Information processing program, game system, game device, and information processing method
Emulators on each device simulate wired communication to prevent forced terminations in multiplayer games, ensuring continuous gameplay despite network disruptions.
Patent Information
- Application Number
- JP2022184964
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-12-24
- Estimated Expiration
- 2042-11-18
AI Technical Summary
Conventional portable game consoles experience unexpected behavior such as forced termination when multiplayer games are played over a network, as the game programs are designed for wired communication and cannot handle player joins or leaves during gameplay.
Implementing emulators on each information processing device to simulate wired communication, allowing data transmission and reception between emulators on a single device, thereby maintaining gameplay continuity even if network communication is interrupted.
Prevents unexpected behavior like forced termination during multiplayer gameplay by simulating wired communication, enabling seamless gameplay even when network connections are lost.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing program, a game system, a game device, and an information processing method. [Background technology]
[0002] In conventional portable game machines, when multiple people play, the portable game machines are sometimes connected to each other with a wired communication cable. For example, Japanese Patent Laid-Open Publication No. 2003-71137 (Patent Document 1) discloses a communication game system consisting of four game machines and a communication cable.
[0003] In such a communication game system, the operation of physically connecting game machines via a communication cable has almost the same meaning as a player's participation in the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-71137 Summary of the Invention [Problem to be solved by the invention]
[0005] Since game programs executed on conventional portable game consoles such as those described above are assumed to be created on the assumption that they will be connected via a wired communication cable, unexpected behavior may occur if such game programs are executed on an emulator and multiplayer play is attempted over a network. For example, from the perspective of the game program, the joining or leaving of a player is equivalent to the insertion or removal of a communication cable, and if a player joins or leaves at any time during the game, unexpected behavior such as forced termination may occur depending on the game program's specifications.
[0006] The present disclosure provides a mechanism for preventing unexpected behavior such as forced termination even if communication is interrupted when a multiplayer game program is played via communication. [Means for solving the problem]
[0007] (Configuration 1) An information processing program according to one embodiment causes a computer of an information processing device to communicate with another information processing device, execute a multiplayer game program based on operational input using a first emulator, transmit data related to the operational input to the other information processing device, output images of the game executed by the first emulator to a display, obtain data related to operational inputs of other players from the other information processing device, execute the game program based on the obtained operational inputs of other players using a second emulator, and transmit and receive data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator, thereby progressing multiplayer play of the game.
[0008] According to configuration 1, when a game program in which data to be transmitted and received in a multiplayer game is specified is executed using an emulator, the specified data is transmitted and received between emulators generated on a single information processing device, rather than between multiple information processing devices. By employing such data transmission and reception between emulators, even if communication with other information processing devices is interrupted, processing can continue as if no operational information is present, preventing the execution of the game program from being forcibly terminated. This prevents unexpected behavior, such as a forced termination, even if communication is interrupted. Furthermore, because the above-described processing is realized by an emulator generated on an information processing device, there is no need to modify the game program itself.
[0009] (Configuration 2) In configuration 1, the information processing program further causes the computer to, when a request for another player to join the multiplayer play is received from another information processing device, continue the state in which the other player is not participating in the multiplayer play while the game program is running, and when a transition is made to a scene in which execution of the game program by the first emulator is started, allow the other player to join the multiplayer play and execute multiplayer play based on the first emulator and the second emulator, and when an instruction to end the game is given during multiplayer play or when a request to end the game is received from another player based on communication, temporarily suspend the game, and further, when an instruction to end the game is given from the information processing device of all players participating in the multiplayer play, end the game program.
[0010] According to configuration 2, even when an emulator is used to run a (past) game program that was not designed to be connected / disconnected to other information processing devices during multiplayer play, the game program itself can be left unchanged and multiplayer play can be started and ended normally.
[0011] (Configuration 3) In configuration 1 or 2, the game program that can be played by multiple people is any one of a plurality of game programs that can be played by multiple people, and the scene in which execution of the game program by the first emulator is started is a scene in which one of the plurality of game programs to start is selected.
[0012] According to configuration 3, when a game program to be played in multiplayer mode is selected, a first emulator can be generated, so that the processing required for multiplayer mode can be executed in advance.
[0013] (Configuration 4) In any of configurations 1 to 3, the information processing program further causes the computer to transition to a scene where the player can select which of multiple game programs to start when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended.
[0014] According to configuration 4, even after a game program has ended due to multiplayer play, if the same players wish to play multiplayer again, they can select a game program for multiplayer play with a few operations.
[0015] (Configuration 5) In any of configurations 1 to 4, the information processing program further causes the computer to transition to a scene where the players participating in the multiplayer play can select which of multiple game programs to start, while maintaining their participation, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended.
[0016] According to configuration 5, even after a game program has ended due to multiplayer play, the same players can immediately start multiplayer play.
[0017] (Configuration 6) A game system according to another embodiment includes a plurality of information processing devices, each including a processor. The processors of the plurality of information processing devices communicate with each other, and each executes a multiplayer game program using a plurality of emulators, the number of which is equal to the number of participants in the multiplayer game. The first emulator executes the game program based on a player's operation input, transmits data related to the player's operation input to each of the other information processing devices, and outputs images of the game executed by the first emulator to a display. The other information processing devices each acquire data related to the operation input of each of the other players, and each of the emulators other than the first emulator executes the game program based on the acquired operation input of each of the other players. The multiplayer game progresses by transmitting and receiving data defined as data to be transmitted and received in the multiplayer game program between the plurality of emulators. Configuration 6 provides the same effects as Configuration 1.
[0018] (Configuration 7) In configuration 6, the processor of each of the multiple information processing devices further, when there is a request from another information processing device for another player to join the multiplayer play, continues the state in which the other player is not participating in the multiplayer play while the game program is being executed, and when the scene transitions to one in which the game program starts to be executed by the first emulator, allows the other player to join the multiplayer play, executes multiple emulators in the same number as the number of players participating in the multiplayer play, and executes multiplayer play based on the first emulator and the other emulators.
[0019] According to configuration 7, even when an emulator is used to run a (past) game program that was not designed to be connected / disconnected to other information processing devices during multiplayer play, the game program itself can be left unchanged and multiplayer play can be started normally.
[0020] (Configuration 8) In configuration 6 or 7, the processors of each of the multiple information processing devices further temporarily suspend the game when an instruction to end the game is given during multiplayer play, or when a request to end the game is received from another player based on communication, and further terminate the game program when an instruction to end the game is given from the information processing devices of all players participating in the multiplayer play.
[0021] According to configuration 8, even when an emulator is used to run a (past) game program that was not designed to be connected / disconnected to other information processing devices during multiplayer play, the game program itself can be left unchanged and multiplayer play can be completed normally.
[0022] (Configuration 9) In any of configurations 6 to 8, the game program that can be played by multiple people is one of a plurality of game programs that can be played by multiple people, and the scene where execution of the game program by the first emulator is started is a scene where one of the plurality of game programs to be started is selected. Configuration 9 provides the same effect as configuration 3.
[0023] (Configuration 10) In any of configurations 6 to 9, the processor of each of the plurality of information processing devices further transitions to a scene in which the player can select which of the plurality of game programs to start when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended. Configuration 10 provides the same effect as configuration 4.
[0024] (Configuration 11) In any of configurations 6 to 10, the processor of each of the plurality of information processing devices further transitions to a scene where the players participating in the multiplayer play can select which of the plurality of game programs to start, while maintaining their participation, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended. Configuration 11 provides the same effect as configuration 5.
[0025] (Configuration 12) According to yet another embodiment, a game device including a processor is provided. The processor of the game device executes a multiplayer game program based on operational inputs using a first emulator, transmits data related to the operational inputs to other game devices, outputs images of the game executed by the first emulator to a display, acquires data related to operational inputs of other players from the other game devices, executes the game program based on the acquired operational inputs of other players using a second emulator, and transmits and receives data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator, thereby progressing multiplayer play of the game. Configuration 12 provides the same effects as configuration 1.
[0026] (Configuration 13) In configuration 12, the processor of the game device further, when there is a request from another game device for another player to join the multiplayer play, continues a state in which the other player is not participating in the multiplayer play while the game program is running, and when a transition is made to a scene in which execution of the game program by the first emulator is started, allows the other player to join the multiplayer play and executes multiplayer play based on the first emulator and the second emulator, and when an instruction to end the game is given during multiplayer play or when there is a request to end the game from another player based on communication, temporarily suspends the game, and further when an instruction to end the game is given from the information processing device of all players participating in the multiplayer play. Configuration 13 provides the same effect as configuration 2.
[0027] (Configuration 14) In configurations 12 and 13, the game program that can be played by multiple people is one of a plurality of game programs that can be played by multiple people, and the scene where execution of the game program by the first emulator is started is the scene where one of the plurality of game programs to be started is selected. According to configuration 14, the same effect as configuration 3 can be obtained.
[0028] (Configuration 15) In any of configurations 12 to 14, the processor of the game device further transitions to a scene where the player can select which of the multiple game programs to start when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended. Configuration 15 provides the same effect as configuration 4.
[0029] (Configuration 16) In any of configurations 12 to 15, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the processor of the game device further transitions to a scene where the players participating in the multiplayer play can select which of the multiple game programs to start, while maintaining their participation. Configuration 16 provides the same effect as configuration 5.
[0030] (Configuration 17) In an information processing method according to yet another embodiment, a processor of a game device executes a multiplayer game program based on operational input using a first emulator, the processor transmits data related to the operational input to other game devices, the processor outputs images of the game executed by the first emulator to a display, the processor acquires data related to operational inputs of other players from the other game devices, the processor executes the game program based on the acquired operational inputs of other players using a second emulator, and the processor transmits and receives data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator, thereby progressing multiplayer play of the game. Configuration 17 provides the same effects as configuration 1.
[0031] (Configuration 18) In configuration 17, the processor further configures, when there is a request from another game device for another player to join the multiplayer play, that the other player not participate in the multiplayer play while the game program is running, to continue a state in which the other player is not participating in the multiplayer play, and when a transition is made to a scene in which execution of the game program by the first emulator is started, to have the other player participate in the multiplayer play and to execute multiplayer play based on the first emulator and the second emulator, and when an instruction to end the game is given during multiplayer play or when there is a request to end the game from another player based on communication, the processor temporarily suspends the game, and further when an instruction to end the game is given from the information processing device of all players participating in the multiplayer play. Configuration 18 provides the same effect as configuration 2.
[0032] (Configuration 19) In configuration 17 or 18, the game program that can be played by multiple people is one of a plurality of game programs that can be played by multiple people, and the scene where execution of the game program by the first emulator is started is a scene where one of the plurality of game programs to be started is selected. Configuration 19 provides the same effect as configuration 3.
[0033] (Configuration 20) In any of configurations 17 to 19, the processor further transitions to a scene in which the player selects which of the multiple game programs to start when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended. Configuration 20 provides the same effect as configuration 4.
[0034] (Configuration 21) In any of configurations 17 to 20, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the processor further transitions to a scene where the players participating in the multiplayer play can select which of the multiple game programs to start, while maintaining their participation. Configuration 21 provides the same effect as configuration 5. [Effects of the Invention]
[0035] According to the present disclosure, when a game program that was not originally designed for multiplayer play via communication is made to play by multiple players via communication, a mechanism can be realized that can suppress unexpected behavior such as forced termination even if communication is interrupted. [Brief explanation of the drawings]
[0036] [Figure 1] 1 is a schematic diagram showing an example of the configuration of a game system according to the present embodiment. [Figure 2] FIG. 10 is a schematic diagram showing another example configuration of the game system according to the present embodiment. [Figure 3] FIG. 1 is a schematic diagram showing an example of a hardware configuration of a game device according to an embodiment of the present invention. [Figure 4] FIG. 2 is a schematic diagram showing an example of a functional configuration of a game device according to the present embodiment. [Figure 5] FIG. 2 is a schematic diagram illustrating an example of a connection between game devices according to the present embodiment. [Figure 6] FIG. 10 is a schematic diagram showing another example of the functional configuration of the game device according to the present embodiment. [Figure 7] FIG. 7 is a schematic diagram showing an example of the configuration of a game system corresponding to FIG. 6. [Figure 8] 5A to 5C are schematic diagrams showing an example of player operation information exchanged by the game device according to the present embodiment. [Figure 9] 10 is a flowchart showing an example of a processing procedure when a game device constituting the system according to the present embodiment executes a game program. [Figure 10] 10 is a flowchart showing an example of a processing procedure when a game device constituting the system according to the present embodiment executes a game program. [Figure 11] 10 is a flowchart showing an example of a processing procedure when a game device constituting the system according to the present embodiment executes a game program. [Figure 12] FIG. 10 is a schematic diagram showing an example of a user interface screen for the game device according to the present embodiment to accept a mode selection. [Figure 13] FIG. 10 is a schematic diagram showing an example of a user interface screen for the game device according to the present embodiment to accept selection of a game program to be executed. [Figure 14] FIG. 10 is a schematic diagram showing an example of a user interface screen for notifying a game device according to the present embodiment that a game program is being executed in a selected host. [Figure 15] FIG. 10 is a schematic diagram showing an example of a user interface screen for receiving consent from a player to mid-termination of a game program being executed by the game device according to the present embodiment. [Figure 16] FIG. 10 is a schematic diagram showing an example of a user interface screen provided by the game device according to the present embodiment in a screen sharing mode. DETAILED DESCRIPTION OF THE INVENTION
[0037] The present embodiment will be described in detail with reference to the drawings, in which the same or corresponding parts are designated by the same reference numerals and description thereof will not be repeated.
[0038] [A. Example of game system configuration] First, an example of the configuration of a game system according to the present embodiment will be described.
[0039] The game system includes one or more information processing devices. The information processing device may have any hardware configuration as long as it can execute a game program using an emulator. The information processing device may be, for example, a game device, a smartphone, a tablet, a mobile phone, a personal computer, or the like. Below, a configuration example will be described in which a game device 100, which is a computer, is used as an example of an information processing device.
[0040] Fig. 1 is a schematic diagram showing an example of the configuration of a game system 1 according to the present embodiment. Fig. 1 shows an example of a configuration in which four game devices 100-1 to 100-4 (hereinafter sometimes collectively referred to as "game devices 100") are connected by local communication as an example of a network.
[0041] Each of the game devices 100 is capable of communicating with one or more other game devices 100. In the game system 1 shown in Fig. 1, any communication method (wired or wireless) may be adopted as long as data can be exchanged between the game devices 100. Furthermore, the game devices 100 may communicate directly with each other (for example, in an ad-hoc mode of a wireless LAN), or may communicate via a relay device (for example, in an infrastructure mode of a wireless LAN).
[0042] Fig. 2 is a schematic diagram showing another example of the configuration of game system 1 according to the present embodiment. Fig. 2 shows an example of a configuration in which four game devices 100-1 to 100-4 are connected by online connection via network 10, which is another example of a network. Game devices 100 exchange data with each other via network 10.
[0043] In the game system 1 shown in FIG. 2, the communication method by which each of the game devices 100 connects to the network 10 may be a wired method or a wireless method.
[0044] 1 and 2, each of the game devices 100 can use an emulator to execute a game program 118. The game program 118 may be a previously sold application.
[0045] For example, if the game program 118 is playable by multiple players, each game device 100 communicates with the other game devices 100 and executes the game program 118 playable by multiple players using an emulator based on operational input (by the player of the game device). Each game device 100 also transmits data related to the operational input to the other game devices 100.
[0046] As used herein, "multiplayer play" means that multiple players (users) play the same game program simultaneously. Alternatively, "multiplayer play" means that multiple players (users) participate in the same player group. Furthermore, "multiplayer play" means that each game device 100 executes a game program 118 based not only on information about the player's operations on that device, but also on information from other game devices 100.
[0047] Note that all game devices 100 may store the game program 118 in advance by any method. If there is a game device 100 that does not store the game program 118, the game program 118 may be downloaded from a game device 100 that stores the game program 118. Alternatively, some or all of the game devices 100 may download the game program 118 as needed from a server (not shown) or the like.
[0048] [B. Hardware configuration example] Next, an example of a hardware configuration of game device 100 constituting game system 1 according to the present embodiment will be described.
[0049] Fig. 3 is a schematic diagram showing an example of a hardware configuration of game device 100 according to the present embodiment. Referring to Fig. 3, game device 100 is, by way of example, a computer, and includes one or more processors 102, memory 104, storage 110, display 106, operation unit 108, and communication unit 120. These components are connected to each other via bus 122 so as to be able to communicate data with each other.
[0050] The processor 102 is a processing entity that executes the processes provided by the game device 100. The processor 102 sequentially loads necessary portions of the programs stored in the storage 110 into the memory 104 and executes them.
[0051] The memory 104 is a volatile storage device (storage medium) accessible by the processor 102, and may be, for example, a dynamic random access memory (DRAM) or a static random access memory (SRAM).
[0052] Storage 110 is a non-volatile storage device (storage medium) accessible by processor 102, and may be, for example, a hard disk or a solid state drive (SSD). Storage 110 may also be, for example, a storage medium that is detachable from game device 100, such as an optical disk or a cartridge.
[0053] The storage 110 stores a system program 112, an execution management program 114, and an emulator program 116.
[0054] The system program 112 contains computer-readable instructions that cause the processor 102 to perform the basic operations necessary for the gaming device 100 to function.
[0055] The execution manager 114 includes computer-readable instructions for causing the processor 102 to execute the game program 118 with the emulator.
[0056] The emulator program 116 includes computer-readable instructions that cause the processor 102 to virtually configure an environment for executing the game program 118 .
[0057] The "information processing program" according to this embodiment includes at least an execution management program 114. The "information processing program" may also include a system program 112 and / or an emulator program 116. How the program is implemented is a design matter and can be determined appropriately depending on the required performance and constraints.
[0058] One or more game programs 118 may be stored in storage 110, or may be downloaded from a server or the like as needed in response to a request from a player. In this case, the game programs 118 may be deployed in memory 104 only during execution, but may not necessarily be stored in storage 110.
[0059] As an example, game program 118 is a program created to be executed on a game device other than game device 100 (for example, a game device developed before game device 100). However, even when executed on game device 100, game program 118 may remain in its original form. In other words, game program 118 does not need to be modified in order to be executed by an emulator of game device 100.
[0060] The storage 110 may store application data 130 generated by the execution of the game program 118 .
[0061] The display 106 displays a game screen generated as a result of information processing executed by the processor 102. There may be multiple displays 106. Furthermore, the game device 100 may be configured to use one or multiple external displays.
[0062] The operation unit 108 receives operation inputs from a player of the game device 100. The operation unit 108 includes, for example, push buttons, an operation lever, a touch panel, a mouse, etc. The operation unit 108 may be a game controller that is separate from the game device 100 and is connected by wire or wirelessly.
[0063] The communication unit 120 communicates with other game devices 100. The communication unit 120 may have hardware necessary for wired communication and / or hardware necessary for wireless communication. Note that all or part of the processing of the communication unit 120 may be implemented by the processor 102.
[0064] 3, game device 100 is depicted as a single device, but it may be implemented as a collection of multiple devices. That is, one game device 100 may be implemented as a combination of multiple independent devices. For example, a separate configuration may be adopted, consisting of a main body unit having hardware corresponding to processor 102, memory 104, and storage 110, and a display / operation unit having hardware corresponding to display 106 and operation unit 108.
[0065] Furthermore, at least a part of the processing executed by game device 100 may be executed in a distributed manner by one or more other devices distributed over a network.
[0066] The processing performed by game device 100 may be realized by processor 102 executing a program, or some or all of the processing may be realized by a hardwired circuit such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array). Therefore, in this specification, the term "processor" not only refers to a processing circuit that executes processing according to computer-readable instructions written in a program, such as a CPU (Central Processing Unit), MPU (Micro Processing Unit), or GPU (Graphics Processing Unit), but also encompasses hardwired circuits such as ASICs and FPGAs. Hardwired circuits such as ASICs and FPGAs have pre-configured circuits corresponding to the processing to be executed. Furthermore, in this specification, "processor" also encompasses a circuit that integrates multiple functions, such as an SoC (System on Chip).
[0067] [C. Functional configuration example] Next, an example of a functional configuration of game device 100 constituting game system 1 according to the present embodiment will be described.
[0068] Fig. 4 is a schematic diagram showing an example of a functional configuration of game device 100 according to the present embodiment. Referring to Fig. 4, game device 100 includes, as its main functional components, an execution management module 124 and an emulator 126. Execution management module 124 is an instance generated when processor 102 of game device 100 executes execution management program 114 (Fig. 3), and emulator 126 is an instance generated when processor 102 of game device 100 executes emulator program 116 (Fig. 3). Note that multiple emulators 126 may be generated in one game device 100.
[0069] The execution management module 124 performs processes such as selecting a game program 118 to be executed by the emulator 126, managing the execution of the selected game program 118 by the emulator 126, exchanging player operation information and shared data, and outputting game screens.
[0070] The execution management module 124 acquires data (player operation information 150) relating to operation inputs given by the player to the operation unit 108 of the player's device, and provides the data to the emulator 126. The execution management module 124 also outputs a game screen obtained by executing the game program 118 on the emulator 126 to the display 106. Furthermore, the execution management module 124 may output sound obtained by executing the game program 118 on the emulator 126 from a speaker (not shown) or the like.
[0071] The emulator 126 is a virtual environment for executing the game program 118, receives player operation information 150, and outputs game screens and sounds as the execution results. The emulator 126 exchanges shared data 142 with other emulators 126. The shared data 142 corresponds to the data that conventional portable game consoles exchanged via wired communication cables. The shared data 142 is defined as data to be sent and received during multiplayer play of the game program 118. The shared data 142 includes information necessary for realizing multiplayer play, such as character coordinates and action instructions.
[0072] The emulator 126 has a virtual save area 128 in which the game program 118 saves data. From the perspective of the game program 118, the virtual save area 128 behaves like a real save area. The virtual save area 128 itself may be implemented on the memory 104, but the saved data (application data) may be stored in the storage 110 (for example, application data 130 in FIG. 3). The emulator 126 can be realized using known technology.
[0073] In game system 1 according to the present embodiment, emulators 126 can form a connection simulating a wired communication cable.
[0074] Fig. 5 is a schematic diagram illustrating an example of a connection between game devices 100 according to the present embodiment. Fig. 5 shows an example of a configuration in which, for example, multiple people play game program 118 on game devices 100-1 to 100-4. Emulators 126 of game devices 100 form connection 140 simulating a communication cable via execution management module 124. Connection 140 is a virtual or logical data transmission path.
[0075] The emulator 126 exchanges shared data 142, which conventional portable game machines exchanged via wired communication cables, with other emulators 126 via a connection 140. By configuring the connection 140, it is possible to provide an environment similar to that of multiple portable game machines connected via wired communication cables from the perspective of the game program 118.
[0076] Instead of the functional configuration examples shown in FIGS. 4 and 5, a functional configuration may be adopted that can more reliably prevent unexpected operations such as forced termination even when communication is cut off.
[0077] Fig. 6 is a schematic diagram showing another example of the functional configuration of game device 100 according to the present embodiment. Fig. 6 shows, for example, an example of the functional configuration of game device 100-1 when multiple people play game program 118 on game devices 100-1 to 100-4. Note that the other game devices 100-2 to 100-4 have the same functional configuration as that shown in Fig. 6.
[0078] 6, each of game devices 100-1 (and game devices 100-2 to 100-3) includes the same number of emulators 126 (emulators 126-1 to 126-4) as the number of players (game devices 100) participating in the multiplayer play. That is, emulators 126-1 to 126-4 are responsible for executing game programs 118 on game devices 100-1 to 100-4, respectively.
[0079] Emulators 126-1 to 126-4 require data (player operation information 150-1 to 150-4) related to operation inputs provided by the respective players to operation units 108 of game devices 100-1 to 100-4. Therefore, each game device 100 transmits operation inputs by the players (player operation information 150) to the other game devices 100, and receives operation inputs (player operation information 150) by the other players to the other game devices 100. Player operation information 150-1 to 150-4 shown in FIG. 6 refer to the content of operations acquired by game devices 100-1 to 100-4, respectively.
[0080] In the example shown in FIG. 6, the execution management module 124 of the game device 100-1 transmits player operation information 150-1 to the other game devices 100 via the communication unit 120, and also acquires player operation information 150-2 to 150-4 from the other game devices 100 via the communication unit 120.
[0081] The player operation information 150-1 to 150-4 is provided to the emulators 126-1 to 126-4, respectively. The emulators 126-1 to 126-4 execute the game program 118 based on the player operation information 150-1 to 150-4, respectively.
[0082] The emulators 126-1 to 126-4 are independent of one another. However, the emulators 126-1 to 126-4 are connected to one another via the execution management module 124 via a connection 144 that simulates a communication cable. The connection 144 is a virtual or logical data transmission path, similar to the connection 140 shown in FIG. 5.
[0083] The execution management module 124 can output to the display 106 each game screen obtained by the emulators 126-1 to 126-4 respectively executing the game program 118. Normally, the game screen generated by the emulator 126 corresponding to the own device (for example, the emulator 126-1 for the game device 100-1) is output to the display 106.
[0084] However, as will be described later, when a command to share a screen is issued from any of the game devices 100, the game screen generated by the instructed game device 100 (emulator 126) may be output.
[0085] Fig. 7 is a schematic diagram showing an example of the configuration of game system 1 corresponding to Fig. 6. Referring to Fig. 7, each of game devices 100-1 to 100-4 included in game system 1 includes four emulators 126-1 to 126-4.
[0086] Data (player operation information 150-1) relating to an operation input given to the operation unit 108 of game device 100-1 by the player of game device 100-1 is input to the emulator 126-1 of each of game devices 100-1 to 100-4.
[0087] Similarly, data (player operation information 150-2) relating to an operation input given to the operation unit 108 of game device 100-2 by the player of game device 100-2 is input to the emulator 126-2 of each of game devices 100-1 to 100-4.
[0088] Similarly, data (player operation information 150-2) relating to an operation input given to the operation unit 108 of game device 100-3 by the player of game device 100-3 is input to the emulator 126-3 of each of game devices 100-1 to 100-4.
[0089] Similarly, data (player operation information 150-2) relating to an operation input given to the operation unit 108 of game device 100-4 by the player of game device 100-4 is input to the emulator 126-4 of each of game devices 100-1 to 100-4.
[0090] In a normal state, each of game devices 100-1 to 100-4 outputs to display 106 a game screen generated by emulator 126 corresponding to that device.
[0091] Player operation information 150-1 to 150-4 is input to emulators 126-1 to 126-4 of game devices 100-1 to 100-4, respectively, thereby realizing multiplayer play on each of game devices 100-1 to 100-4.
[0092] In this way, each of the game devices 100-1 to 100-4 executes a multiplayer-playable game program 118 based on operation inputs using an emulator corresponding to the game device, and transmits data related to the operation inputs (player operation information 150) to the other game devices 100. An image of the game executed by the emulator corresponding to the game device (a game screen) is output to the display 106 of the game device. In parallel, each of the game devices 100-1 to 100-4 acquires data related to operation inputs by other players (player operation information 150) from the other game devices, and executes the game program 118 based on the acquired operation inputs of the other players using the emulators corresponding to the other game devices. Furthermore, multiplayer play of the game progresses by transmitting and receiving data (shared data 142) defined as data to be transmitted and received during multiplayer play of the game program 118 between the emulator corresponding to the game device and emulators corresponding to the other game devices.
[0093] By employing the configuration shown in FIG. 7, even if communication with the other game devices 100 is cut off, each of the game devices 100-1 to 100-4 can maintain the progress of the multiplayer play itself, even if the player operation information 150 is not input from the other game devices 100, and therefore it is possible to avoid situations in which the multiplayer play is forcibly terminated.
[0094] Although FIGS. 6 and 7 show an example of a configuration including four game devices 100, the number of game devices 100 may be any number.
[0095] [D. Player Operation Information] 6 and 7, each of the game devices 100 reproduces the play of all players participating in the multiplayer game. Here, in order to synchronize the content of the multiplayer game among the game devices 100, the following processing may be adopted.
[0096] For example, if communication delays of the player operation information 150 cannot be ignored, information that can identify the operation timing may be added to the player operation information 150.
[0097] FIG. 8 is a schematic diagram showing an example of player operation information 150 exchanged by game device 100 according to the present embodiment.
[0098] 8, each of player operation information 150-1 to 150-4 includes operation content 154 indicating the key or the like operated by the player on operation unit 108, and frame number 152 indicating the timing at which the player operated operation unit 108.
[0099] The frame number 152 is a number indicating the number of cycles in which the game program 118 is executed by the emulator 126 .
[0100] Based on the frame number 152 included in the player operation information 150, each of the emulators 126 determines the timing at which to capture the corresponding operation content 154 during the execution of the game program 118. Note that the execution management module 124 and / or the emulator 126 may have a buffer for temporarily storing the player operation information 150.
[0101] By including the frame number 152 in the player operation information 150, it is possible to avoid situations where the content of a multiplayer game being played between game devices 100 is inconsistent, even if a communication delay or the like occurs.
[0102] Although the configuration example using frame number 152 has been described as an example, any information may be added as long as it can identify the timing at which the player performed an operation. For example, time information, a counter value, or the like may be added.
[0103] Furthermore, the consistency of the content of the multiplayer play being carried out between the game devices 100 may be periodically checked. For example, the game device 100 operating as the host may be set as the correct device, and it may be periodically determined whether the content of the multiplayer play of the game device 100 operating as the guest matches that of the host. If they do not match, values in memory may be appropriately corrected so that they match those of the game device 100 operating as the host. The terms "host" and "guest" will be described later.
[0104] [E. Example of processing procedure when executing a game program] Next, an example of a processing procedure when game device 100 constituting game system 1 according to the present embodiment executes game program 118 will be described.
[0105] For a game program 118 that allows multiple players to play simultaneously, the game device 100 is, for example, capable of selecting between two modes: a "host" mode that invites players to join in a multiplayer game, and a "guest" mode that joins in response to the "host" invitation.
[0106] 9 to 11 are flowcharts showing an example of a processing procedure when game device 100 constituting a system according to the present embodiment executes game program 118. Each step shown in Fig. 9 to 11 may be realized, for example, by processor 102 of game device 100 executing at least execution management program 114 (Fig. 3).
[0107] Referring to FIG. 9, game device 100 determines in which mode the player has instructed to operate (step S100).
[0108] 12 is a schematic diagram showing an example of a user interface screen 200 for game device 100 according to the present embodiment to accept a mode selection. Referring to FIG. 12, user interface screen 200 includes a button 202 for instructing the player to wait for participation from other players as the host, and a button 204 for instructing the player to participate as a guest in a game held by the host. The player selects button 202 or button 204.
[0109] Referring again to FIG. 9, when the player instructs the game device 100 to act as a host ("host" in step S100), the game device 100 displays a list screen of executable game programs 118 on the display 106 (step S102).
[0110] The processing of steps S102 to S116 corresponds to the scene of selecting a game program 118 that can be played by multiple people. Only game programs 118 that can be played by multiple people may be displayed on the display 106, or game programs 118 that do not support multiplayer play may also be displayed. In the latter case, the programs may be displayed in different ways so that the player can distinguish whether or not they can be played by multiple people.
[0111] The game device 100 generates the emulator 126 when selecting a multiplayer game program 118 (step S104). That is, the execution of the game program 118 by the emulator 126 may be started when selecting which of the multiple game programs 118 to start.
[0112] After step S104 is executed, the game device 100 operates as a host and is therefore in a state of waiting for a participation request from another player. For example, when a request for participation of another player (operating that other game device 100) in a multiplayer play is made through communication from that other game device 100, the game device 100 allows the other player to participate in the multiplayer play if the game program 118 has not yet started to be executed, such as immediately after step S104 is executed.
[0113] More specifically, upon receiving a participation request from another player (YES in step S106), the game device 100 shares a screen listing executable game programs 118 with the other game device 100 that sent the participation request (step S108). In addition, the game device 100 additionally generates an emulator 126 corresponding to the game device 100 that sent the participation request, and establishes a connection 144 simulating a communication cable between the generated emulators 126 (step S110).
[0114] Although not explicitly shown in Figure 9, when a game device 100 receives a withdrawal request from another player, it releases the emulator 126 corresponding to the game device 100 that sent the withdrawal request and updates the connection 144 between the emulators 126.
[0115] The game devices 100 that share the list screen of executable game programs 118 are the game devices 100 that participate in the multiplayer play. The list screen may be shared by transmitting the screen data itself from the host to the guests, or by receiving selection information of the game programs 118 from the host and each game device 100 functioning as a guest generating the list screen.
[0116] 13 is a schematic diagram showing an example of a user interface screen 210 for game device 100 according to the present embodiment to accept selection of a game program to be executed. Referring to Fig. 13, user interface screen 210 includes a participating player display 212 showing currently participating players and a list display 214 of game programs 118.
[0117] The host player can select the game program 118 to be executed by performing a selection operation on the user interface screen 210. An object 216 indicating that the selected game program 118 has been superimposed on it.
[0118] Referring again to FIG. 9, if there is no participation request from another player (NO in step S106), the processes of steps S108 and S110 are skipped.
[0119] The game device 100 also waits for the player operating the device to select a game program 118. When the player selects one of the game programs 118 (YES in step S112), the game device 100 displays an object for identifying the selected game program 118 (step S114). In this way, the game device 100 operating as the host selects one of the multiple multiplayer game programs 118 in response to the player's operation. In other words, the multiplayer game program 118 to be executed may be any one of the multiple multiplayer game programs 118.
[0120] If the player has not selected any of the game programs 118 (NO in step S112), the process of step S114 is skipped.
[0121] Next, the game device 100 determines whether or not an instruction to start execution of the game program 118 has been issued (step S116). If an instruction to start execution of the game program 118 has not been issued (NO in step S116), the processing from step S106 onwards is repeated.
[0122] When an instruction to start execution of the game program 118 is given (YES in step S116), the processing from step S118 onwards is executed. In step S118, the game device 100 executes the multiplayer play of the game program 118 using the emulator 126 based on communication between the game devices 100 of the players participating in the multiplayer play.
[0123] On the other hand, when instructed by a player to act as a guest ("Guest" in step S100), the game device 100 displays a list of other game devices 100 acting as hosts and their corresponding players on the display 106 (step S120). The game device 100 then waits for the player operating the game device to select one of the other game devices 100 (or the corresponding player).
[0124] When the player selects any other game device 100 (or a corresponding player) (YES in step S122), the game device 100 determines whether or not the game program 118 is being executed on the selected game device 100 (step S124).
[0125] If the game program 118 is currently being executed in the selected game device 100 (YES in step S124), a message is displayed to the effect that the game program 118 is currently being executed (step S126), and the processes from step S124 onwards are then repeated.
[0126] 14 is a schematic diagram showing an example of a user interface screen 230 for notifying game device 100 according to the present embodiment that game program 118 is currently being executed on the selected host. Referring to FIG. 14, user interface screen 230 includes a message 222 indicating that game program 118 is currently being executed on the selected host.
[0127] In this way, when a request for another player to join the multiplayer play is received from another game device 100 (acting as a guest), the game device 100 operating as the host causes the other player to continue not participating in the multiplayer play while the game program 118 is running. Furthermore, when a game device 100 operating as a guest transmits a request to join the multiplayer play to another game device 100 (acting as a host), it displays a message (user interface screen 230) to prompt the player to wait to play until the other game device 100 allows the player to join the multiplayer play. By displaying such a message, it is possible to prevent the player from losing motivation to participate in the multiplayer play.
[0128] 9 again, if the selected game device 100 is not running a game program 118 (NO in step S124), the game device 100 shares a list screen of executable game programs 118 with the selected game device 100 (step S128). In addition, the game device 100 generates emulators 126 corresponding to each of the game devices 100 already participating in the multiplayer play, and establishes connections 144 simulating communication cables between the generated emulators 126 (step S130).
[0129] In this way, when another game device 100 (acting as a guest) requests that another player join the multiplayer play, the game device 100 operating as the host allows the other player to join the multiplayer play when the scene transitions to one in which execution of the game program 118 by the emulator 126 is started (NO in step S124). Note that in the processing of step S124, communication between the game device 100 operating as the host and the game devices 100 operating as guests is maintained. Furthermore, the number of emulators 126 generated in each game device 100 changes in accordance with a change in the number of players (game devices 100) participating in the multiplayer play. Therefore, when another player joins the multiplayer play, each game device 100 executes the multiplayer play based on the emulator corresponding to its own device and the emulators corresponding to the other game devices.
[0130] Next, the game device 100 determines whether or not an instruction to start execution of the game program 118 has been issued (step S132). If an instruction to start execution of the game program 118 has not been issued (NO in step S132), the processing from step S132 onwards is repeated.
[0131] When an instruction to start execution of the game program 118 is given (YES in step S132), the processing from step S118 onwards is executed.
[0132] In step S118, the game device 100 starts executing the selected game program 118 in the generated emulator 126. That is, in the game device 100, all of the generated emulators 126 (the same number as the players participating in the multiplayer play) start executing the game program 118. Note that each of the game devices 100 participating in the multiplayer play starts executing the game program 118.
[0133] 10, the game device 100 determines whether or not the player has operated the operation unit 108 (step S140). If the player has operated the operation unit 108 (YES in step S140), the game device 100 generates player operation information 150 and transmits it to the other game devices 100 (step S142). The game device 100 transmits the player operation information 150 indicating the operation input made by the player to the game device itself to the other game devices 100.
[0134] If the player is not operating the operation unit 108 (NO in step S140), the process of step S142 is skipped.
[0135] Next, the game device 100 determines whether or not it has received player operation information 150 from another game device 100 (step S144). If it has received player operation information 150 from another game device 100 (YES in step S144), the game device 100 stores the received player operation information 150 (step S146). In this way, the game device 100 acquires player operation information 150 indicating operation inputs of other players from the other game devices 100. Note that the number of other game devices 100 that transmit and acquire player operation information 150 varies depending on the number of players participating in multiplayer play.
[0136] If the player operation information 150 has not been received from another game device 100 (NO in step S144), the process of step S146 is skipped.
[0137] The game devices 100 execute the game program 118 in the respective emulators 126 based on the player operation information and the shared data 142 (step S148). More specifically, the game device 100 executes the game program 118 in the emulator 126 corresponding to its own device based on the player's operation on its own device. In parallel, the game device 100 executes the game program 118 in the respective emulators 126 corresponding to the other game devices 100 based on the player operation information 150 acquired from the other game devices 100.
[0138] The game devices 100 transmit and receive shared data 142 between the emulators 126 based on the execution results of each emulator 126 (step S150). In this way, the game device 100 transmits and receives (or updates) the shared data 142 between the emulator 126 corresponding to its own device and the emulators 126 corresponding to the other game devices 100, thereby progressing a multiplayer play.
[0139] Furthermore, the game device 100 outputs a game screen obtained by executing the game program 118 in the emulator 126 to the display 106 (step S152). Typically, the game device 100 outputs an image (game screen) of the game program 118 executed in the emulator 126 corresponding to the device itself to the display 106.
[0140] In this way, each of the game devices 100 communicates with the other game devices 100 and executes the multiplayer game program 118 using the multiple emulators 126 .
[0141] Referring to FIG. 11, the game device 100 determines whether or not a command to share a screen has been issued by any of the game devices 100 participating in the multiplayer play (step S160).
[0142] When a screen sharing instruction is issued on any of the game devices 100 (YES in step S160), the game device 100 displays on its own device the game screen displayed on the game device 100 that was instructed to share the screen (step S162). Details of the processing related to screen sharing will be described later. If screen sharing is not instructed (NO in step S160), the processing of step S162 is skipped.
[0143] The game device 100 determines whether or not an instruction to end the game program 118 has been given on any of the game devices 100 participating in the multiplayer play (step S164). More specifically, each game device 100 determines whether or not an instruction to end the game program 118 has been given on its own device, and whether or not a request to end the game program 118 has been received from another player via communication.
[0144] If an instruction to end the game program 118 is not given (NO in step S164), the game device 100 determines whether or not the execution of the game program 118 has been completed (step S166). If the execution of the game program 118 has not been completed (NO in step S166), the execution of the game program 118 continues, and the processing from step S160 onwards is repeated.
[0145] When the execution of the game program 118 is completed (YES in step S166), the process returns to step S106.
[0146] When an instruction to end the game program 118 is given (YES in step S164), the processes of steps S168 and S170 are executed.
[0147] More specifically, the game device 100 temporarily suspends the execution of the game program 118 in the emulator 126 (step S168) and displays a screen for obtaining consent for terminating the game program 118 (step S170). This puts the game device 100 into a state of waiting for operation input from each player participating in the multiplayer play.
[0148] 15 is a schematic diagram showing an example of a user interface screen 230 for receiving consent from a player to terminate a game program being executed by game device 100 according to the present embodiment. Referring to FIG. 15, user interface screen 230 includes player displays 231 to 234 that show the status of all players participating in multiplayer play. The number of player displays is the same as the number of players participating in multiplayer play.
[0149] 15 shows an example in which player BBB (2P) has instructed to terminate the game program 118. Therefore, the player display 232 for player BBB (2P) shows a status display 236 indicating that consent has already been given. However, after instructing to terminate, the player may be allowed to choose again whether or not to agree to the termination.
[0150] 15 shows an example displayed on the game device 100 operated by player AAA (1P). Therefore, the player-specific display 231 for player AAA (1P) has a status display 235 that allows the player to select whether or not to agree.
[0151] The player-specific displays 233, 234 for the other players CCC (3P) and DDD (4P) have status displays 237, 238 that show which option each player has selected.
[0152] 11, if all players participating in the multiplayer play agree to terminate the execution of the game program 118 (YES in step S172), the game device 100 saves data required for the game program 118 being executed (step S174). Then, the process returns to step S106.
[0153] In this way, when an instruction to end the game is given (by the player of the game device) during multiplayer play, or when a request to end the game is received from another player via communication, the game device 100 temporarily suspends the game, and when an instruction to end the game is given from the game devices 100 of all players participating in the multiplayer play, the game device 100 terminates the game program 118.
[0154] Then, the game device 100 transitions to a scene for selecting a game program 118 that can be played by multiple players. That is, when an end instruction is given from the game devices 100 of all players participating in the multiplayer play and the game program 118 is ended, the game device 100 transitions to a scene for selecting which of the multiple game programs 118 to start.
[0155] Note that, because the emulator 126 and the connection 140 are maintained in each of the game devices 100, even after the transition to the scene for selecting a game program 118 that can be played by multiple players, the players who were participating in the multiplayer play of the terminated game program 118 remain in a state where they can participate in the multiplayer play. In other words, when an end instruction is given from the game devices 100 of all players participating in the multiplayer play and the game program 118 is terminated, the game device 100 transitions to a scene for selecting which of the multiple game programs 118 to start, while maintaining the state in which the players participating in the multiplayer play are participating.
[0156] On the other hand, if all players participating in the multiplayer play do not agree to terminating the execution of the game program 118 (NO in step S172), the execution of the game program 118 is resumed and continued, and the processing from step S140 onwards is repeated.
[0157] [F. Modification of the Processing Procedure for Executing a Game Program] 9 to 11, necessary data is saved (step S174) before the execution of the game program 118 is terminated. Depending on the specifications of the game program 118, there may be cases where saving of data is not necessary. In such cases, step S174 in FIG. 11 can be omitted.
[0158] Furthermore, if saving of data is not required, the execution of the game program 118 may be terminated midway without obtaining consent from all players. In this case, the processing of step S170 in Fig. 11 may be omitted. That is, when any player instructs the game program 118 to be terminated midway, the execution of the game program 118 may be terminated midway. However, to allow other players to understand the situation, each player may be notified of the name of the player who instructed the termination and that the game program 118 was terminated midway due to the instruction to terminate.
[0159] [G.Screen sharing] Next, the process relating to screen sharing (step S162 in FIG. 11) will be described.
[0160] FIG. 16 is a schematic diagram showing an example of a user interface screen 240 provided by game device 100 according to the present embodiment in the screen sharing mode.
[0161] The game device 100 may be configured to select a screen sharing mode as shown in Fig. 16 in addition to a normal display mode that displays a game screen generated by executing the game program 118. For example, the normal display mode and the screen sharing mode may be alternately switched in response to the operation of a specific push button.
[0162] FIG. 16(A) shows a state in which screen sharing has been instructed by player AAA (1P), and FIG. 16(B) shows a state in which screen sharing has been instructed by player BBB (2P) in addition to player AAA (1P).
[0163] 16(A), the user interface screen 240 includes display areas 241 to 244 set for each player (game device 100). In the example shown in Fig. 16(A), a command to share the screen has been issued by the player AAA (1P), and therefore a game screen generated by the game device 100 operated by the player AAA (1P) executing the game program 118 is displayed.
[0164] In the example shown in FIG. 16(B), in addition to the game screen shown in FIG. 16(A), since screen sharing has been instructed by player BBB (2P), a game screen generated by the game device 100 operated by player BBB (2P) executing the game program 118 is displayed.
[0165] Since each of the game devices 100 is executing the game program 118 in the emulator 126 corresponding to the other game devices 100, a game screen generated by the emulator 126 corresponding to the game device 100 that has been instructed to share the screen is additionally output. Therefore, there is no need to transmit or receive the game screen itself between the game devices 100.
[0166] Unlike conventional systems using wired communication cables, game system 1 according to the present embodiment allows players to participate in multiplayer play even if they are far apart. However, when players in distant locations play a multiplayer game, they cannot show each other their game screens. To address this issue, a screen sharing mode is provided, allowing multiple players participating in a multiplayer game while physically separated to understand the status of the game from one another.
[0167] [H.Advantages] According to this embodiment, when implementing multiplayer play via communication for a (past) game program that was not designed for multiplayer play via communication, a mechanism is provided that can prevent unexpected behavior such as forced termination even if communication is interrupted.
[0168] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0169] 1 Game system, 10 Network, 100 Game device, 102 Processor, 104 Memory, 106 Display, 108 Operation unit, 110 Storage, 112 System program, 114 Execution management program, 116 Emulator program, 118 Game program, 120 Communication unit, 122 Bus, 124 Execution management module, 126 Emulator, 128 Virtual save area, 130 Application data, 140, 144 Connection, 142 Shared data, 150 Player operation information, 152 Frame number, 154 Operation content, 200, 210, 230, 240 User interface screen, 202, 204 Button, 212 Participating player display, 214 List display, 216 Object, 222 Message, 231, 232, 233, 234 Display by player, 235, 236, 237, 238 Status display, 241,244 display area.
Claims
1. The computer of the information processing device Communicating with other information processing devices, A multiplayer game program is executed by a first emulator based on operational inputs; transmitting data relating to the operation input to the other information processing device; outputting an image of the game executed by the first emulator to a display; acquiring data relating to operation inputs of other players from the other information processing devices; executing the game program by a second emulator based on the operation input of the other player acquired; An information processing program that progresses multiplayer play of the game by transmitting and receiving data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator.
2. The computer further comprises: When a request for the other player to participate in the multiplayer play is received from the other information processing device, While the game program is being executed, the other player continues to be in a state where he or she is not participating in the multiplayer play, when the game transitions to a scene where execution of the game program by the first emulator is started, having the other player participate in the multiplayer play and executing the multiplayer play based on the first emulator and the second emulator; 2. The information processing program according to claim 1, wherein, during the multiplayer play, if an instruction to end the game is given or if a request to end the game is made by another player via communication, the game is temporarily suspended, and further, if an instruction to end the game is given from the information processing devices of all players participating in the multiplayer play, the game program is terminated.
3. The multiplayer game program is any one of a plurality of multiplayer game programs, 3. The information processing program according to claim 2, wherein the scene in which execution of said game program by said first emulator is started is a scene in which one of said plurality of game programs to be started is selected.
4. The computer further comprises:
4. The information processing program according to claim 3, wherein when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the program transitions to a scene in which one of the plurality of game programs to start is selected.
5. The computer further comprises:
5. The information processing program according to claim 4, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the game is transitioned to a scene in which the players participating in the multiplayer play can select which of the plurality of game programs to start, while maintaining their participation.
6. a plurality of information processing devices including a processor; The processor of each of the plurality of information processing devices performing communication between the plurality of information processing devices; A game program capable of being played by multiple people is executed by multiple emulators, the number of which is equal to the number of participants in the multiplayer game; executing the game program based on an operation input by a player using a first emulator; transmitting data relating to an operation input by the player to each of the other information processing devices; outputting an image of the game executed by the first emulator to a display; acquiring data relating to operation inputs of each of the other players from each of the other information processing devices; execute the game program using each of the emulators other than the first emulator based on the acquired operation inputs of each of the other players; A game system in which multiplayer play of the game progresses by transmitting and receiving data defined as data to be transmitted and received in multiplayer play of the game program between the multiple emulators.
7. Each processor of the plurality of information processing devices further When a request for the other player to participate in the multiplayer play is received from the other information processing device, While the game program is being executed, the other player continues to be in a state where he or she is not participating in the multiplayer play; A game system as described in claim 6, wherein when a transition occurs to a scene where execution of the game program by the first emulator is started, the other players are allowed to participate in the multiplayer play, multiple emulators equal in number to the number of participants in the multiplayer play are executed, and multiplayer play is executed based on the first emulator and the other emulators.
8. Each processor of the plurality of information processing devices further 8. A game system according to claim 7, wherein, during the multiplayer play, if an instruction to end the game is given or if a request to end the game is made by another player via communication, the game is temporarily suspended, and further, if an instruction to end the game is given from the information processing devices of all players participating in the multiplayer play, the game program is terminated.
9. The multiplayer game program is any one of a plurality of multiplayer game programs, 9. The game system according to claim 8, wherein the scene in which execution of said game program by said first emulator is started is a scene in which one of said plurality of game programs to be started is selected.
10. Each processor of the plurality of information processing devices further 10. The game system according to claim 9, wherein when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the system transitions to a scene in which one of the plurality of game programs to start is selected.
11. Each processor of the plurality of information processing devices further 11. The game system according to claim 10, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the game system transitions to a scene in which the players participating in the multiplayer play can select which of the plurality of game programs to start while maintaining their participation.
12. A gaming device including a processor, The processor of the gaming device Executing a multiplayer game program by a first emulator based on operational inputs; transmitting data relating to the operation input to another game device; outputting an image of the game executed by the first emulator to a display; acquiring data relating to operation inputs of other players from the other game devices; executing the game program by a second emulator based on the operation input of the other player acquired; A game device that progresses multiplayer play of the game by transmitting and receiving data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator.
13. The processor of the gaming device further comprises: When a request for the other player to join the multiplayer play is made from the other game device, While the game program is being executed, the other player continues to be in a state where he or she is not participating in the multiplayer play; when the game transitions to a scene where execution of the game program by the first emulator is started, having the other player join the multiplayer play and executing a multiplayer play based on the first emulator and the second emulator; 13. The game device according to claim 12, wherein, when an instruction to end the game is given during the multiplayer play or when a request to end the game is made by another player via communication, the game is temporarily suspended, and when an instruction to end the game is given from the information processing devices of all players participating in the multiplayer play, the game program is terminated.
14. The multiplayer game program is any one of a plurality of multiplayer game programs, 14. The game device according to claim 13, wherein the scene where execution of the game program by the first emulator is started is a scene where one of the plurality of game programs to be started is selected.
15. The processor of the gaming device further comprises:
15. The game device according to claim 14, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the device transitions to a scene in which one of the plurality of game programs to start is selected.
16. The processor of the gaming device further comprises:
16. The game device according to claim 15, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the game device transitions to a scene in which the players participating in the multiplayer play can select which of the plurality of game programs to start, while maintaining their participation.
17. a processor of the game device executes a multiplayer game program using a first emulator based on an operational input; the processor transmits data relating to the operation input to another game device; the processor outputs an image of the game executed by the first emulator to a display; the processor acquires data relating to operation inputs of other players from the other game devices; the processor executes the game program based on an operation input of the other player acquired by a second emulator; An information processing method in which the processor progresses multiplayer play of the game by transmitting and receiving data defined as data to be transmitted and received in multiplayer play of the game program between the first emulator and the second emulator.
18. The processor further comprises: When a request for the other player to join the multiplayer play is made from the other game device, While the game program is being executed, the other player continues to be in a state where he or she is not participating in the multiplayer play; when the game transitions to a scene where execution of the game program by the first emulator is started, having the other player join the multiplayer play and executing a multiplayer play based on the first emulator and the second emulator; 18. The information processing method according to claim 17, wherein the processor temporarily suspends the game when an instruction to end the game is given during the multiplayer play or when a request to end the game is received from another player via communication, and further when an instruction to end the game is given from the information processing devices of all players participating in the multiplayer play, terminates the game program.
19. The multiplayer game program is any one of a plurality of multiplayer game programs, 19. The information processing method according to claim 18, wherein the scene in which execution of the game program by the first emulator is started is a scene in which one of the plurality of game programs to be started is selected.
20. The processor further comprises:
20. The information processing method according to claim 19, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, a transition is made to a scene in which one of the plurality of game programs to start is selected.
21. The processor further comprises:
21. The information processing method according to claim 20, wherein, when an end instruction is given from the information processing devices of all players participating in the multiplayer play and the game program is ended, the game is transitioned to a scene in which the players participating in the multiplayer play can select which of the plurality of game programs to start, while maintaining their participation.
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