Storage medium having game program stored therein, information processing system, information processing method, and information processing
The game program dynamically transforms player objects in racing games based on item acquisition, expanding selectable options and enhancing gameplay variety by allowing temporary changes in appearance and functionality.
Patent Information
- Application Number
- JP2024110867
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-10
- Publication Date
- 2026-01-23
AI Technical Summary
Conventional racing games limit the selection of player objects to a fixed set, lacking dynamic changes in appearance or functionality during gameplay.
A game program that allows player objects to change appearance or functionality based on item acquisition, enabling temporary transformations and additional selectable objects, including character costumes and vehicle types, while maintaining gameplay continuity.
Enhances gameplay variety by increasing the number of selectable player objects and effects without interrupting the racing experience, allowing players to experience temporary changes and acquire new playable characters and vehicles.
Smart Images

Figure 2026010841000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, an information processing system, an information processing method, and an information processing device that are capable of executing a racing game. [Background technology]
[0002] BACKGROUND ART Conventionally, there are games in which a player selects one of a plurality of characters and controls the selected character to race (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] “Mario Kart 8 Deluxe”, [online], 2017, Nintendo of America, [Retrieved June 26, 2024], Internet<URL:https: / / mariokart8.nintendo.com / > Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned conventional games, the player makes the object selected by the player run in response to an operation.
[0005] The present invention provides a game program, an information processing system, an information processing method, and an information processing device that enable a player object to be changed while running in a game in which a selected player object is run by operation. [Means for solving the problem]
[0006] The present invention employs the following configuration.
[0007] (First Configuration) In a first configuration, a game program causes a computer of an information processing device to play a racing game in which a player object runs on a field in a virtual space based on an operation input. The game program causes the computer to select a player object to be used by a player from among multiple types of playable objects available based on the operation input in a first scene in which a player selects the player object. The game program causes the computer to run the player object on the field based on the operation input in a second scene in which the player object runs, and to change the player object to a first type of playable object that is the same type as the player object but has a different appearance, or to a second type of playable object that is a different type from the player object, based on the player object obtaining an item of a first category on the field, and to run the playable object as the player object and, if the changed playable object was not selectable in the first scene, to make the new playable object selectable.
[0008] Based on the above, it is possible to change the appearance of the player object while the player object is running. It is possible to increase the number of selectable playable objects while the player object is running.
[0009] (Second Configuration) In a second configuration, in the above-mentioned first configuration, the game program may further cause the computer to change the player object to the second type of playable object out of the first type of playable object and the second type of playable object based on the acquisition of the first category of item in the second scene, and then change the player object back to the original player object after a predetermined period of time has elapsed.
[0010] Based on the above, when the player object is changed into a playable object of a different type, the player object is returned to its original type after a predetermined time has elapsed, allowing the player to experience a temporary change in appearance.
[0011] (Third Configuration) In a third configuration, in the second configuration, the playable object may be a character. The first type of playable object may be one of a plurality of different costumed characters set for each character of the player object, each of which is the same character as the player object but wearing a different costume. The second type of playable object may be an object of a character different from the character of the player object.
[0012] Based on the above, the player character can be changed into the same character but in a different costume, or into a different character.
[0013] (Fourth Configuration) In a fourth configuration, in the third configuration, the second type of playable object may be a character that is not set as the same character with a different costume.
[0014] Based on the above, the player character can be temporarily changed into a plurality of characters with the same costume, and the game can be played using a variety of characters.
[0015] (Fifth Configuration) In a fifth configuration, in the third or fourth configuration, the game program may further cause the computer to select a vehicle object for the character to ride on based on operation input in the first scene, and to cause the character to travel on the selected vehicle object in the second scene.
[0016] Based on the above, it is possible to have the player select a vehicle object, and to have the character ride on the selected vehicle object and travel.
[0017] (6th Configuration) In a sixth configuration, in any of the first to fifth configurations above, the game program may cause the computer to, in response to the acquisition of the first category of item in the second scene, put the player object into a state in which a first effect corresponding to the first category of item can be activated, and, in a state in which the first effect can be activated, change the player object to a playable object corresponding to the first effect, from among the first type of playable object and the second type of playable object, in response to a use instruction based on an operation input, and generate a running effect corresponding to the first effect.
[0018] Based on the above, it is possible to increase the number of selectable playable objects while generating effects related to running, and therefore it is possible to increase the number of playable objects as part of the game without interfering with the game.
[0019] (7th Configuration) In a seventh configuration, in the sixth configuration, the effect related to the running of the first effect may be an effect of accelerating the player object. The game program may cause the computer to, in response to the player object obtaining an item of a second category on the field in the second scene, put the player object into a state in which it is possible to activate a second effect, which is one of a plurality of effects corresponding to the type of the item of the second category, including an effect of accelerating the playable object and which does not involve a change of the player object, and to activate the second effect in response to a use instruction based on an operation input while the second effect is in an extensible state.
[0020] According to the above, while the player object is running, it is possible to acquire a first category item instead of a second category item to accelerate the player object and increase the number of selectable playable objects, thereby naturally increasing the number of selectable playable objects during the racing game.
[0021] (8th Configuration) In an eighth configuration, in any of the first to seventh configurations above, the game program may cause the computer to set a movement range along a predetermined path on the field in a third scene included in the second scene, move multiple objects including the player object within the movement range, and have the multiple objects race.
[0022] Based on the above, even when a racing game is being played in which a plurality of objects including a player object are moved along a predetermined path, it is possible to increase the number of selectable playable objects without interrupting the race.
[0023] (9th Configuration) In a ninth configuration, in the above eighth configuration, the game program may cause the computer to run the player object on the field based on operation input in a fourth scene included in the second scene, without setting a movement range along the path on the field.
[0024] Based on the above, it is possible to increase the number of selectable playable objects even in a scene where the player object is allowed to run freely on the field.
[0025] (10th Component) In a tenth configuration, in any one of the first to ninth configurations, at least one of which of the first type of playable object the player object is to be changed to and which of the second type of playable object the player object is to be changed to may be set in correspondence with each type of item of the first category. The game program may cause the computer to change the player object to the first type of playable object or the second type of playable object corresponding to the type of the acquired first category item, based on the acquisition of the first category item, in the second scene.
[0026] According to the above, a playable object to be transformed into is set according to the type of player object and the type of first-category item. As a result, for example, when a certain player object is selected, the player object can be transformed into various different playable objects by acquiring various first-category items, and when a different player object is selected, the player object can be transformed into a different playable object even if the same type of first-category item is acquired.
[0027] (11th Element) In an eleventh configuration, in any of the first to tenth configurations above, the game program may cause the computer to, in the second scene, cause the player object to acquire an item of the first category of a type set to the item-acquiring object based on contact between the player object and one of item-acquiring objects that are placed at multiple locations on the field and have at least one type of item of the first category set for each location.
[0028] Based on the above, the type of the first category item is set according to the location on the field where the item acquisition object is placed, which can motivate the player to run the player object in various locations on the field.
[0029] Furthermore, the other configuration may be an information processing system that executes the game program, an information processing device, or an information processing method. [Effects of the Invention]
[0030] According to the present invention, the appearance of the player object can be changed while the player object is running. [Brief explanation of the drawings]
[0031] [Figure 1] FIG. 1 illustrates an example of a game system. [Figure 2] A block diagram showing an example of the internal configuration of a main unit. [Figure 3] FIG. 10 is a diagram showing an example of a character selection screen. [Figure 4] A diagram showing an example of the entire field F in a virtual space. [Figure 5] A diagram showing an example of base area A1 [Figure 6] FIG. 10 is a diagram showing an example of a game image displayed during the first racing game or the second racing game, before the player character 50 acquires a first category item. [Figure 7] FIG. 7 is a game image after FIG. 6, showing an example of a game image after the player character 50 has acquired a first category item. [Figure 8] FIG. 8 is a diagram showing an example of a game image after an instruction to use an item is given in FIG. 7; [Figure 9] FIG. 10 shows an example of a game image when a character selection screen is displayed after a player character has acquired an item X1 during a racing game and has changed into a player character 50b. [Figure 10] FIG. 8 is a diagram showing another example of a game image after an instruction to use an item is given in FIG. 7; [Figure 11]FIG. 10 shows an example of a game image when a character selection screen is displayed after a player character has acquired an item X1 during a racing game and has changed into a player character 60. [Figure 12] FIG. 10 is a diagram showing an example of association between an item X and a character to which a first type of character is transformed using the item X. [Figure 13] FIG. 10 is a diagram showing an example of association between an item X and a character to which a second type of character is transformed using the item X. [Figure 14] FIG. 10 is a diagram showing an example of a second item acquisition object 75 placed on the field. [Figure 15] FIG. 10 is a diagram showing an example of a game image when the player character hits a second item-obtaining object 75 and obtains an item of the second category. [Figure 16] FIG. 10 is a diagram showing an example of a map UI that is displayed when a player performs a predetermined operation while the second racing game is being executed. [Figure 17] FIG. 10 is a diagram showing an example of an image when a character 51 is selected in the map UI. [Figure 18A] FIG. 10 is a diagram showing an example of a game image when the second racing game is being executed using the player character 50a immediately before the map UI is displayed. [Figure 18B] FIG. 10 is a diagram showing an example of a game image when the player character is changed from character 50a to character 51a in the map UI and the second racing game is resumed. [Figure 19] FIG. 2 is a diagram showing an example of various data used in game processing in the game system 1. [Figure 20] A flowchart showing an example of a game setting process performed when execution of a game program is instructed. [Figure 21] 1 is a flowchart showing an example of a first game process. [Figure 22] A flowchart showing an example of the first item processing in step S13. [Figure 23]A flowchart showing an example of the second item processing in step S14. [Figure 24] 10 is a flowchart showing an example of a second game process. [Figure 25] A flowchart showing an example of the map UI process in step S43. DETAILED DESCRIPTION OF THE INVENTION
[0032] (Game system configuration) A game system according to an example of this embodiment will be described below. FIG. 1 is a diagram showing an example of a game system. 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 main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The left controller 3 and right controller 4 include a plurality of buttons (A button, B button, X button, Y button, L button, R button, etc.) and analog sticks as an example of an operation unit that allows the user to perform inputs.
[0033] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. 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, or the main unit 2 can be used as a separate device from the left controller 3 and the right controller 4. Note that, below, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."
[0034] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG. 2, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that executes various types of information processing (e.g., game processing) executed in the main unit 2, and includes, for example, one or more central processing units (CPUs) and one or more graphics processing units (GPUs). The processor 21 may be composed of only a CPU, or may be composed of a system-on-a-chip (SoC) that includes multiple functions such as a CPU function and a GPU function. The processor 21 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 26, or an external storage medium inserted into slot 29, etc.).
[0035] The main device 2 also includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to a processor 21. The processor 21 displays images generated (for example, by executing the above-described information processing) and / or images acquired from the outside on the display 12.
[0036] The main unit 2 also has a left terminal 22, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 23, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.
[0037] The main device 2 also includes flash memory 26 and DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into the main device 2. The flash memory 26 and DRAM 27 are connected to the processor 21. The flash memory 26 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 27 is a memory used to temporarily store various types of data used in information processing.
[0038] The main unit 2 includes a slot 29. The slot 29 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., save data for a game application, etc.) and / or programs executed by the main unit 2 (e.g., a game program, etc.).
[0039] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to a slot 29, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 29 in accordance with instructions from the processor 21.
[0040] The processor 21 reads and writes data from and to the flash memory 26, the DRAM 27, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.
[0041] The main unit 2 also includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with external devices via a network, either wirelessly or via a wired connection. In this embodiment, the network communication unit 24 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 24 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received between multiple main units 2 by communicating directly or indirectly via an access point.
[0042] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 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 25 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0043] The processor 21 is connected to the above-mentioned left terminal 22 and right terminal 23. When the processor 21 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 22 and receives operation data from the left controller 3 via the left terminal 22. When the processor 21 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 23 and receives operation data from the right controller 4 via the right terminal 23. In this way, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.
[0044] In addition to the elements shown in FIG. 2, the main device 2 also includes a battery for supplying power, and an output terminal for outputting images and sounds to a display device other than the display 12 (for example, a television).
[0045] (Game Overview) Next, an outline of the game executed in the game system 1 will be described. The game of this embodiment is a racing game in which a vehicle object carrying a character runs on a field in a virtual space (game space).
[0046] In the racing game of this embodiment, multiple types of characters are prepared as characters that the player controls in the racing game. For example, at the start of the game, the player selects a character to control from multiple characters on a character selection screen. Here, a character controlled by a player is referred to as a "player character." Furthermore, a character that can become a player character is referred to as a "playable character." Characteristics in the racing game are set according to the type of character. Specifically, different characteristics are set depending on the type of character. However, multiple character types with equivalent characteristics may be included.
[0047] 3 is a diagram showing an example of a character selection screen. For example, before a racing game starts, the character selection screen shown in FIG. 3 is displayed. On the character selection screen, the player uses cursor 80 to select a player character to be controlled by the player from among a plurality of selectable playable characters, and then presses the enter button to enter the selection.
[0048] The character selection screen displays a plurality of playable characters that the player can currently select. Initially, not all playable characters are set to be selectable by the player on the character selection screen, but only some of the playable characters are set to be selectable. As will be described in detail later, when the player obtains and uses a predetermined item (a first category item described later) during the racing game, a playable character that is not set to be selectable on the character selection screen becomes selectable. In other words, the playable character is released.
[0049] For example, character 50, character 51, character 52, etc. are prepared as playable characters. In this embodiment, a plurality of characters of the same type but different in appearance are prepared as the characters 50. For example, characters 50a, 50b, and 50c in different costumes are prepared as the characters 50. Since the characters 50a to 50c are of the same type, they have the same characteristics but different appearances.
[0050] Specifically, the characters 50a, 50b, and 50c are each wearing different costumes (clothes, hats, etc.). In this embodiment, 3D model data D50a representing the character 50a, 3D model data D50b representing the character 50b, and 3D model data D50c representing the character 50c are stored in advance in memory (flash memory 26, DRAM 27, or a predetermined type of storage medium attached to slot 29). Of these characters 50a to 50c with different costumes, only the character 50a is currently set to be selectable.
[0051] Similarly, a plurality of characters 51 (e.g., 51a to 51d) in different costumes are prepared as playable characters, and among these characters 51a to 51d in different costumes, only character 51a is currently set to be selectable. Similarly, a plurality of characters 52 (e.g., 52a to 52b) in different costumes are prepared as playable characters, and among these characters 52a to 52b in different costumes, only character 52a is currently set to be selectable.
[0052] Characters 50a, 51a, and 52a are initially set as selectable characters on the character selection screen.
[0053] In the following, characters of the same type are represented by the same number, and different costumes are represented by letters. For example, "character 50" indicates a character type, and "character 50b" indicates a character wearing a specific costume from that character 50. Furthermore, characters with the letter "a" appended to their number are initially set as selectable on the character selection screen and have the basic appearance of that character. For example, character 50a is initially set as selectable on the character selection screen and has the basic appearance of character 50. Characters whose character types are not yet unlocked at the start of the game may be included. In this case, the character type is unlocked when certain conditions are met, and the character with the basic appearance of that type is unlocked first. The initially unlocked character corresponds to the initial character described above. The same applies to character 51a and character 52a.
[0054] Here, a character with multiple costumes is referred to as a "first type of character." In this embodiment, in addition to characters 50 to 52, multiple types of characters are prepared as the first type of character. The number of costumes prepared in advance varies depending on the character. For example, character 50 has characters 50a to 50c with three different costumes, and character 51 has characters 51a to 51d with four different costumes.
[0055] Note that "different costumes" includes differences in at least some of the things the characters are wearing (for example, clothes, hats, glasses, sunglasses, accessories, etc.). For example, the things that characters 50a and 50b are wearing may be entirely different, or the things that characters 50a and 50c are wearing may differ only in some of the things that characters 50 are wearing (for example, the type of hat or whether or not they are wearing one). Also, the difference may be only in the color. Furthermore, the difference is not limited to the things that characters are wearing, and may be, for example, a difference in hairstyle.
[0056] In addition, in this embodiment, although not shown in FIG. 3, a second type of character (for example, character 60 described below) different from the first type of character is provided as a playable character. The second type of character is a character that does not have multiple costumes and is a character for which only one 3D model is provided. In this embodiment, a plurality of types of characters are provided as the second type of character. For example, a character 60 modeled after a dog, a character modeled after a cow, etc. are provided as the second type of character.
[0057] The character selection screen may be displayed not only before the start of the racing game but also during the racing game, allowing the player character to be changed. For example, during a second racing game described below, the character selection screen may be displayed in response to a predetermined operation, allowing the player to change the player character on the character selection screen.
[0058] There are multiple types of vehicle objects, each differing in appearance, shape, size, power, and the like. Before a racing game begins, for example, a player selects a vehicle object to be used by the player on a vehicle object selection screen (not shown). The vehicle object may be, for example, an object that moves on land, such as a car, a motorcycle, or a bicycle. The vehicle object is not limited to an object that moves on land, but may also be an object that moves on or underwater, such as a ship, a boat, or a submarine. The vehicle object may also be an object that moves in the air, such as an airplane, a helicopter, or a glider, or an object that moves along the ground while floating a predetermined distance above the ground. Any type of vehicle object may be capable of moving on not only land but also water, or may be capable of temporarily leaving the ground and moving in the air.
[0059] Next, a description will be given of the field in the virtual space where the racing game of this embodiment is played in. Fig. 4 is a diagram showing an example of the entire field F in the virtual space.
[0060] The racing game of this embodiment is played on a vast field F set in a virtual space. As shown in FIG. 4, a plurality of base areas A (locations) are set on the field F in the virtual space. In FIG. 4, the plurality of base areas A are represented by circles as base areas A1 to A13. Each base area A includes an intra-base route CA along which the player character can play the racing game. For example, base area A1 is an area representing, for example, a town, and includes an intra-base route CA1 formed by roads along which vehicle objects can travel. Furthermore, for example, base area A2 includes an intra-base route CA2 which is a racing circuit.
[0061] A plurality of base areas are connected by inter-base routes R along which the player character (vehicle object) can travel. For example, base area A1 and base area A2 are connected by inter-base route R1. Base area A1 and base area A2 are also connected by inter-base route R2.
[0062] In the following, an inter-base route R connecting base areas may be simply referred to as a "route R." Also, an intra-base route CA established in a base area may be simply referred to as a "root CA."
[0063] In this embodiment, a player can execute a first racing game in which a vehicle object carrying a player character (hereinafter, sometimes simply referred to as a "player character") travels along a route CA and / or a route R set on a field F. The first racing game is a game in which vehicle objects carrying multiple characters (hereinafter, sometimes simply referred to as "characters") travel along a course in which a start point is set on one of a plurality of intra-base routes CA and / or inter-base routes R on the field, and a finish point is set on an intra-base route CA and / or an inter-base route R that may be the same as or different from the start point. In the first racing game, each character basically travels along a course set on the field and competes for ranking up to the finish point. For example, a first racing game is played in which multiple characters travel around a course in which a start point and a finish point are set on an intra-base route CA1 multiple times. Alternatively, a first racing game may be played in which a course including an intra-base route CA and an inter-base route R is set, and multiple characters travel along the course. For example, if a course is set with intra-base route CA1 as the starting point and intra-base route CA2 as the finishing point, multiple characters will depart from the starting point of intra-base route CA1, travel along inter-base route R1, and travel to the finishing point set on intra-base route CA2.
[0064] In this embodiment, a player can also execute a second racing game in which the player character runs freely on a field F. In the second racing game, the player can run the player character along an intra-base route CA, an inter-base route R, or any location on the field other than the intra-base route CA and the inter-base route R. For example, in the second racing game, the player can run the player character on ground or water where no road (route) is formed. In the second racing game, a start point and a finish point are not set. In the second racing game, the player character and multiple characters other than the player character also move on the field. Although the second racing game is not a game in which the competitors compete to reach the finish line first like the first racing game, the second racing game is a game in which the competitors run on a field, and therefore is considered to be included in the broad definition of a racing game.
[0065] A player selects and executes either the first racing game or the second racing game. The second racing game may be automatically executed after the first racing game. The first racing game may also be started during the second racing game.
[0066] Here, the game modes will be explained. In this embodiment, a player can play the racing game in a single-play mode in which the player plays the game alone, and in a multi-play mode in which the player plays the game with multiple people.
[0067] In single-play mode, one player controls a player character (vehicle object) using controllers 3 and / or 4, and processor 21 of main unit 2 controls one or more other characters (vehicle objects), resulting in a racing game using multiple characters.
[0068] There are two types of multiplay modes: offline multiplay mode and online multiplay mode. In offline multiplay mode, multiple players play the game by connecting multiple controllers to a single main unit 2, or by connecting multiple main units 2 via a wireless or wired LAN or the like. Each player controls their own corresponding player character (vehicle object) using a controller.
[0069] In online multiplayer mode, multiple main units 2 are connected to the Internet. Each player uses a controller to control their own player character. For example, the main unit 2 connects to the Internet and receives information (information indicating position, posture, speed, movement direction, etc.) about the player characters corresponding to other players, either directly or via a server. The main unit 2 also transmits information about the player character corresponding to its own player to the other main units 2, either directly or via the server. Each main unit 2 controls the player character corresponding to its own player, and also controls the player characters corresponding to other players based on information received from the other main units either directly or via the server.
[0070] The first and second racing games of this embodiment can be executed in either single-play mode or multi-play mode, and the processing described below can be executed in either game mode.
[0071] Next, an example of a base area will be described, along with a description of the first category of items. Fig. 5 is a diagram showing an example of a base area A1.
[0072] As shown in FIG. 5, an intra-base route CA1 is provided in base area A1. The intra-base route CA1 is an area in which a character can move, and a road is formed along the route CA1. The intra-base route CA1 is connected to inter-base routes R1 and R3. The inter-base route R1 is an area in which a character can move, and is connected to base area A2. Furthermore, the inter-base route R3 is an area in which a character can move, and is connected to base area A4.
[0073] As shown in FIG. 5, a plurality of building objects 70 are placed on the intra-base route CA1. Near the building objects 70, first item acquisition objects are placed to allow a character playing a racing game (first racing game or second racing game) to acquire a first category of item. In addition to the building objects 70, various obstacle objects are placed along the intra-base route CA1. The obstacle objects are objects that the character cannot pass through (such as building objects different from the building objects 70, wall objects, etc.). The obstacle objects form a route along which the character can travel.
[0074] Fig. 6 is a diagram showing an example of a game image displayed during the first racing game or the second racing game, before the player character 50 obtains the first category item. Fig. 7 is a diagram showing an example of a game image displayed after Fig. 6, after the player character 50 obtains the first category item.
[0075] As shown in FIG. 6, in response to the player's accelerator operation, a player character 50 is riding on a vehicle object V along an intra-base route CA1. Here, it is assumed that a character 50a is used as the player character. A virtual camera that includes the player character 50a in its imaging range is set at a position a predetermined distance away from the player character 50a (for example, a predetermined position behind the player character 50a). FIG. 6 shows a game image when a racing game is played in single-play mode or online multiplayer mode, and a game image based on one virtual camera corresponding to the player character 50a is displayed. Note that when the game is played in offline multiplayer mode, the screen is divided into multiple areas, and game images based on virtual cameras corresponding to each of the multiple player characters are displayed in each area.
[0076] 6, when the player character 50a is traveling along the intra-base route CA1, a building object 70 appears. Near the building object 70, a first item acquisition object 71 is placed.
[0077] The first item acquisition object 71 is an object for acquiring a first category of item. The first item acquisition object 71 is placed at a predetermined position on the base route CA1. As shown in FIG. 7 , when the player character 50 hits the first item acquisition object 71 while traveling on the base route CA1, the player character 50 acquires an item X1, which is a first category of item. The first category of item may be, for example, an item representing food, and the item X1 may be an item that resembles a specific food. When the player character 50 hits the first item acquisition object 71, the first item acquisition object 71 temporarily disappears and reappears in the same position after a predetermined time has elapsed.
[0078] Specifically, when the player character acquires item X1, the player character enters a state in which the player character possesses item X1. When the player character possesses item X1, item X1 is displayed, for example, in an item stock area 85 in the upper left of the screen. The player character can possess a predetermined number of items at the same time, and the predetermined number of possessed items are displayed in the item stock area 85. Of the multiple items possessed by the player character, an item in an activatable state is used in response to a use instruction from the player. The multiple items possessed by the player character enter an activatable state in the order in which they were possessed. When an item in an activatable state is used in response to a use instruction from the player, an effect corresponding to the used item is activated. In FIG. 7, item X1 is in an activatable state, and item X1 is displayed near the player character 50. When a use instruction for an item is given by the player in the state shown in FIG. 7, item X1 is used.
[0079] FIG. 8 is a diagram showing an example of a game image after an instruction to use an item is given in FIG.
[0080] When the player character uses the item X1, a first effect occurs. Specifically, as shown in FIG. 8, the first effect may cause the player character 50 to change from a character 50a to a character 50b of the same type but in a different costume. The character 50b may be, for example, a character 50 wearing vertically striped clothing and a hat. When the player character changes from the character 50a to the character 50b, the racing game is not interrupted. In other words, the player character changes from the character 50a to the character 50b without stopping during the race.
[0081] Furthermore, when the item X1 is used, a running-related effect may also be generated as a first effect. Specifically, the running-related effect corresponding to the item X1 is an effect of accelerating the player character. This causes the speed of the player character to temporarily increase. When the running-related effect is generated, for example, an effect image (not shown) indicating an increase in speed is displayed behind the vehicle object V on which the player character is riding. When the item X1 is used, the item X1 that was displayed around the player character and in the item stock area 85 is erased.
[0082] In this embodiment, a plurality of items are prepared as first-category items. Here, the first-category items are collectively referred to as "item X," and when specifying any one of the plurality of first-category items, it is expressed as "item Xn" (n is a positive integer). The character to be transformed into differs depending on the type of item X used and the type of character that used the item. Also, different types of item X are placed depending on the location in field F. Regardless of which of the plurality of types of item X is used, the effect related to running is the same. Note that the effect related to running may differ depending on the type of item X.
[0083] The player character may switch from character 50a to character 50b instantly, or may switch over a predetermined period of time. During this time, the player character continues to run on the field as long as the accelerator pedal is operated. Also, the timing at which the player character switches from character 50a to character 50b and the timing at which the player character's speed increases do not necessarily have to coincide.
[0084] When the player character changes from character 50a to character 50b, the racing game continues using player character 50b. If player character 50b hits the first item acquisition object 71 while running, player character 50b may acquire another item X2. When player character 50b uses item X2, player character 50b may further change into character 50c of the same type but in a different costume.
[0085] Furthermore, when the player character changes from character 50a to character 50b, if character 50b is not set to be selectable on the character selection screen, it is set to be selectable. For example, if player character 50 obtains and uses item X1 during the first racing game, character 50b is set to be selectable on the character selection screen. In this case, after the first racing game ends (after reaching the finish line in the first racing game), the player can select character 50b on the character selection screen. Then, when character 50b is selected on the character selection screen, a racing game using player character 50b is started in response to an instruction to start the next racing game.
[0086] Furthermore, during the second racing game, the player can open a character selection screen. When the player character 50 obtains and uses item X1 during the second racing game, character 50b is set to be selectable on the character selection screen. If the player then opens the character selection screen during the second racing game, the second racing game is paused and the character selection screen is displayed. On the character selection screen, character 50b is displayed as selectable. Then, when character 50b is selected on the character selection screen, the second racing game is resumed using player character 50b.
[0087] FIG. 9 is a diagram showing an example of a game image when a character selection screen is displayed after a player character has acquired an item X1 during a racing game and has changed into a player character 50b.
[0088] As shown in FIG. 9, when the player character changes to player character 50b upon acquiring item X1 during the first racing game or the second racing game, character 50b is displayed as selectable on the subsequent character selection screen. Note that, on the character selection screen, the characters may be displayed in the order in which they are set as selectable, i.e., in the order in which they are released. Also, selectable characters may be displayed for each character type. Also, the player may be able to set the order in which the selectable characters are displayed.
[0089] FIG. 10 is a diagram showing another example of a game image after an instruction to use an item is given in FIG.
[0090] As shown in FIG. 10, when item X1 is used, the player character may change from character 50a to another type of character 60. Character 60 is a second type of character different from the first type of character. Character 60 may be, for example, a character modeled after a dog. When the player character changes into the second type of character, an effect image 86 is displayed around the player character. Furthermore, when item X1 is used, a running-related effect (an effect of accelerating the player character) occurs, as in FIG. 8.
[0091] When the player character changes into the character 60, the player character 60 is used in the racing game for a predetermined time (for example, several to several tens of seconds). After the predetermined time has elapsed, the player character 60 returns to the original player character 50a. In this way, even if the player character 50a changes into the character 60, which is a second type of character, during the racing game, after the predetermined time has elapsed, the player character 60 returns to the player character 50a and the racing game continues.
[0092] FIG. 11 is a diagram showing an example of a game image when a character selection screen is displayed after a player character has acquired an item X1 during a racing game and has changed into player character 60.
[0093] As shown in FIG. 11, when a player character acquires an item X1 during a racing game and changes into a player character 60, the character 60 is displayed selectably on the character selection screen.
[0094] In this way, when the player character 50a acquires the item X1 during the racing game and uses the item X1, the player character 50a changes into a player character 50b of the same type as the character 50 but with a different appearance (costume), or into a character 60 of a different type from the character 50. Which character the character changes into is determined randomly based on a predetermined probability.
[0095] Fig. 12 is a diagram showing an example of association between an item X and a character to which a first type of character is transformed using the item X. Fig. 13 is a diagram showing an example of association between an item X and a character to which a second type of character is transformed using the item X.
[0096] Items X1 to Xn are each placed at a different position on the field. For example, item X1 is placed in base area A1, item X2 is placed in base area A2, and item X3 is placed in base area A3. In this example, each item X is placed at a predetermined position on each intra-base route CA. Specifically, as illustrated in FIG. 6, item X is placed as the contents of a first item acquisition object 71 near a predetermined building object on the intra-base route CA. The first item acquisition object 71 itself does not suggest the type of item X that is its contents, but the type of item X may be suggested by the appearance of the building object. Note that the first item acquisition object 71 itself may suggest the type of item X that is its contents.
[0097] 12, for example, when character 50 uses item X1, there is a 40% probability that character 50 will change into character 50b, the same type of character but in a different costume, a 40% probability that character 50 will change into character 60, a different type of character, and a 20% probability that character 50 will not change. Also, when character 51 uses item X1, there is a 40% probability that character 51 will change into character 51b, a 40% probability that character 51 will change into character 60, and a 20% probability that character 51 will not change. When character 52 uses item X1, there is a 40% probability that character 52 will change into character 52b, a 40% probability that character 52 will change into character 60, and a 20% probability that character 52 will not change.
[0098] Furthermore, when character 50 uses item X2, there is a 40% probability that character 50 will change into character 50c, a 40% probability that character 50 will change into character 61, and a 20% probability that character 50 will not change. When character 51 uses item X2, there is a 40% probability that character 51 will change into character 51c, a 40% probability that character 51 will change into character 61, and a 20% probability that character 51 will not change. When character 52 uses item X2, there is a 40% probability that character 52 will change into character 52b, a 40% probability that character 61 will change, and a 20% probability that character 52 will not change.
[0099] Furthermore, when character 50 uses item X3, there is a 40% probability that character 50 will change into character 50b, a 40% probability that character 50 will change into character 62, and a 20% probability that character 50 will not change. When character 51 uses item X3, there is a 40% probability that character 51 will change into character 51d, a 40% probability that character 51 will change into character 62, and a 20% probability that character 51 will not change. When character 52 uses item X3, there is a 40% probability that character 52 will change into character 52b, a 40% probability that character 62 will change, and a 20% probability that character 52 will not change.
[0100] There are cases where the player character does not change even when item X is used. For example, when a racing game is being played using player character 50b, if player character 50b uses item X1 and character 50b is selected based on the correspondence table shown in Fig. 12 or if no change is selected, player character 50b does not change. Even in this case, the driving-related effect corresponding to item X is produced.
[0101] Furthermore, when the player character uses item X during the racing game and changes into a second type of character, the item is set to be selectable on the item selection screen. The player can select a second type of character that is set to be selectable on the item selection screen and play the racing game. Note that some of the multiple second type characters may be initially set to be selectable on the item selection screen. When item X is used during the racing game when the player character is a second type of character that does not have a character with a different costume, the player character changes with the probabilities shown in FIG. 13.
[0102] 13, for example, when character 60 uses item X1, character 60 does not change. When character 61 uses item X1, there is an 80% probability that character 61 will change into character 60, and a 20% probability that character 61 will not change. When character 62 uses item X1, there is an 80% probability that character 62 will change into character 60, and a 20% probability that character 62 will not change.
[0103] Furthermore, when character 60 uses item X2, there is an 80% probability that character 60 will change into character 61, and a 20% probability that character 60 will not change. When character 61 uses item X2, there is an 80% probability that character 61 will not change. When character 62 uses item X2, there is an 80% probability that character 62 will change into character 61, and a 20% probability that character 62 will not change.
[0104] Furthermore, when character 60 uses item X3, there is an 80% probability that character 60 will change into character 62, and a 20% probability that character 60 will not change. Furthermore, when character 61 uses item X3, there is an 80% probability that character 61 will change into character 62, and a 20% probability that character 61 will not change. When character 62 uses item X3, character 62 will not change.
[0105] Regardless of whether the character to be transformed into is not set to be selectable on the character selection screen or is set to be selectable, when the player character uses item X, the character will transform into the character to be transformed into with the probability shown in FIG. 12 or FIG. 13.
[0106] For example, when a game is played in single-play mode, a racing game is played using a player character and multiple characters controlled by processor 21. When a game is played in multi-play mode, a racing game may be played using multiple player characters and multiple characters controlled by processor 21. For example, when a game is played in multi-play mode, if a player character controlled by a first player uses item X, the player character of the first player changes to the changed character shown in FIGS. 12 and 13 . In this case, the first player can newly select the changed character on the character selection screen. On the other hand, in online multi-play mode, if the character of another opponent player changes by using item X, the first player cannot newly select the changed character on the character selection screen. In offline multi-play between a first player and a second player, when the character of the second player changes by using item X, the first player may or may not newly select the changed character on the character selection screen. Furthermore, when a character controlled by processor 21 uses item X, the character may change into a character as shown in Figures 12 and 13. In this case, the changed character is not set to be selectable on the character selection screen. Note that when a character controlled by processor 21 uses item X, the character does not have to change into a character as shown in Figures 12 and 13.
[0107] Regardless of which item X is used, the effect on running that is activated when the character is changed is the same, but the degree of the effect may differ.
[0108] Specifically, each of the items X1 to Xn has multiple display modes, and the degree of effect on running varies depending on the display mode. For example, the item X1 may have large, medium, or small effect sizes, and the effect on running may last longer when a "large" item X1 is used than when a "medium" item X1 is used. For example, the player character may accelerate for a longer period of time when a "large" item X1 is used than when a "medium" item X1 is used. Furthermore, whether the player character acquires a large, medium, or small item may be determined randomly based on a probability determined according to the player character's ranking when using or acquiring the item X. For example, the lower the player character's ranking, the more likely the player character is to acquire a "large" item X1 (an item X1 with a greater effect on running). The display modes corresponding to large, medium, and small items may have different appearances, or may have a common appearance but different sizes. If the item X has the appearance of a dish, the item with a greater effect may be a larger or more luxurious dish. In the first racing game, the likelihood of large, medium, and small items appearing may be changed depending on the current ranking of the player character. For example, if the ranking is high (for example, 1st or 2nd place), the player character may be more likely to acquire a "small" item X, and if the ranking is low, the player character may be more likely to acquire a "large" item X.
[0109] Note that the probabilities shown in Figures 12 and 13 are merely examples and may be changed as appropriate. For example, the probabilities may be set so that the character that uses an item changes. Furthermore, the probabilities shown in Figures 12 and 13 may change dynamically. For example, the selection probability of a character that has not yet been set as selectable may be set high, and the selection probability of a character that has already been set as selectable may be set low. Furthermore, if all characters to be changed to are set as selectable, the probability of "no change" may be set high.
[0110] Furthermore, the type of character that uses item X may be associated one-to-many with the character that changes into a different costume. For example, when character 50 uses item X1, character 50 may be set to be able to change into any of characters 50b, 50c, 60, and 61.
[0111] Furthermore, the positions where each item X is placed are merely examples, and each item X may be placed at another position on the field. Furthermore, multiple types of items X may be placed at one base, and the player character may be able to obtain multiple types of items X within one intra-base route CA. Furthermore, an item X may be placed on the inter-base route R, and the player character may be able to obtain the item while traveling along the inter-base route R. Furthermore, the position where the item X is placed may change dynamically. For example, a moving object controlled by the processor 21 may be traveling along the intra-base route CA or the inter-base route R, and the item X may move along with the traveling moving object. When the player character comes into contact with the moving object, the player character may obtain the item X.
[0112] In the above embodiment, a location where the first item acquisition object 71 is placed is associated with one type of item X, and when the player character hits the first item acquisition object 71, the player character acquires the type of item X corresponding to the location where the first item acquisition object 71 is placed. In other embodiments, when the player character hits the first item acquisition object 71, one of multiple types of items X may be randomly selected depending on the location where the first item acquisition object 71 is placed. For example, when the player character hits the first item acquisition object 71 placed in the base area A1, item X1 or X2 may be randomly selected and acquired by the player character, and when the player character hits the first item acquisition object 71 placed in the base area A2, item X3 or X4 may be randomly selected and acquired by the player character.
[0113] In this manner, in this embodiment, when the player character uses item X, the player character can change into a character of the same type but with a different costume, or into a different type of character. When the player character changes, the changed character becomes selectable on the character selection screen thereafter. Different types of item X are placed depending on the location on the field, and the character to be changed into is determined based on the type of item X and the type of the player character that used that item X. Also, even when the player character uses item X, there are cases in which the player character does not change.
[0114] This allows the player character to be changed while the player character is running in the racing game (the first racing game or the second racing game) without interrupting the game. Furthermore, when the player character changes, the character to which the player character is changed is set as selectable on the character selection screen, so the number of selectable characters can be increased while the player character is running. Furthermore, since the type of item X and the character to which the player character is changed are associated, and different types of item X are arranged depending on the location on the field, the player can change the appearance while running at various locations on the field, and the number of selectable characters can be increased while running at various locations on the field.
[0115] Next, the second category of items will be described. Fig. 14 is a diagram showing an example of a second item acquisition object 75 placed on the field. Fig. 15 is a diagram showing an example of a game image when the player character hits the second item acquisition object 75 and acquires the second category of item.
[0116] For example, a plurality of second item acquisition objects 75 are placed on the intra-base route CA or the inter-base route R on the field. As shown in Fig. 14, for example, a plurality of second item acquisition objects 75 are placed at a plurality of positions on the intra-base route CA1. The second item acquisition objects 75 are objects that allow the character playing the racing game to acquire a second category of item.
[0117] As shown in FIG. 15, for example, when the player character 50 hits the second item acquisition object 75, the player character 50 acquires a second category item (referred to as "item Y"). A plurality of types of items Y (e.g., items Y1 to Ym) are prepared as the second category items. When the player character 50 hits the second item acquisition object 75, one of the plurality of types of items Y is randomly determined. Note that when the player character 50 hits the second item acquisition object 75, the second item acquisition object 75 temporarily disappears and reappears in the same position after a predetermined time has elapsed.
[0118] A second category of item Y generates a second effect when the item is used. Different effects occur depending on the type of item Y. For example, item Y1 has a second effect of temporarily increasing the speed of the character who used the item. Also, for example, item Y2 has a second effect of attacking a character other than the character who used the item. When a player character uses item Y2, item Y2 is fired in front of the player character. If the fired item Y2 hits a character in front, the character temporarily stops or the character's speed temporarily decreases. In addition to these, items with various other effects are available as item Y.
[0119] These multiple types of items Y include items with high effects and items with low effects. When the player character hits the second item acquisition object 75, the type of item Y given to the player character varies depending on the game situation. Specifically, when a first racing game is being played by multiple characters including the player character, the type of item Y to be acquired is determined randomly depending on the character's current ranking. For example, when the player character's current ranking is high (e.g., 1st or 2nd place), the player character is more likely to acquire an item Y with a relatively low effect when the player character hits the second item acquisition object 75. On the other hand, when the player character's current ranking is low, the player character is more likely to acquire an item Y with a relatively high effect when the player character hits the second item acquisition object 75.
[0120] 15, it is assumed that the player character 50 has acquired an item Y1. The item Y1 produces the same effect on running as when the player character uses the item X. That is, when the player character 50 uses the item Y1, the speed of the player character 50 temporarily increases.
[0121] In addition to the effect of temporarily increasing speed, item Y1 also has another effect that item X does not have. For example, item Y1 may have the effect of avoiding an attack using item Y2. For example, when item Y2 is fired from another subsequent character, item Y2 usually hits the preceding player character, causing the player character to temporarily stop or slow down. On the other hand, if item Y1 is used at the same time that item Y2 hits the player character, the attack by item Y2 is nullified. Item X does not have this effect of nullifying an attack by item Y2. On the other hand, item Y does not have the effect of changing into another character, as item X does.
[0122] In this way, in the above embodiment, the item X has some of the effects of the item Y1 as effects related to running. Note that in other embodiments, the item X may have all of the effects of the item Y1 as effects related to running.
[0123] (Character change) Next, the switching of player characters will be described. As described above, the racing game of this embodiment is played using a vast field F. The field F is provided with a plurality of base areas A, and the base areas A are provided with intra-base routes CA and inter-base routes R connecting the respective base areas. In the second racing game, the player character can run freely on the field, and can, for example, run on the intra-base routes CA and inter-base routes R, or run at any position on the field where no route is set.
[0124] During execution of the second racing game, a player character is controlled on the field based on operation inputs by the player, and a plurality of playable characters are automatically controlled at various locations on the field.
[0125] While the player character 50 is running, the positions of the other first type characters (51, 52, etc.) are also automatically updated. For example, when the player is running the player character 50 at a first location on the field, the character 51 (e.g., character 51a) moves at a second location on the field, and the character 52 (e.g., character 52a) moves at a third location on the field. When the player character 50 moves to the second location, the player character 50 may encounter the character 51.
[0126] During the execution of such a second racing game, the player can display a map UI showing a wide range of the field. In this embodiment, while the map UI is displayed, the second racing game is paused and the positions of all characters are not updated.
[0127] Fig. 16 is a diagram showing an example of a map UI that is displayed when a player performs a predetermined operation while the second racing game is being executed, and Fig. 17 is a diagram showing an example of an image that is displayed when a character 51 is selected in the map UI.
[0128] For example, when a predetermined operation (e.g., pressing the Y button) is performed to display a map UI while the player character 50 is running in the second racing game, a map UI such as that shown in Fig. 16 is displayed. The map UI is a user interface that uses a map image showing part or all of the field F.
[0129] The map UI displays a map image, an icon indicating the position on the field of the player character, and an icon indicating the position on the field of a first type of character controlled by processor 21. In the second racing game in this embodiment, a second type of character is also automatically controlled on the field, and the player character may encounter the second type of character, but the map UI does not display an icon indicating the position on the field of the second type of character.
[0130] 16 includes a map image, an icon 90 indicating the position on the field of player character 50, an icon 91 indicating the position on the field of character 51, and an icon 92 indicating the position on the field of character 52. The map UI also includes a cursor 81 for indicating a position. The player can operate the cursor 81 using, for example, an analog stick to indicate a position on the map image, indicate an icon indicating each character, or change the area of field F displayed as the map image.
[0131] The map UI allows the player to grasp the location of each character. For example, it can be seen that player character 50 is currently located within base area A1, character 51 is located within base area A10, and character 52 is located between base areas A4 and A5.
[0132] As shown in FIG. 17, when the player moves the cursor 81 to the position of an icon 91 representing a character 51, the display mode of the cursor 81 changes. At this time, an information display 82 is displayed. The information display 82 displays information indicating which of the characters 51 indicated by the cursor 81 are selectable on the character selection screen. For example, the information display 82 displays icon images of characters that are set as selectable. For example, in FIG. 17, an icon image representing character 51a and an icon image representing character 51b are displayed. The information display 82 also displays the number of characters of the same type but with different costumes that are not set as selectable (the number of characters that have not been released) in a recognizable manner. For example, in FIG. 17, two icon images with a "?" mark are displayed. This indicates that there are two characters with different costumes that are not set as selectable. At this time, when a button indicating confirmation (for example, the A button) is pressed, an OK button for confirmation is displayed as shown in the lower right of FIG. 17.
[0133] 17, if the OK button is displayed and then the enter button (e.g., A button) is pressed, the player character is changed from character 50 to character 51 (e.g., character 51a), and the second racing game is resumed from the position of character 51 indicated by cursor 81. When the player character is changed from character 50 to character 51, character 50 is placed at a predetermined position on the field and becomes a character controlled by processor 21.
[0134] Fig. 18A is a diagram showing an example of a game image when the second racing game is being executed using the player character 50a immediately before the map UI is displayed, and Fig. 18B is a diagram showing an example of a game image when the player character is changed from character 50a to character 51a in the map UI and the second racing game is resumed.
[0135] As shown in Fig. 18A, when a predetermined operation for displaying the map UI is performed while the player character 50a is traveling along the base route CA1, the map UI is displayed. When the icon 91 corresponding to the character 51 is pointed to in the map UI and the OK button is pressed, the player character is changed from the character 50a to the character 51a, and the second racing game is resumed from the position of the character 51a, as shown in Fig. 18B. Specifically, if the character 51a was located at a specific position on the base route CA10 immediately before the map UI was displayed, the second racing game is resumed from that specific position on the base route CA10.
[0136] It should be noted that, when the player character is changed from the character 50 to the character 51a, the vehicle object V may also be changed according to the new character 51. Furthermore, while the player character is changed from the character 50 to the character 51a, the vehicle object V may not be changed.
[0137] The character 51 to be changed to is a predetermined character 51a. The character 51 to be changed to may be any one of a plurality of characters with different costumes that are set to be selectable. For example, any one of a plurality of characters with different costumes that are set to be selectable may be selected at random.
[0138] 16 and 17, the player can change only the position of the player character without changing the player character. Specifically, the player can move the player character to the specified base area by using the cursor 81 to designate one of the multiple base areas A in the map image and pressing the enter button. In this case, the player character and vehicle object V do not change.
[0139] Furthermore, while the player is running the player character on the field in the second racing game, the player can also change the player character using the character selection screen described above. Specifically, when a predetermined operation for displaying the character selection screen is performed while the player character is running on the field in the second racing game, the second racing game is paused and the character selection screen is displayed. The player selects one of multiple playable characters on the character selection screen and presses the confirm button. This changes the player character, and the second racing game is resumed from the position of the player character before the pause.
[0140] As described above, in the second racing game of this embodiment, the player character moves on the field based on the player's operation input, and multiple other characters controlled by processor 21 automatically move on the field. The player can change the player character to another character using the map UI and resume the second racing game from the position of the other character. In this way, other characters can be moved in various places on the field in addition to the player character, and the player character can be changed to another character and moved to the position of the other character. This allows the player to play the racing game using various characters in various places on the vast field.
[0141] Furthermore, while the second racing game is being played, the player can open the character selection screen and change the type of character without changing the position of the player character, thereby allowing the player to play the racing game using various characters at the current position.
[0142] Furthermore, while the second racing game is being played, the player can specify a position on the map image and move the player character to the specified position, thereby allowing the same player character to be used in racing games at various locations.
[0143] (Game processing details) Next, details of the game processing in the game system 1 will be described.
[0144] Fig. 19 is a diagram showing an example of various data used in game processing in the game system 1. As shown in Fig. 19, a memory of the game system 1 (for example, DRAM 27, a storage medium attached to slot 29, or flash memory 26) stores a game program, player character data, other character data, playable character data, field data, course data, first item acquisition object data, second item acquisition object data, first classified item data, and second classified item data.
[0145] The game program is a program for executing the game processing in this embodiment (processing shown in FIGS. 20 to 25, which will be described later). The game program is stored in advance in a storage medium inserted in slot 29 or in flash memory 26, and is read into DRAM 27 when the racing game is executed.
[0146] The player character data is data related to the player character controlled by the player of the main unit 2. The player character data includes character data, position and posture data representing the position and posture of the player character, and speed and acceleration data representing the speed and acceleration of the player character. The character data includes 3D model data and texture data representing the shape and appearance of the character, data representing the characteristics of the character, etc. The player character data also includes owned item data related to items owned by the player character and vehicle object data representing the vehicle object ridden by the player character.
[0147] The other character data is data relating to other characters who participate in the racing game together with the player character in the first racing game or the second racing game. The other characters are controlled by other players or processor 21. The other character data includes data similar to the player character data.
[0148] The playable character data is data relating to each of a plurality of pre-stored characters, and includes a first type of character data and a second type of character data.
[0149] The first type of character data includes character data (3D model data, texture data, data representing characteristics, etc.) for each of the plurality of first type characters (e.g., 50a to 50c, 51a to 51d, 52a to 52b) described above. The first type of character data also has a selectable flag for each of the plurality of first type characters that indicates whether or not the character is set to be selectable on the character selection screen.
[0150] The second type of character data includes character data (3D model data, texture data, data representing characteristics, etc.) relating to each of the plurality of second type characters (e.g., 60 to 62) described above. The second type of character data also has a selectable flag for each of the plurality of second type characters indicating whether or not the character is set to be selectable on the character selection screen.
[0151] The field data is data that represents the entire field F. The field data includes data that indicates a plurality of base areas and data that indicates a plurality of inter-base route.
[0152] The course data is data that defines the course on which the first racing game is played. For example, the course data includes course objects (e.g., roads, walls, building objects, etc.) that define the course. In this embodiment, multiple courses are prepared in advance, and course data corresponding to each course is stored in memory. The course data may be stored in advance in a storage medium inserted in slot 29 or in flash memory 26, or may be obtained from a server via the Internet or from another main unit 2.
[0153] The first item acquisition object data is data relating to the first item acquisition object 71 placed at a predetermined position on the intra-base route CA or the inter-base route R, and includes data representing the placement position, data representing the shape, and the like.
[0154] The second item acquisition object data is data relating to a second item acquisition object 75 placed at a predetermined position on the intra-base route CA or the inter-base route R, and includes data representing the placement position, data representing the shape, and the like.
[0155] The first category of item data is data relating to a first category of item X. The first category of item data includes, for each of a plurality of items X, data representing the shape and data indicating the effect when used. The second category of item data is data relating to a second category of item Y. The second category of item data includes, for each of a plurality of items Y, data representing the shape and data indicating the effect when used.
[0156] (Game setting process) Next, a description will be given of the processing performed in the game system 1. Fig. 20 is a flowchart showing an example of game setting processing performed when an instruction to execute a game program is given. The game setting processing shown in Fig. 20 is processing executed in response to an instruction to start a game given by a player, and is processing for setting the type of game (first racing game or second racing game), course, game mode (single-play mode, offline multi-play mode, online multi-play mode), type of player character, type of vehicle object, etc., based on input from the player.
[0157] In this embodiment, the processor 21 of the main unit 2 executes the game program using a memory (e.g., DRAM 27) to perform the processing of each step shown in FIGS. 20 to 25. However, in other embodiments, some of the processing of each step may be performed by a processor (e.g., a dedicated circuit) other than the processor 21. Furthermore, if the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step may be performed in the other information processing device. Furthermore, the processing of each step is merely an example, and the order of the processing of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as the same results are obtained.
[0158] As shown in FIG. 20, processor 21 performs a process for selecting a type of game and a game mode (step S1). Here, processor 21 displays a setting screen for allowing the player to select one of a plurality of types of games including a first racing game and a second racing game, and accepts operation input from the player. Processor 21 selects the type of game to be executed in response to the operation input from the player. When the first racing game is selected, processor 21 displays a course selection screen and allows the player to select a course on which to play the first racing game. Processor 21 also displays a setting screen for allowing the player to select a game mode, and accepts operation input from the player. Processor 21 sets the game mode in response to the operation input from the player.
[0159] Once the type of game and the game mode are selected, processor 21 performs a character selection process (step S2). The character selection process is a process for allowing the player to select a player character. Specifically, processor 21 displays a character selection screen such as that shown in FIG. 3 and accepts operation input from the player. Processor 21 sets the player character in accordance with the operation input from the player.
[0160] Once the player character is selected, processor 21 performs a vehicle object selection process (step S3). The vehicle object selection process is a process for allowing the player to select a vehicle object for the player character to ride. Processor 21 displays a vehicle object selection screen and accepts operation input from the player. Processor 21 sets the vehicle object in accordance with the operation input from the player.
[0161] When a vehicle object is selected, processor 21 determines whether or not the first racing game was selected in step S1 (step S4).
[0162] If the first racing game is selected (step S4: YES), processor 21 performs a course setting process (step S5). In the course setting process, the course selected in step S1 is set. This sets a movement range in which multiple characters, including the player character, move along a predetermined route. Specifically, a start point and a finish point are set according to the selected course, and a route from the start point to the finish point is set.
[0163] When the course setting process is performed, processor 21 starts a first game process for the first racing game (step S6). The first game process is repeatedly performed until the first racing game ends.
[0164] On the other hand, if the second racing game is selected (step S4: NO), processor 21 starts second game processing for the second racing game (step S7). The second game processing is repeatedly performed until the second racing game ends.
[0165] (First game process) 21 is a flowchart showing an example of the first game processing. The first game processing is executed, for example, when the first racing game is selected in the above-mentioned game setting processing and an instruction to start the game is given.
[0166] Processor 21 first places the player character of the type selected in the character selection process and other characters at the start point of the set course (step S10). Here, it is assumed that player character 50a was selected in the character selection process. After each character is placed, the first racing game starts, and the processes from step S11 onward are executed.
[0167] When the first racing game is started, processor 21 acquires operation data in step S11. Specifically, processor 21 acquires operation data stored in memory from controllers 3 and 4. Thereafter, processor 21 repeatedly executes the processes of steps S11 to S17 at predetermined frame time intervals (for example, 1 / 60 second intervals).
[0168] Next, processor 21 executes a player character control process (step S12). Here, processor 21 updates the position, posture, velocity (movement direction and speed), etc. of the player character based on the operation data, and causes the player character to perform a predetermined action. Processor 21 also updates the position of the virtual camera in response to the update of the player character's position. Note that if the player character has been changed to a second type of character based on the acquisition of a first-class item X (step S25, described below), processor 21 determines in step S12 whether a predetermined time has elapsed since the change to the second type of character. If the predetermined time has elapsed since the change to the second type of character, processor 21 returns the player character from the second type of character to the character before the change stored in step S25.
[0169] Next, processor 21 performs first item processing (step S13). The first item processing is processing related to first item acquisition object 71 and a first category of item. Specifically, the first item processing is processing for causing the player character to acquire a first category of item in response to the player character hitting first item acquisition object 71, or for changing the player character in response to the player character using a first category of item. The first item processing will be described in detail below.
[0170] FIG. 22 is a flowchart showing an example of the first item processing in step S13.
[0171] As shown in FIG. 22, processor 21 determines whether or not the player character has come into contact with first item acquisition object 71, based on the position of the player character updated in step S12 (step S21).
[0172] When the player character comes into contact with the first item acquisition object 71 (step S21: YES), processor 21 grants the player character an item X of the first category (step S22). The type of item X granted here is determined according to the position on the field where the first item acquisition object 71 is placed. As a result, the player character acquires the type of item X according to the current position. Note that the type of item X granted may be determined randomly based on the position of the first item acquisition object 71.
[0173] If the determination in step S21 is NO or if the processing of step S22 has been executed, processor 21 determines, based on the operation data, whether or not the player character has used item X that the player character owns (step S23). Specifically, processor 21 determines whether or not an instruction to use the item has been given when item X is in an activatable state.
[0174] If the player character uses item X (step S23: YES), processor 21 executes a character determination process (step S24). Here, processor 21 determines a character to be transformed into based on the type of item X used and the type of the current player character. Specifically, processor 21 randomly determines the character to be transformed into based on the correspondence table shown in FIG. 12 or 13.
[0175] Next, processor 21 changes the current player character to the character determined in step S24 (step S25). Specifically, processor 21 replaces the character data in the player character data with character data corresponding to the determined character. If a second type of character is determined in step S24, processor 21 stores the character before the change. As described above, if a predetermined time has elapsed since the change to a second type of character in step S12, the player character is reverted from the second type of character to the character before the change. On the other hand, if the player character is changed to a first type of character in step S25, the player character is not reverted to the character before the change even after the predetermined time has elapsed.
[0176] Next, processor 21 activates an effect related to running (step S26). For example, processor 21 temporarily increases the speed of the player character as an effect related to running.
[0177] Next, if the character determined in step S24 is not set to be selectable on the character selection screen, processor 21 sets the determined character to be selectable (step S27). Specifically, processor 21 sets the selectable flag (a flag included in the playable character data) of the character determined in step S24 to ON.
[0178] When the process of step S27 has been executed, or when the determination in step S23 is NO, the processor 21 ends the process shown in FIG. 22 and returns the process to FIG.
[0179] 21, after step S13, processor 21 executes second item processing (step S14). The second item processing will be described in detail below.
[0180] FIG. 23 is a flowchart showing an example of the second item processing in step S14.
[0181] As shown in FIG. 23, processor 21 determines whether or not the player character has come into contact with second item acquisition object 75, based on the position of the player character updated in step S12 (step S31).
[0182] If the player character comes into contact with the second item acquisition object 75 (step S31: YES), processor 21 grants the player character an item Y of the second category (step S32). The type of item Y granted here is determined randomly with a probability according to the player character's current ranking. In this way, the player character acquires item Y.
[0183] If the determination in step S31 is NO or if the processing of step S32 has been executed, processor 21 determines, based on the operation data, whether or not item Y possessed by the player character has been used (step S33). Specifically, processor 21 determines whether or not an instruction to use the item has been given when item Y is in an activatable state.
[0184] If the determination in step S33 is YES, processor 21 activates a second effect according to the type of item Y used (step S34). For example, when item Y1 is used, processor 21 temporarily increases the speed of the player character as a second effect according to item Y1. Furthermore, when another character launches a predetermined attack on the player character at the time when item Y1 is used, processor 21 nullifies the predetermined attack as a second effect according to item Y1. Furthermore, when a different type of item Y is used, a second effect according to the type of item Y used is activated.
[0185] When the process of step S34 has been executed, or when the determination in step S33 is NO, the processor 21 ends the process shown in FIG. 23 and returns the process to FIG.
[0186] Returning to FIG. 21, after step S14, processor 21 executes other character control processing (step S15). Here, processing is performed on other characters who participate in the racing game together with the player character. Specifically, processor 21 updates the position, posture, speed (movement direction and speed), etc. of each of the multiple other characters, and causes each of the multiple other characters to perform a predetermined action. In addition, in the other character control processing, processing similar to the first item processing and second item processing is performed. That is, when another character uses item X of the first category, an effect related to item X (an effect related to character change and running) is generated. In addition, when another character uses item Y of the second category, an effect according to the type of item Y is generated. However, when another character uses item X and a character is changed, the changed character is not set as newly selectable on the player's item selection screen.
[0187] Next, processor 21 performs a drawing process (step S16). In the drawing process, processor 21 generates a game image based on a virtual camera corresponding to the player character, and outputs the generated game image to display 12 or an external display device.
[0188] Next, processor 21 determines whether the set course has ended (step S17). If all of the multiple characters playing the first racing game have reached the finish line, processor 21 determines YES in step S17. On the other hand, if the set course has not ended (step S17: NO), processor 21 executes the process of step S11 again.
[0189] If the set course has ended (step S17: YES), processor 21 determines whether to continue the first racing game (step S18). For example, processor 21 may determine whether to continue the first racing game based on whether all of the courses set in the game setting process have ended. Alternatively, processor 21 may accept a player's operation input and determine whether to continue the first racing game based on the operation input. If it is determined that the first racing game will continue (step S18: YES), processor 21 performs a next course setting process (step S19). Here, the next course in the first racing game is set. Also, in step S19, a character selection process may be performed based on the player's operation input, and the player character may be changed. Also, in step S19, the vehicle object may be changed based on the player's operation input.
[0190] When the process of step S19 has been performed, processor 21 executes the process of step S10 again. Here, each character is placed on the course set in step S19.
[0191] On the other hand, if it is determined not to continue the first racing game (step S18: NO), processor 21 determines whether to end the game (step S20). Here, processor 21 determines whether an instruction to end the game has been given by the player.
[0192] If it is determined that the game is not to be ended (step S20: NO), processor 21 then performs second game processing (step S7). If the first racing game is not to be continued (in other words, if the first racing game is to be ended), and an instruction to end the game is not given, a second racing game is played by the player character following the first racing game. For example, the second racing game may start from the end position of the first racing game.
[0193] On the other hand, if it is determined that the game is to be ended (step S20: YES), processor 21 ends the processing shown in FIG.
[0194] (Second game process) Next, the second game processing will be described. Figure 24 is a flowchart showing an example of the second game processing. The second game processing is executed, for example, when the second racing game is selected in the above-mentioned game setting processing and an instruction to start the game is given. Furthermore, the second game processing is executed after the first racing game has ended. In Figure 24, the same processes as in Figure 21 are assigned the same reference numerals and their explanations will be omitted.
[0195] In the second game processing, processor 21 places the player character on the field and sets multiple other characters (e.g., first type of characters) at positions on the field (step S40). Specifically, processor 21 places the player character at a position on the field. Processor 21 also sets multiple other characters at positions on the field. The positions of each other character are set in a dispersed manner so as not to be concentrated at a specific position on the field. For example, the position of each other character may be set within or near each base area on the field.
[0196] After step S40, processor 21 executes the processes of steps S11 to S14.
[0197] After step S14, processor 21 executes another character control process (step S41). In the other character control process of step S41, processor 21 updates the positions of other characters set in each position on the field based on a predetermined algorithm.
[0198] After step S41, processor 21 executes a drawing process (step S16). If another character is included in the imaging range of the virtual camera corresponding to the player character, a game image including the player character and the other character is generated.
[0199] After step S16, processor 21 determines, based on the operation data, whether or not the player has issued a map switching instruction (step S42).
[0200] When it is determined that the player has issued a map switching instruction (step S42: YES), processor 21 executes map UI processing (step S43). Details of the map UI processing will be described below.
[0201] FIG. 25 is a flowchart showing an example of the map UI process in step S43.
[0202] As shown in FIG. 25, the processor 21 first reads a map image (step S51).
[0203] Next, processor 21 places an icon corresponding to each character on the map image according to the position of each character (step S52). Specifically, processor 21 places the icon of the player character at a position on the map image according to the position on the field of the player character updated in step S12. Processor 21 also places an icon of another character at a position on the map image according to the position on the field of the other character updated in step S41. Processor 21 also places cursor 81.
[0204] Next, processor 21 acquires operation data (step S53).
[0205] Next, the processor 21 performs a cursor control process (step S54). Here, the processor 21 controls the cursor 81 based on the operation data.
[0206] Next, processor 21 performs a drawing process (step S55). Specifically, processor 21 generates an image in which an icon indicating the position of the player character, an icon indicating the position of another character, and cursor 81 are superimposed on a map image. When the position of cursor 81 overlaps with the icon of a character, processor 21 displays information display 82 about that character.
[0207] Next, processor 21 determines, based on the operation data, whether or not a switching instruction for switching the player character with another character has been made (step S56). Specifically, processor 21 determines whether or not a predetermined operation input has been made when the position of cursor 81 overlaps the position of the icon of another character.
[0208] When a change instruction is given (step S56: YES), processor 21 performs a character change process (step S57). Specifically, processor 21 changes the player character to another character designated by cursor 81, and sets the position of the player character to the position of the other character. For example, when the player character before the change instruction is given is character 50a and character 51 is designated using cursor 81, processor 21 changes the player character from character 50a to character 51a. Processor 21 also sets the position of character 51 as the position of the player character. Note that when character 51 is designated using cursor 81, processor 21 may randomly set one of a plurality of characters 51a to 51d in different costumes as the player character.
[0209] On the other hand, if a change instruction has not been issued (step S56: NO), processor 21 determines whether a movement instruction for moving the player character has been issued (step S58). Specifically, processor 21 determines whether a predetermined operation input has been issued when cursor 81 is located in the base area.
[0210] If a movement instruction has been given (step S58: YES), processor 21 performs a character movement process (step S59). Here, processor 21 moves the player character to the base area designated by cursor 81.
[0211] On the other hand, if a movement instruction has not been issued (step S58: NO), processor 21 determines, based on the operation data, whether a cancel instruction has been issued to instruct the user to close the map UI screen (step S60). If a cancel instruction has not been issued (step S60: NO), processor 21 executes the process of step S53 again. The processes of steps S53 to S55, S56, S58, and S60 are repeatedly executed at predetermined frame time intervals (for example, 1 / 60 second intervals).
[0212] If the processing of step S57 or step S59 has been performed, processor 21 ends the processing shown in Figure 25 and returns the processing to Figure 24. If the determination in step S60 is YES, processor 21 ends the processing shown in Figure 25 and returns the processing to Figure 24. This causes the second racing game to resume.
[0213] Returning to FIG. 24, when the process of step S43 is performed, the processor 21 executes the process of step S11 again.
[0214] On the other hand, if the determination in step S42 is NO, processor 21 determines, based on the operation data, whether or not to display the character selection screen (step S44).
[0215] When it is determined that the character selection screen is to be displayed (step S44: YES), processor 21 suspends the second racing game and performs character selection processing (step S45). While this character selection processing is being performed, processor 21 repeatedly executes processing including operation data acquisition processing and drawing processing at predetermined frame time intervals. Specifically, in the character selection processing of step S45, processor 21 displays the character selection screen exemplified in FIG. 3 and accepts operation input from the player. When an operation input for selecting a character is performed and an operation input for determining the selected character is performed, processor 21 ends the character selection processing of step S45. As a result, the player character is changed to the character selected based on the operation input, while maintaining the position of the player character. When the character selection processing is ended, processor 21 executes the processing of step S11 again. As a result, the second racing game is resumed.
[0216] If the determination in step S44 is NO, processor 21 determines whether to start the first racing game (step S46). For example, if the condition for starting the first racing game is satisfied, processor 21 determines YES in step S46. The condition for starting the first racing game may be that the player has issued an instruction to start the first racing game. Alternatively, the condition for starting the first racing game may be that the player character has entered a predetermined area on the field (for example, entered a route within the base). Alternatively, the condition for starting the first racing game may be that a predetermined time has elapsed when the first racing game has transitioned to the second racing game (when step S7 has been performed via step S20).
[0217] If it is determined that the first racing game is to be started (step S46: YES), processor 21 executes a first game process (step S6).
[0218] On the other hand, when processor 21 determines not to start the first racing game (step S46: NO), processor 21 determines whether to end the game (step S47). Here, processor 21 determines whether an instruction to end the game has been given by the player. When processor 21 determines to end the game (step S47: YES), processor 21 ends the processing shown in FIG.
[0219] On the other hand, if it is determined not to end the game (step S47: NO), processor 21 executes the process of step S11 again.
[0220] The second racing game progresses by repeatedly executing the processes of steps S11 to S16, S42, S44, S46, and S47 at predetermined frame time intervals (e.g., 1 / 60 second intervals). If the player character uses a first-category item X during the second racing game, the player character is changed to a character of the same type but with a different costume, or to a character of a different type. The character changed by using the first-category item X is set to be selectable on the character selection screen. If the player issues a map switching instruction during the second racing game, a map UI is displayed, and the player can use the map UI to replace the player character with another character or move the player character to another position. If the player issues an instruction to display the character selection screen during the second racing game, the character selection screen is displayed, and the player can change the player character on the character selection screen. If the condition for starting the first racing game is met during the second racing game, the first racing game is started.
[0221] The processing shown in the above flowchart is merely an example, and the order and content of the processing may be changed as appropriate.
[0222] As described above, in this embodiment, in a selection scene in which the player selects a player character, the player is prompted to select one of a plurality of types of playable characters based on the player's operation input (steps S2 and S45). In a running scene in which the player character is running (during the first racing game or the second racing game), the player character (e.g., 50a) is prompted to acquire a first category of item X based on the player character hitting a first item acquisition object 71 placed on the field (step S22). Based on the acquisition of item X, the player character is changed to a first type of playable character (e.g., 50b or 50c) that is the same type as the player character but has a different appearance, or to a second type of playable character (e.g., 60) that is a different type from the player character (step S25). The changed character (e.g., 50b) then runs in the racing game as the player character. The changed character 50b is set to be selectable on the item selection screen (step S27).
[0223] This allows the player to change the appearance of the player character while driving the player character in the racing game, and also allows the player to increase the number of selectable playable objects while driving the player character in the racing game.
[0224] When the player character is changed to a second type of playable character, the character is returned to the original player character after a predetermined time has elapsed (steps S12, S25). When the player character changes to a different type of character, the character is temporarily changed and then returned to its original state, allowing the player to experience a temporary change in the player character. Furthermore, even if the character changes to a type different from the type selected by the player, the character returns to its original state after a predetermined time has elapsed, preventing the player from continuing the game using a character of a type different from the character selected by the player. Furthermore, when the character changes to a character of the same type as the type selected by the player but with a different appearance, the player can continue the game using a character of the type selected by the player with a different appearance, and can enjoy the change in appearance.
[0225] Furthermore, in this embodiment, when the player character acquires an item X of a first category, the player character is in a state in which it can activate (is available for use) a first effect corresponding to the item X. In the state in which it can activate the first effect, in response to an activation instruction based on an operation input, the player character is changed to a playable character of the first type or second type corresponding to the first effect (step S25), and an effect related to running corresponding to the first effect (step S26) is generated.
[0226] By changing the player character to a first type or a second type of playable character while generating a running effect, and by setting the changed character to be selectable, the player can increase the number of selectable playable characters while using the first type of item X as part of the game.
[0227] Furthermore, in this embodiment, when the player character acquires an item Y of the second category, the player character enters a state in which a second effect corresponding to the item Y can be activated (a usable state). In the state in which the second effect can be activated, the second effect occurs in response to an activation instruction based on an operation input (step S34). The second effect differs depending on the type of item Y, and is any one of a plurality of effects including an effect of accelerating the player character corresponding to the type of item Y, and is an effect that does not involve a change in the player character.
[0228] A first category item X that involves a change in player character produces the same effect as an item having an acceleration effect among a plurality of second category items Y that do not involve a change in player character. Therefore, the player can acquire the first category item X instead of the second category item Y, change the player character, and increase the number of characters that can be selected in the selection scene.
[0229] In this embodiment, in a predetermined scene (first racing game) included in a driving scene (first racing game or second racing game), a movement range along a predetermined route is set on a field (step S5), and a racing game is played in which multiple characters, including a player character, move within the movement range. In a scene in which a racing game is played with multiple characters, the player character can be changed based on the acquisition of a first category item X, and the number of characters selectable in a selection scene can be increased.
[0230] In this embodiment, in another scene (second racing game) included in the running scene (first racing game or second racing game), the player character runs on a field based on operation input without setting a movement range (course). In both a scene where a movement range is set and a scene where the movement range is not set and the player character can run freely, the player character can be changed based on the acquisition of the first category item X, and the number of characters selectable in the selection scene can be increased.
[0231] In this embodiment, the player character is caused to run on the field in a running scene based on an operational input. A plurality of other playable characters are set on the field at different positions (step S40). When one of the plurality of other playable characters set at other positions on the field is designated based on the operational input, the running scene is resumed from the position of the designated playable character, and the designated playable character is changed to a player character (step S57), and the changed player character is caused to run on the field based on the operational input.
[0232] This allows the player to control various characters to run in various places on the field.
[0233] In this embodiment, a map UI including a map image, a first indicator (player character icon 90) indicating the position of the player character on the field, and second indicators (other character icons 91, 92) indicating the positions of other playable characters on the field is displayed in response to a player's operation input. This allows the player to specify the playable character to be changed while checking the position on the field.
[0234] Furthermore, in this embodiment, the second use in the map UI includes information (information display 82) indicating characters that are set as selectable on the character selection screen. This allows the player to obtain and use the first category of item X or to replace the player character with a first type of character in another location while checking the selectable characters, allowing the player to use various items X in various locations.
[0235] In this embodiment, the map UI displays multiple base areas (locations) on the field, and when a base area is specified by the player, the player character is moved to the specified base area and the racing game is resumed. This allows the player character to change position without changing the player character.
[0236] (Variation) Although the present embodiment has been described above, the above embodiment is merely an example, and the following modifications may be made, for example.
[0237] For example, in the above embodiment, when the player character 50a uses the first category item X, the character changes into the character 50b of the same type but in a different costume. The character 50b may have the same model as the character 50a but with a different color or texture.
[0238] In the above embodiment, characters in a plurality of different costumes are displayed on the character selection screen, and the player is allowed to select one of the characters in the plurality of different costumes. In other embodiments, the player may be allowed to select a character type (e.g., character 50) on the character selection screen, and then to select one of a plurality of costumes. In this case, 3D model data representing one type of character and 3D model data representing a plurality of costumes may be stored in advance, and multiple characters of the same type but with different appearances may be generated using these data based on the character and costume selection by the player.
[0239] In the above embodiment, a racing game is performed in which a character rides on a vehicle object. In other embodiments, a racing game may be performed in which only characters or only vehicle objects run. A racing game may be performed using any player object including a character and a vehicle object. In this case, as described above, the player object is changed to a first type of playable object of the same type but with a different appearance, or to a second type of playable object of a different type, based on the acquisition of a first category item X. The playable object may be a playable character that can be controlled by a player, or may be a vehicle object that can be controlled by a player. Furthermore, during the racing game, the player object may be changed to another playable object using a map UI, and the racing game is resumed from the position of the other playable object.
[0240] In the above embodiment, when the player character changes to a first type of playable character based on the first category item X, the player character is not returned to its original state after a predetermined time has elapsed, and when the player character changes to a second type of playable character, the player character is returned to its original state after a predetermined time has elapsed. In other embodiments, when the player character changes to a first type of playable character wearing a different costume, the player character may also be returned to its original state after a predetermined time has elapsed.
[0241] In addition, in the above embodiment, only selectable characters out of the multiple playable characters are displayed on the character selection screen. In other embodiments, all playable characters, including characters that are currently unselectable, may be displayed on the character selection screen. In this case, selectable characters and unselectable characters may be displayed in different display modes on the character selection screen. For example, unselectable characters may be grayed out and controlled so that they cannot be selected by the player.
[0242] Furthermore, in the above embodiment, when the player character comes into contact with the first item-acquisition object, one first-category item X is given to the player character. In other embodiments, when the player character comes into contact with the first item-acquisition object, multiple first-category items X may be given to the player character. For example, a first item-acquisition object that gives multiple first-category items X to the player character and a first item-acquisition object that gives one first-category item X to the player character may be placed on the field. Furthermore, when the player character comes into contact with the first item-acquisition object, the number of first-category items X given to the player character may be determined randomly.
[0243] In the above embodiment, when a map UI is displayed during the second racing game and another character is designated on the map UI, the player character is changed to the designated other character, and the second racing game is resumed from the position of the designated other character. Here, "resuming the second racing game from the position of the other character" includes both resuming the second racing game from the exact position of the other character at the current time and resuming the second racing game from a predetermined position within a range corresponding to the current position of the other character. For example, if a specific position on the base route CA1 is currently set as the exact position of the other character, the second racing game may be resumed from the specific position, or may be resumed from a predetermined position (e.g., the starting point) on the base route CA1 instead of the specific position.
[0244] In the above embodiment, the player is allowed to select the other character to be replaced using the map UI. In other embodiments, the player may be allowed to select the other character to be replaced using a user interface other than the map UI.
[0245] Furthermore, the above-described processing may be executed in any other information processing device or information processing system, not limited to the game system 1. The information processing system may be configured by multiple devices, and the multiple devices may be connected via a network (for example, a LAN, the Internet, etc.).
[0246] Furthermore, the configurations according to the above-described embodiments and their modifications can be combined in any manner as long as they are not inconsistent with each other. Furthermore, the above is merely an example of the present invention, and various other improvements and modifications may be made thereto. [Explanation of symbols]
[0247] 1. Game System 21 processors 50~53 First type of character 60~62 Second type of character 70 Building Objects 71 First Item Acquisition Object 75 Second item acquisition object
Claims
1. A game program that causes a computer of an information processing device to perform a racing game in which a player object runs on a field in a virtual space based on an operation input, In a first scene in which a player is made to select a player object, having a player select a player object to be used by a player from among a plurality of types of playable objects that are selectable based on an operation input; In a second scene in which the player object is made to run, causing the player object to run on the field based on an operation input; a game program that, based on the player object obtaining an item of a first category on the field, changes the player object to a first type of playable object that is the same type as the player object but has a different appearance, or to a second type of playable object that is a different type from the player object, causes the playable object to run as the player object, and, if the changed playable object is not selectable in the first scene, sets the changed playable object to be selectable.
2. The computer further comprises: In the second situation, 2. The game program according to claim 1, wherein, when the player object is changed to the second type of playable object out of the first type of playable object and the second type of playable object based on acquisition of the first category item, the player object is changed back to the player object before the change after a predetermined period of time has elapsed.
3. the playable object is a character, the first type of playable object is one of a plurality of different costumed characters that are the same as the character of the player object but wearing different costumes, which are set for each character of the player object, The game program according to claim 2 , wherein the second type of playable object is an object of a character different from a character of the player object.
4. The game program according to claim 3 , wherein the second type of playable object is a character that is not set as the same character with a different costume.
5. The computer further comprises: In the first situation, selecting a vehicle object on which the character is to ride based on an operation input; In the second situation, The game program according to claim 3 , wherein the character is caused to travel while riding on the selected vehicle object.
6. The computer, In the second situation, in response to the acquisition of the first category item, causing the player object to be in a state in which a first effect corresponding to the first category item can be activated; 2. The game program according to claim 1, wherein, in a state in which the first effect can be activated, the game program changes the player object to one of the first type of playable object and the second type of playable object that corresponds to the first effect, and generates a running effect that corresponds to the first effect, in response to a use instruction based on an operation input.
7. the first effect relating to the running is an effect of accelerating the player object, The computer, In the second situation, in response to the player object obtaining an item of a second category on the field, putting the player object into a state in which a second effect can be activated, the second effect being one of a plurality of effects corresponding to the type of the item of the second category, including an effect of accelerating the playable object, and not involving a change in the player object; The game program according to claim 6 , wherein, in a state in which the second effect can be activated, the second effect is generated in response to a use instruction based on an operation input.
8. The computer, In a third scene included in the second scene, 2. The game program according to claim 1, wherein a movement range along a predetermined path is set on the field, a plurality of objects including the player object are moved within the movement range, and a race is carried out by the plurality of objects.
9. The computer, In a fourth scene included in the second scene, 9. The game program according to claim 8, wherein the player object is caused to run on the field based on an operation input without setting a movement range along the path on the field.
10. at least one of which of the first type playable objects each of the player objects is to be changed to and which of the second type playable objects each of the player objects is to be changed to is set in association with each type of item of the first classification; The computer, In the second situation, 10. The game program according to claim 1, wherein, based on acquisition of the first category item, the player object is changed to the first type of playable object or the second type of playable object according to the type of the acquired first category item.
11. The computer, In the second situation, 10. The game program according to claim 1, wherein, based on contact between the player object and one of item-obtaining objects that are placed at a plurality of locations on the field and each of which is assigned at least one type of item of the first category, the player object is made to obtain an item of the first category of a type that is set to the item-obtaining object.
12. 1. An information processing system comprising at least one processor that causes a racing game to be carried out in which a player object runs on a field in a virtual space based on an operation input, the processor comprising: In a first scene in which a player is made to select a player object, selecting a player object to be used by a player from among a plurality of types of playable objects that are selectable based on an operation input; In a second scene in which the player object is made to run, causing the player object to run on the field based on an operation input; an information processing system that, based on the player object obtaining an item of a first category on the field, changes the player object to a first type of playable object that is the same type as the player object but has a different appearance, or to a second type of playable object that is a different type from the player object, causes the playable object to run as the player object, and sets the changed playable object to be selectable if it is not selectable in the first scene.
13. The processor further comprises: In the second situation, 13. The information processing system according to claim 12, wherein, when the player object is changed to the second type playable object out of the first type playable object and the second type playable object based on acquisition of the first category item, the player object is changed back to the player object before the change after a predetermined period of time has elapsed.
14. the playable object is a character, the first type of playable object is one of a plurality of different costumed characters that are the same as the character of the player object but wearing different costumes, which are set for each character of the player object, The information processing system according to claim 13 , wherein the second type of playable object is an object of a character different from a character of the player object.
15. The information processing system according to claim 14 , wherein the second type of playable object is a character that does not have the same character with a different costume.
16. The processor further comprises: In the first situation, selecting a vehicle object on which the character is to ride based on an operation input; In the second situation, The information processing system according to claim 14 , wherein the character travels while riding on the selected vehicle object.
17. The processor: In the second situation, in response to the acquisition of the first category item, causing the player object to be in a state in which a first effect corresponding to the first category item can be activated; 13. The information processing system according to claim 12, wherein, in a state in which the first effect can be activated, the player object is changed to one of the first type of playable object and the second type of playable object that corresponds to the first effect, and a running-related effect that corresponds to the first effect is generated, in response to a use instruction based on an operation input.
18. the first effect relating to the running is an effect of accelerating the player object, The processor: In the second situation, in response to the player object obtaining an item of a second category on the field, putting the player object into a state in which a second effect can be activated, the second effect being one of a plurality of effects corresponding to the type of the item of the second category, including an effect of accelerating the playable object, and not involving a change in the player object; The information processing system according to claim 17 , wherein, in a state in which the second effect can be activated, the second effect is generated in response to a use instruction based on an operation input.
19. The processor: In a third scene included in the second scene, 13. The information processing system according to claim 12, wherein a movement range along a predetermined route is set on the field, a plurality of objects including the player object are moved within the movement range, and a race is carried out by the plurality of objects.
20. The processor: In a fourth scene included in the second scene, 20. The information processing system according to claim 19, wherein the player object is caused to run on the field based on an operation input without setting a movement range along the route on the field.
21. at least one of which of the first type playable objects each of the player objects is to be changed to and which of the second type playable objects each of the player objects is to be changed to is set in association with each type of item of the first classification; The processor: In the second situation, 21. The information processing system according to claim 12, wherein, based on acquisition of the first category item, the player object is changed to the first type of playable object or the second type of playable object according to the type of the acquired first category item.
22. The processor: In the second situation, 21. The information processing system according to claim 12, wherein, based on contact between the player object and any one of item-obtaining objects that are placed at a plurality of locations on the field and each of which is assigned at least one type of item of the first category, the player object is caused to obtain an item of the first category of a type that is set to the item-obtaining object.
23. 1. An information processing method performed in an information processing system that causes a racing game to be played in which a player object runs on a field in a virtual space based on an operation input, comprising: In a first scene in which a player is made to select a player object, selecting a player object to be used by a player from among a plurality of types of playable objects that are selectable based on an operation input; In a second scene in which the player object is made to run, causing the player object to run on the field based on an operation input; an information processing method comprising: changing the player object to a first type of playable object that is the same type as the player object but has a different appearance, or to a second type of playable object that is a different type from the player object, based on the player object obtaining an item of a first category on the field; causing the playable object to run as the player object; and setting the changed playable object to be selectable if it is not selectable in the first scene.
24. In the second situation, 24. The information processing method according to claim 23, wherein, when the player object is changed to the second type playable object out of the first type playable object and the second type playable object based on acquisition of the first category item, the player object is changed back to the player object before the change after a predetermined period of time has elapsed.
25. the playable object is a character, the first type of playable object is one of a plurality of different costumed characters that are the same as the character of the player object but wearing different costumes, which are set for each character of the player object, The information processing method according to claim 24 , wherein the second type playable object is an object of a character different from a character of the player object.
26. The information processing method according to claim 25 , wherein the second type of playable object is a character for which the same character with a different costume is not set.
27. In the first situation, selecting a vehicle object on which the character is to ride based on an operation input; In the second situation, 26. The information processing method according to claim 25, wherein the character is caused to travel while riding on the selected vehicle object.
28. In the second situation, in response to the acquisition of the first category item, causing the player object to be in a state in which a first effect corresponding to the first category item can be activated; 24. The information processing method according to claim 23, wherein, in a state in which the first effect can be activated, the player object is changed to one of the first type of playable object and the second type of playable object that corresponds to the first effect, and a running-related effect that corresponds to the first effect is generated, in response to a use instruction based on an operation input.
29. the first effect relating to the running is an effect of accelerating the player object, In the second situation, in response to the player object obtaining an item of a second category on the field, putting the player object into a state in which a second effect can be activated, the second effect being one of a plurality of effects corresponding to the type of the item of the second category, including an effect of accelerating the playable object, and not involving a change in the player object; The information processing method according to claim 28 , wherein, in a state in which the second effect can be activated, the second effect is generated in response to a use instruction based on an operation input.
30. In a third scene included in the second scene, 24. The information processing method according to claim 23, further comprising setting a movement range along a predetermined route on the field, moving a plurality of objects including the player object within the movement range, and causing the plurality of objects to race.
31. In a fourth scene included in the second scene, 31. The information processing method according to claim 30, wherein the player object is caused to run on the field based on an operation input without setting a movement range along the route on the field.
32. at least one of which of the first type playable objects each of the player objects is to be changed to and which of the second type playable objects each of the player objects is to be changed to is set in association with each type of item of the first classification; In the second situation, 32. The information processing method according to claim 23, wherein, based on acquisition of the first category item, the player object is changed to the first type of playable object or the second type of playable object according to the type of the acquired first category item.
33. In the second situation, 32. The information processing method according to claim 23, wherein, based on contact between the player object and any one of item-obtaining objects that are placed at a plurality of locations on the field and each of which is assigned at least one type of item of the first category, the player object is made to obtain an item of the first category of a type that is set to the item-obtaining object.
34. 1. An information processing device comprising at least one processor that causes a racing game to be performed in which a player object runs on a field in a virtual space based on an operation input, the at least one processor comprising: In a first scene in which a player is made to select a player object, selecting a player object to be used by a player from among a plurality of types of playable objects that are selectable based on an operation input; In a second scene in which the player object is made to run, causing the player object to run on the field based on an operation input; an information processing device that, based on the player object obtaining an item of a first category on the field, changes the player object to a first type of playable object that is the same type as the player object but has a different appearance, or to a second type of playable object that is a different type from the player object, causes the playable object to run as the player object, and sets the changed playable object to be selectable if it is not selectable in the first scene.