than the turning performance of the player object in the first driving state.

[0020] According to the structure of (5) above, by reducing the turning performance of the player object in the second driving state for making the player object enter the favorable third driving state, the strategy of the racing game can be generated. (6)

[0022] In the structure of (5) above, it can also be that the second driving state is a state in which the turning performance of the player object when turning in the second driving state is lower than the turning performance of the player object in the normal driving state.

[0023] According to the structure of (6) above, compared with the structure of (5) above, the disadvantage in the second driving state is more emphasized, so the strategy can be further improved and the fun of the racing game can be enhanced. (7)

[0025] In any of the structures (1) to (6) above, it is also possible that the third driving control unit temporarily drives the player object in the third driving state based on the parameter reaching a specified value.

[0026] According to the structure of (7) above, in order to enter the third driving state, it is required that the player perform an operation to keep the second driving state for a certain period, so the strategy of the racing game can be further enhanced. (8)

[0028] In any of the structures (1) to (7) above, it is also possible that the game program causes the computer to function as the first jump action control unit. The first jump action control unit causes the player object to perform a first jump action according to a first operation input being made during the period when the player object is driving on the driving road.

[0029] According to the structure of (8) above, it is possible to notify the player in an easily understandable manner that the first operation input has been received. (9)

[0031] In any of the structures (1) to (8) above, it is also possible that when the first operation input continues and the speed of the player object driving on the driving road in the normal driving state exceeds the first speed, the second driving control unit drives the player object in the second driving state.

[0032] According to the structure of (9) above, the player can make the player object enter the second driving state not only when the player object lands but also during driving. Thus, the opportunity for the player object to change to the second driving state can be increased. (10)

[0034] In any of the structures (1) to (9) above, it is also possible that when a first operation input is made when the player object lands on the driving road, no turning operation input is made at a specified timing, and the speed at the time of landing exceeds the second speed, the second driving control unit drives the player object in the second driving state.

[0035] According to the structure of (10) above, the following situation can be suppressed: a player object that has stopped or is driving at a low speed enters the advantageous third driving state via the second driving state. (11)

[0037] In any of the above structures (1) to (10), the second driving control unit may cause the player object to drive in the second driving state while the first operation input continues from the time the first operation input is made. The third driving control unit ends after the parameter of the continuously input first operation input reaches a specified value, causing the player object to drive in the third driving state.

[0038] According to the structure of (11) above, the operation for making the player object travel in the second travel state and the operation for making the player object travel in the third travel state become easy for the player, which can improve the operability of the player object. (12)

[0040] In the structure of (11) above, the game program may cause the computer to function as a first jump action control unit and a second jump action control unit. The first jump action control unit causes the player object to perform a first jump action based on a first operation input during the driving of the player object. The second jump action control unit causes the player object in the second driving state to perform a second jump action based on the first operation input that is continuously input and ends after a parameter reaches a specified value.

[0041] According to the structure of (12) above, the player can easily recognize that the first operation input has been accepted and the end of the acceptance of the first operation input. (13)

[0043] In the above-mentioned structure (12), the third travel control unit may make the player object travel in the third travel state after the player object lands from the second jumping action.

[0044] According to the structure of (13) above, the player can consider the position to jump so that the player object can land in an appropriate place through the second jump action, thereby improving the strategic nature of the racing game. (14)

[0046] In the structure of (12) or (13) above, the second jump action control unit may cause the player object to perform a jump action corresponding to the turn operation input as the first operation input that is continuously input ends, as the second jump action.

[0047] According to the structure of (14) above, by making the second jumping action varied, the fun of the game can be improved. (15)

[0049] In the structure of (14) above, it can also be that the second jump action control unit makes the player object perform a jump action of moving in a direction corresponding to the turning operation input with a movement amount larger than that of the first jump action based on the turning operation input performed as the input of the first operation continues to end, as the second jump action.

[0050] According to the structure of (15) above, it is easy for the player to adjust the position where the player object is to travel in the second travel state after landing from the second jump action, so the operability of the game operation can be improved. (16)

[0052] In any of the structures of (12) to (15) above, it can also be that the game program causes the computer to function as a fourth travel control unit. The fourth travel control unit makes the player object travel in a fourth travel state of traveling on the wall surface according to the player object approaching the wall surface during the second jump action.

[0053] According to the structure of (16) above, an option of whether to make the player object travel on the wall surface by the second jump action can be provided to the player, so the strategy of the racing game can be improved. (17)

[0055] In any of the structures of (1) to (16) above, it can also be that the game program causes the computer to function as a fifth travel control unit. The fifth travel control unit temporarily makes the player object travel in a fifth travel state that is advantageous in the racing game based on a parameter that increases as the first travel state continues.

[0056] According to the structure of (17) above, even when the player object is traveling in the first travel state, the player object can be made to travel in an advantageous travel state, so the strategy of the racing game can be further improved. (18)

[0058] In the structure of (17) above, it can also be that the fifth travel state is a state in which the player object is controlled to travel at a speed faster than the speed of the player object in the normal travel state.

[0059] According to the structure of (18) above, the player can make the player object travel faster on the track by making the player object enter the fifth travel state. (19)

[0061] In any of the structures of (1) to (18) above, it can also be that the game program causes the computer to function as a display control unit, and the display control unit displays the player object on the display device in different display modes in the first travel state and the second travel state.

[0062] According to the structure of (19) above, the player can easily understand and recognize the driving state of the player's object. (20)

[0064] In any of the above structures (1) to (19), a plurality of circling tracks and connecting tracks connecting the circling tracks may be provided in the virtual space. Alternatively, the game program may cause the computer to execute a racing game in which the player object drives on two or more circling tracks in the circling track and the connecting tracks connecting the two or more circling tracks.

[0065] According to the structure of (20) above, a racing game can include both a situation where the driving in the first driving state is likely to become advantageous and a situation where the driving in the second driving state is likely to become advantageous, thereby improving the fun of the racing game.

[0066] In addition, another example of the present invention may be a storage medium storing the game program in (1) to (20) above. Another example of the present invention may be an information processing device or information processing system that executes the processing in (1) to (20) above. Another example of the present invention may be a game processing method that executes the processing in (1) to (20) above.

[0067] According to the above-mentioned computer program product, storage medium, information processing system and game processing method, the fun of the operation when the object moves straight in the racing game can be improved.

[0068] The above and other purposes, features, aspects and effects will be further clarified from the following detailed description by comparison with the accompanying drawings. Brief Description of the Figures

[0069] Figure 1 This is a diagram showing an example of a state where the left controller and the right controller are installed on the main device.

[0070] Figure 2 This is a diagram showing an example of a state where the left controller and the right controller are removed from the main device.

[0071] Figure 3 This is a six-sided diagram showing an example of the main device.

[0072] Figure 4 This is a six-sided diagram showing an example of a left controller.

[0073] Figure 5 This is a six-sided diagram showing an example of a right controller.

[0074] Figure 6It is a block diagram showing an example of the internal structure of the main body device.

[0075] Figure 7 It is a block diagram showing an example of the internal structures of the main body device, the left controller, and the right controller.

[0076] Figure 8 It is a diagram showing an example of the change in the driving state of the player object during drifting in a time series.

[0077] Figure 9 It is a diagram showing an example of a game image when the player object is performing drifting.

[0078] Figure 10 It is a diagram showing an example of the movement trajectory when the player object turns in each of the normal state and the drift state.

[0079] Figure 11 It is a diagram showing an example of a game image when the player object in a turbo-boostable state is performing drifting.

[0080] Figure 12 It is a diagram showing an example of a game image when the player object is performing turbo-boost driving.

[0081] Figure 13 It is a diagram showing an example of the change in the driving state of the player object during energy storage driving in a time series.

[0082] Figure 14 It is a diagram showing another example of the change in the driving state of the player object during energy storage driving in a time series.

[0083] Figure 15 It is a diagram showing an example of a game image when the player object is performing energy storage driving.

[0084] Figure 16 It is a diagram showing an example of a game image when the player object in a turbo-boostable state is performing energy storage driving.

[0085] Figure 17 It is a diagram showing an example of a game image when the player object is performing a special jump.

[0086] Figure 18 It is a diagram showing an example of the change in the driving state of the player object during wall driving in a time series.

[0087] Figure 19 It is a diagram showing an example of a game image when the player object is performing a special jump.

[0088] Figure 20 This is an example of a game image showing a player object performing wall running.

[0089] Figure 21 This is an example of a diagram showing the change in the driving state of a player object during track driving in a time series.

[0090] Figure 22 This is an example of a game image showing a player object before starting track driving.

[0091] Figure 23 This is an example of a game image showing a player object performing track driving.

[0092] Figure 24 This is an example of a diagram showing a situation where a player object continuously performs a special jump.

[0093] Figure 25 This is an example of a diagram showing the movement of an attack item when an attack item is launched on a track object.

[0094] Figure 26 This is an example of a diagram showing a track of a virtual space setting in a racing game in the present embodiment.

[0095] Figure 27 This is an example of a diagram showing various data used in the information processing of a game system.

[0096] Figure 28 This is an example of a flowchart showing the flow of game processing executed by a game system.

[0097] Figure 29 This is a diagram showing Figure 28 A sub - flowchart showing an example of the detailed process of normal driving processing in step S3 shown in

[0098] Figure 30 This is a diagram showing Figure 28 A sub - flowchart showing an example of the detailed process of normal driving processing in step S3 shown in

[0099] Figure 31 This is a diagram showing Figure 28 A sub - flowchart showing an example of the detailed process of drift driving processing in step S5 shown in

[0100] Figure 32 This is a diagram showing Figure 28 A sub - flowchart showing an example of the detailed process of energy storage driving processing in step S7 shown in

[0101] Figure 33 This is a diagram showing Figure 28A sub - flowchart showing an example of the detailed process of the special jump processing in step S9 as shown.

[0102] Figure 34 It shows Figure 28 A sub - flowchart showing an example of the detailed process of the wall running processing in step S10 as shown.

[0103] Figure 35 It shows Figure 28 A sub - flowchart showing an example of the detailed process of the track running processing in step S13 as shown.

[0104] Figure 36 It shows Figure 28 A sub - flowchart showing an example of the detailed process of the item control processing in step S15 as shown. Detailed implementation mode

[0105] [1. Structure of the game system]

[0106] Next, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main device (information processing device, which functions as the main body of the game device in the present embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 can be respectively attached to and detached from the main device 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 respectively attached to the main device 2 to be integrated. In addition, the game system 1 can also independently use the main device 2, the left controller 3, and the right controller 4 (refer to Figure 2 ). In the following, the hardware structure of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.

[0107] Figure 1 It is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main device 2. As Figure 1 shown, the left controller 3 and the right controller 4 are respectively attached to the main device 2 to be integrated. The main device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main device 2 is provided with a display 12. The left controller 3 and the right controller 4 are devices having an operation unit for the user to input.

[0108] Figure 2 It is a diagram showing an example of a state after the left controller 3 and the right controller 4 are respectively detached from the main device 2. As Figure 1 and Figure 2 shown, the left controller 3 and the right controller 4 can be attached to and detached from the main device 2. In addition, in the following, sometimes as a collective term for the left controller 3 and the right controller 4, it is described as "controller".

[0109] Figure 3 This is a six-sided view showing an example of the main device 2. As Figure 3 shown, the main device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front-side surface, i.e., the surface on which the display 12 is provided) is substantially rectangular in shape.

[0110] In addition, the shape and size of the housing 11 are arbitrary. As an example, the housing 11 can be of a size that can be carried. Additionally, either the main device 2 alone or an integrated device in which the left controller 3 and the right controller 4 are mounted on the main device 2 can be a portable device. Moreover, the main device 2 or the integrated device can also be a hand-held device. Further, the main device 2 or the integrated device can also be a movable device.

[0111] As Figure 3 shown, the main device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 is used to display images generated by the main device 2. In the present embodiment, it is assumed that the display 12 is a liquid crystal display device (LCD). However, the display 12 can be any type of display device.

[0112] Furthermore, the main device 2 includes a left terminal 17 as a terminal for the main device 2 to communicate with the left controller 3 in a wired manner, and a right terminal 21 for the main device 2 to communicate with the right controller 4 in a wired manner.

[0113] As Figure 3 shown, the main device 2 includes a slot 23. The slot 23 is provided on the upper side surface of the housing 11. The slot 23 has a shape capable of mounting a storage medium of a specified type. The storage medium of the specified type is, for example, a storage medium dedicated to the game system 1 and information processing devices of the same type (e.g., a dedicated memory card). The storage medium of the specified type is used, for example, to store data utilized in the main device 2 (e.g., save data of applications, etc.) and / or programs executed in the main device 2 (e.g., programs of applications, etc.). Additionally, the main device 2 includes a power button 28.

[0114] Figure 4 This is a six-sided view showing an example of the left controller 3. As Figure 4 shown, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 is longitudinally long, i.e., in the vertical direction (i.e., Figure 1 and Figure 4a shape that is long in the y-axis direction (as shown). The left controller 3 can also be longitudinally gripped when detached from the main body device 2. The housing 31 is shaped and sized such that it can be gripped with one hand, particularly the left hand, when longitudinally gripped. Additionally, the left controller 3 can also be laterally gripped. When the left controller 3 is laterally gripped, it can also be gripped with both hands.

[0115] The left controller 3 is equipped with an analog stick 32. As Figure 4 shown, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting directions. The user can input a direction corresponding to the tilting direction (and input a magnitude corresponding to the tilting angle) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a cross key or a slide stick capable of performing slide input, etc., instead of the analog stick as the direction input unit. Also, in the present embodiment, it is possible to input by pressing the analog stick 32.

[0116] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33 - 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. And, the left controller 3 is equipped with a video recording button 37 and a - (negative) button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side surface of the housing 31. Additionally, the left controller 3 has a second L button 43 and a second R button 44 on the surface of the side of the housing 31 that is mounted on the main body device 2 when mounted. These operation buttons are used to give instructions corresponding to various programs (e.g., OS programs, application programs) executed by the main body device 2.

[0117] In addition, the left controller 3 is equipped with a terminal 42 for the left controller 3 to communicate with the main body device 2 in a wired manner.

[0118] Figure 5 is a six-sided view showing an example of the right controller 4. As Figure 5 shown, the right controller 4 is equipped with a housing 51. In the present embodiment, the housing 51 is in a vertically long shape, i.e., a shape that is long in the up and down direction. The right controller 4 can also be longitudinally gripped when detached from the main body device 2. The housing 51 is shaped and sized such that it can be gripped with one hand, particularly the right hand, when longitudinally gripped. Additionally, the right controller 4 can also be laterally gripped. When the right controller 4 is laterally gripped, it can also be gripped with both hands.

[0119] The right controller 4 is also provided with an analog joystick 52 as a direction input unit, just like the left controller 3. In this embodiment, the analog joystick 52 has the same structure as the analog joystick 32 of the left controller 3. Additionally, the right controller 4 may be provided with a cross key or a slide joystick capable of performing slide input instead of the analog joystick. Also, like the left controller 3, the right controller 4 has four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. Moreover, the right controller 4 is provided with a + (plus) button 57 and a Home button 58. In addition, the right controller 4 has a first R button 60 and a ZR button 61 on the upper right side of the side surface of the housing 51. Also, like the left controller 3, the right controller 4 is provided with a second L button 65 and a second R button 66.

[0120] Furthermore, the right controller 4 is provided with a terminal 64 for enabling the right controller 4 to communicate with the main device 2 in a wired manner.

[0121] Figure 6 It is a block diagram showing an example of the internal structure of the main device 2. In addition to the Figure 3 structure shown, the main device 2 also includes Figure 6 each of the components 81, 83 to 85, and 91 shown. Some of these components 81, 83 to 85, and 91 may also be mounted as electronic components on an electronic circuit board and housed in the housing 11.

[0122] The main device 2 is provided with a processor 81. The processor 81 is an information processing unit that executes various information processes performed in the main device 2. For example, it may be composed of only a CPU (Central Processing Unit), or it may be composed of an SoC (System-on-a-chip) including multiple functions such as CPU functions and GPU (Graphics Processing Unit) functions. The processor 81 executes various information processes by executing an information processing program (such as a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium installed in the slot 23).

[0123] As an example of an internal storage medium built into itself, the main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used for storing various data (which may also be programs) saved in the main device 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0124] The main device 2 includes a slot interface (hereinafter simply referred to as "I / F".) 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data of a specified type of storage medium (for example, a dedicated memory card) installed in the slot 23 according to the instruction of the processor 81.

[0125] The processor 81 appropriately reads or writes data among the flash memory 84, the DRAM 85, and the above-mentioned respective storage media to execute the above-mentioned information processing.

[0126] The main device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main device 2 and the left controller 3 and the right controller 4 is arbitrary. In the present embodiment, the controller communication unit 83 performs communication conforming to the Bluetooth (registered trademark) standard between the left controller 3 and between the right controller 4.

[0127] The processor 81 is connected to the above-mentioned left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it sends data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. In addition, when the processor 81 performs wired communication with the right controller 4, it sends data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Thus, in the present embodiment, the main device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4 respectively.

[0128] In addition, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside on the display 12.

[0129] In addition, although not shown, the main device 2 includes a network communication unit. The network communication unit is connected to the processor. The network communication unit communicates with external devices via a network (e.g., wireless communication). In the present embodiment, the network communication unit communicates with external devices by connecting to a wireless LAN in accordance with the Wi-Fi standard as a first communication method. In addition, the network communication unit performs wireless communication with other main devices of the same type by a specified communication method (e.g., communication based on a proprietary protocol, infrared communication) as a second communication method.

[0130] Figure 7 FIG. is a block diagram showing an example of the internal structures of the main device 2, the left controller 3, and the right controller 4. In addition, details of the internal structure related to the main device 2 are shown in Figure 6 and are thus omitted in Figure 7

[0131] The left controller 3 includes a communication control unit 101 that communicates with the main device 2. As shown in Figure 7 , the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main device 2 by both wired communication via the terminal 42 and wireless communication without passing through the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main device 2. That is, when the left controller 3 is attached to the main device 2, the communication control unit 101 communicates with the main device 2 via the terminal 42. In addition, when the left controller 3 is detached from the main device 2, wireless communication is performed between the communication control unit 101 and the main device 2 (specifically, the controller communication unit 83). For example, wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with the Bluetooth (registered trademark) standard.

[0132] In addition, the left controller 3 includes a memory 102 such as a flash memory, for example. The communication control unit 101 is constituted by a microcomputer (also referred to as a microprocessor), for example, and performs various processes by executing firmware stored in the memory 102.

[0133] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). In addition, the left controller 3 includes an analog joystick (described as a "joystick" in Figure 7 ) 32. Each button 103 and the analog joystick 32 repeatedly output information related to operations performed on themselves to the communication control unit 101 at appropriate times.

[0134] ​The communication control unit 101 obtains information related to input (specifically, information related to operations or detection results of sensors) from each input unit (specifically, each button 103 and the analog joystick 32). The communication control unit 101 sends operation data including the obtained information (or information obtained by subjecting the obtained information to prescribed processing) to the main body device 2. In addition, the operation data is repeatedly sent at a rate of once every prescribed time. In addition, the interval for sending information related to input to the main body device 2 may be the same or different in each input unit.

[0135] By sending the above operation data to the main body device 2, the main body device 2 can learn about the input made to the left controller 3. That is, the main body device 2 can determine the operations of each button 103 and the analog joystick 32 based on the operation data.

[0136] The left controller 3 is provided with a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).

[0137] As Figure 7 shown, the right controller 4 is provided with a communication control unit 111 that communicates with the main body device 2. In addition, the right controller 4 is provided with a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 by both wired communication via the terminal 64 and wireless communication without passing through the terminal 64 (specifically, communication conforming to the Bluetooth (registered trademark) standard), and the right controller 4 controls the communication method with the main body device 2.

[0138] The right controller 4 is provided with the same input units as those of the left controller 3. Specifically, it is provided with each button 113 and the analog joystick 52. Regarding these input units, they have the same functions as the input units of the left controller 3 and operate in the same manner.

[0139] The right controller 4 is provided with a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0140] [2. Outline of Processing in the Game System]

[0141] Next, an overview of the information processing executed in the game system 1 will be described. In the present embodiment, the game system 1 executes a racing game in which a player object (i.e., a user of the game system 1) operated by a player races in a virtual space. In the racing game, for example, by having the player object travel on a race track set in the virtual space, the player competes for a ranking with other objects participating in the race or for the time required to reach the finish line. In addition, the specific content of the racing game is arbitrary and is not limited to the above. The racing game may include, in addition to the game modes of competing for a ranking and competing for time, a game mode in which the player object freely travels in the virtual space without competing for a ranking or time (for example, the game of the second mode described later).

[0142] In the present embodiment, the player operates a vehicle object ridden by a player character as a moving object for racing. That is, the player object in the present embodiment is a moving object composed of a player character and a vehicle object. In the racing game, a plurality of player characters and a plurality of vehicle objects with different appearances and abilities are prepared, and the player can also freely select a combination of a player character and a vehicle object. In addition, in other embodiments, the object ridden by the player character is not limited to a vehicle object and may be any object, such as a motorcycle, an airplane, an animal, or the like. In addition, the player object may be only the player character or may be only a vehicle object or other means of transportation.

[0143] In this embodiment, the player can perform at least throttle operation, brake operation, direction operation, movement (action) operation, and item operation as operations related to the player object. The throttle operation is an operation to accelerate the player object, and in this embodiment, it is performed by an operation input of pressing the A button 53 of the right controller 4. The brake operation is an operation to decelerate the player object, and in this embodiment, it is performed by an operation input of pressing the B button 54 of the right controller 4. The direction operation is an operation to change the traveling direction of the player object, and in this embodiment, it is performed by an operation input for the analog stick 32 of the left controller 3. Specifically, according to the operation input that tilts the analog stick 32 to the left or right, the player object is controlled such that the forward direction changes in a direction corresponding to the direction in which the analog stick 32 is tilted by an amount corresponding to the amount of tilt. The movement operation is an operation to make the player object perform movements such as jumping, or to change to a charged state or a drifting state described later, and in this embodiment, it is performed by an operation input of pressing the first R button 60 of the right controller 4. In this embodiment, the player object performs a normal jump action or a special jump action according to the input of the movement operation, the details of which will be described later. The item operation is an operation to make the player object use an item, and in this embodiment, it is performed by an operation input of pressing the first L button 38 of the left controller 3. In addition, in this embodiment, the player object can obtain items in a racing game, and the player object performs an action of using the obtained item according to the input of the item operation.

[0144] In this embodiment, the player object can take four driving states in a racing game: a normal state, a drifting state, a charged state, and an object traveling state. These driving states will be described below. In addition, in other embodiments, the player object may not be able to take the above four driving states, or may take at least one of the four states. For example, the player object may take three states: a normal state, a drifting state, and a charged state, or may take two states: a normal state and an object traveling state.

[0145] The normal state is a normal driving state, which is a state that is neither a drifting state nor a charged state nor an object traveling state. In the normal state, the actions of the player object are controlled according to the operation inputs of the above throttle operation, brake operation, direction operation, movement operation, and item operation. In a racing game, as a result of operating the player object through these operation inputs, the driving state of the player object changes to a drifting state, a charged state, or an object traveling state.

[0146] [2-1. Drifting state]

[0147] The drifting state is a driving state in which the player object moves while sliding laterally when turning. In the present embodiment, the vehicle object can turn more violently at a curve through driving in the drifting state (referred to as "drifting driving"). The following describes the details in the drifting state.

[0148] In the present embodiment, except when the player object is in the air due to a jump action, the player object may jump into the air due to the undulations on the racing track during driving or may be in the air due to falling from a high place on the racing track. Moreover, when the specified drifting conditions are met when landing on the racing track from the air, the player object enters the drifting state.

[0149] Here, in the present embodiment, the drifting conditions refer to meeting the following first to third conditions.

[0150] · First condition: Throttle operation input and motion operation input are performed at the time of landing.

[0151] · Second condition: The speed of the player object is faster than the specified transition speed.

[0152] · Third condition: Direction operation input is performed during the determination period based on the landing.

[0153] In addition, the content of the drifting conditions is arbitrary. In other embodiments, the drifting conditions may not include any of the above first to third conditions, or may include conditions different from the first to third conditions.

[0154] Regarding the first condition, the throttle operation input and the motion operation input only need to be performed at the time of landing, and the start timing of these operation inputs is arbitrary. For example, even if these operation inputs start at an arbitrary timing during the period when the player object is in the air, the first condition is met. In addition, these operation inputs may also start before the player object is in the air. Here, in the present embodiment, when the motion operation input starts while the player object is driving on the racing track, the player object performs a normal jump action under certain conditions. When the motion operation input continues during the normal jump period and the motion operation input is still being performed when landing from the normal jump, (as long as the throttle operation input is being performed at the time of landing) the first condition is met. In addition, when the motion operation input for the normal jump ends during the normal jump period and a new motion operation input is performed when landing from the normal jump, (as long as the throttle operation input is being performed at the time of landing) the first condition is also met.

[0155] Regarding the second condition, the transition speed is set to a speed slower than the maximum speed of the player object in the normal state. In addition, the above-mentioned maximum speed is, for example, the maximum speed that the player object can reach when the throttle operation input is continuously performed. For example, at the start of a race, or when the player object spins and stops, the speed of the player object is 0, so the second condition is not satisfied. Details will be described later. After the drift state, the player object can transform into a turbocharged state capable of high-speed travel under certain conditions. Through the second condition, it is possible to prevent the player object from suddenly entering the drift state and traveling in the turbocharged state when it is traveling at a low speed (or has stopped).

[0156] Regarding the third condition, the determination period is the period from a time point that is a predetermined time earlier than the landing time point until the landing time point. The length of the above-mentioned predetermined time is arbitrary. For example, in the present embodiment, the length of the determination time is set to be longer than the length of the period during which the player object performs a normal jump (the length of the period in the air when a normal jump is performed on flat ground). Thus, the player can satisfy the third condition by inputting a direction operation at an arbitrary timing during the period in which the player object is performing a normal jump. In addition, it is not necessary to input a direction operation throughout the entire determination period to satisfy the third condition. As long as a direction operation input is performed at any time point during the determination period, the third condition is satisfied.

[0157] In addition, the game system 1 may determine that no direction operation input for satisfying the third condition has been performed when the tilt angle of the analog joystick 32 during the determination period is below a specified value.

[0158] Figure 8 is a diagram showing an example of the change in the traveling state of the player object during drift driving in time series. In Figure 8 the example shown, it is assumed that the player object lands from a state in the air at time t2. In addition, it is assumed that a throttle operation input and a motion operation input are performed at time t2. In addition, it is assumed that the speed of the player object at landing is faster than the above-mentioned transition speed. And it is assumed that a direction operation input is performed during the determination period from time t1 to time t2. Based on the above, in Figure 8 the example shown, at time t2, the above-mentioned first condition to the third condition in the drift condition are respectively satisfied. Therefore, the game system 1 determines that the drift condition is satisfied, and sets the player object to the drift state after landing.

[0159] In the present embodiment, the drifting state of the player object continues during the period in which the motion operation input performed at landing continues. That is, while the first R button 60 pressed at landing is being pressed, the player object is in a drifting state, and the drifting state is canceled when the first R button 60 is no longer pressed. Further, in the present embodiment, even if the direction operation input is no longer performed in the drifting state of the player object, the drifting state is not canceled. In addition, in the present embodiment, the drifting state of the player object ends not only when the motion operation input ends but also when the throttle operation input ends. Further, in other embodiments, the game system 1 may be configured such that the drifting state continues even if the throttle operation input is no longer performed in the drifting state of the player object.

[0160] In addition, in other embodiments, the operation for canceling the drifting state is arbitrary and is not limited to the above operation. For example, in other embodiments, the drifting state may continue even after the pressing of the first R button 60 corresponding to the motion operation input ends, and in this case, the drifting state may be canceled by pressing the first R button 60 again. Further, for example, the cancellation of the drifting state may be performed by an operation input different from the motion operation input. For example, it may be performed according to the fact that the direction operation input is no longer performed in the drifting state, or it may be performed according to the pressing of another button different from the first R button 60.

[0161] Figure 9 FIG. is an example of a game image when the player object is performing drifting driving. In the present embodiment, the appearance of the player object 201 in the drifting state is different from the appearance of the player object 201 in the normal state. Specifically, the game system 1 displays the player object 201 in the drifting state in a display mode in which an effect image 202 representing a spark is added at a position near the rear wheels (see Figure 9 ). In addition, the effect image 202 of the spark is not added to the player object in the normal state. Thereby, the player can recognize that the player object is in the drifting state. In addition, the method of changing the display mode according to whether it is the drifting state is arbitrary. In other embodiments, the game system 1 may display, for example, an effect image representing dust instead of (or in addition to) the effect image representing the spark.

[0162] In the present embodiment, the behavior of the player object corresponding to the player's operation input is different between the drifting state and the normal state. That is, the game system 1 makes the control method for the player object different between the drifting state and the normal state. Figure 10 FIG. is an example of the movement trajectory when the player object turns in each of the normal state and the drifting state. In Figure 10In the figure, the solid line represents the movement trajectory 211 when the player object moves straight before turning, the dashed line represents the movement trajectory 212 when turning in the normal state, and the dash-dotted line represents the movement trajectory 213 when turning in the drifting state. In addition, in Figure 10 In the example shown, it is assumed that both the movement trajectory 212 and the movement trajectory 213 are the movement trajectories when the player makes the same direction operation input (for example, an operation input that tilts the analog joystick 32 to the right direction to the maximum).

[0163] As Figure 10 shown, in the drifting state, the player object is controlled to change its direction in a way that protrudes to the opposite side of the turning direction (that is, the direction indicated by the direction operation input) at the start of the turn, and then turns with a smaller turning radius than in the normal state. That is, the minimum turning radius of the player object in the drifting state is smaller than the minimum turning radius of the player object in the normal state. In this way, by turning in the drifting state, although the player object protrudes outward at the start of the turn compared to turning in the normal state, it can then turn more sharply than in the normal state (refer to Figure 10 ). In this way, the drifting state is a state in which the player object is controlled to travel with a turning performance higher than that of the player object in the normal state. In addition, in this embodiment, in the drifting state, the player object is controlled to turn with a specified turning amount without a direction operation input. The specified turning amount is arbitrary. For example, it can be determined in advance, or it can be determined as the turning amount at the time point when the drifting state starts.

[0164] As described above, the drifting state can be said to be a state in which it is more advantageous to turn on a curve than in the normal state depending on the scenario. In addition, the control method of the player object in the drifting state is arbitrary and is not limited to the above. For example, in other embodiments, the game system 1 can also control the player object in the drifting state to turn with a smaller turning radius without protruding at the start of the turn. In addition, the drifting state may also have disadvantages compared to the normal state (for example, in this embodiment, the disadvantage that the turning radius is larger than in the normal state at the start of the turn).

[0165] As Figure 8 shown, in this embodiment, when the player object is in the drifting state, when the duration of the drifting state is longer than the specified turbo boost condition time, the player object becomes a turbo boostable state. In Figure 8In the example shown, the player object becomes in a turbo-boostable state at time t3 after the turbo-boost condition time has elapsed since it entered the drifting state at time t2. Specifically, the game system 1 counts the duration of the drifting state as a drift parameter indicating the degree of continuation of the drifting state, and when this time reaches the turbo-boost condition time, it changes the player object to a turbo-boostable state. In addition, the above-mentioned drift parameter can be any parameter whose parameter value increases as the drifting state of the player object continues. For example, in other embodiments, the above-mentioned drift parameter can also be a parameter indicating the distance traveled by the player object since it entered the drifting state. Additionally, the time until becoming in a turbo-boostable state can also be shortened according to operations in the drifting state. For example, the time until becoming in a turbo-boostable state can be shortened by quickly switching the direction operation input left and right in the drifting state.

[0166] The above-mentioned turbo-boostable state refers to a state in which turbo-boost driving (details will be described later) can be performed. In the present embodiment, the turbo-boostable state is a state set independently of the above four driving states (i.e., the normal state, the drifting state, the energy storage state, and the target driving state). For example, in the present embodiment, the player object sometimes becomes in a turbo-boostable state in the drifting state, and sometimes also becomes in a turbo-boostable state in the energy storage state.

[0167] Figure 11 FIG. is an example of a game image when a player object performing drifting driving becomes in a turbo-boostable state. In the present embodiment, the game system 1 displays the player object 201 in a turbo-boostable state in a display manner different from the case when it is not in a turbo-boostable state. For example, in the present embodiment, the game system 1 displays the player object 201 in a turbo-boostable state in a display manner with an effect image 203 indicating sparks added at a position near the rear wheels (refer to Figure 11 ). In addition, the above-mentioned effect image 203 is larger than the effect image 202 (refer to Figure 9 ) added to the player object 201 in the case of the drifting state rather than the turbo-boostable state. The effect image 203 is displayed instead of the effect image 202. Thereby, the player can be made to recognize that the player object in the drifting state is in a turbo-boostable state. In addition, the method of making the display manner different according to whether it is in a turbo-boostable state is arbitrary. In other embodiments, the game system 1 can, for example, also make the colors of the effect image 202 and the effect image 203 different.

[0168] As Figure 8As shown, when the drift state is released at the time point (time t4) when the player object is in a state where turbo acceleration is possible (i.e., the motion operation input for starting the drift state ends), the player object returns to the normal state and enters a turbo acceleration state where turbo acceleration driving is performed. In addition, the turbo acceleration state, like the state where turbo acceleration is possible, is a state set independently of the above four driving states (i.e., the normal state, the drift state, the energy storage state, and the target driving state). In this embodiment, the player object enters the turbo acceleration state not only in the normal state but also sometimes in other states.

[0169] In addition, although not shown, when the drift state is released before the player object enters a state where turbo acceleration is possible during drift driving (before time t3 in the example shown in Figure 8 ), the player object does not enter the turbo acceleration state but returns to the normal state.

[0170] In addition, in this embodiment, when the drift state ends because no throttle operation input is made during the drift state, the player object does not enter the turbo acceleration state but enters the normal state.

[0171] Figure 12 FIG. is an example of a game image showing the player object during turbo acceleration driving. In this embodiment, the game system 1 displays the player object 201 in the turbo acceleration state in a display manner different from that in the case where it is not in the turbo acceleration state. For example, in this embodiment, the game system 1 displays the player object 201 in the turbo acceleration state in a display manner with an effect image 204 representing fire ejected backward (refer to Figure 12 ). Thereby, the player can recognize that the player object is in the turbo acceleration state. In addition, the method of making the display manner different according to whether it is in the turbo acceleration state is arbitrary. In other embodiments, the game system 1 may display, for example, an effect image representing flying dust instead of (or in addition to) the effect image 204 representing fire.

[0172] In the present embodiment, the turbo-boost state is a state in which the player object can travel at high speed as compared to the case where it is not in the turbo-boost state. In the present embodiment, when the player object enters the turbo-boost state, the game system 1 controls the speed of the player object such that the player object accelerates to a specified turbo-boost speed, and after the player object reaches this turbo-boost speed, maintains this turbo-boost speed. In addition, the above-mentioned turbo-boost speed is set to a speed faster than the maximum speed of the player object when it is not in the turbo-boost state. In addition, the above-mentioned maximum speed is, for example, the maximum speed that the player object can reach when the throttle operation input is continuously performed. In addition, in a racing game, there may also be items that can temporarily make the player object travel at high speed when used, or areas in the virtual space where passing through them can make the player object temporarily travel at high speed. At this time, the above-mentioned turbo-boost speed may be faster than, the same as, or slower than the speed at which the player object travels at high speed through the above-mentioned items or areas. In addition, the speed control of the player object in the turbo-boost state is not limited to the above. For example, in other embodiments, the game system 1 may control the player object to gradually decelerate after reaching the turbo-boost speed instead of maintaining the speed, or may control the player object to accelerate at a specified acceleration for a specified period.

[0173] In addition, in the present embodiment, the player object may sometimes enter the drift state when landing during turbo-boost driving and satisfying the above-mentioned drift conditions. In this case, the traveling direction of the player object is controlled by the control method in the above-mentioned drift state, and the speed is controlled by the control method in the turbo-boost state. That is, in the above-mentioned case, the player object can turn at a bend in the same manner as the drift state at a speed faster than the drift state when it is not in the turbo-boost driving period. In addition, in other embodiments, the player object may also be controlled not to perform turbo-boost driving when it enters the drift state during turbo-boost driving.

[0174] As described above, in the present embodiment, the game system 1 temporarily makes the player object travel in the turbo-boost state, which is advantageous in a racing game, based on the drift parameter that rises as the drift state continues reaching a specified value. Thus, in a racing game, the player can play while considering whether to make the player object travel in the drift state, so the strategy of the racing game can be improved. For example, even in a case where the normal state is more advantageous than the drift state when simply passing through a bend, the player needs to comprehensively consider the situation where the turbo-boost state may occur after the drift state and then consider which one to choose between the normal state and the drift.

[0175] As Figure 8As shown, the turbocharged state of the player object ends at the time point when a specified turbocharging limit time has elapsed since the start of the turbocharged state (at time t5 in Figure 8 ). When the turbocharged state ends, the player object travels in the normal state instead of the turbocharged state.

[0176] In the present embodiment, the turbochargeable state is divided into three stages: the first stage to the third stage. Specifically, from the time when the player object becomes in the turbochargeable state until a specified first time has elapsed, the player object becomes in the turbochargeable state of the first stage. From the time when the first time has elapsed until a specified second time has elapsed, the player object becomes in the turbochargeable state of the second stage. After the second time has elapsed, the player object becomes in the turbochargeable state of the third stage.

[0177] In addition, in the present embodiment, the above-mentioned turbocharging limit time for which the player object maintains the turbocharged state is set according to the stage of the turbochargeable state before becoming the turbocharged state (the time from time t4 to time t5 in the example shown in Figure 8 ). Specifically, the length of the turbocharging limit time when the turbochargeable state is in the first stage is set as a first duration. The length of the turbocharging limit time when the turbochargeable state is in the second stage is set as a second duration longer than the first duration. The length of the turbocharging limit time when the turbochargeable state is in the third stage is set as a third duration longer than the second duration. That is, the longer the player object continues in the turbochargeable state before transitioning to the turbocharged state, the longer it can maintain the turbocharged state. In addition, in other embodiments, the number of stages of the turbochargeable state is arbitrary, and it can be one stage or two stages, or four or more stages. In addition, in other embodiments, the game system 1 can also make the turbocharged state continue for a time proportional to the time of maintaining the turbochargeable state.

[0178] In addition, in the present embodiment, the above-mentioned effect image 203 indicating that the player object is in the above-mentioned turbochargeable state is different according to the stage of the turbochargeable state. For example, the effect image 203 is displayed in different colors according to the stage of the turbochargeable state. Thus, the player can identify the current stage of the turbochargeable state. In addition, the method of making the display mode different according to the stage of the turbochargeable state is arbitrary. In other embodiments, the game system 1 can also make the size of the effect image 203 different according to the stage.

[0179] As described above, in the present embodiment, the player can cause the player object to perform a drifting drive. By performing a drifting drive, the player object can advantageously turn at a curve, and can travel at high speed by a turbo acceleration drive after the drifting drive. Therefore, the player can advantageously travel in the racing game by causing the player object to perform a turbo acceleration drive at an appropriate timing in the racing game.

[0180] In addition, in other embodiments, the conditions for causing the player object to transition to a drifting state are arbitrary. For example, in other embodiments, the game system 1 may, in addition to (or instead of) determining the above-described drifting conditions when the player object lands, also cause the player object to transition to a drifting state on the condition that a direction operation input has been continuously performed for a certain period of time during the travel of the player object. Further, the game system 1 may cause the player object to transition to a drifting state by a plurality of different operation methods. In this case, the game system 1 may also set differences in the drifting state according to the operation method.

[0181] [2-2. Energy storage state]

[0182] The energy storage state is a state in which an energy storage drive for performing the above-described turbo acceleration drive is performed independently of the drifting drive. That is, in the present embodiment, the player object can perform a turbo acceleration drive not only after the above-described drifting drive but also after the energy storage drive. The details in the energy storage state will be described below.

[0183] In the present embodiment, when the player object lands from the air and satisfies a predetermined first energy storage condition, the player object becomes an energy storage state. In the present embodiment, the first energy storage condition means satisfying the following first condition to third condition.

[0184] · First condition: A throttle operation input and a motion operation input have been performed at the time of landing

[0185] · Second condition: The speed of the player object is faster than a predetermined transition speed

[0186] · Third condition: No direction operation input has been performed during the determination period based on the landing

[0187] In addition, the content of the first energy storage condition is arbitrary. In other embodiments, the first energy storage condition may not include any of the above first condition to third condition, or may include conditions different from the first condition to third condition.

[0188] As described above, the first and second conditions in the first energy storage condition are the same as the first and second conditions in the above-mentioned drifting condition. In addition, in other embodiments, the transition speed under the second condition of the first energy storage condition can also be set to a value different from the transition speed under the second condition of the drifting condition. Additionally, the determination period under the third condition of the first energy storage condition is the same as the determination period under the third condition of the drifting condition.

[0189] Figure 13 FIG. is an example showing changes in the driving state of the player object during energy storage driving in a time series. In Figure 13 the example shown, it is assumed that the player object lands from a state in the air at time t12. Additionally, it is assumed that a throttle operation input and a movement operation input are performed at time t12. Further, it is assumed that the speed of the player object at landing is faster than the above-mentioned transition speed. And it is assumed that no direction operation input is performed during the determination period from time t11 to time t12. Based on the above, in Figure 13 the example shown, the above-mentioned first to third conditions in the first energy storage condition are respectively satisfied. Therefore, the game system 1 determines that the energy storage condition is satisfied and sets the player object to the energy storage state after landing.

[0190] As described above, when the above-mentioned first and second conditions are satisfied when the player object lands, if a direction operation input ( Figure 8 ) is performed during the determination period, the drifting condition is satisfied, and as a result, the player object becomes a drifting state. If no direction operation input ( Figure 13 ) is performed during this determination period, the energy storage condition is satisfied, and as a result, the player object becomes an energy storage state. That is, when the player satisfies the above-mentioned first and second conditions, the player can separately use the driving state (i.e., the drifting state or the energy storage state) of the player object after landing according to whether a direction operation input is performed within a certain period (i.e., the determination period) before landing including the landing time point.

[0191] In the present embodiment, the player object can also transition to the energy storage state during the period of driving on the ground in addition to landing from the air. That is, the game system 1 determines the second energy storage condition during the period when the player object is driving, and sets the player object to the energy storage state when the second energy storage condition is satisfied.

[0192] In the present embodiment, the second energy storage condition means satisfying the following first to third conditions.

[0193] · First condition: The player object is on the ground

[0194] · Second condition: A throttle operation input is being performed and it is during the continuous period of the movement operation input

[0195] · Third condition: The speed of the player object exceeds the specified transition speed

[0196] In addition, the content of the second energy storage condition is arbitrary. In other embodiments, the second energy storage condition may not include any of the above first to third conditions, and may also include conditions different from the first to third conditions.

[0197] Regarding the above second condition, "during the continuous period of the movement operation input" means not the timing of starting the movement operation input but the continuous execution of the movement operation input that has been started in the past. In addition, when the throttle operation input and the movement operation input are started under the conditions of satisfying the above first condition and third condition, the second energy storage condition is not satisfied, and the player object makes a normal jump according to the movement operation input.

[0198] The transition speed under the third condition of the second energy storage condition is the same as the transition speed under the second condition of the first energy storage condition. In addition, in other embodiments, the two may also be different values.

[0199] Similar to the above first to third conditions, the second energy storage condition does not need to be when the player object lands, so the second energy storage condition can be satisfied when the player object is on the ground. Regarding the third condition, "exceeding the specified transition speed" means that the speed of the player object changes from a state below the transition speed to a state greater than the transition speed. That is, when the speed of the player object is gradually increasing, the third condition is satisfied at the time point when the speed of the player object first becomes greater than the transition speed, and the third condition is not satisfied after the speed of the player object becomes greater than the transition speed.

[0200] Figure 14 is a diagram showing another example of the change in the driving state of the player object when starting energy storage driving in time series. In Figure 14 the example shown, it is assumed that the player object is driving on the ground in the normal state, starts the movement operation input at time t17 when the speed of the player object is lower than the transition speed, and then continues the movement operation input. In addition, although not shown, it is assumed that the throttle operation input is always being performed and the player object is accelerating. According to the above, in Figure 14 the example shown, the first condition and the second condition are satisfied after time t17, and the third condition is satisfied at time t18, thus satisfying the second energy storage condition. As a result, at time t18, the player object changes from the normal state to the energy storage state.

[0201] As described above, in the present embodiment, it is not limited to the case where the condition is satisfied when the player object lands from the air. It is possible to travel in the energy storage state even when the motion operation input continues and the speed of the player object traveling in the normal state exceeds the first speed (more specifically, when the throttle operation input is further performed). Thus, it is possible to easily transition the player object to the energy storage state. In addition, in other embodiments, the conditions for transitioning the player object to the energy storage state are arbitrary. For example, in other embodiments, the game system 1 may use only the first energy storage condition without using the above-described second energy storage condition. Further, in the present embodiment, the control of the player object in the subsequent energy storage state is the same when the first energy storage condition is satisfied and when the second energy storage condition is satisfied. However, in other embodiments, the game system 1 may set a difference between the energy storage state when the first energy storage condition is satisfied and the energy storage state when the second energy storage condition is satisfied.

[0202] In the present embodiment, the energy storage state of the player object continues during the period in which the motion operation input continues. That is, while the first R button 60, which is the motion operation input for starting the energy storage state, is being pressed, the player object becomes in the energy storage state and the energy storage state is released according to the first R button 60 no longer being pressed.

[0203] In addition, in other embodiments, the operation for releasing the energy storage state is arbitrary and is not limited to the operation of ending the motion operation input. For example, in other embodiments, the energy storage state may continue even after the pressing of the first R button 60 corresponding to the motion operation input ends. At this time, the energy storage state may also be released by pressing the first R button 60 again. Further, for example, the release of the energy storage state may also be performed by an operation input different from the motion operation input. For example, it may also be performed according to another button different from the first R button 60 being pressed.

[0204] In addition, in the present embodiment, the operation input for releasing the energy storage state is the same as the operation input for releasing the drift state. Thus, it is possible to make it easy for the player to understand the operations related to drift driving and energy storage driving, and the operability can be improved.

[0205] Figure 15 FIG. is an example of a game image when the player object is performing energy storage driving. The appearance of the player object 201 in the energy storage state is different from the appearance of the player object 201 in the normal state and the drift state. In the present embodiment, the player object 201 in the energy storage state has an appearance of being in the process of storing energy and being compressed and deformed compared to the normal state and the drift state (refer to Figure 15)。In addition, the game system 1 displays the player object 201 in the energy storage state in a display mode where a flash effect image 205 is added to the ground around the rear wheels (refer to Figure 15 ). In addition, the above-mentioned effect image 205 is not added to the player object in the normal state and the drifting state. That is, the displayed effect images are different when the player object is in the drifting state and when the player object is in the energy storage state. Thus, the player can recognize that the player object is in the energy storage state. In addition, the method of making the display mode of the player object different in order to enable the player to recognize the energy storage state is arbitrary. In other embodiments, the game system 1 can also make the display mode of the player object different by only changing the appearance of the player object, such as changing the shape, or adding one of the above-mentioned effect images 205. In addition, the above-mentioned effect image 205 is an example, and other effect images can also be displayed.

[0206] In this embodiment, in the energy storage state and the normal state, the behavior of the player object corresponding to the player's operation input is different. That is, the game system 1 makes the control method for the player object different in the energy storage state and the normal state. In this embodiment, in the energy storage state, the game system 1 controls the player object to have a lower cornering performance and travel at a slower speed than in the normal state. In this way, the energy storage state can be said to be an unfavorable driving state in a racing game. However, as will be described later, the player object can perform turbo acceleration driving after the energy storage state, so it is not that the player object simply becomes unfavorable in the game by performing energy storage driving. In this embodiment, the racing game can be made strategic in that after the unfavorable energy storage driving, favorable turbo acceleration driving can be performed, so energy storage driving is performed for favorable turbo acceleration driving, or normal driving is performed to avoid unfavorable energy storage driving.

[0207] In addition, the state of "traveling at a slower speed than in the normal state" means, for example, a state where the maximum speed of the player object is lower than that in the normal state. Specifically, the game system 1 makes the speed reached by the player object when the throttle operation input is continuously performed in the energy storage state slower than that speed in the normal state.

[0208] In addition, the "state where the turning performance is lower than the normal state" refers to, for example, a state where the minimum turning radius when the player object turns is larger than the normal state. Furthermore, as described above, the minimum turning radius in the drifting state is smaller than the normal state. Therefore, the minimum turning radius in the energy storage state is larger than that in the drifting state. Thus, for example, in a racing game, when the player object is traveling on a road that turns from a straight line, the player determines whether to perform energy storage driving on the straight road to enter the turbo boost state before the player object enters the curve, or to avoid energy storage driving on the straight road to reliably perform drifting driving at the curve, and then conducts game operations. In this way, based on the above content, by setting the disadvantages of the energy storage state compared to the drifting state, the strategy of the racing game can be improved.

[0209] In addition, the "low turning performance of the player object" is not limited to the case where the minimum turning radius is large as described above. As another example, the "low turning performance of the player object" can also refer to a situation where the upper limit speed at which the player object can travel without spinning when turning at a certain turning radius is low.

[0210] Moreover, the control method for the player object in the energy storage state is arbitrary and is not limited to the above method. For example, in other embodiments, the game system 1 can also perform only one of the controls of making the turning performance lower than the normal state and making the maximum speed lower than the normal state in the energy storage state. Additionally, in other embodiments, the energy storage state does not need to be a driving state that is disadvantageous in a racing game, and the behavior of the player object corresponding to the player's operation input can also be the same in the energy storage state and the normal state.

[0211] Furthermore, in this embodiment, there is also a situation where the player object enters the energy storage state during turbo boost driving. In this case, the traveling direction of the player object is controlled by the above control method in the energy storage state, and the speed is controlled by the control method in the turbo boost state. However, regarding the turbo boost driving in the energy storage state, the speed is controlled to be slower than the turbo boost driving in the normal state. That is to say, in the above case, the player object turns at the same angle as the energy storage state at a speed faster than the energy storage state when it is not during turbo boost driving. Additionally, in other embodiments, the speed of the player object can also be controlled so that the turbo boost driving in the energy storage state is the same as the turbo boost driving in the normal state. Moreover, in other embodiments, the player object can also be controlled not to perform turbo boost driving when it enters the energy storage state during turbo boost driving. Additionally, in other embodiments, the player object can also be controlled not to enter the energy storage state during turbo boost driving.

[0212] As Figure 13As shown, in the present embodiment, when the player object is in the energy storage state, if the energy storage state continues for a time longer than the specified turbine speed-up condition time, the player object becomes the above-described turbine speed-up enabled state. In Figure 13 In the example shown, the player object becomes the turbine speed-up enabled state at time t13 after the turbine speed-up condition time has elapsed since it became the energy storage state at time t12. Specifically, the game system 1 counts the duration of the energy storage state as an energy storage parameter indicating the degree of the energy storage state, and when this time reaches the turbine speed-up condition time, it changes the player object to the turbine speed-up enabled state. In addition, the above-described energy storage parameter can be any parameter whose parameter value increases as the energy storage state of the player object continues. For example, in other embodiments, the above-described energy storage parameter can also be a parameter indicating the distance traveled by the player object since it became the energy storage state. Further, it is also possible to shorten the time until it becomes the turbine speed-up enabled state according to the operations during the energy storage state. For example, it is also possible to shorten the time until it becomes the turbine speed-up enabled state by quickly switching the direction operation input left and right during the energy storage state.

[0213] As described above, in the present embodiment, the player object can become the turbine speed-up enabled state not only in the drift state but also in the energy storage state. In addition, the turbine speed-up condition time in the energy storage state can be the same length as the turbine speed-up condition time in the drift state, can be shorter than the turbine speed-up condition time in the drift state, or can be longer than the turbine speed-up condition time in the drift state.

[0214] Figure 16 FIG. is an example of a game image when the player object performing energy storage driving becomes the turbine speed-up enabled state. As Figure 16 shown, the player object 201 is displayed in a display manner with the effect image 206 with sparks added. Thereby, it is possible to enable the player to recognize that the player object is in the turbine speed-up enabled state. In addition, the color of the spark effect image 206 is different from the color of the spark effect image 203 displayed when the player object performing drift driving becomes the turbine speed-up enabled state. In addition, the above-described effect image 206 is an example, and other effect images can also be displayed. For example, instead of the spark effect image, it is also possible to display, or in addition to the spark effect image, an effect image showing the appearance of energy propagation, an effect image showing smoke.

[0215] In this embodiment, the turbo-boostable state during energy storage driving is also divided into three stages, the first stage to the third stage, in the same way as the turbo-boostable state during drifting driving. In addition, the time until the turbo-boostable state becomes the second stage or the third stage may be the same or different during drifting driving and energy storage driving. Further, the turbo-boostable state during energy storage driving is also the same as the turbo-boostable state during drifting driving in that the display mode (specifically, the color) of the effect image 206 indicating the turbo-boostable state differs according to the stage of the turbo-boostable state. The number of stages of the turbo-boostable state during energy storage driving may be more or less than the number of stages of the turbo-boostable state during drifting driving.

[0216] As Figure 13 shown, during the period in which the motion operation input performed at the start of the energy storage state continues, the game system 1 makes the player object travel in the energy storage state, and ends when the above-mentioned energy storage parameter reaches a specified value according to the continuously input motion operation input (that is, when the time for which the energy storage state continues reaches the turbo-boost condition time), and makes the player object travel in the turbo-boost state. Thus, the player can indicate the start and end of the energy storage state by pressing start and pressing end in a single motion operation input, and can therefore easily perform operations for making the player object perform energy storage driving and subsequent turbo-boost driving.

[0217] In addition, in this embodiment, the game system 1 makes the player object perform a normal jump action according to a motion operation input performed during the travel of the player object. After that, according to the motion operation input continuously input at the landing and after the landing of the normal jump action, it ends after the energy storage parameter reaches a specified value ( Figure 13 at the moment t14 shown), and makes the player object perform a special jump action different from the normal jump. In Figure 13 the example shown, according to the energy storage state being released at the moment t14 when the player object is traveling in the energy storage state, the player object performs a special jump action during the period from the moment t14 to the moment t15. Thus, the player can easily recognize that the energy storage state has ended. In addition, the player can perform the operation input for starting the energy storage state and the operation input for ending the energy storage state by operating the same button, and can therefore make the operations consistent and can provide intuitive and easily understandable operations for the player. Further, in this embodiment, the normal jump action and the special jump action have different action contents, but in other embodiments, the two may have the same action content.

[0218] In addition, in this embodiment, as Figure 13As shown, when the player object lands from a special jump, the player object returns to its normal state and enters a turbo boost state. That is, in the present embodiment, the player object starts to accelerate according to landing from a special jump. Thus, in the present embodiment, the special jump can be said to be a jump action that enables turbo boost driving after landing. In Figure 13 In the example shown, during the period from time t15 to time t16, the player object performs turbo boost driving. The control of the player object in the turbo boost state after the energy storage state is the same as the control of the player object in the turbo boost state after the drift state. As described above, the player object performs turbo boost driving after landing from a special jump. Thus, strategy can also be generated in predicting the landing location of the player object and determining the position for performing the special jump so as to be able to land at a suitable location for subsequent turbo boost driving. In addition, when no throttle operation input is performed during the energy storage state of the player object, the player object does not perform a special jump and returns to its normal state. Figure 17 FIG. is an example of a game image when the player object is performing a special jump. The game system 1 causes the player object to drive in a turbo boost state after the player object lands from the special jump action.

[0219] In addition, the game system 1 may immediately set the player object to the turbo boost state after landing from the special jump. For example, it may also set the player object to the turbo boost state after a predetermined performance time has elapsed, or may set the player object to the turbo boost state after traveling a predetermined distance. In addition, the speed control of the player object during the special jump is not particularly limited. The game system 1 may control the player object at the speed so far during the special jump, for example, or may accelerate the player object from during the special jump. In addition, as in the present embodiment, by setting the player object to the turbo boost state according to landing from the special jump, the timing of entering the turbo boost state becomes easy for the player to understand. On the other hand, if the player object accelerates from during the special jump, there is a concern that the player may have difficulty predicting the landing position of the special jump. On the contrary, according to the present embodiment, the player object accelerates after the special jump, so that the player can easily predict the landing position of the special jump.

[0220] In addition, in the present embodiment, when performing a special jump, the player object performs a movement corresponding to the direction operation input at the start of the special jump action. For example, Figure 17The example shown represents a case where a direction operation input to the left is made at the end of a continuous motion operation input. In this case, the player object 201 jumps in such a way that it moves laterally to the left while performing a lateral roll to the left (when the player object 201 is moving forward, it moves diagonally to the left front as a result). Similarly, the player object jumps while performing a lateral roll to the right, a forward roll, and a backward roll to the right, forward, and backward respectively according to inputs in the right, up, and down directions. In addition, in the absence of a direction operation input, the player object jumps without rotating. In addition, in the present embodiment, for any of these motions, the speed related to the traveling direction of the player object is controlled to be constant. Also, for either a forward roll or a backward roll, the landing position of the player object is the same as in the case of no direction operation input.

[0221] As described above, in the present embodiment, the game system 1 makes the player object perform a jump action corresponding to the direction operation input as a special jump action based on the direction operation input made at the end of the continuously input motion operation input. Thereby, the fun can be enhanced through the special jump action. In addition, the player can easily distinguish between a normal jump and a special jump. In addition, in other embodiments, the special jump action does not need to be an action corresponding to the direction operation input, and the special jump action can also be an action not accompanied by a motion corresponding to the direction operation input.

[0222] In addition, in the present embodiment, in a normal jump, according to the direction operation input in the left - right direction during the jump, the player object slightly rotates and its position slightly shifts left and right. On the other hand, in a special jump, according to the direction operation input in the left - right direction during the jump, the player object can change its position left and right relatively significantly. In addition, in other embodiments, the game system 1 can also control the jump action of the player object to relatively change its position forward and backward according to the direction operation input in the up - down direction during the jump.

[0223] As described above, in the present embodiment, the game system 1 makes the player object perform a jump action that moves in the direction corresponding to the direction operation input with a movement amount larger than that of a normal jump as a special jump action based on the direction operation input made at the end of the continuously input motion operation input. Thereby, the adjustment range of the position where the player object performs turbo - acceleration driving after landing from the special jump is large, so the selection range of the position for changing from energy - storage driving to turbo - acceleration driving can be increased. In addition, in other embodiments, the movement amount of the special jump and the movement amount of the normal jump can be the same, or the movement amount of the normal jump can be larger than that of the special jump.

[0224] In addition, although not shown in the figure, if the energy storage state is cancelled before the player object becomes in a turbo-boostable state during the energy storage driving, the player object does not enter the turbo-boost state and returns to the normal state. At this time, the player object neither performs a special jump nor a normal jump.

[0225] In addition, in the present embodiment, the energy storage state of the player object is ended not only when the motion operation input ends, but also when no acceleration operation input is performed. Further, when no throttle operation input is performed during the energy storage state, the player object does not enter the turbo-boost state but enters the normal state. In other embodiments, the game system 1 may also be configured such that the energy storage state continues even when no throttle operation input is performed during the energy storage state of the player object.

[0226] In addition, in the present embodiment, when a direction operation input is performed during the energy storage state of the player object, the energy storage state continues. However, in other embodiments, the game system 1 may also end the energy storage state and set the player object to the normal state. In other embodiments, in the above situation, the game system 1 may also change the player object from the energy storage state to the drift state.

[0227] In other embodiments, the game system 1 may also, regardless of whether an operation input for cancelling the energy storage state is performed, cause the player object to perform turbo-boost driving according to the energy storage state lasting for a specified time. At this time, the player object may be set to the normal state or the energy storage state may continue.

[0228] As described above, in the present embodiment, the player can cause the player object to perform energy storage driving. By performing energy storage driving, the player object can travel at high speed through turbo-boost driving after energy storage driving. The above-described drift driving is easy to perform on a curved road on a racing track, but is not easy to perform on a straight road. In contrast, energy storage driving is easy to perform on a straight road. That is, the player performs drift driving on a curved road and energy storage driving on a straight road, whereby the player object can perform driving associated with turbo-boost driving on any road.

[0229] In addition, in the present embodiment, the game system 1 displays the player object in different display modes in the drift state and the energy storage state on the display 12 (refer to Figure 9 、 Figure 15)。Here, in the present embodiment, for the operations for the drifting state and the operations for the energy storage state, it is distinguished by whether a direction operation input is performed during the above determination period. Therefore, it is also considered that a player who wants to make the player object perform a drifting drive may inadvertently perform an energy storage drive, or a player who wants to make the player object perform an energy storage drive may inadvertently perform a drifting drive. Regarding this, in the present embodiment, by making the display mode of the player object different in the drifting state and the energy storage state, the possibility that the player misinterprets which driving state the current player object is in can be reduced.

[0230] [2-3. Object Travel State]

[0231] The object travel state is the state in which the player object travels on a prescribed drivable object arranged in the virtual space. The drivable object is an object on which the player object can travel. In the present embodiment, as the drivable object, the following wall object and track object are arranged in the virtual space. In the present embodiment, the player object performs a wall travel (refer to Figure 20 ) along the wall surface of the wall object, or performs a track travel (refer to Figure 23 ) on the track object, as the object travel for traveling on the drivable object.

[0232] First, an example of the player object performing a wall travel will be described with reference to Figures 18 - 20 . Figure 18 is a diagram showing an example of the change in the travel state of the player object when performing a wall travel in time series. Here, in the present embodiment, the game system 1 causes the player object to start traveling on the drivable object when the player object satisfies a prescribed object travel condition. In the present embodiment, the object travel condition related to the wall travel includes that the player object approaches the drivable object by a special jump. In the example shown in Figure 18 , as a result of the player object performing a special jump, at the time point of t21, the player object approaches the wall object, and the player object starts wall travel.

[0233] Figure 19 is a diagram showing an example of the game image when the player object is performing a special jump. In addition, Figure 20 is a diagram showing an example of the game image when the player object is performing a wall travel. Figure 19 The situation shown is the situation where the player object 201 performs a special jump in the above energy storage state near the wall object 221. At this time, since the player object 201 approaches the wall object 221, the player object 201 is as shown in Figure 20Start wall driving on the wall object 221 as shown below.

[0234] In addition, Figure 19 and Figure 20 The wall object 221 shown below is a wall set beside the road, but the object that functions as a wall object in the virtual space is not limited to this. For example, the wall object can be any object having a surface with an angle within a specified range (e.g., an angle within the range of 80° to 110°) with respect to the ground in the virtual space. Specifically, building objects and cliff terrain objects can also function as wall objects, and the player object can also drive on the side of a building object or on the slope of a cliff in the object driving state. In addition, the wall object does not need to be an object fixedly configured in the virtual space and can also be an object moving within the virtual space. For example, an object of a train moving in the virtual space can also function as a wall object, and the player object can also drive on the side of the moving train in the object driving state.

[0235] As described above, in this embodiment, the drivable object includes a wall object provided in the virtual space, and the game system 1 causes the player object to drive on the wall surface of the wall object. Thus, it is also possible to make the wall object, which is usually an obstacle (i.e., when the object driving condition is not satisfied), function as a drivable object. In addition, since the driving paths that the player object can adopt in the racing game can be increased, options such as driving the player object on a normal road or on a wall object can be provided to the player. And, in order to make the player object perform wall driving, the player performs game operations while considering whether the player object is in a state where it can perform a special jump and whether it can reach the wall object by the special jump. Through the above, the strategy of the racing game can be improved. In addition, in other embodiments, a wall object as a drivable object may not be provided in the virtual space.

[0236] In addition, in this embodiment, the player object can perform wall running through a special jump that stores energy and then travels. That is, when the player object approaches the wall object through a special jump and thus satisfies the object running condition, the game system 1 causes the player object to start wall running. Therefore, in order to perform wall running, the player object starts to store energy and travel from a certain distance in front of the wall object. Thus, it is required that the player observes the configuration of the objects in front of the track and confirms whether it is possible to perform a special jump that stores energy to carry out the game operation. In addition, for example, before turning at a curve where a wall object is arranged on the outer side of the curve, the player determines whether to store energy and travel to pass through the curve by wall running or avoid storing energy and travel to pass through the curve by drifting to carry out the game operation. Through the above, the strategy of the racing game can be improved.

[0237] In addition, in other embodiments, the object running condition related to the wall object is not limited to the case where the player object approaches the wall object through a special jump, and other conditions may also be applicable. For example, the object running condition related to the wall object may also include conditions such as the player object approaching the wall object in a drifting state or a state of storing energy. Thus, the opportunity for the player object to perform wall running can be increased, and the strategy of the racing game can be improved.

[0238] In this embodiment, during the special jump of the player object, when the distance between the player object and the wall object becomes less than or equal to a specified value, the game system 1 determines that the player object is approaching the wall object. In this case, the game system 1 controls the player object to land on the wall object and start wall running. In addition, the above specified value may also be 0. That is to say, the player object may also be controlled to land on the wall object and start wall running according to contacting the wall object.

[0239] In addition, in this embodiment, the object running condition related to wall running is a condition related to the distance between the player object and the wall object, that is, "the player object approaches the drivable object through a special jump". In other embodiments, the object running condition may also include other conditions. For example, in other embodiments, the game system 1 may also include conditions related to the entry angle of the player object relative to the wall object and / or the posture of the player object relative to the wall object in addition to the condition related to the distance between the player object and the wall object. In addition, the object running condition related to wall running is arbitrary. In other embodiments, it may not include the condition related to the distance between the player object and the wall object.

[0240] In addition, in the present embodiment, the player object can perform special jumps not only by energy storage driving but also under other conditions. The player object can perform special jumps even in the object driving state, and the details will be described later. In addition, the player object can perform special jumps either by inputting a motion operation at a specific location (such as a jump platform) on the racing track or by colliding with a specific object (such as a specific character) in the virtual space. Alternatively, it can be that when the player object leaves the ground as the racing track undulates, etc. at an unspecified location on the racing track and a motion operation input is made, the player object performs a special jump. For example, when the player object makes a normal jump from the front of a cliff and falls off the cliff, and a motion operation input is made during the falling process, the player object performs a special jump. The special jump in this case can include a two-stage jump of jumping up again during the falling process, or it can be a motion corresponding to a direction operation input such as a forward roll or a side roll without performing a two-stage jump during the falling process. In the present embodiment, even when the player object performs a special jump for reasons other than energy storage driving, it can be that the player object performs wall driving by landing on a wall object from the special jump. Thus, the opportunity for the player object to perform wall driving can be increased, and the strategy of the racing game can be improved.

[0241] In the present embodiment, the game system 1 makes the control method for the player object different between the object driving state and the normal state. In the present embodiment, in the object driving state, the player object is controlled to move forward along the wall object in the direction of the player object. For example, the player object can also be controlled to advance diagonally upward in the horizontal direction in the virtual space along the wall object. In addition, as an example, the player object can also be controlled to advance in the vertical direction corresponding to the inclination of the ground where the wall object is located (for example, the inclination of the ground at the boundary between the wall object and the ground below the position where the player object contacts the wall object) along the wall object.

[0242] In the present embodiment, in the object driving state, the game system 1 controls the traveling direction of the player object regardless of the player's direction operation input. When performing wall driving, even without the player's direction operation input, the player object will automatically move in the direction along the wall object. Here, in the state of performing wall driving, the player object becomes horizontal (refer to Figure 20)。Therefore, when the player object is to be moved in the vertical direction of the wall, there is a concern that the player may be confused about which of the left / right and up / down direction operation inputs should be performed. Regarding this, in the present embodiment, by automatically controlling the traveling direction of the player object in the object traveling state, the possibility that the player feels uncomfortable with the operation is reduced. In addition, in other embodiments, the game system 1 may also control the traveling direction of the player object according to the player's direction operation input in the object traveling state.

[0243] In addition, as described above, in the present embodiment, the player object performs turbo acceleration traveling after a special jump and landing. Even after the player object lands on the wall object by a special jump, the player object performs turbo acceleration traveling on the wall object. In Figure 18 the example shown, the player object performs turbo acceleration traveling during the period from the time point t21 when it lands from the special jump to the time point t22. At this time, the game system 1 displays by attaching an effect image 204 indicating the turbo acceleration state to the player object 201 (refer to Figure 20 ).

[0244] In addition, in the present embodiment, in the object traveling state, different from the energy storage state and the drift state, the player object becomes in a turbo acceleration state from the start of object traveling (refer to Figure 18 ). Thus, in the object traveling state, the player object can perform a special jump regardless of the duration of the object traveling state, and the details will be described later. In addition, as Figure 19 shown, the player object 201 in the object traveling state is displayed with an effect image 203 indicating the turbo acceleration state attached thereto.

[0245] In the present embodiment, it is assumed that the turbo acceleration state during the object traveling period is not divided into multiple stages. In addition, in other embodiments, for the turbo acceleration state during the object traveling period, it may be divided into three stages, the first stage to the third stage, in the same manner as the turbo acceleration state during the drift traveling period or the energy storage traveling period. At this time, the time until the turbo acceleration state becomes the second stage or the third stage during the object traveling period may be the same as or different from the drift traveling period or the energy storage traveling period. In addition, for the turbo acceleration state during the object traveling period, in the same manner as the turbo acceleration state during the drift traveling period or the energy storage traveling period, the display mode (specifically, the color) of the effect image 203 indicating the turbo acceleration state may be different according to the stage of the turbo acceleration state. The number of stages of the turbo acceleration state during the object traveling period may be more or less than the number of stages of the turbo acceleration state during the drift traveling period or the energy storage traveling period.

[0246] In Figure 18 In the example shown, during wall running, the player object performs a special jump according to a motion operation input at time point t23. That is, unlike the drift state or the charge state where the special jump is performed when the first R button 60 that is continuously pressed is not pressed, the special jump is performed by pressing the first R button 60. In this way, in the present embodiment, even in the object running state, the player object can perform a special jump.

[0247] In the present embodiment, the game system 1 always makes the player object perform a special jump according to a motion operation input in the object running state. That is, the player can immediately make the player object perform a special jump after the object running state is achieved. Here, the above-mentioned charge running can be easily performed by the action of a normal jump regardless of the current position of the player object. In contrast, the object running can be performed by a special jump in a situation where drivable objects are arranged around the player object, and it can be said that the execution difficulty is higher than that of the charge running. Therefore, in the present embodiment, when the player object performs object running, the benefits based on the object running (i.e., the special jump) can be immediately obtained, thereby giving the player an incentive to make the player object perform object running. In addition, in other embodiments, the game system 1 may also set the player object to a state where it can perform a special jump on the condition that a parameter whose value increases as the object running state continues reaches a specified value.

[0248] In addition, when performing a special jump from wall running, the player object is controlled to perform a special jump in a direction away from the wall object regardless of the direction operation input at the start of the special jump action.

[0249] In Figure 18 In the example shown, after the player object performs a special jump at time point t23, it performs turbo acceleration running at time point t24 according to reaching the ground from the special jump. Then, during the period from time point t24 to time point t25, the player object performs turbo acceleration running. The control of the player object in the turbo acceleration state after the object running state is the same as the control of the player object in the turbo acceleration state after the charge state. In this way, in the present embodiment, the player object can also travel at high speed by turbo acceleration running after the object running state, similarly to after the drift state or the charge state.

[0250] As described above, in the present embodiment, the game system 1 causes the player object to travel in a turbo-accelerated state after landing from a special jump, regardless of the time the player object has traveled on the drivable object. As a result, the player object can immediately benefit from performing object travel, and it is easy to provide the player with a motivation to perform object travel. In addition, in the present embodiment, the player does not need to perform directional operation input while the object is in the driving state, so if the object driving state continues for a long time, the time when the player does not perform directional operation input becomes longer, which may reduce the fun of the game. In this regard, in the present embodiment, there is an advantage of immediately performing motion operation input when the player object reaches the object driving state, so the player can be motivated to perform motion operation input. As a result, it is possible to prevent the player from not performing game operations for a long time.

[0251] In addition, in other embodiments, the game system 1 may also set the player object to a turbo-accelerated state in the object driving state, similar to the drift state and the energy storage state, when a parameter that increases as the player object continues to drive on the object reaches a specified value. For example, the game system 1 may also cause the player object to drive in a turbo-accelerated state after landing from a special jump when the time the player object has driven on the drivable object is longer than the turbo-acceleration condition time. Furthermore, in the above content, the turbo-acceleration condition time in the object driving time may also be set to be shorter than the turbo-acceleration condition time in the energy storage state. Thus, the player can be given a motivation to cause the player object to drive the object, similar to the present embodiment.

[0252] In addition, in the present embodiment, the player object can perform wall running within a specified wall running limit time. That is, when the object running state of the player object continues for the wall running limit time, the game system 1 disengages the player object from the wall object. In this case, the player object returns to the normal state without performing a special jump and resumes running on the track again. At this time, turbo boost running is not performed. In addition, the wall running limit time can be a fixed value or can be variably set based on the speed of the player object and / or the state (e.g., position, shape) of the wall object. For example, it can also be that when the speed of the player object is low, the wall running limit time is set shorter than when the speed is high. It can also be that when the wall object is arranged on the outer side of a curve (i.e., when the wall object is a wall object that bends in a way that brings the wall surface closer to the player object performing wall running), the wall running limit time is set longer than when it is arranged on the inner side of the curve (i.e., when the wall object bends in a way that moves the wall surface away from the player object performing wall running). Additionally, in other embodiments, the game system 1 can also end object running when the speed of the player object becomes below a specified value.

[0253] Next, an example of the player object performing track running will be described with reference to Figures 21 - 23 . In the present embodiment, as shown in Figure 23 , the player object can perform track running. Figure 21 FIG. is an example of a diagram showing changes in the running state of the player object when performing track running in time series. Here, in the present embodiment, the object running conditions related to track running include the player object approaching the track object (specifically, the distance between the two is below a specified distance. The specified distance includes the case of being 0, that is, the case of being in contact). In the example shown in Figure 21 , when the player object approaches the track object at time point t31, the player object starts track running.

[0254] Figure 22 FIG. is an example of a game image before the player object starts track running. Additionally, Figure 23 FIG. is an example of a game image when the player object is performing track running. Figure 22The situation shown is one where the player object 201 is about to enter the track object 222 from a position in front of the track object 222. In the present embodiment, a track path that enables the player object 201 to travel along a track is set on the track object 222. The player object 201 can travel along the track path. In addition, in the present embodiment, the track path is invisible. At this time, according to the player object 201 approaching the track object 222 (including the case of approaching the track path), the player object 201 starts to travel along the track with respect to the track object 222 as shown in Figure 23 shown.

[0255] In addition, Figure 22 and Figure 23 The track object 222 with a track path set as shown is a track-shaped object provided on the ground of the virtual space, but the object with a track path set is not limited to this. For example, a track path can also be set on the outer edge of the roof of a building object. In this case, the player object travels along the outer edge of the roof of the building object by approaching the outer edge of the roof of the building object. In the present embodiment, the part of the object where a track path is set is sometimes referred to as a "track object". Other examples of the track object can also be the handrail part of a handrail object, the upper surface part of a guardrail object, etc. In this way, the track object can also be set at a position away from the ground in the virtual space.

[0256] As described above, regarding the track object, different from the wall object, it is not limited to the player object landing on the track object by a special jump. The player object can also travel along the track by approaching the track object by any method. For example, as shown in Figure 22 and Figure 23 shown, the player object can travel along the track by approaching the track object in the normal state. Although not shown, it can also travel along the track by approaching the track object by a special jump. Since the track object is thinner than the wall object, there is a concern that it is difficult for the player object to land on the track object by a special jump, but since it is easy to travel along the track, the player is given the motivation to travel along the track. In addition, in other embodiments, the object travel conditions related to the track object are arbitrary and are not limited to the above. For example, in other embodiments, the object travel conditions related to the track object can also be that the player object lands on the track object, such as on the track path, by a normal jump or a special jump.

[0257] In addition, in the present embodiment, the object travel conditions related to track travel include conditions related to the distance between the player object and the wall object, such as "the player object approaches the drivable object". In other embodiments, the object travel conditions may also include other conditions. For example, in other embodiments, the game system 1 may also cause the player object to perform track travel based on conditions related to the entry angle of the player object relative to the track path and / or the posture of the player object relative to the track path. Specifically, the player object may be determined to satisfy the object travel conditions when the distance between the player object and the track path becomes less than or equal to a specified value and the entry angle of the player object relative to the track path is less than or equal to a specified angle. In addition, the object travel conditions may vary depending on the track object or the track path. For example, for a track path configured on the ground, the entry angle of the player object relative to the track path may be set as a condition, while for a track path configured away from the ground, the entry angle of the player object relative to the track path may not be set as a condition. Thereby, it is possible to suppress the following situation: accidentally starting track travel when crossing a track path on the ground. In addition, in a situation where it may be difficult to approach a track path in the air, it is possible to suppress the concern that the implementation of track travel becomes difficult if the entry angle is set as a condition again. Furthermore, the object travel conditions related to track travel are arbitrary, and in other embodiments, they may not include conditions related to the distance between the player object and the wall object.

[0258] In the present embodiment, when performing track travel, the player object is controlled to move along the track object, specifically along the track path. In addition, as described above, in the object travel state, the traveling direction of the player object is controlled regardless of the player's direction operation input. Therefore, when performing track travel, even without the player's direction operation input, the player object will automatically move in the direction along the track object.

[0259] As Figure 23 shown, when performing track travel, the player object 201 assumes a posture in which one wheel is lifted and it travels on the track object 222 on one wheel. Thereby, it is possible to enable the player to recognize that the player object 201 is performing track travel. In addition, in other embodiments, the track object may be composed of two tracks extending in parallel. At this time, the player object may perform track travel with the left tire and the right tire respectively placed on the two tracks.

[0260] In addition, in the case of track travel as well as in the case of wall travel, the player object can perform a special jump regardless of the duration of the object travel state.

[0261] In addition, in other embodiments, the game system 1 can also make the stages of the turbo-boostable state that the player object can adopt different during track driving and wall driving. Further, in other embodiments, the game system 1 can also make the time until the turbo-boostable state transitions to the next stage different during track driving and wall driving.

[0262] In addition, as Figure 23 shown, for the player object 201 performing track driving, an effect image 203 indicating the turbo-boostable state is attached to and displayed on the rear wheel in contact with the track object 222.

[0263] In Figure 21 the example shown, during track driving, the player object makes a special jump according to a motion operation input performed at time point t32. Then, the player object makes a special jump during the period from time point t32 to time point t33, and performs turbo-boost driving until time point t34 after falling behind from the special jump. Here, during the track driving period, similar to the wall driving period, the player object can make a special jump from the start of the object driving state. In addition, when making a special jump from track driving, the player object makes a special jump through a motion corresponding to the direction operation input at the start of the special jump action, similar to the case of making a special jump from charge driving. For example, when a rightward direction operation input is performed during a special jump, the player object 201 makes a special jump in such a way that it moves rightward while performing a side roll in the rightward direction. Also, when making a special jump from track driving, similar to the case of making a special jump from wall driving, the player object performs turbo-boost driving after falling behind from the special jump.

[0264] As described above, in this embodiment, the player object can make a special jump and perform turbo-boost driving after falling behind from three states: the charge state, the wall driving state, and the track driving state. Here, the speed control (e.g., the degree of acceleration, the maximum speed) during turbo-boost driving, or the turbo-boost limit time of turbo-boost driving can be set to be the same or different among the above three states. For example, since it is considered that the difficulty of executing wall driving is higher than that of the other two, the game system 1 can increase the degree of acceleration during turbo-boost driving or extend the turbo-boost limit time for wall driving so as to be able to obtain a greater advantage according to the difficulty of execution.

[0265] In addition, in the present embodiment, regarding traveling on the track, different from traveling on the wall, there is no set limit time for continuous traveling on the track. That is to say, the player object can travel to the end on the track object. When the player object reaches the end of the track object, it leaves the track object and continues to travel. In this case, since no special jump is performed, the player object does not perform turbo acceleration traveling. However, in other embodiments, in the above situation, the player object may also perform a special jump after traveling on the track and then perform turbo acceleration traveling after landing. Additionally, in other embodiments, regarding traveling on the track, a limit time for continuous traveling on the track may also be set in the same way as traveling on the wall. Further, the game system 1 may also control the player object to disengage from the track object according to the input of left and right direction operation during the track traveling of the player object.

[0266] As described above, in the present embodiment, in the virtual space, as travelable objects, a wall object as a first type of object and a track object as a second type of object are provided. The object travel conditions related to the first type of object include: the player object approaches the first type of object by a special jump. In addition, the object travel conditions related to the second type of object include: the player object approaches the second type of object, regardless of whether the player object approaches the second type of object by a special jump. Thus, the variation of object traveling can be increased, and therefore the fun of the racing game can be enhanced. Also, for example, when both types of objects are provided along a certain road in the racing track, many options are provided to the player, such as traveling using the first type of object, or traveling using the second type of object, or traveling without using any travelable object. Thus, the strategy of the racing game can be improved. Further, in other embodiments, the travelable objects may not include either or both of the above first type and second type of objects, or may include objects of different types from these.

[0267] In addition, with respect to the track object, it is intentionally set by the designer by setting a track path in the virtual space. Therefore, it may be difficult for the designer to set many track paths in the wide virtual space. On the other hand, with respect to the wall object, the wall surface of any object set in the virtual space can be used as the wall object. Therefore, even if the designer does not have the intention of setting a drivable object, many wall objects can be naturally set by setting objects such as buildings and obstacles in the virtual space. Thus, it is easy to set many wall objects in the virtual space, whereby many opportunities for the player object to drive on the wall can be given to the player. In addition, the player can be provided with the pleasure of finding a path that can be driven on by wall driving in various places in the virtual space. Further, in the present embodiment, the game system determines an object having a surface within a specified range of angles with respect to the ground in the virtual space as a wall object, but the method of determining whether it is a wall object is not limited to this. For example, in other embodiments, with respect to the surface of an object arranged in the virtual space, information indicating that it is a drivable wall surface may be preset, and the surface provided with this information can also function as a wall object.

[0268] In addition, in the present embodiment, the player object can approach the drivable object by a special jump and thereby perform object driving. Here, the player object can also perform a special jump during object driving. Thus, the player object can further perform object driving by landing on the drivable object by performing a special jump from object driving. Thereby, the player object can also repeatedly perform object driving and special jumps.

[0269] Figure 24 It is a diagram showing an example of a situation where the player object continuously performs special jumps. In Figure 24 the example shown, the player object 201 is in an object driving state of driving on the track object 223. During the driving on the track object 223, the player object 201 performs a first special jump and lands on the wall object 224 by this special jump, thereby starting object driving on the wall object 224. And the player object 201 performs a second special jump during the object driving on the wall object 224 and lands on the track object 223 by this special jump, thereby performing object driving on the track object 223 again. In addition, since the player object 201 performs turbo acceleration driving after the special jump, as Figure 24 shown, by repeatedly performing special jumps on the drivable object, the player object 201 can repeatedly perform turbo acceleration driving and special jumps.

[0270] Through the above, the player object 201 can travel at high speed on the racing track. Therefore, the player can be given a stronger motivation to make the player object travel. In addition, when leaping from one track object to another via a special jump, depending on the positional relationship between the two track objects, it is possible that the player object may not successfully jump onto the other track object but instead land on the track. Therefore, the player is required to confirm the position where a successful leap is possible to perform a special jump, thus enhancing the strategy of the racing game.

[0271] In addition, an example was shown above where the player object repeatedly performs turbo acceleration while leaping between different drivable objects. However, in this embodiment, the player object can also repeatedly perform special jumps and turbo acceleration on the same drivable object. For example, while the player object is traveling on a track object, it performs a special jump and then returns to the same track object again. Thereby, it can continue to travel on the track object through turbo acceleration and can enter a turbo-acceleratable state. In addition, when a motion operation input without a left or right direction operation input is made during the track travel of the player object, the player object maintains its previous travel direction and performs a special jump. Therefore, when the player object performs a special jump in a situation where the track object (track path) is turning, it may not land on the same track object and thus may not be able to continue traveling on the drivable object. That is, during the travel on a certain track object, a strategy is generated where the player confirms the timing when the player object can return to the same track object again to make the player object perform a special jump. In addition, for example, when the player object is traveling on a track object that is turning right, the player can make the player object perform a special jump to the right direction by performing a motion operation input with a right direction operation input, and can also aim to make the player object land again on the previously right-turning track object. On the other hand, regarding the wall object, for example, when the player object performs a special jump while traveling on a flat wall object (i.e., on a wall surface that extends horizontally in the traveling direction of the player object), the player object leaves the wall object. However, when the wall object is arranged on the outer side of a curve (i.e., when the wall object is curved in such a way that the wall surface approaches the player object that is traveling on the wall), even if the player object moves away from the wall object by performing a special jump, since the wall object is curved in a way that approaches the player object, the player object can land on the same wall object again. Therefore, a strategy is generated where the player confirms the shape of the wall object to make the player object perform a special jump at an appropriate timing.

[0272] Furthermore, in the present embodiment, the game system 1 causes the player object to travel in a turbo-accelerated state regardless of the time the player object has traveled on the drivable object. Thus, the player object can also perform a special jump immediately after landing on the drivable object through a special jump. At this time, the player object repeatedly performs turbo-accelerated travel without intervals, thereby being able to travel at high speed on the track. In the present embodiment, since the player does not need to input directional operations while the object is traveling, there is a possibility that the player will have nothing to do while the object is traveling. In this regard, in the present embodiment, the player object can perform special jumps associated with turbo-accelerated travel at any time during the travel of the object, thereby reducing the possibility that the player will feel bored while the object is traveling. Thus, the fun of the game operation during the travel of the object can be improved.

[0273] As described above, in the present embodiment, the player object can repeatedly perform special jumps without intervals, so the player object can also perform the next special jump during turbo driving after the special jump. Here, in the case where the next turbo driving starts before the turbo limit time in the turbo driving performed by the player object has passed (that is, the second turbo driving starts based on the landing of the special jump after the first turbo driving), the game system 1 resets the time the player object has been turbo driving and then counts. That is, the game system 1 counts the elapsed time from the time point when the next turbo driving starts, and causes the player object to turbo drive until the elapsed time reaches the turbo limit time. However, in other embodiments, the specific method of counting the time the player object is turbo driving is arbitrary. For example, the game system 1 may also start counting the elapsed time associated with the second turbo driving at the time point when the turbo limit time associated with the first turbo driving has passed, and cause the player object to turbo drive until the elapsed time reaches the turbo limit time.

[0274] In addition, in the present embodiment, when the player object performs a special jump during turbo driving, the player object is controlled to travel at the same speed during the special jump as during turbo driving. That is, in the above case, it can also be said that the player object continues turbo driving during the special jump. Thereby, it is possible to suppress unnatural behavior such as frequent changes in speed when the player object repeatedly performs special jumps and turbo driving. Furthermore, in other embodiments, the game system 1 may be controlled to gradually decelerate the speed of the player object during the special jump, and the speed of the player object during the special jump may be set to the same speed as in the normal state.

[0275] In this embodiment, in a racing game executed by the game system 1, a game mode is prepared in which a player object competes for a position with one or more opponent objects. In this game mode, the game system 1 controls the travel of opponent objects participating in the racing game, which are different from the player object. In addition, the opponent objects can be automatically operated or can be operated by other players different from the players of the game system 1. That is, the opponent objects can be automatically controlled according to a prescribed algorithm included in the game program, or the game system 1 can obtain data representing the operations performed by other players from other game systems and perform control according to this data.

[0276] Here, in a situation where two moving object bodies (i.e., the player object or the above-mentioned opponent objects) are traveling on one track object, if the moving object body located behind collides with the moving object body located in front, the moving object body located in front is controlled to disengage from the track object. Thus, for example, when the player object is in front of the opponent object on the track object, the player is required to make a judgment of avoiding being collided by the opponent object and disengaging from the track object by oneself, or maintaining track travel. Thereby, the strategy of the racing game can be improved.

[0277] In addition, in this embodiment, when a moving object body disengages from the track object due to a collision with a moving object body from behind, the moving object body is controlled not to perform turbo acceleration travel after disengagement. Thus, the disadvantages caused by the collision become greater, so the strategy of the racing game can be further improved. However, in other embodiments, it may also be that even in the above situation, the moving object body is controlled to perform turbo acceleration travel after disengagement.

[0278] In addition, in this embodiment, information on weight can also be set for the vehicle object constituting the moving object body and the character riding in the vehicle object. For example, when the moving object bodies collide with each other on a normal track instead of on a drivable object, it is determined which of the colliding moving object bodies is bounced off based on the above-mentioned weight information. In contrast, on a drivable object, the moving object body located in front is controlled to disengage from the drivable object regardless of the weight information of the colliding moving object bodies. Thus, even a heavier moving object body that is not easily bounced off on a normal track will disengage due to a collision when it is located in the front on a drivable object. Thereby, the strategy on the drivable object can be further improved, and thus the fun of the racing game can be further enhanced.

[0279] In addition, in other embodiments, it may also be that when the moving object travels on a drivable object other than the track object (such as a wall object), the game system 1 controls it in the same way as when it travels on the track object, so that the moving object in the front detaches from the drivable object due to the collision from the moving object in the rear. Thereby, the strategy of the racing game can be further improved.

[0280] In this embodiment, in the racing game, the moving object can use items. In this embodiment, the item is an attack item for attacking other moving objects. In addition, the types of items that appear in the racing game are arbitrary. In other embodiments, there may also be items that temporarily increase the speed of the moving object that uses the item, or make the moving object that uses the item invincible (for example, a state where attack items from other moving objects become invalid). In addition, in this embodiment, the moving object can obtain an item by contacting an object in an item box arranged in the virtual space. However, the method for the moving object to obtain an item is arbitrary and is not limited to the above method. For example, the moving object may also use items without limitation or with limitation as a unique ability.

[0281] In this embodiment, as one of the above items, the moving object can use a first attack item that attacks other moving objects by tailing. When collided by the first attack item, the moving object spins around and temporarily becomes unable to move. In addition, the moving object to be attacked can be determined by any method. For example, it can be determined based on the positional relationship between the moving object that uses the first attack item and other moving objects. The moving object to be attacked can, for example, also be the moving object among other moving objects within a specified angular range in front of the moving object that uses the first attack item and based on the front direction of this moving object, and is located at the position closest to this moving object. In addition, the moving object may also be able to use a second attack item as another attack item. The second attack item is linearly launched in the front direction of the moving object when it is used. The behavior of the moving object when it collides with the second attack item can also be the same as that of the first attack item.

[0282] Figure 25 It is a diagram showing an example of the movement of the attack item when the first attack item is launched on the track object. Figure 25 The shown situation is a situation where the moving object 231 traveling on the track object 233 has launched the first attack item 234. As Figure 25As shown, when the moving object 231 on the track object 233 launches the first attack item 234, the first attack item 234 is controlled to advance along the track object 233. When the first attack item 234 descends from the end of the track object 233, it tails the moving object 232 as the attack target based on the position at this time point. In addition, in Figure 25 the situation shown, assuming there is no track object 233 (i.e., the moving object 231 is not located on the track object 233), the first attack item 234 is controlled to tail the moving object 235 as the attack target. In addition, when the second attack item is launched on the track object 233, the second attack item advances along the track object 233 instead of advancing in a straight line. When the second attack item descends from the end of the track object 233, it advances straight in the traveling direction at this time point. In this way, in the present embodiment, the track on which the attack item moves is different depending on whether the attack item is launched on the moving object.

[0283] According to the above, depending on whether the player object or other moving object is performing track driving, the track or behavior of the attack item is different. Therefore, the player makes a judgment on whether to perform track driving based on the type of items held by oneself and the battle opponent, and whether the surrounding moving objects are performing track driving, so that the strategy of the racing game can be improved. In addition, in other embodiments, the game system 1 does not need to control the attack item to advance along the track object.

[0284] In addition, as Figure 25 shown, after the first attack item 234 advancing along the track object 233 detaches from the track object 233 at the end of the track object 233, the game system 1 controls the first attack item 234 to advance toward the moving object 232 as the attack target. Thus, when the player object during track driving uses the first attack item, there is room for the player to choose whether to use the first attack item on the track object to attack the battle opponent object on the track object, or to use the first attack item to attack other battle opponent objects after detaching from the track object. Thereby, the strategy of the racing game can be further improved. In addition, in other embodiments, the game system 1 can also control the first attack item to advance straight as it is after the first attack item detaches from the end of the track object.

[0285] In addition, there may be an attack item that can be launched toward the rear of itself. When the moving object is located on the track object, such an attack item can also be controlled to advance backward along the track object. In addition, there may be an attack item that can be set on the track object.

[0286] [2-4. Track Set in Virtual Space]

[0287] Figure 26 This is a diagram showing an example of a track set in the virtual space of the racing game in the present embodiment. As Figure 26 shown, a plurality of base areas A1 to A13 are set in the virtual space. In addition, as tracks on which a moving object can travel in the racing game, a circular track set within a base area (for example, the circular track CA1 set within the base area A1) and connection tracks R1 to R16 connecting between the base areas are set. The circular track is a circular track on which one can make a turn. On the other hand, the connection track is a track that connects the circular track within a certain base area to the circular track within another base area. In the racing game, a race is conducted on a part of each of the above tracks, and the details will be described later. In the present embodiment, all the tracks within the virtual space are connected to each other.

[0288] In the present embodiment, a racing game combining a circular track and a connection track is executed. For example, in a certain composite race, it includes a first race and a second race. In the first race, after traveling two laps on the circular track CA1 within the base area A1, traveling on the connection track R1 and reaching a specified position within the base area A2 as the finish point. In the second race, after traveling one lap on the circular track CA2 within the base area A2, traveling on the connection track R2, traveling two laps on the circular track CA3 within the base area A3 and reaching a specified position on the circular track CA3 as the finish point. In this way, in the present embodiment, a racing game that has never existed before and utilizes the multiple base areas and connection tracks set in the virtual space as continuous roads is executed. In addition, depending on the race, there may also be a race that only uses the circular track within the base area or a race that only uses the connection track. Also, in the race where the player object travels on the circular track and the connection track, "traveling one lap on the circular track" does not necessarily mean that the player object strictly travels on the entire circular track, and it can also be traveling on a part of the circular track.

[0289] In addition, in other embodiments, the tracks in the conventional racing game can also be used. That is, a plurality of tracks (which can be a circular track or a track in the form of a single road) can be set in separate independent virtual spaces, and a racing game can be conducted on one selected track.

[0290] In addition, in a racing game played on a track that includes a connecting track, the game system 1 can also display an image representing the finish point. The image representing the finish point can be, for example, an object that serves as a landmark installed at the finish point, or an effect image that depicts light extending upward from the finish point. Thus, in the game image of the racing game, when the virtual camera used to generate the game image is oriented toward the finish point, the image representing the finish point is included. As a result, even when the player object is located far from the finish point, the player can know the direction of the finish point.

[0291] Here, regarding the circular track, the track is designed so that it basically returns to the starting point within a certain small range, so it is easy to configure many curves within the track. Therefore, the player can make the player object drift at the curves in many scenarios, and thus the player can be provided with the fun of operations brought about by drifting and turbo acceleration after drifting.

[0292] In contrast, regarding the connecting track, unlike the circular lap track, the starting position and the ending position are separated. Therefore, it can be said that it is more difficult to configure a large number of curves on the connecting track compared to the lap track. For example, assuming a large number of curves are configured on the connecting track, the time during which the player object travels in a direction different from the orientation of the ending point becomes longer. As a result, it may make the player worry about whether they are moving towards the ending point or feel strange about the traveling direction. Therefore, in order to make the connecting track natural, the connecting track includes a large number of straight lines. Thus, on the connecting track, compared to the lap track, the opportunity for the player object to perform drifting is reduced, and it is difficult to provide the player with the fun of operations brought by drifting and the turbo acceleration after drifting. In contrast, in the present embodiment, since the player object can perform energy storage driving, energy storage driving and turbo acceleration after energy storage driving can be performed on the straight lines of the track. Therefore, on the connecting track, the fun of operations can be provided to the player through the operations for energy storage driving and turbo acceleration after energy storage driving, and thus the fun of the connecting track can be enhanced. Of course, the fun brought by performing energy storage driving and turbo acceleration after energy storage driving can also be provided on the lap track. As described above, in the present embodiment, by enabling energy storage driving, the fun can be enhanced even in a racing game that uses a connecting track with a large number of straight lines. Therefore, for example, the fun can be enhanced when a racing game using a track with different starting and ending points is executed in a wide virtual space. Or, a fun racing game that uses the entire wide virtual space can be executed. In addition, in the present embodiment, since both the lap track and the connecting track are used in one race, both a situation where drifting is likely to be advantageous and a situation where energy storage driving is likely to be advantageous are included in one race, and the fun can be enhanced. Further, it may be that only one of the lap track and the connecting track is used in multiple races.

[0293] In the present embodiment, in addition to the above racing game, the game system 1 also executes a game in which the player object can freely travel in the virtual space. That is, in the present embodiment, the game system 1 executes a game of the first mode (i.e., the racing game) and a game of the second mode. The game of the first mode is a game in which one or more moving body objects participating in the racing game, including the player object, travel along a prescribed traveling direction on a prescribed track in the virtual space to perform a race. The game of the second mode is a game in which the player object can travel in the virtual space regardless of the prescribed track. For example, before the game starts, the game system 1 accepts an input from the player for designating which of the game of the first mode and the game of the second mode to play, and executes the game of the mode designated by the player.

[0294] In the game of the second mode, the track and the traveling direction are uncertain, and the player object travels freely in the virtual space without competing for positions or times. For example, in the game of the second mode, the player object is not limited to traveling on the track in the game of the first mode, and can also travel in the area outside the track. In addition, the area outside the track refers to an area where, if entered in the game of the first mode, the player will be forced to return to the track or be penalized. According to the above, in the game of the second mode, the player can play the game of the second mode, for example, for the purpose of exploring the virtual space or practicing the game of the first mode. In addition, in the second mode, for example, a task such as traveling a specified track within a specified time can also be provided.

[0295] In the present embodiment, the above-mentioned drivable object is not only set in the area where the player object can travel in the game of the first mode, but also set in the area where the player object can travel in the game of the second mode. Therefore, in the game of the first mode, in order to improve the position and time, the player can make the player object travel while using the object that can travel for faster travel. In addition, in the game of the second mode, the player can be provided with the pleasure of discovering a new travel path that uses the drivable object, such as a path of leaping from one drivable object to another drivable object. In this way, in the present embodiment, the drivable object can be used in the games of the above two modes to improve the fun of the game.

[0296] In other embodiments, the game system 1 may also execute only one of the above-mentioned games of the first mode and the second mode. For example, if the game executed by the game system 1 is only the game of the second mode, it may not include a racing game. In addition, the above-mentioned drivable object may be set only in the game of the first mode, or may be set only in the game of the second mode. The game system 1 may also be capable of executing other types of games different from the games of the first mode and the second mode.

[0297] [3. Specific Examples of Processing in the Game System]

[0298] Next, with reference to Figures 27 - 36 a specific example of the information processing in the game system 1 will be described.

[0299] Figure 27 FIG. is an example of various data used in the information processing in the game system 1. Figure 27 The various data shown are stored in a storage medium (for example, flash memory 84, DRAM 85, and / or a memory card installed in the slot 23, etc.) that can be accessed by the main device 2.

[0300] As Figure 27As shown, the game system 1 stores game programs. The game programs are game programs for executing the game processing in the present embodiment (specifically, Figures 28 - 36 each of the processes shown).

[0301] In addition, the game system 1 stores player object data and opponent object data as game processing data generated and used in the game processing. These data are stored in a memory (such as DRAM 85) used in the game processing. These data are stored in the memory at an appropriate timing after the start of the game and are appropriately updated according to the progress of the game.

[0302] The player object data represents information related to the player object. Specifically, the player object data includes position and pose data, driving state data, drift flag data, drift parameter data, energy storage parameter data, duration parameter data, turbo boost state data, and item data.

[0303] The position and pose data represents the position and pose of the player object in the virtual space. The driving state data represents the current driving state of the player object.

[0304] The drift flag data is data of a drift flag indicating whether the player object becomes a drift state after a normal jump. That is, when the player object becomes a drift state after a normal jump, the drift flag is set to on, and when it does not become a drift state, the drift flag is set to off.

[0305] The drift parameter data represents the above-mentioned drift parameters. The energy storage parameter data represents the above-mentioned energy storage parameters. The duration parameter data represents the duration from the start of the object's driving.

[0306] The turbo boost state data represents the state related to the turbo boost driving of the player object. Specifically, the turbo boost state data represents whether the player object is in a turbo-boostable state, or in a turbo-boost state, or neither of the two states. The turbo boost state data also represents the stage of turbo boost when the player object is in a turbo-boostable state or a turbo-boost state.

[0307] The item data represents information related to items that the player object can use. Specifically, the item data represents the types of items that the player object can use. In addition, when an item is placed in the virtual space by using the item, the item data represents the position and pose of the item in the virtual space.

[0308] The opponent object data represents information related to the opponent object. The opponent object data is stored for each opponent object participating in the racing game. The opponent object data for the opponent object includes the same data as the various data stored as player object data for the above-mentioned player object.

[0309] Figure 28 FIG. 4 is a flowchart showing an example of the flow of the game process executed by the game system 1. For example, the game process shown is started according to the start of the game based on the player's instruction. Figure 28 In addition, in the game process shown, the process mainly shows the control related to various objects (i.e., player objects, opponent objects, and item objects) appearing in the game, and the above game process is executed in both the first mode game and the second mode game. Figure 28 In the game process shown, the process mainly shows the control related to various objects (i.e., player objects, opponent objects, and item objects) appearing in the game, and the above game process is executed in both the first mode game and the second mode game.

[0310] In addition, in the present embodiment, it is assumed that the processor 81 of the main device 2 executes the above-mentioned Figure 28 and the following Figures 29 - 36 shown steps of the process for explanation. However, in other embodiments, it may be assumed that a part of the process of the above steps is executed by another processor (for example, a dedicated circuit, etc.) other than the processor 81. In addition, when the game system 1 can communicate with other information processing devices (for example, a server), Figures 28 - 36 a part of the process of the steps shown is also executed in other information processing devices. In addition, Figures 28 - 36 the process of the steps shown is only an example, and as long as the same result can be obtained, the order of the steps of the process can be changed, and other processes can also be executed in addition to (or instead of) the steps of the process.

[0311] In addition, the processor 81 uses a memory (for example, DRAM 85) to execute Figures 28 - 36 the process of the steps shown. That is, the processor 81 stores the information (in other words, data) obtained through each processing step in the memory, and when using this information in subsequent processing steps, reads it from the memory and uses this information.

[0312] In Figure 28 In step S1 shown, the processor 81 acquires the above operation data representing the instruction made by the player. That is, the processor 81 acquires the operation data received from each controller via the controller communication unit 83 and / or each terminal 17 and 21. After step S1, the process of step S2 is executed.

[0313] In step S2, the processor 81 determines whether the player object is in a normal state based on the driving state data stored in the memory. Further, in the present embodiment, at the start time of the game process, the driving state data is set to indicate the normal state. If the determination result in step S2 is affirmative, the process of step S3 is executed. On the other hand, if the determination result in step S2 is negative, the process of step S4 described later is executed.

[0314] In step S3, the processor 81 executes normal driving processing. The normal driving processing is processing for controlling the actions of the player object in the normal state. Hereinafter, with reference to Figure 29 and Figure 30 the details of the normal driving processing will be described.

[0315] Figure 29 and Figure 30 are sub - flowcharts showing an example of the detailed flow of the normal driving processing in step S3 shown in Figure 28 In the normal driving processing, first, in step S21, the processor 81 controls the direction of the player object based on the direction operation input made by the player. Specifically, the processor 81 refers to the operation data obtained in the above - mentioned step S1 and determines the traveling direction of the player object according to the left - and - right direction operation inputs. The specific method for determining the traveling direction of the player object is arbitrary. For example, the traveling direction is determined in such a way that the player object changes left and right by an amount corresponding to the left - and - right tilting amount of the analog joystick 32. Further, there is a case where the player object is in the air, for example, by performing a normal jump action, falling from a wall object, or flying out from a step in the race track. In such a case, the traveling direction is determined considering the influence of the speed when leaving the wall object or the race track, gravity, etc. After step S21, the process of step S22 is executed.

[0316] In step S22, the processor 81 determines whether the player object is in a turbo - boosted state. Further, at the start time of the game process, the player object is set to not be in a turbo - boosted state. If the determination result in step S22 is negative, the process of step S23 is executed. On the other hand, if the determination result in step S22 is affirmative, the process of step S24 is executed.

[0317] In step S23, the processor 81 controls the speed of the player object by a control method in a non-turbo acceleration state. That is, the processor 81 determines the speed of the player object based on the throttle operation input made by the player. The specific method for determining the speed of the player object is arbitrary. For example, when a throttle operation input is being made, the speed of the player object is determined to be capped at the maximum speed of the player object in a non-turbo acceleration state and to increase from the previous speed (i.e., the speed determined in the previous frame). Additionally, for example, when no throttle operation input is made, the speed of the player object is determined to decrease from the previous speed. Additionally, for example, when a brake operation input is being made, the speed of the player object is determined to decrease from the previous speed, and the amount of decrease is larger than when no throttle operation input is made.

[0318] Based on the traveling direction and speed determined through the processing of steps S21 and S23 above, the position and posture after moving from the previous position of the player object are determined. Thus, in step S23, the processor 81 calculates the position and posture of the player object after movement based on the current position and posture of the player object represented by the position and posture data stored in the memory, as well as the above-mentioned traveling direction and speed. The position and posture data stored in the memory is updated to the calculated content. After step S23, the processing of step S27 described later is executed.

[0319] In step S24, the processor 81 controls the speed of the player object by a control method in a turbo acceleration state. That is, when the previous speed of the player object (i.e., the speed calculated in the previous frame) is not the speed in the turbo acceleration state, the processor 81 determines the speed of the player object to increase from the previous speed. Additionally, when the previous speed of the player object has reached the speed in the turbo acceleration state, the processor 81 determines the speed of the player object to maintain the previous speed. Additionally, in step S24, similar to step S23, the processor 81 calculates the position and posture of the player object after movement based on the current position and posture of the player object represented by the position and posture data stored in the memory, as well as the traveling direction determined in step S21 and the above-determined speed. Additionally, the position and posture data stored in the memory is updated to the calculated content. After step S24, the processing of step S25 is executed.

[0320] In step S25, the processor 81 determines whether to end the turbo acceleration state of the player object. Specifically, the processor 81 refers to the turbo acceleration state data stored in the memory to determine whether the duration of the turbo acceleration state has reached the turbo acceleration limit time corresponding to the stage of turbo acceleration represented by the turbo acceleration state data. If the determination result in step S25 is affirmative, the process of step S26 is executed. On the other hand, if the determination result in step S25 is negative, the process of step S27 is executed.

[0321] In step S26, the processor 81 releases the turbo acceleration state of the player object. That is, the processor 81 updates the turbo acceleration state data stored in the memory to indicate that it is not in the turbo acceleration state. After step S26, the process of step S27 is executed.

[0322] In step S27, the processor 81 determines whether the player object is approaching the track object. Specifically, the processor 81 determines whether the distance between the player object and the track object is equal to or less than a specified value based on the position and pose data stored in the memory. If the determination result in step S27 is affirmative, the process of step S28 is executed. On the other hand, if the determination result in step S27 is negative, the process of step S29 is executed.

[0323] In step S28, the processor 81 sets the driving state of the player object to the track driving state. That is, the processor 81 updates the driving state data stored in the memory to indicate the track driving state. Thereby, when the processing loop of steps S1 to S17 is executed next, the track driving process (step S13) is executed. After step S28, the processor 81 ends the normal driving process.

[0324] In step S29, the processor 81 determines whether the player has started to input a motion operation. That is, the processor 81 refers to the operation data obtained in step S1 above to determine whether a motion operation input that was not performed in the previous processing loop of S1 to S17 has started in the current processing loop. If the determination result in step S29 is affirmative, the process of step S30 is executed. On the other hand, if the determination result in step S29 is negative, the Figure 30 process of step S33 shown is executed.

[0325] In step S30, the processor 81 determines whether the speed of the player object is faster than a specified speed based on the processing result of the above step S23 or S24. This specified speed is the speed at which the player object can perform a normal jump, and is set, for example, to a value greater than 0 and less than the above-mentioned transition speed. If the determination result in step S30 is affirmative, the processing of step S31 is executed. On the other hand, if the determination result in step S30 is negative, the processing of step S38 shown in Figure 30 is executed.

[0326] In step S31, the processor 81 determines whether the player object is in the air based on the position and pose data stored in the memory. If the determination result in step S31 is negative, the processing of step S32 is executed. On the other hand, if the determination result in step S31 is affirmative, the processing of step S38 shown in Figure 30 is executed.

[0327] In step S32, the processor 81 causes the player object to start the action of a normal jump. After the player character starts the action of a normal jump in step S32, through the processing of the above step S21, the player object is controlled to perform the action of a normal jump throughout a certain period. In this way, in the present embodiment, when a motion operation input is performed during the period in which the player object in the normal state travels on the ground at a speed faster than the above-mentioned specified speed, the player object performs a normal jump. After step S32, the processing of step S38 shown in Figure 30 is executed.

[0328] In Figure 30 In step S33 shown, the processor 81 determines whether the motion operation input is in a continuous period. That is, the processor 81 refers to the operation data obtained in the above step S1 to determine whether the motion operation input being performed in the previous processing loop of S1 to S17 continues in the current processing loop. If the determination result in step S33 is affirmative, the processing of step S34 is executed. On the other hand, if the determination result in step S33 is negative, the processing of step S38 is executed.

[0329] In step S34, the processor 81 determines whether the player object is in the air based on the position and pose data stored in the memory. If the determination result in step S34 is negative, the processing of step S35 is executed. On the other hand, if the determination result in step S34 is affirmative, the processing of step S38 is executed.

[0330] In step S35, the processor 81 refers to the operation data obtained in the above step S1 to determine whether a throttle operation input has been made. If the determination result in step S35 is affirmative, the process of step S36 is executed. On the other hand, if the determination result in step S35 is negative, the process of step S38 is executed.

[0331] In step S36, the processor 81 determines whether the speed of the player object exceeds the above-mentioned transition speed. That is, the processor 81 determines whether the speed of the player object calculated in the previous processing loop of S1 to S17 is below the transition speed and whether the speed calculated in the processing of the above step S23 or S24 this time is greater than the transition speed. If the determination result in step S36 is affirmative, the process of step S37 is executed. On the other hand, if the determination result in step S36 is negative, the process of step S38 is executed.

[0332] In step S37, the processor 81 sets the driving state of the player object to the energy storage state. That is, the processor 81 updates the driving state data stored in the memory to indicate the energy storage state. As described above, the above-mentioned second energy storage condition is determined through the processing of steps S33 to S36, and when the second energy storage condition is met, the player object is set to the energy storage state through the processing of step S37. After step S37, the processor 81 ends the normal driving process.

[0333] In step S38, the processor 81 determines whether the player object has landed. If the determination result in step S38 is affirmative, the process of step S39 is executed. On the other hand, if the determination result in step S38 is negative, the processor 81 ends the normal driving process.

[0334] In step S39, the processor 81 refers to the operation data obtained in the above step S1 to determine whether a throttle operation input and a movement operation input have been made. If the determination result in step S39 is affirmative, the process of step S40 is executed. On the other hand, if the determination result in step S39 is negative, the processor 81 ends the normal driving process.

[0335] In step S40, the processor 81 determines whether the speed of the player object is faster than the above-mentioned transition speed based on the processing result of the above step S23 or S24. If the determination result in step S40 is affirmative, the process of step S41 is executed. On the other hand, if the determination result in step S40 is negative, the processor 81 ends the normal driving process.

[0336] In step S41, the processor 81 refers to the operation data obtained in the above step S1 to determine whether a direction operation input has been performed during the determination period. If the determination result in step S41 is affirmative, the process of step S42 is executed. On the other hand, if the determination result in step S41 is negative, the process of step S43 is executed.

[0337] In step S42, the processor 81 sets the traveling state of the player object to the energy storage state in the same manner as in the above step S37. After step S42, the processor 81 ends the normal traveling process.

[0338] In step S43, the processor 81 sets the traveling state of the player object to the drifting state. That is, the processor 81 updates the traveling state data stored in the memory to indicate the drifting state. After step S42, the processor 81 ends the normal traveling process. After the normal traveling process, the process of step S4 is executed.

[0339] As described above, in the above steps S38 to S41, the above-mentioned first energy storage condition and drifting condition are determined. When the first energy storage condition is satisfied, the player object is set to the energy storage state through the process of step S42. When the drifting condition is satisfied, the player object is set to the drifting state through the process of step S43.

[0340] Return Figure 28 Regarding the description of, in step S4, the processor 81 determines whether the player object is in the drifting state based on the traveling state data stored in the memory. If the determination result in step S4 is affirmative, the process of step S5 is executed. On the other hand, if the determination result in step S4 is negative, the process of step S6 described later is executed.

[0341] In step S5, the processor 81 executes the drifting traveling process. The drifting traveling process is a process for controlling the actions of the player object in the drifting state. Next, with reference to Figure 31 to describe the details of the drifting traveling process.

[0342] Figure 31 It shows Figure 28A sub - flowchart showing an example of the detailed process of the drifting driving process in step S5. In the drifting driving process, first, in step S51, the processor 81 controls the direction of the player object based on the direction operation input made by the player. Specifically, the processor 81 refers to the operation data obtained in the above - mentioned step S1 and determines the traveling direction of the player object according to the left - right direction operation input. As described in the above "[2 - 1. Drifting state]", the processor 81 determines the traveling direction as follows: at the start of the turn, it protrudes to the opposite side of the turning direction, and after a specified time has elapsed since the start of the turn, the player object turns with a smaller turning radius than in the normal state. After step S51, the process of step S52 is executed.

[0343] A series of processes from step S52 to S56 are the same as the processes of the above - mentioned steps S22 to S26 in the normal driving process.

[0344] In step S57, the processor 81 updates the drift parameter. Specifically, the processor 81 counts the duration from the start of the drifting state and updates the drift parameter data stored in the memory to represent this duration. After step S57, the process of step S58 is executed.

[0345] In step S58, the processor 81 determines whether the drift parameter has reached a specified threshold. Here, as the thresholds, a first threshold for setting the turbo boost stage to the first stage, a second threshold for setting the turbo boost stage to the second stage, and a third threshold for setting the turbo boost stage to the third stage are set. The processor 81 determines whether the drift parameter is equal to any one of the above - mentioned first to third thresholds. If the determination result in step S58 is affirmative, the process of step S59 is executed. On the other hand, if the determination result in step S58 is negative, the process of step S60 is executed.

[0346] In step S59, the processor 81 raises the turbo boost stage by one stage. The processor 81 updates the turbo boost state data stored in the memory to represent the turbo - boostable state and the set turbo boost stage. After step S59, the process of step S60 is executed.

[0347] In step S60, the processor 81 determines whether an operation input for canceling the drifting state has been made. Specifically, the processor 81 refers to the operation data obtained in the above - mentioned step S1 and determines whether the motion operation input (i.e., the pressing of the first R button 60) that was being performed at the start of the drifting state has ended. If the determination result in step S60 is affirmative, the process of step S61 is executed. On the other hand, if the determination result in step S60 is negative, the process of step S62 is executed.

[0348] In step S61, the processor 81 determines whether to end the drifting state of the player object. Specifically, for example, the processor 81 refers to the operation data obtained in step S1 above to determine whether throttle operation input is no longer performed. If the determination result in step S61 is affirmative, the process of step S63 is executed. On the other hand, if the determination result in step S61 is negative, the process of step S65 is executed.

[0349] In step S62, the processor 81 refers to the turbo boost state data stored in the memory to determine whether the player object is in a turbo boostable state. If the determination result in step S62 is negative, the process of step S63 is executed. On the other hand, if the determination result in step S62 is affirmative, the process of step S64 is executed.

[0350] In step S63, the processor 81 sets the driving state of the player object to the normal state. That is, the processor 81 updates the driving state data stored in the memory to indicate the normal state. Thereby, when the processing loop of steps S1 to S17 is executed next, normal driving processing (step S3) is executed. After step S63, the process of step S65 is executed.

[0351] In step S64, the processor 81 sets the player object to the turbo boost state. That is, the processor 81 updates the turbo boost state data stored in the memory to indicate the turbo boost state and the turbo boost stage set in step S59 above. After step S64, the process of step S65 is executed.

[0352] The processes of steps S65 and S66 are the same as the processes of steps S27 and S28 in the normal driving process. If it is determined in step S65 that the player object is not approaching the track object, or after step S66 ends, the processor 81 ends the drifting driving process. After the drifting driving process, the process of step S6 is executed.

[0353] Return Figure 28 For the description of, in step S6, the processor 81 determines whether the player object is in an energy storage state based on the driving state data stored in the memory. If the determination result in step S6 is affirmative, the process of step S7 is executed. On the other hand, if the determination result in step S6 is negative, the process of step S8 described later is executed.

[0354] In step S7, the processor 81 executes energy storage driving processing. The energy storage driving processing is a process for controlling the actions of the player object in the energy storage state. The following refers to Figure 32 to describe the details of the energy storage driving processing.

[0355] Figure 32 is a sub - flowchart showing an example of the detailed process of the energy - storage driving process in step S7 shown below. In the energy - storage driving process, first, in step S71, the processor 81 controls the direction of the player object based on the direction operation input made by the player. Specifically, the processor 81 refers to the operation data obtained in the above - mentioned step S1 and determines the traveling direction of the player object according to the left - right direction operation input. As described in the above "[2 - 2. Energy - storage state]", the processor 81 determines the traveling direction to be less bendable than in the normal state. After step S71, the process of step S72 is executed. Figure 28 The series of processes of steps S72 to S76 are the same as the processes of steps S22 to S26 in the normal driving process.

[0356] In step S77, the processor 81 updates the energy - storage parameter. Specifically, the processor 81 counts the duration since the start of the energy - storage state and updates the energy - storage parameter data stored in the memory to represent this duration. After step S77, the process of step S78 is executed.

[0357] In step S78, the processor 81 determines whether the energy - storage parameter has reached a specified threshold. Here, as the thresholds used in the determination of step S78, the first threshold for setting the turbo - boost stage to the first stage, the second threshold for setting the turbo - boost stage to the second stage, and the third threshold for setting the turbo - boost stage to the third stage are set in the same way as in the process of step S58. However, the specific values of the first to third thresholds can also be different in step S58 and step S78. The processor 81 determines whether the energy - storage parameter is equal to one of the above - mentioned first to third thresholds. If the determination result in step S78 is affirmative, the process of step S79 is executed. On the other hand, if the determination result in step S78 is negative, the process of step S80 is executed.

[0358] In step S79, the processor 81 raises the turbo - boost stage by one stage. The process of step S79 is the same as the process of step S59 above. After step S79, the process of step S80 is executed.

[0359]

[0360] ​In step S80, the processor 81 determines whether an operation input for releasing the energy storage state has been performed. Specifically, the processor 81 refers to the operation data obtained in the above step S1 to determine whether the motion operation input (i.e., the pressing of the first R button 60) performed at the start of the energy storage state has ended. If the determination result in step S80 is affirmative, the process of step S81 is executed. On the other hand, if the determination result in step S80 is negative, the process of step S82 is executed.

[0361] In step S81, the processor 81 determines whether to end the energy storage state of the player object. For example, the processor 81 refers to the operation data obtained in the above step S1 to determine whether the throttle operation input is no longer being performed. If the determination result in step S81 is affirmative, the process of step S83 is executed. On the other hand, if the determination result in step S81 is negative, the process of step S86 described later is executed.

[0362] In step S82, the processor 81 refers to the turbocharging state data stored in the memory to determine whether the player object is in a turbocharging-enabled state. If the determination result in step S82 is negative, the process of step S83 is executed. On the other hand, if the determination result in step S82 is affirmative, the process of step S84 is executed.

[0363] In step S83, the processor 81 sets the driving state of the player object to the normal state in the same manner as in the above step S63. After step S83, the process of step S86 is executed.

[0364] In step S84, the processor 81 causes the player object to start the action of a special jump. In addition, at this time, the processor 81 updates the driving state data stored in the memory to indicate the state of performing a special jump. After the player character has started the action of a special jump in step S84, through the special jump process of step S9 described later ( Figure 33 ), the player object is controlled to perform the action of a special jump throughout a certain period. After step S84, the process of step S85 is executed.

[0365] In step S85, the processor 81 sets the player object to the turbocharging state. That is, the processor 81 updates the turbocharging state data stored in the memory to indicate the turbocharging state and the turbocharging stage set in the above step S79. After step S85, the process of step S86 is executed.

[0366] The processing of steps S86 and S87 is the same as the processing of the above-mentioned steps S27 and S28 in the normal driving process. When it is determined in step S86 that the player object is not approaching the track object, or after step S87 ends, the processor 81 ends the energy storage driving process. After the energy storage driving process, the processing of step S8 is executed.

[0367] Return Figure 28 Regarding the description of Figure 28 , in step S8, the processor 81 determines whether the player object is in a state of performing a special jump based on the driving state data stored in the memory. When the determination result in step S8 is affirmative, the processing of step S9 is executed. On the other hand, when the determination result in step S8 is negative, the processing of step S10 described later is executed.

[0368] In step S9, the processor 81 executes the special jump process. The special jump process is a process of controlling the actions of the player object during the special jump. The following refers to Figure 33 to illustrate the details of the special jump process.

[0369] Figure 33 is a sub-flowchart showing an example of the detailed process of the special jump process of step S9 shown in Figure 28 In the special jump process, first, in step S91, the processor 81 controls the player object to perform the actions of a special jump. That is, the player object is controlled to perform a series of actions from the start of the special jump until landing. In addition, in one execution of the processing of step S91, the processor 81 controls the player object to perform the actions for one frame time. By repeatedly executing the processing of step S91 over multiple frames, the player object can perform a series of actions during the special jump. After step S91, the processing of step S92 is executed.

[0370] The series of processes of steps S92 to S95 are the same as the processes of the above-mentioned steps S38 to S41 in the normal driving process. In addition, in the special jump process, when the determination result in step S92 is negative, the processing of step S99 is executed. When the determination result in step S93 or step S94 is negative, the processing of step S96 is executed. When the determination result in step S95 is negative, the processing of step S97 is executed. When the determination result in step S95 is affirmative, the processing of step S98 is executed.

[0371] In step S96, the processor 81 sets the driving state of the player object to the normal state in the same way as the processing of the above-mentioned step S63. After step S96, the processor 81 ends the special jump process.

[0372] In step S97, the processor 81 sets the traveling state of the player object to the drifting state in the same manner as the processing in step S43 above. After step S97, the processor 81 ends the special jump processing.

[0373] In step S98, the processor 81 sets the traveling state of the player object to the energy storage state in the same manner as the processing in step S37 above. After step S98, the processor 81 ends the special jump processing.

[0374] As described above, in steps S92 to S95 above, the first energy storage condition and the drift condition are determined. When the first energy storage condition is satisfied, the player object is set to the energy storage state through the processing in step S97. When the drift condition is satisfied, the player object is set to the drifting state through the processing in step S98. In addition, when neither the first energy storage condition nor the drift condition is satisfied when the player object lands, the player object is set to the normal state through the processing in step S96.

[0375] In step S99, the processor 81 determines whether the player object has approached the wall object. Specifically, the processor 81 determines whether the distance between the player object and the wall object is equal to or less than a specified value based on the position and posture data stored in the memory. If the determination result in step S99 is affirmative, the processing in step S100 is executed. On the other hand, if the determination result in step S99 is negative, the processing in step S101 is executed.

[0376] In step S100, the processor 81 sets the traveling state of the player object to the wall traveling state. That is, the processor 81 updates the traveling state data stored in the memory to indicate the wall traveling state. Thus, when the processing loop of steps S1 to S17 is executed next, the wall traveling processing (step S11) is executed. In addition, the processor 81 updates the turbo boost state data stored in the memory to indicate the turbo boost available state. After step S100, the processor 81 ends the special jump processing.

[0377] In step S101, the processor 81 determines whether the player object has approached the track object. The processing in step S101 is the same as the processing in step S27 in the normal traveling processing. If the determination result in step S101 is affirmative, the processing in step S102 is executed. On the other hand, if the determination result in step S101 is negative, the processor 81 ends the special jump processing.

[0378] In step S102, the processor 81 sets the driving state of the player object to the track driving state. The processing of step S97 is the same as the processing of step S28 in the normal driving process. Thus, when the processing loop of steps S1 to S17 is executed next, the track driving process (step S13) is executed. In addition, the processor 81 updates the turbo boost state data stored in the memory to indicate the turbo boostable state. After step S102, the processor 81 ends the special jump process. After the special jump process, the processing of step S10 is executed.

[0379] Return Figure 28 As described in the explanation of Figure 28 , in step S10, the processor 81 determines whether the player object is in the wall driving state based on the driving state data stored in the memory. If the determination result in step S10 is affirmative, the processing of step S11 is executed. On the other hand, if the determination result in step S10 is negative, the processing of step S12 described later is executed.

[0380] In step S10, the processor 81 executes the wall driving process. The wall driving process is a process for controlling the actions of the player object in the wall driving state. The following refers to Figure 34 to explain the details of the wall driving process.

[0381] Figure 34 is a sub-flowchart showing an example of the detailed process of the wall driving process of step S10 shown in Figure 28 In the wall driving process, first, in step S111, the processor 81 controls the direction of the player object so that the player object travels on the wall object. Specifically, as described in the above "[2-3. Object driving state]", the player object is controlled to travel along the wall surface of the wall object. That is, the traveling direction of the player object is determined to be along the direction of the wall surface of the wall object. After step S111, the processing of step S112 is executed.

[0382] The series of processes of steps S112 to S116 are the same as the processes of the above steps S22 to S26 in the normal driving process.

[0383] In step S117, the processor 81 updates the duration parameter. Specifically, the processor 81 counts the duration from the start of the wall driving state and updates the duration parameter data stored in the memory to indicate this duration. After step S117, the processing of step S118 is executed.

[0384] In step S118, the processor 81 determines whether to detach the player object from the moving wall object. Specifically, the processor 81 determines whether the duration of the wall movement has reached the above-mentioned wall movement limit time. If the determination result in step S118 is affirmative, the process of step S119 is executed. On the other hand, if the determination result in step S118 is negative, the process of step S120 is executed.

[0385] In step S119, the processor 81 sets the movement state of the player object to the normal state in the same manner as in step S63 above. Thus, when the processing loop of steps S1 to S17 is executed next, the normal movement process (step S3) is executed, so that the player object is controlled to move on the track after detaching from the wall object. After step S119, the process of step S120 is executed.

[0386] In step S120, the processor 81 refers to the operation data obtained in step S1 above to determine whether the player has input a movement operation. If the determination result in step S120 is affirmative, the process of step S121 is executed. On the other hand, if the determination result in step S120 is negative, the processor 81 ends the wall movement process.

[0387] In step S121, the processor 81 causes the player object to start the special jump action. The process of step S121 is the same as the process of step S84 in the energy storage movement process. After step S121, the process of step S122 is executed.

[0388] In step S122, the processor 81 sets the player object to the turbo boost state. That is, the processor 81 updates the turbo boost state data stored in the memory to indicate the turbo boost state. After step S122, the processor 81 ends the wall movement process. After the wall movement process, the process of step S12 is executed.

[0389] Return Figure 28 Regarding the description in, in step S12, the processor 81 determines whether the player object is in the track movement state based on the movement state data stored in the memory. If the determination result in step S12 is affirmative, the process of step S13 is executed. On the other hand, if the determination result in step S12 is negative, the process of step S14 described below is executed.

[0390] In step S13, the processor 81 executes the track movement process. The track movement process is a process for controlling the movement of the player object in the track movement state. The following refers to Figure 35 to explain the details of the track movement process.

[0391] Figure 35is a sub - flowchart showing an example of the detailed process of the track driving process in step S13 shown below. In the track driving process, first, in step S131, the processor 81 controls the direction of the player object so that the player object travels on the track object. Specifically, as described in the above "[2 - 3. Object traveling state]", the player object is controlled to travel along the track object. That is, the traveling direction of the player object is determined to be the direction along the extension direction of the track object. After step S131, the process of step S132 is executed. Figure 28

[0392] A series of processes from step S132 to S136 are the same as the processes of the above steps S22 to S26 in the normal driving process.

[0393] In step S137, the processor 81 determines whether the player object has detached from the track object on which it is traveling. Specifically, the processor 81 determines whether the player object is at the end of the track object and whether the opponent object has collided with the player object from behind on the track object. If at least one of the conditions that the player object is at the end of the track object and the opponent object has collided with the player object from behind is satisfied, the processor 81 determines that the player object has detached from the track object on which it is traveling. On the other hand, if neither the condition that the player object is at the end of the track object nor the condition that the opponent object has collided with the player object from behind is satisfied, when the determination result in step S137 that the player object has not detached from the track object on which it is traveling is affirmative, the process of step S138 is executed. On the other hand, when the determination result in step S137 is negative, the process of step S139 is executed.

[0394] In step S138, the processor 81 sets the traveling state of the player object to the normal state in the same way as in step S63 above. Thus, when the processing loop of steps S1 to S17 is executed next, the normal driving process (step S3) is executed, so the player object is controlled to travel on the race track after detaching from the track object. After step S138, the process of step S139 is executed.

[0395] In step S139, the processor 81 refers to the operation data obtained in step S1 above to determine whether the player has input a motion operation. If the determination result in step S139 is affirmative, the process of step S140 is executed. On the other hand, if the determination result in step S139 is negative, the processor 81 ends the track driving process.

[0396] ​In step S140, the processor 81 causes the player object to start a special jumping action. The processing of step S140 is the same as that of step S84 in the energy storage driving process. After step S140, the processing of step S141 is executed.

[0397] In step S141, the processor 81 sets the player object to the turbo boost state. That is, the processor 81 updates the turbo boost state data stored in the memory to represent the turbo boost state. After step S141, the processor 81 ends the track driving process. After the track driving process, the processing of step S14 is executed.

[0398] Return to Figure 28 the description of, in step S14, the processor 81 controls the actions of other objects that appear in the virtual space. Specifically, the processor 81 calculates the moved positions and postures of other objects, or controls the actions (for example, spinning actions) when other objects collide with attack items. In addition, other objects refer to, for example, the battle opponent objects in the above-mentioned first-mode game and the vehicle objects other than the player object that travel in the virtual space in the second-mode game. When other objects are automatically operated, the processor 81 controls the actions of other objects according to a specified algorithm included in the game program. In addition, when other objects are operated by other players, the processor 81 obtains data representing the operations performed by other players from other game systems via the network communication unit, and controls the actions of other objects based on the obtained data. After step S14, the processing of step S15 is executed.

[0399] In step S15, the processor 81 executes item control processing. The item control processing is a process of controlling the actions of items (here, attack items) used by the player object. The following refers to Figure 36 to explain the details of the item control processing.

[0400] Figure 36 is a sub-flowchart showing Figure 28 an example of the detailed process of the item control processing in step S15 shown. In the item control processing, first, in step S151, the processor 81 refers to the operation data obtained in the above step S1 to determine whether a player has input an item operation. If the determination result in step S151 is affirmative, the processing of step S152 is executed. On the other hand, if the determination result in step S151 is negative, the processing of step S153 is executed. In addition, items can also be obtained through specified events.

[0401] In step S152, the processor 81 causes the player object to perform an action of using an item. For example, when the item to be used is an attack item, the processor 81 causes the attack item to appear in the virtual space. At this time, the processor 81 updates the item data stored in the memory to represent the position and posture of the attack item. In addition, when it is an attack item for which an attack target is to be set, the processor 81 determines another object to be the attack target at a prescribed timing. Further, when the player object does not possess an item when step S152 is executed, the processing of step S152 is skipped. The processing of step S153 is executed after step S152.

[0402] In step S153, the processor 81 controls the action of the launched attack item. As described in the above "[2-3. Object traveling state]", when an attack item is launched on an orbital object, the attack item is controlled to advance along the orbital object. In addition, when an attack item is launched on an object other than the orbital object, or when the attack item that tails the attack target after advancing on the orbital object and detaching from the end advances toward another object to be the attack target. Further, in one execution of the processing of step S153, the processor 81 controls the attack item to perform an action for one frame time. By repeatedly executing the processing of step S153 over a plurality of frames, the attack item before colliding with the attack target is continuously moved. After step S153, the processor 81 ends the item control process. The processing of step S17 is executed after the item control process.

[0403] In step S17, the processor 81 generates a game image representing the virtual space and causes the game image to be displayed on the display device. For example, the processor 81 generates a game image representing the virtual space including the player object based on a virtual camera that includes the player object within the field of view based on the controlled position and orientation. In addition, the processor 81 generates the game image in a manner that varies depending on various states of the player object in terms of the display method. During the game, the processing of steps S1 to S17 is repeatedly executed at a ratio of once within a prescribed time (for example, one frame time), thereby updating the game image in a manner that dynamically reflects the situation of the game space. In addition, the display device for displaying the game image may be the above-described display 12 or another display device connected to the main device 2.

[0404] After the above step S17, the processing of step S1 is executed again. Thereafter, the series of processes of steps S1 to S17 are repeatedly executed during the game. In addition, Figure 28 the shown game processing ends when the player gives an instruction to end the game, or when a condition for ending the game is satisfied (for example, one racing game ends).

[0405] [4. Effects and Modifications of the Embodiment]

[0406] As described above, in the above embodiment, the game system 1 executes a racing game in a virtual space by a player object controlled according to the player's operation input. The game system 1 includes the following units.

[0407] · A first driving control unit (step S5) that causes the player object to drive in a first driving state (a drifting state as a specific example) when a first operation input (a motion operation input as a specific example) is performed when the player object lands on the driving road and a predetermined turning operation input (a direction operation input as a specific example) is performed at a predetermined timing before the landing

[0408] · A second driving control unit (step S7), which causes the player object to drive in a second driving state (as a specific example, a power storage state) different from the first driving state when the player object lands on the driving road and the prescribed turning operation input is not performed at the prescribed timing.

[0409] · A second driving control unit (step S24, step S54, step S74, step S114) temporarily causes the player object to drive in a third driving state (as a specific example, a turbo speed state) that is advantageous in a racing game based on the parameter that increases as the first driving state continues

[0410] According to the above structure, when the player object is moving straight in the racing game, by performing an operation to change the player object from the second driving state to the third driving state, the player object can be advantageously allowed to play the racing game. Therefore, in the above embodiment, even when the player object is moving straight, the player can be given a motivation to perform the operation, which can increase the fun of the operation when the player object is moving straight.

[0411] The above-mentioned "driving road" means at least a racing track in a racing game in a virtual space. The above-mentioned "driving road" may also include an area in a virtual space that deviates from the racing track and where the player object can drive (for example, a wasteland that deviates from the track).

[0412] ​The above-mentioned "first operation input" can be used, for example, not only to determine whether to change the player object to the first driving state or the second driving state as in the above-described embodiment, but also to make the player object perform certain actions (for example, the above-mentioned normal jumping action, etc.). However, the above-mentioned "first operation input" can also be used only for the above determination (that is, the player object may not perform an action corresponding to the first operation input). As an example, when the first operation input does not cause the player object to jump, the game system may, instead of determining whether the above-mentioned turning operation input has been performed at a specified timing before landing, determine whether the above-mentioned turning operation input has been performed during a specified acceptance period including the time point when the first operation input has been made. At this time, when it is determined that the above-mentioned turning operation input has been performed during the acceptance period, the player object is controlled to drive in the first driving state, and when it is determined that the above-mentioned turning operation input has not been performed during the acceptance period, the player object is controlled to drive in the second driving state. In addition, the above-mentioned acceptance period may be, for example, the time point when the first operation input has been made, or a period including at least one of the time points before and after that time point. In addition, the game system may also cause the player object to drive in the second driving state according to the first operation input being made, and cause the player object to drive in the first driving state according to the turning operation input being made in the second driving state.

[0413] The above-mentioned "specified timing" is, for example, a timing within a period including the time when the player object lands and the air time immediately before the landing. In addition, as an embodiment included in the above game program, there is an embodiment in which only a certain time point before landing corresponds to the above-mentioned "specified timing", and an embodiment in which a plurality of time points before landing correspond to the above-mentioned "specified timing". The former embodiment is, for example, an embodiment in which the player object is caused to drive in the first driving state when a turning operation input has been made at the time of landing (in addition, it is assumed that the first operation input has also been made at this time). In addition, the latter embodiment is, for example, an embodiment as follows: when a turning operation input has been made at least at any timing within a period from the landing time point or the first time point before the landing time point to the second time point further before that (in addition, the first operation input has also been made at the time of landing), the player object is caused to drive in the first driving state.

[0414] The above-mentioned "first driving state" is a drifting state in the above embodiment, but it is not limited to this in other embodiments. For example, the first driving state may also be a state in which the player object is controlled such that the turning performance of the player object when turning in the first driving state is higher than that of the player object in the normal state. For example, the first driving state may also be a state in which the turning radius is the same as that in the normal state and the player object can turn at a speed faster than that in the normal state. Additionally, for example, the first driving state may be a state in which the player object can turn sharply regardless of inertia, or a state in which the player object stops and turns at the location (after that, the player object can stop turning and move forward according to a specified operation input).

[0415] Furthermore, in the above embodiment, the above-mentioned "second driving state" is an energy storage state in which the driving performance of the player object (which can also be said to be the control method for the player object corresponding to the player's operation input) is different from the normal state, but it is not limited to this. The above-mentioned "second driving state" may be any state in which the above parameters increase. The driving performance of the player object in the second driving state may also be the same as that in the normal state, and the display mode of the player object in the second driving state may also be the same as that in the normal state.

[0416] The above-mentioned "driving the player object in the third driving state based on the parameter" means, for example, including a process of driving the player object in the third driving state on the condition that the parameter reaches a specified value, and a process of driving the player object in the third driving state for a time proportional to the parameter. In addition, as in the above embodiment, when driving the player object in the third driving state on the condition that the parameter reaches a specified value, in order to enter the third driving state, it is required that the player perform an operation to keep the second driving state for a certain period, so the strategy of the racing game can be further improved.

[0417] In addition, in the above embodiment, when the player makes a specified operation input (for example, a motion operation input), if the first condition is satisfied, the game system 1 drives the player object in the first driving state (for example, the drifting state), and if the second condition is satisfied, the game system 1 drives the player object in the second driving state (for example, the energy storage state).

[0418] Here, the above-mentioned first driving state may be, for example, a driving state in which the player object turns without a direction operation input. At this time, the player object in the first driving state may also be able to go straight temporarily through a direction operation input. Additionally, the player object in the first driving state may also be controlled such that although it can go straight temporarily through a direction operation input, it cannot go straight permanently. On the other hand, the second driving state may be, for example, a driving state in which the player object goes straight without a direction operation input.

[0419] The above first condition may also include the following condition: performing a specified direction operation input during a specified period (for example, a period from a time point that is a specified time earlier than this time point until this time point) including the time point when the above-specified operation input is performed. In addition, the above second condition may also include the following condition: not performing the above-specified direction operation input during the above-specified period. Both the first condition and the second condition may include the condition that the speed of the player object is faster than a specified speed. In addition, when neither the first condition nor the second condition is satisfied, the player object may also be controlled to travel in a normal state.

[0420] The above "specified operation input" may also be continuously performed. That is, the game system 1 may also determine whether the above first condition or second condition is satisfied when the continuously performed specified operation input is performed.

[0421] In addition, in the above embodiment, the game system 1 may also be said to have the following structure.

[0422] · A first travel control unit (step S3), which causes the player object to travel in a direction corresponding to the user's direction operation input when the player object is on a normal road set in the virtual space

[0423] · A second travel control unit (steps S11, step S13), which causes the player object to travel along the direction of a specified object (as a specific example, a drivable object) set in the virtual space when the player object is on the specified object

[0424] · A first jump control unit (steps S113, step S133), which causes the player object to perform a jump action of jumping in a direction away from the specified object according to the user's first operation input (as a specific example, a motion operation input) during the period when the player object is traveling on the specified object

[0425] · A third travel control unit (steps S24, step S54, step S74, step S114), which causes the player object to travel in a favorable travel state that is advantageous in a racing game after the player object lands from the jump action

[0426] The above "normal road" refers to an area where the player object can change its traveling direction according to the player's direction operation input and travel. Therefore, the "normal road" is not limited to the road in the virtual space, and includes the ground beside the road and water when the player object is an object that can travel on water.

[0427] In addition, in the above-described embodiment, the specified object is a wall object and a track object, but it is not limited thereto. For example, in other embodiments, the specified object may also be an object of a special road in a racing track.

[0428] According to the above structure, the player object can not only travel on the specified object, but also travel in a favorable travel state under certain conditions when traveling on the specified object. Thus, in a racing game, the player, for example, while considering which of traveling on the specified object and traveling on an ordinary road can make the player object travel faster, performs game operations. In this way, in the present embodiment, in a racing game, whether the racing game can be favorably advanced changes according to whether the player object travels on the specified object. Therefore, it is possible to create a strategy in the determination of whether to make the player object travel on the specified object, and the strategy of the racing game can be improved.

[0429] The above "making the player object travel in a favorable travel state in a racing game after the player object lands from a jumping action" means that conditions related to the landing position of the player object may or may not be set. That is, the above third travel control unit may make the player object travel in a favorable travel state on the condition that the landing position of the player object from the jumping action is a specific position (for example, a position on a wall object or a track object), or may make the player object travel in a favorable travel state regardless of the landing position.

[0430] In addition, in the above-described embodiment, as an example of the above third travel state and the favorable travel state, a state in which the player object is controlled to travel at a speed faster than the speed of the player object in a normal travel state (that is, a turbo boost state) is cited. Thus, the player can travel on the track faster by setting the player object to the third travel state or the favorable travel state. In addition, in a state where the player object travels at a faster speed, there is also a situation where it is difficult to turn at a sharp curve, for example. Therefore, the player is required to consider the timing of setting the player object to this state to perform game operations. Thereby, the strategy of the racing game can be improved.

[0431] In addition, in other embodiments, the third driving state and the advantageous driving state are not limited to the state in which the player object can travel at a relatively high speed, and can be any state advantageous to the player object in a racing game. For example, the third driving state and the advantageous driving state can be a state in which the effects of items used by the player object are enhanced, or a state in which the player object can use more items. In addition, for example, the third driving state and the advantageous driving state can be a state in which attacks from other objects are made ineffective (so-called invincible state), or a state in which other objects that collide with the player object are more likely to bounce off than usual.

[0432] In addition, in other embodiments, regarding the advantageous driving state after the drifting state, similar to the advantageous driving state after the energy storage state, it is not limited to the state in which the player object can travel at a relatively high speed, and can be any state advantageous to the player object in a racing game.

[0433] In the above embodiment, the above "racing game" is a game in which a moving object travels from the start to the end on a predetermined track to compete for rankings and time, but is not limited thereto. For example, the following games are also examples of racing games.

[0434] · A game in which no track is specified, the moving object can move from the start to the end on any path in the virtual space, and there is no situation where the moving object returns to the road even if it leaves the road or is disqualified from the game.

[0435] · A game such as a time attack that measures the time from the start to the end for the player object and in which no other moving objects other than the player object appear.

[0436] · A game in which multiple moving objects compete with each other based on other metrics than rankings and time (for example, the distance traveled within a specified time, or the magnitude of damage inflicted on other moving objects).

[0437] (Modification Examples Related to Operation Input)

[0438] In the above-described embodiment, the case where a player uses a controller for operation input has been described as an example, but the structure for the player to perform operation input is arbitrary. In other embodiments, the above racing game may be executed by an information processing device having a touch panel (for example, a smart phone), and operation input may be performed using the touch panel. At this time, the direction operation input may also be an operation input in which the touch position is moved left and right after touching the touch panel (also referred to as a swipe operation or a drag operation). In addition, the motion operation input may also be an input for touching the touch panel. Further, the touched position may be a prescribed position on the display for displaying the game image, or may be an arbitrary position. In the above content, the operation for canceling the drift state or the energy storage state may also be an operation for ending the touch input for the motion operation input.

[0439] In addition, in the present embodiment, in addition to the direction operation input and the motion operation input, throttle operation input, brake operation input, and item operation input can also be performed. Here, in other embodiments, these operation inputs may not be accepted, and the game system may automatically control the player object based on these operation inputs. For example, in other embodiments, the speed control of the player object may be automatically executed.

[0440] (Modification example related to special jump)

[0441] In the present embodiment, the special jump is an action having the following characteristics: (a) the player object becomes a turbo boost state after landing, (b) performs an action corresponding to the direction operation input, (c) the movement amount related to the left and right directions is larger than that of a normal jump, and (d) wall running can be performed. Here, in other embodiments, the special jump does not need to have all of the above characteristics, may have any one of the characteristics, or may have characteristics different from the above.

[0442] In addition, in the above-described embodiment, when processing is executed using data (including the meaning of a program) in a certain information processing device, a part of the data required for the processing may be transmitted from another information processing device different from the certain information processing device. At this time, the certain information processing device may also use the data received from the other information processing device and the data stored in itself to execute the above processing.

[0443] In addition, in other embodiments, the information processing system may not include a part of the structure in the above-described embodiment, or may not execute a part of the processing executed in the above-described embodiment. For example, in order for the information processing system to achieve a specific effect in a part of the above-described embodiment, as long as the information processing system includes a structure for achieving the effect and executes the processing for achieving the effect, it may not include other structures and may not execute other processing.

[0444] The above-described embodiments are intended to enhance the fun of operations when an object moves straight in a racing game, and can be utilized as, for example, a game program or a game system.

Claims

1. A computer program product, comprising a game program, wherein the game program causes a computer to execute a racing game in a virtual space in which a player object is controlled according to an operation input of a player, wherein: The game program causes the computer to function as the following units: a first driving control unit configured to cause the player object to drive in a first driving state when a first operation input is made when the player object lands on the driving road and a predetermined turning operation input is made at a predetermined timing before the landing; a second driving control unit configured to cause the player object to drive in a second driving state different from the first driving state when the first operation input is performed when the player object lands on the driving road and the turning operation input is not performed at the predetermined timing; as well as A third running control unit temporarily causes the player object to run in a third running state that is advantageous in the racing game based on a parameter that increases as the second running state continues.

2. The computer program product according to claim 1, wherein: The third running state is a state in which the player object is controlled to run at a speed faster than the speed of the player object in a normal running state.

3. The computer program product according to claim 1 or 2, wherein: The second driving state is an unfavorable driving state in the racing game.

4. The computer program product according to claim 3, wherein: The second running state is a state in which the player object is controlled to run at a speed slower than the speed of the player object in a normal running state.

5. The computer program product according to claim 4, wherein: The second running state is a state in which the player object is controlled so that the turning performance of the player object when turning in the second running state is lower than the turning performance of the player object in the first running state.

6. The computer program product according to claim 5, wherein: The second running state is a state in which the player object is controlled so that the turning performance of the player object when turning in the second running state is lower than the turning performance of the player object in the normal running state.

7. The computer program product according to any one of claims 1 to 6, wherein: The third running control unit temporarily causes the player object to run in the third running state based on the parameter reaching a predetermined value.

8. The computer program product according to any one of claims 1 to 7, wherein: The game program causes the computer to function as a first jumping motion control unit that causes the player object to perform a first jumping motion in response to the first operation input being performed while the player object is traveling on the driving road.

9. The computer program product according to any one of claims 1 to 8, wherein: When the first operation input continues and the speed of the player object traveling on the driving road in the normal driving state exceeds a first speed, the second driving control unit causes the player object to travel in the second driving state.

10. The computer program product according to any one of claims 1 to 9, wherein: When the first operation input is performed when the player object lands on the driving road, the turning operation input is not performed at the specified timing, and the speed at the time of landing exceeds the second speed, the second driving control unit causes the player object to drive in the second driving state.

11. The computer program product according to any one of claims 1 to 10, wherein: The second travel control unit causes the player object to travel in the second travel state while the first operation input continues after the first operation input is made. The third running control unit causes the player object to run in the third running state according to the first operation input being continuously input and ending after the parameter reaches the predetermined value.

12. The computer program product according to claim 11, wherein: The game program causes the computer to function as the following units: a first jumping action control unit for causing the player object to perform a first jumping action in response to the first operation input being performed while the player object is traveling; as well as A second jumping action control unit causes the player object in the second driving state to perform a second jumping action based on the first operation input being continuously input and ending after the parameter reaches the specified value.

13. The computer program product of claim 12, wherein: The third running control unit causes the player object to run in the third running state after the player object lands from the second jumping action.

14. A computer program product according to claim 12 or 13, wherein: The second jumping motion control unit causes the player object to perform a jumping motion according to the turning operation input as the first operation input which is continuously input ends, as the second jumping motion.

15. The computer program product of claim 14, wherein: The second jumping action control unit causes the player object to perform a jumping action as the second jumping action, in which the player object moves in a direction corresponding to the turning operation input with a movement amount greater than that of the first jumping action, based on the turning operation input performed as the first operation input that is continuously input ends.

16. The computer program product according to any one of claims 12 to 15, wherein: The game program causes the computer to function as a fourth travel control unit that causes the player object to travel in a fourth travel state of traveling on a wall surface based on the player object approaching a wall surface during the second jumping action.

17. A computer program product according to any one of claims 1 to 16, wherein: The game program causes the computer to function as a fifth running control unit that temporarily causes the player object to run in a fifth running state that is advantageous in the racing game based on a parameter that increases as the first running state continues.

18. The computer program product of claim 17, wherein: The fifth running state is a state in which the player object is controlled to run at a speed faster than the speed of the player object in a normal running state.

19. The computer program product according to any one of claims 1 to 18, wherein: The game program causes the computer to function as a display control unit that displays the player object on a display device in different display modes in the first driving state and the second driving state.

20. A computer program product according to any one of claims 1 to 19, wherein: A plurality of circling tracks and connecting tracks connecting the circling tracks are arranged in the virtual space. The game program causes the computer to execute a racing game in which a player object drives on two or more of the circling tracks and a connecting track connecting the two or more circling tracks.

21. A storage medium storing a game program, the game program causing a computer to execute a racing game in a virtual space in which a player object controlled according to an operation input of a player is played, wherein: The game program causes the computer to function as the following units: a first driving control unit configured to cause the player object to drive in a first driving state when a first operation input is made when the player object lands on the driving road and a predetermined turning operation input is made at a predetermined timing before the landing; a second driving control unit configured to cause the player object to drive in a second driving state different from the first driving state when the first operation input is performed when the player object lands on the driving road and the turning operation input is not performed at the predetermined timing; as well as A third running control unit temporarily causes the player object to run in a third running state that is advantageous in the racing game based on a parameter that increases as the second running state continues.

22. An information processing system that causes a computer to execute a racing game in a virtual space in which a player object is controlled according to an operation input by the player, the information processing system comprising: a first driving control unit configured to cause the player object to drive in a first driving state when a first operation input is made when the player object lands on the driving road and a predetermined turning operation input is made at a predetermined timing before the landing; a second driving control unit configured to cause the player object to drive in a second driving state different from the first driving state when the first operation input is performed when the player object lands on the driving road and the predetermined turning operation input is not performed at the predetermined timing; as well as A third running control unit temporarily causes the player object to run in a third running state that is advantageous in the racing game based on a parameter that increases as the second running state continues.

23. A game processing method, the method being executed by an information processing system, the information processing system causing a computer to execute a racing game in a virtual space in which a player object is controlled according to an operation input of a player, wherein: The information processing system performs the following processing: When a first operation input is made when the player object lands on the driving road, and a predetermined turning operation input is made at a predetermined timing before the landing, causing the player object to travel in a first driving state; When the first operation input is performed when the player object lands on the driving road, and the predetermined turning operation input is not performed at the predetermined timing, causing the player object to drive in a second driving state different from the first driving state; as well as Based on the parameter that increases as the first running state continues, the player object is temporarily caused to run in a third running state that is advantageous in the racing game.

Citation Information

Patent Citations

  • Game program, game processing method, game system, and game device

    JP2018064767A