Game program, information processing system, information processing method, and information processing device.
The game program enables players to rewind their player object to a past position using stored history information, addressing the lack of flexibility in conventional racing games by allowing smooth gameplay resumption and preventing unintended movements.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2026-03-25
AI Technical Summary
Conventional racing games lack the ability for players to freely return their player object to its original position after going out of the course, limiting gameplay flexibility.
A game program that allows players to rewind the movement of their player object to a past position using stored history information, including speed and position data, and resumes movement control based on this data, with options to terminate rewind upon object contact or continue it with continuous input.
Enables players to smoothly resume gameplay from a desired past position, allowing for flexible gameplay scenarios and maintaining game integrity by preventing unintended movements during rewind.
Smart Images

Figure 2026052754000001_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 apparatus capable of executing a racing game.
Background Art
[0002] Conventionally, there is a system for playing a racing game that moves a player object (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above conventional game, when the player object goes out of the course, there is a function to automatically return to the course, but it is not a function to freely return to the original position.
[0005] The present invention provides a game program, an information processing system, an information processing method, and an information processing apparatus having a function of returning a player object moving in a field to a past position.
Means for Solving the Problems
[0006] The present invention employs the following configuration.
[0007] (First Configuration) In the first configuration, the game program causes the computer to control the movement of a player object in a field within a virtual space based on operation inputs in the first scene, thereby executing a racing game. The game program also causes the computer to control the movement of the player object in the field based on operation inputs in the second scene, to control the movement of other objects in the field, to store history information including at least one of the player object's speed and position in a time series according to the distance moved or the passage of time, to continue controlling the movement of the other objects in response to a first instruction based on operation inputs, to interrupt the movement control of the player object, and to perform rewind control based on the history information, returning the player object to its past position in reverse order of the stored time series.
[0008] According to the above, in a field where a racing game takes place, the player object can be restored according to instructions by using a method that restores only the player object, rather than the entire scene.
[0009] (Second structure) In the second configuration, in the first configuration described above, the game program may instruct the computer to resume control of the player object's movement after the rewind control has been performed in the second scene, and to resume storing the history information in chronological order from the point where the rewind was completed.
[0010] According to the above, even after a rewind has occurred, the history information from where it left off can be stored, allowing for further rewinds later.
[0011] (The third structure) In the third configuration, in the second configuration described above, the game program may instruct the computer to terminate the rewind control when the player object comes into contact with another object while the rewind control is being performed in the second scene.
[0012] According to the above, if the player object comes into contact with another object during rewind control, terminating the rewind control can prevent unintended behavior caused by forced movement. Furthermore, rewind control can be performed again even after terminating the rewind control.
[0013] (Fourth structure) In the fourth configuration, in any of the first to third configurations described above, the game program may cause the computer to continue the rewind control while the first instruction is being continuously performed in the second scene.
[0014] According to the above, the rewind control can be continued by a continuous first instruction.
[0015] (Fifth component) In the fifth configuration, in any of the first to fourth configurations described above, the history information may include the speed of the player object. The game program may instruct the computer to set the speed of the player object based on the speed stored in the history information at the rewound point after the rewind control has been performed, and then resume movement control.
[0016] According to the above, after rewind control, the movement control of the player object can be smoothly resumed.
[0017] (The sixth component) In the sixth configuration, in the fifth configuration described above, the game program may instruct the computer to set the movement speed of the player object based on the speed stored at the rewound point when it resumes movement control of the player object after the rewind control has been performed, if a forward command based on the operation input has been given, and to stop the player object if no forward command has been given.
[0018] According to the above, after rewind control, the movement control of the player object can be smoothly resumed.
[0019] (The seventh component) In the seventh configuration, in any of the first to sixth configurations described above, the history information may further include the posture of the player object. The game program may cause the computer to set the posture of the player object based on the posture stored at the rewound point in the history information after the rewind control has been performed in the second scene, and further change the posture of the player object and resume movement control if a direction change instruction has been given based on the operation input.
[0020] According to the above, after rewind control, the movement control of the player object can be smoothly resumed.
[0021] (The eighth component) In the eighth configuration, in any of the first to seventh configurations, the game program further causes the computer, in the first scene and the second scene, when the player object satisfies a predetermined condition, to transition to a state in which the player object holds an item having a predetermined effect, and when the player object is in a state of holding the item, in response to a second instruction based on an operation input, to cause the effect set for the item to occur and to transition the player object to a state in which it does not hold the item, and in the second scene, further stores, as the history information, information on the item held by the player object in chronological order, and in the rewind control, may further return the item held by the player object to a past state in reverse order of the stored chronological order based on the history information.
[0022] According to the above, the holding state of the item of the player object can be restored.
[0023] (Ninth Configuration) In the ninth configuration, in the eighth configuration, the game program further causes the computer, in the second scene, when the first instruction is given while the effect of the item is occurring, to cancel the effect of the item and perform the rewind control.
[0024] According to the above, the effect of the item can be canceled and the rewind control can be performed. For example, the rewind control can be performed without significantly changing the game situation.
[0025] (Tenth Configuration) In the tenth configuration, in any of the first to ninth configurations, the second scene may be a scene in which the player object is moved and controlled based on an operation input without performing a race on the field.
[0026] According to the above, the rewind control can be performed in a scene where a race is not performed.
[0027] (Structure of the 11th) In the 11th configuration, in any of the first to 10 configurations described above, the game program may cause the computer to execute the race game on a course set on the field in the first scene, and to reposition the player object back onto the course and resume movement control if the player object deviates from the course during the race game, and to control the movement of the player object on the field where no course is set in the second scene.
[0028] According to the above, when controlling the movement of a player object in the second scenario where no course is set, the player object can be returned to its original position by using rewind control.
[0029] (The 12th composition) In the 12th configuration, in any of the first to 11 configurations described above, the first scene is a scene in which a racing game is played in which the opponent object that is the opponent in the race includes an opponent player object that is controlled in response to the operation of other players based on communication, and the second scene is a scene in which a racing game is played in which the opponent object does not include the opponent player object.
[0030] According to the above, in the second scene where there is no opposing player object, the player object can be returned by rewind control.
[0031] (The 13th composition) In the 13th configuration, in any of the first to 12 configurations described above, the second scene may include the racing game in the first scene.
[0032] According to the above, during a racing game, the player object can be moved back using rewind control.
[0033] Furthermore, the other components may be an information processing system that executes the above-mentioned game program, an information processing device, or an information processing method. [Effects of the Invention]
[0034] According to the present invention, in a field where a racing game is played, only the player object can be restored, rather than the entire scene being restored. [Brief explanation of the drawing]
[0035] [Figure 1] A diagram showing an example of a game system. [Figure 2] Block diagram showing an example of the internal configuration of the main unit. [Figure 3] A diagram showing an example of the entirety of field F in the virtual space. [Figure 4] A diagram showing an example of road AR1 set in base area A1. [Figure 5] This figure shows an example of a game image displayed on the display device of the main unit 2 during a first type of game. [Figure 6] This diagram shows an example of a game image when player object 50 hits item acquisition object 75 and acquires an item. [Figure 7] A diagram showing an example of history information recorded during the first or second type of game. [Figure 8] Figure 7 shows an example of history information after the rewind instruction ends when the game returns to state No. 3, as shown in Figure 7, and the game resumes. [Figure 9] This diagram shows an example of a game image when a rewind process is performed during the first type of game. [Figure 10] Figure 10 is a game image showing a rewind process during the second type of game, illustrating an example of a rewind process for the item possession state. [Figure 11] This diagram shows an example of various data stored in Game System 1. [Figure 12] A flowchart showing an example of game selection processing. [Figure 13] A flowchart illustrating an example of the first game processing for the first type of game. [Figure 14] A flowchart showing an example of the player object control process in step S13. [Figure 15] A flowchart showing an example of the rewind process in step S29. [Figure 16] A flowchart showing an example of the rewind termination process in step S35. [Figure 17] A flowchart illustrating an example of second-game processing for a second type of game. [Modes for carrying out the invention]
[0036] (Game system configuration) The following describes a game system according to an example of this embodiment. Figure 1 is a diagram showing an example of a game system. The example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as the main unit of the game device) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that performs various processes (for example, game processing) in the game system 1. The left controller 3 and the right controller 4 include, as an example of an operation section for user input, a plurality of directional buttons 30 including up, down, right, and left buttons, a plurality of buttons (A button, B button, X button, Y button, L button, R button, etc.), and an analog stick.
[0037] 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 and the left controller 3 and the right controller 4 can be used as separate units. In the following, the left controller 3 and the right controller 4 will be collectively referred to as "controllers".
[0038] Figure 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in Figure 2, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that performs various information processing (e.g., game processing) in the main unit 2, and includes, for example, one or more CPUs (Central Processing Units) and one or more GPUs (Graphics Processing Units). The processor 21 may consist only of a CPU, or it may consist of a SoC (System-on-a-chip) that includes multiple functions such as CPU functions and GPU functions. The processor 21 performs various information processing by executing information processing programs (e.g., game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 26, or an external storage medium installed in slot 29).
[0039] The main unit 2 also includes a display 12. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to the processor 21. The processor 21 displays images generated (for example, by executing the above-mentioned information processing) and / or images acquired from an external source on the display 12.
[0040] Furthermore, the main unit 2 is equipped with a left terminal 22, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 23, which is for the main unit 2 to communicate with the right controller 4 via wired connection.
[0041] Furthermore, the main unit 2 includes a flash memory 26 and a DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into it. The flash memory 26 and DRAM 27 are connected to the processor 21. The flash memory 26 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 27 is a memory used to temporarily store various types of data used in information processing.
[0042] The main unit 2 is equipped with a slot 29. The slot 29 has a shape that allows a predetermined type of storage medium to be inserted. 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 similar information processing devices. The predetermined type of storage medium is used to store, for example, data used by the main unit 2 (e.g., save data for game applications, etc.) and / or programs executed by the main unit 2 (e.g., game programs, etc.).
[0043] The main unit 2 is equipped with 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 slot 29 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 29, according to instructions from the processor 21.
[0044] The processor 21 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 26 and DRAM 27, as well as to each of the above-mentioned storage media.
[0045] Furthermore, the main unit 2 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 wirelessly or via wired connection over a network. In this embodiment, as a first communication mode, the network communication unit 24 connects to a wireless LAN and communicates with external devices using a method compliant with the Wi-Fi® standard. In addition, as a second communication mode, the network communication unit 24 performs wireless communication with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication). The wireless communication using the second communication mode is possible with other main unit 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by communicating directly or indirectly via access points between multiple main unit 2.
[0046] 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 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 25 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.
[0047] The processor 21 is connected to the left terminal 22 and the right terminal 23 described above. When the processor 21 communicates with the left controller 3 via a wired connection, 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. Similarly, when the processor 21 communicates with the right controller 4 via a wired connection, 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. Thus, 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.
[0048] In addition to the elements shown in Figure 2, the main unit 2 also includes a battery for supplying power and output terminals for outputting images and sound to a display device other than the display 12 (for example, a television).
[0049] (Game Overview) Next, an overview of the game executed in game system 1 will be described. The game in this embodiment is a game in which a player object controlled by a first player is moved in a virtual space (game space).
[0050] First, let's describe the field within the virtual space where the game of this embodiment takes place. Figure 3 shows an example of the entire field F within the virtual space.
[0051] In this embodiment, a vast field F is set up in a virtual space (game space), and the first player can play a racing game on various courses set up on the field. As shown in Figure 3, multiple base areas A are set up on the field F in the virtual space. Roads are set up in each base area A, intended for player objects to travel on. For example, base area A1 is an area representing a city, and road AR1 is set up, intended for player objects to travel on.
[0052] Multiple base areas are connected by roads designed for player objects to travel along. For example, base area A1 and base area A2 are connected by road BR1. Also, base area A1 and base area A4 are connected by road BR3.
[0053] In the following, roads AR located within a base and roads BR located between bases may be simply referred to as "road R". Road R refers to an area within the field set up in the virtual space that is specifically designed for the movement of player objects. Note that areas other than road R (e.g., grasslands, sandy areas, water surfaces, etc.) may also be set up on the field.
[0054] Figure 4 shows an example of road AR1 set up in base area A1.
[0055] As shown in Figure 4, a road AR1 is provided in base area A1. A gate that can serve as both a starting point and an ending point is provided on road AR1. Road AR1 is also connected to roads BR1 and BR3. Road BR1 extends to base area A2. Road BR3 extends to base area A4.
[0056] The game of this embodiment includes multiple types of games, including a first type of game and a second type of game.
[0057] The first type of game is a racing game in which a first player controls the movement of a player object 50 and one or more opponent objects on a course set up on a field. Here, the opponent objects are objects that compete against the player object 50. The player object 50 and one or more opponent objects travel along the course set up on the field, aiming for the finish line of the course. The course is the entire route from the start point to the finish line in the first type of game. Here, the route is the area in the first type of game where the player object 50 and the opponent objects are expected to move. The route is set along a road R, for example. The route may include the road R and an area at a predetermined distance from both ends of the road R. Note that the route does not necessarily have to be set along the road R, and may include areas other than the road R, such as grasslands, sandy areas, on or underwater, or in the air. For example, the player object 50 may have wings and be able to move in the air with its wings extended. The route may include, for example, a road R and an area at a predetermined distance from both ends of the road R, a grassland area, and the air. When the first type of game is played, a route including the road R and areas other than the road is set, and the player object 50 is controlled to move along the route. If the player object 50 deviates from the route during the first type of game, the player object 50 is forcibly repositioned onto the route.
[0058] The opponent object may be manipulated by another player or automatically controlled by processor 21. The opponent object manipulated by another player is sometimes called the "opponent player object." Hereafter, when simply referred to as "opponent object," it includes both opponent objects manipulated by other players and opponent objects controlled by processor 21.
[0059] A racing game mode in which a player object 50 controlled by a first player and an opponent player object controlled by another player are used is called "multiplayer mode." A racing game mode in which a player object 50 controlled by a first player and an opponent object controlled by a processor 21 are used is called "single-player mode."
[0060] The multiplayer mode is further divided into online multiplayer mode and offline multiplayer mode. In online multiplayer mode, the main unit 2 is connected to the internet, and the main unit 2 communicates with other main unit 2s corresponding to other players via a server, allowing multiple players to play a racing game. In offline multiplayer mode, one main unit 2 and multiple controllers communicate wirelessly, and each player uses their controller to operate the player object corresponding to themselves. Alternatively, in offline multiplayer mode, multiple main unit 2s are connected via local communication, and each player uses a controller connected to their own main unit 2 to operate the player object corresponding to themselves. Even in multiplayer mode, the multiple opponent objects may include opponent objects controlled by the processor 21. That is, a racing game in multiplayer mode may be played using a player object 50 operated by a first player, an opponent player object operated by a second player, and an opponent object automatically controlled by the processor 21.
[0061] In the first type of game, a course is set on the field, and the player object 50 and the opponent object move along the set course. The first type of game may be played on a course that consists of multiple laps of an in-base route set along a road AR located in base area A. Alternatively, the first type of game may be played on a course that includes an inter-base route set along a road BR located between bases.
[0062] During the first type of game, in addition to the player object 50 and the opponent object, another non-opponent object that is not a competitor of the player object 50 is automatically controlled to move by the processor 21. The non-opponent object has a different appearance from the player object 50 and the opponent object. During the first type of game, the non-opponent object may move along the road in the forward direction of the course (from start to finish), move in the reverse direction of the course, or move in a direction different from both forward and reverse directions. The non-opponent object may collide with the player object 50 or the opponent object. If the player object 50 collides with a non-opponent object, the player object 50 will temporarily stop or slow down. The non-opponent object is a moving object that does not participate in the race and is an obstacle for the player object 50 and the opponent object.
[0063] Figure 5 shows an example of a game image displayed on the display device of the main unit 2 during the first type of game. Figure 6 shows an example of a game image when the player object 50 hits the item acquisition object 75 and acquires an item.
[0064] As shown in Figure 5, a player object 50, controlled by a first player, is positioned on a base route (road AR) while riding a vehicle object. When the first player operates the accelerator (for example, by pressing the A button), the player object 50 moves forward. Also, when the first player operates the steering wheel (for example, by inputting a left or right direction using the left stick), the direction of movement of the player object 50 changes. Behind the player object 50, a virtual camera is positioned that moves in accordance with the player object 50, and a game image is generated based on this virtual camera. The generated game image is displayed on a display device (display 12 or another display device).
[0065] As shown in Figure 5, the opponent object 51 is traveling along the base route (road AR) while riding a vehicle object. The opponent object 51 is controlled by another player or processor 21. Although not shown, multiple opponent objects are traveling along the base route (road AR) in addition to the opponent object 51. Furthermore, non-opponent objects 60, which are automatically controlled by processor 21, are traveling along the road AR. Although not shown, multiple non-opponent objects 60 are traveling along the road AR, for example.
[0066] Additionally, item acquisition objects 75 are placed along the route. Item acquisition objects 75 allow player object 50 or opponent object 51 to acquire one of several types of item X. Item X produces an effect corresponding to its type when used. For example, item X1 temporarily increases the speed of the object that uses it. For example, if player object 50 uses item X1, player object 50's speed will temporarily increase. Item X2 also has the effect of hindering the movement of an object other than the one that uses it. For example, if player object 50 uses item X2, item X2 will move through the virtual space towards the preceding opponent object. If item X2 hits the opponent object, the opponent object will temporarily stop or its speed will decrease. Other items in Item X include Item X3, which, when used by Player Object 50, makes Player Object 50 invincible for a predetermined period (a state in which attacks from opponent objects and obstacles placed on the course are nullified), and Item X4, which, when used by an opponent object, puts Player Object 50 in a specific disadvantageous state for a predetermined period.
[0067] The effectiveness of items varies depending on their type. When player object 50 comes into contact with item acquisition object 75, one of several types of item X is awarded to player object 50 with a probability that depends on the player's rank at that time. For example, the lower the rank, the more likely it is that a more effective item will be awarded.
[0068] For example, as shown in Figure 6, when player object 50 comes into contact with item acquisition object 75, item X1 is assigned to player object 50, and player object 50 will be in possession of item X1. Note that when player object 50 comes into contact with item acquisition object 75, item acquisition object 75 is deleted and reappears after a predetermined period of time.
[0069] When player object 50 possesses item X1, an icon representing item X1 is displayed in the item possession area 85. Additionally, when player object 50 possesses item X1, item X1 is displayed near player object 50. When player object 50 possesses item X1 and the prescribed operation input for using the item is performed, player object 50 uses item X1. When player object 50 uses item X1, it is consumed, and player object 50's speed temporarily increases. Once item X1 is consumed, player object 50 no longer possesses item X1. Note that player object 50 can possess multiple items X. For example, player object 50 can possess up to two items X. If player object 50 possesses two items X, icons representing two items X will be displayed in the item possession area 85. For example, items X are used in the order they were acquired.
[0070] On the other hand, the second type of game is one in which the first player controls the player object 50 to move freely on the field. The second type of game is a racing game in which the player object 50 does not compete against an opponent object. In the second type of game, no course is set on the field, and the player object 50 can travel to any position on the field. That is, in the second type of game, the player can move the player object 50 on the course used in the first type of game, and can practice freely on the same course. In the second type of game, since no course is set, even if the player object 50 deviates from the road that would be considered a course in the first type of game, the player object 50 is not forcibly repositioned on the road. For example, if the player object 50 deviates from the road while traveling on a road set at a high location in the virtual space, the player object 50 will fall in the virtual space. In the second type of game, even if the player object 50 falls, it is not forcibly repositioned on the road. Subsequently, the player object 50 may continue to travel in areas of the field other than the road. On the other hand, in the first type of game, if the player object 50 travels on the same road and falls off the road, it is forcibly repositioned on the road.
[0071] In the second type of game, non-opponent objects 60 that act as obstacles to the player object 50 move across the field. Also in the second type of game, item acquisition objects 75 are placed to acquire the above items, and the player object 50 can acquire and use the items.
[0072] Furthermore, the second type of game can be played by one player using one main unit 2. Alternatively, the second type of game may be played in which multiple main units 2 are connected to the internet, and player objects corresponding to each of the multiple players are controlled to move within the same virtual space. In this case, each player moves their corresponding player object on a vast field without racing. For example, the first player moves their corresponding first player object within the virtual space, and the second player moves their corresponding second player object within the same virtual space. When the first player object and the second player object get close, for example, the second player object may appear on the first player's screen. Even in such cases, in the second type of game, each player basically moves their own player object freely on the field.
[0073] (Rewind function) In this embodiment, there is a rewind function that restores the position of the player object 50 during the first or second type of game. First, each time the player object 50 moves a predetermined distance in the virtual space, information indicating the state of the player object 50 at that time is recorded as history information. Then, when the player issues a rewind command, a rewind process is performed based on the history information to restore the state of the player object 50 to a past state.
[0074] Figure 7 shows an example of history information recorded during the first or second type of game. For example, each time the player object 50 moves a distance of 2m in the virtual space, history information is recorded chronologically in memory (e.g., DRAM 27 or flash memory 26).
[0075] Specifically, as historical information, position information indicating the location of the player object 50 is stored. In addition, corresponding to the position information, posture information indicating the attitude of the player object 50 at that time and speed information indicating its speed are stored. Furthermore, in some cases, corresponding to the position information, item possession information indicating the item possession status at that time may be stored. Item possession information includes information indicating whether the player object 50 possesses an item and, if so, information indicating the type of item. In addition to this information, other information about the player object 50 (for example, information indicating whether it has wings extended, information indicating whether it is on a wall surface as described later, etc.) is also stored.
[0076] The recording of historical information begins when the first or second type of game is started, or when a specific scene in the first or second type of game is reached. For example, let's assume that the historical information is stored in the order of No. 1 to No. 6 as shown in Figure 7. In reality, a larger amount of historical information will be stored, but for the sake of explanation, Figure 7 will only show examples from No. 1 to No. 6. The state shown in No. 1 is the most recent state, and the state shown in No. 6 is the latest (or current) state of the player object 50. For example, let's assume that the state shown in No. 6 is the current state of the player object 50. That is, currently, the position of the player object 50 is "P15", the orientation of the player object 50 is "Q15", the velocity of the player object 50 is "V15", and the item holding state of the player object 50 is "I15". In this state, if the first player uses the controller to issue a rewind command (for example, by pressing the down button among the multiple directional buttons 30), the state of the player object 50 returns to a past state stored as history information (a state shown in any of No. 1 to No. 5).
[0077] While the rewind command is active, a rewind process is performed on the player object 50. For example, if the rewind command is active for a first time, the player object 50 returns to the state shown in, for example, No. 4. If the rewind command is active for a second time, which is longer than the first time, the player object 50 returns to a state earlier than No. 4, for example, the state shown in No. 2. While the rewind command is active, the movement of the player object 50 is displayed on the display device.
[0078] When the rewind command is completed, the game resumes from the position where the player object 50 is located at that point. When the game resumes, history information is stored again from that position. For example, if the rewind command is completed when the player object 50 has returned to state No. 3 shown in Figure 7, the history information from No. 4 to No. 6 will be deleted or discarded, and the storage of history information will resume from No. 4.
[0079] Figure 8 shows an example of history information after the rewind instruction ends and the game resumes, returning to the state of No. 3 shown in Figure 7. As shown in Figure 8, the history information for No. 4 to No. 6 in Figure 7 is deleted, and the history information for No. 4 is newly stored. The state of No. 4 in Figure 8 is different from the state of No. 4 in Figure 7. For example, the position of player object 50 is "P13" in Figure 7, and "P13'" in Figure 8.
[0080] Figure 9 shows an example of a game image when a rewind process is performed during the first type of game.
[0081] In Figure 9(A), the player object 50, the opponent object 51, and the non-opponent object 60 are located on the road R. At this point, the position of the player object 50 is "P10," and the player object 50 is moving at a speed (V10) based on the first player's steering input (Q10). At this point, the position of the opponent object 51 is "EP50." The opponent object 51 is slightly ahead of the player object 50. The non-opponent object 60 is positioned ahead of both the player object 50 and the opponent object 51 and is moving forward. Each arrow indicates the direction of travel for each object. Note that there may be non-opponent objects moving in the opposite direction to the player object 50.
[0082] After a predetermined time has elapsed from the position shown in Figure 9(A), as shown in Figure 9(B), the player object 50 has moved 10m along the road R from its position (P10) in Figure 9(A) and is now located at "P15". Also in Figure 9(B), the opponent object 51 has moved forward and is now located at "EP55". At this point, the player object 50 and the opponent object 51 are almost side by side. The non-opponent object 60 has also moved forward from the state shown in Figure 9(A), but because its speed is slow, it is also almost side by side with the player object 50 and the opponent object 51.
[0083] Between Figure 9(A) and Figure 9(B), the position information, attitude information, velocity information, etc., of the player object 50 are stored in memory as historical information. For example, the position information of the player object 50, P10 to P15, is stored in chronological order. In addition, attitude information Q10 to Q15 and velocity information V10 to V15 are stored in association with the position information P10 to P15. Furthermore, other states of the player object 50 (for example, information indicating whether or not the wings are extended) are also stored.
[0084] Here, we assume that the first player initiated a rewind command immediately after the state shown in Figure 9(B). Figure 9(C) is a game image after a first time has elapsed since the rewind command was initiated, and it shows the game image when the player object 50 has rewound 4m from the position in Figure 9(B). As shown in Figure 9(C), the player object 50 has returned to position P13, which is closer to the viewer than P15. At this point, the orientation of the player object 50 has also returned to orientation Q13, which was stored in association with position P13. Meanwhile, the opponent object 51 has moved forward from position EP55 in Figure 9(B) and is located at "EP56". The non-opponent object 60 has also moved forward from the position in Figure 9(B).
[0085] If a rewind command is initiated while an item's effect is active, the item's effect will be canceled and the rewind process will begin. For example, if a rewind command is initiated when player object 50's speed has temporarily increased due to using item X1, the speed increase from item X1 will be canceled and the rewind process will begin. Similarly, if a rewind command is initiated when player object 50 is temporarily invincible due to using item X3, the invincibility will be canceled and the rewind process will begin. Furthermore, if a rewind command is initiated when player object 50 is temporarily at a disadvantage due to the opponent object using item X4, that disadvantage will be canceled and the rewind process will begin.
[0086] If the rewind command continues from the state shown in Figure 9(C), the game image shown in Figure 9(D) will be displayed. Figure 9(D) is the game image after a second time has elapsed, which is longer than the first time since the rewind command was started, and it shows the player object 50 rewinding 6m from the position in Figure 9(B). As shown in Figure 9(D), the player object 50 has returned to position P12, which is even closer than P13. On the other hand, the opponent object 51 has moved further forward from position EP56 in Figure 9(C) and is now at "EP57". The non-opponent object 60 has also moved further forward from the position in Figure 9(C).
[0087] The rewind command is continued until the game image shown in Figure 9(E) is displayed, at which point the rewind command is considered to have ended. Figure 9(E) is the game image after a third time interval, longer than the second interval, has elapsed since the start of the rewind command, and represents the game image when the player object 50 has rewound 10m from the position shown in Figure 9(B). As shown in Figure 9(E), the player object 50 has returned to position P10, which is even closer than P12. Meanwhile, the opponent object 51 has moved further forward than the position EP57 shown in Figure 9(D), and is now located at "EP58". The non-opponent object 60 has also moved further forward than the position shown in Figure 9(D).
[0088] If the rewind command is terminated in the state shown in Figure 9(E), the rewind process for the player object 50 is terminated, and the game resumes with the player object 50 at position "P10". If acceleration is performed when the rewind process is terminated, the speed of the player object 50 is set based on the speed V10 stored as history information associated with position P10. Specifically, if the speed V10 stored as history information is greater than or equal to a predetermined speed, the speed of the player object 50 at the time the rewind process is terminated is set to "V10". In other words, the stored "V10" is given as the initial speed of the player object 50 when the game resumes. If the speed V10 stored as history information is less than a predetermined speed, the speed of the player object 50 at the time the rewind process is terminated is set to a constant speed. On the other hand, if acceleration is not performed when the rewind process is terminated, the speed of the player object 50 is set to "0". In other words, if no accelerator operation is performed when the rewind process is completed, the game will resume with the player object 50 stopped at position P10.
[0089] Furthermore, the posture of the player object 50 is set based on posture Q10, which is stored as history information and associated with position P10. Specifically, if a predetermined posture change operation (for example, tilting the stick left or right while holding down the R button) has not been performed when the rewind process is completed, the posture of the player object 50 at the time the rewind process is completed will be set to posture Q10, which is stored as history information. On the other hand, if a predetermined posture change operation has been performed when the rewind process is completed, the posture of the player object 50 at the time the rewind process is completed will be set to posture Q10, which is stored as history information, with corrections made according to the posture change operation. For example, if the R button is pressed and the stick is tilted to the left when the rewind process is completed, the posture of the player object 50 at the time the rewind process is completed will be set to posture Q10, which is stored as history information, with corrections made to the left.
[0090] In the example shown in Figure 9, the accelerator is operated at point (E) in Figure 9, and no attitude change operation is performed. Therefore, when the rewind process is completed, the speed of the player object 50 is set to "V10" and the attitude of the player object 50 is set to "Q10".
[0091] After a predetermined time has elapsed since the rewind process was completed, as shown in Figure 9(F), the player object 50 has moved 4m along the road R from position P10 in Figure 9(E) to position "P12'". When the rewind process is completed and the game is resumed, the player object 50 does not necessarily pass through positions it has previously passed through. The state of the player object 50 at each point in time after the game is resumed (position, orientation, speed, etc.) is determined according to the operations performed by the first player after the game is resumed. Meanwhile, the opponent object 51 has moved even further forward than position EP58 in Figure 9(E), is out of the field of view of the virtual camera, and is no longer displayed on the screen. The non-opponent object 60 has also moved further forward from the position shown in Figure 9(E) and is no longer displayed.
[0092] As time progresses from Figure 9(F), the player object 50 moves 6m along road R from position P10 in Figure 9(E) to position "P13'", as shown in Figure 9(G). Furthermore, as time progresses from Figure 9(G), the player object 50 moves 10m along road R from position P10 in Figure 9(E) to position "P15'", as shown in Figure 9(H).
[0093] Furthermore, if the player object 50 collides with another object during the rewind process shown in Figures 9(C) to (E), the rewind process is forcibly terminated, even if the rewind instruction is still active at that point. As described above, during the rewind process, the player object 50 gradually returns to its past state (for example, moving in the opposite direction to the normal direction of travel defined on the course), while other objects move forward. Therefore, other objects may move along the path previously taken by the player object 50, and the player object 50 may collide with other objects during the rewind process. If another object exists at the position to which the player object 50 has returned, the player object 50 will be inside the other object, which may cause malfunctions. For this reason, in this embodiment, if the player object 50 collides with another object during the rewind process, the rewind process is forcibly terminated at that point. Alternatively, the rewind process may be forcibly terminated immediately before the player object 50 collides with another object. Even if the rewind process is forcibly terminated, you can issue another rewind command, allowing you to rewind to an even earlier position after other objects have left.
[0094] Thus, in this embodiment, while the player object 50 is being controlled to move, the state of the player object 50 is stored as history information each time the player object 50 moves a predetermined distance. If a rewind instruction is given while the player object 50 is being controlled to move, the player object 50's movement control is interrupted, and a rewind process is performed to return the player object 50's state to a previous state based on the history information. Even while the rewind process is being performed, the movement control of other objects in the virtual space (movable objects such as the opponent object 51 and non-opponent object 60) continues.
[0095] This allows the player object 50 to be rewound to a previous state without interrupting the movement control of other objects. Therefore, the player can, for example, return to a previously passed location in the virtual space and traverse that location again, allowing them to try again. This can therefore be used for course practice. Furthermore, for example, if the player object 50 passes a location or object the player has found while moving through the virtual space, the rewind process returns the player object 50 to its previous position, allowing the player to see the location or object they passed.
[0096] Next, we will explain the rollback of item ownership. Figure 10 is a game image showing an example of the rollback process during the second type of game.
[0097] As shown in Figure 10(A), the player object 50 is moving freely on the field. For example, the player object 50 is moving on the road R set on the field. The player object 50 can move to any position on the field. As shown in Figure 10(A), the player object 50 is located at "P10". In front of the player object 50, there is a non-opponent object 60 that is automatically controlled by the processor 21 and is moving forward. Also in front of the player object 50, an item acquisition object 75 is displayed.
[0098] After a predetermined amount of time has elapsed since Figure 10(A), as shown in Figure 10(B), the player object 50 is located at "P11" and makes contact with the item acquisition object 75. In response to this contact, item X1 is assigned to the player object 50, and the player object 50 now possesses item X1 (Figure 10(C)). At this point, the player object 50 is located at "P12".
[0099] If the player gives an instruction to use an item immediately after (C) in Figure 10, the player object 50 will use the item X1 it possesses. When item X1 is used, an effect corresponding to item X1 occurs, and the player object 50 will no longer possess item X1. Using item X1 temporarily increases the speed of the player object 50.
[0100] In Figure 10(D), the use of item X1 temporarily increases the speed of player object 50. Here, player object 50 has advanced from P12 and is located at "P13". Player object 50 has caught up with non-opponent object 60. The effect of item X1 ends immediately after Figure 10(D).
[0101] After the effect of item X1 ends, player object 50 moves forward, for example, 4m from P13 to P14 (Figure 10 (E)). Also, non-opponent object 60 is now side-by-side with player object 50.
[0102] Here, we assume that the player initiated a rewind command immediately after the state shown in Figure 10(E). While the rewind command is in effect, a rewind process is performed on the player object 50. After a predetermined time has elapsed since the start of the rewind command, as shown in Figure 10(F), the player object 50 is rewound 4m from the state in Figure 10(E), and the position of the player object 50 returns to "P13". The non-player object 60 continues to move forward even while this rewind process is taking place.
[0103] If the rewind command continues, the position of the player object 50 will return to "P12," as shown in Figure 10(G). The item holdings of the player object 50 will also return to the state they were in when the player object 50 was located at P12. Specifically, the player object 50 will return to the state in which it holds item X1. The non-opponent object 60 will have moved further forward and will be out of the field of view of the virtual camera in Figure 10(G). At the point of Figure 10(G), the rewind command ends, and the rewind process ends. As a result, the game resumes with the player object 50 located at "P12" and holding item X1.
[0104] The player object 50 resumes movement from position "P12," moves forward a predetermined distance, and is located at P13' (Figure 10(H)). P13' is a different position from P13 in Figure 10(D). Since no instruction to use an item has been given after the game resumes, the player object 50 has not used item X1 at this position and is still holding item X1.
[0105] In this way, in addition to the position, orientation, and velocity information of the player object 50, the item's possession status is also reverted to a previous state through the rollback process. This allows the player to revert the item's possession status even after using it, and for example, use the item at a different time.
[0106] In this embodiment, even if the player object 50 comes into contact with the item acquisition object 75 during the rewind process, the item will not be granted to the player object 50 in response to the contact. In other embodiments, item acquisition may be made possible during the rewind process.
[0107] Furthermore, while the item's possession state is restored by the rewind process, the item's effect is not. For example, if player object 50 possesses item X3 and uses the item at position P11, and its effect (invincibility) continues until position P15, even if player object 50 returns to a position between P15 and P11 due to the rewind process, player object 50 will not return to the invincible state. In this case, when player object 50 returns to position P11, player object 50 will return to the state of possessing item X3. In other embodiments, the item's effect may also be restored by the rewind process.
[0108] Furthermore, there is an item X5 that remains in use for a predetermined period of time after the player object 50 starts using it. If the player object 50 starts using such an item X5 and a rollback process is performed after a predetermined period, the player object 50 will not regain possession of item X5 unless it returns to the point in time when it started using item X5. In other words, the rollback process does not return the player object 50 to the state where item X5 is in use. In other embodiments, however, the rollback process may restore the item to the state where it is in use.
[0109] The process of rolling back the item ownership state may be configured to be executable only in the second type of game and not in the first type of game. In this case, the item ownership state does not need to be stored as historical information during the first type of game.
[0110] Furthermore, the rewind function is configured to be executable only in specific games. Specifically, when the first type of game is being played in multiplayer mode, the rewind function is configured to be disabled. In this case, the above history information does not need to be stored.
[0111] Furthermore, when the first type of game is being played in single-player mode, the system is configured to allow rewind processing, except for the rewind processing of item possession status. That is, in the first type of game in single-player mode, the position, attitude, velocity, and other states of the player object 50 (for example, whether or not wings are extended) are restored based on history information, but the item possession status is not restored even if rewind processing is performed. Furthermore, when the second type of game is being played, the system is configured to allow rewind processing, including the item possession status.
[0112] If rewind processing were possible while the first type of game was being played in multiplayer mode, it could disrupt the balance of the racing game. For example, when a first player object corresponding to a first player and a second player object corresponding to a second player are playing a racing game, if rewind processing is performed on the first player object, the second player object will move forward while the first player object moves backward. As a result, the first and second player objects will be moving in different directions, which could lead to collisions or too much difference in the progress of the racing game, making it difficult to play as a racing game. For this reason, in the game of this embodiment, rewind processing is disabled when the first type of game is being played in multiplayer mode.
[0113] Furthermore, if it is possible to roll back the item's ownership state while the first type of game is being played in multiplayer or single-player mode, the player object that used the item can roll back the item's ownership state, reactivate the item, and use it again. This would allow players to use items awarded based on their ranking multiple times, potentially disrupting the balance of the racing game.
[0114] Furthermore, after a player object is hit by an item launched by an opponent object, a rewind process can be used to return the player object to its state before being hit by the item. This allows the player object to avoid the item using the rewind function. This could potentially disrupt the balance of the racing game.
[0115] Therefore, in this embodiment, when the first type of game is being played in multiplayer mode, the rewind process is configured to be impossible to execute. Also, when the first type of game is being played in single-player mode, the rewind process for position, orientation, and speed is possible, but the rewind process for item possession is configured to be impossible to execute.
[0116] In contrast, in the second type of game, there is no racing against competitors, and the player can freely move the player object around the field regardless of time, distance, or location. By using the rewind function in this second type of game, the player can return the player object to a past state after it has passed a specific location, and then run through that specific location again, for example, to practice areas that the player is not good at repeatedly. Also, if the player misses a location or object while running around the field, the player can use the rewind function to return the player object to its previous position, allowing the player to see the missed location or object. Furthermore, in the second type of game, even if the player object 50 goes off the road, for example, the player object 50 is not forcibly repositioned onto the road. However, if the player object 50 goes off the road, the user may want to return the player object 50 to the road. In such cases, the user can use the rewind function to return the player object 50 to its position before it went off the road.
[0117] In this embodiment, when the first type of game is being played in single-player mode, the item ownership rollback process is disabled. In other embodiments, the item ownership rollback process may be enabled when the first type of game is being played in single-player mode.
[0118] Furthermore, in this embodiment, when the first type of game is being played in multiplayer mode, the system is configured to prevent rollback processing for all states, including the item ownership state. In other embodiments, the system may be configured to enable rollback processing even when the first type of game is being played in multiplayer mode. For example, when the first type of game is being played in multiplayer mode, the system may be configured to enable rollback processing for all states, including the item ownership state. Alternatively, when the first type of game is being played in multiplayer mode, the system may be configured to enable rollback processing for states other than the item ownership state.
[0119] (Conditions for the end of the rewind process) As described above, the rewind process is performed as long as the rewind instruction is in effect. After the rewind process has started, even if the rewind instruction ends, the rewind process will continue unless the termination condition is met. In this case, the rewind process will terminate when the termination condition is met. An example of the termination condition for the rewind process is described below.
[0120] For example, the termination condition may be that the player object 50 is not in a specific state. When the player object 50 is in a specific state, the termination condition is not met, and when the player object 50 is no longer in a specific state, the termination condition is met. The history information stores information indicating whether or not the player object 50 is in a specific state. For example, the specific state may be that the player object 50 is on a wall.
[0121] For example, when a predetermined operation input is made, the player object 50 moves along a wall surface (a plane perpendicular to the horizontal plane of the virtual space) set on the field. When the player object 50 is on the wall surface, the termination condition for the rewind process is not met. For example, suppose the player object 50 moves from position P1 to P2 on the ground, from position P2 on the ground to position P3 on the wall surface, from position P3 to P4 on the wall surface, from position P4 on the wall surface to position P5 on the ground, and then from position P5 to position P6 on the ground. If a rewind instruction is started at position P6, the player object 50 will return in reverse order from P6 to P5 on the ground, then to P4 and P3 on the wall surface through the rewind process. Here, when the player object 50 is on the wall surface (i.e., when the player object 50 is located between positions P4 and P3), even if the rewind instruction is terminated, the rewind process does not terminate at that point and continues. The rewind process continues until the player object 50 is no longer on the wall. Therefore, even if the rewind instruction ends while the player object 50 is located on the wall, the rewind process is forcibly continued until the player object 50 returns to position P2 on the ground, at which point the rewind process ends. Note that the rewind process does not necessarily end the moment the player object 50 returns from the wall to the ground, but may end after it has returned a predetermined distance further.
[0122] Furthermore, the termination condition may also be a condition relating to the distance or time rewound by the rewind process. For example, the termination condition may not be met until the player object 50 is rewound by a certain distance (or a certain amount of time) or more by the rewind process, and the rewind process may end when the termination condition is met after the rewind has reached that distance (or amount of time). For example, if the player can rewind the player object 50 by 2m and then terminate the rewind instruction to end the rewind process, it becomes possible to make the player object 50 perform the same action repeatedly in a short amount of time. For example, it would become possible to repeatedly use an item and rewind the item's possession state in a short amount of time, allowing the same item to be used many times. This could potentially disrupt the game balance. For this reason, the system is configured so that the termination condition is not met until the player object 50 is rewound by a certain distance (or a certain amount of time) or more by the rewind process.
[0123] Furthermore, if the player object 50 is in a specific scene from which it cannot go back any further, it may be controlled so that it is not returned to a point before that specific scene. For example, if the player object 50 is in a specific scene and a rewind command is issued, the rewind process is performed in the specific scene, and even if the rewind command is in progress, the player object 50 may be prevented from returning to a point before the start of the specific scene. For example, during a second type of game, the player object 50 may transition to a scene where it is performing a specific mission. Information on whether or not the player object 50 is in the middle of a specific mission is stored as history information. If a rewind command is issued while the player object 50 is performing a specific mission, even if the rewind command is in progress, the player object 50 may be prevented from returning to a point before the start of the specific mission.
[0124] (Details of game processing) Next, we will explain the details of the game processing in game system 1.
[0125] Figure 11 shows an example of various data stored in the game system 1. As shown in Figure 11, the memory of the game system 1 (for example, DRAM 27, a storage medium installed in slot 29, or flash memory 26) stores the game program, player object data, history data, opponent object data, non-opponent object data, field data, and course data.
[0126] The game program is a program for executing processes related to the game of this embodiment (processes shown in Figures 12 to 17, which will be described later). The game program is pre-stored in a storage medium or flash memory 26 installed in slot 29 and is loaded into DRAM 27 when the game is executed.
[0127] Player object data is data relating to player object 50 controlled by the first player. Player object data includes object data representing the shape and appearance of player object 50, position / orientation data representing the current position and orientation of player object 50, and velocity data representing the current speed of player object 50. In addition, player object data includes held item data indicating information about items currently held by player object 50, and other state data representing other states of player object 50 (invincible, on a wall, in a mission, wings extended, etc.).
[0128] The history data is data related to the history information described above. The history data stores information about the player object 50 in chronological order, including its position, posture, speed, item possession, and other states (for example, being on a wall, being in a mission, having wings extended, etc.).
[0129] Opponent object data refers to data about opponent object 51, etc., which are competitors of player object 50 in a racing game. Opponent object data includes data about multiple opponent objects. Opponent object data includes data equivalent to that of player object data. Specifically, opponent object data includes information about the position, posture, speed, item possession status, and other status information of opponent object 51.
[0130] Non-target object data is data relating to a non-target object 60 that is automatically controlled by the processor 21. The non-target object data includes position information, attitude information, velocity information, etc., of the non-target object 60.
[0131] Field data represents the entirety of Field F and includes data representing the terrain. The field contains objects representing various terrains such as roads, grasslands, sandy areas, walls, and buildings. Field data includes data representing the type, shape, and appearance of the terrain. The speed at which player objects travel differs depending on the type of terrain. For example, when a player object travels on a road, it can travel at a first speed, while when a player object travels on sandy ground, it can travel at a second speed, which is slower than the first speed. Furthermore, field data includes data indicating multiple base areas.
[0132] Course data is data that defines the course on which the first type of game is played. For example, the course data includes data that shows the entire route that the player object moves from the starting point to the goal point. The course data also includes data that represents the settings of objects that are not placed during the execution of the second type of game (for example, objects that prevent branching). In this embodiment, multiple courses are prepared in advance, and course data corresponding to each course is stored in advance. The course data may be stored in advance on a storage medium or flash memory 26 installed in slot 29, or it may be obtained from a server via the internet, or it may be obtained from another main unit 2.
[0133] Next, we will explain the processes performed in game system 1. First, we will explain the game selection process, which allows the player to choose whether to play the first type of game or the second type of game.
[0134] Figure 12 is a flowchart showing an example of the game selection process.
[0135] In this embodiment, the processor 21 of the main unit 2 executes the game program using memory (e.g., DRAM 27) to perform the processing of each step shown in Figures 12 to 17. However, in other embodiments, some of the processing of each step may be performed by a processor other than the processor 21 (e.g., a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (e.g., a server), some of the processing of each step may be performed by the other information processing device. Furthermore, the processing of each step is merely an example, and the processing order of each step may be changed, or other processing may be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained.
[0136] As shown in Figure 12, the processor 21 performs a selection process to allow the player to select the type of game and the game mode (step S1). Here, the processor 21 displays a selection screen for the player to choose from a plurality of game types, including the first type of game and the second type of game, and accepts input from the player. The processor 21 selects the type of game to play in response to the input from the player. The processor 21 also displays a settings screen for the player to select the game mode and accepts input from the player. The processor 21 sets the game mode in response to the input from the player.
[0137] Next, the processor 21 determines whether a first type of game was selected in step S1 (step S2).
[0138] If the first type of game is selected (step S2: YES), the processor 21 starts the first game processing for the first type of game (step S3). The first game processing is repeated until the first type of game is finished. Details of the first game processing will be described later.
[0139] If no first type of game is selected (step S2: NO), the processor 21 starts the second game processing for the second type of game (step S4). The second game processing is repeated until the second type of game is finished. Details of the second game processing will be described later.
[0140] When the first or second game processing is completed, the processor 21 determines whether or not to terminate the game (step S5). Here, the processor 21 terminates the game if the player gives an instruction to terminate the game. On the other hand, if the player does not give an instruction to terminate the game, the processor 21 executes the process of step S1 again.
[0141] (First game processing) Next, we will describe the first game processing. Figure 13 is a flowchart showing an example of the first game processing for a first type of game. The first game processing begins when the player gives an instruction to start a first type of game.
[0142] As shown in Figure 13, the processor 21 first performs an initial process (step S11). Here, the processor 21 sets one of several courses based on the player's selection operation and places the player object 50 and several opponent objects at the starting point of the set course. The processor 21 also places several non-opponent objects 60 on the course. Once the initial process is complete, the processor 21 starts the first type of game and executes the processes from the next step S12 onwards.
[0143] When the first type of game is started, the processor 21 receives operation data sent from the controllers 3 and 4 (step S12). Thereafter, the processor 21 repeatedly performs steps S12 to S17 at predetermined frame time intervals (for example, 1 / 60 second intervals).
[0144] Next, the processor 21 executes player object control processing (step S13). Here, the processor 21 updates the position, orientation, speed, item holding status, etc. of the player object 50 based on the operation data, and causes the player object 50 to perform predetermined actions. The processor 21 also updates the position of the virtual camera in accordance with the update of the position of the player object 50. The details of the player object control processing will be described below.
[0145] (Player object control processing) Figure 14 is a flowchart showing an example of the player object control process in step S13.
[0146] As shown in Figure 14, the processor 21 determines whether the player has issued a rewind command (for example, by pressing the down button) (step S20). Specifically, the processor 21 determines whether the down button has been pressed or whether the down button is still being pressed.
[0147] If the result in step S20 is YES, the processor 21 sets the rewind flag to ON (step S21). The rewind flag indicates whether or not the rewind process is in progress. Note that the process in step S21 may only be executed if it is determined in step S20 that the down button has been pressed. The rewind flag remains ON until it is set OFF in the rewind termination process described later.
[0148] If the result in step S20 is NO, the processor 21 determines whether or not a rewind process is in progress (step S22). Specifically, the processor 21 determines whether or not the rewind flag is ON.
[0149] If the rewind process is not in progress (step S22: NO), the processor 21 updates the position, attitude, speed, etc. of the player object 50 based on the operation data (step S23). Here, the processor 21 updates the speed of the player object 50 based on the current speed and information on whether or not acceleration is being performed. The processor 21 also updates the current position of the player object 50 according to the speed. If the player object 50 goes off course, the processor 21 performs a process to reposition the player object 50 onto the course. The processor 21 also updates the attitude of the player object 50 based on the current attitude and information on steering operation. The processor 21 also determines whether or not the player object 50 has collided with another object (non-opponent object, opponent object, item launched by opponent object, etc.), and if a collision has occurred, it reduces the speed of the player object 50 or changes the position and attitude of the player object 50. Furthermore, when an operation is performed to cause the player object 50 to perform a predetermined action (for example, a jump action or an action to extend wings), the processor 21 causes the player object 50 to perform that action. In addition, each time the player object 50 moves a predetermined distance (for example, 2m) in the virtual space, the processor 21 stores the state of the player object 50 as history information in memory. Specifically, it stores information regarding the position, attitude, speed, and other states of the player object 50.
[0150] Next, the processor 21 determines, based on the position of the player object 50, whether or not the player object 50 has come into contact with the item acquisition object 75 (step S24).
[0151] If player object 50 comes into contact with item acquisition object 75 (step S24: YES), processor 21 grants the item to player object 50 (step S25). Specifically, processor 21 determines the type of item to grant to player object 50 based on player object 50's current rank, and grants the determined item to player object 50. Processor 21 stores information about the granted item in memory as owned item data.
[0152] If the result in step S24 is NO, or if the process in step S25 is executed, the processor 21 determines, based on the operation data, whether or not the player object 50 has used the item (step S26). Specifically, the processor 21 determines whether or not an instruction to use the item has been given while the player object 50 is holding the item.
[0153] If player object 50 uses an item (step S26: YES), processor 21 consumes the item (step S27). Specifically, processor 21 removes information about the item used by player object 50 from the owned item data.
[0154] Next, processor 21 generates an effect corresponding to the type of item used (step S28). For example, if item X1 is used, processor 21 temporarily increases the speed of player object 50. If item X2 is used, processor 21 fires item X2 towards the preceding opponent object. The effect of the item lasts for multiple frames.
[0155] If the process in step S28 is executed, or if NO is determined in step S26, the processor 21 terminates the process shown in Figure 14.
[0156] On the other hand, if the process in step S21 has been performed, or if the rewind process is in progress (step S22: YES), the processor 21 executes the rewind process (step S29). The details of the rewind process will be explained below.
[0157] (Rewind process) Figure 15 is a flowchart showing an example of the rewind process in step S29.
[0158] As shown in Figure 15, the processor 21 determines whether the rewind instruction has finished based on the operation data (step S31). Specifically, if the processor 21 determines YES in step S22, it determines whether the rewind instruction has already finished.
[0159] If the rewind instruction has not been completed (step S31: NO), the processor 21 restores the state of the player object 50 to the previous state based on the history information (step S32). Specifically, the processor 21 restores the position and orientation of the player object 50 to the previous position and orientation. The processor 21 also restores other states of the player object 50 (for example, whether the wings are extended or not) to the previous state. Note that in the first type of game, the item ownership information of the player object 50 does not need to be stored as history information. In step S32 of the first game processing, the item ownership state of the player object 50 is not restored to the previous state. Note that this step S32 processing may be performed every frame, or for example, once every few frames.
[0160] Next, the processor 21 determines, based on the position of the player object 50, whether or not the player object 50 will come into contact with another object (step S33). The other objects are the opposing object and the non-opposing object 60.
[0161] If the processor determines that the player object 50 does not come into contact with other objects (step S33: NO), the processor 21 terminates the process shown in Figure 15. If the processor determines that the player object 50 comes into contact with other objects (step S33: YES), the processor 21 then executes the process in step S35.
[0162] On the other hand, if the rewind instruction has finished (step S31: YES), the processor 21 determines whether the termination conditions for the rewind process are met (step S34). Here, if the rewind instruction has finished, it may be determined whether multiple termination conditions are met. For example, the first termination condition for the rewind process may be that the player object 50 has moved back at least a certain distance (or a certain amount of time) since the start of the rewind process. Also, for example, the second termination condition for the rewind process may be that the player object 50 is not located on a wall.
[0163] If it is determined that the termination conditions for the rewind process are not met (step S34: NO), the processor 21 then executes the process in step S32. That is, even if the rewind instruction has finished, if the termination conditions for the rewind process are not met, the process in step S32 is executed.
[0164] If it is determined that the conditions for terminating the rewind process are met (step S34: YES), the processor 21 executes the rewind termination process (step S35). The details of the rewind termination process are described below.
[0165] (Rewind completion process) Figure 16 is a flowchart showing an example of the rewind termination process in step S35.
[0166] As shown in Figure 16, the processor 21 determines, based on the operation data, whether or not an accelerator operation (for example, pressing the A button) has been performed (step S41).
[0167] If an accelerator operation is performed (step S41: YES), the processor 21 determines whether the speed stored as history information corresponding to the position of the player object 50 is greater than or equal to a predetermined speed (step S42). Here, the processor 21 determines, based on the history information, whether the speed corresponding to the position of the player object 50 that was rewound in the previous step S32 is greater than or equal to a predetermined speed. For example, if the position of the player object 50 was returned to P12 in Figure 7 in the previous step S32, the processor 21 determines whether the speed V12 corresponding to P12 is greater than or equal to a predetermined speed.
[0168] If the result in step S42 is YES, the processor 21 sets the speed stored as history information corresponding to the position of the player object 50 as the speed of the player object 50. For example, if the position of the player object 50 was returned to P12 in Figure 7 in the previous step S32, the processor 21 sets the speed V12 corresponding to P12 as the speed of the player object 50. In other words, if the speed of the player object 50 stored as history information is greater than or equal to a predetermined speed, that stored speed is given as the initial speed of the player object 50 when the rewind process is completed.
[0169] If the result in step S42 is NO, the processor 21 sets a constant speed as the speed of the player object 50 (step S44). That is, if the speed of the player object 50 stored as history information is slow, a constant speed is assigned as the initial speed of the player object 50 when the rewind process is completed. This allows the player object 50 to move forward at a certain speed from the moment the rewind process is completed and the game resumes, enabling a smooth restart of the game.
[0170] On the other hand, if no accelerator operation is performed (step S41: NO), the processor 21 sets the speed of the player object 50 to "0" (step S45). This allows the player object 50 to stop when the rewind process is finished and the game resumes. As a result, the player can more easily see the area around where the rewind occurred.
[0171] If the process in step S43 is executed, if the process in step S44 is executed, or if the process in step S45 is executed, the processor 21 determines whether or not a posture change operation has been performed based on the operation data (step S46).
[0172] If a posture change operation is performed (step S46: YES), the processor 21 corrects the posture set for the player object 50 in the previous step S32 according to the posture change operation (step S47). That is, the posture stored as history information is corrected according to the posture change operation and set as the posture of the player object 50. As a result, the player can change the posture of the player object 50 at the time the rewind process is completed and the game resumes to the desired posture.
[0173] If the process in step S47 is executed, or if NO is determined in step S46, the processor 21 sets the rewind flag to OFF (step S48).
[0174] Next, the processor 21 discards the history information (step S49). Specifically, the processor 21 retains history information prior to the point of rewinding and discards history information after the point of rewinding. For example, in the example shown in Figure 7, when the rewind process ends by returning the player object 50 to state No. 3, the processor 21 retains the history information for No. 1 and No. 2 and discards the history information for No. 3 to No. 5. After the game is resumed, the history information from No. 3 onwards is stored. Note that the method for discarding the history information may be any appropriate method, such as deleting the history information from memory or setting the system to overwrite the history information after the game is resumed.
[0175] If the process in step S49 is completed, the processor 21 terminates the process shown in Figure 16 and returns to the process shown in Figure 15.
[0176] In this way, if acceleration is performed when the rewind process is completed, the initial velocity of the player object 50 at the time the rewind process is completed is set based on the velocity information stored in the history information. If acceleration is not performed when the rewind process is completed, the game resumes from a state where the player object 50 is stopped. Also, if a posture change operation is performed when the rewind process is completed, the posture stored in the history information is corrected according to the posture change operation, and the game resumes with the corrected posture. Also, if no posture change operation is performed when the rewind process is completed, the game resumes with the posture stored in the history information (the posture set in the previous step S32).
[0177] Returning to Figure 15, if the process in step S35 is performed, the processor 21 terminates the process shown in Figure 15 and returns the process to Figure 14.
[0178] Returning to Figure 14, if the process in step S29 is executed, the processor 21 terminates the process shown in Figure 14 and returns the process to Figure 13.
[0179] Returning to Figure 13, after the processing in step S13, the processor 21 executes opponent object control processing (step S14). Here, the same processing as that performed on the player object in the player object control processing is performed on the opponent object. Specifically, the processor 21 updates the position, orientation, and speed of the opponent object, causes the opponent object to perform predetermined actions, assigns items to the opponent object, and causes the opponent object to use items. For example, when the first type of game is played in online multiplayer mode, the processor 21 receives information on the opponent object's position, orientation, speed, item possession information, action information, etc. from other main unit 2 via a server on the internet, and controls the opponent object based on the received information. When the first type of game is played in offline multiplayer mode, the processor 21 controls the opponent object based on operation data from a controller for the opponent object wirelessly connected to the main unit 2, or information on the opponent object received from other main unit 2. When the first type of game is played in single-player mode, the processor 21 controls the opponent object according to a predetermined algorithm.
[0180] Next, the processor 21 performs non-target object control processing (step S15). Here, the processor 21 controls the non-target object 60 according to a predetermined algorithm. As a result, the position, attitude, velocity, etc. of the non-target object 60 are updated.
[0181] Next, the processor 21 performs drawing processing (step S16). In the drawing processing, the processor 21 generates a game image based on the virtual camera corresponding to the player object 50 and outputs the generated game image to a display device (display 12 or an external display device).
[0182] Next, the processor 21 determines whether the player object 50 and the opponent object have reached the goal (step S17). If the player object 50 and the opponent object have reached the goal, the processor 21 displays the result of the race game and terminates the process shown in Figure 13. On the other hand, if the player object 50 and the opponent object have not reached the goal (step S17: NO), the processor 21 returns to step S12.
[0183] (Second game processing) Next, we will explain the second game processing. Figure 17 is a flowchart showing an example of the second game processing for a second type of game. The second game processing begins when the player gives an instruction to start the second type of game. In Figure 17, the same reference numerals are used for processes similar to those in Figure 13, and their explanations are omitted.
[0184] As shown in Figure 17, the processor 21 first performs an initial process (step S11-2). In the initial process of step S11-2, no course is set on the field, and player objects 50 are placed on the field based on the player's input. Once the initial process is complete, the second type of game is started.
[0185] After processing in step S12, the processor 21 performs player object control processing (step S13-2). The player object control processing in step S13-2 is basically the same as the processing in step S13, but some parts of the processing are different. Specifically, in the player object control processing of step S13-2, in step S23, in addition to information about the position, orientation, speed, and other states of the player object 50, item ownership information is stored as history information. Note that in the player object control processing of step S13-2, even if the player object 50 goes off the road in step S23, the player object 50 is not repositioned on the road. Also, in the player object control processing of step S13-2, in step S32 of the rewind processing, in addition to the position, orientation, and other states of the player object 50, the item ownership state is returned to the previous state.
[0186] After the processing in step S13-2, the processing in steps S15 and S16 is performed. Note that in the second game processing, the opponent object control processing is not performed.
[0187] After processing in step S16, the processor 21 determines whether or not to terminate the second game (step S17-2). For example, the processor 21 determines whether or not the player has instructed the termination of the second game. If the second game is not to be terminated, the processor 21 proceeds to step S12.
[0188] The process shown in the flowchart above is merely an example, and the order and content of the process may be changed as appropriate.
[0189] As described above, in this embodiment, the position, orientation, speed, item ownership information, etc., of the player object 50 are stored as history information, and a rewind process is performed to return the player object 50 to its past position based on this history information. While the rewind process is being performed, other objects are controlled to move within the field. This makes it possible to return only the player object 50 without restoring the entire game scene.
[0190] (modified version) Although this embodiment has been described above, the above embodiment is merely an example, and modifications such as the following may be made.
[0191] For example, in the above embodiment, the position, orientation, velocity, and item holding status of the player object 50 were stored as history information. In other embodiments, at least one of the position and velocity may be stored as history information.
[0192] Furthermore, in the above embodiment, the position and velocity of the player object 50 were stored as historical information each time the player object 50 moved a predetermined distance in the virtual space. In other embodiments, the position and velocity of the player object 50 may be stored as historical information each time a predetermined amount of time elapses. That is, the position and velocity of the player object 50 may be stored as historical information according to the distance moved by the player object 50 or the elapsed time.
[0193] Furthermore, the above embodiment describes a rewind process when the player object 50 is moved on a virtual space field. The player object 50 is capable of flying through the air, and the rewind process may return the position of the player object in the air to its original position.
[0194] Furthermore, in the above embodiment, at least some of the rewind process is restricted in the first type of game, while the rewind process is performed without restriction in the second type of game. In other embodiments, the rewind process may also be performed without restriction in the first type of game.
[0195] Furthermore, in the above embodiment, even when the rewind instruction has ended, the rewind process was continued if the player object 50 was in a specific state. Even when the player object 50 is in a specific state, the rewind process may be terminated in response to the end of the rewind instruction. For example, even when the player object 50 is on a wall during the rewind process, the rewind process may be terminated in response to the end of the rewind instruction.
[0196] Furthermore, the first type of game and the second type of game may be the same type of game or different types of games.
[0197] Furthermore, in the first scene, a racing game may be executed by controlling the movement of a player object in a virtual space field based on the input. In the second scene, on the same field, the player object may be controlled to move based on the input, as well as other objects, and history information including at least one of the player object's speed and position in a time series may be stored according to the distance the player object has moved or the passage of time. Then, in response to the first instruction based on the input, the movement control of other objects may be continued, the movement control of the player object may be interrupted, and a rewind control may be performed to return the player object to a past position in reverse order of the stored time series based on the history information. Rewind control may also be performed in the first scene. The first scene and the second scene may be different scenes or the same scene. For example, the first scene may be a scene in the first type of game described above, and the second scene may be a scene in the second type of game described above. Furthermore, the second scene may include the racing game of the first scene. For example, the first scene may be a scene in the multiplayer mode of the first type of game described above, and the second scene may be a scene in the single-player mode of the first type of game described above. Also, the first and second scenes may be scenes in the single-player mode of the first type of game described above.
[0198] Furthermore, the above-described process may be performed not only in game system 1, but also in any other information processing device or information processing system. The information processing system may consist of multiple devices, and these multiple devices may be connected via a network (for example, a LAN or the Internet).
[0199] Furthermore, the configurations of the above embodiments and their modified forms can be combined in any way, as long as they do not contradict each other. Moreover, the above is merely an example of the present invention, and various other improvements and modifications may be made. [Explanation of symbols]
[0200] 1. Game System 21 processors 50 Player Objects 51 Opponent Object 60 Non-recipient object 75 Item Acquisition Objects
Claims
1. On the computer, In the first scene, In a virtual space field, the player object is moved and controlled based on input to run a racing game. In the second scene, In the aforementioned field, the player object is moved based on the operation input. In the aforementioned field, control the movement of other objects, Depending on the distance the player object moves or the passage of time, historical information including at least one of the speed and position of the player object in a time series is stored. A game program that, in response to a first instruction based on an operation input, continues the movement control of the other objects, interrupts the movement control of the player object, and performs a rewind control that returns the player object to a past position in reverse order of the stored time series based on the history information.
2. To the aforementioned computer, The game program according to claim 1, wherein, in the second scene, after the rewind control is performed, the movement control of the player object is resumed, and the storage of the history information in chronological order is resumed from the continuation of the history information up to the point to which it was rewound.
3. To the aforementioned computer, The game program according to claim 2, wherein, in the second scene, when the rewind control is being performed, the rewind control is terminated if the player object comes into contact with another object.
4. To the aforementioned computer, The game program according to claim 1, wherein, in the second scene, the rewind control is continued while the first instruction is being continuously performed.
5. The aforementioned history information includes the speed of the player object. To the aforementioned computer, The game program according to claim 1, wherein, after the rewind control has been performed, the speed of the player object is set based on the speed stored at the rewind point of the history information, and movement control is resumed.
6. To the aforementioned computer, After the aforementioned rewind control has been performed, when the movement control of the player object is to be resumed, When a forward command is given based on the input, the movement speed of the player object is set based on the speed stored at the rewound point. The game program according to claim 5, which stops the player object when the forward instruction has not been given.
7. The aforementioned history information further includes the pose of the player object, To the aforementioned computer, In the second scene described above, After the rewind control is performed, the player object's orientation is set based on the orientation stored at the rewind point of the history information. Furthermore, the game program according to claim 1, wherein if a direction change instruction is given based on the operation input, the posture of the player object is further changed and movement control is resumed.
8. The aforementioned computer further: In the first and second scenes, When the player object satisfies predetermined conditions, the player object transitions to a state in which it possesses an item with a predetermined effect set. When the player object is in a state where it possesses the item, the effect set for the item is activated in response to a second instruction based on the operation input, and the player object is transitioned to a state where it does not possess the item. In the second scene described above, Furthermore, the history information includes storing information about the items held by the player object in chronological order. The game program according to claim 1, further comprising the rewind control, which, based on the history information, restores the items held by the player object to their past states in reverse order of the stored time series.
9. The aforementioned computer further: In the second scene described above, The game program according to claim 8, wherein if the first instruction is given while the effect of the item is active, the effect of the item is canceled and the rewind control is performed.
10. The game program according to claim 1, wherein the second scene is a scene in which the player object is moved based on an input without a race taking place on the field.
11. To the aforementioned computer, In the first scenario, the race game is run on a course set on the field, and during the race game, if the player object deviates from the course, it is repositioned within the course and movement control is resumed. The game program according to claim 1, wherein, in the second scenario, the player object is controlled to move on the field where no course is set.
12. The first scenario described above is a racing game in which the opponent objects in a race include opponent player objects that are controlled in response to the actions of other players based on communication. The game program according to claim 1, wherein the second scene is a scene in which a racing game is played in which the opponent object does not include the opponent player object.
13. The game program according to claim 1, wherein the second scene includes the racing game of the first scene.
14. An information processing system comprising a processor, wherein the processor is In the first scene, In a virtual space field, the player object is moved and controlled based on input to execute a racing game. In the second scene, In the aforementioned field, the player object is moved and controlled based on the operation input. In the aforementioned field, control the movement of other objects, Depending on the distance the player object moves or the passage of time, historical information including at least one of the speed and position of the player object in a time series is stored in the storage medium. An information processing system that, in response to a first instruction based on an operation input, continues to control the movement of the other objects, interrupts the movement control of the player object, and performs rewind control to return the player object to its past position in reverse order of the stored time series based on the history information.
15. The aforementioned processor, The information processing system according to claim 14, wherein, in the second scene, after the rewind control is performed, the movement control of the player object is resumed, and the storage of the history information in chronological order is resumed from the continuation of the history information up to the point to which it was rewound.
16. The aforementioned processor, The information processing system according to claim 15, wherein, in the second scenario, when the rewind control is being performed, the rewind control is terminated if the player object comes into contact with the other object.
17. The aforementioned processor, The information processing system according to claim 14, wherein, in the second scenario, the rewind control is continued while the first instruction is being continuously performed.
18. The aforementioned history information includes the speed of the player object. The aforementioned processor, The information processing system according to claim 14, wherein, after the rewind control has been performed, the speed of the player object is set based on the speed stored at the rewind point of the history information and movement control is resumed.
19. The aforementioned processor, After the aforementioned rewind control has been performed, when the movement control of the player object is resumed, When a forward command is given based on the input, the movement speed of the player object is set based on the speed stored at the rewound point. The information processing system according to claim 18, which stops the player object when the forward instruction has not been given.
20. The aforementioned history information further includes the pose of the player object, The aforementioned processor, In the second scene described above, After the rewind control is performed, the pose of the player object is set based on the pose stored at the rewind point of the history information. Furthermore, if a direction change instruction is given based on the operation input, the information processing system according to claim 14 further changes the posture of the player object and resumes movement control.
21. The aforementioned processor further, In the first and second scenes, When the player object satisfies predetermined conditions, the player object transitions to a state in which it possesses an item with a predetermined effect set. When the player object is in a state where it possesses the item, the effect set for the item is activated in response to a second instruction based on the operation input, and the player object is transitioned to a state where it does not possess the item. In the second scene described above, Furthermore, the history information includes storing information about the items held by the player object in chronological order. The information processing system according to claim 14, further comprising the rewind control, which, based on the history information, restores the items held by the player object to their past states in reverse order of the stored time series.
22. The aforementioned processor further, In the second scene described above, The information processing system according to claim 21, wherein if the first instruction is given while the effect of the item is occurring, the effect of the item is canceled and the rewind control is performed.
23. The information processing system according to claim 14, wherein the second scene is a scene in which the player object is moved based on an input without a race taking place on the field.
24. The aforementioned processor, In the first scenario, the race game is executed on a course set on the field, and during the race game, if the player object deviates from the course, it is repositioned within the course and movement control is resumed. The information processing system according to claim 14, wherein, in the second scenario, the player object is controlled to move on the field where no course is set.
25. The first scenario described above is a racing game in which the opponent objects in a race include opponent player objects that are controlled in response to the actions of other players based on communication. The information processing system according to claim 14, wherein the second scene is a scene in which a racing game is played in which the opponent object does not include the opponent player object.
26. The information processing system according to claim 14, wherein the second scene includes the racing game of the first scene.
27. An information processing method performed in an information processing system, In the first scene, In a virtual space field, the player object is moved and controlled based on input to execute a racing game. In the second scene, In the aforementioned field, the player object is controlled to move based on the operation input. In the aforementioned field, control the movement of other objects. To store historical information in a storage medium, including at least one of the speed and position of the player object in chronological order, depending on the distance the player object travels or the passage of time. An information processing method comprising: continuing to control the movement of other objects in response to a first instruction based on an operation input; interrupting the movement control of the player object; and performing rewind control to return the player object to a past position in reverse order of the stored time series based on the history information.
28. The information processing method according to claim 27, further comprising, in the second scene, after the rewind control has been performed, resuming the movement control of the player object and resuming the storage of the history information in chronological order from the continuation of the history information up to the point to which it was rewound.
29. The information processing method according to claim 28, further comprising: in the second scenario, terminating the rewind control when the player object comes into contact with another object while the rewind control is being performed.
30. The information processing method according to claim 27, further comprising continuing the rewind control while the first instruction continues to be given in the second scenario.
31. The aforementioned history information includes the speed of the player object. The information processing method according to claim 27, further comprising: after the rewind control has been performed, setting the speed of the player object based on the speed stored at the rewind point of the history information and restarting the movement control.
32. After the aforementioned rewind control has been performed, when the movement control of the player object is resumed, When a forward movement instruction is given based on the input, the movement speed of the player object is set based on the speed stored at the rewound point. The information processing method according to claim 31, further comprising stopping the player object when the forward instruction has not been given.
33. The aforementioned history information further includes the pose of the player object, In the second scene described above, After the rewind control is performed, the orientation of the player object is set based on the orientation stored at the rewind point of the history information. The information processing method according to claim 27, further comprising: if a direction change instruction is given based on the operation input, further changing the posture of the player object and resuming movement control.
34. In the first and second scenes, When the aforementioned player object satisfies predetermined conditions, the player object transitions to a state in which it possesses an item with a predetermined effect set. When the player object is in a state where it possesses the item, the effect set for the item is activated in response to a second instruction based on the operation input, and the player object is transitioned to a state where it does not possess the item. In the second scene described above, The aforementioned history information further includes storing information about the items held by the player object in chronological order. The information processing method according to claim 27, further comprising, in the rewind control, restoring the items held by the player object to their past states in reverse order of the stored time series, based on the history information.
35. In the second scene described above, The information processing method according to claim 34, further comprising: if the first instruction is given while the effect of the said item is occurring, canceling the effect of the said item and performing the rewind control.
36. The information processing method according to claim 27, wherein the second scene is a scene in which the player object is moved based on an input without a race taking place on the field.
37. In the first scenario, the race game is executed on a course set on the field, and if the player object deviates from the course during the race game, it is repositioned within the course and movement control is resumed. The information processing method according to claim 27, further comprising controlling the movement of the player object on the field where no course is set in the second scenario.
38. The first scenario described above is a racing game in which the opponent objects in a race include opponent player objects that are controlled in response to the actions of other players based on communication. The information processing method according to claim 27, wherein the second scenario is a scenario in which a racing game is played in which the opponent object does not include the opponent player object.
39. The information processing method according to claim 27, wherein the second scene includes the racing game of the first scene.
40. An information processing apparatus comprising a processor, wherein the processor is In the first scene, In a virtual space field, the player object is moved and controlled based on input to execute a racing game. In the second scene, In the aforementioned field, the player object is moved and controlled based on the operation input. In the aforementioned field, control the movement of other objects, Depending on the distance the player object moves or the passage of time, historical information including at least one of the speed and position of the player object in a time series is stored in the storage medium. An information processing device that, in response to a first instruction based on an operation input, continues to control the movement of the other objects, interrupts the movement control of the player object, and performs rewind control to return the player object to a past position in reverse order of the stored time series based on the history information.