GAME PROGRAM, GAME SYSTEM, GAME DEVICE, AND GAME CONTROL METHOD

The game system addresses the challenge of operating two characters by implementing two operation modes that allow for novel character manipulation and ensures both characters are within the virtual camera's view, enhancing gameplay with simultaneous actions.

JP7672255B2Active Publication Date: 2025-05-07NINTENDO CO LTD
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Patent Information

Application Number
JP2021046839
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-22
Publication Date
2025-05-07
Estimated Expiration
2041-03-22

AI Technical Summary

Technical Problem

Existing game systems lack a method to operate two characters in a novel and effective way, particularly in switching between player and attacking characters while maintaining both in the virtual camera's field of view.

Method used

The game system introduces two operation modes: in the first mode, the player character is controlled, and the virtual camera follows it; in the second mode, the attacking character's movement and actions are controlled, and the virtual camera's eye point is set to follow the attacking character, allowing for simultaneous operation of both characters.

Benefits of technology

This approach enables the player to manipulate two characters in a new way, ensuring both characters remain in view, enhancing gameplay by allowing temporary simultaneous actions of the player and attacking characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To operate two characters by a new method.CONSTITUTION: A game system (1) includes a body device (2), and a left controller (3) and a right controller (4) are detachably provided in the body device. In a first operation mode, movement and operation of a player character 202 are controlled according to a player's operation. In a second operation mode, an attack character 210 is allowed to appear and movement and operation of the attack character are controlled according to a player's operation. Therefore, in the second operation mode, movement of the player character is restricted. A virtual camera 250 follows the player character in the first operation mode, and the direction and position of the virtual camera are controlled so as to capture both of the player and the attack character in the second operation mode.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a game program, a game system, a game device, and a game control method, and more particularly to a game program, a game system, a game device, and a game control method for controlling a player character object or an attacking character object in accordance with an operation by a player. [Background technology]

[0002] An example of the background art is disclosed in Patent Document 1. Patent Document 1 discloses a game device that allows one or two characters to be operated in response to a player's switching operation. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2020-130213 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the method of controlling the two characters is not limited to the method disclosed in Patent Document 1.

[0005] Therefore, a primary object of the present invention is to provide a novel game program, game system, game device, and game control method.

[0006] Another object of the present invention is to provide a game program, a game system, a game device, and a game control method that enable a player to control two characters in a new way. [Means for solving the problem]

[0007] A first aspect of the present invention is a game device comprising: a computer for a game device, in a first operation mode, controlling movement and action of a player character object in a virtual space based on an operation input; setting positions of a viewpoint and a focus point of a virtual camera based on the position of the player character object; and causing a game device to display an attacking character object in the virtual space based on a first switching instruction input. t and switching the operation mode to a second operation mode, restricting movement of the player character object in the second operation mode, controlling the movement and action of an attacking character object in the virtual space based on the operation input, setting the position of the virtual camera's focus point based on the position of the player character object, and setting the position of the virtual camera's viewpoint so that the line of sight of the virtual camera follows the position of the attacking character object, and switching the operation mode to a first operation mode based on a second switching instruction input. operation This is a game program that switches between the different modes.

[0008] According to the first aspect of the invention, in the first operation mode, the virtual camera tracks the player character object, and the movement and action of the player character object are controlled, and in the second operation mode, the position of the virtual camera's gaze point is set based on the position of the player character object whose movement is restricted, and the position of the virtual camera's viewpoint is set so that the line of sight of the virtual camera tracks the position of the attacking character object, so that the player character object and the attacking character object can be operated while being switched between, and the virtual camera can be controlled so that both character objects are within the field of view. In other words, two characters can be operated in a new way.

[0009] A second invention is dependent on the first invention, and causes a computer to, in a second operation mode, cause an attacking character object to execute a specified action based on an operation input, and when a second switching instruction input is made, cause the operation mode to be switched to a first operation mode and cause the attacking character object to be erased, and if the attacking character object has not completed the specified action when the second switching instruction input is made, cause the operation mode to be switched to the first operation mode, and then cause the attacking character object to complete the specified action and then erase the attacking character object.

[0010] According to the second invention, even when switching from the second operation mode to the first operation mode, the attacking character object is erased after completing its action, so that the player character object and the attacking character object can temporarily act simultaneously.

[0011] A third invention is dependent on the second invention, and provides a computer, in a second operation mode, when an action is specified based on an operation input while an attacking character object is executing a specified first action, retaining the designation as a second action to be performed next, and having the attacking character object execute the second action after completing the first action, and if the attacking character object has not completed at least one specified action when a second switching instruction input is made, switching the operation mode to the first operation mode, and then having the attacking character object complete all of the specified actions before erasing the attacking character object.

[0012] According to the third invention, even when the instruction for the specified action is retained and the operation mode is switched to the first operation mode, the attacking character object is erased after all actions have been completed, so that the player character object and the attacking character object can temporarily take action simultaneously, and the time for which they take action simultaneously can be extended.

[0013] A fourth invention is dependent on any of the first to third inventions, and causes a computer to, in a first operation mode, cause a player character object to perform a designated action based on an operation input, and, if the player character object has not completed the designated action when a first switching instruction input is made, causes the computer to switch the operation mode to a second operation mode and then cause the player character object to perform the designated action until it is completed.

[0014] In the fourth aspect of the invention, the player character object and the attacking character object can also be temporarily caused to take action simultaneously.

[0015] A fifth invention is dependent on any one of the first to fourth inventions, and further causes the computer to control an enemy character object within the virtual space, and when the player character object is attacked by the enemy object in the second operation mode, causes the attacking character object to disappear and the operation mode to be switched to the first operation mode.

[0016] According to the fifth invention, in a specification in which the attacking character object is erased when the player character object is attacked, the virtual camera is controlled so that both character objects are within the field of view, allowing the player to operate the attacking character object while knowing whether or not the player character object is about to be attacked by the enemy character object.

[0017] A sixth invention is according to the fifth invention, and causes the computer to set a viewpoint in the second operation mode so that the line of sight of the virtual camera follows the position of an enemy character object, or a position between an attacking character object and an enemy object.

[0018] According to the sixth aspect of the invention, the virtual camera is controlled so as to capture an enemy character object, so that it is possible to grasp whether or not an attack from an enemy character object is likely to occur.

[0019] A seventh invention is according to any one of the first to sixth inventions, and further causes the computer to temporarily change a line of sight direction of the virtual camera based on an operation input.

[0020] According to the seventh aspect of the present invention, the direction of the virtual camera can be temporarily changed to view the surroundings, and then the camera control can be restored to obtain the effect of the present invention.

[0021] The eighth invention is dependent on any one of the first to seventh inventions, Cut The switching instruction input is a change of a specific key input from OFF to ON. Cut The switching instruction input is a change in a predetermined key input from ON to OFF, and while the predetermined key input continues to be in the ON state, the operation mode becomes the second operation mode.

[0022] According to the eighth aspect of the invention, the operation mode becomes the second operation mode while a specified key input remains on, so that when both a player character object and an attacking character object appear, it is easy to know which operation is being performed.

[0023] A ninth aspect of the present invention is a game system including an operation device and a game device including a processor, in which the processor controls movement and action of a player character object in a virtual space based on an operation input to the operation device in a first operation mode, sets positions of a viewpoint and a focus point of a virtual camera based on a position of the player character object, and displays an attacking character object in the virtual space based on a first switching instruction input to the operation device. tand switching the operation mode to a second operation mode, and in the second operation mode, restricting movement of the player character object, controlling the movement and action of an attacking character object in the virtual space based on an operation input to the operation device, setting the position of the focus point of a virtual camera based on the position of the player character object, and setting the position of the viewpoint of the virtual camera so that the line of sight of the virtual camera follows the position of the attacking character object, and switching the operation mode to a first operation mode based on a second switching instruction input to the operation device. operation It is a game system that switches between modes.

[0024] A tenth aspect of the present invention is a game device including an operation device and a processor, in which the processor, in a first operation mode, controls movement and action of a player character object in a virtual space based on an operation input to the operation device, sets positions of a viewpoint and a focus point of a virtual camera based on a position of the player character object, and displays an attacking character object in the virtual space based on a first switching instruction input to the operation device. t and switching the operation mode to a second operation mode, and in the second operation mode, restricting movement of the player character object, controlling the movement and action of an attacking character object in the virtual space based on an operation input to the operation device, setting the position of the focus point of a virtual camera based on the position of the player character object, and setting the position of the viewpoint of the virtual camera so that the line of sight of the virtual camera follows the position of the attacking character object, and switching the operation mode to a first operation mode based on a second switching instruction input to the operation device. operation It is a gaming device that switches between modes.

[0025] An eleventh aspect of the present invention is a method for controlling a game device, in a first operation mode, by causing a computer of a game device to control movement and action of a player character object in a virtual space based on an operation input, set positions of a viewpoint and a focus point of a virtual camera based on a position of the player character object, and display an attacking character object in the virtual space based on a first switching instruction input. t and switching the operation mode to a second operation mode, restricting movement of the player character object in the second operation mode, controlling the movement and action of an attacking character object in the virtual space based on the operation input, setting the position of the virtual camera's focus point based on the position of the player character object, and setting the position of the virtual camera's viewpoint so that the line of sight of the virtual camera follows the position of the attacking character object, and switching the operation mode to a first operation mode based on a second switching instruction input. operation This is a game control method for switching between modes.

[0026] In the ninth to eleventh inventions, as in the first invention, two characters can be controlled in a new way. Effect of the Invention

[0027] This invention allows you to control two characters in a new way.

[0028] The above objects, other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings. [Brief description of the drawings]

[0029] [Figure 1] FIG. 1 shows a non-limiting example of the state in which a left controller and a right controller are attached to the main unit device of this embodiment. [Diagram 2] FIG. 2 shows a non-limiting example of the state in which the left controller and the right controller are removed from the main unit. [Diagram 3]FIG. 3 is a six-view diagram showing a non-limiting example of the main unit shown in FIGS. [Figure 4] FIG. 4 is a six-sided view showing a non-limiting example of the left controller shown in FIGS. 1 and 2. [Diagram 5] FIG. 5 is a six-view diagram showing a non-limiting example of the right controller shown in FIGS. [Figure 6] FIG. 6 is a block diagram showing a non-limiting example of the internal configuration of the main unit shown in FIGS. [Figure 7] FIG. 7 is a block diagram showing a non-limiting example of the internal configuration of the main unit device, left controller, and right controller shown in FIGS. 1 and 2. [Figure 8] FIG. 8 is a diagram showing a non-limiting example of a game image in the first operation mode. [Figure 9] FIG. 9 is a diagram showing a non-limiting example of the positional relationship between the player character and the virtual camera in the virtual space in the case shown in FIG. [Figure 10] FIG. 10 is a diagram showing another non-limiting example of a game image in the first operation mode. [Figure 11] FIG. 11 is a diagram showing a first non-limiting example of a game image in the second operation mode. [Figure 12] FIG. 12 is a diagram showing a non-limiting example of the positional relationship between the player character, the attacking character, and the virtual camera in the virtual space in the case shown in FIG. [Figure 13] FIG. 13 is a diagram showing a second non-limiting example of a game image in the second operation mode. [Figure 14] FIG. 14 is a diagram showing a third non-limiting example of a game image in the second operation mode. [Figure 15] FIG. 15 is a diagram showing a fourth non-limiting example of a game image in the second operation mode. [Figure 16] FIG. 16 is a diagram showing a non-limiting example of the positional relationships among the player character, enemy character, attacking character, and virtual camera in the virtual space in the case shown in FIG. [Figure 17] FIG. 17 is a diagram showing a non-limiting example of a memory map of the DRAM of the main unit shown in FIG. [Figure 18] FIG. 18 is a flow chart showing a part of a non-limiting example of game processing by the processor of the main unit shown in FIG. [Figure 19] FIG. 19 is a flowchart showing another non-limiting example of the game processing by the processor of the main unit shown in FIG. 6, which follows FIG. [Figure 20] FIG. 20 is a non-limiting example flow diagram of continuing processing by the processor of the main unit shown in FIG. [Figure 21] FIG. 21 is a flow chart showing a part of a non-limiting example of the first operation mode processing of the processor of the main unit shown in FIG. [Figure 22] FIG. 22 is a non-limiting flow chart showing another part of the first operation mode processing of the processor of the main unit shown in FIG. 6, which follows FIG. [Diagram 23] FIG. 23 is a flowchart showing a non-limiting example of the attack determination process of the processor of the main unit shown in FIG. [Figure 24] FIG. 24 is a flowchart showing a non-limiting example of the first damage determination process of the processor of the main unit shown in FIG. [Diagram 25] FIG. 25 is a flow chart showing a part of a non-limiting example of the second operation mode processing of the processor of the main unit shown in FIG. [Figure 26] FIG. 26 is a non-limiting flow chart showing another part of the second operation mode processing of the processor of the main unit shown in FIG. 6, and follows FIG. [Figure 27] FIG. 27 is a flowchart showing a non-limiting example of the second damage determination process of the processor of the main device shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0030] A game system according to a non-limiting example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (game 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 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 in this embodiment will be described below, and then the control of the game system 1 in this embodiment will be described.

[0031] 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 user to perform input.

[0032] 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."

[0033] 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.

[0034] 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.

[0035] 3, the main unit 2 includes a display 12 provided on a main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0036] The main device 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).

[0037] 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.

[0038] 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.

[0039] 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 game 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.

[0040] 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).

[0041] 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 (i.e., the y-axis direction shown in FIG. 1 and 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.

[0042] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user 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. Also, in this embodiment, an input can be made by pressing the analog stick 32.

[0043] 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 an 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 an SL button 43 and an SR 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.

[0044] 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.

[0045] 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. 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.

[0046] The right controller 4, like the left controller 3, is provided with an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog 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 is further provided with a + (plus) button 57 and a home button 58. The right controller 4 is further provided with an R button 60 and a ZR button 61 on the upper right of the side of the housing 51. The right controller 4 is further provided with an SL button 65 and a SR button 66, like the left controller 3.

[0047] 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.

[0048] 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.

[0049] 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.).

[0050] 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.

[0051] The main unit 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) attached to the slot 23 in response to an instruction from the processor 81.

[0052] 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.

[0053] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with 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 by 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 by a predetermined communication method (for example, communication by a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode can perform wireless communication with other main units 2 arranged 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 a plurality of main units 2.

[0054] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 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.

[0055] The processor 81 is connected to the above-mentioned left terminal 17, right terminal 21, and 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 (or acquires) 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 (or acquires) 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, respectively. When the integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to the cradle, the main unit 2 can output data (for example, display image data and audio data) to a stationary monitor or the like via the cradle.

[0056] 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 users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0057] 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.

[0058] 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.

[0059] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0066] 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, analog 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.

[0067] 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. In other words, the main unit 2 can determine the operations performed on the buttons 103 and the analog stick 32 based on the operation data.

[0068] 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).

[0069] 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.

[0070] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0071] 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.

[0072] Next, an overview of the game processing of the virtual game executed in the game system 1 of this embodiment will be described with reference to Figures 8 to 16. Figure 8 is a diagram showing a non-limiting example of a game image displayed on a display device (for example, the display 12) when the application of the virtual game of this embodiment is executed.

[0073] As shown in Fig. 8, a game screen 200 as a non-limiting example game image includes a main player character 202. The player character 202 is a character or object whose movement and execution of an arbitrary action are controlled based on the operation of the player. Actions of the player character 202 include obtaining an item, attacking an enemy character 204 (see Fig. 9), avoiding (or defending against) an attack by the enemy character 204, etc. in a certain virtual place, i.e., in a virtual space.

[0074] In this embodiment, the player moves the player character 202 in the virtual space by operating the analog stick 32, and the player character 202 performs an attack assigned to each button 53-56 by operating the A button 53, the B button 54, the X button 55, or the Y button 56. However, if any one of the A button 53, the B button 54, the X button 55, and the Y button 56 is pressed and held, or two or more are operated in combination, the player character 202 performs an attack with a special move or a combo move. If the attack of the player character 202 hits the enemy character 204 (see FIG. 9), damage can be given to the enemy character 204. Also, by operating the ZR button 61, the player character 202 can avoid (or defend against) the attack of the enemy character 204.

[0075] The game image also includes background objects. In this embodiment, the background objects mainly refer to terrain objects arranged in the virtual space. In this embodiment, the terrain refers to the ground (including roads, squares, etc.), floors, trees, grass, flowers, buildings, stairs, caves, cliffs, walls, etc.

[0076] The main unit 2 also functions as an image processing device, generating and outputting (displaying) display image data for game images corresponding to various screens such as the game screen 200. The processor 81 arranges various objects and characters in a three-dimensional virtual space, and a certain scenery or scene is generated. An image of this scene captured by the virtual camera 250 (as seen from a viewpoint) is displayed on the display 12 as a game image.

[0077] In this manner, a state in which one character that the player can control (in this embodiment, the player character 202) appears in the virtual space and only that character is controlled is called the first operation mode. However, in the first operation mode, other characters that are not controlled by the player, such as the enemy character 204, may also appear.

[0078] In this first operation mode, when the enemy character 204 does not appear, the virtual camera 250 is disposed at a position a first predetermined distance (for example, 3 m in the virtual space) behind the player character 202, viewing the player character 202 from diagonally above and capturing the player character 202 in front, and following the player character 202. For example, in the first operation mode, the first predetermined position (in this embodiment, the position of the waist) of the player character 202 is set to the position of the gaze point of the virtual camera 250. Also, the orientation of the virtual camera 250 is set in advance in the camera coordinate system. In the first operation mode, the orientation of the virtual camera 250 in the camera coordinate system is set to a first predetermined direction. The three-dimensional position of the virtual camera 250 is determined so as to satisfy these settings. This positional relationship of the virtual camera 250 with respect to the player character 202 is referred to as a "predetermined positional relationship."

[0079] However, in the camera coordinate system of virtual camera 250, the axis overlapping with the line of sight when virtual camera 250 faces the reference direction (i.e., in the case of the reference attitude) is set as the x-axis, the axis perpendicular to the x-axis in the horizontal direction is set as the y-axis, and the axis perpendicular to both the x-axis and the y-axis is set as the z-axis. The direction (or attitude) of virtual camera 250 is expressed by the angle around the y-axis (pitch angle), the angle around the x-axis (roll angle), and the angle around the z-axis (yaw angle). In the above first predetermined direction, as an example, the pitch angle and roll angle are set to 0 degrees, and the pitch angle is set to 30 degrees downward.

[0080] Fig. 9 shows a non-limiting example of the virtual space when the game image shown in Fig. 8 is displayed, as viewed from the side of the player character 202 and the virtual camera 250. However, in Fig. 9, the player character 202 is simplified.

[0081] As described above, in a predetermined positional relationship, the horizontal distance between virtual camera 250 and player character 202 is set to a first predetermined distance, the orientation of virtual camera 250 is set to a first predetermined direction, and the gaze point of virtual camera 250 is set to a first predetermined position of player character 202. Therefore, the height of virtual camera 250 is determined so that the line of sight of virtual camera 250 passes through the gaze point. In other words, the position (also called the "viewpoint") of virtual camera 250 in the virtual space is set or calculated.

[0082] However, the position of the player character 202 in the virtual space is the position of the feet. This is just one example, and if the player character 202 does not have a human-like appearance, it is the center position of the position where the player character 202 touches the ground in the virtual space. Also, if the player character 202 is floating in the air, the position of the player character 202 is the position where it hangs down from a reference point (for example, the center point of the player character 202) and hits the ground.

[0083] In addition, in this first operation mode, the virtual camera 250 can also be moved by tilting the analog stick 52. For example, the virtual camera 250 moves in a direction in which the analog stick 52 is tilted while the virtual camera 250 faces the gaze point, with the gaze point of the virtual camera 250 remaining at the first predetermined position of the player character 202. However, the distance between the virtual camera 250 and the player character 202 is kept at the first predetermined distance, and the orientation of the virtual camera 250 remains in the first predetermined direction in the camera coordinate system. However, when moving the virtual camera 250 according to the operation of the player, the gaze point of the virtual camera 250 may be set to another predetermined position (for example, the position of the head of the player character 202) and the orientation of the virtual camera 250 may be set to another direction (for example, all of the pitch angle, roll angle, and yaw angle are 0 degrees).

[0084] Therefore, when the virtual space is viewed from above, the virtual camera 250 moves (or rotates) on a circle having a radius of the first predetermined distance, with the player character 202 at the center, in the direction in which the analog stick 52 is tilted. In other words, the virtual camera 250 is moved in the yaw direction, and the moving direction at this time is the direction in which the analog stick 52 is tilted.

[0085] Although not shown in the drawings, by moving the virtual camera 250 according to the player's operation, a game image showing the surroundings around the player character 202 is displayed on the display 12. Therefore, the player can know the surroundings around the player character 202 in the virtual space.

[0086] However, even if virtual camera 250 has been moved in accordance with the player's operation, stopping the operation of analog stick 52 returns virtual camera 250 to a position having a predetermined positional relationship. In other words, control of virtual camera 250 returns to the original state. In this way, the line of sight direction of virtual camera 250 is temporarily changed.

[0087] Also, the position and shooting direction of virtual camera 250 may be controlled so as to forcibly shoot another character, for example, when playing an animation in which a predetermined enemy character 204 such as a boss character appears in the virtual space, or when playing an animation in which the predetermined enemy character 204 falls (loses a battle).

[0088] FIG. 10 shows an example of the game screen 200 corresponding to a game image when an enemy character 204 appears in the first operation mode. When the enemy character 204 appears in the first operation mode, the distance between the player character 202 and the virtual camera 250 is changed to a second predetermined distance (for example, 4 m in the virtual space) that is longer than the first predetermined distance. However, the position of the gaze point is the first predetermined position, and the orientation of the virtual camera 250 in the camera coordinate system remains the first predetermined direction. Therefore, the virtual camera 250 is moved gradually away from the player character 202 on a straight line overlapping the line of sight so that the horizontal distance between the virtual camera 250 and the player character 202 becomes the second predetermined distance. In this embodiment, when the virtual camera 250 moves away from or approaches the player character 202, it is moved on a straight line overlapping the line of sight by a third predetermined distance (for example, 5 cm in the virtual space) per frame. The same applies to cases where the horizontal distance between the player character 202 and the virtual camera 250 is changed, where the position of the virtual camera 250 is changed, or where both are changed.

[0089] In this way, since the position of the virtual camera 250 is moved away from the player character 202, a wider range of the virtual space is depicted in the game screen 200 of Fig. 9 than in the game screen 200 of Fig. 8. Therefore, not only the player character 202 but also some or all of the enemy character 204 appearing in the virtual space can be included in one game image as much as possible.

[0090] However, the setting of the virtual camera 250 when the enemy character 204 appears in the virtual space is just one example, and in other embodiments, the gaze point may be set to a position (for example, an intermediate position) between the player character 202 and the enemy character 204. Even in this way, not only the player character 202 but also a part or all of the enemy character 204 can be included in one game image.

[0091] The enemy character 204 is a non-player character or object whose actions are controlled by a computer (processor 81 in FIG. 6) rather than by a player. The actions of the enemy character 204 include moving, attacking the player character 202, and defending against an attack from the player character 202.

[0092] As described above, when the player character 202 attacks the enemy character 204 by the player's operation, damage can be given to the enemy character 204. When damage is given to the enemy character 204, the vitality value of the enemy character 204 is subtracted, and when the vitality value becomes 0, the enemy character 204 is eliminated. For example, when a predetermined enemy character 204 such as a boss character is defeated, the stage or game is cleared. Conversely, when the enemy character 204 attacks the player character 202 by the computer, damage is given to the player character 202. When damage is given to the player character 202, the vitality value of the player character 202 is subtracted, and when the vitality value becomes 0, the player character 202 is eliminated. In this case, for example, the game is over.

[0093] Although detailed description will be omitted, in the first operation mode, the player can select the type of attacking character 210 (see FIG. 11) to be used by pressing the operation button 33, the operation button 35, or the operation button 36. Also, the player can change the equipment (for example, weapon) of the player character 202 by pressing the L button 38. Furthermore, the player can make the player character 202 evade the attack of the enemy character 204 by pressing the ZR button 61.

[0094] Also, in the first operation mode, when the player presses the ZL button 39, the operation mode is switched (or shifted) from the first operation mode to the second operation mode, and the second operation mode continues only while the player keeps pressing the ZL button 39. In this embodiment, the second operation mode means a state in which another player character (hereinafter referred to as an "attack character") 210 that can be operated by the player and used to attack the enemy character 204 appears in the virtual space in addition to the player character 202, and the attack character 210 moves and performs any action by the player's operation. The action of the attack character 210 corresponds to obtaining an item, attacking the enemy character 204, defending against the attack of the enemy character 204, etc. in a certain virtual place, i.e., in the virtual space.

[0095] However, in the first operation mode, if the operation mode is switched from the first operation mode to the second operation mode while the player character 202 is performing an attacking action, the attacking action of the player character 202 is continued (or executed) until it is completed, and if an attack from this attacking action hits the enemy character 204, damage is given to the enemy character 204. In other words, even when the operation mode is switched from the first operation mode to the second operation mode, the player character continues the attack until it is completed, so that the player character 202 and the attacking character 210 can temporarily attack simultaneously.

[0096] Although not shown, when a plurality of enemy characters 204 appear, the player can press the analog stick 52 to lock on to one enemy character 204 and attack the locked-on enemy character 204. At this time, the distance between the player character 202 and the virtual camera 250 remains at the second predetermined distance. The orientation of the virtual camera 250 is set to a second predetermined direction in the camera coordinate system. As an example, in the second predetermined direction, the pitch angle is 5 degrees upward, and the roll angle and yaw angle are 0 degrees. Furthermore, the gaze point of the virtual camera 250 is set to a second predetermined position (for example, a middle position) of the player character 202 and the locked-on enemy character 204. However, the middle position is the midpoint of a line segment connecting a reference point (for example, a center point) of the player character 202 and a reference point (for example, a center point) of the enemy character 204. Therefore, when one enemy character 204 is locked on, the player character 202 and all or part of the locked-on enemy character 204 are included in one game image.

[0097] Furthermore, when one enemy character 204 is locked on, pressing the analog stick 52 releases the lock-on. Each time the analog stick 52 is pressed, the lock-on and the release of the lock-on are repeated. The enemy character 204 to be locked on is selected in order or at random from among the multiple enemy characters 204.

[0098] FIG. 11 is a diagram showing an example of a game screen 200 corresponding to a game image in the second operation mode. The game screen 200 shown in FIG. 11 includes an attacking character 210 in addition to the player character 202. As described above, in the second operation mode, the movement and action of the attacking character 210 is controlled by the player's operation. Therefore, in the second operation mode, the player character 202 does not move or act by the player's operation. However, the action of the player character 202 may be controlled by the computer (processor 81 in FIG. 6). In other words, in the second operation mode, the movement of the player character 202 is restricted.

[0099] In this embodiment, when the operation mode is switched from the first operation mode to the second operation mode, the attacking characters 210 appear in the virtual space as if springing out from the ground. As an example, the position from which the attacking characters 210 spring out is in front of the player character 202 in the virtual space, which is a position corresponding to the center position of the game screen 200. In another example, the attacking characters 210 may appear from a space in another dimension or fall from the sky.

[0100] FIG. 12 shows a non-limiting example of the virtual space when the game screen 200 shown in FIG. 11 is displayed, as viewed diagonally from above the player character 202, the attacking character 210, and the virtual camera 250. In FIG.

[0101] In the second operation mode, both the player character 202 and the attacking character 210 are controlled to be within the angle of view of the virtual camera 250 as much as possible. Specifically, as shown in Fig. 12, in the second operation mode, the gaze point of the virtual camera 250 is set to a third predetermined position with respect to the player character 202. The third predetermined position is a position to the upper right of the player character 202, and is set to a position that is a predetermined distance to the right and above the position of the player character 202.

[0102] Also, in the second operation mode, the orientation of virtual camera 250 is set to a third predetermined direction in the camera coordinate system. As an example, in the third predetermined direction, the pitch angle is 5 degrees upward, and the roll angle and yaw angle are 0 degrees. Also, virtual camera 250 is placed at a position that captures a reference point (hereinafter referred to as "fourth predetermined position") of attacking character 210 as the center. For example, the fourth predetermined position is the position of the overall center, the center of the body, or the center of the face of attacking character 210. In other words, virtual camera 250 is placed so that the line of sight of virtual camera 250 passes through both the third predetermined position and the fourth predetermined position.

[0103] In this embodiment, since the attacking character 210 is larger than the player character 202, the position of the point of interest is set to a position to the upper right of the player character 202, and the virtual camera in the camera coordinate system is set to face diagonally upward. In other embodiments, when the attacking character 210 is smaller than the player character 202, for example, the position of the point of interest is set to a position to the upper right of the player character 202, and the virtual camera in the camera coordinate system is set to face diagonally downward.

[0104] Basically, even in the second operation mode, virtual camera 250 is positioned at a position a first predetermined distance behind player character 202. However, if attacking character 210 is a fourth predetermined distance (e.g., 20 m in virtual space) or more away from virtual camera 250, virtual camera 250 is moved closer to attacking character 210, and if attacking character 210 is within a fifth predetermined distance (e.g., 5 m in virtual space) of virtual camera 250, virtual camera 250 is moved away from attacking character 210.

[0105] However, the position of attacking character 210 in the virtual space is the center position of the part where attacking character 210 touches the ground. When attacking character 210 is floating in the air, the position of attacking character 210 is the position where attacking character 210 hangs down from a reference point (for example, the center point of attacking character 210) and hits the ground.

[0106] In this embodiment, when the attacking character 210 is away from the virtual camera 250 by a fourth predetermined distance or more, the virtual camera 250 changes the horizontal distance from the player character 202 to a sixth predetermined distance (for example, 2 m in the virtual space) that is shorter than the first predetermined distance. When the attacking character 210 approaches within the fifth predetermined distance of the virtual camera 250, the horizontal distance from the player character 202 is changed to a seventh predetermined distance (for example, 4 m in the virtual space) that is longer than the first predetermined distance. In other words, in the second operation mode, when the distance between the attacking character 210 and the virtual camera 250 is between the fifth predetermined distance and the fourth predetermined distance, the distance between the player character 202 and the virtual camera 250 is set to the first predetermined distance.

[0107] FIG. 13 is a non-limiting example of a game screen 200 corresponding to a game image when the attacking character 210 is more than a fourth predetermined distance away from the virtual camera 250, and FIG. 14 is a non-limiting example of a game screen 200 corresponding to a game image when the attacking character 210 is approaching within a fifth predetermined distance of the virtual camera 250.

[0108] The game screen 200 shown in Fig. 13 is a game image when the attacking character 210 is moved in a direction away from the player character 202 in the game image shown in Fig. 11. As described above, in order to move the virtual camera 250 closer to the player character 202, the player character 202 is displayed slightly larger, as can be seen by comparing with the game image shown in Fig. 11.

[0109] Moreover, the game screen 200 shown in Fig. 14 is a game image when the attacking character 210 is moved in a direction approaching the player character 202 in the game image shown in Fig. 11. As described above, in order to move the virtual camera 250 away from the player character 202, the player character 202 is displayed slightly smaller, as can be seen by comparing with the game image shown in Fig. 11. Moreover, the entire attacking character 210 is included in the game image.

[0110] That is, in this embodiment, in order to display the player character 202 and the attacking character 210 as clearly as possible, the distance between the player character 202 and the virtual camera 250 is changed (or adjusted). Therefore, it is easy to see that the player character 202 is controlling the attacking character 210.

[0111] In the second operation mode, similarly to the first operation mode, virtual camera 250 can be moved by the player's operation. However, a duplicated explanation of the movement of virtual camera 250 will be omitted. In the second operation mode, when the player stops virtual camera 250, control of virtual camera 250 returns to the original state. In the second operation mode, the line of sight direction of virtual camera 250 is temporarily changed.

[0112] Fig. 15 shows a non-limiting example of a game screen 200 corresponding to a game image when an enemy character 204 further appears in the second operation mode. Fig. 16 shows a non-limiting example of a virtual space when the game screen 200 shown in Fig. 15 is displayed, as viewed diagonally from above the player character 202, enemy character 204, attacking character 210, and virtual camera 250.

[0113] 15 and 16, in the second operation mode, when enemy character 204 appears in the virtual space, virtual camera 250 is moved to a position capturing a fourth predetermined position (for example, a position intermediate between the two) determined by enemy character 204 and attacking character 210. However, the position of the focus point remains at the third predetermined position, and the orientation of virtual camera 250 remains in the third predetermined direction.

[0114] It should be noted that the fourth predetermined position does not have to be limited to a position midway between the enemy character 204 and the attacking character 210, but may be a position at which the enemy character 204 is captured, for example, a reference point set on the enemy character 204.

[0115] Therefore, in the second operation mode, when the enemy character 204 appears, the player character 202, the enemy character 204 and the attacking character 210 are controlled so as to be within the angle of view of the virtual camera 250 as much as possible.

[0116] Thus, in the second operation mode, when enemy character 204 does not appear in the virtual space, the orientation of virtual camera 250 is the third predetermined direction in the camera coordinate system, the distance between player character 202 and attacking character 210 is the first predetermined distance, the sixth predetermined distance, or the seventh predetermined distance, and the position of virtual camera 250 is set so as to capture the reference point of attacking character 210, i.e., the third predetermined position, as its center. Also, when enemy character 204 appears in the virtual space, unlike the case when enemy character 204 does not appear in the virtual space, the position of virtual camera 250 is set so as to capture the intermediate position between the reference point of enemy character 204 and the reference point of attacking character 210, i.e., the fourth predetermined position, as its center. In other words, in the second operation mode, when the enemy character 204 does not appear, the line of sight of the virtual camera 250 tracks the positions of the player character 202 and the attacking character 210, and when the enemy character 204 appears, the line of sight of the virtual camera 250 tracks the positions of the player character 202, the enemy character 204, and the attacking character 210.

[0117] In the second operation mode, as described above, the horizontal distance between the player character 202 and the virtual camera 250 is changed based on the distance between the virtual camera 250 and the attacking character 210, and therefore, unlike the first operation mode, the horizontal distance between the player character 202 and the virtual camera 250 is not changed depending on whether the enemy character 204 has appeared. However, similar to the first operation mode, the horizontal distance between the player character 202 and the virtual camera 250 may be changed depending on whether the enemy character 204 has appeared.

[0118] 15, in the second operation mode, the attacking character 210 attacks the enemy character 204 in accordance with the operation of the player, but the attack content can be reserved when the attacking character 210 is attacking the enemy character 204. In other words, in this embodiment, when the main device 2 detects an attack operation while the attacking character 210 is attacking the enemy character 204, it holds the attack content of the attacking character 210 corresponding to the detected attack operation.

[0119] In the game screen 200 shown in Fig. 15, a display unit 220 is provided for displaying the attack content designated by the player's operation. The left display unit 220 displays an image showing the content of the current attack, and the right display unit 220 displays an image showing the content of the next attack. That is, in this embodiment, one attack content is held. In the example shown in Fig. 15, an image showing a punch is displayed on the left, and an image showing a kick is displayed on the right.

[0120] When the current attack is completed, that is, when all attacking actions are finished, the image on the left display unit 220 is changed to the image displayed on the right display unit 220, and the image displayed on the right display unit 220 is erased. However, if further attack details are specified, an image showing the specified attack details is displayed on the right display unit 220.

[0121] In this way, since the attack content is maintained, when the ZL button 39 is turned off and the operation mode is switched from the second operation mode to the first operation mode (or returned), if all attacks of the attacking character 210 have not been completed, the attacking character 210 is erased after all attacks are completed. In the first operation mode, the player character 202 is operated according to the player's operation and can attack the enemy character 204, so that if the attacking character 210 continues to attack in the first operation mode, both the player character 202 and the attacking character 210 can attack the enemy character 204. When the attacking character 210 has completed all attacks, it is erased from the virtual space.

[0122] In this case, the player character 202 and the attacking character 210 can attack simultaneously for a short time. Also, if the attack content of the attacking character 210 is retained, the time during which they attack simultaneously can be temporarily extended.

[0123] However, even if the ZL button 39 is not turned off in the second operation mode, if the player character 202 is attacked by the enemy character 204, the operation mode is switched from the second operation mode to the first operation mode.

[0124] Therefore, in a specification in which the attacking character 210 is eliminated when the player character 202 is attacked, the virtual camera 250 is controlled so that both characters are within the field of view, as described above, so that the attacking character 210 can be operated while knowing whether or not it is about to be attacked by the enemy character 204.

[0125] Also, in the second operation mode, when a plurality of enemy characters 204 appear, the player can press the analog stick 52 to lock on to one of the enemy characters 204 and attack the locked-on enemy character 204. At this time, the distance between the player character 202 and the virtual camera 250 is set to the sixth or seventh predetermined distance. The orientation of the virtual camera 250 is set to the fourth predetermined direction in the camera coordinate system. As an example, in the fourth predetermined direction, the pitch angle is 5 degrees upward, and the roll angle and yaw angle are 0 degrees, which are the same as when the virtual camera 250 was locked on in the first operation mode. Furthermore, the gaze point of the virtual camera 250 remains at the third predetermined position, and the line of sight is set to pass through the third predetermined position and the fourth predetermined position. Therefore, when one enemy character 204 is locked on, the player character 202, all or part of the locked-on enemy character 204, and all or part of the attacking character 210 are included in one game image. In other embodiments, lock-on may not be performed in the second operation mode.

[0126] Although detailed explanation will be omitted, in the second operation mode, when multiple enemy characters 204 appear, the fourth predetermined position is determined by the enemy character 204 and attack character 210 that are closest to the player character 202 or the attack character 210.

[0127] Although detailed description will be omitted, in the second operation mode, the player can select the type of attacking character 210 to be used by pressing operation button 33, operation button 35, or operation button 36. The player can change the equipment (for example, weapon) of the attacking character 210 by pressing the L button 38. Furthermore, the player can make the attacking character 210 retreat from the battle with the enemy character 204 by pressing the ZR button 61.

[0128] FIG. 17 is a diagram showing a non-limiting example of a memory map 850 of the DRAM 85 shown in FIG. 6. As shown in FIG. 17, the DRAM 85 includes a program memory area 852 and a data memory area 854. The program memory area 852 stores a program of a game application (i.e., a game program). As shown in FIG. 17, the game program includes a main processing program 852a, an image generating program 852b, an image display program 852c, an operation detection program 852d, an operation mode switching program 852e, a character control program 852f, ​​and a camera control program 852g. However, the function of displaying images such as game images is a function provided in the main unit 2. Therefore, the image display program 852c is not included in the game program.

[0129] Although detailed description will be omitted, each of the programs 852a-852g is read in part or in whole from the flash memory 84 and / or a storage medium inserted in the slot 23 at an appropriate timing after the main device 2 is powered on, and stored in the DRAM 85. However, each of the programs 852a-852g in part or in whole may be obtained from another computer capable of communicating with the main device 2.

[0130] The main processing program 852a is a program for executing the overall game processing of the virtual game of this embodiment. The image generation program 852b is a program for generating display image data corresponding to various images such as game images using image generation data 854b described later. The image display program 852c is a program for outputting the display image data generated according to the image generation program 852b to a display device. Therefore, an image corresponding to the display image data (i.e., the game screen 200, etc.) is displayed on a display device such as the display 12.

[0131] The operation detection program 852d is a program for acquiring operation data 854a from the left controller 3 and / or the right controller 4. The operation mode switching program 852e is a program for switching the operation mode between the first operation mode and the second operation mode based on the player's operation and whether the player character 202 has been attacked.

[0132] The character control program 852f is a program for controlling the movement and arbitrary actions of the player character 202 and / or the attacking character 210 based on the player's operation, and for controlling the movement and arbitrary actions of non-player characters including the enemy character 204 regardless of the player's operation. The character control program 852f is also a program for making the attacking character 210 appear in or disappear from the virtual space in response to the player's operation and when the player character 202 is attacked.

[0133] The camera control program 852 g is a program for controlling the orientation and position of the virtual camera 250 .

[0134] In addition, the program memory area 852 also stores a sound output program for outputting sounds such as background music, a communication program for communicating with other devices, and a backup program for storing data in a non-volatile storage medium such as flash memory 84.

[0135] Furthermore, data memory area 854 stores operation data 854a, image generation data 854b, operation mode data 854c, current position data 854d, camera direction data 854e, and retained data 854f.

[0136] The operation data 854a is operation data received from the left controller 3 and / or the right controller 4. In this embodiment, when the main unit 2 receives operation data from both the left controller 3 and the right controller 4, the main unit 2 classifies the operation data 854a into the left controller 3 and the right controller 4, respectively, and stores them.

[0137] Image generation data 854b is data necessary for generating display image data, such as polygon data and texture data, etc. Operation mode data 854c is data for determining the first operation mode or the second operation mode, and specifically, is data of identification information for the current operation mode.

[0138] The current position data 854d is data regarding the position coordinates of the characters and objects that can move in virtual space, such as the player character 202, the enemy character 204, the attacking character 210, and the virtual camera 250, in the current frame.

[0139] The camera direction data 854e is data about the direction of the virtual camera 250 in the camera coordinate system. The retained data 854f is data about the current attack and the next attack of the attacking character 210. However, there may be cases where there is no next attack.

[0140] Although not shown, the data storage area 854 stores other data and is provided with flags and other timers (or counters).

[0141] 18 and 19 are flow charts showing a non-limiting example of the processing (game processing) of a game program of the processor 81 (or computer) of the main unit 2. Below, the game processing and various processes included therein will be explained using Fig. 18 and Fig. 27, but duplicated explanations of steps that execute the same processes will be omitted.

[0142] However, the processing of each step in the flow diagrams shown in Figures 18 to 27 is merely an example, and the processing order of each step may be changed if similar results are obtained. Also, in this embodiment, the processing of each step in the flow diagrams shown in Figures 18 to 27 is basically described as being executed by processor 81, but some steps may be executed by a processor other than processor 81 or a dedicated circuit.

[0143] When the power supply of the main unit 2 is turned on, prior to the execution of the game processing, the processor 81 executes a startup program stored in a boot ROM (not shown), which initializes each unit such as the DRAM 85. When the user instructs the main unit 2 to execute the game program of this embodiment, the main unit 2 starts the game processing.

[0144] As shown in FIG. 18, when the processor 81 starts the game process, it executes the initial setting in step S1. Here, the processor 81 places the player character 202, the non-player character, the background object, and the virtual camera 250 at the initial positions in the virtual space. However, when starting the game from the previous continuation, the processor 81 places the player character 202, the non-player character, the background object, and the virtual camera 250 at the positions at the time of saving. At this time, the coordinate data of the initial positions of the player character 202 and the non-player character or the positions at the time of saving is stored in the data storage area 854 as the current position data 854d. Also, the direction of the virtual camera 250 is set to the direction (here, the first direction) determined by the camera coordinates. Also, the processor 81 sets the identification information of the operation mode indicated by the operation mode data 854c to the identification information of the first operation mode. Although detailed description is omitted, the processor 81 sets the vitality values ​​of the player character 202 and the enemy character 204 to the maximum values. However, when processor 81 first causes attacking character 210 to appear, processor 81 sets the vitality value of attacking character 210 to the maximum value.

[0145] In the next step S3, operation data is detected. Then, in step S5, a continuation process (see FIG. 20) described later is executed. In the next step S7, it is determined whether the ZL button 39 is pressed. In other words, it is determined whether the operation data detected in step S3 includes data indicating pressing of the ZL button 39.

[0146] If step S7 is "YES", that is, if the ZL button 39 is pressed, it is determined that the second operation mode is set, and the process proceeds to step S21 shown in Fig. 19. On the other hand, if step S7 is "NO", that is, if the ZL button 39 is not pressed, it is determined that the first operation mode is set, and in step S9, it is determined whether or not the attacking character 210 has appeared in the virtual space.

[0147] If the answer is "NO" in step S9, that is, if the attacking character 210 has not appeared in the virtual space, then in step S11, a first operation mode process (see FIGS. 21 and 22) described later is executed, in step S13, an attack determination process (see FIG. 23) described later is executed, and further in step S15, a first damage determination process (see FIG. 24) described later is executed, and the process proceeds to step S35 shown in FIG. 19.

[0148] On the other hand, if the answer is "YES" in step S9, that is, if attacking character 210 has appeared in the virtual space, then in step S17 it is determined whether attacking character 210 has completed all attacks. That is, processor 81 determines whether attacking character 210 has completed actions for all attacks, including attacks that it has retained.

[0149] If "NO" in step S17, that is, if there is an attack that has not been completed, proceed to step S35. On the other hand, if "YES" in step S17, that is, if the attacking character 210 has completed all attacks, in step S19, it is determined whether the attacking character 210 is being erased.

[0150] If "YES" in step S19, that is, if the attacking characters 210 are being erased, proceed to step S35. On the other hand, if "NO" in step S19, that is, if the attacking characters 210 are not being erased, in step S21, erasure of the attacking characters 210 begins, and proceed to step S35.

[0151] As shown in Fig. 19, in step S23, it is determined whether ZL button 39 was pressed last time. That is, processor 81 determines whether the previously detected operation data includes data indicating pressing of ZL button 39. If "YES" in step S23, that is, if ZL button 39 was pressed last time, it is determined that the second operation mode is continuing, and in step S25, a second operation mode process (see Figs. 25 and 26) described later is executed, in step S27, an attack determination process (see Fig. 23) is executed, and further in step S29, a second damage determination process (see Fig. 27) described later is executed, and the process proceeds to step S35.

[0152] On the other hand, if step S23 is "NO", that is, if the ZL button 39 was not pressed last time, it is determined that the second operation mode has been set this time, and in step S31 it is determined whether the attacking character 210 is being erased. If step S31 is "YES", the process proceeds to step S35. On the other hand, if step S31 is "NO", in step S33, the appearance of the attacking character 210 begins, and the process proceeds to step S35.

[0153] In step S35, the processor 81 processes other characters and / or objects, for example, by moving non-player characters including enemy character 204 and changing background objects.

[0154] In the next step S37, a game image is generated based on the characters and objects arranged in the virtual space by the above-mentioned processing. The generated game image is displayed on display 12. Then, in step S39, it is determined whether the game is to end. Here, processor 81 determines whether the game is cleared or over. If the operation data detected in step S3 indicates an instruction to end the game, the game is forcibly ended even if it is in the middle of processing. Although not shown in the figure, sound required for the game (hereinafter referred to as "game sound") is generated simultaneously or almost simultaneously with the processing of step S37, and the generated game sound is output from speaker 88 (or audio input / output terminal 25).

[0155] If "NO" in step S39, that is, if the game is not over, the process returns to step S3 shown in Fig. 18. On the other hand, if "YES" in step S39, that is, if the game is over, the game process ends.

[0156] Figure 20 is a flow diagram of a non-limiting example of the continuation process of step S5 shown in Figure 18. As shown in Figure 20, when processor 81 starts the continuation process, in step S51, it determines whether or not a process corresponding to another operation is being executed for the player character, that is, player character 202 or attacking character 210.

[0157] If "YES" in step S51, that is, if processing corresponding to another operation is being executed, in step S53, the processing corresponding to the other operation is continued for player character 202 or attacking character 210, and the process proceeds to step S55. As an example, in the first operation mode, processor 81 advances a frame (i.e., an animation frame) of an animation showing player character 202 dodging an attack of enemy character 204 in step S53. Also, in the second operation mode, processor 81 advances an animation frame of an animation showing attacking character 210 forcibly escaping from enemy character 204 in step S53.

[0158] On the other hand, if "NO" in step S51, that is, if a process corresponding to another operation is being executed, in a step S55, it is determined whether or not a process for causing the attacking character 210 to appear is being executed.

[0159] If step S55 is "YES", that is, if the appearance process of the attacking character 210 is currently being executed, then in step S57, the appearance process of the attacking character 210 continues, that is, the animation frame of the animation that makes the attacking character 210 appear in the virtual space is advanced, and the process proceeds to step S59. On the other hand, if step S55 is "NO", that is, if the appearance process of the attacking character 210 is not currently being executed, then in step S59, it is determined whether the deletion process of the attacking character 210 is currently being executed.

[0160] If step S59 is "YES", that is, if the process of erasing the attacking character 210 is in progress, then in step S61 the process of erasing the attacking character 210 continues, that is, the animation frame of the animation that erases the attacking character 210 from the virtual space is advanced, and the process proceeds to step S63. On the other hand, if step S59 is "NO", that is, if the process of erasing the attacking character 210 is not in progress, then in step S63 it is determined whether the attacking action of the attacking character 210 is being executed.

[0161] If "YES" in step S63, that is, if the attacking character 210 is currently executing an attacking motion, then in step S65, the attacking motion of the attacking character 210 is continued, that is, the animation frame of the animation corresponding to the attacking motion of the attacking character 210 is advanced, and the process proceeds to step S67. On the other hand, if "NO" in step S63, that is, if the attacking character 210 is not currently executing an attacking motion, then in step S67, it is determined whether the player character 202 is currently executing an attacking motion.

[0162] If "YES" in step S67, that is, if the player character 202 is executing an attacking action, in step S69, the animation frame of the animation corresponding to the attacking action of the player character 202 is advanced, and the process returns to the game processing. On the other hand, if "NO" in step S67, that is, if the player character 202 is not executing an attacking action, the process returns to the game processing.

[0163] Figures 21 and 22 are flow diagrams of a non-limiting example of the first operation mode process of step S11 shown in Figure 18. As shown in Figure 21, when the first operation mode process starts, in step S81, it is determined whether or not virtual camera 250 has been operated. Here, processor 81 determines whether or not data indicating that analog stick 52 has been tilted is included in the operation data detected in step S3.

[0164] If "YES" in step S81, that is, if virtual camera 250 is operated, in step S83, virtual camera 250 is moved in the yaw direction based on the position of the point of interest, and the process returns to the game process shown in Figures 18 and 19. That is, in step S83, virtual camera 250 is rotated in the direction in which analog stick 52 is tilted, centered on the position of the point of interest. This is the same as in step S173 of the second operation mode process described later.

[0165] On the other hand, if step S81 is "NO", that is, if the virtual camera 250 is not being operated, then in step S85 it is determined whether or not the player character 202 is in an inoperable state. Here, it is determined whether or not the player character 202 is in an inoperable state, such as attacking the enemy character 204 (that is, while an attacking action is continuing), being attacked by the enemy character 204, or a boss enemy character 204 has appeared.

[0166] If the result is "YES" in step S85, that is, if player character 202 is in an uncontrollable state, the process proceeds to step S97 shown in Fig. 22. On the other hand, if the result is "NO" in step S85, that is, if player character 202 is not in an uncontrollable state, it is determined in step S87 whether or not an attack operation has been performed. Here, processor 81 determines whether or not the operation data detected in step S3 includes data indicating that at least one of A button 53, B button 54, X button 55, and Y button 56 has been pressed.

[0167] If the result is "YES" in step S87, that is, if an attack operation has been performed, then in step S89, an attack action corresponding to the attack operation is started, and the process proceeds to step S97. On the other hand, if the result is "NO" in step S87, that is, if an attack operation has not been performed, then in step S91, it is determined whether or not there is another operation. Here, processor 81 determines whether or not the operation data detected in step S3 includes data indicating pressing of operation button 33, operation button 35, operation button 36, L button 38, or ZR button 61. Here, the other operation refers to an operation of switching the type of attacking character 210, an operation of changing the equipment (e.g., weapon) of player character 202, and an operation of making player character 202 avoid an attack by enemy character 204.

[0168] If "YES" in step S91, that is, if there is another operation, then in step S93, processing according to the other operation is started, and the process proceeds to step S97. On the other hand, if "NO" in step S91, that is, if there is no other operation, then in step S95, the player character 202 is moved in the direction in which the analog stick 32 is tilted, and the process proceeds to step S97. However, if the analog stick 32 is not tilted, then in step S95, the player character 202 is not moved (that is, the amount of movement=0).

[0169] 22, in step S97, it is determined whether or not the enemy character 204 is locked on. Here, it is determined whether or not the operation data detected in step S3 includes data indicating that the analog stick 52 is being pressed.

[0170] If the answer is "YES" in step S97, that is, if the enemy character 204 is locked on, the position of the gaze point is set to the intermediate position between the player character 202 and the enemy character 204, that is, the second predetermined position, in step S99. In the following step S101, the distance between the virtual camera 250 and the player character 202 is maintained at the second predetermined distance (for example, 4 m) or changed to the second predetermined distance. In step S101, if the distance between the virtual camera 250 and the player character 202 is not the second predetermined distance, the virtual camera 250 is moved by a third predetermined distance (for example, 15 cm) so as to approach the second predetermined distance. The same applies to the case of moving the virtual camera 250, such as when the distance between the virtual camera 250 and the player character 202 is changed to a predetermined distance. Then, in step S103, the position of the virtual camera 250 is set in the second predetermined direction in the camera coordinate system, and the process returns to the game process.

[0171] On the other hand, if the result in step S97 is "NO", that is, if the enemy character 204 is not locked on, the position of the gaze point is set to a first predetermined position in step S105, and it is determined in step S107 whether or not the enemy character 204 has appeared in the virtual space.

[0172] If step S107 is "NO", that is, if the enemy character 204 has not appeared in the virtual space, then in step S109, the distance between the virtual camera 250 and the player character 202 is maintained at a first predetermined distance (e.g., 3 m) or changed to the first predetermined distance, and the process proceeds to step S113. On the other hand, if step S107 is "YES", that is, if the enemy character 204 has appeared in the virtual space, then in step S111, the distance between the virtual camera 250 and the player character 202 is maintained at a second predetermined distance or changed to the second predetermined distance, and the process proceeds to step S113.

[0173] In step S113, the position of the virtual camera 250 is set so as to capture the player character 202 in front in the first predetermined direction in the camera coordinate system, and the process returns to the game processing.

[0174] In step S103, the position of the virtual camera 250 is set at the distance (that is, the horizontal distance) from the player character 202 that is maintained or changed in step S101.

[0175] Also, in step S113, the position of the virtual camera 250 is set at the distance (that is, the horizontal distance) from the player character 202 that was maintained or changed in step S109 or S111.

[0176] Fig. 23 is a flow diagram of a non-limiting example of the attack determination process in step S23 shown in Fig. 18 and step S27 shown in Fig. 19. As shown in Fig. 23, when processor 81 starts the attack determination process, in step S131, it determines whether or not the attack of player character 202 hits enemy character 204. If "YES" in step S131, that is, if the attack of player character 202 hits enemy character 204, in step S133, damage according to the attack is given to enemy character 204, and the process proceeds to step S135. On the other hand, if "NO" in step S131, that is, if the attack of player character 202 does not hit enemy character 204, the process proceeds to step S135.

[0177] In step S135, it is determined whether or not the attack of the attacking character 210 has hit the enemy character 204. If "YES" in step S135, that is, if the attack of the attacking character 210 has hit the enemy character 204, then in step S137, damage according to the attack is given to the enemy character 204, and the process returns to the game processing. On the other hand, if "NO" in step S135, that is, if the attack of the attacking character 210 has not hit the enemy character 204, the process returns to the game processing.

[0178] Fig. 24 is a flow chart of a non-limiting example of the first damage judgment process in step S15 shown in Fig. 18. As shown in Fig. 24, when processor 81 starts the first damage judgment process, in step S151, it determines whether or not the attack of enemy character 204 hits player character 202. If "YES" in step S151, that is, if the attack of enemy character 204 hits player character 202, in step S153, damage according to the attack is given to player character 202, and the process proceeds to step S155. On the other hand, if "NO" in step S151, that is, if the attack of enemy character 204 did not hit player character 202, the process proceeds to step S155.

[0179] In step S155, it is determined whether the attack of the enemy character 204 hits the attacking character 210. If the answer is "YES" in step S155, that is, if the attack of the enemy character 204 hits the attacking character 210, then in step S157, damage corresponding to the attack is given to the attacking character 210, and the process returns to the game process. On the other hand, if the answer is "NO" in step S155, that is, if the attack of the enemy character 204 does not hit the attacking character 210, the process returns to the game process. Note that in another embodiment, the attacking character 210 may not receive damage from the enemy's attack, and steps S155 and S157 may not be executed. Similarly, steps S237 and S239, which will be described later, may not be executed.

[0180] Figures 25 and 26 are flow charts of a non-limiting example of the second operation mode processing in step S25 shown in Figure 19. As shown in Figure 25, when processor 81 starts the second operation mode processing, in step S171, it determines whether or not virtual camera 250 is operated. If "YES" in step S171, that is, if virtual camera 250 is operated, in step S173, virtual camera 250 is moved in the yaw direction based on the position of the gaze point, and the process returns to the game processing shown in Figures 18 and 19.

[0181] On the other hand, if step S171 is "NO", that is, if there is no operation of the virtual camera 250, then in step S175 it is determined whether or not the attacking character 210 is in an inoperable state. Here, it is determined whether or not the attacking character 210 is in an inoperable state, such as attacking the enemy character 204 (that is, while an attacking action is continuing), being attacked by the enemy character 204, or a boss enemy character 204 has appeared.

[0182] If the result is "YES" in step S175, that is, if attacking character 210 is in an uncontrollable state, the process proceeds to step S193 shown in Fig. 26. On the other hand, if the result is "NO" in step S175, that is, if attacking character 210 is not in an uncontrollable state, the process determines in step S177 whether or not an attack operation has been performed. Here, processor 81 determines whether or not the operation data detected in step S3 includes data indicating that at least one of A button 53, B button 54, X button 55, and Y button 56 has been pressed.

[0183] If "YES" in step S177, that is, if an attack operation has been performed, then in step S179 it is determined whether the attacking character 210 is attacking. If "NO" in step S179, that is, if the attacking character 210 is not attacking, then in step S181 the attacking action of the attacking character 210 is started in response to the attack operation, and the process proceeds to step S193. On the other hand, if "YES" in step S179, that is, if the attacking character 210 is attacking, then in step S183 it is determined whether the attack content can be maintained.

[0184] If "NO" in step S183, that is, if the attack content cannot be held, proceed to step S197. On the other hand, if "YES" in step S183, that is, if the attack content can be held, in step S185, the attack content corresponding to the current attack operation is held, and proceed to step S197. In step S185, processor 81 adds the attack content corresponding to the current attack operation to held data 854f as the next attack content.

[0185] Also, if the result is "NO" in step S177, that is, if there is no attack operation, then in step S187, it is determined whether or not there is another operation. Here, processor 81 determines whether or not the operation data detected in step S3 includes data indicating pressing of operation button 33, operation button 35, operation button 36, or ZR button 61. Here, the other operations refer to an operation to switch the type of attacking character 210 and an operation to retreat attacking character 210 from the battle with enemy character 204.

[0186] If "YES" in step S187, that is, if there is another operation, processing according to the other operation is started in step S189, and the process proceeds to step S193. On the other hand, if "NO" in step S187, that is, if there is no other operation, in step S191, the attacking character 210 is moved in the direction in which the analog stick 32 is tilted, and the process proceeds to step S193. However, if the analog stick 32 is not tilted, the attacking character 210 is not moved in step S191 (that is, the movement amount = 0).

[0187] 26, in step S193, it is determined whether attacking character 210 is being operated. Here, processor 81 determines whether attacking character 210 is being moved, attacked, or retreated. If "YES" in step S193, that is, if attacking character 210 is being operated, the process proceeds to step S199. On the other hand, if "NO" in step S193, that is, if attacking character 210 is not being operated, it is determined in step S195 whether enemy character 204 is locked on.

[0188] If "YES" in step S195, that is, if the enemy character 204 is locked on, in step S197, the position of virtual camera 250 is set so as to capture player character 202, attack character 210, and enemy character 204 in a fourth predetermined direction in the camera coordinate system, and the process returns to game processing. As described above, in step S197, the position of the gaze point is the third predetermined position, and the position of virtual camera 250 is set so as to capture the intermediate position between the third predetermined position and the reference point of enemy character 204 and the reference point of attack character 210, that is, the fourth predetermined position, as its center.

[0189] On the other hand, if the answer is "NO" in step S195, that is, if the enemy character 204 is not locked on, then in step S199, the position of the point of interest is set to a second predetermined position, and in step S201, it is determined whether the distance between the virtual camera 250 and the attacking character 210 is equal to or greater than a fourth predetermined distance (for example, 20 m).

[0190] If the answer is "YES" in step S201, that is, if the distance between virtual camera 250 and attacking character 210 is equal to or greater than the fourth predetermined distance, in step S203, the distance between virtual camera 250 and player character 202 is changed to a sixth predetermined distance (e.g., 2 m), and the process proceeds to step S211. In step S203, processor 81 gradually moves virtual camera 250 closer to attacking character 210 so that the horizontal distance between virtual camera 250 and player character 202 becomes the sixth predetermined distance.

[0191] On the other hand, if the answer is "NO" in step S201, that is, if the distance between virtual camera 250 and attacking character 210 is less than a fourth predetermined distance, then in step S205, it is determined whether the distance between virtual camera 250 and attacking character 210 is less than a fifth predetermined distance (e.g., 5 m).

[0192] If the answer is "YES" in step S205, that is, if the distance between virtual camera 250 and attacking character 210 is less than the fifth predetermined distance, in step S207, the distance between virtual camera 250 and player character 202 is changed to a seventh predetermined distance, and the process proceeds to step S211. In step 207, processor 81 gradually moves virtual camera 250 away from attacking character 210 so that the horizontal distance between virtual camera 250 and player character 202 becomes the seventh predetermined distance.

[0193] On the other hand, if the answer is "NO" in step S205, that is, if the distance between the virtual camera 250 and the attacking character is equal to or greater than the fourth predetermined distance, in step S209, the distance between the virtual camera 250 and the player character 202 is maintained at the first predetermined distance or is changed to the first predetermined distance, and the process proceeds to step S211.

[0194] Then, in step S211, the position of virtual camera 250 is set so as to capture attacking character 210 in front in the third predetermined direction in the camera coordinate system, and the process returns to the game processing.

[0195] In step S211, the position of the virtual camera 250 is set at the distance (that is, the horizontal distance) from the player character 202 that was maintained or changed in step S203, S207, or S209.

[0196] Fig. 27 is a flow chart of a non-limiting example of the second damage judgment process in step S29 shown in Fig. 19. As shown in Fig. 27, when processor 81 starts the second damage judgment process, in step S231, it determines whether or not the attack of enemy character 204 hits player character 202. If "YES" in step S231, that is, if the attack of enemy character 204 hits player character 202, in step S233, damage according to the attack is given to player character 202, and in step S235, erasure of attacking character 210 is started, and the process proceeds to step S237. On the other hand, if "NO" in step S231, that is, if the attack of enemy character 204 did not hit player character 202, the process proceeds to step S237.

[0197] In step S237, it is determined whether or not the attack of the enemy character 204 has hit the attacking character 210. If "YES" in step S237, that is, if the attack of the enemy character 204 has hit the attacking character 210, in step S239, damage according to the attack is given to the attacking character 210, and the process returns to the game processing. On the other hand, if "NO" in step S237, that is, if the attack of the enemy character 204 has not hit the attacking character 210, the process returns to the game processing.

[0198] According to this embodiment, when an attacking character is made to appear, the movement of the player character by the player's operation is restricted and the virtual camera is controlled to capture the player character and the attacking character, and when an attacking character is not made to appear, the movement and action of the player character are controlled by the player's operation and the virtual camera is controlled to follow the player character, so that the player character and the attacking character can be operated while being switched, and the virtual camera can be controlled so that both characters are within the field of view. In other words, two characters can be operated in a new way.

[0199] Furthermore, according to this embodiment, even when an attacking character is being controlled, both the player character and the attacking character are captured, so the game images allow the player to recognize that the player character is controlling the attacking character, and therefore the player can get the feeling that he or she is controlling the attacking character through the player character.

[0200] In this embodiment, an attacking character appears when a specific operation button is pressed, and disappears when the same specific operation button is released, but this is not limited to this. An attacking character may appear when a first specific operation button is pressed, and then disappear when the first specific operation button or the second specific operation button is pressed.

[0201] In addition, in this embodiment, the game system 1 is shown as an example of a game system, but the configuration is not limited thereto, and other configurations can be adopted. For example, the "computer" is one computer (specifically, processor 81) in the above embodiment, but may be multiple computers in other embodiments. The "computer" may be (multiple) computers provided in multiple devices, and more specifically, the "computer" may be composed of the processor 81 of the main unit 2 and communication control units (microprocessors) 101, 111 provided in the controller.

[0202] Furthermore, in this embodiment, the game processing shown in Figures 18 and 19 may be executed on a server on a network such as the Internet. In such a case, the processor 81 of the main unit 2 transmits operation data received from the left controller 3 and right controller 4 to the server via the network communication unit 82 and the network, receives the results of the game processing executed by the server (i.e., game image data and game sound data), and displays the game images on the display 12 and outputs the game sound from the speaker 88. In other words, a game system can be configured that includes the game system 1 shown in the above embodiment and a server on a network.

[0203] In addition, in this embodiment, a case where a game image is displayed on the display 12 has been described, but this is not necessarily limited to this. By connecting the main unit 2 to a stationary monitor (for example, a television monitor) via a cradle, the game image can also be displayed on the stationary monitor. In such a case, a game system including the game system 1 and the stationary monitor can be configured.

[0204] Furthermore, in this embodiment, a case has been described in which the game system 1 is configured so that the left controller 3 and the right controller 4 can be detachably attached to the main unit 2, but this is not necessarily limited to this. For example, a game device in which an operation unit having operation buttons and analog sticks similar to those of the left controller 3 and the right controller 4 is integrally provided on the main unit 2, or a game device such as other electronic device capable of executing a game program, can also be used. Examples of other electronic devices include smartphones and tablet PCs. In such cases, the operation unit can be configured with software keys.

[0205] Furthermore, the specific numerical values, images, and configurations of the additional operation devices shown in this embodiment are merely examples, and can be modified as appropriate according to the actual product. [Explanation of symbols]

[0206] 1. Game System 2. Main unit 3...Left controller 4 ... Right Controller 32, 52 ... Analog stick 39 ... ZL button 60 ...R button 61 ... ZR button 81 ... processor

Claims

1. The computer of the game device In a first mode of operation, Controlling the movement and actions of a player character object in a virtual space based on an operational input; setting the positions of a viewpoint and a focus point of a virtual camera based on the position of the player character object; making an attacking character object appear in the virtual space and switching the operation mode to a second operation mode based on a first switching instruction input; In the second mode of operation: restricting movement of the player character object; controlling the movement and actions of the attacking character object in a virtual space based on an operational input; setting a position of a focus point of the virtual camera based on a position of the player character object, and setting a viewpoint position of the virtual camera so that a line of sight of the virtual camera follows the position of the attacking character object; A game program that switches the operation mode to the first operation mode based on a second switching instruction input.

2. The computer includes: In the second mode of operation: causing the attacking character object to execute an action designated based on the operational input; when the second switching instruction input is performed, switching the operation mode to the first operation mode and erasing the attacking character object; A game program as described in claim 1, wherein if the attacking character object has not completed the specified action when the second switching instruction input is made, the operation mode is switched to the first operation mode, the specified action is completed, and then the attacking character object is erased.

3. The computer includes: In the second mode of operation: when a further action is designated based on the operation input while the attacking character object is executing a designated first action, the designation is held as a second action to be performed next, and the attacking character object is caused to execute the second action after completing the first action; A game program as described in claim 2, wherein if the attacking character object has not completed at least one of the specified actions when the second switching instruction input is made, the operation mode is switched to the first operation mode, and then the attacking character object is erased after completing all of the specified actions.

4. The computer includes: In the first mode of operation: causing the player character object to perform an action designated based on the operation input; 4. A game program as claimed in claim 1, further comprising: if the player character object has not completed the specified action when the first switching instruction input is performed, the operation mode is switched to the second operation mode, and then the player character object is caused to perform the specified action until it is completed.

5. The computer further comprises: controlling an enemy character object in the virtual space; 5. A game program as claimed in claim 1, wherein, when the player character object is attacked by an enemy object in the second operation mode, the attacking character object is erased and the operation mode is switched to the first operation mode.

6. The computer includes:

6. The game program according to claim 5, wherein in the second operation mode, the viewpoint is set so that the line of sight of the virtual camera follows the position of the enemy object, or a position between the attacking character object and the enemy object.

7. The computer further comprises:

7. The game program according to claim 1, further comprising: a step of temporarily changing a line of sight direction of the virtual camera based on an operational input.

8. the first switching instruction input is a change in a predetermined key input from OFF to ON, the second switching instruction input is a change of the predetermined key input from ON to OFF, 8. The game program according to claim 1, wherein the operation mode is the second operation mode while the predetermined key input is kept ON.

9. A game system including an operation device and a game device including a processor, The processor, In a first mode of operation, controlling movement and actions of a player character object in a virtual space based on an operation input to the operation device; setting the positions of a viewpoint and a focus point of a virtual camera based on the position of the player character object; making an attacking character object appear in the virtual space and switching the operation mode to a second operation mode based on a first switching instruction input to the operation device; In the second mode of operation: restricting movement of the player character object; controlling movement and actions of the attacking character object in a virtual space based on an operation input to the operation device; setting a position of a gaze point of the virtual camera based on a position of the player character object, and setting a viewpoint position of the virtual camera so that a line of sight of the virtual camera follows the position of the attacking character object; A game system that switches an operation mode to the first operation mode based on a second switching instruction input to the operation device.

10. The processor, In the second mode of operation: causing the attacking character object to execute an action designated based on the operational input; when the second switching instruction input is performed, the operation mode is switched to the first operation mode and the attacking character object is erased; A game system as described in claim 9, wherein if the attacking character object has not completed the specified action when the second switching instruction input is made, the operation mode is switched to the first operation mode, the specified action is completed, and then the attacking character object is erased.

11. The processor, In the second mode of operation: when a further action is designated based on the operation input while the attacking character object is executing a designated first action, the designation is held as a second action to be performed next, and the attacking character object is caused to execute the second action after completing the first action; A game system as described in claim 10, wherein if the attacking character object has not completed at least one of the specified actions when the second switching instruction input is made, the operation mode is switched to the first operation mode, and then the attacking character object is erased after completing all of the specified actions.

12. The processor, In the first mode of operation: causing the player character object to perform an action designated based on the operation input; 12. A game system according to claim 9, further comprising: a control unit for controlling a player character object to perform a specified action on a player character object when the player character object has not completed the specified action upon receiving the first switching instruction input; and a control unit for controlling a player character object to perform the specified action on a player character object when the player character object has completed the specified action.

13. The processor further comprises: Controlling an enemy character object in the virtual space; 13. A game system according to claim 9, wherein, when the player character object is attacked by the enemy object in the second operation mode, the attacking character object is erased and the operation mode is switched to the first operation mode.

14. The processor, 14. The game system according to claim 13, wherein in the second operation mode, the viewpoint is set so that the line of sight of the virtual camera follows the position of the enemy object, or a position between the attacking character object and the enemy object.

15. The processor further comprises:

15. The game system according to claim 9, wherein the line of sight of the virtual camera is temporarily changed based on an operational input.

16. the first switching instruction input is a change in a predetermined key input from OFF to ON, the second switching instruction input is a change of the predetermined key input from ON to OFF, 16. The game system according to claim 9, wherein the operation mode is the second operation mode while the predetermined key input is kept on.

17. A game device including an operation device and a processor, The processor, In a first mode of operation, controlling movement and actions of a player character object in a virtual space based on an operation input to the operation device; setting the positions of a viewpoint and a focus point of a virtual camera based on the position of the player character object; making an attacking character object appear in the virtual space and switching the operation mode to a second operation mode based on a first switching instruction input to the operation device; In the second mode of operation: restricting movement of the player character object; controlling movement and actions of the attacking character object in a virtual space based on an operation input to the operation device; setting a position of a focus point of the virtual camera based on a position of the player character object, and setting a viewpoint position of the virtual camera so that a line of sight of the virtual camera follows the position of the attacking character object; The game device switches an operation mode to the first operation mode based on a second switching instruction input to the operation device.

18. The processor, In the second mode of operation: causing the attacking character object to execute an action designated based on the operational input; when the second switching instruction input is performed, switching the operation mode to the first operation mode and erasing the attacking character object; A game device as described in claim 17, wherein if the attacking character object has not completed the specified action when the second switching instruction input is made, the operation mode is switched to the first operation mode, the specified action is completed, and then the attacking character object is erased.

19. The processor, In the second mode of operation: when a further action is designated based on the operation input while the attacking character object is executing a designated first action, the designation is held as a second action to be performed next, and the attacking character object is caused to execute the second action after completing the first action; A game device as described in claim 18, wherein if the attacking character object has not completed at least one of the specified actions when the second switching instruction input is performed, after switching the operation mode to the first operation mode, the attacking character object is erased after completing all of the specified actions.

20. The processor, In the first mode of operation: causing the player character object to perform an action designated based on the operation input; 20. A game device according to claim 17, further comprising: a controller for controlling a player character object to perform a specified action on a player character object when the player character object has not completed the specified action upon receiving the first switching instruction input; and a controller for controlling a player character object to perform the specified action on a player character object when the player character object has completed the specified action.

21. The processor further comprises: Controlling an enemy character object in the virtual space; 21. A game device according to claim 17, wherein, when the player character object is attacked by the enemy object in the second operation mode, the attacking character object is erased and the operation mode is switched to the first operation mode.

22. The computer of the game device In a first mode of operation, Controlling the movement and actions of a player character object in a virtual space based on an operational input; setting the positions of a viewpoint and a focus point of a virtual camera based on the position of the player character object; making an attacking character object appear in the virtual space and switching the operation mode to a second operation mode based on a first switching instruction input; In the second mode of operation: restricting movement of the player character object; controlling the movement and actions of the attacking character object in a virtual space based on an operational input; setting a position of a focus point of the virtual camera based on a position of the player character object, and setting a viewpoint position of the virtual camera so that a line of sight of the virtual camera follows the position of the attacking character object; A game control method, comprising: switching the operation mode to the first operation mode based on a second switching instruction input.

23. The computer includes: In the second mode of operation: causing the attacking character object to execute an action designated based on the operational input; when the second switching instruction input is performed, switching the operation mode to the first operation mode and erasing the attacking character object; A game control method as described in claim 22, wherein if the attacking character object has not completed the specified action when the second switching instruction input is made, the operation mode is switched to the first operation mode, the specified action is completed, and then the attacking character object is erased.

24. The computer includes: In the second mode of operation: when a further action is designated based on the operation input while the attacking character object is executing a designated first action, the designation is held as a second action to be performed next, and the attacking character object is caused to execute the second action after completing the first action; A game control method as described in claim 23, wherein if the attacking character object has not completed at least one of the specified actions when the second switching instruction input is performed, after switching the operation mode to the first operation mode, the attacking character object is erased after completing all of the specified actions.

25. The computer includes: In the first mode of operation: causing the player character object to perform an action designated based on the operation input; 25. A game control method according to any one of claims 22 to 24, further comprising the steps of: if the player character object has not completed the specified action when the first switching instruction input is performed, switching an operation mode to the second operation mode, and then having the player character object perform the specified action until it is completed.

26. The computer further comprises: controlling an enemy character object in the virtual space; 26. A game control method according to any one of claims 22 to 25, wherein, in the second operation mode, when the player character object is attacked by the enemy object, the attacking character object is erased and the operation mode is switched to the first operation mode.

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