Game program, game system, game device, and game processing method
The game program manages audio output across multiple screens by designating and switching sound targets based on game conditions, addressing complex sound issues and maintaining immersion in multiplayer games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2024-01-26
- Publication Date
- 2026-04-22
AI Technical Summary
Existing games with multiple screens and players can result in overly complex sound output, particularly when background music and sound effects become chaotic, affecting player immersion.
A game program that controls multiple games simultaneously, designates a target for sound output, and switches audio targets based on game conditions, ensuring clear and immersive audio experiences for all players.
The solution effectively manages audio output across multiple screens, preventing clutter and maintaining immersion by adjusting sound targets and outputting cheers and effects appropriately, enhancing player engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] This disclosure relates to information processing such as games.
Background Art
[0002] Conventionally, there has been a game that divides and displays a game screen and outputs sound at a volume corresponding to the area of the divided region. (For example, Patent Document 1)
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] When each person plays an independent game, there is a possibility that BGM will be output for each divided region, and when a large number of people play, the sound may become too complex.
[0005] Therefore, an object of the present invention is to provide a game program or the like that can appropriately output sound when a game is played with a large number of screens displayed simultaneously.
Means for Solving the Problems
[0006] In order to achieve the above object, for example, the following configuration examples can be cited.
[0007] One example configuration is a game program in which a computer in an information processing device controls multiple games simultaneously based on the operation inputs of multiple players, displays game images containing individual images for multiple games in multiple regions, designates a game corresponding to one of the regions as the target for sound output, outputs the game sound of the designated game from among the game sounds generated based on the game processing of multiple games, and when the game progress of the designated game satisfies a first condition, changes the target for sound output to a game corresponding to another region that does not satisfy the first condition.
[0008] According to the above configuration example, even when displaying game images containing individual images of multiple players and playing the game simultaneously, the game audio can be output appropriately without becoming overly complex.
[0009] Another possible configuration is that multiple games could be the same game.
[0010] According to the above configuration example, since the audio output target is changed between games of the same type, players of games that are not included in the audio output target can enjoy the game with less discomfort, and the change in the audio output target can be performed relatively naturally.
[0011] Another possible configuration is that multiple games may start simultaneously from a common point.
[0012] According to the above configuration example, since all players start from the same scene in the same game, for example, the background music will be almost the same in all games, so players of games that do not support audio output can enjoy the game with less discomfort.
[0013] As another configuration example, the computer may further stop or terminate any game that satisfies the first condition among several games, and then determine the winner or loser for multiple players based on how quickly the first condition is met.
[0014] According to the above configuration example, in a time-race game, it is possible to output game audio focusing on games that have not yet been completed.
[0015] As another configuration example, the computer may be instructed to output a predetermined sound effect for each of several games, regardless of the audio output target, if the first condition is met.
[0016] According to the above configuration example, even for games that are not intended for audio output, the predetermined sound effects will be output when the first condition is met, thus preventing a loss of immersion for players of games that are not intended for audio output.
[0017] As another configuration example, the computer may be further configured to output a predetermined sound effect for each of several games, regardless of which game is the target game for audio output, if the second condition is met.
[0018] According to the above configuration example, even for games that are not intended for audio output, the specified sound effects will be output when the second condition is met, thus preventing a loss of immersion for players of games that are not intended for audio output.
[0019] As another configuration example, the computer may be instructed to output a predetermined sound effect when a third condition relating to the entirety of multiple games is met.
[0020] According to the above configuration example, even for games that are not intended for audio output, the specified sound effects will be output when the third condition is met, thus preventing a loss of immersion for players of games that are not intended for audio output.
[0021] Another possible configuration is that multiple games may be games that run on multiple emulators, each running on a different emulator.
[0022] According to the above configuration example, when each game is executed by a plurality of emulators and the game voice of each game is generated, the game voice can be appropriately output without becoming too complicated.
[0023] As another configuration example, the computer may be made to monitor a specific address of the memory during the execution of a game using an emulator, and when the data on the address satisfies a predetermined condition, it may be determined that the first condition is satisfied.
[0024] According to the above configuration example, various conditions can be set as the first condition regardless of the specifications of the existing games executed by the emulator.
Effect of the Invention
[0025] According to the present embodiment, it is possible to provide a game program or the like that can appropriately output sound when playing a game while simultaneously displaying screens for a large number of people.
Brief Description of the Drawings
[0026] [Figure 1] A diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2 [Figure 2] A block diagram showing an example of the internal configuration of the main body device 2 [Figure 3] A block diagram showing an example of the internal configurations of the main body device 2, the left controller 3, and the right controller 4 [Figure 4] A diagram for explaining an example of playing this game on a TV monitor [Figure 5] A diagram for explaining an example of a game screen [Figure 6] A diagram for explaining an example of a game screen [Figure 7] A diagram for explaining an example of a game screen [Figure 8] A diagram for explaining an example of a game screen [Figure 9] A diagram for explaining voice output [Figure 10] A diagram illustrating an example of a game screen. [Figure 11] A diagram illustrating an example of a game screen. [Figure 12] A diagram illustrating an example of a game screen. [Figure 13] This diagram shows examples of various data stored in DRAM85. [Figure 14] Example of a game processing flowchart [Modes for carrying out the invention]
[0027] One embodiment will be described below.
[0028] [Hardware configuration of the information processing system]
[0029] The following describes an example of an information processing system (game system, game device) according to this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the main unit of the game device in this embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components. The following describes the hardware configuration of the game system 1 of this embodiment, followed by a description of the control of the game system 1 of this embodiment.
[0030] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.
[0031] Furthermore, the main unit 2 is equipped with a speaker, and sounds such as sound effects are output from the speaker.
[0032] Furthermore, the main unit 2 is equipped with a left-side terminal for wired communication with the left controller 3 and a right-side terminal for wired communication with the right controller 4.
[0033] Furthermore, the main unit 2 is equipped with a slot. The slot is provided on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.).
[0034] The left controller 3 and the right controller 4 are each equipped with various operation buttons, etc. These operation buttons, etc., are used to issue instructions according to the various programs (for example, OS programs and application programs) executed on the main unit 2.
[0035] Furthermore, the left controller 3 and the right controller 4 are each equipped with terminals for wired communication with the main unit 2.
[0036] Figure 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).
[0037] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0038] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.
[0039] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.
[0040] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the network communication unit 82 connects to a wireless LAN using a method compliant with the Wi-Fi standard, for example, to communicate with external devices (other main units 2) via the Internet, etc. The network communication unit 82 can also perform short-range wireless communication (for example, infrared communication) with other main units 2.
[0041] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.
[0042] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0043] The main unit 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on signals from the touch panel 13, the touch panel controller 86 generates data indicating, for example, the position where a touch input occurred, and outputs it to the processor 81.
[0044] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.
[0045] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminals 25, as well as to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminals 25.
[0046] The main unit 2 comprises a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figures, the power control unit 97 is also connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.
[0047] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.
[0048] Figure 3 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 2 and are therefore omitted in Figure 3.
[0049] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 3, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to the Bluetooth® standard, for example.
[0050] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.
[0051] The left controller 3 is equipped with buttons 103 (buttons A, B, C, D, E, etc.). The left controller 3 is also equipped with a left stick 32. Each button 103 and the left stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.
[0052] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104 and an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 1). Note that the acceleration sensor 104 may also detect acceleration in one axis direction or two axis directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 1). Note that the angular velocity sensor 105 may also detect angular velocity around one axis direction or two axis directions. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results from the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.
[0053] The communication control unit 101 acquires information related to input (specifically, information related to operation or detection results from sensors) from each input unit (specifically, each button 103, the left stick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data, including the acquired information (or information obtained by performing a predetermined processing on the acquired information), to the main unit 2. The operation data is transmitted repeatedly at a rate of once per predetermined time. The interval at which information related to input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0054] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and the left stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).
[0055] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to various parts of the left controller 3 (specifically, to each part that receives power from the battery). The left controller 3 also includes a codec unit 106 and an oscillator 107.
[0056] As shown in Figure 3, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.
[0057] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it includes buttons 113 (buttons F, G, H, I, J, etc.), a right stick 52, and inertial sensors (accelerometer 114 and angular velocity sensor 115). Each of these inputs has the same function and operates in the same way as the inputs of the left controller 3.
[0058] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same functions and operates in the same way as the power supply unit 108 of the left controller 3. The right controller 4 also includes a codec unit 116, an oscillator 117, an NFC communication unit 122, an infrared imaging unit 123, and an infrared light-emitting unit 124.
[0059] Furthermore, the main unit 2 can communicate with controllers other than the left controller 3 and right controller 4 described above (another left controller 3, another right controller 4), and the processor 81 can perform game processing, etc., based on operation data received from multiple controllers. In other words, multiple controllers can be connected to the main unit 2, and the main unit 2 can be used to play games with multiple players. In this embodiment, as an example, games can be played with up to 8 players.
[0060] [Regarding the game envisioned in this embodiment] Next, an overview of the game processing (an example of information processing) performed by the game system 1 according to this embodiment will be described. The game envisioned in this embodiment is one in which multiple identical existing games (sometimes referred to as "individual games") are executed simultaneously by multiple emulator programs (sometimes simply referred to as "emulators"), and multiple players (users) play multiple existing games simultaneously on the same screen.
[0061] Figure 4 illustrates an example of how the game is played. In this embodiment, as an example, six left controllers 3, each operated by six players (not shown), are wirelessly connected to the main unit 2, and the game image is displayed on a television monitor 700 connected to the main unit 2 via a wired connection, allowing the six players to play the game simultaneously. Note that right controllers 4 may be used instead of left controllers 3. Furthermore, as an example, the game can be played simultaneously by up to eight players.
[0062] The emulator, for example, operates similarly to an existing game program that runs an existing game, recreating the data state in the memory of the existing game device as it would be when run by the existing game program, within the DRAM85, and then runs the existing game. In this way, the emulator generates the same images and sounds as the existing game.
[0063] The game program that executes this game processing (sometimes referred to as the "overall game program") performs processes such as controlling the multiple emulators mentioned above. In this game processing, in each virtual space (game space) provided for each individual game, numerous objects are placed on the field and their movements are controlled, and the field is photographed (rendered) by a virtual camera. The images of each photographed field are then divided and displayed as individual images on the game screen (TV monitor 700, display 12, etc.) of this game, and the game progresses. This game is a time-race game in which, for example, a player object (sometimes referred to as a "player character" or "PO") that moves in response to the player's input moves, and players compete to achieve a predetermined objective set in this game as quickly as possible. Note that the existing games are not limited to this and may be other types of games.
[0064] [Overview of the game processing in this embodiment] Figure 5 is a diagram illustrating the start screen of this game. The starting point of this game is not limited to the starting point of an existing game, but may be a predetermined point during the gameplay of an existing game, or it may be the same point in multiple existing games that are being played simultaneously. In other words, the starting scene of this game is a common scene in multiple existing games that are being played simultaneously. In this embodiment, as an example, the starting point is a predetermined point during the gameplay of an existing game, and it is the same point in multiple existing games.
[0065] Furthermore, the goal of this game is not limited to the goal of the existing game, but is a predetermined scene (a predetermined scene in which a predetermined objective is achieved) that may occur during the gameplay of the existing game. In this embodiment, as an example, the goal is for the PO to acquire a predetermined item in the existing game. The goal may also be, for example, defeating a predetermined enemy, reaching a predetermined location, or clearing a predetermined stage.
[0066] The processor 81 executes the overall game program, monitors the data state in the DRAM 85 reproduced by the emulator (specifically, the state at a particular address), and determines that the goal has been achieved when the data state reaches the state of a goal. In this embodiment, for example, the processor 81 determines that the goal has been achieved when it determines that the data state has reached a state in which a flag indicating that PO has acquired a predetermined item is set. For example, the goal has the same meaning as clearing an individual game.
[0067] As shown in Figure 5, the start screen displays multiple start images for the same existing game, split across multiple sections. In Figure 5, as an example, the start images for six games, each played by six different players, are displayed in a split section. The first area displays the image of the first individual game with PO201, controlled by the first player; the second area displays the image of the second individual game with PO202, controlled by the second player; the third area displays the image of the third individual game with PO203, controlled by the third player; the fourth area displays the image of the fourth individual game with PO204, controlled by the fourth player; the fifth area displays the image of the fifth individual game with PO205, controlled by the fifth player; and the sixth area displays the image of the sixth individual game with PO206, controlled by the sixth player. The first through sixth areas are sometimes referred to as "individual areas."
[0068] Then, as shown in Figure 5, when the time race of this game begins, "Start" is displayed simultaneously in each of the 1st to 6th regions, and each player can simultaneously control PO, and the time race to acquire predetermined items starts all at once. In addition, in this game processing, the images and sounds of each individual game are generated by an emulator that runs each individual game. The sounds of the individual games generated by the emulator (sometimes called "individual game sounds") include, for example, the BGM (Background Music) and SE (Sound Effects) of the individual games. SEs include, for example, the sound when PO jumps, the sound when PO transforms, the sound when PO powers up, the sound when PO takes damage, and the sound when PO attacks an enemy and inflicts damage on the enemy.
[0069] Individual game sounds generated by the emulator are output for individual games that are set as audio output targets, and not for individual games that are not set as audio output targets. As shown in Figure 5, the individual area of an individual game set as an audio output target is displayed with a thick border 550 to indicate that it is set as an audio output target. As shown in Figure 5, at the start of the game, the individual area for audio output targets is set to area 1. Note that the individual area for audio output targets may be indicated by a method other than a thick border.
[0070] In this game processing, when an individual game designated for audio output is cleared, the audio output target is moved to another unclear individual game based on a predetermined order (sometimes called the "transition order"). In this embodiment, the transition order is the first individual game, the second individual game, the third individual game, the fourth individual game, the fifth individual game, and the sixth individual game. For example, if the second individual game has been cleared and the third individual game has not been cleared, when the first individual game designated for audio output is cleared, the audio output target moves to the third individual game. The following will explain this in detail using diagrams.
[0071] Next, as shown in Figure 6, when PO201 acquires a predetermined item (sometimes simply called "item") 500 in the first individual game (first region) targeted for audio output and clears the game, the setting for audio output is changed to the second individual game (second region) because the second individual game (second region) is not cleared. As a result, the system switches from outputting the individual game sound of the first individual game to outputting the individual game sound of the second individual game. Also, as shown in Figure 6, the cleared individual game is stopped or terminated, and the display continues in that stopped or terminated state. Furthermore, as shown in Figure 6, "Cleared" is displayed in the first region, and the time from start to clear (1 minute 2 seconds 35) is displayed. Note that, as shown in Figure 6, enemy 501 appears in each individual game.
[0072] Next, as shown in Figure 7, when PO203 acquires item 500 and clears the game in the third individual game (third domain), which is not subject to audio output, "Cleared" is displayed in the third domain and the time from start to clear is shown. In this case, since the third individual game (third domain) is not set as a target for audio output, the setting for targeting audio output is not changed.
[0073] Subsequently, as shown in Figure 8, when PO202 acquires item 500 and clears the second individual game (second region), which is the target of audio output, the setting for audio output is changed to the fourth individual game (fourth region) because the third individual game (third region) has already been cleared. As a result, the system switches from outputting the individual game sound of the second individual game to outputting the individual game sound of the fourth individual game. Also, as shown in Figure 8, "Cleared" is displayed in the second region, and the time from start to clear is shown.
[0074] Figure 9 is a diagram illustrating the audio output in this game processing. As shown in Figure 9, background music (BGM) and sound effects (SE) are output for individual games that are set to be audio output targets, and not for individual games that are not set to be audio output targets. BGM and SE are generated by each emulator running the individual game, but whether or not they are output is controlled by the overall game program. Also, as shown in Figure 9, the first, second, and third cheers are generated and output by the overall game program. The first cheer is output when PO acquires item 500 and an individual game is cleared, regardless of whether the cleared individual game is set to be audio output target or not, as a cheer to celebrate the clear. For example, the first cheer is output when the first individual game is cleared in Figure 6, when the third individual game is cleared in Figure 7, and when the second individual game is cleared in Figure 8.
[0075] As shown in Figure 9, the second cheer is output as a cheer to celebrate a fine play when a fine play is performed in an individual game, regardless of whether the individual game in which the fine play occurred is set as a target for audio output. In this embodiment, a fine play is, for example, a play in which PO defeats enemy 501. Specifically, as shown in Figure 10, when PO205 defeats enemy 501 in the fifth individual game, the second cheer is output. Although not shown, in Figure 10, when PO204 defeats enemy 501 in the fourth individual game which is a target for audio output, the second cheer is also output. Note that a fine play is not limited to this, and may also be, for example, a play in which PO acquires an item other than item 500, a play in which PO transforms, or a play in which PO passes through a predetermined location.
[0076] The determination of whether a fine play has occurred is made in the same way as the determination of whether a goal has been scored. Specifically, the processor 81 executes the overall game program, monitors the data state in the DRAM 85 reproduced by the emulator (specifically, the state at a particular address), and determines that a fine play has occurred when the data state has reached the state in which a fine play has occurred.
[0077] As shown in Figure 9, the third cheer is output as a cheer to support the play of the last individual game when there is one individual game that has not been completed. Specifically, as shown in Figure 11, when only the fifth individual game has not been completed, the third cheer is output to support the play of the fifth individual game. However, this is not limited to this, and for example, the third cheer may be output when there are two or fewer individual games that have not been completed. Also, for example, the third cheer may be output towards the end of the time race to liven up the final stages of the time race. For example, when the distance from the PO to item 500 of the closest individual game is less than or equal to a predetermined distance (for example, the remaining 1 / 3 of the distance), the third cheer may be output to liven up the final stages of the time race. Also, for example, when the number of individual games where the distance from the PO to item 500 is less than or equal to a predetermined distance (for example, the remaining 1 / 3 of the distance) is four or more, the third cheer may be output to liven up the final stages of the time race.
[0078] The first, second, and third cheers may be at least two of the same voice, or they may be different voices from each other.
[0079] Figure 12 is a diagram illustrating the game's ending screen. As shown in Figure 12, once all individual games are cleared and the time from start to finish for each individual game is displayed, the thick border 550 disappears, and a game ending screen is displayed showing the rankings for, for example, the top three individual games. In Figure 12, the 1st place is displayed in the first area, the 2nd place is displayed in the third area, and the 3rd place is displayed in the second area.
[0080] [Details of the information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to Figures 13 and 14.
[0081] [About the data used] The various data used in this game processing will now be explained. Figure 13 shows an example of data stored in the DRAM 85 of the game system 1. As shown in Figure 13, the DRAM 85 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores the overall game program 401-1 and multiple emulator programs 401-2. In this embodiment, a time race can be held with up to 8 players, so 8 emulator programs are stored in the program storage area 301. The data storage area 302 stores game control data 402, image data 408, virtual camera control data 409, and operation data 410, etc. The game control data 402 includes object data 403.
[0082] The main game program 401-1 is a game program for executing this game process.
[0083] Multiple emulator programs 401-2 are game programs for running individual games.
[0084] Object data 403 is data for objects placed in the virtual space, including player characters, enemy characters, blocks, items, ground, rocks, stones, trees, buildings, and other objects. Object data 403 also includes data such as the object's coordinates, orientation, posture, and state.
[0085] Image data 408 consists of image data such as backgrounds and virtual effects.
[0086] The virtual camera control data 409 is data used to control the movement of a virtual camera placed in a virtual space. Specifically, it is data that specifies the position, orientation, field of view, imaging direction, etc., of the virtual camera.
[0087] Operation data 410 is data that indicates the content of operations performed on multiple controllers (left controller 3 or right controller 4). As explained using Figure 4, etc., this game can be played simultaneously by up to 8 players, each operating one controller. Therefore, operation data 410 is data that indicates the content of operations performed on up to 8 controllers.
[0088] In addition, various types of data used in game processing are stored in DRAM85 as needed.
[0089] [Details about game processing] Next, the details of the game processing according to this embodiment will be explained with reference to the flowchart. Figure 14 is an example of a flowchart showing the details of the game processing according to this embodiment. In the following, we will mainly explain the processing that is characteristic of this embodiment, and will omit explanations of other processing such as drawing processing.
[0090] When this game processing starts and the game begins, the game processing shown in Figure 14 starts.
[0091] First, in step S101 of Figure 14, the processor 81 sets the first region corresponding to the first individual game as the audio output target, as explained with reference to Figure 5, and starts multiple individual games simultaneously. As already explained, the multiple individual games are each executed by multiple emulator programs 401-2. After that, the process moves to step S102.
[0092] In step S102, the processor 81 controls each individual game based on the operation data 410. The processor 81 also outputs the background music and sound effects of the individual games for which audio output is enabled from the speakers. After that, the process moves to step S103.
[0093] In step S103, the processor 81 determines whether any individual game has been cleared. Specifically, as already explained, the processor 81 monitors the data state (the state at a specific address) in the DRAM 85 and determines whether the data state has become a game clear state, thereby determining whether an individual game has been cleared. If the determination in step S103 is YES, the process moves to step S104; if the determination is NO, the process moves to step S107.
[0094] In step S104, the processor 81 starts outputting the first cheer, as explained with reference to Figures 6 and 9, and sets the cleared individual games to a clear state. The output of the first cheer ends after a predetermined time (for example, 2 seconds). After that, the process moves to step S105.
[0095] In step S105, the processor 81 determines whether the individual games for which audio output is targeted have been cleared in step S103, excluding the last individual game. If the determination in step S105 is YES, the process moves to step S106; if this determination is NO, the process moves to step S107.
[0096] In step S106, the processor 81 changes the target of the audio output. Specifically, as explained using Figures 6 to 8, the processor 81 changes the target of the audio output from cleared individual games to uncleared individual games based on the transition order. After that, the process moves to step S107.
[0097] In step S107, the processor 81 determines whether all individual games have been cleared. If the determination in step S107 is YES, the process moves to step S112; if the determination is NO, the process moves to step S108.
[0098] In step S112, the processor 81 displays a message indicating the end of the game, as explained with reference to Figure 12. After that, the game processing ends and the game terminates.
[0099] In step S108, the processor 81 determines whether or not a good play occurred. If the determination in step S108 is YES, the process moves to step S110; if the determination is NO, the process moves to step S109.
[0100] In step S110, the processor 81 starts outputting the second cheer, as explained with reference to Figures 9 and 10. The output of the second cheer ends after a predetermined time (for example, 1.5 seconds). After that, the process moves to step S109.
[0101] In step S109, processor 81 determines whether there is one individual game that has not been completed. If the determination in step S109 is YES, the process moves to step S111; if this determination is NO, the process returns to step S102.
[0102] In step S111, the processor 81 starts outputting the third cheer, as explained with reference to Figures 9 and 11. The output of the third cheer ends when all remaining individual games are cleared and all individual games are in a cleared state. After that, the process returns to step S102.
[0103] As described above, according to this embodiment, when multiple players are operating individual games and the game progresses with a split display, the individual games for which audio output is enabled are switched sequentially (see Figures 6 to 9). This prevents the BGM and SE from overlapping and making the game audio cluttered. Furthermore, according to this embodiment, the first cheer when an individual game is cleared and the second cheer for a fine play (see Figures 6 to 10) are output regardless of whether or not they are for audio output. This prevents a decrease in immersion for players of individual games that are not for audio output. In addition, according to this embodiment, when there is one individual game that has not been cleared, a third cheer (see Figures 9 and 11) is output. This makes the time race exciting until all individual games are cleared.
[0104] [Differentiation] In the embodiment described above, an example was given in which, when an individual game targeted for audio output is cleared, the audio output target moves to the next uncleared individual game in the sequence (see Figures 6 to 8, etc.). However, it is not limited to this, and for example, the audio output target may move to the next uncleared individual game in the sequence depending on the time elapsed since it was set as an audio output target. For example, the audio output target may move to the next uncleared individual game in the sequence based on the transition order at predetermined time intervals (e.g., 10 seconds).
[0105] Furthermore, in the embodiment described above, some of the individual games may be operated and progressed based on past play history data. For example, in Figure 5, the third to sixth individual games may be operated based on past play history data.
[0106] Furthermore, in the embodiment described above, some of the individual games may be played by a player character, which is a non-player character, being controlled by the processor 81. For example, in Figure 5, the player characters of the third to sixth individual games may be controlled by the processor 81.
[0107] Furthermore, in the embodiment described above, some of the individual games may be operated by players playing via an online connection. For example, in Figure 5, the third to sixth individual games may be operated by online players.
[0108] In the above-described embodiment, a case was explained in which a series of processes related to game processing are executed on a single game device. In other embodiments, the above series of processes may be executed in an information processing system consisting of multiple information processing devices. For example, in an information processing system including a terminal device and a server device that can communicate with the terminal device via a network, some of the processes in the above series may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device that can communicate with the terminal device via a network, the main processes in the above series may be executed by the server device, and some of the processes may be executed on the terminal device. In addition, 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 divided and executed by multiple information processing devices. Furthermore, a so-called cloud gaming configuration may also be used. For example, the game device may send operation data indicating user operations to a predetermined server, where various game processes are executed, and the execution results are streamed to the game device as video and audio.
[0109] The embodiments and their variations have been described above, but these descriptions are merely illustrative in every respect and are not intended to limit their scope. Furthermore, it goes without saying that various improvements and modifications can be made to these embodiments and their variations. [Explanation of Symbols]
[0110] 1. Game System 3, 4 Controllers 12 displays 81 processors 85 DRAM 201-206 Player Characters 501 Enemy Object 550 Thick border
Claims
1. In the computer of the information processing device, The game processing for multiple games is executed by multiple programs, Based on the operation inputs of multiple players, each of the aforementioned game processes is controlled simultaneously. A game image is displayed that contains individual images of each of the aforementioned multiple games in each of the multiple areas. The game corresponding to any of the aforementioned regions is made the target of audio output, Of the game audio generated based on the game processing of the aforementioned multiple games, the game audio of the game for which audio output is targeted is output. A game program that, when the game progress of the game to be the target of sound output satisfies the first condition, causes the program to change the target of sound output to the game corresponding to another region that does not satisfy the first condition.
2. The game program according to claim 1, wherein the aforementioned multiple games are the same game.
3. The game program according to claim 2, wherein the multiple games are all started simultaneously from a common scene.
4. The aforementioned computer further: Of the aforementioned multiple games, the game that satisfies the first condition is stopped or terminated. The game program according to claim 3, which determines wins and losses for the plurality of players based on the time from the start until the first condition is met.
5. The aforementioned computer further: The game program according to claim 4, wherein, for each of the plurality of games, if the first condition is met, a predetermined sound effect is output regardless of the audio output target.
6. The aforementioned computer further: The game program according to claim 1, wherein, for each of the aforementioned plurality of games, if the second condition is met, a predetermined sound effect is output regardless of the game for which the sound output is targeted.
7. The aforementioned computer further: The game program according to claim 1, which outputs a predetermined sound effect when a third condition relating to the entirety of the aforementioned multiple games is met.
8. The game program according to any one of claims 1 to 7, wherein the plurality of games are games that are each executed by a plurality of emulator programs.
9. To the aforementioned computer, The game program according to claim 8, wherein the emulator program is used to monitor a specific address in memory while the game is running, and determines that the first condition has been met when the data at that address meets predetermined conditions.
10. A game system equipped with a processor, The aforementioned processor, The game processing for multiple games is executed by multiple programs, Based on the respective inputs from multiple players, each of the aforementioned game processes is controlled simultaneously. A game image is displayed that contains individual images of each of the aforementioned multiple games in each of the multiple areas. The game corresponding to any of the aforementioned regions is set as the target for audio output, Of the game audio generated based on the game processing of the aforementioned multiple games, the game audio of the game for which audio output is targeted is output. A game system that, when the game progress of the game to be the target of audio output satisfies the first condition, changes the target of audio output to the game corresponding to another region that does not satisfy the first condition.
11. The game system according to claim 10, wherein the plurality of games are the same game.
12. The game system according to claim 11, wherein the multiple games are all started simultaneously from a common scene.
13. The aforementioned processor further, Of the aforementioned multiple games, the game that satisfies the first condition is stopped or terminated. The game system according to claim 12, wherein a win or loss determination is made for the plurality of players based on the time from the start until the first condition is met.
14. The aforementioned processor further, The game system according to claim 13, wherein for each of the aforementioned multiple games, a predetermined sound effect is output regardless of the audio output target when the first condition is met.
15. The aforementioned processor further, The game system according to claim 10, wherein, for each of the aforementioned plurality of games, if the second condition is met, a predetermined sound effect is output regardless of the game for which the sound output is targeted.
16. The aforementioned processor further, The game system according to claim 10, which outputs a predetermined sound effect when a third condition relating to the entirety of the aforementioned multiple games is met.
17. The game system according to any one of claims 10 to 16, wherein the plurality of games are games that are each executed by a plurality of emulator programs.
18. The aforementioned processor, The game system according to claim 17, wherein the emulator program is used to monitor a specific address in memory while the game is running, and the system determines that the first condition has been met when the data at that address satisfies predetermined conditions.
19. A game processing method to be executed by a computer in an information processing device, To the aforementioned computer, The game processing for multiple games is executed by multiple programs, Based on the operation inputs of multiple players, each of the aforementioned game processes is controlled simultaneously. A game image is displayed that contains individual images of each of the aforementioned multiple games in each of the multiple areas. The game corresponding to any of the aforementioned regions is made the target of audio output, Of the game audio generated based on the game processing of the aforementioned multiple games, the game audio of the game for which audio output is targeted is output. A game processing method that, when the game progress of the game to be the target of audio output satisfies a first condition, changes the target of audio output to the game corresponding to another region that does not satisfy the first condition.
20. The game processing method according to claim 19, wherein the multiple games are the same game.
21. The game processing method according to claim 20, wherein the multiple games are all started simultaneously from a common scene.
22. The aforementioned computer further: Of the aforementioned multiple games, the game that satisfies the first condition is stopped or terminated. The game processing method according to claim 21, wherein a win or loss determination is made for the plurality of players based on the time from the start until the first condition is met.
23. The aforementioned computer further: The game processing method according to claim 22, wherein, for each of the plurality of games, if the first condition is met, a predetermined sound effect is output regardless of the audio output target.
24. The aforementioned computer further: The game processing method according to claim 19, wherein, for each of the aforementioned multiple games, if the second condition is met, a predetermined sound effect is output regardless of the game for which the sound output is targeted.
25. The aforementioned computer further: The game processing method according to claim 19, wherein a predetermined sound effect is output when a third condition relating to the entirety of the aforementioned multiple games is met.
26. The game processing method according to any one of claims 19 to 25, wherein the plurality of games are games that are each executed by a plurality of emulator programs.
27. To the aforementioned computer, The game processing method according to claim 26, wherein the emulator program is used to monitor a specific address in memory while the game is running, and when the data at that address satisfies predetermined conditions, it is determined that the first condition has been met.
28. A game device equipped with a processor, The aforementioned processor, The game processing for multiple games is executed by multiple programs, Based on the respective inputs from multiple players, each of the aforementioned game processes is controlled simultaneously. A game image is displayed that contains individual images of each of the aforementioned multiple games in each of the multiple areas. The game corresponding to any of the aforementioned regions is set as the target for audio output, Of the game audio generated based on the game processing of the aforementioned multiple games, the game audio of the game for which audio output is targeted is output. A game device that, when the game progress of the game to be the target of audio output satisfies the first condition, changes the target of audio output to the game corresponding to another region that does not satisfy the first condition.
Citation Information
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