Game program, information processing system, information processing method, and information processing device.

JP2026126708APending Publication Date: 2026-08-05NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2025-01-24
Publication Date
2026-08-05

AI Technical Summary

Benefits of technology

【0024】 本発明によれば、フィールド上の様々な場所に設定されるコースにおいてレースを行うレースゲームにおいて、再生するBGMの選曲に地域性を取り入れることができる。

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Abstract

This provides a game program that allows for variations in background music selection in racing games where races are held on courses set in various locations on the field. [Solution] In the game of this embodiment, a field is set up with intra-base routes corresponding to each of the multiple base areas, and inter-base routes connecting the base areas. The first game is played on a course that includes the inter-base routes and intra-base routes. In the first game, while the player object is traveling along the inter-base route, music included in the first game playlist corresponding to the base area that contains the starting point of the inter-base route is played as background music. In the first game, while the player object is traveling along the intra-base route of a base area, music corresponding to the stage of that base area is played as background music.
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Description

Technical Field

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

Background Art

[0002] Conventionally, there is a game in which races are held at each of a plurality of stages and BGM corresponding to the stage is output during the race (see, for example, Non-Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above conventional game, the selection of BGM is for each stage.

[0005] The present invention provides a game program, an information processing system, an information processing method, and an information processing apparatus capable of providing variations in the selection of BGM in a racing game in which races are held on courses set at various locations on the field.

Means for Solving the Problems

[0006] To solve the above problems, the present invention employs the following configuration.

[0007] (First Configuration) The first configuration of the game program causes the computer to move a target object on a field in a virtual space based on the input of the user. In a first mode in which the computer performs a first type of race between the target object and at least one other moving object on one of several types of courses, which include at least an intra-base route that is a path set in one of several base areas set in the field, and an inter-base route that is a path set connecting the base areas, the game program causes the computer to play music as background music (BGM) from a first playlist selected from a plurality of first types of playlists based on the location of the inter-base route. In addition, the game program causes the computer to play music as background music (BGM) from a second type of music or a second playlist selected from a plurality of second types of music or a second type of playlist based on the base area corresponding to the intra-base route, while the computer is moving on the intra-base route in the first mode.

[0008] As described above, since the music included in the first playlist, which is selected based on the location of the route between bases, is played as background music, for example, in a racing game where races are held on courses set in various locations on the field, regional characteristics can be incorporated into the selection of background music to be played.

[0009] (Second structure) The game program of the second configuration may, in the first configuration described above, cause the computer to play music included in the first playlist as background music when the in-game time is in the first time zone while driving along the route between bases in the first mode, and to play music included in the third playlist as background music when the in-game time is in the second time zone.

[0010] According to the above, it is also possible to select background music according to the time of day.

[0011] (The third structure) The third configuration of the game program may, in the second configuration described above, in the first mode, while driving along the route between bases, cause the computer to play a predetermined number of songs included in the first playlist, and then, when the in-game time is in the first time period, play songs included in the fourth playlist as background music, and when the in-game time is in the second time period, play songs included in the third playlist as background music.

[0012] Based on the above, it is possible to add more variety to the selection of background music.

[0013] (Fourth structure) The fourth configuration of the game program may cause the computer to select the first playlist from among the first type of playlists according to the base area corresponding to the starting position of the base route, in any of the first to third configurations described above.

[0014] According to the above, a first playlist can be selected depending on the starting point of the route between locations.

[0015] (Fifth component) The fifth configuration of the game program may, in any of the first to fourth configurations described above, further cause the computer to drive the target object on the field regardless of the course, and in a second mode, play the music included in the fifth playlist as background music when the in-game time is the first time, and play the music included in the sixth playlist as background music when the in-game time is the second time.

[0016] According to the above, the game can be played in a first mode in which a first type of race is held, and a second mode in which an object to be controlled is driven on a field common to the first mode, and the background music played during the game can be set according to the mode, taking into account both regional and time of day.

[0017] (The sixth component) The sixth configuration of the game program may, in any of the first to fifth configurations described above, cause the computer to play, as background music (BGM), a song of the second type or a song included in the second playlist, corresponding to the base area corresponding to the starting position of each of the base routes, in a third mode in which a second type of race is held on a course that includes at least a plurality of consecutive base routes.

[0018] According to the above, in the third game mode, music corresponding to the base area can be played continuously, allowing for even more variety in BGM selection.

[0019] (The seventh component) The seventh configuration of the game program may, in any of the first to sixth configurations described above, cause the computer to play, as background music (BGM), a song of the second type or a song included in the second playlist, corresponding to the base area that corresponds to the base route, in the fourth mode in which a third type of race is held on a course that completes a predetermined number of laps around the base route.

[0020] According to the above, a third type of race can be held on a course that involves circling a predetermined number of times within the base, and music corresponding to the base area that corresponds to the base route can be played as background music.

[0021] (The eighth component) The eighth configuration of the game program may, in any of the first to seventh configurations described above, further cause the computer to control at least one other moving object based on data of other players obtained based on communication to conduct the first type of race as a competition with other players, and in the first type of race, cause the computer to transmit a selected playlist and playback location data indicating the part of the playlist currently being played, or to play the background music based on the received playback location data.

[0022] According to the above, when playing a first type of race with other players based on communication, playlist and playback location data can be shared, and common music can be played as BGM.

[0023] Also, other configurations may be an information processing system that executes the above game program, or an information processing device, or an information processing method.

Effect of the Invention

[0024] According to the present invention, in a racing game where a race is conducted on a course set at various locations on the field, regional characteristics can be incorporated into the selection of BGM to be played.

Brief Description of the Drawings

[0025] [Figure 1] Diagram showing an example of a game system [Figure 2] Block diagram showing an example of the internal configuration of the main body device [Figure 3] Diagram showing an example of a field in the virtual space [Figure 4] Diagram showing an example of the types of games executable by the game program of the present embodiment and an example of BGM during the execution of each game [Figure 5] Diagram showing an example of a course where the first game is conducted [Figure 6] Diagram showing an example of stage-corresponding music corresponding to each base area [Figure 7] Diagram showing an example of BGM output when the first game is conducted on the course illustrated in FIG. 5 [Figure 8] Diagram showing an example of playlist PL_A1 [Figure 9] Diagram showing an example of a plurality of playlists for the first game [Figure 10] Diagram showing an example of a plurality of music pieces included in playlist PL_N [Figure 11] Diagram showing an example of a playlist for the third game [Figure 12] A diagram showing an example of the course for the fourth game. [Figure 13] Figure 12 shows an example of background music (BGM) that would be played when the fourth game is played on the course shown in Figure 12. [Figure 14] This figure shows an example of the various data used in each game process. [Figure 15] A flowchart showing an example of the first game processing for the first game. [Figure 16] A flowchart showing an example of the second game processing for the second game. [Figure 17] A flowchart showing an example of the third game processing for the third game. [Figure 18] A flowchart showing an example of the processing for the fourth game. [Modes for carrying out the invention]

[0026] (Game system configuration) The following describes a game system according to an example of this embodiment. Figure 1 is a diagram showing an example of the game system. The example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as the main unit of the game device) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that performs various processes (for example, game processing) in the game system 1. The left controller 3 and the right controller 4 include a plurality of buttons (A button, B button, X button, Y button) and an analog stick as an example of an operation unit for user input.

[0027] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2, or the main unit 2 and the left controller 3 and the right controller 4 can be used as separate units. In the following, the left controller 3 and the right controller 4 will be collectively referred to as "controllers".

[0028] Figure 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in Figure 2, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that performs various information processing (e.g., game processing) in the main unit 2, and includes, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 21 may consist only of a CPU, or it may consist of a SoC (System-on-a-chip) that includes multiple functions such as CPU functions and GPU functions. The processor 21 performs various information processing by executing information processing programs (e.g., game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 26, or an external storage medium installed in slot 29).

[0029] The main unit 2 also includes a display 12. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to the processor 21. The processor 21 displays images generated (for example, by executing the above-mentioned information processing) and / or images acquired from an external source on the display 12.

[0030] Furthermore, the main unit 2 is equipped with a left terminal 22, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 23, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0031] Furthermore, the main unit 2 includes a flash memory 26 and a DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into it. The flash memory 26 and DRAM 27 are connected to the processor 21. The flash memory 26 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 27 is a memory used to temporarily store various types of data used in information processing.

[0032] The main unit 2 is equipped with a slot 29. The slot 29 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and similar information processing devices. The predetermined type of storage medium is used to store, for example, data used by the main unit 2 (e.g., save data for game applications, etc.) and / or programs executed by the main unit 2 (e.g., game programs, etc.).

[0033] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to slot 29 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 29, according to instructions from the processor 21.

[0034] The processor 21 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 26 and DRAM 27, as well as to each of the above-mentioned storage media.

[0035] Furthermore, the main unit 2 includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with external devices wirelessly or via wired connection over a network. In this embodiment, as a first communication mode, the network communication unit 24 connects to a wireless LAN and communicates with external devices using a method compliant with the Wi-Fi® standard. In addition, as a second communication mode, the network communication unit 24 performs wireless communication with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication). The wireless communication using the second communication mode is possible with other main unit 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by communicating directly or indirectly via access points between multiple main unit 2.

[0036] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 25 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0037] The processor 21 is connected to the left terminal 22 and the right terminal 23 described above. When the processor 21 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 22 and receives operation data from the left controller 3 via the left terminal 22. Similarly, when the processor 21 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 23 and receives operation data from the right controller 4 via the right terminal 23. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.

[0038] In addition to the elements shown in Figure 2, the main unit 2 also includes a battery for supplying power and output terminals for outputting images and sound to a display device other than the display 12 (for example, a television).

[0039] (Game Overview) Next, an overview of the game executed in game system 1 will be described. The game in this embodiment is a racing game in which multiple movable objects are moved within a field in a virtual space (game space).

[0040] A moving object includes, for example, a vehicle object and a character object riding on that vehicle object. The vehicle object may be an object that moves on the ground, such as a car, motorcycle, bicycle, horse, or runner. However, the vehicle object is not limited to objects that move on the ground; it may also be an object that moves on or underwater, such as a ship, boat, or submarine. Furthermore, the vehicle object may be an object that moves in the air, such as an airplane, helicopter, or glider. In addition, the moving object may be the character itself.

[0041] Now, let's explain the game modes. In this embodiment, there is a single-player mode in which one player plays the game, and a multiplayer mode in which multiple players play the game.

[0042] In single-player mode, the player on main unit 2 controls a single moving object using controllers 3 and / or 4. Here, the moving object controlled by the player on main unit 2 is referred to as the "player object." The player object is just one example of an object that can be controlled. Furthermore, when a racing game is played in single-player mode, the processor 21 of main unit 2 automatically controls one or more moving objects.

[0043] There are two types of multiplayer modes: offline multiplayer mode and online multiplayer mode. Offline multiplayer mode allows multiple players to play the game by connecting multiple controllers to a single main unit 2, or by connecting multiple main units 2 wirelessly or via a wired LAN. Each player controls their own corresponding moving object using their controller.

[0044] In online multiplayer mode, multiple main units 2 are connected to the internet. Each player uses a controller to control the moving object corresponding to themselves. For example, main unit 2 receives information about other moving objects corresponding to other players (information indicating the position, attitude, speed, direction of movement, etc. of other moving objects) from other main unit 2 via the internet. Main unit 2 also transmits player object information (information indicating the position, attitude, speed, direction of movement, etc. of the player object) corresponding to its own player to other main unit 2. Each main unit 2 controls the player object corresponding to its own player on the same course, and also controls other moving objects corresponding to other players based on the other moving object information from other main units.

[0045] Here, in single-player mode or multiplayer mode, a moving object operated by another player or a moving object controlled by processor 21 is referred to as an "other player's moving object".

[0046] Next, the field in which the game of this embodiment takes place will be described. Figure 3 is a diagram showing an example of a field in the virtual space in which the game of this embodiment takes place.

[0047] As shown in Figure 3, multiple base areas A (A1 to A13 in Figure 3) are set up on field F in the virtual space. Each base area A is an area where multiple moving objects can race, positioned at a predetermined location in the virtual space. In Figure 3, each base area A is represented by a circle, and each base area A has an internal base route CA that indicates the path that the multiple moving objects will take during the race. For example, base area A1 has internal base route CA1 set up, and base area A2 has internal base route CA2 set up. Each base area A (internal base route CA) is also called a "stage".

[0048] Multiple base areas are connected by inter-base routes R (e.g., R1 to R16) that indicate the paths along which multiple moving objects travel in a race. For example, base area A1 and base area A2 are connected by inter-base route R1. Also, base area A1 and base area A4 are connected by inter-base route R11.

[0049] The game program of this embodiment can execute a racing game in which multiple moving objects race on a course that includes one or more inter-base routes R and intra-base routes CA. Furthermore, the game program of this embodiment can execute a racing game in which multiple moving objects race on a course using intra-base routes CA.

[0050] The following describes several types of games that can be executed in the game program of this embodiment, as well as the control of BGM (Background Music) output during each game.

[0051] Figure 4 shows the types of games that can be run with the game program of this embodiment and an example of background music (BGM) played during the execution of each game. As shown in Figure 4, the game program of this embodiment can run multiple types of games, including the first to fourth games.

[0052] The first game is a racing game played on a course that includes an inter-base route R and an intra-base route CA. Specifically, in the first game, multiple moving objects start from one base area, travel along the inter-base route to enter another base area, and complete a predetermined number of laps (e.g., one or more) of the intra-base route CA in that other base area to reach the finish line. The first game can be played in single-player mode or multiplayer mode (offline multiplayer mode or online multiplayer mode).

[0053] Here, we will describe an example of the course for the first game. Figure 5 shows an example of the course in which the first game will be played.

[0054] As shown in Figure 5, the first game is played on a course that includes, for example, an inter-base route R1 and an intra-base route CA2. Specifically, when the first game is played on this course, multiple moving objects 51, including player objects, start from a starting point (gate) provided on the intra-base route CA1 in base area A1, enter the inter-base route R1 without (or after) circling the intra-base route CA1, and enter base area A2 via the inter-base route R1. Then, the multiple moving objects 51 circle the intra-base route CA2 in base area A2 a predetermined number of times (one or more times) to reach the goal point (gate) provided on the intra-base route CA2. The course shown in Figure 5 is merely an example, and courses including other inter-base routes and intra-base routes may also be set.

[0055] As shown in Figure 4, during the first game, background music (BGM) is output based on the first game's playlist while the player object is traveling along the inter-base route R. Additionally, during the first game, stage-specific music is output while the player object is traveling along the in-base route CA. The stage-specific music corresponds to the base area A where the in-base route CA is located. For example, if the first game is played on a course including inter-base route R1 and in-base route CA2, BGM is output based on the first game's playlist, which includes multiple songs, while the player object is traveling along inter-base route R1. Furthermore, while the player object is traveling along in-base route CA2, stage-specific music corresponding to base area A2 is output as BGM. Details regarding the BGM during the first game will be described later.

[0056] The second game is a racing game played within a base area, in which multiple moving objects circle the base area route CA a predetermined number of times (for example, three times). For example, when the second game is played on the base area route CA2 shown in Figure 5, the multiple moving objects 51 start from the gate of the base area route CA2, circle the base area route CA2 a predetermined number of times, and reach the goal point (gate) provided on the base area route CA2. The second game can be played in single-player mode or multiplayer mode (offline multiplayer mode or online multiplayer mode).

[0057] In this embodiment, stage-specific music corresponding to each base area is prepared in advance, and during the execution of the second game, the stage-specific music corresponding to the base area where the second game is being played is output as background music.

[0058] Figure 6 shows an example of stage-specific music corresponding to each base area. As shown in Figure 6, for example, stage-specific music MS01 is a song created specifically for base area A1 and is associated with base area A1. Similarly, stage-specific music MS02 is a song created specifically for base area A2 and is associated with base area A2. Furthermore, stage-specific music MS03 is a song created specifically for base area A3 and is associated with base area A3. For example, when the second game is played on a course using base route CA2, stage-specific music MS02 is repeatedly output as background music.

[0059] Returning to Figure 4, the third game is a game in which the player object is allowed to move freely on field F. In the third game, no path is set for the player object to move along. The player object will move along the route CA within a base, the route R between bases, or any area on the field different from the route CA and the route R between bases (for example, grasslands, sandy areas, water surfaces, etc., where roads are not provided), depending on the player's actions. Here, allowing the player object to move freely on the field is called "free run". The third game is played in single-player mode.

[0060] When the third game is played, background music (BGM) will be output based on a playlist for the third game that includes multiple songs. Details of the third game playlist will be described later.

[0061] Game 4 is a racing game in which multiple moving objects travel along multiple consecutive routes R between bases, and finally complete a predetermined number of laps (one or more) around the base-internal route CA they reach. Game 4 can be played in single-player mode or multiplayer mode (offline multiplayer mode or online multiplayer mode). When Game 4 is played, stage-specific music corresponding to each base area is output as background music. Details about Game 4 and the background music during Game 4 will be described later.

[0062] (Controlling the background music during the first game) Next, we will explain the background music (BGM) output during the first game. Figure 7 shows an example of the BGM output when the first game is played on the course exemplified in Figure 5. Figure 7 shows the relationship between the position of the player object during the first game and the output BGM.

[0063] As shown in Figure 7, in the first game, when multiple moving objects, including the player object, start from base area A1, background music (BGM) is output based on playlist PL_A1. Playlist PL_A1 is the playlist corresponding to base area A1. Here, the playlist is a list of multiple songs arranged in order. The songs are selected and played in the order they are stored in the playlist. While the player object travels along the inter-base route R1, a song is selected based on playlist PL_A1, and the selected song is played and output as background music.

[0064] Figure 8 shows an example of the playlist PL_A1.

[0065] As shown in Figure 8, playlist PL_A1 contains multiple songs. Playlist PL_A1 has 8 rows and includes songs numbered "1" through "8". Songs numbered "1" through "8" correspond to different types of songs M001 through M008, respectively. While the player object is traveling along the inter-base route R1, songs numbered "1" through "8" are played in the order of their row numbers. Specifically, when background music is output using playlist PL_A1, one of the songs numbered "1" through "8" is randomly selected and played as the current song. When the selected song finishes playing, the song at the next row number is selected and played as the current song. For example, if song M005 at row number "5" is selected first, when song M005 finishes playing, song M006 at row number "6" is selected as the current song and output as background music. Furthermore, once playback of track M006 (line number "6") finishes, track M007 (line number "7") is selected as the current track and output as background music.

[0066] For example, songs M001-M008 included in playlist PL_A1 are songs that express the regional characteristics of base area A1. For example, field F is divided into multiple areas, and each area has a set of regional characteristics. For example, the first area, which includes base area A1, may be an area related to the sea, and the second area, which includes base area A10, may be an area related to snow. For example, songs M001-M008 included in playlist PL_A1, which corresponds to base area A1, may be songs with a melody that evokes the sea in the player.

[0067] As shown in Figure 7, after the player object passes through the inter-base route R1, the stage-specific music MS02 is output as background music while it travels along the internal base route CA2 in base area A2. The stage-specific music MS02 is played repeatedly while the player object travels along the internal base route CA2.

[0068] Furthermore, a pre-announcement track may be played before the playback of the stage-specific song MS02 begins, and the playback of the stage-specific song MS02 may begin after the pre-announcement track ends. For example, when a player object approaches base area A2 (for example, when a player object reaches a predetermined position a predetermined distance before the gate of base route CA2), a pre-announcement track of the stage-specific song MS02 may be played, and the playback of the stage-specific song MS02 may begin after passing through the gate. In other embodiments, the playback of the stage-specific song MS02 may begin before the player object reaches base area A2 (for example, before passing through the gate of base route CA2).

[0069] Thus, in the first game, multiple moving objects, including the player object, start from one base area, travel along the inter-base route R to another base area, and complete a predetermined number of laps around the internal base route CA in that other base area. In this first game, while the player object is traveling along the inter-base route R, the music included in the first game's playlist is played in the order specified in the list and output as background music. While the player object is traveling along the internal base route CA, the stage-specific music is repeatedly output as background music.

[0070] In this embodiment, multiple playlists for the first game are prepared in advance. Figure 9 shows an example of multiple playlists for the first game.

[0071] As shown in Figure 9, in this embodiment, the following playlists are prepared in advance as playlists for the first game: playlist PL_A1, playlist PL_A2, playlist PL_A3, playlist PL_G, and playlist PL_N. These playlists are used in the first game while the player object is traveling along the inter-base route R.

[0072] Playlist PL_A1 is a playlist corresponding to base areas A1 and A4, and is used when the first game is played on a course starting from base area A1 or A4. Base areas A1 and A4 are, for example, areas related to the sea. Playlist PL_A1 has 8 lines and, as mentioned above, includes 8 types of music (M001~M008) that evoke the sea.

[0073] For example, if the first game is played on a course starting from base area A1 and going from base area A1 to base area A2 via inter-base route R1, then playlist PL_A1 will be used to select the background music while the player object is traveling through base area A1 or inter-base route R1. Similarly, if the first game is played on a course starting from base area A1 and going from base area A1 to base area A4 via inter-base route R11, then playlist PL_A1 will be used to select the background music while the player object is traveling through base area A1 or inter-base route R11. Furthermore, if the first game is played on a course starting from base area A4 and going from base area A4 to base area A5 via inter-base route R4, then playlist PL_A1 will be used to select the background music while the player object is traveling through base area A4 or inter-base route R4. Furthermore, for example, if the first game is played on a course starting from base area A4 and proceeding from base area A4 to base area A1 via inter-base route R11, then while the player object is traveling through base area A4 or inter-base route R11, playlist PL_A1 will be used to select the background music.

[0074] Furthermore, playlist PL_A2 is a playlist corresponding to base areas A6, A7, and A8, and is used when the first game is played on a course starting from base area A6, A7, or A8. Playlist PL_A2 has, for example, 15 lines and contains 15 different songs. Base areas A6, A7, and A8 also have similar regional characteristics, and the multiple songs included in playlist PL_A2 are songs with musical styles appropriate to those regions. When background music is output using playlist PL_A2, similar to the above, one of the line numbers "1" to "15" is randomly selected as the current song at first, and when the playback of the selected song finishes, the song with the next line number is selected as the current song and played.

[0075] Furthermore, playlist PL_A3 is a playlist corresponding to base area A3, and is used when the first game is played on a course that starts from base area A3. Playlist PL_A3, for example, has "6" rows and contains 6 different songs.

[0076] Playlists PL_A1 to A3 are playlists corresponding to the base areas where the starting points of the first game are located. These playlists corresponding to base areas are referred to here as "base-corresponding playlists." In addition to playlists PL_A1 to A3, base-corresponding playlists for each base area may be prepared in advance.

[0077] Furthermore, playlist PL_G is a playlist used in general-purpose play in the first game, and is used when the starting point is a base area other than any of the base areas mentioned above. Here, playlist PL_G is sometimes referred to as the "general-purpose playlist". Playlist PL_G has, for example, "50" rows and contains 50 different songs.

[0078] Playlist PL_N is a list used in the first game when the player object is traveling along the inter-base route R, and is a playlist used when the in-game time is nighttime. In the game of this embodiment, the in-game time (0:00 to 24:00) is set. The in-game time may be a different time from the current time on the clock installed in the main unit 2, and progresses as time passes. For example, the in-game time may be divided into morning, noon, evening, and night. Playlist PL_N may be used, for example, when the in-game time is from 19:00 to 3:00. Playlist PL_N may have, for example, "80" rows and contain 40 types of music.

[0079] Figure 10 shows an example of multiple songs included in the playlist PL_N. As shown in Figure 10, in the playlist PL_N, songs from row numbers "1" to "80" are arranged in order. Songs from row numbers "1" to "40" correspond to 40 different songs M101 to M140, respectively. Additionally, these 40 songs (songs M101 to M140) are arranged in a different order from row numbers "41" to "80". For example, song M125 is associated with row number "41", and song M110 is associated with row number "42". When background music is output using the playlist PL_N, one of the songs from row numbers "1" to "80" is randomly selected and played as the current song first. When the playback of the selected song finishes, the song from the next row number is selected and played as the current song. In a playlist, different types of songs are arranged randomly, and by playing each song in the order of the line numbers, various songs can be played in different orders and output as background music.

[0080] Note that the in-game time may change while the player object is traveling along the inter-base route R. For example, the in-game time may change from evening to night while a song from playlist PL_A1 is playing. In this case, after the currently playing song finishes, the playlist used to select the background music will change from playlist PL_A1 to playlist PL_N.

[0081] Thus, during the first game, when the in-game time is not nighttime, background music (BGM) is output using a playlist corresponding to the base area that includes the starting point of base route R, while the player object is traveling along that base route R. This allows for the incorporation of regional characteristics into the selection of BGM to be output.

[0082] Furthermore, if the first game is played consecutively, the same playlist may be used consecutively to select the background music (BGM). For example, if the first game is played repeatedly starting from a sea-related area (base area A1 or A4), playlist PL_A1 will be used consecutively. In this case, the same song may be output as BGM multiple times in a short period of time, or the order of the outputted BGM may be the same. To suppress this, in this embodiment, if the same base-specific playlist is used consecutively a predetermined number of times, a general-purpose playlist will be used next. For example, consider a case where the first game is played consecutively starting from a sea-related area. In this case, while the player object is traveling along the base-to-base route R, the BGM will be selected using playlist PL_A1. If playlist PL_A1 is used for, for example, four times consecutively, even if the first game is played again starting from a sea-related area, while the player object is traveling along the base-to-base route R, the BGM will be selected using playlist PL_G. Furthermore, if, after the first game has finished, the first game is played again with a sea-related area as the starting point, the background music (BGM) will be selected using playlist PL_A1 while the player object is traveling along the inter-base route R. By changing the playlist used for BGM selection in this way, it is possible to prevent the same song from being output as BGM multiple times in a short period of time, or to prevent the BGM from being output in the same order.

[0083] Furthermore, each playlist shown in Figure 9 may contain the same type of music. For example, playlist PL_A1 contains music M01-M08, but playlist PL_A2 may also contain any of music M01-M08. Also, playlist PL_G may contain music that is included in other playlists.

[0084] Since each playlist contains the same songs, if the first game is played consecutively, the same song may be output as background music (BGM) within a relatively short period of time, even if different playlists are used. In this embodiment, in order to suppress the output of the same song as BGM within a relatively short period of time, a history of songs that have been output as BGM in a predetermined period of time is stored as the playback song history. For example, the 10 most recently played songs are stored as the playback song history. When selecting a song from a playlist as the current song, if that song is included in the playback song history, that song is skipped and the next numbered song is selected as the current song and played.

[0085] Next, we will explain the playlist for the third game. Figure 11 shows an example of a playlist for the third game.

[0086] As shown in Figure 11, two playlists are prepared in advance for the third game (free run): for example, playlist PL_F and playlist PL_FN.

[0087] Playlist PL_F is used in the third game when the in-game time is not nighttime. For example, playlist PL_F has 500 lines and contains 150 different songs. During the third game, when the in-game time is not nighttime, multiple songs from playlist PL_F are selected sequentially and output as background music. Details about playlist PL_F are omitted.

[0088] Playlist PL_FN is used in the third game when the in-game time is nighttime. For example, playlist PL_FN has 100 lines and contains 30 songs. During the third game, when the in-game time is nighttime, multiple songs from playlist PL_FN are selected sequentially and output as background music. Details about playlist PL_FN are omitted.

[0089] The third game playlist (playlist PL_F or playlist PL_FN) may include songs from the first game playlist (playlists PL_A1-A3, PL_G, or PL_N). For example, the third game playlist PL_FN, used when the in-game time is nighttime, may include songs from the first game playlist PL_N, also used when the in-game time is nighttime. The third game playlist does not necessarily have to include songs from the first game playlist.

[0090] (Control of the background music in the fourth game and during the fourth game) Next, we will explain the fourth game in detail. Figure 12 shows an example of the course for the fourth game.

[0091] As shown in Figure 12, in the fourth game, a course is set that includes, for example, inter-base route R1, inter-base route R2, inter-base route R3, and intra-base route CA11. In the fourth game, multiple moving objects, including player objects, start from base area A1 (for example, the gate of intra-base route CA1), enter inter-base route R1 without (or after) circling intra-base route CA1, and pass through inter-base route R1 to checkpoint CP1 in base area A2 (for example, the gate of intra-base route CA2). After passing checkpoint CP1, multiple moving objects enter inter-base route R2 without (or after) circling intra-base route CA2, and pass through inter-base route R2 to checkpoint CP2 in base area A3 (for example, the gate of intra-base route CA3). Furthermore, after passing checkpoint CP2, multiple moving objects enter the inter-base route R3 without (or after) circling the internal base route CA3, and pass through the inter-base route R3 to checkpoint CP3 in base area A11 (for example, the gate of internal base route CA11). Ranking is determined at each checkpoint, and only the higher-ranking moving objects pass through the checkpoint and continue the race, while lower-ranking moving objects are eliminated from the race in the fourth game without passing through the checkpoint. Then, the multiple moving objects that have passed checkpoint CP3 circle the internal base route CA11 a predetermined number of times (for example, once or multiple times) to reach the finish line (gate) of the internal base route CA11.

[0092] Figure 13 shows an example of background music (BGM) output when the fourth game is played on the course shown in Figure 12. Figure 13 shows the relationship between the position of the player object during the fourth game and the output BGM. Furthermore, Figure 13 is explained assuming that the player object passes through each checkpoint (CP).

[0093] As shown in Figure 13, if the player object starts from, for example, base area A1, the stage-specific music MS01 corresponding to base area A1 is output as background music. While the player object starts from base area A1 and travels along the inter-base route R1, the stage-specific music MS01 is played repeatedly and output as background music.

[0094] While the player object passes through checkpoint CP1 in base area A2 and travels along the inter-base route R2, stage-specific music MS02 corresponding to base area A2 is repeatedly played and output as background music. Before the playback of stage-specific music MS02 begins, a BGM switching period is provided. During the switching period, control is performed to ensure a smooth transition from stage-specific music MS01 to stage-specific music MS02.

[0095] For example, if the player object approaches base area A2 (for example, if the player object reaches a predetermined position a predetermined distance before checkpoint CP1), the currently playing stage-specific song MS01 may transition to its outro. Once the currently playing stage-specific song MS01 ends, a preview track for the next stage-specific song MS02 corresponding to base area A2 may be played. The preview track is played repeatedly, and if the player object passes checkpoint CP1 in base area A2 while the preview track is playing, the playback of stage-specific song MS02 may begin.

[0096] While the player object passes checkpoint CP1 in base area A2 and travels along the inter-base route R2, the stage-specific music MS02 is played repeatedly and output as background music. When the player object approaches the next base area A3 (for example, when the player object reaches a predetermined position a predetermined distance before checkpoint CP2), the BGM switching period begins as described above, and when the player object passes checkpoint CP2, the stage-specific music MS03 corresponding to the next base area A3 begins playing. While the player object passes checkpoint CP2 and travels along the inter-base route R3, the stage-specific music MS03 is played repeatedly and output as background music.

[0097] Furthermore, when the player object approaches the next base area A11 (for example, when the player object reaches a predetermined position a predetermined distance before checkpoint CP3), the BGM transition period begins, and when the player object passes checkpoint CP3, playback of stage-specific music MS11 corresponding to the next base area A11 begins. While the player object passes checkpoint CP3 and circles the base route C11, stage-specific music MS11 is played repeatedly and output as background music.

[0098] Thus, in the fourth game, the player object travels through multiple routes between bases, and the stage-specific music corresponding to the base area where the starting point of each route is located is output as background music.

[0099] In the above embodiment, one stage-compatible song is provided for each base area. In other embodiments, multiple stage-compatible songs may be provided for each base area. For example, a stage-compatible song list containing multiple stage-compatible songs for each base area may be prepared in advance, and when playing a stage-compatible song in the first, second, or fourth game described above, any of the songs included in the stage-compatible song list may be selected and played. In this case, the songs included in the stage-compatible song list may be played in order. Alternatively, any of the songs included in the stage-compatible song list may be randomly selected, and the selected song may be played repeatedly.

[0100] For example, when the first game is played on the course shown in Figure 5, while the player object is traveling along the base route CA2, one of the multiple stage-compatible songs MS02 included in the stage-compatible song list may be selected and output as background music.

[0101] Furthermore, when the fourth game is played on the course shown in Figure 12, while the player object is traveling along the inter-base route R1, one of the multiple stage-compatible songs MS01 included in the stage-compatible song list may be selected and output as background music.

[0102] As described above, in this embodiment, the game (e.g., the first game described above) is played in a first mode in which a first type of racing game is played by a player object and other moving objects on one of several types of courses, which include at least one intrabase route, which is a route set in one of several base areas set in the field, and an interbase route, which is a route set as a route connecting base areas. While the player object is driving on the interbase route, music included in the first playlist (e.g., playlist PL_A1) selected from among several first types of playlists (e.g., playlists PL_A1 to PL_A3) based on the location of the interbase route (e.g., the starting position of the interbase route; base area A1) is played as background music. While the player object is traveling along a route within the base, a song from one of several second types of music (e.g., stage-specific music) or a second type of playlist (e.g., a list of stage-specific music) is played as background music (BGM). This second type of music is selected based on the base area corresponding to the route within the base (e.g., stage-specific music MS01 corresponding to base area A1) or a second type of playlist (e.g., multiple stage-specific music corresponding to base area A1).

[0103] This allows racing games, where races are held on courses set in various locations on the field, to incorporate regional characteristics into the selection of background music played.

[0104] In this embodiment, the in-game time is set. When the player object is traveling along a route between bases, if the in-game time is in a first time zone (for example, a time zone other than nighttime), the music included in the first playlist is output as background music. If the in-game time is in a second time zone (for example, nighttime), the music included in the third playlist (for example, playlist PL_N) is output as background music. This allows the background music to be selected according to the time of day.

[0105] In the above embodiment, when the in-game time was in a first time zone (for example, a time zone other than nighttime), while the player object was traveling along a route between bases, songs were selected and played sequentially from the first playlist (for example, playlists PL_A1 to PL_A3). Also, when the in-game time was in a second time zone (for example, nighttime), while the player object was traveling along a route between bases, songs were selected and played sequentially from the third playlist (for example, playlist PL_N).

[0106] In other embodiments, when the player object is traveling along a route between locations, only a predetermined number (one or more) of songs may be selected using the first playlist, and after the predetermined number of songs have been played, songs may be selected using a different fourth playlist. For example, when the player object is traveling along a route between locations, only the first song may be selected using the first playlist (e.g., playlist PL_A1). After the playback of the first song is finished, a fourth playlist (e.g., a general-purpose playlist PL_G, or a playlist different from playlist PL_G) may be used to select subsequent songs.

[0107] For example, in the first game, if a player object is traveling along a route between bases, a predetermined number of songs included in the first playlist will be played as background music. If the in-game time is within the first time period, songs included in the fourth playlist will be played as background music. If the in-game time is within the second time period, songs included in the third playlist may be played as background music.

[0108] Furthermore, in this embodiment, the game (e.g., the third game described above) can be run in a second mode in which the player object is driven on the field regardless of the course. In the second mode, when the in-game time is in the first time zone, the music included in the fifth playlist (e.g., playlist PL_F) is played as background music, and when the in-game time is in the second time zone, the music included in the sixth playlist (e.g., playlist PL_FN) is played as background music.

[0109] This allows the game to be played on a common field whether the player object is racing with other moving objects or not, and the background music played during the game can be set from both a regional and time-of-day perspective, depending on the mode of the game being played.

[0110] Furthermore, in this embodiment, a game (e.g., the fourth game described above) can be run in a third mode in which a second type of race is conducted on a course that includes at least a number of consecutive routes between bases. In the third mode, while driving along each route between bases, a second type of music or music included in the second playlist, corresponding to the base area corresponding to the starting position of the route between bases, may be played as background music. This makes it possible to continuously output music corresponding to the base areas as background music.

[0111] Furthermore, in this embodiment, a game (for example, the second game described above) can be run in a fourth mode in which a third type of race is held on a course that completes a predetermined number of laps around a route within the base. In the fourth mode, a second type of music or music included in a second playlist, corresponding to the base area that corresponds to the route within the base, may be played as background music.

[0112] (Details of game processing) Next, we will explain the details of the game processing for each of the games mentioned above.

[0113] Figure 14 shows an example of various data used in each game process. As shown in Figure 14, the memory of the game system 1 (for example, DRAM 27, storage medium or flash memory 26 installed in slot 29) stores the game program, player object data, other moving object data, field data, music data, playlist data, in-game time data, playlist history data, and played music history data.

[0114] The game program is a program for executing the game processing of each game in this embodiment (the processing shown in Figures X29 to 18, which will be described later). The game program is pre-stored in a storage medium or flash memory 26 installed in slot 29 and is loaded into DRAM 27 when a racing game is executed.

[0115] Player object data is data relating to player objects (objects to be operated on) controlled by the player of the main unit 2. Player object data includes, for example, data representing the shape of the player object and data indicating the position, orientation, speed, direction of movement, etc., of the player object.

[0116] Other moving object data includes data relating to other moving objects controlled by other players or processor 21. Other moving object data includes data representing the shape of each other moving object, and data indicating the position, orientation, speed, direction of movement, etc., of each other moving object. When the game is played in online multiplayer mode, other moving object data is obtained from other main units.

[0117] Field data represents the entire field. This field data includes data indicating multiple base areas and data indicating routes between multiple base areas.

[0118] Music data refers to the data for each song output as background music (BGM). This includes data for each of the multiple songs included in the first game's playlist, data for each of the multiple stage-specific songs, and data for each of the multiple songs included in the third game's playlist.

[0119] The playlist data includes data indicating each of the multiple first-game playlists (e.g., playlists PL_A1~A3, PL_G, and PL_N) and data indicating each of the multiple third-game playlists (e.g., playlists PL_F and PL_FN). Each playlist includes current position data. Current position data indicates the position of the song to be output as background music (BGM) and is the line number within that playlist. The song identified by the current position data of the selected playlist is played and output as background music. When playback of the song identified by the current position data ends, the current position data is updated. Specifically, the line number stored as the current position data is incremented. If the line number stored as the current position data is the last line number in that playlist, when playback of the song at that last line number ends, the song at line number 1 is selected and played.

[0120] In-game time data is data that indicates the time spent in the game. When a game is played in multiplayer mode using multiple console devices 2, the in-game time data is shared among the multiple console devices 2.

[0121] The playlist history data shows the history of playlists used in the most recent predetermined number of first games.

[0122] The playback history data is data that shows the history of a predetermined number of songs that have been played as background music (BGM) most recently. For example, the 10 songs that have been played as BGM most recently may be stored as the playback history data.

[0123] In addition to the data shown in Figure 14, various other types of data are also stored in Game System 1.

[0124] Next, we will explain the details of the game processing for each game performed in Game System 1. Before the game processing for each game begins, a game selection process is performed to select the type of game to play and the course to race on. In the game selection process, the player selects the type of game and the course to race on while navigating through multiple screens. Specifically, the game selection process selects which of the above-mentioned Games 1 to 4 to play based on the player's actions. The game selection process also selects whether to play the selected game in single-player mode or multiplayer mode based on the player's actions. Furthermore, if a type of game is selected, the game selection process selects one of several courses corresponding to that type of game based on the player's actions. The game selection process may also select the type of player object and vehicle object used by the player.

[0125] Below, we will specifically explain the game processing for each game selected during the game selection process, referring to Figures 15 to 18.

[0126] In this embodiment, the processor 21 of the main unit 2 executes the game program using memory (e.g., DRAM 27) to perform the processing of each step shown in Figures 15 to 18. However, in other embodiments, some of the processing of each step may be performed by a processor other than the processor 21 (e.g., a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (e.g., a server), some of the processing of each step may be performed by the other information processing device. The processing of each step may be performed in each of the multiple main unit 2, or some of the processing of each step may be performed in any of the multiple main unit 2. Furthermore, the processing of each step is merely an example, and the processing order of each step may be changed if similar results can be obtained, or other processing may be performed in addition to (or instead of) the processing of each step.

[0127] (First game processing) Figure 15 is a flowchart showing an example of the first game processing for the first game. The first game processing is executed when the first game is selected by the player during the game selection process. Here, we will explain the case where the first game is executed in online multiplayer mode.

[0128] First, the processor 21 performs an initial setup process (step S10). In the initial setup process, the processor 21 sets the course selected by the player. For example, if the player selects a course for the first game that includes the inter-base route R1 and the intra-base route CA2 shown in Figure 5, the processor 21 sets that course. Also, in the initial setup process, the processor 21 exchanges various information with other main unit devices 2. For example, information about the type of player object, information about the course for the first game, and information about in-game time are exchanged. For example, one of the multiple main unit devices 2 may set the in-game time, and the set in-game time may be shared with the other main unit devices 2. Alternatively, the server may set the in-game time, and the in-game time set by the server may be shared with each main unit device 2.

[0129] Next, the processor 21 selects a playlist for the first game (step S11). Here, the processor 21 selects a playlist for the first game that corresponds to the set course. Specifically, if the in-game time is nighttime, the processor 21 selects playlist PL_N as the playlist for the first game. If the in-game time is not nighttime, the processor 21 selects a playlist corresponding to the base area that contains the starting point of the set course as the playlist for the first game. For example, if a course including the inter-base route R1 and the intra-base route CA2 shown in Figure 5 is set, the processor 21 selects playlist PL_A1, which corresponds to base area A1 containing the starting point, as the playlist for the first game. If there is no playlist corresponding to base area A containing the starting point, the processor 21 selects playlist PL_G (general-purpose playlist) as the playlist for the first game. Furthermore, even if a playlist corresponding to base area A, which includes the starting point, exists, if that playlist is included in the playlist history data stored in memory (for example, if that playlist has been selected a predetermined number of times consecutively in the most recent first games), the processor 21 selects playlist PL_G (general-purpose playlist) as the playlist for the first game.

[0130] Next, the processor 21 performs the game start process (step S12). In the game start process, the processor 21 places a player object corresponding to the main unit 2 and multiple other moving objects corresponding to other main unit 2 at the starting point. Also in the game start process, the processor 21 selects one of the songs included in the first game playlist selected in step S11. For example, if the current position data corresponding to the selected first game playlist has not been set (for example, when selecting BGM using the first game playlist for the first time after starting the first game), the processor 21 sets the current position data corresponding to the first game playlist to select one of the multiple songs included in the first game playlist. The selected first game playlist and current position data are shared among the multiple main unit 2. For example, a specific main unit among the multiple main unit 2 randomly determines a row number and sets the determined row number in memory as current position data. The specific main unit transmits the first game playlist and current position data to the other main unit 2. Other main units store the first game playlist and current position data received from a specific main unit in their memory. This allows the other main units to select one of the multiple songs included in the first game playlist. If current position data corresponding to the first game playlist is already set in memory, the processor 21 updates the current position data and selects the next song included in the first game playlist. Specifically, the processor 21 selects the song with the next line number by incrementing the line number indicated by the current position data. The updated current position data is shared among the multiple main units 2. When the game start process is completed, the processor 21 starts the first game and begins playing the selected song. After starting the first game, the processor 21 then repeatedly executes steps S13 to S20 at predetermined frame time intervals (for example, 1 / 60 second intervals).

[0131] In step S13, the processor 21 acquires operation data. The processor 21 repeatedly acquires operation data from controllers 3 and 4 connected to the main unit 2 at predetermined time intervals (for example, every 1 / 200 second) and stores it in memory. In step S13, the processor 21 acquires the operation data stored in memory.

[0132] Next, the processor 21 performs game data transmission and reception processing (step S14). Here, the processor 21 transmits game data related to the player object to the other main unit 2 and receives game data related to other moving objects from the other main unit 2. The game data related to the player object includes data indicating the position, orientation, speed, direction of movement, etc. of the player object. The game data related to other moving objects also includes data indicating the position, orientation, speed, direction of movement, etc. of the other moving objects.

[0133] Next, the processor 21 performs movement object control processing (step S15). Here, the processor 21 controls multiple movement objects, including the player object and other movement objects. Specifically, the processor 21 updates the position, orientation, speed, and direction of movement of the player object based on operation data. The processor 21 also updates the position, orientation, speed, and direction of movement of other movement objects based on game data received from the other main unit 2.

[0134] Next, processor 21 performs BGM control processing (step S16). Here, processor 21 advances the playback time of the currently playing song by one frame. Also, when the player object is traveling on the inter-base route R (i.e., when the first game playlist is used to select the BGM), if the currently playing song ends, processor 21 increments the line number indicated by the current position data of the first game playlist to select the song with the next line number and starts playing the song with that next line number. Also, when the player object is traveling on the in-base route CA (i.e., when playing a stage-specific song), if the currently playing stage-specific song ends, processor 21 restarts playing that stage-specific song.

[0135] Furthermore, when the player object is traveling along the inter-base route R, processor 21 may change the primary game playlist based on the in-game time when the currently playing song ends. For example, if one of playlists PL_A1 to A3 is selected as the primary game playlist, and the in-game time changes to night when the currently playing song ends, processor 21 changes the primary game playlist to playlist PL_N. Also, if playlist PL_N is selected as the primary game playlist, and the in-game time changes to morning when the currently playing song ends, processor 21 changes the primary game playlist to the base-specific playlist corresponding to base area A, which contains the starting point (for example, one of playlists PL_A1 to A3). Then, processor 21 selects one of the songs included in the changed primary game playlist and starts playing the selected song. For example, if current position data corresponding to the modified first game playlist is not set (for example, when selecting background music using the first game playlist for the first time after starting the first game), the processor 21 randomly determines a line number and sets the determined line number as current position data in memory, thereby selecting one of the multiple songs included in the first game playlist. If current position data corresponding to the modified first game playlist is set, the processor 21 increments the line number indicated by the current position data to select the song corresponding to the next line number. Then, the processor 21 starts playing the selected song.

[0136] Next, the processor 21 determines whether it is time to switch background music (BGM) (step S17). Here, the processor 21 determines whether it is time to change to stage-specific music when BGM has been selected using the first game playlist. For example, the processor 21 may determine YES in step S17 if the player object reaches a predetermined position just before the next base area A2. Alternatively, the processor 21 may determine YES in step S17 if the player object reaches a predetermined position within the next base area A2 (for example, the gate of base route CA2).

[0137] If it is determined that it is time to switch the background music (Step S17: YES), the processor 21 performs the background music switching process (Step S18). Specifically, the processor 21 ends the currently playing background music and starts playing the stage-specific music corresponding to the next base area A. For example, when the player object reaches base area A2, the processor 21 starts playing the stage-specific music MS02 corresponding to base area A2. In addition, during the background music switching process, the processor 21 may play a preview track of the stage-specific music MS02 before switching from the music included in the first game playlist to the stage-specific music MS02.

[0138] If the process in step S18 is executed, or if NO is determined in step S17, the processor 21 performs image and sound output processing (step S19). Here, the processor 21 generates a game image based on the virtual camera and outputs the generated image to the display. The processor 21 also outputs sound, including the background music being played, from the speaker.

[0139] Next, the processor 21 determines whether the player object has reached the goal set on the base route (step S20). For example, the processor 21 determines whether the player object has circled the base route CA2 a predetermined number of times and reached the gate of the base route CA2.

[0140] If the player object has not reached the goal (step S20: NO), the processor 21 repeats the process in step S13.

[0141] If the player object reaches the goal (step S20: YES), the processor 21 determines whether or not to end the first game (step S21). Here, the processor 21 determines whether or not the player has given an instruction to end the first game.

[0142] If it is determined that the first game will not be completed (step S21: NO), the processor 21 repeats the process in step S10. This selects the course for the next first game based on the player's actions, and the first game is played again.

[0143] If it is determined that the first game should be terminated (step S21: YES), the processor 21 terminates the first game. When the first game is terminated, the current position data of each first game playlist is retained for the next BGM playback in other game modes. In another embodiment, the current position data may be cleared when the first game is terminated.

[0144] (Second game processing) Next, we will explain the second game processing related to the second game. Figure 16 is a flowchart showing an example of the second game processing. The second game processing is executed when the second game is selected by the player during the game selection process. Here, we will explain the case where the second game is executed in online multiplayer mode. Note that in Figure 16, we will mainly explain the processing that differs from Figure 15, and for processing that is the same as in Figure 15, the same step numbers are used and detailed explanations are omitted.

[0145] First, the processor 21 performs an initial setup process (step S30). In the initial setup process of step S30, based on the player's actions, one of the base areas A is selected, and a course is set that circles the base route CA of the selected base area multiple times. Also in step S30, the processor 21 exchanges various information with other main unit devices 2. For example, information about the type of player object, information about the course for the second game, and information about in-game time are exchanged. For example, one of the multiple main unit devices 2 may set the in-game time, and the set in-game time may be shared with the other main unit devices 2. Alternatively, the server may set the in-game time, and the in-game time set by the server may be shared with each main unit device 2.

[0146] Next, the processor 21 selects a stage-specific song corresponding to the set course (step S31). For example, if a course is set that involves circling the base route CA1 multiple times, the processor 21 selects the stage-specific song MS01.

[0147] Next, the processor 21 performs a game start process (step S32). In the game start process, the processor 21 places a player object corresponding to the main unit 2 and several other moving objects corresponding to other main unit 2 at the starting point. When the game start process is completed, the processor 21 starts the second game and begins playing the selected stage-corresponding music MS01. If the processor 21 has started the second game, it then repeatedly executes the processes of steps S13 to S20 at predetermined frame time intervals (for example, 1 / 60 second intervals).

[0148] Next, the processor 21 executes the processes in steps S13 to S15. These processes are the same as those in steps S13 to S15 in Figure 15.

[0149] After the processing in step S15, the processor 21 performs BGM control processing (step S33). Here, the processor 21 advances the playback time of the stage-specific music currently being played by one frame. Also, if the stage-specific music currently being played has finished, the processor 21 restarts playback of that stage-specific music.

[0150] After the processing in step S33, the processor 21 performs the processing in step S19, similar to that in Figure 15.

[0151] Next, processor 21 determines whether the player object has reached the goal set on the route within the base (step S20). If the goal has not been reached, it executes the process in step S13 again. If the player object has reached the goal (step S20: YES), processor 21 determines whether to end the second game (step S21). If it determines not to end the second game, it executes the process in step S30 again. If it determines to end the second game (step S21: YES), processor 21 ends the second game.

[0152] (Third game processing) Next, we will explain the third game processing related to the third game. Figure 17 is a flowchart showing an example of the third game processing. The third game processing is executed when the third game is selected by the player during the game selection process. Here, the third game is played in single-player mode. Note that in Figure 17, we will mainly explain the processing that differs from Figure 15, and for processing that is the same as in Figure 15, the same step numbers are used and detailed explanations are omitted.

[0153] First, the processor 21 places the player object on the field (step S50). For example, the processor 21 places the player object at a position on the field corresponding to the player's actions. Also in step S50, the processor 21 sets the in-game time.

[0154] Next, processor 21 selects a playlist for the third game (step S51). Here, if the in-game time is nighttime, processor 21 selects playlist PL_FN as the playlist for the third game. If the in-game time is not nighttime, processor 21 selects playlist PL_F as the playlist for the third game.

[0155] Next, the processor 21 performs a game start process (step S52). In the game start process, the processor 21 selects one of the songs included in the third game playlist selected in step S51. For example, if current position data corresponding to the selected third game playlist is not set (for example, when selecting BGM using the third game playlist for the first time after starting the game), the processor 21 randomly determines a line number and sets the current position data corresponding to the third game playlist, thereby selecting one of the multiple songs included in the third game playlist. If current position data corresponding to the third game playlist is already set in memory, the processor 21 increments the line number indicated by the current position data to select the song for the next line number. When the game start process is completed, the processor 21 starts the third game and begins playing the selected song. If the processor 21 has started the third game, it then repeatedly executes the processes of steps S13 to S21 at predetermined frame time intervals (for example, 1 / 60 second intervals).

[0156] Next, the processor 21 performs the same process as in step S13 shown in Figure 15.

[0157] After the processing in step S13, the processor 21 performs player object control processing (step S53). Here, the processor 21 updates the position, orientation, velocity, direction of movement, etc. of the player object based on the operation data.

[0158] After the processing in step S53, the processor 21 performs BGM control processing (step S54). Here, the processor 21 advances the playback time of the currently playing song by one frame. Also, when the currently playing song finishes, the processor 21 increments the line number indicated by the current position data of the third game playlist to select the song with the next line number, and starts playing the song with that next line number.

[0159] The processor 21 may change the third game playlist based on the in-game time when the currently playing song ends. For example, if playlist PL_F is selected as the third game playlist, and the in-game time changes to night when the currently playing song ends, the processor 21 changes the third game playlist to playlist PL_FN. Also, if playlist PL_FN is selected as the third game playlist, and the in-game time changes to morning when the currently playing song ends, the processor 21 changes the third game playlist to playlist PL_F. Then, the processor 21 selects one of the songs included in the changed third game playlist and starts playing the selected song. For example, if current position data corresponding to the changed third game playlist is not set (for example, when selecting BGM using the third game playlist for the first time after starting the game), the processor 21 randomly determines a row number and sets the determined row number as current position data in memory, thereby selecting one of the songs included in the third game playlist. Furthermore, if current position data corresponding to the modified third game playlist is set, the processor 21 increments the line number indicated by the current position data to select the song at the next line number. Then, the processor 21 starts playing the selected song.

[0160] After the processing in step S54, the processor 21 performs the processing in step S19, similar to that in Figure 15.

[0161] Next, the processor 21 determines, for example, whether to terminate the third game based on the player's actions (step S21). If it determines not to terminate the third game, it repeats the process in step S13. If it determines to terminate the third game (step S21: YES), the processor 21 terminates the third game. When the third game is terminated, the current position data for each third game playlist is retained for the next BGM playback in other game modes. In another embodiment, the current position data may be cleared when the third game is terminated.

[0162] (Fourth game processing) Next, we will explain the fourth game processing related to the fourth game. Figure 18 is a flowchart showing an example of the fourth game processing. The fourth game processing is executed when the fourth game is selected by the player during the game selection process. Here, we will explain the case when the fourth game is executed in online multiplayer mode. Note that in Figure 18, we will mainly explain the processing that differs from Figure 15, and for processing that is the same as in Figure 15, the same step numbers are used and detailed explanations are omitted.

[0163] First, the processor 21 performs an initial setup process (step S70). In the initial setup process of step S70, a course is set based on the player's actions, which involves traversing multiple inter-base routes R and finally reaching the intra-base route CA a predetermined number of times. Here, it is assumed that the course shown in Figure 12 is set based on the player's actions from among multiple courses. Also in step S70, the processor 21 exchanges various information with other main unit devices 2. For example, information about the type of player object, information about the course for the fourth game, and information about in-game time are exchanged. For example, one of the multiple main unit devices 2 may set the in-game time, and the set in-game time may be shared with the other main unit devices 2. Alternatively, the server may set the in-game time, and the in-game time set by the server may be shared with each main unit device 2.

[0164] Next, the processor 21 selects the music corresponding to the first stage of the set course (step S71). Specifically, the processor 21 selects the music corresponding to the stage corresponding to the starting point of the set course. For example, if the fourth game is played using the course shown in Figure 12, the processor 21 selects the music corresponding to the first stage, MS01.

[0165] Next, the processor 21 performs a game start process (step S72). In the game start process, the processor 21 places a player object corresponding to the main unit 2 and several other moving objects corresponding to other main unit 2s at the starting point. When the game start process is completed, the processor 21 starts the fourth game and begins playing the selected stage-corresponding music MS01. If the processor 21 has started the fourth game, it then repeatedly executes the processes in steps S13 to S76 at predetermined frame time intervals (for example, 1 / 60 second intervals).

[0166] Next, the processor 21 executes the processes in steps S13 to S15. These processes are shown in Figure 15.

[0167] After the processing in step S15, the processor 21 performs BGM control processing (step S73). Here, the processor 21 advances the playback time of the stage-specific music currently being played by one frame. Also, when the stage-specific music currently being played has finished, the processor 21 restarts playback of that stage-specific music.

[0168] After processing in step S73, the processor 21 determines whether it is time to switch the background music (step S74). The processor 21 determines, for example, whether the player object is located within a predetermined range including the checkpoint CP of the next base area (for example, within a predetermined distance from the checkpoint CP).

[0169] If it is determined that it is time to switch the background music (Step S74: YES), the processor 21 performs the background music switching process (Step S75). For example, in the background music switching process, the processor 21 transitions the currently playing stage-corresponding music to its outro. For example, if the player object is traveling along the inter-base route R1 and reaches a predetermined position before checkpoint CP1 in the next base area A2, the processor 21 transitions the currently playing stage-corresponding music MS01 to its outro. After some time has elapsed since the transition to the outro and the stage-corresponding music MS01 has finished, the processor 21 plays a preview track for the next stage-corresponding music MS02 corresponding to the next base area A2. If the player object passes checkpoint CP1 in the next base area A2 while the outro of stage-corresponding music MS01 is playing, or while the preview track for the next stage-corresponding music MS02 is playing, the processor 21 terminates the currently playing stage-corresponding music MS01 or preview track and starts playing the next stage-corresponding music MS02. The pre-announcement track is looped until the stage-specific song MS02 begins playing. In another embodiment, the stage-specific song MS02 may begin playing when the fixed-length pre-announcement track ends.

[0170] If the process in step S75 is executed, or if NO is determined in step S74, the processor 21 executes the process in step S19, similar to that in Figure 15.

[0171] After processing in step S19, the processor 21 determines whether the player object has reached the goal (step S76). If the player object has reached the goal (step S76: YES), the processor 21 terminates the processing of the fourth game. If the player object has not reached the goal (step S76: NO), the processor 21 executes the processing in step S13 again. Note that this explanation assumes that the player object passes through each checkpoint CP and completes a predetermined number of laps of the final base route. When the player object reaches each checkpoint, a determination is made as to whether or not to eliminate the player object from the fourth game based on the rank at the time of reaching that checkpoint. If the rank of the player object when it reaches each checkpoint is lower than a predetermined rank, the player object does not pass through the checkpoint and is eliminated from the fourth game. This concludes the explanation of Figure 18.

[0172] The process shown in the flowchart above is merely an example, and the order and content of the process may be changed as appropriate.

[0173] As described above, in this embodiment, in the first game, multiple moving objects, including a player object, start from a base area, travel along the inter-base route R to reach another base area, and play a race game on a course that circles a predetermined number of times within the base area. In the first game, while the player object is traveling along the inter-base route R, one of several songs included in the first game playlist (base-corresponding playlist) corresponding to the base area where the starting point is located is output as background music. Also, while the player object is traveling along the base-corresponding route, the stage-corresponding song corresponding to that base area is output as background music.

[0174] In the second game, multiple moving objects, including the player object, participate in a race game on a course that circles a predetermined route within the base. In the second game, while the player object is circling the route within the base area, the stage-specific music corresponding to that base area is played as background music.

[0175] Furthermore, in the third game, the player object can move freely around the field. During the third game, regardless of the player object's position, one of the multiple songs included in the third game's playlist will be played as background music.

[0176] In addition, in the fourth game, multiple moving objects, including the player object, start from a base area and race on a course that involves traversing a predetermined number of laps around the base area's internal route, passing through multiple consecutive base routes R. In the fourth game, while the player object is traveling along each base route R, the stage-specific music corresponding to the starting position (start point or checkpoint) of each base route R is output as background music.

[0177] In addition to the first to fourth games described above, a fifth game may also be played. For example, the fifth game is a racing game played in online multiplayer mode. In the fifth game, multiple moving objects, including player objects, race on a course that includes the inter-base route R and the intra-base route CA. Specifically, in the fifth game, multiple races are held on a course that includes the inter-base route R and the intra-base route CA. In the fifth game, multiple moving objects pass through multiple different base areas to reach the final base area. The fifth game includes, for example, the first race, the second race, and the third race. For example, in the first race, multiple moving objects, including player objects, complete multiple laps of the intra-base route CA1 in base area A1 to reach the goal. In the second race, multiple moving objects, including player objects, start from the base area A1 they reached, pass through the inter-base route R1, and reach the goal located in base area A2. In the third race, multiple moving objects, including the player object, start from base area A2, travel along the inter-base route R2, and reach the goal located in base area A3.

[0178] During the execution of the fifth game, background music may be selected in the same way as in the first game. For example, when the first race is taking place, while the player object is traveling on the inter-base route R1, the music included in playlist PL_A1 corresponding to base area A1 may be output as background music, and while the player object is traveling on the in-base route CA2, the stage-specific music MS02 corresponding to base area A2 may be output as background music. Also, when the in-game time is night, while the player object is traveling on the inter-base route R1, the music included in playlist PL_N may be output as background music.

[0179] During the execution of the fifth game, background music (BGM) will be output based on the playlist for the fifth game. Specifically, while multiple races, including the first race, are taking place, the songs included in the playlist for the fifth game may be played in the order listed and output as background music.

[0180] (modified version) Although this embodiment has been described above, the above embodiment is merely an example, and modifications such as the following may be made.

[0181] For example, in the above embodiment, during the first game, while the player object was traveling along the inter-base route R, background music was selected using a playlist for the first game (base-dependent playlist) selected based on the starting position of the inter-base route R. The base-dependent playlist may be selected not only based on the starting position, but also based on the location of the inter-base route R on the field.

[0182] Furthermore, in the above embodiment, in the first game, while the player object is traveling along the inter-base route R, music included in the first game playlist is output as background music, and while the player object is traveling along the inter-base route R and then along the in-base route CA, stage-specific music is output as background music. In other embodiments, in the first game, even while the player object is traveling along the inter-base route R and then along the in-base route CA, music selected from the first game playlist may be output as background music.

[0183] Furthermore, in the above embodiment, the first game playlist and the third game playlist are provided with a playlist used when the in-game time is in a first time zone (for example, a time zone other than nighttime) and a playlist used when the in-game time is in a second time zone (for example, nighttime), and no stage-specific music is provided for each stage. In other embodiments, the stage-specific music may also include a first stage-specific song used when the in-game time is in a first time zone and a second stage-specific song used when the in-game time is in a second time zone.

[0184] Furthermore, in the above embodiment, the third game is executed on one main unit 2, and only the player object corresponding to the player of the main unit 2 is placed in the virtual space and moves around the field. In the third game, multiple main units 2 may communicate with each other (for example, via the internet), and the player objects corresponding to the players of each of the multiple main units 2 may be placed in the same virtual space and move around the field. In this case, the in-game time may be shared among the multiple main units 2. Also, the playlist for the third game and the current position data may be shared among the multiple main units 2. For example, a specific main unit among the multiple main units 2 may set the playlist for the third game and the current position data and send it to the other main units. This makes it possible to output a common background music in the third game executed by each of the multiple players.

[0185] Furthermore, in the above embodiment, when the fourth game is played, stage-specific music corresponding to each base area is output as background music. In other embodiments, when the fourth game is played, while the player object is traveling along the route between bases, background music may be selected based on a playlist for the fourth game, which contains multiple songs. The playlist for the fourth game may be the same as or different from the playlist for the first game. Also, the playlist for the fourth game may be the same as or different from the playlist for the third game.

[0186] Furthermore, in the above embodiment, each playlist (each first game playlist and each third game playlist) may contain the same song. In other embodiments, each playlist may not contain the same song. Also, in the above embodiment, stage-specific songs are not included in each playlist, but in other embodiments, stage-specific songs may be included in each playlist.

[0187] Furthermore, in the above embodiment, when the first game is played in multiplayer mode, the selected playlist for the first game and current position data indicating the position within the first game playlist are shared by communicating between multiple main units. Then, each main unit plays the song at the position indicated by the current position data in the first game playlist. The current position data may also be playback position data indicating the current playback location in the first game playlist. The playback position data may also be data indicating which song in the first game playlist is currently playing. Alternatively, the playback position data may indicate which song in the first game playlist is currently playing, as well as the playback position within that song (position from the beginning of the song).

[0188] Furthermore, the methods used to select background music in each of the first to fourth games described above may be combined in any way. Also, a game program capable of running at least one of the first to fourth games may be constructed.

[0189] For example, a game program capable of running both a first game and a third game may be configured. In the first game, while the player object is traveling along the route R between bases, background music may be selected using a playlist for the first game that corresponds to the location on the route R. In the third game, where the player object is moved around the field without a set path, background music may be selected using a playlist for the third game.

[0190] Furthermore, for example, if a game program is configured that can execute both the third and fourth games, and the third game moves the player object on the field without setting a path for the player object to move, the background music may be selected using a playlist for the third game. Also, in the fourth game, where a course is set that includes multiple consecutive routes between bases, the background music may be stage-specific music corresponding to each base area while the player object is traveling along each route between bases.

[0191] Furthermore, for example, a game program capable of executing both the first and fourth games may be configured. In the first game, while the player object is traveling along the inter-base route R, background music may be selected using a playlist for the first game corresponding to the location on the inter-base route R. Also, in the fourth game, which is set up with a course including multiple consecutive inter-base routes, while the player object is traveling along each inter-base route, stage-specific music corresponding to each base area may be output as background music.

[0192] Furthermore, the above-described process may be performed not only in game system 1, but also in any other information processing device or information processing system. The information processing system may consist of multiple devices, and these multiple devices may be connected via a network (for example, a LAN or the Internet).

[0193] Furthermore, the configurations of the above embodiments and their modified forms can be combined in any way, as long as they do not contradict each other. Also, the above is merely an example of the present invention, and various other improvements and modifications may be made. [Explanation of symbols]

[0194] 1. Game System 21 processors 51 Moving Objects

Claims

1. On the computer, Based on the input, the target object is moved on a field in the virtual space. In a first mode in which a first type of race is performed between the target object and at least one other moving object in one of several types of courses, which include at least an intra-base route that is a route set in one of the multiple base areas set in the field, and an inter-base route that is set as a route connecting the base areas, While driving along the aforementioned route between bases, music included in a first playlist selected from among multiple first types of playlists based on the location of the route between bases is played as background music. A game program that, while driving along the aforementioned route within a base, plays as background music (BGM) a song from a second type of song or a second type of playlist selected from among multiple second types of songs or second types of playlists based on the base area corresponding to the route within the base.

2. To the aforementioned computer, In the first mode, While traveling along the aforementioned route between bases, When the in-game time is in the first time zone, the music included in the first playlist is played as background music. The game program according to claim 1, wherein when the in-game time is in the second time zone, a song included in the third playlist is played as background music.

3. To the aforementioned computer, In the first mode, While driving along the aforementioned route between bases, after playing a predetermined number of songs included in the first playlist, When the in-game time is within the first time period, the music included in the fourth playlist is played as background music. The game program according to claim 2, wherein when the in-game time is within the second time period, the music included in the third playlist is played as background music.

4. To the aforementioned computer, The game program according to claim 1, wherein the first playlist is selected from among the first types of playlists according to the base area corresponding to the starting position of the base route.

5. The aforementioned computer further: In a second mode in which the object to be operated is driven on the field regardless of the course, When the in-game time zone is the first time zone, the songs included in the fifth playlist will be played as background music. The game program according to claim 1, wherein when the in-game time zone is the second time zone, a song included in the sixth playlist is played as background music.

6. To the aforementioned computer, In a third mode of conducting a second type of race on a course that includes at least a number of consecutive routes between the aforementioned bases, The game program according to claim 1, wherein, while driving along each of the aforementioned routes between bases, a second type of music or music included in the second playlist, corresponding to the base area corresponding to the starting position of the said route between bases, is played as background music.

7. To the aforementioned computer, In a fourth mode in which a third type of race is conducted on a course that consists of a predetermined number of laps around the aforementioned base route, The game program according to claim 1, which plays a second type of music or a music included in the second playlist as background music, corresponding to the base area corresponding to the route within the base.

8. The aforementioned computer further: Based on data from other players obtained through communication, the system controls the other at least one mobile object to conduct the first type of race as a competition with other players. In the first type of race, The game program according to claim 1, which transmits a selected playlist and playback location data indicating the part currently being played in the playlist, or plays the background music based on the received playback location data.

9. An information processing system comprising a processor, wherein the processor is Based on the input, the target object is moved on a field in the virtual space. In a first mode in which a first type of race is performed between the target object and at least one other moving object in one of several types of courses, which include at least an intra-base route that is a route set in one of the multiple base areas set in the field, and an inter-base route that is set as a route connecting the base areas, While driving along the aforementioned route between bases, music included in a first playlist selected from among multiple first types of playlists based on the location of the route between bases is played as background music. An information processing system that, while driving along the aforementioned route within a base station, plays as background music (BGM) a song included in a second type of song or a second type of playlist selected from a plurality of second types of songs or second types of playlists based on the base station area corresponding to the route within the base station.

10. The aforementioned processor, In the first mode, While traveling along the aforementioned route between bases, When the in-game time is in the first time zone, the music included in the first playlist is played as background music. The information processing system according to claim 9, wherein when the in-game time is in the second time zone, a song included in the third playlist is played as background music.

11. The aforementioned processor, In the first mode, While driving along the aforementioned route between bases, after playing a predetermined number of songs included in the first playlist, When the in-game time is within the first time period, the music included in the fourth playlist is played as background music. The information processing system according to claim 10, wherein when the in-game time is in the second time period, the music included in the third playlist is played as background music.

12. The aforementioned processor, The information processing system according to claim 9, wherein the first playlist is selected from among the first types of playlists according to the base area corresponding to the starting position of the base route.

13. The aforementioned processor further, In a second mode in which the object to be operated is driven on the field regardless of the course, When the in-game time zone is the first time zone, the songs included in the fifth playlist will be played as background music. The information processing system according to claim 9, wherein when the in-game time zone is the second time zone, a song included in the sixth playlist is played as background music.

14. The aforementioned processor, In a third mode of conducting a second type of race on a course that includes at least a number of consecutive routes between the aforementioned bases, The information processing system according to claim 9, wherein, while traveling along each of the aforementioned routes between bases, a second type of music or music included in the second playlist, corresponding to the base area corresponding to the starting position of the said route between bases, is played as background music.

15. The aforementioned processor, In a fourth mode in which a third type of race is conducted on a course that consists of a predetermined number of laps around the aforementioned base route, The information processing system according to claim 9, which plays a second type of music or a music included in the second playlist as background music, corresponding to the base area corresponding to the route within the base.

16. The aforementioned processor further, Based on data from other players obtained through communication, control the other at least one moving object and have it compete in the first type of race against the other player. In the first type of race, The information processing system according to claim 9, which transmits a selected playlist and playback location data indicating the part currently being played in the playlist, or plays the background music based on the received playback location data.

17. Information processing method, Based on the input, the target object is moved on a field in a virtual space. In a first mode in which a first type of race is performed between the target object and at least one other moving object in one of several types of courses, which include at least an intra-base route that is a route set in one of the multiple base areas set in the field, and an inter-base route that is set as a route connecting the base areas, During travel along the aforementioned route between bases, music included in a first playlist selected from among multiple first types of playlists based on the location along the route between bases is played as background music. An information processing method comprising playing, as background music (BGM) a song included in a second type of song or a second type of playlist selected from a plurality of second types of songs or second types of playlists based on the base area corresponding to the base area route, while driving along the aforementioned base route.

18. In the first mode, While traveling along the aforementioned route between bases, When the in-game time is in the first time zone, the music included in the first playlist is played as background music. The information processing method according to claim 17, further comprising playing a song included in a third playlist as background music when the in-game time is in a second time zone.

19. In the first mode, While driving along the aforementioned route between bases, after playing a predetermined number of songs included in the first playlist, When the in-game time is within the first time period, play the music included in the fourth playlist as background music. The information processing method according to claim 18, further comprising playing a song included in the third playlist as background music when the in-game time is in the second time period.

20. The information processing method according to claim 17, further comprising selecting the first playlist from among the first types of playlists according to the base area corresponding to the starting position of the base route.

21. In a second mode in which the object to be operated is driven on the field regardless of the course, When the in-game time zone is the first time zone, play the songs included in the fifth playlist as background music. The information processing method according to claim 17, further comprising playing a song included in the sixth playlist as background music when the in-game time zone is the second time zone.

22. In a third mode of conducting a second type of race on a course that includes at least a number of consecutive routes between the aforementioned bases, The information processing method according to claim 17, further comprising playing, as background music, a second type of music or music included in the second playlist, corresponding to the base area corresponding to the starting position of each of the aforementioned base routes, while driving along the said base route.

23. In a fourth mode in which a third type of race is conducted on a course that consists of a predetermined number of laps around the aforementioned base route, The information processing method according to claim 17, further comprising playing a second type of music or a music included in the second playlist as background music, corresponding to the base area corresponding to the route within the base.

24. Controlling the other at least one moving object based on data of other players obtained through communication, and having it participate in the first type of race as a competition with other players, In the first type of race, The information processing method according to claim 17, comprising transmitting a selected playlist and playback location data indicating the part currently being played in the playlist, or playing the background music based on the received playback location data.

25. An information processing apparatus comprising a processor, wherein the processor is Based on the input, the target object is moved on a field in the virtual space. In a first mode in which a first type of race is performed between the target object and at least one other moving object in one of several types of courses, which include at least an intra-base route that is a route set in one of the multiple base areas set in the field, and an inter-base route that is set as a route connecting the base areas, While driving along the aforementioned route between bases, music included in a first playlist selected from among multiple first types of playlists based on the location of the route between bases is played as background music. An information processing device that, while driving along the aforementioned route within a base station, plays as background music (BGM) a song included in a second type of song or a second type of playlist selected from a plurality of second types of songs or second types of playlists based on the base station area corresponding to the route within the base station.

26. The aforementioned processor, In the first mode, While traveling along the aforementioned route between bases, When the in-game time is in the first time zone, the music included in the first playlist is played as background music. The information processing device according to claim 25, which plays a song included in a third playlist as background music when the in-game time is in a second time zone.

27. The aforementioned processor further, In a second mode in which the object to be operated is driven on the field regardless of the course, When the in-game time zone is the first time zone, the songs included in the fifth playlist will be played as background music. The information processing device according to claim 25, which plays a song included in the sixth playlist as background music when the in-game time zone is the second time zone.