Game program, game device, game system, and game processing method

The game system diversifies racing game experiences by allowing multiple players to control objects with customizable performance and crash avoidance states, enhancing user engagement and realism.

JP7870232B2Active Publication Date: 2026-06-04NINTENDO CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2022-11-09
Publication Date
2026-06-04

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Abstract

To provide a game program, a game device, a game system, and a game processing method capable of increasing diversity of a game.SOLUTION: By selecting at least one option from multiple options regarding performance of a player object including both of at lest a moving performance and a first parameter according to a user's operation input, and a race game using multiple player objects is executed on the basis of each performance determined according to the selected option. During the race game, a player object is allowed to attack another player object, the attacked player object is crushed temporarily, and the crushed player object is set to a crush avoidance state for preventing re-crushing because of an influence of at least a partial attack during crush avoidance time determined based on the first parameter.SELECTED DRAWING: Figure 11
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Description

Technical Field

[0001] The present invention relates to a game program, a game device, a game system, and a game processing method for executing a game in a virtual space.

Background Art

[0002] Conventionally, in a racing game in a virtual space, there is an information processing device that changes movement performance depending on the character or parts selected by the user (see, 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] However, in the information processing device disclosed in Patent Document 1 above, it is conceivable that the user's selection may be biased towards characters or parts with more excellent movement performance, or characters or parts with performance more suitable for the movement environment, and other characters or parts may be less likely to be selected by the user, and there is a risk that the diversity of the game will be suppressed.

[0005] Therefore, an object of the present invention is to provide a game program, a game device, a game system, and a game processing method capable of improving the diversity of the game.

Means for Solving the Problems

[0006] In order to achieve the above object, the present invention can adopt the following configurations (1) to (9), for example.

[0007] (1) One example of the game program configuration of the present invention causes a computer to execute a racing game using multiple player objects, each operated by multiple users, in a virtual space. The game program causes the computer to function as an option selection means, a racing game execution means, an attack execution means, a crash execution means, and a crash avoidance state setting means. The option selection means selects at least one option from a plurality of options relating to the performance of a player object, including at least movement performance and a first parameter, in response to user input. The racing game execution means executes a racing game using the plurality of player objects based on the respective performance determined according to the selected option. The attack execution means causes a player object to attack another player object during the racing game. The crash execution means causes a player object affected by an attack to crash temporarily. The crash avoidance state setting means sets a crashed player object to a crash avoidance state for a crash avoidance time determined based on the first parameter, preventing further crashes due to at least some of the attacks by the attack execution means.

[0008] According to the configuration described in (1) above, the crash avoidance time required to enter a crash avoidance state is determined in accordance with the option selected by the user. This increases the likelihood that users will select a variety of options according to their race strategy, thereby improving the diversity of the game.

[0009] (2) In the configuration of (1) above, the first parameter may be a parameter corresponding to a ratio to a reference crash avoidance parameter. In this case, the crash avoidance state setting means may calculate the crash avoidance time based on the result of multiplying the reference crash avoidance parameter by the ratio corresponding to the first parameter.

[0010] According to the configuration described in (2) above, if it is necessary to adjust the crash avoidance time, it is possible to uniformly adjust the crash avoidance time by changing the standard crash avoidance parameter.

[0011] (3) In the configuration described in (2) above, the crash avoidance state setting means may calculate the crash avoidance time for a player object by changing the reference crash avoidance parameter based on the cause of the crash in the crashed player object.

[0012] According to the configuration described in (3) above, the enjoyment of racing games can be improved by setting different crash avoidance parameters based on the cause of the crash.

[0013] (4) In any one of the above configurations (1) to (3), a computer may also function as a player object control means. The player object control means controls the operation of the player object operated by the user in response to the user's input. In this case, the crash execution means may put the player object during a crash into a state in which the acceleration of the player object by the player object control means in response to the user's input is at least limited. The crash avoidance state setting means may set the crash avoidance time to include at least the period from the end of the crash period in which the crash occurs.

[0014] According to the configuration described in (4) above, by changing the time it takes to prevent another crash after the state in which the control that accelerates the player object in response to user input is released is at least limited, it becomes possible to perform operations that take this time into consideration, thereby improving the enjoyment of racing games.

[0015] (5) In the configuration of (4) above, the crash execution means may set the length of the crash period for the player object, regardless of the first parameter set for the crashed player object.

[0016] According to the configuration described in (5) above, the length of the crash period is not changed according to the selected option, so the motion of the player object during the crash period can be kept the same, and computational load and development costs can be reduced.

[0017] (6) In the configuration of (5) above, the crash execution means may set the length of the crash period for the player object based on the cause of the crash in the crashed player object. The crash avoidance state setting means may set the crash avoidance time for the player object based on the cause of the crash in the crashed player object.

[0018] According to the configuration described in (6) above, the crash period and crash avoidance time are set based on the cause of the crash, thereby enhancing the sense of realism regarding that cause.

[0019] (7) In any one of the configurations (1) to (6) above, the option selection means may include an option selection image display control means. The option selection image display control means displays an image on the display screen prompting the user to select from a plurality of options. The option selection image display control means may display on the display screen an indication of the mobility performance set by the selected option, without showing the first parameter set by the selected option on the display screen.

[0020] According to the configuration described in (7) above, confusion caused by the display of the first parameter can be avoided, and the player can be encouraged to prioritize the selection of driving performance other than the first parameter set for the player object.

[0021] (8) In any one of the configurations (1) to (7) above, the race game execution means may execute a race game using a plurality of player objects each having a different appearance set according to the selected option.

[0022] According to the configuration of (8) above, in a race game where the player object is set to have a different appearance according to the selected option, the possibility that the user selects various options is increased. Therefore, it is possible to avoid a race game in which many player objects with similar appearances appear, the player object becomes easier to distinguish, and the趣味性 of the game is improved.

[0023] (9) In any one of the configurations (1) to (8) above, the crash execution means may crash a player object that has been affected by an object existing in the virtual space without being based on the attack of the player object executed by the attack execution means. The crash avoidance state setting means may not cause a re-crash due to the influence of at least some of the objects existing in the virtual space during the crash avoidance time.

[0024] According to the configuration of (9) above, since the crash avoidance time that becomes the crash avoidance state for a re-crash due to the influence of an object existing in the virtual space without being based on the attack of the player object is determined corresponding to the option selected by the user, the possibility that the user selects various options according to the race strategy is further increased, and the diversity of the game can be further improved.

[0025] Further, the present invention may be implemented in the form of a game device, a game system, and a game processing method.

Effects of the Invention

[0026] According to the present invention, the likelihood of users selecting a variety of options according to their game strategy increases, thereby improving the diversity of the game. [Brief explanation of the drawing]

[0027] [Figure 1] This diagram shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. [Figure 2] Block diagram showing an example of the internal configuration of the main unit 2, left controller 3, and right controller 4. [Figure 3] This diagram shows an example where the game image displayed on display 12 is a screenshot of the moment just before player object PO1 is attacked by another player object PO2. [Figure 4] This diagram shows an example of a game image of player object PO1 in a crashed state. [Figure 5] This diagram shows an example of a game image of player object PO1 in a crash avoidance state. [Figure 6] This diagram shows an example of what is displayed on display 12 when selecting an option for player object PO1. [Figure 7] This diagram shows an example of a correspondence table that displays the crash avoidance time ratio corresponding to the total level value. [Figure 8] This figure shows an example of a data area set in the DRAM 85 of the main unit 2 in this embodiment. [Figure 9] A flowchart showing an example of game processing performed by game system 1. [Figure 10] A subroutine showing an example of the details of the option selection process performed in step S130 in Figure 9. [Figure 11] A subroutine showing an example of the details of the in-race processing performed in step S126 in Figure 9. [Modes for carrying out the invention]

[0028] The following describes a game system according to an example of this embodiment. The example of 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, and also functions as an information processing system. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, 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, game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate components. The hardware configuration of game system 1 in this embodiment will be described below, followed by a description of the control of game system 1 in this embodiment.

[0029] 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 parts for user input.

[0030] The main unit 2 includes a display 12. 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.

[0031] 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).

[0032] The main unit 2 is equipped with a slot 23 (see Figure 2) having 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.).

[0033] The left controller 3 is equipped with an analog stick 32 and four operation buttons 33-36, which are examples of operation buttons. The right controller 4 is equipped with an analog stick 52 and four operation buttons 53-56, which are examples of operation buttons. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) running on the main unit 2.

[0034] Figure 2 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. 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).

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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 communicates wirelessly with other main units 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.

[0039] The processor 81 is connected to the left terminal 17 and the right terminal 21. The processor 81 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. The processor 81 also 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.

[0040] 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.

[0041] 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.

[0042] The left controller 3 is equipped with buttons 103 (specifically, buttons 33 to 37, etc.). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 2) 32. Each button 103 and the analog stick 32 outputs information about the operations performed on them to the main unit 2 via the repeat terminal 42 at appropriate timings.

[0043] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, the right controller 4 is equipped with buttons 113 (specifically, buttons 53-57, etc.) and an analog stick 52. Each of these inputs has the same function and operates in the same way as the inputs of the left controller 3.

[0044] The main unit 2, left controller 3, and / or right controller 4 may be equipped with inertial sensors that output data corresponding to the movement and / or orientation of the main unit 2, left controller 3, and / or right controller 4. The detection results of the inertial sensors are output to the processor 81. Based on the detection results of the inertial sensors, the processor 81 can calculate information regarding the movement and / or orientation of the main unit 2, left controller 3, and / or right controller 4.

[0045] In this way, gameplay using the virtual space displayed on the display 12 is performed in response to operations on the buttons and sticks of the left controller 3 and / or the right controller 4 in the integrated game system 1, touch operations on the touch panel 13 of the main unit 2, and operations that change the movement and / or posture of the main unit 2, the left controller 3, and / or the right controller 4. In this embodiment, as an example, gameplay using player objects in the virtual space is possible in response to user operations using the above-mentioned buttons, sticks, and touch panel 13.

[0046] Furthermore, a single game may be run among multiple game systems 1 by connecting them via a network and a server using the first communication method described above. The game system 1 forms a client-server system with the server via the network. For example, the game system 1 establishes a connection with the server and becomes able to communicate with the server by executing a predetermined application.

[0047] The server communicates with the game system 1 over the network by sending and receiving communication packets. For example, the server manages the progress of games played between multiple game systems 1, stores and manages various data necessary for game processing and communication processing, establishes a communication link with the game system 1, and controls data transport and route selection on the network. Furthermore, when playing a game with multiple game systems 1, the server manages the combination of game systems 1 playing the game and the data communication between those game systems 1. If the system requires a predetermined login process for sending and receiving data over the network, the server may perform authentication processing to determine whether the user attempting to log in is a legitimate user. The server may consist of a single server machine or multiple server machines.

[0048] Furthermore, in other embodiments, a single game may be played between multiple game systems 1 by connecting them using the second communication method described above. For example, a game system 1 can establish a connection with other game systems 1 by executing a predetermined application, thereby enabling communication between multiple game systems 1. In this case, the server processing may be performed appropriately in any of the game systems 1. Even when a game is played between multiple game systems 1 via peer-to-peer (P2P) communication, some functions, such as matching users to participate in a racing game, may be performed on the server.

[0049] Figures 3 to 8 illustrate the overview of game processing performed in game system 1. Figure 3 shows an example of a game image displayed on display 12 just before player object PO1 is attacked by another player object PO2. Figure 4 shows an example of a game image of player object PO1 in a crashed state. Figure 5 shows an example of a game image of player object PO1 in a crash-avoided state. Figure 6 shows an example of what is displayed on display 12 when selecting an option for player object PO1. Figure 7 shows an example of a correspondence table showing the crash avoidance time ratio corresponding to the total level value.

[0050] The network communication unit 82 of the main unit 2 transmits various data to other game systems 1 and receives data transmitted from other game systems 1 using the first communication mode or the second communication mode described above. In the game of this embodiment, a racing game is played using multiple game systems 1 that are connected to each other, in which player objects controlled by users of game system 1 and other player objects (enemy objects) controlled by users of other game systems 1 appear on the same virtual space race course and compete for ranking.

[0051] In Figure 3, the display 12 shows a game image corresponding to the racing game being played on the game system 1, and as an example, a scene in which player object PO1 is playing the racing game is shown. For example, in the racing game described above, player object PO1 drives a kart on a course set up in a virtual space, and in the example shown in Figure 3, player object PO1 is driving in a "normal driving state". Other player objects (enemy objects controlled by other users) are also driving on the course in different karts, and the order in which they reach the goal set up on the course is contested. In the example in Figure 3, player object PO2 is shown as an example of another player object controlled by another user on the course. Note that the other player objects described later may include non-player objects whose operation is controlled by a computer (for example, processor 81). For example, a racing game may be played in which all participants are non-player objects except for the player objects controlled by the user of the game system 1, and in this case, the racing game may be played without the game system 1 communicating with other devices.

[0052] The virtual camera used to generate the game image is positioned to capture the direction of player object PO1's movement from behind player object PO1, in accordance with the player object PO1's movement.

[0053] The user of game system 1 can control the movement speed and direction of player object PO1 in "normal driving state" by operating the operation buttons and sticks of the left controller 3 and / or right controller 4. For example, player object PO1 accelerates in response to the user's accelerator operation (pressing the A button (operation button 53)) and decelerates in response to the user's brake operation (pressing the B button (operation button 54)). In addition, player object PO1 changes its direction of movement left and right in response to the user's steering operation (tilting the stick 32 left or right).

[0054] In another embodiment, the player object PO1 may be controlled to automatically move forward along the course, and its left and right movement direction may be controlled by the user's steering. Alternatively, the player object PO1 may be automatically steered left and right along the course. For example, if the course curves to the right, the direction of movement of the player object PO1 may change to the right to some extent even if the user does not steer, and if the user steers to the right, the direction of movement of the player object PO1 may change to the right further.

[0055] Furthermore, player object PO1 can attack other player objects during a race in response to the user's item usage operation (pressing the L button (operation button 37)). For example, in response to the above item usage operation, player object PO1 can fire attack objects OBJ that it possesses onto the course. Note that player object PO1 may have multiple types of attack objects OBJ that it can fire, and in this case, the type of attack object OBJ to be fired may be selected randomly or in response to the user's input. The direction in which the attack object OBJ is fired may be a fixed direction relative to player object PO1 (for example, in front of or behind player object PO1), or it may be a direction based on the user's input. In addition, the attack object OBJ may automatically track other player objects or specific player objects that are running in front of player object PO1, or it may be placed on the course.

[0056] When player object PO1 uses an attack object OBJ, player object PO1 can gain an advantage in the race depending on the type of attack object OBJ used. For example, if a launched attack object OBJ1 collides with another player object, the impact will slow down or stop the other player object, and depending on the collision, the other player object may be damaged. Attack object OBJ2, when used, is placed on the course. If another player object collides with a placed attack object OBJ2, it will slow down or stop that other player object.

[0057] Furthermore, the user of player object PO1 may use an item that does not attack other player objects. For example, the user of player object PO1 may use an item that changes the driving performance of player object PO1 (e.g., acceleration, increased top speed, improved cornering or grip).

[0058] As shown in Figure 3, the attacks described above can also be carried out by other player objects, and it is possible that other player objects may fire attack objects OBJ when other users perform the item usage operation described above in other game systems 1. Furthermore, it is possible that player object PO1 may be affected as a result of being attacked by another player object. In the example game image shown in Figure 3, another player object PO2 is shown firing an attack object OBJ towards player object PO1 along the course.

[0059] As shown in Figure 4, if player object PO1 is affected by an attack from another player object, it may temporarily enter a "crash state" on the course from a "normal driving state". Here, the "crash state" in this embodiment means that the movement speed of player object PO1 decreases and user control is limited. Furthermore, the "crash state" may also involve specific actions being forcibly performed on player object PO1, such as rolling over or spinning. Note that the state in which the movement speed decreases as described above means that the movement speed of player object PO1 becomes 0 in this embodiment. The state in which the movement speed decreases as described above also includes a state in which player object PO1 continues to move on the course by inertia for a while, depending on the driving state of player object PO1 and how it is attacked. In other words, the state in which the movement speed decreases as described above includes a state in which the movement speed does not immediately become 0 but gradually decreases. Furthermore, the state in which user control is limited as described above means that at least even if the user operates the accelerator, player object PO1 will not accelerate or the acceleration of player object PO1 will be limited, and it may be possible to control player object PO1 to some extent by operating the steering wheel. In this embodiment, the system may be configured to prevent further crashes while in a "crash state."

[0060] In this embodiment, a "crash state" can occur, as a first example, due to an attack object OBJ used by another player object. Specifically, as an example, a collision with an attack object OBJ launched by another player object may be a cause of a "crash state." Also, as an example, a collision with an attack object OBJ placed on the course by another player object may be a cause of a "crash state." Furthermore, a player object that has placed an attack object OBJ may enter a "crash state" by colliding with the attack object OBJ it has placed. There may also be attack objects OBJ that do not cause a "crash state" even if they collide. Also, as an example, an attack object OBJ used by a player object's attack may cause another player object to enter a "crash state" by directly colliding with it, and being caught in the blast or explosion that results on the course may be a cause of a "crash state." Also, as an example, an attack object OBJ launched by a player object's attack may cause a state change, such as the path on the course becoming electrically charged, and contact with the path undergoing this state change may be a cause of a "crash state."

[0061] In this embodiment, a "crash state" is caused, as a second example, by a specific obstacle (course object) present on the course, independently of the player object's use of attack objects (OBJ). Specifically, for example, a collision with a specific course object may be a cause of a "crash state." Also, for example, driving over a specific course object may be a cause of a "crash state." The above-mentioned specific obstacle may be fixed on the course, move on the course, change appearance on the course, or appear and disappear on the course. The specific obstacle in this embodiment may be, for example, other vehicles driving independently of the race, enemy objects, animals, oil, water, fire, etc. Note that the specific obstacle in this embodiment may be a unique course object, unlike other player objects or structures such as curbs, walls, guardrails, and ditches that are commonly found in racing games. The causes of a "crash state" in this embodiment do not include situations where a player object collides with another player object or the above-mentioned structures, or where a player object deviates off the course and stops. In other embodiments, for example, a collision between a player object and another player object may be a cause of the player object entering a "crash state".

[0062] The duration of the crash period during which a player object enters the "crash state" described above may be set to a predetermined time, or it may be set to a time based on the cause of the "crash state" in the player object. In the latter case, the player object may be broadly classified into multiple categories (for example, two categories) based on the cause of the "crash state". In this case, the movement speed and the specific actions that are forcibly performed during the "crash state" may differ depending on whether the first crash duration length described above is set or the second crash duration length described above is set. By setting the duration of the crash period during which a player object enters the "crash state" to a somewhat limited setting, it becomes unnecessary to subdivide and change the motion and speed of the player object during the crash period, thereby reducing the computational load required to create the "crash state" and the development costs for such creation.

[0063] In other embodiments, the length of the crash period during which a player object enters the "crash state" described above may be set to a time based on the type of player object (for example, the type of option for the player object, as described later). In this case, the player object may be broadly classified into multiple categories (for example, two categories) based on the magnitude of the damage leading to the "crash state" and the type of player object. Then, a first crash period length is set for the classification of player objects that result in a relatively large and strong crash state or for types of player objects that are susceptible to damage, and a second crash period length shorter than the first crash period is set for the classification of player objects that result in a relatively small and weak crash state or for types of player objects that are less susceptible to damage.

[0064] As shown in Figure 5, in this embodiment of the racing game, when the crash period ends, the player object PO1, which was in a "crash state," returns to a "normal driving state" that can be controlled by the user. In the "normal driving state" after the crash period ends, the player object PO1 can be controlled by the user by accelerating or decelerating, or by changing the direction of movement of the player object PO1 in response to the user's accelerator or steering input (for example, a state in which movement is controlled in the direction a shown in the figure in response to user input). In addition, in the "normal driving state" after the crash period ends, the attack object OBJ can be used in response to the user's item usage operation.

[0065] Furthermore, in the racing game of this embodiment, for a certain period of the "normal driving state" that begins after the crash period has ended, the player object PO1 is set to a "crash avoidance state" that prevents it from crashing again from the moment it returns to the "normal driving state" from the "crash state". The "crash avoidance state" prevents the player object from crashing again, even if factors that could cause it to crash again occur. In other words, in the "crash avoidance state", even if factors that could cause it to crash again occur for the player object, the player object will not transition back to the "crash state".

[0066] Furthermore, since the "crash avoidance state" is set for a certain period of the "normal driving state," the player object PO1 moves along the course in response to user input, just like in the "normal driving state" when it is not in the "crash avoidance state," and is displayed on the display 12 without distinction from the "normal driving state" when it is not in the "crash avoidance state." In other words, in this embodiment, it is possible to have the user operating the player object PO1 play the game without realizing that the player object PO1 is in the "crash avoidance state." In other embodiments, a display that indicates that the player object PO1 is in the "crash avoidance state" may be provided (for example, information indicating that it is in the "crash avoidance state" or a display of the remaining time for the crash avoidance period when the "crash avoidance state" is maintained).

[0067] The length of the crash avoidance period (crash avoidance time) during which the player object PO1 is in the "crash avoidance state" is set based on the options of the player object PO1 (equipment and the character riding it). As shown in Figure 6, a user can set the player object PO1 by selecting options for the player object PO1 that the user will control before the start of the race, and then participate in the race. Here, the options, when selected, set the performance of the player object PO1, including parameters corresponding to at least the movement performance and the crash avoidance time ratio. The performance of the player object PO1 in the racing game is determined based on the options selected by the user, and the appearance of the player object PO1 is also set based on the selected options.

[0068] For example, on the option selection screen, the user is prompted to select an option by displaying a list of selectable options on display 12. In the example of the option list shown in Figure 6, the user can select from groups such as the character to ride on player object PO1, the frame of player object PO1, and the tires of player object PO1. Specifically, an image is displayed prompting the user to select one of the characters C1, C2, and C3 belonging to the character to ride group as an option for the character to ride on player object PO1. Similarly, an image is displayed prompting the user to select one of the frames F1, F2, and F3 belonging to the frame group as an option for the frame to be equipped on player object PO1. Furthermore, an image is displayed prompting the user to select one of the tires T1, T2, and T3 belonging to the tire group as an option for the tires to be equipped on player object PO1. In the example shown in Figure 6, the user has selected character C2, frame F2, and tire T2 as options for player object PO1 participating in the racing game from the presented list of options.

[0069] Each user-selectable option (character and equipment) has a performance grade assigned to it. In this embodiment, as an example of the performance grade, the driving performance when multiple options are selected is set. For example, the driving performance sets the maximum speed, acceleration, turning ability, grip, etc., when the player object PO1 drives on the course using the selected options. In this embodiment, a display showing the driving performance obtained by selecting from the multiple options is shown on display 12.

[0070] The user selects the equipment and the character that will ride in Player Object PO1 from multiple options, thereby determining the driving performance of Player Object PO1. The appearance of the equipment and the character riding in it, combined with these options, is then set as the appearance of Player Object PO1. For example, if driver character C2 is selected as the character that will ride in Player Object PO1 participating in a racing game, and frame F2 and tires T2 are selected as the equipment for Player Object PO1, then Player Object PO1 will be set to have the appearance of driver character C2 riding in a kart with frame F2 and tires T2 combined.

[0071] In this embodiment, the crash avoidance time ratio of the player object PO1 is also set in addition to the driving performance described above, by having the user select and decide on the character riding the player object PO1 and the equipment of the player object PO1 from multiple options. The crash avoidance time ratio is an example of a parameter used to calculate the crash avoidance time at which the player object PO1 enters the "crash avoidance state," and represents a multiplier to the standard crash avoidance time. In this embodiment, a level value (for example, levels 0 to 5) is set for each piece of equipment and each character riding the player object. Then, the crash avoidance time ratio is calculated by using the total level value obtained by summing all the level values ​​for each selected option, in accordance with the user's operation to decide on the options for the player object PO1. The level value described above corresponds to an example of the first parameter.

[0072] As shown in Figure 7, in calculating the crash avoidance time ratio, a correspondence table is used that describes the crash avoidance time ratio corresponding to the total level value. For example, the correspondence table used in this embodiment describes the crash avoidance time ratio corresponding to each of the total level values ​​from 1 to 20. As an example, the crash avoidance time ratio is set to increase gradually for each total level value, with a minimum value of 0.50 corresponding to the minimum total level value of 1 and a maximum value of 1.50 corresponding to the maximum total level value of 20, centered around 1.00 corresponding to a total level value of 10.

[0073] The crash avoidance time required for player object PO1 to enter the "crash avoidance state" is calculated by multiplying the standard crash avoidance time by the calculated crash avoidance time ratio. Here, the standard crash avoidance time is an example of a parameter for calculating the crash avoidance time of player object PO1, and may be set to a predetermined time, or it may be set according to the factors that caused player object PO1 to enter the "crash state". In the latter case, player object PO1 is broadly classified into several categories (for example, two categories) based on the magnitude of the damage caused by the factors that caused it to enter the "crash state". Then, a first standard crash avoidance time is set for player object PO1 classified as a crash state with relatively large and strong damage, and a second standard crash avoidance time shorter than the first standard crash avoidance time is set for player object PO1 classified as a crash state with relatively small and weak damage. Note that the above standard crash avoidance time corresponds to an example of a standard crash avoidance parameter.

[0074] In this way, by calculating crash avoidance time by multiplying the standard crash avoidance time by a crash avoidance time ratio corresponding to the total level value, it becomes possible to uniformly adjust the crash avoidance time by changing the standard crash avoidance time when adjustment is necessary. For example, if a crash avoidance time is set for each option based on the cause of the "crash state," it is conceivable that this would consume memory capacity related to the setting and increase the development cost related to setting the crash avoidance time. However, in this embodiment, by using a crash avoidance time ratio corresponding to the total level value, it is possible to set the crash avoidance time for each option using a single correspondence table, thereby resolving these issues. Furthermore, by setting different standard crash avoidance times depending on the cause of the "crash state," the enjoyment of the racing game can be improved.

[0075] In the option selection screen shown in Figure 6, the total level value obtained by selecting the character riding the player object PO1 and the equipment of the player object PO1 from multiple options, as well as the level value set for each selectable option, are not displayed on the display 12. In other words, in the option selection screen of this embodiment, the driving performance set for the player object PO1 by the selected option is shown, but the level value for setting the crash avoidance time set for the player object PO1 by the selected option is not shown. For races in which no other player objects appear, or for users who place importance on the driving performance of the player object they control, option selection based on the above level value is unnecessary, and the display of such level values ​​can be prevented from causing confusion. If such an effect is not expected, the level value for each option and the crash avoidance time set by selecting it may be displayed on the option selection screen.

[0076] As described above, once the set crash avoidance time has elapsed, the player object PO1 will continue the race game in the "normal driving state" after the "crash avoidance state" has ended. Note that the player object PO1, while driving in the "normal driving state" after the "crash avoidance state" has ended, can be controlled by user input, and if a factor that would cause a "crash state" occurs, the player object PO1 may re-enter the "crash state". The starting point of the crash avoidance time may be before the point at which the player returns from the "crash state" to the "normal driving state".

[0077] Thus, in this embodiment, if a factor causing a "crash state" occurs while player object PO1 is running in a "normal driving state," player object PO1 enters a "crash state," and after the crash period has elapsed, it returns to a "normal driving state" in a "crash avoidance state." Then, after the crash avoidance time has elapsed, player object PO1 returns to a "normal driving state" having ended the "crash avoidance state."

[0078] In this case, if only the driving performance of player object PO1 is set in accordance with the options selected by the user, there is a possibility that the user's selection may be biased towards certain options due to the race course environment, etc. In this embodiment, the time spent in a crash avoidance state, which allows for avoidance of crashes caused by the behavior of other player objects, is also determined in accordance with the selected option. Therefore, the user is more likely to select a variety of options according to their race strategy, and as a result, a variety of options can be selected in the racing game in this embodiment.

[0079] Furthermore, when adjusting the game balance, changing the driving performance of the player object may cause users who are accustomed to the previous driving performance to feel uncomfortable with the controls, or it may disrupt the continuity of previous records when continuing in modes such as time attack. On the other hand, changing the time during which a crash is avoided in this embodiment does not affect the driving performance of the player object itself, and in modes such as time attack, the player basically drives only with the player object controlled by the user, and "crash states" caused by the actions of other player objects do not occur. Therefore, the impact on the results of the time attack is minimal, and the continuity of records in modes such as time attack can be maintained.

[0080] Furthermore, if only the driving performance of the player object is set in accordance with the options selected by the user, as mentioned above, there is a possibility that the user's selection will be biased towards certain options, and in a racing game in which player objects controlled by multiple users compete, it is conceivable that only player objects with the same appearance will be present. In contrast, in this embodiment, the appearance of the player object is set to be different depending on the selected option, and a racing game is executed using multiple player objects, each with a different appearance, and as mentioned above, the likelihood of each user selecting a variety of options is increased. Therefore, in this embodiment, it is possible to avoid racing games in which many player objects with similar appearances compete, making it easier for the user to distinguish between the player object PO1 and other player objects, and the enjoyment of the game is enhanced by the participation of diverse player objects.

[0081] The level value used to calculate the crash avoidance time ratio set for each selectable option (driver character and equipment) may be any other parameter. For example, it may be the crash avoidance time itself, or the crash avoidance time ratio itself. In the former case, the crash avoidance time required for player object PO1 to enter the "crash avoidance state" is calculated by summing the crash avoidance times set for each selected option. In the latter case, the crash avoidance time ratio corresponding to all selected options is calculated by summing the crash avoidance time ratios set for each selected option. The crash avoidance time and crash avoidance time ratio set for each option may be set to different times and ratios depending on the cause of the player object PO1 entering the "crash state," or they may be set to the same time and ratio even if the cause is different.

[0082] Furthermore, parameters for calculating crash avoidance time may be set not only for each selectable option (driver character and equipment), but also for combinations of options. For example, for each selected combination of options, parameters for calculating crash avoidance time may include a level value, the crash disclosure time itself, the crash avoidance time ratio itself, and other parameters. Even in this case, parameters for identifying individual options may be used in determining the combination of selected options.

[0083] Furthermore, while the options selected by the user (driver character and equipment) contribute to both the driving performance and the length of time the player object PO1 remains in a crash-avoidance state, the options selected by the computer for non-player objects whose operation is controlled by the computer may also contribute to the driving performance and the length of time the non-player object remains in a crash-avoidance state.

[0084] Furthermore, the aforementioned "crash avoidance state" may be subject to exceptional circumstances that cause the player object to enter a "crash state." For example, if player object PO1 is attacked by another player object that possesses special attack capabilities capable of overcoming the player object's "crash avoidance state," player character PO1 may enter a "crash state" as a result of that attack, even if it is in a "crash avoidance state." In other words, the crash avoidance state in this embodiment only needs to be able to avoid a "crash state" caused by at least some of the factors that could lead to a "crash state."

[0085] Furthermore, the options available to the user only need to be selectable from at least one group. For example, if the option selection screen shown in Figure 6 is used, only the tires may be selectable by the user, or only the frame may be selectable by the user, or only the character may be selectable by the user.

[0086] Furthermore, user-selectable options may include those that do not contribute to the length of time the crash avoidance state is maintained. For example, user-selectable options may include those that only affect the driving performance of the player object, or options that only change the appearance without contributing to the driving performance of the player object (for example, options for the character being ridden). Additionally, user-selectable options may include those that do not affect the appearance of the player object.

[0087] Next, with reference to Figures 8 to 11, an example of a specific process executed by the game system 1 in this embodiment will be described. Figure 8 shows an example of a data area set in the DRAM 85 of the main unit 2 in this embodiment. In addition to the data shown in Figure 8, the DRAM 85 also stores data used in other processes, but a detailed explanation will be omitted.

[0088] The program memory area of ​​DRAM 85 stores various programs Pa that are executed by the game system 1. In this embodiment, the various programs Pa include communication programs for communicating with other game systems and servers, and application programs for performing information processing (e.g., game processing) based on data acquired from the left controller 3 and / or the right controller 4. The various programs Pa may be pre-stored in flash memory 84, acquired from a storage medium that can be attached to the game system 1 (e.g., a storage medium installed in slot 23) and stored in DRAM 85, or acquired from other devices via a network such as the Internet and stored in DRAM 85. The processor 81 executes the various programs Pa stored in DRAM 85.

[0089] Furthermore, the data storage area of ​​the DRAM 85 stores various types of data used in processes such as communication processing and information processing performed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, communication data Db, player object setting data Dc, player object status data Dd, player object operation data De, other player object setting data Df, other player object operation data Dg, course object data Dh, period data Di, option data Dj, correspondence table data Dk, in-race flag data Dm, option selection flag data Dn, and image data Dp, etc.

[0090] The operation data Da is operation data acquired as appropriate from the main unit 2, the left controller 3, and / or the right controller 4. As described above, the operation data acquired from the main unit 2, the left controller 3, and / or the right controller 4 each includes information about input from each input unit (specifically, each button, analog stick, and each sensor) (specifically, information about operation or detection results by sensors). In this embodiment, operation data is acquired from the main unit, the left controller 3, and / or the right controller 4 at predetermined intervals, and the operation data Da is updated as appropriate using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or it may be updated every cycle in which operation data is acquired.

[0091] Communication data Db consists of data sent to other devices (other game systems 1, servers, etc.) and data received from other devices. For example, communication data Db consists of operation data performed using game system 1, data related to the settings, state, and operation of player object PO1, data requested to the server, data replied to the server, operation data of other users performed using other game systems 1, data related to the settings, state, and operation of other player objects controlled by the other game system 1, data indicating the server's processing results, data indicating the server's requests, etc.

[0092] The Player Object Settings Data Dc is data that shows the options (driver character and equipment) set for the Player Object PO1 controlled by the user in Game System 1, the driving performance and total level value set for Player Object PO1, and the type and number of attack objects OBJ possessed by Player Object PO1.

[0093] The player object state data Dd is data that indicates the state of the player object PO1 controlled by the user of game system 1 (normal driving state, crash state, crash avoidance state).

[0094] The player object motion data De is data that indicates the position, orientation, and various parameters of the player object PO1 controlled by the user of game system 1 in the virtual space, as well as the type, position, orientation, and state of the attack object OBJ launched into the virtual space by the player object PO1 for attack.

[0095] The other player object settings data Df is data that shows the options (driver character and equipment) set for other player objects controlled by users of other game systems 1, as well as the type and number of attack object OBJs possessed by those other player objects.

[0096] Other player object behavior data Dg is data that indicates the position, orientation, state, and various parameters in virtual space of other player objects operated by other game system 1 users, as well as the type, position, orientation, and state of attack objects OBJ launched into virtual space by other player objects for attack purposes.

[0097] Course object data Dh is data that indicates the type and location of course objects placed on the course.

[0098] The period data Di is data that indicates each period that is set.

[0099] Option data Dj is data related to each option presented to the user.

[0100] The corresponding table data Dk is data related to a corresponding table that describes the crash avoidance time ratio corresponding to the total level value.

[0101] The race flag data Dm indicates the race flag that is set to ON when a race is in progress with multiple player objects. The option selection flag data Dn indicates the option selection flag that is set to ON when an option is selected for player object PO1.

[0102] Image data Dp is data for displaying images (for example, an image of player object PO1, images of other player objects, images of other objects, an image of the race course, a background image, etc.) on display 12.

[0103] Next, a detailed example of game processing in this embodiment will be described with reference to Figures 9 to 11. Figure 9 is a flowchart showing an example of game processing executed by the game system 1. Figure 10 is a subroutine showing an example of the details of the option selection process performed in step S130 in Figure 9. Figure 11 is a subroutine showing an example of the details of the in-race processing performed in step S126 in Figure 9. In this embodiment, the series of processes shown in Figures 9 to 11 are performed by the processor 81 executing communication programs and predetermined application programs (game programs) included in various programs Pa. Furthermore, the timing at which the game processing shown in Figures 9 to 11 begins is arbitrary.

[0104] The processing steps in the flowcharts shown in Figures 9 to 11 are merely examples; the order of the steps can be changed, or other processing can be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained. Furthermore, in this embodiment, the processing of each step in the flowchart is described as being performed by the processor 81, but some of the processing steps in the flowchart can be performed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing performed in the main unit 2 may be performed by other information processing devices that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each of the processes shown in Figures 9 to 11 may be performed by multiple information processing devices, including the main unit 2, working together.

[0105] In Figure 9, the processor 81 performs initial setup for game processing (step S121) and proceeds to the next step. For example, in the initial setup described above, the processor 81 initializes the parameters for the processing described below and updates each data.

[0106] Next, the processor 81 acquires operation data from the main unit 2, the left controller 3, and / or the right controller 4, updates the operation data Da (step S122), and proceeds to the next step.

[0107] Next, processor 81 determines whether or not to start a race (step S123). For example, if processor 81 is starting a race with multiple player objects, it makes a positive determination in step S123. Then, if processor 81 decides to start a race, it proceeds to step S124. On the other hand, if processor 81 decides not to start a race, or if a race is already in progress (the "in-race" flag is on), it proceeds to step S125.

[0108] In step S124, the processor 81 performs the race start process and proceeds to step S125. For example, the processor 81 sets data indicating the race details to be requested and the settings (driver character, equipment, etc.) of the player object PO1 participating in the race game as data to be transmitted in communication data Db. The processor 81 also refers to communication data Db and, based on the information received from the server indicating which player objects are participating in the race, sets the options (driver character, equipment) for the player object PO1 operated by the user and for other player objects operated by users of other game systems 1, and updates the player object setting data Dc and other player object setting data Df. The processor 81 also sets data to be transmitted in communication data Db for starting the race game to the game system 1 operated by other users participating in the race game, and retrieves the data to start the race game received from the game system 1 operated by the other users. Furthermore, the processor 81 generates an initial virtual space by placing each player object and course object on the virtual space course, and sets the performance and appearance of the player objects participating in the race game based on the player object setting data Dc and other player object setting data Df, and updates the player object operation data De, other player object operation data Dg, and course object data Dh. Then, the processor 81 sets the in-race flag to ON and updates the in-race flag data Dm.

[0109] In step S125, the processor 81 determines whether or not a race is in progress. For example, if the race flag indicated by the race flag data Dm is set to ON, the processor 81 makes a positive determination in step S125. If a race is in progress, the processor 81 proceeds to step S126. On the other hand, if a race is not in progress, the processor 81 proceeds to step S127.

[0110] In step S127, the processor 81 determines whether or not to start option selection. For example, if the user performs an operation to start the option selection process, the processor 81 makes a positive determination in step S127. If the processor 81 decides to start option selection, it proceeds to step S128. On the other hand, if the processor 81 decides not to start option selection or if option selection is already in progress (option selection flag is on), it proceeds to step S129.

[0111] In step S128, the processor 81 performs the option selection start process and proceeds to step S129. For example, the processor 81 refers to the communication data Db to obtain the data for option selection received from the server (for example, the options that can be selected at the moment, the amount of purchase coins the user owns, etc., which are data managed by the server and necessary for the option selection process), and updates the option data Dj based on this data. Then, based on the option data Dj, the processor 81 sets an image (see Figure 6) showing a list of multiple options that the user can select, and displays it on the display 12 in step S129, which will be described later, prompting the user to select one of the options. The processor 81 also sets the performance of the player object PO1 based on the option selected by default from the option list, based on the option data Dj, sets an image (see Figure 6) showing this performance, and displays it on the display 12 in step S129, which will be described later, presenting the user with the option selected by default and its performance information. Then, the processor 81 sets the option selection flag to ON and updates the option selection flag data Dn.

[0112] In step S129, the processor 81 determines whether or not an option selection is currently underway. For example, if the option selection flag indicated by the option selection flag data Dn is set to ON, the processor 81 makes a positive determination in step S129. If an option selection is underway, the processor 81 proceeds to step S130. On the other hand, if an option selection is not underway, the processor 81 proceeds to step S131.

[0113] In step S130, the processor 81 performs an option selection process and proceeds to step S131. The option selection process performed in step S130 will be described below with reference to Figure 10.

[0114] In Figure 10, the processor 81 determines whether or not a user has performed an operation to change the selected item (step S151). For example, the processor 81 refers to the operation data Da and determines in step S151 that an operation has been performed to change the selected item from the option list. If the user has performed an operation to change the selected item, the processor 81 proceeds to step S152. On the other hand, if the user has not performed an operation to change the selected item, the processor 81 proceeds to step S153.

[0115] In step S152, the processor 81 changes the selected option based on the user's operation to change the selected item, resets the driving performance of the player object PO1 based on the changed option, and proceeds to step S153. For example, the processor 81 changes and resets the selected option from the option list based on the user's operation to change the selected item indicated by the operation data Da, and resets the driving performance of the player object PO1 based on the changed option, thereby changing the currently selected option and its driving performance information and presenting it to the user.

[0116] In step S153, the processor 81 determines whether or not an option determination operation has been performed by the user. For example, if an operation to determine the selected option has been performed by referring to the operation data Da, the processor 81 makes a positive determination in step S153. If an option determination operation has been performed by the user, the processor 81 proceeds to step S154. On the other hand, if an option determination operation has not been performed by the user, the processor 81 proceeds to step S155.

[0117] In step S154, the processor 81 performs option determination processing and proceeds to step S155. For example, the processor 81 calculates a total level value by summing all the level values ​​set for the equipment and driver character selected and determined from multiple options, and updates the player object setting data Dc. The processor 81 also determines the driving performance of the player object PO1 based on the equipment and driver character selected and determined from multiple options, and updates the player object setting data Dc using the determined driving performance. Then, the processor 81 stores data for transmission (for example, data indicating the selected options and data managed by the server, such as the amount of purchase coins consumed by the selected equipment) in the communication data Db according to the user's option determination.

[0118] In step S155, the processor 81 determines whether or not to terminate the option selection process. For example, if the option to be selected has been determined or if the user has performed an operation to terminate the option selection process, the processor 81 makes a positive determination in step S155. If the processor 81 decides to terminate the option selection process, it proceeds to step S156. On the other hand, if the processor 81 decides not to terminate the option selection process, it terminates the processing by the subroutine.

[0119] In step S156, the processor 81 performs option selection termination processing and terminates the processing by the subroutine. For example, the processor 81 sets the option selection flag to ON and updates the option selection flag data Dn. If the user does not perform an option determination operation and the option selection process is terminated, the processor 81 may assume that the selected option at that time has been determined and perform the option determination processing in step S156.

[0120] Returning to Figure 9, if it is determined in step S125 that a race is in progress, the processor 81 performs race processing (step S126) and proceeds to step S131. The race processing performed in step S126 will now be explained with reference to Figure 11.

[0121] In Figure 11, the processor 81 performs the operation setting process for other player objects (step S140) and proceeds to the next step. For example, based on the communication data Db, the processor 81 operates other player objects operated by other users in the virtual space and updates the other player object operation data Dg. Also, if an attack object OBJ is launched due to an attack by another player object, the processor 81 operates the attack object OBJ in the virtual space based on the attack and updates the other player object operation data Dg.

[0122] Next, the processor 81 determines whether or not the player object PO1 is in a state where it will enter a "crash state" (step S141). For example, if a factor that could cause the player object PO1 to enter a "crash state" occurs while the player object PO1 is in a "normal driving state" and not a "crash avoidance state", the processor 81 makes a positive determination in step S141. If the player object PO1 is in a state where it will enter a "crash state", the processor 81 proceeds to step S142. On the other hand, if no factor that could cause the player object PO1 to enter a "crash state" occurs while the player object PO1 is in a "normal driving state", or if the player object PO1 is in a "crash state" or a "crash avoidance state", the processor 81 proceeds to step S143. The factors that could cause the player object PO1 to enter a "crash state" are the same as those explained above using Figure 4, etc., so a detailed explanation is omitted here.

[0123] In step S142, the processor 81 sets the crash period and the crash avoidance period and proceeds to step S143. For example, the processor 81 sets the length of the crash period based on the cause of the "crash state" and registers the crash period of that length, starting from the present moment, in the period data Di. The processor 81 also calculates the length of the crash avoidance period (crash avoidance time) by multiplying the standard crash avoidance time based on the cause of the "crash state" by the crash avoidance time ratio based on the corresponding table data Dk that corresponds to the total level value of player object PO1 indicated by the player object setting data Dc, and registers the crash avoidance period of that length, starting immediately after the end of the crash period, in the period data Di.

[0124] In step S143, the processor 81 refers to the period data Di to determine whether the current time is within the crash period. If the current time is within the crash period, the processor 81 proceeds to step S144. On the other hand, if the current time is not within the crash period, the processor 81 proceeds to step S145.

[0125] In step S144, the processor 81 performs crash action setting processing and proceeds to step S148. For example, the processor 81 sets player object PO1 to a "crash state" and updates the player object state data Dd. Then, the processor 81 moves player object PO1 to perform a specific crash action based on the cause of the "crash state" and to reduce its movement speed, updating the player object action data De. For example, in order to make player object PO1 perform the above specific crash action, the processor 81 may start playing an animation of player object PO1 rolling over or spinning, or forcibly start a predetermined behavior, when the "crash state" is initiated. The processor 81 also stores data related to the operation of player object PO1 (for example, data related to the position and operation of player object PO1, etc.) in the communication data Db as data for transmission. Note that in step S144, the operation of player object PO1 is not controlled by the processor 81 based on the operation data Da, and the player object PO1 is subjected to predetermined actions in the "crash state".

[0126] In step S145, the processor 81 performs normal operation setting processing and proceeds to the next step. For example, the processor 81 sets player object PO1 to "normal driving state" and updates player object state data Dd. Then, based on operation data Da, the processor 81 sets instructions for player object PO1 and operates player object PO1 according to the instructions, virtual physical calculations in the virtual space, and influences from other player objects and virtual objects, and updates player object operation data De. Also, if an instruction is set based on operation data Da to launch an attack object OBJ from player object PO1 to attack, the processor 81 operates the attack object OBJ in the virtual space based on the instructions and updates player object operation data De. Furthermore, the processor 81 stores data related to the operation of player object PO1 (for example, data related to the position and operation of player object PO1 and attack OBJ, and user operation data to control the operation of player object PO1) as transmission data in communication data Db.

[0127] Next, the processor 81 refers to the period data Di to determine whether the current time is within the crash avoidance period (step S146). If the current time is within the crash avoidance period, the processor 81 proceeds to step S147. On the other hand, if the current time is neither within the crash period nor within the crash avoidance period, the processor 81 proceeds to step S148.

[0128] In step S147, the processor 81 performs crash avoidance operation setting processing and proceeds to step S148. For example, the processor 81 sets the player object PO1 to "crash avoidance state" and updates the player object state data Dd.

[0129] In step S148, the processor 81 determines whether or not to terminate the race. Conditions for terminating a race include, for example, the fulfillment of conditions for terminating a race involving multiple player objects that have been started, or the user performing an operation to terminate the race. If the processor 81 decides to terminate the race, it proceeds to step S149. On the other hand, if the processor 81 decides to continue the race, it terminates the processing by the subroutine.

[0130] In step S149, the processor 81 performs a process to terminate the race and ends the processing by the subroutine. For example, the processor 81 calculates the points earned by the user based on the completed race results and awards them to the user. The processor 81 also stores information indicating the race results in the communication data Db as data to be transmitted. Then, the processor 81 sets the race in progress flag to off and updates the race in progress flag data Dm.

[0131] Returning to Figure 9, in step S131, the processor 81 performs display control processing and proceeds to the next step. As an example, the processor 81 generates a virtual space in which each player object and course object is placed on the course of the virtual space, based on player object setting data Dc, player object operation data De, other player object setting data Df, other player object operation data Dg, course object data Dh, etc. Then, the processor 81 generates a virtual space image as seen from a virtual camera placed along the course behind player object PO1, etc., and displays it on the display 12. As another example, the processor 81 displays an option list on the display 12, which shows the currently selected option and its performance information, based on option data Dj and the processing results of steps S128 and S130 above.

[0132] Next, the processor 81 performs communication processing (step S132) and proceeds to the next step. For example, the processor 81 receives data transmitted from the server and the game system 1 operated by other users participating in the race, and updates the communication data Db using the received data. The processor 81 also transmits the transmission data stored in the communication data Db to the server and the game system 1 operated by other users based on a predetermined transmission cycle.

[0133] Next, the processor 81 determines whether or not to terminate the game (step S133). Conditions for terminating the game in step S133 include, for example, that the conditions for terminating the game have been met, or that the user has performed an operation to terminate the game. If the game is not terminated, the processor 81 returns to step S122 and repeats the process, and if the game is terminated, it terminates the process according to the flowchart. From thereafter, the series of processes from steps S122 to S133 are repeatedly executed until it is determined in step S133 that the game should be terminated.

[0134] Thus, in this embodiment, the length of the crash-avoidance state, during which a "crash state" can be avoided, is determined in accordance with the option selected by the user. Therefore, the likelihood of users selecting a variety of options according to their race strategy increases, thereby improving the diversity of the game.

[0135] As mentioned above, in this embodiment, the system may be configured to prevent further crashes in the player object while it is in a "crash state." However, in other embodiments, if another factor causing a "crash state" occurs in the player object while it is in a "crash state," the player object may enter a "crash state" again. In this case, the crash period in which the player object enters a "crash state" restarts from the point when another factor causing a "crash state" occurs in the player object while it is in a "crash state."

[0136] In this embodiment, during a "crash state," the player object in that "crash state" is prevented from crashing again, and after returning to the "normal driving state," it enters a "crash avoidance state" for a period determined based on the options. In other embodiments, the player object in the "crash state" may be allowed to crash even during the "crash state," while the start of the "crash avoidance state" period, determined based on the options, may be set to the time the "crash state" occurs. In this case, the end of the "crash avoidance state" may occur during the "crash state" or after returning to the "normal driving state."

[0137] Furthermore, various operations, such as the user's accelerator operation, brake operation, steering wheel operation, and item usage operation, may be performed by touching the touch panel 13, or by changing the movement and / or posture of the main unit 2, the left controller 3, and / or the right controller 4.

[0138] Furthermore, while the above-described embodiment uses an example where player objects race by moving along a course, the game may also feature player objects that race by moving in other ways. For example, the game may feature races involving moving objects such as ships or submarines that navigate on or underwater, aircraft or rockets that fly through the air, or moving objects that burrow underground. The game may also feature races in which the player character itself moves by running, swimming, or burrowing. In these cases, at least the movement performance of the moving object or player character, as well as the length of time the crash avoidance state is maintained, will be set based on the options selected by the user.

[0139] Furthermore, Game System 1 can be any device, including a general personal computer, a home game console, a mobile phone, a smartphone, a portable game console, a PDA (Personal Digital Assistant), a camera, a tablet, or any other device.

[0140] Furthermore, although the above description uses an example in which information processing (game processing) is performed by the game system 1, at least a part of the above processing steps may be performed by other devices. For example, if the game system 1 is configured to communicate with other devices (e.g., another server, another image display device, another game device, another mobile terminal), the above processing steps may be performed by the cooperation of these other devices. In this way, by performing at least a part of the above processing steps by other devices, processing similar to the above processing becomes possible. In addition, the above information processing (game processing) can be performed by the cooperation of one processor or multiple processors included in an information processing system composed of at least one information processing device. Furthermore, in the above embodiment, the processor 81 of the game system 1 can perform information processing by executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the game system 1.

[0141] As described above, the invention can be realized in so-called cloud computing system configurations, distributed wide-area networks, and local network system configurations. For example, in a distributed local network system configuration, the above processing can be performed collaboratively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). It goes without saying that in these system configurations, there are no particular limitations on which device performs the above processing, and the invention can be realized regardless of how the processing is divided.

[0142] Furthermore, the processing order, set values, and conditions used in the information processing described above are merely examples, and it goes without saying that this embodiment can be realized even with other orders, values, and conditions.

[0143] Furthermore, the above program may be supplied to the game system 1 not only through an external storage medium such as external memory, but also to the device via a wired or wireless communication line. The program may also be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a CD-ROM, DVD, or similar optical disc-type storage medium, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. Alternatively, the information storage medium for storing the program may be a volatile memory for storing the program. Such storage media can be described as recording media that can be read by a computer or the like. For example, by having a computer or the like read and execute the program on these recording media, the various functions described above can be provided.

[0144] Although the present invention has been described in detail above, the above description is merely illustrative in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. It is understood that the scope of the present invention should be interpreted solely by the claims. Furthermore, it is understood that those skilled in the art can implement an equivalent scope based on the description of the specific embodiments of the present invention and common technical knowledge. Furthermore, it should be understood that terms used herein are used in the sense commonly used in the art unless otherwise specified. Accordingly, unless otherwise defined, all technical terms used herein have the same meaning as commonly understood by those skilled in the art to which the present invention pertains. In case of any conflict, this specification (including definitions) shall prevail. [Industrial applicability]

[0145] As described above, the present invention is useful as a game program, game device, game system, and game processing method, etc., with the aim of improving the diversity of games. [Explanation of symbols]

[0146] 1…Game System 2…Main unit 3…Left controller 4…Right controller 12…Display 81… Processor 82…Network Communications Department 85…DRAM

Claims

1. A game program that causes a computer to run a racing game in a virtual space, in which multiple player objects are operated by multiple users, The aforementioned computer, An option selection means that, in response to user input, selects at least one option from a plurality of options relating to the performance of a player object, including at least movement performance and a first parameter, A racing game execution means that executes a racing game using the plurality of player objects based on the performance determined according to the selected option, During the aforementioned racing game, an attack execution means is provided to cause the player object to attack other player objects, A crash execution means that crashes the player object affected by the attack, thereby temporarily reducing the movement speed of the player object and restricting at least one control by the user; A game program that, with respect to the crashed player object, functions as a crash avoidance state setting means, which puts the object into a crash avoidance state during a crash avoidance time determined based on the first parameter, preventing further crashes due to the effects of at least some of the attacks by the attack execution means.

2. The first parameter is a parameter that corresponds to a ratio to a standard crash avoidance parameter, The game program according to claim 1, wherein the crash avoidance state setting means calculates the crash avoidance time based on the result of multiplying the standard crash avoidance parameter by the ratio corresponding to the first parameter.

3. The game program according to claim 2, wherein the crash avoidance state setting means calculates the crash avoidance time for the player object by changing the standard crash avoidance parameter based on the cause of the crash in the crashed player object.

4. The computer is further configured as a player object control means that controls the operation of the player object operated by the user in response to the user's input. The crash execution means puts the player object during the crash into a state in which the acceleration of the player object by the player object control means in response to user input is at least limited. The crash avoidance state setting means sets the crash avoidance time to include at least the period from the end of the crash period during which the crash occurs, according to any one of claims 1 to 3.

5. The game program according to claim 4, wherein the crash execution means sets the length of the crash period for the player object, regardless of the first parameter set for the crashed player object.

6. The crash execution means sets the length of the crash period for the player object based on the cause of the crash in the crashed player object. The crash avoidance state setting means sets the crash avoidance time for the player object based on the cause of the crash in the crashed player object, as described in claim 5.

7. The option selection means includes an option selection image display control means that displays an image on the display screen prompting the user to select from the plurality of options. The game program according to claim 1, wherein the option selection image display control means displays on the display screen an indication of the movement performance set by the selected option, without showing the first parameter set by the selected option on the display screen.

8. The game program according to claim 1, wherein the racing game execution means sets the player objects to have different appearances according to the selected options and executes a racing game using the plurality of player objects each having such appearances.

9. The crash execution means further crashes the player object that has been affected by an object existing in the virtual space without being based on an attack on the player object performed by the attack execution means. The crash avoidance state setting means prevents further crashes caused by the influence of at least some of the objects present in the virtual space during the crash avoidance time, as described in claim 1 of the game program.

10. A game device that runs a racing game in a virtual space using multiple player objects, each operated by multiple users, An option selection means that, in response to user input, selects at least one option from a plurality of options relating to the performance of a player object, including at least movement performance and a first parameter, A racing game execution means that executes a racing game using the plurality of player objects based on the performance determined according to the selected option, During the aforementioned racing game, an attack execution means is provided to cause the player object to attack other player objects, A crash execution means that crashes the player object affected by the attack, thereby temporarily reducing the movement speed of the player object and restricting at least one control by the user; A game device comprising: a crash avoidance state setting means that, for the crashed player object, puts it into a crash avoidance state for a period of time determined based on the first parameter, preventing further crashes due to the effects of at least some of the attacks by the attack execution means.

11. A game system that runs a racing game in a virtual space using multiple player objects, each operated by multiple users, An option selection means that, in response to user input, selects at least one option from a plurality of options relating to the performance of a player object, including at least movement performance and a first parameter, A racing game execution means that executes a racing game using the plurality of player objects based on the performance determined according to the selected option, During the aforementioned racing game, an attack execution means is provided to cause the player object to attack other player objects, A crash execution means that crashes the player object affected by the attack, thereby temporarily reducing the movement speed of the player object and restricting at least one control by the user; A game system comprising: a crash avoidance state setting means that, for the crashed player object, a crash avoidance state is set to prevent further crashes due to the effects of at least some of the attacks by the attack execution means for a period of time determined based on the first parameter.

12. A game processing method for executing a racing game in a virtual space using multiple player objects, each operated by multiple users, In the information processing system, An option selection step in which, in response to user input, at least one option is selected from a plurality of options relating to the performance of a player object, including at least movement performance and a first parameter, A racing game execution step in which a racing game using the plurality of player objects is executed based on the performance of each of the selected options, During the aforementioned racing game, the player object is made to attack another player object in an attack execution step, A crash execution step in which the player object affected by the attack crashes, thereby temporarily reducing the movement speed of the player object and restricting at least one control by the user; A game processing method that includes, for the crashed player object, executing a crash avoidance state setting step, which sets the object to a crash avoidance state during a crash avoidance time determined based on the first parameter, so that it does not crash again due to the effects of at least some of the attacks in the attack execution step.