Information processing program, information processing device, information processing system, and information processing method

Through information processing programs and equipment, the joint operation method of characters and decorations is realized, which solves the inconvenience of operation in multiplayer mode and the complexity of single-player mode, and improves the smoothness and fun of the game.

JP7625551B2Active Publication Date: 2025-02-03NINTENDO CO LTD
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Patent Information

Application Number
JP2022084082
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-23
Publication Date
2025-02-03
Estimated Expiration
2042-05-23

AI Technical Summary

Technical Problem

In multiplayer mode, the second player needs to leave the protagonist when operating the character decoration, which leads to inconvenience in operation and the operation complexity in single-player mode.

Method used

Through information processing programs and devices, the joint operation method of characters and decorations is realized, allowing sharing operations between players in multiplayer mode, and switching role operations in single-player mode to optimize operation fluency.

Benefits of technology

Simplifies operational complexity in multiplayer mode, improves the collaboration experience among players, and enhances operational flexibility and fun in single-player mode.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an information processing program, an information processing device, an information processing system, and an information processing method capable of improving operational easiness in a game having an element to integrate a plurality of objects, which are operation objects.SOLUTION: In a single play mode, a sight is moved by a first operation method using a sight movement instruction input, an operation target object is caused to execute an action by a second operation method using an action instruction input, and the operation target object is moved by a third operation method. In a multi-play mode, a sight is moved by a first operation method executed by a first player, the operation target object is caused to execute an action by a second operation method executed by the first player, and the operation target object is moved by a fourth operation method based on a movement input of a second player.SELECTED DRAWING: Figure 25
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Description

[Technical field]

[0001] The present disclosure relates to game processing for moving a player character object or the like in a multiplayer game. [Background technology]

[0002] Conventionally, games that allow both single play and multiplayer have been known. Furthermore, among such games, games that have an element of combining (integrating) objects that can be operated by each player are also known. For example, a game is known in which a character object is wearing a hat, and the "character object" and the "hat (object)" can be operated (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Nintendo Co., Ltd., "Super Mario Odyssey Co-op Mode", [online], [Retrieved April 13, 2022], Internet (URL: https: / / www.youtube.com / watch?v=qR9Afbr3XA8) Summary of the Invention [Problem to be solved by the invention]

[0004] In the above game, in a multiplayer mode in which two players play, one of the two players could operate a "character object" and the other could operate a "hat." For example, when the first player performed an operation to throw the hat worn by the player character, the hat was thrown and moved away from the player character (independently). In this state, the second player could then perform an operation to move the hat.

[0005] However, in the multiplayer mode, in order for the second player to perform operations such as moving the hat, the hat had to be separated from the player character (a hat throwing operation was performed), so while the player character was wearing the hat, the second player could not perform any operations related to the hat.

[0006] On the other hand, in the single-player mode, the player had to control both the "character object" and the "hat." For example, after throwing the hat, the player could change the trajectory of the hat by shaking the controller, but this resulted in complex operations.

[0007] Therefore, an object of the present disclosure is to provide an information processing program, an information processing device, an information processing system, and an information processing method that can improve ease of operation in games that have multiple objects to be operated and that have elements that integrate these objects. [Means for solving the problem]

[0008] In order to achieve the above object, for example, the following configuration example can be given.

[0009] (Configuration 1) Configuration 1 is an information processing program executed on a computer of an information processing device, which causes the computer to function as: aim moving means for moving an aim associated with a controlled object by a first operation method using an aim movement instruction input from the player, action execution means for making the controlled object execute an action by a second operation method using an action instruction input from the player, and player moving means for moving the controlled object by a third operation method in a single-play mode in which a video game is played by one player. Also, in a multi-play mode in which a video game is played by multiple players, the computer functions as: joint aim moving means for moving an aim associated with a controlled object by a first operation method using an aim movement instruction input from a first player of the multiple players, joint action executing means for making the controlled object execute an action toward the aim associated with the controlled object by a second operation method using an action instruction input from the first player, and joint player moving means for moving the controlled object by a fourth operation method based on a movement input from a second player of the multiple players.

[0010] According to the above configuration, in the multi-play mode, some of the operations that need to be performed in the single-play mode can be entrusted to other players, thereby improving ease of operation.

[0011] (Configuration 2) Configuration 2 is such that in the above-mentioned configuration 1, the fourth operation method may be an operation method different from the third operation method.

[0012] According to the above configuration, it is possible to use an operation method suitable for each of the single play mode and the multiplay mode.

[0013] (Configuration 3) Configuration 3, in the above configuration 1 or 2, may be such that, as a fourth operation method, the object to be operated is moved in a manner that allows it to move in a direction different from the movement of the aim associated with the object to be operated, based on movement input from the second player.

[0014] According to the above configuration, the movement of the aim and the movement of the controlled object can be performed independently, which makes it possible to optimize the movement of the aim and the movement of the controlled object in the multiplay mode.

[0015] (Configuration 4) Configuration 4 in the above-mentioned configuration 3, the joint player moving means may move the operated player object directly based on a movement input of the second player, as a fourth operation method.

[0016] According to the above configuration, a more intuitive movement operation can be performed for moving the operation target object.

[0017] (Configuration 5) Configuration 5, in any of configurations 1 to 4 above, may further cause the computer to function as a character switching means for switching the player object corresponding to the player between a first player object and a second player object when a character switching condition is satisfied in single play mode.

[0018] According to the above configuration, in single play mode, the player can control two different characters. Therefore, the two characters can share tasks. In addition, actions that only one of the two characters can perform can be used depending on the situation, which increases the interest of the game.

[0019] (Configuration 6) In a sixth aspect of the present invention, in any one of the first to fifth aspects, the operated object may be an integrated object of the first player object and the second player object.

[0020] According to the above configuration, the first player object and the second player object can be moved together.

[0021] (Configuration 7) Configuration 7 is based on configuration 6, and the operated object may be a first player object riding on a second player object.

[0022] (Configuration 8) Configuration 8, in the above configuration 6, may further cause the computer to function as a first association means for associating an associated object associated with the integrated controlled object to the player object corresponding to the player when, in single play mode, a state transitions from a state in which a player operates the integrated controlled object to a state in which the player operates either a first player object or a second player object as the player object corresponding to the player.

[0023] According to the above configuration, when transitioning from a state of controlling an integrated controlled object to a state of controlling either the first player object or the second player object, the related object can be quickly made available for use.

[0024] (Configuration 9) Configuration 9 is the same as configuration 6, wherein the second player object has higher movement performance than the first player object, and the integrated operation target object has the movement performance of the second player object.

[0025] According to the above configuration, it is possible to use a second player object having high movement performance. Furthermore, even when an object obtained by integrating the first player object and the second player object is used as an object to be operated, the player can utilize the high movement performance.

[0026] (Configuration 10) Configuration 10 may be such that in any one of configurations 1 to 9, as the third operating method, the operation target object is moved in conjunction with the movement of the aim.

[0027] (Configuration 11) In configuration 11, in the above configuration 10, the player moving means may move the operated object so as to follow the movement of the aim.

[0028] According to the above configuration, the aim and the player object can be moved together in the same direction, thereby providing the player with simple operability regarding movement operations.

[0029] (Configuration 12) In configuration 12, in any one of configurations 1 to 11, the action may be an action of throwing a predetermined object toward the target.

[0030] (Configuration 13) Configuration 13, in any of configurations 1 to 12 above, may further cause the computer to function as: switching means for switching an operation method for operating player objects by inputs from a plurality of players from an individual operation method to a joint operation method when a switching condition is satisfied in the multiplay mode; individual aim moving means for moving an aim associated with a player object corresponding to each of a plurality of players by a first operation method using aim movement instruction inputs performed by each of the plurality of players in the individual operation method; individual action instruction means for causing a player object corresponding to each of the plurality of players to perform an action toward the aim associated with the player object by a second operation method using an action instruction input performed by each of the plurality of players; and individual player moving means for moving a player object corresponding to each of the plurality of players by a third operation method.

[0031] According to the above configuration, it is possible to provide players with a game in which they can progress by selectively using either an individual operation method in which each player controls both the aim and the player object, or a joint operation method in which operations can be shared between the aim and the player object, depending on the development and situation of the game.

[0032] (Configuration 14) Configuration 14 may be any of configurations 1 to 13 above, in which the switching condition is satisfied when the first player performs a switching operation.

[0033] According to the above configuration, the first player can leave the movement-related operations to the second player, which allows the first player to concentrate on the aiming operation.

[0034] (Configuration 15) Configuration 15 may be such that in any one of configurations 1 to 14, when the operation method is the joint operation method and the first player performs a release operation, the switching means switches the operation method from the joint operation method to the individual operation method.

[0035] According to the above configuration, it is possible to switch to the individual operation mode at a timing convenient for the first player.

[0036] (Configuration 16) Configuration 16 may further cause the computer to function as a second association means, in any of configurations 1 to 15 above, for associating, when the operation method is switched from the individual operation method to the collaborative operation method, a sum of related objects associated with player objects corresponding to each of a plurality of players in the individual operation method to a collaborative player object.

[0037] According to the above configuration, in the joint operation method, it is possible to increase the number of related objects available to the first player.

[0038] (Configuration 17) Configuration 17 is the same as configuration 16, in which, when the operation method is switched from the collaborative operation method to the individual operation method, the second association means may associate all of the associated objects that were associated with the object to be operated in the collaborative operation method with a player object corresponding to the second player.

[0039] According to the above configuration, when the operation method is switched from the joint operation method to the individual operation method, it is possible to associate no related objects with the first player. How many related objects should be associated with the first player depends on the situation, and by temporarily setting the state to no association, it becomes possible for the players to discuss and adjust the required number. This allows for flexible response to the association of related objects with player objects. Effect of the Invention

[0040] According to this embodiment, in single-play mode, one player must perform the aiming operation and the movement operation of the object to be controlled, but in multi-play mode, some of these operations can be entrusted to other players, thereby improving ease of operation. [Brief description of the drawings]

[0041] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] An example of a game screen according to the present embodiment [Figure 9] An example of a game screen according to the present embodiment [Figure 10] An example of a game screen according to the present embodiment [Figure 11] An example of a game screen according to the present embodiment [Figure 12] An example of a game screen according to the present embodiment [Figure 13] An example of a game screen according to the present embodiment [Figure 14] An example of a game screen according to the present embodiment [Figure 15] An example of a game screen according to the present embodiment [Figure 16] An example of a game screen according to the present embodiment [Figure 17] An example of a game screen according to the present embodiment [Figure 18] An example of a game screen according to the present embodiment [Figure 19] An example of a game screen according to the present embodiment [Figure 20] A memory map showing an example of various data stored in the DRAM 85. [Figure 21] An example of 1P character data 302 [Figure 22] An example of 1P targeting data 304 [Diagram 23] An example of 1P operation data 306 [Figure 24] An example of related object data 308 [Diagram 25] A flowchart showing the details of the multiplay mode process according to the present embodiment. [Figure 26] Flowchart showing details of operation processing on the 1P side [Figure 27] Flowchart showing details of 1P left stick processing [Figure 28] Flowchart showing details of A button processing [Figure 29] Flowchart showing details of the integration-related process [Diagram 30]Flowchart showing details of the joint control process [Diagram 31] Flowchart showing details of release control processing [Diagram 32] Flowchart showing details of operation process on 2P side [Diagram 33] Flowchart showing details of 2P left stick processing [Diagram 34] Flowchart showing details of aim movement control process [Diagram 35] Flowchart showing details of PC movement control processing [Diagram 36] Flowchart showing details of single play mode processing [Figure 37] Flowchart showing details of single mode operation process [Figure 38] Flowchart showing details of left stick processing (single) [Figure 39] Flowchart showing details of joint control process (single) [Diagram 40] Flowchart showing details of release control process (single) DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0042] An embodiment will be described below.

[0043] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0044] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the player to perform inputs.

[0045] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0046] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0047] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0048] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image 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.

[0049] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0050] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0051] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0052] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0053] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0054] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 4 (z-axis direction shown in FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0055] The left controller 3 includes a left analog stick (hereinafter, referred to as the left stick) 32, which is an example of a direction input device. As shown in FIG. 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the left stick 32, the player can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. In addition, in this embodiment, an input can be made by pressing the left stick 32.

[0056] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0057] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0058] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 5 (z-axis direction shown in FIG. 5). The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0059] The right controller 4, like the left controller 3, is provided with a right analog stick (hereinafter, referred to as the right stick) 52 as a direction input unit. In this embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. The right controller 4 may be provided with a cross key or a slide stick capable of slide input, instead of an analog stick. The right controller 4, like the left controller 3, is provided with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 is provided with a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 is provided with a second L button 65 and a second R button 66, like the left controller 3.

[0060] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0061] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0062] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0063] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0064] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0065] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0066] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0067] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0068] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0069] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of players can simultaneously input to the main unit 2 using each of a set of left controllers 3 and right controllers 4. As an example, a first player can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second player can simultaneously input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0070] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.

[0071] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0072] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0073] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0074] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0075] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0076] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0077] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0078] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes a left stick 32. Each button 103 and left stick 32 repeatedly outputs information relating to an operation performed on the button 103 and left stick 32 to the communication control unit 101 at an appropriate timing.

[0079] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.

[0080] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, left stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0081] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. That is, the main unit 2 can determine the operations on the buttons 103 and the left stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0082] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0083] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0084] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113, a right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0085] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0086] [Outline of game processing in this embodiment] Next, an overview of the operation of the game processing executed by the game system 1 according to this embodiment will be described. As described above, in the game system 1, the main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. When playing a game with the left controller 3 and the right controller 4 attached to the main unit 2, game images are output to the display 12. In addition, when the main unit 2 alone with the left controller 3 and the right controller 4 removed is attached to a cradle, the main unit 2 can also output game images to a stationary monitor or the like via the cradle. In this embodiment, the latter mode of game play will be described as an example. Specifically, the main unit 2 alone with the left controller 3 and the right controller 4 removed is attached to a cradle, and the main unit 2 outputs game images to a stationary monitor or the like via the cradle.

[0087] [About the assumed game] The game assumed in this embodiment is a game that can be played by one player, and can also be played cooperatively by two players. In the following description, a game mode in which one player plays is called a single-play mode, and a game mode in which two players play is called a multi-play mode. Below, an overview of the game processing in this embodiment will be described. First, a game overview (operation and operation example) in the multi-play mode will be described, and then an overview (operation and operation example) in the single-play mode will be described. In this embodiment, each player plays using a left controller 3 and a right controller 4, respectively. That is, in the case of the multi-play mode, it is assumed that two sets of the left controller 3 and the right controller 4 are used. In addition, in the case of the single-play mode, it is assumed that one set is used. In addition, in the following description, the left controller 3 and the right controller 4 may be collectively referred to simply as "controllers".

[0088] [Game Overview in Multiplayer Mode] FIG. 8 is an example of a screen of the game generated by capturing an image of a virtual three-dimensional game space in which the game is set with a virtual camera. In FIG. 8, two player character objects (hereinafter, sometimes simply referred to as PCs) are displayed. Specifically, a first player character object (hereinafter, simply referred to as 1P character) 201, which is an object to be operated by a first player, and a second player character object (hereinafter, simply referred to as 2P character) 211, which is an object to be operated by a second player, are displayed. In this game, the 1P character 201 is a human-shaped object and is in the position of a "protagonist" in the story of the game. On the other hand, the 2P character 211 is a character with a motif of a four-legged animal, and is a character (support character) in the position of supporting the protagonist in the story of the game. In this game, taking into account the difference in their positions, a difference is provided between the 1P character 201 and the 2P character 211, mainly in terms of their movement performance, and the 2P character 211 has a higher movement performance. Specifically, there is a difference in movement speed, with the 2P character 211 moving faster than the 1P character 201. Additionally, the 2P character 211 can also perform "unique actions" that the 1P character 201 cannot execute. Specifically, the 2P character 211 can also "jump" by pressing the X button 55, for example (the 1P character 201 cannot "jump"). Therefore, the 2P character 211 can jump over uneven terrain with a "jump" and move forward. Additionally, the 2P character 211 may also have the unique movement ability or action of being able to move by swimming on the surface of the water, or be able to perform a "charge" action.

[0089] [About the aiming object] In addition, in FIG. 8, circular aim objects 202 and 212 are displayed at a position in the direction of travel of each PC and at a predetermined distance from the position of the PC. The first aim object 202 is an aim object associated with the 1P character 201, and is also an object of operation by the first player. The other aim object 212 is an aim object associated with the 2P character 211, and is also an object of operation by the second player. Hereinafter, the former aim is referred to as the "1P aim" and the latter aim is referred to as the "2P aim". In addition, both may be collectively referred to simply as "aim". In addition, in FIG. 8, a straight line image is also displayed that connects each aim and the PC associated with each aim. The straight line image makes it easy to visually grasp which PC each aim belongs to. The aim and the movement of the PC will be explained again later.

[0090] [About related character objects] In FIG. 8, a plurality of related character objects (hereinafter referred to as related objects) are displayed behind each PC in the moving direction. The related objects are NPCs (non-player characters) associated with each PC. The related objects are biological character objects that act autonomously to a certain extent. Basically, the related objects move automatically following the movement of the PC. Here, in this game, there is a concept of a "formation." The "formation" can be composed of one "leader" and multiple "members." At least one "leader" is required for the formation, but the number of "members" may be zero. That is, a formation composed only of a "leader" is also possible. In this game, each PC can be a "leader." And the above-mentioned related objects are composed of "members." The related objects are scattered on the game field without belonging to the formation (hereinafter, characters in this state are referred to as non-affiliated characters), and a player can add a predetermined non-affiliated character to his / her formation by performing a predetermined operation. In this game, the movement of the PCs is in units of this "formation." In the following explanation, related objects that are members of the formation led by the 1P character are called "1P related objects," and related objects that are members of the formation led by the 2P character 211 are called "2P related objects." In the example of Figure 8, three related objects have joined the formation of the 1P character 201 as 1P related objects 203. In addition, two related objects have joined the formation of the 2P character 211 as 2P related objects 213.

[0091] Also, in this game, the player can perform a predetermined operation, specifically, by pressing the A button 53, to have the PC he or she is controlling "throw" a related object in the player's formation toward the above-mentioned targeted point (hereinafter referred to as a throwing action). After landing, the thrown related object performs a predetermined action or behavior according to the surrounding situation. For example, if there is an enemy character near the landing point, the related object will "attack" the enemy character. Also, if there is a material item nearby, the related object will "collect" the material item.

[0092] [How to move] Next, the above-mentioned aiming and PC movement operations will be explained, but for the sake of convenience, the operation modes in this game will be explained as having two operation modes. In the following, the first operation mode will be called the "individual operation mode" and the second operation mode will be called the "joint operation mode." The "individual operation mode" is an operation mode in which each player in multiplay operates a PC individually. On the other hand, the "joint operation mode" is an operation mode in which a "joint player object" described later is operated. First, the operations in the "individual operation mode" will be explained, and then the "joint operation mode" will be explained.

[0093] [About individual operation mode] In the individual operation mode, the first player can move the 1P aim 202 and the 1P character 201, and the second player can move the 2P aim 212 and the 2P character 211. Specifically, each player can move each aim along the ground by operating the left stick 32. That is, the aim is controlled to move according to the input to the left stick 32. At this time, if the angle at which the left stick 32 is tilted is equal to or greater than a certain level, the PC is also controlled to move according to the input to the left stick 32. That is, while the tilt of the left stick 32 is small, only the aim is moved, and if an input occurs with a tilt of equal to or greater than a certain level, the PC can be moved together with the aim (in a linked manner). For example, from the state of FIG. 8, when the first player inputs by tilting the left stick 32 all the way upward, the 1P aim 202 and the 1P character 201 are controlled to move upward at the same moving speed according to the upward input. As a result, as shown in Fig. 9, both the 1P character 201 and the 1P aim 202 move in an upward direction in a linked manner. Also, when the second player inputs tilting the left stick 32 all the way to the right from the state of Fig. 8, both the 2P character 211 and the 2P aim 212 move in an linked manner in a right direction in a similar manner, as shown in Fig. 9 (if the positions of both PCs are not displayed on the same screen, the screen is automatically split into left and right). Also, by operating the left stick 32 without tilting it too much, the player can fine-tune only the position of the aim without moving the PC.

[0094] Here, in this game, adjustment control is also performed so that the relative distance between the aim and the PC does not exceed a certain distance (does not become too far away). For example, control is performed so that the relative distance between the aim and the PC does not become more than 5m in the game space. Specifically, when the relative distance between the aim and the PC becomes 5m, the aim is controlled so that it does not move any further, even if an operation is performed to move the aim more than 5m away.

[0095] By performing the above operations and controls, from the player's perspective, the PC appears to move in a manner that follows the aim.

[0096] Thus, in the individual operation mode, the player can move the aim and the PC (in conjunction with each other) by operating the left stick. The player can also make the PC throw a related object by operating the A button 53 as described above. Hereinafter, the operation of the left stick 32 for moving the aim is referred to as the "first operation method," the operation of the A button 53 for throwing a related object is referred to as the "second operation method," and the operation of the left stick 32 for moving the PC in the individual operation mode (input of a predetermined tilt angle or more) is referred to as the "third operation method."

[0097] In this embodiment, an example of control is given in which the input of the first operation method is reflected in the movement of the aim, and the input of the third operation method is reflected in the movement of the PC. In other words, an example is given in which control is performed to distribute the input contents to the same left stick 32 to the aim and the PC, and as a result, the PC appears to be moving in a manner that follows the aim. In this regard, in other embodiments, control may be performed in which the input contents to the left stick 32 are reflected only in the movement of the aim, and the position to which the PC moves is determined based on the position of the aim. In this case, too, the PC will move in a manner that follows the aim.

[0098] [About operation in collaborative mode] Next, the operation in the above-mentioned cooperative operation mode will be explained, but before that, the above-mentioned "cooperative player object" will be explained. In the multi-play mode of this game, there is a gimmick that allows the 1P character 201 and the 2P character 211 to be cooperative (integrated) and to be in a state in which they can move as one body. Specifically, the 1P character 201 can be made to ride on the 2P character 211. To show an example of the operation using a screen example, first, as shown in FIG. 10, when the 1P character 201 is somewhat close to the 2P character 211, the first player presses the Y button 56 (cooperative operation). Then, as shown in FIG. 11, a performance action is performed in which the 1P character 201 jumps on the 2P character 211, and as shown in FIG. 12, the 1P character 201 is in a state of riding on the back of the 2P character 211. The above-mentioned "joint player object" refers to a player character object that collectively refers to the 1P character 201 and the 2P character 211 in a state in which the 1P character 201 is riding on the 2P character 211. In other words, the 1P character 201 and the 2P character 211 in a state in which they are riding on the 2P character 211 are regarded as a single PC as a whole.

[0099] As described above, when the 1P character 201 and the 2P character 211 become the collaborative player object by performing the collaborative operation, the operation mode becomes the collaborative operation mode. As for the aim, as shown in FIG. 12, only one 1P aim 202 is displayed. In this state, the 1P aim 202 is also the aim associated with the collaborative player object (it can be said that the 1P aim 202 is reused as the aim of the collaborative player object). In the collaborative operation mode, the first player moves the 1P aim 202 by operating the left stick 32, and the second player can move the collaborative player object by operating the left stick 32. More precisely, when the second player performs a movement operation of the 2P character 211, the 1P character 201 riding on it also moves together, and as a result, the collaborative player object is moved. In this regard, for the second player, the movement of the 2P character 211 in the individual operation mode has a feeling of indirect movement, whereas in the cooperative operation mode, the movement can change to a feeling of direct movement. In other words, from the second player's perspective in the individual operation mode, for example, if the second player continues to tilt the left stick 32 to the right, the 2P aim 212 will be located further to the right than the 2P character 211 running to the right. That is, the 2P character 211 will arrive at a predetermined position to the right (in the direction of travel) later than the 2P aim 212. This gives the second player the impression that the 2P character 211 is chasing the leading 2P aim 212. That is, it can be said that a feeling of operation is provided in which the 2P character 211 is indirectly moved by following the 2P aim 212. In contrast to this, the collaborative operation mode provides a feeling of operation in which the 2P character 211 (collaborative player object) can be moved directly with the left stick, rather than being moved by the 2P target 212.

[0100] As described above, in the individual operation mode, each player performs two types of movement operations, moving the aim and moving the PC, whereas in the cooperative operation mode, the roles of moving the aim and moving the PC can be shared and the operations can be performed by one player. Therefore, in the individual operation mode, the aim and the PC are moved in the same direction by the above-mentioned control, but in the cooperative operation mode, they can be moved in different directions. For example, as shown in FIG. 13, the second player can move the cooperative player object to the right by operating the left stick 32. At this time, the first player can freely move the 1P aim 202 by operating the left stick 32 (however, there is a movement range limit of 5 m as described above). Therefore, it is also possible to move the 1P aim 202 in a direction different from the movement direction of the cooperative player object. In other words, in the cooperative operation mode, the first player cannot perform movement operations and the second player cannot perform aim operations.

[0101] Also, in the joint operation mode, the second player can perform actions (such as jumping) specific to the 2P character 211 in the same way as in the individual operation mode.

[0102] In the following description, the operation of the left stick 32 for moving the collaborative player object is referred to as the “fourth operation method.” That is, in the collaborative operation mode, the first player moves the 1P aim 202 using the first operation method, and the second player moves the collaborative player object using the fourth operation method.

[0103] Here, we will provide additional information on how the aim and related objects are handled during the above-mentioned sharing (mounted riding). First, as for the aim, as described above, the first player performs a sharing operation to perform a performance action related to sharing (hereinafter, a sharing action), and at this time, the display of the 2P aim 212 fades out. Then, when the sharing action is completed, only the 1P aim 202 is displayed. Also, since the 2P aim 212 is not displayed, only the first player can perform the above-mentioned throwing action in the state of a shared player object.

[0104] Next, regarding the handling of related objects accompanying the jointing, in this embodiment, the combined number of related objects of the 1P related object 203 and the 2P related object 213 is handled as related objects associated with the joint player object. Specifically, in this embodiment, the related objects belonging to the 1P character's formation are joined to the 2P character's formation, and the combined 2P related object 213 is controlled to be handled as a related object of the joint player object. For example, as the jointing action, control is performed such that the three 1P related objects 203 move toward the position where the two 2P related objects 213 are gathered. Then, when the jointing action is completed, the number of 2P related objects 213 becomes five. Thereafter, the five 2P related objects 213 move so as to follow the movement of the joint player object. Also, when the throwing action is performed by the operation of the first player, the five 2P related objects 213 become the targets to be thrown.

[0105] In this embodiment, an example of the sharing is given in which the 1P character 201 rides on the 2P character 211. In addition, the sharing may be in the following manner. For example, in another embodiment, a case in which two characters combine or fuse to become a different character with a change in appearance also corresponds to the sharing referred to here. In addition, a case in which two characters get into a vehicle object, one sits in the driver's seat and the other sits in the passenger seat, and movement control is performed as a single vehicle also corresponds to the sharing. In addition, various modes of the movement of two characters in which they move as one may be treated as corresponding to the sharing referred to here.

[0106] [Regarding the cancellation of joint ownership] Next, a case where the state of the collaborative player object is cancelled will be described. That is, a case where the 1P character 201 and the 2P character 211, which have been integrated as a collaborative player object, are separated will be described. In this embodiment, in the state of the collaborative player object, the first player performs a predetermined canceling operation (in this example, pressing the Y button 56), so that the state of the collaborative player object can be cancelled. For example, by performing the canceling operation, a performance action (hereinafter, a canceling action) is performed in which the 1P character 201 jumps off the back of the 2P character 211. As a result, as shown in FIG. 14, the state of the collaborative player object is cancelled. Accordingly, the operation mode is switched to the individual operation mode, and the 2P sight 212, which has not been displayed, is also displayed.

[0107] In addition, the related objects are not rearranged in the formation when the state of the cooperative player object is released. In other words, even if the 1P related object 203 exists when the cooperative is performed, at the completion of the release operation, as shown in FIG. 14, there will be no members in the formation of the 1P character 201. This is because it is considered that how many related objects should be associated with the first player depends on the situation at that time. In addition, in this embodiment, only the first player can perform the operation of cooperative and release. On the other hand, it is considered that the second player may feel unreasonable because the first player takes his / her related objects without permission, even though the release was performed by the first player's will. Therefore, when releasing, the related objects are temporarily not associated at all, and then the players can consult with each other and adjust the required number. For example, the second player may perform an operation to remove some of the 2P related objects 213 from the formation, and the first player may perform an operation to add the removed related objects to his own formation.

[0108] In this embodiment, the second player is not allowed to perform the above-mentioned joint operation or release operation. If this were possible, for example, if the first and second players pressed the Y button 56 at almost the same time, the PC would be jointed and then immediately released, which could confuse the players.

[0109] In this way, in the multi-play mode, each player can operate their own PC to be operated, and can also act as a cooperative player object as necessary. As described above, there is a difference in the movement performance between the 1P character 201 and the 2P character 211. Therefore, for example, in a case where the 1P character 201 alone (who cannot jump) cannot proceed because of steps in the terrain, the 1P character 201 can proceed by becoming a cooperative player object and jumping. Also, in the cooperative player object state, the first player can concentrate on aiming, and the second player can concentrate on moving the cooperative player object. Therefore, for example, in a place where the terrain has many steps and drop points and it is necessary to use jumping movements frequently to proceed, the second player can concentrate on jumping movements by becoming a cooperative player object. And, by the first player taking charge of aiming (during jumping), it is expected that it will be easier to proceed, and the fun of cooperative play can be provided to the players.

[0110] [About single-player mode] Next, the single play mode will be described. In the single play mode in which a player plays alone, the player operates the 1P character 201 and the 2P character 211. Specifically, the player can operate either one of them as the current operation target. Then, the current operation target can be switched by performing an operation for switching the operation target (hereinafter, the operation target switching operation). For example, when the 1P character 201 is the operation target, a screen like that shown in FIG. 15 is displayed. In FIG. 15, the game image shows the 1P character 201 in the approximate center of the screen. The operation at this time is the same as the operation in the individual operation mode described above. Then, when the player performs the operation for switching the operation target, the operation target is switched to the 2P character 211. As a result, as shown in FIG. 16, a game image is displayed in which the 2P character 211 is displayed in the approximate center of the screen (the virtual camera moves or switches to the camera for the 2P character). At this time, the 1P character 201, which was the operation target before the switch, is in a standby state. Similarly, when the controlled object is switched from the 2P character 211 to the 1P character 201, the 2P character 211 waits in place.

[0111] Also, in the single play mode, each PC can be in the state of a collaborative player object as described above. However, since there is only one player, the above-mentioned shared operation cannot be performed. In this case, the input to the left stick 32 is used to control the movement of the 1P aim 202 (the aim of the collaborative player object) and the movement of the 2P character 211 (the collaborative player object). That is, the same operation method as the operation method in the individual operation mode is provided for the aim and the movement of the PC even in the collaborative player object state. Therefore, the operability given to the player is the same as that in the individual operation mode even in the collaborative player object state. Note that, in the collaborative player object state, the player can make the collaborative player object perform the above-mentioned 2P character-specific action. Therefore, for example, when it is desired to cross a terrain with a step, it is possible to cross the terrain with the step by jumping as the collaborative player object and making the two characters cross the terrain with the step together.

[0112] Also, when collaboration is cancelled in single-player mode, the control target after cancellation is set to 1P character 201.

[0113] Regarding the affiliation of related objects in the single play mode, first, when the object becomes a cooperative object, the 1P related object 203 is added to the 2P related object 213. For example, as shown in FIG. 17, before the object becomes a cooperative player object, there are three 1P related objects 203 and two 2P related objects 213. From this state, when the object becomes a cooperative player object, as shown in FIG. 18, the 1P related object 203 is added to the 2P related object 213. As a result, the total number of 2P related objects 213 becomes five). On the other hand, when the cooperative object is released, in this embodiment, as shown in FIG. 19, all the 2P related objects 213 are made to belong to the formation of the 1P character 201 as the 1P related object 203. This is because, as described above, the operation target after the release is the 1P character 201, and the throwing action as described above is immediately available after the release.

[0114] In this way, in the single-play mode, one player can operate the 1P character 201 and the 2P character 211 while switching between them. As described above, the movement performance of the two characters is different, and by switching in this way, it is possible to utilize the movement performance of the 2P character 211 that the 1P character 201 does not have. Furthermore, the above-mentioned cooperative player object can be used even in the single-play mode. In addition, in the single-play mode, the operation method for aiming and moving the PC does not change regardless of whether the player is in the cooperative player object state or not. In other words, since the operability does not change before and after the player becomes a cooperative player object, the player can continue playing without being confused by the operation. In addition, from the viewpoint of the operation method of the cooperative player object, this can also be said as follows. In other words, in the single-play mode, the operation method is such that the aiming and the movement are linked (the above-mentioned first and third operation methods), but in the multi-play mode, the operation method for the aiming and the movement is independent (the above-mentioned first and fourth operation methods).

[0115] [Details of the game processing in this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to FIGS.

[0116] [About data usage] First, various data used in this game processing will be described. Fig. 20 is a memory map showing an example of various data stored in the DRAM 85 of the main unit 2. The DRAM 85 of the main unit 2 stores a game program 301, 1P character data 302, 2P character data 303, 1P aiming data 304, 2P aiming data 305, 1P operation data 306, 2P operation data 307, related object data 308, other object data 309, community flag 310, operation target information 311, etc.

[0117] The game program 301 is a program for executing the game processing in this embodiment.

[0118] 1P character data 302 is data related to the above-mentioned 1P character 201. Fig. 21 shows an example of the data configuration of 1P character data 302. 1P character data 302 includes at least PC position / posture data 321, PC movement parameters 322, PC state data 323, formation data 324, appearance data 325, and animation data 326.

[0119] The PC position / posture data 321 is data indicating the current position and current posture of the 1P character 201 in the virtual game space. For example, as information indicating the current position, three-dimensional coordinates in the virtual game space are stored in the PC position / posture data 321. Also, as information indicating the current posture of the 1P character, vector data indicating vectors for each of the x, y and z axes in the local coordinate system of the 1P character 201 and the like are stored in the PC position / posture data 321.

[0120] The PC movement parameters 322 are data used to control the movement of the 1P character 201. For example, the PC movement parameters 322 include parameters that indicate the movement direction, movement speed, etc. of the 1P character 201.

[0121] The PC state data 323 is data that indicates the PC state, which is the current state of the 1P character 201. In the PC state data 323, for example, data that indicates the following PC states can be set as appropriate according to the game situation. · Waiting: The 1P character 201 is waiting without performing any action such as moving. · On the move: 1P character 201 is in the process of moving. · Collaboration in progress: This is the state from when the collaboration action is started by the collaboration instruction to when it is completed. In other words, this is the state from when the 1P character 201 starts riding the 2P character 211 to when it is completed. · Release in progress: The state in which a release instruction is given and the release action is between start and completion. In other words, the state in which the 1P character 201 drops off from the 2P character 211. · Throwing: The 1P character 201 is performing the throwing action described above. Riding: A state of a collaborative player object (a state in which the 1P character 201 is riding on the 2P character 211), in which the 1P character 201 is not performing a throwing action. Mounted throwing: This is the state when the 1P character 201 is performing a throwing action while in the collaborative player object state. In addition, data indicating various PC states according to the game situation may be set as appropriate.

[0122] The formation data 324 is data that defines the contents of the formation with the 1P character 201 as the leader. The formation data 324 includes at least information for identifying related objects joining the formation.

[0123] The appearance data 325 is data for configuring the appearance of the 1P character 201, such as three-dimensional model data and texture data of the 1P character 201.

[0124] The animation data 326 is data that defines animations of various actions performed by the 1P character 201. Specifically, animation data corresponding to the above character states is defined. For example, animation data of the 1P character 201 running is defined in response to "moving". Also, for example, animation data of the 1P character 201 jumping onto the back of the 2P character 211 is defined in response to "in the middle of joining". Also, for example, animation data of the 1P character 201 jumping off the back of the 2P character 211 and landing is defined in response to "in the middle of releasing". In addition, the animation data 326 includes data of various animations according to the character states.

[0125] Returning to Figure 20, 2P character data 303 is data relating to the 2P character 211. The data configuration is similar to the 1P character data 302, except that the target is the 2P character 211, so a detailed explanation will be omitted. With regard to the PC state data 323, since the 2P character 211 is capable of unique actions that the 1P character 201 does not have, it is also possible to set a character state indicating that a unique action is being performed, such as "jumping" or "charging forward."

[0126] Next, 1P aim data 304 is data related to the 1P aim. FIG. 22 shows an example of the data configuration of 1P aim data 304. 1P aim data 304 includes at least aim position / posture data 341, aim movement parameters 342, and visibility flag 343. Aiming position / posture data 341 is data indicating the current position and current posture of 1P aim 202 in the virtual game space. Aiming movement parameters 342 are various parameters (movement direction, movement speed, etc.) for moving the aim. Visibility flag 343 is a flag for indicating whether 1P aim 202 is displayed on the screen.

[0127] 20, 2P aim data 305 is data relating to the 2P aim. The data configuration is similar to that of the 1P aim data 304, and therefore a description thereof will be omitted.

[0128] The 1P operation data 306 is data obtained from the controller operated by the first player. That is, it is data indicating the operation contents performed by the first player. FIG. 23 shows an example of the data configuration of the 1P operation data 306. The 1P operation data 306 includes at least digital button data 361, right stick data 362, left stick data 363, right inertial sensor data 364, and left inertial sensor data 365. The digital button data 361 is data indicating the pressed state of various buttons of the controller. The right stick data 362 is data for indicating the operation contents of the right stick 52. Specifically, it includes two-dimensional data of x and y. The left stick data 363 is data for indicating the operation contents of the left stick 32. The right inertial sensor data 364 is data indicating the detection results of the inertial sensors of the acceleration sensor 114 and the angular velocity sensor 115 of the right controller 4. Specifically, it includes three-axis acceleration data and three-axis angular velocity data. The left inertial sensor data 365 is data that indicates the detection results of the inertial sensors, that is, the acceleration sensor 104 and the angular velocity sensor 105 of the left controller 3.

[0129] Returning to Fig. 20, the 2P operation data 307 is data obtained from the controller operated by the second player. That is, it is data indicating the operation contents performed by the second player. The data structure is the same as that of the 1P operation data 306, so a description thereof will be omitted.

[0130] The related object data 308 is data related to the related object. The related object data 308 is a database composed of a set of records including items as shown in FIG. 24. In FIG. 24, each record includes items such as a related object ID 381, a current position 382, ​​a current posture 383, a related character state 384, related movement parameters 385, and a belonging formation 386. The related object ID 381 is an ID for uniquely identifying each related object. The current position 382 and the current posture 383 are information indicating the current position and current posture of the related object in the virtual game space. The related character state 384 is information indicating the current state of the related object (e.g., waiting, moving, throwing, etc.). The related movement parameters 385 are various parameters used when controlling the movement of the related object. The belonging formation 386 is information indicating the formation (associated PC) to which the related object currently belongs. For example, one of "1P character", "2P character", and "no affiliation" is set to the belonging formation 386.

[0131] Returning to FIG. 20, other object data 309 is data on various objects (for example, enemy characters) other than the PC and the above-mentioned related objects.

[0132] The community flag 310 is a flag for indicating whether or not the current state is the community player object. It is also a flag for indicating whether the operation mode is the individual operation mode or the community operation mode. While the current state is the community player object, it is set to on. When the community flag 310 is on, it indicates that the operation mode is the community operation mode.

[0133] The operation target information 311 is data used in the single play mode, and is information indicating the player's current operation target. In this embodiment, information indicating one of the 1P character 201, 2P character 211, or cooperative player object is set. When the game starts in the single play mode, the 1P character 201 is set in the operation target information 311.

[0134] In addition, various data necessary for game processing is also generated as appropriate and stored in the DRAM 85.

[0135] [Details of the processing performed by Processor 81] Next, the game processing in this embodiment will be described in detail. Note that the control related to the above-mentioned movement operation will be mainly described here, and detailed explanations of other various game processing will be omitted. Also, the processing in the multi-play mode will be described first, and then the processing in the single-play mode will be described. Also, the flowchart shown below is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same result is obtained. Also, the values ​​of the variables and the threshold values ​​used in the determination step are merely examples, and other values ​​may be adopted as necessary.

[0136] [Details on multiplayer mode processing] Fig. 25 is a flowchart showing the details of the multiplay mode process according to this embodiment. The process according to this flowchart is started, for example, in response to an operation for starting multiplay from a predetermined menu. Also, the process loop of steps S1 to S8 in Fig. 25 is repeatedly executed for each frame.

[0137] [1P operation processing] When play of the game is started, first, in step S1, processor 81 executes 1P-side operation processing. In this processing, processing for reflecting the operation content of the first player in the movement of 1P character 201 etc. is performed. FIG. 26 is a flowchart showing the details of the 1P-side operation processing. First, in step S21, processor 81 executes 1P left stick processing. In this processing, processing based on the left stick operation by the first player, i.e., processing based on the above-mentioned first operation method and third operation method is performed.

[0138] Fig. 27 is a flowchart showing details of the 1P left stick processing. In Fig. 27, first, in step S31, processor 81 acquires left stick data 363 from 1P operation data 306. Next, in step S32, processor 81 determines whether or not there is an input to left stick 32, based on left stick data 363. If the result of this determination is that there is no input (NO in step S32), processor 81 ends the 1P left stick processing.

[0139] On the other hand, if some input has been made to left stick 32 (YES in step S32), then in step S33, processor 81 sets aim movement parameter 342 of 1P aim 202 based on the input content indicated by left stick data 363 (processing based on the first operation method).

[0140] Next, in step S34, processor 81 determines whether or not community flag 310 is on. If it is on (YES in step S34), processor 81 ends the 1P left stick processing. In other words, if community flag 310 is on, the operation mode is the community operation mode, and therefore only processing based on the first operation method is performed for the first player.

[0141] On the other hand, if sharing flag 310 is not on (NO in step S34), processing based on the third operation method described above is also performed. First, in step S35, processor 81 determines whether the magnitude of the tilt (tilt angle) of left stick 32 related to the current input is equal to or greater than a predetermined threshold. That is, it is determined whether a relatively large tilt input has been performed. If the result of this determination is not equal to or greater than the predetermined threshold (NO in step S35), processor 81 ends 1P left stick processing. That is, in the case of a small tilt input, processing is performed such that 1P character 201 is not moved.

[0142] On the other hand, if a tilt input of a predetermined threshold value or more is performed (YES in step S35), in step S36, processor 81 sets PC movement parameter 322 of 1P character 201 based on the input contents indicated by left stick data 363 (processing based on the third operation method). As a result, the movement of both 1P aim 202 and 1P character 201 can be controlled based on the input contents indicated by left stick data 363. As a result, the movement directions of both can end up being the same direction. For example, if left stick 32 is tilted to the left while 1P aim 202 and 1P character 201 are moving to the right, 1P aim 202 moves to the left so as to quickly overtake 1P character 201, and then both 1P aim 202 and 1P character 201 move to the left. In addition, regarding the movement speed, if a tilt input of a predetermined threshold value or more is performed on left stick 32, the movement speed of 1P aim 202 and 1P character 201 also increases according to the magnitude of the tilt. In other words, it can be said that there is a correlation in terms of movement speed between the 1P aim 202 and the 1P character 201. Therefore, it can be said that the 1P character 201 and the 1P aim 202 move in conjunction with each other.

[0143] Next, in step S37, processor 81 sets “moving” to PC state data 323 of 1P character 201. Then, processor 81 ends the 1P left stick processing.

[0144] Returning to Fig. 26, next, in step S22, processor 81 executes A button processing. In this processing, processing based on the second operation method is performed. Fig. 28 is a flowchart showing the details of the A button processing. First, in step S41, processor 81 acquires digital button data 361 from 1P operation data 306.

[0145] Next, in step S42, processor 81 determines whether or not there has been an input to A button 53. If the result of the determination is that there has been no A button input (NO in step S42), processor 81 ends the A button processing.

[0146] On the other hand, if the A button is pressed (YES in step S42), a process for executing the throwing action is performed. First, in step S43, processor 81 selects a related object to be thrown. At this time, if the player is in a collaborative player object state (in the case of the collaborative operation mode), the related object to be thrown is selected from the lineup of 2P character 211. As described above, when the player is in a collaborative player object state, 1P related object 203 is added to 2P related object 213, so that 2P related object 213 becomes the target of the throwing action while the player is in the collaborative player object state. On the other hand, if the player is not in a collaborative player object state (in the case of the individual operation mode), the related object to be thrown is selected from the lineup corresponding to each PC. For example, when 1P character 201 performs a throwing action, the related object is selected from 1P related object 203. Note that any method may be used to select the related object to be thrown, and for example, the related object closest to 1P character 201 may be selected.

[0147] Next, in step S44, processor 81 sets related movement parameters 385 for the related object to be thrown so that the current position of 1P aim 202 becomes the destination (landing point) of the throw. For example, a movement trajectory that moves along a parabola to the destination is set in related movement parameters 385.

[0148] Next, in step S45, processor 81 sets related character state 384 of the selected related object to “being thrown”, which indicates that the related object is moving toward the destination by being thrown. Then, processor 81 ends the A button processing.

[0149] [Joint processing] Returning to FIG. 26, next, in step S23, the processor 81 executes a sharing-related process. In this process, mainly, processes related to the sharing operation and sharing cancellation operation (both of which are operations of the Y button 56) are executed. FIG. 29 is a flowchart showing the details of the sharing-related process. In FIG. 29, first, in step S51, the processor 81 judges whether or not the sharing flag 310 is on. If the result of this judgment is that it is off (NO in step S51), the processor 81 executes a sharing control process in step S52. On the other hand, if it is on (YES in step S51), the processor 81 executes a cancellation control process in step S53. Thereafter, the processor 81 ends the sharing-related process. The sharing control process and the cancellation control process will be described below.

[0150] [Processing when becoming a collaborative player object] FIG. 30 is a flowchart showing details of the joint operation control process in step S52. First, in step S61, processor 81 refers to PC state data 323 of 1P character 201 and determines whether or not the PC state is "joint operation in progress." If the result of this determination is that the state of 1P character 201 is not "joint operation in progress" (NO in step S61), processor 81 refers to digital button data 361 of 1P operation data 306 and determines whether or not the joint operation has been performed in step S62. In this embodiment, as described above, when Y button 56 is pressed while 2P character 211 is near 1P character 201, it is determined that the joint operation has been performed. If the result of this determination is that the joint operation has not been performed (NO in step S62), processor 81 ends the joint operation control process. On the other hand, if a collaboration operation has been performed (YES in step S62), in step S63, processor 81 sets PC movement parameters 322 of 1P character 201 so that 1P character 201 performs the movement related to the collaboration action. In this example, a movement trajectory such that 1P character 201 jumps onto the back of 2P character 211 as described above is set in PC movement parameters 322.

[0151] Next, in step S64, processor 81 sets "shared" to PC status data 323 of each of 1P character 201 and 2P character 211. After that, processor 81 ends the share control process.

[0152] On the other hand, if the result of the determination in step S61 above is that the PC state of 1P character 201 is "in the process of joining" (YES in step S61), then in step S65, processor 81 determines whether or not the joining action has been completed. In this example, it is determined whether or not 1P character 201 has moved to the back of 2P character 211. If the result of this determination is that the joining action has not yet been completed (NO in step S65), processor 81 ends the joining control process (in the subsequent process, animation related to the joining action being performed will be continued). On the other hand, if the joining action has been completed (YES in step S65), in step S66, processor 81 sets PC state data 323 of 1P character 201 to "riding". Also, processor 81 sets PC state data 323 of 2P character 211 to "waiting". Therefore, in this example, immediately after becoming a joining player object, 2P character 211 is temporarily in the "waiting" state.

[0153] Next, in step S67, the processor 81 sets the sharing flag 310 to ON.

[0154] Next, a process is performed to add 1P related objects 203 to the formation of 2P character 211. First, in step S68, processor 81 sets related movement parameter 385 of each 1P related object 203 so that 1P related objects 203 perform a movement to join the formation of 2P character 211. In addition, in conjunction with this, processor 81 sets related character state 384 to "moving". Furthermore, in step S69, processor 81 changes affiliated formation 386 of 1P related object 203 to "2P character".

[0155] The process for adding the 1P related object 203 to the lineup of the 2P character 211 does not necessarily have to be performed when the joint action is completed, but may be started when the joint action is performed.

[0156] Next, in step S70, processor 81 sets visibility flag 343 of 2P aim data 305 to off. That is, a setting is made such that 2P aim 212 is not displayed in the state of a collaborative player object. Then, processor 81 ends the collaborative control process.

[0157] [Processing when releasing a collaborative player object] Next, the release control process related to the above step S53 will be described. FIG. 31 is a flowchart showing the details of the release control process. In FIG. 31, first, in step S81, processor 81 refers to PC state data 323 of 1P character 201 and determines whether or not the PC state is "release in progress." If the result of the determination is not "release in progress" (NO in step S81), processor 81 refers to digital button data 361 of 1P operation data 306 and determines whether or not the release operation has been performed in step S82. If the result of the determination is that the release operation has not been performed (NO in step S82), processor 81 ends the release control process.

[0158] On the other hand, if a cancellation operation has been performed (YES in step S82), in step S83, processor 81 sets PC movement parameters 322 so that 1P character 201 performs the above cancellation action. In this example, PC movement parameters 322 are set so that the movement trajectory of 1P character 201 jumps off the back of 2P character 211.

[0159] Next, in step S84, processor 81 sets “release in progress” to PC status data 323 of each of 1P character 201 and 2P character 211. After that, processor 81 ends the release control process.

[0160] On the other hand, if the result of the determination in step S81 above is that the PC state of 1P character 201 is "release in progress" (YES in step S81), then in step S85, processor 81 determines whether the release action has been completed. In this example, the release action is determined to be completed when 1P character 201, who jumped off the back of 2P character 211, lands. If the result of the determination is that the release action has not yet been completed (NO in step S85), processor 81 ends the release control process (in the subsequent process, the movement related to the release action being executed will be continued). On the other hand, if the release action has been completed (YES in step S85), then in step S86, processor 81 sets PC state data 323 of 1P character 201 and 2P character 211 to "standby". Therefore, in this example, immediately after releasing the state of the collaborative player object, both 1P character 201 and 2P character 211 are temporarily in the "standby" state.

[0161] Next, in step S87, the processor 81 sets the sharing flag 310 to OFF.

[0162] Next, in step S88, processor 81 sets visibility flag 343 of 2P aim data 305 to on. As a result, 2P aim 212 becomes displayed on the screen as the collaborative player object state is released. Then, processor 81 terminates the release control process.

[0163] [Processing based on other operations] Returning to FIG. 26, following the sharing-related processing, in step S24, processor 81 executes processing based on other operations. In this processing, processing based on operations other than the above-mentioned left stick operation, A button operation, and Y button operation (sharing and cancellation operation) is executed as appropriate. For example, when B button 54 is pressed, processing is performed to gather related objects in one's own formation in one place. Thereafter, processor 81 ends the 1P-side operation processing.

[0164] [2P side processing] Returning to FIG. 25, next, in step S2, processor 81 executes 2P side operation processing. In this processing, processing for reflecting the operation content of the second player in the movement of 2P character 211 etc. is performed. FIG. 32 is a flowchart showing the details of the 2P side operation processing. First, in step S91, processor 81 executes 2P left stick processing. In this processing, processing based on the left stick operation by the second player is performed. That is, processing based on the first operation method, the third operation method, and the fourth operation method is performed.

[0165] Fig. 33 is a flowchart showing details of the 2P left stick processing. In Fig. 33, first, in step S101, processor 81 acquires left stick data 363 from 2P operation data 307. Next, in step S102, processor 81 determines whether or not there is an input to left stick 32, based on left stick data 363. If the result of this determination is that there is no input (NO in step S102), processor 81 ends the 2P left stick processing.

[0166] On the other hand, if some input has been made to left stick 32 (YES in step S102), then in step S103, processor 81 determines whether or not sharing flag 310 is on. If the result of this determination is that sharing flag 310 is not on (NO in step S103), the current operation mode is the individual operation mode. In this case, processing is performed to move 2P aim 212 and 2P character 211 based on the left stick operation of the second player. Specifically, first, in step S104, processor 81 sets aim movement parameter 342 of 2P aim 212 based on the input content indicated by left stick data 363 (processing based on the first operation method).

[0167] Next, in step S105, processor 81 determines whether the magnitude (tilt angle) of the tilt of left stick 32 related to the current input is equal to or greater than a predetermined threshold value. If the result of the determination is that the magnitude is not equal to or greater than the predetermined threshold value (NO in step S105), processor 81 ends the 2P left stick process.

[0168] On the other hand, if a tilt input equal to or greater than the predetermined threshold is being performed (YES in step S105), in step S106, processor 81 sets PC movement parameters 322 for 2P character 211 based on the input content indicated by left stick data 363 (processing based on the third operation method). As in the case of 1P character 201, the movement directions of 2P character 211 and 2P aim 212 end up matching, and it can be said that there is a correlation between their movement speeds. Therefore, it can be said that 2P character 211 and 2P aim 212 also move in conjunction with each other.

[0169] Next, in step S107, processor 81 sets “moving” to PC state data 323 of 2P character 211. Then, processor 81 ends the 2P left stick processing.

[0170] On the other hand, if it is determined in step S103 that community flag 310 is on (YES in step S103), the current operation mode is the community operation mode. In this case, a process is performed to move the community player object based on the left stick operation of the second player. First, in step S108, processor 81 sets PC movement parameters 322 for 2P character 211 based on the input to the left stick. In the following step S109, processor 81 sets PC movement parameters 322 for 1P character 201 so that 1P character 201 moves while maintaining the relative positional relationship with 2P character 211 (i.e., while being carried on the 1P character's back). In other words, the same movement direction and movement speed as those of 2P character 211 are set in PC movement parameters 322.

[0171] Next, in step S110, processor 81 sets aim movement parameter 342 of 2P aim 212 based on the input content indicated by left stick data 363. In other words, even in the state of a collaborative player object, the movement control of 2P aim 212 itself is performed by operating the left stick of the second player. However, since 2P aim 212 is invisible in the state of a collaborative player object as described above, it is not displayed on the screen. After that, processor 81 ends the 2P left stick processing.

[0172] Returning to FIG. 32, next, in step S92, processor 81 determines whether or not community flag 310 is on. If the result of this determination is that it is not on (NO in step S92), the operation mode is the individual operation mode, and so in step S93, processor 81 executes A button processing. That is, processing according to the throwing action operation of the second player is performed (processing based on the above-mentioned second operation method). Since this processing is the same as the processing in step S22 above, detailed description will be omitted. On the other hand, if community flag 310 is on (YES in step S92), the processing in step S93 above is skipped. That is, while in the state of a community player object (when the operation mode is the community operation mode), the second player is in a state where he / she cannot cause 2P character 211 to perform the above-mentioned throwing action.

[0173] Next, in step S94, processor 81 executes processing based on other operations. That is, with respect to the second player, processing based on operations other than the first to fourth operation methods is executed. For example, if there is an operation instructing a unique action such as the above-mentioned "jump", processing for making 2P character 211 perform the unique action is executed as appropriate. Then, processor 81 ends the 2P side operation processing.

[0174] [Aim movement control processing] Returning to FIG. 25, next, in step S3, processor 81 executes aim movement control processing. FIG. 34 is a flowchart showing the details of the aim movement control processing. In FIG. 34, first, in step S121, processor 81 determines whether or not community flag 310 is on. If it is off (NO in step S121), the process proceeds to step S124 described later. On the other hand, if it is on (YES in step S121), a process is performed to adjust the distance between 1P aim 202 and the community player object in the state of the community player object so that they do not become too far apart. When the community player object (2P character 211) is directly moved by the fourth operation method, the movement may not be linked with 1P aim 202. For example, when the moving direction of 1P aim 202 and the moving direction of the community player object are exactly opposite, there is a risk that the distance between them will become too wide. In anticipation of such a case, a process is performed to adjust the distance between them so that it does not exceed a certain distance. First, in step S122, processor 81 determines whether or not the distance between 1P aim 202 and the collaborative player object exceeds a predetermined threshold. If the result of the determination is that the distance exceeds the threshold (YES in step S122), in step S123, processor 81 adjusts aim movement parameter 342 of 1P aim 202 so that 1P aim 202 moves to a position where the distance between them does not exceed the predetermined threshold. Then, the process proceeds to step S124 described below.

[0175] On the other hand, if it is determined in the above step S122 that the distance between the 1P aim 202 and the collaborative player object does not exceed the predetermined threshold (NO in step S122), the process of the above step S123 is skipped.

[0176] Next, in step S124, processor 81 moves each of 1P aim 202 and 2P aim 212 based on aim movement parameters 342 set for each of them (however, 2P aim 212 is not displayed in the state of a collaborative player object). After that, processor 81 terminates the aim movement control process.

[0177] [Movement control process for each PC] Returning to Fig. 25, next, in step S4, the processor 81 executes a PC movement control process. Fig. 35 is a flowchart showing the details of the PC movement control process. In Fig. 35, first, in step S131, the processor 81 moves each PC based on the PC movement parameters 322 set for each PC.

[0178] Next, in step S132, the processor 81 controls the playback of animations according to the PC state of each PC. For example, if the PC state is "moving", an animation of a running movement is played. Also, for example, if the PC state is "in the process of joining", an animation of the 1P character 201 jumping on the 2P character 211 is played. For example, an animation of the 2P character 211 waiting on the spot is played. Also, if the PC state is "in the process of releasing", an animation of the 1P character 201 jumping off the 2P character 211 and landing on the ground is played. In this case, the 2P character 211 also plays an animation of waiting on the spot. Furthermore, the processor 81 also controls the transition of the PC state to another state as appropriate when a predetermined action performed by the PC ends, such as changing the PC state of the 1P character 201 from "moving" to "waiting" when the movement of the 1P character 201 ends. Thereafter, the processor 81 ends the PC movement control process.

[0179] By the above-mentioned movement control, in the individual operation mode, the aim and each PC are controlled to move in conjunction with each other. On the other hand, in the cooperative operation mode, the aim and the cooperative player object are controlled to move in a manner that is not coordinated with each other. Here, the above-mentioned linkage is supplemented. For example, in the cooperative operation mode, it is assumed that the first player does not operate the aim, and only the second player operates the movement of the cooperative player object. In this case, the above-mentioned process results in the 1P aim 202 moving while maintaining the relative positional relationship between the 1P aim 202 and the cooperative player object, but this aspect does not correspond to the above-mentioned coordinated movement. This is because even if the movement direction of the cooperative player object is changed, the direction of the 1P aim 202 based on the cooperative player object does not change.

[0180] [Controlling the behavior of related objects] Returning to FIG. 25, next, in step S5, processor 81 executes related object movement control processing. Processor 81 performs processing to move related objects based on related movement parameters 385 set for each related object. Processor 81 also plays animation according to related character state 384 of each related object. In addition, processor 81 also controls related objects to perform a predetermined action (such as an attacking action) as necessary.

[0181] [Other game processes] Next, in step S6, processor 81 executes various game processes other than those described above, such as a process for controlling the behavior of a predetermined enemy character.

[0182] [Game image output] Next, in step S7, the processor 81 executes a game image output control process. That is, the processor 81 captures an image of the virtual game space in which the above game process is reflected with a virtual camera, and generates a game image. Then, the processor 81 outputs the game image to the stationary monitor or the like.

[0183] Next, in step S8, processor 81 determines whether or not a condition for ending the game processing has been satisfied. For example, it determines whether or not an operation instructing the player to end the game has been performed. If the condition for ending is not satisfied (NO in step S8), the process returns to step S1 and the process is repeated. If the condition for ending is satisfied (YES in step S8), processor 81 ends the multiplay mode process.

[0184] [Single-play mode processing details] Next, the details of the processing in the single play mode will be described. FIG. 36 is a flowchart showing the details of the single play mode processing according to this embodiment. The processing according to this flowchart is started, for example, in response to an operation for starting single play from a predetermined menu. Note that a part of the processing in the single play mode includes the same processing as the processing in the multiplay mode. Therefore, a detailed description of such processing will be omitted.

[0185] In FIG. 36, first, in step S141, processor 81 executes single mode operation processing. FIG. 37 is a flowchart showing the details of the single mode operation processing. First, in step S151, processor 81 determines whether or not an operation to switch the operation object has been performed, based on 1P operation data 306. If the result of this determination is that an operation object switching operation has been performed (YES in step S151), processor 81 determines in step S152 whether or not community flag 310 is on. That is, processor 81 determines whether or not the object is currently in the state of a community player object. If the result of this determination is that community flag 310 is on (YES in step S152), processor 81 terminates the single mode operation processing. That is, while the operation object is a community player object, a switching operation is not actually accepted.

[0186] On the other hand, if the sharing flag 310 is not on (NO in step S152), in step S153, the processor 81 identifies the PC that is currently the target of operation by referring to the operation target information 311. Then, the processor 81 sets the PC status data 323 of the PC to "standby".

[0187] Next, in step S154, processor 81 performs processing to switch the operation target between 1P character 201 and 2P character 211. That is, processor 81 switches the operation target by changing the content of operation target information 311 to the PC that is not the current operation target. In addition, in conjunction with this, processor 81 also performs processing to switch between displaying and hiding the aim. That is, processor 81 sets visibility flag 343 for the PC that is the operation target before the switch to off, and sets visibility flag 343 for the PC that is the operation target after the switch to on.

[0188] Next, in step S155, the processor 81 sets the virtual camera associated with the switching of the operation target. That is, the processor 81 moves the position of the virtual camera so that the PC of the operation target after the switching is displayed approximately in the center of the screen. Alternatively, in the case where a virtual camera is used in association with each PC, for example, the virtual camera associated with the PC of the operation target after the switching is enabled, and the virtual camera of the PC before the switching is disabled. In any case, it is sufficient that the virtual camera is set so that a game image is displayed as if it is focused on the PC after the switching of the operation target. Thereafter, the processor 81 ends the single mode operation process.

[0189] Next, a process when the result of the determination in step S151 above is that no switching operation has been performed will be described. In this case, a process for operating the current operation target PC is executed based on the input from the controller. First, in step S156, processor 81 executes left stick processing (single). FIG. 38 is a flowchart showing the details of the left stick processing (single). This process is almost the same as the 1P left stick processing in the multiplay mode (see FIG. 27) except that the process in step S34 above is omitted. Also, instead of 1P character 201 that was the control target in the 1P left stick processing, the PC that is the operation target at that time is the control target. Therefore, although a detailed description will be omitted, in steps S161 to S163 in FIG. 38, the movement control of the aim is performed by the first operation method, similar to steps S31 to S33 in FIG. 27 above. Also, in steps S164 to S166, the control of moving the operation target PC by the third operation method is performed, similar to steps S35 to S37 above. When the object to be operated is a collaborative player object, the 1P aim 202 and the 2P character 211 (carrying the 1P character) (i.e., the collaborative player object) are controlled to move in unison. In other words, in single-play mode, the operability performed by the player is the same whether the object is a collaborative player object or not. This is because in either case, the left stick is operated to control the movement of the PC to be operated and the aim in unison.

[0190] Returning to FIG. 37, next, in step S157, processor 81 executes A button processing. This processing is similar to the A button processing in the multiplay mode (see FIG. 28) described above (processing by the second operation method), except that the current operation target PC (which becomes the cooperative player object if it is in a collaborative player object state) is the control target. Therefore, although a detailed description will be omitted here, this processing controls the operation target PC to perform a throwing action in response to the input of A button 53.

[0191] Next, in step S158, processor 81 executes a community-related process. This process is basically the same as the community-related process in step S23 in the multiplay mode. However, instead of the community control process shown in FIG. 30, a community control process (single) as shown in FIG. 39 is executed. Also, instead of the release control process shown in FIG. 31, a release control process (single) as shown in FIG. 40 is executed. Each process will be described below.

[0192] First, the joint control process (single) shown in FIG. 39 will be described. Basically, the process is almost the same as the joint control process shown in FIG. 30. Specifically, the process from step S171 to S180 in FIG. 39 is the same as the process from step S61 to S70 in FIG. 30. However, in the determination of the "joint operation" in step S172, when the operation target is the 2P character 211, it is determined that the joint operation has been performed when the Y button 56 is pressed while the 2P character 211 is somewhat close to the 1P character 201. Note that in another embodiment, the control may be such that the joint operation is not accepted when the 2P character 211 is the operation target. In other words, as in the case of the multiplay mode, in the single play mode, the joint operation may be configured to be performed only from the 1P character 201 side. Also, in the process of step S180, if the 1P aim 202 is in an invisible state, the process of setting the visibility flag 343 of the 1P character 201 to ON is appropriately performed.

[0193] In the case of the single play mode, the process of step S181 in Fig. 39 is further performed. In step S181, processor 81 sets operation object information 311 to "cooperative player object". In other words, when the cooperative action is completed, a process of setting the operation object to the "cooperative player object" is performed.

[0194] Next, the release control process (single) shown in FIG. 40 will be described. Basically, the process is almost the same as the release control process described above with reference to FIG. 31. Specifically, the process from steps S191 to S197 in FIG. 40 is the same as the process from steps S81 to S87 in FIG. 31. On the other hand, the process from step S88 in FIG. 31, that is, visualization of 2P aim 212, is not performed in this process. Also, the processes from steps S198 and S199 are different from the release control process in the multiplay mode. Specifically, in step S198, processor 81 changes the formation to which the 2P associated object belongs to the formation of 1P character 201. In the case of the single play mode as described above, when the state of the cooperative player object is released, the associated object joins the formation of 1P character 201 and follows it.

[0195] Next, in step S199, processor 81 sets 1P character 201 in operation target information 311. In other words, immediately after the state of the collaborative player object is released, 1P character 201 automatically becomes the operation target (for this reason, the visualization of 2P aim 212 is not performed). Then, processor 81 terminates the release control process (single).

[0196] 37, next, in step S159, processor 81 executes processing based on other operations. In this processing, various game processes are executed based on operations other than left stick 32, A button 53, and Y button 56. Thereafter, processor 81 ends the single mode operation processing.

[0197] 36, next, in step S142, the processor 81 executes an aim movement control process. In this process, a process of moving the aim related to the current operation target based on the aim movement parameter 342 is performed.

[0198] Next, in step S143, processor 81 executes an operation target character movement control process. In this process, a process is performed to move a PC (one of 1P character 201, 2P character 211, or a cooperative player object) that is an operation target at that time, based on PC movement parameters 322.

[0199] Next, in step S144, the processor 81 executes a related object action control process. That is, similar to the process of step S5 above, a process of controlling the action of the related object is performed.

[0200] Next, in step S145, processor 81 executes various game processes other than those described above. In the following step S146, processor 81 executes a game image output control process. That is, processor 81 generates and outputs a game image reflecting the above game processes.

[0201] Next, in step S147, processor 81 determines whether or not a termination condition for the game processing is satisfied. If the termination condition is not satisfied (NO in step S147), the process returns to step S141, and the processing is repeated. If the termination condition is satisfied (YES in step S147), processor 81 ends the single play mode processing.

[0202] This concludes the detailed description of the game processing relating to the multi-play mode and single-play mode according to this embodiment.

[0203] Thus, in this embodiment, in the multiplay mode, two types of operation methods are provided for the aiming and PC movement, the individual operation mode and the cooperative operation mode. In the individual operation mode, the player needs to operate the controller while being aware of two operations, the aiming operation and the PC movement operation, but in the cooperative operation mode, it is sufficient to perform only one of the operations. Therefore, by using the operation in the cooperative operation mode, the ease of operation can be improved. In either case, the operation using the left stick 32 is provided, and common operability is provided in the individual operation mode and the cooperative operation mode. Therefore, even if the operation mode is switched between the individual operation mode and the cooperative operation mode, the game play can be continued without being confused about the operation before and after the switch.

[0204] [Variations] In the above embodiment, an example has been given of the operation of the 2P aim 212, in which the invisible 2P aim 212 itself is moved based on the left stick input even when the PC is in the state of a collaborative player object. In other embodiments, in the state of a collaborative player object, the input of the left stick 32 may not be reflected in the movement of the 2P aim 212. In other words, in the state of a collaborative player object, the movement control process of the 2P aim 212 may not be performed. This makes it possible to reduce the processing load in the state of a collaborative player object.

[0205] In another embodiment, in the single-play mode, the 2P character 211 may be able to be either a "leader" or a "member." When the above-mentioned cooperation is cancelled, the 2P character 211 may be added as a "member" of the 1P character 201's formation. This allows the 2P character 211 to move in conjunction with the movement of the 1P character 201 after the cooperation is cancelled. In other words, it becomes possible to move the 1P character 201 and the 2P character 211 together, improving the convenience and comfort of the player in the single-play mode.

[0206] In the above embodiment, a living object is used as an example of a related object, but a non-living object such as a weapon may be used as the related object.

[0207] In the above embodiment, an example is given in which the 1P related object 203 is combined with the 2P related object 213 when the PC becomes a cooperative player object. In another embodiment, instead of combining, the 1P related object 203 and the 2P related object 213 may be "combined" or "synthesized" to become a new related object (combined related object) (having a different appearance). For example, the 1P related object 203 may be combined with the 2P related object 213 to become a combined related object that is larger in size than a normal related object and has a different appearance. In addition, if the related object is an inanimate object such as a weapon, the first weapon object that is the 1P related object 203 and the second weapon object that is the 2P related object 213 may be combined to become a third weapon object that can be used. In addition, when the cooperative player object state is released, the combination or synthesis of the related objects may also be released. In this case, the affiliation of the related objects to the formation may be restored to the affiliation before the fusion, or the related objects may be made to belong to only one of the formations of the 1P character 201 (in the case of single play mode) or the formation of the 2P character 211 (in the case of multi-play mode). The performance of the related objects thus "fused" or otherwise "fused" may be improved compared to when they are not "fused". For example, the related objects may be given attack methods or means that are not possible when they are in a normal related object state. In this way, by improving the performance of the related objects through "fusion" or "combination", it is possible to provide the player with an incentive to actively utilize the cooperative player object, and also to increase the interest of the game.

[0208] Also, in the above embodiment, in the case of single-play mode, an example was given in which, when the above-mentioned collaboration is cancelled, the 1P character 201 becomes the operation target, and all of the 2P related objects 213 become 1P related objects 203. In other embodiments, when the above-mentioned collaboration is cancelled in single-play mode, the above-mentioned 2P character 211 may become the operation target, and the affiliation of the 2P related objects 213 may not be changed.

[0209] Also, in the above embodiment, an example was shown in which the operation of the Y button 56 was used to perform the joint operation and the operation of canceling the joint operation. In other embodiments, the configuration may be such that joint operation is possible without performing such an operation. For example, when a predetermined gauge is filled up, the state of the joint player object may be automatically attained. Also, the cancellation of the joint operation may be possible without performing the above operation. For example, it may be automatically cancelled when a predetermined time has elapsed.

[0210] In addition, with regard to the operation of sharing, in the above embodiment, an example was shown in which the Y button 56 was pressed when the 1P character 201 and the 2P character 211 were somewhat close to each other. In other embodiments, sharing may be possible at all times, regardless of the distance between the 1P character 201 and the 2P character 211.

[0211] In the above embodiment, when the aim is moved by inputting a small tilt of the left stick 32, the aim is controlled so as not to move more than a certain distance away from the PC. In this regard, in other embodiments, the movement of the aim may be prioritized, and the PC may be controlled to move toward the aim so as not to move more than the certain distance. For example, assume that the left stick is operated with a small tilt to move only the aim, and as a result, the relative distance between the aim and the PC becomes 5 m or more. In such a case, the position of the PC may be automatically moved closer to the aim, and an adjustment may be made so that the distance between the two does not move by 5 m.

[0212] In the above embodiment, an example was given in which the aim and the PC moved while maintaining the relative distance (positional relationship). Therefore, for example, in the cooperative operation mode, even if the first player does not perform any operation and only the second player performs a movement operation of the cooperative player object, the 1P aim 202 may move while maintaining the relative positional relationship with the cooperative player object. In this regard, in other embodiments, in the cooperative operation mode, the aim 202 may be configured to be movable without maintaining the relative distance. For example, when the first player does not perform any operation and only the second player performs a movement operation of the cooperative player object, the position of the 1P aim 202 in the virtual space may not change and only the cooperative player object may move.

[0213] Also, when the second player moves the collaborative player object, the magnitude of the tilt angle of the left stick 32, which was taken into consideration in the individual operation mode, may not be taken into consideration. In other words, regardless of the magnitude of the tilt angle, if an input to the left stick 32 is detected, control may be performed to move the collaborative player object in response to the input. This allows for finer movement than in the individual operation mode. In other words, it is also possible to finely adjust the position of the collaborative player object by a delicate operation that reduces the tilt of the left stick 32. In this case, the feeling of operation in the collaborative operation mode may be slightly different from that in the individual operation mode for the second player in that such fine adjustments can be made.

[0214] In the above embodiment, the series of processes related to the game process are executed by a single main unit 2. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the main unit 2 may be configured to send operation data indicating the operation of the player to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the main unit 2 as video and audio. [Explanation of symbols]

[0215] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 81 Processor 84 Flash Memory 85 DRAM

Claims

1. An information processing program executed on a computer of an information processing device, The computer, In a single-player mode in which a video game is played by one player, a target moving means for moving a target associated with an operation target object by a first operation method using a target movement instruction input by the player; an action execution means for causing the operation target object to execute an action in accordance with a second operation method using an action instruction input by the player; a player moving means for moving the operation target object by a third operation method different from the first operation method; a character switching means for switching a player object corresponding to the player between a first player object and a second player object when a character switching condition is satisfied; In a multi-play mode in which the video game is played by a plurality of players, a joint aim moving means for moving the aim associated with the operation target object by the first operation method using the aim movement instruction input performed by a first player among the plurality of players; a joint action performing means for causing the operation target object to perform the action toward the target associated with the operation target object by the second operation method using the action instruction input performed by the first player; an information processing program that functions as joint player movement means for moving the operated object by a fourth operation method based on a movement input of a second player among the plurality of players;

2. The information processing program according to claim 1 , wherein the fourth operation method is different from the third operation method.

3. 2. The information processing program according to claim 1, wherein the co-player movement means, as the fourth operation method, moves the operated object in a manner that allows the operated object to move in a direction different from the movement of the aim associated with the operated object, based on a movement input of the second player.

4. The information processing program according to claim 3 , wherein the co-player moving means moves the operated object directly based on the movement input of the second player, as the fourth operation method.

5. The information processing program according to claim 1 , wherein the controlled object in the multiplay mode is an integrated object of the first player object and the second player object.

6. The information processing program according to claim 5 , wherein the operated object is the first player object riding on the second player object.

7. 6. The information processing program according to claim 5, further causing the computer to function as a first associating means for associating an associated object associated with the controlled object to the player object corresponding to the player, when the player transitions in the single play mode from a state in which the player operates the integrated controlled object to a state in which the player operates either the first player object or the second player object as the player object corresponding to the player.

8. the second player object has higher movement performance than the first player object; The information processing program according to claim 5 , wherein the operation target object has the movement performance of the second player object.

9. The information processing program according to claim 1 , wherein the player moving means, as the third operation method, moves the operation target object in conjunction with movement of the aim.

10. The information processing program according to claim 9 , wherein the player moving means moves the operated object so as to follow the movement of the aim.

11. The information processing program according to claim 1 , wherein the action is an action of throwing an associated object associated with the operation target object toward the target.

12. a switching means for switching an operation method for operating the operation target object by inputs from the plurality of players from an individual operation method to a cooperative operation method when a switching condition is satisfied in the multiplay mode; In the individual operation method, an individual aim moving means for moving the aim associated with the operation target object corresponding to each of the plurality of players by the first operation method using the aim movement instruction input performed by each of the plurality of players; an individual action instruction means for causing the operation target object corresponding to each of the plurality of players to execute an action toward the aim associated with the operation target object, by the second operation method using the action instruction input performed by each of the plurality of players; The information processing program according to any one of claims 1 to 11, further causing the computer to function as individual operation target moving means for moving the operation target object corresponding to each of the plurality of players by the third operation method.

13. The information processing program according to claim 12 , wherein the switching condition is satisfied when the first player performs a switching operation.

14. The information processing program according to claim 12 , wherein the switching means switches the operation method from the joint operation method to the individual operation method when the first player performs a cancel operation in a case where the operation method is the joint operation method.

15. 13. The information processing program according to claim 12, further causing the computer to function as a second associating means for, when the operation method is switched from the individual operation method to the collaborative operation method, associating a sum of associated objects associated with the player objects corresponding to each of the plurality of players in the individual operation method with the operation target object.

16. The information processing program according to claim 15, wherein when the operation method is switched from the joint operation method to the individual operation method, the second associating means associates all of the related objects that were associated with the operation target object in the joint operation method with the player object corresponding to the second player.

17. In a single-player mode in which a video game is played by one player, a target moving means for moving a target associated with an operation target object by a first operation method using a target movement instruction input by the player; an action execution means for causing the operation target object to execute an action in accordance with a second operation method using an action instruction input by the player; a player moving means for moving the operation target object by a third operation method different from the first operation method; a character switching means for switching a player object corresponding to the player between a first player object and a second player object when a character switching condition is satisfied; In a multi-play mode in which the video game is played by a plurality of players, a joint aim moving means for moving the aim associated with the operation target object by the first operation method using the aim movement instruction input performed by a first player among the plurality of players; a joint action performing means for causing the operation target object to perform the action toward the target associated with the operation target object by the second operation method using the action instruction input performed by the first player; and a joint player movement means for moving the operation target object by a fourth operation method based on a movement input of a second player among the plurality of players.

18. In a single-player mode in which a video game is played by one player, a target moving means for moving a target associated with an operation target object by a first operation method using a target movement instruction input by the player; an action execution means for causing the operation target object to execute an action in accordance with a second operation method using an action instruction input by the player; a player moving means for moving the operation target object by a third operation method different from the first operation method; a character switching means for switching a player object corresponding to the player between a first player object and a second player object when a character switching condition is satisfied; In a multi-play mode in which the video game is played by a plurality of players, a joint aim moving means for moving the aim associated with the operation target object by the first operation method using the aim movement instruction input performed by a first player among the plurality of players; a joint action performing means for causing the operation target object to perform the action toward the target associated with the operation target object by the second operation method using the action instruction input performed by the first player; and a joint player movement means for moving the operated object by a fourth operation method based on a movement input of a second player among the plurality of players.

19. An information processing method executed in a computer of an information processing device, The computer includes: In a single-player mode in which a video game is played by one player, moving a crosshair associated with an operation target object by a first operation method using a crosshair movement instruction input by the player; causing the operation target object to execute an action by a second operation method using an action instruction input by the player; moving the operation target object by a third operation method different from the first operation method; when a character switching condition is satisfied, switching a player object corresponding to the player between a first player object and a second player object; In a multi-play mode in which the video game is played by a plurality of players, moving the aim associated with the operation target object by the first operation method using the aim movement instruction input performed by a first player among the plurality of players; causing the operation target object to execute the action directed at the aim associated with the operation target object by the second operation method using the action instruction input performed by the first player; An information processing method, comprising: moving the operated object using a fourth operation method based on a movement input from a second player among the plurality of players.

Citation Information

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