201026364 . 六、發明說明: • 【發明所屬之技術領域】 本發明係關於一種遊戲裝置、遊戲裝置之控制方法 資訊記憶媒體。 ' 【先前技術】 • 已知有例如用以執行由使用者利用操作手段操作杈 作對象之遊戲的遊戲裝置。此外,已知有例如用以執行: ❹ 使用者操作第1操作對象與第2操作對象之遊戲的遊戲裝 置。此外,已知有執行例如於遊戲晝面顯示依據使用者: 操作而伸長或收縮的計量條(gauge),且依據使用者進行預 定操作的時間點之計量條的長度而執行遊戲處理的遊戲 置。 ^ (先前技術文獻) (專利文獻) ❹ (專利文獻1)日本特開2007_259989號公報 【發明内容】 (發明所欲解決的課題) 於上述遊戲裝置中必須提升操作手段之操作性。 本發明係有鑑於上述課題而研 種可提升操作手段之操作性的遊戲装置 方法及資訊記%⑽置之控制 (解決課題的手段) 為了解決上述課題,本發明之 取得手段,取楫Μ於a人+ ▼置係3有·第1 ^於包含錢作手段的操作構件之操作狀 321424 3 201026364 :Γ二訊第2取仔手段’取得關於前述操作手段之位置 ^勢的變化的f訊;第1控制手段,根據前述第】取得 手&之取付結果而使操作對象進行第1動作,·以及第2控 述第2取得手段之取得結果而使前述操作 對象進^丁弟2動作。 r步驟卜敌,發月之遊戲裝置之控制方法係含有··第1取 :步=传關於包含在操作手段的操作構件之 得步驟’取得關於前述操作手段之位置或 ^之敗〜㈣貝訊’第1控制步驟’根據前述第1取得步 Z取g果而使操作對象進行第1動作;以及第2控制 第2取得步驟之取得結果而使前繼對 遊發明之程式係用以使家庭用遊戲機(放置型 遊戲機)、订動遊戲機、營業用遊戲機 :訊終端機_)、或個人電腦等電腦作為;:段:: 構件之操作狀態的資t 在操作手段的操作 作手段之位置’取得關於前述操 或文勢的變化的資訊,·第1控制手段,根據 作;以及1第取2=段之取得結果而使操作對象進行第1動 第2控制手段,根據前述第2 果而使前述操作對象進行第2動作。、又之取得結 另外,本發明之資訊記憶媒體係記錄 供電m賣取之資訊記億媒體。 、丨牡式的可 依據本發明,可以在使用者對操作對象進行操作的遊 321424 4 201026364 -戲中提升操作手段之操作性。 將二ίΓ:之一態樣亦可為:前述第1控制手段係 方向設定為根據前述操作構件之操 的方的定第2控制手段係將關於前述第2動作 : 麵據前雜作手段之位置或姿勢的變化的方201026364. VI. Description of the Invention: • Technical Field of the Invention The present invention relates to a game device and a control method for a game device. [Prior Art] A game device for executing a game in which an operation object is operated by a user using an operation means is known, for example. Further, for example, a game device for executing a game in which a user operates a first operation object and a second operation object is known. Further, it is known to perform a game setting in which, for example, a gauge that is extended or contracted according to a user's operation is displayed, and a game is executed in accordance with the length of the meter at a time point when the user performs a predetermined operation. . (Prior Art Document) (Patent Document 1) JP-A-2007-259989 SUMMARY OF INVENTION [Problem to be Solved by the Invention] In the game device described above, it is necessary to improve the operability of the operation means. The present invention has been made in view of the above-described problems, and has been proposed to improve the operability of the operation means and the control of the information recording (10). (Means for solving the problem) In order to solve the above problems, the means for obtaining the present invention is based on a person + ▼ set 3 has · 1st ^ Operational form of the operating member including the means of money 321424 3 201026364 : The second means of taking the second means to obtain a change in the position of the aforementioned operating means The first control means causes the operation target to perform the first operation based on the result of the acquisition of the hand & and the result of the acquisition of the second control means, and the operation target is operated by the Dingdi 2 . r step enemies, the control method of the game device of the month of the month includes: · 1st step: step = pass the step of the operation member included in the operation means to obtain the position of the aforementioned operation means or the defeat of the (~) shell The first control step is based on the first acquisition step Z, and the operation target performs the first operation; and the second control second acquisition step is used to make the program of the previous invention invention A home game machine (placement type game machine), a game machine, a business game machine: a terminal computer _), or a computer such as a personal computer;; paragraph:: operation state of the component t operation at the operation means The position of the means "to obtain information on the change of the above-mentioned operation or the situation", the first control means, based on the result of the acquisition of the first and second steps, and the operation target to perform the first action and the second control means, In the second aspect, the operation target performs the second operation. In addition, the information memory medium of the present invention records the information that the power supply m sells. According to the present invention, the operability of the operation means can be improved in the game in which the user operates the operation object 321424 4 201026364. In one aspect, the first control means may be set to a second control means according to the operation of the operation member, and the second operation may be performed on the second operation: The change in position or posture
G ^另4 A本發明之遊戲裝置係含有:第1取得手段,取 仟關於=在操作手段的操作構件之操作狀態 2的關於前述操作手段之位置或姿勢的變: 、貝§ :制手段,根據前述第1取得手段之取得& 果而控制第!操作對象之位置或姿勢;以及第 根據前述第2取得手段之取得結果而控制第a操對 位置或姿勢。 T豕之 ❹ 另外,本發明之遊戲裝置之控制方法係含有 得轉,取得關於包含在操作手段的操作構件之操作狀熊 的貧訊,第2取得步驟,取得關於前述操作手段之位: 姿勢的變化的資訊;第1控制步驟,根據前述第i取得^ 驟之取得結果而控制第!操作對象之位置或姿勢; 2控制步驟,根據前述第2取得步驟之取得結果而控 操作對象之位置或姿勢。 另外’本發明之程式係用以使家庭用遊戲機(放 2戲機)、行動遊戲機、營業用遊戲機、行動電話機、 貝訊終端機(PDA)、絲人電腦料料為下述 揮功能:第1取得手段,取得關於包含在操作手段的操; 321424 5 201026364 =操作狀態的資訊;第2取得手段,取得關於前述操 作手奴之位置或姿勢的變化的資訊;第i控制手段 前,第i取得手段之取得結果而控制第i操作對象之^ 2安勢;以及第2控制手段,根據前述第2取得手段之 得結果而控制第2操作對象之位置或姿勢。 另外,本發明之資訊記憶媒體係記錄 供電腦讀取之資訊記憶H $ &式的可 依據本發明,可以在使用者對第i操作對象和第 作對象進行操作的遊戲中提升操作手段之操作性。* 另外,本發明之-態樣亦可為:前述第ι控制 另外,本發明之遊戲裝置係含有:顯示控 將计置條顯示於顯示手段;取得手段,取得關於操作^ 二 化之資訊;第1控制手段,根據前述取 === 財述計量條之最大長度、前述計 二、至=第=計量條之伸長速度或收縮速度之 控制社果較ι料^段’根據前述第1控制手段之 徑市』',·〇果而使刖述汁1條伸長 手段,告訪了箱〜以及遊戲處理執行 的遊戲處田理。…時’執行根據前述計量條之長度 另外,本發明之遊戲裝置之控制方法係含有:顯示控 321424 6 201026364 . 制步驟,係將計量條顯示於顯示手段;取得步驟,取得關 , 於操作手段之位置或姿勢的變化之資訊;第1控制步驟, 根據前述取得步驟之取得結果而控制前述計量條之最大長 度、前述計量條之最小長度、及前述計量條之伸長速度或 收縮速度之中的至少一個;第2控制步驟,根據前述第1 控制步驟之控制結果而使前述計量條伸長或收縮;以及遊 ' 戲處理執行步驟,當進行了預定操作時,執行根據前述計 量條之長度的遊戲處理。 © 另外,本發明之程式係用以使家庭用遊戲機(放置型 遊戲機)、行動遊戲機、營業用遊戲機、行動電話機、行動 資訊終端機(PDA)、或個人電腦等電腦作為下述手段而發 揮功能:顯示控制手段,係將計量條顯示於顯示手段;取 得手段,取得關於操作手段之位置或姿勢的變化之資訊; 第1控制手段,根據前述取得手段之取得結果而控制前述 計量條之最大長度、前述計量條之最小長度、及前述計量 0條之伸長速度或收縮速度之中的至少一個;第2控制手 段,根據前述第1控制手段之控制結果而使前述計量條伸 長或收縮;以及遊戲處理執行手段,當進行了預定操作時, 執行根據前述計量條之長度的遊戲處理。 另外,本發明之資訊記憶媒體係記錄有上述程式的可 供電腦讀取之貢訊記憶媒體。 依據本發明,可提升在於遊戲晝面顯示根據使用者之 操作而伸長或收縮的計量條且執行根據使用者進行了預定 操作之時間點的計量條長度的遊戲處理的遊戲裝置中的操 7 321424 201026364 作手段之操作性。 另卜本發月之癌、樣亦可為:前述第工控制手段係 含有:根鬚述取得手狀取得結以㈣前料量條之 最=長度或前述計量條之最小長度的手段;以及根據前述 取付手段之取得結果而控制前述計量條之伸長速度或收縮 速度=手段。亦得以當前述計量條之最大長度和前述計量 條之最小長度之間的差變大則前述計量條之伸長速度或收 縮速度變慢的方式控制㈣計量條之伸長速度或收縮速 度。 【實施方式】 [第1實施型態] 以下,依據圖式對本發明之第i實施形態進行詳細說 明。本發明第1實施形態之遊戲裝置係例如使用家用遊戲 機(放置型遊戲機)、行動遊戲機、行動電話機、行動資訊 終端(pda)、或個人電腦等而實現。在此,係針對使用家 用遊戲機實現本發明第丨實施形態之遊戲裝置的情形進行 說明。 第1圖顯示本發明實施形態之遊戲裝置的硬體構成。 如第1圖所示’遊戲裝置1〇係包含家用遊戲機u、螢幕 30、揚聲器31、光碟32、以及記憶卡33。螢幕30及揚聲 器31係連接於家用遊戲機Η。例如可使用家用電視機作 為營幕30’例如可使用内藏於家用電視機的揚聲器作為揚 聲器31 °光碟32及記憶卡33為資訊記憶媒體,係裝設於 家用遊戲機U。 321424 8 201026364 家用遊戲機11為公知的電腦遊戲丰姑 —m … - 拟•系統。家用遊戲機 11 ’係包含匯流排(bus)12、微處理器13 ( ^制部)主^己 憶體H、影像處理部15、聲音處理部16、光‘二 17、 記憶卡插槽(memory card slot) i 8、通訊介面(i/f) J 9、 控制器介面(I/F) 20、以及操作輸入部21。操作輸入部 21以外的構成要件係收容於家用遊戲機u之機體内。 ’ 匯流排丨2係用以在家用遊戲機11之各部間收送位址 (address)及資料(data)。微處理器13、主記憶體14、影像 〇處理部15、聲音處理部16、光碟驅動器17、記憶卡插槽 18、 通訊界面19、以及控制器介面20係藉由匯流排12而 連接為可互相進行資料通訊。 微處理13 ’係根據儲存於未圖示之(唯讀記憶 體)的作業系統(operating system)、和從光碟32或記憶卡 33項取的程.式’而執行豕用遊戲機11之各部的控制處理 和各種資訊處理。主記憶體14係例如包含ram,視需要 ❹而將從光碟32或記憶卡33讀取的程式及資料寫入至主記 憶體14。主記憶體14亦可作為微處理器13之作業用記憶 體使用。 影像處理部15係包含VRAM(Video RAM,視訊記憶 體)。影像處理部15係根據從微處理器13所送來的影像資 料而在VRAM上描繪遊戲畫面。然後,影像處理部15係 將描繪於VRAM上的遊戲晝面變換為視訊(video)訊號並 在預定的時序(timing)輸出至螢幕30。聲音處理部16係包 含聲音缓衝器(sound buffer),將從光碟32讀取至聲音緩衝 9 321424 201026364 器的各種聲音資料(例如遊戲音樂、遊戲效果音、訊息等) 從揚聲器31輸出。 光碟驅動器17係讀取紀錄於光碟32的程式和資料。 又,在此雖為了將程式和資料供給至家用遊戲機11而使用 光碟32,但也可使用例如記憶卡33等其他各種資訊記憶 媒體。此外,亦可經由例如網際網路等資料通訊網路從遠 端將程式和資料供給至家用遊戲機11。 記憶卡插槽18為供裝設記憶卡33用的介面。記憶卡 33係含有非揮發性記憶體(例如EEPROM (Electrically Erasable Programmable Read Only Memory,電子可抹除可 程式化唯讀記憶體)等),記憶例如遊戲進度存檔資料(save data )等各種遊戲資料。通訊介面19為用以通訊連接網際 網路專資料通訊網路的介面。 控制器介面2 0為供複數個控制器2 3無線連接用的介 面。例如可利用遵循Bluet00th (註冊商標)介面規格的介 面作為控制器介面2G。又’控㈣介面2()亦可作為有線 連接控制器23用的介面。 操作輸入部^系供使用者進行輸入操作。操作輸入 部包含:發光部22、以及!個或複數個控制器23。第 2圖係示有操作輸入部21之一例,第3圖則示有控制器23 之一例。 如第2圖所示,發光部22係包含複數個光源,且係 配置於螢幕30的上部。於第2圖所示之例中,於發光部 22之兩端部設有㈣34a、34b。χ,發切22亦可配置 321424 10 201026364 . 於螢幕30之下部。 ㈣器23係具有大致長方體的形狀,且係於控制哭 23之表面23a設有方向鈕27及按鈕28a、m、28c。方: •鈕27係具有十字形狀,一般係用於指示方向。按鈕28/、 28b、28c則用於各種遊戲操作。 P卜’控制器23係包含攝像部24以及攝影影像 部 25。攝像部 24 係例如為 CCD ( charge c〇upled , 電荷耦合70件)等攝像元件,設於控制器23之前端部 O 23b(-方侧面)。攝影影像解析部25係例如為微處理器等°, 内藏於控制器23内。使用者若將控制器23之前端部2讣 朝向螢幕3G的方向’則於攝像部24之攝影影像會拍攝到 光源34a、34b。攝影影像解析部25即解析於攝像部24之 攝影影像中所拍攝到的光源34a、34b之位置,而例如取得 控制器23相對於預定之基準位置35的相對位置、以及相 對於連結光源34a及光源34b的直線的控制器23之傾斜角 ❹度。於遊戲裝置10係記憶有關於基準位置35與被表示於 螢幕30的遊戲畫面間的位置關係的資訊,基於該資訊與由 攝影影像解析部25的解析結果,即可取得控制器23之前 端部23b所指示之位置。因此,操作輸入部21係用於作為 供使用者指示顯示於螢幕30的遊戲晝面上之位置的指向 裝置(pointing device)。 更且’控制器23係包含加速度感測器26。加速度感 測器26係例如檢測互相垂直的X轴方向、γ軸方向、以 及Z軸方向之加速度的3軸加速度感測器。本實施型態係 11 321424 201026364 如第3圖所示,X軸方向對應於控制器23之短邊 z 軸方向對!於控制器23之長邊方向。另外,γ轴方向則對 應I於控心23之表面23a的法線方向。藉由使用加减 測器26之檢測結果即可判斷控制器。之位置和 又, 從控制器23經由控制器介面2Q而對於微處理号u =-定週期(例如每1/60秒)送訊表示控制器23 〇 =操作訊號。於該操作訊號中,例如包含有:識別^ 益/3的識別資訊;表示攝影影像解析部25之解析姓絲 貝訊;表示加速度感測器26之檢測結果的資訊;^的 及按紐28a、28b、28c之按下狀態的資訊。^ 控==從該控制器23所供給的操作訊號, 盗3中的方向鈕27及按鈕28a 下;該控制ϋ23之前端部23b指示 =破按 23之位置和姿勢變化。 τ的位置’以及該控制器 遊^置1G係例如執行模擬A隊伍與B隊伍 〇 取的二=遊:;該俜足球:戲係藉由執行從先碟3讀 處理P 13)择Γ 者操作A隊伍,電腦(微 其他使二B隊伍為例進行說明。又,B隊伍亦可由 遊戲2錢、體14構築有顯示^球遊戲之遊戲晝面用的 工日。於苐4圖顯示遊戲空間之一例。於第4圖所示 擬=空間為由3個座標要素(π»)所構成的虛 係配間:。。如第4圖所示’於虛擬3次元空間40 …有為表示足球球場(field)之物件(object)的球場41。 321424 12 201026364 -於球場41上係例如表示有球門線(goal line)42及邊線 (touch line)43。足球比賽係於為由兩條球門線42和兩條邊 線43所圍起之區域的場地44内進行。另外,於球場41 上配置有表示球門之物件的球門45、表示足球選手之物件 的選手角色(character) 46、和表示足球之物件的球47。 • 一方之球門45附加關聯於A隊伍,另一方之球門45 •則附加關聯於B隊伍。若球47移動至附加襲於其中一 方隊伍的球門45内,則會產生另一方隊伍的得分事件。 © 於第4圖雖省略,但於球場41上係配置有屬於A隊 伍的11個選手角色46和屬於B隊伍的u個選手角色46。 屬於A隊伍的U位選手角色46之中的任一者會被設定為 使用者的操作對象’被設定為使用者操作對象的選手角色 係依循使用者之操作而動作。另—方面,屬於A隊伍的選 手角色46之中未被没定為使用者操作對象的選手角色46 係依循電腦之操作而動作。另外,屬於B隊伍的選手角色 ◎ 46也依循電腦之操作而動作。 若選手角色46與球47接近,則在預定條件下,該選 手角色46與球47間會被附加關聯。此時,選手角色46 的移動動作成為盤球(dribble)動作。以下將球47附加關聯 於選手角色46的狀態記載為「選手角色46保持有球47」。 於虛擬3次元空間4〇設定有虛擬攝影機(camera)48。 將表示從虛擬攝影機48觀看虛擬3次元空間4〇所見之樣 子的遊戲畫面顯示於螢幕3〇。例如,虛擬攝影機48係以 使球4 7總是表示於遊戲畫面的方式依據球4 7的移動而於 321424 13 201026364 虛擬3次元空間40内移動。 第5圖係顯示遊戲畫面50之一例。如第5圖所示, 將表示從虛擬攝影機48觀看虛擬3次元空間40所見之樣 子的影像顯示於遊戲晝面50。又,於第5圖中,選手角色 46a、46b、46c、46d為屬於A隊伍的選手角色46,選手 角色46e為屬於B隊伍的選手角色46。 如第5圖所示,於遊戲晝面50顯示有:表示從比赛 開始算起之經過時間的經過時間影像51 ;表示兩隊之得分 狀況的得分影像52 ;游標影像53 ;以及計量條影像54。 游標影像53係用以告知被設定為使用者操作對象的選手 角色46,於第5圖係表示使用者操作選手角色46a的狀 態。計量條影像54係例如當使用者按下控制器23之射門 按鈕(例如按鈕28b)時顯示。關於計量條影像54之詳細 將於後詳述。 在此,說明足球遊戲之操作方法。第6圖係說明足球 遊戲之操作方法用的圖。於該足球遊戲中,使用者並非如 第2圖所示般將控制器23之前端部23b朝向螢幕30來玩 遊戲,而是如第6圖所示般以左手拿持控制器23之前端部 23b側,以右手拿持前端部23b之相對側的後端部23c侧, 且以使Y軸負方向與重力方向大致一致的方式拿持控制器 23來玩遊戲。 首先,說明使選手角色46移動時之操作。當使選手 角色46移動時,使用者係使用方向按鈕27指定選手角色 46之移動方向。一旦按下方向按鈕27,選手角色46即向 14 321424 201026364 -對應於方向按鈕27之按下狀態的方向移動。 其X ’吞兒明使選手角色4 6谁;/秦上、 當使選手角色46進行傳球動作時,首使^時的操作· 按紐(例如按叙則。之後,使用按=球 鈕的狀態下朝對應於所期望傳 、姑、下Κ按 期望的傳球對象所位在的方^的^句話說即為所 定傳球方向。在的方向)的方向移動控制器23而指 ο 例如,使用者藉由往箭號Al、A2、A3、A4、A5、 二所示的方向移動控制器23而指定傳球方 =二=圖所示的遊戲晝面5”欲使選手角色 4〇a進订朝選手角色+ 於從選手角色杨朝選手角==作時,使用者係往對應 的方向)移動控制器23^t 號A1所示 戲晝面50中欲使選手負/外,例如在如第5圖所示的遊 動作時,使用者俜往^ 行朝選手角色咏之傳球 ❿ 之方向(箭號A7所干:::選手角色-朝選手角色* #不的方向)移動控制器23。 按下。::期望的傳球方向後’使用者係解除傳球紐之 傳丑之按下解除,則朝使用者所指定之方向的 手条辛4^丁又,當使用者未指定傳球方向時則執行朝選 手角色46之正面方向的傳球。 述,於第1實施型態中,使用方向鈕27指定 選手角色46之移動方 將控制器23往對絲,選手角色46之傳球方向則藉由 定。 …;所期望之傳球方向的方向移動而指 15 321424 201026364 而當使用方向紐27指定選手角色46之移動方向和傳 球方向之雙方時,則難以進行一邊使選手角色46往第1 方㈣動-邊使該選手角色46進行往第2方向之傳球動作 的操作。就此點而言,第!實施型態可讓使用者較 行該種操作。 又,就用以讓使用者可進行該種操作的態樣而言,也 可考慮使用方向紐27作為指定選手角色如之移動方向 ::Τ:Γ27以外之操作構件(例如操物而; 樣時為了進灯-邊使選手角色46往第!方 7選手角色46進行往第2方向之傳球動作的操作,使 J =個不同的操作構件指定不同的兩個方向(第以 : = 作對使用者(尤其是熟練度低 的使用者)而§相當困難。就此點而言,依 態由於可藉由控制器23本身之移動來指 二广 course;),gj 此 ϋ # j 曰傳求路線(pass 往第/方向二i 易進行一邊使選手角色扣 Y弟方向移動一邊使該選手 球動作的操作。 仃在弟2方向之傳 CSh〇〇° 按下射門紐。一旦按下射門=/1動作時,首先使用者係 遊戲畫面50。如第5圖所_ :,條影像54將會顯示於 方形的框影像54a,以及在二:量條影像54係包含··長 長的計量條本體影像娜。在1像5切靠左配置且獨立伸 被初知下射門金時,計量條 321424 16 201026364 . 本體影像54b之右端係重疊於框影像54a之左端,計量條 本體影像54b之長度為0。若繼續射門按鈕的按下,則計 量條本體影像54b將隨著時間經過而朝右方向以一定速度 伸長。計量條本體影像54b係伸長至計量條本體影像54b 之右端到達框影像54a之右端為止。 若使用者解除射門鈕之按下,則將依據該時點之計量 條本體影像54b之長度而決定射門動作之際踢出球47的力 量強弱。之後,根據所決定的力量強弱進行射門動作。使 ❹用者藉由計量條影像54的借助而調整解除射門鈕之按下 的時間點即可調整射門動作之際將球47踢出的力量強弱。 第7圖為以於遊戲裝置10所實現的功能中與本發明 有關聯者為主所示的功能方塊圖。如第7圖所示,遊戲裝 置10係包含:遊戲狀況資料記憶部60、操作構件資訊取 得部61 (第1取得手段)、位置/姿勢資訊取得部62 (第2 取得手段)、第1控制部63、第2控制部64、以及顯示控 _制部65。遊戲狀況資料記憶部60係例如藉由主記憶體14 而實現,其他功能方塊可藉由例如微處理器13執行程式而 實現。 遊戲裝置資料記憶部60係記憶有表示遊戲之目前狀 況的遊戲狀況資料。例如,於遊戲狀況資料記憶部60記憶 有如下所列的資料: (1) 表不經過時間的貧料。 (2) 表示得分狀況的資料。 (3) 表示各選手角色46之狀態(例如位置、姿勢、 17 321424 201026364 以及移動方向/速度等)的資料。 、()表示球47之狀態(例如位置、以及移動方向/ 速度等)的資料。 (5) 表示使用者所操作之選手角色牝的資料。 (6) 表示保持有球47的選手角色私的資料。 (7) 表示虛擬攝影機48之狀態(例如位置、視線方 向48a、以及視野角等)的資料。 ⑷表示計量條影像54之表示狀態的資料。 二表示計量條影像54之表示狀態的資料係包含: 表不。十置條影像54是否為矣+ 士 一 栌旦c 否為表不中的育料、和表示計量條本 體衫像54b之現在長度的數值資料。 操作構件資訊取得部6 /d. 1係取侍關於包含於操作手段 操作構件資訊取得部61俘取H件貝/。於本實施型態, 之按下壯B二 表不控制器23之方向知27 (lever/st· ^、士貝Λ。又,當控制11 23包含操作桿 /stick ) Η守,操作構件資 操作桿之傾倒狀態(傾倒方向)訊;;761亦可取得表示 或姿資:取得部62係取得關於操作手段之位置 次-勢變化的位置/姿勢資訊 直 勢資訊取得部62係取得表干加、㈣中,位置/姿 的資訊作為關於控制器23:置迷=二之, 第且4女羿變化的資訊。 1 口Ρ 63係依據操作日 結果而使操作對象進行第 #件胃4取㈣6〗之取得 第1動作的方向係依據操作構動;^如^於操作對象之 牛資。孔取件邛61之取得結果 321424 18 201026364 . 而設定。於本實施型態中,被設定為使用者之操作對象的 選手角色46係相當於「操作對象」,移動動作(盤球動作) 係相當於「第1動作」。於本實施型態中,被設定為使用者 之操作對象的選手角色46之移動方向係設定為依據操作 構件資訊取得部61之取得結果的方向。 第2控制部64係依據位置/姿勢資訊取得部62之取得 結果而使操作對象進行第2動作。例如,關於操作對象之 第2動作的方向係侬據位置/姿勢資訊取得部62之取得結 ❹果而設定。於本實施型態中,被設定為使用者之操作對象 的選手角色46係相當於「操作對象」,屬於移動動作以外 之動作的傳球動作係相當於「第2動作」。於本實施型態 中,被設定為使用者之操作對象的選手角色46之傳球方向 係設定為依據位置/姿勢資訊取得部62所取得之結果的方 向。 顯示控制部65係依據遊戲狀況資料記憶部60之記憶 ❹内容而生成遊戲晝面50,且將遊戲晝面50顯示於螢幕30。 在此,對於遊戲裝置10為了實現上述功能方塊而執 行的處理進行說明。第8圖及第9圖係表示遊戲裝置10 每預定時間(例如1/60秒)執行之處理的流程圖。微處理 器13係依據記憶於光碟32的程式而執行於第8圖及第9 圖所示的處理。 如第8圖所示,微處理器13係判定成為使用者之操 作對象的選手角色46 (以下記載為「選手角色X」。)是 否保持有球47(S101)。當選手角色X保持有球47時,微 19 321424 201026364 處理器13係依據方向鈕27之按下狀態而更新選手角色χ - 之位置和方向(漏)。例如,選手角色χ之移動方向係、 更新為對應於方向鈕27之按下狀態的方向。此外,選手角 色X之位置係更新為從目前位置移動至達往移動方向根據 移動速度而定之距離的位置。又,球π之位置也以成為選 手角色X進行盤球動作的方式根據方向鈕2 7之按下狀態 而更新。 之後,微處理器丨3係判定傳球鈕是否被按下(sl〇3)。 當傳球純按下時,微處理器13將加速度感測器%之檢 測結果記憶於主記憶體14(sl〇4)。藉由執行該處理,使◎ 用者按下傳球叙之期間的加速度感測器26之檢測結果即 記憶於主記憶體14。 乃汗,微處理器 心吁%紐之按下是否被解除 (S105)。當傳球紐之按下解除時,微處理器⑴系從主纪 憶體14讀取傳球純按下之期間的加速度感測器26之檢 ❹ 測結果,且依據該檢測結果決定傳球方向⑶⑹。例如, 根據所讀取的加速度感測器26之檢測結果而取得按 ==於控制器23產生的加速度向量。且,根據所取 =加速度向量所示的方向而決定傳球方向。例如,從光 二絲將加速度向量方向與虛擬3次元空間仙中的方 速:力二::資料。之後,根據該資料判斷與所取得的加 向 的虛擬3次元空間4〇中的方向且將該方 對庫HZ球方向。又,當在與所取得的加速度向量方向 虛擬間4〇中的方向位有屬於A隊伍的選 321424 20 201026364 手角色χ以外的其他選手角色46 γ」。)時,亦可根據選手角色γ6(在此記载為「選手角色 例如,亦可將從選手角色χ之目^位置而決定傳球方向。 前位置的方向決定為傳球方向。::置往選手角色Υ之目 X之目前位置往根據選手角色丫之,亦可將從選手角色 角色γ之未來位置的方向決定為傳置而推測的選手 畲傳球方向決定後,微處理器。。 Ο 傳球動作(漏)。例如,從_ t選手角色x開始 (numon)資料,選手角色χ 讀取傳球動作的動態 5新。此外’球47之移動方向係H根據該動態資料而 傳球方向,且以使球47往該方動=於S1G6所決定的 位置更新。 動的方式開始球47的 另外,如第9圖所千,他本 否被按下(叫當射ή紐=13係_^ W更新)計量條影像54 (按下;-微處理H13係顯 13係將記憶於主記_ ㈣期間, 叶量條值」)從初期值(例如 2值(以下記载為 、,在按下射門鈕的期間内微 广間經過增加。另 增加而伸長計量條本體影像二係配合計量條值的 吨之長度係更新為對應於計量條量條本體影像 另外’微處理器13係判定射門紐的按 110)。當射門鈕的按下被解除時, 疋 除 手角色X開始射門動作二:如微處理器州^ 門動你 一. n)例如,從光碟32讀取射 的動態資料’根據該動態#料更新選手角色χ的姿 321424 21 201026364 勢。另外,選手角色x踢擊球47的力量 射門鈕之按下的時間點之計量條值而設定。:即艮:二: 球47的力向量(或加速度向量)係根據解除射門 的時間點之計量條值、和解除射門紐之按下的時間點之 =1之按下狀4而③定。例如,力向量的大小係根據解 除射門紐之按下的時間點之計量條值而設定,力向量 向係根據解除射門紐之按下的時間點之方向叙^之 狀態而設定。且,根據該力向量而開始球47之位置更新 此外,微處理器Π係更新選手角色χ以外之選手 色46之狀態(S112)。例如,以使選手角色X以外之選手 角色46依據行動演算法而行動的方式 外之選手角色46之狀態。 …色X以 47 士另一方面,於隱中判定為選手角色X並未保持球 4 7日守^如第8圖所示,微處理器丨3係根據方向鈕2 7之按 下狀態而更新選手角色X之位置及方向(S113)。此外, 微處理器13係更新選手角色X以外之選手角色46之狀離 和球47之狀態(S114)。例如,以使選手角色乂以外之選 手角色46依據行動演算法而行動的方式更新選手角色X X外之選手角色46的狀態。此外,例如當選手角色X以 外之選手角色46保持有球47時,根據該選手角色46之動 作而更新球47的狀態。 、田執行S101至S114的處理時,微處理器13係更新 遊戲畫面5〇(S115)。例如,虛擬攝影機48之狀態(例如 位置視線方向48a及視野角等)係根據球47之狀態(例 321424 22 201026364 . 如位置等)而更新。之後,於VRAM上產生表示從虛擬攝 影機48觀看虛擬3次元空間40所見之樣子的影像。更且, 經過時間影像51、得分影像52、以及游標影像53係重疊 描繪於形成在VRAM上的影像上。另外,當按下射門鈕時 也重疊描繪計量條影像。如上所述地生成於VRAM上的影 像係作為遊戲晝面50而顯示於螢幕30。 如以上所說明,於第1實施型態之遊戲裝置10中, 係使用方向鈕27指定選手角色46之移動方向,選手角色 ❹ 46之傳球方向係藉由將控制器23往對應於所期望的傳球 方向的方向移動而指定。依據第1實施型態之遊戲裝置 10,例如使用者可較容易地進行一邊使選手角色46往第1 方向移動一邊使該選手角色46進行往第2方向之傳球動作 的操作。 在此,對第1實施型態之變形例進行說明。 [變形例1-1] 0 第2控制部64亦可根據控制器23之姿勢變化而設定 被設定為使用者操作對象的選手角色46之傳球方向。此 時,使用者藉由改變控制器23之姿勢即可指定傳球方向。 第10圖、第11圖、及第12圖為示有控制器23姿勢 變化之一例的圖。例如,亦可藉由如第10圖之箭號A9所 示地將控制器23向内傾斜、或如第10圖之箭號A10所示 地將控制器23向外傾斜而指定傳球方向。此外,亦可藉由 如第11圖之箭號All所示地將控制器23之右側(後端部 23c側)往上方抬高、或如第12圖之箭號A12所示地將控 23 321424 201026364 . 制器23之左側(前端部23b側)往上方抬高而指定傳球方 向0 例如,亦可於如第5圖所示的遊戲晝面50中,當使 用者如第10圖之箭號A10所示地將控制器23往外傾斜 時,使選手角色46a進行往位於選手角色46a之上方向的 選手角色46b之傳球動作。此外,例如亦可於如第5圖所 示的遊戲晝面50中,當使用者如第11圖之箭號All所示 地將控制器23之右側(後端部23c側)往上方抬高時,使 選手角色46a進行往位於選手角色46a之左方向的選手角 ❹ 色46c之傳球動作。更且,例如亦可於如第5圖所示的遊 戲晝面50中,當使用者如第10圖之箭號A9所示地將控 制器23向内傾斜且如第12圖之箭號A12所示地將控制器 23之左側(前端部23b側)往上方抬高時,使選手角色46a 進行往位於選手角色46a之右下方向的選手角色46d之傳 球動作。 又,控制器23之姿勢變化不限於第10圖至第12圖 ◎ 所示之例。第13圖為示有控制器23之姿勢變化的另一例 的圖。例如亦可藉由如第13圖之箭號A13所示地將控制 器23之右側(後端部23c側)往前方推出、如第13圖之 箭號A14所示地將控制器23之右側拉向身體側來指定傳 球方向。同樣地,亦可藉由將控制器23之左側(前端部 23b侧)往前方推出、將控制器23之左侧拉向身體側來指 定傳球方向。例如,亦可於第5圖所示之遊戲晝面50中, 當使用者如第13圖之箭號A14所示地將控制器23之右側 24 321424 201026364 _ 拉向身體侧時,使選手角色46a進行往位置於選手角色46a 之右下方向的選手角色46d的傳球動作。 [變形例1·2] 第1控制部63亦可根據操作構件資訊取得部61之取 得結果而設定被設定為使用者之操作對象的選手角色46 之傳球方向。此外,第2控制部64亦可根據位置/姿勢資 訊取得部62之取得結果而設定被設定為使用者之操作對 象的選手角色46之移動方向。此時,使用者係藉由將控制 Ο 器23往對應於所期望之移動方向的方向移動而指定選手 角色46之移動方向,且藉由操作方向鈕27而指定選手角 色46之傳球方向。 [變形例1-3] 第2控制部64亦可根據位置/姿勢資訊取得部62之取 得結果而設定被設定為使用者之操作對象的選手角色46 之射門方向。此時,使用者係藉由將控制器23往對應於所 ^ 期望之射門方向的方向移動而指定射門方向。 [第2實施型態] 本發明之第2實施型態之特徵在於根據控制器23之 位置或姿勢的變化而控制虛擬攝影機48之移動。亦即,第 2實施型態之特徵在於使用者藉由使控制器23之位置或姿 勢變化而可任意移動虛擬攝影機48。以下對第2實施型態 進行詳細說明。 第2實施型態之遊戲裝置也可藉由例如家用遊戲機 (放置型遊戲機)、行動遊戲機、行動電話機、行動資訊終 25 321424 201026364 . 端(PDA)、或個人電腦而實現。在此,係以第2實施型態 之遊戲裝置係藉由家用遊戲機而實現的情形為例進行說 明。 第2實施型態之遊戲裝置10也具有如第1圖所示之 硬體構成。另外,於第2實施型態之遊戲裝置10中也執行 例如模擬A隊伍與B隊伍之間的足球比賽的足球遊戲。亦 即,例如於螢幕30顯示如第5圖所示之遊戲晝面50,為 了顯示遊戲畫面50而於主記憶體14構築有如第4圖所示 的虛擬3次元空間40 (遊戲空間)。另外,使用者係如第6 Q 圖所示以使Y轴負方向與重力方向大致一致的方式以兩手 拿持控制器23之前端部23b側及後端部23c側來玩遊戲。 如上所述,第2實施型態中,使用者係藉由變化控制 器23之位置或姿勢而可任意移動虛擬攝影機48。以下, 係對使虛擬攝影機48移動所需的操作進行說明。 使虛擬攝影機48移動時,首先使用者係按下預定鈕 (例如按鈕28a )。之後,使用者係在持續按下預定鈕的狀 態下將控制器23往對應於所期望之移動方向的方向移 動,藉此指定虛擬攝影機48之移動方向。例如,使用者係 藉由將控制器23往第6圖之箭號A1至A8所示之方向移 動而指定虛擬攝影機48之移動方向。例如當欲使虛擬攝影 機48往Xw軸正方向移動時,使用者係將控制器23往對 應於Xw軸正方向的方向(箭號A3所示的方向)移動。 此外例如當欲使虛擬攝影機48往Zw轴正方向移動時,使 用者係將控制器23往對應於Zw軸正方向的方向(箭號 26 321424 201026364 . A1所示的方向)移動。 又,第2實施型態中也與第1實施型態同樣地使用者 係使用方向鈕27指定選手角色46之移動方向。 於第2實施型態中,選手角色46之移動方向係使用 方向鈕27指定,虛擬攝影機48之移動方向係藉由將控制 器23往對應於所期望之移動方向的方向移動而指定。例 如,當使用方向鈕27指定選手角色46之移動方向與虛擬 攝影機48之移動方向兩者時,是無法進行使選手角色46 〇 及虛擬攝影機48往彼此不同方向移動的操作。就此點而 言,使用者依據第2實施型態即可進行上述操作。此外, 依據第2實施型態,使用者係不需操作兩個不同的操作構 件也可進行使選手角色46及虛擬攝影機48往彼此不同方 向移動的操作,故可較容易地進行上述操作。 在此,對第2實施型態之遊戲裝置10中所實現的功 能進行說明。第2實施型態之遊戲裝置10也具有如第7 q 圖所示的功能方塊。亦即,第2實施型態之遊戲裝置10 也包含:遊戲狀況資料記憶部60、操作構件資訊取得部61 (第1取得手段)、位置/姿勢資訊取得部62 (第2取得手 段)、第1控制部63、第2控制部64、以及顯示控制部65。 尤其,第2實施型態中第1控制部63及第2控制部64之 動作係與第1實施型態不同,故以下係對於該等第1控制 部63及第2控制部64之動作進行說明。又,其他功能方 塊之動作係與第1實施型態相同故省略其說明。 第1控制部63係根據操作構件資訊取得部61之取得 27 321424 201026364 結果而控制第1操作對象之位置或姿勢。於本實施型態 中,被設定為使用者操作對象的選手角色46係相當於「第 1操作對象」。於本實施型態中,第1控制部63係使被設 定為使用者之操作對象的選手角色46根據操作構件資訊 取得部61之取得結果而移動。更具體而言,被設定為使用 者之操作對象的選手角色46之面向和移動方向係根據操 作構件資訊取得部61之取得結果而設定。 第2控制部64係根據位置/姿勢資訊取得部62之取得 結果而控制第2操作對象的位置或姿勢。本實施型態中, 虛擬攝影機48即相當於「第2操作對象」。本實施型態中, 第2控制部64係根據位置/姿勢資訊取得部62之取得結果 而使虛擬攝影機48移動。更具體而言,虛擬攝影機48之 移動方向係根據位置/姿勢資訊取得部62之取得結果而被 設定。 其次,對在第2實施型態之遊戲裝置10中所執行的 處理進行說明。第2實施型態之遊戲裝置10也執行如第8 圖及第9圖所示的處理。尤其,於第2實施型態中,為了 於第9圖之S115更新虛擬攝影機48之位置,故執行例如 第14圖所示之處理。亦即,如第14圖所示,微處理器13 係判定預定按鈕(例如按鈕28a)是否被按下(S201)。當 預定按鈕被按下時,微處理器13係根據加速度感測器26 之檢測結果而更新虛擬攝影機48之位置(S202)。例如, 根據加速度感測器26之檢測結果而取得藉由使用者移動 控制器23而於控制器23產生的加速度之加速度向量。且, 28 321424 201026364 . 虛擬攝影機48之位置係更新為從目前位置往對應於加速 度向量之方向(控制器23之移動方向)的方向移動達預定 距離的位置。 如以上所說明,於第2實施型態之遊戲裝置10中, 使用者係使用方向按鈕27指定選手角色46之移動方向, 藉由將控制器23往對應於所期望之移動方向的方向移 動,即可指定虛擬攝影機48之移動方向。依據第2實施型 態之遊戲裝置10,例如,使用者可較容易地進行使選手角 〇 色46與虛擬攝影機48往不同方向移動的操作。 在此,對第2實施型態之變形例進行說明。 [變形例2-1] 第1控制部63亦可根據操作構件資訊取得部61之取 得結果而設定虛擬攝影機48之移動方向,第2控制部64 亦可根據位置/姿勢資訊取得部62之取得結果而設定被設 定為使用者之操作對象的選手角色46之移動方向。此時, &使用者係藉由將控制器23往對應於所期望之移動方向的 方向移動而指定選手角色46之移動方向,且使用方向鈕 27指定虛擬攝影機48之移動方向。 [變形例2-2] 第2控制部64亦可根據控制器·23之姿勢的變化而設 定虛擬攝影機48之移動方向。此時,使用者係藉由變化控 制器23之姿勢而指定虛擬攝影機48之移動方向。 例如,亦可藉由如第10圖之箭號A9所示將控制器 23向内傾斜或如第10圖之箭號A10所示將控制器23往外 29 321424 201026364 傾斜而指定虛擬攝影機48之移動方向。例如,當如第10 圖之箭號A9所示將控制器23往内傾斜時,亦可使虛擬攝 影機48遠離注視點而拉遠鏡頭(zoom down)。此外,例 如當如第10圖之箭號A10所示將控制器23往外傾斜時, 亦可使虛擬攝影機48接近注視點而拉近鏡頭(zoom up )。 此外例如,亦可藉由如第11圖之箭號Al 1所示地將 控制器23之右側(後端部23c侧)往上方提高或如第12 圖之箭號A12所示地將控制器23之左側(前端部23b側) 往上方提高而指定虛擬攝影機48之移動方向。例如,當如 ❹ 第11圖之箭號All所示地將控制器23之右側往上提高 時,亦可使虛擬攝影機48往Xw軸負方向移動。此外例如, 當如第12圖之箭號A12所示地將控制器23之左侧往上提 高時,亦可使虛擬攝影機48往Xw轴正方向移動。 此外例如,亦可如第13圖之箭號A13所示地將控制 器23之右側(後端部23c側)往前方推出,或如第13圖 之箭號A14所示地將控制器23之右側拉向身體側,藉此 〇 而指定虛擬攝影機48之移動方向。同樣地,亦可將控制器 23之左侧(前端部23b侧)往前方推出,或將控制器23 之左側拉向身體侧,藉此而指定虛擬攝影機48之移動方 向。 [變形例2-3] 第2控制部64亦可根據位置/姿勢資訊取得部62之取 得結果而控制虛擬攝影機48之面向(姿勢)。例如,第2 控制部64亦可根據位置/姿勢資訊取得部62之取得結果而 30 321424 201026364 . 控制虛擬攝影機48之視線方向48a。此時,使用者藉由移 動控制器23即可指定虛擬攝影機48之視線方向48a。 [變形例2-4] 第1控制部63亦可根據操作構件資訊取得部61之取 得結果而設定第1選手角色46之移動方向,第2控制部 64亦可根據位置/姿勢資訊取得部62之取得結果而設定第 2選手角色46之移動方向。此時,使用者可使用方向鈕27 指定第1選手角色46之移動方向,且藉由將控制器23往 Ο 對應於所期望之移動方向的方向移動而可指定第2選手角 色46之移動方向。 [第3實施型態] 本發明之第3實施型態之特徵在於按下射門鈕時顯示 於遊戲晝面5 0的計量條本體影像5 4 b之最大長度係根據控 制器23之位置或姿勢之變化而控制。亦即,第3實施型態 之特徵在於使用者可藉由變化控制器23之位置或姿勢而 _任意調整計量條本體影像54b之最大長度。以下係對第3 實施型態之詳細進行說明。 第3實施型態之遊戲裝置也可藉由例如家用遊戲機 (放置型遊戲機)、行動遊戲機、行動電話機、行動資訊 終端(PDA)、或個人電腦而實現。在此,係以第3實施 型態之遊戲裝置係藉由家用遊戲機而實現的情形為例進行 說明。 第3實施型態之遊戲裝置10也具有如第1圖所示之 硬體構成。另外,於第3實施型態之遊戲裝置10中也執行 31 321424 201026364 · 例如模擬A隊伍與B隊伍之間的足球比赛的足球遊戲。亦 即,例如於螢幕30顯示如第5圖所示之遊戲晝面50,為 了顯示遊戲晝面50而於主記憶體14構築有如第4圖所示 的虛擬3次元空間40 (遊戲空間)。另外,使用者係如第6 圖所示地以兩手拿持控制器23之前端部23b側及後端部 、 23c側來玩遊戲。 如上所述,第3實施型態中,使用者按下射門鈕時於 遊戲晝面50顯示的計量條本體影像54b之最大長度可藉由 變化控制器23之位置或姿勢而調整。以下即對該點進行說 ❹ 明。 使選手角色46進行射門動作時,首先使用者係按下 射門按鈕。當按下射門鈕時,計量條影像54係顯示於遊戲 畫面50。在計量條影像54開始顯示的最初,計量條本體 影像54b之右端係與框影像54a之左端重疊,計量條本體 影像54b之長度為0。 在使用者持續按下射門鈕的狀態下,例如如第10圖 ◎ 之箭號A9所示地將控制器23往内傾斜時,則框影像54a 之長度亦即計量條本體影像54b之最大長度(lmax )將根 據控制器23的傾斜程度而變化。更具體而言,隨著控制器 23之傾斜程度越大,框影像54a之長度(計量條本體影像 54b之最大長度)將越長。第15圖係表示框影像54a之長 度變化時之遊戲晝面5 0之一例。 在射門鈕被按下的期間,計量條本體影像54b在計量 條本體影像54b之右端到達框影像54a之右端之前(亦即 32 321424 201026364 54b之長度成為最大長度之前) 係以一定 .•計量條本體影像 速度伸長。 射門動V此:=之按下時,咖 門叙之按下解除料踢擊球47的力量係根捸射 設定。亦即,若以體影像5扑之長度而 體影像54b之長度ΛΑ下解除之時_料量條本G ^ 4 A The game device of the present invention includes: a first acquisition means for changing the position or posture of the operation means with respect to the operation state 2 of the operation member of the operation means: According to the acquisition and the first acquisition means, the control is achieved! The position or posture of the operation target; and the first operation position or posture is controlled based on the acquisition result of the second acquisition means. In addition, the control method of the game device of the present invention includes the transfer of the operational bear of the operating member included in the operating means, and the second obtaining step of obtaining the position of the operating means: The information of the change; the first control step controls the result based on the result of the acquisition of the i-th acquisition! Position or posture of the operation target; 2 Control step of controlling the position or posture of the operation target based on the result of the acquisition of the second acquisition step. In addition, the program of the present invention is used to make a home game machine (playing a game machine), a mobile game machine, a business game machine, a mobile phone, a PDA, and a silk computer material as follows. Function: The first acquisition means acquires information on the operation means; 321424 5 201026364 = information on the operation state; and the second acquisition means acquires information on the change in the position or posture of the aforementioned operation slave; before the i-th control means The second acquisition means controls the position or posture of the second operation target based on the result of the second acquisition means, and the second control means controls the result of the acquisition of the i-th acquisition means. In addition, the information memory medium of the present invention records the information memory H $ & type read by the computer. According to the present invention, the operation means can be improved in the game in which the user operates the ith operation object and the first object. Operational. In addition, the aspect of the present invention may be: the first ι control. In addition, the game device of the present invention includes: displaying a control bar to display the display means; obtaining means for obtaining information about the operation; According to the first control means, according to the above-mentioned first control, the maximum length of the fiscal scale, the calculation of the elongation speed or the shrinkage speed of the second meter to the second gauge meter is determined according to the first control. In the case of the game, the city of the game, the result of the game, the game, and the game processing execution. When the time is executed according to the length of the aforementioned measuring bar, the control method of the game device of the present invention includes: display control 32124 6 201026364 . The step of displaying the measuring bar on the display means; obtaining the step of obtaining information about the change of the position or posture of the operating means; and the first controlling step of controlling the maximum length of the measuring bar based on the result of the obtaining step And at least one of a minimum length of the measuring strip and an elongation speed or a shrinking speed of the measuring strip; and a second controlling step of expanding or contracting the measuring strip according to a result of the control of the first control step; The play processing execution step, when the predetermined operation is performed, performs game processing according to the length of the aforementioned measurement bar. In addition, the program of the present invention is used to make a home game machine (placement type game machine), a mobile game machine, a business game machine, a mobile phone, a mobile information terminal (PDA), or a personal computer as the following. The means for displaying: the display means for displaying the measurement bar on the display means; the means for obtaining the information about the change of the position or posture of the operation means; and the first control means controlling the measurement based on the result of the acquisition means At least one of a maximum length of the strip, a minimum length of the gauge strip, and an elongation rate or a contraction speed of the zero gauge; and the second control means extends the gauge strip according to a result of the control of the first control means or Shrinkage; and game processing execution means, when a predetermined operation is performed, game processing according to the length of the aforementioned measurement bar is performed. Further, the information memory medium of the present invention records the tributary memory medium which can be read by a computer of the above program. According to the present invention, it is possible to enhance the operation of the game device in which the game surface is displayed in accordance with the operation of the user by the user's operation, and the game processing is performed in accordance with the length of the measurement bar at the time point when the user performs the predetermined operation. 201026364 The operability of the means. In addition, the cancer of the present month may also be: the foregoing method of controlling the work includes: means for obtaining the hand-like obtaining knot (4) the maximum length of the pre-measurement strip or the minimum length of the aforementioned measuring strip; and according to the foregoing The elongation rate or the contraction speed of the metering strip is controlled by the result of the taking means. It is also possible to control (4) the elongation speed or the contraction speed of the metering strip in such a manner that the difference between the maximum length of the aforementioned measuring strip and the minimum length of the aforementioned measuring strip becomes large, and the elongation speed or the shrinking speed of the aforementioned measuring strip becomes slow. [Embodiment] [First Embodiment] Hereinafter, an i-th embodiment of the present invention will be described in detail based on the drawings. The game device according to the first embodiment of the present invention is realized by, for example, a home game machine (placement type game machine), a mobile game machine, a mobile phone, a mobile information terminal (pda), or a personal computer. Here, a case where the game device according to the embodiment of the present invention is implemented using a home game machine will be described. Fig. 1 shows a hardware configuration of a game device according to an embodiment of the present invention. As shown in Fig. 1, the game device 1 includes a home game machine u, a screen 30, a speaker 31, a disc 32, and a memory card 33. The screen 30 and the speaker 31 are connected to a home game machine. For example, a home television set can be used as a camping screen 30', for example, a speaker built in a home television set can be used as a speaker 31. The optical disc 32 and the memory card 33 are information memory media, and are installed in the home game machine U. 321424 8 201026364 The home game machine 11 is a well-known computer game Fenggu-m ... - intended system. The home game machine 11' includes a bus 12, a microprocessor 13 (a system) main memory H, an image processing unit 15, a sound processing unit 16, a light 'two 17, a memory card slot ( Memory card slot) i 8, communication interface (i/f) J 9, controller interface (I/F) 20, and operation input unit 21. The components other than the operation input unit 21 are housed in the body of the home game machine u. The bus bar 2 is used to receive an address and a data between the respective units of the home game machine 11. The microprocessor 13, the main memory 14, the image processing unit 15, the sound processing unit 16, the optical disk drive 17, the memory card slot 18, the communication interface 19, and the controller interface 20 are connected by the bus bar 12 Data communication with each other. The microprocessor 13' is based on an operating system (not shown) (operating system) and a program taken from the disc 32 or the memory card 33. The control processing and various information processing of each unit of the game machine 11 are executed. The main memory 14 is, for example, a ram, and the program and data read from the optical disk 32 or the memory card 33 are written to the main memory body 14 as needed. The main memory 14 can also be used as a working memory for the microprocessor 13. The video processing unit 15 includes a VRAM (Video RAM). The video processing unit 15 draws a game screen on the VRAM based on the image data sent from the microprocessor 13. Then, the video processing unit 15 converts the game surface drawn on the VRAM into a video signal and outputs it to the screen 30 at a predetermined timing. The sound processing unit 16 includes a sound buffer, and various sound data (e.g., game music, game sounds, messages, etc.) read from the optical disk 32 to the sound buffer 9 321424 201026364 are output from the speaker 31. The disc drive 17 reads programs and data recorded on the disc 32. Here, although the optical disc 32 is used to supply the program and the data to the home game machine 11, other various information storage media such as the memory card 33 may be used. Further, programs and materials can be supplied from the remote terminal to the home game machine 11 via a data communication network such as the Internet. The memory card slot 18 is an interface for mounting the memory card 33. The memory card 33 includes non-volatile memory (for example, EEPROM (Electrically Erasable Programmable Read Only Memory)), and memorizes various game materials such as game progress data (save data). . The communication interface 19 is an interface for communicating with the Internet data communication network. The controller interface 20 is a interface for wireless connection of a plurality of controllers 2 3 . For example, a device that conforms to the Bluet00th (registered trademark) interface specification can be used as the controller interface 2G. Further, the control (4) interface 2 () can also be used as an interface for the wired connection controller 23. The operation input unit is for the user to perform an input operation. The operation input unit includes: the light-emitting unit 22, and ! Or a plurality of controllers 23. Fig. 2 shows an example of the operation input unit 21, and Fig. 3 shows an example of the controller 23. As shown in Fig. 2, the light-emitting portion 22 includes a plurality of light sources and is disposed on the upper portion of the screen 30. In the example shown in Fig. 2, (four) 34a, 34b are provided at both end portions of the light-emitting portion 22. χ, haircut 22 can also be configured 321424 10 201026364 . Below the screen 30. (4) The device 23 has a substantially rectangular parallelepiped shape, and is provided with a direction button 27 and buttons 28a, m, and 28c on the surface 23a for controlling the crying 23. Side: • Button 27 has a cross shape and is generally used to indicate direction. Buttons 28/, 28b, 28c are used for various game operations. The P' controller 23 includes an imaging unit 24 and a photographic image unit 25. The imaging unit 24 is, for example, an imaging element such as a CCD (charge c〇upled), and is provided at the front end portion O 23b (the side surface) of the controller 23. The photographic image analyzing unit 25 is, for example, a microprocessor or the like, and is incorporated in the controller 23. When the user pushes the front end 2 of the controller 23 toward the screen 3G, the light source 34a, 34b is captured by the image captured by the image pickup unit 24. The photographic image analyzing unit 25 analyzes the positions of the light sources 34a and 34b captured by the imaging image of the imaging unit 24, and acquires, for example, the relative position of the controller 23 with respect to the predetermined reference position 35, and the connection light source 34a. The inclination angle of the controller 23 of the straight line of the light source 34b. The game device 10 stores information on the positional relationship between the reference position 35 and the game screen displayed on the screen 30, and based on the information and the analysis result by the captured image analyzing unit 25, the front end of the controller 23 can be obtained. The location indicated by 23b. Therefore, the operation input unit 21 is used as a pointing device for the user to instruct the position displayed on the game surface of the screen 30. Further, the controller 23 includes an acceleration sensor 26. The acceleration sensor 26 is, for example, a three-axis acceleration sensor that detects accelerations in the X-axis direction, the γ-axis direction, and the Z-axis direction that are perpendicular to each other. This embodiment is 11 321424 201026364 As shown in Fig. 3, the X-axis direction corresponds to the short-side z-axis direction of the controller 23! In the longitudinal direction of the controller 23. Further, the γ-axis direction corresponds to the normal direction of the surface 23a of the control core 23. The controller can be judged by using the detection result of the adder-subtracter 26. In addition, the controller 23 communicates with the controller interface 23 via the controller interface 2Q for the microprocessor number u = - (for example every 1/60 second) to indicate the controller 23 〇 = operation signal. The operation signal includes, for example, identification information identifying the benefit/3, indicating the analysis result of the photographic image analysis unit 25, information indicating the detection result of the acceleration sensor 26, and the button 28a. , 28b, 28c press state information. ^ Control == The operation signal supplied from the controller 23, the direction button 27 and the button 28a in the thief 3; the front end 23b of the control ϋ 23 indicates the position and posture change of the broken button 23. The position of τ and the controller 1G system, for example, perform the simulation of the A team and the B team to capture the second = tour: the 俜 football: the play system performs the slave disc 3 read processing P 13) Operation A team, computer (micro other to make the second B team as an example to illustrate. In addition, the B team can also build the game with the game 2 money, body 14 to display the game of the game of the ball game. Figure 4 shows the game An example of space. In Fig. 4, the pseudo-space is a virtual system composed of three coordinate elements (π»): as shown in Fig. 4, in the virtual 3 dimensional space 40 ... The stadium of the object of the soccer field 41. 321424 12 201026364 - On the court 41, for example, there is a goal line 42 and a touch line 43. The football game is tied by two goals. The line 42 and the area of the area surrounded by the two side lines 43 are carried out in the field 44. On the course 41, a goal 45 indicating the object of the goal, a character 46 indicating the object of the soccer player, and a soccer player are arranged. The ball of the object 47. • One of the goals 45 is additionally associated with the A team, the other side The goal 45 is additionally associated with the B. If the ball 47 moves to the goal 45 that is attached to one of the teams, the score event of the other team will be generated. © Although omitted in Figure 4, it is on the course 41. There are 11 player characters 46 belonging to the A team and u player characters 46 belonging to the B team. Any one of the U-player characters 46 belonging to the A-team will be set as the user's operation target 'set to The player character of the user's operation object operates in accordance with the user's operation. On the other hand, the player character 46 of the player character 46 belonging to the A team is not determined to be the user's operation target, and operates according to the operation of the computer. In addition, the player character ◎ 46 belonging to the B team also operates in accordance with the operation of the computer. If the player character 46 is close to the ball 47, the player character 46 and the ball 47 are additionally associated under the predetermined condition. The movement operation of the character 46 is a dribble operation. Hereinafter, the state in which the ball 47 is attached to the player character 46 is described as "the player character 46 holds the ball 47". The virtual three-dimensional space 4 is set. A virtual camera 48. A game screen showing what is seen by viewing the virtual 3 dimensional space 4 from the virtual camera 48 is displayed on the screen 3. For example, the virtual camera 48 is such that the ball 47 is always displayed on the game screen. The mode moves within the virtual 3 dimensional space 40 according to the movement of the ball 47. Fig. 5 shows an example of the game screen 50. As shown in Fig. 5, the virtual 3 dimensional space 40 will be viewed from the virtual camera 48. The image of what you see is displayed on the game surface 50. Further, in Fig. 5, the player characters 46a, 46b, 46c, and 46d are the player characters 46 belonging to the A team, and the player characters 46e are the player characters 46 belonging to the B team. As shown in FIG. 5, the game face 50 displays: an elapsed time image 51 indicating the elapsed time from the start of the game; a scoring image 52 indicating the scoring status of the two teams; the cursor image 53; and the bar image 54 . The cursor image 53 is for notifying the player character 46 set as the user's operation target, and the fifth figure shows the state in which the user operates the player character 46a. The gauge image 54 is displayed, for example, when the user presses a shot button (e.g., button 28b) of the controller 23. The details of the gauge image 54 will be detailed later. Here, a method of operating a soccer game will be described. Fig. 6 is a diagram for explaining the operation method of the soccer game. In the soccer game, the user does not play the game with the front end 23b of the controller 23 toward the screen 30 as shown in FIG. 2, but holds the front end of the controller 23 with the left hand as shown in FIG. On the side of the 23b, the right end portion 23c side of the opposite end portion 23b is gripped by the right hand, and the controller 23 is held by the controller 23 so that the negative direction of the Y-axis substantially coincides with the direction of gravity. First, the operation when the player character 46 is moved will be described. When the player character 46 is moved, the user uses the direction button 27 to specify the moving direction of the player character 46. Once the direction button 27 is pressed, the player character 46 moves to the direction of the pressing state of the direction button 27 to 14321424 201026364. The X 'swallows the player's character 4 6; / Qin Shang, when the player character 46 makes the pass action, the first action ^ button (for example, according to the legend. After that, press the = ball button In the state of the position corresponding to the desired pass, the squat, and the squat, the desired pass position is the predetermined pass direction. In the direction of the direction, the controller 23 is moved. For example, the user specifies the pass side = two = the game face 5 shown in the figure by moving the controller 23 in the directions indicated by the arrows A1, A2, A3, A4, A5, and 2. 〇aSubscribing to the player character + When the player character Yang Chao player angle ==, the user is in the corresponding direction) The mobile controller 23^t No. A1 shows the game face 50 to make the player negative/outside For example, in the action as shown in Fig. 5, the user goes to the direction of the passing character of the player character (arrow A7::: player character - toward player character * #不的方向) Move the controller 23. Press .:: After the desired pass direction, the user's release of the ugly button is released, and is specified to the user. In the first embodiment, the direction of the player's character 46 is specified by the direction button 27 when the user does not specify the direction of the pass. The moving party moves the controller 23 to the opposite side, and the passing direction of the player character 46 is determined by the direction of the desired passing direction and refers to 15 321424 201026364. When the direction button 27 is used, the player character 46 is designated. In the case of both the moving direction and the passing direction, it is difficult to perform the operation of moving the player character 46 to the first side (fourth) while the player character 46 is moving in the second direction. The implementation mode allows the user to perform this kind of operation. Also, in terms of the manner in which the user can perform such an operation, it is also conceivable to use the direction button 27 as the designated player character as the moving direction::Τ : Operation member other than Γ27 (for example, in the case of the object), in order to enter the lamp, the player character 46 is moved to the seventh player character 46 to perform the ball-passing operation in the second direction, so that J = a different operation The component specifies two different directions The first is: = for the user (especially the less proficient user) and § is quite difficult. In this regard, the state can be referred to as the second wide course by the movement of the controller 23 itself;), gj # j 曰 求 求 ( ( ( pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass pass Once the shot ==1 action is pressed, the user first plays the game screen 50. As shown in Fig. 5, the bar image 54 will be displayed on the square frame image 54a, and in the second: the bar image 54 is included. · Long measuring strip body image Na. In the case of 1 like 5 cut left and independent extension, it is known that the shot is gold, the measuring strip is 321424 16 201026364 . The right end of the body image 54b is superposed on the left end of the frame image 54a, and the length of the meter body image 54b is zero. If the shooting of the shooting button is continued, the measuring strip body image 54b will elongate in the right direction at a constant speed as time passes. The meter strip body image 54b is extended until the right end of the meter strip body image 54b reaches the right end of the frame image 54a. When the user releases the button of the shooting button, the strength of the kicking ball 47 at the time of the shooting action is determined according to the length of the meter body image 54b at that point in time. After that, the shooting action is performed according to the determined strength. By adjusting the time at which the shooting button is pressed, the user can adjust the strength of kicking the ball 47 when the shooting operation is performed by adjusting the time at which the shooting button is pressed. Fig. 7 is a functional block diagram showing mainly the functions associated with the present invention among the functions implemented by the game device 10. As shown in FIG. 7, the game device 10 includes a game situation data storage unit 60, an operation member information acquisition unit 61 (first acquisition means), a position/posture information acquisition unit 62 (second acquisition means), and a first control. The portion 63, the second control unit 64, and the display control unit 65. The game status data storage unit 60 is realized by, for example, the main memory 14, and other function blocks can be realized by, for example, executing the program by the microprocessor 13. The game device data storage unit 60 stores game status data indicating the current state of the game. For example, the game status data storage unit 60 memorizes the following materials: (1) The poor materials that have not passed the time. (2) Information indicating the status of the score. (3) Information indicating the state of each player character 46 (for example, position, posture, 17321424 201026364, moving direction/speed, etc.). , () indicates the data of the state of the ball 47 (for example, position, moving direction/speed, etc.). (5) Information indicating the role of the player operated by the user. (6) Information indicating that the player character holding the ball 47 is private. (7) Information indicating the state of the virtual camera 48 (e.g., position, line of sight direction 48a, and viewing angle, etc.). (4) A data indicating the state of representation of the bar image 54. The data indicating the state of representation of the bar image 54 includes: Table. Whether the ten-strip image 54 is 矣+士一 栌旦c No is the nuance of the table, and the numerical data indicating the current length of the blouse 54b. Operation member information acquisition unit 6 / d. The 1st line is attached to the operation means. The operation member information acquisition unit 61 captures the H piece. In this embodiment, the direction of the controller 23 is not known as the direction of the controller 23 (lever/st·^, 士贝Λ. Also, when the control 11 23 includes the joystick/stick), the operation component The tilting state of the operating lever (dumping direction); 761 can also obtain the representation or posture: the obtaining unit 62 obtains the position/posture information about the positional potential change of the operating means. The straight information obtaining unit 62 obtains the stem. In addition, (4), the position/orientation information is used as information about the controller 23: fascination = two, the fourth and the four sons. 1 port Ρ 63 is based on the result of the operation date, and the operation object is made to take the first part of the stomach 4 (four) 6 to obtain the direction of the first action according to the operation of the operation; ^ as ^ the operator of the cattle. The result of obtaining the hole 邛61 is 321424 18 201026364 . And set. In the present embodiment, the player character 46 set as the operation target of the user corresponds to the "operation target", and the movement operation (the ball movement) corresponds to the "first action". In the present embodiment, the movement direction of the player character 46 set as the operation target of the user is set to the direction in accordance with the result of the acquisition by the operation member information acquisition unit 61. The second control unit 64 causes the operation target to perform the second operation based on the result of the acquisition by the position/orientation information acquisition unit 62. For example, the direction of the second operation of the operation target is set based on the result of the acquisition by the position/posture information acquisition unit 62. In the present embodiment, the player character 46 set as the operation target of the user corresponds to the "operation target", and the pass operation corresponding to the movement other than the movement operation corresponds to the "second operation". In the present embodiment, the passing direction of the player character 46 set as the operation target of the user is set to the direction of the result obtained by the position/posture information obtaining unit 62. The display control unit 65 generates a game face 50 based on the memory contents of the game situation data storage unit 60, and displays the game face 50 on the screen 30. Here, the processing executed by the game device 10 to realize the above-described functional blocks will be described. 8 and 9 are flowcharts showing the processing executed by the game device 10 every predetermined time (for example, 1/60 second). The microprocessor 13 executes the processing shown in Figs. 8 and 9 in accordance with the program stored in the optical disc 32. As shown in Fig. 8, the microprocessor 13 determines whether or not the player character 46 (hereinafter referred to as "player character X") to be operated by the user holds the ball 47 (S101). When the player character X holds the ball 47, the processor 13 updates the position and direction (drain) of the player character χ - according to the pressed state of the direction button 27. For example, the movement direction of the player character is updated to the direction corresponding to the pressed state of the direction button 27. Further, the position of the player character X is updated to a position shifted from the current position to a distance determined by the moving speed in accordance with the moving speed. Further, the position of the ball π is also updated in accordance with the pressed state of the direction button 27 in such a manner that the player character X performs the handball operation. Thereafter, the microprocessor 丨3 determines whether or not the pass button is pressed (s1〇3). When the pass is purely pressed, the microprocessor 13 memorizes the detection result of the acceleration sensor % in the main memory 14 (s1〇4). By performing this processing, the detection result of the acceleration sensor 26 during the period in which the user presses the ball is stored in the main memory 14. Nai Khan, the microprocessor, whether the press of the button is released (S105). When the push button is released, the microprocessor (1) reads the detection result of the acceleration sensor 26 during the pass of the pass from the main memory, and determines the pass based on the detection result. Direction (3) (6). For example, the acceleration vector generated by the controller 23 is obtained by == based on the detection result of the read acceleration sensor 26. And, the passing direction is determined according to the direction indicated by the taken acceleration vector. For example, the direction of the acceleration vector from the light two-wire and the velocity in the virtual three-dimensional space fairy: force two:: data. Then, based on the data, the direction in the acquired virtual 3 dimensional space 4〇 is determined and the direction is the library HZ ball direction. Further, in the direction direction in the direction of the obtained acceleration vector direction, there is a player character 46 γ" other than the hand character 321424 20 201026364 belonging to the A team. In the case of the player character γ6 (herein described as "the player character, for example, the passing direction may be determined from the position of the player character. The direction of the front position is determined as the passing direction.:: The current position of the player's character Υ X 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 根据 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器 微处理器传 Passing action (leakage). For example, starting from the _t player character x (numon) data, the player character χ reads the dynamics of the passing action 5. In addition, the moving direction of the ball 47 is transmitted based on the dynamic data. The direction of the ball, and the ball 47 is updated to the position determined by S1G6. The other way is to start the ball 47, as shown in Fig. 9, whether it is pressed or not (called when shooting ή = = 13 series _^ W update) Meter image 54 (press; - Micro processing H13 system 13 will be stored in the main _ (four) period, leaf amount bar value)) from the initial value (for example, 2 values (described below) , during the period of pressing the shooting button, the micro-wide is increased. The length of the ton of the image of the second image of the strip body is updated to correspond to the image of the body of the metering strip and the button of the microprocessor 13 is determined to be the shot button. When the button of the shooting button is released, 疋In addition to the hand character X began to shoot the second action: such as the microprocessor state ^ door move you one. n) For example, the dynamic data read from the optical disc 32 is updated according to the dynamic trend of the player character 321 321424 21 201026364. In addition, the player character x kicks the force of the hitting ball 47 and sets the bar value of the time point at which the shooting button is pressed. : Immediately: Two: The force vector (or acceleration vector) of the ball 47 is determined according to the measurement bar value at the time point when the shooting is released, and the pressing time of the time when the shooting button is released. For example, the magnitude of the force vector is set based on the bar value of the time point at which the shot is released, and the force vector direction is set according to the state in which the direction of the time at which the shot is pressed is released. Then, the position update of the ball 47 is started based on the force vector. Further, the microprocessor updates the state of the player color 46 other than the player character ( (S112). For example, the state of the player character 46 other than the player character 46 other than the player character X acts in accordance with the action algorithm. ...color X is 47 士, on the other hand, it is judged in the hidden game that the character X does not hold the ball for 4 days. As shown in Fig. 8, the microprocessor 丨3 is based on the pressed state of the direction button 27. The position and direction of the player character X are updated (S113). Further, the microprocessor 13 updates the state of the player character 46 other than the player character X and the state of the ball 47 (S114). For example, the state of the player character 46 outside the player character X X is updated in such a manner that the player character 46 other than the player character moves in accordance with the action algorithm. Further, for example, when the player character 46 other than the player character X holds the ball 47, the state of the ball 47 is updated in accordance with the action of the player character 46. When the processing of S101 to S114 is performed, the microprocessor 13 updates the game screen 5 (S115). For example, the state of the virtual camera 48 (e.g., the position line of sight direction 48a and the viewing angle, etc.) is based on the state of the ball 47 (example 321424 22 201026364 . Updated as location, etc.). Thereafter, an image representing what the virtual 3 dimensional space 40 is seen from the virtual camera 48 is generated on the VRAM. Further, the elapsed time image 51, the score image 52, and the cursor image 53 are superimposed and drawn on the image formed on the VRAM. In addition, the bar image is also superimposed when the shooting button is pressed. The image generated on the VRAM as described above is displayed on the screen 30 as the game surface 50. As described above, in the game device 10 of the first embodiment, the direction of movement of the player character 46 is specified using the direction button 27, and the passing direction of the player character ❹ 46 is determined by the controller 23 corresponding to the desired direction. The direction of the passing direction is specified while moving. According to the game device 10 of the first embodiment, for example, the user can easily perform the operation of moving the player character 46 in the first direction while the player character 46 is moving in the second direction. Here, a modification of the first embodiment will be described. [Modification 1-1] The second control unit 64 can also set the passing direction of the player character 46 set as the user's operation target in accordance with the change in the posture of the controller 23. At this time, the user can specify the passing direction by changing the posture of the controller 23. Fig. 10, Fig. 11, and Fig. 12 are views showing an example of the change in the posture of the controller 23. For example, the controller 23 may be tilted inward as indicated by arrow A9 in Fig. 10, or the controller 23 may be tilted outward as indicated by arrow A10 in Fig. 10 to specify the passing direction. Further, the right side (the rear end portion 23c side) of the controller 23 may be raised upward as indicated by an arrow No. in Fig. 11, or may be controlled as indicated by an arrow A12 in Fig. 12. 321424 201026364 . The left side of the maker 23 (the front end portion 23b side) is raised upward and the passing direction 0 is designated. For example, in the game face 50 as shown in Fig. 5, when the user is the arrow A10 in Fig. 10 When the controller 23 is tilted outward as shown, the player character 46a is caused to perform a pass operation to the player character 46b located above the player character 46a. Further, for example, in the game surface 50 as shown in FIG. 5, when the user raises the right side (the rear end portion 23c side) of the controller 23 upward as indicated by the arrow No. 11 of FIG. At this time, the player character 46a is caused to perform a pass operation to the player's corner color 46c located in the left direction of the player character 46a. Furthermore, for example, in the game surface 50 as shown in FIG. 5, when the user tilts the controller 23 inward as indicated by the arrow A9 of FIG. 10 and the arrow A12 as shown in FIG. When the left side (the front end portion 23b side) of the controller 23 is raised upward, the player character 46a is caused to pass the ball to the player character 46d located in the lower right direction of the player character 46a. Further, the posture change of the controller 23 is not limited to the example shown in Figs. 10 to 12 . Fig. 13 is a view showing another example of the change in the posture of the controller 23. For example, the right side (the rear end portion 23c side) of the controller 23 may be pushed forward as indicated by an arrow A13 in Fig. 13, and the controller 23 may be shown as indicated by an arrow A14 in Fig. 13. Pull the right side toward the side of the body to specify the direction of the pass. Similarly, the direction of the ball can be specified by pushing the left side of the controller 23 (the front end portion 23b side) forward and pulling the left side of the controller 23 toward the body side. For example, in the game face 50 shown in FIG. 5, when the user pulls the right side 24 321424 201026364 _ of the controller 23 toward the body side as indicated by the arrow A14 of Fig. 13, the player character is made 46a performs a passing operation to the player character 46d positioned in the lower right direction of the player character 46a. [Modification 1 and 2] The first control unit 63 can also set the passing direction of the player character 46 set as the operation target of the user based on the result of the operation member information obtaining unit 61. Further, the second control unit 64 can set the moving direction of the player character 46 set as the operation target of the user based on the result of the acquisition by the position/orientation information acquisition unit 62. At this time, the user specifies the moving direction of the player character 46 by moving the control unit 23 in the direction corresponding to the desired moving direction, and the direction of the passing of the player character 46 is specified by operating the direction button 27. [Modification 1-3] The second control unit 64 can also set the shooting direction of the player character 46 set as the operation target of the user based on the result of the position/posture information obtaining unit 62. At this time, the user specifies the shooting direction by moving the controller 23 in a direction corresponding to the desired shooting direction. [Second Embodiment] A second embodiment of the present invention is characterized in that the movement of the virtual camera 48 is controlled in accordance with a change in the position or posture of the controller 23. That is, the second embodiment is characterized in that the user can arbitrarily move the virtual camera 48 by changing the position or posture of the controller 23. The second embodiment will be described in detail below. The game device of the second embodiment can also be used, for example, by a home game machine (placement type game machine), a mobile game machine, a mobile phone, and a mobile information terminal 25 321424 201026364 . Realized by a PDA or a personal computer. Here, the case where the game device of the second embodiment is realized by a home game machine will be described as an example. The game device 10 of the second embodiment also has a hardware configuration as shown in Fig. 1. Further, in the game device 10 of the second embodiment, for example, a soccer game simulating a soccer match between the A team and the B team is executed. That is, for example, the game surface 50 shown in Fig. 5 is displayed on the screen 30, and a virtual three-dimensional space 40 (game space) as shown in Fig. 4 is constructed in the main memory 14 in order to display the game screen 50. Further, the user plays the game by holding the front end portion 23b side and the rear end portion 23c side of the controller 23 with both hands so that the Y-axis negative direction substantially coincides with the gravity direction as shown in Fig. 6Q. As described above, in the second embodiment, the user can arbitrarily move the virtual camera 48 by changing the position or posture of the controller 23. Hereinafter, an operation required to move the virtual camera 48 will be described. When the virtual camera 48 is moved, the user first presses a predetermined button (e.g., button 28a). Thereafter, the user moves the controller 23 in a direction corresponding to the desired moving direction while continuously pressing the predetermined button, thereby designating the moving direction of the virtual camera 48. For example, the user specifies the moving direction of the virtual camera 48 by moving the controller 23 in the direction indicated by the arrows A1 to A8 of Fig. 6. For example, when the virtual camera 48 is to be moved in the positive XW axis direction, the user moves the controller 23 in the direction corresponding to the positive direction of the Xw axis (the direction indicated by the arrow A3). Further, for example, when the virtual camera 48 is to be moved in the positive direction of the Zw axis, the user moves the controller 23 in a direction corresponding to the positive direction of the Zw axis (arrow 26 321424 201026364 . The direction shown in A1) moves. Further, in the second embodiment, as in the first embodiment, the user uses the direction button 27 to specify the moving direction of the player character 46. In the second embodiment, the direction of movement of the player character 46 is specified using the direction button 27, and the direction of movement of the virtual camera 48 is specified by moving the controller 23 in a direction corresponding to the desired direction of movement. For example, when the direction button 27 is used to specify both the moving direction of the player character 46 and the moving direction of the virtual camera 48, the operation of moving the player character 46 〇 and the virtual camera 48 in different directions from each other cannot be performed. In this regard, the user can perform the above operation in accordance with the second embodiment. Further, according to the second embodiment, the user can perform the operation of moving the player character 46 and the virtual camera 48 in different directions without operating two different operation members, so that the above operation can be performed relatively easily. Here, the functions realized in the game device 10 of the second embodiment will be described. The game device 10 of the second embodiment also has a function block as shown in Fig. 7 q. In other words, the game device 10 of the second embodiment includes the game status data storage unit 60, the operation member information acquisition unit 61 (first acquisition means), the position/posture information acquisition unit 62 (second acquisition means), and the 1 control unit 63, second control unit 64, and display control unit 65. In particular, in the second embodiment, the operations of the first control unit 63 and the second control unit 64 are different from those of the first embodiment. Therefore, the operations of the first control unit 63 and the second control unit 64 are performed below. Description. The operation of the other functional blocks is the same as that of the first embodiment, and the description thereof will be omitted. The first control unit 63 controls the position or posture of the first operation target based on the result of the acquisition of the operation member information acquisition unit 61 27 321424 201026364. In the present embodiment, the player character 46 set as the user's operation target corresponds to the "first operation target". In the present embodiment, the first control unit 63 moves the player character 46 set as the operation target of the user based on the result of the acquisition by the operation member information acquisition unit 61. More specifically, the orientation and movement direction of the player character 46 set as the operation target of the user are set based on the result of the acquisition by the operation member information acquisition unit 61. The second control unit 64 controls the position or posture of the second operation target based on the result of the acquisition by the position/orientation information acquisition unit 62. In the present embodiment, the virtual camera 48 corresponds to the "second operation target". In the present embodiment, the second control unit 64 moves the virtual camera 48 based on the result of the acquisition by the position/orientation information acquisition unit 62. More specifically, the moving direction of the virtual camera 48 is set based on the result of the acquisition by the position/orientation information obtaining unit 62. Next, the processing executed in the game device 10 of the second embodiment will be described. The game device 10 of the second embodiment also performs the processes shown in Figs. 8 and 9. In particular, in the second embodiment, in order to update the position of the virtual camera 48 in S115 of Fig. 9, for example, the processing shown in Fig. 14 is executed. That is, as shown in Fig. 14, the microprocessor 13 determines whether or not a predetermined button (e.g., button 28a) is pressed (S201). When the predetermined button is pressed, the microprocessor 13 updates the position of the virtual camera 48 based on the detection result of the acceleration sensor 26 (S202). For example, the acceleration vector of the acceleration generated by the controller 23 by the user movement controller 23 is obtained based on the detection result of the acceleration sensor 26. And, 28 321424 201026364 . The position of the virtual camera 48 is updated to a position shifted from the current position to a direction corresponding to the direction of the acceleration vector (the moving direction of the controller 23) by a predetermined distance. As described above, in the game device 10 of the second embodiment, the user specifies the moving direction of the player character 46 using the direction button 27, and moves the controller 23 in the direction corresponding to the desired moving direction. The direction of movement of the virtual camera 48 can be specified. According to the game device 10 of the second embodiment, for example, the user can more easily perform the operation of moving the player's corner color 46 and the virtual camera 48 in different directions. Here, a modification of the second embodiment will be described. [Modification 2-1] The first control unit 63 can also set the moving direction of the virtual camera 48 based on the result of the acquisition by the operation member information acquiring unit 61, and the second control unit 64 can also obtain the position/posture information obtaining unit 62. As a result, the moving direction of the player character 46 set as the operation target of the user is set. At this time, the & user specifies the moving direction of the player character 46 by moving the controller 23 in the direction corresponding to the desired moving direction, and uses the direction button 27 to specify the moving direction of the virtual camera 48. [Modification 2-2] The second control unit 64 can also set the moving direction of the virtual camera 48 in accordance with the change in the posture of the controller 23. At this time, the user specifies the moving direction of the virtual camera 48 by changing the posture of the controller 23. For example, the movement of the virtual camera 48 can also be specified by tilting the controller 23 inward as indicated by arrow A9 in Fig. 10 or tilting the controller 23 outward 29 321424 201026364 as indicated by arrow A10 in Fig. 10. direction. For example, when the controller 23 is tilted inward as indicated by the arrow A9 in Fig. 10, the virtual camera 48 can also be moved away from the fixation point to zoom out. Further, for example, when the controller 23 is tilted outward as indicated by an arrow A10 in Fig. 10, the virtual camera 48 can also be brought close to the fixation point to zoom in. Further, for example, the controller (the rear end portion 23c side) may be raised upward as indicated by an arrow A1 in Fig. 11 or the controller may be shown as an arrow A12 in Fig. 12. The left side of the 23 (the front end portion 23b side) is raised upward to specify the moving direction of the virtual camera 48. For example, when the right side of the controller 23 is raised as indicated by the arrow No of Fig. 11, the virtual camera 48 can also be moved in the negative direction of the Xw axis. Further, for example, when the left side of the controller 23 is raised upward as indicated by an arrow A12 in Fig. 12, the virtual camera 48 can also be moved in the positive direction of the Xw axis. Further, for example, the right side (the rear end portion 23c side) of the controller 23 may be pushed forward as indicated by the arrow A13 of Fig. 13, or the controller 23 may be shown as the arrow A14 of Fig. 13. The right side is pulled toward the body side, thereby specifying the moving direction of the virtual camera 48. Similarly, the left side of the controller 23 (the front end portion 23b side) can be pushed forward, or the left side of the controller 23 can be pulled toward the body side, whereby the moving direction of the virtual camera 48 can be specified. [Modification 2-3] The second control unit 64 can also control the orientation (posture) of the virtual camera 48 based on the result of the position/posture information acquisition unit 62. For example, the second control unit 64 may also obtain the result of the position/posture information acquisition unit 62 based on the result of the acquisition of the position/posture information acquisition unit 62. The line of sight direction 48a of the virtual camera 48 is controlled. At this time, the user can specify the line of sight direction 48a of the virtual camera 48 by moving the controller 23. [Modification 2-4] The first control unit 63 may set the movement direction of the first player character 46 based on the result of the acquisition by the operation member information acquisition unit 61, and the second control unit 64 may also obtain the position/posture information acquisition unit 62. The result of the acquisition is used to set the moving direction of the second player character 46. At this time, the user can specify the moving direction of the first player character 46 using the direction button 27, and can specify the moving direction of the second player character 46 by moving the controller 23 in the direction corresponding to the desired moving direction. . [Third Embodiment] A third embodiment of the present invention is characterized in that the maximum length of the image of the meter body image 5 4 b displayed on the game surface 50 when the shooting button is pressed is based on the position or posture of the controller 23. Controlled by changes. That is, the third embodiment is characterized in that the user can arbitrarily adjust the maximum length of the gauge body image 54b by changing the position or posture of the controller 23. The details of the third embodiment will be described below. The game device of the third embodiment can also be realized by, for example, a home game machine (placement type game machine), a mobile game machine, a mobile phone, a mobile information terminal (PDA), or a personal computer. Here, a case where the game device of the third embodiment is realized by a home game machine will be described as an example. The game device 10 of the third embodiment also has a hardware configuration as shown in Fig. 1. Further, in the game device 10 of the third embodiment, 31 321424 201026364 is also executed. For example, a soccer game simulating a soccer match between the A team and the B team. That is, for example, the game surface 50 shown in Fig. 5 is displayed on the screen 30, and a virtual three-dimensional space 40 (game space) as shown in Fig. 4 is constructed in the main memory 14 in order to display the game surface 50. Further, the user plays the game by holding the front end portion 23b side and the rear end portion 23c side of the controller 23 with both hands as shown in Fig. 6. As described above, in the third embodiment, the maximum length of the bar image 54b displayed on the game face 50 when the user presses the shooting button can be adjusted by changing the position or posture of the controller 23. The following is a description of this point. When the player character 46 is subjected to the shooting action, the user first presses the shooting button. When the shooting button is pressed, the gauge image 54 is displayed on the game screen 50. At the beginning of the display of the bar image 54, the right end of the bar image 54b overlaps the left end of the frame image 54a, and the length of the bar image 54b is zero. When the user continues to press the shooting button, for example, when the controller 23 is tilted inward as indicated by the arrow A9 in FIG. 10, the length of the frame image 54a, that is, the maximum length of the measuring bar body image 54b. (lmax ) will vary depending on the degree of tilt of the controller 23. More specifically, as the degree of tilt of the controller 23 is greater, the length of the frame image 54a (the maximum length of the bar image 54b) will be longer. Fig. 15 is a view showing an example of the game face 50 when the length of the frame image 54a is changed. While the shooting button is being pressed, the meter body image 54b is fixed before the right end of the meter body image 54b reaches the right end of the frame image 54a (i.e., before the length of 32 321424 201026364 54b becomes the maximum length). • The measuring strip body image is elongated. Shooting movement V: When the button is pressed, the power of the kicking ball 47 is released. That is, if the length of the volume image 54b is released by the length of the body image 5, the amount of the volume is reduced.
度广’則關於踢擊球47之力量強弱的參數p二 藉由1/lmax而|屮 α 值係 角…射門動作且;二=feP之值進行選手 ,、體而s,參數P之值越大, 手角色46踢擊球47之力量越強。 ' 、 如上所述,第3實施型態中,使用者係藉由改變 器23的姿勢而可調整計量條本體影像54b之最大長度: 於計!條本體影像54b伸長的速度為—定,故隨著& 條本體影像5朴之最大長度越長,計量條本體影像5:4 長時之(1/lmax)值的單位時間(例如丨鳩秒)變化量| 變小。隨著單位時間變化量越小,則越容易調整參數=二 大小。亦即,使用者可較容易在使關於選手角色46踢擊球 47之曰力量強弱的參數以卜腕㈤之值成為對應於所期望 之力量強弱的值之時間點,亦即選手角色46踢擊球47之 力重強弱成為所期望之力量強弱的時間點解除射門纽之按 下。又’若計量條本體影像54b之最大長度較短,則由於 在麵時間内參數P即可達到最大值,故使用者亦可以指示 快速地緣出強力射門。 33 321424 201026364 此…在此,對第3實施型態之遊戲裝置ι〇中所實現 :進仃說明。g 3實施型態之遊戲裝置10也具有如第7 圖所示的功能方塊。亦即,"實施型態之遊戲裝置1〇 也包含·遊戲狀況資料記憶部6G、操作構件資訊取得部 卜位置/姿勢資訊取得部62(取得手段)、第!控制部 第2控制部64、以及顯示控制㈣。尤其,第”施型態 中第1控制部63及第2控制部64之動作係與第i實施型 態不同’故以下係對該等第1控制部63及第2控制部64 之動作進行說明。X,其他功能方塊之動作係與第i實施 型態相同故省略其說明。 第1控制部63係根據位置/姿勢資訊取得部62之取得 結果而控制計量條本體影像54b之最大長度。第2控制部 64係根據第!控制部63之控制結果而使計量條本體影像 5朴伸長。另外’帛3實施型態之遊戲裝置1(^遊戲處理 執行手丨X )係於預疋操作被進行時執行根據計量條本體影 像54b之長度的遊戲處理。 於本實施型態中,當使用者一邊按下射門鈕一邊如第 圖之箭號A9所示地將控制器23向内傾斜時,第i控制 部6 3係依據其傾斜程度而設定計量條本體影像$ 4 &之最大 長度。例如,控制器23之傾斜程度越大則計量條本體影像 54b之最大長度將被設定為越長。另外,第2控制部64係 於®使用者按下射門鈕時開始計量條本體影像54b之伸 長,在使用者按下射門鈕的期間内計量條本體影像54b在 達到最大長度之前係以預定速度伸長。 321424 34 201026364 . 其次,對於在第3實施型態之遊戲裝置10中所執行 的處理進行說明。第16圖為表示當射門鈕被按下時於遊戲 裝置10所執行之處理的流程圖。 如第16圖所示,當射門鈕被按下時,微處理器13係 將變數1初期化為預定之初期值(0 ),將變數lmax初期 化為預定之初期值(LMAXO) (S301)。另外,微處理器13 係開始計量條影像54之顯示(S302)。此時,框影像54a 之長度係被設定為對應於變數lmax的長度,計量條本體影 ©像54b之長度被設定為對應於變數1的長度。 之後,至射門鈕的按下解除為止之期間内,每預定時 間(例如1/60秒)即重複執行於下述所說明的處理(S303至 S309)。 亦即,微處理器13係判定射門鈕之按下是否被解除 (S303 )。當射門鈕之按下未被解除時,微處理器13係 於變數1之值加算預定值ΔΕ(3304)。當變數1之值變得 &比變數lmax之值更大時則將變數1之值設定為lmax。又, 預定值AL係相當於計量條本體影像54b之伸長速度。預 定值AL之值越大,則計量條本體影像54b之伸長速度越 快。 另外,微處理器13係判定加速度感測器26之檢測結 果是否穩定(S305)。亦即,判定加速度感測器26之檢 測結果幾乎沒有變化的狀態是否持續有一定時間。加速度 感測器26之檢測結果幾乎沒有變化的狀態持續有一定時 間時,即為控制器23之位置和姿勢幾乎沒有變化的狀態。 35 321424 201026364 一 此時,於加速度感測器26僅檢測出重力加速度。 當加速度感測器26之檢測結果穩定時,微處理器13 係根據加速度感測器26之檢測結果而取得表示控制器23 之傾斜程度的數值(S306 )。於本實施型態的情形中,係 在加速度感測器26僅檢測出重力加速度的前提下取得上 述數值。第17圖為用以說明表示控制器23傾斜程度之數 值的取得方法的圖。第17圖之符號Sa係代表使用者以使 Y軸負方向與重力方向G —致的方式拿持控制器23的狀 態。符號Sb、Sc係代表使用者如第10圖之箭號A9所示 Q 地將控制器23往内傾斜時的控制器23之狀態。狀態Sc 中,Z軸負方向係與重力方向G —致,狀態Sc中控制器 23之傾斜程度係比狀態Sb更大。如第17圖所示,若控制 器23之傾斜程度變大,則Z軸正方向與重力方向G之間 的角度0會變大。因此,於本實施型態中,係取得Z軸正 方向與重力方向G之間的角度0作為表示控制器23之傾 斜程度的數值。 〇 在取得表示控制器23之傾斜程度的數值(0 )後, 微處理器13係從光碟32讀取將數值(0 )和計量條本體 影像54b之最大長度(LMAX)附加對應的資料,而取得 與在S306取得的數值(Θ )對應的計量條本體影像54b 之最大長度(LMAX)(S307)。接著,微處理器13係將變數 lmax之值更新為在S307中所取得的最大長度(LMAX) (S308)。 之後,微處理器13係更新遊戲畫面50 (計量條影像 36 321424 201026364 .54 ) ( S309 )。例如,將框影像54a之長度設定為對應於變 - 數1max之值的長度’將計量條本體影像54b之長度設定為 •對應於變數1的長度。又,由於更新各選手角色46及球 47之狀態(位置等)的處理亦與S3〇3至S3〇8平行地執行, 故顯不於遊戲晝面50的選手角色46及球47的狀態也被更 新。 當於S303中判定為射門紐之按下被解除時,微處理 器13係算出關於選手角色46踢擊球47之力量強弱的參數 P之值(S310)。參數p之值係藉由ρ=1/1ιη&χ而算出。 算出參數P之值後,微處理器13係使成為使用者之 操作對象的選手角色46根據於S3l〇所算出的參數p之值 而進行射門動作(S311)。例如,從光碟32讀取射門動作 之動態資料,且根據該動態資料而更新成為使用者之操作 對象的選手角色46之姿勢。此外,從光碟32讀取將表數 P之值與施加於球47的力向量(或加速度向量)附加對應 〇的力向量資料。例如,於該力向量資料中,係將力向量設 定為若參數P之值越大則施加於球47的力向量之大小將 越大。此外,於該力向量資料中,係以若參數p之值越大 則施加於球47的力向量之方向與球場41 (xw_zw平面) =間的角度將越大的方式設定力向量。根據該力向量資 :4 ’取4與在S310算出的參數p之值對應的力向量,且 根據該力向量而開始球47之移動處理。 依糠第 貫施型態之遊戲裝置1〇,使用去蘊 控制器23之姿勢而证真斗㈣土* 时了精由變化 <文勢而延長汁里條本體影像5 321424 37 201026364 結果’使用者可易於在使選手角色46踢擊球47之力量強 弱成為所期望之力量強弱的時間點解除射門鈕之按下。 在此,對第3實施型態之變形例進行說明。 [變形例3-1] 亦可採用並非在使用者解除射門鈕之按下時開始射 門動作,而是在使用者暫時解除射門鈕之按下後,再度按 下射門鈕時開始射門動作的方式。又,此時,最初按下的 钮與之後按下的紐亦可為不同按紐。 [變形例3-2] 於第16圖之S310中,關於選手角色46踢擊球47之 力量強弱的參數P之值亦可藉由p=1的方式算出。此時, 由於計量條本體影像54b越長則參數?之值越大,故使用 者藉由改4控制器23之姿勢來增長計量條本體景多像娜 之最大長度,即可指定更強的力道作為選手肖色仏踢擊球 47的力道。 而於該變形例3_2巾,亦可以採用若計量條本體影像 之最大長度(換句話說,即計量條本體影像54b之最 旦^又”最小長度之差)變大,則計量條本體影像54b伸 ㈣㈣方式進行控制。亦即’亦可以使計量條 =54b之伸長速度變慢來取代可指定更強力道作為 k手角色46踢擊球47的力道。 -女ΓΓ* ’第1控制部63係根據計量條本體影像54b之 I所、十Λ而控制計量條本體影*54b之伸長速度。又,如 k第1控制部63係根據位置/姿勢資訊取得部以之 321424 38 201026364 . 取得結果而控制計量條本體影像54b之最大長度,故第1 , 控制部63可根據位置/姿勢資訊取得部62之取得結果而控 制計量條本體影像54b之伸長速度。亦即,第1控制部63 可以根據位置/姿勢資訊取得部62之取得結果而控制計量 條本體影像54b之最大長度和計量條本體影像54b之伸長 '速度。另外,此時,計量條本體影像54b由於係以被第1 控制部63所控制的伸長速度伸長達至被第1控制部63所 控制的最大長度為止,故第2控制部64可以根據計量條本 Ο 體影像54b之最大長度和計量條本體影像54b之伸長速度 而使計量條本體影像54b伸長。 另外,此時,第16圖之S304中的△]:的值係根據控 制器23之姿勢而設定。具體而言,係在執行S304之處理 執行前執行與S305及S306同樣的處理。之後,從光碟32 讀取表示控制器23之傾斜程度的數值(0 )和與遞加於變 數1的值(△!〇附加對應的資料,根據該資料取得與實際 _ 取得的數值(Θ )對應的值(ΔΙ〇。且,變數1之值係被 更新為1+AL。由於S304中的AL的值係相當於計量條本 體影像54b之伸長速度,故藉由執行如上所述之處理,即 可根據控制器23之姿勢而設定計量條本體影像54b之伸長 速度。 若計量條本體影像54b之伸長速度減慢,則至指示選 手角色46用力踢擊球47為止將較費時間。因此,如上所 述如此一來,使用者便必須選擇要採取(A)可指定較強的力 道作為選手角色46踢擊球47之力道的方式;或(B)可 39 321424 201026364 . 快速進行選手角色46踢擊球47的力量強弱之指定的方 式。結果,可以提升關於射門之操作的樂趣。 [變形例3-3] 第1控制部63亦可根據位置/姿勢資訊取得部62之取 得結果而控制計量條本體影像54b之最小長度。另外,第 2控制部64亦可根據第1控制部63之控制結果而使計量 條本體影像54b收縮。 於該變形例3-3中,當計量條影像54之顯示開始時, 係將計量條本體影像54b之長度設定為最大長度。且,在 0 使用者按下射門鈕的期間内,計量條本體影像54b在成為 最小長度為止係以一定速度收縮。 另外,於該變形例3-3中係根據控制器23之姿勢而 控制計量條本體影像54b之最小長度。結果,使用者係藉 由改變控制器23之姿勢而調整計量條本體影像54b之最小 長度。例如,於該變形例3-3中計量條本體影像54b之最 小長度的基本值係設定為比〇更大的值。且,當使用者如 〇 第10圖之箭號A9所示地將控制器23往内傾斜時,即根 據該傾斜之程度而縮小計量條本體影像54b之最小長度。 此時,隨著控制器23之傾斜程度越大,則計量條本體影像 54b之最小長度變得越小。 於使用者解除射門鈕之按下時,關於踢擊球47之力 量強弱的參數P之值係根據解除射門鈕之按下的時間點之 計量條本體影像54b之長度而算出,且根據其參數P之值 進行射門動作。此時,以計量條本體影像54b之長度為1, 40 321424 201026364 ‘分別以計量條本體影像54b之最大長度及最小長度為llnax 及lmin,藉由P=l/(lmax-lmin)而算出參數p之值。此時, 隨者使用者按下射門叙的時間越長,踢擊球47的力量強弱 將越弱。又,參數P之值亦可藉由P=(lmax_1)/(lmax_lmin) 而算出。此時,隨著使用者按下射門鈕的時間越長,踢擊 球47的力量強弱將越強。 〇 ❹ 八H將雙形例j-2興變形例3_3組合。亦即,亦 可使關於踢擊球47之力量強弱的參數p之值藉由p=1或 Ρ=1ΓΧ_1而算出。更且,亦可以隨著計量條本體影像54b 之最小長度越小(換句話說,即隨著計量條本體影像撕 之最大長度與最小長度_差越幻,則計量條本體影像 54b之收_度顧时技料量條本體影像$朴之收 縮速度。此時,帛1控制部《係根據位置/姿勢取得 部62之取得結果而控制計量條 5 計量條本體影像54b之二體:㈣之最小長度和 择伊播欠、%逮度。另外’第2控制部64 係根料讀本體影像州之最小長度 5仆之收縮速度而使計量條本體 條本體々像 [變形例3-4] D狎長。 亦可根據控制器23之姿护 之伸長速度來取代根據控制器,條本體影像5仙 影像54b之最大善疮 ° 姿勢控制計量條本體 制器23之姿勢而減 輙用藉由使用者改變控 式。若計量條本条本體影像5仆之伸長速度的方 於在使選手角色^^仙之伸長逮度減慢,則使用者易 46踢擊球47之力量制成為_望之力 321424 41 201026364 ^ 量強弱的時間點解除射門鈕之按下。因此,採用如上所述 方式即可提升使用者之操作性。又,於該變形例3-4中, 第1控制部63係根據位置/姿勢資訊取得部62之取得結果 而控制計量條本體影像54b之伸長速度。另外,第2控制 部64係根據計量條本體影像54b之伸長速度而使計量條本 ’ 體影像54b伸長。 同樣地,於上述的變形例3-3中,亦可根據控制器23 之姿勢控制計量條本體影像54b之收縮速度而取代根據控 制器23之姿勢控制計量條本體影像54b之最小長度。此 ❹ 時,第1控制部03係根據位置/姿勢資訊取得部02之取得 結果而控制計量條本體影像54b之收縮速度。另外,第2 控制部6 4係根據計量條本體影像5 4 b之收縮速度而使計量 條本體影像54b收縮。 [變形例3-5] 亦可以根據控制器23之移動(參照第6圖)而控制 計量條本體影像54b之最大長度(或最小長度、伸長速度、 〇 收縮速度)的方式取代根據控制器23之姿勢而控制計量條 本體影像54b之最大長度(或最小長度、伸長速度、收縮 速度)的方式。 [其他變形例] 又,本發明並不被限定於上述第1實施型態至第3實 施型態。 例如,遊戲裝置10所執行的遊戲並不限為將藉由3 個座標要件構成的3次元遊戲空間顯示於遊戲晝面50的遊 42 321424 201026364 。 戲。遊戲裝置10所執行的遊戲亦可於遊戲晝面50顯示由 2個座標要件構成的2次元遊戲空間的遊戲。 此外例如,遊戲裝置10執行的遊戲不限於足球遊戲。 遊戲裝置10執行的遊戲亦可為足球遊戲以外的運動遊戲 (例如,籃球遊戲、冰上曲棍球遊戲、美式足球遊戲、棒 球遊戲、或高爾夫球遊戲等)。 此外例如,遊戲裝置10亦可如行動遊戲機般使遊戲 裝置本體與操作手段(控制器)構成為一體化。 ❹【圖式簡單說明】 第1圖係顯示本發明實施形態之遊戲裝置之硬體構成 的圖。 第2圖係示有操作輸入部之一例的圖。 第3圖係示有控制器之一例的圖。 第4圖係示有遊戲空間之一例的圖。 第5圖係示有遊戲晝面之一例的圖。 _ 第6圖係用以說明足球遊戲之操作方法的圖。 第7圖為本發明實施形態之遊戲裝置的功能方塊圖。 第8圖為表示遊戲裝置所執行之處理的流程圖。 第9圖為表示遊戲裝置所執行之處理的流程圖。 第10圖為示有控制器姿勢變化之一例的圖。 第11圖為示有控制器姿勢變化之一例的圖。 第12圖為示有控制器姿勢變化之一例的圖。 第13圖為示有控制器姿勢變化之一例的圖。 第14圖為示有遊戲裝置所執行之處理的流程圖。 43 321424 201026364 第15圖為示有遊戲晝面之一例的圖。 第16圖為示有遊戲裝置所執行之處理的流程圖。 第17圖為用以說明表示控制器之傾斜程度的數值之 取得方法的圖。 【主要元件符號說明】 10 遊戲裝置 11 家用遊戲機 12 匯流排 13 微處理器 14 主記憶體 15 影像處理部 16 聲音處理部 17 光碟驅動器 18 記憶卡插槽 19 通訊介面 20 控制器介面 21 操作輸入部 22 發光部 23 控制器 23a 控制器之表面 23b 控制器之前端部 23c 控制器之後端部 24 攝像部 25 攝影影像解析部 26 加速度感測器 27 方向紐 28a、 28b、28c 按钮 30 螢幕 31 揚聲器 32 光碟 33 記憶卡 34a 、34b 光源 35 基準位置 40 虛擬3次元空間 41 球場 42 球門線 43 邊線 44 場地 45 球門 46 ' 46a、46b、46c、46d、 46e 選手角色 球 48a 視線方向 47 44 321424 201026364 48 虛擬攝影機 50 遊戲晝面 51 經過時間影像 52 得分影像 53 游標影像 54 計量條影像 54a 框影像 54b 計量條本體影像 60 遊戲狀況資料記憶部 61 操作構件資訊取得部 62 位置/姿勢資訊取得部 63 第1控制部 64 第2控制部 65 顯示控制部 A1、A2、A3、A4、A5、A6、A7、A8 箭號 〇 A9、A10、A11、A12、A13、A14 箭號The degree of the strength of the kicking ball 47 is based on the strength of the strength of the kicking ball 47 by 1/lmax and | 屮α value angle...the action of the shot; and the value of the second =feP for the player, the body and the s, the value of the parameter P The larger the hand character 46 is, the stronger the force of hitting the ball 47. As described above, in the third embodiment, the user can adjust the maximum length of the bar image 54b by the posture of the changer 23: The speed at which the strip body image 54b is elongated is set, so that the longer the maximum length of the strip image 5 is, the unit time of the meter body image 5:4 long (1/lmax) value (for example, 丨鸠Seconds) The amount of change | becomes smaller. As the amount of change per unit time is smaller, it is easier to adjust the parameter = two size. That is, the user can easily make the parameter of the strength of the player's character 46 kicking the ball 47 to the time point corresponding to the value of the desired strength by the value of the wrist (five), that is, the player character 46 kicks. The strength of the hitting ball 47 is the time point at which the desired strength is strong and the shot is released. Further, if the maximum length of the meter body image 54b is short, since the parameter P can reach the maximum value in the face time, the user can also instruct the fast-shot strong shot. 33 321424 201026364 This is hereby implemented in the game device of the third embodiment: The g 3 implementation game device 10 also has a function block as shown in FIG. In other words, the "game type device 1" includes the game state data storage unit 6G, the operation member information acquisition unit, the position/posture information acquisition unit 62 (acquisition means), and the first! Control unit Second control unit 64 and display control (4). In particular, in the first embodiment, the operations of the first control unit 63 and the second control unit 64 are different from those of the i-th embodiment. Therefore, the operations of the first control unit 63 and the second control unit 64 are performed below. The operation of the other function blocks is the same as that of the i-th embodiment, and the description thereof is omitted. The first control unit 63 controls the maximum length of the bar main image 54b based on the result of the acquisition by the position/orientation information obtaining unit 62. The second control unit 64 extends the bar image main image 5 according to the control result of the first control unit 63. In addition, the game device 1 (the game processing execution hand X) of the "3" type is operated in advance. When it is performed, the game processing according to the length of the meter body image 54b is performed. In the present embodiment, when the user presses the shooting button while tilting the controller 23 inward as indicated by the arrow A9 of the figure The i-th control unit 6.3 sets the maximum length of the meter body image $4 & according to the degree of tilt. For example, the greater the inclination of the controller 23, the larger the maximum length of the meter body image 54b is set. Long. In addition, the second control 64 is the extension of the meter body image 54b when the user presses the shooting button, and the meter body image 54b is elongated at a predetermined speed before the user reaches the maximum length during the period when the user presses the shooting button. Next, the processing executed in the game device 10 of the third embodiment will be described. Fig. 16 is a flowchart showing the processing executed by the game device 10 when the shooting button is pressed. When the shooting button is pressed, the microprocessor 13 initializes the variable 1 to a predetermined initial value (0), and initializes the variable lmax to a predetermined initial value (LMAXO) (S301). The device 13 starts displaying the bar image 54 (S302). At this time, the length of the frame image 54a is set to correspond to the length of the variable lmax, and the length of the bar image image 54b is set to correspond to the variable 1. Then, the processing described below (S303 to S309) is repeatedly executed every predetermined time (for example, 1/60 second) during the period until the release of the shooting button is released. That is, the microprocessor 13 is Judging the shot Whether or not the depression is released (S303). When the depression of the shooting button is not released, the microprocessor 13 adds the predetermined value ΔΕ (3304) to the value of the variable 1. When the value of the variable 1 becomes & When the value of lmax is larger, the value of the variable 1 is set to lmax. Further, the predetermined value AL corresponds to the elongation speed of the bar image 54b. The larger the value of the predetermined value AL, the elongation speed of the bar image 54b. Further, the microprocessor 13 determines whether or not the detection result of the acceleration sensor 26 is stable (S305), that is, whether or not the state in which the detection result of the acceleration sensor 26 hardly changes continues for a certain period of time. When the state in which the detection result of the acceleration sensor 26 hardly changes continues for a certain period of time, it is a state in which the position and posture of the controller 23 hardly change. 35 321424 201026364 A At this time, only the gravitational acceleration is detected at the acceleration sensor 26. When the detection result of the acceleration sensor 26 is stabilized, the microprocessor 13 obtains a value indicating the degree of inclination of the controller 23 based on the detection result of the acceleration sensor 26 (S306). In the case of the present embodiment, the above values are obtained under the premise that the acceleration sensor 26 detects only the gravitational acceleration. Fig. 17 is a view for explaining a method of obtaining the numerical value indicating the degree of inclination of the controller 23. The symbol Sa in Fig. 17 represents the state in which the user holds the controller 23 in such a manner that the negative direction of the Y-axis is coincident with the direction G of gravity. Symbols Sb and Sc represent the state of the controller 23 when the user tilts the controller 23 inward as indicated by the arrow A9 in Fig. 10. In the state Sc, the Z-axis negative direction is coincident with the gravity direction G, and the degree of inclination of the controller 23 in the state Sc is larger than the state Sb. As shown in Fig. 17, if the inclination of the controller 23 becomes large, the angle 0 between the positive direction of the Z-axis and the direction G of gravity becomes large. Therefore, in the present embodiment, the angle 0 between the positive direction of the Z-axis and the direction G of gravity is obtained as a numerical value indicating the degree of inclination of the controller 23.取得 After obtaining the value (0) indicating the degree of tilt of the controller 23, the microprocessor 13 reads the data corresponding to the maximum length (LMAX) of the value (0) and the bar image 54b from the optical disk 32, and The maximum length (LMAX) of the gauge bar body image 54b corresponding to the value (Θ) obtained in S306 is obtained (S307). Next, the microprocessor 13 updates the value of the variable lmax to the maximum length (LMAX) acquired in S307 (S308). Thereafter, the microprocessor 13 updates the game screen 50 (meter bar image 36 321424 201026364 .54 ) (S309). For example, the length of the frame image 54a is set to a length corresponding to the value of the variable -1max', and the length of the bar image 54b is set to be the length corresponding to the variable 1. Further, since the process of updating the state (position, etc.) of each player character 46 and the ball 47 is also performed in parallel with S3〇3 to S3〇8, the state of the player character 46 and the ball 47 which are not displayed on the game face 50 is also Updated. When it is determined in S303 that the depression of the shot is released, the microprocessor 13 calculates the value of the parameter P regarding the strength of the player character 46 kicking the ball 47 (S310). The value of the parameter p is calculated by ρ = 1/1 ιη & After calculating the value of the parameter P, the microprocessor 13 causes the player character 46 to be the user's operation target to perform a shooting operation based on the value of the parameter p calculated in S3I (S311). For example, the dynamic data of the shooting action is read from the optical disk 32, and the posture of the player character 46 which is the operation target of the user is updated based on the dynamic data. Further, the force vector data corresponding to the force vector (or acceleration vector) applied to the ball 47 is added from the optical disk 32. For example, in the force vector data, the force vector is set such that the larger the value of the parameter P, the larger the magnitude of the force vector applied to the ball 47. Further, in the force vector data, the force vector is set such that the angle between the direction of the force vector applied to the ball 47 and the angle between the court 41 (xw_zw plane) is larger as the value of the parameter p is larger. The force vector corresponding to the value of the parameter p calculated in S310 is taken as the force vector: 4', and the movement processing of the ball 47 is started based on the force vector. According to the game device of the first embodiment, the posture of the controller 23 is used to prove the true fighting (four) soil*, and the body image is extended by the change &text; 5 321424 37 201026364 The user can easily release the depression of the shooting button at the time when the strength of the player character 46 kicking the ball 47 is the strength of the desired strength. Here, a modification of the third embodiment will be described. [Modification 3-1] It is also possible to adopt a method in which the shooting operation is started when the user releases the shooting button, and the shooting operation is started when the user presses the shooting button again after the user releases the shooting button. . Also, at this time, the button that is initially pressed and the button that is pressed later may be different buttons. [Modification 3-2] In S310 of Fig. 16, the value of the parameter P regarding the strength of the player character 46 kicking the ball 47 can also be calculated by p = 1. At this time, since the meter strip body image 54b is longer, the parameters are? The larger the value, the more the length of the metering body can be specified by changing the posture of the controller 23, and the stronger force can be designated as the strength of the player's kicking ball 47. In the modification 3_2 towel, if the maximum length of the image of the measuring strip body (in other words, the difference between the minimum length and the minimum length of the measuring strip body image 54b) becomes larger, the measuring strip body image 54b can be used. The extension (4) and (4) are controlled. That is, 'the extension speed of the gauge bar = 54b can be made slower instead of the force that can be designated as the k-hand character 46 kicking the ball 47. - Nuwa* '1st control unit 63 The elongation speed of the measuring strip body image *54b is controlled according to the I and the tenth of the measuring strip main body image 54b. Further, the k first control unit 63 is based on the position/posture information obtaining unit by 32124 38 201026364. While controlling the maximum length of the bar main image 54b, the first control unit 63 can control the elongation speed of the bar main image 54b based on the result of the position/posture information obtaining unit 62. That is, the first control unit 63 can The maximum length of the gauge strip main image 54b and the elongation 'speed of the gauge strip main image 54b are controlled based on the result of the position/posture information acquisition unit 62. In addition, at this time, the gauge strip main image 54b is Since the elongation speed controlled by the first control unit 63 is extended to the maximum length controlled by the first control unit 63, the second control unit 64 can calculate the maximum length of the body image 54b and the image of the body of the meter based on the measurement bar. In addition, at this time, the value of Δ]: in S304 of Fig. 16 is set according to the posture of the controller 23. Specifically, the processing of S304 is performed. The same processing as S305 and S306 is performed before execution. Then, the value (0) indicating the degree of tilt of the controller 23 and the value corresponding to the value added to the variable 1 (Δ!〇) are read from the optical disc 32, according to the The data acquires a value (ΔΙ〇) corresponding to the actual value (Θ) obtained, and the value of the variable 1 is updated to 1+AL. The value of AL in S304 corresponds to the elongation speed of the image of the body image 54b of the meter bar. Therefore, by performing the processing as described above, the elongation speed of the gauge body image 54b can be set according to the posture of the controller 23. If the elongation speed of the gauge body image 54b is slowed down, the player character 46 is forced to kick. hit 47 will be more time consuming. Therefore, as described above, the user must select (A) a way to specify a stronger force as the strength of the player character 46 to hit the ball 47; or (B) 39 321424 201026364 . Quickly perform the designation of the strength of the player character 46 kicking the ball 47. As a result, the fun of the operation of the shooting can be improved. [Modification 3-3] The first control unit 63 can also be based on the position/posture. The minimum length of the bar main image 54b is controlled by the result of the acquisition by the information acquisition unit 62. Further, the second control unit 64 may contract the bar main image 54b based on the control result of the first control unit 63. In the modification 3-3, when the display of the gauge image 54 is started, the length of the gauge main image 54b is set to the maximum length. Further, during the period in which the user presses the shooting button, the gauge main body image 54b contracts at a constant speed until it becomes the minimum length. Further, in the modification 3-3, the minimum length of the bar image 54b is controlled in accordance with the posture of the controller 23. As a result, the user adjusts the minimum length of the gauge body image 54b by changing the posture of the controller 23. For example, in the modification 3-3, the basic value of the minimum length of the gauge body image 54b is set to a value larger than 〇. Further, when the user tilts the controller 23 inward as indicated by the arrow A9 in Fig. 10, the minimum length of the bar image 54b is reduced in accordance with the degree of the tilt. At this time, as the inclination of the controller 23 is larger, the minimum length of the gauge bar body image 54b becomes smaller. When the user releases the button of the shooting button, the value of the parameter P regarding the strength of the kicking ball 47 is calculated based on the length of the bar image 54b at the time when the shooting button is pressed, and according to the parameter thereof. The value of P is used for shooting. At this time, the length of the measuring strip body image 54b is 1, 40 321424 201026364 'the maximum length and the minimum length of the measuring strip body image 54b are respectively llnax and lmin, and the parameters are calculated by P=l/(lmax-lmin). The value of p. At this time, the longer the user clicks on the shot, the weaker the strength of the kicking ball 47 will be. Further, the value of the parameter P can also be calculated by P = (lmax_1) / (lmax_lmin). At this time, as the user presses the shooting button for a longer time, the strength of the kicking ball 47 is stronger. 〇 ❹ Eight H combines the double form j-2 variant 3_3. That is, the value of the parameter p regarding the strength of the kicking ball 47 can also be calculated by p = 1 or Ρ = 1 ΓΧ_1. Moreover, the smaller the minimum length of the image of the body image 54b of the metering strip is smaller (in other words, the maximum length and the minimum length of the image stripping of the measuring strip body are more illusory, the metering strip body image 54b is received _ At the same time, the 帛1 control unit controls the measuring strip 5 according to the result of the position/orientation obtaining unit 62 to control the two bodies of the measuring strip body image 54b: (4) The minimum length and the selection of the Iraqi owing, % catch. In addition, the 'second control unit 64 is the minimum length of the corpus of the image reading state of the image reading state, and the body of the measuring strip body is smashed [Modification 3-4] D狎长. It can also be used according to the elongation speed of the controller 23 to replace the posture according to the controller, the main body image 5 sen image 54b, the maximum acne posture control gauge mechanism 23 The user changes the control. If the extension speed of the main image 5 of the measurement strip is slowed down in the extension of the player character ^^仙, the user's easy 46 kicking the force of the shot 47 is made into Force 321424 41 201026364 ^ When the amount is strong or weak When the button is released, the operability of the user can be improved as described above. In the modification 3-4, the first control unit 63 is based on the position/posture information acquisition unit 62. The result of the acquisition is controlled to control the elongation speed of the meter body image 54b. Further, the second control unit 64 extends the metering image "body image 54b" according to the elongation speed of the meter body image 54b. Similarly, the above-described modification 3 In the case of -3, the contraction speed of the meter body image 54b may be controlled according to the posture of the controller 23 instead of controlling the minimum length of the meter body image 54b according to the posture of the controller 23. At this time, the first control unit 03 is based on The contraction speed of the gauge main body image 54b is controlled by the result of the acquisition by the position/posture information acquisition unit 02. Further, the second control unit 64 contracts the gauge main image 54b based on the contraction speed of the gauge main image 5b. [Modification 3-5] It is also possible to control the maximum length (or minimum length, elongation speed, and 〇 contraction speed) of the gauge bar body image 54b according to the movement of the controller 23 (refer to Fig. 6). The method of controlling the maximum length (or minimum length, elongation speed, and contraction speed) of the gauge main body image 54b according to the posture of the controller 23 is also used. [Other Modifications] Further, the present invention is not limited to the above first For example, the game executed by the game device 10 is not limited to a game in which the three-dimensional game space composed of three coordinate elements is displayed on the game face 50, 42 321424 201026364. The game executed by the game device 10 may also display a game of a two-dimensional game space composed of two coordinate elements on the game face 50. Further, for example, the game executed by the game device 10 is not limited to a soccer game. The game executed by the game device 10 may also be a sports game other than a soccer game (for example, a basketball game, an ice hockey game, an American football game, a baseball game, or a golf game, etc.). Further, for example, the game device 10 may be configured such that the game device body and the operation means (controller) are integrated as in a mobile game machine. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing a hardware configuration of a game device according to an embodiment of the present invention. Fig. 2 is a view showing an example of an operation input unit. Fig. 3 is a diagram showing an example of a controller. Fig. 4 is a diagram showing an example of a game space. Fig. 5 is a diagram showing an example of a game face. _ Figure 6 is a diagram for explaining the operation method of a soccer game. Figure 7 is a functional block diagram of a game device according to an embodiment of the present invention. Fig. 8 is a flow chart showing the processing executed by the game device. Fig. 9 is a flow chart showing the processing executed by the game device. Fig. 10 is a view showing an example of a change in the posture of the controller. Fig. 11 is a view showing an example of a change in the posture of the controller. Fig. 12 is a view showing an example of a change in the posture of the controller. Fig. 13 is a view showing an example of a change in the posture of the controller. Figure 14 is a flow chart showing the processing performed by the game device. 43 321424 201026364 Figure 15 is a diagram showing an example of a game face. Figure 16 is a flow chart showing the processing performed by the game device. Fig. 17 is a view for explaining a method of obtaining a numerical value indicating the degree of tilt of the controller. [Description of main component symbols] 10 Game device 11 Home game machine 12 Bus 13 Microprocessor 14 Main memory 15 Image processing unit 16 Sound processing unit 17 Optical disk drive 18 Memory card slot 19 Communication interface 20 Controller interface 21 Operation input Part 22 Light-emitting unit 23 Controller 23a Controller surface 23b Controller front end 23c Controller rear end 24 Imaging unit 25 Photographic analysis unit 26 Acceleration sensor 27 Directions 28a, 28b, 28c Button 30 Screen 31 Speaker 32 Disc 33 Memory Card 34a, 34b Light Source 35 Reference Position 40 Virtual 3D Space 41 Stadium 42 Goal Line 43 Sideline 44 Field 45 Goal 46 '46a, 46b, 46c, 46d, 46e Player Role Ball 48a Line of Sight 47 44 321424 201026364 48 Virtual camera 50 Game face 51 Time-lapse image 52 Score image 53 Cursor image 54 Meter image 54a Frame image 54b Meter bar image 60 Game state data storage unit 61 Operation member information acquisition unit 62 Position/posture information acquisition unit 63 1 Control unit 64 second control unit 65 display control Department A1, A2, A3, A4, A5, A6, A7, A8 Arrow 〇 A9, A10, A11, A12, A13, A14 Arrow
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