Game program, game system, and game processing method

JP2025065173A5Active Publication Date: 2025-08-06NINTENDO CO LTD
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Patent Information

Application Number
JP2025009571
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-23
Publication Date
2025-08-06
Estimated Expiration
2043-08-02

AI Technical Summary

Technical Problem

In multiplayer games, players lack choice of more free game modes, resulting in inflexible gaming experience.

Method used

By introducing trigger objects into the game, players can move the character based on the operational data and select different game modes, including competition modes and non-competitive modes within a specified time.

Benefits of technology

It achieves a higher degree of freedom of gameplay in multiplayer games, allowing players to choose game modes according to their preferences, and improves the flexibility and fairness of the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enable more flexible selection of play modes in a multi-play game.SOLUTION: In a game stage, when a second player character acts on a trigger object within a predetermined time after a first player character acts on a trigger object, the game proceeds in a mode in which the first player character and the second player character compete with each other in playing results within the game stage.SELECTED DRAWING: Figure 24
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Description

[Technical field]

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

[0002] Traditionally, there have been multiplayer games in which multiple players play a game stage. (For example, Patent Document 1) [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-124286 A Summary of the Invention [Problem to be solved by the invention]

[0004] There was a demand for more freedom in choosing play modes in multiplayer games. .

[0005] Therefore, the object of the present invention is to provide a more flexible play model in a multiplayer game. To provide a game program, a game system, and a game method that allow game mode selection It is. [Means for solving the problem]

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

[0007] The first configuration example is a network configuration of a first game device and a user of the first game device. and playing a multiplayer game with a user of a second game device who has been matched via the A game program, comprising: a computer program for executing a game for a first game device; A first player character whose movement is controlled based on operation data by a user and a second game character a second player character whose movement is controlled based on operation data by a user of the game device; A predetermined trigger object is placed on a game stage, and Starting a multiplayer game with a first player character and a second player character Within a first predetermined time after the first player character acts on the trigger object, When the second player character acts on the trigger object, the first player character The game is played in the first mode, where the character and the second player character compete against each other in the game stage. The first player character advances the game and triggers a trigger object placed on the game stage. The second player character hits the trigger object within a first predetermined time after the first player character hits the trigger object. If the action does not affect the first player character and the second player character, The game will be played in the second mode, which does not involve competing for achievements.

[0008] According to the first configuration example, in a multiplayer game, when a game stage starts, Then, each player can select a play mode by controlling the player character. It is possible.

[0009] A second configuration example is the first configuration example, further comprising: a first game device and and a user of a third game device that is matched with the second game device via a network. A third player character whose movement is controlled based on the operation data by the game player is further A player character that acts on a trigger object within a first predetermined time is placed on the stage. The game is played in a first mode, and if the game does not act on the trigger object within a first predetermined time, The player character is then caused to play in the second mode.

[0010] The third configuration example is the first or second configuration example, further comprising: The player character who acted on the object is placed in the game stage until the first predetermined time has elapsed. Prevents the enemy from leaving a specified area.

[0011] According to the third configuration example, in the first mode in which players compete for playing results, By starting to move the player character before the player, you can advance the game to your advantage. This can prevent players from competing against each other on the basis of playing results, thereby ensuring fairness in the first mode in which players compete on the basis of playing results.

[0012] The fourth configuration example is the third configuration example, in which a screen of a game stage is displayed on the computer. By locking the scrolling display of the trigger object, the player who acted on the trigger object Prevents a character from leaving a specified area.

[0013] According to the fourth configuration example, the sense of incongruity caused by restricting the movement of the player character is eliminated. It can be reduced.

[0014] A fifth configuration example is the first configuration example, further comprising: A second predetermined time has elapsed since any one of the player characters cleared the game stage. Even if the other player characters have not cleared the game stage, Complete.

[0015] According to the fifth configuration example, the player character who is significantly behind in clearing the game stage You can exit the first mode without waiting for the call.

[0016] The sixth configuration example is the fifth configuration example, in which the computer is configured to execute a game when the first mode ends. For users who have not cleared the main stage, the game will be played in the second mode. The player is then prompted to choose whether to continue playing the game or to end the game.

[0017] According to the sixth configuration example, a user who has finished the first mode in which the playing results are competed is The option to continue the game in a second, non-competitive mode may be provided.

[0018] The seventh configuration example is the first configuration example, in which the matching is performed between two people who are friends with each other. Friend matching is done between users who are registered with the app, and random users. There is random matching, where you are matched by the computer through friend matching. A trigger object is added to the game stage only when a multiplayer game is being played between users who have the same ID. Place the object.

[0019] According to the seventh configuration example, the game can be played in the first mode only between friends of each other. It can be done. Effect of the Invention

[0020] According to this embodiment, in a multiplayer game, a play mode with a higher degree of freedom can be selected. It is possible to provide a game program, a game system, and a game method that can be selected. do. [Brief description of the drawings]

[0021] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3]A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] FIG. 1 is a diagram for explaining an example of a communication network. [Diagram 5] FIG. 13 is a diagram for explaining an example of a stage selection screen. [Figure 6] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 7] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 8] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 9] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 10] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 11] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 12] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 13] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 14] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 15] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 16] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 17] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 18] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 19] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 20] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 21] FIG. 13 is a diagram showing an example of various data stored in the DRAM 85. [Figure 22] An example of a flowchart of game processing [Diagram 23] An example of a flowchart of game processing [Figure 24] An example of a flowchart of game processing [Diagram 25] An example of a flowchart of game processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] An embodiment will be described below.

[0023] [Hardware configuration of information processing system]

[0024] The following describes an information processing system (game system, game device) according to an example of this embodiment. An example of the game system 1 in this embodiment is a main unit (information processing device In this embodiment, the controller 2 functions as the game device main body, and the left controller 3 and the right controller The main unit 2 includes a left controller 3 and a right controller 4. That is, the game system 1 includes a left controller 3 and a right controller 4 can be attached to the main unit 2 and used as an integrated device. The system 1 uses a main unit 2, a left controller 3, and a right controller 4 as separate units. The hardware configuration of the game system 1 of this embodiment will be described below. Then, the control of the game system 1 of this embodiment will be described.

[0025] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are The main unit 2 is a device that controls the game system 1. The main unit 2 is equipped with a display 12. The right controller 3 and the right controller 4 are devices equipped with an operation unit for a user to input. be.

[0026] The main unit 2 also includes a speaker, from which sound effects and other sounds are output. .

[0027] In addition, the main unit 2 has a left side terminal for wired communication between the main unit 2 and the left controller 3. The main unit 2 has a right side terminal for wired communication with the right controller 4.

[0028] The main unit 2 also includes a slot. The slot is located on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be inserted. The types of storage media include, for example, the game system 1 and the same types of information processing devices. A storage medium (e.g., a dedicated memory card). A storage medium of a certain type is, for example, a main body Data used by device 2 (e.g., application save data, etc.), and / or Or a program executed on the main device 2 (for example, an application program, etc.) It is used to store the

[0029] The left controller 3 and the right controller 4 each have various operation buttons, etc. The various operation buttons and the like are used to control various programs (e.g., OS programs) executed on the main unit 2. It is used to give instructions according to the system requirements (such as a computer or application program).

[0030] In addition, the left controller 3 and the right controller 4 each communicate with the main unit 2 via wires. It is equipped with terminals for performing the above.

[0031] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor. The processor 81 controls various information processes executed in the main unit 2. An information processing unit that executes the process is, for example, a CPU (Central Processing It can be composed of only a CPU function and a GPU (Graphics Processing Unit), or SoC (System-on-Chip) that includes multiple functions such as processing unit function The processor 81 may be configured with a memory unit (specifically, a flash memory). An internal storage medium such as a flash memory 84 or an external storage medium inserted in the slot 23 By executing an information processing program (for example, a game program) stored in and executes various information processing.

[0032] The main unit 2 includes a flash memory 84 and a and DRAM (Dynamic Random Access Memory) 85 The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 mainly stores various data (programs, etc.) stored in the main unit 2. The DRAM 85 is a memory used to store This is memory used to temporarily store various data to be used.

[0033] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as “I / F”) 91. The slot I / F 91 is connected to the processor 81. A predetermined type of storage medium (e.g., a dedicated The read and write of data from and to the memory card is performed in response to instructions from the processor 81. This is done.

[0034] The processor 81 includes a flash memory 84, a DRAM 85, and the above-mentioned storage media. The above information processing is carried out by appropriately reading and writing data between the body.

[0035] The main unit 2 includes a network communication unit 82. The network communication unit 82 is a processor. The network communication unit 82 is connected to an external device via a network. In this embodiment, the network communication unit 82 For example, the device can be connected to a wireless LAN using a method that complies with the Wi-Fi standard and used by external devices (other The network communication unit 82 communicates with the main unit 2) via the Internet. It is also possible to perform short-range wireless communication (eg, infrared communication) with the main device 2.

[0036] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is a processor The controller communication unit 83 is connected to the left controller 3 and / or the right controller 81. The main unit 2 communicates with the left controller 3 and the right controller 4 via wireless communication. 4 may be communicated by any method. In this embodiment, the controller communication unit 83 communicates with the left Between the right and left controllers 3 and 4, Bluetooth (registered trademark ) standards.

[0037] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 communicates with the left controller 3 via a wired connection, the processor 81 data to the left controller 3 via the left terminal 17, 3. The processor 81 also communicates with the right controller 4 via wire. When performing the operation, data is transmitted to the right controller 4 via the right terminal 21, and the right terminal The processor 81 receives operation data from the right controller 4 via the child 21. When communicating with the cradle, data is transmitted to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 includes the left controller 3 and the right controller Both wired and wireless communication can be performed between the left and right controllers 4 and 5. The controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit or a main unit When the main unit 2 is attached to the cradle, the main unit 2 transmits data (e.g. For example, image data and audio data can be output to a stationary monitor.

[0038] The main unit 2 includes a touch panel controller 8 which is a circuit for controlling the touch panel 13. The touch panel controller 86 controls the connection between the touch panel 13 and the processor 81. The touch panel controller 86 controls the touch panel 13 based on a signal. For example, data indicating the position where the touch input was performed is generated and output to the processor 81. do.

[0039] The display 12 is also connected to a processor 81. The processor 81 (for example Images generated (e.g., by performing the above-mentioned information processing) and / or images obtained from an external source is displayed on the display 12.

[0040] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker). The codec circuit 87 is provided with a speaker 88 and an audio input / output terminal 2. 5 and is also connected to the processor 81. The codec circuit 87 This is a circuit that controls the input and output of audio data to and from the audio input / output terminal 25.

[0041] The main body 2 includes a power control unit 97 and a battery 98. The power control unit 97 The power control unit 97 is connected to the power supply 98 and the processor 81. Each part of the main unit 2 (specifically, each part that receives power from the battery 98, the left terminal 17 , and the right terminal 21). The power control unit 97 is Based on this, the power supply from the battery 98 to each of the above-mentioned components is controlled.

[0042] The battery 98 is connected to the lower terminal 27. The battery pack is connected to the lower terminal 27, and power is supplied to the main unit 2 via the lower terminal 27. In this case, the supplied power is charged to the battery 98.

[0043] FIG. 3 shows an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. 2. In addition, details of the internal configuration of the main unit 2 are shown in FIG. Therefore, it is omitted in Figure 3.

[0044] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 1, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 controls wired communication via the terminal 42 and communication without the terminal 42. The communication control unit 101 can communicate with the main unit 2 both via wireless communication and the like. The controller 3 controls the communication method with the main unit 2. When the camera 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. In addition, when the left controller 3 is detached from the main unit 2, the communication control The control unit 101 wirelessly communicates with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed using, for example, a Bluetooth. This is done in accordance with the tooth(R) standards.

[0045] The left controller 3 also includes a memory 102, such as a flash memory. The control unit 101 is composed of, for example, a microcomputer (also called a microprocessor), and has a memory 1 Various processes are performed by executing the firmware stored in 02.

[0046] The left controller 3 includes the buttons 103 (specifically, buttons 33 to 39, 43, 44, The left controller 3 also includes a left stick 32. The left stick 32 and the right stick 103 transmit information about the operation performed on the player to the appropriate The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0047] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 detects an acceleration The left controller 3 is equipped with an angular velocity sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The acceleration sensor 104 detects the magnitude of acceleration along one axis or The angular velocity sensor may detect acceleration in two axial directions. The sensor 105 detects angular velocities around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect an angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are then The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0048] The communication control unit 101 controls each input unit (specifically, each button 103, the left stick 32, each From the sensors 104 and 105, information on the input (specifically, information on the operation, or a result of detection by a sensor). The communication control unit 101 The operation data including the acquired information (information that has been subjected to a predetermined processing) is transmitted to the main device 2. The operation data is repeatedly transmitted at a predetermined interval. The interval at which the information is transmitted to the main unit 2 may be the same for each input unit, or may not be the same. It's okay.

[0049] By transmitting the above operation data to the main unit 2, the main unit 2 That is, the main unit 2 can obtain inputs made to each of the buttons 10. 3 and the left stick 32 can be determined based on the operation data. The main unit 2 also transmits information about the movement and / or posture of the left controller 3 to the controller 2. Based on the operational data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105), It can be calculated based on the above.

[0050] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 1 The power control circuit 08 includes a battery and a power control circuit. The left controller 3 is connected to the battery and supplies power to each part of the left controller 3 (specifically, the battery power supply). The input terminals are connected to the respective parts that receive the input signals.

[0051] As shown in FIG. 3, the right controller 4 includes a communication control unit 1 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 101 and the memory 112 of the left controller 3 are connected to the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 controls wired communication via the terminal 64 and Wireless communication without going through the terminal 64 (specifically, according to the Bluetooth (registered trademark) standard) The right controller 4 can communicate with the main unit 2 through both the left and right controllers. The communication method for the physical device 2 is controlled.

[0052] The right controller 4 includes input units similar to those of the left controller 3. The buttons 113, the right stick 52, the inertial sensor (the acceleration sensor 114 and the angular velocity sensor Each of these input units is provided with the left controller 3. It has the same functionality and operates in the same way.

[0053] The right controller 4 includes a power supply unit 118. The power supply unit 118 is It has the same function as the power supply unit 108 of the controller 3 and operates in the same manner.

[0054] [Games assumed in this embodiment] Next, the game processing (an example of information processing) executed by the game system 1 according to the present embodiment will be described. The outline of the game assumed in this embodiment is, for example, a game in which various objects are distributed. The game is set in a virtual space (game space) and the player (user) controls the space to move around. The player object (sometimes called the "player character") moves to a specific destination. It is an action game in which the objective is to reach the goal. A player can choose from multiple game stages (sometimes simply called "stages"). If multiple players select the same stage, the selected stage will be This is a multiplayer action game. Note that this game is not limited to action games. The game may be of any type other than the above.

[0055] [Outline of game processing in this embodiment] FIG. 4 is a diagram for explaining an example of a communication network related to the present game processing. In the game processing, a plurality of game devices (game systems) 1 and a server 130 are connected via the Internet. 131, and a multiplayer game can be executed. Up to four people (up to four game devices) can play multiplayer games. In this game processing, when a multiplayer game is performed at each game stage, multiple game The system device 1 communicates with the Internet 131 (or with no such communication via short-distance wireless communication or the like). ) are connected to each other so that they can communicate with each other without going through the server 130 Multiplayer games are played through P2P (Peer to Peer) communication. In addition, when playing multiplayer in each game stage, multiple games The devices 1 are communicatively connected to each other via a server 130 to execute a multiplayer game. This may also be the case.

[0056] In addition, in this game processing, the character arranged in the virtual space in response to the player's operation is It controls the movements of the robot, takes pictures (draws) images of the virtual space with a virtual camera, and displays them on the screen (display 12). In this game process, the player selects the desired stage. and play the game on the selected stage.

[0057] FIG. 5 shows a screen for the player to select a stage to play ("Stage Selection Screen"). In this game processing, A virtual space where each player can select a stage (sometimes called the "stage selection space"). Each player character moves on the ground in response to the operation of each player. A circular area for selecting a stage (sometimes called the "stage selection area") is placed The stage selection space is photographed (drawn) by a virtual camera from diagonally above, and each game device The game is displayed on the screen of the game machine. Each player controls the player character by After moving the mouse to the desired stage selection area, perform a specific selection operation (e.g., pressing a button). By executing this, you can start the game of the stage that corresponds to the stage selection area. This can be done.

[0058] As shown in FIG. 5, on the stage selection screen of the own game device, the player of the own game device A player character to be operated (sometimes called the "own player character") 200; The players of the other game devices (sometimes called "other players") operate the play Characters (sometimes called "other player characters") 201 to 205 and status A stage selection area 207 for selecting stage 1 and a stage selection area 208 for selecting stage 2 A selection area 208 and a stage selection area 209 for selecting stage 3 are displayed. For ease of understanding, the player character 200 is preceded by the letter A. The other player characters 201 to 205 are labeled with the letters B to F, respectively. In this game process, in principle, on the stage selection screen and the stage screen described later, The display area (drawing area) is set so that the player's character is included on the screen of the game device. The area) moves.

[0059] 6 to 20 show the game stage selected on the stage selection screen described with reference to FIG. 1 is a diagram for explaining a stage screen (sometimes called a "stage screen"). FIG. In this game process, a number of stages are provided, and each game device has a corresponding A virtual space (sometimes called a "stage space") is provided.

[0060] When the player selects a stage on the stage selection screen described with reference to FIG. The starting point of the stage is displayed. Specifically, as shown in Figure 6, Between them are the player character, the blocks that make up the stage, the ground, and other objects. In FIG. 6, four players play the same stage. A stage is selected and four player characters 200 to 203 are positioned.

[0061] The stage space is then photographed (rendered) from the side by a virtual camera, and the images of each game device are In addition, in each stage of the game, the player's character, other players' characters, The enemy character and the enemy character can move left and right and up and down, and can move forward and backward. In other words, the player can only move within the xy plane shown in Figure 6. By controlling the player's character and moving it from the starting point, the player can When you reach the goal, you clear the stage and the game ends. If you make a certain number of mistakes, such as touching an enemy character, you will fail to clear the stage and lose the game. Ray finishes.

[0062] In addition, in this game, all players (up to 4 people) participating in the game on the stage If it is a trend, players (player characters) on that stage Players who do not participate in time races can do so in the usual way. The goal is to reach the stage goal without racing against time. Note that a friend is a person who is in advance connected to one of the players when the game process is not being executed. From one player (one player account) to another player (the other player account) A friend request sent to another player is accepted by the other player and the two become friends. This is the state where both player accounts are linked as friends.

[0063] Figure 6 shows the stage selection space (see Figure 5) in which four players who are friends play together. The four players (who control the player characters 200 to 203) enter the stage selection area. Select 1, and the start point of the stage corresponding to stage 1 will be displayed in the stage selection area. In this scene, the player characters 200 to 203 enter the starting point. The screen of the game device 1 that controls the player character 200 (player character 2 6, in this embodiment, The characters of other players are displayed semi-transparently (on the screen of each game device 1). In each player's game device, the position of each player's character in the stage (e.g. While the various objects (e.g., coordinates, orientation, and posture) are synchronized, the state of the stage is not. For example, In the stage space of any one of the game devices, Therefore, even if an object (for example, a block) is destroyed, the stage of another game device will not be affected. In the space, the player characters of the other game devices are destroying the object, etc. If not, the game will proceed without the object being destroyed. The state of the race block 210 is the same on each player's game device. Note that the above is just an example, and the state of the stage on each player's game device may differ. It may be synchronized.

[0064] As shown in Figure 6, when four players who are friends enter the stage, At the start of the stage, a race track is placed for the player character to enter the race. A race block 210 (trigger object) is placed on the race block 210. Above the screen, the words "Race will be held" will be displayed, indicating that races are available.

[0065] Next, as shown in FIG. 7, the player character 201 jumps to the race block 2 When you hit 10 (when it acts on the race block 210), the race will open for participants. The game starts (a predetermined recruitment time (for example, 20 seconds) is subtracted), and the player character 20 1 is entered into the race. Also, as shown in FIG. 6, The text "Members Wanted" is displayed on the face of the player character 201 who has entered the is displayed.

[0066] Next, as shown in FIG. 8, the player character 203 jumps to the race block 2 10 (acting on race block 210; not shown), and then the player character 200 jumps and hits race block 210 (acts on race block 210) By this, the player character 203 and the player character 200 enter the race. As shown in FIG. 8, above the race block 210, The faces of the player character 203 and the player character 200 are additionally displayed. Also, as shown in FIG. 8, the player character (player character 200) is operated by A band 212 is displayed at the top and bottom of the screen display of the game device 1, so that the player character In this embodiment, the player who has already entered the race is Even if the character hits the race block 210 again, the entry will not be cancelled. However, if the player hits the entered player race block 210 again, the entry is cancelled. In the above example, the entry is made by tapping the button, but this is not the only option. For example, the player character (or the player character) is not placed in the race block 210. The entry may be made by touching a certain item (the item to be used).

[0067] Here, the player's character moves within the screen display range (in the virtual space) according to the player's operation. When you go outside the virtual camera's shooting range, your character will no longer be displayed and you will be unable to control it. Therefore, the player's character moves according to the player's operation and the screen Normally, it is not possible for the player's character to go outside the display range. When you move the screen, the screen scrolls (the range of the virtual camera moves in the virtual space). However, in this embodiment, as shown in FIG. When you enter, the screen scrolling is stopped (locked) and the player's character is In Figure 9, the character enters the race. The player character (player character 200) advances to the right edge of the screen display range. However, because the screen scrolling is stopped, the screen will not scroll if the This makes it impossible for players who have entered the race to win. The character is prohibited from moving forward before the race starts. The execution of the display is not stopped, but the player character does not move even if the player operates it. For example, a starting line may be set and all players may be prevented from moving. Characters are forced to assemble (line up) at the starting line, and the player can control them without any effort. The ear character may be prevented from moving.

[0068] Then, when the above-mentioned specified recruitment time (for example, 20 seconds) has elapsed or all four players (all players) When a player character (all player characters) enters a race, The entry period ends and the countdown to the start of the race begins. As shown in FIG. 10, a traffic light 213 is displayed and a countdown is displayed. A timer 214 is provided to measure the time from when the layer character starts until when it reaches the goal. It should be noted that the above is displayed when only one player character has entered the race. When a certain recruitment time (for example, 20 seconds) has elapsed, the state in which no one has entered (see Figure 6) ) back.

[0069] Next, as shown in FIG. 11, the countdown display ends and the traffic light 213 displays the text "START The display changes to "Race" and the race begins, and at the same time, the timer 214 starts measuring the time. As shown in Figure 12, the screen scroll display is unlocked and you can now participate in the race. The player character can move forward as shown in Figs. As shown, when the race starts, the band 212 is hidden and the upper part of the race block 210 is The text "Racing in progress" is displayed on the left.

[0070] As described above, on the screen of the game device 1 of the player character who has entered the race, Time measurement is performed by the timer 214 and the game progresses in the race mode (first mode). However, on the screen of the game device 1 of the player character who is not entered in the race, The game will proceed in normal mode (second mode) without racing. As shown in Figure 13, the time from when the race countdown starts to when the race ends is During this time, the player character 202 who has not yet entered the race hits the race block. However, the player character 202 cannot participate in the race. The structure is such that no more than two races are run in parallel in one stage.

[0071] Next, as shown in Figure 14, a goal is reached when the player character grabs the ball. The goal tree 215 is displayed on the screen in a scrollable manner. After that, as shown in FIG. 15, the other player character 201 moves to a predetermined position in the goal tree 215. When the target enters the range (for example, within 2 meters of the goal tree 215 in virtual space), As you approach the goal tree 215, the display gradually changes from semi-transparent to transparent. Just before it is grabbed by the goal tree 215, it becomes transparent, and when it is grabbed by the goal tree 215, it becomes semi-transparent. Here, there is a communication delay between multiple game terminals 1 that are racing in a multiplayer mode. By extension, the player character at each game terminal 1 reaches the goal tree 215. In this embodiment, the timing at which the ball reaches the goal may differ. Just before grabbing the goal tree 215, the other player character is changed from semi-transparent to transparent. By displaying the goal timing differently between each game terminal, This can prevent the feeling.

[0072] Next, as shown in FIG. 16, the player character 200 is attached to the goal tree 215. When the player reaches the finish line, the word "GOAL!!" is displayed and the timer 214 stops measuring the time. The race time of the player's character 200 is determined. In the game device 1 in which the character is operated, the other player character is a goal tree. When you reach the goal by grabbing 215, the word "GOAL!!" will be displayed and the timer will reach 214. Then, the time measurement stops and the race times of the other player characters are finalized.

[0073] Next, as shown in FIG. 17, when a predetermined time has elapsed since the player character 201 first reaches the goal, The game will wait for a certain amount of time (for example, 30 seconds) to pass, and the message "The race will end soon" will appear. It will be displayed.

[0074] Next, as shown in FIG. 18, the player character 203 reaches the goal and the above-mentioned predetermined time All the player characters who participated in the race will reach the finish line within a certain time (for example, 30 seconds). If you enter the race, the race will end and the results display 218 showing the race rankings will be displayed. The results of the race are announced. Here, the time of each player character is The player characters are determined on each game device. By notifying and sharing the times of the players, the same rankings are displayed on each game device. It will be shown.

[0075] On the other hand, the player character 201 reaches the goal first, and then the player character 203 If the above-mentioned predetermined time (for example, 30 seconds) has elapsed before the goal is reached, as shown in Figure 19 However, the image of the course is not displayed on the screen of the game device that controls the player character 203. When the race ends, the words "Race has finished" and the result display 218 will appear. 219, a button with the text "Continue" and a button with the text "Exit Course" A button 220 and a cursor 221 are displayed. The player operates the cursor 221 to When the player presses the button 219 with the word "Continue" on it, the race will begin. From the position of the course (stage) at the time of the end, the normal mode (second mode) where no race is held On the other hand, the player operates the cursor 221 to select the When the user presses a button 220 with the words "Exit the game" on it, the player When the character 203 leaves the course (stage) and returns to the stage selection space (see FIG. 5), In FIG. 19, the player character 20 finishes the race before reaching the goal. 3(D) is configured not to be displayed on the result display 218, but the player character 203 ( The result may be displayed in the result display 218 together with the text "Not Recorded."

[0076] Next, as shown in FIG. 20, the scene in FIG. 18 where the goal is reached (race mode (first mode)) After the game switches to normal mode (second mode), the player character who reaches the goal will continue on the course ( Specifically, as shown in Figure 20, the goal tree in normal mode is The player character is holding on to 222 and has reached the goal, and the text "Course cleared" appears. The scene will change to the normal mode where the character is displayed, and then the player character will exit the game. The player character who enters the exit gate 223 is Return to the selection space (see Figure 5).

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

[0078] [About data usage] Various data used in this game process will be described. 21 shows an example of data stored in the DRAM 85 of the system 1. As shown in FIG. The AM85 is provided with at least a program memory area 301 and a data memory area 302. The program memory area 301 stores a game program 401. In the area 302, game control data 402, image data 408, virtual camera control data Data 409, operation data 410, transmission data 411, and reception data 412 are stored. The game control data 402 includes object data 403.

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

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

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

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

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

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

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

[0086] The received data 413 is information about other players who are linked as friends to the player's account. Data representing the player's account (i.e., data representing the player's friend players) The received data 413 is, for example, data received from a server (see FIG. 4) when a game is started. This is the data.

[0087] In addition, the DRAM 85 stores various data used in game processing as necessary. will be done.

[0088] [Details about game processing] Next, the game processing according to this embodiment will be described in detail with reference to a flowchart. 22 to 25 are examples of flowcharts showing details of the game processing according to this embodiment. .

[0089] First, when the game process is started, in step S100 of FIG. 81 performs a stage selection process, which will be described later with reference to FIG. 23. After that, the process proceeds to step S2 Move to 00.

[0090] In step S200, the processor 81 executes the process described later with reference to FIG. The stage execution process is then performed, and the process returns to step S100.

[0091] FIG. 23 is an example of a flowchart showing the details of the stage selection process. This will be explained using:

[0092] First, in step S101, the processor 81 performs the following on the basis of the operation data 410: It is determined whether or not the player's character has been moved. If the determination is YES, Then, the process proceeds to step S102. If the determination is NO, the process proceeds to step S103. do.

[0093] In step S102, the processor 81 performs the following operation based on the operation in step S101: , and the processor 81 moves the player's character. The position, posture, etc. of the other game system 1 (other game device) of the multiplayer After that, the process returns to step S101. Therefore, in the stage selection space, each player's character moves according to the operation of each player. (See Figure 5.)

[0094] In step S103, the processor 81 performs the following on the basis of the object data 403, etc. In the stage selection space, the player's character moves to one of the stage selection positions. If the answer is YES, the process proceeds to step S104. If the answer is NO, the process proceeds to step S105.

[0095] In step S104, processor 81 executes the process of The execution of the stage corresponding to the stage selection position to which the player moves is decided. The player operates his / her own player character to decide to execute the selected game stage. The process proceeds to step S200 in FIG. 22, and the state selected by the player in step S103 is The game begins.

[0096] In step S105, the processor 81 executes a predetermined game based on the operation data 410. It is determined whether or not a game end operation has been performed. If the determination is YES, the game process ends. If the determination is NO, the process returns to step S101.

[0097] 24 and 25 are an example of a flowchart showing the details of the stage execution process. The following description will be given with reference to FIG. 24 and FIG.

[0098] First, in step S201 of FIG. 24, the processor 81 Based on this, the stage (the same stage) determined in step S104 of FIG. 23 is played. It is determined whether all the players are friends with each other. If the answer is YES, the process proceeds to step S202. If the answer is NO, the process proceeds to step S203. Move to 220.

[0099] In step S202, processor 81 causes the player to enter the stage (see FIG. 6). The processor 81 also controls the stage to display a race entry screen for the player character. A race block 210 (trigger object) is placed to trigger the The process proceeds to step S203.

[0100] In step S203, the processor 81 determines whether or not a race start condition is satisfied. As explained with reference to FIG. 7 and FIG. 8, the race start condition is that the player first After the character acts on the race block 210 (after entering the race), the specified Within a set time (for example, 20 seconds), at least one player character will enter race block 2. 10 or all other player characters act on race block 210 If the determination in step S203 is YES, the process proceeds to step S204. If the determination is NO, the process proceeds to step S221.

[0101] In step S204, processor 81 determines whether the player character has entered a race. Step S2: Determine whether the race block 210 has been triggered (already acted on). If the determination in step S204 is YES, the process proceeds to step S206. The process proceeds to step S221. Here, as described with reference to FIG. When Kuta enters a race, the screen scroll display is locked and the player character This controls the movement of the data so that it cannot exceed the screen display range.

[0102] In step S205, the processor 81 executes the laser beam splitting process as described with reference to FIG. After that, the process proceeds to step S206.

[0103] In step S206, the processor 81 determines whether the countdown in step S205 has ended. In response to the completion of the race, the race is started and the screen is displayed as described with reference to Figs. 11 and 12. To unlock a scroll display and allow a player's character to move forward.

[0104] In step S207, the processor 81 executes the game in the race mode (first mode). After that, the process proceeds to step S208.

[0105] In step S208, processor 81 determines whether or not the player character reaches the goal. It is determined whether the race has ended or not. This will be described later in the explanation of step S213 in FIG. However, the race ends when the race end condition is met. If ES, the process proceeds to step S230. If this determination is NO, the process proceeds to step S230. Move to 209.

[0106] In step S209, processor 81 determines whether the player character reaches the goal. If the determination in step S209 is YES, the process The process proceeds to step S210, and if the determination is NO, the process returns to step S207.

[0107] In step S210, the processor 81 executes the go The other player's character immediately before the character is gradually made transparent. After that, the process proceeds to step 25 in FIG. Move to S211.

[0108] In step S211 of FIG. 25, processor 81 If the player's character reaches the goal (YES), the process will be stopped. Move to step S212.

[0109] In step S212, the processor 81 executes the process of The time of the layer character is determined, and the goal performance of the player's character is performed. Then, the process proceeds to step S213.

[0110] In step S213, the processor 81 waits until the race end condition is satisfied. If the race end condition is met (YES), the process proceeds to step S214. As explained with reference to Figures 17 to 19, the race end condition is determined by first selecting the player character. If a player joins the race before a certain waiting time (for example, 30 seconds) has elapsed after the player has finished the race, All layer characters reach the goal, or the player character reaches the goal first. If a certain waiting time elapses before all the player characters who participated in the race reach the finish line, This is the condition.

[0111] In step S214, the processor 81 executes the laser beam splitting process as described with reference to FIG. Then, the process proceeds to step S224 in FIG. 24. do.

[0112] If the determination in step S201 is NO, in step S220, the processor 81 In this case, processor 81 allows the player to enter the stage (see FIG. 6). 2. The stage includes a race block 210 for allowing the player character to enter a race. After that, the process proceeds to step S221.

[0113] In step S221, processor 81 executes the game in the normal mode (second mode). The normal mode process continues. Then, the process proceeds to step S222.

[0114] In step S222, processor 81 determines whether or not the player who is playing in the normal mode has It is determined whether the character has reached the goal and completed the course. Step S22 If the determination in step S222 is YES, the process proceeds to step S223. If the determination in step S222 is NO, the process Return to step S221.

[0115] In step S233, processor 81 executes a course clear effect in the normal mode. (See FIG. 20.) After that, the process proceeds to step S224.

[0116] In step S224, the processor 81 executes the go The player character who has cleared the course is then shown exiting the stage. Then, the process returns to step S100 in FIG.

[0117] If the determination in step S208 is YES, in step S230, the processor 8 1, as explained with reference to FIG. 19, stops the race display and displays and selects the race results. After that, the process proceeds to step S231.

[0118] In step S231, the processor 81 executes the pre- If the answer to step S231 is "Yes", the user selects "Continue". If ES, the process returns to step S221 and the game continues in the normal mode. If O, the process proceeds to step S233.

[0119] In step S232, the processor 81 executes the pre- In step S232, the judgment is made as to whether or not "Exit Course" has been selected by the user. If the determination is YES, the process proceeds to step S233. If the determination is NO, the process proceeds to step S234. Return to step S231.

[0120] In step S233, the processor 81 executes the step S233 as described with reference to FIG. After that, the process returns to step S100 in FIG.

[0121] As described above, according to this embodiment, friends can enter a stage together and play a game. In this case, you can enter the race at the start of the stage. (Fig. 8, etc.) Races can be held (S201 to S210 in Fig. 24, Fig. 25), but entries cannot be made. By not performing any operation, you can play the normal game without participating in the race (S204 in FIG. 24). NO, S221~S223).

[0122] [Variations] In the above-described embodiment, each player selects the stage in which he or she will participate on the stage selection screen. I have given examples where the choice determines who your multiplayer opponents are (Figures 5 and 6, etc.). There is no limit to the number of players, and multiplayer opponents are matched by servers, etc. In this case, only friends of each other can play together in multiplayer. You can play multiplayer with friends who are matched with you at random. In the case of friend matching, you will be matched with other players on the stage. Place race blocks (S202 in Figure 24) and place races on the stage in random matching. A configuration in which no subblock is provided (S220 in FIG. 24) may also be used.

[0123] In the above embodiment, the type of race mode is the time to goal. I have given an example of a race mode where players compete for points. However, this is not limited to this, and any race mode where players compete for points can be used. It may be a do.

[0124] In the above embodiment, the countdown to the start of the race (FIG. 10) I gave an example of a race entry being possible up to the start of the race. However, this is not limited to this. (Figure 11) The race may be entered up to the race entry stage.

[0125] In the above embodiment, a series of processes related to the game process is a single game. In another embodiment, the above series of processes is performed by a plurality of information For example, the present invention may be implemented in an information processing system including a terminal device and an information processing device. An information processing system including a server side device capable of communicating with the terminal side device via a network. In the system, even if a part of the above series of processes is executed by a server-side device, Furthermore, a terminal device and a server capable of communicating with the terminal device via a network In the information processing system including the server and the side device, the main process of the above series of processes is The above processing may be performed by the side device, and part of the processing may be performed by the terminal side device. In the information processing system, the server side system is composed of a plurality of information processing devices. The processing to be executed on the server side may be shared and executed by a plurality of information processing devices. In addition, a so-called cloud gaming configuration may be used. Operation data indicating the operation is sent to a predetermined server, and various game processes are executed on the server. The execution results are then streamed to the game device as video and audio. It may also be composed of.

[0126] The present embodiment and the modified examples have been described above, but these descriptions are in all respects The above is merely an example and is not intended to limit the scope of the present invention. It goes without saying that various improvements and modifications can be made to the embodiments. [Explanation of symbols]

[0127] 1. Game System 3, 4 Controller 12 Display 81 Processor 85 DRAM 200, 201, 202, 204, 205 Player characters 210 Race Block

Claims

1. A game program for playing a multiplayer game between a user of a first game device and a user of a second game device that is matched with the first game device via a network, comprising: In the multiplayer game, the computer of the first game device means for moving a first player character in a game stage in which a goal point is set based on operation data by a user of the first game device; means for moving a second player character in the game stage based on operation data by a user of the second game device; means for generating an image including the first player character and the second player character, wherein when the second player character and the goal point are in a predetermined positional relationship indicating that the second player character and the goal point are close to each other, the image has a higher transparency than when the second player character and the goal point are not in the predetermined positional relationship; a game program that functions as a means for determining a win or loss between a user of the first game device and a user of the second game device by comparing a first time required for the first player character to reach the goal point with a second time required for the second player character to reach the goal point.

2. 2. The game program according to claim 1, wherein, in generating the image, if the second player character and the goal point are not in the predetermined positional relationship, an image is generated in which the second player character is more transparent than the first player character.

3. 2. The game program according to claim 1, wherein, in generating the image, when the second player character and the goal point are in the predetermined positional relationship, the shorter the distance between the second player character and the goal point, the more transparent the image of the second player character generated.

4. 2. The game program according to claim 1, wherein, in generating the image, when the second player character reaches the goal point, an image is generated in which the transparency of the second player character is lower than when the second player character and the goal point are in the predetermined positional relationship.

5. In the multiplayer game in which a plurality of player characters including at least the first player character and the second player character participate, a computer of the first game device is 2. The game program according to claim 1, wherein the program functions as a means for generating an image including a UI showing the result of the win / loss determination when all of the plurality of player characters reach the goal point or when a predetermined time has elapsed since any of the plurality of player characters reached the goal point.

6. the multiplayer game is started based on operation data by a user of the first game device and operation data by a user of the second game device; the first required time is an elapsed time from when the multiplayer game is started until when the first player character reaches the goal point, 6. The game program according to claim 1, wherein the second required time is an elapsed time from when the multiplayer game is started until the second player character reaches the goal point.

7. A game system in which a multiplayer game is played between a user of a first game device and a user of a second game device that is matched with the first game device via a network, comprising: In the multiplayer game, the computer of the first game device means for moving a first player character in a game stage in which a goal point is set based on operation data by a user of the first game device; means for moving a second player character in the game stage based on operation data by a user of the second game device; means for generating an image including the first player character and the second player character, wherein when the second player character and the goal point are in a predetermined positional relationship indicating that the second player character and the goal point are close to each other, the image has a higher transparency than when the second player character and the goal point are not in the predetermined positional relationship; A game system that functions as a means for determining a win or loss between a user of the first game device and a user of the second game device by comparing a first time required for the first player character to reach the goal point with a second time required for the second player character to reach the goal point.

8. 8. The game system according to claim 7, wherein, in generating the image, if the second player character and the goal point are not in the predetermined positional relationship, an image is generated in which the second player character is more transparent than the first player character.

9. 8. The game system according to claim 7, wherein, in generating the image, when the second player character and the goal point are in the predetermined positional relationship, the shorter the distance between the second player character and the goal point, the more transparent the image of the second player character generated.

10. 8. The game system according to claim 7, wherein, in generating the image, when the second player character reaches the goal point, an image is generated in which the transparency of the second player character is lower than when the second player character and the goal point are in the predetermined positional relationship.

11. In the multiplayer game in which a plurality of player characters including at least the first player character and the second player character participate, a computer of the first game device is 8. The game system according to claim 7, wherein when all of the plurality of player characters reach the goal point, or when a predetermined time has elapsed since any of the plurality of player characters reached the goal point, the system functions as a means for generating an image including a UI showing the result of the victory or defeat determination.

12. the multiplayer game is started based on operation data by a user of the first game device and operation data by a user of the second game device; the first required time is an elapsed time from when the multiplayer game is started until when the first player character reaches the goal point, 12. The game system according to claim 7, wherein the second required time is the time elapsed from when the multiplayer game is started until the second player character reaches the goal point.

13. 1. A game processing method for playing a multiplayer game between a user of a first game device and a user of a second game device that is matched with the first game device via a network, comprising: In the multiplayer game, the computer of the first game device means for moving a first player character in a game stage in which a goal point is set based on operation data by a user of the first game device; means for moving a second player character in the game stage based on operation data by a user of the second game device; means for generating an image including the first player character and the second player character, wherein when the second player character and the goal point are in a predetermined positional relationship indicating that the second player character and the goal point are close to each other, the image has a higher transparency than when the second player character and the goal point are not in the predetermined positional relationship; a first time required for the first player character to reach the goal point and a second time required for the second player character to reach the goal point, and the result of the comparison serves as a means for determining a win or loss between a user of the first game device and a user of the second game device.

14. 14. The game processing method according to claim 13, wherein, in generating the image, if the second player character and the goal point are not in the predetermined positional relationship, an image is generated in which the second player character is more transparent than the first player character.

15. 14. The game processing method according to claim 13, wherein, in generating the image, when the second player character and the goal point are in the predetermined positional relationship, the shorter the distance between the second player character and the goal point, the more transparent the image of the second player character generated.

16. 14. The game processing method according to claim 13, wherein, in generating the image, when the second player character reaches the goal point, an image is generated in which the transparency of the second player character is lower than when the second player character and the goal point are in the predetermined positional relationship.

17. In the multiplayer game in which a plurality of player characters including at least the first player character and the second player character participate, a computer of the first game device is 14. The game processing method according to claim 13, wherein when all of the plurality of player characters reach the goal point, or when a predetermined time has elapsed since any of the plurality of player characters reached the goal point, the method functions as a means for generating an image including a UI showing a result of the win / loss determination.

18. the multiplayer game is started based on operation data by a user of the first game device and operation data by a user of the second game device; the first required time is an elapsed time from when the multiplayer game is started until when the first player character reaches the goal point, 18. The game processing method according to claim 13, wherein the second required time is the elapsed time from when the multiplayer game is started until the second player character reaches the goal point.