Game program, game system, information processing device, and information processing method
The game program facilitates smooth transitions between various rideable objects in a virtual space by allowing players to select and switch between ground, aerial, water, and cliff-surface mounts using input commands, ensuring seamless gameplay and preventing damage, thus enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2026-04-07
- Publication Date
- 2026-06-18
AI Technical Summary
Conventional games lack smooth transitions between different rideable objects for player characters, limiting the gameplay experience.
The game program allows players to seamlessly switch between ground-type, aerial, water, and cliff-surface rideable objects through selection operations and input commands, with automatic transitions based on environmental changes or player input, and includes damage prevention mechanisms for unsafe movements.
Enables smooth and intuitive object switching, enhancing gameplay fluidity and preventing player character damage during transitions, thereby improving the overall gaming experience.
Smart Images

Figure 2026099952000001_ABST
Abstract
Description
Technical Field
[0006] , ,
[0007] , ,
[0001] The present invention relates to a game program, a game system, an information processing apparatus, and an information processing method capable of moving a player character in a virtual space.
Background Art
[0002] As prior art, there is a game in which a player character can be made to ride on an object and move in a virtual space (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such conventional games, there has been room for improvement in switching the object to be ridden.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, an information processing apparatus, and an information processing method capable of smoothly switching between a plurality of rideable objects in a game in which a player character is moved by riding on an object.
Means for Solving the Problems
[0006] To solve the above problems, the present invention employs the following configuration.
[0007] The game program of the present invention causes the computer of an information processing device to control a player character in a virtual space based on operation input, and when a ground-type riding object is selected based on a selection operation and a riding instruction is given from among a plurality of riding objects that the player character can ride, including at least ground-type riding objects and aerial riding objects, the game program causes the player character to ride the ground-type riding object and become movable on the ground. Furthermore, when an aerial riding object is selected based on the selection operation and a riding instruction is given, or when a first operation input is given while the player character is in the air, the game program causes the player character to ride the aerial riding object and become movable in the air, and while the player character is riding the aerial riding object, the game program causes the player character riding the aerial riding object to move in the air based on operation input. Furthermore, when the player character riding the aerial riding object moves towards the ground, the game program causes the computer to automatically change to a state where the player character is riding the ground-type riding object and become movable on the ground.
[0008] As described above, the player character can be mounted on a ground-based or airborne mount and moved on the ground or in the air. The player can select a mount and mount it, and in the air, they can instantly mount an airborne mount by performing the first input. When moving from the air to the ground, the system can automatically switch from the airborne mount to the ground-based mount, allowing for a smooth transition between mounts.
[0009] Furthermore, the rideable object may further include a rideable object for water that can move on or underwater. The game program may instruct the computer to automatically change the state of the player character to a rideable object for water when the player character, while riding the aerial rideable object, moves toward the water surface, thereby making it possible to move on or underwater.
[0010] As described above, it is possible to move the player character on water using a water-based rideable object. When moving from the air to the water surface, the system can automatically switch from the air-based rideable object to the water-based rideable object, allowing for a smooth transition between rideable objects.
[0011] Furthermore, the game program may instruct the computer to, if the player character is riding on the ground-based or water-based rideable object and an aerial rideable object is selected based on the selection operation, to have the player character ride on the aerial rideable object, thereby enabling movement in the air.
[0012] According to the above, for example, when a player character is riding a ground-based rideable object, they can switch to an aerial rideable object with a selection operation without having to issue a boarding command.
[0013] Furthermore, the game program may cause the computer to perform a jump action based on a second input while the player character is riding on the ground rideable object or the water rideable object, and if the first input is made during the jump action, the player character may be placed on the air rideable object, making it possible to move in the air.
[0014] According to the above, when the player character is in the air due to a jump action, the player character can be placed onto an aerial mountable object in response to the first input.
[0015] Furthermore, the game program may instruct the computer to inflict a predetermined amount of damage on the player character if the player character falls from a height exceeding a predetermined standard or from the air to the ground at a speed exceeding a predetermined standard.
[0016] According to the above, a predetermined amount of damage is dealt when the player character falls to the ground. When the player character is in the air, the player character can be instantly mounted onto an aerial mountable object by performing the first input. This prevents the player character from falling and taking damage.
[0017] Furthermore, the rideable object may further include a rideable object for cliffs that can move along cliff faces. The game program may further instruct the computer to, when the rideable object for cliff faces is selected based on the selection operation and a ride instruction is given, to have the player character ride the rideable object for cliff faces, making it movable on the ground or cliff face. If the player character is riding the aerial rideable object and the player character riding the aerial rideable object moves towards a cliff face, the program may, based on the first operation input, change the state in which the player character is riding the rideable object for cliff faces, making it movable on cliff faces.
[0018] According to the above, when the player character is riding an aerial mountable object and moves towards a cliff face, the player character can be mounted to a cliff-climbing mountable object in response to the first input, rather than automatically. This prevents unintended switching by the player and allows for a relatively smooth transition from an aerial mountable object to a cliff-climbing mountable object.
[0019] The game program of the other invention causes the computer of the information processing device to control a player character in a virtual space based on operation input, and when an aerial riding object is selected based on a selection operation and a boarding instruction is given from among a plurality of riding objects that the player character can ride, including at least a water riding object and an aerial riding object, or when a first operation input is given while the player character is in the air, the game program causes the player character to board the aerial riding object and become movable in the air. Furthermore, when a boarding instruction is given while the water riding object is selected, the game program causes the player character to board the water riding object and become movable on or underwater. Furthermore, while the player character is boarding the aerial riding object, the game program moves the player character boarding the aerial riding object in the air based on operation input. Furthermore, when the player character, who is riding on the aerial rideable object, moves toward the water surface, the game program automatically changes the player character to a state where they are riding on the water rideable object, making them capable of moving on or underwater.
[0020] As described above, the player character can be mounted on a water-based or air-based mount and moved on or in the air. The player can select a mount and board it, and in the air, they can instantly board an air-based mount by performing the first input. When moving from the air towards the water surface, the player can automatically switch from the air-based mount to the water-based mount, allowing for a smooth transition between mounts.
[0021] The game program of the other invention causes the computer of the information processing device to control a player character in a virtual space based on operation input, and when a ground-type riding object is selected based on a selection operation from among a plurality of riding objects that the player character can ride, including at least ground-type riding objects and water-type riding objects, and a riding instruction is given, the program places the player character on the ground-type riding object, making it movable on land, and while the player character is on the ground-type riding object, the program moves the player character on the ground-type riding object based on operation input. Furthermore, the game program causes the computer to automatically change the state to one where the player character is on the water-type riding object when the player character on the ground-type riding object is moving toward the water surface, making it movable on or underwater. Furthermore, the game program, when a boarding instruction is given to the computer while the water-based rideable object is selected, or when a first operation input is made while the player character is on or in the water, causes the player character to board the water-based rideable object, making it movable on or in the water, and while the player character is on the water-based rideable object, moves the player character on or in the water based on the operation input. Also, when the player character on the water-based rideable object moves towards the ground, the game program automatically changes the player character to be on the ground-based rideable object, making it movable on land.
[0022] According to the above, the player character can be made to board a land-based vehicle or a water-based vehicle and move on land or on water. The vehicle can be selected and boarded, and on water, by performing a first operation input, the player character can be immediately boarded on the water-based vehicle. When moving from the ground towards the water surface, it is possible to automatically switch from the land-based vehicle to the water-based vehicle, and when moving from the water surface towards the ground, it is possible to automatically switch from the water-based vehicle to the land-based vehicle, and the vehicle can be smoothly switched.
[0023] In addition, the game program may further cause the computer to give a predetermined amount of damage to the player character when the player character stays in water or underwater for a time exceeding a predetermined standard.
[0024] According to the above, when the player character is in water, a predetermined amount of damage is given. When the player character is in water, by performing a first operation input, the player character can be immediately boarded on the water-based vehicle. Therefore, it is possible to prevent the player character from being damaged.
[0025] In addition, the vehicle may further include a cliff-surface vehicle that can move on a cliff surface. The game program may further cause the computer to make the player character board the cliff-surface vehicle based on the selection operation when the cliff-surface vehicle is selected and a boarding instruction is given, and make the player character movable on the ground or the cliff surface. When the player character boarding the water-based vehicle moves towards the cliff surface, based on the first operation input, the player character may be made to board the cliff-surface vehicle and be made movable on the cliff surface.
[0026] According to the above, when the player character is moving toward the cliff face while boarding an underwater boarding object, the player character can be made to board the cliff face boarding object in response to the first operation input rather than automatically. This can prevent unintended switching by the player and enable a relatively smooth transition from the waterborne boarding object to the cliff face boarding object.
[0027] Moreover, another invention may be an information processing apparatus that executes the above program, or may be an information processing system. Also, another invention may be an information processing method executed in a processor.
Advantages of the Invention
[0028] According to the present invention, a player character can be boarded on a boarding object to move in a virtual space, and the switching of the boarding object can be performed smoothly.
Brief Description of the Drawings
[0029] [Figure 1] A diagram showing a state in which the left controller 3 and the right controller 4 are attached to the main body device 2 [Figure 2] A diagram showing an example of a state in which the left controller 3 and the right controller 4 are removed from the main body device 2 respectively [Figure 3] A six-sided view showing an example of the main body device 2 [Figure 4] A six-sided view showing an example of the left controller 3 [Figure 5] A six-sided view showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main body device 2 [Figure 7] A block diagram showing an example of the internal configurations of the main body device 2, the left controller 3, and the right controller 4 [Figure 8] A diagram showing an example of a game image displayed during the execution of the game of the present embodiment [Figure 9]This diagram shows an example of a game image where player character 70 is riding horse character 77. [Figure 10] This diagram shows an example of a scene where player character 70 is on the ground and mounts bird character 78. [Figure 11] This diagram shows an example of a scene where player character 70 jumps on the ground and mounts bird character 78. [Figure 12] This diagram shows an example of a scene where player character 70 boards fish character 79 while underwater. [Figure 13] This diagram shows an example of a scene where the player character 70 is near the cliff face 75 and boards the cliff-climbing character 80. [Figure 14] This diagram shows an example of a scene where player character 70 switches from being piloted in an aerial vehicle to being piloted in a ground vehicle. [Figure 15] This diagram shows an example of a scene where player character 70 switches from riding an aerial character to riding a water-based character. [Figure 16] This diagram shows an example of a scene where player character 70 switches from being in a ground-based character to being in a water-based character. [Figure 17] This diagram shows an example of a scene where player character 70 switches from riding a ground-based character to riding a cliff-climbing character. [Figure 18] This diagram shows an example of a scene where player character 70 switches from riding an aerial mount to riding a cliff-climbing mount. [Figure 19] This diagram shows an example of data stored in the memory (mainly DRAM85) of the main unit 2. [Figure 20] A flowchart showing an example of game processing performed by the processor 81 of the main unit 2. [Figure 21] A flowchart showing an example of normal state processing in step S104. [Figure 22] A flowchart showing an example of the boarding process in step S105. [Figure 23] A flowchart showing an example of the processing for when a character is riding in the air in step S301. [Figure 24] A flowchart showing an example of the processing while a ground character is on board in step S303. [Figure 25] Flowchart showing an example of processing for Step S305 while a character is on board a water surface. [Figure 26] A flowchart showing an example of the process for step S306, when a character is riding on a cliff. [Modes for carrying out the invention]
[0030] (System Configuration) The following describes a game system according to an example of this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the game device main unit in this embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.
[0031] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.
[0032] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".
[0033] Figure 3 is a six-view drawing showing an example of the main unit 2. As shown in Figure 3, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.
[0034] The shape and size of the housing 11 are arbitrary. For example, the housing 11 may be portable. The main unit 2 alone, or the integrated unit in which the left controller 3 and right controller 4 are attached to the main unit 2, may be a portable device. The main unit 2 or the integrated unit may be a handheld device. The main unit 2 or the integrated unit may also be a portable device.
[0035] As shown in Figure 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. 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.
[0036] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).
[0037] The main unit 2 is equipped with a speaker (i.e., speaker 88 shown in Figure 6) inside the housing 11. As shown in Figure 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The sound output from speaker 88 is emitted from these speaker holes 11a and 11b, respectively.
[0038] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.
[0039] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 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) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.
[0040] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).
[0041] Figure 4 is a six-view drawing showing an example of the left controller 3. As shown in Figure 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (i.e., in the y-axis direction as shown in Figures 1 and 4). The left controller 3 can also be held in a vertically elongated orientation when detached from the main device 2. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.
[0042] The left controller 3 is equipped with an analog stick 32. As shown in Figure 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.
[0043] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. Furthermore, the left controller 3 has a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.
[0044] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.
[0045] Figure 5 is a six-view drawing showing an example of the right controller 4. As shown in Figure 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main unit 2, it can also be held in a vertically elongated orientation. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.
[0046] The right controller 4, like the left controller 3, is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Alternatively, the right controller 4 may be equipped with a directional pad or a slide stick capable of slide input instead of the analog stick. The right controller 4, like the left controller 3, is equipped with four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 is equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. The right controller 4, like the left controller 3, is also equipped with a second L button 65 and a second R button 66.
[0047] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.
[0048] Figure 6 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 3, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.
[0049] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).
[0050] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0051] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.
[0052] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.
[0053] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the network communication unit 82 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 82 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 sent and received by communicating directly between multiple main unit 2.
[0054] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 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 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.
[0055] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. 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. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0056] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Furthermore, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their respective sets of left controllers 3 and right controllers 4. For example, while the first user inputs to the main unit 2 using the first set of left controllers 3 and right controllers 4, the second user can input to the main unit 2 using the second set of left controllers 3 and right controllers 4.
[0057] The main unit 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on signals from the touch panel 13, the touch panel controller 86 generates data indicating, for example, the position where a touch input occurred, and outputs it to the processor 81.
[0058] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.
[0059] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminals 25, as well as to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminals 25.
[0060] Furthermore, the main unit 2 is equipped with an acceleration sensor 89. In this embodiment, the acceleration sensor 89 detects the magnitude of acceleration along a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 1). Note that the acceleration sensor 89 may also detect acceleration in one axis direction or two axis directions.
[0061] Furthermore, the main unit 2 is equipped with an angular velocity sensor 90. In this embodiment, the angular velocity sensor 90 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 1). The angular velocity sensor 90 may also detect angular velocity around one axis or two axes.
[0062] The acceleration sensor 89 and the angular velocity sensor 90 are connected to the processor 81, and the detection results from the acceleration sensor 89 and the angular velocity sensor 90 are output to the processor 81. Based on the detection results from the acceleration sensor 89 and the angular velocity sensor 90, the processor 81 can calculate information regarding the movement and / or orientation of the main unit 2.
[0063] The main unit 2 comprises a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figures, the power control unit 97 is also connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.
[0064] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.
[0065] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 6 and are therefore omitted in Figure 7.
[0066] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth® standard.
[0067] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.
[0068] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 7) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.
[0069] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the acceleration sensor 104 may also detect acceleration in one or two axes. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the angular velocity sensor 105 may also detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results from the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.
[0070] The communication control unit 101 acquires information related to input (specifically, information related to operation or detection results from sensors) from each input unit (specifically, each button 103, analog stick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data, including the acquired information (or information obtained by performing a predetermined processing on the acquired information), to the main unit 2. The operation data is transmitted repeatedly at a rate of once per predetermined time. The interval at which information related to input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0071] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).
[0072] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0073] As shown in Figure 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.
[0074] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it includes buttons 113, an analog stick 52, and inertial sensors (accelerometer 114 and angular velocity sensor 115). Each of these inputs has the same function and operates in the same way as the inputs of the left controller 3.
[0075] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions and operates in the same manner as the power supply unit 108 of the left controller 3.
[0076] (Overview of the game in this embodiment) Next, an overview of the game of this embodiment will be described. Figure 8 shows an example of a game image displayed during the execution of the game of this embodiment.
[0077] As shown in Figure 8, a ground surface 71 is formed in the virtual space, and a player character 70 is placed on the ground surface 71. The ground surface 71 is a surface perpendicular to the vertical axis of the virtual space and is the area on which the player character 70 can move. The ground surface 71 does not need to be a perfectly horizontal surface and may have irregularities. In addition, part or all of the ground surface 71 may have a predetermined angle (for example, less than 30 degrees) with respect to the vertical axis of the virtual space. Furthermore, there may be multiple types of ground surfaces 71, such as soil, sand, and grassland. In addition to the player character 70, rock objects 72 and tree objects 73, etc., are also placed on the ground surface 71.
[0078] Furthermore, a water surface 74 is formed in the virtual space. The water surface 74 is lower than the ground 71 and is a surface that is almost parallel to the ground. The water surface 74 may be, for example, a river, a lake, or the sea. The water surface 74 is an area where it is difficult or impossible for the player character 70 to move in under normal circumstances. When the player character 70 enters the area of the water surface 74 under normal circumstances, the player character 70 can swim for a predetermined period of time, but after that, they sink into the water and take damage. As will be described later, the player character 70 can move in the area of the water surface 74 (on or underwater) while riding a water-based riding character.
[0079] Furthermore, the virtual space contains a cliff face 75. The cliff face 75 is a surface that has a predetermined angle (for example, 30 degrees or more) with respect to the ground 71, and is a surface that is difficult or impossible for the player character 70 to move across in a normal state. As will be described later, the player character 70 can go up and down the cliff face 75 while riding a cliff face riding character.
[0080] The player character 70 moves within the virtual space in response to the player's input. For example, in response to input to the analog stick 32 of the left controller 3, the player character 70 moves on the ground 71.
[0081] In the game of this embodiment, the player character 70 can move around in a virtual space, engage in combat with enemy characters, and capture enemy characters. Captured enemy characters become owned characters of the player. From then on, the player can use the owned characters to progress through the game. For example, if the player character 70 encounters another enemy character, the player can have their owned characters engage in combat with the encountered enemy character. If predetermined conditions are met in that battle, the encountered enemy character is added to the player's owned characters. In this way, the player can acquire multiple types of owned characters during the game and make them their own.
[0082] Among the multiple owned characters, there are some that Player Character 70 can ride. These owned characters that Player Character 70 can ride are called "rideable characters." Here, "Player Character 70 riding a rideable character" means that Player Character 70 becomes one with the rideable character and can move together. For example, "Player Character 70 riding a rideable character" includes Player Character 70 standing on top of the rideable character, Player Character 70 clinging to the rideable character, and Player Character 70 hanging from the rideable character. Furthermore, "Player Character 70 riding a rideable character" includes not only cases where Player Character 70 and the rideable character are in direct contact, but also cases where they are indirectly in contact and can move together as a single entity.
[0083] There are multiple types of mountable characters. For example, these multiple types of mountable characters include ground mountable characters, water mountable characters, air mountable characters, and cliff mountable characters.
[0084] Ground-based mountable characters are mountable characters that can move on the ground (71) and are suitable for movement on the ground (71). Ground-based mountable characters cannot move or have difficulty moving in areas other than the ground (on water or underwater, in the air, or on cliffs).
[0085] Water-based mountable characters are mountable characters that can move on or underwater (within the water surface area), and cannot move or have difficulty moving in areas other than on or underwater (ground, air, cliffs).
[0086] Aerial mountable characters are mountable characters that can move through the air, and are unable or difficult to move in areas other than the air (ground, water or underwater, cliffs). When player character 70 is not mounted on an aerial mountable character (in the normal state, or when mounted on a mountable character other than an aerial mountable character), it is subjected to gravity acting downwards in the virtual space and cannot remain in the air, so it will fall through the air. If player character 70 falls to the ground 71 from a position above a predetermined height, or falls to the ground 71 at a speed above a predetermined speed, player character 70 will take predetermined damage at the time of impact with the ground 71.
[0087] Cliff-climbing mountable characters are characters suitable for movement on cliff surfaces 75, and are mountable characters that can ascend and descend cliff surfaces 75. Cliff-climbing mountable characters can move on cliff surfaces 75 or the ground 71. Cliff-climbing mountable characters cannot move or have difficulty moving in areas other than cliff surfaces 75 or the ground 71 (on water or underwater, in the air).
[0088] The player can place the player character 70 into a rideable character and move both the player character 70 and the rideable character within the virtual space. As shown in Figure 8, a selection image 76 is displayed in the lower right corner of the game image for selecting one of several types of rideable characters.
[0089] The selected image 76 is an image showing the currently selected mountable character. In Figure 8, the selected image 76 is an image showing a horse character 77, which is an example of a ground mountable character. For example, when button 33 or 36 on the left controller 3 is pressed, the selected image 76 changes. The player can select any of the multiple mountable characters using, for example, button 33 or 36. For example, when the player character 70 is on the ground 71, the player character 70 can mount any of the multiple ground mountable characters, including the horse character 77 (see Figure 9). The player can select any of these multiple ground mountable characters by using the selection operation with button 33 or 36. Also, when the player character 70 is on the ground 71, the player can select a bird character 78 (described later), which is an example of an aerial mountable character.
[0090] As shown in Figure 8, when the horse character 77 is selected, for example, when the plus button 57 on the right controller 4 is pressed, the player character 70 mounts the horse character 77.
[0091] Figure 9 shows an example of a game image showing the player character 70 riding the horse character 77. As shown in Figure 9, when the horse character 77 is selected and a riding instruction (for example, pressing the plus button 57) is given, the horse character 77 appears, and the player character 70 becomes mounted on the horse character 77. This allows the player character 70 and the horse character 77 to move together on the ground 71. The player character 70 moves on the ground 71 while mounted on the horse character 77 in response to the player's input. When the player character 70 is mounted on the horse character 77, they can move on the ground 71 faster than in the normal state. When the player character 70 is mounted on the horse character 77, the display mode of the selection image 76 representing the horse character 77 changes.
[0092] Figure 10 shows an example of a scene where the player character 70 is on the ground and boards the bird character 78.
[0093] When the player character 70 is in its normal state, one of several pilot characters is selected by using button 33 or 36. Specifically, when button 33 or 36 is pressed, the selection image 76 in the lower right corner of the screen changes. Each time button 33 or 36 is pressed, the selected pilot character changes, and the image representing the selected pilot character is displayed as the selection image 76.
[0094] As shown in the upper part of Figure 10, when an image representing the bird character 78 is displayed as the selected image 76, and a boarding instruction (for example, pressing the plus button 57) is given, the bird character 78 appears and the player character 70 boards the bird character 78. In the lower part of Figure 10, the player character 70 is hanging from the bird character 78, and both the player character 70 and the bird character 78 are floating in the air, with the shadow of the bird character 78 projected onto the ground 71. Note that when the player character 70 is boarding the bird character 78, the display of the selected image 76 representing the bird character 78 changes.
[0095] When the player character 70 is riding the bird character 78, the player character 70 can move through the air in response to input (for example, input to the analog stick 32). Therefore, the player character 70 can move within the virtual space without being affected by the terrain (ground 71, water surface 74, etc.). In addition, when the player character 70 is riding the bird character 78, they can move within the virtual space faster than in the normal state.
[0096] Even when player character 70 is in the air riding bird character 78, the player can select a riding character using button 33 or 36. When button 33 or 36 is pressed while player character 70 is riding bird character 78, the selection image 76 changes, and the riding character changes. For example, when button 33 or 36 is pressed while player character 70 is riding bird character 78, the selection image 76 changes to an image showing horse character 77, and the riding character that player character 70 is riding changes from bird character 78 to horse character 77. When the player character changes to horse character 77, both player character 70 and horse character 77 fall, and if they reach the ground 71, player character 70 takes damage. If the player character switches back to bird character 78 while player character 70 is falling, both player character 70 and bird character 78 do not fall and become able to move in the air again.
[0097] Additionally, if player character 70 is riding horse character 77 and bird character 78 is selected using button 33 or 36, the player character will switch from horse character 77 to bird character 78, and player character 70 will be riding bird character 78.
[0098] Figure 11 shows an example of a scene in which the player character 70 jumps on the ground and mounts the bird character 78.
[0099] As shown in the upper part of Figure 11, in the normal state, the player character 70 performs a jump action based on the player's input. This jump action causes the player character 70 to leave the ground 71 and temporarily become airborne. While the player character 70 is temporarily airborne, as shown in the upper part of Figure 11, an indication prompting the player to press button A 53, along with an indication of the bird character 78, is displayed near the player character 70. When button A 53 is pressed, as shown in the lower part of Figure 11, the bird character 78 appears, and the player character 70 becomes mounted on the bird character 78. As shown in the upper part of Figure 11, even if an image of a mountable character other than the bird character 78 (for example, the horse character 77) is displayed as the selected image 76, if button A 53 is pressed while the player character 70 is airborne, the player character 70 will become mounted on the bird character 78. In other words, when player character 70 is in the air, even without selecting a character to ride, player character 70 will ride bird character 78 in response to the press of button A 53.
[0100] Although not shown in the diagram, when player character 70 is in the air, not only when player character 70 is performing a jump, but also, for example, when player character 70 is falling from a cliff, a prompt to press button A 53 will be displayed along with a display showing bird character 78. When button A 53 is pressed at this time, player character 70 will board bird character 78.
[0101] Figure 12 shows an example of a scene where the player character 70 boards a fish character 79 while underwater.
[0102] When the player character 70 moves from the ground 71 to the water surface 74, as shown in the upper part of Figure 12, a portion of the player character 70 enters the water, and the fish character 79 becomes selectable. When the player character 70 is in the water in its normal state, only the fish character 79 as a rideable character for the water is selectable, or both the rideable character for the water and a rideable character for the air are selectable. For example, when the player character 70 enters the water, an image showing the fish character 79 is displayed as the selection image 76 in the lower right of the screen, and the fish character 79 is selected. At this time, selection operations using buttons 33 or 36 may be impossible, and only the fish character 79 may be selectable. Alternatively, when the player character 70 enters the water, as shown in the upper part of Figure 12, an image showing the fish character 79 is initially displayed as the selection image 76, and the fish character 79 is selected. In this state, if a selection operation is performed using buttons 33 or 36, an aerial rideable character may be selected. Furthermore, when the player character 70 is in the water in its normal state, a prompt to press the A button 53 will appear near the player character 70, along with a display showing the fish character 79. In this state, if the player character is instructed to board (by pressing the plus button 57) or the A button 53 is pressed, the fish character 79 will appear as shown in the lower part of Figure 12, and the player character 70 will be in a state of boarding the fish character 79. In addition, when the player character 70 is in the water in its normal state, it may be possible to select one of the following: a water-based boarding character, a land-based boarding character, an air-based boarding character, or a cliff-cliff boarding character. Alternatively, the water-based boarding character may be preferentially selected (initially) from among the multiple types of boarding characters.
[0103] When player character 70 is riding fish character 79, player character 70 can move on or underwater. When player character 70 is underwater and not riding fish character 79, player character 70 takes a predetermined amount of damage, but when player character 70 is riding fish character 79, player character 70 does not take damage. Also, when player character 70 is riding fish character 79, player character 70 can move through the virtual space faster than when player character 70 is on the ground 71 in the normal state.
[0104] By having player character 70 ride on fish character 79, player character 70 can be moved on or underwater. Also, when player character 70 is underwater, simply pressing button A 53 will have player character 70 ride on fish character 79, preventing player character 70 from taking damage.
[0105] Furthermore, if player character 70 is riding fish character 79 and bird character 78 is selected using button 33 or 36, the player character will switch from fish character 79 to bird character 78, and player character 70 will be riding bird character 78.
[0106] Figure 13 shows an example of a scene where the player character 70 boards a cliff-climbing character 80 when the player character is near a cliff face 75.
[0107] As shown in the upper part of Figure 13, when the player character 70 moves toward the cliff face 75, a prompt to press the A button 53 appears near the player character 70, along with a display indicating the cliff-climbing character 80. Specifically, when the player character 70 is located near the cliff face 75 and the cliff face 75 is in front of the player character 70, a prompt to press the A button 53 appears along with a display indicating the cliff-climbing character. When the A button 53 is pressed at this time, the cliff-climbing character 80 appears, and as shown in the lower part of Figure 13, the player character 70 becomes mounted on the cliff-climbing character 80. When the player character 70 is mounted on the cliff-climbing character 80, the cliff-climbing character 80 becomes attached to the cliff face 75. In this state, when an input is made to climb the cliff face, the player character 70 and the cliff-climbing character 80 perform the action of climbing the cliff face 75. Furthermore, when the cliff-climbing character 80 is holding onto the cliff surface 75 and input is made to descend the cliff, both the player character 70 and the cliff-climbing character 80 will perform the action of descending the cliff surface 75. Note that, under normal circumstances, the player character 70 cannot remain on the cliff surface 75 and will fall along the cliff surface 75.
[0108] Furthermore, in the upper diagram of Figure 13, the player can select the cliff-climbing character 80 using buttons 33 or 36. When the cliff-climbing character 80 is selected and a boarding command (pressing the plus button 57) is given, the player character 70 will board the cliff-climbing character 80. At this time, as shown in the lower diagram of Figure 13, the cliff-climbing character 80 will be clinging to the cliff surface 75.
[0109] Furthermore, even on the ground 71 outside the vicinity of the cliff face 75, the player can select the cliff-climbing character 80 by using button 33 or 36, and have the player character 70 ride the cliff-climbing character 80. While the player character 70 is riding the cliff-climbing character 80, both the player character 70 and the cliff-climbing character 80 can move on the ground 71. When the player character 70 and the cliff-climbing character 80 approach the cliff face 75, and an input is made to climb the cliff face, the player character 70 and the cliff-climbing character 80 will begin climbing the cliff face 75.
[0110] As described above, in this embodiment, the player can select one of several rideable characters by using button 33 or 36, and in response to a ride command, the player character 70 can be made to ride the selected rideable character. Then, with the player character 70 riding the rideable character, the player character 70 can be moved around in the virtual space.
[0111] (Switching onboard character) Next, we will explain how to switch from the currently selected pilot character to another pilot character.
[0112] Figure 14 shows an example of a scene where the player character 70 switches from being in an aerial character to being in a ground character.
[0113] As shown in the upper diagram of Figure 14, when player character 70 is riding bird character 78 and moving through the air, player character 70 and bird character 78 approach the ground 71. When player character 70 and bird character 78 reach the ground 71, player character 70 automatically switches from riding bird character 78 to riding horse character 77. In other words, when player character 70 moves towards the ground 71, the character that player character 70 is riding automatically switches from bird character 78 to horse character 77. Also, the selected image 76 automatically switches from the image showing bird character 78 to the image showing horse character 77. Then, player character 70 is in the state of riding horse character 77 and can move on the ground 71.
[0114] Thus, when player character 70 is riding an aerial mountable character, if player character 70 moves toward the ground 71, player character 70 automatically switches to riding a horse character 77. Even without player selection, the mountable character 70 is automatically changed from an aerial mountable character to a ground mountable character. This allows for a smooth transition from aerial to ground movement, resulting in seamless movement.
[0115] Figure 15 shows an example of a scene where the player character 70 switches from being on an aerial rideable character to being on a water rideable character.
[0116] As shown in the upper diagram of Figure 15, when the player character 70 is riding the bird character 78 and moving through the air, the player character 70 and the bird character 78 approach the water surface 74. When the player character 70 reaches the water surface 74, the player character 70 automatically switches from riding the bird character 78 to riding the fish character 79. In other words, the character that the player character 70 is riding automatically switches from the bird character 78 to the fish character 79. Also, the selected image 76 automatically switches from the image showing the bird character 78 to the image showing the fish character 79. Then, the player character 70 is in the state of riding the fish character 79 and can move on or underwater.
[0117] Thus, when player character 70 is riding an aerial mountable character, if player character 70 moves toward the water surface 74, player character 70 automatically switches to riding a fish character 79. Even without player selection, the mountable character 70 is automatically changed from an aerial mountable character to a water mountable character. Therefore, a smooth transition from aerial movement to movement on or underwater is possible, resulting in seamless movement.
[0118] Figure 16 shows an example of a scene where the player character 70 switches from being on a ground-based character to being on a water-based character.
[0119] As shown in the upper part of Figure 16, when the player character 70 is riding the horse character 77 and moving on the ground 71, the player character 70 and the horse character 77 approach the water surface 74. When the player character 70 enters the area of the water surface 74, the player character 70 automatically switches from riding the horse character 77 to riding the fish character 79. In other words, the character that the player character 70 is riding automatically switches from the horse character 77 to the fish character 79. Also, the selected image 76 automatically switches from the image showing the horse character 77 to the image showing the fish character 79. Then, the player character 70 is in the state of riding the fish character 79 and can move on or underwater.
[0120] Thus, when player character 70 is riding a land-based character, if player character 70 moves towards the water surface 74, player character 70 automatically switches to riding a fish character 79. Even without player selection, the character player character 70 is riding can be automatically changed from a land-based character to a water-based character. Therefore, players can smoothly switch from land-based movement to water-based or underwater movement, enabling seamless movement.
[0121] Furthermore, when the player character 70 is riding a water-based character, the movement from the water or underwater towards the ground 71 is the opposite of that shown in Figure 16. That is, when the player character 70 is riding a water-based character and moving on the water or underwater, when the player character 70 approaches the ground 71 and enters the area of the ground 71, the switch from the water-based character to the ground-based character is performed automatically.
[0122] Furthermore, among the various types of ground-based rideable characters, the player character will automatically switch to the rideable character that the player character 70 was riding on the ground 71 immediately before. For example, as shown in Figure 16, when the player character 70 moves from the ground 71 to the water surface 74 while riding a rideable character, and then returns from the water surface 74 to the ground 71, the player character will automatically switch from the fish character 79 to the horse character 77.
[0123] This allows the player character 70 to switch between characters without any selection input when moving from land to water or from water to land, enabling seamless and smooth movement between different terrains.
[0124] As described above, in this embodiment, multiple types of rideable characters are provided according to the terrain, and the player selects one of the multiple types of rideable characters through a selection operation, and in response to a boarding command, the player character 70 is placed on the selected rideable character. The player character 70 can move around the virtual space while riding on the rideable character. When the player character 70 is riding on an aerial rideable character, and moves from the air to the ground 71 or the water surface 74, the rideable character is automatically switched to one that corresponds to the terrain of the destination. Also, when the player character 70 is riding on a rideable character, the rideable character is automatically switched to one that corresponds to the terrain of the destination when moving from the ground 71 to the water surface 74, or from the water surface 74 to the ground 71. This allows the player character 70 to change the rideable character according to the terrain they are in, enabling smooth movement between different terrains.
[0125] The virtual space is divided into various types of terrain (ground, water surface, cliff surface, etc.), and based on the player character 70's position in the virtual space, it is determined which terrain (ground 71, water surface 74, cliff surface 75) the player character 70 is on, or whether they are in the air. Based on this determination, for example, if the player character 70 changes from being in the air while riding an aerial mountable character to being on the ground 71, an automatic switch to a ground mountable character will occur. Also, for example, if the player character 70 changes from being on the ground 71 while riding a ground mountable character to being on the water surface 74, an automatic switch to a water mountable character will occur.
[0126] The timing and conditions for automatically switching the piloted character are not limited to those described above. For example, the distance between the player character 70 and the terrain may be calculated, and the piloted character may be automatically switched based on that distance. For example, if the player character 70 is in the air piloted on an aerial piloted character, and the distance between the player character 70 and the ground 71 falls below a predetermined value, the pilot may be automatically switched to a ground piloted character. Also, if the player character 70 is on the ground 71 piloted on a ground piloted character, and the distance between the player character 70 and the water surface 74 falls below a predetermined value, the pilot may be automatically switched to a water piloted character.
[0127] Next, we will explain the case where player character 70 is riding a mount and moving towards a cliff.
[0128] Figure 17 shows an example of a scene where the player character 70 switches from riding a ground-based character to riding a cliff-climbing character. Figure 18 shows an example of a scene where the player character 70 switches from riding an aerial character to riding a cliff-climbing character.
[0129] As shown in the upper part of Figure 17, when the player character 70 is moving on the ground 71 while riding the horse character 77, the player character 70 and the horse character 77 approach the cliff face 75. Even if the player character 70 and the horse character 77 try to move further toward the cliff face 75, they cannot move any further, and there is no automatic switch from the horse character 77 to the cliff-climbing riding character 80. When the player character 70 is located near the cliff face 75 and facing the cliff face 75, a prompt to press the A button 53 is displayed, along with a display showing the cliff-climbing riding character 80. When the A button 53 is pressed, the cliff-climbing riding character 80 appears, and as shown in the lower part of Figure 17, the player character 70 becomes mounted on the cliff-climbing riding character 80. In this state, if an input is made to climb the cliff face 75, the player character 70 and the cliff-climbing riding character 80 will perform the action of climbing the cliff face 75.
[0130] The same applies when the player character 70 is riding the bird character 78 and moving through the air. As shown in the upper part of Figure 18, when the player character 70 is riding the bird character 78 and moving through the air, the player character 70 and the bird character 78 approach the cliff face 75. Even if the player character 70 and the bird character 78 try to move further toward the cliff face 75, they cannot move any further, and there is no automatic switch from the bird character 78 to the cliff face riding character 80. When the player character 70 is located near the cliff face 75 and facing the cliff face 75, a prompt to press the A button 53 is displayed, along with a display showing the cliff face riding character 80. When the A button 53 is pressed, the cliff face riding character 80 appears, and as shown in the lower part of Figure 18, the player character 70 is riding the cliff face riding character 80.
[0131] Furthermore, although not shown in the diagram, the same applies when the player character 70 is riding a fish character 79 and moving on or underwater in terrain where a water surface 74 (for example, a river) and a cliff face 75 are adjacent. That is, when the player character 70 is riding a fish character 79 and moving on or underwater, even if the player character 70 and the fish character 79 approach the cliff face 75, there is no automatic switch from the fish character 79 to the cliff face riding character 80. When the player character 70 is located near the cliff face 75 and facing the cliff face 75, a prompt to press the A button 53 is displayed, along with a display showing the cliff face riding character 80. When the A button 53 is pressed, the cliff face riding character 80 appears, and the player character 70 is mounted on the cliff face riding character 80.
[0132] As described above, in this embodiment, when the player character 70 is riding a rideable character, even if the player character 70 approaches the cliff face 75, an automatic switch to the cliff face rideable character 80 does not occur. Instead, the switch to the cliff face rideable character 80 is performed in response to the player's input. For example, if the player character 70 were to automatically board the cliff face rideable character 80 when approaching the cliff face 75 while moving in the air, the player character 70 would suddenly switch from moving in the air to moving on the cliff face 75. Such a sudden switch could hinder the player character 70's movement in the air, potentially preventing the player from moving the player character 70 in the virtual space as intended. Therefore, in this embodiment, when the player character 70 is riding an aerial rideable character and moving in the air, and the player character 70 is attempting to move towards the cliff face 75, an automatic switch to the cliff face rideable character 80 is not performed. Instead, the switch is performed in response to the player's input. This allows the player character 70 to move in the air as intended, and to transition from the air to a cliff face in response to input. The same applies when the player character 70 is riding a ground-based character or a water-based character.
[0133] Furthermore, if the player character 70 approaches a cliff face 75 while riding an aerial, ground, or water-based rideable character, a prompt to board the cliff-climbing rideable character 80 will be displayed (a prompt to press button A 53, a display indicating the cliff-climbing rideable character 80). This allows the player to recognize that it is possible for the player character 70 to board the cliff-climbing rideable character 80 and climb the cliff face 75, thereby promoting movement on the cliff face 75.
[0134] The prompt to board the cliff-climbing character 80 is based on the position and orientation of the player character 70. For example, if the distance between the player character 70 and the cliff 75 is less than a predetermined value, and the player character 70 is facing the cliff 75, a prompt to board the cliff-climbing character 80 will be displayed. If the A button 53 is pressed while this prompt is displayed, the player character 70 will board the cliff-climbing character 80 and assume a posture to climb the cliff 75. If the cliff 75 is below the player character 70, the prompt to board the cliff-climbing character 80 will be displayed if the player character 70 is facing away from the cliff 75. If the A button 53 is pressed while this prompt is displayed, the player character 70 will board the cliff-climbing character 80 and assume a posture to descend the cliff 75.
[0135] Furthermore, when the pilot character is automatically switched, an effect image indicating the pilot character switch may be displayed, or a sound effect may be output. Also, when the player character 70 is piloted by another pilot character or when the pilot character is switched in response to input, an effect image may be displayed or a sound effect may be output.
[0136] (Details of game processing) Next, we will specifically explain an example of game processing performed in the main unit 2. First, we will explain the data stored in the main unit 2.
[0137] Figure 19 shows an example of data stored in the memory (mainly DRAM 85) of the main unit 2. As shown in Figure 19, the main unit 2 stores the game program, operation data, owned character data, and player character data. In addition to these, various other data are also stored, such as enemy characters that appear in the virtual space and items used in the game.
[0138] The game program is a program for running the game of this embodiment. The game program is stored, for example, on an external storage medium, and when the game starts, it is read from the external storage medium into the DRAM 85.
[0139] Operation data is data corresponding to the player's operation input transmitted from the controllers (left controller 3 and right controller 4) to the main unit 2. Operation data is transmitted from the controllers to the main unit 2 at predetermined time intervals (for example, every 1 / 200 second).
[0140] Owned character data is data about the characters owned by player character 70, including data about the name and appearance of each owned character. As described above, player character 70 acquires an enemy character when it encounters an enemy character in the virtual space and certain conditions are met during combat with that enemy character. Acquired characters are stored in memory as owned character data. Characters may also be acquired by player character 70 by means other than combat. For example, a character may be acquired when player character 70 speaks to a character existing in the virtual space. A character may also be acquired when player character 70 successfully completes a certain mission. Furthermore, characters may be acquired by spending in-game currency or real-world currency.
[0141] Owned character data includes both piloted character data and non-piloted character data. Piloted character data indicates which piloted characters player character 70 can pilot. Non-piloted character data indicates which non-piloted characters player character 70 cannot pilot.
[0142] As described above, the mountable characters include one or more types of ground mountable characters, one or more types of aerial mountable characters, one or more types of water mountable characters, and one or more types of cliff mountable characters.
[0143] The player character data is data relating to player character 70, and includes position data indicating the player character 70's location and orientation data indicating the player character 70's orientation. The player character data also includes state data. In addition to these, the player character data includes shape data relating to the player character 70's shape.
[0144] The state data indicates the state of the player character 70, and includes data indicating whether the player character 70 is currently riding a mountable character, and, if so, the type of mountable character. The state data also includes data indicating the player character 70's past states. Specifically, as data indicating past states, data indicating the type of mountable character the player character 70 was riding immediately before is stored. For example, suppose the player character 70 is riding a horse character 77 on the ground 71, then changes their mountable character to a bird character 78, and is currently riding a bird character 78. In this case, the state data includes data indicating the current state, showing that the player character is riding a bird character 78, and data indicating the past state, showing that the player character 77 was riding a horse character 77.
[0145] (Game processing flowchart) Next, we will explain the details of the game processing performed in the main unit 2. Figure 20 is a flowchart showing an example of game processing performed in the processor 81 of the main unit 2. Note that Figure 20 mainly shows the processing related to the piloted character mentioned above, and the processing for acquiring owned characters, combat-related processing, and other processing are omitted.
[0146] As shown in Figure 20, the processor 81 first performs initial processing (step S100). In the initial processing, a virtual space is set up, and terrain such as the ground 71, water surface 74, and cliff face 75 are placed in the virtual space. A player character 70 is also placed in the virtual space. In addition, data about owned characters stored in association with the player character 70 is loaded into memory.
[0147] After the processing in step S100, the processor 81 executes the processing in step S101. Thereafter, the processor 81 repeatedly executes the processing in steps S101 to S107 at predetermined frame times (for example, 1 / 60th of a second).
[0148] In step S101, the processor 81 acquires operation data from the controller.
[0149] Next, in step S102, the processor 81 performs action processing based on the operation data. For example, if a predetermined operation input is received, the processor 81 causes the player character 70 to perform a jump. As a result, the player character 70 is temporarily in the air. When the player character 70 is riding a pilot character, the player character 70 performs the jump while riding the pilot character. That is, both the player character 70 and the pilot character perform the jump, and are temporarily in the air. Next, the processor 81 performs the processing in step S103.
[0150] In step S103, the processor 81 determines whether the player character 70 is currently riding a character. If the processor 81 determines NO in step S103, it then performs the normal state processing in step S104. If the processor 81 determines YES in step S103, it then performs the riding processing in step S105. The processing in steps S104 and S105 will be described later.
[0151] After performing the processing in step S104 or step S105, the processor 81 performs image display processing in step S106. Specifically, the processor 81 generates an image of the virtual space including the player character 70 based on a virtual camera placed in the virtual space. As a result, the game image based on the processing in steps S101 to S105 is displayed on the display device. Next, the processor 81 performs the processing in step S107.
[0152] In step S107, the processor 81 determines whether or not to terminate the game. For example, if the player instructs the game to end, the processor 81 determines YES in step S107 and terminates the game processing shown in Figure 20. If the processor determines NO in step S107, the processor 81 executes the processing in step S101 again.
[0153] (Normal state processing) Next, we will describe the details of the normal state processing in step S104. Figure 21 is a flowchart showing an example of the normal state processing in step S104.
[0154] In step S200, the processor 81 performs movement processing to move the player character 70. Specifically, the processor 81 moves the player character 70 in the virtual space based on directional input from the player (for example, operation input to the analog stick 32). The movement processing takes into account the effect of gravity acting downwards in the virtual space. For example, if the player character 70 is in the air, the player character 70 will be moved downwards due to the effect of gravity. Next, the processor 81 performs the processing in step S201.
[0155] In step S201, the processor 81 determines whether a selection operation (for example, pressing button 33 or 36) has been performed to select a character to ride. If the processor 81 determines that the result in step S201 is YES, it then proceeds to the process in step S202. If the processor 81 determines that the result in step S201 is NO, it then proceeds to the process in step S203.
[0156] In step S202, the processor 81 changes the selected mount character (selected character). The processor 81 also displays an image representing the selected character as the selected image 76 in the lower right area of the screen. The mount characters that the player can select differ depending on the position of the player character 70. For example, if the player character 70 is on the ground 71, the player can select a ground mount character, an air mount character, and a cliff mount character. If the player character 70 is in the water surface area 74, the player can select a water mount character and an air mount character. If the player character 70 is in the air, the player can select an air mount character and a ground mount character. If the player character 70 is on a cliff 75, the player can select a cliff mount character, a ground mount character, and an air mount character. Here, one of the multiple selectable mount characters is selected.
[0157] In step S203, the processor 81 determines whether a boarding instruction (for example, pressing the plus button 57) has been given to the player character 70 to board the selected character. If the processor 81 determines that the answer is YES in step S203, it then proceeds to the process in step S204. If the processor 81 determines that the answer is NO in step S203, it then proceeds to the process in step S205.
[0158] In step S204, the processor 81 mounts the player character 70 onto the selected character that was changed in step S204. For example, if the player character 70 is on the ground 71 and the horse character 77 is selected as the selected character, the player character 70 is mounted onto the horse character 77. Also, if the player character 70 is on the ground 71 and the bird character 78 is selected as the selected character, the player character 70 is mounted onto the bird character 78. Also, if the player character 70 is on the water surface 74 and the fish character 79 is selected as the selected character, the player character 70 is mounted onto the fish character 79. If the player character 70 is on the ground 71 and the cliff-cliff riding character 80 is selected as the selected character, the player character 70 is mounted onto the cliff-cliff riding character 80. After processing step S204, the processor 81 terminates the normal state processing shown in Figure 21.
[0159] Meanwhile, in step S205, the processor 81 determines whether the player character 70 is in the air or not. If the processor 81 determines that the answer is YES in step S205, it then proceeds to the process in step S206. If the processor 81 determines that the answer is NO in step S205, it then proceeds to the process in step S208. If the processor 81 determines that the answer is YES in step S205, it displays a prompt to press button A 53, along with a display indicating an aerial riding character (for example, a bird character 78) (see Figure 11).
[0160] In step S206, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result in step S206 is YES, it proceeds to the process in step S207. If the processor 81 determines that the result in step S206 is NO, it terminates the normal state processing shown in Figure 21.
[0161] In step S207, the processor 81 places the player character 70 onto an aerial rideable character. This allows the player character 70 to ride on an aerial rideable character (for example, a bird character 78) and move through the air. After completing step S207, the processor 81 terminates the normal state processing shown in Figure 21.
[0162] Meanwhile, in step S208, the processor 81 determines whether the player character 70 is in the water or not. If the processor 81 determines YES in step S208, it then proceeds to the process in step S209; if it determines NO in step S208, it then proceeds to the process in step S212. If the processor 81 determines YES in step S208, it displays a prompt to press button A 53, along with a display indicating a character for riding on water (for example, a fish character 79) (see Figure 12).
[0163] In step S209, the processor 81 performs damage processing to inflict a predetermined amount of damage on the player character 70. Specifically, in the damage processing, if the elapsed time since the player character 70 entered the water is within a predetermined time, the player character 70 performs a swimming motion in the water. If the elapsed time exceeds the predetermined time, the player character 70 sinks into the water and takes damage. When the player character 70 takes damage, it returns to its previous state (the state before the player character 70 entered the water, the state on land). Furthermore, if the player character 70 is continuously damaged while in the water and the amount of damage inflicted exceeds a threshold, the player character 70 may sink into the water and return to its previous state.
[0164] Next, in step S210, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result is YES in step S210, it proceeds to the process in step S211. If the processor 81 determines that the result is NO in step S210, it terminates the normal state processing shown in Figure 21.
[0165] In step S211, the processor 81 places the player character 70 onto a water-based rideable character. This makes the player character 70 able to move on or underwater while riding a water-based rideable character (for example, a fish character 79). After performing the process in step S211, the processor 81 terminates the normal state processing shown in Figure 21.
[0166] On the other hand, in step S212, the processor 81 determines whether the player character 70 is facing the cliff face 75. Here, the processor 81 determines, based on the position and orientation of the player character 70, whether the player character 70 is located near the cliff face 75 and facing the cliff face 75. If the processor 81 determines YES in step S212, it then proceeds to the process in step S213. If the processor 81 determines NO in step S212, it terminates the normal state processing shown in Figure 21. If the processor 81 determines YES in step S212, it displays a prompt to press button A 53, along with a display indicating the character 80 for riding on the cliff face (see Figure 13).
[0167] In step S213, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result in step S213 is YES, it proceeds to the process in step S214. If the processor 81 determines that the result in step S213 is NO, it terminates the normal state processing shown in Figure 21.
[0168] In step S214, the processor 81 places the player character 70 onto the cliff-climbing character 80. This allows the player character 70 to move on the cliff surface 75 or the ground 71 while mounted on the cliff-climbing character 80. After completing the process in step S214, the processor 81 terminates the normal state processing shown in Figure 21.
[0169] (Processing during boarding) Next, we will describe the details of the boarding process in step S105. Figure 22 is a flowchart showing an example of the boarding process in step S105.
[0170] In step S300, the processor 81 determines whether the player character 70 is riding an aerial rideable character. If the processor 81 determines that the result is YES in step S300, it then proceeds to the process in step S301. If the processor 81 determines that the result is NO in step S300, it then proceeds to the process in step S302.
[0171] In step S301, processor 81 performs the aerial character riding process. The aerial character riding process is the process performed when the player character 70 is riding an aerial character. Details of the aerial character riding process will be described later. If processor 81 has performed the process in step S301, it terminates the riding process shown in Figure 22.
[0172] In step S302, the processor 81 determines whether the player character 70 is currently riding a ground-based character. If the processor 81 determines that the result is YES in step S302, it then proceeds to the process in step S303. If the processor 81 determines that the result is NO in step S302, it then proceeds to the process in step S304.
[0173] In step S303, processor 81 performs ground character boarding processing. Ground character boarding processing is the processing performed when the player character 70 is boarding a ground character. Details of ground character boarding processing will be described later. If processor 81 has completed the processing in step S303, it terminates the boarding processing shown in Figure 22.
[0174] In step S304, the processor 81 determines whether the player character 70 is riding a water-based character. If the processor 81 determines that the answer is YES in step S304, it then proceeds to the process in step S305. If the processor 81 determines that the answer is NO in step S304, it then proceeds to the process in step S306.
[0175] In step S305, processor 81 performs the water character riding process. The water character riding process is the process performed when the player character 70 is riding a water character. Details of the water character riding process will be described later. If processor 81 has performed the process in step S305, it terminates the riding process shown in Figure 22.
[0176] In step S306, processor 81 performs cliff-climbing character riding processing. Cliff-climbing character riding processing is the processing performed when the player character 70 is riding a cliff-climbing character. Details of cliff-climbing character riding processing will be described later. If processor 81 has performed the processing in step S306, it terminates the riding processing shown in Figure 22.
[0177] (Processing while a character is in flight) Next, we will explain the details of the aerial character boarding process in step S301. Figure 23 is a flowchart showing an example of the aerial character boarding process in step S301.
[0178] In step S310, the processor 81 performs movement processing to move the player character 70 in the air together with the aerial riding character. Specifically, the processor 81 moves the player character 70 and the aerial riding character in the air based on directional input from the player (for example, operation input to the analog stick 32). The processor 81 moves the player character 70 and the aerial riding character in the up, down, left, and right directions in the virtual space according to the input direction. Next, the processor 81 performs the processing in step S311.
[0179] In step S311, the processor 81 determines whether a selection operation (for example, pressing button 33 or 36) has been performed. If the processor 81 determines that the result in step S311 is YES, it then proceeds to the process in step S312. If the processor 81 determines that the result in step S311 is NO, it then proceeds to the process in step S313.
[0180] In step S312, the processor 81 changes the character the player character 70 is riding. When the player character 70 is riding a character, even without a riding instruction, the selected character changes in response to a selection operation (for example, pressing buttons 33 or 36), and the player character 70 becomes aboard the changed selected character. An image indicating the changed selected character is displayed as the selection image 76. For example, if button 33 is pressed once, the horse character 77 is selected, and the player character 70 becomes aboard the horse character 77. If button 33 is pressed one more time, the horse character 77 is changed to another ground riding character. When the player character 70 is aboard a ground riding character, the player character 70 and the ground riding character cannot remain in the air and will fall. After the processing in step S312, the processor 81 terminates the aerial character riding process shown in Figure 23.
[0181] In step S313, the processor 81 determines whether the player character 70 and the aerial rideable character are moving toward the ground 71. For example, the processor 81 determines whether the player character 70 and the aerial rideable character have reached the ground 71 based on the height of the player character 70. If the processor 81 determines YES in step S313, it then proceeds to the process in step S314; if the processor 81 determines NO in step S313, it then proceeds to the process in step S315.
[0182] In step S314, the processor 81 changes the character being ridden to either a ground-based riding character or a cliff-based riding character. This automatically changes the character being ridden by the player character 70 from an aerial riding character to a ground-based riding character or a cliff-based riding character. In this embodiment, multiple characters, including the horse character 77, are provided as ground-based riding characters. Multiple cliff-based riding characters may also be provided. Here, the character is changed to one of the multiple ground-based and cliff-based riding characters according to the data indicating past states stored as state data. That is, it is automatically changed to the character that the player character 70 was riding on the ground 71 immediately before. Alternatively, the character may be automatically changed to a randomly selected character from among multiple rideable characters (ground-based and cliff-based riding characters) that can move on the ground 71. When the processor 81 has completed the processing in step S314, it terminates the aerial character riding process shown in Figure 23.
[0183] In step S315, the processor 81 determines whether the player character 70 and the aerial rideable character are moving toward the water surface 74. For example, the processor 81 determines whether the player character 70 and the aerial rideable character have reached the water surface 74 based on the height of the player character 70. If the processor 81 determines YES in step S315, it then proceeds to the process in step S316; if it determines NO in step S315, it then proceeds to the process in step S317.
[0184] In step S316, the processor 81 changes the character currently being ridden to a water-based character. This automatically changes the character that player character 70 is riding from an air-based character to a water-based character (specifically, the fish character 79). Note that multiple water-based characters, including the fish character 79, may be provided. In this case, the character will be automatically changed to one of the multiple water-based characters. For example, the character may be automatically changed to the character that player character 70 was riding on the water immediately before the change. Alternatively, the character may be automatically changed to a randomly selected character from among the multiple water-based characters. After performing the process in step S316, the processor 81 terminates the air-based character riding process shown in Figure 23.
[0185] In step S317, the processor 81 determines whether the player character 70 and the aerial riding character are moving toward the cliff face 75. For example, based on the position and orientation of the player character 70, the processor 81 determines whether the player character 70 and the aerial riding character are located near the cliff face 75 and whether the player character 70 is facing toward the cliff face 75. If the processor 81 determines YES in step S317, it proceeds to the process in step S318; if it determines NO in step S317, it terminates the aerial character riding process shown in Figure 23. If the processor 81 determines YES in step S317, it displays a prompt to press button A 53 along with a display indicating the cliff face riding character 80 (see Figure 18).
[0186] In step S318, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result in step S318 is YES, it proceeds to the process in step S319. If the processor 81 determines that the result in step S318 is NO, it terminates the aerial character boarding process shown in Figure 23.
[0187] In step S319, the processor 81 changes the character currently riding to the cliff-cliff riding character 80. As a result, the player character 70 can ride the cliff-cliff riding character 80 and move along the cliff 75. Multiple cliff-cliff riding characters may be provided. In this case, the player character 70 may be changed to one of the multiple cliff-cliff riding characters that was riding on the cliff 75 immediately before. Alternatively, the player character may be automatically changed to a randomly selected character from among the multiple cliff-cliff riding characters. After performing the process in step S319, the processor 81 terminates the aerial character riding process shown in Figure 23.
[0188] (Processing while ground character is on board) Next, we will explain the details of the ground character boarding process in step S303. Figure 24 is a flowchart showing an example of the ground character boarding process in step S303.
[0189] In step S330, the processor 81 performs a movement process to move the player character 70 together with the ground-based character on the ground 71. Specifically, the processor 81 moves the player character 70 and the ground-based character on the ground 71 based on directional input from the player (for example, operation input to the analog stick 32). Next, the processor 81 performs the process in step S331.
[0190] In step S331, the processor 81 determines whether a selection operation has been performed. If the processor 81 determines that the result in step S331 is YES, it then proceeds to the process in step S332. If the processor 81 determines that the result in step S331 is NO, it then proceeds to the process in step S333.
[0191] In step S332, the processor 81 changes the character being ridden. For example, if button 33 is pressed once while player character 70 is riding horse character 77, a different ground character will be selected, and player character 70 will be riding that ground character. If button 33 is pressed one more time, bird character 78 will be selected, and player character 70 will be riding bird character 78. After completing the process in step S332, the processor 81 terminates the ground character riding process shown in Figure 24.
[0192] In step S333, the processor 81 determines whether the player character 70 and the ground-based character are moving toward the water surface 74. For example, the processor 81 determines whether the player character 70 has entered the area of the water surface 74 based on the position of the player character 70. If the processor 81 determines YES in step S333, it then proceeds to the process in step S334; if it determines NO in step S333, it then proceeds to the process in step S335.
[0193] In step S334, the processor 81 changes the character currently on board to a water-based character. This automatically changes the character that player character 70 is riding from a land-based character to a water-based character (specifically, the fish character 79). If multiple water-based characters are available, the character may be automatically changed to, for example, the character that player character 70 was riding on the water immediately before. Alternatively, the character may be automatically changed to a randomly selected character from among the multiple water-based characters. After completing the process in step S334, the processor 81 terminates the land-based character boarding process shown in Figure 24.
[0194] In step S335, the processor 81 determines whether the player character 70 and the ground-based riding character are in the air. For example, if the player character 70 is riding the ground-based riding character and a jump action is performed, the player character 70 will leave the ground 71 and be temporarily in the air. Also, if the player character 70 and the ground-based riding character fall off a cliff while the player character 70 is riding the ground-based riding character, the player character 70 will be temporarily in the air. If the processor 81 determines YES in step S335, it then proceeds to the process in step S336. If the processor 81 determines NO in step S335, it then proceeds to the process in step S338. If the processor 81 determines YES in step S335, it displays a prompt to press button A 53 along with a display indicating the airborne riding character.
[0195] In step S336, the processor 81 determines whether or not button A 53 was pressed. If the processor 81 determines that the result in step S336 is YES, it then proceeds to the process in step S337. If the processor 81 determines that the result in step S336 is NO, it then proceeds to the process in step S338.
[0196] In step S337, the processor 81 changes the character currently riding to an aerial riding character. This allows the player character 70 to ride an aerial riding character (specifically, the bird character 78) and move through the air. Note that multiple aerial riding characters, including the bird character 78, may be provided. In this case, for example, the player character 70 may be changed to one of the multiple aerial riding characters that was riding in the air immediately before. Alternatively, the player character may be changed to a randomly selected character from among the multiple aerial riding characters. After performing the process in step S337, the processor 81 terminates the ground character riding process shown in Figure 24.
[0197] In step S338, the processor 81 determines whether the player character 70 and the ground-based riding character are moving toward the cliff face 75. For example, based on the position and orientation of the player character 70, the processor 81 determines whether the player character 70 and the ground-based riding character are located near the cliff face 75 and whether the player character 70 is facing toward the cliff face 75. If the processor 81 determines YES in step S338, it proceeds to the processing in step S339. If the processor 81 determines NO in step S338, it terminates the ground character riding process shown in Figure 24. If the processor 81 determines YES in step S338, it displays a prompt to press button A 53, along with a display indicating the cliff-based riding character 80.
[0198] In step S339, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result in step S339 is YES, it proceeds to the process in step S340. If the processor 81 determines that the result in step S339 is NO, it terminates the ground character boarding process shown in Figure 24.
[0199] In step S340, the processor 81 changes the character currently riding to the cliff-climbing character 80. As a result, the player character 70 can ride the cliff-climbing character 80 and move along the cliff 75 or the ground 71. After completing step S340, the processor 81 terminates the ground character riding process shown in Figure 24.
[0200] (Processing while a character is on board a water-based vehicle) Next, we will explain the details of the processing while a character is on board a watercraft in step S305. Figure 25 is a flowchart showing an example of the processing while a character is on board a watercraft in step S305.
[0201] In step S350, the processor 81 performs movement processing to move the player character 70 on the water together with the water-based riding character. Specifically, the processor 81 moves the player character 70 and the water-based riding character on or under the water based on the direction input from the player. Next, the processor 81 performs the processing in step S351.
[0202] In step S351, the processor 81 determines whether a selection operation has been performed. If the processor 81 determines that the result is YES in step S351, it then performs the process in step S352. If the processor 81 determines that the result is NO in step S351, it then performs the process in step S353.
[0203] In step S352, the processor 81 changes the character being ridden. For example, if button 33 is pressed while player character 70 is riding fish character 79, bird character 78 is selected, and player character 70 becomes ridden by bird character 78. After performing the process in step S352, the processor 81 terminates the water character riding process shown in Figure 25.
[0204] In step S353, the processor 81 determines whether the player character 70 and the water-based character are moving toward the ground 71. For example, the processor 81 determines whether the player character 70 has entered the area of the ground 71 based on the position of the player character 70. If the processor 81 determines YES in step S353, it then proceeds to the process in step S354; if it determines NO in step S353, it then proceeds to the process in step S355.
[0205] In step S354, the processor 81 changes the character being ridden to a ground-based character. This automatically changes the character that the player character 70 is riding from a water-based character to a ground-based character. In this embodiment, multiple characters, including the horse character 77, are provided as ground-based characters. Here, the character is changed to one of the multiple ground-based characters according to the data indicating a past state stored as state data. That is, it is automatically changed to the ground-based character that the player character 70 was riding on the ground 71 immediately before. After performing the process in step S354, the processor 81 terminates the water-based character riding process shown in Figure 25.
[0206] In step S355, the processor 81 determines whether the player character 70 and the water-based riding character are in the air. For example, if the player character 70 is riding the water-based riding character and a jump action is performed, the player character 70 and the water-based riding character will leave the water surface 74 and be temporarily in the air. If the processor 81 determines YES in step S355, it then proceeds to the process in step S356; if it determines NO in step S355, it then proceeds to the process in step S358. If the processor 81 determines YES in step S355, it displays a prompt to press button A 53, along with a display indicating the airborne riding character.
[0207] In step S356, the processor 81 determines whether or not button A 53 was pressed. If the processor 81 determines that the result in step S356 is YES, it then proceeds to the process in step S357. If the processor 81 determines that the result in step S356 is NO, it then proceeds to the process in step S358.
[0208] In step S357, processor 81 has the currently riding character board an aerial riding character. As a result, player character 70 is able to board an aerial riding character (for example, bird character 78) and move through the air. After processing step S357, processor 81 terminates the water character boarding process shown in Figure 25.
[0209] In step S358, the processor 81 determines whether the player character 70 and the water-based riding character are moving toward the cliff face 75. For example, based on the position and orientation of the player character 70, the processor 81 determines whether the player character 70 and the water-based riding character are located near the cliff face 75 and whether the player character 70 is facing toward the cliff face 75. If the processor 81 determines YES in step S358, it proceeds to the process in step S359. If the processor 81 determines NO in step S358, it terminates the water-based character riding process shown in Figure 25. If the processor 81 determines YES in step S358, it displays a prompt to press button A 53, along with a display indicating the cliff-based riding character 80.
[0210] In step S359, the processor 81 determines whether or not button A 53 has been pressed. If the processor 81 determines that the result in step S359 is YES, it proceeds to the process in step S360. If the processor 81 determines that the result in step S359 is NO, it terminates the process of the character riding on the water as shown in Figure 25.
[0211] In step S360, the processor 81 changes the character currently riding to the cliff-climbing character 80. As a result, the player character 70 is able to ride the cliff-climbing character 80 and move along the cliff 75 or the ground 71. If the processor 81 has completed the process in step S360, it terminates the water-riding character process shown in Figure 25.
[0212] (Processing while character is riding on cliff edge) Next, we will explain the details of the processing while a character is riding on a cliff in step S306. Figure 26 is a flowchart showing an example of the processing while a character is riding on a cliff in step S306.
[0213] In step S370, the processor 81 performs movement processing to move the player character 70 together with the cliff-climbing character on the ground 71 or cliff surface 75. Specifically, if the player character 70 is on the ground 71, the processor 81 moves the player character 70 and the cliff-climbing character on the ground 71 based on the directional input. Also, if the player character 70 is on the cliff surface 75, the processor 81 moves the player character 70 and the cliff-climbing character on the cliff surface 75 based on the operation input. Next, the processor 81 performs the processing of step S371.
[0214] In step S371, the processor 81 determines whether a selection operation has been performed. If the processor 81 determines that the result is YES in step S371, it then performs the process in step S372. If the processor 81 determines that the result is NO in step S371, it then performs the process in step S373.
[0215] In step S372, the processor 81 changes the character being ridden. For example, if button 33 is pressed once while player character 70 is riding cliff-climbing character 80, a ground-based riding character is selected, and player character 70 becomes ridden by that ground-based riding character. Also, if button 36 is pressed once, bird character 78 is selected, and player character 70 becomes ridden by that bird character 78. After processing in step S372, the processor 81 terminates the cliff-climbing character riding process shown in Figure 26.
[0216] In step S373, the processor 81 determines whether the player character 70 and the cliff-climbing character are moving toward the water surface 74. For example, the processor 81 determines whether the player character 70 has entered the area of the water surface 74 based on the position of the player character 70. If the processor 81 determines YES in step S373, it then performs the process in step S374; if it determines NO in step S373, it then performs the process in step S375.
[0217] In step S374, the processor 81 changes the character currently being ridden to a water-riding character. This automatically changes the character that player character 70 is riding from a cliff-riding character to a water-riding character (specifically, the fish character 79). If multiple water-riding characters are available, the player character may automatically change to the character that player character 70 was riding on the water immediately before. Alternatively, the player character may automatically change to a randomly selected character from among the multiple water-riding characters. After performing the process in step S374, the processor 81 terminates the cliff-riding character riding process shown in Figure 26.
[0218] In step S375, the processor 81 determines whether the player character 70 and the cliff-climbing character are in the air. For example, if the player character 70 is riding the cliff-climbing character and a jump action is performed, the player character 70 and the cliff-climbing character will leave the ground 71 and be temporarily in the air. If the processor 81 determines YES in step S375, it then proceeds to the process in step S376; if it determines NO in step S375, it then proceeds to the process in step S378. If the processor 81 determines YES in step S375, it displays a prompt to press button A 53, along with a display indicating the aerial riding character.
[0219] In step S376, the processor 81 determines whether or not button A 53 was pressed. If the processor 81 determines that the result in step S376 is YES, it then proceeds to the process in step S377. If the processor 81 determines that the result in step S376 is NO, it then proceeds to the process in step S378.
[0220] In step S377, the processor 81 changes the character currently being ridden to an aerial riding character. As a result, the player character 70 becomes able to ride the aerial riding character (specifically, the bird character 78) and move through the air. Note that multiple aerial riding characters, including the bird character 78, may be provided. In this case, for example, the player character may be changed to the character that the player character 70 was riding in the air immediately before, or to a randomly selected character from among the multiple aerial riding characters. After performing the process in step S377, the processor 81 terminates the cliff face character riding process shown in Figure 26.
[0221] In step S378, the processor 81 determines whether the player character 70 and the cliff-climbing character are located on the ground 71 and moving toward the cliff face 75. For example, based on the position and orientation of the player character 70, the processor 81 determines whether the player character 70 and the cliff-climbing character are located near the cliff face 75 and whether the player character 70 is facing the cliff face 75. If the processor 81 determines YES in step S378, it proceeds to the process in step S379. If the processor 81 determines NO in step S378, it terminates the cliff-climbing character riding process shown in Figure 26. If the processor 81 determines YES in step S378, it displays a prompt to take action to ascend or descend the cliff face 75.
[0222] In step S379, the processor 81 determines whether a predetermined instruction has been given to ascend or descend the cliff face 75. If the processor 81 determines that the result in step S379 is YES, it then proceeds to the process in step S380. If the processor 81 determines that the result in step S379 is NO, it terminates the cliff face character riding process shown in Figure 26.
[0223] In step S380, the processor 81 moves the player character 70 and the cliff-climbing character 80 to the cliff surface 75. As a result, the player character 70 and the cliff-climbing character 80 are in a state of moving on the cliff surface 75. After completing step S380, the processor 81 terminates the cliff-climbing character riding process shown in Figure 26.
[0224] Please note that the flowchart above is merely an example, and the content of each step may be changed, other steps may be added, some of the steps may be omitted, or the order of each step may be changed.
[0225] As described above, in this embodiment, assuming that the player character 70 moves within a virtual space including terrain formed by the ground 71, water surface 74, cliff surface 75, etc., multiple types of rideable characters that the player character 70 can ride are provided. The multiple types of rideable characters include an aerial rideable character that can move in the air, a ground rideable character that can move on the ground, a water rideable character that can move on water, and a cliff rideable character that can move on cliff surfaces.
[0226] Based on the player's selection, if a ground-based rideable character is selected from among several types of rideable characters and a boarding command is issued, player character 70 will board the ground-based rideable character and become capable of movement on the ground. Also, if a water-based rideable character is selected based on the player's selection and a boarding command is issued, player character 70 will board the water-based rideable character and become capable of movement on or underwater. Also, if an air-based rideable character is selected based on the player's selection and a boarding command is issued, player character 70 will board the air-based rideable character and become capable of movement in the air. Furthermore, if a predetermined operation input is made while player character 70 is in the air, player character 70 will board the air-based rideable character and become capable of movement in the air. While player character 70 is riding the air-based rideable character, player character 70 will move in the air based on the operation input. If player character 70 is riding an aerial mountable character and moves toward the ground while riding the aerial mountable character, player character 70 will automatically switch to a ground mountable character, and player character 70 will be able to move on the ground. Also, if player character 70 is riding an aerial mountable character and moves toward the water surface while riding the aerial mountable character, player character 70 will automatically switch to a water mountable character, and player character 70 will be able to move on or underwater.
[0227] This allows the player character 70 to ride on multiple types of mounts depending on the area of the virtual space, and move around within the virtual space. It provides various methods of movement within the virtual space, and by automatically changing the mount depending on the area being moved, smooth and seamless movement can be achieved.
[0228] Furthermore, in this embodiment, when the player character 70 is on the ground, a pilot character for aerial use is selected from among multiple pilot characters through a selection operation, and the player character 70 is piloted onto the pilot character for aerial use according to the pilot command. When the player character 70 is in the air, the player character 70 is piloted onto the pilot character for aerial use by a predetermined operation input (pressing the A button). As a result, when the player character 70 is in the air, the player character 70 can be piloted onto the pilot character for aerial use with simple operation, and the risk of the player character 70 falling to the ground and taking damage can be suppressed.
[0229] Furthermore, in this embodiment, when the player character 70 is in the water, the player character 70 is made to board the water-based rideable character by a predetermined operation input (pressing the A button). This makes it possible to make the player character 70 board the water-based rideable character with a simple operation when the player character 70 is in the water, thereby suppressing damage to the player character 70.
[0230] (modified version) The image processing of this embodiment has been described above, but the above embodiment is merely an example, and modifications such as the following may be made.
[0231] For example, in the above embodiment, the player character 70 is placed inside a rideable character, but the player character 70 may be placed inside any rideable object. The rideable object is not limited to the character described above, but may also be an object such as a car, airplane, or ship that the player character 70 can ride in.
[0232] Furthermore, in the above embodiment, when the player character 70 is in a normal state, for example, a riding character is selected by a selection operation using buttons 33 or 36, and the player character 70 is placed on the selected riding object in response to a riding instruction using the plus button 57. In other embodiments, when the player character 70 is in a normal state, the selection of a riding object and the riding instruction may be performed with a single operation input. For example, each of a plurality of buttons may be associated with each of a plurality of riding objects, and when the player character 70 is in a normal state, the player character 70 may be placed on the riding object corresponding to the button that was operated among the plurality of buttons.
[0233] Furthermore, in the above embodiment, for example, when the player character 70 is riding an aerial rideable character and moves toward the ground, it automatically switches to a ground rideable character. Specifically, it automatically switches to the character that the player was riding on the ground immediately before, from among several types of ground rideable characters. In other embodiments, it may automatically switch to a predetermined character from among several types of ground rideable characters. Alternatively, the player may pre-set one of several types of ground rideable characters, and when the player character 70 riding an aerial rideable character moves toward the ground, it may automatically switch to the pre-set character from among several types of ground rideable characters.
[0234] Furthermore, the operation inputs exemplified in the above embodiment are merely examples and may be replaced by any other operation input. For example, selection operations using buttons 33 or 36, boarding instructions using the plus button 57, and operation inputs for switching to an aerial boarding character in mid-air may be performed by other button operations, by touch operations on a touch panel, or depending on the orientation of the controller or game device.
[0235] Furthermore, the above hardware configuration is merely an example, and the game processing described above may be performed using any other hardware. Also, the above game is merely an example, and the processing related to the boarded object described above may be performed in any other game.
[0236] Furthermore, in the above embodiment, the above processing is performed in the main unit 2 of the game system 1, but the above processing may be performed in any other information processing device (for example, a personal computer, smartphone, tablet terminal, server, etc.). Also, the above processing may be performed in an information processing system including multiple devices, and some or all of the above processing may be performed in any of the multiple devices.
[0237] The present invention has been described above, but the above description is merely illustrative, and various improvements and modifications may be made. [Explanation of symbols]
[0238] 1. Game System 2. Main unit 3 Left controller 4 Right controller 12 displays 70 Player Characters 71 Ground 74 Water surface 75 Cliff face 76 Selected Images 77 Horse Principal 78 Bird Characters 79 Fish Characters 80 Cliff-climbing character 81 processors
Claims
1. In the computer of the information processing device, In a virtual space, the player character is controlled based on input. If the player character is able to board a rideable rideable object, and among a plurality of rideable objects including at least ground rideable objects and air rideable objects, a ground rideable object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground rideable object, and the object is made movable on the ground. If the aerial rideable object is selected and a ride instruction is given based on the selection operation, or if the first operation input is made while the player character is in the air, the player character is made to ride the aerial rideable object, making it movable in the air. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. A game program that, when the player character, who is riding on the aerial rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the ground rideable object, thereby making them mobile on the ground.
2. The aforementioned ride-on object further includes a ride-on object for use on or underwater, To the aforementioned computer, The game program according to claim 1, wherein when the player character is riding on the aerial rideable object, and the player character riding on the aerial rideable object moves toward the water surface, the program automatically changes the player character to a state where they are riding on the water rideable object, thereby enabling them to move on or underwater.
3. The aforementioned computer further: The game program according to claim 2, wherein if the aerial rideable object is selected based on the selection operation while the player character is riding the ground rideable object or the water rideable object, the player character is made to ride the aerial rideable object, making it possible to move in the air.
4. The aforementioned computer further: While the player character is riding on the ground-based or water-based ride-on object, the player character is made to perform a jump action based on a second input. The game program according to claim 2 or 3, wherein if the first operation input is performed during the jumping motion, the player character is made to board the aerial rideable object, thereby enabling movement in the air.
5. The aforementioned computer further: A game program according to any one of claims 1 to 4, wherein the player character is subjected to predetermined damage when the player character falls from the air to the ground from a height exceeding a predetermined standard or at a speed exceeding a predetermined standard.
6. The aforementioned rideable object further includes a cliff-climbing rideable object that can move along the cliff face, The aforementioned computer further: If the cliff-cliff riding object is selected based on the selection operation and a boarding instruction is given, the player character is made to board the cliff-cliff riding object, making it movable on the ground or cliff. The game program according to any one of claims 1 to 5, wherein when the player character is riding on the aerial rideable object, and the player character riding on the aerial rideable object moves toward a cliff face, the program changes the state to one in which the player character is riding on the cliff face rideable object based on the first operation input, thereby making the player character able to move on the cliff face.
7. In the computer of the information processing device, In a virtual space, the player character is controlled based on input. If the player character is able to board one of several types of boarding objects, including at least a water-based boarding object and an aerial boarding object, and an aerial boarding object is selected based on a selection operation and a boarding instruction is given, or if the first operation input is made while the player character is in the air, the player character is made to board the aerial boarding object and made movable in the air. When the aforementioned water-based rideable object is selected and a boarding instruction is given, the player character is made to board the water-based rideable object, making it capable of moving on or underwater. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. A game program that, when the player character, who is riding on the aerial rideable object, moves toward the water surface, automatically changes the player character to a state where they are riding on the water rideable object, thereby enabling movement on or underwater.
8. In the computer of the information processing device, In a virtual space, the player character is controlled based on input. If the player character is able to board a boarding object, and among a plurality of boarding objects including at least a ground boarding object and a water boarding object, a ground boarding object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground boarding object and made movable on the ground. While the player character is riding the ground-based rideable object, the player character riding the ground-based rideable object is moved on the ground based on the input. When the player character, who is riding on the ground-based rideable object, moves toward the water surface, the player character is automatically switched to the water-based rideable object, making it possible to move on or underwater. When the above-mentioned water-based rideable object is selected and a boarding instruction is given, or when the first operation input is given while the player character is on or underwater, the player character is made to board the water-based rideable object, making it movable on or underwater. While the player character is aboard the water-based rideable object, the player character aboard the water-based rideable object is moved on or underwater based on the input. A game program that, when the player character, who is riding on the aforementioned water-based rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the aforementioned ground-based rideable object, thereby enabling them to move on the ground.
9. The aforementioned computer further: The game program according to claim 8, wherein if the player character stays on or in the water for a predetermined period of time, the player character is subjected to predetermined damage.
10. The aforementioned rideable object further includes a cliff-climbing rideable object that can move along the cliff face, The aforementioned computer further: If the cliff-cliff riding object is selected based on the selection operation and a boarding instruction is given, the player character is made to board the cliff-cliff riding object, making it movable on the ground or cliff. The game program according to claim 8 or 9, wherein, while the player character is riding on the water-based ride-on object, if the player character riding on the water-based ride-on object moves toward a cliff face, the program changes the state to one where the player character is riding on the cliff-face ride-on object based on the first operation input, thereby making the player character able to move on the cliff face.
11. A game system equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a rideable rideable object, and among a plurality of rideable objects including at least ground rideable objects and air rideable objects, a ground rideable object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground rideable object, and the object is made movable on the ground. If the aerial rideable object is selected and a ride instruction is given based on the selection operation, or if the first operation input is made while the player character is in the air, the player character is made to ride the aerial rideable object, making it movable in the air. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. A game system that, when the player character, who is riding on the aerial rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the ground rideable object, thereby enabling them to move on the ground.
12. The aforementioned ride-on object further includes a ride-on object for use on or underwater, The aforementioned processor, The game system according to claim 11, wherein when the player character is riding on the aerial rideable object and the player character riding on the aerial rideable object moves toward the water surface, the system automatically changes the player character to a state where they are riding on the water rideable object, making them capable of moving on or underwater.
13. The aforementioned processor further, The game system according to claim 12, wherein if an aerial rideable object is selected based on the selection operation while the player character is riding the ground rideable object or the water rideable object, the player character is made to ride the aerial rideable object, making it possible to move in the air.
14. The aforementioned processor further, While the player character is riding on the ground-based or water-based ride-on object, the player character is made to perform a jump action based on a second input. The game system according to claim 12 or 13, wherein if the first operation input is performed during the jumping motion, the player character is made to board the aerial rideable object, making it possible to move in the air.
15. The aforementioned processor further, A game system according to any one of claims 11 to 14, wherein if the player character falls from the air to the ground from a height exceeding a predetermined standard or at a speed exceeding a predetermined standard, the player character is subjected to predetermined damage.
16. The aforementioned rideable object further includes a cliff-climbing rideable object that can move along the cliff face, The aforementioned processor further, If the cliff-cliff riding object is selected based on the selection operation and a boarding instruction is given, the player character is made to board the cliff-cliff riding object, making it movable on the ground or cliff. The game system according to any one of claims 11 to 15, wherein when the player character is riding on the aerial rideable object, and the player character riding on the aerial rideable object moves toward a cliff face, the system changes the state to one in which the player character is riding on the cliff face rideable object based on the first operation input, thereby making the player character able to move on the cliff face.
17. A game system equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board one of several types of boarding objects, including at least a water-based boarding object and an aerial boarding object, and an aerial boarding object is selected based on a selection operation and a boarding instruction is given, or if the first operation input is made while the player character is in the air, the player character is made to board the aerial boarding object and made movable in the air. When the aforementioned water-based rideable object is selected and a boarding instruction is given, the player character is made to board the water-based rideable object, making it capable of moving on or underwater. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. A game system that, when the player character, who is riding on the aerial rideable object, moves toward the water surface, automatically changes the player character to a state where they are riding on the water rideable object, thereby enabling movement on or underwater.
18. A game system equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a boarding object, and among a plurality of boarding objects including at least a ground boarding object and a water boarding object, a ground boarding object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground boarding object and made movable on the ground. While the player character is riding the ground-based rideable object, the player character riding the ground-based rideable object is moved on the ground based on the input. When the player character, who is riding on the ground-based rideable object, moves toward the water surface, the player character is automatically switched to the water-based rideable object, making it possible to move on or underwater. When the above-mentioned water-based rideable object is selected and a boarding instruction is given, or when the first operation input is given while the player character is on or underwater, the player character is made to board the water-based rideable object, making it movable on or underwater. While the player character is aboard the water-based rideable object, the player character aboard the water-based rideable object is moved on or underwater based on the input. A game system that, when the player character, who is riding on the aforementioned water-based rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the aforementioned ground-based rideable object, thereby enabling them to move on the ground.
19. The aforementioned processor further, The game system according to claim 18, wherein if the player character stays on or in the water for a predetermined period of time, a predetermined amount of damage is dealt to the player character.
20. The aforementioned rideable object further includes a cliff-climbing rideable object that can move along the cliff face, The aforementioned processor further, If the cliff-cliff riding object is selected based on the selection operation and a boarding instruction is given, the player character is made to board the cliff-cliff riding object, making it movable on the ground or cliff. The game system according to claim 18 or 19, wherein, while the player character is riding on the water-based ride-on object, if the player character riding on the water-based ride-on object moves toward a cliff face, the system changes the state to one where the player character is riding on the cliff-face ride-on object based on the first operation input, thereby making the player character able to move on the cliff face.
21. An information processing device equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a rideable rideable object, and among a plurality of rideable objects including at least ground rideable objects and air rideable objects, a ground rideable object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground rideable object, and the object is made movable on the ground. If the aerial rideable object is selected and a ride instruction is given based on the selection operation, or if the first operation input is made while the player character is in the air, the player character is made to ride the aerial rideable object, making it movable in the air. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. An information processing device that, when the player character, who is riding on the aerial rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the ground rideable object, thereby making them mobile on the ground.
22. An information processing device equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board one of several types of boarding objects, including at least a water-based boarding object and an aerial boarding object, and an aerial boarding object is selected based on a selection operation and a boarding instruction is given, or if the first operation input is made while the player character is in the air, the player character is made to board the aerial boarding object and made movable in the air. When the aforementioned water-based rideable object is selected and a boarding instruction is given, the player character is made to board the water-based rideable object, making it capable of moving on or underwater. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. An information processing device that, when the player character, who is riding on the aerial rideable object, moves toward the water surface, automatically changes the state to one in which the player character is riding on the water rideable object, thereby enabling movement on or underwater.
23. An information processing device equipped with a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a boarding object, and among a plurality of boarding objects including at least a ground boarding object and a water boarding object, a ground boarding object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground boarding object and made movable on the ground. While the player character is riding the ground-based rideable object, the player character riding the ground-based rideable object is moved on the ground based on the input. When the player character, who is riding on the ground-based rideable object, moves toward the water surface, the player character is automatically switched to the water-based rideable object, making it possible to move on or underwater. When the above-mentioned water-based rideable object is selected and a boarding instruction is given, or when the first operation input is given while the player character is on or underwater, the player character is made to board the water-based rideable object, making it movable on or underwater. While the player character is aboard the water-based rideable object, the player character aboard the water-based rideable object is moved on or underwater based on the input. An information processing device that, when the player character, who is riding on the aforementioned water-based rideable object, moves toward the ground, automatically changes the player character to a state where they are riding on the aforementioned ground-based rideable object, thereby making them mobile on the ground.
24. An information processing method executed in a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a rideable rideable object, and among a plurality of rideable objects including at least ground rideable objects and air rideable objects, a ground rideable object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground rideable object, and the object is made movable on the ground. If the aerial rideable object is selected and a ride instruction is given based on the selection operation, or if the first operation input is made while the player character is in the air, the player character is made to ride the aerial rideable object, making it movable in the air. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. An information processing method that, when the player character, who is riding on the aerial rideable object, moves toward the ground, automatically changes the state to one where the player character is riding on the ground rideable object, thereby making the player character mobile on the ground.
25. An information processing method executed in a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board one of several types of boarding objects, including at least a water-based boarding object and an aerial boarding object, and an aerial boarding object is selected based on a selection operation and a boarding instruction is given, or if the first operation input is made while the player character is in the air, the player character is made to board the aerial boarding object and made movable in the air. When the aforementioned water-based rideable object is selected and a boarding instruction is given, the player character is made to board the water-based rideable object, making it capable of moving on or underwater. While the player character is riding the aerial rideable object, the player character riding the aerial rideable object is moved in the air based on the input of the operation. An information processing method that, when the player character, who is riding on the aerial rideable object, moves toward the water surface, automatically changes the state to one in which the player character is riding on the water rideable object, thereby enabling movement on or underwater.
26. An information processing method executed in a processor, The aforementioned processor, In a virtual space, the player character is controlled based on input. If the player character is able to board a boarding object, and among a plurality of boarding objects including at least a ground boarding object and a water boarding object, a ground boarding object is selected based on a selection operation and a boarding instruction is given, the player character is made to board the ground boarding object and made movable on the ground. While the player character is riding the ground-based rideable object, the player character riding the ground-based rideable object is moved on the ground based on the input. When the player character, who is riding on the ground-based rideable object, moves toward the water surface, the player character is automatically switched to the water-based rideable object, making it possible to move on or underwater. When the above-mentioned water-based rideable object is selected and a boarding instruction is given, or when the first operation input is given while the player character is on or underwater, the player character is made to board the water-based rideable object, making it movable on or underwater. While the player character is aboard the water-based rideable object, the player character aboard the water-based rideable object is moved on or underwater based on the input. An information processing method that, when the player character, who is riding on the aforementioned water-based rideable object, moves toward the ground, automatically changes the state to one where the player character is riding on the aforementioned ground-based rideable object, thereby enabling movement on the ground.