Game program, information processing device, and information processing method

The branching control mechanism in racing games dynamically switches accessible destinations based on object progress, addressing route repetition by ensuring each object takes unique paths, enhancing gameplay variety and reducing processing load.

JP2026091868APending Publication Date: 2026-06-04NINTENDO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2026-03-17
Publication Date
2026-06-04

AI Technical Summary

Technical Problem

Conventional racing games lack variation in routes as moving objects often travel the same path multiple times, leading to repetitive gameplay.

Method used

Implement a branching control mechanism that allows moving objects to traverse different paths on the same course by dynamically switching accessible destinations based on the progress of each object, using entry control objects and collision detection to manage route variations.

Benefits of technology

This approach creates varied and dynamic racing experiences by ensuring each object takes unique paths, enhancing gameplay variety and reducing processing load without constructing separate virtual spaces for each object.

✦ Generated by Eureka AI based on patent content.

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Abstract

This provides a game program that allows for variations in the racing path. [Solution] An example of a game system is a racing game in which multiple moving objects are moved along a route set on a course in a virtual space. The course has branching points that branch off to multiple destinations, and the route is set so that multiple moving objects pass through the branching points multiple times. At the branching points, the destinations that the moving objects can enter or are restricted from entering are switched according to the progress of the moving objects in the racing game.
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Description

Technical Field

[0001] The present invention relates to a game program, an information processing system, and an information processing method capable of executing a racing game.

Background Art

[0002] Conventionally, there has been a racing game in which a moving object travels on a course (see, for example, Patent Document 1).

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the above conventional game, for example, when the moving object travels along a route that circles the road on the course, there is a problem that the same route is traveled multiple times, resulting in a lack of variation.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, and an information processing method capable of providing variations in the route in a racing game.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] (First Configuration) The first configuration game program is a game program that causes a computer to execute a racing game in which the game progresses by moving multiple moving objects along a route set on a course defined by a course object in a virtual space. The course has branching sections that branch off to multiple destinations. The route is set so that the multiple moving objects pass through the branching sections multiple times. The game program causes the computer to function as a movement control means that moves an object that is the target of the player's operation, among the multiple moving objects, on the course based on the player's input, and as a branching control means that allows the object to enter at least one of the multiple destinations and restricts it from entering other destinations at the branching sections. The branching control means switches the destinations that the object can enter or is restricted from entering at the branching sections according to the progress of the object in the racing game, regardless of the progress of the other moving objects in the racing game.

[0008] According to the above, the branching paths that the target object can enter or is restricted from entering are switched according to the progress of the target object in the race game. This makes it possible to create a race game with varied routes by having the moving object travel different paths on the same course.

[0009] (Second structure) In the second configuration, in the first configuration described above, the branch control means may switch between enabling and disabling an access control object that restricts access to other branch destinations at the branch portion, or allows access to at least one of the branch destinations.

[0010] According to the above, by enabling or disabling the access control object, it is possible to switch between branch destinations that the target object can access and branch destinations that it is restricted from accessing.

[0011] (The third structure) In the third configuration, in the second configuration described above, the course may pre-include the entry control object. The branching control means may switch between displaying the entry control object and / or enabling and disabling collision detection.

[0012] According to the above, the above switching can be performed by switching the display of entry control objects placed in advance on the course, or by enabling / disabling collision detection. This eliminates the need to construct a virtual space for each moving object, thereby reducing the processing load.

[0013] (Fourth structure) In the fourth configuration, in the third configuration described above, the entry control object is an entry prevention object that restricts entry to the other branch destination, and the entry prevention object may be displayed in a way that allows the virtual space behind the entry prevention object to be seen.

[0014] As described above, by making the area behind the entry prevention object visible, it is possible to reduce the sense of incongruity, for example, when moving objects at different rates of progress pass through the entry prevention object.

[0015] (Fifth component) In the fifth configuration, in any of the second to fourth configurations described above, the game program may further function as a display control means that generates a first image including an object to be operated on by the player, and a second image including a second moving object other than the object to be operated on by the player among the plurality of moving objects, and displays the first image in a first area of ​​the display screen and the second image in a second area of ​​the display screen. The branch control means may switch between enabling and disabling the entry control object in accordance with the progress of the object to be operated, regardless of the progress of the moving objects other than the object to be operated, thereby switching between branch destinations that the object to be operated can enter or that it is restricted from entering in the branch section. The branch control means may also switch between enabling and disabling the entry control object in accordance with the progress of the second moving object, regardless of the progress of the moving objects other than the second moving object, thereby switching between branch destinations that the second moving object can enter or that it is restricted from entering in the branch section. The display control means may enable or disable the display of the entry control object in the first image according to the progress of the object to be operated, and may enable or disable the display of the entry control object in the second image according to the progress of the second moving object.

[0016] According to the above, the screen can be split, with moving objects displayed on each screen, and the game can be played on each screen independently.

[0017] (The sixth component) In the sixth configuration, in any of the first to fifth configurations, the racing game may be a game in which the start point on the course is passed through a plurality of times. The branch control means may perform the switching such that the branch destination into which the operation target object can enter or the branch destination whose entry is restricted is different at the branch portion when the operation target object passes through the start point for the first time and when it passes through for the second time.

[0018] According to the above, in a racing game that circuits a course, the path along which the operation target object moves can be made different depending on the number of circuits.

[0019] (The seventh configuration) In the seventh configuration, in the sixth configuration above, the branch control means may perform the switching after the operation target object passes through the start point and until it reaches the next start point.

[0020] According to the above, the path can be switched while the operation target object makes one circuit of the course.

[0021] (The eighth configuration) In the eighth configuration, in the sixth or seventh configuration above, the branch control means may perform the switching for the next circuit after the operation target object passes through the branch portion in the current circuit and before the operation target object enters the next circuit.

[0022] According to the above, the path can be switched before the operation target object enters the next circuit. For example, even when the operation target object moves at high speed, the path can be switched.

[0023] (The ninth configuration) In the ninth configuration, in any one of the first to eighth configurations, on the course, as object control means for activating an object that has an advantageous or disadvantageous effect on the moving object in the racing game, regardless of the progress of the moving object other than the moving object, the computer may be further caused to function according to the progress of the moving object.

[0024] According to the above, an object that has an advantageous or disadvantageous effect in the game can be activated according to the progress of each moving object.

[0025] (Tenth configuration) In the tenth configuration, in the ninth configuration above, the activated object can change to a first state and a second state, and when the object is activated for a plurality of the moving objects, the state of the object may be common among the plurality of moving objects.

[0026] According to the above, even when an object is activated according to the progress of each moving object, the state of the object can be made common.

[0027] (Eleventh configuration) In the eleventh configuration, in any one of the first to tenth configurations above, the course includes a common path through which the plurality of moving objects pass a plurality of times during the racing game, and the forward path may be set such that the direction of progress in the common path is reversed when the number of times the moving object passes through the common path is the first time and the second time.

[0028] According to the above, the direction of progress can be made different according to the progress of the moving object, and variations can be added to the racing game.

[0029] (Twelfth configuration) In the 12th configuration, the computer may further function as a movement change object control means for enabling or disabling a movement change object that changes the movement pattern of the moving object in a predetermined direction, as in the 11th configuration. The movement change object control means may enable or disable the movement change object according to the degree of progress of the moving object, such that the direction of progress of the moving object and the direction in which the movement pattern is changed correspond when the moving object moves along the common path.

[0030] According to the above, for example, when a moving object is at a first degree of progress, the first direction becomes the direction of progress, and when a moving object is at a second degree of progress, the second direction becomes the direction of progress. In such a case, the moving change object can change its movement mode to the first direction when the moving object is at a first degree of progress, and change its movement mode to the second direction when the moving object is at a second degree of progress.

[0031] (The 13th composition) The 13th configuration is an information processing system that executes a racing game which progresses by moving multiple movable objects corresponding to each of multiple players along a route set on a course defined by a course object in a virtual space. The course has branching sections that branch off to multiple destinations, and the route is set so that the multiple movable objects pass through the branching sections multiple times. The information processing system includes movement control means that moves the movable objects corresponding to a player on the course based on the player's input, and branching control means that, at the branching sections, allows the movable objects to enter at least one of the multiple destinations and restricts them from entering other destinations. The branching control means switches the destinations that the first movable object corresponding to the first player can enter or is restricted from entering at the branching section, according to the progress of the first movable object in the racing game, and switches the destinations that the second movable object corresponding to the second player can enter or is restricted from entering at the branching section, according to the progress of the second movable object in the racing game.

[0032] According to the above, the branching paths that each moving object can enter or is restricted from entering are switched according to the progress of each moving object in the race game. This makes it possible to realize a race game with a variety of paths.

[0033] (The 14th composition) In the 14th configuration, the information processing system may include a first information processing device and a second information processing device in the 13th configuration. The first information processing device includes a first movement control means for moving the first moving object along the course based on the operation input of the first player, and a first branch control means for enabling the first moving object to enter at least one of the plurality of branch destinations at the branching section and restricting it from entering other branch destinations. The first branch control means may switch between branch destinations that the first moving object can enter or is restricted from entering at the branching section, according to the progress of the first moving object. The second information processing device includes a second movement control means for moving the second moving object along the course based on the operation input of the second player, and a second branch control means for enabling the second moving object to enter at least one of the plurality of branch destinations at the branching section and restricting it from entering other branch destinations. The second branch control means may switch between branch destinations that the second moving object can enter and branch destinations that it is restricted from entering at the branching point, according to the progress of the second moving object.

[0034] 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]

[0035] According to the present invention, at a branching point in a course, the branching points that the target object can enter or that it is restricted from entering can be switched according to the progress of the target object in the racing game. [Brief explanation of the drawing]

[0036] [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] This diagram shows an example of a game image when a racing game is played in multiplayer mode, with two players using one main unit 2. [Figure 4] This diagram shows an example of a game image displayed on the screen of display 12 when a racing game is played in single-player mode. [Figure 5] This figure shows an example of a game image displayed on the display screen at the start of a racing game played by two players using one main unit 2. [Figure 6] This diagram schematically represents the entire course after the racing game has started, specifically the course from the perspective of player A. [Figure 7] Figure 6 shows an example of a game image displayed on the screen in the state shown in Figure 6. [Figure 8] This diagram shows an example of a game image displayed on the screen when the moving object TOa reaches the vicinity of the branching point IC2. [Figure 9] This diagram schematically represents the entire course after the moving object TOa passes through branching point IC3, and represents the course from the perspective of player A. [Figure 10] Figure 9 shows an example of a game image displayed on the screen in the state shown in Figure 9. [Figure 11] This diagram schematically represents the entire course when moving object TOa reaches the branching point IC1 on the second lap, and moving object TOb reaches the branching point IC1 on the first lap. [Figure 12] Figure 11 shows an example of a game image displayed on the screen in the state shown in Figure 11. [Figure 13A] Figure 12 is a schematic representation of the entire course as the racing game progresses, and represents the course from the perspective of Player A. [Figure 13B] A diagram showing the course for player B at the same point in time as (4) in Figure 13A. [Figure 14]Figure 13A(4) and Figure 13B show an example of a game image displayed on the screen in the state shown. [Figure 15] A diagram showing an example of a layout plan for all objects. [Figure 16] This diagram shows an example of a table that maps the progress of moving objects to the object set. [Figure 17] A diagram showing an example of object set 1-A. [Figure 18] A diagram showing an example of object set 2-D. [Figure 19] A diagram showing an example of object set 1-B. [Figure 20] A diagram showing an example of object set 2-E. [Figure 21] This diagram represents each object that is activated based on the object set shown in Figure 16, and shows an example of each object that appears when the moving object TOa moves from the first to the second lap. [Figure 22] This figure shows an example of various data used in game processing in Game System 1. [Figure 23] A flowchart illustrating an example of game processing performed by game system 1. [Figure 24] A flowchart showing an example of the object movement control process in step S4. [Figure 25] A flowchart showing an example of the object setup process in step S5. [Modes for carrying out the invention]

[0037] (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 the 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 a plurality of buttons and an analog stick as an example of an operation unit for user input.

[0038] 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".

[0039] 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, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). 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).

[0040] 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.

[0041] Furthermore, the main unit 2 is equipped with a left terminal 23, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 22, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0042] 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.

[0043] 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.).

[0044] 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.

[0045] 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.

[0046] 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, the network communication unit 24 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi standard as a first communication mode. The network communication unit 24 also 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) as a second communication mode. 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 directly communicating between multiple main unit 2.

[0047] 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.

[0048] The processor 21 is connected to the left terminal 23 and the right terminal 22 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 23 and receives operation data from the left controller 3 via the left terminal 23. 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 22 and receives operation data from the right controller 4 via the right terminal 22. 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.

[0049] 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).

[0050] (Game Overview) Next, an overview of the game processing performed in game system 1 will be described. The game of this embodiment is a racing game in which multiple moving objects are moved along a course. In a racing game, course objects (roads, walls and buildings on both sides of the road, etc.) that define the course are placed in the game space, as are the moving objects. The racing game progresses as the moving objects move along the route provided on the course. Here, the route is the path from the start point to the finish point of the course in which the racing game is played.

[0051] The moving object may be an object that moves on land, such as a car, motorcycle, bicycle, skis, or tank, or an object that moves on or underwater, such as a ship, boat, or submarine. Alternatively, the moving object may be an object that moves in the air, such as an airplane, helicopter, or glider. Furthermore, the moving object may be the character itself, and a racing game may be played in which the character runs or swims along a course.

[0052] Furthermore, if the moving object is a ground-based object such as a car, it will move along a course set up in the game space (virtual space). However, the moving object does not necessarily need to be in constant contact with the course; it may be able to temporarily leave the course and fly in the air. The course may also have vertical undulations. If the moving object is an airborne object such as an airplane, it will move along a course (a specific space) defined, for example, by an invisible tube-shaped wall set up in the game space. In this case, the invisible wall may not be set up in some spaces, and the airborne moving object may temporarily move freely in the virtual space.

[0053] In the following explanation, the moving object is a car object, and the game is a car racing game in which multiple car objects move along a course.

[0054] In this embodiment, there is a single-player mode in which one player plays the game, and a multiplayer mode in which multiple players play the game. In single-player mode, one player controls one moving object using controllers 3 and / or 4, and the processor 21 of the main unit 2 controls one or more other moving objects, thereby playing a racing game using multiple moving objects.

[0055] The multiplayer modes include an offline multiplayer mode where multiple players can play racing games using a single console 2, and a local communication multiplayer mode where multiple players can play racing games by connecting multiple consoles 2 via local communication. In addition, there is an online multiplayer mode where multiple players can play racing games using multiple consoles 2 connected to the internet.

[0056] In offline multiplayer mode, multiple controllers are wirelessly connected to the main unit 2, and each of the multiple players uses controller 3 or 4 to control the moving object corresponding to their own.

[0057] In local communication multiplayer mode, multiple main units 2 are connected via local communication. Each player controls the moving object corresponding to themselves using controllers 3 and / or 4 connected to their own main unit 2. Main unit 2 receives location information, action information, etc., of the moving objects corresponding to other players via local communication. Main unit 2 also transmits location information, action information, etc., of the moving object corresponding to its own player to other main unit 2 via local communication. Each main unit 2 controls the moving object corresponding to its own player on the same course, and also controls the moving objects corresponding to the players of other main units based on data received from other main units via local communication.

[0058] In online multiplayer mode, multiple main units 2 are connected to the internet. Each player uses controllers 3 and / or 4 to control the moving object corresponding to themselves. For example, main unit 2 receives location information and action information of moving objects corresponding to other players via a server on the internet. Main unit 2 also transmits location information and action information of the moving object corresponding to its own player to other main units 2 via the server. Each main unit 2 controls the moving object corresponding to its own player on the same course, and also controls the moving objects corresponding to the players on other main units based on data received from other main units via the server.

[0059] Figure 3 shows an example of a game image when a racing game is played in multiplayer mode, with two players using one main unit 2. The game image shown in Figure 3 may be displayed on the screen of display 12 or on the screen of an external display device.

[0060] As shown in Figure 3, for example, when a racing game is played between Player A and Player B, Player A controls the moving object TOa (Player A's controlled object) using Controller 3. Player B controls the moving object TOb (Player B's controlled object) using Controller 4. In addition to moving objects TOa and TOb, there are one or more moving objects TO automatically controlled by Processor 21 on the course in the game space, and the racing game is played using multiple moving objects, including moving objects TOa and TOb.

[0061] As shown in Figure 3, when a racing game is played by two players, the screen is divided into two halves, left and right. The game image 50a on the left is for player A, and the moving object TOa corresponding to player A is displayed approximately in the center of game image 50a. The game image 50b on the right is for player B, and the moving object TOb corresponding to player B is displayed approximately in the center of game image 50b. Specifically, in the game space, a virtual camera VCa corresponding to the moving object TOa and a virtual camera VCb corresponding to the moving object TOb are set up. The imaging range of each virtual camera includes the corresponding moving object TO. For example, each virtual camera is set up behind each moving object TO and moves in accordance with the movement of the moving object TO.

[0062] Furthermore, a racing game may be played by three or more players using a single main unit 2. For example, a racing game may be played by four players by connecting four controllers to a single main unit 2; in this case, the screen will be divided into four sections.

[0063] Figure 4 shows an example of a game image displayed on the screen of display 12 when a racing game is played in single-player mode. Note that the game image shown in Figure 4 may also be displayed on the screen of an external display device.

[0064] As shown in Figure 4, in single-player mode, the game is played on a single screen. Near the center of the screen, a moving object TOa (the object being controlled) operated by player A of the main unit 2 is displayed. In the game space, a virtual camera VCa corresponding to the moving object TOa is set up. The virtual camera VCa is set behind the moving object TOa and moves in accordance with the movement of the moving object TOa. As shown in Figure 4, if a moving object TOb, controlled by processor 21 other than the object being controlled, exists near the moving object TOa (within the imaging range of virtual camera VCa), the moving object TOb is also displayed. Furthermore, another moving object controlled by processor 21 may also be displayed.

[0065] In addition, in online multiplayer mode and local communication multiplayer mode, the game is played on a single screen, similar to Figure 4.

[0066] Furthermore, when a racing game is played in single-player mode, the display screen of the main unit 2 (display 12 or the screen of an external display device connected to the main unit 2) may be divided into multiple screens (for example, two screens as shown in Figure 3). In this case, for example, moving objects controlled by the player (objects to be operated) may be displayed on the first screen, and moving objects controlled by the processor 21 may be displayed on the second screen. Also, when a racing game is played in local communication multiplayer mode or online multiplayer mode, one player uses one main unit 2, and multiple players each use their own main unit 2. In this case as well, the display screen of the main unit 2 may be divided into multiple sections. For example, the first area of ​​the display screen may show moving objects controlled by the player of that main unit 2, and the second area of ​​the display screen may show moving objects controlled by other players. Furthermore, when a racing game is played in local communication multiplayer mode or online multiplayer mode, the first area of ​​the display screen may show the moving object controlled by the player on the main unit 2, the second area may show the moving object controlled by other players, and the third area may show the moving object controlled by the processor 21.

[0067] In the racing game of this embodiment, multiple moving objects TO move along a course, and each moving object TO completes a predetermined number of laps around the course. The racing game of this embodiment is a game in which players compete for the ranking (time) of the multiple moving objects as they complete the predetermined number of laps. The racing game may also be a game in which players compete based on the actions of each moving object during the game, the items acquired by each moving object, the health value and number of lives remaining for each moving object at the finish line, etc. Alternatively, the racing game may be a game in which players compete based on points calculated based on ranking, actions, acquired items, etc.

[0068] In the racing game of this embodiment, the path taken by a moving object TO changes depending on its progress in the racing game. The path taken by the moving object TO is controlled to change depending on the number of laps it has completed. For example, the path taken in the first lap is controlled to be different from the path taken in the second lap. The following describes how the path taken by the moving object TO changes, using the case where the racing game is played by two players as an example.

[0069] Figure 5 shows an example of a game image displayed on the display screen at the start of a racing game played by two players using one main unit 2.

[0070] As shown in Figure 5, the left side of the screen displays a game image 50a for player A, and the right side of the screen displays a game image 50b for player B. In Figure 5, since it is the start of the racing game, game images 50a and 50b show the area around the starting point of the course. Specifically, in game images 50a and 50b, a moving object TOa controlled by player A, a moving object TOb controlled by player B, and a moving object TOc controlled by processor 21 are displayed in front of the starting line SL. In addition to these three moving objects TO, one or more moving objects TO controlled by processor 21 may also be displayed.

[0071] During a racing game, a map image M representing the entire course where the race is taking place is displayed superimposed on the game images 50a and 50b, approximately in the center of the screen. The map image M displays an image of the entire course and icons representing the destinations (TOs) of each moving object. The icons representing the destinations (TOs) of each moving object in the map image M indicate the current position of each moving object. Note that, except for Figure 5, the map image M will be omitted for clarity.

[0072] Game image 50a displays a lap count indicator 51a showing the current lap count of the moving object TOa. The numerator of the lap count indicator 51a represents the current lap count, and the denominator represents the total number of laps in this race game. For example, the lap count indicator 51a "2 / 3" means that the goal is reached after completing three laps of the course (passing the start line SL three times), and that the current lap is the second lap. Similarly, game image 50b displays a lap count indicator 51b showing the current lap count of the moving object TOb.

[0073] When the racing game starts, the player moves the moving object TOa in a predetermined forward direction on the course by inputting commands to controller 3. Here, the forward direction is the direction along the path, and is predetermined as the normal direction of travel in the racing game. For example, if a predetermined button on controller 3 is pressed, the moving object TOa moves forward. Also, the direction of movement of the moving object TOa changes according to the input direction of the analog stick on controller 3. Similarly, the moving object TOb is controlled according to the input to controller 4. The player moves the target object in the forward direction by pressing a predetermined button on the controller and controlling the direction of movement using the analog stick, but the direction of movement of the target object may be automatically corrected so that it is moving in the forward direction.

[0074] Figure 6 is a schematic representation of the entire course after the race game has started, and represents the course from the perspective of player A. Figure 7 is an example of a game image displayed on the screen in the state shown in Figure 6. Figure 8 is an example of a game image displayed on the screen when the moving object TOa reaches the vicinity of the branching point IC2. Note that the arrows and text indicating the route drawn on the course in each figure are for illustrative purposes only and are not actually displayed in the game images.

[0075] As shown in Figure 6, after the race game starts, based on the input to controller 3, the moving object TOa moves forward (upwards in the diagram) along the course beyond the starting line SL and reaches the vicinity of the branching point IC1. At this time, the game image shown in Figure 7 is displayed. The moving object TOb is located slightly beyond the starting line SL, behind the moving object TOa.

[0076] Here, the course has multiple branching points where it splits into multiple destinations. One branching point may split into three or more destinations.

[0077] Specifically, branching point IC1 divides the movement path of moving object TO into a left route and a right route. Because there is an obstacle in the straight direction, moving object TO can only pass through the left route or the right route branched off by branching point IC1. In other words, when moving object TOa reaches branching point IC1, player A can choose either the left route or the right route as the path that moving object TOa will take.

[0078] If the moving object TOa takes the right route through branching point IC1, the moving object TOa reaches branching point IC2. At this point, the game image shown in Figure 8 is displayed.

[0079] As shown in Figures 6 and 8, the branching section IC2 divides into left and right routes. However, the right route in the branching section IC2 has an entry prevention object 60 (an example of an entry control object). The entry prevention object 60 restricts entry to at least one of the multiple branch destinations in the branching section. Due to this entry prevention object 60, the moving object TOa cannot proceed along the right route in the branching section IC2 (the route indicated by the dashed arrow in Figure 8) and can only proceed along the left route in the branching section IC2 (the route indicated by the solid arrow in Figure 8). For example, if the moving object TOa moves along the route indicated by the dashed arrow in Figure 8, the moving object TOa will collide with the entry prevention object 60 and stop or slow down. Therefore, the moving object TOa cannot proceed beyond the entry prevention object 60.

[0080] The entry prevention object 60 is displayed in such a way that a portion of the course ahead (a portion of the game space in the far direction of the right route at the branching point IC2) is visible. For example, the entry prevention object 60 may be displayed semi-transparently. Alternatively, the entry prevention object 60 may be composed of multiple opaque or semi-transparent objects arranged at predetermined intervals, and a portion of the game space ahead (in the far direction) of the entry prevention object 60 may be visible through the gaps between these objects. Furthermore, the entry prevention object 60 may be an object in which multiple semi-transparent or opaque objects are displayed flowing in a certain direction so that a portion of the course ahead is visible.

[0081] Furthermore, the intrusion prevention object 60 indicates the direction in which the moving object TO should proceed. For example, the intrusion prevention object 60 may include an image that indicates the direction. In Figure 8, the intrusion prevention object 60 indicates the left direction.

[0082] In the first lap of the racing game, there is an entry prevention object 60 at the branching point IC2 that restricts entry to the right route, so player A controls the moving object TOa to take the left route at branching point IC2. Immediately after that, moving object TOa reaches branching point IC3 (see Figure 6), which divides the route into left and right. Upon reaching branching point IC3, moving object TOa proceeds along the right route, which is the forward direction of the race.

[0083] Figure 9 is a schematic representation of the entire course after the moving object TOa passes through branching point IC3, and represents the course for player A. Figure 10 is an example of a game image displayed on the screen in the state shown in Figure 9.

[0084] As shown in Figure 9, moving object TOa has reached a straight section of the course and is moving along that section in the forward direction (downward in Figure 9). On the other hand, moving object TOb remains near the starting point because, for example, no input has been made to controller 4 by player B. At this point, the game image shown in Figure 10 is displayed.

[0085] As shown in Figures 9 and 10, acceleration objects 61 and item boxes 63 are placed in the straight sections of the course.

[0086] The acceleration object 61 is an object placed on the course that has a favorable effect on the moving object TO in the racing game, and is an object that changes the manner in which the moving object moves in a predetermined direction. The acceleration object 61 accelerates the moving object TO, increasing its speed for a predetermined period of time. As shown in Figure 10, the acceleration object 61 is placed so as to cover a part of the course, and when the moving object TO passes over the acceleration object 61, the moving object TO is accelerated. Therefore, the moving object TO that has passed over the acceleration object 61 is in a favorable state in the racing game.

[0087] The item box 63 is an object placed on the course (on the road surface or at a position higher than the road surface) and is an object that stores items used in the racing game. In the game of this embodiment, there are multiple items that have an advantageous or disadvantageous effect on the moving object TO in the racing game. When the moving object TO collides with the item box 63, the moving object TO acquires one of the multiple items. Which of the multiple items is acquired may be determined randomly using a random number or may be predetermined.

[0088] Multiple items may be items that give the acquired moving object TO an advantage in the game. For example, multiple items may include items that increase the speed of the acquired moving object TO, items that negate or reduce attacks from other moving objects, items that increase the defense of the acquired moving object TO, items that attack other moving objects, items that hinder the movement of other moving objects, and items that stop or slow down other moving objects. These items may be used by the player at any time, or they may be used automatically (for example, at the time of acquisition).

[0089] As shown in Figure 10, multiple item boxes 63 are placed. If any of the multiple item boxes 63 are acquired by the moving object TOa, that item box 63 disappears. Therefore, other moving objects TO cannot acquire the item box 63 acquired by the moving object TOa. Note that an item box 63 placed in the game space may become available for acquisition again after being acquired by a moving object TO if certain conditions are met (for example, after a certain amount of time has elapsed since acquisition, or when the acquiring moving object TO has completed its current loop).

[0090] Moving object TOa moves further along the course path from the position shown in Figures 9 and 10, crossing the start line SL and entering the second lap. Meanwhile, moving object TOb receives input from player B to controller 4 and moves beyond the start line SL to the vicinity of branching section IC1 (first lap).

[0091] Figure 11 schematically represents the entire course when moving object TOa reaches branching point IC1 on the second lap and moving object TOb reaches branching point IC1 on the first lap. Figure 12 shows an example of the game image displayed on the screen in the state shown in Figure 11.

[0092] The diagram on the left of Figure 11 represents the course from the perspective of Player A, and the diagram on the right of Figure 11 represents the course from the perspective of Player B; both diagrams represent the same point in time.

[0093] As shown in the left diagram of Figure 11 and the left game image 50a of Figure 12, when the moving object TOa reaches the vicinity of branching section IC1 in the second lap, there is an entry prevention object 60 blocking the left route at branching section IC1. Similarly, there is an entry prevention object 60 blocking the left route at branching section IC2. Therefore, in the second lap, the moving object TOa passes through the right route at branching sections IC1 and IC2.

[0094] On the other hand, as shown in the right-hand diagram of Figure 11 and the right-hand game image 50b of Figure 12, the moving object TOb is on its first lap, and the entry prevention object 60 is in the same position as the first lap of the moving object TOa. Specifically, in the first lap, the entry prevention object 60 is not placed at the branching section IC1, and the moving object TOb can pass through both the left and right routes at the branching section IC1. Also, in the first lap, the entry prevention object 60 is located at the branching section IC2, blocking the right route. Therefore, when the moving object TOb reaches the branching section IC2, it will pass through the left route at the branching section IC2.

[0095] As shown in Figure 12, if the imaging range of the virtual camera VCa corresponding to the moving object TOa includes both moving object TOa and moving object TOb, then both moving object TOa and moving object TOb are displayed in game image 50a. In game image 50a, an entry prevention object 60 is positioned to block the left route in the branching section IC2. Therefore, if moving object TOa proceeds along the left route in the branching section IC2, it will collide with the entry prevention object 60 and be unable to proceed further. On the other hand, moving object TOb can pass through the left route in the branching section IC2. When moving object TOb passes through the left route in the branching section IC2, in game image 50a, moving object TOb will pass through the entry prevention object 60 without colliding with it. Since the entry prevention object 60 is configured to allow visibility of the game space (part of the course) beyond it, player A can see game image 50a and recognize that moving object TOb is proceeding along the left route in the branching section IC2.

[0096] Similarly, if the imaging range of the virtual camera VCb corresponding to the moving object TOb includes both moving object TOa and moving object TOb, then both moving object TOa and moving object TOb will be displayed in game image 50b. In game image 50b, there is an entry prevention object 60 that blocks the right route in branching section IC2, so if moving object TOb proceeds along the right route in branching section IC2, moving object TOb will collide with the entry prevention object 60 and will not be able to proceed further. On the other hand, moving object TOa can pass through the right route in branching section IC2. If moving object TOa passes along the right route in branching section IC2, in game image 50b, moving object TOa will move in a way that slips past the entry prevention object 60. Since the entry prevention object 60 is configured to allow visibility of the game space (part of the course) beyond it, player B can look at game image 50b and recognize that moving object TOa is proceeding along the right route in branching section IC2.

[0097] Figure 13A schematically represents the entire course as the racing game progresses after Figure 12, and shows the course from the perspective of Player A. Note that in Figure 13A, only the objects necessary for explanation are displayed, and some objects are omitted.

[0098] After the moving object TOa passes through the right route of the branching section IC2, the moving object TOa proceeds along the path (Figure 13A (1) to (3)). In the second lap, the moving object TOa's path is restricted by entry prevention objects 60 at multiple branching sections, causing it to move in the opposite direction to the first lap, as shown in Figure 13A (2) to (3). In the second lap, the opposite direction to the first lap is the forward direction in the racing game. That is, in the first lap, when viewing the course from directly above, counterclockwise is the forward direction in the racing game, but in the second lap, when viewing the course from directly above, clockwise is the forward direction in the racing game. The player can rotate the moving object TO 180 degrees and make it move in the opposite direction to the forward direction by pressing a designated button and inputting left or right on the analog stick, but if the moving object TO moves in the wrong direction, a warning will be issued to return it to the forward direction. Furthermore, if the moving object TO moves in the reverse direction by a predetermined distance, the direction of movement of the moving object TO may be forcibly corrected to the forward direction.

[0099] Figure 13A also shows the position and path of the moving object TOb for reference. The moving object TOb is currently on its first lap. Therefore, as shown in (1) to (3) of Figure 13A, the moving object TOb moves in a counterclockwise direction when viewed from directly above the course.

[0100] As shown in Figures 13A (3) and (4), during the second rotation of moving object TOa, the acceleration object 62 and item box 63 appear on the straight section. As shown in Figure 13A (4), when moving objects TOa and TOb reach the straight section, they move in opposite directions (towards each other).

[0101] Figure 13B is a diagram showing the course for player B at the same point in time as (4) in Figure 13A. As shown in Figure 13B, during the first lap of the moving object TOb, the acceleration object 61 and the item box 63 are displayed on the straight section.

[0102] Figure 14 shows an example of a game image displayed on the screen in the state shown in Figure 13A(4) and Figure 13B.

[0103] In the game image 50a on the left side of Figure 14, an acceleration object 62 is displayed. The acceleration object 62, like the acceleration object 61 described above, is an object that accelerates the moving object TO in the forward direction. The acceleration object 62 includes an image that indicates the opposite direction to that of the acceleration object 61. Specifically, the acceleration object 62 includes an image that indicates the direction from bottom to top (second direction) in Figure 13A(4). Here, the acceleration object 62 is sometimes referred to as the "second direction acceleration object". In the game image 50a on the left side of Figure 14, the acceleration object 62 indicates the depth direction of the game image 50a (the forward direction for the moving object TOa). When the moving object TOa passes over the acceleration object 62, the moving object TOa is accelerated in the forward direction.

[0104] On the other hand, the game image 50b on the right side of Figure 14 displays an acceleration object 61. The acceleration object 61 includes an image that indicates the direction from top to bottom (first direction) in Figure 13B. Here, the acceleration object 61 is sometimes referred to as the "first direction acceleration object". As shown in game image 50b, the acceleration object 61 indicates the depth direction of game image 50b (the forward direction for the moving object TOb). When the moving object TOb passes over the acceleration object 61, the moving object TOb is accelerated in the forward direction.

[0105] Acceleration object 61 and acceleration object 62 point in the same direction (the depth direction of the screen) relative to the forward direction of moving object TO, and both accelerate moving object TO in the forward direction. On the other hand, when the entire course is used as the reference point, acceleration object 61 and acceleration object 62 point in opposite directions, and accelerate moving object TO in opposite directions.

[0106] Furthermore, acceleration object 61 and acceleration object 62 are placed at the same position on the course. In other words, acceleration object 61 and acceleration object 62 are placed in positions that overlap each other.

[0107] Thus, in the first lap, an acceleration object 61 is placed to accelerate the moving object TO in the first direction on the course. In the second lap, assuming that the moving object TO moves in the opposite direction to the first lap, an acceleration object 62 is placed to accelerate the moving object TO in the second direction on the course.

[0108] As described above, in the racing game of this embodiment, assuming that the moving object TO completes multiple laps of the course, entry prevention objects 60 are displayed at branching points so that the path taken by the moving object TO differs depending on the number of laps completed by the moving object TO.

[0109] Next, we will explain an example of how to make entry prevention objects and other objects (acceleration objects, item boxes, etc.) appear on the course.

[0110] Figure 15 shows an example of the layout of all objects. As shown in Figure 15, all objects are pre-placed on the course. For example, entry prevention objects 60 are pre-placed at positions P1 to P5 on the course. For example, position P1 corresponds to the left route at the branching section IC1, and position P2 corresponds to the right route at the branching section IC1.

[0111] Furthermore, acceleration object 61 and acceleration object 62 are placed at position P6. Although it appears in Figure 15 that acceleration object 61 and acceleration object 62 are placed in different positions, in reality they are placed so that they overlap at the same position.

[0112] Additionally, an item box 63 is placed at position P7, and entry prevention objects 60 are placed at positions P8 and P10. An item 64 is placed at position P9. Item 64 is an object that has an advantageous or disadvantageous effect on moving object TO in the racing game. When moving object TO collides with item 64, moving object TO acquires item 64.

[0113] Additionally, entry prevention objects 60 are placed at positions P11 to P13. Multiple other objects may also be placed on the course beforehand.

[0114] Each object pre-placed on the course shown in Figure 15 is enabled or disabled depending on the progress of the moving object TO race game. Specifically, multiple object sets are provided to enable each pre-placed object, and each object is enabled using these object sets.

[0115] Figure 16 shows an example of a table that correlates the progress of moving objects with the object set.

[0116] The progress of a moving object TO in a race game is determined by its position along the course. The course runs from the starting point (point A) to the finish line in Figure 16, and the progress of a moving object TO indicates its position along the course. The progress may be represented, for example, by the distance along the course from the starting line, or by its coordinate position in game space. As shown in Figure 16, an object set is applied to a moving object TO according to its progress.

[0117] For example, in the section from the starting point (point A) to point B, object set 1-A is applied to the moving object TO, and each object is activated using this object set. Then, in the section from point B to point C, object set 1-B is applied. In the section from point C to point D, object set 1-C is applied. Note that these points may be lines crossing a road.

[0118] Furthermore, object set 2-D is applied to the section from point D to point E. The starting point is located in the section from point D to point E, and in this section, the game transitions from the first lap to the second lap. Additionally, object set 2-E is applied to the section from point E to point F.

[0119] Similarly, the object set is applied depending on which section shown in Figure 16 the moving object TO is located in. For example, in the section from point H to point I, object set 3-H is applied. The starting point is in the section from point H to point I, and in this section, the second lap transitions to the third lap. Note that the sections shown in Figure 16 are merely examples, and the section from the starting point to the finish point may be arbitrarily divided. For example, the starting point may be located between one section and the next. Also, for example, the section may be divided by lap, and different object sets may be applied to each perimeter.

[0120] Here, the section from point A to point B and the section from point D to point E include the same location on the course. Below, examples of object set 1-A used in the section from point A to point B and object set 2-D used in the section from point D to point E will be explained with reference to Figures 17 and 18.

[0121] Figure 17 shows an example of object set 1-A. Figure 18 shows an example of object set 2-D.

[0122] An object set is a set of objects that are enabled for a moving object TO. If no object set is applied, each object is disabled for all moving objects. When an object set is applied to a moving object TO, the objects included in that object set are enabled for that moving object TO. Each object set contains a list of object identifiers that identify the objects to be enabled. For each object identifier, information such as the type of object, position, placement direction (orientation in game space), scale, and passability is stored in memory (e.g., DRAM27 or external storage medium) as object placement data, as described below. In Figures 17 to 20, each object identifier is a notation that suggests the type and position of the object. For example, the object identifier "Entry Prevention Object_P3" represents an identifier that identifies an entry prevention object placed at position P3. Also, for example, "Acceleration Object_P6_First Direction" represents an identifier that identifies an acceleration object in the first direction placed at position P6. Also, for example, "Acceleration Object_P6_Second Direction" represents an identifier that identifies an acceleration object in the second direction placed at position P6. When an object is enabled for a moving object TO, the display of that object is enabled in the game image corresponding to that moving object TO, and collision detection between that moving object TO and the object is enabled. On the other hand, when an object is disabled for a moving object TO, the object is not displayed in the game image corresponding to that moving object TO, and collision detection between that moving object TO and the object is not performed.

[0123] As shown in Figure 17, in object set 1-A, the entry prevention object 60 located at position P3 is activated. As a result, in the game image based on the virtual camera set behind the moving object TO (the game image corresponding to the moving object), only the entry prevention object 60 located at position P3 is displayed (appears). Collision detection between the moving object TO and the entry prevention object 60 located at position P3 is also activated. Since the moving object cannot pass through the entry prevention object 60 upon collision, as a result, as shown in Figures 6 and 8, only the entry prevention object 60 that prevents entry to the right route of the branching section IC2 is displayed. Therefore, in the first lap, if the moving object TO proceeds along the right route of the branching section IC2, the moving object TO will collide with the entry prevention object 60 located at position P3.

[0124] On the other hand, as shown in Figure 18, in object set 2-D, the entry prevention objects 60 located at positions P1 and P4 are activated. The entry prevention object 60 at position P12 is also activated. As a result, the entry prevention objects 60 located at positions P1, P4, and P12 are displayed (appear) in the game image corresponding to the moving object TO. Collision detection between the moving object TO and the entry prevention objects 60 located at positions P1, P4, and P12 is also activated. As a result, the game image 50a on the left side of Figure 12 is displayed, and in the second lap, the moving object TO cannot proceed along the left route of the branching section IC2 and will proceed along the right route. Note that in the game image 50a on the left side of Figure 12, the entry prevention object 60 at position P12 is not displayed because it is not within the imaging range of the virtual camera, but the entry prevention object 60 at position P12 is also activated internally.

[0125] Furthermore, the section from point B to point C and the section from point E to point F include the same location on the course. Below, examples of object set 1-B used in the section from point B to point C, and object set 2-E used in the section from point E to point F will be explained with reference to Figures 19 and 20.

[0126] Figure 19 shows an example of object set 1-B. Figure 20 shows an example of object set 2-E.

[0127] As shown in Figure 19, in object set 1-B, the entry prevention object 60 located at position P3 remains active. Additionally, the first-direction acceleration object 61 at position P6 is activated, and the item box 63 at position P7 is activated. As a result, during the first lap, the game image 50a on the left side of Figure 10 is displayed. In this way, objects located in sections different from the section in which the moving object TO is currently located may also be activated. This allows objects to be displayed even when, for example, the virtual camera captures a position beyond the current position of the moving object TO, or when the virtual camera captures a position in the opposite direction to the current position when the moving object TO is facing forward or backward.

[0128] On the other hand, as shown in Figure 20, in object set 2-E, the second direction acceleration object 62 at position P6 is activated. Also, the item box 63 at position P7 is activated. As a result, in the second lap, the game image 50a on the left side of Figure 14 is displayed. In addition, the entry prevention object 60 at position P8, the item 64 at position P9, the entry prevention object 60 at position P10, and the entry prevention object 60 at position P12 are activated.

[0129] In this way, different sets of objects are applied depending on the progress of the moving object TO, and each object is activated, so that the entry prevention object 60 is displayed in different positions depending on the number of laps the moving object TO has completed. This makes it possible to make the path of the moving object TO differ between lap N and lap M (where N and M are different integers) in the racing game. In addition, it is possible to make the objects displayed (appearing) on ​​the course that have an advantageous or disadvantageous effect on the racing game different between lap N and lap M.

[0130] Figure 21 is a diagram representing each object that is activated based on the object set shown in Figure 16, and shows an example of each object that appears when the moving object TOa moves from the first to the second lap.

[0131] In Figure 21, the circular icons represent each location, and the characters indicating the location are displayed inside the circles. Additionally, the icons at both ends of the section where the moving object TOa is located are filled in black.

[0132] When the moving object TOa is in the section from the starting point (point A) to point B, object set 1-A is applied. This activates the entry prevention object 60 at position P3, making the right route of the branching section IC2 impassable (Figure 21 (1) and (2)). When the moving object TOa moves and enters the section from point B to point C, object set 1-B is applied, and using object set 1-B, the entry prevention object 60 at position P3, the first direction acceleration object 61 at position P6, and the item box 63 at position P7 are activated (Figure 21 (3)).

[0133] Furthermore, when the moving object TOa moves and enters the section from point C to point D, object set 1-C is applied, and the entry prevention object 60 at position P13, the entry prevention object 60 at position P1, and the entry prevention object 60 at position P4 are activated (Figure 21 (4)). In this case, the moving object TOa moves in the direction toward the starting point, passes point D, and enters the second lap.

[0134] In the section from point D to point E, object set 2-D is applied, and the entry prevention objects 60 at positions P1 and P4 remain active, as does the entry prevention object 60 at position P12 (Figure 21 (5)). As a result, moving object TOa moves along the course in the opposite direction (clockwise) to the first lap, which is the forward direction for moving object TOa on the second lap.

[0135] Furthermore, when the moving object TOa moves and enters the section from point E to point F, object set 2-E is applied. In this section, the entry prevention object 60 at position P12 remains active, as do the entry prevention objects 60 at positions P8 and P10. In addition, the item 64 at position P9, the item box 63 at position P7, and the second direction acceleration object 62 at position P6 are activated (Figure 21 (6)).

[0136] From this point onward, the object set is applied according to the progress of the moving object TOa. When the moving object TOa completes three laps of the course, it reaches the finish line. The race game ends when all moving objects TO reach the finish line.

[0137] In this way, the course is divided into sections, and objects are activated for each section. Here, the activation of each object may occur after the moving object TO has passed the starting point and before reaching the next starting point (including both starting points). The starting point here refers to the position where the object is stopped before the start line before the start of the race in the first lap, and to the start line from the second lap onward. For example, after passing the starting point of the second lap and before reaching the starting point of the third lap, an object is activated, and the activated object appears in that second lap. Also, for example, in Figure 21, between the start of the first lap and the start of the second lap, the entry prevention object 60 at position P3 is activated (Figure 21(1)), and the entry prevention object 60 at position P13 is activated (Figure 21(4)). In other words, the objects are activated while the moving object TO completes one lap of the course.

[0138] Furthermore, after the moving object has passed the branching section in the current lap, and before the moving object enters the next lap, at least some of the entry prevention objects 60 for the next lap are activated (path switching). For example, in Figure 21 (5), after the moving object TOa has passed the branching sections IC1 and IC2, and before the moving object TOa enters the second lap, the entry prevention objects 60 at positions P1 and P4 are activated in order to determine the path of the branching sections IC1 and IC2 in the second lap (Figure 21 (4)).

[0139] Specifically, the intrusion prevention object 60 at the branching point is activated before the branching point enters the imaging range of the virtual camera. In other words, the intrusion prevention object 60 at the branching point is activated before the branching point becomes visible. Therefore, the moment when the intrusion prevention object 60 changes from a disabled state to a disabled state is not displayed. Furthermore, the timing of the deactivation may be set so that the moment when the intrusion prevention object 60 changes from a disabled state to a disabled state does not enter the imaging range of the camera. For example, in Figure 21 (1), the moving object TOa is at the starting point, and the imaging range of the virtual camera VCa corresponding to the moving object TOa does not include position P3. Therefore, at this point, position P3 is not displayed in the game image 50a, but the intrusion prevention object 60 at position P3 is activated. Other objects besides the intrusion prevention object 60 are also activated before they become visible. For example, as shown in Figure 21 (3), the acceleration object 61 at position P6 and the item box 63 at position P7 are activated before the moving object TOa reaches the straight section (i.e., before positions P6 and P7 become visible).

[0140] In this way, by activating the entry prevention object 60 at the branching point in advance, the path can be switched even when the moving object TO is moving at high speed. Furthermore, the object is activated or deactivated before the virtual camera captures the position where the object will be placed. For example, the entry prevention object 60 is activated at the branching point before the branching point becomes visible. This prevents the entry prevention object 60 from suddenly appearing in the game image, allowing the path to be switched without causing any discomfort to the player.

[0141] As described above, in the racing game of this embodiment, at branching points on the course, the path of the moving object TO is switched by making the branching point impassable or accessible depending on the progress of the moving object TO. As a result, the moving object TO will follow a different path, for example, each lap, which can improve the enjoyment of the racing game.

[0142] (Details of game processing) Next, we will explain the details of the game processing in game system 1 with reference to Figures 22 to 25.

[0143] Figure 22 shows an example of various data used in game processing in game system 1. As shown in Figure 22, game system 1 stores the game program, moving object data, course data, object placement data, and object set data.

[0144] The game program is a program for executing the game processing in this embodiment (the game processing shown in Figure 23). 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 racing game is executed.

[0145] The moving object data includes data for each moving object. For example, the moving object data includes data for moving object TOa controlled by player A, data for moving object TOb controlled by player B, and data for moving object TOc controlled by processor 21. The data for each moving object includes data representing the shape of each moving object, data representing the items acquired by each moving object, data representing the number of laps and position of each moving object, data indicating the direction and speed of movement of each moving object, and data regarding the state of each moving object (e.g., favorable or unfavorable state). The data for each moving object also includes information indicating the object set applied to that moving object. For example, if moving object TOa is located between point E and point F, the data for moving object TOa includes information indicating the currently applied object set 2-E. Similarly, if moving object TOb is located between point B and point C, the data for moving object TOb includes information indicating the currently applied object set 1-B.

[0146] Course data is data that defines the course on which the racing game takes place. Course data includes course objects (roads, walls, etc.) that define the course. In this embodiment, multiple courses are prepared in advance, and course data corresponding to each course is stored in the game system 1. The course data may be stored in advance in 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.

[0147] Object placement data is data relating to the placement of each object. Object placement data includes data representing the position on the course and data relating to the object placed at that position. Object-related data includes data representing the object's shape and appearance, data indicating the object's type, and data indicating the object's status (e.g., whether or not it was acquired).

[0148] Object set data is data used to activate each object placed on the course, and is, for example, the data shown in Figures 17 to 20.

[0149] In addition to the data shown in Figure 22, various other types of data are stored in Game System 1. For example, Game System 1 stores data representing the correspondence table shown in Figure 16, data related to items, and so on.

[0150] Figure 23 is a flowchart showing an example of game processing performed by game system 1. The game processing shown in Figure 23 is initiated, for example, when the player gives an instruction to start the game.

[0151] 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 Figure 23. 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 shown in Figure 23 may be performed by the other information processing device. Furthermore, the processing of each step shown in Figure 23 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.

[0152] As shown in Figure 23, in step S1, the processor 21 performs initial processing. Specifically, the processor 21 reads course data from an external storage medium or flash memory 26 installed in slot 29 and sets up a three-dimensional game space including the course on which the racing game will be played. The processor 21 also places one or more moving objects TO controlled by the player and one or more moving objects TO controlled by the processor 21 at the starting line on the course. The processor 21 also places each object at a predetermined position on the course.

[0153] In step S2, the processor 21 starts the racing game. After the racing game starts in step S2, the processes in steps S3 to S8 are repeatedly executed at predetermined frame time intervals (for example, 1 / 60 second intervals) during the racing game.

[0154] In step S3, the processor 21 acquires operation data from the controllers. Here, the main unit 2 acquires operation data from controller 3 operated by player A and operation data from controller 4 operated by player B.

[0155] In step S4, the processor 21 performs movement object control processing. Movement object control processing involves moving each movement object TO, performing collision detection for each movement object TO, and causing each movement object TO to perform an action. The details of the movement object control processing in step S4 will be explained below with reference to Figure 24. Figure 24 is a flowchart showing an example of the movement object control processing in step S4.

[0156] In step S21, the processor 21 updates the position of each moving object TO. Specifically, based on the operation data from the controller 3 obtained in step S3, the processor 21 moves the moving object TOa corresponding to player A along the course. The processor 21 also moves the moving object TOb corresponding to player B along the course based on the operation data from the controller 4 obtained in step S3. The processor 21 also moves the moving object TOc, which is controlled by the processor 21, along the course. If the moving object TO crosses the start line SL as a result of its movement, "1" is added to the lap count of the moving object TO, and the lap count display is updated. The processor 21 then executes the process in step S22.

[0157] In step S22, the processor 21 performs collision detection between each moving object TO and the enabled object. Here, based on the position and shape of each moving object TO, it is determined whether or not each moving object TO has collided with an object that was enabled in step S5, which will be described later. If it is determined that a moving object TO has collided with an enabled object, the processor 21 executes processing corresponding to that collision. No collision detection is performed between disabled objects and moving objects TO. For example, the processor 21 determines whether or not moving object TOa has collided with an enabled object, and if it determines that a collision has occurred, it performs processing corresponding to the collided object. Only objects that are enabled for moving object TOa affect moving object TOa, and objects that are disabled for moving object TOa do not affect moving object TOa. For example, even if an object is enabled for moving object TOb, if that object is disabled for moving object TOa, that object will not affect moving object TOa.

[0158] For example, if the entry prevention object 60 at position P1 is enabled based on the object set according to the progress of the moving object TOa, the processor 21 performs a collision detection between the moving object TOa and the entry prevention object 60 at position P1. If the moving object TOa collides with the entry prevention object 60 at position P1, the processor 21 stops the moving object TOa, slows it down, or changes the direction of movement of the moving object TOa. If the entry prevention object 60 at position P1 is disabled, even if the moving object TOa reaches position P1, no collision detection is performed between the moving object TOa and the entry prevention object 60 at position P1. In other words, if the entry prevention object 60 at position P1 is disabled, there is no entry prevention object 60 at position P1 for the moving object TOa, and the moving object TOa will pass through position P1.

[0159] Furthermore, if the acceleration object 61 in the first direction at position P6 is enabled, the processor 21 performs a collision detection between the moving object TOa and the acceleration object 61, and processes according to the result of the collision detection. For example, if the moving object TOa is moving in the first direction (forward direction) in the game space and collides with the acceleration object 61, the moving object TOa is accelerated in the first direction in the game space.

[0160] Furthermore, if the item box 63 at position P7 is enabled, the processor 21 performs a collision detection between the moving object TOa and the item box 63 and performs processing according to the result of the collision detection. For example, if the moving object TOa collides with the item box 63, the moving object TOa acquires the item box 63 and obtains the specified item. For example, if the moving object TOa collides with the item box 63, one of the items may be randomly selected from among several items, and the selected item may be acquired by the moving object TOa. Note that once the item box 63 is acquired by the moving object TOa, that item box 63 becomes invisible to other moving objects and cannot be acquired. For example, if there are five item boxes 63 at position P7, and one of them is acquired by the moving object TOa, that one item box 63 is effectively removed, and four item boxes 63 remain at position P7. In other words, the acquired item box 63 becomes invisible and cannot be acquired. Therefore, even if other subsequent moving objects TO (e.g., TOb or TOc) reach position P7, four item boxes 63 will be displayed at position P7, and only one of the four item boxes 63 can be retrieved. In other words, if the item box 63 at position P7 is enabled for multiple moving objects TO, the state of the item box 63 is common to all moving objects TO. Therefore, if the state of the item box 63 is changed by one of the moving objects TO, the item box 63 will be in the same state for the other moving objects TO.

[0161] Item 64 at position P9 is controlled in the same way as item box 63. However, item box 63 has multiple item boxes, while item 64 is a single item. When item 64 is acquired by the moving object TOa, item 64 becomes invisible and cannot be acquired. Therefore, even when subsequent moving objects TO (e.g., TOb or TOc) reach position P9, item 64 appears not to exist at position P9. In other words, item 64 at position P9 behaves as if it were disabled, even though it is enabled for multiple subsequent moving objects TO.

[0162] In step S22, processor 21 performs the collision detection process for all moving objects TO. Specifically, processor 21 performs collision detection between moving object TOb and the item activated for that moving object TOb. It also performs collision detection between moving object TOc and the item activated for that moving object TOc. Next, processor 21 executes the process in step S23.

[0163] In step S23, the processor 21 performs collision detection between moving objects. Here, collision detection between moving objects TO is performed based on the position and shape of each moving object TO. Also, if a moving object TO attacks another moving object TO (for example, by throwing an item), collision detection is performed between that attack and the moving object TO. Depending on the result of the collision detection, the processor 21 slows down, stops, or changes the direction of movement of the moving objects TO. Next, the processor 21 executes the process in step S24.

[0164] In step S24, the processor 21 performs collision detection between the moving object TO and an object fixed in the game space (for example, a wall object along the course). Depending on the result of the collision detection, the processor 21 slows down the moving object TO, stops it, or changes the direction of movement of the moving object TO. Alternatively, instead of separating the collision detection process from steps S22 to S24, the collision detection process for each moving object with other objects may be performed together. Next, the processor 21 performs the process in step S25.

[0165] In step S25, the processor 21 controls the actions of each moving object TO. In addition to moving, moving objects TO can perform various actions (jumping, attacking other moving objects TO, using items, etc.). The processor 21 causes moving object TOa to perform an action according to the operation data from controller 3. The processor 21 also causes moving object TOb to perform an action according to the operation data from controller 4. Furthermore, the processor 21 controls the actions of moving object TOc. After processing in step S25, the processor 21 executes the processing in step S5 shown in Figure 23.

[0166] Returning to Figure 23, in step S5, the processor 21 executes the object setup process. The object setup process activates each object placed in the course using the correspondence table in Figure 16 and the object sets exemplified in Figures 17 to 20. The details of the object setup process in step S5 will be explained below with reference to Figure 25. Figure 25 is a flowchart showing an example of the object setup process in step S5.

[0167] In step S31, the processor 21 applies an object set to each moving object TO according to the progress of each moving object TO. Here, the object set is applied to each moving object TO using the correspondence table shown in Figure 16. For example, if moving object TOa is located in the section from point D to point E, object set 2-D is applied to moving object TOa. Also, for example, if moving object TOb is located in the section from point B to point C, object set 1-B is applied to moving object TOb. Also, for example, if moving object TOc is located in the section from point F to point G, object set 2-F is applied to moving object TOc. The processor 21 then executes the process in step S32.

[0168] In step S32, the processor 21 activates each object pre-placed on the course based on the object set applied to each moving object TO. This activates the entry prevention object 60, acceleration objects 61 and 62, item box 63, item 64, etc., which are pre-placed on the course. By applying the object set to each moving object TO, each object placed on the course is activated for each moving object TO. After processing in step S32, the processor 21 executes the process of step S6 in Figure 23.

[0169] Returning to Figure 23, in step S6, the processor 21 executes the drawing process. In the drawing process, a game image is generated based on a virtual camera. For example, a game image 50a is generated based on the virtual camera VCa corresponding to the moving object TOa. When generating the game image 50a, objects that were enabled for the moving object TOa in step S5 are drawn, while objects that were disabled for the moving object TOa are not drawn. That is, in the game image 50a, the display of objects that were enabled for the moving object TOa is enabled, but the display of objects that were disabled for the moving object TOa is disabled. Also, a game image 50b is generated based on the virtual camera VCb corresponding to the moving object TOb. When generating the game image 50b, objects that were enabled for the moving object TOb in step S5 are drawn, while objects that were disabled for the moving object TOb are not drawn. Then, the processor 21 generates a game image that includes the two game images 50a and 50b.

[0170] Furthermore, even if an object's display is disabled for a given moving object TO, a collision detection with another moving object TO may still occur in step S22. Conversely, even if an object's display is enabled for a given moving object TO, a collision detection with another moving object TO may not occur in step S22. For example, in the situation shown in Figure 12, in game image 50a, entry prevention objects 60 are displayed on the left route at branching sections IC1 and IC2, but in game image 50b, these are not displayed, and moving object TOb can pass through the left route at branching section IC1. Therefore, when moving object TOb passes through the left route at branching section IC1, in game image 50a, it appears as if moving object TOb is passing through the entry prevention object 60. Also, in the situation shown in Figure 12, when moving object TOa moves towards the left route at branching section IC1, moving object TOa collides with the entry prevention object 60 and stops or slows down. At this point, in game image 50b, although the entry prevention object 60 is not displayed on the left route at branching point IC1, the moving object TOa stops or slows down. The processor 21 then executes the process of step S7.

[0171] In step S7, the processor 21 outputs the game image generated in step S6 to the display device. Next, the processor 21 executes the process in step S8.

[0172] In step S8, the processor 21 determines whether or not to terminate the race game. For example, if all moving objects TO reach the goal, or if a predetermined amount of time has elapsed since the start of the race game, the processor 21 determines to terminate the race game. If the result of the determination in step S8 is negative, the processing in step S3 is executed again. Thereafter, the series of processes from steps S3 to S8 are repeatedly executed until it is determined in step S8 that the game should be terminated. On the other hand, if the result of the determination in step S8 is positive, the processor 21 terminates the game processing shown in Figure 23.

[0173] The process shown in the flowchart above is merely an example, and the order and content of the process may be changed as appropriate.

[0174] As described above, in this embodiment, the entry prevention object 60 that restricts the entry of the first moving object is activated according to the progress of the first moving object, regardless of the progress of other moving objects. Similarly, the entry prevention object 60 that restricts the entry of the second moving object is activated according to the progress of the second moving object, regardless of the progress of other moving objects. This allows each moving object to move along a different path according to its progress, enabling a racing game with varied paths on a single course. Furthermore, the path that a player's moving object takes is determined according to its own progress and is not affected by the progress of other players. For example, even if a player is lapped by another player, the path they can take does not change due to the progress of the other player, so the player can play the racing game at their own pace while progressing along varied paths.

[0175] Furthermore, in this embodiment, a single game space is shared among multiple moving objects, and objects (such as entry prevention objects 60 and acceleration objects) are pre-placed on the course within the game space. Depending on the progress of the game for each moving object, the display and collision detection of the pre-placed objects are activated. This eliminates the need to construct a game space for each moving object and place objects in each game space, thereby reducing resources and processing load. For example, by constructing a first game space for the first moving object and a second game space for the second moving object, and placing entry prevention objects 60 in the first game space but not in the second game space, it is possible to activate entry prevention objects 60 for the first moving object while disabling them for the second moving object at the same branching point on the same course. However, in this case, it is necessary to construct a game space for each moving object, which may increase the processing load. However, in this embodiment, entry prevention objects 60 are placed in advance in a single game space, and multiple moving objects are moved within the same game space, while the display of entry prevention objects 60 and the enable / disablement of collision detection are switched for each moving object. This reduces the processing load, and allows entry prevention objects 60 to appear or not appear depending on the progress of each moving object.

[0176] Furthermore, in this embodiment, the entry prevention object 60 is displayed in a way that allows the player to see the game space beyond it. This reduces the sense of incongruity even when other moving objects with different game progress levels pass through the entry prevention object 60. Also, even if a moving object is unable to enter the game space beyond it due to the entry prevention object 60, the player can still see the game space beyond it and, for example, recognize the path to take when passing through the next branching point.

[0177] Furthermore, in this embodiment, the entry prevention object 60 is activated at the branching section before the branching section becomes visible. This prevents the entry prevention object 60 from suddenly appearing at the branching section and prevents the path at the branching section from switching while the branching section is being displayed.

[0178] Furthermore, in this embodiment, the race game involves completing multiple laps around a course, and the forward direction (normal direction of travel) differs depending on the number of laps completed by the moving object. For example, in the first lap, the normal direction of travel is counterclockwise when the course is viewed from directly above, whereas in the second lap, the normal direction of travel is clockwise. Therefore, for example, if the first moving object is a lap behind the second moving object, the first moving object will move in the opposite direction to the second moving object. Even when the first moving object moves in the opposite direction, it is still the normal direction of travel, so the first moving object can continue to move in the opposite direction. This makes it possible to realize a race game with unprecedented variations.

[0179] In the above explanation of game processing, it was assumed that a racing game is played by two players using one main unit 2, but the same game processing is performed when a racing game is played in single-player mode. In this case, the racing game is played with a moving object (operated object) controlled by the player and one or more moving objects controlled by the processor 21. In the object setting process described above, the object set shown in Figure 16 is applied according to the progress of the operated object, and each object is enabled or disabled. Similarly, for one or more moving objects controlled by the processor 21, the object set shown in Figure 16 is applied according to the progress of each moving object, and each object is enabled or disabled. In addition, when a racing game is played in single-player mode, the operated object may be displayed on the first screen and the moving object controlled by the processor 21 may be displayed on the second screen.

[0180] Furthermore, the same game processing as described above is performed when racing games are played in local communication multiplayer mode or online multiplayer mode. For example, in online multiplayer mode, multiple main units 2 are connected to the internet and communicate, for example, via a server. For example, the first main unit 2 of the first player and the second main unit 2 of the second player are connected to the internet, and a racing game is played in the same game space using multiple moving objects, including a first moving object corresponding to the first player and a second moving object corresponding to the second player. The first main unit 2 controls the first moving object based on operation data from the controller. The first main unit 2 also transmits the position information (number of laps and position) of the first moving object to the second main unit 2 via the server, and receives the position information of the second moving object operated by the second player from the second main unit 2 via the server. Furthermore, in the first main unit 2, during the object setting process described above, the object set shown in Figure 16 is applied according to the progress of the first moving object, and the branching points that the first moving object can enter and those that it cannot enter are switched according to the progress of the first moving object. Furthermore, in the second main unit 2, during the object setting process described above, the object set shown in Figure 16 is applied according to the progress of the second moving object, and the branching points that the second moving object can enter and those that it cannot enter are switched according to the progress of the second moving object. Furthermore, in the object control process described above, the first main unit 2 performs collision detection processing between each moving object (the first moving object and the second moving object) and the activated object. The second main unit 2 also performs collision detection processing between each moving object (the first moving object and the second moving object) and the activated object in the object control process described above. In this way, even when a racing game is played in online multiplayer mode, the same processing as described above is performed in each main unit 2.

[0181] (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.

[0182] For example, in the above embodiment, an access prevention object is activated at the branching point to restrict entry to at least one of the multiple branch destinations, thereby preventing the moving object TO from entering that branch destination. In other embodiments, an access-allowing object is activated at the branching point to allow entry to at least one of the multiple branch destinations, thereby enabling the moving object TO to enter that branch destination. For example, the access-allowing object may be a bridge.

[0183] In other words, by enabling an access control object at a branching point that restricts access to at least one of multiple branch destinations, or allows access to at least one branch destination, the moving object TO may be made inaccessible or accessible to that branch destination.

[0184] An entry control object may be an entry prevention object or an entry-allowing object. Furthermore, an entry control object may switch the path of a moving object, taking into account other parameters in addition to its progress. For example, a path switching object may be able to switch to either the first or second of three branching paths depending on the progress, switching to the first branching path when the moving object is in a first orientation and to the second branching path when it is in a second orientation. Alternatively, an entry control object may be a direction-changing object that forcibly changes the direction of movement of a moving object. For example, if a moving object approaches or collides with a direction-changing object, the direction of movement of the moving object may be changed according to the direction-changing object.

[0185] Furthermore, the entry control object may be a facilitator object that encourages entry to at least one of several branching paths, while not encouraging entry to other branches. Facilitator objects may be activated at branching points depending on the progress of the moving object's race game. For example, a moving object may be recommended to enter a branching path encouraged by a facilitator object, but may also be able to enter a branching path not encouraged by the facilitator object. In this case, even though entry is possible, the progress may not advance because it deviates from the intended path. Even when such objects are activated, the path can be switched depending on the progress of the race game, providing a variety of race games.

[0186] In the above embodiment, objects (such as entry prevention objects, acceleration objects, and item boxes) are placed in the game space in advance, and the display of these objects and collision detection of these objects are enabled according to the progress of the racing game of the moving objects. In other embodiments, only the display of objects may be enabled, or only the collision detection of objects may be enabled.

[0187] Furthermore, in the above embodiment, each object is disabled by default, and an object set is applied according to the progress, and the objects included in the object set are enabled. In other embodiments, each object may be enabled by default, and each object may be disabled according to the progress. For example, the path of a moving object may be switched by switching the enabling and disabling of an entry control object according to the progress of the moving object.

[0188] Furthermore, in the above embodiment, objects (such as entry prevention objects, acceleration objects, and item boxes) are placed in the game space in advance, and these placed objects are activated according to the progress of the racing game of the moving objects. This allows, for example, entry prevention objects to restrict the entry of the moving objects, or item boxes to be acquired by the moving objects. In other embodiments, no objects are placed in the game space in advance, and objects may be activated by placing them in the game space according to the progress of the racing game of the moving objects. That is, activating an object includes enabling the display and / or collision detection of pre-placed objects, and placing new objects in the game space.

[0189] Furthermore, the method of enabling the entry control object described above is not limited to any other method; the system may switch between branching points where the moving object cannot enter and branching points where it can enter, depending on the progress of the moving object, at the branching point. For example, the system may be automatically controlled at the branching point so that the moving object enters a different branching point depending on its progress, without the use of an entry control object.

[0190] Furthermore, in the above embodiment, the acceleration object is an object that accelerates the velocity in the same direction as the forward direction. In other embodiments, in addition to or instead of the acceleration object, a movement change object that changes the manner of movement in a predetermined direction may be arranged. For example, the movement change object may be an object that makes the object jump in the same direction as the forward direction. In another example, the acceleration object may be an object that accelerates the moving object in the direction of current movement regardless of the direction of movement of the moving object when it collides with another object. In this case, among a plurality of acceleration objects whose acceleration function remains the same but whose displayed arrows point in different directions, depending on the degree of progress, the acceleration object whose arrow direction aligns with the forward direction may be activated. The acceleration object may have an indicator showing its direction, but regardless of the indicator, it may accelerate the moving object in the forward direction according to the degree of progress. Alternatively, the acceleration object may not have an indicator showing its direction, but may accelerate the moving object in the forward direction according to the degree of progress.

[0191] Furthermore, the progress in a racing game involving moving objects may be determined based on the number of laps and position of the moving objects, or based solely on the number of laps, or based on the distance traveled along the course of the moving objects.

[0192] Furthermore, in the above embodiment, a race game is played in which multiple moving objects complete multiple laps of the entire course. In other embodiments, the race game may consist of multiple moving objects completing only one lap of the course, and the course may include branching sections that the multiple moving objects pass through multiple times. Alternatively, the race game may consist of multiple moving objects moving from a starting point to a different finish line, and branching sections may be provided between the starting point and the finish line that the multiple moving objects pass through multiple times. In such cases, the entry control object may be activated at the branching section to control which moving objects enter different branching points depending on the number of times they pass through the branching section.

[0193] Furthermore, in the above embodiment, the racing game is a game in which the player completes multiple laps of the entire course, and the path is switched by activating an entry prevention object, so that the direction of travel (forward direction) of the moving object differs depending on the number of laps. In other embodiments, instead of switching paths using the above entry prevention object, it is assumed that there is a common path that the moving object passes through multiple times during the racing game, and the direction of travel (forward direction) of the moving object on the common path differs depending on the number of times the common path is passed. For example, when the moving object passes through the common path for the Nth time, the first direction in the game space becomes the direction of travel, and when the moving object passes through the common path for the Mth time, the second direction in the game space becomes the direction of travel. In this case, for example, the acceleration object accelerates the moving object in the direction corresponding to the direction of travel (the first direction if the first direction is the direction of travel, and the second direction if the second direction is the direction of travel).

[0194] 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).

[0195] 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]

[0196] 1. Game System 21 processors 60 Intrusion Prevention Objects 61, 62 Accelerated Objects 63 Item Objects 64 items TO Move Object

Claims

1. A game program that allows a computer to run a racing game, The aforementioned racing game progresses by having multiple moving objects move along a set route within a virtual space defined by course data. The aforementioned computer, Means for positioning at least one action object in the course, which, when active, is in an active state that acts on the moving object at least temporarily, and when deactivated, does not affect the moving object; A game program that functions as a means to switch between the enabled state and the disabled state for each of the multiple moving objects of the action object, according to the progress of each moving object in the race game, regardless of the progress of other moving objects.

2. The aforementioned route is set such that the moving object passes through the first path of the course multiple times. The game program according to claim 1, wherein at least one of the action objects is placed on the first path.

3. At least two of the aforementioned action objects are arranged to overlap at a first point in the first path, The aforementioned computer, The game program according to claim 2, wherein the at least two of the action objects function as means for switching the enabled state and the disabled state for each of the plurality of moving objects, according to the progress of each moving object in the race game, regardless of the progress of other moving objects, such that there is one or fewer action objects in the enabled state for each moving object.

4. The aforementioned path is set such that when the moving object passes through the first path for the Mth time, it moves along the first path in one direction, and when it passes through the first path for the Nth time, it moves along the first path in the opposite direction. The aforementioned computer, When the moving object passes through the first path for the Mth time, the first of the at least two operating objects is switched to the active state for the moving object. The game program according to claim 3, wherein when the moving object passes through the first path for the Nth time, a second action object, which is different from the first action object among the at least two action objects, functions as a means to switch the moving object to the active state.

5. The first action object is an object that accelerates the nearby moving object in the one direction, The game program according to claim 4, wherein the second action object is an object that accelerates the adjacent moving object in the opposite direction.

6. The aforementioned course has a branching section that splits into multiple destinations. The aforementioned route is set such that the moving object passes through the branching section multiple times. At least one of the action objects is located at at least one of the branch destinations, The aforementioned computer, The game program according to claim 1, wherein at least one of the action objects placed at the branch destination functions as a means for switching between the enabled state and the disabled state of the action object, such that the action object is in the enabled state when the moving object moves to the branch destination, and is in the disabled state when the moving object moves to a branch destination other than the branch destination among the plurality of branch destinations.

7. The game program according to claim 1, wherein the switching between the enabled state and the disabled state of the action object is performed in accordance with the progress of the moving object before it enters the imaging range of a virtual camera in which the action object moves together with the moving object.

8. The multiple action objects are associated with at least one set of action objects to which at least one action object is associated, The aforementioned computer, Depending on the progress of the moving object in the racing game, this function serves as a means to simultaneously switch between the enabled and disabled states of all action objects included in the action object set. The game program according to claim 1.

9. The aforementioned computer, The game program according to claim 1, wherein the active object functions as a means for switching between the active state and an inactive state in which it does not act on the moving object.

10. The game program according to claim 9, wherein the active object can be switched to the inactive state by acting on the moving object.

11. The game program according to claim 10, wherein the active state and the inactive state of the action object are common among a plurality of moving objects in which the action object is in an active state.

12. The game program according to claim 11, wherein the action object is an item granting object that grants an item to the moving object that has been acted upon.

13. The game program according to any one of claims 1 to 12, wherein the progress is determined based on at least one of the distance traveled by the moving object along the path, the coordinate position in the virtual space, and the number of laps completed around the course.

14. An information processing device for running a racing game, The aforementioned racing game progresses by having multiple moving objects move along a set route within a virtual space defined by course data. Means for positioning at least one action object in the course, which, when active, is in an active state that acts on the moving object at least temporarily, and when deactivated, does not affect the moving object; An information processing apparatus comprising means for switching the enabled state and the disabled state for each of the plurality of moving objects of the action object according to the progress of each moving object in the race game, regardless of the progress of other moving objects.

15. The information processing apparatus according to claim 14, further comprising means for switching the active object in the active state between the active state and an inactive state in which it does not act on the moving object.

16. The active object is switched to the inactive state by acting on the moving object. The information processing apparatus according to claim 15, wherein the active state and the inactive state of the action object are common among a plurality of moving objects in which the action object is in an active state.

17. A method for processing information to run a racing game, The aforementioned racing game progresses by having multiple moving objects move along a set route within a virtual space defined by course data. Placing at least one action object in the course that, when active, is in an active state that acts on the moving object at least temporarily, and when deactivated, does not affect the moving object; An information processing method comprising switching the enabled state and the disabled state for each of the plurality of moving objects of the action object according to the progress of each moving object in the race game, regardless of the progress of other moving objects.

18. The information processing method according to claim 17, further comprising switching the active object in the active state between the active state and an inactive state in which it does not act on the moving object.

19. The active object is switched to the inactive state by acting on the moving object. The information processing method according to claim 18, wherein the active state and the inactive state of the action object are common among a plurality of moving objects in which the action object is in an active state.