Game program, game system, game device, and game processing method
The game program manages audio output across multiple player screens by switching targets based on game progress, addressing complexity and maintaining immersion in multiplayer games.
Patent Information
- Application Number
- JP2024010394
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-26
- Publication Date
- 2025-08-07
- Estimated Expiration
- 2044-01-26
AI Technical Summary
In games with multiple players, background music and sound effects can become overly complex and distracting when each player's screen is divided into sections, leading to a diminished gaming experience.
A game program that controls multiple games simultaneously, selectively outputs audio based on game progress, and switches audio targets between games to maintain clarity and immersion.
Ensures appropriate sound output without complexity, enhances player experience by maintaining immersion through targeted audio changes and cheers, and supports simultaneous gameplay across multiple screens.
Smart Images

Figure 2025115759000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to information processing for games and the like. [Background technology]
[0002] Conventionally, there have been games in which the game screen is divided into sections and audio is output at a volume that corresponds to the area of each section (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-188303 Summary of the Invention [Problem to be solved by the invention]
[0004] If each player plays an independent game, there is a possibility that background music will be output for each divided area, and if a large number of people are playing, the audio may become too complicated.
[0005] Therefore, an object of the present invention is to provide a game program or the like that can output sound appropriately when playing a game with multiple players' screens displayed simultaneously. [Means for solving the problem]
[0006] To achieve the above object, the following configuration examples can be given.
[0007] One configuration example is a game program that causes a computer of an information processing device to simultaneously control multiple games based on respective operation inputs based on operations by multiple players, displays game images including individual images of each of the multiple games in multiple areas, causes a game corresponding to any of the areas to be the target for audio output, outputs game audio of the game that is the target for audio output from among game audio generated based on game processing of the multiple games, and, when the game progress of the game that is the target for audio output satisfies a first condition, changes the target for audio output to a game that corresponds to another area that does not satisfy the first condition.
[0008] According to the above configuration example, even when a game image including individual images of a large number of players is displayed and a game is played simultaneously, game sounds can be output appropriately without becoming too complicated.
[0009] In another configuration example, the multiple games may be the same game.
[0010] According to the above configuration example, the target for audio output is changed between games within the same game, so players of games that are not the target for audio output can enjoy the game without feeling uncomfortable, and the target for audio output can be changed relatively naturally.
[0011] In another configuration example, multiple games may start simultaneously from a common scene.
[0012] According to the above configuration example, all players start from the same scene in the same game, and therefore the background music, etc., is approximately the same in all games, so that players of games that are not subject to audio output can also enjoy the game without feeling uncomfortable.
[0013] As another example configuration, the computer may further stop or end a game among the multiple games that satisfies a first condition, and determine the winner against the multiple players based on the speed at which the first condition was satisfied.
[0014] According to the above configuration example, in a time race game, game sounds can be output with a focus on games that have not been completed.
[0015] As another configuration example, the computer may further be configured to output a predetermined sound effect for each of a plurality of games when the first condition is satisfied, regardless of the sound output target.
[0016] According to the above configuration example, even for games that are not the target of audio output, a predetermined sound effect is output when the first condition is met, thereby preventing the player's sense of immersion in the game that is not the target of audio output from being impaired.
[0017] As another configuration example, the computer may further be configured to output a predetermined sound effect when a second condition is satisfied for each of a plurality of games, regardless of the game for which sound is to be output.
[0018] According to the above configuration example, even for games that are not the target of audio output, a predetermined sound effect is output when the second condition is satisfied, thereby preventing the player's sense of immersion in the game that is not the target of audio output from being impaired.
[0019] As another configuration example, the computer may further be caused to output a predetermined sound effect when a third condition relating to all of the plurality of games is satisfied.
[0020] According to the above configuration example, even for games that are not the target of audio output, a predetermined sound effect is output when the third condition is met, thereby preventing the player's sense of immersion in the game that is not the target of audio output from being impaired.
[0021] As another configuration example, the multiple games may be games that are executed by multiple emulators, respectively.
[0022] According to the above configuration example, when games are executed by a plurality of emulators and game sounds for each game are generated, the game sounds can be output appropriately without becoming too complicated.
[0023] As another example configuration, the computer may be configured to monitor a specific address in memory while a game is being executed using an emulator, and determine that the first condition has been met if the data at that address meets a predetermined condition.
[0024] According to the above configuration example, various conditions can be set as the first condition, regardless of the specifications of the existing game executed by the emulator. [Effects of the Invention]
[0025] According to this embodiment, it is possible to provide a game program or the like that can output sound appropriately when playing a game with multiple players simultaneously displaying their screens. [Brief explanation of the drawings]
[0026] [Figure 1] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are attached to the main unit 2. [Figure 2] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] A diagram illustrating an example of playing the game on a television monitor. [Figure 5] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 6] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 7] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 8] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 9] FIG. 1 is a diagram illustrating audio output. [Figure 10] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 11] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 12] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 13] FIG. 10 shows an example of various data stored in the DRAM 85. [Figure 14] Example of a flowchart of game processing DETAILED DESCRIPTION OF THE INVENTION
[0027] An embodiment will be described below.
[0028] [Hardware configuration of information processing system]
[0029] An information processing system (game system, game device) according to an example of this embodiment will be described below. An example of a game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a device in which the main unit 2, the left controller 3, and the right controller 4 are separate entities. The hardware configuration of the game system 1 according to this embodiment will be described below, followed by a description of the control of the game system 1 according to this embodiment.
[0030] FIG. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and the right controller 4 are devices that have operation units that allow the user to perform inputs.
[0031] The main unit 2 also includes a speaker, from which sound effects and other sounds are output.
[0032] The main unit 2 also has a left-side terminal for wired communication between the main unit 2 and the left controller 3, and a right-side terminal for wired communication between the main unit 2 and the right controller 4.
[0033] The main unit 2 also includes a slot. The slot is provided 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 therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.).
[0034] The left controller 3 and the right controller 4 each include various operation buttons, etc. The various operation buttons, etc. are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.
[0035] In addition, the left controller 3 and the right controller 4 each have a terminal for wired communication with the main unit 2.
[0036] 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).
[0037] The main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0038] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.
[0039] The processor 81 reads and writes data from and to the flash memory 84, DRAM 85, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.
[0040] 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 with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN using a method conforming to the Wi-Fi standard, for example, and performs Internet communication with an external device (another main body device 2). The network communication unit 82 can also perform short-range wireless communication (for example, infrared communication) with another main body device 2.
[0041] The main unit 2 is equipped with 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 right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0042] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27. When performing wired communication with the left controller 3, the processor 81 transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When performing wired communication with the right controller 4, the processor 81 transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When performing wired communication with the right controller 4, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4. When an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0043] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on a signal from the touch panel 13, the touch panel controller 86 generates data indicating, for example, the position where a touch input was made, and outputs the data to the processor 81.
[0044] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.
[0045] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the 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 and output of audio data to and from the speakers 88 and the audio input / output terminal 25.
[0046] The main 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 also connected to each part of the main device 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 controls the power supply from the battery 98 to each of the above parts based on instructions from the processor 81.
[0047] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main device 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0048] 3 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in FIG. 3 because they are shown in FIG. 2.
[0049] The left controller 3 is equipped with a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 3 , the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both via wired communication via the terminal 42 and via wireless communication without using the terminal 42. The communication control unit 101 controls the communication method used by the left controller 3 with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0050] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0051] The left controller 3 includes buttons 103 (buttons A, B, C, D, E, etc.). The left controller 3 also includes a left stick 32. Each button 103 and left stick 32 repeatedly outputs information relating to an operation performed on that button 103 and left stick 32 to the communication control unit 101 at an appropriate timing.
[0052] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104 and an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in FIG. 1). The acceleration sensor 104 may detect acceleration along one or two axes. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in FIG. 1). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.
[0053] The communication control unit 101 acquires information about the input (specifically, information about the operation or the detection results by the sensors) from each input unit (specifically, each button 103, left stick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information about the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0054] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and left stick 32 based on the operation data. Furthermore, the main unit 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).
[0055] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each unit of the left controller 3 (specifically, each unit that receives power from the battery). The left controller 3 also has a codec unit 106 and a vibrator 107.
[0056] As shown in FIG. 3, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication that the right controller 4 uses with the main unit 2.
[0057] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 (buttons F, G, H, I, J, etc.), a right stick 52, and inertial sensors (acceleration sensor 114 and angular velocity sensor 115). Each of these input units has the same function as the input units of the left controller 3, and operates in the same way.
[0058] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3 and operates in the same manner. The right controller 4 also has a codec unit 116, a vibrator 117, an NFC communication unit 122, an infrared imaging unit 123, and an infrared light emitting unit 124.
[0059] The main unit 2 can also communicate with controllers other than the left controller 3 and right controller 4 (another left controller 3, another right controller 4), and the processor 81 can perform game processing and the like based on operation data received from multiple controllers. In other words, multiple controllers can be connected to the main unit 2, allowing multiple players to play games and the like using the main unit 2. In this embodiment, as an example, up to eight players can play games and the like.
[0060] [Games assumed in this embodiment] Next, an outline of game processing (an example of information processing) executed by the game system 1 according to this embodiment will be described. The game assumed in this embodiment is a game in which a plurality of identical existing games (sometimes referred to as "individual games") are simultaneously executed by a plurality of emulator programs (sometimes simply referred to as "emulators"), and a plurality of players (users) play the plurality of existing games simultaneously on the same screen.
[0061] 4 is a diagram illustrating an example of a scene in which the game is played. In this embodiment, as an example, six left controllers 3 operated by six players (not shown) are wirelessly connected to the main unit 2, and game images are displayed on a television monitor 700 connected to the main unit 2 by wire, with the six players simultaneously playing the game. Note that a right controller 4 may be used instead of the left controller 3. Also, as an example, the game can be played simultaneously by up to eight players.
[0062] For example, the emulator operates in the same manner as an existing game program that executes an existing game, and executes the existing game by reproducing in DRAM 85 the data state in the memory of the existing game device when executed by the existing game program. In this way, the emulator generates the same images and sounds as the existing game.
[0063] The game program (sometimes referred to as the "overall game program") that executes this game processing performs processes such as controlling the multiple emulators described above. In this game processing, in each virtual space (game space) provided for each individual game, a large number of objects are placed on the field, their movements are controlled, and the field is photographed (drawn) with a virtual camera. The photographed images of each field are then displayed as individual images on the game screen (television monitor 700, display 12, etc.) of this game, and the game progresses. This game is a time-race game in which, for example, a player object (sometimes referred to as a "player character" or "PO") that moves in response to player operations competes for the time it takes to achieve a predetermined objective set in the game for each of multiple existing games. Note that the existing games are not limited to this, and may be other types of games.
[0064] [Outline of game processing in this embodiment] 5 is a diagram illustrating the start screen of the present game. The start point of the present game is not limited to the start point of the existing game, and may be a predetermined point during the progress of the existing game, or may be the same point in multiple existing games being executed simultaneously. In other words, the start scene of the present game is a common scene in multiple existing games being executed simultaneously. In this embodiment, as an example, the start point is a predetermined point during the progress of the existing game, and is the same point in multiple existing games.
[0065] Furthermore, the goal of this game is not limited to the goal of the existing game, but is a predetermined scene (a predetermined scene in which a predetermined objective is achieved) that may occur during the progress of the existing game. In this embodiment, as an example, the goal is for the PO to acquire a predetermined item in the existing game. Note that the goal may also be, for example, defeating a predetermined enemy, reaching a predetermined location, or clearing a predetermined stage.
[0066] By executing the master game program, the processor 81 monitors the data state (specifically, the state of a specific address) in the DRAM 85 reproduced by the emulator, and determines that the goal has been reached by determining that the data state has become the state that would occur if the goal were reached. In this embodiment, the processor 81 determines that the goal has been reached by determining, for example, that the data state has become one in which a flag indicating that the PO has acquired a predetermined item has been set. Note that, as an example, the goal has the same meaning as clearing an individual game.
[0067] As shown in FIG. 5, the start screen displays split start images of multiple identical existing games. In FIG. 5, as an example, split start images of six games played by six players are displayed. The first area displays an image of a first individual game displaying a PO 201 operated by a first player, the second area displays an image of a second individual game displaying a PO 202 operated by a second player, the third area displays an image of a third individual game displaying a PO 203 operated by a third player, the fourth area displays an image of a fourth individual game displaying a PO 204 operated by a fourth player, the fifth area displays an image of a fifth individual game displaying a PO 205 operated by a fifth player, and the sixth area displays an image of a sixth individual game displaying a PO 206 operated by a sixth player. The first to sixth areas may each be referred to as an "individual area."
[0068] As shown in FIG. 5, when the time race of this game begins, the word "START" is simultaneously displayed in each of the first to sixth areas, and simultaneously, each player becomes able to control their PO, and the time race to acquire predetermined items begins all at once. In this game processing, images and sounds of each individual game are generated by an emulator that executes each individual game. The sounds of each individual game (sometimes referred to as "individual game sounds") generated by the emulator include, for example, background music (BGM) and sound effects (SE) of the individual game. SE includes, for example, the sound when a PO jumps, the sound when a PO transforms, the sound when a PO is powered up, the sound when a PO receives damage, the sound when a PO attacks an enemy and damages the enemy, etc.
[0069] The individual game sounds generated by the emulator are output for individual games that are set as audio output targets, but are not output for individual games that are not set as audio output targets. As shown in FIG. 5, a thick frame 550 is displayed in the individual area of an individual game that is set as an audio output target, indicating that it has been set as an audio output target. As shown in FIG. 5, at the start of the game, the individual area that is the audio output target is set to the first area. Note that the individual area that is the audio output target may be indicated by a method other than a thick frame.
[0070] In this game processing, when an individual game that is the sound output target is cleared, the setting of the sound output target is shifted to another individual game that has not been cleared, based on a predetermined order (sometimes referred to as a "shift order"). In this embodiment, the shift order is the first individual game, the second individual game, the third individual game, the fourth individual game, the fifth individual game, and the sixth individual game. For example, if the second individual game has been cleared but the third individual game is not cleared, when the first individual game that is the sound output target is cleared, the sound output target is shifted to the third individual game. This will be specifically explained below using the drawings.
[0071] Next, as shown in FIG. 6, when PO201 acquires a predetermined item (sometimes simply referred to as "item") 500 in the first individual game (first area) that is the sound output target and clears the game, the second individual game (second area) is not cleared, so the setting for the sound output target is changed to the second individual game (second area). As a result, the state in which the individual game sounds of the first individual game are output is switched to the state in which the individual game sounds of the second individual game are output. Also, as shown in FIG. 6, the cleared individual game is stopped or ended, and the display continues in the stopped or ended state. Also, as shown in FIG. 6, the word "Clear" is displayed in the first area, and a display indicating the time from start to clear (1 minute 2 seconds 35) is displayed. As shown in FIG. 6, an enemy 501 appears in each individual game.
[0072] 7, when PO203 acquires item 500 and clears the third individual game (third area) that is not the target for audio output, "Clear" is displayed in the third area, along with the time from the start to the clear. In this case, since the third individual game (third area) is not set as the target for audio output, the setting of the target for audio output is not changed.
[0073] Thereafter, as shown in Fig. 8, when PO202 acquires item 500 and clears the second individual game (second area) that is the sound output target, the third individual game (third area) has already been cleared, and the setting for the sound output target is changed to the fourth individual game (fourth area). This causes a switch from a state in which individual game sounds of the second individual game are output to a state in which individual game sounds of the fourth individual game are output. Also, as shown in Fig. 8, the word "Clear" is displayed in the second area, and the time from the start to the clear is displayed.
[0074] FIG. 9 is a diagram illustrating audio output in this game processing. As shown in FIG. 9, background music (BGM) and sound effects (SE) are output for individual games that are set as audio output targets, but are not output for individual games that are not set as audio output targets. BGM and sound effects are generated by each emulator running an individual game, but whether or not they are output is controlled by the master game program. Also, as shown in FIG. 9, the first cheer, second cheer, and third cheer are generated and output by the master game program. When a player acquires an item 500 and completes an individual game, the first cheer is output as a cheer praising the completion of the individual game, regardless of whether the completed individual game is set as an audio output target. Therefore, for example, the first cheer is output when the first individual game is completed in FIG. 6, when the third individual game is completed in FIG. 7, or when the second individual game is completed in FIG. 8.
[0075] As shown in FIG. 9, when a fine play is made in an individual game, the second cheer is output as a cheer praising the fine play, regardless of whether the individual game in which the fine play was made is set as an audio output target. In this embodiment, an example of a fine play is a play in which the PO defeats the enemy 501. Specifically, as shown in FIG. 10, when the PO 205 defeats the enemy 501 in the fifth individual game, the second cheer is output. Although not shown, the second cheer is also output when the PO 204 defeats the enemy 501 in the fourth individual game that is set as an audio output target in FIG. 10. Note that the fine play is not limited to this, and may be, for example, a play in which the PO acquires an item other than the item 500, a play in which the PO transforms, a play in which the PO passes through a predetermined location, etc.
[0076] The determination of whether a fine play has been made is made in the same manner as the determination of whether a goal has been reached as described above. Specifically, processor 81 executes the master game program, monitors the data state (specifically, the state of a specific address) in DRAM 85 reproduced by the emulator, and determines that a fine play has been made by determining that the data state has become the state in which a fine play has been made.
[0077] As shown in FIG. 9, the third cheer is output as a cheer to cheer on the play of the final individual game when only one individual game remains to be completed. Specifically, as shown in FIG. 11, when only the fifth individual game remains to be completed, the third cheer is output to cheer on the play of the fifth individual game. Note that this is not limited to this, and for example, the third cheer may be output when there are two or fewer individual games remaining to be completed. Also, for example, the third cheer may be output at the end of a time race to liven up the final stage of the time race. For example, when the distance from the PO to the item 500 of the closest individual game becomes less than a predetermined distance (e.g., 1 / 3 of the distance remaining), the third cheer may be output to liven up the final stage of the time race. Also, for example, when the number of individual games whose distance from the PO to the item 500 is less than a predetermined distance (e.g., 1 / 3 of the distance remaining) reaches a predetermined number (e.g., 4) or more, the third cheer may be output to liven up the final stage of the time race.
[0078] At least two of the first cheer, the second cheer, and the third cheer may be the same sound, or may be different sounds from each other.
[0079] Fig. 12 is a diagram for explaining the end screen of this game. As shown in Fig. 12, when all individual games are cleared and the time from start to completion for all individual games is displayed, the bold frame 550 disappears and a game end screen is displayed that displays the rankings of, for example, the top three individual games. In Fig. 12, first place is displayed in the first area, second place is displayed in the third area, and third place is displayed in the second area.
[0080] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.
[0081] [About data usage] Various data used in this game processing will now be described. FIG. 13 shows an example of data stored in the DRAM 85 of the game system 1. As shown in FIG. 13, the DRAM 85 is provided with at least a program memory area 301 and a data memory area 302. The program memory area 301 stores an overall game program 401-1 and multiple emulator programs 401-2. In this embodiment, a time race can be run by up to eight players, so the program memory area 301 stores eight emulator programs. The data memory area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, and the like. The game control data 402 includes object data 403.
[0082] The master game program 401-1 is a game program for executing the game processing.
[0083] The plurality of emulator programs 401-2 are game programs for executing individual games.
[0084] The object data 403 is data on objects placed in the virtual space, such as player characters, enemy characters, blocks, items, the ground, rocks, stones, trees, buildings, etc. The object data 403 also includes data on the coordinates, direction, posture, status, etc. of the objects.
[0085] Image data 408 is image data such as background and virtual effects.
[0086] The virtual camera control data 409 is data for controlling the movement of a virtual camera placed in a virtual space, specifically, data for specifying the position, posture, angle of view, imaging direction, etc. of the virtual camera.
[0087] The operation data 410 is data that indicates the details of operations performed on multiple controllers (left controller 3 or right controller 4). As explained using FIG. 4 etc., this game can be played simultaneously by up to eight players, each operating one controller. Therefore, the operation data 410 is data that indicates the details of operations performed on up to eight controllers.
[0088] Additionally, the DRAM 85 stores various types of data used in game processing as needed.
[0089] [Details about game processing] Next, details of the game processing according to this embodiment will be described with reference to a flowchart. Fig. 14 is an example of a flowchart showing details of the game processing according to this embodiment. Below, the processing characteristic of this embodiment will be mainly described, and descriptions of other processing such as drawing processing will be omitted.
[0090] When this game process is started and the game is started, the game process of FIG. 14 starts.
[0091] First, in step S101 of Figure 14, processor 81 sets the first area corresponding to the first individual game as the sound output target, and starts multiple individual games simultaneously, as described above with reference to Figure 5. Note that, as already described, the multiple individual games are executed by multiple emulator programs 401-2, respectively. Thereafter, processing proceeds to step S102.
[0092] In step S102, processor 81 controls each individual game based on operation data 410. Processor 81 also outputs the background music and sound effects of the individual game that is the audio output target from the speaker. After that, the process proceeds to step S103.
[0093] In step S103, processor 81 determines whether any individual game has been cleared. Specifically, as already described, processor 81 monitors the data state (state of a specific address) in DRAM 85 and determines whether the data state has reached a game-cleared state, thereby determining whether the individual game has been cleared. If the determination in step S103 is YES, the process proceeds to step S104, and if this determination is NO, the process proceeds to step S107.
[0094] In step S104, processor 81 starts outputting a first cheer, as described with reference to Figures 6 and 9, and sets the completed individual game to a completed state. The output of the first cheer ends after a predetermined time (e.g., two seconds). Thereafter, the process proceeds to step S105.
[0095] In step S105, processor 81 determines whether or not all individual games that are the subject of sound output, excluding the last individual game, have been completed in step S103. If the determination in step S105 is YES, the process proceeds to step S106, and if this determination is NO, the process proceeds to step S107.
[0096] In step S106, processor 81 changes the sound output target. Specifically, processor 81 changes the sound output target from a cleared individual game to an incomplete individual game based on the transition order, as described with reference to Figures 6 to 8, etc. Then, the process proceeds to step S107.
[0097] In step S107, processor 81 determines whether or not all individual games have been completed. If the determination in step S107 is YES, the process proceeds to step S112, and if the determination is NO, the process proceeds to step S108.
[0098] In step S112, processor 81 displays the end of the game, as described with reference to Fig. 12. Thereafter, the game processing ends and the game ends.
[0099] In step S108, processor 81 determines whether or not a fine play has occurred If the determination in step S108 is YES, the process proceeds to step S110, and if the determination is NO, the process proceeds to step S109.
[0100] In step S110, processor 81 starts outputting the second cheer as described with reference to Figures 9 and 10. The output of the second cheer ends after a predetermined time (for example, 1.5 seconds). Thereafter, the process proceeds to step S109.
[0101] In step S109, processor 81 determines whether or not there is one individual game that has not been completed. If the determination in step S109 is YES, the process proceeds to step S111, and if the determination is NO, the process returns to step S102.
[0102] In step S111, processor 81 starts outputting the third cheer as described with reference to Figures 9 and 11. The output of the third cheer ends when the uncompleted individual games are completed and all the individual games are completed. Thereafter, the process returns to step S102.
[0103] As described above, according to this embodiment, when the game progresses with a split display of individual games operated by multiple players, the individual games to be output with audio are switched in order (see FIGS. 6 to 9). This prevents the background music and sound effects from being output overlapping and making the game audio more complex. Furthermore, according to this embodiment, the first cheer when an individual game is cleared and the second cheer when a fine play is made (see FIGS. 6 to 10) are output regardless of whether the individual game is to be output with audio. This prevents a decrease in the player's sense of immersion in an individual game that is not to be output with audio. Furthermore, according to this embodiment, when only one individual game remains to be cleared, the third cheer (see FIGS. 9 and 11) is output. This helps to keep the time race going until all individual games are cleared.
[0104] [Variations] In the above-described embodiment, an example has been given in which, when an individual game that is the sound output target is cleared, the sound output target moves to the next uncompleted individual game in the order (see, for example, FIGS. 6 to 8). However, this is not limited to this, and, for example, the sound output target may move to the next uncompleted individual game in the order according to the elapsed time since the individual game was set as the sound output target. For example, the sound output target may move to the next uncompleted individual game in the order based on the transition order every time a predetermined time (for example, 10 seconds) has elapsed.
[0105] In the above-described embodiment, some of the individual games may be operated based on past play history data. For example, in Fig. 5, the third to sixth individual games may be operated based on past play history data.
[0106] Furthermore, in the above-described embodiment, some of the multiple individual games may be progressed by player characters, which are non-player characters, being operated by processor 81. For example, in FIG. 5, player characters of the third to sixth individual games may be operated by processor 81.
[0107] In the above-described embodiment, some of the multiple individual games may be operated by players playing via online connections. For example, in Figure 5, the third to sixth individual games may be operated by online players.
[0108] In the above-described embodiment, a series of steps related to game processing is executed by a single game device. In other embodiments, the series of steps may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the steps may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, the main steps of the series of steps may be executed by the server device, and some of the steps may be executed by the terminal device. In the above-described information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. A so-called cloud gaming configuration may also be used. For example, a game device may send operation data indicating user operations to a predetermined server, and the server may execute various game processes, with the execution results being streamed to the game device as video and audio.
[0109] Although the present embodiment and its modifications have been described above, these descriptions are merely illustrative in every respect and are not intended to limit the scope of the present embodiment and its modifications. It goes without saying that various improvements and modifications can be made to the present embodiment and its modifications. [Explanation of symbols]
[0110] 1. Game System 3, 4 Controller 12 Display 81 processors 85 DRAM 201~206 Player Characters 501 Enemy Object 550 thick frame
Claims
1. The computer of the information processing device Multiple games are simultaneously controlled based on the operation inputs of multiple players, displaying game images including individual images of the plurality of games in each of the plurality of areas; making the game corresponding to any one of the areas a target for audio output; outputting game sounds for the game to be output from among game sounds generated based on game processing of the plurality of games; A game program that, when the game progress status of the game to be output with audio satisfies a first condition, changes the game to be output with audio to another game corresponding to the area that does not satisfy the first condition.
2. The game program according to claim 1 , wherein the plurality of games are the same game.
3. The game program according to claim 2 , wherein the plurality of games are simultaneously started from a common scene.
4. The computer further comprises: Suspending or ending a game among the plurality of games that satisfies the first condition; 4. The game program according to claim 3, wherein a win / loss judgment is made among the plurality of players based on a speed at which the first condition is satisfied.
5. The computer further comprises: The game program according to claim 4 , wherein when the first condition is satisfied for each of the plurality of games, a predetermined sound effect is output regardless of the sound output target.
6. The computer further comprises: The game program according to claim 1 , wherein when a second condition is satisfied for each of the plurality of games, a predetermined sound effect is output regardless of the sound output target game.
7. The computer further comprises: The game program according to claim 1 , further comprising: outputting a predetermined sound effect when a third condition relating to all of the plurality of games is satisfied.
8. 8. The game program according to claim 1, wherein the plurality of games are games executed by a plurality of emulators, respectively.
9. The computer, 9. A game program as described in claim 8, wherein the emulator is used to monitor a specific address in memory while the game is being executed, and when data at that address satisfies a predetermined condition, it is determined that the first condition has been met.
10. A gaming system including a processor, The processor: Controlling multiple games simultaneously based on the operation inputs of multiple players, displaying game images including individual images of the plurality of games in each of the plurality of areas; The game corresponding to any one of the areas is set as a sound output target, outputting game sounds for the game to be output from among game sounds generated based on game processing of the plurality of games; A game system that, when the game progress status of the game to be output with audio satisfies a first condition, changes the game to be output with audio to the game corresponding to another area that does not satisfy the first condition.
11. The gaming system of claim 10 , wherein the plurality of games are the same game.
12. The game system according to claim 11 , wherein the plurality of games are started simultaneously from a common scene.
13. The processor further comprises: Suspending or ending a game among the plurality of games that satisfies the first condition; The game system according to claim 12 , wherein a win or loss among the plurality of players is determined based on the speed at which the first condition is satisfied.
14. The processor further comprises: The game system according to claim 13 , wherein, for each of the plurality of games, when the first condition is satisfied, a predetermined sound effect is output regardless of the sound output target.
15. The processor further comprises: The game system according to claim 10 , wherein when a second condition is satisfied for each of the plurality of games, a predetermined sound effect is output regardless of the game for which sound output is to be performed.
16. The processor further comprises: The game system according to claim 10 , wherein a predetermined sound effect is output when a third condition relating to all of the plurality of games is satisfied.
17. 17. The game system according to claim 10, wherein the plurality of games are games executed by a plurality of emulators, respectively.
18. The processor:
18. A game system as described in claim 17, wherein a specific address of memory is monitored while the game is being executed using the emulator, and when the data at that address satisfies a predetermined condition, the first condition is determined to be satisfied.
19. A game processing method executed by a computer of an information processing device, comprising: The computer, Multiple games are simultaneously controlled based on the operation inputs of multiple players, displaying game images including individual images of the plurality of games in each of the plurality of areas; making the game corresponding to any one of the areas a target for audio output; outputting game sounds for the game to be output from among game sounds generated based on game processing of the plurality of games; A game processing method in which, when the game progress status of the game to be output with audio satisfies a first condition, the audio output target is changed to the game corresponding to another area that does not satisfy the first condition.
20. The game processing method according to claim 19, wherein the plurality of games are the same game.
21. The game processing method according to claim 20, wherein the plurality of games are simultaneously started from a common scene.
22. The computer further comprises: Suspending or ending a game among the plurality of games that satisfies the first condition; 22. The game processing method according to claim 21, wherein a win or loss among the plurality of players is determined based on the speed at which the first condition is satisfied.
23. The computer further comprises:
23. The game processing method according to claim 22, wherein, for each of the plurality of games, when the first condition is satisfied, a predetermined sound effect is output regardless of the sound output target.
24. The computer further comprises:
20. The game processing method according to claim 19, wherein when a second condition is satisfied for each of the plurality of games, a predetermined sound effect is output regardless of the sound output target game.
25. The computer further comprises:
20. The game processing method according to claim 19, further comprising outputting a predetermined sound effect when a third condition relating to all of the plurality of games is satisfied.
26. 26. The game processing method according to claim 19, wherein the plurality of games are games executed by a plurality of emulators, respectively.
27. The computer, 27. A game processing method as described in claim 26, wherein the emulator is used to monitor a specific address in memory while the game is being executed, and when data at that address satisfies a predetermined condition, it is determined that the first condition has been satisfied.
28. A gaming device including a processor, The processor: Controlling multiple games simultaneously based on the operation inputs of multiple players, displaying game images including individual images of the plurality of games in each of the plurality of areas; The game corresponding to any one of the areas is set as a sound output target, outputting game sounds for the game to be output from among game sounds generated based on game processing of the plurality of games; When the game progress status of the game for which the audio output is to be performed satisfies a first condition, the audio output target is changed to the game corresponding to another area that does not satisfy the first condition.
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