Game program, game system, and game processing method

The game program and system facilitate multiplayer interactions by controlling a self-player and another player character without interference, maintaining single-player simplicity and clarity in the game screen.

JP7692012B2Active Publication Date: 2025-06-12NINTENDO CO LTD
View PDF 10 Cites 0 Cited by

Patent Information

Application Number
JP2023100066
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-19
Publication Date
2025-06-12
Estimated Expiration
2043-06-19

AI Technical Summary

Technical Problem

There is a demand for a game that allows players to interact with other players while maintaining the ease and simplicity of single-player gameplay.

Method used

A game program and system that allows a self-player character to be controlled by a user, while another player character is controlled by data from another game device, ensuring that the movement of the other player character does not interfere with the self-player character or game objects. The system changes the display mode of the other player character when they overlap, and displays user information opaquely when desired, maintaining a clear and uncluttered game screen.

Benefits of technology

Enables multiplayer gameplay while preserving the ease and simplicity of single-player experiences, allowing players to interact with others without complicating the game screen or gameplay mechanics.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007692012000001
    Figure 0007692012000001
  • Figure 0007692012000002
    Figure 0007692012000002
  • Figure 0007692012000003
    Figure 0007692012000003
Patent Text Reader

Abstract

To provide a game program or the like that enables playing with other players without compromising the simplicity of single-player gameplay.SOLUTION: Another player character is controlled to move, based on data from another game device, so as not to interfere with an own player character and an object disposed in a game space. If the own player character and the other player character overlap at least partially, the display mode of the other player character is changed.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to information processing such as games.

Background Art

[0002] Conventionally, game play has included single play and multi-play, which are different play methods. (For example, Patent Document 1)

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] There has been a demand for a game that allows playing with other players while maintaining the ease of playing in single play.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, and a game method that can play with other players while maintaining the ease of playing in single play.

Means for Solving the Problems

[0006] In order to achieve the above object, for example, the following configuration examples can be cited.

[0007] One configuration example is a game program that places and draws in a game space a self-player character whose movement is controlled based on the operations of a user of a game device, and another player character whose movement is controlled based on data acquired from another game device connected to the game device via a network. The computer of the game device controls the movement of the other player character based on data from another game device without interfering with the self-player character and the objects placed in the game space. When at least a part of the self-player character and the other player character overlap, the game program changes the display mode of the other player character.

[0008] According to the above configuration, in multiplayer, it is possible to provide a feeling of appropriately playing with other players while maintaining the ease of play in single-player.

[0009] As another configuration example, when at least a part of the self-player character and the other player character overlap, the computer may make a change to display information of the user who operates the other player character as at least one of the changes in the display mode.

[0010] According to the above configuration, it is possible to display information of other players at the timing desired by the player while preventing the game screen from becoming complicated and difficult to view.

[0011] As another configuration example, the computer may display the other player character semi-transparently.

[0012] According to the above configuration, it is possible to provide a single-player feeling while being multiplayer.

[0013] As another configuration example, the computer may display the other player character semi-transparently and display the information of the user who operates the other player character opaquely.

[0014] According to the above configuration, while maintaining the feeling of single-player play, it is possible to clearly visually recognize the user's information.

[0015] As another configuration example, the computer may further display a replay character that is movement-controlled based on the play history of a user of another game device, and when at least a part of the self-playing character and the replay character overlap, the display mode of the replay character may be changed.

[0016] According to the above configuration, while providing a feeling of multi-player play by the replay character, it is possible to provide an appropriate feeling of single-player play.

[0017] As another configuration example, on a stage selection screen for the computer to select a game stage that the user of the game device plays, the self-playing character and other player characters are displayed, and on the stage selection screen, when another player character is located within a certain range of the self-playing character, information of the user operating the other player character may be displayed.

[0018] According to the above configuration, while preventing the stage selection screen of the multi-player game from becoming complicated and difficult to view, it is possible to display information of other players at the timing desired by the player. For example, it is possible to select the stage selected by another player.

Effect of the Invention

[0019] According to the present embodiment, it is possible to provide a game program, a game system, and a game method that can play with other players while maintaining the ease of single-player play.

Brief Description of the Drawings

[0020]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Modes for Carrying Out the Invention

[0021] Hereinafter, an embodiment will be described.

[0022] [Hardware Configuration of Information Processing System]

[0023] Hereinafter, an information processing system (game system, game device) according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The main body device 2 is detachable from the left controller 3 and the right controller 4 respectively. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. Also, the game system 1 can be used with the main body device 2, the left controller 3, and the right controller 4 as separate entities. Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.

[0024] FIG. 1 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with operation units for the user to input.

[0025] Also, the main body device 2 includes a speaker, and sounds such as sound effects are output from the speaker.

[0026] Also, the main body device 2 includes a left terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal for the main body device 2 to perform wired communication with the right controller 4.

[0027] In addition, the main body device 2 is provided with a slot. The slot is provided on the upper surface of the housing of the main body device 2. The slot has a shape that can accommodate a storage medium of a predetermined type. The storage medium of the predetermined type is, for example, a storage medium dedicated to the game system 1 and information processing devices of the same type (for example, a dedicated memory card). The storage medium of the predetermined type is used to store, for example, data used in the main body device 2 (for example, save data of an application, etc.) and / or programs executed in the main body device 2 (for example, application programs, etc.).

[0028] The left controller 3 and the right controller 4 each include various operation buttons and the like. The various operation buttons and the like are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.

[0029] In addition, the left controller 3 and the right controller 4 each include a terminal for performing wired communication with the main body device 2.

[0030] FIG. 2 is a block diagram showing an example of the internal configuration of the main body device 2. The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84 or an external storage medium mounted in the slot 23).

[0031] The main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as an example of an internal storage medium built therein. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be programs) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0032] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23 and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 according to the instructions of the processor 81.

[0033] The processor 81 appropriately reads and writes data between the flash memory 84, the DRAM 85, and the above storage media to execute the above information processing.

[0034] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wireless communication) with an external device via a network. In this embodiment, the network communication unit 82 is connected to a wireless LAN by a method compliant with, for example, the Wi-Fi standard to perform Internet communication or the like with an external device (another main body device 2). Also, the network communication unit 82 can perform short-range wireless communication (for example, infrared communication) with another main body device 2.

[0035] The main body device 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. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary. However, in the present embodiment, the controller communication unit 83 performs communication according to the Bluetooth (registered trademark) standard between the left controller 3 and the right controller 4.

[0036] The processor 81 is connected to the above-described 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 operation data from the left controller 3 via the left terminal 17. Further, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Also, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Further, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (for example, image data and audio data) to a stationary monitor or the like via the cradle.

[0037] The main body device 2 includes a touch panel controller 86, which is a circuit for controlling 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 made based on a signal from the touch panel 13 and outputs the data to the processor 81.

[0038] Further, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside on the display 12.

[0039] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.

[0040] The main body device 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 part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.

[0041] Further, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is charged to the battery 98.

[0042] FIG. 3 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration regarding the main body device 2 are shown in FIG. 2, and thus are omitted in FIG. 3.

[0043] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 3, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 by both wired communication via the terminal 42 and wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Further, when the left controller 3 is removed from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.

[0044] Further, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is composed of, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.

[0045] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Further, the left controller 3 includes a left stick 32. Each button 103 and the left stick 32 output information regarding an operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.

[0046] The left controller 3 is provided with an inertial sensor. Specifically, the left controller 3 is provided with an acceleration sensor 104. Further, the left controller 3 is provided with an angular velocity sensor 105. In the present embodiment, the acceleration sensor 104 detects the magnitude of acceleration along a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the acceleration sensor 104 may detect acceleration in one axis direction or two axis directions. In the present embodiment, the angular velocity sensor 105 detects the angular velocity around a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the angular velocity sensor 105 may detect the angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. Then, the detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

[0047] The communication control unit 101 acquires information regarding input (specifically, information regarding an operation or a detection result by a sensor) from each input unit (specifically, each button 103, the left stick 32, and the sensors 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the intervals at which the information regarding the input is transmitted to the main body device 2 may be the same for each input unit or may not be the same.

[0048] By transmitting the above operation data to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine operations on each button 103 and the left stick 32 based on the operation data. Further, the main body device 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0049] The left controller 3 includes a power supply unit 108. In the present 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 is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).

[0050] As shown in FIG. 3, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with respect to the main body device 2.

[0051] The right controller 4 includes the same input parts as the input parts of the left controller 3. Specifically, it includes each button 113, the right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input parts have the same functions as the input parts of the left controller 3 and operate in the same manner.

[0052] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0053] [Regarding the game assumed in the present embodiment] Next, an overview of the game processing (an example of information processing) executed by the game system 1 according to the present embodiment will be described. The game assumed in the present embodiment is, for example, an action game in which a player object (which may be referred to as a "player character") that moves in response to the operation of a player (user) moves within a virtual space (game space) in which various objects are arranged and achieves a predetermined purpose. Specifically, it is an action game in which the player selects a stage to play from a plurality of game stages (which may simply be referred to as "stages") and plays the selected stage. Note that this game is not limited to an action game and may be other types of games (for example, role-playing games, etc.).

[0054] [Overview of the game processing of the present embodiment] FIG. 4 is a diagram for explaining an example of the communication network related to this game processing. In this game processing, a plurality of game devices (game systems) 1 and a server 130 are communicably connected via the Internet 131, and a multiplayer game can be executed. In this game processing, a multiplayer game can be executed by a maximum of four people (a maximum of four game devices). Note that a plurality of game devices 1 may be communicably connected to each other by short-range wireless communication or the like without going through the Internet 131, and a multiplayer game may be executed.

[0055] Also, in this game processing, the operation of a character arranged in the virtual space is controlled according to the operation of the player, and the virtual space is photographed (rendered) with a virtual camera and displayed on a screen (display 12) to progress the game. Also, in this game processing, the player selects a desired stage and plays the game of the selected stage.

[0056] FIG. 5 is a diagram for explaining a screen (sometimes referred to as a "stage selection screen") for a player to select a stage to play. In this game process, in a virtual space (sometimes referred to as a "stage selection space") for each player to select a stage to play, a player character that moves on the ground according to the operation of each player and a circular area (sometimes referred to as a "stage selection area") for selecting a stage are arranged. The stage selection space is photographed (drawn) by a virtual camera from an obliquely upper direction and displayed on the screen of each game device 1. Then, each player can start the game of the stage corresponding to the stage selection area by moving the player character operated by himself / herself onto the desired stage selection area and then executing a predetermined selection operation (for example, pressing a button). In the stage selection space, it is assumed that player characters interfere and collide with each other (for example, when trying to move to the same position), but they may also pass through without interference.

[0057] FIG. 5(1) is a stage selection screen of the game device 1 (sometimes referred to as the "own game device") operated by the player, and FIG. 5(2) is a stage selection screen of the game device 1 (sometimes referred to as the "other game device") operated by another player. As shown in FIG. 5(1), on the stage selection screen of the own game device, a player character (sometimes referred to as the "own player character") 200 operated by the player of the own game device, player characters (sometimes referred to as the "other player characters") 201 to 204 respectively operated by players of other game devices, a stage selection area 210 for selecting stage 1, a stage selection area 211 for selecting stage 2, and a stage selection area 212 for selecting stage 3 are displayed. For clarity, the letter A is described on the own player character 200, and the letters B to E are described on the other player characters 201 to 204 respectively. Also, in this game process, in the stage selection screen and the stage screen described later, the display area (drawing area) moves so that the own player character is included in the screen of the own game device.

[0058] Then, as shown in FIG. 5(1), on the stage selection screen of the own game device, when another player character is within a predetermined range (for example, within a radius of 2 meters in the virtual space) centered on the own player character 200, information about the player of this other player character (sometimes referred to as "user information") 220 and 221 is displayed above this other player character. The user information 220 is a character display indicating the name of the user (player) of this other player character (for example, any name input by this user), and the user information 221 is a display indicating a medal on which the number of stages cleared by this user in this game is described. Note that the user information is not limited to this as long as it is information about the user. In FIG. 5(1), since another player character 201 is within a predetermined range centered on the own player character 200, the user information 220 and 221 are displayed on the other player character 201.

[0059] Next, as shown in FIG. 5(2), on the stage selection screen of the other game device that operates the other player character 201, the own player character 200 and the other player characters 201 to 204 are displayed. And on the stage selection screen of the other game device that operates the other player character 201, when another player character is within a predetermined range (for example, within a radius of 2 meters) centered on the other player character 201, the user information 220 and 221 of that player character are displayed above that player character. In FIG. 5(2), since the own player character 200 is within a predetermined range centered on the other player character 201, the user information 220 and 221 are displayed on the other player character 202.

[0060] As described above, on the stage selection screen, when a player character of another player is located within a certain range of the player character that the player is operating, the user information of this other player is displayed. By doing this, while preventing the screen display from becoming complicated, the player can view information about other players at a desired timing.

[0061] Note that the user information 220 and 221 may be considered as part of the player character. That is, it may be considered that the display mode of the player character has changed by displaying the user information 220 and 221.

[0062] FIG. 6 is a diagram for explaining a screen of a game stage (which may be referred to as a "stage screen") selected on the stage selection screen described with reference to FIG. 5. In this game process, a number of stages are provided, and for each game device, a virtual space (which may be referred to as a "stage space") corresponding to each stage is provided. Also, in this game process, a number of stages (stage spaces) have the same structure (configuration) among game devices. For example, the first stage provided in the first game device and the first stage provided in the second game device have the same structure (configuration), and the second stage provided in the first game device and the second stage provided in the second game device have the same structure (configuration). Note that at least some of the number of stages may have similar structures among game devices.

[0063] When the player selects a stage on the stage selection screen described with reference to FIG. 5, the game scene shifts to the stage, and in the stage space of the selected stage (the stage space of the game device operated by this player), the player's player character, objects such as blocks and the ground that make up the stage, enemy characters, etc. are arranged. Then, the stage space is photographed (rendered) with a virtual camera from the side and displayed on the screen of each game device. Then, the player plays the stage by operating and moving the player character, and when the predetermined stage clear condition is satisfied, the play of the stage ends. This will be specifically described below.

[0064] FIG. 6(1) is an example of the stage screen of the own game device, and FIG. 6(2) is an example of the stage screen of another game device that is playing the same stage (a stage with the same structure) at the same time. As shown in FIG. 6(1), on the stage screen of the own game device, the own player character 200 operated by the player of the own game device, one enemy character 230, and the other player character 201 operated by another game device (another player) are displayed, and the game is in progress.

[0065] Here, the other player characters including the other player character 201 are not actually arranged in the stage space of the own game device. These player characters are composited and displayed when rendering the stage screen of the own game device. Therefore, in the stage space of the own game device, the other player characters do not interfere with the objects in this stage space. Note that after arranging the other player characters in the stage space of the own game device, control such as canceling the collision determination may be performed so as not to interfere with the objects in the stage space. Also, as shown in FIG. 6(1), on the stage screen of the own game device, the other player characters including the other player character 201 are displayed semi-transparently. The method of displaying the other player characters semi-transparently is a method of setting the transparency. Note that the method of displaying the other player characters semi-transparently may also be a method of making holes at regular intervals in the pixels drawn opaquely to make them appear semi-transparent.

[0066] On the other hand, as shown in FIG. 6(2), on the stage screen of the other game device, there are displayed another player character 201 operated by a player of the other game device, two enemy characters 230, and the self-player character 200 operated by the self-game device (see FIG. 6(1)), and the game is in progress.

[0067] Here, in the stage space of the other game device, other player characters including the self-player character 200 in FIG. 6(1) are not actually arranged as entities, but are composited and displayed when the stage screen of the other game device is drawn. For this reason, in the stage space of the other game device, other player characters including the self-player character 200 do not interfere with the objects in this stage space. Note that after arranging other player characters in the stage space of the other game device, control such as canceling the hit determination may be performed so as not to interfere with the objects in the stage space. Also, as shown in FIG. 6(2), on the stage screen of the other game device, other player characters including the self-player character 200 in FIG. 6(1) are displayed semi-transparently. The method of displaying other player characters semi-transparently is a method of setting the transparency. Note that the method of displaying other player characters semi-transparently may also be a method of making holes at regular intervals in the pixels drawn opaquely to make them look semi-transparent.

[0068] Also, in this game process, as shown in FIGS. 6(1) and 6(2), on the stage screen of each game device, the player characters operated by other players are displayed at the corresponding positions and postures, and thus multiplayer play can be performed.

[0069] Also, in each stage of this game, the self-player character, other player characters, and enemy characters can move in the left-right and up-down directions, but cannot move in the forward and backward directions. That is, they can move within the xy plane shown in FIG. 6. Also, in each stage of this game, the self-player character can break blocks, etc. by jumping and ramming into them, and if it makes a mistake such as contacting the enemy character 230, it will disappear after a predetermined time (for example, 5 seconds) and fail to clear the stage. And when the self-player character meets a predetermined condition such as getting a specific item or reaching the goal point, it succeeds in clearing the stage.

[0070] FIG. 7 is a diagram for explaining the case where the self-player character contacts (overlaps) an other player character on the stage screen of the self-game device. In this game process, on the stage screen of the self-game device, the other player characters do not interfere with the objects (self-player characters, enemy characters, blocks, ground, etc.) arranged in the stage space of the self-game device. Also, in this game process, on the stage screen of the self-game device, when the self-player character and the other player character overlap (contact), the other player character shakes and the user information of this other player character is displayed. The following will specifically explain.

[0071] As shown in FIG. 7(1), when the self-player character 200 approaches the other-player character 201 and, as shown in FIG. 7(2), the self-player character 200 comes into contact (overlaps) with the other-player character 201, as shown in FIG. 7(3), a display is shown in which the other-player character 201 sways, and user information 220 and 221 for operating the other-player character 201 are displayed. Here, as already described, on the stage screen of the self-game device, the other-player character 201 is displayed semi-transparently, but the user information 220 and 221 are displayed opaquely. Also, as shown in FIG. 7(2), the other-player character 201 does not interfere with the enemy character 230, which is an object arranged in the stage space of the self-game device, and passes through the enemy character 230. Also, at this time, on the stage screen of the other-game device that operates the other-player character 201, the self-player character 200 and the other-player character 201 come into contact (overlap), but a display in which the other-player character 201 sways is not shown, and the user information 220 and 221 are not displayed either. Instead, on the stage screen of the other-game device, a display in which the self-player character 200 sways is shown, and the user information of the self-player character is displayed.

[0072] Then, as shown in FIG. 7(4), for a predetermined time (for example, 3 seconds) after the overlap (contact) between the self-player character 200 and the other-player character 201 disappears, after the display of the user information 220 and 221 continues, as shown in FIG. 7(5), the display of the user information 220 and 221 ends.

[0073] By controlling as described above, while preventing the stage screen from becoming complicated and difficult to view, the player can bring the self-player character into contact with the other-player character at a desired timing and view the user information of the other-player character.

[0074] FIG. 8 is a diagram for explaining a case where the self-player character contacts (overlaps) the replay character of another player character (sometimes simply referred to as the "replay character") on the stage screen of the self-game device. The replay character is a character that performs the same movement as the other player character based on the operation history of the other player character operated by another player in the past. Therefore, the replay character is a character different from a character that is controlled in real time such as moving like the other player character. By displaying the replay character, the player can play with the feeling of playing in multiplayer even when another player is not playing the same stage. Note that the data for displaying the replay character is provided from, for example, the server 130 (see FIG. 4) to the self-game device.

[0075] On the stage screen of the self-game device, the replay character is controlled in the same manner as the other player character (see FIG. 7). Specifically, it does not interfere with the objects (self-player character, enemy character, block, ground, etc.) arranged in the stage space of the self-game device. Also, on the stage screen of the self-game device, when the self-player character and the replay character overlap (contact), the replay character sways and the user information of this replay character is displayed. This will be described in more detail below.

[0076] As shown in FIG. 8(1), when the self-player character 200 and the replay character 240 approach each other, and as shown in FIG. 8(2), when the self-player character 200 and the replay character 240 come into contact (overlap), as shown in FIG. 8(3), a display is presented such that the replay character 240 sways, and the user information 220 and 221 of the replay character 240 (that is, the user information of other player characters operated in the past) is displayed. Here, on the stage screen of the self-game device, the replay character 240 is displayed semi-transparently in the same manner as the other player character 201 (see FIG. 7), but the user information 220 and 221 is displayed opaquely. Also, as shown in FIG. 8(2), the replay character 240 does not interfere with the enemy character 230, which is an object arranged in the stage space of the self-game device, and passes through the enemy character 230.

[0077] Then, as shown in FIG. 8(4), for a predetermined time (for example, 3 seconds) after the overlap (contact) between the self-player character 200 and the replay character 240 disappears, after the display of the user information 220 and 221 continues, as shown in FIG. 8(5), the display of the user information 220 and 221 ends. In FIG. 8, the replay character has the same display mode as the other player character from which it originated, but it may have a different display mode to indicate that it is a replay character.

[0078] FIG. 9 is a diagram for explaining the emote display (emotion display). In this game, the player can add an emote display to the self-player character by performing a predetermined operation and display it on the stage screen of the self-game device and the stage screen of the other game device of the multiplayer opponent. The emote display is a display that imitates human expressions (faces) such as a smiling expression, a tired expression, an angry expression, etc. By performing the emote display, the player can express emotions to other players. This will be specifically explained below.

[0079] As shown in FIG. 9, when the player of another game device who is a multiplayer opponent performs an emoticon display of a smiling expression for the other player character 201, on the stage screen of the own game device, an emoticon image 241 of a smiling face is displayed opaquely beside the other player character 201. Here, on the stage screen of the own game device, during the period when the emoticon image 241 is displayed (opaquely displayed) for the other player character 201, the other player character 201 that is normally displayed semi-transparently is displayed opaquely. Although not shown, when the player performs an emoticon display for the own player character 200, an emoticon display is similarly performed for the own player character 200 on the stage screen of the other game device that is a multiplayer opponent.

[0080] FIG. 10 is a diagram for explaining the case where the other player character becomes a ghost state on the stage screen of the own game device. The ghost state is a state that occurs when the player character makes a mistake such as contacting an enemy character, and when a predetermined time (for example, 5 seconds) has elapsed after entering the ghost state, the player character disappears from the stage. Also, the player character in the ghost state can fly and can avoid disappearance by contacting another player character or a replay character and returning to the original state from the ghost state. This will be specifically described below.

[0081] First, as shown in FIG. 10(1), on the stage screen of the own game device, the own player character 200 and the semi-transparent other player character 201 are displayed. Next, when the other player character 201 makes a mistake and enters the ghost state in the stage space of the other player character 201 (the stage screen of another game device; not shown), as shown in FIG. 10(2), on the stage screen of the own game device, the other player character 201 changes to the ghost state and becomes opaque.

[0082] Next, when the other player character 201 moves in the stage space of the other player character according to the operation of another player and contacts the self-player character 200 (not shown), as shown in FIG. 10(3), on the stage screen of the self-game device, the other player character 201 in the ghost state moves in the same way and contacts the self-player character 200. Then, in the stage space of the other player character 201, the other player character 201 returns to its original state by contacting the self-player character 200 (not shown), and as shown in FIG. 10(4), on the stage screen of the self-game device, the other player character 201 in the ghost state returns to its original state in the same way by contacting the self-player character 200 and becomes semi-transparent. Note that, as shown in FIG. 10(3), when the other player character 201 and the self-player character 200 come into contact, the user information 220 and 221 are also displayed (opaque display) on the other player character 201 in the ghost state.

[0083] FIG. 11 is a diagram for explaining the case where the self-player character becomes a ghost state on the stage screen of the self-game device. Hereinafter, it will be specifically described.

[0084] First, as shown in FIG. 11(1), on the stage screen of the self-game device, the self-player character 200 and the semi-transparent other player character 201 are displayed, and the self-player character 200 makes a mistake of contacting the enemy character 230. Next, as shown in FIG. 11(2), due to this mistake, on the stage screen of the self-game device, the self-player character 200 changes to the ghost state. Note that, on the stage screen of the self-game device, the cases where it may be displayed semi-transparently are the other player characters and the replay characters, and the self-player character is not displayed semi-transparently even when in the ghost state.

[0085] Next, as shown in Fig. 11(3), when the self-player character 200 and the other-player character 201 come into contact on the stage screen of the self-game device, as shown in Fig. 11(4), the self-player character 200 reverts from the ghost state to its original state. As shown in Figs. 11(3) and (4), when the self-player character 200 and the other-player character 201 come into contact on the stage screen of the self-game device, user information 220 and 221 are displayed on the other-player character 201.

[0086] Figs. 12 and 13 are diagrams for explaining that the translucency of the other-player characters displayed within the screen changes according to the number of player characters displayed within the same screen on the stage screen of the self-game device. Player characters are characters that operate based on the player's operations, and include the self-player character, other-player characters, and replay characters. Other-player characters are characters that operate based on the operations of other players, and include other-player characters and replay characters. The following will explain specifically.

[0087] As shown in Fig. 12(1), when the self-player character 200 and the other-player character 201 are displayed on the stage screen of the self-game device (that is, when one other-player character is displayed within the screen), the other-player character 201 displayed semi-transparently is displayed with a transparency of 60%. On the other hand, as shown in Fig. 12(2), when the self-player character 200, the other-player character 201, and the other-player character 202 are displayed on the stage screen of the self-game device (that is, when two other-player characters are displayed within the screen), the other-player characters 201 and 202 displayed semi-transparently are displayed with a transparency of 80%.

[0088] Also, although not shown, when the self-player character 200 and two or more other-player characters are displayed on the stage screen of the self-game device (that is, when three or more other-player characters are displayed on the screen), the other-player characters that are displayed semi-transparently are displayed with a transparency of 80%. And when the transparency of the other-player characters is switched from 60% to 80% and when it is switched from 80% to 60%, the transparency changes gradually (either linearly or stepwise) for the switching.

[0089] FIG. 13 is a diagram for explaining the case where the other-player character 201 is a character for local multiplayer in the case of FIG. 12. Local multiplayer is a multiplayer game in which a plurality of players connect to one main device 2 (see FIG. 1) using their respective controllers 3 or the like and operate their respective player characters. Note that the other-player characters 201 and 202 in FIG. 12 are not characters for local multiplayer but are characters for multiplayer using Internet communication or short-range wireless communication or the like (sometimes referred to as "remote multiplayer"). Note that, unlike the other-player characters for remote multiplayer, the other-player characters for local multiplayer are not displayed semi-transparently. This will be specifically described below.

[0090] As shown in FIG. 13(1), when the self-player character 200 and the other-player character 201 for local multiplayer are displayed on the stage screen of the self-game device (that is, when one other-player character is displayed on the screen), this other-player character 201 is displayed opaquely. That is, the other-player characters for local multiplayer are displayed opaquely. And as shown in FIG. 13(2), when the self-player character 200, the other-player character 201 for local multiplayer, and the other-player character 202 for remote multiplayer are displayed on the stage screen of the self-game device (that is, when two other-player characters are displayed on the screen), the other-player character 202 for remote multiplayer that is displayed semi-transparently is displayed with a transparency of 80%.

[0091] Also, although not shown, when the self-player character 200, the other player character 201 in local multiplayer, and one or more other player characters in remote multiplayer are displayed on the stage screen of the self-game device (that is, when three or more other player characters are displayed on the screen), the other player characters in remote multiplayer that are displayed semi-transparently are displayed with a transparency of 80%.

[0092] As described above, in this game process, when the number of other player characters displayed on the stage screen increases (when it becomes two or more), by increasing the transparency of the other player characters displayed semi-transparently, it is possible to prevent the screen from becoming cluttered and difficult to view. Note that the transparency of the other player characters will be described in detail later with reference to FIG. 22.

[0093] FIGS. 14 to 16 are diagrams for explaining the content of adding an effect image to the other player characters on the stage screen of the self-game device when the stage screen (stage space of the other game device) of the other game device of the multiplayer opponent changes from the first structure to the second structure (sometimes referred to as "stage structure change"). Note that (1-1) and (2-1) in FIG. 14 are the stage screens of the self-game device and the other game device at the same timing, (1-2) and (2-2) in FIG. 15 are the stage screens of the self-game device and the other game device at the same subsequent timing, and (1-3) and (2-3) in FIG. 16 are the stage screens of the self-game device and the other game device at the same subsequent timing. Hereinafter, a specific explanation will be given with reference to FIGS. 14 to 16.

[0094] First, as shown in FIG. 14(1-1), on the stage screen of the own game device, the own player character 200 and the semi-transparent other player character 201 are displayed. On the other hand, as shown in FIG. 14(2-1), at the same timing, on the stage screen of the other game device, the other player character 201 and the semi-transparent own player character 200 are displayed. Also, in the stage screen (the stage space of the own game device) of the own game device and the stage screen (the stage space of the other game device with the same structure) of the other game device, the item 250 is arranged at the corresponding position (the same position).

[0095] When the own player character 200 gets the item 250 in the stage space of the own game device (see FIG. 14(1-1)), the structure of the stage space of the own game device changes from the first structure to the second structure (not shown). Also, although it will be described later with reference to FIGS. 15(2-2) and 16(2-3), when the other player character 201 gets the item 250 in the stage space of the other game device (see FIG. 14(2-1)), the structure of the stage space of the other game device will change. Note that the change in the structure of the stage space due to the item 250 being obtained is the same in the stage space of the own game device and the stage space of the other game device.

[0096] Next, as shown in FIG. 15(2-2), when the other player character 201 moves and touches the item 250 and gets the item 250 in the stage screen (the stage space of the other game device) of the other game device, the stage space of the other game device changes from the first structure before the change to the second structure after the change, and stairs leading upward into the air, an underground space, and stairs leading down into the underground space appear, and the movable range of the character changes. Although not shown, when the own player character 200 gets the item 250, the same structural change occurs in the stage space of the own game device.

[0097] On the other hand, as shown in FIGS. 15(1-2), on the stage screen of the own game device, as the other player character 201 in the stage space of the above-described other game device moves, the other player character 201 is being moved. And, as shown in FIGS. 15(1-2), an effect image 260 is added to the other player character 201, suggesting that the structure of the stage space of the other game device has changed. By this, the player of the own game device can know that the other player character 201 has obtained the item 250 and the structure of the stage space of the other player character 201 has changed. From this, it is preferable that the effect image 260 is added only when the item 250 is obtained by the player character. Note that, as shown in FIGS. 15(2-2), on the stage screen of the other game device, the own player character 200 is displayed at a position corresponding to the position of the own player character 200 in FIGS. 15(1-2).

[0098] Next, as shown in FIGS. 16(2-3), in the stage screen (stage space of the other game device) of the other game device, when the other player character 201 climbs the stairs going up in the air, as shown in FIGS. 15(1-2), on the stage screen of the own game device, the other player character 201 with the effect image 260 added climbs up in the air in accordance with the movement of the other player character 201 in the stage space of the other game device. By this, the player of the own game device can imagine the actions (operations) of the own player character 200 that become possible by obtaining the item 250.

[0099] Above, the case where a structure change occurs in the stage screen (stage space of the other game device) of the other game device has been described, but the same control is performed also when a structure change occurs in the stage screen (stage space of the own game device) of the own game device.

[0100] Note that the above-described stage state changes are not limited to those described with reference to FIGS. 14 to 16. For example, the stage structure change may be a change from a state where at least a part of the terrain of the stage space does not move to a state where it moves. Also, for example, the stage structure change may be a change in which the underwater area and the non-underwater area of the stage space are swapped. Also, for example, the stage structure change may be a change in the direction in which gravity acts.

[0101] [Details of the information processing of the present embodiment] Next, with reference to FIGS. 17 to 22, the information processing of the present embodiment will be described in detail.

[0102] [Regarding the data used] Various data used in this game process will be described. FIG. 17 shows an example of the data stored in the DRAM 85 of the game system 1. As shown in FIG. 17, at least a program storage area 301 and a data storage area 302 are provided in the DRAM 85. The game program 401 is stored in the program storage area 301. In the data storage area 302, game control data 402, image data 408, virtual camera control data 409, operation data 410, transmission data 411, reception data 412, etc. are stored. The game control data 402 includes object data 403.

[0103] The game program 401 is a game program for executing this game process.

[0104] The object data 403 is data of objects arranged in the virtual space, and is data of objects such as the self-player character, enemy characters, items, ground, blocks, rocks, stones, trees, buildings, etc. Also, the object data 403 includes data such as the coordinates (position), orientation, posture, and state of the objects.

[0105] The image data 408 is image data such as backgrounds and virtual effects.

[0106] The virtual camera control data 409 is data for controlling the movement of a virtual camera arranged in a virtual space. Specifically, it is data for specifying the position, orientation, field of view angle, imaging direction, etc. of the virtual camera.

[0107] The operation data 410 is data indicating the content of operations performed on the left controller 3 and the right controller 4. For example, it includes data indicating the input states such as the movement and orientation changes of the left controller 3 and the right controller 4, and the pressed states of various buttons. The content of the operation data is updated at a predetermined cycle based on signals from the left controller 3 and the right controller 4.

[0108] The transmission data 411 is data for transmission to another game system 1, and includes at least information for identifying the transmission source and the content of the operation data 410. The transmission data 411 includes data related to the self-player character to be transmitted to another game system 1 of the multiplayer opponent (data indicating coordinates (position), orientation, state, etc.).

[0109] The reception data 412 is data that stores the transmission data received from another game system 1 so that it can be identified for each of the other game systems 1 (i.e., the transmission source). The reception data 412 includes data related to other player characters received from another game system 1 (or server) of the multiplayer opponent (data indicating coordinates (position), orientation, state, etc.).

[0110] In addition, various data used in game processing are stored in the DRAM 85 as needed.

[0111] [Details of game processing] Next, with reference to the flowchart, the details of the game processing according to this embodiment will be described. FIGS. 18 to 21 are an example of a flowchart showing the details of the game processing according to this embodiment.

[0112] First, when this game process starts, in step S100 of FIG. 18, the processor 81 performs stage selection processing described later with reference to FIG. 19. After that, the process proceeds to step S200.

[0113] In step S200, the processor 81 performs stage execution processing described later with reference to FIGS. 20 and 21. After that, the process returns to step S100. Note that when a game end operation is performed in the stage selection process of step S100 described later with reference to FIG. 19, this game process ends.

[0114] FIG. 19 is an example of a flowchart showing the details of the stage selection process. Hereinafter, it will be described with reference to FIG. 19.

[0115] First, in step S101, the processor 81 determines whether a movement operation of the self-player character has been performed based on the operation data 410. If this determination is YES, the process proceeds to step S102; if this determination is NO, the process proceeds to step S103.

[0116] In step S102, the processor 81 moves the self-player character based on the operation in step S101. Also, the processor 81 transmits the position, posture, etc. of the self-player character to another game system 1 (another game device) of the multiplayer opponent. After that, the process returns to step S101. By the processing of steps S101 and S102, the self-player character 200 moves according to the player's operation in the stage selection space (see FIG. 5(1)).

[0117] In step S103, the processor 81 determines whether another player character is within a predetermined distance (for example, a radius of 2 meters) from the self-player character in the stage selection space based on the object data 403, the received data 412, etc. If this determination is YES, the process proceeds to step S104; if this determination is NO, the process proceeds to step S105.

[0118] In step S104, the processor 81 displays user information on other player characters determined to be within a predetermined distance in step S103. Specifically, as described with reference to FIG. 5(1), information on the player (user) who operates this other player character is displayed above this other player character. Note that the processor 81 receives the position, posture, user information, etc. of the other player character from another game system 1 of the multiplayer opponent. Thereafter, the process returns to step S103.

[0119] In step S105, the processor 81 determines, based on the object data 403, the received data 412, etc., whether or not the self-player character has moved to any of the stage selection positions in the stage selection space. If this determination is YES, the process moves to step S106, and if this determination is NO, the process moves to step S107.

[0120] In step S106, the processor 81 determines the execution of the stage corresponding to the stage selection position to which the self-player character has moved in step S105. That is, the processor determines the execution of the game stage selected by the player operating the self-player character. Thereafter, the process moves to step S200 in FIG. 18, and the game of the stage selected by the player in step S106 starts.

[0121] In step S107, the processor 81 determines, based on the operation data 410, whether or not there has been a predetermined game end operation. If this determination is YES, this game process ends, and if this determination is NO, the process returns to step S101.

[0122] FIGS. 20 and 21 are an example of a flowchart showing the details of the stage execution process. Hereinafter, description will be made with reference to FIGS. 20 and 21.

[0123] First, in step S201, the processor 81 performs stage start processing to start the game stage determined in step S106 of FIG. 19. Thereafter, the process proceeds to step S202.

[0124] In step S202, the processor 81 determines whether a movement operation of the self-player character has been performed based on the operation data 410. If this determination is YES, the process proceeds to step S203, and if this determination is NO, the process proceeds to step S204.

[0125] In step S203, the processor 81 causes the self-player character to be moved and displayed based on the operation in step S202. Further, the processor 81 transmits the position, posture, etc. of the self-player character to the other game system 1 (other game device) of the multiplayer opponent. Thereafter, the process proceeds to step S204. By the processing of steps S202 and S203, the self-player character moves according to the player's operation in the stage space and is displayed on the screen (see FIG. 6(1) etc.).

[0126] In step S204, the processor 81 determines whether an other-player character has moved, changed its posture, etc. in the stage space of the game device of the multiplayer opponent based on the received data 412 etc. If this determination is YES, the process proceeds to step S205, and if this determination is NO, the process proceeds to step S206. As already described, the other-player character is a character that operates based on the operation of another player of the multiplayer opponent, and is an other-player character and a replay character.

[0127] In step S205, the processor 81 performs a display in which other player characters move or the like based on the received data 412 and the like received in step S204. After that, the process proceeds to step S206. Through the processes of steps S204 and S205, a screen display in which other player characters move or the like is performed (see FIG. 6(1) and the like). When the other player character is a replay character, for example, based on data regarding the position, posture, etc. of the replay character received from a server (see FIG. 4) (operation history data of other player characters in the past), a movement display or the like of the replay character is performed.

[0128] In step S206, the processor 81 determines whether an operation for remote display has been performed based on the operation data 410. If this determination is YES, the process proceeds to step S207, and if this determination is NO, the process proceeds to step S208.

[0129] In step S207, the processor 81 executes remote display for a predetermined time (for example, 20 seconds) for the self-player character and transmits remote display information to another game device of the multiplayer opponent. After that, the process proceeds to step S208.

[0130] In step S208, the processor 81 determines whether remote information has been received from another game device of the multiplayer opponent (from the server in the case of a replay character) based on the received data 412. If this determination is YES, the process proceeds to step S209, and if this determination is NO, the process proceeds to step S210.

[0131] In step S209, the processor 81 executes an emote display for a predetermined time (e.g., 20 seconds) for other player characters related to the emote information received in step S208. Also, while executing the emote display, the processor 81 changes the display of other player characters that are semi-transparent to opaque (see FIG. 9). Thereafter, the process proceeds to step S210. By the processes of steps S206 to S209, emote displays are performed on the own game device and other game devices.

[0132] In step S210, the processor 81 determines whether or not the player character has made a mistake such as contacting an enemy character based on the operation data 410, the object data 403, etc. If this determination is YES, the process proceeds to step S211, and if this determination is NO, the process proceeds to step S212.

[0133] In step S211, the processor 81 displays the player character in a ghost state (see FIG. 11) and transmits the ghost state information to the other game device of the multiplayer opponent. Thereafter, the process proceeds to step S212.

[0134] In step S212, the processor 81 determines whether or not it has received ghost state information from the other game device of the multiplayer opponent (from the server in the case of a replay character) based on the received data 412. If this determination is YES, the process proceeds to step S213, and if this determination is NO, the process proceeds to step S214 in FIG. 21.

[0135] In step S213, the processor 81 displays the other player character related to the ghost state information received in step S212 in an opaque ghost state for a predetermined time (5 seconds) (see FIG. 10). Thereafter, the process proceeds to step S214 in FIG. 21.

[0136] In step S214 of FIG. 21, the processor 81 determines whether another player character has come into contact with the player character in the ghost state based on the object data 403, the received data 412, and the like. If this determination is YES, the process proceeds to step S215, and if this determination is NO, the process proceeds to step S216.

[0137] In step S215, the processor 81 cancels the ghost state of the player character (see FIG. 11). After that, the process proceeds to step S216.

[0138] In step S216, the processor 81 determines whether a player character has come into contact with the other player character in the ghost state based on the object data 403, the received data 412, and the like. If this determination is YES, the process proceeds to step S217, and if this determination is NO, the process proceeds to step S218.

[0139] In step S217, the processor 81 cancels the ghost state of the other player character (see FIG. 10). After that, the process proceeds to step S218.

[0140] In step S218, the processor 81 performs a transparency control process for the other player character. This transparency control process is a process of controlling the transparency of the other player character specifically described using FIGS. 6(1), 8 to 10, 12, 13, and the like. Also, for the sake of convenience of explanation, step S218 is placed before step S219, but the process of step S218 is continuously executed during the period when the other player character is displayed on the screen in the stage execution process.

[0141] FIG. 22 is a diagram (table) for explaining the transparency of the other player character. In step S218, the processor 81 controls the transparency of the other player character according to the content shown in FIG. 22. The following will be specifically described.

[0142] As shown in FIG. 22, when the processor 81 displays another player character in remote multiplayer that is in a normal state (a normal state other than the ghost state and during the emoticon display), if the number of other player characters in the display screen is 1, this other player character is displayed with a transparency of 60% (see FIG. 12(1)). Further, when the communication situation in multiplayer deteriorates (when the communication speed is below a predetermined speed), the processor 81 sets the transparency to 70%.

[0143] Also, when the processor 81 displays another player character in remote multiplayer that is in a normal state, if the number of other player characters in the display screen is 2 or 3, this other player character is displayed with a transparency of 80% (see FIG. 12(2)). Further, when the communication situation in multiplayer deteriorates, the processor 81 sets the transparency to 90%. In this game, the maximum number of other player characters is 3.

[0144] Also, when the processor 81 displays another player character in the ghost state, during the emoticon display, or in local multiplayer, this other player character is displayed with a transparency of 0% (opaque) (see FIGS. 9, 10, and 13). Also, even when the communication situation in multiplayer deteriorates, the processor 81 displays it with a transparency of 0% (opaque).

[0145] Also, when the processor 81 displays a replay character, if the number of other player characters in the display screen is 1, this other player character is displayed with a transparency of 60%. Further, when the communication situation in multiplayer deteriorates (when the communication speed is below a predetermined speed), the processor 81 sets the transparency to 70%.

[0146] Also, when the processor 81 displays a replay character, if the number of other player characters in the display screen is 2 or 3, the processor 81 displays these other player characters with 80% transparency. Further, when the communication situation of the multiplayer deteriorates, the processor 81 sets the transparency to 90%.

[0147] In step S219, the processor 81 determines whether the self-player character has contacted (at least partially overlapped) with other player characters based on the object data 403, the received data 412, etc. If this determination is YES, the process proceeds to step S220, and if this determination is NO, the process proceeds to step S221.

[0148] In step S220, the processor 81 shakes the other player character determined to have contacted the self-player character in step S219 and displays the user information of this other player character (see FIGS. 7, 8, and 10). Note that the other player character in the ghost state does not shake due to the contact, but it may be regarded as shaking due to the contact. After that, the process proceeds to step S221.

[0149] In step S221, the processor 81 determines whether the self-player character has acquired a predetermined item based on the object data 403, etc. If this determination is YES, the process proceeds to step S222, and if this determination is NO, the process proceeds to step S223.

[0150] In step S222, the processor 81 executes a stage structure change in the stage space (see FIGS. 14(2-1) and 15(2-2)) and transmits effect start information to the other game devices of the multiplayer opponents. Note that the other game devices that have received the effect start information start displaying the effect image 260 described with reference to FIG. 15(1-2). After that, the process proceeds to step S223.

[0151] In step S223, the processor 81 determines whether the effect end condition is satisfied. The effect end condition is, for example, a condition that a predetermined time (e.g., 30 seconds) has elapsed since the start of the display of the effect image 260 described above. If this determination is YES, the process proceeds to step S224, and if this determination is NO, the process proceeds to step S225.

[0152] In step S224, the processor 81 transmits effect end information to other game devices of the multiplayer opponent. Note that the other game device that has received the effect end information terminates the display of the effect image 260. Thereafter, the process proceeds to step S225.

[0153] In step S225, the processor 81 determines whether it has received effect start information from other game devices of the multiplayer opponent. If this determination is YES, the process proceeds to step S226, and if this determination is NO, the process proceeds to step S227.

[0154] In step S226, the processor 81 starts the effect display of the other player character related to the effect start information received in step S225 (see FIGS. 15(1-2)). Thereafter, the process proceeds to step S227.

[0155] In step S227, the processor 81 determines whether it has received effect end information from other game devices of the multiplayer opponent. If this determination is YES, the process proceeds to step S229, and if this determination is NO, the process proceeds to step S228.

[0156] In step S228, the processor 81 terminates the effect display started in step S226. Thereafter, the process proceeds to step S229.

[0157] In step S229, the processor 81 determines whether the stage end condition is satisfied. The stage end condition is a condition such as that the self-player character has reached the goal point of the stage, or a condition such that a predetermined time (for example, 5 seconds) has elapsed while the self-player character has made a mistake and has remained in the ghost state. If this determination is YES, the process returns to step S100 in FIG. 18, and if this determination is NO, the process returns to step S202 in FIG. 20.

[0158] As described above, according to the present embodiment, for each of a plurality of game devices, a stage space having the same (or similar) structure (configuration) is provided and multiplayer is performed. And on the stage screen of the own game device, the other player characters are displayed semi-transparently without interfering with the objects (see FIGS. 6, 12, etc.). By this, it is possible to perform multiplayer with little influence of other player characters while being multiplayer, and it is possible to prevent the stage screen from becoming complicated and difficult to view.

[0159] Also, according to the present embodiment, on the stage screen (and the stage selection screen) of the own game device, when the self-player character contacts (overlaps) with the other player characters, the user information about the other player characters is displayed opaquely (see FIGS. 5, 7, etc.). By this, while preventing the stage screen from becoming complicated and difficult to view by always displaying the user information, the player can view the user information at a desired timing. Also, on the stage screen of the own game device, when the other player characters are in the ghost state and during the emote display, the other player characters are displayed opaquely (see FIGS. 9, 10). By this, it is possible to emphasize the ghost state in which the other player characters can be revived, and it is possible to emphasize that the emote display is in progress.

[0160] Also, according to this embodiment, on the stage screen of the own game device, when the number of displayed other-player characters increases (when it becomes 2 or more), the transparency of the other-player characters is further decreased (see FIGS. 12, 22, etc.). By this, it is possible to prevent the stage screen from becoming cluttered and difficult to view due to an increase in the number of displayed other-player characters. Also, when changing the transparency of the other-player characters, it is changed gradually, so that a seamless change in transparency can be made.

[0161] [Modification Example] In the above-described embodiment, with reference to FIGS. 14 to 16, etc., when a multi-play partner's other-player character gets an item and the stage screen (stage space) of the other game device undergoes a structural change, the content of adding an effect image and displaying the other-player character on the stage screen of the own game device was described. However, when a multi-play partner's other-player character gets an item and the stage screen (stage space) of the other game device undergoes a structural change, the other-player character may be made non-displayed and no effect image may be displayed on the stage screen of the own game device. Further, thereafter, when the own-player character also gets an item and the stage screen (stage space) of the own game device also undergoes a structural change, the display of the other-player character may be resumed on the stage screen of the own game device (not shown). By configuring in this way, it is possible to refrain from speculating about the content of the structural change of the stage screen (stage space) of the other game device.

[0162] In addition, in the above-described embodiment, a case where a series of processes related to game processing are executed by a single game device has been described. In other embodiments, the above-described series of processes may be executed in an information processing system including a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, some of the above-described series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, main processes of the above-described series of processes may be executed by the server-side device, and some processes may be executed by the terminal-side device. Also, in the above information processing system, the server-side system may be configured by a plurality of information processing devices, and the plurality of information processing devices may share and execute processes to be executed on the server side. Moreover, a so-called cloud gaming configuration may be adopted. For example, the game device may be configured to send operation data indicating a user's operation to a predetermined server, various game processes may be executed on the server, and the execution results may be streamed to the game device as video and audio.

[0163] As described above, the present embodiment and the modified examples have been explained, but these explanations are merely illustrative in all respects and are not intended to limit the scope. Needless to say, various improvements and modifications can be made to the present embodiment and the modified examples.

Explanation of Reference Numerals

[0164] 1 Game system 3, 4 Controller 12 Display 81 Processor 85 DRAM 200 Self-player character 201, 202 Other-player characters 220, 221 User information display 230 Enemy character 240 Replay character 241 Emote display 250 Item 260 Effect image

Claims

1. A game program that arranges and draws a self-player character that is movement-controlled based on the operation of a user of a game device in a game space, wherein the computer of the game device displays a replay character that is movement-controlled based on the play history of a user of another game device, and when at least a part of the self-player character and the replay character overlap, changes the display mode of the replay character, and as at least one of the changes in the display mode, causes a change in which information of the user of the other game device is displayed. A game program.

2. The game program according to claim 1, wherein the computer controls the movement of the replay character based on the play history without interfering with the self-player character and an object arranged in the game space.

3. The game program according to claim 2, wherein the computer displays the replay character semi-transparently.

4. The computer of the game device, displays the replay character semi-transparently, and displays the information of the user of the other game device opaquely. The game program according to claim 1.

5. A game program that arranges and draws a self-player character that is movement-controlled based on the operation of a user of a game device and another player character that is movement-controlled based on data acquired from another game device connected to the game device via a network in a game space, wherein the computer of the game device controls the movement of the other player character based on the data from the other game device without interfering with the self-player character and an object arranged in the game space, and when at least a part of the self-player character and the other player character overlap, changes the display mode of the other player character, displays the self-player character and the other player character on a stage selection screen for selecting a game stage in which the user of the game device plays, and when the other player character is located within a certain range of the self-player character on the stage selection screen, displays information of the user who operates the other player character. A game program.

6. A game system that includes a processor and arranges and draws a self-player character that is movement-controlled based on an operation of a user of a game device in a game space, wherein the processor displays a replay character that is movement-controlled based on a play history of a user of another game device, and when at least a part of the self-player character and the replay character overlap, changes a display mode of the replay character, wherein at least one of the changes in the display mode is a change to display information of the user of the other game device, the game system. **Claim 7** The game system according to claim 6, wherein the processor controls the movement of the replay character based on the play history without interfering with the self-player character and an object arranged in the game space. **Claim 8** The game system according to claim 7, wherein the processor displays the replay character semi-transparently. **Claim 9** wherein the processor displays the replay character semi-transparently, and displays the information of the user of the other game device opaquely, the game system according to claim 6. **Claim 10** A game system that includes a processor and arranges and draws a self-player character that is movement-controlled based on an operation of a user of a game device, and another player character that is movement-controlled based on data acquired from another game device connected to the game device via a network in a game space, wherein the processor controls the movement of the other player character based on the data from the other game device without interfering with the self-player character and an object arranged in the game space, and when at least a part of the self-player character and the other player character overlap, changes a display mode of the other player character, displays the self-player character and the other player character on a stage selection screen for selecting a game stage in which the user of the game device plays, and when the other player character is located within a certain range of the self-player character on the stage selection screen, displays information of the user who operates the other player character, the game system. **Claim 11** A game processing method for arranging and drawing a self-player character that is movement-controlled based on the operation of a user of a game device in a game space, on the computer of the game device, display a replay character that is movement-controlled based on the play history of a user of another game device, when at least a part of the self-player character and the replay character overlap, change the display mode of the replay character, As at least one of the changes in the display mode, make a change to display information of the user of the other game device, a game processing method.

12. The game processing method according to claim 11, wherein the computer controls the movement of the replay character based on the play history without interfering with the self-player character and the objects arranged in the game space.

13. The game processing method according to claim 12, wherein the computer displays the replay character semi-transparently.

14. on the computer, display the replay character semi-transparently, The game processing method according to claim 11, wherein information of the user of the other game device is displayed opaquely.

15. A game processing method for arranging and drawing a self-player character that is movement-controlled based on the operation of a user of a game device and another player character that is movement-controlled based on data obtained from another game device connected to the game device via a network in a game space, on the computer of the game device, control the movement of the other player character based on the data from the other game device without interfering with the self-player character and the objects arranged in the game space, when at least a part of the self-player character and the other player character overlap, change the display mode of the other player character, display the self-player character and the other player character on a stage selection screen for selecting a game stage in which the user of the game device plays, In the stage selection screen, when the other player character is located within a certain range of the self-player character, display information of the user who operates the other player character, a game processing method.

Citation Information

Patent Citations

  • Method and system for game using internet communication terminal

    JP2002085849A

  • Game information processor and computer program thereof

    JP2005058383A

  • Game device, game controlling method, and program

    JP2005319148A

  • Game device, game control method, and program

    JP2006230853A

  • Game system, game program, and recording medium

    JP2007020843A