Game program, game processing method, and game system

The game program uses 2P icons and status icons to manage player object visibility based on distance and state, improving player awareness and engagement in multiplayer games.

JP7799094B2Active Publication Date: 2026-01-14NINTENDO CO LTD
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Patent Information

Application Number
JP2025005205
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-01-15
Publication Date
2026-01-14
Estimated Expiration
2043-06-08

AI Technical Summary

Technical Problem

In games, constant display of notifications indicating a predetermined condition can distract players, while the absence of position marks can cause players to lose track of other player objects.

Method used

A game program that generates a 2P icon representing a second player object off-screen, with status icons displayed based on distance and state, allowing players to recognize the presence and location of other players without unnecessary distraction.

Benefits of technology

Prevents a decrease in game interest by informing players of other player objects' states and locations, enhancing gameplay engagement and motivation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program, a game processing method, and a game system which can properly display the states of other player characters outside a screen.SOLUTION: In response to a player's operation input, a first player object is moved. When a second player object operated by another player exists outside the range of a game image, 2P icon showing the second player object is displayed within a game image and at a position depending on the position of the second player object. When the second player object is in a first state, and when the position of the second player object is within a predetermined distance from the first player object, a state icon showing the first state is displayed in place of or in addition to the 2P icon. When the second player object is positioned at the predetermined distance or more from the first player object, the 2P icon is displayed while the state icon is not displayed.SELECTED DRAWING: Figure 23
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Description

[Technical Field]

[0001] The present disclosure relates to display control of information regarding a player character that is off-screen. [Background technology]

[0002] BACKGROUND ART Conventionally, there is known a technique for displaying a position mark indicating the position of a player object when the player object satisfies a predetermined condition and is outside a display range (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-171013 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned games, the constant display of notifications indicating that a predetermined condition has been met can distract the player from their own gameplay, while the absence of such position marks can cause the player to lose track of the existence and location of other player objects. [Means for solving the problem]

[0005] To solve the above problem, the following configuration example can be given.

[0006] (Configuration 1) Configuration 1 is a game program executed by a computer of an information processing device. The program causes the computer to function as: object moving means for moving a first player object in a virtual space in response to an operation input by a player; virtual camera control means for controlling a virtual camera for generating game images in relation to the position of the first player object; and icon generating means for generating a 2P icon representing a second player object in the game image at a position corresponding to the position of the second player object when a second player object controlled by another player is present outside the range of the game image. When the second player object is in a first state, (1) when the second player object is less than a predetermined distance from a reference position relative to the first player object, the icon generating means generates a status icon representing the first state instead of or in addition to the 2P icon so as to be displayed in the game image at a position corresponding to the position of the second player object; and (2) when the second player object is away by more than the predetermined distance, the icon generating means generates the 2P icon to be displayed in the game image but does not generate the status icon.

[0007] According to the above configuration, when a second player object located off-screen enters the first state, if the second player object is closer than a predetermined distance from the first player object, the player can know that the second player object is in the first state. Therefore, the player can progress through the game according to the location and state of the second player object. On the other hand, if the second player object is farther away than the predetermined distance, the player is not informed that the second player object is in the first state. Therefore, while the player can recognize the presence and location of the second player object, it is possible to prevent a decrease in the interest of the game due to being informed more than necessary that the second player object is in the first state.

[0008] (Configuration 2) Configuration 2 may be a state in which, in the above configuration 1, the first state continues for a predetermined time, and a predetermined in-game effect occurs when the first player object and the second player object come into close proximity while the first state continues.

[0009] According to the above configuration, when a predetermined in-game effect is to be generated or not generated, the player can know that the second player object is in the first state, thereby improving the interest of the game. On the other hand, when the second player object is at a certain distance, whether the second player object is in the first state or not is not displayed, allowing the player to concentrate on their own game operation.

[0010] (Configuration 3) In configuration 3, in the above-mentioned configuration 1, the in-game effect may be an effect that allows the second player object to advance the game advantageously.

[0011] According to the above configuration, if a player attempts to bring the first player object closer to the second player object in order to cause an in-game effect to occur but is unable to cause the in-game effect because the distance to the second player object is too far, this may reduce interest, but by not displaying information on whether the first state is in effect when the distance is greater than a predetermined distance, such a decrease in interest can be prevented. On the other hand, if the first state is displayed, it means that the second player object is relatively close, which provides motivation for the player to bring the first player object closer to the second player object in order to cause the in-game effect to occur.

[0012] (Configuration 4) In configuration 4, in configuration 3 above, the first state may be a state in which, after a predetermined time has elapsed, play is temporarily interrupted and the play must be restarted, or a state in which the game is over, and the in-game effect may be an effect that allows play to continue.

[0013] According to the above configuration, it is possible to increase motivation to generate an in-game effect within a predetermined time.

[0014] (Configuration 5) Configuration 5 is any one of configurations 2 to 4, wherein the predetermined distance may be a distance shorter than a distance traveled by the first player object when the first player object moves continuously for a predetermined period of time.

[0015] According to the above configuration, it is possible to prevent the interest of the game from being reduced by displaying a status icon even when a predetermined in-game effect does not occur or is difficult to cause.

[0016] (Configuration 6) In a sixth aspect of the present invention, in any one of the second to fifth aspects, the status icon may include information relating to the remaining time until the predetermined time period for the second player object has elapsed.

[0017] According to the above configuration, by displaying the remaining time limit, the player's sense of tension can be heightened, and the interest of the game can be improved.

[0018] (Configuration 7) In a seventh aspect of the present invention, in any one of the second to sixth aspects, the status icon may include information about a distance to a position of the second player object.

[0019] According to the above configuration, the distance to the second player object can be grasped more specifically, thereby improving convenience for the player.

[0020] (Configuration 8) In configuration 8, in any of configurations 2 to 7 above, the icon generating means may generate, when the first player object is in the first state, distance information to the position of the second player object to be displayed in the game image instead of or in addition to the 2P icon.

[0021] According to the above configuration, it becomes easier for any player to grasp in which direction and how far away other player objects are.

[0022] (Configuration 9) Configuration 9 may be such that, in any of configurations 2 to 8 above, the 2P icon becomes smaller as the distance between the first player object and the second player object increases up to a predetermined distance, and once the distance exceeds the predetermined distance, the size of the 2P icon remains constant regardless of the distance between the first player object and the second player object.

[0023] According to the above configuration, when the second player object is in the first state, the distance can be known to some extent from the size of the icon, making it easier to determine whether or not to approach the second player object.

[0024] (Configuration 10) In configuration 10, in any one of configurations 2 to 8, when the distance between the first player object and the second player object exceeds a predetermined distance, the display mode of the 2P icon may be changed.

[0025] According to the above configuration, it becomes easier for the player to understand that whether or not the state is the first state is not displayed.

[0026] (Configuration 11) Configuration 11 is any of configurations 1 to 10 above, wherein the icon generating means may generate a specific state icon indicating the second state so that when the second player object is in the second state, the specific state icon is displayed in the game image instead of or in addition to the 2P icon, regardless of the distance between the first player object and the second player object.

[0027] According to the above configuration, for example, information of a particular state that is highly important to the player is always displayed regardless of distance, and information of a state that becomes less important depending on distance can be displayed by switching the display depending on the distance, allowing for comfortable gameplay.

[0028] (Configuration 12) Configuration 12 may be such that in the above-mentioned configuration 11, the second state is a state in which the second player object disappears from the virtual space.

[0029] According to the above configuration, for example, when a second player object (another player) disappears from the virtual space, this fact can be communicated more clearly than when the 2P icon is simply removed, which is difficult to convey by simply removing the 2P icon.

[0030] (Configuration 13) In configuration 13, in the above-mentioned configuration 1, the second player object may change to the first state by obtaining a predetermined item placed in the virtual space.

[0031] According to the above configuration, the player can understand that the second player object has changed to the first state, and can thereby recognize that a predetermined item is present near the first player object.

[0032] (Configuration 14) In configuration 14, in the above-mentioned configuration 1, the virtual space may include an area in which the second player object is movable when the second player object is in the first state.

[0033] According to the above configuration, the display of the 2P icon and the state icon makes it possible for the player to recognize that there are places that cannot be reached unless the state is changed to the first state.

[0034] (Configuration 15) Configuration 15 may be a game in which a first player object is moved in a virtual course including a first virtual space and a second virtual space that are not continuously connected to each other. When the first player object is in the first virtual space and the second player object is in the second virtual space, a 2P icon may be generated to be displayed in a game image related to the first virtual space at a position corresponding to the position of the second player object in the second virtual space.

[0035] According to the above configuration, even when player objects are located in different unconnected virtual spaces, it is possible to make the players feel as if they are in the same virtual space.

[0036] (Configuration 16) In configuration 16, in the above configuration 15, the game is a game in which the game images are displayed so that the virtual world scrolls horizontally or vertically, and a first predetermined range extending in the left-right direction or the up-down direction in the first virtual space and a second predetermined range extending in the left-right direction or the up-down direction in the second virtual space may be preset as related ranges. When the second player object is at a position included in the second predetermined range in the left-right direction or the up-down direction, a 2P icon may be generated so as to be displayed in the game image for the first virtual space at a position corresponding to a position of the first predetermined range that corresponds to a position of the second predetermined range based on the position of the second player object.

[0037] (Configuration 17) In configuration 17, in the above-mentioned configuration 15, a relationship for associating a position in the second virtual space with a position in the first virtual space may be set in advance. The icon generation means may then associate a position of the second player object in the second virtual space with a position in the first virtual space based on the relationship, and generate a 2P icon so that the 2P icon is displayed at a position in the game image corresponding to the associated position in the first virtual space.

[0038] According to the above configuration, the 2P icon is displayed at a predetermined position in accordance with the movement of the second player object in another virtual space, making it possible to give the player the feeling that they are in the same world.

[0039] (Configuration 18) Configuration 18 is configured as in configuration 15 above, wherein when the first player object and the second player object are in different spaces, the icon generation means may generate a 2P icon instead of generating a state icon even when the state of the second player is the first state.

[0040] According to the above configuration, it becomes easy to understand that the second player object is in a virtual space separate from that of the first player object. [Effects of the Invention]

[0041] According to the present disclosure, it is possible to display or hide the first state depending on the distance to another player object off-screen, thereby preventing a decrease in the interest of the game and allowing the player to comfortably progress through the game according to the direction and state of the second player object. [Brief explanation of the drawings]

[0042] [Figure 1] FIG. 1 is a schematic diagram showing an overall view of a game system according to the present embodiment. [Figure 2] Block diagram showing the hardware configuration of game server 1 [Figure 3] A block diagram showing the hardware configuration of the game device 3. [Figure 4] An example of a game screen [Figure 5] Schematic diagram showing the relative positions of the player characters [Figure 6] Schematic diagram showing the relative positions of the player characters [Figure 7] An example of a game screen [Figure 8] An example of a stage screen [Figure 9] An example of a game screen [Figure 10] Enlarged view of 2P icon 211 [Figure 11] Schematic diagram showing the relative positions of the player characters [Figure 12] An example of a game screen [Figure 13] A diagram to explain the relationship between the size of the 2P icon 211 and the distance of the 1P character 201 [Figure 14] Schematic diagram showing the relative positions of the player characters [Figure 15] An example of a game screen [Figure 16] Close-up of status icon 212 [Figure 17] An example of marker display [Figure 18] Schematic diagram showing the relative positions of the player characters [Figure 19] An example of a game screen [Figure 20] An example of a game screen [Figure 21] Enlarged view of 2P icon 211 [Figure 22] A memory map showing an example of various data stored in the storage unit 32 of the game device 3. [Figure 23] A flowchart showing details of the game processing executed by the game device 3. [Figure 24] An example of a course with multiple areas [Figure 25] A diagram for explaining a link area [Figure 26] Schematic diagram showing the relative positions of the player characters [Figure 27] An example of a game screen [Figure 28] Schematic diagram showing the relative positions of the player characters [Figure 29] An example of a game screen [Figure 30] An example of a course with multiple areas [Figure 31] A diagram for explaining a link area [Figure 32] Schematic diagram showing the relative positions of the player characters [Figure 33] An example of a game screen [Figure 34] An example of a game screen [Figure 35] An example of a course with multiple areas DETAILED DESCRIPTION OF THE INVENTION

[0043] An embodiment of the present invention will be described below. FIG. 1 is a schematic diagram showing an overall image of an information processing system (game system) according to this embodiment. The information processing system 100 of this embodiment includes a game server 1 and a plurality of information processing terminals 3. The game server 1 and the information processing terminals 3 are configured to be able to communicate with each other via a network 10 such as the Internet. In this embodiment, information processing is executed using this configuration, and the following description will take game processing as an example of this information processing. Specifically, the example illustrates game processing in which a game program is installed on the information processing terminal 3 and is executed while communicating with the server 1 or other information processing devices 3 as necessary.

[0044] [Game server hardware configuration] First, the hardware configuration of the game server 1 will be described. In this embodiment, FIG. 2 is a block diagram showing the hardware configuration of the game server 1. In the following, the game server 1 may also be simply referred to as the server. The server 1 includes at least a processor 11, a storage unit 12, and a communication unit 13. The processor 11 executes various programs for controlling the server 1. The storage unit 12 stores various programs executed by the processor 11 and various data used by the processor 11. The communication unit 13 is connected to a network via wired or wireless communication, and transmits and receives predetermined data to and from the information processing terminal 3 or another server (not shown).

[0045] [Hardware configuration of information processing terminal] Next, a description will be given of the information processing terminal 3. The information processing terminal 3 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. In this embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of the information processing terminal 3.

[0046] FIG. 3 is a block diagram showing an example of the hardware configuration of a game device 3 according to this embodiment. In FIG. 3, the game device 3 includes a processor 31. The processor 31 is an information processing unit that executes various types of information processing executed in the game device 3, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 31 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit 32. The storage unit 32 may be, for example, an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).

[0047] The game device 3 also includes a wireless communication unit 33 for wireless communication between the game device 3 and other game devices 3 and the server. For example, internet communication or short-distance wireless communication is used as the wireless communication.

[0048] The game device 3 also includes a controller communication unit 34 for the game device 3 to communicate with the controller 4 via wired or wireless communication.

[0049] Furthermore, the game device 3 is connected to a display unit 5 (for example, a television or the like) via an image and audio output unit 35. The processor 31 outputs images and sounds generated (for example, by executing the above-mentioned information processing) to the display unit 5 via the image and audio output unit 35.

[0050] Next, the controller 4 will be described. The controller 4 includes at least one analog stick 42, which is an example of a direction input device. The analog stick 42 can be used as a direction input unit that can input directions. By tilting the analog stick 42, the player can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). The controller 4 also includes a button unit 43 that includes various operation buttons. For example, the controller 4 may include a plurality of operation buttons on the main surface of the housing.

[0051] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 44. In this embodiment, the acceleration sensor detects the magnitude of acceleration along three predetermined axial directions. The angular velocity sensor detects angular velocity around three predetermined axes.

[0052] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 34. The directional input contents to the analog stick 42, information indicating the pressed state of the button unit 43, and various detection results by the inertial sensor 44 are repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 3.

[0053] (First embodiment) Next, an overview of the operation of information processing according to the first embodiment will be described. In this embodiment, as an example of information processing, a game process will be described in which a player controls a player character object (hereinafter referred to as a "player character") that exists in a virtual space. More specifically, in this embodiment, a side-scrolling action game (hereinafter referred to as the "game") that progresses on a 2D screen will be described. In this game, a virtual space called a "course" is prepared as the main stage for play. The virtual space may be, for example, a two-dimensional virtual space in which various objects are arranged in a horizontally elongated area. A start point and a goal point are set on the course. Various enemy characters, obstacles, jump platforms, pitfalls, and other gimmicks are arranged between the start point and the goal point. In this game, the player must defeat or avoid these enemy characters to have the player character reach the goal point. Note that the course may also be called a "stage" or "round" depending on the game.

[0054] The game also allows for multiplayer play. As an example, by connecting the game device 3 to the server or other game devices 3 via the Internet, online multiplayer play with other players is possible. More specifically, the game allows for online multiplayer play using a communication group configuration in a so-called MO (Multiplayer Online) type online game. That is, a communication group (hereinafter referred to as a course room) corresponding to the course and a virtual space corresponding to the course are generated. Then, when a predetermined number of players "enter" the virtual space, online multiplayer play becomes possible between the players who have entered the room. Note that a maximum number of players can enter the stage room. In this example, a maximum of four players can enter one stage room. In addition, the game uses, as an example, a mode in which game devices 3 are connected to each other in the stage room using a P2P (Peer to Peer) communication method.

[0055] The following description will be given taking as an example a case where two players are playing this game. FIG. 4 shows an example of a game screen in this game. In FIG. 4, a 1P character 201 operated by a first player and a 2P character 202 operated by a second player are displayed. This game screen is a game screen related to the game device 3 of the first player, and the following description will be given from the viewpoints of the first player and the game device 3 of the first player. In the following description, the coordinate axes of the game screen are described with the upward direction being the y-axis positive direction and the rightward direction being the x-axis positive direction.

[0056] In this game, the 2P character 202 moves in response to the operations of the second player, but does not directly interfere with or affect the game play being executed on the game device 3 of the first player. In other words, the 2P character 202 does not interfere with the game play of the first player. Specifically, only the position information of each player's character is shared between the game devices 3. On the other hand, the status and position information of other objects, such as enemy characters, are not shared. For example, in the game device 3 of the first player, collision detection processing with enemy objects within the course is performed only for the 1P character 201, and collision detection processing is not performed for the 2P character 202. Therefore, even if the 1P character 201 overlaps with the 2P character 202, the 1P character 201 and the 2P character 202 move through each other without colliding. Furthermore, even if the 2P character 202 overlaps with an enemy character, collision detection between the 2P character 202 and the enemy character is not performed, and the enemy character moves through the 2P character 202. Also, for example, even if the 1P character 201 defeats enemy character A, the state of this enemy character A is not reflected on the game device 3 of the second player. If the second player does not defeat enemy character A, the game device 3 of the second player is controlled so that enemy character A still exists. In other words, the progress of play on the course is managed individually on each game device, and if a 2P character 202 is present in the same course room, that character is only displayed. Therefore, each player can basically play the course with the same feeling as in single play, without being affected by the actions of other players or interfering with the actions of other players.

[0057] [About the cooperative elements] As described above, each player can basically progress through the game independently without being influenced by other players. However, this game has cooperative play elements in the following ways. Specifically, this game allows players to influence each other through a function called "revival assistance." This "revival assistance" will be explained below. For example, consider a case in which the 1P character 201 comes into contact with an enemy character, which would be treated as a "mistake" in single-player mode. This "mistake" could refer to, for example, a situation in which gameplay is temporarily interrupted, the player loses one remaining life, and the game must be restarted (restart, respawn, etc.), or a situation in which the player has no remaining lives and the game ends. In such a case, if the player is playing while connected online, this is not immediately treated as a "mistake." Instead, the appearance of the 1P character 201 is changed. Hereinafter, a character whose appearance has changed is referred to as a "revival-waiting character." Furthermore, the state of the player character before changing into a revival-waiting character is referred to as the "normal state," and the state of the player character after changing into a revival-waiting character is referred to as the "revival-waiting state."

[0058] The resurrection-waiting character can be moved by the first player's operation. Furthermore, while in the resurrection-waiting state, collision detection is not performed between the resurrection-waiting character and obstacles such as terrain objects, allowing the character to pass through them. Furthermore, while in the resurrection-waiting state, the character is not subject to damage from enemy characters and the like. If the 2P character 202 and the 2P character 202 come close to each other before a predetermined time has elapsed, the 1P character 201 can be returned to its normal state. For example, by visually bringing the two characters into contact, the 1P character 201, who has become a resurrection-waiting character, can be revived without being treated as a "miss." This also applies when the positions of the 1P character 201 and the 2P character 202 are reversed. That is, when the 2P character 202 comes into contact with an enemy character, the 2P character 202 becomes a resurrection-waiting character. If the 1P character 201 and the 2P character 202 can be positioned to overlap within a predetermined time, the 2P character 202 can be revived. On the other hand, if the two characters fail to overlap within the specified time, a "miss" is confirmed, and the player loses their remaining lives and must restart, or the game ends. Therefore, for example, if the player characters move while maintaining a certain distance from each other, it becomes easier to help revive the character waiting for revival when an event that could result in a "miss" occurs. This has the advantage of making the most of multiplayer play, making it less likely that the game will end. Furthermore, when the character controlled by the player (1P character 201) changes to a character waiting for revival, a countdown display indicating the remaining time until the specified time for revival may be displayed at a specified location on the screen. For example, a remaining time counter may be displayed near the bottom of the character waiting for revival, tracking the movement of the character waiting for revival. Furthermore, a character waiting for revival does not need to come into contact with another character to be revived. For example, a character waiting for revival may be revived when at least one character is close enough to the other character to be displayed on the game screen of the player controlling the other character.

[0059] As described above, since the game can be played independently on each game device 3, it is possible that the 1P character 201 and the 2P character 202 may not be displayed on the same game screen. FIG. 5 is a schematic diagram showing the positional relationship between a portion of a course and the 1P character 201 and the 2P character 202, corresponding to the state shown in FIG. 4. In the following description, the upward direction is the positive y-axis direction and the rightward direction (toward the goal point) is the positive x-axis direction with respect to the coordinate axes of the course (virtual space). FIG. 6 is a schematic diagram showing the positional relationship in a state where the 2P character 202 has moved slightly forward from the state shown in FIG. 6. In FIG. 6, the 2P character 202 is positioned so that it is not displayed on the game screen of the first player's game device 3.

[0060] In the situation shown in FIG. 6, in order to allow the first player to grasp the approximate location (including the concept of direction) of the 2P character 202 relative to the 1P character 201, the game displays a "marker" corresponding to the 2P character 202 near the right or left edge of the game screen. In this example, either a "2P icon" or a "status icon," which will be described below, is displayed as the marker. Note that this example illustrates a case where only two players are in the course room, but if, for example, four players are in the room, a marker corresponding to each player may be displayed. For example, on the game screen of the first player, up to three markers corresponding to player characters operated by players other than the first player (referred to as remote players) may be displayed simultaneously.

[0061] FIG. 7 shows an example of a marker display on the game screen of the first player. In FIG. 7, a 2P icon 211 is displayed as a marker near the center of the right edge of the screen. In this figure, as shown in FIG. 6 above, the 2P character 202 is located to the right of the 1P character 201 (toward the goal) by a distance A, so the 2P icon 211 is displayed on the right edge of the screen. If the 2P character 202 is located to the left of the 1P character 201 and off-screen, the 2P icon 211 will be displayed on the left edge of the game screen. Note that the display position of the 2P icon 211 on the y-axis on the game screen reflects the position of the 2P character 202 on the y-axis in the virtual space (hereinafter referred to as the y-axis position). For example, if the 2P character 202 jumps and moves slightly upward from the state shown in FIG. 8, the display position of the 2P icon 211 on the game screen of the first player will also move slightly vertically upward while remaining at the right edge of the screen, as shown in FIG. 9. In this way, by displaying the 2P icon 211, it is easier for the first player to understand whether the player character associated with the second player is ahead of him / her, behind him / her, or above him / her, or below him / her.

[0062] Note that, because a horizontally long course is assumed here, an example is given in which the 2P icon 211 is displayed at either the right or left edge of the screen. In this regard, in the case of a course in which the range of movement extends vertically as well, such as a course that is vertically long in part or in whole, the 2P icon 211 may be displayed at the top or bottom edge of the screen in addition to or instead of the right or left edge, at a position that reflects the position of the 2P character 202 on the x-axis (hereinafter referred to as the x-axis position).

[0063] Here, we will provide additional information on a display example of the 2P icon 211. FIG. 10 is an enlarged view of the 2P icon 211. As shown in FIG. 10, the 2P icon 211 is displayed in such a way that the facial image of the 2P character 202 is displayed within a circular frame. Note that this is just one example, and other images may be used as long as they can be identified as the 2P character 202. For example, the word "2P" or the character's name may be displayed as the 2P icon 211.

[0064] Furthermore, in this embodiment, the displayed size of the 2P icon 211 changes depending on the distance between the 1P character 201 and the 2P character 202. Specifically, the larger the distance between the 1P character 201 and the 2P character 202, the smaller the size of the 2P icon 211. Once the distance between the 1P character 201 and the 2P character 202 exceeds a certain distance, the 2P icon 211 is fixed to a predetermined minimum size. This distance is measured as a linear distance along the x-axis of the virtual space. Alternatively, this distance may be measured as a two-dimensional linear distance between the 1P character 201 and the 2P character 202. This allows the first player to easily visually grasp how far the 1P character 201 and the 2P character 202 are. For example, as shown in FIG. 11, assume that the 1P character 201 and the 2P character 202 are separated by a distance B. This distance is even longer than the distance A in the state shown in FIG. 6. In this case, as shown in FIG. 12, the 2P icon 211 is displayed at a smaller size than in the case shown in FIG. 7.

[0065] FIG. 13 shows the relationship between the size of the 2P icon 211 and the distance to the 1P character 201. In FIG. 13, the first distance is the distance from the position of the 1P character 201 to the right edge of the screen, assuming that the 1P character 201 can move within the screen. The second distance is a distance longer than the first distance. As will be described later, the second distance is also a predetermined distance determined in advance in consideration of the "revival support function." When the 2P character 202 is within the first distance, the 2P character 202 is displayed directly, and the 2P icon 211 is not displayed. When the 2P character 202 is between the first distance and the second distance, the size of the 2P icon 211 changes depending on the linear distance from the 1P character 201 along the x-axis. When the 2P character 202 is located farther than the second distance, the 2P icon 211 is displayed at a fixed minimum size. The first distance may be a distance slightly beyond the right edge of the screen.

[0066] Note that the display mode of the 2P icon 211 may be changed when the 2P character 202 is located farther than the second distance. For example, when the 2P character 202 is located between the first distance and the second distance, the display mode may be such that the facial image of the 2P character 202 is displayed within a circular frame as shown in FIG. 10 above. On the other hand, when the 2P character 202 is located farther than the second distance, the circular frame may not be displayed and only the facial image of the 2P character 202 may be displayed at its smallest size. In other words, even if the display mode of the icon changes depending on whether the character is within the second distance or not, the size of the icon when the character is farther than the second distance is the same as or smaller than the minimum size of the icon when the character is within the second distance (i.e., the size of the icon when the character is at the second distance).

[0067] Next, the display of the marker when the 2P character 202 is waiting for revival will be described. When the 2P character 202 has changed to a character waiting for revival, a status icon is displayed as a marker. For example, assume that the 2P character 202 has changed to a character waiting for revival in a positional relationship where the 1P character 201 and the 2P character 202 are separated by a distance A, as shown in FIG. 14. In this case, instead of the 2P icon 211, a status icon 212, such as that shown in FIG. 15, is displayed as a marker. FIG. 16 shows an enlarged view of the status icon 212. As shown in FIG. 16, the status icon 212 is an image including the word "HELP" and a distance counter indicating the in-game distance from the 1P character 201 to the 2P character 202. By displaying this information as the status icon 212, the first player can understand that the 2P character 202, who is off-screen, has become a character waiting for revival and how far away he or she can be. Furthermore, the size of the status icon 212 also changes according to the distance, just like the 2P icon 211. Therefore, it is easy to grasp the sense of distance from the size of the status icon 212. This motivates the first player who recognizes the status icon 212 to use the marker as a landmark to bring the 1P character 201 closer to the 2P character 202 in order to rescue the 2P character 202, in other words, to perform rescue operations.

[0068] The status icon 212 may change in response to a predetermined operation performed by the second player. For example, while the 2P character 202 is in the revival waiting state, the "HELP" status icon 212 may be displayed only while the second player is performing an operation that temporarily moves the 2P character 202 at high speed (e.g., repeatedly pressing the B button). On the other hand, when such an operation is not being performed, another status icon indicating the revival waiting state may be displayed. This allows the first player to infer, to some extent, whether the second player is actively requesting help. In other words, when the status icon 212 is displayed, it is assumed that the second player is quickly moving the 2P character 202 toward the first player, and therefore it can be inferred that the second player is actively requesting help. As a result, the first player can also determine that he or she will actively perform an operation to move the 1P character 201 closer to the 2P character 202. Even when the second player is in the revival waiting state, the 2P icon 211 may continue to be displayed unless a predetermined operation is performed.

[0069] Furthermore, the distance counter may be displayed in the form of a meter, for example, rather than in a numerical format. Instead of or in addition to the distance counter, the status icon 212 may include a time counter indicating the remaining time until the predetermined time has elapsed. This may also be displayed in the form of a meter, or in the form of a number. Instead of the remaining time, the remaining time may be indirectly indicated by displaying a time counter indicating the elapsed time since the revival waiting state began. Note that "time" is not limited to a concept of time such as 1 second or 2 seconds, but may also be a time count such as 1, 2, etc. In this case, 1 count may not correspond to 1 second, but may correspond to 0.8 seconds or 1.2 seconds. The number of counts for the revival waiting state and the number of seconds corresponding to 1 count may also vary depending on the game situation.

[0070] Furthermore, in this embodiment, an example has been shown in which a status icon 212 is displayed instead of a 2P icon 211 as a marker when the 2P character 202 is waiting to be revived. In this regard, in other embodiments, an image of the 2P icon 211 plus the status icon 212 may be displayed as a marker, as shown in FIG. 17, for example. The example in FIG. 17 shows an example in which the status icon 212 is added near the bottom of the 2P icon 211. When there are multiple remote players and multiple characters waiting to be revived are also present at the same time, such a marker makes it easier to distinguish between the remote players.

[0071] Incidentally, the above exemplary explanation of the status icon 212 assumes that the 1P character 201 and the 2P character 202 are relatively close in position, as in distance A in FIG. 14 . In this regard, for example, as shown in FIG. 18 , assume that the distance between the 1P character 201 and the 2P character 202 is distance B, which is longer than distance A. Distance B is a distance at which the 1P character 201 and the 2P character 202, who has become a revival-waiting character, cannot overlap within the predetermined time, no matter how quickly the player tries. In other words, the 1P character 201 is at a distance at which it would be too late to revive the 2P character 202. If the status icon 212 is displayed even in such a positional relationship, the first player who recognizes the status icon 212 may attempt the rescue operation described above, but ultimately be unable to revive the 2P character 202 in time, which may actually reduce the enjoyment of the game. Therefore, in this embodiment, when the distance between the 1P character 201 and the 2P character 202 is longer than the distance at which it is considered impossible for the 1P character 201 to reach the 2P character 202 within the predetermined time, the status icon 212 is not displayed. In other words, even if the 2P character 202 changes to a character waiting for revival, if the distance between them is equal to or greater than the predetermined distance, the status icon 212 is not displayed, and the marker remains as the 2P icon 211, as shown in FIG. 19 . By performing this display control, when the 2P character 202 changes to a character waiting for revival, if there is a possibility that the above-mentioned rescue operation will be possible in time, the status icon 212 is displayed to encourage the rescue operation. This allows players to feel the benefits unique to online play and encourages online play. On the other hand, if it is unlikely that the rescue operation will be possible in time, not displaying the status icon 212 can prevent the game from becoming less interesting.

[0072] Here, the distance (hereinafter referred to as the status icon threshold distance) that serves as the threshold for determining whether or not to display the status icon 212 is determined in advance based on the predetermined time from when the character becomes a character waiting for revival until a "miss" is confirmed. Specifically, the status icon threshold distance is a distance equal to or shorter than the upper limit of the distance that a character in a normal state can approach if it moves for the predetermined time. In other words, it is a range that assumes that the 2P character 202 in a character waiting for revival can be revived in time, as viewed from the position of the 1P character 201. Note that in this embodiment, the second distance shown in FIG. 13 is used as the status icon threshold distance. In other words, the status icon threshold distance and the distance that serves as the threshold for displaying the 2P icon 211 fixed at the minimum size are treated as the same second distance. Therefore, in the example of FIG. 13, the 2P icon 211 is basically displayed up to the second distance, and when the 2P character 202 becomes a character waiting for revival, the status icon 212 is displayed. Furthermore, up to the second distance, both the 2P icon 211 and the status icon 212 are displayed with their sizes changed according to the distance. On the other hand, if the 2P character 202 is located beyond the second distance, the 2P icon 211 will be displayed in its smallest size even if it has changed into a character waiting to be revived. Note that in other embodiments, different values ​​may be used for the second distance and the status icon threshold distance. In this case, for example, the status icon threshold distance may be set to a distance shorter than the second distance.

[0073] Furthermore, as mentioned above, if the 2P character 202 is located farther than the second distance, not displaying the circular frame of the 2P icon 211 makes it easier for the first player to understand that the status change of the 2P character 202 is not being displayed as a marker. Therefore, when the first player sees that the circular frame of the 2P icon 211 is not being displayed, he or she can recognize that the 2P character 202 is too far away to revive in time, at least at that time.

[0074] In this example, the reference position for the 1P character when measuring distance is the position of 1P character 201, but in other embodiments, the distance to 2P character 202 may be determined based on the right or left edge of the first player's game screen. In other words, a reference position for 1P character 201 is set, and if the distance from this reference position to 2P character 202 is equal to or greater than the status icon threshold distance, then regardless of the status of 2P character 202, 2P icon 211 is always used as a marker, and status icon 212 is not displayed.

[0075] In addition, in this embodiment, an example has been given in which the size of the status icon 212 changes depending on the distance to the 2P character 202. In this regard, in other embodiments, the status icon 212 may be displayed at a fixed size regardless of the distance to the 2P character 202.

[0076] The above explanation was an example of a case where the 2P character 202 has become a character waiting for revival. Next, an example screen will be described for a case where the 1P character 201 has become a character waiting for revival. In this case, a marker such as that shown in FIG. 20 is displayed as the marker for the 2P character 202. FIG. 21 shows an enlarged view of the marker corresponding to the 2P character 202 in this case. When the 1P character 201 has become a character waiting for revival and the 2P character 202 is within the second distance shown in FIG. 13, a distance counter indicating the distance to the 2P character 202 is added and displayed as a marker below the 2P icon 211, as shown in FIG. 21. By using the distance counter in addition, the first player can grasp the sense of distance to the 2P character 202. In this regard, in other embodiments, only a distance counter may be displayed as a marker instead of the 2P icon 211. Note that if the 2P character 202 is beyond the second distance, the distance counter is not displayed. This is because, as described above, the distance is too far for revival to occur.

[0077] In this embodiment, the status icon 212 is displayed when the 2P character 202 is in a state waiting for revival. The content displayed as the status icon 212 may be different depending on a state other than the state waiting for revival. For example, each player may be able to display an emote through a predetermined operation. An emote is an image that indicates a player's emotions or feelings. For example, a smiling face icon or a text icon such as "hello" may be used as an emote. When each player performs an emote display operation, an emote image is displayed near the player's character. For example, when a second player who is off-screen performs an emote display operation, the 2P character 202 is considered to be in an "emote display state," and the content of the marker may be changed to an emote display image for a predetermined period of time.

[0078] As another example of the player character's state, for example, each player character may be able to change the state of that player character to a special state by acquiring a specific item placed on the course. In this case, an image indicating the special state may be displayed as the status icon 212. This allows, for example, the first player to recognize that the 2P character 202 has changed to a special state. Also, as described above, if the distance from the 2P character 202 is equal to or greater than a certain value, the status icon 212 is controlled not to be displayed. In other words, the display of the status icon 212 indicating a special state indicates that there is a high possibility that an item that can change the 1P character 201 to the special state is located near the current position of the 1P character 201. Therefore, the first player who recognizes the status icon 212 indicating a special state can use the marker on the 2P character 202 as a reference to search for an item that can change the 1P character 201 to the special state near their current position. As another example, if the player character's special state allows the player to reach a specific area in the virtual space that is unreachable by the player character in a normal state, the first player can understand that the status icon 212 indicates that the 2P character 202 is in a certain position (direction) because the 2P character 202 is in a special state, and can infer that the first player must also be in a special state to reach the same location. Note that the acquisition status of an item that can change into the special state may be shared among online players. For example, only one item may be placed on the course associated with each game device 3, and once acquired by one player, it may be removed from the courses associated with other players. In other words, only one item may exist in the entire course room, and a game element may be created in which acquisition is made on a first-come, first-served basis. Even in this case, the first player who recognizes the status icon 212 indicating the special state can recognize that there is an item that can change into the special state in the vicinity. This can be used as reference information for acquiring an item that was not acquired in the current playthrough but will be acquired in the next playthrough.

[0079] Furthermore, when the state of the 2P character 202 becomes a specific state, the marker may be changed to a specific state icon indicating the specific state, regardless of the distance from the 1P character 201. As an example, the specific state is a state indicating that the 2P character 202 has left the course. For example, this is the case when the 2P character 202 reaches the finish line before the 1P character 201 and clears the course. The cleared second player (2P character 202) then leaves the course room. In this case, a specific state icon indicating the finish line (exiting the course room), such as a flag image, may be displayed regardless of the distance from the 2P character 202. Note that this specific state icon may be displayed at a constant size regardless of the distance from the 2P character 202. Furthermore, for example, when the 2P character 202 runs out of lives and the second player is game over and leaves the course room, the content of the marker may be changed in a similar manner. For example, an image of a cross mark in a circular frame may be displayed regardless of the distance. When another player leaves (disappears from) the course room after reaching the goal or game over, it would be difficult to notice that the other player has left if the marker was simply erased. Therefore, by explicitly indicating this with a marker, it becomes easier to understand that the other player has disappeared. Note that, even if the 2P character 202 makes a mistake despite having remaining lives, that is, when the 2P character 202 temporarily leaves the course to start over, a specific state icon may be displayed regardless of the distance from the 2P character 202. Furthermore, the specific state may be, for example, when the 2P character 202 has participated in the course (started playing on the course).

[0080] As described above, when the 2P character 202 is in a specific state, a specific state icon is displayed regardless of distance, making it possible to differentiate the display of the marker depending on the importance of the information to be conveyed to the first player as a marker. For example, information about specific states, such as the goal status of other player characters or a game over state, as described above, can be considered relatively important to the first player and can be always displayed with a marker regardless of distance. On the other hand, for information whose importance changes depending on the distance from the 1P character 201, such as a state waiting for revival, switching between display and non-display depending on the distance allows for comfortable gameplay.

[0081] Note that the specific status icon indicating that a specific status has been reached may be displayed for a certain period of time and then deleted, since the status of the 2P character 202 is considered to be sufficiently known to the first player.

[0082] Next, details of the game processing according to the first embodiment will be described. Here, the processing in the game device 3 will be mainly described. The game server 1 may mainly perform processing for matching players and processing for managing course rooms, but since these are not directly related to the display control of the markers, a description of the processing in the game server 1 will be omitted.

[0083] [Data used in game device 3] First, the data used in the game device 3 will be described. Fig. 22 is a memory map showing an example of various data stored in the DRAM included in the storage unit 32 of the game device 3. The various data is, for example, a portion of data read as needed from game data stored on a dedicated memory card or the like and stored in the DRAM. The data is also generated in the DRAM as temporary data required for game processing. The DRAM included in the storage unit 32 of the game device 3 stores at least a game program 301, player character data 302, remote character data 303, course data 304, operation data 305, and transmission data 306.

[0084] The game program 301 is a program for executing the game processing in this embodiment in the game device 3.

[0085] The player character data 302 is data relating to the 1P character 201 that is the object of operation by the first player. The player character data 302 includes data indicating the position of the 1P character 201 within the course, data indicating the state of the 1P character 201, such as whether or not the character has changed into a character waiting to be revived, and the like.

[0086] Remote character data 303 is data relating to the 2P character 202 received from another game device. For example, remote character data 303 includes information indicating the position of 2P character 202 within the course and information indicating the status of 2P character 202. Note that although this embodiment illustrates a case where only two players are in the course room, if, for example, four players are in the room, remote character data 303 for three players may be stored.

[0087] The course data 304 includes data for constructing the course to be played on. Specifically, the course data 304 includes position information for the start point and goal point, and data indicating the appearance, placement positions, and behavior patterns of various objects to be placed.

[0088] The operation data 305 is data obtained from the controller 4 operated by the player, that is, data indicating the operation content performed by the player.

[0089] The transmission data 306 is data used to transmit information indicating the current position of the 1P character 201 within the course and the current state (normal state, state waiting for revival, etc.) to another game device.

[0090] [Details of Processing Executed by Processor 31 of Game Device 3] Next, the course play processing executed by the processor 31 of the game device 3 will be described in detail. FIG. 23 is a flowchart showing the details of the course play processing. In this embodiment, one or more processors read and execute the above program stored in one or more memories, thereby realizing the flowchart shown below. Note that the processing related to the display control of the markers will be mainly described here, and detailed descriptions of other game processing will be omitted. Furthermore, the flowchart shown below is merely an example of the processing procedure. Therefore, the processing order of each step may be changed as long as similar results are obtained. Furthermore, the values ​​of variables and thresholds used in the determination steps are merely examples, and other values ​​may be used as necessary.

[0091] The course play process begins when an instruction to play a predetermined course is given on the game device 3. When the course play process begins, first, in step S1, the processor 31 executes a preparation process. The preparation process includes the following steps: First, a request for a matching process is sent to the game server 1, and as a result, the first player and the second player are matched. Next, the matching result is received from the server, and based on the content of the match, a process is executed to establish a communication session between the game devices 3 of the first player and the second player. Next, the processor 31 reads course data 304 related to the specified course from, for example, a dedicated memory card, and stores it in the DRAM. Then, a process is executed to construct the course to be played this time based on the course data 304. Next, a process is executed to place various objects, such as the 1P character 201 and enemy characters, on the constructed course. Then, an image of the course is captured by a virtual camera, and a game screen immediately after the start of the game is generated and displayed on the display unit 5.

[0092] Next, in step S2, processor 31 controls the movement of 1P character 201 based on operation data 305. In addition, in conjunction with this, processor 31 transmits transmission data 306 including information indicating the current position and current state of 1P character 201 to other game device 3.

[0093] Next, in step S3, processor 31 controls the movement of 2P character 202. Specifically, processor 31 moves 2P character 202 based on remote character data 303 received from other game devices 3.

[0094] Next, in step S4, processor 31 calculates the straight-line distance between 1P character 201 and 2P character 202 on the x-axis of the course coordinate system.

[0095] Next, in step S5, processor 31 determines whether or not it is necessary to display a marker as described above, based on the calculated distance. Specifically, if the distance is such that 1P character 201 and 2P character 202 are displayed on one screen (less than the first distance), it is determined that marker display is unnecessary. On the other hand, if the distance is such that 2P character 202 is located outside the screen from the perspective of 1P character 201 (more than the first distance), it is determined that marker display is necessary. Note that the above is just one example, and whether or not marker display is necessary may also be determined based on, for example, whether or not 2P character 202 is within the imaging range of the virtual camera.

[0096] As a result of the above determination, if it is determined that marker display is not necessary (NO in step S5), the process proceeds to step S9, which will be described later. On the other hand, if it is determined that marker display is necessary (YES in step S5), in step S6, processor 31 determines the content to be displayed as the marker based on the calculated straight-line distance and the states of 1P character 201 and 2P character 202. For example, if the straight-line distance is less than the second distance shown in FIG. 13 above and both 1P character 201 and 2P character 202 are in a normal state, it is determined that 2P icon 211 is displayed as the content of the marker. Similarly, if the straight-line distance is less than the second distance, and 1P character 201 is in a normal state and 2P character 202 is waiting to be revived or is in an emote state, it is determined that status icon 212 is displayed as the content of the marker. For example, if the 1P character 201 is in a state of waiting for revival and the 2P character 202 is in a normal state, and the distance to the 2P character 202 is less than the second distance, the 2P icon 211 with a distance counter added, as shown in FIG. 21, is determined to be the content of the marker. If the straight-line distance is equal to or greater than the second distance, it is determined to display the 2P icon 211 regardless of the state of the 2P character 202. For example, if the 2P character 202 has reached the goal, a specific status icon indicating that the character has reached the goal is determined to be the display content of the marker regardless of whether the straight-line distance is equal to or greater than the second distance. The display mode of the specific status icon may be the same regardless of the distance to the 1P character 201, or may differ depending on the distance. For example, the icon may be displayed with a frame if the distance is less than a certain distance, and without a frame if the distance is equal to or greater than the certain distance.

[0097] Next, in step S7, processor 31 determines the display size of the marker based on the states of 1P character 201 and 2P character 202 and the calculated linear distance. Specifically, if the linear distance is shorter than the second distance, processor 31 determines the display size of 2P icon 211 or status icon 212 according to the linear distance. If the linear distance is longer than the second distance, processor 31 determines 2P icon 211 to be the smallest size. Note that when the specific status icon is displayed as a marker, it may be displayed at a fixed size regardless of the distance from 1P character 201.

[0098] Next, in step S8, processor 31 determines the display position of the marker based on the relative positions of 1P character 201 and 2P character 202. First, processor 31 determines whether to display the marker on the right edge or the left edge of the game screen of the first player. For example, assume that the starting point is the left edge of the course and the goal point is the right edge of the course. In this case, if 2P character 202, which is located off-screen, is closer to the starting point than 1P character 201, processor 31 determines the left edge of the game screen as the display position of the marker. Conversely, if 2P character 202 is closer to the goal point, processor 31 determines the right edge of the game screen as the display position of the marker. Next, processor 31 determines the display position of the marker on the y-axis of the screen based on the position of 2P character 202 on the y-axis of the course coordinate system. As a result, a position on the right or left edge of the screen corresponding to the y-axis position of 2P character 202 is determined as the display position of the marker. Furthermore, depending on the course configuration, the top or bottom edge of the screen, a position corresponding to the x-axis position of the 2P character 202, may be determined as the display position of the marker.

[0099] Next, in step S9, processor 31 moves the virtual camera to a predetermined position determined based on the position of 1P character 201, and captures an image of the course from that position. This position is, for example, a position where 1P character 201 appears approximately in the center of the game screen in the x-axis direction.

[0100] Next, in step S10, processor 31 generates a game image by combining an image of a marker with the captured image at the determined display position, and then displays the generated game image on display unit 5.

[0101] Next, in step S11, processor 31 determines whether 1P character 201 has reached the goal point and cleared the course. If the goal point has not yet been reached (NO in step S11), the process returns to step S2 and repeats. If the goal has been reached (YES in step S11), the course has been cleared, and processor 31 displays a predetermined clear effect or the like and ends the course play process. Accordingly, the communication session with the other game devices 3 is also terminated, and the 1P character 201 leaves the course room.

[0102] Thus, in the first embodiment, if the 2P character 202, who is off-screen, is closer than a predetermined distance, the first player knows that the 2P character 202 has entered a state of waiting for revival, for example, and is therefore able to proceed with the game in a manner that suits the position and state of the 2P character 202. On the other hand, if the 2P character 202 is farther away than the predetermined distance, the first player does not know that the 2P character 202 is in a state of waiting for revival, for example. Therefore, while the first player is aware that the 2P character 202 is on the same course and its position, the first player is prevented from losing interest in the game by being notified more than necessary of changes in state, such as a state of waiting for revival.

[0103] (Second embodiment) Next, a second embodiment will be described. In the first embodiment, the course configuration was exemplified as one in which the terrain from the start point to the goal point was constructed within the same virtual space. In other words, the course was exemplified as being constructed as a single area as a whole. In the second embodiment, a course is assumed to be configured to include two different areas, a first area and a second area, within a single course, as shown in FIG. 24, for example. The two areas are constructed as separate virtual spaces. In other words, they are not connected by land. For example, by moving the player character to the first entrance in the first area of ​​FIG. 24 and performing a predetermined operation, the player character can be moved to the first exit of the second area. Furthermore, by moving the player character to the second entrance in the second area and performing a predetermined operation, the player character can be moved to the second exit of the first area. In this case, the player character may exit the exit in the same direction as the entrance. For example, if the player enters the entrance by moving downward, the player character may exit the exit by moving downward. Note that Figure 24 illustrates an example in which the in-game distance from the first entrance to the second exit in the first area is the same as the in-game distance from the first exit to the second entrance in the second area, but the two distances do not necessarily have to be the same.

[0104] In addition, from the viewpoint of game data, the first area and the second area are created as separate files, and each time a game device 3 moves to another area, the file for the area to which the game device 3 has moved is reloaded into DRAM.

[0105] The second area may be, for example, a "hidden route." That is, although it is possible to complete the course without going to the second area, the second area may contain items that give the player an advantage, or may be used as a shortcut to the goal.

[0106] As described above, in the case of a course with two or more areas within it, a situation may arise where, for example, the 1P character 201 is in the second area and the 2P character 202 is in the first area. In such a situation, since the 2P character 202 is not in the same area (virtual space) as the 1P character 201, the linear distance on the x-axis as described above cannot be calculated, and a marker for the player character in the other area cannot be displayed. In this regard, in the second embodiment, even when another player character is in such a different area, a marker like the one described above is displayed, making it appear as if the two areas are connected by land. Specifically, a marker for a player character in a different area is displayed using the following method.

[0107] First, the relative positional relationship between the first area and the second area is defined. Specifically, as shown in FIG. 25, a range called a "link range" is defined, which has the same length as the width of the top edge of the second area. The link range is assumed to be invisible. Then, the link range is placed at a predetermined position in the first area. Here, an example is explained in which the link range is placed at the bottom edge of the first area, with the first entrance and second exit at both ends of the link range. Also, as an example, the positions on the x-axis within the link range are defined so that they match between the first area and the second area. This defines the relative positional relationship in the x-axis direction between part of the bottom edge of the first area and the top edge of the second area.

[0108] Assuming the relative positional relationships described above, let's assume a case where the 1P character 201 is in the second area and the 2P character 202 is in the first area, with the positional relationship shown in FIG. 26. In the case of FIG. 26, the position of the 2P character 202 on the x-axis is not within the link range. In this case, the game screen displayed for the first player is as shown in FIG. 27. In FIG. 27, a marker is displayed in the upper left corner of the screen. In other words, if the 2P character 202 is outside the link range, the right or left edge of the link area is used as the display position for the marker, depending on whether the 2P character 202 is on the right or left side of the link area.

[0109] Also, suppose that the x-axis position of the 2P character 202 is moved from the state shown in Figure 26 above so that it is within the link range, as shown in Figure 28. In this case, the x-axis position of the 2P character 202 within the link range is reflected on the game screen of the first player, and a marker (2P icon 211) is displayed, as shown in Figure 29. In other words, while the 2P character 202 is within the link range, the display position of the marker can move left and right in real time in accordance with the movement of the 2P character 202.

[0110] Here, the marker display for the 2P character 202 in a different area always displays the smallest sized 2P icon 211, i.e., the 2P character 202 in a different area is always treated as being at a distance greater than the second distance in FIG. 13 above. Therefore, even if the 2P character 202 in a different area enters the above-mentioned waiting-for-revival state, this is not reflected in the marker display. This is because even if it were displayed, it would be difficult for the 1P character 201 to perform rescue operations due to the different areas.

[0111] 30 and 31 show examples of link range settings when the in-game distance from the first entrance to the second exit in the first area does not match the in-game distance from the first exit to the second entrance in the second area. As shown in FIG. 30, assume that the width of the second area is shorter than the in-game distance from the first entrance to the second exit in the first area. As described above, the link range can be set arbitrarily. In this case, for example, if the first and second areas are placed on the same xy plane, the link range may be positioned so that only one end of the link range, either the entrance or exit, is aligned on the x-axis. The length of the link range is arbitrary, but for example, the entire width of the area with the shorter width may be used as the link range. For example, as shown in FIG. 31, a link range of the same width as the second area may be placed in the first area so that the end on the exit side is aligned. In this case, too, when the x-axis position of the 2P character 202 is located within the link range in the first area, the marker on the first player's screen will be able to move left and right along the top edge of the screen in response to the left and right movement of the 2P character 202, as shown in Figure 29. Furthermore, when the x-axis position of the 2P character 202 is outside the link range, the display position of the marker will be fixed to either the top left or top right corner.

[0112] In the example of FIG. 31, consider a case where the 1P character 201 and the 2P character 202 are both at the first entrance, and the first entrance, 1P character 201, and 2P character 202 are displayed in the center of the first player's game screen. In this case, when the 2P character 202 enters the first entrance, the 2P character 202 exits through the first exit. However, on the first player's game screen, the 2P character 202's marker is displayed in the right corner rather than the center of the bottom edge of the screen. Therefore, to the first player, it appears as if the 2P character 202 is moving quickly to the right. To prevent the marker position from moving quickly between areas, the lengths (widths) of the link ranges placed in the first and second areas may be different depending on the widths of the respective areas. However, in this case, for example, when the marker is moved as the 2P character 202 moves within the link range, the marker's movement speed may be faster or slower than the actual movement speed of the 2P character 202.

[0113] Next, FIGS. 32 to 34 show an example where, in contrast to the above, the 1P character 201 is in the first area and the 2P character 202 is in the second area. First, assume that the positions of the 1P character 201 and the 2P character 202 are in the positional relationship shown in FIG. 32. In this case, the game screen for the first player will be as shown in FIG. 33, with the smallest 2P icon 211 fixedly displayed in the lower right corner of the screen. Furthermore, if the 1P character 201 subsequently moves from the state shown in FIG. 32 to a position where the x-axis position is within the link range, the game screen for the first player will be as shown in FIG. 34, for example, with the smallest 2P icon 211 able to move left and right along the bottom edge of the screen.

[0114] In the above example, the relative positions of the bottom edge of the first area and the top edge of the second area are associated, but the opposite may be true: the relative positions of the top edge of the first area and the bottom edge of the second area are associated. In this case, it is possible to make it appear as if the second area is above the first area.

[0115] In the above example, the relative positions of the horizontal sides of each area are associated. In other embodiments, the vertical sides of each area may be associated. Consider the course configuration shown in FIG. 35. FIG. 35 shows an example of a course including three areas: a first area, a second area, and a third area. In FIG. 35, the course is configured so that a player can move from the first entrance of the first area to the first exit of the second area, from the second entrance of the second area to the second exit of the third area, and from the third entrance of the third area to the third exit of the first area. With this course configuration, the right side of the second area and the left side of the third area may be defined as the link range. For example, if a 1P character 201 is in the second area and a 2P character 202 is in the third area, a minimal marker is displayed on the right edge of the first player's screen. Furthermore, the marker moves vertically in accordance with the movement of the 2P character in the y-axis direction within the link range.

[0116] Furthermore, in the example of FIG. 35 , if the player does not need to be particularly aware of the relative positions of the first and second areas, or the first and third areas, then link ranges for these areas do not need to be defined. For example, if the 1P character 201 enters the screen toward the back of the first entrance and emerges toward the front of the first exit, the player does not need to be aware of the relative positions of the areas in the up, down, left, or right directions. In this case, for example, if the 1P character 201 is in the first area and the 2P character 202 is in the second or third area, the marker for the 2P character 202 will not be displayed on the first player's screen. Conversely, in the example of FIG. 35 , if the player wants to be aware of the relative positions of the second and third areas, then the link ranges can be defined as described above. Thus, the definition of the link ranges described above may be used depending on whether the player wants to be aware of the relative positions of different areas. In the example of FIG. 35 , the start point and the goal point may both be within the first area. In this case, a link range may be defined between areas that do not have both a start point and a finish point, as shown in Figure 35. Also, for at least some areas, a link range may not be defined for areas that have both a start point and a finish point.

[0117] As described above, in the second embodiment, the relative positional relationships between different areas treated as being within the same course are defined. Then, based on this definition, the display positions of markers for player characters in different areas are determined. This allows the player to see the relative positional relationships between different areas as markers such as those described above. As a result, multiple areas that are not directly connected can be made to appear connected. For example, if the first player notices that the 2P icon 211 is moving left and right along the bottom edge of the screen within the link range, he or she can realize that there is a mechanism nearby that allows the player to move to another area. Note that, as in the second embodiment, when there are multiple areas within the same course, the start point and the goal point may be located in the same area or in different areas. Therefore, moving from one area to another does not necessarily require returning to the area where the start point was located.

[0118] [Variations] The above description has been given assuming online multiplayer mode in which multiple game devices 3 are connected via the Internet. In other embodiments, the above-described processing may be applied to local multiplayer mode in which multiple players play using a single game device 3. For example, a so-called split-screen method may be used to display game images for each player on a single display unit, and the above-described marker display control may be performed.

[0119] In the second embodiment, the display of markers when a single course includes multiple areas has been described. In this regard, depending on the course, control may be exercised so that the markers for player characters in other areas are not displayed. In other words, depending on the configuration of the course, markers for player characters in other areas may be displayed, or may not be displayed at all. This makes it possible to provide a course that is more interesting by taking advantage of the element that the current locations of other player characters cannot be guessed.

[0120] Furthermore, in the second embodiment, an example was given in which the relative relationship between the positions of different areas is defined in the form of a link range. However, any relationship may be used, not limited to the "link range" form. For example, a predetermined relationship may be used to convert the x-axis position in one area to the x-axis position in another area. As an example, by adjusting the x-coordinates between the areas in advance, the x-coordinate value in one area may be directly associated with the x-coordinate value in the other area. For example, the x-axis position of the 2P character 202 in one area may be associated with the x-axis position in the other area, and the display position of the 2P icon 211 may be determined using this associated position and the position of the 1P character 201.

[0121] Furthermore, in the above embodiment, the display position of the 2P icon 211 on the y-axis and x-axis on the first player's game screen reflects the position of the 2P character 202 on the y-axis and x-axis in virtual space, but the 2P icon 211 may be displayed at a different position. For example, the 2P icon 211 may be displayed at a position corresponding to the intersection of a line connecting the 1P character 201 and the 2P character 202 outside the first player's game screen with the edge of the first player's game screen, for example, near the intersection.

[0122] Furthermore, in the above embodiment, an example was given in which the 2P icon 211 is displayed at the top, bottom, left, or right edge of the first player's game screen, but it may be displayed in a different position. For example, a rectangular or circular area in which the 2P icon 211 can move may be displayed in the corner of the first player's game screen, and the 2P icon 211 may be displayed within that area at a position based on the positions of the 1P character 201 and the 2P character 202.

[0123] In addition, in the above embodiment, a game that progresses on a 2D screen is exemplified. However, in other embodiments, the above-described processing can be applied to a game in which the game screen is displayed on a 3D screen such as a first-person perspective or a third-person perspective, and in which online multiplayer is possible as described above.

[0124] In the above embodiment, the "revival assist" is used as an example of a cooperative play element. This can be said to be an in-game effect in which a player character in a revival waiting state revives from the revival waiting state by approaching another player character within a predetermined time. In other embodiments, other in-game effects may be generated by approaching another player character within a predetermined time, rather than being limited to the "revival assist" described above. For example, when the 2P character 202 obtains a predetermined item, the state changes to one in which power-up is possible. Then, when the 2P character 202 approaches the 1P character 201 within a predetermined time, the effect of the 2P character 202 being powered up may be generated. Even in such cases, controlling the display of the markers as described above can increase players' motivation to approach each other and allow players to grasp the distance to other player characters, thereby improving the enjoyment of the game. Alternatively, when the 2P character 202 obtains a predetermined item, the state changes to one in which power-down is possible. Then, when the 2P character 202 approaches the 1P character 201 within a predetermined time, the effect of the 2P character 202 being powered down may be generated. In this way, even in a situation where an in-game effect that is unfavorable to the 2P character 202 occurs, the 2P character 202 is motivated to move to escape from the 1P character 201, or the 1P character 201 is motivated to move to catch up with the 2P character 202 in order to hinder him, thereby increasing the interest of the game.

[0125] In the above embodiment, the predetermined time period during which the character can be revived from the "waiting for revival state" is fixed. In other embodiments, the predetermined time period may be variable. For example, the predetermined time period may be shortened as the number of times the character enters the "waiting for revival state" increases. In this case, the status icon threshold distance may be the same as or shorter than the movable distance when the predetermined time period is shortest. In other words, the status icon threshold distance may be a distance that allows the character to reach the 2P character 202 in the waiting for revival state within the predetermined time period, regardless of the variable predetermined time period. The status icon threshold distance may also change in accordance with changes in the predetermined time period.

[0126] In the above embodiment, a series of steps related to game processing is executed by a single game device 3. In other embodiments, the series of steps may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the steps may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, main steps of the series of steps may be executed by the server device, and some of the steps may be executed by the terminal device. In the above information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. A so-called cloud gaming configuration may also be used. For example, the game device 3 may be configured to send operation data indicating player operations to a predetermined server, and various game processes may be executed on the server, and the execution results may be streamed to the game device 3 as video and audio. [Explanation of symbols]

[0127] 1 Game Server 3. Information processing terminal (game device) 4 Controller 31 processors 32 Storage section 33 Radio Communication Department 34 Controller communication section

Claims

1. A game program to be executed by a computer of an information processing device, The computer object moving means for moving a first player character object within the virtual space in response to an operation input by a player; functioning as a game image generating means for generating a game image based on a virtual camera controlled in relation to the position of the first player character object; the game image includes a first image showing a second player character object operated by another player in the virtual space when the second player character object is located at a position not captured by the virtual camera, a display mode of the first image is changed in accordance with a first state associated with the second player character object when a distance between a position related to the second player character object and a position related to the first player character object is less than a first predetermined distance, and when the distance is equal to or greater than the first predetermined distance, the display mode of the first image is not changed in accordance with the first state.

2. The game program according to claim 1 , wherein the game image does not include the first image showing the second player character object when the second player character object is located at a position where the second player character object is imaged by the virtual camera.

3. 2. The game program according to claim 1, wherein the first state is a state in which a play must be restarted or the game is over after a predetermined time has elapsed, and when the first player character object and the second player character object come into at least close proximity to each other before the predetermined time has elapsed, the second player character object is transitioned to a second state different from the first state.

4. 4. The game program according to claim 3, wherein the first predetermined distance is a distance that allows the first player character object and the second player character object to approach each other by moving at least the first player character object within the predetermined time period.

5. The game program according to claim 1 , wherein the change in the display mode in the first image according to the first state includes a change in the display mode according to a change in a predetermined parameter associated with at least the second player character object.

6. The game program according to claim 5 , wherein the predetermined parameter indicates the distance between a position related to the second player character object and a position related to the first player character object.

7. the game image includes a second image that is smaller than the game image; The game program according to claim 1 , wherein the first image is a plurality of images showing a plurality of second player character objects included in the second image and operated by a plurality of other players, respectively.

8. The game program according to claim 7 , wherein the first image is generated at a position in the second image according to a position of the second player character object in the virtual space.

9. 2. The game program according to claim 1, wherein, when the distance between a position related to the second player character object and a position related to the first player character object is less than a second predetermined distance different from the first predetermined distance, a display manner of the first image is changed in accordance with a third state associated with the second player character object and different from the first state, and when the distance is equal to or greater than the second predetermined distance, the display manner of the first image is not changed in accordance with the third state.

10. 10. The game program according to claim 1, wherein the display mode of the first image is changed according to a fourth state different from the first state, regardless of the distance between a position relative to the second player character object and a position relative to the first player character object.

11. A game processing method executed by a computer of an information processing device, comprising: The computer object moving means for moving a first player character object within the virtual space in response to an operation input by a player; functioning as a game image generating means for generating a game image based on a virtual camera controlled in relation to the position of the first player character object; the game image includes a first image showing a second player character object operated by another player in the virtual space when the second player character object is located at a position not captured by the virtual camera, a display mode of the first image is changed in accordance with a first state associated with the second player character object when a distance between a position related to the second player character object and a position related to the first player character object is less than a first predetermined distance, and a display mode of the first image is not changed in accordance with the first state when the distance is equal to or greater than the first predetermined distance.

12. A gaming system including a computer, The computer object moving means for moving a first player character object within the virtual space in response to an operation input by a player; a game image generating means for generating a game image based on a virtual camera controlled in relation to the position of the first player character object, the game image includes a first image showing a second player character object operated by another player in the virtual space when the second player character object is located at a position not captured by the virtual camera, a display mode of the first image is changed in accordance with a first state associated with the second player character object when a distance between a position related to the second player character object and a position related to the first player character object is less than a first predetermined distance, and a display mode of the first image is not changed in accordance with the first state when the distance is equal to or greater than the first predetermined distance.

Citation Information

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