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

The game program provides flexible movement controls by linking player characters and dynamic objects, allowing for varied gameplay interactions and preventing entry into inaccessible areas, addressing the need for diverse movement options in games.

JP2025100041AInactive Publication Date: 2025-07-03NINTENDO CO LTD
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Patent Information

Application Number
JP2023217124
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

There is a demand for games that can progress with various movement controls, as conventional games often limit the variety of movement options for player characters and dynamic objects.

Method used

A game program that allows a player character to be controlled through operation inputs, with dynamic objects being automatically controlled based on preset behaviors, and the states of linked movement control can be switched in response to operation inputs, enabling flexible movement controls and maintaining relative positional relationships.

Benefits of technology

Enables various movement controls and flexible gameplay by linking player characters and dynamic objects, preventing entry into inaccessible positions and allowing for dynamic object appearances, enhancing gameplay flexibility and interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, etc. capable of progressing a game by various types of moving control for an object other than a player character.SOLUTION: A dynamic object is interlocked with the movement of a player character in a first state, and the player character is interlocked with the automatic movement of the dynamic object in a second state. The first state and the second state are switched on the basis of an operation input.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present disclosure relates to information processing such as games.

Background Art

[0002] Conventionally, there have been games in which a main character supports the movement of a sub-character. (For example, Patent Document 1)

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] There has been a demand for a game that can progress the game with various movement controls.

[0005] Therefore, an object of the present invention is to provide a game program or the like that can progress the game with various movement controls.

Means for Solving the Problems

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

[0007] One configuration example is that, based on an operation input to a computer of an information processing apparatus, a player character is controlled to move within a virtual space, and at least one dynamic object arranged on a field within the virtual space is automatically controlled based on preset behaviors respectively. Based on a first instruction based on the operation input, any one of the dynamic objects is designated. While the designation is being made, in a first state, a first linked movement control is performed to link the designated dynamic object to the movement of the player character without causing at least an automatic movement among the behaviors of the designated dynamic object. In a second state, a second linked movement control is performed to link the player character to an automatic movement based on the above-described behavior of the designated dynamic object. The first state and the second state are switched in response to a second instruction based on the operation input, and the designation is cancelled in response to a third instruction based on the operation input. This is a game program.

[0008] According to the above configuration example, various movements can be performed and new movement control can be provided by linking the dynamic object to the movement of the player character or, conversely, linking the player character to the automatic movement of the dynamic object. Also, since the dynamic object performs preset behaviors even after the designation is cancelled, highly flexible movement control can be realized.

[0009] As another configuration example, the first linked movement control may be control to move the designated dynamic object to a position where the relative positional relationship between the player character and the designated dynamic object is maintained, and the second linked movement control may be control to move the player character to a position where the relative positional relationship is maintained.

[0010] According to the above configuration example, by utilizing the movement while maintaining the relative positional relationship, the dynamic object and the player character can be moved to a desired destination.

[0011] As another configuration example, when the destination of movement based on the specified dynamic object in the first linked movement control or the relative positional relationship of the player character in the second linked movement control becomes an inaccessible position on the field, the computer may update the relative positional relationship without causing movement to the destination.

[0012] According to the above configuration example, it is possible to prevent the dynamic object or the player character from entering a place where they cannot enter. Conversely, it is possible to provide a game in which the positional relationship between the dynamic object and the player character is adjusted and they proceed.

[0013] As another configuration example, the computer further causes the player character to perform a predetermined action in response to a fourth instruction based on an operation input, and causes at least one type of dynamic object among a plurality of types of dynamic objects and a simulation object having at least a part of the appearance and the above behavior in common to appear on the field. On the field, the simulation object may be automatically controlled as a dynamic object.

[0014] According to the above configuration example, not only the dynamic objects pre-arranged on the field but also various dynamic objects can be made to appear on the field in various scenes, and the movement of the appeared dynamic objects can be linked.

[0015] As another configuration example, the computer causes the player character to perform an action of shooting an ejection object in response to a first instruction, and when the ejection object hits a dynamic object, causes a specification for the dynamic object. In response to a fifth instruction based on an operation input, the direction of the ejection object may be changed so as to face any dynamic object on the field.

[0016] According to the above configuration example, it becomes easier to hit the ejection object against the dynamic object.

[0017] As another configuration example, the field includes at least a top - view field which is the field in a scene where the virtual camera is set to the top - view, and a side - view field which is the field in a scene where the virtual camera is set to the side - view. The above - mentioned behavior preset for the dynamic object is the behavior in the top - view field and the side - view field, and the relative positional relationship may be the relative positional relationship in the top - view field and the side - view field.

[0018] According to the above configuration example, since the game can be advanced in the scene of the top - view field and the scene of the side - view field, various movement modes based on the relative positional relationship of the dynamic object and the player character can be provided.

Advantages of the Invention

[0019] According to the present embodiment, it is possible to provide a game program or the like that can advance the game with various movement controls.

Brief Description of the Drawings

[0020]

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Embodiments for Carrying Out the Invention

[0021] Hereinafter, one embodiment will be described.

[0022] [Hardware Configuration of the Information Processing System]

[0023] Hereinafter, an information processing system (game system) according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The main body device 2 is detachable from the left controller 3 and the right controller 4 respectively. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. Also, the game system 1 can also use the main body device 2, the left controller 3, and the right controller 4 separately (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.

[0024] FIG. 1 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with operation units for the user to input.

[0025] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are respectively removed from the main body device 2. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller".

[0026] FIG. 3 is an orthographic view showing an example of the main body device 2. As shown in FIG. 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front surface, that is, the surface on which the display 12 is provided) is approximately rectangular.

[0027] Incidentally, the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Further, the main body device 2 alone or the integrated device with the left controller 3 and the right controller 4 attached to the main body device 2 may be a portable device. Also, the main body device 2 or the integrated device may be a hand-held device. Further, the main body device 2 or the integrated device may be a transportable device.

[0028] As shown in FIG. 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display device (LCD). However, the display 12 may be any type of display device.

[0029] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, a resistive film type).

[0030] The main body device 2 includes a speaker (that is, the 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. Then, the output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0031] Also, the main body device 2 includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.

[0032] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a predetermined type of storage medium. The predetermined type of storage medium is, for example, a storage medium dedicated to the game system 1 and information processing devices of the same type (e.g., a dedicated memory card). The predetermined type of storage medium is used, for example, to store data used in the main body device 2 (e.g., save data of an application, etc.) and / or programs executed in the main body device 2 (e.g., programs of an application, etc.). Also, the main body device 2 includes a power button 28.

[0033] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display an image generated and output by the main body device 2 on a stationary monitor. Also, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Further, the cradle has a function of a hub device (specifically, a USB hub).

[0034] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape long in the vertical direction (the z-axis direction shown in FIG. 4) in FIG. 4. The left controller 3 can also be held in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be held with one hand, particularly the left hand, when held in a vertically long orientation. Also, the left controller 3 can be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0035] The left controller 3 includes a left analog stick (hereinafter referred to as the left stick) 32, which is an example of a direction input device. As shown in FIG. 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a direction input unit capable of inputting directions. The user can input a direction corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the left stick 32. Note that the left controller 3 may be provided with a cross key or a slide stick capable of slide input instead of the analog stick as the direction input unit. Further, in the present embodiment, it is possible to input by pressing the left stick 32.

[0036] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 includes a recording button 37 and a -(minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 includes a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side where it is attached when attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.

[0037] In addition, the left controller 3 includes a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.

[0038] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction (the z-axis direction shown in FIG. 5) in FIG. 5. The right controller 4 can also be held in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be held with one hand, particularly the right hand, when held in a vertically long orientation. Further, the right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0039] Similar to the left controller 3, the right controller 4 includes a right analog stick (hereinafter referred to as the right stick) 52 as a direction input unit. In the present embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. Further, instead of the analog stick, the right controller 4 may be provided with a cross key or a slide stick capable of slide input. Also, similar to the left controller 3, the right controller 4 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. Furthermore, the right controller 4 includes a + (plus) button 57 and a home button 58. Also, the right controller 4 includes a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 includes a second L button 65 and a second R button 66.

[0040] In addition, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.

[0041] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. The main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6 in addition to the configuration shown in FIG. 3. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.

[0042] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or it may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84 or an external storage medium mounted on the slot 23).

[0043] The main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as an example of an internal storage medium built therein. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0044] The main body 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 to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 in accordance with an instruction from the processor 81.

[0045] The processor 81 appropriately reads and writes data to and from the flash memory 84 and the DRAM 85, as well as each of the above storage media, and executes the above information processing.

[0046] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wireless communication) with an external device via a network. In the present embodiment, the network communication unit 82 is connected to a wireless LAN by a method conforming to, for example, the Wi-Fi standard, and performs Internet communication or the like with an external device (another main body device 2). Further, the network communication unit 82 can also perform short-range wireless communication (for example, infrared communication) with another main body device 2.

[0047] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates between the left controller 3 and between the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0048] The processor 81 is connected to the above-described left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, 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. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (for example, image data or audio data) to a stationary monitor or the like via the cradle.

[0049] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can 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 body device 2 using a set of the left controller 3 and the right controller 4, respectively. As an example, while the first user inputs to the main body device 2 using the first set of the left controller 3 and the right controller 4, it is possible for the second user to input to the main body device 2 using the second set of the left controller 3 and the right controller 4.

[0050] The main body device 2 includes a touch panel controller 86 which is a circuit for controlling 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 made based on a signal from the touch panel 13 and outputs it to the processor 81.

[0051] Further, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside on the display 12.

[0052] The main body device 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 speakers 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 / output of audio data with respect to the speakers 88 and the audio input / output terminal 25.

[0053] The main body device 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 connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.

[0054] Further, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 through the lower terminal 27, the supplied power is charged in the battery 98.

[0055] FIG. 7 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration regarding the main body device 2 are shown in FIG. 6, and thus are omitted in FIG. 7.

[0056] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 by both wired communication via the terminal 42 and wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Further, when the left controller 3 is removed from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0057] The left controller 3 also includes a memory 102 such as a flash memory. The communication control unit 101 is composed of, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.

[0058] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes a left stick 32. Each button 103 and the left stick 32 output information regarding the operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.

[0059] The left controller 3 is provided with an inertial sensor. Specifically, the left controller 3 is provided with an acceleration sensor 104. Further, the left controller 3 is provided with an angular velocity sensor 105. In the present embodiment, the acceleration sensor 104 detects the magnitude of the acceleration along a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the acceleration sensor 104 may detect the acceleration in one-axis direction or two-axis directions. In the present embodiment, the angular velocity sensor 105 detects the angular velocity around a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the angular velocity sensor 105 may detect the 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. Then, the detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

[0060] The communication control unit 101 acquires information regarding the input (specifically, information regarding the operation or the detection result by the sensor) from each input unit (specifically, each button 103, the left stick 32, and the sensors 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or the information obtained by performing a predetermined process on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once per predetermined time. Note that the intervals at which the information regarding the input is transmitted to the main body device 2 may be the same or different for each input unit.

[0061] By transmitting the above operation data to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine the operations on each button 103 and the left stick 32 based on the operation data. Further, the main body device 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0062] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power supply from the battery).

[0063] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 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 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with respect to the main body device 2.

[0064] The right controller 4 includes the same input parts as the input parts of the left controller 3. Specifically, it includes each button 113, the right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input parts have the same functions as the input parts of the left controller 3 and operate in the same manner.

[0065] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0066] [Regarding the game assumed in the present embodiment] Next, an overview of the game processing (an example of information processing) executed by the game system 1 according to the present embodiment will be described. The game assumed in the present embodiment is, for example, an action game in which a player object (which may be referred to as a "player character" or "PO") that moves in response to the operation of a player (user) moves in a virtual space (game space) in which various objects are arranged and achieves a predetermined purpose (the purpose of reaching a goal point). Note that this game is not limited to this and may be other types of games.

[0067] [Overview of the game processing of the present embodiment] FIG. 8 is a diagram for explaining the game screen of this game. In this game processing, the operations of a large number of objects arranged on the field in the virtual space are controlled, and the field is photographed (drawn) by a virtual camera and displayed on a screen (such as the display 12) to advance the game.

[0068] In addition, the game scenes of this game include a game scene in which a side view field scene exemplified in FIG. 8(1) is displayed and a game scene in which a top view field scene exemplified in FIG. 4(2) is displayed. The side view field is a field in a scene where the virtual camera is set to a horizontal side view, and the top view field is a field in a scene where the virtual camera is set to a top view looking down from above or obliquely above. In addition, a game scene in which a quarter view field in a scene where the virtual camera is set to a quarter view is displayed may be included.

[0069] As shown in FIGS. 8(1) and 8(2), PO200 holds a magic wand object (sometimes simply referred to as a "wand"). In this game, various objects such as enemy objects, moving platform objects, block objects, rock objects, tree objects, ground objects, and wall objects (sometimes simply referred to as "enemies", "moving platforms", "blocks", "rocks", "trees", "ground", "walls", etc.) appear. These objects include "dynamic objects". Dynamic objects are automatically controlled for movement based on pre-determined behaviors. For example, the moving platform 300 is a dynamic object. As shown in FIG. 4(1), it floats in the air at a certain height and moves straight forward at a certain speed. Note that the moving platform 300 may perform other movements. Also, for example, the enemy 305 (see FIG. 8(2)) is a dynamic object that moves on its own and attacks PO200. Also, for example, the block 306 and the rock (not shown) (see FIG. 8(2)) are dynamic objects that do not move on their own, but may be set to move when an external force is applied from the enemy 305, PO200, etc.

[0070] FIGS. 9 to 15 are examples of game images in the side view scene of this game and are diagrams for explaining the interaction between PO200 and dynamic objects. As shown in FIG. 9(1), in the direction in which PO200 is moving forward, the moving platform 300 is automatically moving straight forward. Also, there is a large hole in the direction in which PO200 is moving forward, and if PO200 moves forward as it is, it will fall into the hole. As an example, PO200 moves and changes direction in response to the operation of the left stick 32.

[0071] In this embodiment, as an example, among the dynamic objects located within a predetermined distance in front of the PO200, the dynamic object closest to the PO200 is automatically set as the dynamic object to be locked on. Then, when a predetermined button (for example, the ZL button 39) is pressed, the dynamic object set as the lock-on target is locked on. And when the dynamic object being locked on moves, the PO200 changes its orientation so as to face the direction of the moved dynamic object. In FIG. 9(1), the moving scaffold 300 is locked on. Note that the lock-on is released by pressing the predetermined button again.

[0072] Next, as shown in FIG. 9(2), when a predetermined button (for example, the X button 55) is pressed, the PO200 performs an action of swinging down the cane 201, and the ejection object 400 is ejected from the cane 201 toward the front of the PO200 regardless of whether a dynamic object is locked on or not. In FIG. 9(2), since the moving scaffold 300 is locked on, the ejection object 400 is ejected from the cane 201 toward the moving scaffold 300 being locked on. Next, as shown in FIG. 9(3), when the ejection object 400 hits the moving scaffold 300, the moving scaffold 300 is designated as a moving object interlocked with the PO200, and the interlock between the PO200 and the moving scaffold 300 starts. During the interlock, an interlock effect 450 is displayed between the PO200 and the moving scaffold 300. Also, as shown in FIG. 9(3), the PO200 automatically moves according to the movement of the moving scaffold 300, which is the interlock partner. In FIG. 9(3), the PO200 automatically moves according to the movement of the moving scaffold 300 and moves in the air without falling into the hole.

[0073] In Fig. 9(3), the moving scaffold 300 is the source of interlocking, and the PO200 automatically moves in accordance with the movement of the moving scaffold 300 which is the source of interlocking. As will be described later, according to the operation input, the source of interlocking can be switched between the PO200 and the dynamic object. Further, a subordinate effect 451 is displayed for an object that moves in accordance with the movement of the object that is the source of interlocking. For this reason, in Fig. 9(3), the subordinate effect 451 is displayed for the PO200.

[0074] Next, as shown in Fig. 10(1), when the PO200 automatically moves in accordance with the movement of the moving scaffold 300 which is the source of interlocking in the same way as in Fig. 9(3), when a predetermined button (for example, the first R button 60) is pressed, the source of interlocking is switched from the moving scaffold 300 to the PO200. Then, as shown in Fig. 10(2), in accordance with the movement of the PO200 which is the source of interlocking (movement according to the player's operation), the moving scaffold 300 moves (stopping the automatic movement). In Fig. 10(2), in accordance with the movement of the PO200 (movement returning in the backward direction) according to the player's operation, the moving scaffold 300 moves (stopping the automatic movement in the forward direction) and returns in the backward direction. Note that each time a predetermined button (for example, the first R button 60) is pressed, the source of interlocking is switched.

[0075] Then, as shown in Fig. 10(3), when a predetermined button (for example, the ZR button 61) is pressed during the interlocking between the PO200 and the dynamic object, the interlocking is released. In Fig. 10(3), the interlocking (designation) is released, the PO200 moves according to the player's operation, and the moving scaffold 300 automatically moves based on a predetermined behavior.

[0076] Also, as shown in Fig. 5(9) and Fig. 10(1)(2), the PO200 and the dynamic object during interlocking move so as to maintain the relative positional relationship, except for the cases described later with reference to Fig. 11 and the like.

[0077] Next, as shown in Fig. 11(1), when the PO200 automatically moves in accordance with the movement of the moving scaffold 300 of the linked source as in Fig. 10(1), the case where a wall 500 is arranged at the movement destination of the PO200 will be described. In this case, as shown in Fig. 11(2), since an object cannot enter the inside of the wall 500, the PO200 stops at the position where it contacts the wall 500, and the moving scaffold 300 continues to move forward. Then, as shown in Fig. 11(3), when the distance between the PO200 and the moving scaffold 300 reaches a predetermined distance, the moving scaffold 300 cannot move further away and stops. This predetermined distance is, for example, 6m in the virtual space (assuming the height of the PO200 is 1.5m). Also, the relative positional relationship between the PO200 and the moving scaffold 300 will be updated and changed (see Figs. 11(1) to (3)). And, for example, when the PO200 climbs onto the wall 500 according to the player's operation, again, the PO200 will automatically move in accordance with the movement of the moving scaffold 300 of the linked source (not shown). Note that the wall is an example of an object that defines an inaccessible place, and other objects may also be used. Also, an inaccessible area may be set without arranging an object.

[0078] Next, as shown in Fig. 12(1), when the moving scaffold 300 moves in accordance with the movement of the linked source PO200 as in Fig. 10(2), the case where a wall 501 is arranged at the movement destination of the moving scaffold 300 will be described. In this case, as shown in Fig. 12(2), since an object cannot enter the inside of the wall 501, the moving scaffold 300 stops at the position where it contacts the wall 501, and the PO200 continues to move forward according to the player's operation. Then, as shown in Fig. 12(3), when the distance between the PO200 and the moving scaffold 300 reaches a predetermined distance, the PO200 cannot move further away even if there is a player's operation. Also, the relative positional relationship between the PO200 and the moving scaffold 300 will be updated and changed (see Figs. 12(1) to (3)).

[0079] Next, as shown in Fig. 13(1), when the PO200 automatically moves in accordance with the movement of the moving scaffold 300 of the interlocking source as in Fig. 10(1), the case where the inclined wall 502 is arranged at the moving destination of the PO200 will be described. In this case, as shown in Fig. 13(2), since an object cannot enter the inside of the wall 502, the PO200 moves along the inclined surface of the wall 502 as if it is pulled by the moving scaffold 300. Then, after the PO200 moves to the upper surface of the wall 502, as shown in Fig. 13(3), it moves on the upper surface of the wall 502 in accordance with the movement of the moving scaffold 300. Also, the relative positional relationship between the PO200 and the moving scaffold 300 will be updated and changed (see Figs. 13(1) to (3)).

[0080] Next, as shown in Fig. 14(1), when the moving scaffold 300 moves in accordance with the movement of the PO200 of the interlocking source as in Fig. 10(2), the case where the inclined wall 503 is arranged at the moving destination of the moving scaffold 300 will be described. In this case, as shown in Fig. 14(2), since an object cannot enter the inside of the wall 503, the moving scaffold 300 moves along the inclined surface of the wall 503 while descending as if it is pulled by the PO200 that moves according to the player's operation. Then, after the moving scaffold 300 moves to the lower surface of the wall 503, as shown in Fig. 14(3), it moves on the lower surface of the wall 502 in accordance with the movement of the PO200. Also, the relative positional relationship between the PO200 and the moving scaffold 300 will be updated and changed (see Figs. 14(1) to (3)).

[0081] Next, as shown in FIG. 15(1), when a predetermined button (for example, the Y button 56) is pressed, PO200 performs an action of turning the tip of the cane 201, and a "simulated object" appears in the field. In FIG. 15(1), a simulated object (sometimes referred to as a "simulated enemy") 310 of the enemy 305 (see FIG. 8(2)) appears in the field. The simulated object is a dynamic object that is made to appear in the field by PO200, and has at least a part of its appearance and behavior (predetermined behavior) in common with the existing dynamic objects arranged in the field (dynamic objects that are arranged in the field without being made to appear in the field by PO200). For the simulated object, an object in the shape of a triangular plate is added to the upper part, for example, so that it can be identified as a simulated object (see FIG. 15). The simulated enemy 310 moves by itself in the same way as the enemy 305, but unlike the enemy 305, it does not attack PO200 and attacks the enemies of PO200. Note that PO200 can also make a simulated object of the block 306, a simulated object of a rock, etc. appear in the field. The simulated object of the block 306 and the simulated object of the rock are the same as the block 306 and the rock, respectively, except that an object in the shape of a triangular plate is added to the upper part, for example, so that they can be identified as simulated objects.

[0082] Next, as shown in FIG. 15(2), when a predetermined button (for example, the X button 55) is pressed, PO200 performs an action of swinging down the cane 201, and an ejection object 400 is ejected from the cane 201 toward the simulated enemy 310. Next, as shown in FIG. 15(3), the ejection object 400 hits the simulated enemy 310, and the simulated enemy 310 is designated as a moving object linked to PO200, and the linkage between PO200 and the simulated enemy 310 starts. In FIG. 15(3), the simulated enemy 310 is moving in accordance with the movement of the linked PO200.

[0083] Note that PO200 can be interlocked with all dynamic objects including enemies. Even when PO200 is interlocked with an enemy, PO200 can attack the enemy and the enemy can attack PO200. Also, when PO200 is interlocked with a block or a rock (a dynamic object that does not move by itself), the block or the rock can be moved according to the movement of PO200 in response to the player's operation.

[0084] Above, an example of the interlocking between PO200 and the moving scaffold 300 has been described with reference to FIGS. 9 to 14. However, the same control is performed even when PO200 is interlocked with the enemy 305 or the dummy enemy 310. That is, control such as the movement of the interlocked object according to the movement of the source object of the interlocking is performed.

[0085] Also, above, the explanation has been made using the side view field scene (see FIGS. 9 to 15), but the same control is performed in the top view field scene. Hereinafter, some examples of the top view field scene will be briefly described with reference to the drawings. FIGS. 16 to 18 are diagrams for explaining the case of the top view field scene. In the following, for the sake of convenience of explanation, there may be cases where the explanation is made using the top view diagrams corresponding to the examples of the field similar to the examples of the side view field scene described above.

[0086] FIG. 16(1) is a top view diagram corresponding to an example of a field similar to the example of the side view field scene in FIG. 10(1), and FIG. 16(2) is a top view diagram corresponding to an example of a field similar to the example of the side view field scene in FIG. 10(2). As shown in FIG. 16(1), in the top view field, PO200 automatically moves according to the movement of the moving scaffold 300 as the source of the interlocking. Also, as shown in FIG. 16(2), in the top view field, the moving scaffold 300 moves according to the movement of PO200 as the source of the interlocking in response to the player's operation.

[0087] FIG. 17(1) is a top - view field diagram corresponding to an example of a field similar to the side - view field scene of FIG. 11(3), and FIG. 17(2) is a top - view field diagram corresponding to an example of a field similar to the side - view field scene of FIG. 13(2). In the top - view field, the PO200 that automatically moves forward in response to the movement of the moving scaffold 300 of the linked source stops at the position where it contacts the wall 500 (not shown; see FIG. 11(2)). Then, as shown in FIG. 17(1), when the distance between the PO200 and the moving scaffold 300 reaches a predetermined distance, the moving scaffold 300 can no longer move in the separating direction and stops. Also, as shown in FIG. 17(2), in the top - view field, in response to the movement of the moving scaffold 300 of the linked source, the PO200 moves along the ascending slope of the wall 502 as if being pulled by the moving scaffold 300.

[0088] FIG. 18(1) is a top - view field diagram corresponding to an example of a field similar to the side - view field scene of FIG. 15(3). As shown in FIG. 18(1), in the top - view field, the simulated enemy 310 is moving in response to the movement of the linked source PO200 according to the player's operation. FIG. 18(2) shows a case in the top - view field where the PO200 and the enemy 305 are linked, and the enemy 305 is moving in response to the movement of the linked source PO200 according to the player's operation. Since an object cannot enter the inside of the wall 503, as shown in FIG. 18(2), the enemy 305 moves along the diagonal wall surface of the wall 503 as if being pulled in response to the movement of the linked source PO200.

[0089] Above, some examples of the control of the top - view field scene have been specifically described with reference to FIGS. 16 - 18. However, in the top - view field scene as well, similar to the side - view field scene, control is performed regarding the PO200, dynamic objects, etc.

[0090] [Details of the Information Processing of this Embodiment] Next, with reference to FIGS. 19 - 21, the information processing of this embodiment will be described in detail.

[0091] [Regarding the usage data] Various data used in this game process will be described. FIG. 19 shows an example of the data stored in the DRAM 85 of the game system 1. As shown in FIG. 19, at least a program storage area 301 and a data storage area 302 are provided in the DRAM 85. The game program 401 is stored in the program storage area 301. In the data storage area 302, game control data 402, image data 408, virtual camera control data 409, operation data 410, etc. are stored. The game control data 402 includes object data 403.

[0092] The game program 401 is a game program for executing this game process.

[0093] The object data 403 is data of objects arranged in the virtual space, and is data of objects such as player characters, enemy characters, blocks, items, ground, rocks, stones, trees, buildings, etc. Further, the object data 403 includes data such as the coordinates, orientation, posture, and state of the objects.

[0094] The image data 408 is image data such as backgrounds and virtual effects.

[0095] The virtual camera control data 409 is data for controlling the movement of the virtual camera arranged in the virtual space. Specifically, it is data for specifying the position, posture, field of view angle, imaging direction, etc. of the virtual camera.

[0096] The operation data 410 is data indicating the content of the operations performed on the left controller 3 and the right controller 4.

[0097] In addition, various data used in the game process are stored in the DRAM 85 as needed.

[0098] [Regarding the details of the game process] Next, with reference to the flowchart, the details of the game processing according to this embodiment will be described. FIGS. 20 and 21 are examples of flowcharts showing the details of the game processing according to this embodiment. Hereinafter, mainly the processing characteristic of this embodiment will be described, and the description of other processing such as drawing processing will be omitted.

[0099] When this game is started, the game processing in FIGS. 20 and 21 is started. When a predetermined game end condition is satisfied and this game ends, this game processing ends.

[0100] First, in step S101 of FIG. 20, the processor 81 determines whether there is an operation to move or change the direction of the PO200 based on the operation data 410. If this determination is YES, the process proceeds to step S102, and if this determination is NO, the process proceeds to step S103.

[0101] In step S102, the processor 81 moves or changes the direction of the PO200 based on the operation determined in step S101. Then, the process proceeds to step S103. Note that the processor 81 controls the dynamic objects in the virtual space with preset behaviors.

[0102] In step S103, the processor 81 determines whether there is an operation to lock on to a dynamic object as described with reference to FIG. 9(1) based on the operation data 410. If this determination is YES, the process proceeds to step S104, and if this determination is NO, the process proceeds to step S105.

[0103] In step S104, the processor 81 locks on to the dynamic object to be locked on as determined in step S103. Then, the process proceeds to step S105.

[0104] In step S105, the processor 81 determines whether or not there is an injection operation of the injection object 400 based on the operation data 410 as described with reference to FIG. 9(2). If this determination is YES, the process proceeds to step S106, and if this determination is NO, the process proceeds to step S107.

[0105] In step S106, the processor 81 injects the injection object (see FIG. 9(2)). Thereafter, the process proceeds to step S107.

[0106] In step S107, the processor 81 determines whether or not the injection object 400 has hit a dynamic object based on the object data 403. If this determination is YES, the process proceeds to step S108, and if this determination is NO, the process proceeds to step S109 in FIG. 21.

[0107] In step S108, the processor 81 starts the interlocking between the PO200 and the dynamic object (see FIG. 9(3)). Thereafter, the process proceeds to step S109 in FIG. 21.

[0108] In step S109 in FIG. 21, the processor 81 determines whether or not the PO200 is interlocked with any dynamic object based on the object data 403. If this determination is YES, the process proceeds to step S110, and if this determination is NO, the process proceeds to step S115.

[0109] In step S110, the processor 81 determines whether or not there is an operation to switch the object of the interlock source based on the operation data 410 as described with reference to FIGS. 10(1) and (2). If this determination is YES, the process proceeds to step S111, and if this determination is NO, the process proceeds to step S112.

[0110] In step S111, the processor 81 switches the object of the interlock source (see FIGS. 10(1) and (2)). Thereafter, the process proceeds to step S112.

[0111] In step S112, as described with reference to FIGS. 9 to 18, the processor 81 controls the object of the linked partner in accordance with the movement of the object of the linked source. Then, the process proceeds to step S113.

[0112] In step S113, the processor 81 determines whether there is an operation to cancel the linkage of the object based on the operation data 410, as described with reference to FIG. 10(3). If this determination is YES, the process proceeds to step S114, and if this determination is NO, the process proceeds to step S115.

[0113] In step S114, the processor 81 cancels the linkage of the object (see FIG. 10(3)). Then, the process proceeds to step S115.

[0114] In step S115, the processor 81 determines whether there is an operation to present a simulated object based on the operation data 410, as described with reference to FIG. 15(1). If this determination is YES, the process proceeds to step S116, and if this determination is NO, the process returns to step S101 in FIG. 20.

[0115] In step S116, the processor 81 causes the PO200 to perform an action to present a simulated object, and presents the simulated object (see FIG. 15(1)). Then, the process returns to step S101 in FIG. 20.

[0116] In the above processing, when PO200 is under movement control in conjunction with the movement of the dynamic object (see FIG. 11(1) etc.), the movement of PO200 in response to the operation input (step S102) is possible within the range of the predetermined distance (the maximum distance at which the dynamic object and PO200 can be separated) described in the explanation using FIG. 11(3). Also, during the interlocking of the dynamic object and PO200, the control for locking onto the dynamic object (step S104), the control for ejecting the ejection object (step S106), and the control for executing the action of bringing out the simulated object to bring out the simulated object (step S116) are not executed.

[0117] As described above, according to the present embodiment, PO200 and the dynamic object can be interlocked so that one object moves in response to the movement of the other object (see FIGS. 9 and 10 etc.). By this, PO200 and the dynamic object can be moved in various movement modes. Also, according to the present embodiment, the source of interlocking regarding the interlocking between PO200 and the dynamic object can be switched (see FIG. 10). By this, PO200 and the dynamic object can be moved in even more various movement modes.

[0118] [Modification Example] In the above-described embodiment, the case where a series of processes related to game processing are executed by a single game device has been described. In other embodiments, the above series of processes may be executed in an information processing system including a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, some of the above series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes of the above series of processes may be executed by the server-side device, and some processes may be executed by the terminal-side device. Also, in the above information processing system, the server-side system may be configured by a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, it may be configured as so-called cloud gaming. For example, the game device may be configured to send operation data indicating a user's operation to a predetermined server, various game processes are executed on the server, and the execution results are streamed to the game device as video and audio.

[0119] As described above, the present embodiment and the modified examples have been explained, but these explanations are merely illustrative in all respects and are not intended to limit the scope. Needless to say, various improvements and modifications can be made to the present embodiment and the modified examples.

Explanation of Reference Numerals

[0120] 1 Game system 3, 4 Controller 12 Display 81 Processor 85 DRAM 200 Player character 300, 305, 306, 310 Dynamic object 310 Simulated object

Claims

1. In a computer of an information processing apparatus, based on an operation input, control the movement of a player character in a virtual space, automatically control at least one dynamic object arranged on a field in the virtual space based on a preset behavior respectively, designate any one of the dynamic objects based on a first instruction based on an operation input, and while the designation is being made, in a first state, perform a first linked movement control to link the designated dynamic object to the movement of the player character without causing at least an automatic movement among the behaviors of the dynamic object, in a second state, perform a second linked movement control to link the player character to an automatic movement based on the behavior of the designated dynamic object, switch between the first state and the second state according to a second instruction based on an operation input, A game program that cancels the designation according to a third instruction based on an operation input.

2. The first linked movement control is control to move the designated dynamic object to a position where the relative positional relationship between the player character and the designated dynamic object is maintained, The second linked movement control is control to move the player character to a position where the relative positional relationship is maintained. The game program according to claim 1.

3. Further in the computer, When a movement destination based on the relative positional relationship of the designated dynamic object in the first linked movement control or the player character in the second linked movement control becomes an inaccessible position on the field, update the relative positional relationship without moving to the movement destination. The game program according to claim 2.

4. Further in the computer, According to a fourth instruction based on an operation input, cause the player character to perform a predetermined action, and cause at least one type of the plurality of types of dynamic objects among the dynamic objects to appear on the field a simulated object having at least a part of the appearance and the behavior in common, On the field, automatically control the simulated object as the dynamic object. The game program according to claim 1.

5. In the computer, In response to the first instruction, an action is performed to cause the player character to shoot an injection object, and when the injection object hits the dynamic object, the designation for the dynamic object is made. The game program according to claim 1, wherein in response to a fifth instruction based on an operation input, the orientation of the player character is changed so that the injection direction of the injection object faces any one of the dynamic objects on the field.

6. The field includes at least a top view field which is a field in a scene where a virtual camera is set to a top view, and a side view field which is a field in a scene where the virtual camera is set to a side view. The behavior preset for the dynamic object is the behavior in the top view field and the side view field. The game program according to claim 2 or 3, wherein the relative positional relationship is the relative positional relationship in the top view field and the side view field.

7. A game system including a processor, wherein the processor controls the movement of a player character in a virtual space based on an operation input, automatically controls at least one dynamic object arranged on a field in the virtual space based on a preset behavior for each, designates any one of the dynamic objects based on a first instruction based on an operation input, and while the designation is being made, in a first state, performs a first linked movement control that links the designated dynamic object to the movement of the player character without causing at least an automatic movement among the behaviors of the dynamic object, in a second state, performs a second linked movement control that links the player character to an automatic movement based on the behavior of the designated dynamic object, switches between the first state and the second state in response to a second instruction based on an operation input, and releases the designation in response to a third instruction based on an operation input.

8. The first linked movement control is a control that moves the designated dynamic object to a position where the relative positional relationship between the player character and the designated dynamic object is maintained. The game system according to claim 7, wherein the second interlocking movement control is control for moving the player character to a position where the relative positional relationship is maintained.

9. The processor further When the movement destination based on the relative positional relationship of the designated dynamic object in the first interlocking movement control or the player character in the second interlocking movement control becomes an inaccessible position on the field, the relative positional relationship is updated without moving to the movement destination. The game system according to claim 8.

10. The processor further In response to a fourth instruction based on an operation input, causing the player character to perform a predetermined action, and causing a simulated object having at least a part of the appearance and behavior in common with at least one type of the plurality of types of dynamic objects to appear on the field. The game system according to claim 7, wherein, on the field, the simulated object is automatically controlled as the dynamic object.

11. The processor In response to the first instruction, causing the player character to perform an action of ejecting an ejection object, and when the ejection object hits the dynamic object, performing the designation for the dynamic object. The game system according to claim 7, wherein, in response to a fifth instruction based on an operation input, the direction of the ejection object is changed so as to face any of the dynamic objects on the field.

12. The field includes at least a top view field which is a field in a scene where a virtual camera is set to a top view, and a side view field which is a field in a scene where the virtual camera is set to a side view. The behavior preset for the dynamic object is the behavior in the top view field and the side view field. The relative positional relationship is the relative positional relationship in the top view field and the side view field. The game system according to claim 8 or 9.

13. A game device including a processor, The processor Based on an operation input, controls the movement of a player character in a virtual space. Automatically control at least one dynamic object arranged on the field in the virtual space respectively based on preset behaviors, Specify any one of the dynamic objects based on a first instruction based on an operation input, and while the specification is being performed, In the first state, perform first linked movement control to link the movement of the specified dynamic object to the movement of the player character without causing at least automatic movement among the behaviors of the specified dynamic object, In the second state, perform second linked movement control to link the movement of the player character to the automatic movement based on the behavior of the specified dynamic object, Switch between the first state and the second state in response to a second instruction based on an operation input, A game device that cancels the specification in response to a third instruction based on an operation input.

14. The first linked movement control is control to move the specified dynamic object to a position where the relative positional relationship between the player character and the specified dynamic object is maintained, The second linked movement control is control to move the player character to a position where the relative positional relationship is maintained. The game device according to claim 13.

15. The processor further When the movement destination based on the relative positional relationship of the specified dynamic object in the first linked movement control or the player character in the second linked movement control becomes an inaccessible position on the field, update the relative positional relationship without moving to the movement destination. The game device according to claim 14.

16. The processor further In response to a fourth instruction based on an operation input, cause the player character to perform a predetermined action and cause simulation objects, at least some of the appearance and behaviors of which are common to at least some of the plurality of types of dynamic objects, to appear on the field, On the field, automatically control the simulation object as the dynamic object. The game device according to claim 13.

17. The processor In response to the first instruction, an action is performed to cause the player character to eject an ejection object, and when the ejection object hits the dynamic object, the designation for the dynamic object is made. The game device according to claim 13, wherein in response to a fifth instruction based on an operation input, the orientation of the player character is changed so that the ejection direction of the ejection object faces any of the dynamic objects on the field.

18. The field includes at least a top view field which is a field in a scene where the virtual camera is set to a top view, and a side view field which is a field in a scene where the virtual camera is set to a side view. The behavior preset for the dynamic object is the behavior in the top view field and the side view field. The game device according to claim 14 or 15, wherein the relative positional relationship is the relative positional relationship in the top view field and the side view field.

19. A game processing method for causing a computer of an information processing device to execute, wherein the computer is caused to, control the movement of a player character in a virtual space based on an operation input, automatically control at least one dynamic object arranged on a field in the virtual space based on a preset behavior for each, designate any of the dynamic objects based on a first instruction based on an operation input, and while the designation is being made, in a first state, perform a first linked movement control to link the designated dynamic object to the movement of the player character without causing at least an automatic movement among the behaviors for the dynamic object, in a second state, perform a second linked movement control to link the player character to an automatic movement based on the behavior of the designated dynamic object, switch between the first state and the second state in response to a second instruction based on an operation input, and cancel the designation in response to a third instruction based on an operation input.

20. The first linked movement control is control for moving the designated dynamic object to a position where the relative positional relationship between the player character and the designated dynamic object is maintained. The game processing method according to claim 19, wherein the second interlocking movement control is control for moving the player character to a position where the relative positional relationship is maintained.

21. Further, in the computer, when the movement destination based on the specified dynamic object in the first interlocking movement control or the relative positional relationship of the player character in the second interlocking movement control becomes an inaccessible position on the field, the relative positional relationship is updated without moving to the movement destination. The game processing method according to claim 20.

22. Further, in the computer, in response to a fourth instruction based on an operation input, causing the player character to perform a predetermined action, and causing a simulated object having at least a part of the appearance and behavior in common with at least one type of the plurality of types of dynamic objects to appear on the field. The game processing method according to claim 19, wherein the simulated object is automatically controlled as the dynamic object on the field.

23. In the computer, in response to the first instruction, causing the player character to perform an action of ejecting an ejection object, and when the ejection object hits the dynamic object, causing the designation of the dynamic object to be made. The game processing method according to claim 19, wherein in response to a fifth instruction based on an operation input, the direction of the player character is changed so that the ejection direction of the ejection object faces any one of the dynamic objects on the field.

24. The field includes at least a top view field that is a field in a scene where a virtual camera is set to a top view, and a side view field that is a field in a scene where the virtual camera is set to a side view. The behavior preset for the dynamic object is the behavior in the top view field and the side view field. The game processing method according to claim 20 or 21, wherein the relative positional relationship is the relative positional relationship in the top view field and the side view field.

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