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

JP2025015676A5Pending Publication Date: 2026-06-17NINTENDO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2024-11-15
Publication Date
2026-06-17

AI Technical Summary

Technical Problem

Existing games require complex operations to acquire and transfer items, leading to issues where items can be unintentionally obtained by other players.

Method used

A game system and method that allows players to acquire items through simple operations like pressing and holding a button, with items appearing and disappearing based on specific timing and player interaction, ensuring items are obtained personally or transferred to others without unintended acquisition.

Benefits of technology

Enables players to securely acquire items without interference from others, facilitating item transfer through straightforward controls, enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To acquire items and deliver them to another player with simple operations.SOLUTION: On the basis of an operation input by a first player, a first item is made to appear in a virtual space. On the basis of contact between a first player character and the first item, the player character is made to acquire the first item. After a predetermined time has elapsed since the appearance of the first item, another player character is made to acquire the first item on the basis of contact between the first item and another player character operated by another player.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present disclosure relates to information processing for games and the like. [Background technology]

[0002] Conventionally, when an item that one player has put out is acquired by another player, the player may not use the item again. There was a game where you could put out a system. (For example, Patent Document 1) [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7011612 Summary of the Invention [Problem to be solved by the invention]

[0004] There was a demand for a game that allowed players to easily obtain items and pass them on to others.

[0005] Therefore, an object of the present invention is to allow a user to acquire an item without having it acquired by another user. The aim is to make it possible to both easily receive and hand over items to others without having to acquire them yourself. The present invention provides a game program, a game system, a game device, and a game processing method that can To do so. [Means for solving the problem]

[0006] In order to achieve the above object, for example, the following configuration example can be given.

[0007] In the first configuration example, the computer of the information processing device is configured to perform online or offline A game program for executing a multiplayer game, the game program comprising: Controlling a first player character in a virtual space based on operation input from the layer and making a first item appear in the virtual space based on an operation input by the first player. and based on contact between the first player character and the first item, The player acquires the first item, and after a certain time has elapsed since the appearance of the first item, other players The other player character is determined to be in contact with the first item based on the contact between the other player character and the first item. The character acquires the first item.

[0008] According to the first configuration example described above, the player can select the item when a predetermined time has elapsed since the item was made to appear. While you are the only one who can acquire this item until you By not having an item, you can give it to another player.

[0009] The second configuration example is the first configuration example, in which the computer is configured to detect the first item that has appeared. , the first player character is moved in accordance with the movement of the first player character, and after a predetermined time has elapsed, the second player character is moved in accordance with the movement of the first player character. Stop the movement.

[0010] According to the second configuration example described above, when the player character moves, the item follows the player character. Since the player character moves, it becomes easier for the player character to obtain items.

[0011] A third configuration example is the second configuration example, further comprising: The first player character appears above the second player character and moves horizontally in response to the first player character's movement. The first item is moved horizontally accordingly.

[0012] According to the third configuration example described above, the player character moves upward by jumping, etc. While you can get items by Even if the player character is standing still, the player character's lateral movement is not impeded.

[0013] A fourth configuration example is a method for controlling a computer to perform an operation based on an operation input in the first configuration example. When a predetermined key on the device is pressed for a predetermined period of time, a first item is displayed. Can.

[0014] According to the fourth configuration example described above, it is possible for a player to accidentally press a certain key and unintentionally This can prevent items from appearing.

[0015] A fifth configuration example is the first configuration example, further comprising: When you acquire an item during the game, if certain conditions are met, When the held item is held, the and causes the held item to appear as the first item.

[0016] In the sixth configuration example, in the first configuration example, the computer is provided with the multiplexing function offline. A ray game is executed, and a second object is created in the virtual space based on the operation input by the other player. After a predetermined time has elapsed since the appearance of the second item, the first player character Give the first player character a second item based on contact between the player character and the second item. Make them obtain it.

[0017] According to the sixth configuration example described above, in offline multiplay, players can You can deliver items to.

[0018] The seventh configuration example is the first configuration example, further comprising: A game is executed, and the first item is displayed until a predetermined time has elapsed since the appearance of the first item. The information is not transmitted to other information processing devices operated by other players, and the first item is not transmitted to the other information processing devices operated by other players. If the first item has not been acquired after a predetermined time has elapsed since the first item was acquired, The information indicating the location of the item is transmitted to another information processing device.

[0019] According to the seventh configuration example described above, in online multiplayer, By sending only the item information to other information processing devices, the other information processing devices can obtain it. This allows players to acquire items without considering whether they are available or not.

[0020] The eighth configuration example is the seventh configuration example, in which the computer is provided with a second information processing device from another information processing device. When receiving information regarding the location of the item, the second item is placed at the location in the virtual space. and determining whether the first player character has contact with the second item based on the first player character's contact with the second item. The player character obtains a second item.

[0021] According to the eighth configuration example described above, in online multiplayer, players can You can deliver items to. Effect of the Invention

[0022] According to this embodiment, it is possible to obtain an item by oneself without being obtained by another person, and You can easily transfer items to others without acquiring them yourself. To provide a game program, a game system, a game device, and a game processing method that can This can be done. [Brief description of the drawings]

[0023] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] A diagram to explain an example of the screen during online multiplayer [Diagram 5] A diagram to explain the appearance of items during online multiplayer [Figure 6] A diagram to explain an example screen during offline multiplayer [Figure 7] A diagram to explain the appearance of items during online multiplayer [Figure 8] FIG. 13 shows an example of various data stored in the DRAM 85. [Figure 9] An example of a flowchart of game processing [Figure 10] An example of a flowchart of game processing [Figure 11] An example of a flowchart of game processing [Figure 12] An example of a flowchart of game processing [Figure 13] An example of a flowchart of game processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0024] An embodiment will be described below.

[0025] [Hardware configuration of information processing system]

[0026] The following describes an information processing system (game system, game device) according to an example of this embodiment. An example of the game system 1 in this embodiment is a main unit (information processing device In this embodiment, the controller 2 functions as the game device main body, and the left controller 3 and the right controller The main unit 2 includes a left controller 3 and a right controller 4. That is, the game system 1 includes a left controller 3 and a right controller 4 can be attached to the main unit 2 and used as an integrated device. The system 1 uses a main unit 2, a left controller 3, and a right controller 4 as separate units. The hardware configuration of the game system 1 of this embodiment will be described below. Then, the control of the game system 1 of this embodiment will be described.

[0027] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are The main unit 2 is a device that controls the game system 1. The main unit 2 is equipped with a display 12. The right controller 3 and the right controller 4 are devices equipped with an operation unit for a user to input. be.

[0028] The main unit 2 also includes a speaker, from which sound effects and other sounds are output. .

[0029] In addition, the main unit 2 has a left side terminal for wired communication between the main unit 2 and the left controller 3. The main unit 2 has a right side terminal for wired communication with the right controller 4.

[0030] The main unit 2 also includes a slot. The slot is located on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be inserted. The types of storage media include, for example, the game system 1 and the same types of information processing devices. A storage medium (e.g., a dedicated memory card). A storage medium of a certain type is, for example, a main body Data used by device 2 (e.g., application save data, etc.), and / or Or a program executed on the main device 2 (for example, an application program, etc.) It is used to store the

[0031] The left controller 3 and the right controller 4 each have various operation buttons, etc. The various operation buttons and the like are used to control various programs (e.g., OS programs) executed on the main unit 2. It is used to give instructions according to the system requirements (such as a computer or application program).

[0032] In addition, the left controller 3 and the right controller 4 each communicate with the main unit 2 via wires. It is equipped with terminals for performing the above.

[0033] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor. The processor 81 controls various information processes executed in the main unit 2. An information processing unit that executes the process is, for example, a CPU (Central Processing It can be composed of only a CPU function and a GPU (Graphics Processing Unit), or SoC (System-on-Chip) that includes multiple functions such as processing unit function The processor 81 may be configured with a memory unit (specifically, a flash memory). An internal storage medium such as a flash memory 84 or an external storage medium inserted in the slot 23 By executing an information processing program (for example, a game program) stored in and executes various information processing.

[0034] The main unit 2 includes a flash memory 84 and a and DRAM (Dynamic Random Access Memory) 85 The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 mainly stores various data (programs, etc.) stored in the main unit 2. The DRAM 85 is a memory used to store This is memory used to temporarily store various data to be used.

[0035] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as “I / F”) 91. The slot I / F 91 is connected to the processor 81. A predetermined type of storage medium (e.g., a dedicated The read and write of data from and to the memory card is performed in response to instructions from the processor 81. This is done.

[0036] The processor 81 includes a flash memory 84, a DRAM 85, and the above-mentioned storage media. The above information processing is carried out by appropriately reading and writing data between the body.

[0037] The main unit 2 includes a network communication unit 82. The network communication unit 82 is a processor. The network communication unit 82 is connected to an external device via a network. In this embodiment, the network communication unit 82 For example, the device can be connected to a wireless LAN using a method that complies with the Wi-Fi standard and used by external devices (other The network communication unit 82 communicates with the main unit 2) via the Internet. It is also possible to perform short-range wireless communication (eg, infrared communication) with the main device 2.

[0038] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is a processor The controller communication unit 83 is connected to the left controller 3 and / or the right controller 81. The main unit 2 communicates with the left controller 3 and the right controller 4 via wireless communication. 4 may be communicated by any method. In this embodiment, the controller communication unit 83 communicates with the left Between the right and left controllers 3 and 4, Bluetooth (registered trademark ) standards.

[0039] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 communicates with the left controller 3 via a wired connection, the processor 81 data to the left controller 3 via the left terminal 17, 3. The processor 81 also communicates with the right controller 4 via wire. When performing the operation, data is transmitted to the right controller 4 via the right terminal 21, and the right terminal The processor 81 receives operation data from the right controller 4 via the child 21. When communicating with the cradle, data is transmitted to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 includes the left controller 3 and the right controller Both wired and wireless communication can be performed between the left and right controllers 4 and 5. The controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit or a main unit When the main unit 2 is attached to the cradle, the main unit 2 transmits data (e.g. For example, image data and audio data can be output to a stationary monitor.

[0040] The main unit 2 includes a touch panel controller 8 which is a circuit for controlling the touch panel 13. The touch panel controller 86 controls the connection between the touch panel 13 and the processor 81. The touch panel controller 86 controls the touch panel 13 based on a signal. For example, data indicating the position where the touch input was performed is generated and output to the processor 81. do.

[0041] The display 12 is also connected to a processor 81. The processor 81 (for example Images generated (e.g., by performing the above-mentioned information processing) and / or images obtained from an external source is displayed on the display 12.

[0042] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker). The codec circuit 87 is provided with a speaker 88 and an audio input / output terminal 2. 5 and is also connected to the processor 81. The codec circuit 87 This is a circuit that controls the input and output of audio data to and from the audio input / output terminal 25.

[0043] The main body 2 includes a power control unit 97 and a battery 98. The power control unit 97 The power control unit 97 is connected to the power supply 98 and the processor 81. Each part of the main unit 2 (specifically, each part that receives power from the battery 98, the left terminal 17 , and the right terminal 21). The power control unit 97 is Based on this, the power supply from the battery 98 to each of the above-mentioned components is controlled.

[0044] The battery 98 is connected to the lower terminal 27. The battery pack is connected to the lower terminal 27, and power is supplied to the main unit 2 via the lower terminal 27. In this case, the supplied power is charged to the battery 98.

[0045] FIG. 3 shows an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. 2. In addition, details of the internal configuration of the main unit 2 are shown in FIG. Therefore, it is omitted in Figure 3.

[0046] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 1, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 controls wired communication via the terminal 42 and communication without the terminal 42. The communication control unit 101 can communicate with the main unit 2 by both wireless communication and the like. The controller 3 controls the communication method with the main unit 2. When the camera 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. In addition, when the left controller 3 is detached from the main unit 2, the communication control The control unit 101 wirelessly communicates with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed using, for example, a Bluetooth. This is carried out in accordance with the tooth(R) standards.

[0047] The left controller 3 also includes a memory 102, such as a flash memory. The control unit 101 is composed of, for example, a microcomputer (also called a microprocessor), and has a memory 1 Various processes are performed by executing the firmware stored in 02.

[0048] The left controller 3 includes various buttons 103. The left controller 3 also includes a left stick. Each button 103 and the left stick 32 is The information relating to the operation is repeatedly output to the communication control unit 101 at an appropriate timing.

[0049] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 detects an acceleration The left controller 3 is equipped with an angular velocity sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The acceleration sensor 104 detects the magnitude of acceleration along one axis or The angular velocity sensor may detect acceleration in two axial directions. The sensor 105 detects angular velocities around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect an angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are then The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0050] The communication control unit 101 controls each input unit (specifically, each button 103, the left stick 32, each From the sensors 104 and 105, information on the input (specifically, information on the operation, or a result of detection by a sensor). The communication control unit 101 The operation data including the acquired information (information that has been subjected to a predetermined processing) is transmitted to the main device 2. The operation data is repeatedly transmitted at a predetermined interval. The interval at which the information is transmitted to the main unit 2 may be the same for each input unit, or may not be the same. It's okay.

[0051] By transmitting the above operation data to the main unit 2, the main unit 2 That is, the main unit 2 can obtain inputs made to each of the buttons 10. 3 and the left stick 32 can be determined based on the operation data. The main unit 2 also transmits information about the movement and / or posture of the left controller 3 to the controller 2. Based on the operational data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105), It can be calculated based on the above.

[0052] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 1 The power control circuit 08 includes a battery and a power control circuit. The left controller 3 is connected to the battery and supplies power to each part of the left controller 3 (specifically, the battery power supply). The input terminals are connected to the respective parts that receive the input signals.

[0053] As shown in FIG. 3, the right controller 4 includes a communication control unit 1 that communicates with the main unit 2. The right controller 4 also includes 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 101 and the memory 112 of the left controller 3 are connected to the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 controls wired communication via the terminal 64 and Wireless communication without going through the terminal 64 (specifically, according to the Bluetooth (registered trademark) standard) The right controller 4 can communicate with the main unit 2 through both the left and right controllers. The communication method for the physical device 2 is controlled.

[0054] The right controller 4 includes input units similar to those of the left controller 3. The buttons 113, the right stick 52, the inertial sensor (the acceleration sensor 114 and the angular velocity sensor Each of these input units is provided with the left controller 3. It has the same functionality and operates in the same way.

[0055] The right controller 4 includes a power supply unit 118. The power supply unit 118 is It has the same function as the power supply unit 108 of the controller 3 and operates in the same manner.

[0056] [Games assumed in this embodiment] Next, the game processing (an example of information processing) executed by the game system 1 according to the present embodiment will be described. The game assumed in this embodiment is a game in which various objects are arranged. A player object that moves in a virtual space (game space) according to the player's (user's) operations. The object (sometimes called the "player character") moves and reaches the goal. This is an action game in which players must achieve certain objectives, such as Not limited to games, but also other types of games (role-playing games, soccer games, etc.) The game may be a sports game, etc.

[0057] [Outline of game processing in this embodiment] In this game process, a plurality of game devices (game systems) 1 and a server are connected via the Internet. A plurality of players (for example, up to four players) can play each game. The device 1 can be used to execute a game in online multiplayer mode. In the game processing, one game device 1 (one main unit 2) is provided with a plurality of controllers (3, 4) can be connected up to a certain number (for example, four), and multiple players (for example, up to four people) can Offline multiplexing for simultaneous play using one game device 1 (one main device 2) You can run the game on your device.

[0058] In addition, in this game processing, the player cap arranged in the virtual space is displayed in response to the player's operation. It controls the character's movements, etc., and takes (draws) pictures of the virtual space with a virtual camera and displays them on the screen (display) 12) and proceed with the game. In this game, the virtual space is photographed from the side and the This is a game in which a three-dimensional game image is displayed on the screen (see Figure 4, etc.). This is a game in which the player shoots the game from an oblique angle from above and displays a 3D game image on the screen. It's fine.

[0059] Figure 4 shows the game you are controlling when playing an online multiplayer game. The screen of the game device (sometimes called the "own game device") and the screen of the device operated by the other player (the other player) FIG. 1 is a diagram for explaining the screen of a game device (sometimes called "other game device") that is being played. Figure 5 shows the state of the items when playing an online multiplayer game. The item appears and you (your player character) can acquire it or someone else (another player character) can acquire it. In the following, as an example, Let us explain this using two-player online multiplayer mode as an example.

[0060] FIG. 4(1) shows a player character 200 (a character with the letter A on its face) playing the 1 is an example of a screen of a game device operated by a player who is a layer character. FIG. 4(2) shows a player character 201 (a character with the letter B on its face) playing the 13 is an example of a screen of another game device operated by another player who is a character of the other player. The enemy character 202 is an enemy character, and if the player character comes into contact with the enemy character, a mistake is made. As shown in Fig. 4(1)(2), the virtual The virtual space of the other game devices and the objects (player characters, enemies) Characters, items, blocks, ground, etc.) correspond to each other, and their relative positions are the same. However, the relative positions of the objects do not necessarily have to be the same. For example, the position of the character may be shifted due to communication delays, etc., but the game progresses without any problems. Rows are possible, as long as at least the items placed match.

[0061] As shown in FIG. 4(1), the player's character is displayed in the upper left corner of the screen of the player's game device. A holding item frame 203 showing the holding item held by the player character 200 and The held items 204 are displayed. Also, as shown in FIG. 4(2), The top left corner of the screen of the game device shows the items held by the other player characters 201. The held item frame 203 shown in FIG. 2 and the held items held by the other player character 201 204 is displayed.

[0062] One held item frame 203 is displayed, and the held item frame 203 displays the player's own The items held by the character are displayed. In this game, for example, there are various strength levels. The set items will appear (or be placed in advance) in the virtual space. By touching and acquiring items, the character can increase the strength level of the acquired item. For example, the player character can use items to Depending on the type of weapon, the user can transform into a different appearance (form) and gain the corresponding abilities. The strength level of the held item 204 displayed in the held item frame 203 is "medium". By acquiring the item, the player character’s strength level becomes “medium” and the The strength level of the held item 204 displayed in the held item frame 203 is "strong". By acquiring an item, the player character's strength level becomes "strong."

[0063] When the player character obtains an item placed in the virtual space, The strength level set for the item is equal to or lower than the current strength level of the player character. If the item is not acquired, it will be stored as a retained item. The player character 200 with a strength level of "strong" acquires an item that makes the player character with a strength level of "medium." If you try to do so, the item will not be acquired and will be stored as a held item. In the case where the player character has already acquired an item and the strength level has increased, When acquiring an item with a higher strength level placed in the virtual space, The player character's strength level changes to the strength level of the acquired item, Previously acquired items are stored as held items. For example, if the strength level is " When the player character 200 of "medium" strength level tries to obtain an item that will give him a "strong" strength level, Then, the strength level of the player character 200 becomes "strong" and the icon of the strength level "medium" is In these cases, the held item is already in stock. When held (acquired), the item already held and the item to be held are displayed. The item with the higher strength level will be the item you have. Note that if the player character makes a mistake and receives damage, their strength level will be The speed decreases.

[0064] Next, using Figure 5, we will explain how to take a held item out into the virtual space in online multiplayer. The item is then acquired by the player's character or passed to another player's character. The contents of the transfer are explained below. In Fig. 5, the area above the dashed line (see Fig. 5(1)) is the area above Fig. 4(1) ) Display contents of the screen of the player's game device (screen for operating the player character 200) The area below the dashed line (see FIG. 5(2)) is the screen (play) of the other game device shown in FIG. 4(2). The display contents of the screen for operating the layer character 201 are shown in FIG. The ear character 201 does not move, and the player character 200 starts running to the right. is doing.

[0065] First, as shown in (a1) and (a2) of FIG. 5, the screen of the player's own game device and the screen of the other game device In this screen, the player character 200 and the player character 201 are stationary. As shown in the upper part of FIG. 5(a1), the player's own game device (player character The player character 200 is operated on a game device. The player character 200 is held in a holding item frame 203. 0 held items 204 are displayed.

[0066] Next, as shown in (b1) and (c1) of FIG. 5, the player of the player character 200 When the A button (A key) included in each button (see Figure 3) is pressed and held, the following occurs: As shown in the upper part of (b1) and (c1) in FIG. 1, the duration of the long press operation is displayed on the screen of the player's own game device. The player presses and holds the game item in the held item frame 203 displayed on the screen of the game device for a length corresponding to the duration of the game item. The page 205 is displayed, and the player character changes in size according to the duration of the long press operation. A balloon 206 is displayed above Kuta 200. On the other hand, in (b2) and (c2) of FIG. As shown, the balloon 206 is not displayed on the screen of the other game devices.

[0067] Next, as shown in (d1) of FIG. 5, a long press operation continues for a predetermined time (for example, 1.3 seconds). When this is done, the long press gauge 205 on the screen of the player's game device becomes maximum, and the held item is The held item 204 in the frame 203 is erased and the player character 200 appears above (above) the head. This long press operation can cause the item to appear as item 207. However, in other embodiments, the button can be pressed without pressing and holding the button. 5 (d1) and (e1) of FIG. ), the item 207 that appeared remains hidden until a predetermined period of time (for example, 1.5 seconds) has elapsed. The player character who made this item appear is also given a lighting effect 208. The item 207 moves left and right (horizontally) following the movement of the object 200. Only the player character 200 who made this item appear can change the game in response to the player's operation. On the other hand, (d2) in Fig. 5 As shown in (e2), the screen of the other game device displays an image with a lighting effect 208 added. Item 207 will not be displayed (will not appear). In online multiplayer mode, During this period (see (d2) and (e2) in FIG. 5), the item 207 is displayed on the screen of the other game device. In other embodiments, the above tracking is not displayed on the screen of the game device itself. However, the offline multiplayer and expression described below may be changed. By unifying the game, you can play both offline and online games, such as connecting two players online. The invention can also be implemented in a similar embodiment in a multiplayer game with a mixture of games.

[0068] Next, as shown in (f1) of FIG. 5, the item 207 is After a predetermined time (for example, 1.5 seconds) has elapsed since the lighting effect 208 was applied, The movement following the ear character 200 is ended, and the ear character 200 moves slightly up and down at the end position. The light emitting effect 208 disappears while the object is floating. As shown in 2), on the screen (virtual space) of another game device, The item 207 appears at the position where the player is standing. The item 207, now floating, The player character can acquire the item by touching it. In response to this, the game device is erased (from the virtual space of the game device itself and the other game devices).

[0069] FIG. 6 shows a case where multiple players play a game in offline multiplayer mode. FIG. 7 is a diagram for explaining the screen (shared screen) of the game device to be operated. When playing a game in a multiplayer mode, you can make an item appear and use that item. The content of the item that the player character who made the item appear acquires or passes to another player character In the following, as an example, an offline multiplayer game played by two people is used. The following explains the online multiplayer game explained in Figures 4 and 5. Explanations of content that is similar to that of play may be omitted.

[0070] FIG. 6 shows a player who has the player character 200 as his / her own player character, and The player character 201 is operated by another player who has the player character 201 as his / her own player character. 1 is an example of a screen of a game device (one game device).

[0071] As shown in FIG. 6, the upper left corner of the screen of the game device shows a player character 200 and Holding item frames 203 and 204 showing holding items shared by layer character 201 0 is displayed. In other words, in offline multiplayer, a player character has The items that have been turned into items can be made to appear in the virtual space by other player characters. In addition, in offline multiplayer, the number of item slots is equal to the number of player characters. The items are displayed in a left-right order, and the number of items that can be held is equal to the number of holding item frames. Since there are two player characters, the held item frames 203 and 210 are displayed. Retention items 204 and 211 are displayed. And, the retention items are retained. The more recently acquired items are displayed in the leftmost held item frame. Only the item frame is displayed large, and items are transferred from the held item frame on the left edge to the virtual space. In this case, other held items are shifted to the held item slot on the left. Move.

[0072] Next, using Figure 7, we will explain how to take a held item out into the virtual space in offline multiplayer. The player's character can then acquire the item or pass it to another player's character. In FIG. 7, similarly to FIG. 5, the player character 201 moves Instead, the player character 200 starts running to the right.

[0073] First, as shown in FIG. 7(a), the player character 200 and the As shown in the upper part of FIG. 7(a), the item holder 201 is in the holding item frame 202. 03 and 210 show shared held items 204 and 211 .

[0074] Next, as shown in (b) and (c) of FIG. 7, the player of the player character 200 presses the A button. When the button is pressed and held, the duration of the press and hold operation is as shown in the upper part of Fig. 7 (b) and (c). A long press gauge 205 is displayed in the held item frame 203 for a length corresponding to the duration. A balloon 206 appears above the player character 200 with a size according to the duration of the long press operation. is displayed.

[0075] Next, as shown in FIG. 7(d), if the long press operation continues for a predetermined time (for example, 1.3 seconds), When the item is held, the long press gauge 205 reaches its maximum, and the held item 204 in the held item frame 203 is The held item 211 is shifted to the held item frame 203 and the held The item 204 appears above the player character 200 as an item 207. Then, as shown in (d) and (e) of FIG. 7, the appeared item 207 is displayed for a predetermined period ( For example, until 1.5 seconds has elapsed, the lighting effect 208 is added and this item The character moves left and right (horizontally) following the player character 200 that has appeared. The item 207 that appears can only be played by the character 200 who made the item appear. You can obtain them by jumping (by touching them) according to the operation of the earphones.

[0076] Next, as shown in FIG. 7(f), the item 207 is applied with a lighting effect 208. When a predetermined time (for example, 1.5 seconds) has elapsed since the player character 200 was chased, The secondary movement ends, and the robot floats in the position where it finished, moving slightly up and down. The lighting effect 208 is removed. The floating item 207 is then removed from all The layer character can acquire the item by touching it. In response to this, the game player is erased (from the virtual space of the game player's own game device and the other game devices).

[0077] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.

[0078] [About data usage] Various data used in this game process will be described. 8 shows an example of data stored in the DRAM 85 of the system 1. As shown in FIG. 85 includes at least a program storage area 301 and a data storage area 302 . The program memory area 301 stores a game program 401. 302 includes game control data 402, image data 408, and virtual camera control data 4 09, operation data 410, transmission data 411, and reception data 412 are stored. The game control data 402 includes object data 403 .

[0079] The game program 401 is a game program for executing the game processing.

[0080] The object data 403 is data of an object to be placed in a virtual space. Layers of characters, enemy characters, items, ground, blocks, rocks, stones, trees, buildings, etc. The object data 403 includes the coordinates of the object. This includes data such as position, orientation, posture, and state.

[0081] Image data 408 is image data such as background and virtual effects.

[0082] The virtual camera control data 409 controls the movement of a virtual camera placed in a virtual space. Specifically, it specifies the position, posture, angle of view, and imaging direction of the virtual camera. This is the data.

[0083] The operation data 410 is a data of an operation performed on the left controller 3 and the right controller 4. For example, the movement of the left controller 3 and the right controller 4 This includes data showing input status such as changes in posture and the pressing status of various buttons. The contents of the operation data are based on signals from the left controller 3 and the right controller 4, It is updated at a predetermined interval.

[0084] The transmission data 411 is data to be transmitted to another game system 1, and includes at least In both cases, the data includes information for identifying the sender and the contents of the operation data 410. The trust data 411 includes the player's own trust data to be transmitted to the other game system 1 of the multiplayer partner. This includes data about the character (data indicating coordinates (position), posture, status, etc.).

[0085] The received data 412 is data for transmission received from another game system 1, and is used to The data is stored so that each system (i.e., the sender) can be identified. The data 412 includes information received from other game systems 1 (or servers) of the multiplayer Data on other player characters (data showing coordinates (position), posture, status, etc.) etc. are included.

[0086] In addition, the DRAM 85 stores various data used in game processing as necessary. will be done.

[0087] [Details about game processing] Next, the game processing according to this embodiment will be described in detail with reference to a flowchart. 9 to 13 are examples of flowcharts showing details of the game processing according to this embodiment.

[0088] First, as shown in FIG. 9, when the game process starts, in step S100, The processor 81 executes a game progress process using the game program 401 and the like. The game progress process involves controlling the player character and non-player characters such as enemy characters. This includes the control of the item processing described below, sound processing, and drawing of the virtual space for each frame. Then, in step S200, the processor 81 The game end condition is, for example, whether or not the game end condition is satisfied. A condition that all (or one) player characters added to the game reach the goal point, The condition is that the damage of all player characters participating in the game has reached the upper limit. If the determination in step S200 is NO, the process returns to step S100 and the game continues. If the answer is YES, the game process ends. The process related to this will be described with reference to a flowchart.

[0089] 10 and 11 show the online multiplexing process in the game progress process S100 of FIG. 13 is an example of a flowchart of an item process when a game is executed in step (a).

[0090] In step S101 of FIG. 10, the processor 81 performs the following operation based on the operation data 410: , the processor 81 determines whether or not the A button has been pressed and held. If the A button is pressed continuously for a certain period of time (e.g. 0.3 seconds) or more, a long press operation is performed. If the determination in step S101 is YES, the process proceeds to step S102. If the determination is NO, the process proceeds to step S108.

[0091] In step S102, the processor 81 determines whether or not there is a held item. If the determination in step S102 is YES, the process proceeds to step S103. If NO, the process proceeds to step S108.

[0092] In step S103, the processor 81 performs a step based on the operation data 410 and the like. The size of the player's character is determined according to the execution time of the long press operation determined in step S101. A balloon is displayed above the player's head, and the balloon moves in accordance with the player's character's movements (see Figure 1). 5 (b1) (c1)). In addition, the processor 81 determines whether or not the long press operation is performed depending on the execution time of the long press operation. The long press gauge is displayed for the length of time that the user has selected (see (b1) and (c1) in Figure 5). Then proceed to step S104.

[0093] In step S104, the processor 81 executes the step S104 based on the operation data 410. In step S10, it is determined whether the long press operation determined in step S101 has continued for 1.3 seconds. If the determination in step S4 is YES, the process proceeds to step S105. If the determination is NO, the process The process proceeds to step S106.

[0094] In step S105, the processor 81 performs a process based on the object data 403, etc. Then, the held item determined to exist in step S102 is deleted, and the item is placed in the position of the balloon. The balloon is then erased (see (c1) and (d1) in Fig. 5). The processor 81 adds a lighting effect to the item that appears, The item is displayed above the player's head and moves left and right as the player character moves. (See (d1) and (e1) in FIG. 5). Processor 81 also causes an item to appear. At the same time, the long press gauge is cleared. Note that, as explained using (d1) and (e1) in Figure 5, Then, only the player's character who made the item appear will jump and the light above his / her head will be illuminated. The item to which the effect has been added can be obtained. Then, the process proceeds to step S1. Move to 08.

[0095] In step S106, the processor 81 executes the step S106 based on the operation data 410. In step S106, it is determined whether the long press operation determined in step S101 has been released. If the determination is YES, the process proceeds to step S107. If the determination is NO, the process proceeds to step S108. Return to step S103.

[0096] In step S107, the processor 81 erases the balloon displayed in step S103. After that, the process proceeds to step S108.

[0097] In step S108, the processor 81 performs a process based on the object data 403, etc. Then, it is determined whether or not there is an item following the player's character. If the determination in step S108 is YES, the process proceeds to step S109. In this case, the process proceeds to step S121 in FIG.

[0098] In step S109, the processor 81 performs a process based on the object data 403, etc. Then, the items determined to exist in step S108 (items existing in the virtual space) ) judges whether 1.5 seconds have passed since the appearance. Then, the process of step S109 is performed. If it is determined that 1.5 seconds have elapsed (YES), the process proceeds to step S110. .

[0099] In step S110, the processor 81 determines that the The lighting effect applied to the selected item is erased, and the player character of this item The item stops tracking and floats at the end position (see (e1) in Figure 5). Processor 81 also transmits item position information to other game devices. The item position information indicates the location and type (strength level) of the levitated item. After that, the process proceeds to step S121 in FIG.

[0100] In step S121, processor 81 receives item position information from other game devices. If the determination in step S121 is YES, the process returns to step S122. If the determination is NO, the process proceeds to step S123.

[0101] In step S122, the processor 81 transfers the item to the position indicated by the item position information. The type of item indicated by the item location information (floating items without glowing effects) (see (f2) of FIG. 5). After that, the process proceeds to step S123.

[0102] In step S123, processor 81 determines whether the player character is If the determination in step S123 is YES, the process returns to step S124. The process proceeds to step S124, and if the determination is NO, the process proceeds to step S127.

[0103] In step S124, the processor 81 determines whether a predetermined condition is satisfied. The predetermined condition is that the item determined to have been touched in step S123 (the item to be acquired) The strength level provided by the system is higher than the current strength level of the player character. If the determination in step S124 is YES, the process returns to step S12. 5, and if the determination is NO, the process proceeds to step S126.

[0104] In step S125, the processor 81 determines that contact has occurred in step S123. The player's character acquires the item and the player's character The processor 81 also performs a process to change the character's strength and appearance (mode) according to the item. The game device erases the item and transmits item acquisition information to another game device. Information indicating the type (strength level) of the item obtained and the player character who obtained the item After that, the process proceeds to step S127.

[0105] In step S126, the processor 81 determines that contact has occurred in step S123. The selected item is stored as a held item and displayed in the held item frame (see Figure 4 (1)). However, if the holding item is already in stock, step S12 The item that is determined to have been touched in step S127 is not stored. In addition, in the case where the player's character acquires an item in step S125, In this case, if the player's character already has an item (a strength level higher than the item to be acquired), If you acquire a low-power item and your strength level increases, Items already acquired (unless they are in stock) will be retained. To be stocked.

[0106] In step S127, processor 81 receives the item acquisition information from the other game devices. If the determination in step S127 is YES, the process returns to step S126. If the determination is NO, the process returns to step S101 in FIG.

[0107] In step S128, the processor 81 Based on the acquired information, other player characters who have acquired the item respond to this item. The processor 81 also performs a process to change the strength and appearance (mode) of the acquired item. After that, the process returns to step S101 in FIG.

[0108] The game is executed in the online multiplayer mode described with reference to FIGS. 4 and 5. In this case, the player character (200 in FIG. 5(1)) The first item is an item that appears due to another player’s character (201 in Figure 5(1)). The item may be called the second item. In the case where the game is executed in offline multiplayer, a certain player character The item that appears by (200 in Figure 7) is called the first item, and the other player characters The item that appears due to the tap (201 in FIG. 7) may be called the second item.

[0109] 12 and 13 show the offline multiplexing in the game progress process S100 in FIG. 13 is an example of a flowchart of an item process when a game is executed in step (a).

[0110] In step S131 of FIG. 12, the processor 81 performs the following operation based on the operation data 410: It is determined whether or not a long press of the A button is performed by any of the players. In step S100, the processor 81 determines whether the A button has been continuously pressed for a predetermined period of time (for example, 0.3 seconds) or more. If the determination in step S131 is YES, the process The process proceeds to step S132, and if the determination is NO, the process proceeds to step S138.

[0111] In step S132, the processor 81 selects the shared held item (20 in FIG. 6). If the determination in step S132 is YES, the process The process proceeds to step S133, and if the determination is NO, the process proceeds to step S138.

[0112] In step S133, the processor 81 executes the step S133 based on the operation data 410 and the like. The long press operation is performed with a magnitude according to the execution time of the long press operation determined in step S131. A balloon is displayed above the head (top) of the player's character, and the balloon is The character moves in accordance with the character's movement (see (b) and (c) in Fig. 7). 81 displays a long press gauge for a length that corresponds to the execution time of the long press operation (see ( See b) and (c). After that, the process proceeds to step S134.

[0113] In step S134, the processor 81 executes the step S134 based on the operation data 410. In step S13, it is determined whether the long press operation determined in step S131 has continued for 1.3 seconds. If the determination in 4 is YES, the process proceeds to step S135. If the determination is NO, the process The process proceeds to step S136.

[0114] In step S135, the processor 81 performs a process based on the object data 403, etc. Then, among the held items determined to exist in step S132, the item to be stored is selected at the earliest timing. Clears the held item and makes it appear as an item at the balloon's location. The ship is erased (see (c) and (d) of FIG. 7). The processor 81 also erases the items that were made to appear. Add a lighting effect to the image and display it above the player character's head. The item moves in a horizontal direction following the player character's left and right movements (Figure 7(d) (e)). In addition, the processor 81 makes the item appear and at the same time fills the long press gauge. As explained using (d) and (e) in Figure 7, the player who made the item appear Only layer characters can jump and use items with lighting effects above their heads. After that, the process proceeds to step S138.

[0115] In step S136, the processor 81 executes the step S136 based on the operation data 410. In step S136, it is determined whether the long press operation determined in step S131 has been released. If the determination is YES, the process proceeds to step S137. If the determination is NO, the process proceeds to step S138. Return to step S133.

[0116] In step S137, the processor 81 erases the balloon displayed in step S133. After that, the process proceeds to step S138.

[0117] In step S138, the processor 81 performs a process based on the object data 403, etc. Then, it is determined whether or not there is an item following the player character. If the determination in step S138 is YES, the process proceeds to step S139. In that case, the process proceeds to step S151 in FIG.

[0118] In step S139, the processor 81 performs a process based on the object data 403, etc. Then, the items determined to exist in step S138 (items existing in the virtual space) ) judges whether 1.5 seconds have passed since the appearance. Then, the process of step S139 is performed. If it is determined that 1.5 seconds have elapsed (YES), the process proceeds to step S140. .

[0119] In step S140, the processor 81 determines whether the item Removes the lighting effect applied to and stops the item from following the player character. End the movement and levitate the item at the end position (see (e)(f) in Figure 7). Thereafter, the process proceeds to step S151 in FIG.

[0120] In step S151, processor 81 determines whether any player character is If the determination in step S151 is YES, The process proceeds to step S152. If the determination is NO, the process returns to step S131 in FIG. Return to.

[0121] In step S152, the processor 81 determines that contact has occurred in step S151. The item that was touched in step S151 is caused to appear by the player character. If the determination in step S152 is YES, the process proceeds to step S153. If the determination is NO, the process proceeds to step S154.

[0122] In step S154, the processor 81 determines that contact has occurred in step S151. For the selected item, it is determined whether the state of following the player character has ended. If the determination in step S154 is YES, the process proceeds to step S153. If the answer is NO, the process returns to step S131 in FIG.

[0123] In step S153, the processor 81 determines whether a predetermined condition is satisfied. The predetermined condition is that the item determined to have been touched in step S151 (the item to be acquired) The strength level of the player character determined to have come into contact in step S151 is The condition is that the strength level of the target is higher than the current strength level of the target. If the answer is YES, the process proceeds to step S155. If the answer is NO, the process proceeds to step S156. Move to S156.

[0124] In step S155, the processor 81 determines that contact has occurred in step S151. The player character that was determined to have touched the item in step S151 acquires the item, This player character will be transformed into a character with the strength and appearance (form) that correspond to this item. Then, processor 81 deletes the item. Then, the process returns to step S of FIG. Return to 131.

[0125] In step S156, the processor 81 determines that contact has occurred in step S151. The selected item is stored as a held item and displayed in the held item frame (see step 211 in Figure 6). However, if all of the storage slots are already stocked with storage items, The item that is determined to have been touched in step S151 is not stocked. Return to step S131 in FIG. 12. Note that in step S155, the player character When the player character is trying to acquire an item, if the player character already has the item (the item to be acquired), If you obtain an item with a lower strength level than the item you have acquired, the strength level will increase. (If the items you have already acquired are not already stocked to the maximum limit) The items are stored as held items.

[0126] As described above, according to this embodiment (see FIG. 5, FIG. 7, etc.), the player Press and hold the button to make the item appear above your player character's head for a specified period of time. (1.5 seconds) You can control your player character by jumping, etc. Only the character can obtain the item. The item is then available for offline multiplayer. In online multiplayer, other players can see it but cannot obtain it. This means that other players cannot see or obtain the item. This can prevent the problem of items being stolen from you. After that, the items that appeared will be visible to other players, whether online or offline. It will be in a floating state and can be acquired by any player character. The player character can then pass the item to another player character. You can either acquire an item yourself without having someone else acquire it, or you can Both can be achieved with simple operations (by pressing the A button). That is, "single player", "offline multiplayer", "online multiplayer", In both "offline and online mixed multiplayer" mode, press and hold the A button. This single operation suppresses item acquisition conflicts and allows both item acquisition and delivery. This can be done.

[0127] [Variations] In the above embodiment, the player character touches an item to obtain an item. However, this is not limited to this example. For example, When you come into contact with an item, you can obtain it by performing a specific operation (e.g. pressing the A button). The configuration may be such that:

[0128] In the above-described embodiment, a plurality of game devices connected via the Internet As an example, we have taken the case of online multiplayer using the Internet (see Figures 4 and 5). A game that uses multiple game devices directly connected by short-range wireless communication without going through the Internet. Multiplay may be controlled in the same manner as in the case of online multiplay described above. .

[0129] In the above embodiment, a series of processes related to the game process is a single game. In another embodiment, the above series of processes is performed by a plurality of information For example, the present invention may be implemented in an information processing system including a terminal device and an information processing device. An information processing system including a server side device capable of communicating with the terminal side device via a network. In the system, even if a part of the above series of processes is executed by a server-side device, Furthermore, a terminal device and a server capable of communicating with the terminal device via a network In the information processing system including the server and the side device, the main process of the above series of processes is The above processing may be performed by the side device, and part of the processing may be performed by the terminal side device. In the information processing system, the server side system is composed of a plurality of information processing devices. The processing to be executed on the server side may be shared and executed by a plurality of information processing devices. In addition, a so-called cloud gaming configuration may be used. Operation data indicating the operation is sent to a predetermined server, and various game processes are executed on the server. The execution results are then streamed to the game device as video and audio. It may also be composed of.

[0130] The present embodiment and the modified examples have been described above, but these descriptions are in all respects The above is merely an example and is not intended to limit the scope of the present invention. It goes without saying that various improvements and modifications can be made to the embodiments. [Explanation of symbols]

[0131] 1. Game System 3, 4 Controller 12 Display 81 Processor 85 DRAM 200, 201 Player character 202 Enemy characters 203, 210 item slots 204, 207, 211 items 206 Balloon

Claims

1. A game program that causes a computer in an information processing device to run an online or offline multiplayer game, To the aforementioned computer, Based on the input from the first player, the first player character is controlled within the virtual space. Based on the input from the first player, the first item is made to appear in the virtual space. Based on the contact between the first player character and the first item, the first player character is made to acquire the first item. A game program that, after a predetermined time has elapsed since the appearance of the first item, causes another player's character, controlled by another player, to acquire the first item based on contact between the first item and the other player's character.

2. To the aforementioned computer, The game program according to claim 1, wherein the first item appears above the first player character, and the first item moves laterally in accordance with the lateral movement of the first player character.

3. To the aforementioned computer, The game program according to claim 1, which makes the first item appear when an operation is performed in which a predetermined key on the operating device is pressed and held for a predetermined time based on the operation input.

4. To the aforementioned computer, When the first player character acquires an item during the game, if predetermined conditions are met, the item is kept as a retained item. The game program according to claim 1, wherein, when the held item is being held, the held item is made to appear as the first item based on the operation input.

5. To the aforementioned computer, When information regarding the location of a second item is received from the aforementioned other information processing device, the second item is placed at that location in the virtual space. The game program according to claim 1, wherein the first player character is made to acquire the second item based on contact between the first player character and the second item.

6. A game system equipped with a processor that runs online or offline multiplayer games, The aforementioned processor, Based on the input from the first player, the first player character is controlled within the virtual space. Based on the input from the first player, the first item is made to appear in the virtual space. Based on the contact between the first player character and the first item, the first player character is made to acquire the first item. A game system that, after a predetermined time has elapsed since the appearance of the first item, causes another player's character, controlled by another player, to acquire the first item based on contact between the first item and the other player's character.

7. The aforementioned processor, The game system according to claim 6, wherein the first item appears above the first player character, and the first item moves laterally in accordance with the lateral movement of the first player character.

8. The aforementioned processor, The game system according to claim 6, wherein, based on the input of an operation, the first item appears when a predetermined key on the operating device is pressed and held for a predetermined time.

9. The aforementioned processor, When the first player character acquires an item during the game, if the predetermined conditions are met, the item is retained as a retained item. The game system according to claim 6, wherein, when the held item is being held, the held item is made to appear as the first item based on the operation input.

10. The aforementioned processor, When information regarding the location of a second item is received from the other information processing device, the second item is placed at that location in the virtual space. The game system according to claim 6, wherein the first player character is made to acquire the second item based on contact between the first player character and the second item.

11. A game device equipped with a processor that runs online or offline multiplayer games, The aforementioned processor, Based on the input from the first player, the first player character is controlled within the virtual space. Based on the input from the first player, the first item is made to appear in the virtual space. Based on the contact between the first player character and the first item, the first player character is made to acquire the first item. A game device that, after a predetermined time has elapsed since the appearance of the first item, causes another player's character, controlled by another player, to acquire the first item based on contact between the first item and the other player's character.

12. A game processing method for causing a computer in an information processing device to run an online or offline multiplayer game, To the aforementioned computer, Based on the input from the first player, the first player character is controlled within the virtual space. Based on the input from the first player, the first item is made to appear in the virtual space. Based on the contact between the first player character and the first item, the first player character is made to acquire the first item. A game processing method that, after a predetermined time has elapsed since the appearance of the first item, causes another player's character, controlled by another player, to acquire the first item based on contact between the first item and the other player's character.