Game program, game device, and game processing method
The game program sequences games to prevent strap twisting accumulation by alternating between types that cause and resolve twisting, enhancing operability and enjoyment in games using controllers with straps.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2023-07-26
- Publication Date
- 2026-06-03
AI Technical Summary
In games using controllers with straps equipped with inertial sensors, the twisting of the strap can accumulate during continuous play of mini-games, leading to reduced operability and gameplay enjoyment.
A game program that sequences multiple types of games, controlling their frequency and appearance to prevent the accumulation of strap twisting, by alternating between games that cause and resolve strap twisting naturally, and providing action instructions based on inertial sensor data.
This approach suppresses strap twisting accumulation, maintaining operability and gameplay enjoyment by ensuring opportunities to resolve twisting issues naturally within the game flow.
Smart Images

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Abstract
Description
Technical Field
[0006] , ,
[0005] , , ,
[0001] The present disclosure relates to game processing for continuously executing multiple types of games.
Background Art
[0002] Conventionally, games in which a controller with a strap equipped with an inertial sensor is moved to play are known. Also, in such games, games in which mini-games that end in about several seconds per play are continuously cleared are known (for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003] [[ID=2l]]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the games as described above, during the play of the mini-game, the strap may twist, and in the process of continuously clearing the mini-game, the twist may accumulate. In other words, it is conceivable that some of the mini-games include games in which predetermined problems such as the twisting of the strap are assumed to accumulate naturally. In this regard, there is room for improvement to suppress the accumulation of such problems.
Means for Solving the Problems
[0005] In view of the above problems, for example, the following configuration examples can be cited.
[0006] (Configuration 1) Configuration 1 is a game program that causes a computer in an information processing device to execute multiple types of games in sequence, and causes the computer to determine in order which games will appear among the multiple types of games to be executed in sequence, execute each of the determined games in sequence, and causes the computer to determine which games will appear in such a way that the frequency of the first type of game appearing decreases when the first type of game appears and the second type of game does not appear afterward.
[0007] According to the above configuration, in a game that contains both types of games where problems are expected to accumulate naturally and games where those problems are expected to resolve naturally, the frequency of each type of game can be set according to the circumstances of their appearance. This makes it possible to suppress the accumulation of those problems.
[0008] (Configuration 2) Configuration 2 is a configuration in which, in Configuration 1, the game program may cause the computer to determine which games to appear, such that when a first type of game appears, the first type of game does not appear again until a second type of game appears afterward.
[0009] According to the above configuration, it is possible to prevent problems from accumulating while providing opportunities to resolve them.
[0010] (Composition 3) Configuration 3 is a configuration in which, in configuration 1 or 2, the game program may cause the computer to determine which games to appear in a predetermined game mode in which multiple types of games are executed consecutively, such that the first type of game does not appear more than a predetermined number of times in a predetermined mode in which the second type of game does not appear.
[0011] According to the above configuration, the accumulation of any problem that is expected to accumulate naturally can be suppressed to a certain extent.
[0012] (Composition 4) Configuration 4 is one of the above configurations 1 to 3, in which the game program may cause the computer to display at least an action instruction indicating an action to be performed by the player in the game, and may evaluate the movement of the controller corresponding to the action based on operation data acquired from a controller equipped with an inertial sensor, and proceed with the game based on the evaluation.
[0013] The above configuration allows for games that offer the enjoyment of playing by moving the controller itself. Furthermore, it helps to suppress situations in such games where problems accumulate and degrade operability.
[0014] (Composition 5) Configuration 5 is the configuration in which the controller may have a strap. The game program may cause the computer to display an operation instruction indicating that the controller is rotated in a state where it is not being held but is placed on a surface, in the first type of game.
[0015] According to the above configuration, as a first type of game, it is possible to provide a game that can progress by evaluating actions such as flipping over a placed controller.
[0016] (Composition 6) Configuration 6, in Configuration 5 described above, may cause the game program to display an action instruction to the computer indicating the action of releasing the hand holding the controller from a state in which the strap is attached to the wrist and the controller is held, in the second type of game.
[0017] According to the above configuration, a second type of game can be provided, in which the game progresses by evaluating actions that can resolve twists in the strap. Furthermore, if any problems accumulate naturally, these problems can be resolved within the natural flow of gameplay without the player being aware of any specific actions required to resolve them, thus preventing problems from accumulating.
[0018] (Composition 7) Configuration 7 is, in the above Configuration 5, the game program causes the computer to display an operation instruction indicating an operation of rotating in a state where a strap is worn on the wrist and the controller is placed without being held in the second type of game, and further, at a predetermined timing during the game, an operation instruction indicating an operation of releasing the hand that holds the controller may be displayed from the state of holding the controller.
[0019] According to the above configuration, a game using various ways of moving the controller can be provided. Also, in the process of performing various operations according to the game for the progress of the game, a situation where some problems accumulate can be naturally resolved.
Effect of the Invention
[0020] According to the present disclosure, in a game in which a type of game in which some problems are assumed to accumulate naturally and a game in which the problems are assumed to be resolved naturally are mixed, the appearance frequency of each type of game can be set according to the appearance situation to suppress the accumulation of the problems.
Brief Description of the Drawings
[0021] [Figure 1] A diagram showing an example of a state where the left controller 3 and the right controller 4 are attached to the main body device 2 [Figure 2] A diagram showing an example of a state where the left controller 3 and the right controller 4 are removed from the main body device 2 respectively [Figure 3] A six-sided view showing an example of the main body device 2 [Figure 4] A six-sided view showing an example of the left controller 3 [Figure 5] A six-sided view showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main body device 2 [Figure 7] A block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4 [Figure 8] [[ID=Z41]]A perspective view showing an example of the strap unit 150 [Figure 9] Perspective view showing an example of strap unit 150 [Figure 10] Diagram illustrating the attachment of the strap unit 150. [Figure 11] Diagram illustrating the attachment of the strap unit 150. [Figure 12] An example of a game screen according to this embodiment. [Figure 13] Schematic diagram of screen transitions during stage play [Figure 14] Diagram to explain the return action [Figure 15] Diagram to explain the return action [Figure 16] A diagram showing an example of torsion. [Figure 17] A diagram illustrating an example of a letting-go action. [Figure 18] A diagram illustrating an example of a letting-go action. [Figure 19] A memory map showing an example of various data stored in DRAM85. [Figure 20] Flowchart showing details of game processing according to this embodiment [Figure 21] Flowchart showing the details of the order determination process [Figure 22] A flowchart showing the details of the stage play process. [Modes for carrying out the invention]
[0022] One embodiment will be described below.
[0023] The following describes a game system according to an example of this embodiment. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the game device main unit 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 (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.
[0024] 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 (e.g., game processing) 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 sections for player input.
[0025] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".
[0026] Figure 3 is a six-view drawing showing an example of the main unit 2. As shown in Figure 3, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.
[0027] The shape and size of the housing 11 are arbitrary. For example, the housing 11 may be portable. The main unit 2 alone, or the integrated unit in which the left controller 3 and right controller 4 are attached to the main unit 2, may be a portable device. The main unit 2 or the integrated unit may be a handheld device. The main unit 2 or the integrated unit may also be a portable device.
[0028] As shown in Figure 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0029] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).
[0030] The main unit 2 is equipped with a speaker (i.e., speaker 88 shown in Figure 6) inside the housing 11. As shown in Figure 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The sound output from speaker 88 is emitted from these speaker holes 11a and 11b, respectively.
[0031] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.
[0032] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 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) specifically for 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.). The main unit 2 is also equipped with a power button 28.
[0033] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).
[0034] Figure 4 is a six-view drawing showing an example of the left controller 3. As shown in Figure 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (the z-axis direction shown in Figure 4). When the left controller 3 is detached from the main device 2, it can also be held in a vertically elongated orientation. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.
[0035] The left controller 3 is equipped with a left analog stick (hereinafter referred to as the left stick) 32, which is an example of a directional input device. As shown in Figure 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a directional input unit that can input direction. The player can input direction (and magnitude according to the angle of tilt) by tilting the left stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of an analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the left stick 32 is also possible.
[0036] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Furthermore, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 is equipped with a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. In addition, the left controller 3 is equipped with a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.
[0037] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.
[0038] Figure 5 is a six-view drawing showing an example of the right controller 4. As shown in Figure 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, it is long in the vertical direction (the z-axis direction shown in Figure 5). The right controller 4 can also be held in a vertically elongated orientation when detached from the main unit 2. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.
[0039] The right controller 4, like the left controller 3, is equipped with a right analog stick (hereinafter referred to as the right stick) 52 as a directional input unit. In this embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. The right controller 4 may also be equipped with a directional pad or a slide stick capable of slide input instead of the analog stick. The right controller 4, like the left controller 3, is equipped with four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 is equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the side of the housing 51. The right controller 4, like the left controller 3, is also equipped with a second L button 65 and a second R button 66.
[0040] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.
[0041] Figure 6 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 3, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.
[0042] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed 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).
[0043] 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.
[0044] 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.
[0045] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to and from the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.
[0046] 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 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. The wireless communication using the second communication mode is possible with other main unit 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is sent and received by communicating directly between multiple main unit 2.
[0047] 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.
[0048] 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.
[0049] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Furthermore, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple players can simultaneously input to the main unit 2 using their respective sets of left controllers 3 and right controllers 4. For example, while the first player inputs to the main unit 2 using the first set of left controllers 3 and right controllers 4, the second player can input to the main unit 2 using the second set of left controllers 3 and right controllers 4.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 6 and are therefore omitted in Figure 7.
[0056] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 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, for example, the Bluetooth® standard.
[0057] 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.
[0058] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). 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.
[0059] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the acceleration sensor 104 may also detect acceleration in one or two axes. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the angular velocity sensor 105 may also detect angular velocity around one or two axes. 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.
[0060] 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.
[0061] 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).
[0062] 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 each part of the left controller 3 (specifically, each part that receives power from the battery).
[0063] As shown in Figure 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 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.
[0064] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it includes buttons 113, 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.
[0065] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions and operates in the same manner as the power supply unit 108 of the left controller 3.
[0066] Furthermore, strap units can be attached to both the left controller 3 and the right controller 4. Figures 8 and 9 are perspective views of the strap unit 150 for the right controller 4. Figure 8 is a perspective view of the strap unit 150 from the left and rear sides, and Figure 9 is a perspective view of the strap unit 150 from the front and right sides. The strap unit 150 comprises a unit portion 151 and a cord portion 152 with a stopper. The strap unit 150 is configured to be detachable from the left side of the right controller 4, as shown in Figures 10 and 11. Specifically, it is configured to be detachable by sliding along a rail portion provided on the left side of the right controller 4. With the strap unit 150 attached to the right controller 4 as shown in Figure 11, the player can put their right wrist through the cord portion 152 and adjust the stopper position to prevent it from slipping off their wrist. With the strap cord fixed to their wrist in this way, the player can grip the right controller 4 and play the game. Figures 10 and 11 show an example of the right controller 4, but the left controller 3 also has a detachable strap unit (not shown) with a similar configuration, except that the left and right sides are reversed.
[0067] In the following explanation, when we simply refer to the left controller 3 and the right controller 4, we mean the controllers with the strap unit 150 attached, as shown in Figure 11 above. Furthermore, the left controller 3 and the right controller 4 with the strap unit 150 attached may collectively be referred to simply as the controllers.
[0068] [Overview of game processing in this embodiment] Next, an overview of the game processing performed by the game system 1 according to this embodiment will be described. First, this game is played using a controller with the strap unit 150 attached as described above, and is a game that is played with the strap fixed to the wrist. Furthermore, this game evaluates the movement of the controller (in other words, the actions performed by the player) detected based on the inertial sensor, and the game proceeds based on that evaluation. In addition, this game is a game in which multiple types of games can be executed in succession.
[0069] This section explains the general flow of the game's progression. When the game starts, a stage selection screen, as shown in Figure 12, is displayed. This stage selection screen is an overhead view of the virtual space. On this screen, a player character object 201 and multiple stage objects 204 are displayed. The player can play the stage corresponding to a stage object 204 by moving the player character object 201 onto one of the stage objects 204 and performing the stage play start operation. The player can then progress through the game by clearing multiple stages in order.
[0070] In this game, each stage consists of a predetermined number of mini-games. Each of these mini-games is short, lasting only a few seconds to tens of seconds per play. These mini-games progress by evaluating the controller's movements. The game is played by completing these predetermined number of mini-games in succession. In other words, the player is offered a gameplay style where they clear these mini-games one after another.
[0071] In this example, we will explain using a scenario where one stage consists of 10 mini-games as an example of the predetermined number mentioned above. Note that the number of mini-games may differ from stage to stage. When the player starts playing a predetermined stage, 10 mini-games are randomly selected from, for example, 200 different mini-games. One mini-game is selected at a time, so a total of 10 draws are performed. The 10 selected mini-games are then played consecutively in the order they were selected. Note that no more than one of the same mini-games can be selected within the same stage. Clearing the 10th mini-game completes the stage. In a sense, the 10th mini-game acts as a kind of "stage boss." If the game ends midway through, it is treated as a failure to clear the stage, and the player returns to the stage selection screen. If the stage is cleared, the player returns to the stage selection screen and can proceed to the next stage. Additionally, "endless mode" is unlocked for stages that have been cleared once. Endless Mode is a game mode where you can play mini-games continuously until you get a game over. In Endless Mode, the same mini-game may be selected again.
[0072] The game progression described above will be explained in more detail using Figure 13. Figure 13 schematically shows the screen transitions when playing a given stage. When a stage to play (an uncompleted stage) is selected on the stage selection screen, first, as described above, the 10 mini-games that make up that stage are randomly selected. Then, the "action demo screen" for the first mini-game to be played is displayed. The action demo screen displays instructions showing the actions (how to move the controller) that the player should perform in the mini-game to be played. In other words, the operation (actions) method for the mini-game is shown prior to the start of the actual mini-game. After the action demo screen is displayed for a predetermined time, the first mini-game starts automatically, and the gameplay screen is displayed. Then, when the first mini-game is cleared, an ending animation indicating game completion is displayed. Then, the second mini-game starts automatically. In the second mini-game as well, prior to the start of play, an action demo screen corresponding to the second mini-game is displayed. Then, the gameplay screen for the second mini-game is displayed, and when it is cleared, an ending animation related to the second mini-game is displayed. After this, the mini-games from the third one onward will proceed sequentially with screen transitions of operation demo screen, gameplay screen, and ending animation. Once the tenth mini-game is cleared, the game will transition to the stage selection screen. If the game ends in a game over, a game over animation screen will be displayed before transitioning to the stage selection screen.
[0073] Next, let's explain the mini-games mentioned above in more detail. Let's assume, for example, that this game offers 200 different mini-games. Each time you start playing a stage, 10 different mini-games are randomly selected. Therefore, even when playing the same stage, the 10 mini-games that are played may differ each time.
[0074] In this embodiment, the 200 types of mini-games can be broadly classified into the following three types of games. (1) Type 1 game: A mini-game that requires a "counter action". (2) Type 2 game: Mini-games that require "hands-free action" (3) Third type of game: Mini-games that do not require "return actions" or "hands-free actions" The following describes each type of game.
[0075] [About Type 1 Games] Conceptually, the first type of game described above is a mini-game that requires an action that causes twisting of the string portion 152 of the strap unit 150. In this example, as an example, we consider a mini-game that requires the player to flip over a controller placed on a desk or the like (rotate it around the y-axis in Figures 4 and 5 so that the front and back are reversed), as shown in Figures 14 and 15. Figure 14 is a schematic diagram of the desk on which the controller is placed, viewed from above, and Figure 15 is a schematic diagram of the same situation viewed from the right side of the player. From the posture shown in Figure 15, the player performs an action of pinching the controller with both hands at a predetermined timing and flipping it over. This action causes twisting of the string portion 152, as shown in Figure 16, for example. In this example, such an action is called a "flipping action". An example of a first type of game is a mini-game in which the controller is likened to a "card" in a virtual world, and the player is required to flip over the card at the right time. Furthermore, the above-mentioned demo screen for the Type 1 game displays instructions indicating the movement of the counter-action.
[0076] [About Type 2 Games] Next, the second type of game is conceptually a mini-game that requires an action to resolve any twisting of the string portion 152. In this embodiment, as an example, the mini-game requires the player to release their hands from the controller, as shown in Figure 18, from a state where the player is holding the controller, as shown in Figure 17. In this example, this action is called a "release action." Figures 17 and 18 show the "release action" with the left hand, but depending on the content of the mini-game, the "release action" may be performed with both hands. If twisting occurs in the string portion 152, a restoring force against the twist will act on the controller when it is released in this way, and the twisted state can be resolved. An example of a second type of game is a mini-game in which the controller is treated as a ball in a virtual space, and the player releases the ball they are holding at the right time to make it fall. In addition, the action demo screen for the second type of game displays action instructions that show the movement of the release action.
[0077] [About Type 3 Games] Next, Type 3 games are mini-games that do not require either the "return action" or the "hands-off action" described above. Type 3 games are mini-games that require actions such as waving your hand while holding the controller, moving your hand in a predetermined trajectory, or thrusting your hand forward from behind. In other words, they are mini-games that require various actions that do not fall under the categories of "return action" or "hands-off action." Furthermore, the action demo screen for Type 3 games displays action instructions indicating the actions required for that mini-game.
[0078] [Regarding the types of actions required in mini-games] Regarding the types of actions required from the player in each mini-game, some mini-games require only one type of action, while others require multiple types of actions. For mini-games requiring multiple types of actions, those requiring at least a "hands-free action" are treated as "Type 2 games." Mini-games that do not require a "hands-free action" but require at least a "return action" are treated as "Type 1 games." Therefore, mini-games requiring both a "return action" and a "hands-free action" are treated as "Type 2 games." Furthermore, in mini-games requiring multiple types of actions, if these actions are to be performed as a series of actions, the action instructions may also be displayed in a way that ensures the multiple actions are performed as a series.
[0079] [Regarding the control of mini-game lottery results] Incidentally, as mentioned above, when a "return action" is performed during the play of a Type 1 game, twisting occurs in the strap portion 152. Therefore, for example, if the first mini-game is a Type 1 game, when starting the second game, the controller will be held with the strap portion 152 twisted, and the predetermined actions required for the second game will be performed. In this case, depending on the degree of twisting, the straight-line distance from the position of the stopper fixed to the wrist to the position of the base of the strap portion 152 on the strap unit may become shorter than when no twisting occurs. Therefore, some people may feel a tightness or constriction in their wrist, which may distract them and make it difficult to concentrate on playing the game. Also, because the straight-line distance is shortened, the range of motion in which the controller can be moved, for example when readjusting one's grip on the controller, may become slightly narrower, and some people may find it difficult to readjust their grip. As a result, depending on the content of the mini-game, this may lead to a decrease in operability.
[0080] On the other hand, in the second type of game described above, the player releases the controller as described above, which is expected to have the effect of resolving any twisting of the string portion 152. In other words, the first type of game is a "game that causes twisting," and the second type of game is a "game that resolves twisting." Therefore, by playing the second type of game after the first type of game, the resolving of the twisting can be expected. This helps to prevent situations where the player continues to play with reduced operability.
[0081] Here, for example, when drawing the 10 mini-games mentioned above, it is conceivable to implement a control mechanism so that if a Type 1 game is selected, the next mini-game will always be a Type 2 game. However, doing so may reduce the excitement of the game due to the uncertainty of what mini-game will appear next (randomness). In other words, after playing the game many times, players may be able to predict that if they play a Type 1 game, a Type 2 game will come next, potentially reducing the fun of not knowing what game will come next.
[0082] Therefore, in this embodiment, when drawing 10 mini-games during play of the above stage, the following control is performed. That is, if a Type 1 game is selected as a result of the draw, the control is performed so that in subsequent draws, it becomes less likely to select a Type 1 game until a Type 2 game is selected. In other words, if a Type 1 game has appeared but a Type 2 game has not appeared, the control is performed so that the frequency of the appearance of the Type 1 game decreases. As an example, let's assume that out of 200 mini-games, there are 20 Type 1 games, 20 Type 2 games, and 160 Type 3 games. Let's also assume that a first draw table is set with a winning rate of 0.5% for each game. Let's assume that in the draw for the first game, the draw is performed using the first draw table, and as a result, a Type 1 game is selected. In this case, when drawing for the second game, the draw is performed using a second draw table with a reduced winning rate for Type 1 games. For example, consider a lottery table where the winning probability for each Type 1 game is set to 0.05%. This lower winning probability reduces the frequency of Type 1 games appearing. If a Type 2 game is selected as the second game in the lottery, the winning table used for the third game is returned to the first lottery table. In other words, the frequency of Type 1 games appearing is restored. On the other hand, if a Type 2 game is not selected as the second game, the lottery continues to be conducted using the second lottery table until a Type 2 game is selected. In other words, if a Type 2 game is not selected, one of the mini-games will be chosen from either Type 1 or Type 3 games, but in such cases, control is implemented to reduce the frequency of Type 1 games appearing. Thus, while the lottery is normally conducted using the first lottery table, once a Type 1 game is selected, the second lottery table is used until a Type 2 game is selected, thereby lowering the winning probability of Type 1 games. Then, if a Type 2 game is won, the system returns to the first lottery table.
[0083] Furthermore, the lottery tables described above, particularly the specific winning rate values in the second lottery table, may differ for each stage. In other words, any winning table can be used as long as it is adjusted so that the first type game is difficult to win. In addition to the lottery method using the lottery tables described above, one could also, for example, use a type lottery table to determine the "type" of mini-game (either a first, second, or third type game), and then use a mini-game lottery table corresponding to each type to determine the mini-game. In this case, one would only need to prepare the first and second lottery tables described above for the type lottery table.
[0084] Furthermore, as a control method to make it less likely to win a Type 1 game, that is, a control method to reduce its frequency of appearance, in addition to the above, the following method may also be used. First, one method is to set the winning rate of all Type 1 games to 0% in the second lottery table described above. In the above method, although the probability is low, there is a possibility that two or more Type 1 games (with different content) will be won before a Type 2 game is won. As a result, the above-mentioned twists will accumulate, which may lead to a further decrease in operability. In this respect, by setting the winning rate to 0%, once a Type 1 game is won, it is possible to prevent further wins of Type 1 games unless a Type 2 game is won, thus suppressing the further accumulation of twists.
[0085] Alternatively, for example, when playing a stage where Type 2 games are not supposed to appear, the probability of winning a Type 1 game may be set to 0% once a predetermined number of wins for a Type 1 game have been reached. Also, for example, in a stage where both Type 1 and Type 2 games can appear, if a predetermined number of wins for a Type 1 game have been reached without a win for a Type 2 game, the probability of winning a Type 1 game may be set to 0% until a Type 2 game is won. For example, in a draw using the first draw table described above, if a Type 1 game is won three times without a win for a Type 2 game, the probability of winning a Type 1 game may be set to 0% for subsequent draws. This allows for the provision of a game that takes into account the balance between the randomness of the appearance of the 200 types of mini-games and the (acceptable) accumulation of the above-mentioned twists.
[0086] [Details of the game processing in this embodiment] Next, the game processing in this embodiment will be described in more detail with reference to Figures 19 to 22.
[0087] [About the data used] First, we will explain the various data used in this game processing. Figure 19 is a memory map showing an example of the various data stored in the DRAM 85 of the main unit 2. The DRAM 85 of the main unit 2 stores the overall control program 301, the mini-game program group 302, the first lottery table 303, the second lottery table 304, the appearance order data 305, the operation data 306, the adjustment flag 307, and so on.
[0088] The overall control program 301 is a program for overall control of the game processing in this embodiment. More specifically, it is a program that executes the processes shown in the flowchart of Figure 20, which will be described later.
[0089] The mini-game program group 302 is a collection of game programs corresponding to each of the mini-games described above.
[0090] The first lottery table 303 is a lottery table that does not adjust the winning rate for Type 1 games. The second lottery table 304 is a lottery table that is adjusted so that it is difficult to win a Type 1 game. In other words, the winning rate for Type 1 games in the second lottery table 304 is set lower than the winning rate for Type 1 games in the first lottery table 303. For example, in the second lottery table 304, as described above, the winning rate for Type 1 games is set to 0%.
[0091] The appearance order data 305 is data that shows the results of the lottery and the execution order of the 10 mini-games played during the above stage. The appearance order data 305 includes information that identifies the winning mini-games in the order they were drawn. The order in which they were won determines the order in which the mini-games appear (are executed).
[0092] The operation data 306 is data obtained from the controller described above. Specifically, the operation data 306 includes at least right inertial sensor data and left inertial sensor data. The right inertial sensor data is data showing the detection results of the inertial sensors of the acceleration sensor 114 and angular velocity sensor 115 of the right controller 4. Specifically, it includes 3-axis acceleration data and 3-axis angular velocity data. The left inertial sensor data is data showing the detection results of the inertial sensors of the acceleration sensor 104 and angular velocity sensor 105 of the left controller 3. In addition, although not shown in the diagram, the operation data 306 also includes data showing the pressed state of various buttons, etc.
[0093] The adjustment flag 307 is a flag that indicates whether or not to perform the lottery for the above-mentioned mini-game with the winning rate of the Type 1 game adjusted.
[0094] In addition, various data necessary for game processing are generated as needed and stored in DRAM85.
[0095] [Details of the process performed by processor 81] Next, the details of the game processing in this embodiment will be described. Here, we will mainly describe the control related to the lottery for the mini-game as described above, and will omit detailed explanations of other various game processes. Also, the flowchart shown below is merely one example of the processing process. Therefore, the order of processing steps may be changed if similar results can be obtained. Furthermore, the values of the variables and the thresholds used in the judgment step are also merely examples, and other values may be used as needed.
[0096] Figure 20 is a flowchart detailing the game processing according to this embodiment. In Figure 20, first, in step S1, the processor 81 displays a stage selection screen as shown in Figure 12. Next, in step S2, the processor 81 determines, based on the operation data 306, whether or not an operation to select a predetermined stage to play (stage selection operation) has been performed. If, as a result of this determination, the stage selection operation has been performed (YES in step S2), then in step S3, the processor 81 executes a mini-game determination process. This is a process to randomly determine the group of mini-games to be played on the selected stage.
[0097] Figure 21 is a flowchart detailing the mini-game determination process described above. In step S11 of Figure 21, the processor 81 determines whether the adjustment flag 307 is off or not. If the result of this determination is off (YES in step S11), in step S12, the processor 81 draws one mini-game using the first lottery table. On the other hand, if the adjustment flag 307 is on (NO in step S12), in step S13, the processor 81 draws one mini-game using the second lottery table 304. In other words, a lottery is performed using a lottery table in which the winning rate of the first type game has been lowered. Here, it is assumed that the winning rate of the first type game is defined as 0% in the contents of the second lottery table 304.
[0098] Next, in step S14, the processor 81 determines whether the game won as a result of the lottery in step S12 or step S13 is a Type 1 game. If the result of this determination is a Type 1 game (YES in step S14), in step S15, the processor 81 determines whether the adjustment flag 307 is off. If the result of this determination is off (YES in step S15), in step S16, the processor 81 sets the adjustment flag 307 to on. After that, the process proceeds to step S17, which will be described later.
[0099] In this explanation, we assume that the stage being played is one in which both Type 1 and Type 2 games can appear. However, if the stage being played is set so that, for example, Type 2 games do not appear, the number of times a Type 1 game is won can be counted, and when the number of wins reaches a predetermined number, the adjustment flag 307 can be set to ON. In other words, for stages in which Type 2 games do not appear, control can be implemented so that Type 1 games do not appear more than a predetermined number of times.
[0100] Furthermore, if the adjustment flag 307 is ON as a result of the determination in step S15 (NO in step S15), the process proceeds to step S17, which will be described later.
[0101] On the other hand, if the result of the determination in step S14 is that the winning game is not a Type 1 game (NO in step S14), then in step S19, the processor 81 determines whether the winning game is a Type 2 game. If the result of this determination is that it is a Type 2 game (YES in step S19), then in step S20, the processor 81 determines whether the adjustment flag 307 is on or off. If the result of this determination is on (YES in step S20), then in step S21, the processor 81 sets the adjustment flag 307 to off. After that, the process proceeds to step S17, which will be described later. Also, if the result of the above determination is off (NO in step S20), the process proceeds to step S17, which will be described later.
[0102] Next, in step S17, the processor 81 registers the winning mini-games in the appearance order data 305.
[0103] Next, in step S18, the processor 81 determines whether the drawing of a predetermined number of mini-games (10 in this example), which constitute one stage, has been completed. If the result of this determination is that it has not been completed yet (NO in step S18), the process returns to step S11 and is repeated. If the drawing of the predetermined number of mini-games has been completed (YES in step S18), the mini-game determination process ends.
[0104] Returning to Figure 20, in step S4, the processor 81 executes the stage play process. Figure 22 is a flowchart detailing the stage play process. In Figure x, first, in step S31, the processor 81 loads the mini-game program for the next mini-game to be executed into the DRAM 85 based on the appearance order data 305.
[0105] Next, in step S32, the processor 81 executes the loaded mini-game. During the mini-game processing, as described above, a demo screen is first displayed, and then the mini-game starts automatically. After that, when the mini-game is cleared or game over, an ending animation is displayed, and the execution of the mini-game ends.
[0106] Next, in step S33, the processor 81 determines whether the mini-game ended due to a game over. If the result of this determination is that the game ended due to a game over (YES in step S33), the processor 81 terminates the stage play process. On the other hand, if the termination is not due to a game over (NO in step S33), it is considered to be termination due to clearing the mini-game. In this case, the processor 81 then determines in step S34 whether the conditions for clearing the stage have been met. In this example, it is determined whether the 10th mini-game has been cleared. If the result of this determination is that the conditions for clearing the stage have not yet been met (NO in step S34), the process returns to step S31 and is repeated. That is, the mini-games in the next order are executed consecutively. On the other hand, if the conditions for clearing the stage have been met (YES in step S34), the processor 81 terminates the stage play process. At this time, a predetermined stage clear animation may be displayed. Also, if this is the first time the stage has been cleared, the endless mode described above is enabled.
[0107] Returning to Figure 20, once the stage play process is complete, the process returns to step S1 and is repeated. Here, the contents of the adjustment flag 307 are not reset even if the stage is cleared, but are carried over to the subsequent mini-game lottery process. For example, suppose the 9th mini-game of the first stage is a Type 1 game and the 10th game is a Type 3 game. If the first stage is cleared and the second stage is started, the mini-game lottery conducted at this time will be performed with the adjustment flag 307 in the ON state, and the lottery for the first mini-game will be performed. In another embodiment, the contents of the adjustment flag 307 may be reset when the stage is cleared.
[0108] On the other hand, if the result of the determination in step S2 is that no stage selection operation has been performed (NO in step S2), then in step S5, the processor 81 determines whether or not an operation to terminate the game has been performed. If no termination operation has been performed (NO in step S5), the process returns to step S1 and is repeated. If an termination operation has been performed (YES in step S5), the processor 81 terminates the game process.
[0109] As described above, when playing multiple types of games that involve moving a controller with a strap, it is conceivable that some games may cause the strap to twist, while others may resolve the twist. In this embodiment, the frequency of games in which the strap may twist is set according to the circumstances of their appearance. This makes it possible to suppress the accumulation of such twists after they occur during gameplay. It also increases the opportunities for the twist to resolve before it accumulates.
[0110] [Differentiation] In the above embodiment, a predetermined number of mini-games constituting the stage were drawn at the start of play. In other embodiments, however, the next mini-game may be drawn after each game is completed. Even in this case, the winning rate is adjusted as described above, and each draw is performed accordingly. Furthermore, for example, in the "endless mode" mentioned above, the next mini-game may be drawn after each game is completed.
[0111] Furthermore, in the above embodiment, an example was shown in which a predefined second lottery table 304 is used. In other embodiments, the contents corresponding to the second lottery table 304 may be dynamically generated or set according to the winning status of the first type game. For example, when a first type game is won, the winning rate for the first type game may be recalculated using a predetermined coefficient that lowers the winning rate for the first type game. Alternatively, as the number of wins for the first type game increases without a win for the second type game, the winning rate may be recalculated so that the winning rate for the first type game gradually decreases.
[0112] Furthermore, in the above embodiment, an example was given where the action instructions indicating the actions to be performed by the player are displayed on the action demo screen before the mini-game starts. In addition, the action instructions may be displayed at predetermined timings during gameplay. The player may then perform the action in accordance with the instructions at the time the action instructions are displayed. For example, consider a mini-game that requires both a "return action" and a "release action." In this case, the action instruction for the "return action" may be displayed on the action demo screen, and the action instruction indicating the "release action" may be displayed at predetermined timings during the mini-game.
[0113] Furthermore, the above embodiment was explained using examples of a first type game in which twisting may occur in the strap and a second type game in which the twisting can be resolved. The process of adjusting the frequency of occurrence as described above is applicable not only to strap twisting, but also to selecting games to play consecutively from a group of games that include games that require actions that may cause and accumulate some kind of problem (leading to a decrease in operability) and games that include actions in which such problems can be resolved naturally.
[0114] Furthermore, the above embodiment described a case in which a series of processes related to game processing are executed by a single main unit 2. 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-side device and a server-side device that can communicate with the terminal-side device via a network, some of the processes in the above series may be executed by the server-side device. Moreover, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes in the above series may be executed by the server-side device, and some of the processes may be executed by the terminal-side device. In addition, in the above information processing system, the server-side 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 main unit 2 may be configured to send operation data indicating the player's operations to a predetermined server, where various game processes are executed, and the execution results are streamed to the main unit 2 as video and audio. [Explanation of Symbols]
[0115] 1. Game System 2. Main unit 3 Left controller 4 Right controller 81 processors 84 Flash Memory 85 DRAM
Claims
1. A game program that causes a computer of an information processing device to execute multiple types of games in succession, including a first type of game, a second type of game, and a third type of game, wherein the computer, The system determines, in order, which games will appear in a series of games from among the aforementioned multiple types of games, and executes each of the determined games sequentially, and determines the games to appear in such a way that the frequency of the first type of game appearing decreases when the first type of game appears and the second type of game does not appear thereafter. Game program.
2. To the aforementioned computer, The game program according to claim 1, which determines which game will appear, such that when the first type of game appears, the first type of game will not appear again until the second type of game appears thereafter.
3. To the aforementioned computer, The game program according to claim 1, which determines which games appear in a predetermined mode in which a second type of game does not appear, among game modes in which multiple types of games are executed in succession, such that the first type of game does not appear more than a predetermined number of times.
4. The computer, When the first type of game appears, the frequency at which the first type of game appears thereafter is reduced from a first frequency to a second frequency. The game program according to claim 1, wherein if a first type of game appears and then a second type of game appears, the frequency at which the first type of game appears thereafter is increased from the second frequency to the first frequency.
5. To the aforementioned computer, A game program according to any one of claims 1 to 4, wherein the game displays at least an action instruction indicating an action to be performed by the player, evaluates the movement of the controller in accordance with the action based on operation data acquired from a controller equipped with an inertial sensor, and proceeds with the game based on the evaluation.
6. The controller has a strap, To the aforementioned computer, The game program according to claim 5, which displays the operation instruction indicating a rotation operation in the first type of game, where the controller is placed without being held.
7. To the aforementioned computer, The game program according to claim 6, wherein in the second type of game, the program displays the action instruction indicating the action of releasing the hand from the state in which the strap is attached to the wrist and the controller is held.
8. To the aforementioned computer, The game program according to claim 6, wherein in the second type of game, the program displays the operation instruction indicating an action of rotating the strap while the controller is attached to the wrist and placed without being gripped, and further displays the operation instruction indicating an action of releasing the hand from gripping the controller at a predetermined timing during the game.
9. A game system comprising a processor, which sequentially executes multiple types of games, including a first type of game, a second type of game, and a third type of game, The aforementioned processor, The process involves determining the order in which games will appear among the multiple types of games to be executed consecutively, executing each of the determined games consecutively, and determining the games to appear in such a way that the frequency of the first type of game appearing decreases when the first type of game appears and the second type of game does not appear thereafter. Game system.
10. The aforementioned processor, The game system according to claim 9, wherein, once the first type of game appears, the game to appear is determined such that the first type of game does not appear again until the second type of game appears thereafter.
11. The aforementioned processor, The game system according to claim 9, wherein in a game mode in which multiple types of games are executed in succession, the games that appear are determined such that the first type of game does not appear more than a predetermined number of times in a predetermined mode in which the second type of game does not appear.
12. The processor is When the first type of game appears, the frequency at which the first type of game appears thereafter is reduced from a first frequency to a second frequency. The game system according to claim 9, wherein if a first type of game appears and then a second type of game appears, the frequency at which the first type of game appears thereafter is increased from the second frequency to the first frequency.
13. The aforementioned processor, A game system according to any one of claims 9 to 12, wherein the game displays at least an action instruction indicating an action to be performed by the player, evaluates the movement of the controller in accordance with the action based on operation data acquired from a controller equipped with an inertial sensor, and proceeds with the game based on the evaluation.
14. The controller has a strap, The aforementioned processor, The game system according to claim 13, wherein, in the first type of game, the system displays the operation instruction indicating a rotation operation while the controller is placed on a surface without being held.
15. The aforementioned processor, The game system according to claim 14, wherein in the second type of game, the system displays an action instruction indicating the action of releasing the hand from the state in which the strap is attached to the wrist and the controller is held.
16. The aforementioned processor, The game system according to claim 14, wherein in the second type of game, the system displays the operation instruction indicating the action of rotating the controller while the strap is attached to the wrist and the controller is placed without being grasped, and further displays the operation instruction indicating the action of releasing the hand from the state in which the controller is being grasped at a predetermined timing during the game.
17. A game device equipped with a processor that sequentially executes multiple types of games, including a first type of game, a second type of game, and a third type of game, The aforementioned processor, The process involves determining the order in which games will appear among the multiple types of games to be executed consecutively, executing each of the determined games consecutively, and determining the games to appear in such a way that the frequency of the first type of game appearing decreases when the first type of game appears and the second type of game does not appear thereafter. Game device.
18. The aforementioned processor, The game device according to claim 17, wherein, once the first type of game appears, the game to appear is determined such that the first type of game does not appear again until the second type of game appears thereafter.
19. The aforementioned processor, The game device according to claim 17, wherein, in a game mode in which multiple types of games are executed in succession, the game that appears is determined such that the first type of game does not appear more than a predetermined number of times in a predetermined mode in which the second type of game does not appear.
20. The processor is When the first type of game appears, the frequency at which the first type of game appears thereafter is reduced from a first frequency to a second frequency. The game device according to claim 17, wherein if a first type of game appears and then a second type of game appears, the frequency at which the first type of game appears thereafter is increased from the second frequency to the first frequency.
21. The aforementioned processor, A game device according to any one of claims 17 to 20, wherein the game displays at least an action instruction indicating an action to be performed by the player, and evaluates the movement of the controller in accordance with the action based on operation data acquired from a controller equipped with an inertial sensor, and proceeds with the game based on the evaluation.
22. The controller has a strap, The aforementioned processor, The game device according to claim 21, wherein, in the first type of game, the device displays the operation instruction indicating an operation to rotate the controller while it is placed on a surface without being held.
23. The aforementioned processor, The game device according to claim 22, wherein in the second type of game, the device displays the action instruction indicating the action of releasing the hand from the state in which the strap is attached to the wrist and the controller is held.
24. The aforementioned processor, The game device according to claim 22, wherein in the second type of game, the device displays the operation instruction indicating an action to rotate the controller while the strap is attached to the wrist and the controller is placed without being grasped, and further displays the operation instruction indicating an action to release the hand from grasping the controller at a predetermined timing during the game.
25. A game processing method for causing a computer in an information processing device to execute multiple types of games in succession, including a first type of game, a second type of game, and a third type of game, To the aforementioned computer, The system determines, in order, which games will appear in a series of games from among the aforementioned multiple types of games, and executes each of the determined games sequentially, and determines the games to appear in such a way that the frequency of the first type of game appearing decreases when the first type of game appears and the second type of game does not appear thereafter. Game processing method.
26. To the aforementioned computer, The game processing method according to claim 25, wherein, when the first type of game appears, the game to appear is determined such that the first type of game does not appear again until the second type of game appears thereafter.
27. To the aforementioned computer, The game processing method according to claim 25, wherein in a predetermined mode of a game mode in which multiple types of games are executed in succession, in which the second type of game does not appear, the game to appear is determined so as not to appear more than a predetermined number of times for the first type of game.
28. The computer, When the first type of game appears, the frequency at which the first type of game appears thereafter is reduced from a first frequency to a second frequency. The game processing method according to claim 25, wherein if a first type of game appears and then a second type of game appears, the frequency at which the first type of game appears thereafter is increased from the second frequency to the first frequency.
29. To the aforementioned computer, A game processing method according to any one of claims 25 to 28, wherein the game at least displays an action instruction indicating an action to be performed by the player, evaluates the movement of the controller in accordance with the action based on operation data acquired from a controller equipped with an inertial sensor, and proceeds with the game based on the evaluation.
30. The controller has a strap, To the aforementioned computer, The game processing method according to claim 29, wherein in the first type of game, the operation instruction indicating a rotation operation is displayed while the controller is placed on a surface without being held.
31. To the aforementioned computer, The game processing method according to claim 30, wherein in the second type of game, the operation instruction indicating the action of releasing the hand from the state in which the strap is attached to the wrist and the controller is held is displayed.
32. To the aforementioned computer, The game processing method according to claim 30, wherein in the second type of game, the strap is attached to the wrist, and the operation instruction indicating the operation of rotating the controller while it is resting without being gripped is displayed, and further, at a predetermined timing during the game, the operation instruction indicating the operation of releasing the hand from gripping the controller is displayed.