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

The game program addresses the limitation of not being able to return objects to their original positions and orientations in a virtual space by implementing a return movement mechanism that uses stored positions and orientations, enhancing gameplay with smooth and accurate object movements.

JP2025039781AActive Publication Date: 2025-03-21NINTENDO CO LTD
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Patent Information

Application Number
JP2025003903
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-10
Publication Date
2025-03-21
Estimated Expiration
2040-06-02

AI Technical Summary

Technical Problem

Existing game programs cannot utilize the movement that returns an object to its original position and orientation in a virtual space, limiting gameplay possibilities.

Method used

A game program that controls a player character in a virtual space, stores the position and attitude of objects over time, and allows for a return movement of selected objects to their previously stored positions and orientations, using parameters like velocity and angular velocity for accurate virtual physics calculations.

Benefits of technology

Enables an unprecedented gaming experience where objects can be smoothly returned to their target positions and orientations, allowing for retroactive changes in object positions and postures, and providing a unique gameplay mechanic.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025039781000001_ABST
    Figure 2025039781000001_ABST
Patent Text Reader

Abstract

To provide a game program, a game device, a game system, and a game processing method that while returning positions and postures of an object in a virtual space, make movement of the return available.SOLUTION: A game program makes parameters changed, the parameters related to motion to be used for virtual physical calculation, for a designated object selected on the basis of operation input, so as to perform return movement of returning retroactively in order to past positions and postures stored in the past in a memory from a time point of a start instruction based on the operation input; and, on the basis of the virtual physical calculation, makes a state in a virtual space including a player character, the designated object, and objects other than them updated.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a game program, a game device, a game system, and a game processing method for performing processing on an object in a virtual space. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are game programs that utilize the movement of objects placed in a virtual space (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "The Legend of Zelda: Breath of the Wild", [online], Nintendo Co., Ltd., [Retrieved April 24, 2020], Internet (URL: https: / / www.nintendo.co.jp / zelda / index.html) Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game program disclosed in the above-mentioned non-patent document 1, it is not possible to use a movement to reverse an action of an object that moves in a virtual space.

[0005] Therefore, an object of the present invention is to provide a game program, a game device, a game system, and a game processing method that enable the return motion to be utilized while returning the position and orientation of an object in a virtual space. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention may adopt, for example, the following configurations: When interpreting the claims, it is understood that the scope should be interpreted only by the claims, and in the event of a contradiction between the claims and this section, the claims shall take precedence.

[0007] One configuration example of the game program of the present invention is executed by a computer included in an information processing device. The game program causes the computer to control a player character in a virtual space based on a user's operation input, to store in a memory the positions and postures of objects within a predetermined range in the virtual space over time, to change parameters related to motion used in virtual physical calculations for a designated object selected based on the operation input among the objects so that the designated object moves back in order from the time when a start command was issued based on the operation input to a position and posture previously stored in the memory, and to update the state of the virtual space including the player character, the designated object, and other objects based on the virtual physical calculations.

[0008] Based on the above, it is possible to realize a never-before-seen game in which the position and orientation of an object in a virtual space can be returned and the returning motion can be utilized.

[0009] In addition, when the designated object is caused to move back, a position and orientation stored in memory more recently depending on the progress of the return movement may be targeted, and the velocity and angular velocity, or the acceleration and angular acceleration, as parameters of the designated object may be changed so that the designated object reaches the target position and orientation.

[0010] Based on the above, by moving the object to return using the velocity and angular velocity, or the acceleration and angular acceleration, it is possible to produce a movement that complies with the physical laws of the virtual space.

[0011] The position and orientation for each time may be stored in a memory for each frame that is a unit time of display. Depending on the elapsed frames during the return movement, the position and orientation stored in the memory for a previous frame may become the target.

[0012] According to the above, the object moves toward the position and orientation stored for each unit time of display, and therefore the object can return smoothly.

[0013] The position and orientation for each time may be stored in the memory for at least the most recent predetermined time period up until the start instruction.

[0014] According to the above, the object moves back based on the position and orientation stored for the most recent specified time period, so that it is possible to realize an operation of retracing the position and / or orientation changes of the object memorized by the user.

[0015] The computer may further cause the designated object to perform a return movement toward a position and orientation stored in memory a predetermined time ago, or terminate the return movement when an instruction to cancel the return movement is given by operational input.

[0016] Based on the above, the return movement of an object that has completed its scheduled movement and is ending can be interrupted in response to a user operation.

[0017] Furthermore, the computer may be further caused to place, in the virtual space, a path display object for indicating the movement path of the designated object when it makes a return movement, based on the position and orientation stored in the memory.

[0018] Based on the above, it is possible to present to the user a route along which the return movement is planned.

[0019] The position and orientation for each time may be stored in the memory for at least the latest predetermined time until the start instruction for each frame that is the unit time of display. The computer may further cause, when a designated object is selected based on an operation input, to place in the virtual space a path display object for indicating a movement path for a predetermined time when the designated object returns based on the position and orientation stored in the memory. In this case, when the designated object is caused to return based on the start instruction, the speed and angular velocity, or the acceleration and angular acceleration as parameters of the designated object may be changed so that the designated object reaches the target position and orientation, with the position and orientation stored in the memory in an earlier frame according to the elapsed frames of the return movement as a target. The computer may further cause the designated object to return to the position and orientation stored in the memory a predetermined time ago, or end the return movement when an instruction to cancel the return movement is given by an operation input.

[0020] According to the above, since the stored position and attitude for a predetermined period of time is updated even while the travel route is being displayed, the travel route can be gradually shortened from the older stored portion while the travel route is being displayed.

[0021] In addition, when the designated object makes a return movement toward a position and orientation stored in memory a predetermined time ago, the return movement may be terminated even if the virtual physical calculations result in the object not returning to the position and orientation stored in memory a predetermined time ago.

[0022] Based on the above, the return movement can be ended even in a state where the robot does not return to the position and posture stored a predetermined time ago.

[0023] Furthermore, the computer may transition from a normal state in which selection of a specified object is not accepted to a selectable state in which selection of a specified object can be made based on a selection start instruction based on an operational input, and may render an object selectable as the specified object in a display manner different from that in the normal state in the selectable state.

[0024] Based on the above, it is possible to distinguish between objects that can be selected as the designated object to be moved back and presented to the user.

[0025] Furthermore, the computer may further control the virtual camera based on operational input, and when in a selectable state, if there is an object selectable as the designated object at the display position of the aim placed at a predetermined position on the screen, the computer may select that object as the designated object, and when a selected designated object exists, the computer may start the return movement of the designated object when a start instruction is given.

[0026] Based on the above, it is possible to present to the user a target for selecting a designated object from among objects selectable as the designated object to be moved back.

[0027] Also, state changes that can be transitioned to may be preset for each object. The computer may further update the state in the virtual space based on a state change calculation that changes the state of the object in the virtual space in response to the action of the player character and the surrounding state in addition to the physical calculation. The state change may be performed even during return movement, regardless of the past state.

[0028] According to the above, since the return movement does not return the state of the object, it is possible to realize a completely new game that differs from a simple action of returning an object to a past state.

[0029] The state change may include at least the disappearance of an object. When the designated object disappears during the return movement, the return movement may be terminated.

[0030] According to the above, when a state change occurs in which an object disappears during a return movement, the return movement is terminated, thereby making it possible to realize an entirely new game that differs from a simple action of returning an object to a past time.

[0031] The present invention may also be embodied in the form of a game device, a game system, and a game processing method. Effect of the Invention

[0032] According to the present invention, it is possible to realize a completely new game in which the position and orientation of an object in a virtual space can be returned and the returning motion can be utilized. [Brief description of the drawings]

[0033] [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] A diagram showing an example of playing a game using a player character PC appearing in a virtual space. [Figure 9] FIG. 13 is a diagram showing an example of a state of the virtual space before a return movement is performed; [Figure 10] FIG. 13 is a diagram showing an example of displaying a movable object OBJm to be moved back. [Figure 11]FIG. 13 is a diagram showing an example of displaying a path display object T when a designated movable object OBJm is moved back. [Figure 12] FIG. 13 is a diagram showing an example of a state in which a designated movable object OBJm is being moved back. [Figure 13] FIG. 13 is a diagram showing an example of stored past placement data of a movable object OBJm. [Figure 14] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2 in this embodiment. [Figure 15] A flowchart showing an example of information processing executed by the game system 1. [Figure 16] A subroutine showing a detailed example of the return movement process performed in step S127 in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0034] 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, and also functions as an information processing system. The left controller 3 and the right controller 4 are detachable from the main unit 2. That is, 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.

[0035] 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 user to perform input.

[0036] 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."

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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).

[0045] 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 (i.e., the y-axis direction shown in FIG. 1 and 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.

[0046] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user 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. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0047] 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.

[0048] 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.

[0049] 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. 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.

[0050] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes 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 also includes 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 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0051] 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.

[0052] 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.

[0053] 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.).

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] The processor 81 is connected to the left terminal 17, the right terminal 21, and the 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.

[0060] 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 users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0070] 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, analog 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.

[0071] 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. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0072] 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).

[0073] 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.

[0074] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0075] The right controller 4 includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111.

[0076] 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.

[0077] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. Also, by mounting an all-in-one device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. Below, the game system 1 will be described using an all-in-one device in which the left controller 3 and the right controller 4 are mounted on the main unit 2.

[0078] In this way, a game is played using a virtual space displayed on the display 12 in response to operations of the operation buttons and sticks of the left controller 3 and / or right controller 4 in the all-in-one game system 1, touch operations on the touch panel 13 of the main unit 2, operations to move the entire all-in-one device, etc. In this embodiment, as an example, a game can be played using a player character in the virtual space and each object arranged in the virtual space in response to user operations using the operation buttons, sticks, and touch panel 13.

[0079] An outline of the game processing performed in the game system 1 will be described with reference to Figs. 8 to 13. Fig. 8 is a diagram showing an example of playing a game using a player character PC appearing in a virtual space as a game image displayed on the display 12 of the main unit 2. Fig. 9 is a diagram showing an example of the state of the virtual space before a return movement is performed. Fig. 10 is a diagram showing an example of displaying a movable object OBJm to be returned to the original position. Fig. 11 is a diagram showing an example of displaying a path display object T when a specified movable object OBJm is returned to the original position. Fig. 12 is a diagram showing an example of a state in which a specified movable object OBJm is returned to the original position. Fig. 13 is a diagram showing an example of stored past arrangement data of a movable object OBJm. In the following description, a game is used as an example of an application executed in the game system 1, but other applications may be executed in the game system 1.

[0080] In FIG. 8, a game image in which a player character PC and a plurality of objects OBJ are arranged in a virtual space is displayed on the display 12 of the game system 1. For example, the player character PC arranged in the virtual space in this embodiment moves in response to a user operation on the game system 1. In addition, the objects OBJ arranged in the virtual space in this embodiment are set as movable objects OBJm whose positions can be moved and whose postures can be changed in the virtual space, and fixed objects OBJf whose positions cannot be moved and whose postures cannot be changed in the virtual space. As an example, the movable objects OBJm are objects that are moved or whose states change in response to the actions of the player character PC, and the fixed objects OBJf are objects such as terrain, buildings, trees, etc. that cannot be moved by the actions of the player character PC.

[0081] In this embodiment, the player character PC can move the movable object OBJm, and the situation in the virtual space can be changed using the moving movable object OBJm. In addition, in this embodiment, the player character PC has the ability to return the movable object OBJm that has moved naturally in the virtual space or once moved by the player character PC to a position before a predetermined time. Note that the return movement is to return the movement of the movable object OBJm designated by the user who operates the player character PC to its original state, and is not to return the movable object OBJm to the state to which it transitioned with the movement. For example, when the movable object OBJm designated by the user is returned, its position and posture can be returned, but the state of itself or its contents before the return movement cannot be returned, and the influence on other objects caused by the movement of the movable object OBJm before the return movement cannot be returned. Here, the possible transition states set for the movable object OBJm can be various, depending on the material of the object, such as damage, burning, electricity resistance, leakage, freezing, disappearance, etc., and the above-mentioned return movement does not return to a past state up to such a transition state, but a transition process is performed that changes the state regardless of the past state even during the return movement.

[0082] 9, before a user operating the player character PC performs an operation to instruct a return movement, the player character PC, three movable objects OBJm1 to OBJm3, and two fixed objects OBJf1 and OBJf2 are arranged in the virtual space displayed on the display 12. Then, by performing a predetermined operation, the user can cause at least one of the movable objects OBJm that moved immediately before (a predetermined time ago (e.g., 20 seconds ago)) to return by reversing the path of that movement.

[0083] In Fig. 10, when a user performs an operation to instruct the start of selection of an object to be moved back (an operation to start a moving back action), the game mode is transitioned from a normal state in which selection of an object to be moved back (designated object) is not accepted to a selectable state in which selection can be made based on the instruction. Then, in the selectable state, an object selectable as a target for moving back is drawn in a display manner different from that in the normal state. As an example, in the example of Fig. 10, an object selectable as a target for moving back is drawn in a display manner different from that in the normal state by changing the color of the entire object.

[0084] Here, the movable object OBJm can be moved back and is an object that can be selected as a target for the return movement. Therefore, in this embodiment, when the game mode transitions to the selectable state, the display mode of the movable object OBJm among the objects arranged in the virtual space changes. This allows the user to perceive the options of the object that can be designated as a target for the return movement as being distinct from other objects.

[0085] 11, when an object (movable object OBJm) selectable as a target to be moved back is drawn in a display mode different from the normal state, a cursor C is displayed as a sight for selecting and specifying an object to be moved back from among the objects. The cursor C may be fixedly displayed at a predetermined position (for example, the center of the screen) on the display 12, or may be displayed at an arbitrary position on the display 12 in response to a user operation. In the former case, the user can superimpose the cursor C at an arbitrary position in the virtual space by changing the position and / or attitude of a virtual camera for controlling the display range displayed on the display 12 in response to a user operation.

[0086] When one of the objects (movable objects OBJm) selectable as a target for return movement is placed in a position overlapping with the display position of cursor C, that object is designated as a designated object to be returned. For example, in the example of Fig. 11, movable object OBJm1 is placed overlapping with the display position of cursor C, and therefore, of the multiple displayed movable objects OBJm1-OBJm, movable object OBJm1 is designated as the designated object.

[0087] When a designated object is designated in this manner, a path display object T showing the movement path of the designated object when it returns is arranged and displayed in the virtual space. The path display object T is a trajectory effect showing which position the designated object will pass through and how it will return, and shows the route along which the designated object will move when it starts its return movement and the attitude of the designated object when it returns. In this embodiment, the positions and attitudes of each movable object OBJm for a predetermined time period going back from the current time are stored, and the path display object T is generated based on the stored information. That is, in the example shown in FIG. 11, it can be said that the movable object OBJm1 was at the position of the return attitude object Pe a predetermined time before it was designated, and moved from there to the current position by tracing the path shown in the path display object T in the reverse direction.

[0088] For example, the return movement of the designated object is performed by replaying the movement of the designated object from the current time back to a predetermined time ago (e.g., 20 seconds ago) in reverse from the current time. Therefore, the path display object T shows the movement path of the return movement performed by reversing the movement of the designated object from the predetermined time ago to the current time from the current time to the predetermined time ago.

[0089] Therefore, when a designated object is designated as described above, if the above-mentioned predetermined time or more has already passed since the designated object was last moved, there is no path for the designated object to return to, and therefore the route display object T for the designated object is not displayed. Even if the route display object T for the designated object is displayed in response to the designated object being designated as described above, if the designated object is in the middle of its movement from the current time to the time before the above-mentioned predetermined time, the route displayed by the route display object T will be up to the position in the middle of its movement. Even if the route display object T for the designated object is displayed in response to the designated object being designated as described above, the route for which the designated object can return to may become gradually shorter as time passes while the route display object T is displayed in a standby state. In this way, the memory of the position and attitude for the predetermined time is continuously updated even while the route display object T is displayed, and the old stored route in the route display object T is erased while the route display object T is displayed, and the route gradually changes.

[0090] The position and orientation of each movable object OBJm for a predetermined time may be stored only for the time while the movable object OBJm is moving. In this case, even if the predetermined time or more has passed since the movable object OBJm last moved, the position and orientation changes of the movable object OBJm at the time of the last movement are stored. Therefore, in this example, when a designated object is designated, even if the predetermined time or more has already passed since the designated object last moved, a path for the designated object to return and move exists, and a path display object T for the designated object is displayed.

[0091] Moreover, the posture of the designated object during the return movement shown by the path display object T is shown as a state at each predetermined time interval during the return movement period and a final state after the return movement. For example, in the example of Fig. 11, return posture objects P1, P2, and P3 indicating the postures of the designated object at three points in time during the return movement are displayed in the path display object T. Also, in the example of Fig. 11, a return posture object Pe indicating the final position after the return movement and the final posture of the designated object is displayed in the path display object T.

[0092] 12, when an operation is performed to instruct the designated object to start moving backward, the designated object starts moving backward so as to play back its previous movement in reverse. Specifically, the designated object is moved backward in time based on data (position data) indicating its chronological position from the present time to a predetermined time ago and data (posture data) indicating its posture, which are stored in each movable object OBJm.

[0093] As shown in FIG. 13, the position data PD and the attitude data AD indicating the time-series arrangement from the current time to a predetermined time ago indicate the position and attitude of each movable object OBJm corresponding to the elapsed time t up to the current time. In this embodiment, data indicating the time-series position and attitude from the current time to a predetermined time ago (for example, 20 seconds ago (elapsed time tmax)) (i.e., time-series data up to the latest predetermined time up to the current time) is stored for each frame that is the unit time of display. Note that the time interval for storing the position data and the attitude data does not have to be for each frame, and may be other time intervals (for example, every second). Note that the data indicating the time-series position and attitude from the current time to a predetermined time ago may be stored for objects arranged within a predetermined range in the virtual space. For example, the position data PD and the attitude data AD may be stored for objects displayed on the display 12, objects arranged within a predetermined distance from the player character PC, objects arranged in a game world or game stage in which the player character PC is arranged among a plurality of game worlds or game stages, and the like.

[0094] In this embodiment, when the designated object is moved back, the designated object is moved back to a position and orientation stored in the past, going back from the time when the operation to start the moving back is performed. For example, as the moving back progresses, the most recent positions and orientations stored in the past are set as the target of the moving back in sequence. Then, as the moving back progresses, parameters related to the motion used in the virtual physical calculation for moving the designated object back to the position and orientation of the target set at each time are calculated, and the designated object is moved back to the target using the parameters. As an example, the parameters are data indicating the velocity and angular velocity given to the designated object to move back to the target set at that time. As another example, the parameters may be data indicating the acceleration and angular acceleration given to the designated object to move back to the target set at that time.

[0095] Note that even if the designated object moves back, the designated object does not simply return to a past state. In other words, the above-mentioned return movement does not return the designated object to a past state to which it can be transitioned. Here, the state in the virtual space including each character and each object, including the player character PC, is updated based on virtual physical calculations. In addition to the physical calculations, the state in the virtual space is updated based on a state change calculation that changes the state of the object in the virtual space according to the behavior of each character, including the player character PC, and the surrounding state. Such a state change of the object is performed regardless of the past state of the designated object, including the designated object, even if the designated object is moving back.

[0096] In the above-mentioned return movement, at the start of the return movement, parameters related to the movement are calculated using the most chronologically past stored position and posture (if data is stored for each frame, the position and posture stored one frame before) as the return movement target from the current position and current posture of the designated object, and the designated object returns using the parameters. Also, when the designated object moves to the target, parameters related to the movement are calculated using the most chronologically past stored position and posture (if data is stored for each frame, the position and posture stored one frame before) as a new return movement target, and the designated object returns using the parameters. Then, when the designated object reaches the final return movement target, which is the most chronologically past stored position and posture (i.e., the position and posture stored a predetermined time ago, and stored at the elapsed time tmax), the designated object is placed in a stopped state at the target and the return movement is terminated.

[0097] As shown in Fig. 12, it is possible to continue displaying the path display object T even while the designated object is moving back. In this case, the portion of the path along which the designated object has already moved back is erased, and only the path along which the designated object will move back from now on is continuously displayed.

[0098] Also, a remaining time gauge G indicating the remaining time of the return movement of the designated object may be displayed while the designated object is moving back. In this case, the remaining time gauge G indicates the remaining time in full scale (maximum scale) at the start of the return movement, and during subsequent return movements, the gauge remaining amount is reduced according to the elapsed time of the return movement.

[0099] Here, during the return movement using the above parameters, it is possible that the designated object does not reach the movement target set at that time. For example, it is possible that the designated object does not reach the movement target due to an obstacle such as a collision between the designated object during the return movement and another object or character, or the designated object during the return movement is affected by the environment in the virtual space. In this way, even if the timing for setting the next movement target of the designated object comes when the designated object has not reached the movement target set at that time, parameters related to the movement of the designated object in that situation to move to the next movement target are calculated, and the designated object returns to the movement using the parameters. That is, even if there is an obstacle to the designated object during the return movement, the process of the return movement continues. This also means that the player can interfere with the return movement, and can be utilized in game play, such as the movement of the player character using the return movement.

[0100] In addition, when the designated object collides with another object or character during the return movement, at least one of the colliding objects may change in state, existence, position, posture, etc. As one example, the state of at least one of the above may change (including disappearance) due to damage caused by the collision, or the placement position and posture of at least one of the above may be affected according to the motion parameters at the time of the collision.

[0101] Furthermore, when the return movement ends, the designated object may stop and be located at a position in the middle of the previous movement, and the position may be in a situation in which the designated object cannot stop, such as in the air in the virtual space. In this way, when the return movement ends at a position where the designated object cannot stop, the designated object may thereafter move from that position based on a physical calculation set in the virtual space. As an example, when the designated object ends its return movement at a position in the air in the virtual space, the designated object may move so as to freely fall in the virtual space from that position in the air.

[0102] In addition, the return movement of the designated object may be configured to be terminated midway when a user operation indicating a cancellation instruction for the return movement is performed during the return movement or according to the state of the designated object during the return movement. In this case, even if the return movement does not return to the position and orientation stored a predetermined time ago as a result of virtual physical calculation, the return movement is terminated. When the return movement can be terminated midway in response to a user operation indicating a cancellation instruction, the return movement of the designated object is stopped midway and the designated object is stopped at that point. In this case, the designated object after the return movement is stopped midway may operate based on the physical law set in the virtual space from the stopped position. In addition, if a state change occurs such that the designated object disappears during the return movement, the return movement may be terminated at that point and the designated object may be erased from the virtual space. In this case, the return movement of the designated object is terminated when the return movement reaches the position and orientation stored a predetermined time ago, in addition to when a cancellation instruction for the return movement is performed by a user operation or when the designated object disappears during the return movement.

[0103] In this way, the designated object selected in response to the user's operation moves back to the past in order based on parameters that target the position and posture for each time period of the latest predetermined time stored over time. The designated object is not forcibly returned to the past position and posture, but is only given parameters for moving with the past position and posture as the target. Since the actual behavior is determined based on physical calculations, if other elements in the game are added, the object may behave differently depending on the physical calculations. That is, the designated object can interfere with other objects and characters in the virtual space during the return movement. That is, not only the designated object that moves back, but also other objects and characters in the virtual space similarly operate based on physical calculations during the return movement. That is, the return movement is different from the performance of simply returning to the past. In addition, the transitionable state of the designated object that moves back does not return to the past state, and even during the return movement, a transition process is performed regardless of the past state, and the return movement may not be completed and a movement different from the past movement may occur in the middle, so in this respect, the return movement operation is also different from the performance of simply rewinding the designated object to the past.

[0104] Next, an example of a specific process executed by the game system 1 in this embodiment will be described with reference to Fig. 14 to Fig. 16. Fig. 14 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2 in this embodiment. In addition to the data shown in Fig. 14, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.

[0105] The program storage area of ​​the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.

[0106] Furthermore, the data storage area of ​​the DRAM 85 stores various data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, past position data Db, designated object data Dc, target data Dd, motion parameter data De, cursor data Df, player character data Dg, object data Dh, return movement flag data Di, path display object data Dj, image data Dk, and the like.

[0107] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on input from each input unit (specifically, each button, analog stick touch panel, each sensor) (specifically, information on operation and detection results by each sensor). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2 by wireless communication, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.

[0108] The past position data Db is position data indicating the time series position of each movable object OBJm from the present time until a predetermined time ago, and includes data indicating the past chronological positions and orientations. For example, the past position data Db indicates the position and orientation of each movable object OBJm corresponding to the elapsed time up to the present time, and data indicating the chronological positions and orientations from the present time until a predetermined time ago (for example, 20 seconds ago) (i.e., time series data up to the latest predetermined time up to the present time) is stored for each frame, which is the unit time of display.

[0109] The designated object data Dc is data indicating a designated object selected in response to a user operation. For example, the designated object data Dc is data indicating information for identifying the designated object, the arrangement position, the arrangement orientation, the arrangement state, etc. of the designated object.

[0110] The target data Dd is data indicating targets of position and orientation that are sequentially set when the designated object moves back, and the motion parameter data De is data indicating parameters related to motion used in virtual physical calculations for the designated object to reach the targets.

[0111] The cursor data Df is data indicating a position in the virtual space that is displayed superimposed on the cursor C used when specifying a specified object.

[0112] The player character data Dg is data that indicates the position and posture of the player character PC placed in the virtual space, as well as the motion and state in the virtual space, etc. The object data Dh is data that indicates the type, position, posture, state, etc. of each object placed in the virtual space.

[0113] The return movement flag data Di is data indicating the state of a return movement flag that is set to ON when the designated object is in the process of return movement.

[0114] The route display object data Dj is data that indicates the shape, arrangement position, and arrangement attitude of the route display object T.

[0115] The image data Dk is data for displaying an image (eg, an image of a character or object, an image of a virtual space, a background image, etc.) on a display screen (eg, the display 12 of the main device 2).

[0116] Next, a detailed example of the information processing in this embodiment will be described with reference to Fig. 15 and Fig. 16. Fig. 15 is a flow chart showing an example of the information processing executed by the game system 1. Fig. 16 is a subroutine showing a detailed example of the return movement processing performed in step S127 in Fig. 15. In this embodiment, the series of processing shown in Fig. 15 and Fig. 16 is performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the timing at which the information processing shown in Fig. 15 and Fig. 16 is started is arbitrary.

[0117] Note that the processing of each step in the flowcharts shown in FIG. 15 and FIG. 16 is merely an example, and the processing order of each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step, as long as the same result is obtained. In addition, in this embodiment, the processing of each step in the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each processing shown in FIG. 15 and FIG. 16 may be executed by a plurality of information processing devices including the main unit 2 working together.

[0118] In Fig. 15, the processor 81 performs initial settings in information processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below. For example, the processor 81 initially places the player character PC and a plurality of objects in the virtual space based on a preset setting of the virtual space, and initially sets the player character data Dg and the object data Dh. In addition, for a movable object OBJm that can be selected as a target to be moved back among the plurality of objects, the processor 81 updates the past placement data Db using the initially placed position and orientation of each movable object OBJm.

[0119] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.

[0120] Next, the processor 81 operates the player character PC in the virtual space (step S123), and proceeds to the next step. For example, the processor 81 operates the player character PC based on the operation data Da acquired in step S122, and updates the player character data Dg. The processor 81 also operates the player character PC arranged in the virtual space based on virtual physical calculations in the player and virtual space according to the movement of the player character PC and the surrounding state, and updates the player character data Dg. Furthermore, the processor 81 changes the state of the player character PC based on a state change calculation that changes the state of the player character PC, and updates the player character data Dg. Note that the processor that controls the player character in the virtual space based on the user's operation input corresponds to the processor 81 that performs the process of step S123, for example. The processor that updates the state in the virtual space including the player character based on the virtual physical calculation corresponds to the processor 81 that performs the process of step S123, for example.

[0121] Next, the processor 81 operates each object in the virtual space (step S124) and proceeds to the next step. For example, the processor 81 operates each object arranged in the virtual space based on the movement of the player character PC, the movement of the object itself and other objects, and virtual physical calculations in the virtual space, and updates the object data Dh. The processor 81 also changes the state of each object based on a state change calculation that changes the state of each object, and updates the object data Dh. Note that an object designated as a designated object and moving back is excluded from the object movement processing in step S124 because its movement is controlled in a return movement processing in step S127 described later. Note that a processor that updates the state in the virtual space including the object based on virtual physical calculations corresponds to the processor 81 that performs the processing in step S124, for example. A processor that updates the state in the virtual space based on a state change calculation that changes the state of an object in the virtual space in response to the action of the player character and the surrounding state in addition to physical calculations corresponds to the processor 81 that performs the processing in step S124, for example.

[0122] Next, the processor 81 stores the object placement information (step S125) and proceeds to the next step. For example, the processor 81 adds the movable object OBJm that can be selected as a target to be moved back among the multiple objects as the latest data in the past placement data Db using the current position and orientation of each object, and updates the elapsed time in the already stored data according to the time since the storage. In addition, the processor 81 erases the placement data of objects that have been stored in the past placement data Db for a predetermined time or more from the data stored in the past placement data Db as necessary. Note that the processor that stores the time-based positions and orientations of objects within a predetermined range in the virtual space in memory over time corresponds to the processor 81 that performs the process of step S125, for example.

[0123] Next, the processor 81 determines whether or not to perform a return movement (step S126). For example, the processor 81 determines the current game mode based on a user operation, and when the current game mode is a selectable state in which an object (designated object) to be returned to can be selected or a return movement in progress state in which a return movement is being executed, the processor 81 makes a positive determination in the above step S126. Also, when the current game mode is a normal state in which the selection of a designated object to be returned to is not accepted and a return movement is not being executed, the processor 81 makes a negative determination in the above step S126. Then, when the processor 81 determines to perform a return movement, the processor 81 advances the process to step S127. On the other hand, when the processor 81 determines not to perform a return movement, the processor 81 advances the process to step S128.

[0124] In step S127, the processor 81 performs a return movement process and proceeds to step S128. The return movement process performed in step S127 will be described below with reference to FIG. 16. Note that, for a designated object selected based on an operation input among the objects, a processor that changes parameters related to motion used in virtual physical calculations so as to perform a return movement from a time when a start instruction was issued based on an operation input back to a position and posture previously stored in a memory corresponds to the processor 81 that performs the process of step S127, for example. Also, a processor that transitions from a normal state in which selection of a designated object is not accepted to a selectable state in which selection of a designated object can be performed based on a selection start instruction based on an operation input corresponds to the processor 81 that performs the processes of steps S126 and S127, for example.

[0125] 16, the processor 81 determines whether or not the return movement flag is on (step S141). For example, the processor 81 refers to the return movement flag data Di, and when the return movement flag is set to on, makes a positive determination in the above step S141. Then, when the return movement flag is off, the processor 81 advances the process to step S143. On the other hand, when the return movement flag is on, the processor 81 advances the process to step S151.

[0126] In step S143, processor 81 sets the object to be the return movement target to a display mode that is distinguishable from other objects, and proceeds to the next step. For example, processor 81 changes the color of the entire movable object OBJm to be the return movement target, thereby rendering the object selectable as the designated object in a display mode different from the normal state (see FIG. 10).

[0127] Next, the processor 81 sets the cursor (step S144) and proceeds to the next step. For example, the processor 81 sets the cursor so that the cursor C is displayed in the center of the display screen of the display 12, and updates the cursor data Df (see FIG. 10).

[0128] Next, the processor 81 determines whether or not a return movement target is disposed at a position superimposed on the cursor C (step S145). If a return movement target is disposed at a position superimposed on the cursor C (see FIG. 11), the processor 81 advances the process to step S146. On the other hand, if a return movement target is not disposed at a position superimposed on the cursor C, the processor 81 advances the process to step S147.

[0129] In step S146, the processor 81 displays a path display object indicating a moving path when the return movement target returns to a position superimposed on the cursor C, and proceeds to step S147. For example, the processor 81 refers to the past position data Db of the object selected as the return movement target, and extracts the arrangement positions and arrangement orientations of the object from the current time to a predetermined time ago (for example, 20 seconds ago). The processor 81 then calculates a moving path that connects the arrangement positions up to the predetermined time ago in chronological order, and creates a path display object T (see FIG. 11) by setting a return orientation object P within the moving path using the arrangement orientations at each predetermined time interval up to the predetermined time ago and the final arrangement orientation of the return movement at the predetermined time ago, thereby updating the path display object data Dj. Note that the processor that arranges a path display object for indicating a moving path when the designated object returns to a position and orientation stored in the memory in the virtual space corresponds to the processor 81 that performs the processing of step S146, for example.

[0130] In step S147, the processor 81 determines whether or not to start a return movement. For example, when the user performs an operation to start a return movement by referring to the operation data Da, the processor 81 makes a positive determination in the above step S147. Then, in the case where the return movement is to be started, the processor 81 advances the process to step S148. On the other hand, in the case where the return movement is not to be started, the processor 81 ends the process of the subroutine.

[0131] In step S148, processor 81 determines the object currently selected as the return movement target as the designated object, and proceeds to the next step. For example, processor 81 updates the designated object data Dc using information on the determined designated object (information identifying the object, the current object position, orientation, and state, etc.). Processor 81 also erases cursor C from the virtual space and initializes cursor data Df (for example, to null). Note that, in the selectable state, when there is an object selectable as the designated object at the display position of the crosshairs placed at a predetermined position on the screen, the processor that selects the object as the designated object corresponds to processor 81 that performs the processing of step S148, for example.

[0132] Next, processor 81 sets the return movement flag to ON (step S149) and ends the processing of the subroutine. For example, processor 81 sets the return movement flag to ON and updates the return movement flag data Di. Note that, in the case where a selected designated object exists, a processor that starts the return movement of the designated object when a start instruction is given corresponds to processor 81 that performs the processing of step S149, for example.

[0133] On the other hand, if it is determined in step S141 that the return movement flag is on, the processor 81 sets a target for the return movement (step S151) and proceeds to the next step. For example, the processor 81 sets the chronologically most recent arrangement position and arrangement attitude of the designated object stored in the past as the target of the return movement in sequence according to the progress of the return movement of the designated object, and updates the target data Dd. Specifically, the processor 81 refers to the past position data Db of the designated object to be returned, and sets the latest arrangement position and arrangement attitude of the object from the current time to a predetermined time ago (for example, 20 seconds ago) as the first target. Then, when the elapsed time from the start of the return movement reaches the elapsed time stored in the past position data Db associated with the arrangement information set as the target, the next chronologically most recent arrangement position and arrangement attitude stored in the past position data Db in the past is set as the target of the new return movement, and updates the target data Dd. As a result, the targets that are set sequentially when the designated object makes a return movement are set according to the elapsed time so as to return to a previously stored position and posture by going back in sequence from the time when the operation to start the return movement was performed.

[0134] Next, the processor 81 calculates motion parameters for moving the designated object back (step S152) and proceeds to the next step. For example, the processor 81 calculates parameters related to motion used in virtual physical calculations for making the current position and orientation of the designated object the target placement position and orientation set in the target data Dd, and updates the motion parameter data De using the parameters. As one example, the processor 81 calculates, as the motion parameters, the velocity and angular velocity given to the designated object in the virtual space to reach the target from the current position. As another example, the processor 81 calculates, as the motion parameters, the acceleration and angular acceleration given to the designated object in the virtual space to reach the target from the current position.

[0135] Next, the processor 81 operates the designated object based on the parameters calculated in step S152 (step S153), and proceeds to the next step. For example, the processor 81 changes the current arrangement position and arrangement attitude of the designated object indicated by the designated object data Dc in the virtual space based on the parameters calculated in step S152, and updates the designated object data Dc using the arrangement position and arrangement attitude after the change. The processor 81 also changes the state of the designated object during return movement based on a state change calculation that changes the current state of the designated object indicated by the designated object data Dc in the virtual space, and updates the designated object data Dc. Note that the processor that updates the state in the virtual space including the designated object based on virtual physical calculation corresponds to the processor 81 that performs the process of step S153, for example.

[0136] The path display object T may be continuously displayed even while the designated object is making a return movement. In this case, it is possible to erase the portion of the path along which the designated object has already made a return movement, and to continue displaying only the path along which the designated object will make a return movement from now on (see FIG. 12). In this case, in step S153, the processor 81 deletes the portion of the path along which the designated object has already made a return movement, and updates the path display object data Dj. In addition, when displaying the remaining time gauge G while the designated object is making a return movement, the processor 81 displays the remaining time gauge G at full scale (maximum scale) at the start of the return movement, and reduces the remaining amount of the gauge according to the elapsed time of the return movement during the subsequent return movements.

[0137] Next, processor 81 determines whether or not the designated object during the return movement has collided with another object or character (step S154). For example, processor 81 determines whether or not there has been a collision with the designated object using designated object data Dc, player character data Dg, and object data Dh. If the designated object during the return movement has collided with another object or character, processor 81 advances the process to step S155. On the other hand, if the designated object during the return movement has not collided with another object or character, processor 81 advances the process to step S156.

[0138] In step S155, the processor 81 performs collision processing for both of the colliding objects, and proceeds to step S156. For example, the processor 81 changes the state, existence, position, posture, etc. of at least one of the colliding objects, and updates the designated object data Dc, the player character data Dg, and the object data Dh. As an example, the processor 81 changes the state of at least one of the colliding objects due to damage or the like caused by the collision (the change in state includes disappearance), and updates the designated object data Dc, the player character data Dg, and / or the object data Dh using the changed state. As another example, the processor 81 changes the position and posture of at least one of the colliding objects according to the motion parameters at the time of the collision, and updates the designated object data Dc, the player character data Dg, and / or the object data Dh using the changed position and posture. Note that the processor that updates the state in the virtual space including the designated object and other objects based on virtual physical calculation corresponds to the processor 81 that performs the processing of step S156, for example.

[0139] In step S156, it is determined whether or not the designated object during the return movement has disappeared from the virtual space. As an example, in the process in step S155 above, if a change in state occurs in the designated object during the return movement such that it disappears from the virtual space, processor 81 makes an affirmative determination in step S156 above. Then, if the designated object has disappeared from the virtual space, processor 81 proceeds to the process of step S157. On the other hand, if the designated object has not disappeared from the virtual space, processor 81 proceeds to the process of step S159.

[0140] In step S157, processor 81 performs an erasure process to erase the designated object from the virtual space, and proceeds to the next step. For example, processor 81 erases the designated object from the virtual space, and initializes (e.g., to null) the designated object data Dc, the target data Dd, and the motion parameter data De, and the past arrangement data Db and object data Dh related to the designated object. Furthermore, if the designated object is moving back while displaying the path display object T, processor 81 erases the path display object T from the virtual space, and initializes (e.g., to null) the path display object data Dj. In this way, the returning movement of the designated object is completed by these erasure processes.

[0141] Next, processor 81 transitions the game mode to the normal state, sets the return movement flag to off (step S158), and proceeds to the process of step S159. For example, processor 81 sets the return movement flag to off, and updates the return movement flag data Di.

[0142] In step S159, the processor 81 determines whether the return movement has ended. For example, when the processor 81 has completed the return movement toward the position and orientation stored in the memory a predetermined time ago, or when a user operation indicating an instruction to cancel the return movement is performed during the return movement, the processor 81 determines that the return movement being performed has ended. If the return movement has ended, the processor 81 advances the process to step S160. On the other hand, if the return movement has not ended, the processor 81 ends the process of the subroutine. Note that the processor that ends the return movement when the designated object returns to the position and orientation stored in the memory a predetermined time ago, or when an instruction to cancel the return movement is given by an operation input, corresponds to the processor 81 that performs the process of step S159, for example.

[0143] In step S160, the processor 81 performs a return movement end process and proceeds to the next step. For example, the processor 81 stops the designated object at the current position in the virtual space, and updates the object data Dh of the designated object using the current arrangement position, arrangement posture, arrangement state, and the like of the designated object. The processor 81 also initializes (for example, null) the designated object data Dc, the target data Dd, the motion parameter data De, and the past arrangement data Db related to the designated object that has ended its return movement. In addition, if the designated object has made a return movement while displaying the path display object T, the processor 81 erases the path display object T from the virtual space and initializes (for example, null) the path display object data Dj. In this way, the return movement of the designated object is ended by these return movement end processes, and the operation of the object after the end is performed by the process in step S124. In addition, the processor that performs the return movement of the designated object toward the position and orientation stored in memory a predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by operational input, corresponds to processor 81 that performs the processing of step S160, as an example.

[0144] Next, processor 81 transitions the game mode to the normal state, sets the return movement flag to OFF (step S161), and ends the processing of the subroutine. For example, processor 81 sets the return movement flag to OFF, and updates the return movement flag data Di.

[0145] Returning to FIG. 15, in step S128, the processor 81 performs a display control process and proceeds to the next step. For example, the processor 81 places the player character PC, each object including the designated object, and the path display object T in the virtual space based on the designated object data Dc, the cursor data Df, the player character data Dg, the object data Dh, and the path display object data Dj. The processor 81 also sets the position and / or attitude of a virtual camera for generating a display image based on the operation data Da, and places the virtual camera in the virtual space. Then, the processor 81 generates an image of the virtual space seen from the set virtual camera, and performs control to display the virtual space image on the display 12. Note that the processor that controls the virtual camera based on the operation input corresponds to the processor 81 that performs the process of step S128, for example.

[0146] Next, processor 81 determines whether or not to end the game processing (step S129). Conditions for ending the game processing in step S129 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S122 above to repeat the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S129 is repeatedly executed until it is determined in step S129 that the process is to end.

[0147] In this manner, in this embodiment, a game can be realized in which the returning movement of a designated object can be utilized while returning the position, orientation, etc., of the designated object.

[0148] In the above embodiment, when the designated object is moved back, the designated object is moved back to the previously stored position and orientation of the designated object by tracing back from the time when the instruction to start the moving back was given, but the parameters of the designated object to be returned are not limited to this. For example, when the designated object is moved back, the designated object may be moved back to at least the previous position and orientation of the designated object as a target.

[0149] As an example, when the designated object to be returned to is a rotating object having a shape centered on a specific axis, such as a cylinder, a cone, a truncated cone, a disk, a ring, a barrel, a hollow cylinder, etc., the shape of the object itself does not change even if it is rotated around the axis. Therefore, it is possible to operate the object to return to the position and orientation of the object by setting the direction of the axis in virtual space as the orientation of the object, without setting the orientation of the object as the target of the return movement. Furthermore, even if the object has a shape other than that of a rotating object as described above, the direction of the axis defined for the object in virtual space may be set as the orientation, and the object may be returned to the position and orientation of the object as the target, without setting the orientation of the object as the target.

[0150] The attitude of the object in the virtual space may also include the concept of the orientation of the object in the virtual space. For example, when at least two directions (for example, the upward and forward directions of the object, or three orthogonal directions) are defined for the object to be returned to, and the orientation of the two directions in the virtual space is defined as the attitude of the object, the orientation of the object (for example, the orientation of the object relative to the up, down, left, right, front, back, and front directions in the virtual space to which the forward direction of the object faces) is also controlled by controlling the position and attitude of the object during the return movement. Thus, in this embodiment, when a designated object is returned to, the attitude and position of the object including the concept of the orientation of the object may be controlled as targets.

[0151] In the above embodiment, the position and orientation of the object from the present time until a predetermined time ago are stored, and the position and orientation included in the predetermined time are updated as time passes, so that the previously stored positions and orientations are lost in order, but it is also possible not to update the stored position and orientation during the period after the object moves and stops. In this way, the stored position and orientation for the predetermined time are the position and orientation of the object in the last movement. In other words, since it is possible to perform a return movement using the movement from the most recent movement, it is possible to prevent the return movement from being impossible even if, for example, it takes a long time to specify the designated object and perform an operation to start the return movement.

[0152] In the above embodiment, the object information stored going back from the time when the return movement was instructed to start is stored for the most recent predetermined time period (e.g., 20 seconds) up until the start instruction, but it is also possible to store information on all objects from the start of the game to the present time. Also, the object information stored going back from the time when the return movement was instructed to start may be stored for objects within a predetermined range in the virtual space, or may be stored for all objects placed in the virtual space.

[0153] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.), etc. In this case, the input device for performing the operation of moving an object does not have to be the left controller 3 or the right controller 4, and may be another controller, a mouse, a touch pad, a touch panel, a trackball, a keyboard, a cross key, a slide pad, etc.

[0154] In the above description, the information processing is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be able to communicate with another device (e.g., another server, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by the other device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.

[0155] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.

[0156] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.

[0157] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.

[0158] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]

[0159] As described above, the present invention can be used as a game program, a game device, a game system, a game processing method, etc. that enable returning the position, posture, etc. of an object in a virtual space while making the returning movement available. [Explanation of symbols]

[0160] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit

Claims

1. A game program executed on a computer included in an information processing device, The computer includes: Controlling a player character in a virtual space based on a user's operational input; storing in a memory the positions and orientations of objects within a predetermined range in a virtual space over time; changing parameters relating to motion used in virtual physical calculations for a designated object selected based on the operation input from among the objects, such that the designated object performs a return movement to a position and orientation previously stored in the memory, tracing back in sequence from a time when a start instruction was given based on the operation input; A game program that updates states in a virtual space including the player character, the designated object, and other objects based on the virtual physical calculation.

2. 2. The game program according to claim 1, wherein, when the designated object is caused to perform the return movement, a position and orientation stored in the memory more previously as the return movement progresses is set as a target, and the parameters of the designated object, namely, velocity and angular velocity, or acceleration and angular acceleration, are changed so that the designated object attains the target position and orientation.

3. The position and orientation for each time are stored in the memory for each frame, which is a unit time of display; 3. The game program according to claim 2, wherein the position and orientation stored in the memory in an earlier frame becomes the target depending on the number of frames that have elapsed during the return movement.

4. 4. The computer-readable storage medium according to claim 1, wherein the position and orientation for each time period are stored in the memory for at least a most recent predetermined time period up to the start instruction.

5. The computer further comprises:

5. The game program according to claim 4, wherein the designated object performs the return movement toward the position and posture stored in the memory the predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by the operation input.

6. The computer further comprises:

6. A game program as claimed in claim 1, further comprising: a path display object for indicating a movement path of the designated object when the designated object makes the return movement, the path display object being arranged in the virtual space based on the position and orientation stored in the memory.

7. the position and orientation for each time are stored in the memory for each frame that is a unit time of display, for at least the latest predetermined time period up to the start instruction; The computer further comprises: when the designated object is selected based on the operation input, a path display object is placed in the virtual space based on the position and orientation stored in the memory, the path display object being used to indicate a movement path for the specified time period during the return movement of the designated object; when causing the designated object to perform the return movement based on the start instruction, a position and orientation stored in the memory in an earlier frame according to an elapsed frame of the return movement is set as a target, and a velocity and angular velocity, or an acceleration and angular acceleration, as the parameters of the designated object are changed so that the designated object attains the target position and orientation; The computer further comprises:

2. The game program according to claim 1, wherein the designated object performs the return movement to the position and posture stored in the memory the predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by the operation input.

8. 8. The game program according to claim 5 or 7, wherein, when the designated object makes the return movement toward the position and orientation stored in the memory the predetermined time ago, the return movement is terminated even if the designated object does not return to the position and orientation stored in the memory the predetermined time ago as a result of the virtual physical calculation.

9. The computer further comprises: transitioning from a normal state in which selection of the designated object is not accepted to a selectable state in which selection of the designated object can be performed based on a selection start instruction based on the operation input; 9. The computer-readable storage medium according to claim 1, wherein, in the selectable state, an object selectable as the designated object is rendered in a display manner different from that in the normal state.

10. The computer further comprises: Controlling a virtual camera based on the operation input; In the selectable state, when an object selectable as the designated object is located at a display position of a crosshair arranged at a predetermined position on the screen, the object is selected as the designated object; 10. The computer-readable storage medium according to claim 9, further comprising a program for causing the designated object to start the return movement when the start instruction is given in a case where the designated object is selected.

11. The object has state changes that can be transitioned to set in advance, The computer further comprises: updating a state in the virtual space based on a state change calculation that changes the state of an object in the virtual space in response to an action of the player character and a surrounding state in addition to the physical calculation; 11. The computer-readable storage medium according to claim 1, wherein the state change is performed during the return movement, regardless of a past state.

12. The state change includes at least the disappearance of an object; The computer-readable storage medium according to claim 11 , wherein, when the designated object disappears during the return movement, the return movement ends.

13. A processor is provided. The processor, Controlling a player character in a virtual space based on a user's operational input; storing in a memory the positions and orientations of objects within a predetermined range in a virtual space over time; changing parameters relating to motion used in virtual physical calculations for a designated object selected based on the operation input from among the objects, such that the designated object performs a return movement to a position and orientation previously stored in the memory, tracing back in sequence from a time when a start instruction was given based on the operation input; The game device updates states in a virtual space including the player character, the designated object, and other objects based on the virtual physical calculation.

14. The game device according to claim 13, wherein the processor, when causing the designated object to perform the return movement, targets a position and orientation stored in the memory earlier in accordance with the progress of the return movement, and changes the velocity and angular velocity, or the acceleration and angular acceleration, as the parameters of the designated object, so as to achieve the target position and orientation.

15. The processor stores the time-based position and orientation in the memory for each frame, which is a unit time of display; The game device according to claim 14 , wherein the processor sets as the target the position and orientation stored in the memory in an earlier frame depending on the number of frames that have elapsed during the return movement.

16. 16. The game device according to claim 13, wherein the processor stores in the memory the positions and orientations for each time period up to at least a most recent predetermined time period up to the start instruction.

17. The game device according to claim 16, further comprising: a processor that causes the designated object to perform the return movement toward the position and orientation stored in the memory the predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by the operation input.

18. 18. A game device according to any one of claims 13 to 17, further comprising: a processor that places, in the virtual space, a path display object for indicating a movement path along which the designated object makes the return movement, based on the position and orientation stored in the memory.

19. the processor stores the time-series positions and orientations in the memory for each frame that is a unit time of display, for at least a latest predetermined time period up to the start instruction; further, when the designated object is selected based on the operation input, the processor places, in the virtual space, a path display object for indicating a movement path for the predetermined time period when the designated object makes the return movement based on the position and orientation stored in the memory; when causing the designated object to perform the return movement based on the start instruction, the processor targets a position and orientation stored in the memory in an earlier frame according to an elapsed frame of the return movement, and changes a velocity and angular velocity, or an acceleration and angular acceleration, as the parameters of the designated object so as to achieve the target position and orientation; The game device according to claim 13, further comprising: a processor that causes the designated object to perform the return movement to the position and attitude stored in the memory the predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by the operation input.

20. 20. The game device according to claim 17 or 19, wherein when the designated object makes the return movement toward the position and orientation stored in the memory the predetermined time ago, the processor terminates the return movement even if the designated object does not return to the position and orientation stored in the memory the predetermined time ago as a result of the virtual physical calculation.

21. Further, the processor transitioning from a normal state in which selection of the designated object is not accepted to a selectable state in which selection of the designated object can be performed based on a selection start instruction based on the operation input; 21. The game device according to claim 13, wherein, in the selectable state, an object selectable as the designated object is rendered in a display manner different from that in the normal state.

22. Further, the processor Controlling a virtual camera based on the operation input; In the selectable state, when an object selectable as the designated object is present at a display position of a crosshair arranged at a predetermined position on the screen, the object is selected as the designated object; The game device according to claim 21 , wherein, in a case where the designated object is selected, when the start instruction is given, the return movement of the designated object is started.

23. The object has state changes that can be transitioned to set in advance, Furthermore, the processor updates a state in the virtual space based on a state change calculation that changes the state of an object in the virtual space in response to an action of the player character and a surrounding state in addition to the physical calculation, 23. The game device according to claim 13, wherein the state change is performed even during the return movement, regardless of a past state.

24. The state change includes at least the disappearance of an object; 24. The game device according to claim 23, wherein, when the designated object disappears during the return movement, the return movement ends.

25. A processor is provided. The processor, Controlling a player character in a virtual space based on a user's operational input; storing in a memory the positions and orientations of objects within a predetermined range in a virtual space over time; changing parameters relating to motion used in virtual physical calculations for a designated object selected based on the operation input from among the objects, such that the designated object performs a return movement to a position and orientation previously stored in the memory, tracing back in sequence from a time when a start instruction was given based on the operation input; The game system updates states in a virtual space including the player character, the designated object, and other objects based on the virtual physical calculation.

26. The game system of claim 25, wherein the processor, when causing the designated object to perform the return movement, targets a position and orientation stored in the memory earlier as the return movement progresses, and changes the velocity and angular velocity, or the acceleration and angular acceleration, as the parameters of the designated object, so that the designated object attains the target position and orientation.

27. the processor stores the time-series positions and orientations in the memory for each frame that is a unit time of display, for at least a latest predetermined time period up to the start instruction; further, when the designated object is selected based on the operation input, the processor places, in the virtual space, a path display object for indicating a movement path for the predetermined time period when the designated object makes the return movement based on the position and orientation stored in the memory; when causing the designated object to perform the return movement based on the start instruction, the processor targets a position and orientation stored in the memory in an earlier frame according to an elapsed frame of the return movement, and changes a velocity and angular velocity, or an acceleration and angular acceleration, as the parameters of the designated object so as to achieve the target position and orientation; The game system of claim 25, further comprising: a processor that causes the designated object to perform the return movement to the position and posture stored in the memory the predetermined time ago, or ends the return movement when an instruction to cancel the return movement is given by the operation input.

28. A processor of the information processing device A player character is controlled in a virtual space based on an operational input from a user; storing the positions and orientations of objects within a predetermined range in a virtual space over time in a memory of the information processing device; changing parameters relating to motion used in virtual physical calculations for a designated object selected based on the operation input from among the objects, such that the designated object performs a return movement to a position and orientation previously stored in the memory, tracing back in sequence from a time when a start instruction was given based on the operation input; A game processing method for updating states in a virtual space including the player character, the designated object, and other objects based on the virtual physical calculation.

29. 29. The game processing method according to claim 28, wherein, when the designated object is caused to perform the return movement, a position and orientation stored in the memory more previously as the return movement progresses is set as a target, and the velocity and angular velocity, or the acceleration and angular acceleration, as the parameters of the designated object are changed so that the designated object attains the target position and orientation.

30. the position and orientation for each time are stored in the memory for each frame that is a unit time of display, for at least the latest predetermined time period up to the start instruction; further, when the designated object is selected based on the operation input, the processor causes a path display object to be placed in the virtual space based on the position and orientation stored in the memory, the path display object being for indicating a movement path for the specified time period when the designated object makes the return movement; when causing the designated object to perform the return movement based on the start instruction, a position and orientation stored in the memory in an earlier frame according to an elapsed frame of the return movement is set as a target, and a velocity and angular velocity, or an acceleration and angular acceleration, as the parameters of the designated object are changed so that the designated object attains the target position and orientation; 29. The game processing method according to claim 28, further comprising causing the processor to perform the return movement of the designated object to the position and attitude stored in the memory the predetermined time ago, or to end the return movement when an instruction to cancel the return movement is given by the operation input.

Citation Information

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