Patent ID: 12194382

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

A game system according to the present non-limiting example will now be described. A non-limiting example of a game system1according to the present non-limiting example includes a main body apparatus (information processing apparatus serving as the main body of a game apparatus in the present non-limiting example)2, a left controller3, and a right controller4. The left controller3and the right controller4are attachable to and detachable from the main body apparatus2. That is, the user can attach the left controller3and the right controller4to the main body apparatus2, and use them as a unified apparatus. The user can also use the main body apparatus2and the left controller3and the right controller4separately from each other (seeFIG.2). In the description that follows, a hardware configuration of the game system1of the present non-limiting example is described, and thereafter, the control of the game system1of the present non-limiting example is described.

FIG.1is a diagram illustrating a non-limiting example of the state where the left controller3and the right controller4are attached to the main body apparatus2. As illustrated 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 illustrating a non-limiting example of the state where each of the left controller3and the right controller4is detached from the main body apparatus2. As illustrated 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.3illustrates six orthogonal views of a non-limiting example of the main body apparatus2. As illustrated inFIG.3, the main body apparatus2includes an approximately plate-shaped housing11. In the present non-limiting example, 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 a non-limiting 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 illustrated 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 present non-limiting example, the display12is a liquid crystal display device (LCD). The display12, however, may be a display device of any suitable type.

In addition, the main body apparatus2includes a touch panel13on the screen of the display12. In the present non-limiting example, the touch panel13allows multi-touch input (e.g., a capacitive touch panel). It should be noted that the touch panel13may be of any suitable type, e.g., it allows single-touch input (e.g., a resistive touch panel).

The main body apparatus2includes a speaker (i.e., a speaker88illustrated inFIG.6) inside the housing11. As illustrated inFIG.3, speaker holes11aand11bare formed in the main surface of the housing11. The speaker88outputs sounds through the speaker holes11aand11b.

The main body apparatus2also includes a left-side terminal17that enables wired communication between the main body apparatus2and the left controller3, and a right-side terminal21that enables wired communication between the main body apparatus2and the right controller4.

As illustrated 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-side terminal27. The lower-side terminal27allows the main body apparatus2to communicate with a cradle. In the present non-limiting example, the lower-side terminal27is a USB connector (more specifically, a female connector). When the unified apparatus or the main body apparatus2alone is placed on the cradle, the game system1can display, on a stationary monitor, an image that is generated and output by the main body apparatus2. Also, in the present non-limiting example, the cradle has the function of charging the unified apparatus or the main body apparatus2alone, being placed thereon. The cradle also functions as a hub device (specifically, a USB hub).

FIG.4illustrates six orthogonal views of a non-limiting example of the left controller3. As illustrated inFIG.4, the left controller3includes a housing31. In the present non-limiting example, the housing31has a vertically long shape, e.g., is shaped to be long in an up-down direction (i.e., a y-axis direction illustrated 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 illustrated 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 present non-limiting example, 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.

The left controller3also includes a terminal42that enables wired communication between the left controller3and the main body apparatus2.

FIG.5illustrates six orthogonal views of a non-limiting example of the right controller4. As illustrated inFIG.5, the right controller4includes a housing51. In the present non-limiting example, the housing51has a vertically long shape, e.g., 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 present non-limiting example, 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 allowing the right controller4to perform wired communication with the main body apparatus2.

FIG.6is a block diagram illustrating a non-limiting example of an internal configuration of the main body apparatus2. The main body apparatus2includes components81to91,97, and98illustrated inFIG.6in addition to the components illustrated inFIG.3. Some of the components81to91,97, and98may be implemented as electronic parts on an electronic circuit board, which is contained in the housing11.

The main body apparatus2includes a processor81. The processor81is an information processor for executing various types of information processing to be executed by the main body apparatus2. For example, the CPU81may include only a central processing unit (CPU), or may be a system-on-a-chip (SoC) having a plurality of functions such as a CPU function and a graphics processing unit (GPU) 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 that is attached to the slot23, or the like), thereby executing the various types of information processing.

The main body apparatus2includes a flash memory84and a dynamic random access memory (DRAM)85as examples of internal storage media built in itself. The flash memory84and the DRAM85are connected to the CPU81. The flash memory84is mainly used to store various data (or programs) to be saved in the main body apparatus2. The DRAM85is used to temporarily store various data used in information processing.

The main body apparatus2includes a slot interface (hereinafter abbreviated to “I/F”)91. The slot I/F91is connected to the processor81. The slot I/F91is connected to the slot23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot23, in accordance with commands from the processor81.

The processor81reads and writes, as appropriate, data from and to the flash memory84, the DRAM85, and each of the above storage media, thereby executing 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 present non-limiting example, 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 particular protocol or infrared light communication). It should be noted that the wireless communication in the above second communication form achieves the function of allowing so-called “local communication,” in which the main body apparatus2can wirelessly communicate with another main body apparatus2located in a closed local network area, and the plurality of main body apparatuses2directly communicate with each other to exchange 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 main body apparatus2may communicate with the left and right controllers3and4using any suitable communication method. In the present non-limiting example, the controller communication section83performs communication with the left and right controllers3and4in accordance with the Bluetooth (registered trademark) standard.

The processor81is connected to the left-side terminal17, the right-side terminal21, and the lower-side terminal27. When performing wired communication with the left controller3, the processor81transmits data to the left controller3via the left-side terminal17and also receives operation data from the left controller3via the left-side terminal17. Further, when performing wired communication with the right controller4, the processor81transmits data to the right controller4via the right-side terminal21and also receives operation data from the right controller4via the right-side terminal21. Further, when communicating with the cradle, the processor81transmits data to the cradle via the lower-side terminal27. As described above, in the present non-limiting example, the main body apparatus2can perform both wired communication and wireless communication with each of the left and right controllers3and4. Further, when the unified apparatus obtained by attaching the left and right controllers3and4to 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 a stationary monitor or the like via the cradle.

Here, the main body apparatus2can communicate with a plurality of left controllers3simultaneously (or in parallel). Further, the main body apparatus2can communicate with a plurality of right controllers4simultaneously (or in parallel). Thus, a plurality of users can simultaneously provide inputs to the main body apparatus2, each using a set of left and right controllers3and4. As a non-limiting example, a first user can provide an input to the main body apparatus2using a first set of left and right controllers3and4, and at the same time, a second user can provide an input to the main body apparatus2using a second set of left and right controllers3and4.

Further, the display12is connected to the processor81. The processor81displays, on the display12, a generated image (e.g., an image generated by executing the above information processing) and/or an externally obtained image.

The main body apparatus2includes a codec circuit87and speakers (specifically, a left speaker and a right speaker)88. The codec circuit87is connected to the speakers88and an audio input/output terminal25and also connected to the processor81. The codec circuit87is for controlling the input and output of audio 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 illustrated, the power control section97is connected to components of the main body apparatus2(specifically, components that receive power supplied from the battery98, the left-side terminal17, and the right-side terminal21). Based on a command from the processor81, the power control section97controls the supply of power from the battery98to each of the above components.

Further, the battery98is connected to the lower-side terminal27. When an external charging device (e.g., the cradle) is connected to the lower-side terminal27, and power is supplied to the main body apparatus2via the lower-side terminal27, the battery98is charged with the supplied power.

FIG.7is a block diagram illustrating non-limiting 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 illustrated inFIG.6and therefore are omitted inFIG.7.

The left controller3includes a communication control section101, which communicates with the main body apparatus2. As illustrated inFIG.7, the communication control section101is connected to components including the terminal42. In the present non-limiting example, the communication control section101can communicate with the main body apparatus2through both wired communication via the terminal42and wireless communication without 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 buttons103and the analog stick32). 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 present non-limiting example, the power supply section108includes a battery and a power control circuit. Although not illustrated 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 illustrated 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, a communication control section111can communicate with the main body apparatus2through both wired communication via the terminal64and wireless communication without 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 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 described above, in the game system1of the present non-limiting example, the left controller3and the right controller4are removable from the main body apparatus2. In addition, 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, an image (and sound) can be output on an external display device, such as a stationary monitor or the like. The game system1will be described below according to a non-limiting embodiment in which an image is displayed on the display12.

A game is played using a virtual space displayed on the display12, according to operations performed on the operation buttons and sticks of the left controller3and/or the right controller4, or touch operations performed on the touch panel13of the main body apparatus2, in the game system1. In the present non-limiting example, as a non-limiting example, a game can be played in which a plurality of characters and the like disposed in the virtual space are caused to perform an action according to the user's operation using the operation buttons, the sticks, and the touch panel13.

An information processing system including a plurality of game systems1and a server200will be described with reference toFIGS.8and9.FIG.8is a block diagram illustrating a non-limiting example of a configuration of the information processing system.FIG.9is a block diagram illustrating a non-limiting example of a configuration of the server200.

As illustrated inFIG.8, the plurality of game systems1and the server200are connected together through a network100to form an information processing system. The game systems1are connectable to the network100through wireless or wired communication, and, together with the server200, form a client-server system. For example, each game system1is capable of executing a predetermined application (e.g., a game application). The game system1also executes the predetermined application to establish a connection with the server200through the network100, which allows the game system1to communicate with the server200.

The server200has a communication unit201, a control unit202, and a storage unit203. The communication unit201communicates with the game systems1and the like through the network100by exchanging communication packets. As a non-limiting example, the control unit202performs a process of managing the progression of a game performed along with the game systems1, a process of managing characters exchanged between users, exchange locations, and the like, a process of managing information about payment or charging, and the like. The control unit202also establishes a communication link to the game systems1and the like through the communication unit201, and performs data transmission control and routing on the network100. When a game (e.g., exchange of characters) is performed along with a plurality of game systems1, the control unit202manages a pairing or grouping of game systems1that perform the game, and data communication between those game systems1. The storage unit203stores programs that are executed by the control unit202, various kinds of data used for the above processes, various kinds of data used for communication with the game systems1, and the like. It should be noted that when the system employs a predetermined log-in process for data exchange performed through the network100, the server200may perform an authentication process to determine whether or not a user who is trying to log in is an authorized user. The server200may be a single server machine or may include a plurality of server machines.

In the present non-limiting example, a process of exchanging items or characters used in a game as a thing to be exchanged between users can be performed. When the exchange is performed, thing-to-be-exchanged information data I indicating information about the thing to be exchanged is transmitted and received through the server200. For example, if the exchange has been successfully settled between a user of a game system1aand a user of a game system1b, thing-to-be-exchanged information data Ia that is information about a thing to be exchanged which the user of the game system1ahas put up for exchange is transmitted from the game system1ato the game system1bthrough the server200. In addition, thing-to-be-exchanged information data Ib that is information about a thing to be exchanged which the user of the game system1bhas put up for exchange is transmitted from the game system1bto the game system1athrough the server200. By transmitting and receiving these pieces of thing-to-be-exchanged information data I, a process of exchanging things to be exchanged between the user of the game system1aand the user of the game system1bis performed. The exchange of the present non-limiting example includes a method in which the user of the game system1breceives a thing to be exchanged from the game system1a, and gives the thing to be exchanged to the user of the game system1c, which is not a one-on-one exchange. It should be noted that in the present non-limiting example, information about a thing to be exchanged includes at least information about an item or character designated as a thing to be exchanged by a user and information about a place designated by the user (place where the user puts a thing to be exchanged up for exchange). In the description that follows, characters are used as a non-limiting example of a thing to be exchanged.

First Embodiment

A non-limiting example of a game process (character exchange and display processes) according to a first embodiment will be described with reference toFIGS.10-15. It should be noted thatFIG.10is a diagram illustrating a non-limiting example of a game image that is displayed in a character choice situation in the game process of the first embodiment.FIG.11is a diagram illustrating a non-limiting example of a game image that is displayed in a place choice situation in the game process of the first embodiment.FIG.12is a diagram illustrating a game image that is displayed in a successful exchange settlement scene in the game process of the first embodiment.FIG.13is a diagram illustrating a non-limiting first display example of a game image that is displayed in a pictorial representation display situation in the game process of the first embodiment.FIG.14is a diagram illustrating a non-limiting example of a game image that is displayed with a globe object E rotated in a pictorial representation display situation in the game process of the first embodiment.FIG.15is a diagram illustrating a non-limiting second display example of a game image that is displayed in a pictorial representation display situation in the game process of the first embodiment.

InFIG.10, when the user of a game system1exchanges a character with another user, the user of the game system1themselves chooses a character that the user is to put up for exchange to the second user in a first stage of the exchange. Here, characters are a game object that is used in a game, and when chosen by a user, are allowed to appear and perform an action in a virtual space. For example, in a game image illustrated inFIG.10, a list of characters that the user can put up for exchange is displayed on the display12as options for a thing to be exchanged that is to be put up for exchange. A character that is presented as an option for exchange is one of characters currently possessed by a user that can be given to an exchanging partner, and may be a character that has been previously obtained from an exchanging partner. In the non-limiting example ofFIG.10, six characters C1-C6are displayed as options for a thing to be exchanged that is to be put up for exchange. From the six characters C1-C6, one is designated as a thing to be exchanged that is to be put up for exchange to another user according to the user's operation using the game system1.

Next, in a second stage of the exchange, a place where the user is to put a character that has been chosen as a thing to be exchanged, up for exchange, is designated. In the present non-limiting example, as illustrated inFIG.11, a user interface is used that represents a place where a user puts a thing to be exchanged up for exchange, by a globe object E. The globe object E is a three-dimensional spherical object representing the earth of the real world. In the non-limiting example ofFIG.11, an image of the globe object E as viewed from a predetermined direction is displayed. It should be noted that the globe object E may have, on the surface thereof, undulations corresponding to the terrains of the earth. Alternatively, the entire globe object E has a smooth spherical surface. It should be noted that the globe object E corresponds to a non-limiting example of a predetermined user interface.

A user can designate a place where the user is to put a character as a thing to be exchanged, up for exchange, by choosing any from a plurality of points Pi set on the globe object E (places indicated by black points inFIG.11, e.g., 630 points). For example, in the non-limiting example ofFIG.11, a point Ps (star-shaped point illustrated inFIG.11) of the plurality of points Pi has been designated as a place for exchange. A point may be designated by any suitable method. As a first non-limiting example, one of the plurality of points Pi may be designated that is located closest to a location of the globe object E that coincides with a location in a displayed image pointed by the user's operation. As a second non-limiting example, a user may perform an operation of specifying coordinates or a latitude and a longitude on the globe object E, to designate a point closest to the specified location. As a third non-limiting example, a point may be designated by a user's operation of choosing one from the plurality of points Pi presented as options. As a fourth non-limiting example, a point may be designated based on a location on the globe object E corresponding to a chosen country name, region name, city name, town name, or the like. As a fifth non-limiting example, a point may be designated based on a location on the globe object E corresponding to a place previously set by a user (e.g., an address, living place, or current location previously set by a user). As a sixth non-limiting example, in initial setting of a game, a point for exchange by a user may be previously set. As a seventh non-limiting example, a point for exchange may be set at random.

Next, in a third stage of the exchange, the game system1operated by the user makes an application for exchange of characters to the server200. Thereafter, the server200performs a process of choosing an exchanging partner that is to exchange for a character for which the user has applied for exchange. For example, in the application for exchange, the game system1transmits, to the server200, the thing-to-be-exchanged information data I (seeFIG.8) including at least information indicating a character put up for exchange and information indicating a designated point (place for exchange). It should be noted that in the present non-limiting example, an application for exchange is made without designating an exchanging partner, a character that a user desires to obtain by exchange, or the like.

In a fourth stage of the exchange, the server200determines whether or not to successfully settle the exchange, and chooses an exchanging partner. In the first embodiment, if an application for exchange has been made by another user at the same point where the first user has made an application for exchange (a place for exchange designated by the first user), the server200chooses the second user as an exchanging partner. For example, in the non-limiting example ofFIG.11, if another user has made an application for exchange with the point Ps designated as a place for exchange, the first user exchanges characters with the second user. It should be noted that an application for exchange of characters is valid during a valid exchange period that is a predetermined period of time from the time that the exchange application is made. If an exchanging partner is found during the valid exchange period, exchange with the exchanging partner is successfully settled. It should be noted that during the valid exchange period, in the game system1, an image showing that the game system1is communicating with the server200and an exchanging partner is being searched for (e.g., an image of the globe object E that is taken when no character is disposed) may be displayed, and another game process may be executed in parallel to the application for exchange.

When a first user of a game system1makes an application for exchange and then the server200receives thing-to-be-exchanged information data I1, the server200sets a character uploaded by the first user at a designated point based on the thing-to-be-exchanged information data I1, and stores the character into the storage unit203. If at least one character possessed by another user(s) has been set at the same point, the server200chooses a character of the second user to be exchanged for the uploaded character of the first user, and successfully settles the exchange. If the exchange has been successfully settled, the server200transmits, to the game system1of the first user, thing-to-be-exchanged information data12including at least information indicating a character for which the second user made an application for exchange and information indicating a point designated by the second user in the application for exchange, and thereby notifies the first user of successful settlement of the exchange. The server200also transmits, to the game system1of the second user, the thing-to-be-exchanged information data I1including at least information indicating a character for which the first user made an application for exchange and information indicating a point designated by the first user in the application for exchange, and thereby notifies the second user of successful settlement of the exchange. Thereafter, the server200deletes, from the storage unit203, information related to the first user's character and the second user's character involved in the application for exchange.

If no character of another user has been set at the same point and the valid exchange period has expired, the server200determines that exchange for the uploaded character of the first user has not been successfully settled. If the exchange has not been successfully settled, the server200transmits unsuccessful exchange settlement data indicating that the exchange has not been successfully settled to the game system1of the first user. Thereafter, the server200deletes information related to the first user's character involved in the application for exchange.

In a fifth stage of the exchange, in the game system1, the user is notified of whether or not the exchange has been successfully settled. When the game system1receives, from the server200, the thing-to-be-exchanged information data I indicating that the exchange has been successfully settled, the game system1displays an image that notifies the user of successful settlement of the exchange on the display12. For example, as illustrated inFIG.12, if the exchange of characters has been successfully settled, an image showing a character obtained from another user by the exchange (in the non-limiting example ofFIG.12, a character C7) and an image that notifies the user of a point where the exchange has been successfully settled (in the non-limiting example ofFIG.12, the point Ps, which is the same point designated by the user in the exchange) are displayed on the display12. Thereafter, the game system1puts the character given to the second user in the exchange into a state that the user no longer possesses the character (e.g., if the character was obtained by exchange in the past, the character can continue to be pictorially displayed as an exchange record using a globe object E described below, and the character can no longer be used in a game, e.g., the character cannot appear in the virtual space or perform an action). The game system1also adds the character newly obtained by exchange with the second user as a character that can be used in a game, and manages information indicating the point designated by the second user in the exchange of characters in association with that character.

Otherwise, when the game system1receives, from the server200, unsuccessful exchange settlement data indicating that the exchange has not been successfully settled, the game system1displays, on the display12, an image that notifies the user of the unsuccessful settlement of the exchange. When the exchange has not been successfully settled, the game system1may cause the character, for which exchange for the second user's character has not been successfully settled, to come back as a character that can be used in a game, or puts that character into a state that the character is no longer possessed by the user.

In the present non-limiting example, a character that has been obtained from an exchanging partner by the above exchange can be displayed. In a first display example, as illustrated inFIG.13, each character that has been obtained by exchange is displayed on the globe object E at a corresponding place designated by the exchanging partner of the character. For example, in a non-limiting example of a game image ofFIG.13, a character C7for which exchange has been successfully settled at the point Ps as described above is displayed on the globe object E in the vicinity of the point Ps. A character C2for which another exchange has been successfully settled at a point P1is displayed on the globe object E in the vicinity of the point P1. A character C3for which another exchange has been successfully settled at a point P2is displayed on the globe object E in the vicinity of the point P2. Thus, a character obtained by exchange is displayed on the globe object E in the vicinity of a point where the exchange has been successfully settled, which can provide a pictorial character representation that shows characters that have been obtained by exchange and places where the characters have been obtained.

The globe object E can also be rotated and displayed according to a rotation instruction based on the user's operation input. For example, when a rotation instruction to rotate the globe object E ofFIG.13is performed, the globe object E is displayed as illustratedFIG.14. Due to this rotation instruction, the characters C2, C3, and C7, which were located on the front side in the state ofFIG.13, are moved to the back side and are no longer displayed, and the characters C1and C5, which were located at points P3and P4, respectively, in the state ofFIG.14, are moved to the front side and can be displayed. It should be noted that the globe object E may rotate about its own axis or may revolve in any revolution direction according to a rotation instruction based on the user's operation input.

Thus, in the case where the globe object E is configured to be rotatable, the user can view objects disposed on the entire surface of the globe object E, and can confirm a place where each object has been exchanged, on the entire surface of the globe object E.

As a second display example in which a character that has been obtained from an exchanging partner by the exchange is displayed, when a point is chosen on the globe object E, a list of characters that have been obtained by exchange with the point designated. For example, as illustrated inFIG.15, a list of characters already obtained from an exchanging partner by exchange is displayed by an operation of choosing a place designated by the exchanging partner on the globe object E. Specifically, a display form of the point P1is changed according to choice of the point P1on the globe object E by the user's operation, and a list of the characters C2and C4, which have been obtained by exchange with the point P1designated by an exchanging partner, is displayed together with the dates of successful settlement of exchanges. It should be noted that in the case where the same character has been obtained at a point by different exchanges as illustrated inFIG.15, as many copies of the character may be redundantly displayed together with the respective dates of successful settlement of the exchanges, for example.

It should be noted that even in the second display example in which a character that has been obtained from an exchanging partner by the exchange is displayed, the globe object E may be rotated and displayed according to a rotation instruction based on the user's operation input as in the first display example. Alternatively, a character that has been obtained from an exchanging partner by the exchange may be displayed using both of the first and second display examples. As a non-limiting example, at a point where a single character has been obtained by exchange, the character is displayed in the display form of the first display example, and at a point where a plurality of characters have been obtained by exchange, the characters are displayed in the display form of the second display example. As another non-limiting example, even when a character that has been obtained from an exchanging partner is displayed using the second display example, a single representative character (e.g., one of a plurality of characters that has been most recently obtained) is displayed, for each point, on the globe object E in the vicinity of the point using the first display example.

Although in the above non-limiting examples, the user interface for designating a place where a user is to put up for exchange, and the user interface for viewing a thing to be exchanged (character) that has been obtained from an exchanging partner by exchange, have been described using the same globe object E, these user interfaces may be the same or different.

Although in the above non-limiting examples, the globe object E is used as the user interface for designating a place where a user is to put up for exchange and the user interface for viewing a thing to be exchanged (character) that has been obtained from an exchanging partner by exchange, other images may be used as at least one of the user interfaces. For example, a user interface that employs an image indicating a two-dimensional or three-dimensional map may be used to allow a user to choose an area or point on the map to designate a place where the user is to put up for exchange, or may dispose and display, on the map, a thing to be exchanged that has been obtained from an exchanging partner by exchange. The above user interface may be an object indicating a globe representing an actual world, or an image showing a map, or the like, or alternatively, an object indicating a celestial body in a virtual world, or an image showing a two-dimensional or three-dimensional map, or the like.

In the present non-limiting example, a predetermined reward that can be used in a game in which the character appears may be given to a user based on the number of points that have been designated by exchanging partners and for which the exchange has been finished. For example, if a history of points that have been designated by exchanging partners and for which the exchange has been finished indicates that the number of the points (the number of places) has reached a predetermined value, an item, character, in-game currency, ability, experience point, release of a hidden element or stage, or the like that is advantageous to progression of the game is given as a reward to a user. Thus, a reward is given to a user due to accumulation of the number of places designated by exchanging partners in exchange, which can add a greater incentive to information about places that is obtained as additional information for information about characters obtained by exchange. In addition, because points where a character obtained by exchange was designated can be confirmed using the globe object E, a condition for giving the reward can be assessed by a user.

Second Embodiment

A non-limiting example of a game process (character exchange and display processes) according to a second embodiment will be described with reference toFIGS.16and17.FIG.16is a diagram illustrating a non-limiting example of a game image that is displayed in a successful exchange settlement scene in the game process of the second embodiment.FIG.17is a diagram illustrating a non-limiting example of a game image that is displayed in a pictorial representation display situation in the game process of the second embodiment.

The game process of the second embodiment is different from the game process of the first embodiment in a method for choosing an exchanging partner. The second embodiment is similar to the first embodiment in the processes that are executed until the third stage of exchange in which an application for exchange is made and the process of giving a reward according to the number of points where exchange has been performed. Therefore, in the description of the game process of the second embodiment, the processes that are executed until the third stage of exchange and the process of giving a reward will not be described again. It should be noted that in the description that follows, the user of a game system1designates the point Ps on the globe object E (seeFIG.11) and makes an application for exchange to the server200as in the game process of the first embodiment, for example.

In a fourth stage of the exchange in the second embodiment, the server200determines whether or not the exchange has been successfully settled, and chooses an exchanging partner. In the second embodiment, if other users have made an application for exchange that designates any point with all points (e.g., 630 points) set as one where an exchanging partner can be chosen, the server200chooses an exchanging partner from those users. In other words, in choice of an exchanging partner, another user who has designated a point different from one that has been designated in an application for exchange may be chosen as an exchanging partner. An exchanging partner may be chosen at random as a non-limiting example. In that case, an application for exchange of characters is valid during a valid exchange period that is a predetermined period of time from the time that the exchange application is made. If an exchanging partner is found during the valid exchange period, exchange with the exchanging partner is successfully settled.

When a first user of a game system1makes an application for exchange and then the server200receives the thing-to-be-exchanged information data I1, the server200sets an uploaded character of the first user at a designated point based on the thing-to-be-exchanged information data I1, and stores the character into the storage unit203. If at least one character of other users has been set at any of all points or of all points excluding a point(s) designated by the first user as points to be combined for exchange, the server200chooses a character of a second user that is to be exchanged for the uploaded character of the first user, and successfully settles exchange. If exchange has been successfully settled, the server200transmits, to the game system1of the first user, the thing-to-be-exchanged information data I2including at least information indicating a character for which the second user made an application for exchange and information indicating a point designated by the second user in the application for exchange, which notifies the first user of successful settlement of the exchange. The server200also transmits, to the game system1of the second user, the thing-to-be-exchanged information data I1including at least information indicating a character for which the first user made an application for exchange and information indicating a point designated by the first user in the application for exchange, which notifies the second user of successful settlement of the exchange. Thereafter, the server200deletes, from the storage unit203, information related to the first user's character and the second user's character involved in the application for exchange.

If no other users' characters have been set at any of all points or of all points excluding a point designated by the first user, and the valid exchange period has expired, the server200determines that exchange for the uploaded character of the first user has not been successfully settled. If the exchange has not been successfully settled, the server200transmits, to the game system1of the first user, unsuccessful exchange settlement data indicating that the exchange has not been successfully settled. Thereafter, the server200deletes, from the server200, information related to the first user's character involved in the application for exchange.

In a fifth stage of the exchange in the second embodiment, the user of the game system1is notified of whether or not the exchange has been successfully settled. When receiving, from the server200, the thing-to-be-exchanged information data I indicating that the exchange has been successfully settled, the game system1displays, on the display12, an image that notifies the user of successful settlement of the exchange. For example, as illustrated inFIG.16, if the exchange of characters has been successfully settled, the display12displays an image showing a character (character C8in the non-limiting example ofFIG.16) obtained from another user by the exchange and an image that notifies the user of a point where the exchange has been successfully settled (point Pr different from the point Ps designated by the user in the exchange, in the non-limiting example ofFIG.16). Thereafter, the game system1puts the character that has been exchanged for one of another user into a state that that character is no longer possessed by the user. The game system1also adds the character newly obtained from the second user by the exchange, as a character that can be used in a game, and manages information indicating the point designated by the second user in the exchange for the character, in association with the character.

Otherwise, when receiving, from the server200, unsuccessful exchange settlement data indicating that the exchange has not been successfully settled, the game system1displays, on the display12, an image that notifies the user of unsuccessful settlement of the exchange.

In the game process of the second embodiment, as in the first and second display examples of the first embodiment, a character that has been obtained from an exchanging partner by the exchange can be displayed. For example, as illustrated inFIG.17, each character that has been obtained by exchange is displayed on the globe object E at a place designated by an exchanging partner for the character. In the non-limiting example of the game image ofFIG.17, a character C8that has been obtained by the exchange in which the user has designated the point Ps as described above is displayed on the globe object E in the vicinity of the point Pr, which is different from the designated point Ps. In addition, a character C2for which another exchange has been successfully settled at the point P1is displayed on the globe object E in the vicinity of the point P1. In addition, a character C3for which another exchange has been successfully settled at the point P2is displayed on the globe object E in the vicinity of the point P2. Thus, even in the second embodiment, a character obtained by successfully settled exchange at a point on the globe object E is displayed in the vicinity of that point, which can provide a pictorial character representation that shows characters already obtained by exchange and places where the characters have been obtained.

It should be noted that as another non-limiting example of the method for choosing an exchanging partner in the second embodiment, a character most recently stored in the storage unit203may be designated. In that case, a character transmitted when exchange has been successfully settled is most recently stored in the storage unit203, i.e., is a newly and most recently stored character. Therefore, a most recently stored character always exists, and therefore, it is not necessary to set the valid exchange period. In addition, a user who provides a received character is different from a user who receives a transmitted character.

Next, processes executed in the information processing system including the game systems1and the server200of the present non-limiting example will be described in detail with reference toFIGS.18-23. It should be noted thatFIG.18is a diagram illustrating a non-limiting example of a data area contained in the DRAM85of the main body apparatus2in the present non-limiting example. It should be noted that in addition to the data ofFIG.18, the DRAM85also stores data that is used in other processes, which will not be described in detail.

Various programs Pa that are executed in the game system1are stored in a program storage area of the DRAM85. In the present non-limiting example, the programs Pa include an application program (e.g., a game program) for performing information processing based on data obtained from the left controller3and/or the right controller4, and the main body apparatus2. It should be noted that the programs Pa may be previously stored in the flash memory84, may be obtained from a storage medium removably attached to the game system1(e.g., a predetermined type of storage medium attached to the slot23) and then stored in the DRAM85, or may be obtained from another apparatus via a network, such as the Internet, and then stored in the DRAM85. The processor81executes the programs Pa stored in the DRAM85.

Various kinds of data that are used in processes such as an information process that are executed in the game system1are stored in a data storage area of the DRAM85. In the present non-limiting example, the DRAM85stores operation data Da, character data Db, thing-to-be-exchanged information data Dc, transmission data Dd, reception data De, globe object data Df, reward data Dg, exchange process flag data Dh, pictorial representation display flag data Di, image data Dj, and the like.

The operation data Da is obtained, as appropriate, from each of the left controller3and/or the right controller4and the main body apparatus2. As described above, the operation data obtained from each of the left controller3and/or the right controller4and the main body apparatus2includes information about an input from each input section (specifically, each button, an analog stick, or a touch panel) (specifically, information about an operation). In the present non-limiting example, operation data is obtained from each of the left controller3and/or the right controller4and the main body apparatus2. The obtained operation data is used to update the operation data Da as appropriate. It should be noted that the operation data Da may be updated for each frame that is the cycle of a process executed in the game system1, or may be updated each time operation data is obtained.

The character data Db, which is related to characters possessed by a user, includes type data Db1, exchange place data Db2, exchange date data Db3, and the like for each character. The type data Db1indicates a type of a character. The exchange place data Db2indicates a place (point) where a character was obtained by exchange. The exchange date data Db3indicates a date and time at which a character was obtained by exchange.

The thing-to-be-exchanged information data Dc, which indicates a thing to be exchanged that is possessed by a user and has been put up for exchange, includes exchange character data Dc1, designated exchange place data Dc2, and the like. The exchange character data Dc1indicates a character that a user has put up for exchange. The designated exchange place data Dc2indicates a place (point) that has been designated when a user has put a character up for exchange.

The transmission data Dd is data that is to be transmitted by the game system1to another apparatus (e.g., the server200). The reception data De is data that has been received by the game system1from another apparatus (e.g., the server200).

The globe object data Df indicates a position and orientation (angle of rotation) of the globe object E that are taken when viewed from a virtual camera (viewpoint).

Number-of-points data Dg indicates the number of points (places) that were designated by an exchanging partner(s) in past exchange.

The exchange process flag data Dh indicates an exchange process flag that is set on when an exchange process is being executed. The pictorial representation display flag data Di indicates a pictorial representation display flag that is set on when pictorial representation display is being performed.

The image data Dj is for displaying, on a display screen (e.g., the display12of the main body apparatus2), an image (e.g., an image of a character, an image used in a user interface, an image of a virtual space, a background image, etc.).

Next, a specific non-limiting example of an information process that is executed in the game system1of the present non-limiting example will be described with reference toFIGS.19-21.FIG.19is a flowchart illustrating a non-limiting example of an information process that is executed in the game system1.FIG.20is a subroutine illustrating a specific non-limiting example of an exchange process that is executed in step S126ofFIG.19.FIG.21is a subroutine illustrating a specific non-limiting example of a pictorial representation display process that is executed in step S130ofFIG.19. In the present non-limiting example, a series of processes illustrated inFIGS.19-21are executed by the processor81executing a predetermined application program (game program) included in the programs Pa. The information processes ofFIGS.19-21are started with any suitable timing.

It should be noted that the steps in the flowchart ofFIGS.19-21, which are merely illustrative, may be executed in a different order, or another step may be executed in addition to (or instead of) each step, if a similar effect is obtained. In the present non-limiting example, it is assumed that the processor81executes each step of the flowchart. Alternatively, a portion of the steps of the flowchart may be executed by a processor or dedicated circuit other than the processor81. In addition, a portion of the steps executed by the main body apparatus2may be executed by another information processing apparatus that can communicate with the main body apparatus2(e.g., the server200). Specifically, the steps ofFIGS.19-21may be executed by a plurality of information processing apparatuses including the main body apparatus2cooperating with each other.

InFIG.19, the processor81performs initial setting for the information process (step S121), and proceeds to the next step. For example, in the initial setting, the processor81initializes parameters for performing processes described below.

Next, the processor81obtains operation data from each of the left controller3, the right controller4, and/or the main body apparatus2, and updates the operation data Da (step S122), and proceeds to the next step.

Next, the processor81determines whether or not an exchange instruction to exchange characters has been performed, based on the operation data Da (step S123). If the operation data Da indicates the exchange instruction, the processor81proceeds to step S124. Otherwise, if the operation data Da does not indicate the exchange instruction, the processor81proceeds to step S125.

In step S124, the processor81sets the exchange process flag on, and proceeds to step S125. For example, the processor81sets the exchange process flag on, and updates the exchange process flag data Dh.

In step S125, the processor81determines whether or not the exchange process flag is on, based on the exchange process flag data Dh. If the exchange process flag is on, the processor81proceeds step S126. Otherwise, if the exchange process flag is off, the processor81proceeds to step S127.

In step S126, the processor81executes an exchange process, and proceeds to step S127. The exchange process of step S126will be described below with reference toFIG.20.

InFIG.20, the processor81determines whether or not a character should be chosen (step S141). If the operation data Da indicates an instruction to choose a character that is to be put up for exchange, or that an operation is being performed to choose a character, the processor81proceeds step S142. Otherwise, if a character should not be chosen, the processor81proceeds to step S143.

In step S142, the processor81sets a character list image showing options for a character that is to be put up for exchange (seeFIG.10) and thereby prompts the user to choose a character, and executes a process of choosing a character that is to be put up for exchange, according to the user's instruction to choose any character, and proceeds to step S143. For example, the processor81chooses a character that is to be put up for exchange from the displayed character list image, based on the operation data Da, and updates the exchange character data Dc1with the chosen character. It should be noted that a computer that causes a player to designate an item or character that is to be transmitted to another information processing apparatus for exchange, according to an operation input, corresponds to, as a non-limiting example, the processor81performing step S142.

In step S143, the processor81determines whether or not a place for exchange should be designated. If the operation data Da indicates an instruction to designate a place or an operation is being performed to designate a place, the processor81proceeds to step S144. Otherwise, if a place should not be designated, the processor81proceeds to step S145.

In step S144, the processor81sets the globe object E (seeFIG.11), on which a place (point) can be designated and thereby prompts the user to designate a place, and executes a process of designating a place for exchange according to the user's instruction to designate any place, and proceeds to step S145. For example, the processor81chooses one from a plurality of points set on the globe object E, based on the operation data Da, and updates the designated exchange place data Dc2with the chosen point. It should be noted that a computer that sets a place designated by a player on a predetermined user interface according to an operation input corresponds to, as a non-limiting example, the processor81performing step S144.

In step S145, the processor81determines whether or not to start exchange. For example, if the operation data Da indicates the user's instruction to start exchange, the result of the determination by the processor81in step S145is positive. If the processor81determines to start exchange, the processor81proceeds to step S146. Otherwise, if the processor81does not determine to start exchange, the processor81proceeds to step S147.

In step S146, the processor81sets thing-to-be-exchanged information data to be transmitted, and proceeds to step S147. For example, based on the thing-to-be-exchanged information data Dc, the processor81creates thing-to-be-exchanged information data including information about a character that is to be put up for exchange by the user and information about a designated place for exchange, and sets the thing-to-be-exchanged information data as the transmission data Dd to be transmitted to the server200. It should be noted that the thing-to-be-exchanged information data thus created is transmitted to the server200by execution of a transmission and reception process of step S131described below. The execution of step S146may trigger setting by the processor81of a scene image indicating a state in which the result of exchange from the server200is being waited for, and the setting of displaying the scene image may be performed until the result of determination in step S148described below is positive. It should be noted that a computer that transmits information about a place designated by a player and information about an item or character designated by a player, as information about a thing to be exchanged, to another information processing apparatus for exchange corresponds to, as a non-limiting example, the processor81performing step S146.

In step S147, the processor81analyzes reception data received from another apparatus (e.g., the server200), based on the reception data De, and proceeds to the next step.

Next, the processor81determines whether or not the processor81has received reception data indicating the result of exchange, based on the result of the analysis in step S147(step S148). For example, if the processor81has received, from the server200, thing-to-be-exchanged information data of an exchanging partner indicating successful settlement of exchange or unsuccessful exchange settlement data indicating unsuccessful settlement of exchange, the result of the determination by the processor81in step S148is positive. If the processor81has received reception data indicating the result of exchange, the processor81proceeds to step S149. Otherwise, if the processor81has not received reception data indicating the result of exchange, the processor81proceeds to step S153.

In step S149, the processor81determines whether or not exchange has been successfully settled. For example, if the processor81has received, from the server200, thing-to-be-exchanged information data of an exchanging partner indicating that exchange has been successfully settled, the result of the determination by the processor81in step S149is positive. Otherwise, if the processor81has received, from the server200, unsuccessful exchange settlement data indicating unsuccessful settlement of exchange, the result of the determination by the processor81in step S149is negative. Thereafter, if exchange has been successfully settled, the processor81proceeds to step S150. Otherwise, if exchange has not been successfully settled, the processor81proceeds to step S152.

In step S150, the processor81sets a successful exchange settlement scene, and proceeds to the next step. For example, the processor81provides a successful exchange settlement scene by setting an image for notifying the user of a character obtained from an exchanging partner and a point designated by the exchanging partner, based on the thing-to-be-exchanged information received from the server200(seeFIG.12).

Next, the processor81executes a process of updating a character possession state (step S151), and proceeds to step S153. For example, the processor81puts a character newly obtained from an exchanging partner into a state in which the character is possessed by the user (e.g., a state in which the character can be used in a game, i.e., the character is allowed to appear in the virtual space and perform an action), and adds new character data Db using the type of the character, a point designated by the exchanging partner, and a date and time at which exchange was successfully settled. The processor81also puts a character that was put up for exchange to an exchanging partner into a state in which the character is no longer possessed by the user (the character is not allowed to be used in the game), and keeps the character data Db of the character unchanged.

Meanwhile, in step S152, the processor81sets an unsuccessful exchange settlement scene, and proceeds to step S153. For example, the processor81provides an unsuccessful exchange settlement scene by setting an image for notifying the user of unsuccessful settlement of exchange, based on the unsuccessful exchange settlement data received from the server200. It should be noted that a computer that receives information about a place designated by an exchanging partner and information about an item or character designated by the exchanging partner, as information about a thing to be exchanged, from another information processing apparatus for exchange corresponds to, as a non-limiting example, the processor81performing steps S147-S152.

In step S153, the processor81determines whether or not to end the exchange process. For example, when the processor81receives an exchange result from the server200and ends the exchange scene or when the user performs an operation of ending the exchange process, the result of the determination in step S153is positive. If the processor81determines to end the exchange process, the processor81proceeds to step S154. Otherwise, if the processor81determines to continue the exchange process, the processor81ends the subroutine.

In step S154, the processor81sets the exchange process flag off, and ends the subroutine. For example, the processor81sets the exchange process flag off, and updates the exchange process flag data Dh. It should be noted that if step S154is being executed in an application for exchange to the server200, the processor81may set, in the transmission data Dd, exchange application cancellation data indicating cancellation of the exchange application.

Referring back toFIG.19, after the exchange process of step S126or after the determination in step S125has resulted in being negative, the processor81determines, based on the operation data Da, whether or not an instruction to perform pictorial representation display of a character obtained by exchange has been performed (step S127). If the operation data Da indicates the pictorial representation display instruction, the processor81proceeds to step S128. Otherwise, if the operation data Da does not indicate the pictorial representation display instruction, the processor81proceeds to step S129.

In step S128, the processor81sets the pictorial representation display flag on, and proceeds to step S129. For example, the processor81sets the pictorial representation display flag on, and updates the pictorial representation display flag data Di.

In step S129, the processor81determines whether or not the pictorial representation display flag is on, based on the pictorial representation display flag data Di. If the pictorial representation display flag is on, the processor81proceeds to step S130. Otherwise, if the pictorial representation display flag is off, the processor81proceeds to step S131.

In step S130, the processor81executes a pictorial representation display process, and proceeds to step S131. The pictorial representation display process of step S130will be described below with reference toFIG.21. It should be noted that a computer that performs first user interface display in which at least one item or character that has been obtained as a thing to be exchanged from an exchanging partner by exchange is displayed on a user interface at a place designated by the exchanging partner, or is displayed by choosing the place, corresponds to, as a non-limiting example, the processor81performing step S130.

InFIG.21, the processor81sets the globe object E (step S161), and proceeds to the next step. For example, the processor81executes a process of disposing the globe object E in the virtual space based on a position and orientation (angle of rotation) indicated by the globe object data Df (seeFIGS.13-15and17).

Next, the processor81sets a character that has been obtained by exchange on the globe object E (step S162), and proceeds to the next step. For example, the processor81sets, based on the character data Db, each character that has been obtained by exchange, at a corresponding exchange place on the globe object E. For example, when a character is displayed using the first display example (seeFIGS.13,14, and17), the processor81disposes each character at a place on the globe object E corresponding to an exchange place set for the character.

Next, the processor81determines whether or not to rotate the globe object E (step S163). For example, if the operation data Da indicates that an instruction to rotate the globe object E has been performed, the result of the determination by the processor81in step S163is positive. If the processor81determines to rotate the globe object E, the processor81proceeds to step S164. Otherwise, if the processor81does not determine to rotate the globe object E, the processor81proceeds to step S165.

In step S164, the processor81performs a rotation process, and proceeds to step S165. For example, the processor81updates the globe object data Df by performing control to rotate the globe object E in the virtual space, revolve the viewpoint of the virtual camera, or the like, according to the user's operation indicated by the operation data Da, so as to provide a positional relationship in which the globe object E is rotated relative to the viewpoint of the virtual camera.

In step S165, the processor81calculates the number of points (number of places) where exchange of characters has been successfully settled, and proceeds to the next step. For example, the processor81calculates the number of points by adding up all points indicated by the exchange place data Db2set for characters (if the same point is indicated by the exchange place data Db2for two or more characters, the increment in the number of points is one), and updates the number-of-points data Dg.

Next, the processor81determines whether or not to give a reward to the user, based on the number of points calculated in step S165(step S166). For example, if the number of points indicated by the number-of-points data Dg has reached a predetermined value (e.g., each time the number of points where exchange has been successfully settled increases by 100), the result of the determination by the processor81in step S166is positive. If the processor81determines to give a reward to the user, the processor proceeds to step S167. Otherwise, if the processor81does not determine to give a reward to the user, the processor proceeds to step S168.

In step S167, the processor81gives a predetermined reward to the user, and proceeds to step S168. For example, the processor81gives the user a predetermined reward that is advantageous to progression of the game, and allows the user to use the reward in the game. It should be noted that the processes of step S165-S167to give a reward to the user according to the number of points where exchange has been successfully settled may be executed in the exchange process (e.g., after step S151).

In step S168, the processor81determines whether or not to end the pictorial representation display process. For example, if the user has performed an operation of ending the pictorial representation display process, the result of the determination by the processor81in step S168is positive. If the processor81determines to end the pictorial representation display process, the processor81proceeds to step S169. Otherwise, if the processor81determines to continue the pictorial representation display process, the processor81ends the subroutine.

In step S169, the processor81sets the pictorial representation display flag off, and ends the subroutine. For example, the processor81sets the pictorial representation display flag off, and updates the pictorial representation display process flag data Di.

Referring back toFIG.19, after the pictorial representation display process of step S130or after the determination of step S129has resulted in being negative, the processor81executes a transmission/reception process (step S131), and proceeds to the next step. For example, the processor81transmits, to the server200, data set in the transmission data Dd together with information indicating a user who sends the data. The processor81also stores data received from the server200into the reception data De.

Next, the processor81executes a display control process, and proceeds to the next step. For example, the processor81performs control to generate and display a game image on the display12based on the results of steps S121-S132and the like.

Next, the processor81determines whether or not to end the game process (step S134). The condition for ending the game process in step S134is, for example, that the condition for ending the game process is satisfied, that the user performs an operation of ending the game process, etc. If the processor81does not determine to end the game process, the processor81returns to and repeats step S122. If the processor81determines to end the game process, the processor81ends the process of the flowchart. Thereafter, steps S122-S134are repeatedly executed until the processor81determines, in step S134, to end the game process.

Next, data and programs stored in the server200will be described with reference toFIG.22.FIG.22is a diagram illustrating a non-limiting example of main data and programs stored in the storage unit203of the server200.

As illustrated inFIG.22, point record data Dp, valid exchange period data Dq, transmission data Dr, and the like, are stored in a data storage area of the storage unit203. It should be noted that the storage unit203stores, in addition to data included in the information ofFIG.22, data required for processes of the server200(e.g., processes involved in logging in, data management, and data transmission), and the like. Various programs Pb for implementing the above processes are also stored in a program storage area of the storage unit203.

The point record data Dp indicates a user and character set for each point designated by a user in an application for exchange.

The valid exchange period data Dq indicates the remaining time of the valid exchange period for each user applying for exchange.

The transmission data Dr indicates transmission data that is to be transmitted to the game system1.

Next, processes that are executed in the server200will be described below with reference toFIG.23.FIG.23is a flowchart illustrating a non-limiting example of processes that are executed in the server200. Here, in the flowchart ofFIG.23, of the processes of the information processing system, a process of exchanging characters between users will be mainly described, and other processes that are not directly involved with those processes will not be described in detail. InFIG.23, each step that is executed by the control unit202is abbreviated to ‘S’.

It should be noted that the steps in the flowchart ofFIG.23, which are merely illustrative, may be executed in a different order, or another step may be executed in addition to and/or instead of each step, if a similar effect is obtained. In the present non-limiting example, it is assumed that the control unit202(CPU) executes each step of the flowchart. Alternatively, a portion of the steps of the flowchart may be executed by the control unit202(CPU), and the other portions may be executed by a processor or dedicated circuit other than the control unit202(CPU). In addition, all the steps of the flowchart may be executed by a processor or dedicated circuit other than the control unit202(CPU).

InFIG.23, the control unit202of the server200determines whether or not the server200has received thing-to-be-exchanged information data indicating an application for exchange from a game system1(step S181). If the control unit202has received the thing-to-be-exchanged information data from a game system1, the control unit202proceeds to step S182. Otherwise, if the control unit202has not received the thing-to-be-exchanged information data from a game system1, the control unit202proceeds to step S184.

In step S182, the control unit202sets the user and a character put up for exchange at a point designated in an application for exchange, and proceeds to the next step. For example, the control unit202sets a user of a game system1who has transmitted the thing-to-be-exchanged information data and a character put up for exchange, at a designated point indicated by the received thing-to-be-exchanged information data, and adds the setting data to the point record data Dp.

Next, the control unit202executes a process of starting the valid exchange period of the user who has sent and made an application for exchange (step S183), and proceeds to step S184. For example, the control unit202sets the valid exchange period of a user of a game system1who has sent thing-to-be-exchanged information data to a predetermined period of time, and stores the valid exchange period into the valid exchange period data Dq. In the following processes, the control unit202reduces the period of time indicated by the valid exchange period data Dq according to an elapsed time.

It should be noted that if the control unit202receives data indicating cancellation of exchange from the game system1after the application for exchange, the control unit202removes the record data and valid exchange period data of the user who has sent and made an application for cancellation of the exchange from the point record data Dp and the valid exchange period data Dq, respectively.

In step S184, the control unit202searches for an exchangeable combination, and proceeds to the next step. For example, in the case where the method for choosing an exchanging partner in the first embodiment is used, the control unit202refers to users and characters recorded in the point record data Dp, and if a plurality of users who are putting different characters up for exchange are set at the same point, the control unit202determines that the characters are an exchangeable combination. Alternatively, in the case where the method for choosing an exchanging partner in the second embodiment is used, the control unit202refers to users and characters recorded in the point record data Dp, and if a plurality of users who are putting different characters up for exchange are set at different points or the same point, the control unit202determines that the characters are an exchangeable combination.

Next, in step S184, the control unit202determines that any exchangeable combination has been detected (step S185). If at least one exchangeable combination has been detected, the control unit202proceeds to step S186. Otherwise, if no exchangeable combination has been detected, the control unit202proceeds to step S188.

In step S186, the control unit202sets a detected exchangeable combination as a pair for exchange, and transmits thing-to-be-exchanged information data to the users of the pair, and proceeds to the next step. For example, if the combination of a first user and a second user is a pair for exchange, the control unit202sets, in the transmission data Dr, thing-to-be-exchanged information data including information about a character that the first user has put up for exchange and information about a point designated by the first user, and transmits the transmission data Dr to the second user. The control unit202also sets, in the transmission data Dr, thing-to-be-exchanged information data including information about a character that the second user has put up for exchange and information about a point designated by the second user, and transmits the transmission data Dr to the first user.

Next, the control unit202deletes data of users for whom exchange has been performed (step S187), and proceeds to step S188. For example, when exchange has been performed on the combination of a first and a second user, the control unit202deletes record data of the first and second users, from the point record data Dp and the valid exchange period data Dq.

In step S188, the control unit202determines whether or not the valid exchange period has expired for any user. For example, if the valid exchange period data Dq indicates that there is a user for whom the valid exchange period has expired, the result of the determination by the control unit202in step S188is positive. If there is a user for whom the valid exchange period has expired, the control unit202proceeds to step S189. Otherwise, if there is no user for whom the valid exchange period has expired, the control unit202returns to and repeats step S181.

In step S189, the control unit202transmits unsuccessful exchange settlement data to a user for whom the valid exchange period has expired, and proceeds to the next step. For example, the control unit202sets, in the transmission data Dr, unsuccessful exchange settlement data indicating that exchange has not been successfully settled, and transmits the transmission data Dr to a user for whom it has been determined in step S188that the valid exchange period expired.

Next, the control unit202deletes data of the user for whom exchange has not been successfully settled (step S190), and returns to and repeats step S181. For example, the control unit202deletes record data of the user for whom it has been determined that the valid exchange period expired, from the point record data Dp and the valid exchange period data Dq.

It should be noted that in the case of the non-limiting example in which a first user receives a character most recently stored in the storage unit203from a second user (exchanging partner who has set the character), it is determined whether or not exchange is allowed, by determining whether or not at least one record of the point record data Dp is stored in the storage unit203, instead of searching the combinations. If at least one record of the point record data Dp is stored in the storage unit203, the most recently stored record of the point record data Dp is set as the thing-to-be-exchanged information data of the exchanging partner (second user) in the transmission data Dr, which is in turn transmitted to the first user as an exchanging partner or receiver. Thereafter, record data based on the thing-to-be-exchanged information data transmitted by the first user is stored as a newly and most recently stored record of the point record data Dp in the storage unit203. Therefore, in this case, it is no longer necessary to set the valid exchange period, and therefore, it is also no longer necessary to store the valid exchange period data Dq. It should be noted that the record data transmitted from the server200on which the thing-to-be-exchanged information data is based may be deleted from the point record data Dp for each transmission, or alternatively, continues to be stored in the point record data Dp until a predetermined period of time has passed since the transmission. In the former case, the record data is inevitably deleted from the point record data Dp each time the record data is transmitted to a user, and therefore, a single piece of record data stored in the point record data Dp may be set as the most recent record of the point record data Dp in the thing-to-be-exchanged information data of the exchanging partner (second user). Alternatively, in the former case, the record data may be invalidated in the point record data Dp, which may be defined as being deleted from the point record data Dp, and may be maintained as a backup in the server200.

Thus, in the present non-limiting example, when users exchange characters, a scene is displayed using not only information indicating the types and attributes of the characters, but also information about a place that is designated by an exchanging partner when the characters are put up for exchange. Therefore, the use of further additional information about a character can provide an incentive to exchange characters.

Although in the above non-limiting examples, the process of choosing an exchanging partner is executed in the server200, that process may be executed in the game system1. The game system1makes an application for exchange, then receives, from the server200, data related to exchanging partners (e.g., the point record data Dp) as of the exchange application, and chooses an exchanging partner based on that data. In that case, an exchanging partner who has designated the same point that has been designated in the exchange application as in the first embodiment may be chosen, or alternatively, an exchanging partner may be chosen at random as in the second embodiment. In either case, the result of the choice of an exchanging partner performed by the game system1is temporarily transmitted to the server200, in which record data is checked and updated. It should be noted that even in the case where the game system1chooses an exchanging partner, the result of the choice of an exchanging partner performed by the game system1may be transmitted to the server200, and thereafter, thing-to-be-exchanged information data may be newly transmitted from the server200to the game system1, so that exchange may be successfully settled.

In the present non-limiting example, an application for exchange is made without designating an exchanging partner, a character that a user desires to obtain by exchange, or the like. Alternatively, in the case where the process of choosing an exchanging partner is executed in the game system1, the user of the game system1may designate an exchanging partner or a character. For example, a list of currently possible exchanging partners and things to be exchanged (characters) based on data related to exchanging partners received from the server200is presented to the user using a predetermined user interface (e.g., the globe object E). Specifically, based on data received from the server200, characters for which exchange has not yet been performed are displayed at respective points designated by exchanging partners on the user interface. Thereafter, one may be chosen from the displayed characters according to the user's operation, whereby an exchanging partner may be chosen by the game system1. Even in that case, the result of the choice of an exchanging partner performed by the game system1is temporarily transmitted to the server200, in which record data is checked and updated. It should be noted that even in the case where the game system1chooses an exchanging partner according to the user's choice, the result of the choice of an exchanging partner performed by the game system1may be transmitted to the server200, and thereafter, thing-to-be-exchanged information data may be newly transmitted from the server200to the game system1, so that exchange may be successfully settled.

In an application for exchange, conditions for exchange desired by the user such as a desired character and a desired exchange place of an exchanging partner may be able to be designated. In that case, information indicating the type and attribute of a character that the user desires to exchange and information about a place desired as an exchanging partner are added to thing-to-be-exchanged information data that is transmitted to the server200when an application for exchange is made. Thereafter, the process of choosing an exchanging partner based on exchange settlement conditions additionally including the user's desired exchange conditions is executed in the server200, and therefore, exchange can be implemented, taking the user's desired exchange conditions into account.

Although in the foregoing, a plurality of game systems1exchange data through the server200by way of example, the game systems1may exchange data by directly communicating with each other. In that case, data management that is performed in the server200and a process that is executed by the server200may be carried out by a representative one of the plurality of game systems1, or may be carried out by the plurality of game systems1in a distributed manner. Thus, another information processing apparatus that communicates with a game system1in order to implement the above non-limiting examples may be either another game system1or the server200.

It should be noted that the game system1may be any suitable apparatus, and may be an information processing apparatus such as a handheld game apparatus, or any suitable handheld electronic apparatus (a personal digital assistant (PDA), mobile telephone, personal computer, camera, tablet computer, etc.). In that case, an input apparatus for performing an operation of causing a player character PC to perform an action may be, instead of the left controller3, the right controller4, or the touch panel13, another controller, mouse, touchpad, touch panel, trackball, keyboard, directional pad, slidepad, etc.

In the foregoing, the information processes (game processes) are performed in the game system1and the server200. Alternatively, at least a portion of the process steps may be performed in another apparatus. For example, when the game system1and the server200can also communicate with another apparatus (e.g., another server, another image display apparatus, another game apparatus, another mobile terminal, etc.), the process steps may be executed in cooperation with the second apparatus. By thus causing another apparatus to perform a portion of the process steps, a process similar to the above process can be performed. The above information process may be executed by a single processor or a plurality of cooperating processors included in an information processing system including at least one information processing apparatus. In the above non-limiting example, the information processes can be performed by the processor81of the game system1and the control unit202of the server200executing predetermined programs. Alternatively, all or a portion of the above processes may be performed by a dedicated circuit included in the game system1and/or the server200.

Here, according to the above non-limiting variation, the present non-limiting example can be implanted in a so-called cloud computing system form or distributed wide-area and local-area network system forms. For example, in a distributed local-area network system, the above process can be executed by cooperation between a stationary information processing apparatus (a stationary game apparatus) and a mobile information processing apparatus (handheld game apparatus). It should be noted that, in these system forms, each of the above steps may be performed by substantially any of the apparatuses, and the present non-limiting example may be implemented by assigning the steps to the apparatuses in substantially any manner.

The order of steps, setting values, conditions for determination, etc., used in the above information process are merely illustrative, and of course, other order of steps, setting values, conditions for determination, etc., may be used to implement the present non-limiting example.

The above programs may be supplied to the game system1and the server200not only through an external storage medium, such as an external memory, but also through a wired or wireless communication line. The program may be previously stored in a non-volatile storage device in the game system1. Examples of an information storage medium storing the program include non-volatile memories, and in addition, CD-ROMs, DVDs, optical disc-like storage media similar thereto, and flexible disks, hard disks, magneto-optical disks, and magnetic tapes. The information storage medium storing the program may be a volatile memory storing the program. Such a storage medium may be said as a storage medium that can be read by a computer, etc. (computer-readable storage medium, etc.). For example, the above various functions can be provided by causing a computer, etc., to read and execute programs from these storage media.

While several non-limiting example systems, methods, devices, and apparatuses have been described above in detail, the foregoing description is in all aspects illustrative and not restrictive. It should be understood that numerous other modifications and variations can be devised without departing from the spirit and scope of the appended claims. It is, therefore, intended that the scope of the present technology is limited only by the appended claims and equivalents thereof. It should be understood that those skilled in the art could carry out the literal and equivalent scope of the appended claims based on the description of the present non-limiting example and common technical knowledge. It should be understood throughout the present specification that expression of a singular form includes the concept of its plurality unless otherwise mentioned. Specifically, articles or adjectives for a singular form (e.g., “a,” “an,” “the,” etc., in English) include the concept of their plurality unless otherwise mentioned. It should also be understood that the terms as used herein have definitions typically used in the art unless otherwise mentioned. Thus, unless otherwise defined, all scientific and technical terms have the same meanings as those generally used by those skilled in the art to which the present non-limiting example pertain. If there is any inconsistency or conflict, the present specification (including the definitions) shall prevail.

As described above, the present non-limiting example is applicable as a game program, game system, game apparatus, game processing method, and the like that are capable of providing an incentive to exchange items or characters by using further additional information about a thing to be exchanged.