U.S. Pat. No. 11,559,739
STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
AssigneeNINTENDO CO., LTD.
Issue DateJuly 23, 2021
Illustrative Figure
Abstract
In a second mode where a first enemy object attacks a player object in a virtual space, no matter which of a switching condition that a second time elapses and a switching condition that the player object gains a second required number of target objects smaller than a first required number before the second time elapses is satisfied, a game mode is switched to a first mode where the first enemy object does not attack the player object.
Description
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS A game system according to an exemplary embodiment is described below. An example of the game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, and a left controller3and a right controller4and functions also as an information processing system. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG.2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described. FIG.1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG.1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs. FIG.2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS.1and2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will occasionally be referred to collectively ...
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS
A game system according to an exemplary embodiment is described below. An example of the game system1according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment)2, and a left controller3and a right controller4and functions also as an information processing system. Each of the left controller3and the right controller4is attachable to and detachable from the main body apparatus2. That is, the game system1can be used as a unified apparatus obtained by attaching each of the left controller3and the right controller4to the main body apparatus2. Further, in the game system1, the main body apparatus2, the left controller3, and the right controller4can also be used as separate bodies (seeFIG.2). Hereinafter, first, the hardware configuration of the game system1according to the exemplary embodiment is described, and then, the control of the game system1according to the exemplary embodiment is described.
FIG.1is a diagram showing an example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As shown inFIG.1, each of the left controller3and the right controller4is attached to and unified with the main body apparatus2. The main body apparatus2is an apparatus for performing various processes (e.g., game processing) in the game system1. The main body apparatus2includes a display12. Each of the left controller3and the right controller4is an apparatus including operation sections with which a user provides inputs.
FIG.2is a diagram showing an example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As shown inFIGS.1and2, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. It should be noted that hereinafter, the left controller3and the right controller4will occasionally be referred to collectively as a “controller”.
FIG.3is six orthogonal views showing an example of the main body apparatus2. As shown inFIG.3, the main body apparatus2includes an approximately plate-shaped housing11. In the exemplary embodiment, a main surface (in other words, a surface on a front side, i.e., a surface on which the display12is provided) of the housing11has a generally rectangular shape.
It should be noted that the shape and the size of the housing11are optional. As an example, the housing11may be of a portable size. Further, the main body apparatus2alone or the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2may function as a mobile apparatus. The main body apparatus2or the unified apparatus may function as a handheld apparatus or a portable apparatus.
As shown inFIG.3, the main body apparatus2includes the display12, which is provided on the main surface of the housing11. The display12displays an image generated by the main body apparatus2. In the exemplary embodiment, the display12is a liquid crystal display device (LCD). The display12, however, may be a display device of any type.
Further, the main body apparatus2includes a touch panel13on a screen of the display12. In the exemplary embodiment, the touch panel13is of a type that allows a multi-touch input (e.g., a capacitive type). The touch panel13, however, may be of any type. For example, the touch panel13may be of a type that allows a single-touch input (e.g., a resistive type).
The main body apparatus2includes speakers (i.e., speakers88shown inFIG.6) within the housing11. As shown inFIG.3, speaker holes11aand11bare formed on the main surface of the housing11. Then, sounds output from the speakers88are output through the speaker holes11aand11b.
Further, the main body apparatus2includes a left terminal17, which is a terminal for the main body apparatus2to perform wired communication with the left controller3, and a right terminal21, which is a terminal for the main body apparatus2to perform wired communication with the right controller4.
As shown inFIG.3, the main body apparatus2includes a slot23. The slot23is provided on an upper side surface of the housing11. The slot23is so shaped as to allow a predetermined type of storage medium to be attached to the slot23. The predetermined type of storage medium is, for example, a dedicated storage medium (e.g., a dedicated memory card) for the game system1and an information processing apparatus of the same type as the game system1. The predetermined type of storage medium is used to store, for example, data (e.g., saved data of an application or the like) used by the main body apparatus2and/or a program (e.g., a program for an application or the like) executed by the main body apparatus2. Further, the main body apparatus2includes a power button28.
The main body apparatus2includes a lower terminal27. The lower terminal27is a terminal for the main body apparatus2to communicate with a cradle. In the exemplary embodiment, the lower terminal27is a USB connector (more specifically, a female connector). Further, when the unified apparatus or the main body apparatus2alone is mounted on the cradle, the game system1can display on a stationary monitor an image generated by and output from the main body apparatus2. Further, in the exemplary embodiment, the cradle has the function of charging the unified apparatus or the main body apparatus2alone mounted on the cradle. Further, the cradle has the function of a hub device (specifically, a USB hub).
FIG.4is six orthogonal views showing an example of the left controller3. As shown inFIG.4, the left controller3includes a housing31. In the exemplary embodiment, the housing31has a vertically long shape, i.e., is shaped to be long in an up-down direction (i.e., a y-axis direction shown inFIGS.1and4). In the state where the left controller3is detached from the main body apparatus2, the left controller3can also be held in the orientation in which the left controller3is vertically long. The housing31has such a shape and a size that when held in the orientation in which the housing31is vertically long, the housing31can be held with one hand, particularly the left hand. Further, the left controller3can also be held in the orientation in which the left controller3is horizontally long. When held in the orientation in which the left controller3is horizontally long, the left controller3may be held with both hands.
The left controller3includes an analog stick32. As shown inFIG.4, the analog stick32is provided on a main surface of the housing31. The analog stick32can be used as a direction input section with which a direction can be input. The user tilts the analog stick32and thereby can input a direction corresponding to the direction of the tilt (and input a magnitude corresponding to the angle of the tilt). It should be noted that the left controller3may include a directional pad, a slide stick that allows a slide input, or the like as the direction input section, instead of the analog stick. Further, in the exemplary embodiment, it is possible to provide an input by pressing the analog stick32.
The left controller3includes various operation buttons. The left controller3includes four operation buttons33to36(specifically, a right direction button33, a down direction button34, an up direction button35, and a left direction button36) on the main surface of the housing31. Further, the left controller3includes a record button37and a “−” (minus) button47. The left controller3includes a first L-button38and a ZL-button39in an upper left portion of a side surface of the housing31. Further, the left controller3includes a second L-button43and a second R-button44, on the side surface of the housing31on which the left controller3is attached to the main body apparatus2. These operation buttons are used to give instructions depending on various programs (e.g., an OS program and an application program) executed by the main body apparatus2.
Further, the left controller3includes a terminal42for the left controller3to perform wired communication with the main body apparatus2.
FIG.5is six orthogonal views showing an example of the right controller4. As shown inFIG.5, the right controller4includes a housing51. In the exemplary embodiment, the housing51has a vertically long shape, i.e., is shaped to be long in the up-down direction. In the state where the right controller4is detached from the main body apparatus2, the right controller4can also be held in the orientation in which the right controller4is vertically long. The housing51has such a shape and a size that when held in the orientation in which the housing51is vertically long, the housing51can be held with one hand, particularly the right hand. Further, the right controller4can also be held in the orientation in which the right controller4is horizontally long. When held in the orientation in which the right controller4is horizontally long, the right controller4may be held with both hands.
Similarly to the left controller3, the right controller4includes an analog stick52as a direction input section. In the exemplary embodiment, the analog stick52has the same configuration as that of the analog stick32of the left controller3. Further, the right controller4may include a directional pad, a slide stick that allows a slide input, or the like, instead of the analog stick. Further, similarly to the left controller3, the right controller4includes four operation buttons53to56(specifically, an A-button53, a B-button54, an X-button55, and a Y-button56) on a main surface of the housing51. Further, the right controller4includes a “+” (plus) button57and a home button58. Further, the right controller4includes a first R-button60and a ZR-button61in an upper right portion of a side surface of the housing51. Further, similarly to the left controller3, the right controller4includes a second L-button65and a second R-button66.
Further, the right controller4includes a terminal64for the right controller4to perform wired communication with the main body apparatus2.
FIG.6is a block diagram showing an example of the internal configuration of the main body apparatus2. The main body apparatus2includes components81to91,97, and98shown inFIG.6in addition to the components shown inFIG.3. Some of the components81to91,97, and98may be mounted as electronic components on an electronic circuit board and accommodated in the housing11.
The main body apparatus2includes a processor81. The processor81is an information processing section for executing various types of information processing to be executed by the main body apparatus2. For example, the processor81may be composed only of a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) having a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor81executes an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory84, an external storage medium attached to the slot23, or the like), thereby performing the various types of information processing.
The main body apparatus2includes a flash memory84and a DRAM (Dynamic Random Access Memory)85as examples of internal storage media built into the main body apparatus2. The flash memory84and the DRAM85are connected to the processor81. The flash memory84is a memory mainly used to store various data (or programs) to be saved in the main body apparatus2. The DRAM85is a memory used to temporarily store various data used for information processing.
The main body apparatus2includes a slot interface (hereinafter abbreviated as “I/F”)91. The slot I/F91is connected to the processor81. The slot I/F91is connected to the slot23, and in accordance with an instruction from the processor81, reads and writes data from and to the predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot23.
The processor81appropriately reads and writes data from and to the flash memory84, the DRAM85, and each of the above storage media, thereby performing the above information processing.
The main body apparatus2includes a network communication section82. The network communication section82is connected to the processor81. The network communication section82communicates (specifically, through wireless communication) with an external apparatus via a network. In the exemplary embodiment, as a first communication form, the network communication section82connects to a wireless LAN and communicates with an external apparatus, using a method compliant with the Wi-Fi standard. Further, as a second communication form, the network communication section82wirelessly communicates with another main body apparatus2of the same type, using a predetermined communication method (e.g., communication based on a unique protocol or infrared light communication). It should be noted that the wireless communication in the above second communication form achieves the function of enabling so-called “local communication” in which the main body apparatus2can wirelessly communicate with another main body apparatus2placed in a closed local network area, and the plurality of main body apparatuses2directly communicate with each other to transmit and receive data.
The main body apparatus2includes a controller communication section83. The controller communication section83is connected to the processor81. The controller communication section83wirelessly communicates with the left controller3and/or the right controller4. The communication method between the main body apparatus2and the left controller3and the right controller4is optional. In the exemplary embodiment, the controller communication section83performs communication compliant with the Bluetooth (registered trademark) standard with the left controller3and with the right controller4.
The processor81is connected to the left terminal17, the right terminal21, and the lower terminal27. When performing wired communication with the left controller3, the processor81transmits data to the left controller3via the left terminal17and also receives operation data from the left controller3via the left terminal17. Further, when performing wired communication with the right controller4, the processor81transmits data to the right controller4via the right terminal21and also receives operation data from the right controller4via the right terminal21. Further, when communicating with the cradle, the processor81transmits data to the cradle via the lower terminal27. As described above, in the exemplary embodiment, the main body apparatus2can perform both wired communication and wireless communication with each of the left controller3and the right controller4. Further, when the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2or the main body apparatus2alone is attached to the cradle, the main body apparatus2can output data (e.g., image data or sound data) to the stationary monitor or the like via the cradle.
Here, the main body apparatus2can communicate with a plurality of left controllers3simultaneously (in other words, in parallel). Further, the main body apparatus2can communicate with a plurality of right controllers4simultaneously (in other words, in parallel). Thus, a plurality of users can simultaneously provide inputs to the main body apparatus2, each using a set of the left controller3and the right controller4. As an example, a first user can provide an input to the main body apparatus2using a first set of the left controller3and the right controller4, and simultaneously, a second user can provide an input to the main body apparatus2using a second set of the left controller3and the right controller4.
The main body apparatus2includes a touch panel controller86, which is a circuit for controlling the touch panel13. The touch panel controller86is connected between the touch panel13and the processor81. Based on a signal from the touch panel13, the touch panel controller86generates, for example, data indicating the position where a touch input is provided. Then, the touch panel controller86outputs the data to the processor81.
Further, the display12is connected to the processor81. The processor81displays a generated image (e.g., an image generated by executing the above information processing) and/or an externally acquired image on the display12.
The main body apparatus2includes a codec circuit87and speakers (specifically, a left speaker and a right speaker)88. The codec circuit87is connected to the speakers88and a sound input/output terminal25and also connected to the processor81. The codec circuit87is a circuit for controlling the input and output of sound data to and from the speakers88and the sound input/output terminal25.
The main body apparatus2includes a power control section97and a battery98. The power control section97is connected to the battery98and the processor81. Further, although not shown inFIG.6, the power control section97is connected to components of the main body apparatus2(specifically, components that receive power supplied from the battery98, the left terminal17, and the right terminal21). Based on a command from the processor81, the power control section97controls the supply of power from the battery98to the above components.
Further, the battery98is connected to the lower terminal27. When an external charging device (e.g., the cradle) is connected to the lower terminal27, and power is supplied to the main body apparatus2via the lower terminal27, the battery98is charged with the supplied power.
FIG.7is a block diagram showing examples of the internal configurations of the main body apparatus2, the left controller3, and the right controller4. It should be noted that the details of the internal configuration of the main body apparatus2are shown inFIG.6and therefore are omitted inFIG.7.
The left controller3includes a communication control section101, which communicates with the main body apparatus2. As shown inFIG.7, the communication control section101is connected to components including the terminal42. In the exemplary embodiment, the communication control section101can communicate with the main body apparatus2through both wired communication via the terminal42and wireless communication not via the terminal42. The communication control section101controls the method for communication performed by the left controller3with the main body apparatus2. That is, when the left controller3is attached to the main body apparatus2, the communication control section101communicates with the main body apparatus2via the terminal42. Further, when the left controller3is detached from the main body apparatus2, the communication control section101wirelessly communicates with the main body apparatus2(specifically, the controller communication section83). The wireless communication between the communication control section101and the controller communication section83is performed in accordance with the Bluetooth (registered trademark) standard, for example.
Further, the left controller3includes a memory102such as a flash memory. The communication control section101includes, for example, a microcomputer (or a microprocessor) and executes firmware stored in the memory102, thereby performing various processes.
The left controller3includes buttons103(specifically, the buttons33to39,43,44, and47). Further, the left controller3includes the analog stick (“stick” inFIG.7)32. Each of the buttons103and the analog stick32outputs information regarding an operation performed on itself to the communication control section101repeatedly at appropriate timing.
The communication control section101acquires information regarding an input (specifically, information regarding an operation or the detection result of the sensor) from each of input sections (specifically, the buttons103, the analog stick32, and the sensors104and105). The communication control section101transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body apparatus2. It should be noted that the operation data is transmitted repeatedly, once every predetermined time. It should be noted that the interval at which the information regarding an input is transmitted from each of the input sections to the main body apparatus2may or may not be the same.
The above operation data is transmitted to the main body apparatus2, whereby the main body apparatus2can obtain inputs provided to the left controller3. That is, the main body apparatus2can determine operations on the buttons103and the analog stick32based on the operation data.
The left controller3includes a power supply section108. In the exemplary embodiment, the power supply section108includes a battery and a power control circuit. Although not shown inFIG.7, the power control circuit is connected to the battery and also connected to components of the left controller3(specifically, components that receive power supplied from the battery).
As shown inFIG.7, the right controller4includes a communication control section111, which communicates with the main body apparatus2. Further, the right controller4includes a memory112, which is connected to the communication control section111. The communication control section111is connected to components including the terminal64. The communication control section111and the memory112have functions similar to those of the communication control section101and the memory102, respectively, of the left controller3. Thus, the communication control section111can communicate with the main body apparatus2through both wired communication via the terminal64and wireless communication not via the terminal64(specifically, communication compliant with the Bluetooth (registered trademark) standard). The communication control section111controls the method for communication performed by the right controller4with the main body apparatus2.
The right controller4includes input sections similar to the input sections of the left controller3. Specifically, the right controller4includes buttons113and the analog stick52. These input sections have functions similar to those of the input sections of the left controller3and operate similarly to the input sections of the left controller3.
The right controller4includes a processing section121. The processing section121is connected to the communication control section111.
The right controller4includes a power supply section118. The power supply section118has a function similar to that of the power supply section108of the left controller3and operates similarly to the power supply section108.
As describe above, in the game system1according to the exemplary embodiment, the left controller3and the right controller4are attachable to and detachable from the main body apparatus2. Further, the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2or the main body apparatus2alone is attached to the cradle and thereby can output an image (and a sound) to an external display device such as the stationary monitor. A description is given below using the game system1in the use form of the unified apparatus obtained by attaching the left controller3and the right controller4to the main body apparatus2.
As described above, in accordance with operations on the operation buttons and the sticks of the left controller3and/or the right controller4in the game system1as the unified apparatus, a touch operation on the touch panel13of the main body apparatus2, and the like, a game using a virtual space displayed on the display12is played. In the exemplary embodiment, as an example, in accordance with user operations using the above operation buttons, the sticks, and the touch panel13, it is possible to play a game using a player object in a virtual space and objects such as an enemy object placed in the virtual space.
With reference toFIGS.8to11, a description is given of an overview of game processing performed by the game system1.FIG.8is a diagram showing an example of a game image in a normal mode displayed on the display12of the main body apparatus2.FIG.9is a diagram showing an example of a game image in an enemy boss attack mode where an attack of an enemy boss object BO is performed.FIG.10is a diagram showing an example of a game image when the enemy boss attack mode ends.FIG.11is a diagram showing an example of a game image in the state where a player object PO can attack the enemy boss object BO.
InFIG.8, on the display12of the game system1, a game image is displayed in which a player object PO and other virtual objects are placed in a virtual space. For example,FIG.8shows a game image in a normal mode where the player object PO performs a search while moving in the virtual space in accordance with a user operation. As an example, the player object PO moves for the purpose of searching for and gaining a target object TO (e.g., a coin) as a gaining target in the virtual space. The player object PO can acquire an ability relating to the number of gained target objects TO or cause an event. In this exemplary game, the range where the player object PO can move in the virtual space is defined, and the number of target objects TO that can be gained is set in accordance with this range. Then, the player object PO clears a predetermined event (e.g., defeats an enemy boss object BO by crushing the enemy boss object BO), whereby the range where the enemy boss object BO can move is enlarged. This increases the number of target objects TO that can be gained. In the normal mode, if the player object PO becomes able to attack the enemy boss object BO, the player object PO can attack the enemy boss object BO in the virtual space, and the player object PO can obtain the ability to perform an attack in accordance with the number of gained target objects TO. Further, in an enemy boss attack mode described below, the player object PO gains a predetermined required number of target objects TO during the enemy boss attack mode and thereby can end the enemy boss attack mode. The above normal mode is equivalent to an example of a first mode.
If a first time elapses in the above normal mode, the normal mode switches to an enemy boss attack mode. Then, if a second time elapses in the enemy boss attack mode, the enemy boss attack mode returns to the normal mode. Here, the enemy boss attack mode is a game mode where an attack of the enemy boss object BO is performed. A game is played using the same game stage as that of the normal mode, and the position of the player object PO does not change by being triggered by the switching of modes. That is, even if the normal mode switches to the enemy boss attack mode, the player object PO does not move to another dedicated stage. As an example, every time the first time (e.g., six minutes) elapses in the above normal mode, the normal mode switches to the enemy boss attack mode. Then, after the normal mode switches to the enemy boss attack mode, the second time (e.g., a minute) elapses, whereby the enemy boss attack mode ends and restores to the normal mode. In the enemy boss attack mode, an attack object (e.g., a meteor object that falls from the sky) that damages the player object PO if the player object PO comes into contact with the attack object may be added to the field in the virtual space and move, whereby the enemy boss object BO may attack the player object PO. In this case, in the enemy boss attack mode, the player object PO is subjected to not only an attack of the enemy boss object BO but also an attack of the above attack object. Thus, in this game field, objects that attack player objects PO as targets appear by increasing as compared with the normal mode. The enemy boss object BO is equivalent to an example of a first enemy object. The above enemy boss attack mode is equivalent to an example of a second mode.
In the above description, an example has been used where the same game stage is used in the normal mode and the enemy boss attack mode, and even if the normal mode is switched to the enemy boss attack mode, the player object PO does not move to another dedicated stage. Alternatively, different game stages may be used in the respective modes. For example, if the normal mode is switched to the enemy boss attack mode, the player object PO may move to a dedicated stage used in the enemy boss attack mode, and the game may be advanced.
As shown inFIG.9, in the enemy boss attack mode, the enemy boss object BO appears in the virtual space, and the player object PO is attacked by the enemy boss object BO. Then, the player object PO may be attacked by the enemy boss object BO, whereby the life value of the player object PO may be reduced by a predetermined amount. Then, the life value may reach 0, whereby the player object PO may lose to the enemy boss object BO, and the game may be over. On the other hand, a life value is also set for the enemy boss object BO, and a gauge G indicating the life value of the enemy boss object BO at the current moment is displayed. Then, the life value of the enemy boss object BO reaches 0, whereby the enemy boss object BO also loses to the player object PO and temporarily disappears from the virtual space. Also in the enemy boss attack mode, the player object PO cannot attack the enemy boss object BO until the player object PO enters an attack-possible state.
In both the normal mode and the enemy boss attack mode, an enemy object different from the enemy boss object BO may appear in the virtual space. A setting may be made so that the above enemy object also behaves with the player object PO as an attack target, but the player object PO cannot attack the enemy object until the player object PO enters the attack-possible state.
In the exemplary embodiment, there are a plurality of switching conditions for restoring from the enemy boss attack mode to the normal mode, and no matter which of the switching conditions is satisfied, the enemy boss attack mode is switched to the normal mode.
In a first switching condition, after the above enemy boss attack mode starts, the second time elapses, whereby the enemy boss attack mode ends, the enemy boss object BO temporarily leaves the virtual space, and the enemy boss attack mode restores to the normal mode again.
In a second switching condition, the player object PO gains a predetermined required number of target objects TO (seeFIG.9) (e.g., a single target object TO) before the above second time elapses during the above enemy boss attack mode, whereby the enemy boss attack mode ends, the enemy boss object BO temporarily leaves the virtual space, and the enemy boss attack mode restores to the normal mode again. Here, as shown inFIG.10, in a case where the enemy boss attack mode ends according to the satisfaction of the second switching condition, and when the enemy boss attack mode ends, damage is caused to the enemy boss object BO that leaves the virtual space. For example, an installation object AO placed in the virtual space attacks the enemy boss object BO that leaves, whereby a predetermined amount of damage is caused to the enemy boss object BO. This attack of the installation object AO also reduces the life value of the enemy boss object BO by a predetermined amount, and therefore, the life value of the enemy boss object BO indicated by the gauge G also decreases by the predetermined amount. The magnitude of the life value of the enemy boss object BO reduced by an attack of the installation object AO may be relatively smaller than the magnitude of the life value of the enemy boss object BO reduced by an attack of the player object PO described below. Damage may not be caused to the enemy boss object BO by an attack of the installation object AO when the enemy boss attack mode ends according to the satisfaction of the second switching condition, or the installation object AO or the like may not attack the enemy boss object BO. The number of target objects TO that need to be gained to restore from the enemy boss attack mode to the normal mode is equivalent to an example of a second required number. An attack of the installation object AO on the enemy boss object BO is equivalent to an example of a second attack.
As described above, no matter which of the first switching condition and the second switching condition is satisfied, if the enemy boss attack mode is switched to the normal mode, the enemy boss object BO leaves the virtual space. That is, to cause the player object PO to attack the enemy boss object BO, a user needs to wait for the normal mode to be switched to the enemy boss attack mode where the enemy boss object BO can be attacked. To attack the enemy boss object BO that appears in the enemy boss attack mode, the player object PO needs to own the ability to attack the enemy boss object BO during the enemy boss attack mode. Thus, in order for the player object PO to own the ability to attack the enemy boss object BO during the enemy boss attack mode, the worth of gaining a target object TO during the enemy boss attack mode or immediately before the enemy boss attack mode increases.
The player object PO gains a predetermined required number of target objects TO during the normal mode and/or the enemy boss attack mode, whereby the ability to attack enemy objects including the enemy boss object BO is given to the player object PO. For example, the required number of target objects TO for giving the ability to attack enemy objects to the player object PO may be greater than the above required number for ending the enemy boss attack mode (the required number of target objects TO set in the second switching condition). As an example, the required number of target objects TO for giving the ability to attack enemy objects to the player object PO may increase in a gradually increasing manner Every time the player object PO obtains the above ability, the required number may increase, such as 5, 15, and 25 . . . . A form in which the ability to attack enemy objects is given to the player object PO may be achieved by various representations. The ability to attack enemy objects may be given to the player object PO by a representation that the player object PO becomes enormous, or a weapon is given to the player object PO, or companies of the player object PO increase. The required number of target objects TO for giving the ability to attack enemy objects to the player object PO is equivalent to an example of a first required number. A game mode played in the state where the ability to attack enemy objects at least including the enemy boss object BO is given to the player object PO (an attack-on-enemy-boss-possible state) is equivalent to an example of a third mode.
As shown inFIG.11, in a case where the ability to attack at least the enemy boss object BO is given to the player object PO during the enemy boss attack mode (the attack-on-enemy-boss-possible state), or in a case where an attack-on-enemy-possible state continues from the normal mode to during the enemy boss attack mode, the player object PO can attack the enemy boss object BO using the ability in accordance with a user operation. For example, the player object PO attacks the enemy boss object BO during the enemy boss attack mode, whereby a predetermined amount of damage is caused to the enemy boss object BO. This attack of the player object PO also reduces the life value of the enemy boss object BO by a predetermined amount, and therefore, the life value of the enemy boss object BO indicated by the gauge G also decreases by the predetermined amount. Then, if the life value of the enemy boss object BO reaches 0 during the enemy boss attack mode due to an attack of the player object PO, the enemy boss object BO is defeated by being crushed, and the enemy boss attack mode ends. An attack of the player object PO on the enemy boss object BO is equivalent to an example of a first attack.
As described above, in a case where the enemy boss object BO is defeated by an attack of the player object PO and the enemy boss attack mode ends, the range where the player object PO can move in the virtual space is enlarged. Also in a case where the enemy boss object BO is defeated by an attack of the installation object AO when the enemy boss attack mode ends, the range where the player object PO can move in the virtual space may be enlarged. In either case, the range where the player object PO can move is enlarged, whereby it is possible to increase the location where a target object TO can be gained and which the player object PO can reach. Thus, as a result, it is possible to increase the number of target objects TO that can be gained by the player object PO in the virtual space.
The timing when the range where the player object PO can move in the virtual space is enlarged, i.e., the number of target objects TO that can be gained by the player object PO is increased in the virtual space, may not be the timing when the enemy boss object BO is defeated and the enemy boss attack mode ends. For example, even in the state where the enemy boss object BO is not defeated and can still act in the virtual space, in accordance with a decrease in the life value of the enemy boss object BO to a predetermined value greater than 0 during the enemy boss attack mode, the number of target objects TO that can be gained by the player object PO may be increased.
Even if the enemy boss object BO is defeated by an attack of the player object PO or the installation object AO, the enemy boss object BO may be revived again and enabled to appear in the virtual space. For example, the timing when the normal mode is switched to the enemy boss attack mode where the enemy boss object BO is revived again and caused to appear may require the lapse of time longer than the first time (e.g., six minutes), which is the above normal cycle. As an example, due to the lapse of a third time (e.g., 10 minutes) from the end of the enemy boss attack mode when the enemy boss object BO is defeated, the normal mode may be switched to the enemy boss attack mode where the enemy boss object BO is revived again and caused to appear. In this case, after the enemy boss object BO is revived again and caused to appear, the timing when the normal mode is further switched to the next enemy boss attack mode may be switched by being returned to the normal mode every time the above first time elapses.
In a case where the enemy boss attack mode ends by defeating the enemy boss object BO, the number of target objects TO that can be gained by the player object PO in the virtual space may increase by another method. As a first example, an enemy object that drops a target object TO by being defeated by the player object PO may newly appear in the virtual space. As a second example, the location where a target object TO can be gained may be newly added within the range where the player object PO can move. As a third example, a non-player object that hands over a target object TO to the player object PO may newly appear in the virtual space. As a fourth example, a mini-game (a quest) where the player object PO can acquire a target object TO may be enabled to be executed.
Alternatively, a target object TO that can be gained by the player object PO may be set by an attack of the enemy boss object BO in the enemy boss attack mode. As an example, another object (e.g., a block object) in the virtual space may be destroyed by an attack of the enemy boss object BO on the player object PO, whereby a target object TO may appear from within the other object. Consequently, it is possible to provide a motivation to move the player object PO (e.g., to avoid an attack of the enemy boss object BO) in the enemy boss attack mode.
In the above exemplary embodiment, an example is used where if the life value of the enemy boss object BO reaches 0, the enemy boss object BO is defeated. Here, the life value of the enemy boss object BO may be reduced by a predetermined amount by an attack of the player object PO or an attack of the installation object AO. In this case, the life value of the enemy boss object BO reaching 0 means that the accumulated amount of attack on the enemy boss object BO exceeds the amount of attack for causing the life value to reach 0. That is, if the accumulated amount of attack on the enemy boss object BO exceeds a predetermined amount, the enemy boss object BO is defeated. Even if the enemy boss attack mode ends, the accumulated amount of attack on the enemy boss object BO at the time of the end may be maintained (i.e., the life value may be maintained) when the accumulated amount of attack starts in the next enemy boss attack mode, or may decrease by a predetermined amount (i.e., the life value may be restored by a predetermined amount).
Next, with reference toFIGS.12to15, a description is given of an example of a specific process executed by the game system1in the exemplary embodiment.FIG.12is a diagram showing an example of a data area set in the DRAM85of the main body apparatus2in the exemplary embodiment. It should be noted that in the DRAM85, in addition to the data shown inFIG.12, data used in another process is also stored, but is not described in detail here.
In a program storage area of the DRAM85, various programs Pa, which are executed by the game system1, are stored. In the exemplary embodiment, as the various programs Pa, an application program for performing information processing based on data acquired from the left controller3and/or the right controller4(e.g., a game program) and the like are stored. It should be noted that the various programs Pa may be stored in advance in the flash memory84, or may be acquired from a storage medium attachable to and detachable from the game system1(e.g., a predetermined type of a storage medium attached to the slot23) and stored in the DRAM85, or may be acquired from another apparatus via a network such as the Internet and stored in the DRAM85. The processor81executes the various programs Pa stored in the DRAM85.
Further, in a data storage area of the DRAM85, various data used for processes such as information processing executed by the game system1is stored. In the exemplary embodiment, in the DRAM85, operation data Da, player object data Db, enemy boss object data Dc, game time data Dd, attack cycle data De, number-of-acquired-target-objects data Df, object data Dg, attack flag data Dh, movement-possible range data Di, image data Dj, and the like are stored.
The operation data Da is operation data appropriately acquired from each of the left controller3and/or the right controller4and the main body apparatus2. As described above, operation data acquired from each of the left controller3and/or the right controller4and the main body apparatus2includes information regarding an input (specifically, information regarding an operation) from each of the input sections (specifically, each button, each analog stick, and the touch panel). In the exemplary embodiment, operation data is acquired in a predetermined cycle from each of the left controller3and/or the right controller4and the main body apparatus2, and the operation data Da is appropriately updated using the acquired operation data. It should be noted that the update cycle of the operation data Da may be such that the operation data Da is updated every frame, which is the cycle of the processing described later executed by the main body apparatus2, or is updated every cycle in which the above operation data is acquired.
The player object data Db is data indicating the placement position and the placement orientation of the player object placed in the virtual space and the action, the state, and the like of the player object in the virtual space. The enemy boss object data Dc is data indicating the placement position and the placement orientation of the enemy boss object placed in the virtual space and the action, the state, and the like of the enemy boss object in the virtual space.
The game time data Dd is data indicating the elapsed time from the start of a game. The attack cycle data De is data indicating the cycle in which the enemy boss attack mode is performed (specifically, game times when the next enemy boss attack mode is started and ended).
The number-of-acquired-target-objects data Df is data indicating the number of target objects acquired by the player object.
The object data Dg is data indicating the type, the placement position, the placement orientation, the placement state, and the like of each of objects such as a placement object placed in the virtual space.
The attack flag data Dh is data indicating an attack flag that is set to on in a case where the player object is in the state where the player object can attack enemy objects such as the enemy boss object.
The movement-possible range data Di is data indicating the range where the player object can move in the virtual space.
The image data Dj is data for displaying an image (e.g., an image of the player object, an image of the enemy boss object, an image of another enemy object, an image of another object such as a placement object, an image of the virtual space, a background image, and the like) on the display screen (e.g., the display12of the main body apparatus2).
Next, with reference toFIGS.13to15, a detailed example of information processing according to the exemplary embodiment is described.FIG.13is a flow chart showing an example of information processing executed by the game system1.FIG.14is a subroutine showing a detailed example of a normal mode process performed in step S125inFIG.13.FIG.15is a subroutine showing a detailed example of an enemy boss attack mode process performed in step S126inFIG.13. In the exemplary embodiment, a series of processes shown inFIGS.13to15is performed by the processor81executing a predetermined application program (a game program) included in the various programs Pa. Further, the information processing shown inFIGS.13to15is started at any timing.
It should be noted that the processes of all of the steps in the flow charts shown inFIGS.13to15are merely illustrative. Thus, the processing order of the steps may be changed, or another process may be performed in addition to (or instead of) the processes of all of the steps, so long as similar results are obtained. Further, in the exemplary embodiment, descriptions are given on the assumption that the processor81performs the processes of all of the steps in the flow charts. Alternatively, a processor or a dedicated circuit other than the processor81may perform the processes of some of the steps in the flow charts. Yet alternatively, part of the processing performed by the main body apparatus2may be executed by another information processing apparatus capable of communicating with the main body apparatus2(e.g., a server capable of communicating with the main body apparatus2via a network). That is, all the processes shown inFIGS.13to15may be executed by the cooperation of a plurality of information processing apparatuses including the main body apparatus2.
InFIG.13, the processor81performs initialization in information processing (step S121), and the processing proceeds to the next step. For example, in the initialization, the processor81initializes parameters for performing the processing described below. For example, based on the settings of the virtual space made in advance, the processor81initially places the player object and other objects in the virtual space, thereby initializing the player object data Db and the object data Dg. The processor81sets a non-action state where the enemy boss object is not placed in the virtual space, thereby updating the enemy boss object data Dc. The processor81initializes a game time to 0, thereby updating the game time data Dd. The processor81sets a game time when the next enemy boss attack mode is started and a game time when the enemy boss attack mode is ended to the elapsed time in the normal cycle, thereby updating the attack cycle data De. The processor81sets the range where the player object can move in the virtual space to a default range or the range set when the previous game is played, thereby updating the movement-possible range data Di.
Next, the processor81acquires operation data from the left controller3, the right controller4, and/or the main body apparatus2and updates the operation data Da (step S122), and the processing proceeds to the next step.
Next, the processor81updates the game time (step S123), and the processing proceeds to the next step. For example, based on the elapsed time, the processor81updates the game time indicated by the game time data Dd.
Next, the processor81determines whether or not the current moment is within the period of the enemy boss attack mode (step S124). For example, based on the game time indicated by the game time data Dd, the processor81makes the determination in the above step S124. Then, if the current moment is within the period of the enemy boss attack mode, the processing of the processor81proceeds to step S126. If, on the other hand, the current moment is not within the period of the enemy boss attack mode, the processing of the processor81proceeds to step S125.
In step S125, the processor81performs game processing in the normal mode, and the processing proceeds to step S127. With reference toFIG.14, a description is given below of the game processing in the normal mode performed in the above step S125.
InFIG.14, the processor81determines whether or not the attack ability is to be given to the player object PO (step S131). For example, if the number of acquired target objects TO indicated by the number-of-acquired-target-objects data Df reaches the required number of target objects TO for giving the ability to attack enemy objects to the player object PO at the current moment, the determination of the processor81is affirmative in the above step S131. Then, if the attack ability is to be given to the player object PO, the processing of the processor81proceeds to step S132. If, on the other hand, the attack ability is not to be given to the player object PO, or the attack ability is already given, the processing of the processor81proceeds to step S133.
In step S132, the processor81sets the attack flag to on, and the processing proceeds to step S133. For example, the processor81sets the attack flag indicated by the attack flag data Dh to on, thereby updating the attack flag data Dh. The processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is given, thereby updating the player object data Db.
In step S133, the processor81determines whether or not the attack ability of the player object PO is to be lost. For example, if a predetermined time elapses since the attack ability is given to the player object PO, or if it is immediately after the player object PO defeats the enemy boss object BO, the determination of the processor81is affirmative in the above step S133. Then, if the attack ability of the player object PO is to be lost, the processing of the processor81proceeds to step S134. If, on the other hand, the attack ability of the player object PO is not to be lost, or the player object PO already does not have the attack ability, the processing of the processor81proceeds to step S135.
In step S134, the processor81sets the attack flag to off, and the processing proceeds to step S135. For example, the processor81sets the attack flag indicated by the attack flag data Dh to off, thereby updating the attack flag data Dh. The processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is lost, thereby updating the player object data Db.
In step S135, with reference to the attack flag data Dh, the processor81determines whether or not the attack flag is on. Then, if the attack flag is on, the processing of the processor81proceeds to step S136. If, on the other hand, the attack flag is off, the processing of the processor81proceeds to step S137.
In step S136, in accordance with the operation data Da, the processor81performs action control of the player object PO in the state where the player object PO can attack enemies. Then, the processing of this subroutine ends. For example, based on the operation data Da acquired in step S122, the processor81causes the player object PO to perform an action such as an attack or a movement, thereby updating the player object data Db. In accordance with the action of the player object PO and the state of the surroundings, and based on virtual physical calculations on the player object PO and the virtual space, the processor81causes the player object PO placed in the virtual space to perform an action, thereby updating the player object data Db. Further, based on a state change calculation for changing the state of the player object PO, and in accordance with an attack and the like of an enemy object, the processor81changes the state of the player object PO, thereby updating the player object data Db. If the player object PO acquires target objects TO, the processor81adds the number of these acquired target objects TO to the number of acquired target objects TO, thereby updating the number-of-acquired-target-objects data Df.
On the other hand, in step S137, in accordance with the operation data Da, the processor81performs action control of the player object PO in the state where the player object PO cannot attack enemies. Then, the processing of this subroutine ends. For example, based on the operation data Da acquired in step S122, the processor81causes the player object PO to perform an action except for an attack, such as a movement, thereby updating the player object data Db. In accordance with the action of the player object PO and the state of the surroundings, and based on virtual physical calculations on the player object PO and the virtual space, the processor81causes the player object PO placed in the virtual space to perform an action, thereby updating the player object data Db. Further, based on a state change calculation for changing the state of the player object PO, and in accordance with an attack and the like of an enemy object, the processor81changes the state of the player object PO, thereby updating the player object data Db. If the player object PO acquires target objects TO, the processor81adds the number of these acquired target objects TO to the number of acquired target objects TO, thereby updating the number-of-acquired-target-objects data Df.
Referring back toFIG.13, if it is determined that the current moment is within the period of the enemy boss attack mode, the processor81performs game processing in the enemy boss attack mode (step S126), and the processing proceeds to step S127. With reference toFIG.15, a description is given below of the game processing in the enemy boss attack mode performed in the above step S126.
InFIG.15, with reference to the attack flag data Dh, the processor81determines whether or not the attack flag is on (step S140). Then, if the attack flag is on, the processing of the processor81proceeds to step S141. If, on the other hand, the attack flag is off, the processing of the processor81proceeds to step S142.
In step S141, in accordance with the operation data Da, the processor81performs action control of the player object PO in the state where the player object PO can attack enemies. Then, the processing proceeds to step S143. For example, based on the operation data Da acquired in step S122, the processor81causes the player object PO to perform an action such as an attack or a movement, thereby updating the player object data Db. In accordance with the action of the player object PO and the state of the surroundings, and based on virtual physical calculations on the player object PO and the virtual space, the processor81causes the player object PO placed in the virtual space to perform an action, thereby updating the player object data Db. Further, based on a state change calculation for changing the state of the player object PO, and in accordance with an attack and the like of the enemy boss object BO or another enemy object, the processor81changes the state of the player object PO, thereby updating the player object data Db. If the player object PO acquires target objects TO, the processor81adds the number of these acquired target objects TO to the number of acquired target objects TO, thereby updating the number-of-acquired-target-objects data Df.
On the other hand, in step S142, in accordance with the operation data Da, the processor81performs action control of the player object PO in the state where the player object PO cannot attack enemies. Then, the processing proceeds to step S143. For example, based on the operation data Da acquired in step S122, the processor81causes the player object PO to perform an action except for an attack, such as a movement, thereby updating the player object data Db. In accordance with the action of the player object PO and the state of the surroundings, and based on virtual physical calculations on the player object PO and the virtual space, the processor81causes the player object PO placed in the virtual space to perform an action, thereby updating the player object data Db. Further, based on a state change calculation for changing the state of the player object PO, and in accordance with an attack and the like of the enemy boss object BO or another enemy object, the processor81changes the state of the player object PO, thereby updating the player object data Db. If the player object PO acquires target objects TO, the processor81adds the acquired number of these acquired target objects TO to the number of acquired target objects TO, thereby updating the number-of-acquired-target-objects data Df.
In step S143, the processor81performs action control of the enemy boss object BO, and the processing proceeds to the next step. For example, based on the action of the player object PO, a predetermined action algorithm, and virtual physical calculations on the virtual space, the processor81causes the enemy boss object BO placed in the virtual space to perform an action, thereby updating the enemy boss object data Dc. Based on a state change calculation for changing the state and the life value of the enemy boss object BO, and in accordance with an attack and the like of the player object PO, the processor81changes the state and the life value of the enemy boss object BO, thereby updating the enemy boss object data Dc.
In the above step S143, an attack object that damages the player object PO if the player object PO comes into contact with the attack object may be added to the virtual space, whereby the enemy boss object BO may attack the player object PO. In this case, the processor81adds data relating to the attack object to be added to the inside of the virtual space to the object data Dg and also moves the attack object in the virtual space based on a predetermined action algorithm and virtual physical calculations on the virtual space, thereby updating the object data Dg.
Next, the processor81determines whether or not the attack ability is to be given to the player object PO (step S144). For example, if the number of acquired target objects TO indicated by the number-of-acquired-target-objects data Df reaches the required number of target objects TO for giving the ability to attack enemy objects to the player object PO at the current moment, the determination of the processor81is affirmative in the above step S144. Then, if the attack ability is to be given to the player object PO, the processing of the processor81proceeds to step S145. If, on the other hand, the attack ability is not to be given to the player object PO, or the attack ability is already given, the processing of the processor81proceeds to step S146.
In step S145, the processor81sets the attack flag to on, and the processing proceeds to step S146. For example, the processor81sets the attack flag indicated by the attack flag data Dh to on, thereby updating the attack flag data Dh. The processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is given, thereby updating the player object data Db.
In step S146, the processor81determines whether or not the attack ability of the player object PO is to be lost. For example, if a predetermined time elapses since the attack ability is given to the player object PO, the determination of the processor81is affirmative in the above step S146. Then, if the attack ability of the player object PO is to be lost, the processing of the processor81proceeds to step S147. If, on the other hand, the attack ability of the player object PO is not to be lost, or the player object PO already does not have the attack ability, the processing of the processor81proceeds to step S148.
In step S147, the processor81sets the attack flag to off, and the processing proceeds to step S148. For example, the processor81sets the attack flag indicated by the attack flag data Dh to off, thereby updating the attack flag data Dh. The processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is lost, thereby updating the player object data Db.
In step S148, the processor81determines whether or not the enemy boss attack mode is to be ended. Then, if the enemy boss attack mode is to be ended, the processing of the processor81proceeds to step S149. If, on the other hand, the enemy boss attack mode is not to be ended, the processing of the processor81proceeds to step S153. For example, if the game time indicated by the game time data Dd reaches the game time when the enemy boss attack mode is ended that is indicated by the attack cycle data De, or if the required number for ending the enemy boss attack mode is satisfied by the player object PO acquiring a target object TO in the above step S142, the determination of the processor81is affirmative in the above step S148. In a case where the attack flag is set to on, and even if the required number for ending the enemy boss attack mode is satisfied by the player object PO acquiring a target object TO in the above step S141or step S142, the determination of the processor81may be negative in the above step S148. In this case, if the player object PO is in the attack-on-enemy-possible state, the enemy boss attack mode continues to the scheduled game time when the enemy boss attack mode is ended, and a representation that the player object PO attacks the enemy boss object BO can be performed in priority to a representation that the enemy boss attack mode is ended.
In step S149, the processor81determines whether or not the enemy boss attack mode ends by the scheduled period of the enemy boss attack mode ending. Then, if the enemy boss attack mode ends by satisfying the required number of target objects TO, the processing of the processor81proceeds to step S150. If, on the other hand, the enemy boss attack mode ends by the scheduled period of the enemy boss attack mode ending, the processing of the processor81proceeds to step S152.
In step S150, the processor81performs an attack process for the installation object AO, and the processing proceeds to the next step. For example, the processor81performs control for performing a representation for causing the installation object AO placed in the virtual space to attack the enemy boss object BO. Then, based on the action and the state resulting from the attack, the processor81updates the enemy boss object data Dc and the object data Dg. As an example, based on a state change calculation for changing the state and the life value of the enemy boss object BO, the processor81changes the state and the life value of the enemy boss object BO based on the above attack, thereby updating the enemy boss object data Dc.
Next, the processor81determines whether or not the enemy boss object BO is crushed by the attack of the installation object AO in the above step S150(step S151). For example, with reference to the enemy boss object data Dc, if the life value of the enemy boss object BO reaches 0 due to the attack of the installation object AO in the above step S150, the determination of the processor81is affirmative in the above step S151. Then, if the enemy boss object BO is not crushed, the processing of the processor81proceeds to step S152. If, on the other hand, the enemy boss object BO is crushed, the processing of the processor81proceeds to step S154.
In step S152, the processor81sets the next enemy boss attack mode in an attack cycle in the normal cycle, thereby ending the enemy boss attack mode at the current moment. Then, the processing of this subroutine ends. For example, the processor81sets the game time when the next enemy boss attack mode is started and the game time when the enemy boss attack mode is ended to the elapsed time in the normal cycle, thereby updating the attack cycle data De. When ending the enemy boss attack mode and setting the next enemy boss attack mode, the processor81stops the activity of the enemy boss object BO in the virtual space and causes the enemy boss object BO to leave once, thereby updating the enemy boss object data Dc. When ending the enemy boss attack mode and setting the next enemy boss attack mode, the processor81may set the attack flag indicated by the attack flag data Dh to off, thereby updating the attack flag data Dh. Consequently, by ending the enemy boss attack mode, the processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is lost, thereby updating the player object data Db.
If, on the other hand, it is determined in step S148that the enemy boss attack mode is not to be ended, the processor81determines whether or not the enemy boss object BO is crushed (step S153). Then, if the enemy boss object BO is crushed, the processing of the processor81proceeds to step S154. If, on the other hand, the enemy boss object BO is not crushed, the processing of the processor81in this subroutine ends.
In step S154, the processor81sets the next enemy boss attack mode in an attack cycle based on the cycle after the enemy boss is crushed, thereby ending the enemy boss attack mode at the current moment. Then, the processing of this subroutine ends. For example, the processor81sets the game time when the next enemy boss attack mode is started to the elapsed time based on the cycle after the enemy boss is crushed that is longer than the above normal cycle, thereby updating the attack cycle data De. Based on the above start time, the processor81sets the game time when the next enemy boss attack mode is ended, thereby updating the attack cycle data De. Also in a case where the enemy boss attack mode is ended by crushing the enemy boss object BO, and the next enemy boss attack mode is set, the processor81may set the attack flag indicated by the attack flag data Dh to off, thereby updating the attack flag data Dh. Consequently, also in a case where the enemy boss attack mode is ended by crushing the enemy boss object BO, the processor81changes the state of the player object PO to a form indicating that the ability to attack enemy objects is lost, thereby updating the player object data Db.
In the above step S154, by crushing the enemy boss object BO, the processor81may enlarge the range where the player object can move in the virtual space. In this case, in the above step S154, the processor81newly sets the range where the player object can move in the virtual space, by enlarging the range by a predetermined range, thereby updating the movement-possible range data Di.
Referring back toFIG.13, in step S127, the processor81performs another process, and the processing proceeds to the next step. For example, as another process, the processor81performs action control of another object other than the player object PO and the enemy boss object BO. As an example, based on the action of the player object PO, a predetermined action algorithm, and virtual physical calculations on the virtual space, the processor81causes each object such as an enemy object placed in the virtual space to perform an action, thereby updating the object data Dg. Based on a state change calculation for changing the state and the life value of the enemy object, and in accordance with an attack and the like of the player object PO, the processor81changes the state and the life value of the enemy object, thereby updating the object data Dg.
Next, the processor81performs a display control process (step S128), and the processing proceeds to the next step. For example, based on the player object data Db, the enemy boss object data Dc, and the object data Dg, the processor81places objects such as the player object PO, the enemy boss object BO, the installation object AO, and the target object TO in the virtual space. The processor81sets the position and/or the orientation of the virtual camera for generating a display image and places the virtual camera in the virtual space. Then, the processor81generates an image of the virtual space viewed from the set virtual camera and performs control for displaying the virtual space image on the display12.
Next, the processor81determines whether or not the game processing is to be ended (step S129). Examples of a condition for ending the game processing in the above step S129include the fact that the condition for ending the game processing is satisfied, the fact that the user performs the operation for ending the game processing, and the like. If the game processing is not to be ended, the processing returns to the above step S122, and the process of step S122is repeated. If the game processing is to be ended, the processing of the flow chart ends. Hereinafter, the series of processes of steps S122to S129is repeatedly executed until it is determined in step S129that the processing is to be ended.
As described above, in the exemplary embodiment, an enemy boss attack mode where the player object PO is subjected to an attack of the enemy boss object BO can be ended not only due to the lapse of time from the start of the enemy boss attack mode but also by the player object PO acquiring a target object TO during the enemy boss attack mode. Thus, it is possible to bring diversity to behaviors that the player object PO can take on during the enemy boss attack mode. The enemy boss attack mode can be ended by acquiring a target object TO during the enemy boss attack mode without waiting for the above lapse of time. Thus, it is possible to give a user a motivation to acquire a target object TO.
Further, the game system1may be any apparatus, and may be a mobile game apparatus, any mobile electronic device (a PDA (Personal Digital Assistant), a mobile phone, a personal computer, a camera, a tablet, or the like. In this case, an input device for performing the operation of causing the player object PO to perform an action may not be the left controller3, the right controller4, or the touch panel13and may be another controller, a mouse, a touch pad, a touch panel, a trackball, a keyboard, a directional pad, a slide pad, or the like.
Further, the above descriptions have been given using an example where the game system1performs information processing and a communication process. Alternatively, another apparatus may perform at least some of the processing steps. For example, if the game system1is further configured to communicate with another apparatus (e.g., another server, another image display device, another game apparatus, or another mobile terminal), the other apparatus may cooperate to perform the processing steps. Another apparatus may thus perform at least some of the processing steps, thereby enabling processing similar to that described above. Further, the above information processing can be performed by a processor or the cooperation of a plurality of processors, the processor or the plurality of processors included in an information processing system including at least one information processing apparatus. Further, in the above exemplary embodiment, information processing can be performed by the processor81of the game system1executing a predetermined program. Alternatively, part or all of the processing of the flow charts may be performed by a dedicated circuit included in the game system1.
Here, according to the above variations, it is possible to achieve the exemplary embodiment also by a system form such as cloud computing, or a system form such as a distributed wide area network or a local area network. For example, in a system form such as a distributed local area network, it is possible to execute the processing between a stationary information processing apparatus (a stationary game apparatus) and a mobile information processing apparatus (a mobile game apparatus) by the cooperation of the apparatuses. It should be noted that, in these system forms, there is no particular limitation on which apparatus performs the above processing. Thus, it goes without saying that it is possible to achieve the exemplary embodiment by sharing the processing in any manner.
Further, the processing orders, the setting values, the conditions used in the determinations, and the like that are used in the information above processing are merely illustrative. Thus, it goes without saying that the exemplary embodiment can be achieved also with other orders, other values, and other conditions.
Further, the above program may be supplied to the game system1not only through an external storage medium such as an external memory, but also through a wired or wireless communication link. Further, the program may be stored in advance in a non-volatile storage device included in the apparatus. It should be noted that examples of an information storage medium having stored therein the program may include CD-ROMs, DVDs, optical disk storage media similar to these, flexible disks, hard disks, magneto-optical disks, and magnetic tapes, as well as non-volatile memories. Alternatively, an information storage medium having stored therein the program may be a volatile memory for storing the program. It can be said that such a storage medium is a storage medium readable by a computer or the like. For example, it is possible to provide the various functions described above by causing a computer or the like to load a program from the storage medium and execute it.
While some exemplary systems, exemplary methods, exemplary devices, and exemplary apparatuses have been described in detail above, the above descriptions are merely illustrative in all respects, and do not limit the scope of the systems, the methods, the devices, and the apparatuses. It goes without saying that the systems, the methods, the devices, and the apparatuses can be improved and modified in various manners without departing the spirit and scope of the appended claims. It is understood that the scope of the systems, the methods, the devices, and the apparatuses should be interpreted only by the scope of the appended claims. Further, it is understood that the specific descriptions of the exemplary embodiment enable a person skilled in the art to carry out an equivalent scope on the basis of the descriptions of the exemplary embodiment and general technical knowledge. When used in the specification, the components and the like described in the singular with the word “a” or “an” preceding them do not exclude the plurals of the components. Furthermore, it should be understood that, unless otherwise stated, the terms used in the specification are used in their common meanings in the field. Thus, unless otherwise defined, all the jargons and the technical terms used in the specification have the same meanings as those generally understood by a person skilled in the art in the field of the exemplary embodiment. If there is a conflict, the specification (including definitions) takes precedence.
As described above, the exemplary embodiment can be used as a game program, a game apparatus, a game system, a game processing method, and the like that are capable of bringing diversity to behaviors that a player object operated by a user can take on.
Claims
- A non-transitory computer-readable storage medium having stored therein instructions that, when executed by a processor of an information processing apparatus, cause the information processing apparatus to perform operations comprising: executing a video game that includes a game mode in which a player object attacks or fights a first enemy object in a virtual space, the game mode being switchable between at least a first mode, a second mode, and a third mode;in accordance with a lapse of a first time period, switching the game mode of the video game from the first mode where a first enemy object does not attack a player object in the virtual space to the second mode where the first enemy object attacks the player object in the virtual space;while the game mode of the video game is in one of the first mode and the second mode and based on the player object obtaining a first required number of target objects, switching the game mode to the third mode where the first enemy object is attackable using a first attack from the player object;while the game mode is in the second mode, determining that at least one switching condition is satisfied, the at least one switching condition including a first switching condition in which a second time period has elapsed, and a second switching condition in which the player object gains a second required number of the target objects that is smaller than the first required number prior to elapsing of the second time period;and based on the determining that the at least one switching condition has been satisfied, switching the game mode of the video game from the second mode to the first mode.
- The non-transitory computer-readable storage medium according to claim 1, wherein if an accumulated amount of attack on the first enemy object exceeds a predetermined amount, a number of the target objects that can be gained by the player object in the virtual space is increased.
- The non-transitory computer-readable storage medium according to claim 2, wherein the number of the target objects that can be gained by the player object in the virtual space is increased by expanding a range where the player object can move in the virtual space.
- The non-transitory computer-readable storage medium according to claim 1, wherein the operations further comprise: based on determination that an accumulated amount of attack on the first enemy object exceeds a predetermined amount in the second mode and/or the third mode, switching the game mode to the first mode, and based on the game mode being switched to the first mode as a result of the accumulated amount exceeding the predetermined amount, switching the game mode from the first mode to the second mode based on a lapse of a third time, which is longer than the first time.
- The non-transitory computer-readable storage medium according to claim 1, wherein the game mode is switched from the first mode to the second mode without changing a position of the player object in the virtual space.
- The non-transitory computer-readable storage medium according to claim 1, wherein if the game mode is switched from the second mode to the first mode by satisfying the second switching condition, an accumulated amount of attack on the first enemy object is increased by performing a second attack on the first enemy object, and if the game mode is switched from the second mode to the first mode by satisfying the first switching condition, the accumulated amount of attack is not increased.
- The non-transitory computer-readable storage medium according to claim 6, wherein the accumulated amount of attack accumulated for the first enemy object by the second attack is smaller than the accumulated amount of attack accumulated for the first enemy object by the first attack.
- The non-transitory computer-readable storage medium according to claim 1, wherein in the first mode, the player object is not enabled to attack the first enemy object.
- The non-transitory computer-readable storage medium according to claim 1, wherein without changing control of a behavior of a second enemy object in both the first mode and the second mode, an action of the second enemy object attacking the player object is controlled.
- The non-transitory computer-readable storage medium according to claim 1, wherein an accumulated amount of attack on the first enemy object is not changed by switching the game mode.
- The non-transitory computer-readable storage medium according to claim 1, wherein in the second mode and/or the third mode, an attack object that damages the player object if the player object comes into contact with the attack object is added to a field in the virtual space, thereby causing the first enemy object to attack the player object.
- The non-transitory computer-readable storage medium according to claim 1, wherein the first time is longer than the second time.
- A game apparatus, comprising: a processor and a memory coupled thereto, the processor being configured to control the information processing system to at least: execute a video game that includes a game mode in which a player object attacks or fights a first enemy object in a virtual space, the game mode being switchable between at least a first mode, a second mode, and a third mode;in accordance with a lapse of a first time period, switch the game mode of the video game from the first mode where a first enemy object does not attack a player object in the virtual space to the second mode where the first enemy object attacks the player object in the virtual space;while the game mode of the video game is in one of the first mode and the second mode, and based on the player object obtaining a first required number of target objects, switch the game mode to the third mode where the first enemy object is attackable using a first attack from the player object;while the game mode is in the second mode, determine that at least one switching condition is satisfied, the at least one switching condition including a first switching condition in which a second time period has elapsed, and a second switching condition in which the player object gains a second required number of the target objects that is smaller than the first required number prior to elapsing of the second time period;and based on the determining that the at least one switching condition has been satisfied, switch the game mode of the video game from the second mode to the first mode.
- A game system, comprising: a processor and a memory coupled thereto, the processor being configured to control the information processing system to at least: execute a video game that includes a game mode in which a player object attacks or fights a first enemy object in a virtual space, the game mode being switchable between at least a first mode, a second mode, and a third mode;in accordance with a lapse of a first time period, switch the game mode of the video game from the first mode where a first enemy object does not attack a player object in the virtual space to the second mode where the first enemy object attacks the player object in the virtual space;while the game mode of the video game is in one of the first mode and the second mode and based on the player object obtaining a first required number of target objects, switch the game mode to the third mode where the first enemy object is attackable using a first attack from the player object;while the game mode is in the second mode, determine that at least one switching condition is satisfied, the at least one switching condition including a first switching condition in which a second time period has elapsed, and a second switching condition in which the player object gains a second required number of the target objects that is smaller than the first required number prior to elapsing of the second time period;and based on determination that the at least one switching condition has been satisfied, switch the game mode of the video game from the second mode to the first mode.
- A game processing method, comprising: executing a video game that includes a game mode in which a player object attacks or fights a first enemy object in a virtual space, the game mode being switchable between at least a first mode, a second mode, and a third mode;in accordance with a lapse of a first time period, switching the game mode of the video game from the first mode where a first enemy object does not attack a player object in the virtual space to the second mode where the first enemy object attacks the player object in the virtual space;while the game mode of the video game is in one of the first mode and the second mode and based on the player object obtaining a first required number of target objects, switching the game mode to the third mode where the first enemy object is attackable using a first attack from the player object;while the game mode is in the second mode, determining that at least one switching condition is satisfied, the at least one switching condition including a first switching condition in which a second time period has elapsed, and a second switching condition in which the player object gains a second required number of the target objects that is smaller than the first required number prior to elapsing of the second time period;and based on the determining that the at least one switching condition has been satisfied, switching the game mode of the video game from the second mode to the first mode.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.