Game program, game device, and game processing method
By controlling game frequency and type to alternate between twist-causing and twist-resolving games, the game program addresses strap twist accumulation, maintaining operability and player comfort.
Patent Information
- Application Number
- JP2023121660
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-26
- Publication Date
- 2025-02-06
- Estimated Expiration
- 2043-07-26
AI Technical Summary
In games where a controller with a strap is operated, twists in the strap can accumulate during successive mini-games, leading to reduced operability and player discomfort.
The game program controls the frequency and type of games played to naturally resolve strap twists by alternating game types, reducing the occurrence of games that cause twists and ensuring games that eliminate twists are played subsequently.
This approach prevents strap twists from accumulating, maintaining player comfort and operability by ensuring games that resolve twists are played after those that cause them, enhancing gameplay experience.
Smart Images

Figure 2025018173000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game process for continuously executing a plurality of types of games. [Background technology]
[0002] Conventionally, games that are played by moving a strap-attached controller equipped with an inertial sensor are known. Among such games, games in which mini-games, each play of which takes about a few seconds, are continuously cleared are also known (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Nintendo Co., Ltd., "WarioWare Dancing", [online], [searched on July 7, 2023], Internet (URL: https: / / www.nintendo.co.jp / wii / rodj / soft_info / index.html) Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, the strap may get twisted while playing the mini-game, and the twists may accumulate as the mini-games are cleared in succession. In other words, some mini-games may include games in which certain problems, such as twisted straps, are expected to accumulate naturally. In this regard, there is room for improvement in order to prevent such problems from accumulating. [Means for solving the problem]
[0005] In view of the above problems, for example, the following configuration example is given.
[0006] (Configuration 1) Configuration 1 is a game program that causes a computer of an information processing device to execute multiple types of games in succession, and causes the computer to determine the games that will appear among the multiple types of games that are executed in succession, in order, and to execute each of the determined games that will appear in succession, and to determine the games that will appear such that when a first type of game appears and then a second type of game does not appear, the frequency with which the first type of game appears decreases.
[0007] According to the above configuration, in a game in which some types of games are expected to accumulate naturally and other types of games are expected to resolve naturally, the frequency of occurrence of each type of game can be set according to the occurrence situation, thereby preventing the accumulation of the problems.
[0008] (Configuration 2) In configuration 2, in configuration 1, the game program may cause the computer to determine the game to be featured such that, when a first type of game appears, the first type of game does not appear until a second type of game appears thereafter.
[0009] According to the above configuration, it is possible to provide an opportunity to resolve problems while preventing the problems from accumulating.
[0010] (Configuration 3) In configuration 3, in configuration 1 or 2 above, the game program may cause the computer to determine the games to be featured in a predetermined mode in which a second type of game does not appear among game modes in which multiple types of games are executed consecutively, so that the first type of game does not appear more than a predetermined number of times.
[0011] According to the above configuration, it is possible to suppress to a certain degree the accumulation of any problem that is expected to accumulate naturally.
[0012] (Configuration 4) Configuration 4 is any one of configurations 1 to 3 above, in which the game program causes a computer to display at least movement instructions indicating movements to be performed by a player in the game, and evaluates a movement of a controller corresponding to the movements based on operation data obtained from a controller equipped with an inertial sensor, and progresses the game based on the evaluation.
[0013] According to the above configuration, it is possible to provide a game that can be enjoyed by moving the controller itself, and it is also possible to prevent the occurrence of a situation in which some problem accumulates in such a game, resulting in a decrease in operability.
[0014] (Configuration 5) In configuration 5, in configuration 4, the controller may have a strap. The game program may cause the computer to display, in the first type of game, an action instruction indicating an action of rotating the controller in a placed state without being held.
[0015] According to the above configuration, it is possible to provide, as the first type of game, a game in which the progress can be made by evaluating an action such as turning over a placed controller.
[0016] (Configuration 6) In configuration 6, in the above configuration 5, the game program may cause the computer to display an action instruction indicative of the action of releasing the hand holding the controller from a state in which the strap is attached to the wrist and the controller is held, in a second type of game.
[0017] According to the above configuration, a game can be provided as the second type of game in which the player can proceed by evaluating the action that can eliminate the twist in the strap. Also, if some problem naturally accumulates, the problem can be solved in the natural flow of gameplay without making the player aware of a specific action to solve the problem, and the accumulation of problems can be suppressed.
[0018] (Configuration 7) Configuration 7 is based on configuration 5 above, and the game program may cause the computer to display, in a second type of game, action instructions indicating the action of attaching the strap to the wrist and rotating the controller while it is placed down without being held, and may further cause the computer to display, at a predetermined timing during the game, action instructions indicating the action of releasing the hand holding the controller from the state in which the controller is being held.
[0019] According to the above configuration, a game can be provided that uses various ways of moving the controller. Also, a situation where some problem accumulates in the process of performing various actions according to the game to progress in the game can be naturally resolved. Effect of the Invention
[0020] According to the present disclosure, in a game that contains a mixture of games in which some problems are expected to accumulate naturally and games in which the problems are expected to resolve naturally, the frequency of occurrence of each type of game can be set according to the occurrence situation, thereby preventing the accumulation of the problems. [Brief description of the drawings]
[0021] [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] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] 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 8] FIG. 1 is a perspective view showing an example of a strap unit 150. [Figure 9] FIG. 1 is a perspective view showing an example of a strap unit 150. [Figure 10] FIG. 1 is a diagram for explaining attachment of a strap unit 150. [Figure 11] FIG. 1 is a diagram for explaining attachment of a strap unit 150. [Figure 12] An example of a game screen according to the present embodiment [Figure 13] Schematic diagram of screen transitions during stage play [Figure 14] Diagram to explain return action [Figure 15] Diagram to explain return action [Figure 16] Diagram showing an example of twisting [Figure 17] Diagram showing an example of a let go action [Figure 18] Diagram showing an example of a let go action [Figure 19] A memory map showing an example of various data stored in the DRAM 85. [Figure 20] A flowchart showing details of the game processing according to the present embodiment. [Figure 21] Flowchart showing details of order determination processing [Figure 22] Flowchart showing details of stage play processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] An embodiment will be described below.
[0023] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0024] Fig. 1 is a diagram showing 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 each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the player to perform inputs.
[0025] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0026] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0027] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0028] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0029] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.
[0030] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0031] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0032] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0033] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).
[0034] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 4 (z-axis direction shown in FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0035] The left controller 3 includes a left analog stick (hereinafter, referred to as the left stick) 32, which is an example of a direction input device. As shown in FIG. 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the left stick 32, the player can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. In addition, in this embodiment, an input can be made by pressing the left stick 32.
[0036] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0037] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0038] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 5 (z-axis direction shown in FIG. 5). The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0039] The right controller 4, like the left controller 3, is provided with a right analog stick (hereinafter, referred to as the right stick) 52 as a direction input unit. In this embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. The right controller 4 may be provided with a cross key or a slide stick capable of slide input, instead of an analog stick. The right controller 4, like the left controller 3, is provided with 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. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 is provided with a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 is provided with a second L button 65 and a second R button 66, like the left controller 3.
[0040] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0041] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0042] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0043] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0044] The main device 2 includes a slot interface (hereinafter abbreviated 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 from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0045] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0046] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0047] The main unit 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. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0048] 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 transmits 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. When the processor 81 performs wired communication with the right controller 4, it transmits 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. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0049] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of players can simultaneously input to the main unit 2 using each of a set of left controllers 3 and right controllers 4. As an example, a first player can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second player can simultaneously input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0050] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.
[0051] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0052] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0053] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0054] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0055] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0056] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication 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 according to, for example, the Bluetooth (registered trademark) standard.
[0057] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0058] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes a left stick 32. Each button 103 and left stick 32 repeatedly outputs information relating to an operation performed on the button 103 and left stick 32 to the communication control unit 101 at an appropriate timing.
[0059] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one 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 repeatedly output to the communication control unit 101 at appropriate timing.
[0060] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, left stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0061] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. That is, the main unit 2 can determine the operations on the buttons 103 and the left stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).
[0062] The left controller 3 is equipped with a power supply unit 108. In this 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 to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0063] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is 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 unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0064] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113, a right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0065] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0066] A strap unit can be attached to each of the left controller 3 and the right controller 4. FIG. 8 and FIG. 9 are perspective views of a strap unit 150 for the right controller 4. FIG. 8 is a perspective view of the strap unit 150 as viewed from the left side and rear side, and FIG. 9 is a perspective view of the strap unit 150 as viewed from the front and right side. The strap unit 150 includes a unit part 151 and a string part 152 having a stopper. As shown in FIG. 10 and FIG. 11, the strap unit 150 is configured to be detachable from the left side of the right controller 4. Specifically, the strap unit 150 is configured to be detachable by sliding along a rail part provided on the left side of the right controller 4. With the strap unit 150 attached to the right controller 4 as shown in FIG. 11, the player can pass his / her right wrist through the string part 152 and adjust the stopper position so that the strap does not slip off the wrist. With the strap string fixed to the wrist in this way, the player can hold the right controller 4 and play the game. Note that while Figures 10 and 11 show an example of the right controller 4, a strap unit (not shown) for the left controller 3, which has a similar configuration except that the left and right are reversed, is also detachable for the left controller 3.
[0067] In the following description, when simply referring to the left controller 3 and the right controller 4, it refers to the controllers in a state in which the strap unit 150 as shown in Figure 11 above is attached. Furthermore, the left controller 3 and the right controller 4 with the strap unit 150 attached may also be collectively referred to simply as the controllers.
[0068] [Outline of game processing in this embodiment] Next, an outline of the operation of the game processing executed by the game system 1 according to this embodiment will be described. First, this game is played using a controller equipped with the strap unit 150 as described above, and is premised on playing with the strap fastened to the wrist. This game is also a game in which the movement of the controller detected based on the inertial sensor (in other words, the action content performed by the player) is evaluated, and the game progresses based on the evaluation. This game is also a game in which multiple types of games can be executed consecutively.
[0069] The general flow of the game will be described below. When the game is started, a stage selection screen as shown in FIG. 12 is displayed first. The stage selection screen is a screen that overlooks the virtual space. A player character object 201 and a plurality of stage objects 204 are displayed on the screen. The player can play the stage corresponding to the stage object 204 by moving the player character object 201 onto one of the stage objects 204 and performing an operation to start playing the stage. The player can progress through the game by conquering the plurality of stages in order.
[0070] In this game, one stage is made up of a predetermined number of mini-games. Each of the mini-games is a game in which one play is completed in about a few seconds to a few tens of seconds. The mini-games progress by evaluating the above-mentioned controller movements. In this game, the predetermined number of mini-games are executed in succession. In other words, the player is provided with a way of playing in which the mini-games are cleared one after the other in succession.
[0071] In this example, as an example of the predetermined number, a case where one stage is composed of 10 mini-games will be described. The number of mini-games may differ for each stage. When a player starts playing a predetermined stage, for example, 10 types of mini-games are selected by lottery from 200 types of mini-games. One mini-game is selected at a time. Therefore, a total of 10 lotteries are performed. The 10 types of mini-games selected by lottery are executed consecutively in the order in which they were selected. Note that the same mini-game cannot be selected more than twice in the same stage. By clearing the 10th mini-game, the stage is cleared. In other words, the 10th mini-game plays a role like a so-called "stage boss". In addition, if the game is over midway, it is treated as a failure to clear the stage, and the game returns to the stage selection screen. If the stage is cleared, the game returns to the stage selection screen and the game can proceed to the next stage. In addition, for a stage that has been cleared once, the "endless mode" is released. Endless mode is a game mode in which mini-games can be played continuously until the game is over. In endless mode, the same mini-game may be selected.
[0072] The flow of the game progress as described above will be explained in more detail with reference to FIG. 13. FIG. 13 is a diagram showing a schematic diagram of the transition of the screen when a predetermined stage is played. When a selection operation of a stage to be played (not yet cleared) is performed on the stage selection screen, first, as described above, 10 mini-games constituting the stage are selected by lottery. Then, an "action demo screen" of the first mini-game to be executed is displayed. On the action demo screen, action instructions showing the action (how to move the controller) to be performed by the player in the mini-game to be executed are displayed. In other words, prior to the actual start of the mini-game, the operation (action) method in the mini-game is displayed. After the action demo screen is displayed for a predetermined time, the first mini-game automatically starts, and a game play screen is displayed. Then, if the first mini-game is cleared, an end performance indicating the game being cleared is displayed. Then, the second mini-game automatically starts. In the second mini-game, an action demo screen corresponding to the second mini-game is displayed prior to the start of the play. Then, a game play screen of the second mini-game is displayed, and if the game is cleared, an end performance related to the second mini-game is displayed. After this, the game progresses through the following screen transitions for the third and subsequent mini-games: action demo screen, game play screen, and end screen. Once the tenth mini-game is cleared, the game transitions to the stage selection screen. If the game ends midway through, the game over screen is displayed, and then the game transitions to the stage selection screen.
[0073] Next, the mini-games will be described in more detail. In this game, as an example, 200 types (200 pieces) of mini-games are prepared. Then, when starting to play each stage, 10 types of mini-games are selected by lottery. Therefore, even when playing the same stage, the 10 types of mini-games executed may be different each time.
[0074] In this embodiment, the 200 types of mini-games are roughly classified into the following three types of games. (1) Type 1 games: Mini-games that require "return actions" (2) Type 2 games: Mini-games that require "hands-free action" (3) Type 3 games: Mini-games that do not require a "return action" or a "let go action" Each type of game will be described below.
[0075] [About the first game] The first type game is conceptually a mini-game that requires an action that causes the string part 152 of the strap unit 150 to twist. In this example, as an example, as shown in Figs. 14 and 15, a mini-game that requires an action of turning over the controller placed on a desk or the like (rotating it around the y-axis in Figs. 4 and 5 so that the front and back are reversed) is assumed. Fig. 14 is a schematic diagram of a desk on which the controller is placed, and Fig. 15 is a schematic diagram of the same situation as seen from the right side of the player. From a posture as shown in Fig. 15, the player performs an action of pinching the controller with each hand and turning it over at a predetermined timing. This action causes a twist in the string part 152, for example, as shown in Fig. 16. In this example, such an action is called a "return action." As an example of the first type game, for example, there is a mini-game in which the controller is likened to a "card" in a virtual world and the card is turned over at the appropriate timing. Moreover, on the action demo screen related to the first type game, an action instruction showing the movement of the return action is displayed.
[0076] [About the second game] Next, the second type game is conceptually a mini-game that requests an action to remove the twist when the string part 152 is twisted. In this embodiment, as an example, the mini-game requests the player to release the controller from the state in which the player is holding the controller as shown in FIG. 17, as shown in FIG. 18. In this example, this action is called a "let go action." Note that FIG. 17 and FIG. 18 show the "let go action" with the left hand, but depending on the contents of the mini-game, the "let go action" may be performed with both hands. If the string part 152 is twisted, a restoring force against the twist acts on the controller that is let go in this way, and the twisted state can be expected to be removed. As an example of the second type game, for example, a mini-game in which the controller is likened to a ball in a virtual space, and the ball that is being held is let go and dropped in time. In addition, in the above-mentioned action demo screen related to the second type game, an action instruction showing the movement of the let go action is displayed.
[0077] [About the third game] Next, the third type game is a mini-game that does not require the above-mentioned "return action" or "let go action". The third type game is a mini-game that requires, for example, a motion of waving the hand while holding the controller, a motion of moving the hand to draw a specific trajectory, or a motion such as a thrust from the back to the front. In other words, it is a mini-game that requires various actions that do not fall under the above-mentioned "return action" and "let go action". Furthermore, on the above-mentioned action demo screen for the third type game, an action instruction indicating the action required in that mini-game is displayed.
[0078] [About the types of actions required in mini-games] Regarding the types of actions required of the player in each mini-game, some mini-games require only one type of action, while others require multiple types of actions. For mini-games that require multiple types of actions, those that require at least a "hands-off action" are treated as "type 2 games." Mini-games that do not require a "hands-off action" but require at least a "return action" are treated as "type 1 games." Therefore, mini-games that require both the "return action" and the "hands-off action" are treated as "type 2 games." For mini-games that require multiple types of actions and have the player perform the multiple actions as a series of actions, the content of the action instruction may also display an action instruction to perform the multiple actions as a series of actions.
[0079] [Mini-game lottery control] Incidentally, as described above, when a "return action" is performed in playing the first type game, the string 152 is twisted. Therefore, for example, if the first mini-game is the first type game, when starting the second game, the controller is held in a state in which the string 152 of the strap is twisted, and a predetermined action required in the second game is performed. At this time, depending on the degree of twisting, it is considered that the linear distance from the position of the stopper fixed to the wrist to the position of the base of the string 152 on the strap unit side is shorter than when no twisting occurs. Therefore, some people may feel a cramped feeling as if their wrist is being pulled, which may bother them and make it difficult to concentrate on playing the game. In addition, when the linear distance is shortened, for example, the range in which the controller can be moved when re-gripping the controller is slightly narrowed, and some people may find it difficult to re-gripping. As a result, depending on the contents of the mini-game, this may lead to a decrease in operability.
[0080] On the other hand, in the second type game, the action of releasing the controller is performed as described above, so that if the string part 152 is twisted, the effect of being able to resolve that state is expected. In other words, the first type game is a "game that causes twists" and the second type game is a "game that resolves twists." Therefore, by executing the second type game after executing the first type game, it is expected that the twists will be resolved. This makes it possible to prevent a situation in which play continues with reduced operability.
[0081] Here, for example, when the 10 mini-games are drawn, it is possible to control the game so that if a first type game is won, the next mini-game will always be a second type game. However, doing so may reduce the interest of the game due to the fact that it is not known what type of mini-game will appear next (randomness). In other words, after playing the game many times, the player may be able to predict that if he plays a first type game, the second type game will come next, which may reduce the fun of not knowing what game will appear next.
[0082] Therefore, in this embodiment, when the ten mini-games are drawn in the play of the above stage, the following control is performed. That is, if the first type game is drawn as a result of the drawing, control is performed so that the first type game is less likely to be drawn in the subsequent drawing until the second type game is drawn. In other words, when the second type game does not appear after the first type game appears, control is performed so that the frequency of the first type game appearing decreases. As an example, assume that the 200 mini-games are broken down into 20 first type games, 20 second type games, and 160 third type games. Also assume that a first drawing table is set in which the winning rate of each game is set to 0.5%. Then, assume that the drawing of the first game is performed using the first drawing table, and as a result, the first type game is drawn. In this case, when the second game is drawn, the drawing is performed using a second drawing table in which the winning rate of the first type game is reduced. For example, the winning rate of the first type game is set to 0.05%. The lowering of the winning rate reduces the frequency of the first type game. If the second type game is selected as the second game as a result of the lottery, the winning table used in the lottery for the third game is returned to the first lottery table. In other words, the frequency of the first type game is returned to the original frequency. On the other hand, if the second type game is not selected as the second game, the lottery using the second lottery table is continued until the second type game is selected. In other words, if the second type game is not selected, one of the mini-games is selected from the first type game and the third type game. In such a case, it can be said that the control is performed so that the frequency of the first type game is reduced. In this way, the lottery is usually performed using the first lottery table, but once the first type game is selected, the lottery is performed by lowering the winning rate of the first type game by using the second lottery table until the second type game is selected. Then, if the second type game is won, the control is performed to return to the first lottery table.
[0083] The specific winning rate value in the above-mentioned lottery table, especially the second lottery table, may be different for each stage. In other words, any winning table may be used as long as it is adjusted so that the first type game is less likely to win. In addition to the lottery method using the above-mentioned lottery table, for example, a type lottery table for lottery-selecting one of the first type game, the second type game, and the third type game may be used to lottery-select the "type" of the mini-game, and then a lottery table for the mini-game corresponding to each type may be used to lottery-select the mini-game. In this case, the first lottery table and the second lottery table as described above may be prepared for the type lottery table.
[0084] In addition to the above, other control methods for making it difficult to win the first type game, that is, control methods for reducing the frequency of appearance, may include, for example, the following methods. First, a method may be used in which all winning rates of the first type game are set to 0% in the second lottery table. In the case of the above method, although the probability is low, there is a possibility that two or more first type games (with different contents) will be won before the second type game is won. Therefore, there is a possibility that the above-mentioned twists will accumulate, leading to a further decrease in operability. In this regard, by setting the winning rate to 0% in this way, once the first type game is won, the first type game will not be won unless the second type game is won thereafter, so that it is possible to suppress further accumulation of twists.
[0085] As another method, for example, when playing a stage where the second type game is not set to appear, if the number of times the first type game is won reaches a predetermined number of times, the winning rate of the first type game may be set to 0%. Also, for example, in a stage where both the first type game and the second type game may appear, if the number of times the first type game is won reaches a predetermined number without the second type game being won, the winning rate of the first type game may be set to 0% from then on until the second type game is won. For example, in a lottery using the first lottery table, if the first type game is won three times without the second type game being won, the winning rate of the first type game may be set to 0% in subsequent lotteries. This makes it possible to provide a game that takes into consideration the balance between the randomness of the appearance of the 200 types of mini-games and the (allowable) accumulation of the twists.
[0086] [Details of the game processing in this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to FIGS.
[0087] [About data usage] First, various data used in this game process will be described. Fig. 19 is a memory map showing an example of various data stored in the DRAM 85 of the main unit 2. The DRAM 85 of the main unit 2 stores an overall control program 301, a mini-game program group 302, a first lottery table 303, a second lottery table 304, appearance order data 305, operation data 306, adjustment flags 307, etc.
[0088] The overall control program 301 is a program for controlling the overall game processing in this embodiment, more specifically, a program for executing the processing shown in the flowchart of FIG.
[0089] The mini-game program group 302 is a collection of game programs corresponding to each of the mini-games described above.
[0090] The first lottery table 303 is a lottery table in which the winning rate of the first type game is not adjusted. The second lottery table 304 is a lottery table in which the winning rate of the first type game is adjusted to be less likely to be won. In other words, the winning rate of the first type game in the second lottery table 304 is set lower than the winning rate of the first type game in the first lottery table 303. For example, in the second lottery table 304, the winning rate of the first type game is set to 0% as described above.
[0091] The appearance order data 305 is data that indicates the lottery results and the execution order of the 10 mini-games that are played when playing the above stage. The appearance order data 305 includes, for example, information that specifies the mini-games that were drawn in the order of the lottery. The order of the draws also determines the appearance (execution) order of the mini-games.
[0092] The operation data 306 is data obtained from the controller. Specifically, the operation data 306 includes at least right inertial sensor data and left inertial sensor data. The right inertial sensor data is data indicating the detection results of the inertial sensors, the acceleration sensor 114 and the angular velocity sensor 115 of the right controller 4. Specifically, it includes three-axis acceleration data and three-axis angular velocity data. The left inertial sensor data is data indicating the detection results of the inertial sensors, the acceleration sensor 104 and the angular velocity sensor 105 of the left controller 3. In addition, although not shown, data indicating the pressed states of various buttons is also included in the operation data 306.
[0093] The adjustment flag 307 is a flag for indicating whether or not the lottery for the mini-game is to be held with the winning rate of the first type game adjusted.
[0094] In addition, various data necessary for game processing is also generated as appropriate and stored in the DRAM 85.
[0095] [Details of the processing performed by Processor 81] Next, the game processing in this embodiment will be described in detail. Here, the control related to the lottery of the mini-game as described above will be mainly described, and detailed explanations of other various game processes will be omitted. In addition, the flowchart shown below is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same result is obtained. In addition, the values of the variables and the threshold values used in the judgment step are merely examples, and other values may be adopted as necessary.
[0096] Fig. 20 is a flowchart showing details of the game processing according to this embodiment. In Fig. 20, first, in step S1, processor 81 displays a stage selection screen as shown in Fig. 12 above. Next, in step S2, processor 81 determines whether or not an operation for selecting play of a predetermined stage (stage selection operation) has been performed based on operation data 306. If the result of this determination is that a stage selection operation has been performed (YES in step S2), processor 81 executes a mini-game determination process in step S3. This is a process for determining by lottery a group of mini-games to be executed in the selected stage.
[0097] FIG. 21 is a flowchart showing details of the mini-game determination process. In step S11 of FIG. 21, processor 81 determines whether or not adjustment flag 307 is off. If the result of this determination is off (YES in step S11), processor 81 draws one mini-game using the first lottery table in step S12. On the other hand, if adjustment flag 307 is on (NO in step S12), processor 81 draws one mini-game using second lottery table 304 in step S13. That is, a lottery is performed using a lottery table in which the winning rate of the first type game is lowered. Note that here, it is assumed that the content of second lottery table 304 defines the winning rate of the first type game as 0%.
[0098] Next, in step S14, processor 81 determines whether or not the game selected as a result of the lottery in step S12 or step S13 is a first type game. If the result of this determination is that the game is a first type game (YES in step S14), in step S15, processor 81 determines whether or not adjustment flag 307 is off. If the result of this determination is that the flag is off (YES in step S15), in step S16, processor 81 sets adjustment flag 307 to on. Then, the process proceeds to step S17, which will be described later.
[0099] In this case, the description is given on the assumption that the stage to be played is a stage where both the first type game and the second type game can appear. In this regard, if the stage to be played is set to not allow the second type game to appear, for example, the number of times the first type game has been won may be counted, and when the number of times the first type game has been won reaches a predetermined number, the adjustment flag 307 may be set to ON. In other words, for stages in which the second type game does not appear, the first type game may not appear more than a predetermined number of times.
[0100] If it is determined in step S15 that the adjustment flag 307 is on (NO in step S15), the process proceeds to step S17, which will be described later.
[0101] On the other hand, if the result of the determination in step S14 above is that the game selected is not the first type game (NO in step S14), then in step S19, processor 81 determines whether or not the game selected is the second type game. If the result of this determination is that the game is the second type game (YES in step S19), then in step S20, processor 81 determines whether or not adjustment flag 307 is on. If the result of this determination is on (YES in step S20), then in step S21, processor 81 sets adjustment flag 307 to off. Thereafter, processing proceeds to step S17, which will be described later. If the result of the above determination is off (NO in step S20), then processing also proceeds to step S17, which will be described later.
[0102] Next, in step S17, processor 81 registers the selected mini-game in appearance order data 305.
[0103] Next, in step S18, processor 81 determines whether the selection of the preset number of mini-games (10 in this example) for one stage has been completed. If the result of this determination is that the selection has not been completed (NO in step S18), the process returns to step S11 and is repeated. If the selection of the preset number of mini-games has been completed (YES in step S18), the mini-game determination process ends.
[0104] Returning to Fig. 20, next, in step S4, processor 81 executes stage play processing. Fig. 22 is a flowchart showing the details of the stage play processing. In Fig. 1, first, in step S31, processor 81 loads into DRAM 85 a mini-game program for the mini-game to be executed next, based on appearance order data 305.
[0105] Next, in step S32, processor 81 executes the loaded mini-game. In the processing of the mini-game, as described above, first, an action demo screen is displayed, and then playing of the mini-game starts automatically. Thereafter, when the mini-game is cleared or the game is over, an ending performance is displayed, and execution of the mini-game ends.
[0106] Next, in step S33, processor 81 determines whether or not the mini-game has ended due to a game over. If the result of this determination is that the mini-game has ended due to a game over (YES in step S33), processor 81 ends the stage play process. On the other hand, if the end is not due to a game over (NO in step S33), it is considered that the mini-game has ended due to completion. In this case, next, in step S34, processor 81 determines whether or not the condition for clearing the stage has been met. In this example, it is determined whether or not the tenth mini-game has been cleared. If the result of this determination is that the condition for clearing the stage has not yet been met (NO in step S34), the process returns to step S31 and is repeated. That is, the next mini-game in the order is executed continuously. On the other hand, if the condition for clearing the stage has been met (YES in step S34), processor 81 ends the stage play process. At this time, a predetermined stage clearing effect may be displayed. Furthermore, if the stage is cleared for the first time, a setting is made so that the endless mode described above can be used.
[0107] Returning to FIG. 20, when the stage play process is completed, the process returns to step S1 and is repeated. Here, the contents of the adjustment flag 307 are not reset even when the stage is cleared, but are carried over to the lottery process of the mini-game that is performed thereafter. For example, assume that the ninth mini-game in the first stage is a first type game and the tenth game is a third type game. Then, when the first stage is cleared and the play of the second stage is started, the lottery for the mini-game that is performed at this time is performed with the adjustment flag 307 in an ON state. In another embodiment, the contents of the adjustment flag 307 may be reset when the stage is cleared.
[0108] On the other hand, if it is determined in step S2 that a stage selection operation has not been performed (NO in step S2), then in step S5, processor 81 determines whether or not an operation to end the game has been performed. If an operation to end the game has not been performed (NO in step S5), the process returns to step S1, and the process is repeated. If an operation to end the game has been performed (YES in step S5), processor 81 ends the game process.
[0109] As described above, when playing a variety of games that involve moving a controller with a strap, it is conceivable that some games may cause the strap to twist, and some games may eliminate the twist. In this embodiment, the frequency of occurrence of games that may cause the strap to twist is set according to the occurrence situation. This makes it possible to prevent the accumulation of twists in the strap after they occur as the game is played naturally. It is also possible to increase the opportunities to eliminate the twists before they accumulate.
[0110] [Variations] In the above embodiment, when playing a stage, a predetermined number of mini-games that make up that stage are drawn by lottery. In other embodiments, the next mini-game may be drawn by lottery each time a game is completed. Even in this case, the winning rate is controlled as described above, and then each lottery is performed. Also, for example, in the "endless mode" mentioned in the above description, the next mini-game may be drawn by lottery each time a game is completed.
[0111] In the above embodiment, an example was shown in which the second lottery table 304 is defined in advance. In other embodiments, the contents corresponding to the second lottery table 304 may be dynamically generated or set according to the winning status of the first type game. For example, when the first type game is won, the winning rate of the first type game may be recalculated using a predetermined coefficient that decreases the winning rate of the first type game. Also, the winning rate of the first type game may be recalculated so that the winning rate of the first type game gradually decreases as the number of wins of the first type game increases without thereafter winning the second type game.
[0112] In the above embodiment, an example was given in which the timing of displaying the action instruction indicating the action to be performed by the player is displayed on the action demo screen before the start of playing the mini-game. Alternatively, the action display may be displayed at a predetermined timing during game play. The player may then perform an action according to the instruction by timing it with the action instruction. For example, consider a mini-game that requires both the above-mentioned "return action" and "let go action". In this case, the action instruction for the "return action" may be displayed on the action demo screen, and an action instruction for the "let go action" may be displayed at a predetermined timing during play of the mini-game.
[0113] In the above embodiment, an example was described using a first type game in which the strap may become twisted and a second type game in which the twist may be eliminated. The above-mentioned process of adjusting the occurrence frequency is not limited to the case of a twisted strap, but can be applied to the case of selecting games to be played consecutively from a group of games that includes a mixture of games that require actions that may cause and accumulate some problem (leading to a decrease in operability) and games that include actions that may naturally eliminate the problem.
[0114] In the above embodiment, the series of processes related to the game process are executed by a single main unit 2. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the main unit 2 may be configured to send operation data indicating the operation of the player to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the main unit 2 as video and audio. [Explanation of symbols]
[0115] 1. Game System 2 Main Unit 3 Left Controller 4 Right Controller 81 Processor 84 Flash Memory 85 DRAM
Claims
1. A game program for causing a computer of an information processing device to execute a plurality of types of games in succession, the computer comprising: determining, in order, games to be featured among the plurality of games to be executed consecutively among the plurality of types of games, executing the determined games to be featured consecutively, and determining the games to be featured such that, when a first type of game appears and then a second type of game does not appear, the frequency with which the first type of game appears decreases; Game program.
2. The computer includes:
2. The game program according to claim 1, further comprising: determining a game to be played such that, when the first type of game appears, the first type of game does not appear until the second type of game appears thereafter.
3. The computer includes:
2. The game program according to claim 1, wherein in a predetermined mode in which a plurality of types of games are played consecutively and in which the second type of game does not appear, the game to be played is determined so that the first type of game does not appear more than a predetermined number of times.
4. The computer includes:
4. A game program as described in any one of claims 1 to 3, wherein, in the game, at least action instructions indicating actions to be performed by a player are displayed, and a movement of the controller corresponding to the actions is evaluated based on operation data obtained from a controller equipped with an inertial sensor, and the game is progressed based on the evaluation.
5. The controller has a strap; The computer includes:
5. The computer-readable storage medium according to claim 4, wherein the instruction to rotate the controller in a placed state rather than being held is displayed in the first type of game.
6. The computer includes:
6. The game program according to claim 5, wherein in the second type of game, the instruction is displayed indicating an action of releasing the hand holding the controller from a state in which the strap is attached to a wrist and the controller is held.
7. The computer includes:
6. A game program as described in claim 5, wherein, in the second type of game, the action instruction is displayed indicating the action of attaching the strap to a wrist and rotating the controller while it is placed down and not being held, and further, at a predetermined timing during the game, the action instruction is displayed indicating the action of releasing the hand holding the controller from the state in which the controller is being held.
8. A game system including a processor and capable of executing a plurality of types of games in succession, The processor, determining, in order, games to be featured among the plurality of games to be executed consecutively among the plurality of types of games, executing the determined games to be featured consecutively, and determining the games to be featured such that, when a first type of game appears and then a second type of game does not appear, the frequency with which the first type of game appears decreases; Game system.
9. The processor, 9. The game system according to claim 8, wherein the game to be played is determined such that, when the first type of game appears, the first type of game does not appear until the second type of game appears thereafter.
10. The processor, 9. A game system according to claim 8, wherein in a predetermined mode in which a plurality of types of games are played consecutively and in which the second type of game does not appear, the first type of game is determined to appear so as not to appear more than a predetermined number of times.
11. The processor, 11. A game system according to claim 8, wherein, in the game, at least action instructions indicating actions to be performed by a player are displayed, and a movement of the controller corresponding to the actions is evaluated based on operation data acquired from a controller equipped with an inertial sensor, and the game progresses based on the evaluation.
12. The controller has a strap; The processor, The game system according to claim 11 , wherein, in the first type of game, the action instruction displayed is to rotate the controller while it is placed down and not held.
13. The processor, 13. The game system according to claim 12, wherein in the second type of game, the action instruction displayed indicates an action of releasing the hand holding the controller from a state in which the strap is attached to a wrist and the controller is held.
14. The processor, 13. A game system as described in claim 12, wherein, in the second type of game, the action instruction is displayed indicating an action of attaching the strap to a wrist and rotating the controller while it is placed down and not being held, and further, at a predetermined timing during the game, the action instruction is displayed indicating an action of releasing the hand holding the controller from the state in which the controller is being held.
15. A gaming device that includes a processor and executes multiple types of games in succession, The processor, determining, in order, games to be featured among the plurality of games to be executed consecutively among the plurality of types of games, executing the determined games to be featured consecutively, and determining the games to be featured such that, when a first type of game appears and then a second type of game does not appear, the frequency with which the first type of game appears decreases; Gaming device.
16. The processor, 16. The game device according to claim 15, wherein the game to be played is determined such that, when the first type of game appears, the first type of game does not appear until the second type of game appears thereafter.
17. The processor, 16. A game device according to claim 15, wherein in a predetermined mode in which a plurality of types of games are played consecutively and in which the second type of game does not appear, the first type of game to be played is determined so that the first type of game does not appear more than a predetermined number of times.
18. The processor, 18. A game device according to claim 15, wherein, in the game, at least action instructions indicating actions to be performed by a player are displayed, and a movement of the controller corresponding to the actions is evaluated based on operation data acquired from a controller equipped with an inertial sensor, and the game progresses based on the evaluation.
19. The controller has a strap; The processor, 20. The game device according to claim 18, wherein, in the first type of game, the action instruction displayed is to rotate the controller in a placed state rather than being held.
20. The processor, 20. The game device according to claim 19, wherein in the second type of game, the action instruction displayed indicates an action of releasing the hand holding the controller from a state in which the strap is attached to a wrist and the controller is held.
21. The processor, 20. A game device as described in claim 19, wherein, in the second type of game, the action instruction is displayed indicating an action of attaching the strap to a wrist and rotating the controller while it is placed down and not being gripped, and further, at a predetermined timing during the game, the action instruction is displayed indicating an action of releasing the hand holding the controller from the gripping state.
22. A game processing method for causing a computer of an information processing device to continuously execute a plurality of types of games, comprising the steps of: The computer includes: determining, in order, games to be featured among the plurality of games to be executed consecutively among the plurality of types of games, executing the determined games to be featured consecutively, and determining the games to be featured such that, when a first type of game appears and then a second type of game does not appear, the frequency with which the first type of game appears decreases; Game processing method.
23. The computer includes:
23. The game processing method according to claim 22, further comprising determining the game to be played such that, when the first type of game appears, the first type of game does not appear until the second type of game appears thereafter.
24. The computer includes:
23. A game processing method according to claim 22, wherein in a predetermined mode in which a plurality of types of games are played consecutively and in which the second type of game does not appear, the game to be played is determined so that the first type of game does not appear more than a predetermined number of times.
25. The computer includes:
25. A game processing method according to claim 22, further comprising: displaying, in the game, at least an action instruction indicating an action to be performed by a player; evaluating a movement of the controller corresponding to the action based on operation data acquired from a controller equipped with an inertial sensor; and progressing the game based on the evaluation.
26. The controller has a strap; The computer includes:
26. The game processing method according to claim 25, wherein in the first type of game, the action instruction is displayed which indicates an action of rotating the controller in a placed state rather than being held.
27. The computer includes:
27. The game processing method according to claim 26, wherein in the second type of game, the action instruction is displayed which indicates an action of releasing the hand holding the controller from a state in which the strap is attached to a wrist and the controller is held.
28. The computer includes:
27. A game processing method as described in claim 26, wherein, in the second type of game, the action instruction is displayed indicating an action of attaching the strap to a wrist and rotating the controller while it is placed down and not being held, and further, at a predetermined timing during the game, the action instruction is displayed indicating an action of releasing the hand holding the controller from a state in which the controller is being held.
Citation Information
Patent Citations
Game system, game program, information processor and information processing method
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Game program, information processing system, information processing apparatus, and game processing method
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