US20110223998A1 - Game device, method for controlling game device, program and information storing medium - Google Patents

Game device, method for controlling game device, program and information storing medium Download PDF

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Publication number
US20110223998A1
US20110223998A1 US13/130,209 US200913130209A US2011223998A1 US 20110223998 A1 US20110223998 A1 US 20110223998A1 US 200913130209 A US200913130209 A US 200913130209A US 2011223998 A1 US2011223998 A1 US 2011223998A1
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United States
Prior art keywords
gauge
posture
acquisition
result acquired
information regarding
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/130,209
Inventor
Hiroshige Asano
Kazuma Tsurumoto
Koji Ishii
Yukihiro Hojo
Kenta Ogawa
Satoshi Koyama
Tadakatsu Izumi
Shota Osaka
Junichi Taya
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Publication date
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ASANO, HIROSHIGE, HOJO, YUKIHIRO, ISHII, KOJI, IZUMI, TADAKATSU, KOYAMA, SATOSHI, OGAWA, KENTA, OSAKA, SHOTA, TAYA, JUNICHI, TSURUMOTO, KAZUMA
Publication of US20110223998A1 publication Critical patent/US20110223998A1/en
Abandoned legal-status Critical Current

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • G06F3/0325Detection arrangements using opto-electronic means using a plurality of light emitters or reflectors or a plurality of detectors forming a reference frame from which to derive the orientation of the object, e.g. by triangulation or on the basis of reference deformation in the picked up image
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1006Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game device, a method of controlling a game device, a program, and an information storage medium.
  • a game device for executing a game configured such that a user operates an operation target by using operation means.
  • a game device for executing a game configured such that a user operates a first operation target and a second operation target.
  • a game device configured to display, on a game screen, a gauge which extends or contracts based on a user's operation, and to execute game processing based on the length of the gauge obtained when the user performs a predetermined operation.
  • the present invention has been made in view of the above-mentioned problem, and an object thereof is to provide a game device, a method of controlling a game device, a program, and an information storage medium, which are capable of improving operability of operation means.
  • a game device includes: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
  • a method of controlling a game device includes: a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means; a second acquisition step of acquiring information regarding a change in position or posture of the operation means; a first control step of causing an operation target to perform a first action based on a result acquired in the first acquisition step; and a second control step of causing the operation target to perform a second action based on a result acquired in the second acquisition step.
  • a program according to the present invention causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
  • a computer such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • the first control means may set a direction related to the first action to a direction obtained based on the operation state of the operation member.
  • the second control means may set a direction related to the second action to a direction obtained based on the change in the position or the posture of the operation means.
  • a game device includes: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
  • a method of controlling a game device includes: a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means; a second acquisition step of acquiring information regarding a change in position or posture of the operation means; a first control step of controlling a position or a posture of a first operation target based on a result acquired in the first acquisition step; and a second control step of controlling a position or a posture of a second operation target based on a result acquired in the second acquisition step.
  • a program according to the present invention causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
  • a computer such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • the present invention it is possible to improve the operability of the operation means in a game configured such that the user operates the first operation target and the second operation target.
  • the first control means may set a direction related to the first operation target to a direction obtained based on the operation state of the operation member.
  • the second control means may set a direction related to the second operation target to a direction obtained based on the change in the position or the posture of the operation means.
  • a game device includes: display control means for causing display means to display a gauge; acquisition means for acquiring information regarding a change in position or posture of operation means; first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means; second control means for extending or contracting the gauge based on a result of the control by the first control means; and game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • a method of controlling a game device includes: a display control step of causing display means to display a gauge; an acquisition step of acquiring information regarding a change in position or posture of operation means; a first control step of controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired in the acquisition step; a second control step of extending or contracting the gauge based on a result of the control in the first control step; and a game processing execution step of executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • a program causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: display control means for causing display means to display a gauge; acquisition means for acquiring information regarding a change in position or posture of operation means; first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means; second control means for extending or contracting the gauge based on a result of the control by the first control means; and game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • display control means for causing display means to display a gauge
  • acquisition means for acquiring information regarding a change in position or posture of operation means
  • first control means for controlling at least one of a maximum length of the gauge, a minimum length of the
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • the operation means of the game device configured to display, on a game screen, the gauge which extends or contracts based on a user's operation, and execute the game processing based on the length of the gauge obtained in the case where the user performs the predetermined operation.
  • the first control means may include: means for controlling the maximum length of the gauge or the minimum length of the gauge based on the result acquired by the acquisition means; and means for controlling the extension speed or the contraction speed of the gauge based on the result acquired by the acquisition means.
  • the first control means may control the extension speed or the contraction speed of the gauge such that the extension speed or the contraction speed of the gauge becomes slower as a difference between the maximum length of the gauge and the minimum length of the gauge becomes larger.
  • FIG. 1 A diagram illustrating a hardware configuration of a game device according to embodiments of the present invention.
  • FIG. 2 A diagram illustrating an example of an operation input unit.
  • FIG. 3 A diagram illustrating an example of a controller.
  • FIG. 4 A diagram illustrating an example of a game space.
  • FIG. 5 A diagram illustrating an example of a game screen.
  • FIG. 6 A diagram for describing an operation method for a soccer game.
  • FIG. 7 A functional block diagram of the game device according to the embodiments of the present invention.
  • FIG. 8 A flow chart illustrating processing executed by the game device.
  • FIG. 9 A flow chart illustrating the processing executed by the game device.
  • FIG. 10 A diagram illustrating an example of a change in posture of the controller.
  • FIG. 11 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 12 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 13 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 14 A flow chart illustrating processing executed by the game device.
  • FIG. 15 A diagram illustrating an example of the game screen.
  • FIG. 16 A flow chart illustrating processing executed by the game device.
  • FIG. 17 A diagram for describing a method of acquiring a numerical value indicating a degree of tilt of the controller.
  • a game device is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer.
  • a consumer game machine stationary game machine
  • a portable game machine portable game machine
  • a mobile phone mobile phone
  • PDA personal digital assistant
  • description is given of a case where the game device according to the first embodiment is implemented by a consumer game machine.
  • FIG. 1 illustrates a hardware configuration of the game device according to the first embodiment.
  • a game device 10 includes a consumer game machine 11 , a monitor 30 , a speaker 31 , an optical disc 32 , and a memory card 33 .
  • the monitor 30 and the speaker 31 are connected to the consumer game machine 11 .
  • a household television set is used as the monitor 30
  • a speaker built into the household television set is used as the speaker 31 .
  • the optical disc 32 and the memory card 33 are information storage media, and are mounted to the consumer game machine 11 .
  • the consumer game machine 11 is a well-known computer game system.
  • the consumer game machine 11 includes a bus 12 , a microprocessor 13 (control unit), a main memory 14 , an image processing unit 15 , an audio processing unit 16 , an optical disc drive 17 , a memory card slot 18 , a communication interface (I/F) 19 , a controller interface (I/F) 20 , and an operation input unit 21 .
  • the constitutional components other than the operation input unit 21 are accommodated in a casing of the consumer game machine 11 .
  • the bus 12 is provided for exchanging addresses and data among the units of the consumer game machine 11 .
  • the microprocessor 13 , the main memory 14 , the image processing unit 15 , the audio processing unit 16 , the optical disc drive 17 , the memory card slot 18 , the communication interface 19 , and the controller interface 20 are connected via the bus 12 so as to communicate data with one another.
  • the microprocessor 13 executes control processing of the individual units of the consumer game machine 11 and various kinds of information processing based on an operating system stored in a ROM (not shown) and a program read from the optical disc 32 or the memory card 33 .
  • the main memory 14 includes, for example, a RAM. The program or data read from the optical disc 32 or the memory card 33 are written into the main memory 14 if necessary.
  • the main memory 14 is also used as a working memory of the microprocessor 13 .
  • the image processing unit 15 includes a VRAM, and renders a game screen in the VRAM, based on image data sent from the microprocessor 13 . Then, the image processing unit 15 converts the game screen into video signals and outputs the video signals to the monitor 30 at a predetermined time.
  • the audio processing unit 16 includes a sound buffer and outputs, from the speaker 31 , the various kinds of sound data (game music, game sound effects, messages, and the like) read from the optical disc 32 to the sound buffer.
  • the optical disc drive 17 reads the program or data recorded on the optical disc 32 .
  • the optical disc 32 is used for supplying the program or data to the consumer game machine 11 , but any other information storage media such as the memory card 33 may also be used.
  • the program or data may also be supplied to the consumer game machine 11 from a remote location 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 a nonvolatile memory (for example, EEPROM), and stores various kinds of game data such as saved data.
  • the communication interface 19 is an interface for communicative connection to the data communication network such as the Internet.
  • the controller interface 20 is an interface for wireless connection of a plurality of controllers 23 . It is possible to use, for example, an interface conforming to the Bluetooth (registered trademark) interface standards as the controller interface 20 . Note that the controller interface 20 may be an interface for wired connection of the controller 23 .
  • the operation input unit 21 is used for allowing a user to perform an operation input.
  • the operation input unit 21 includes a light emitting unit 22 and one or a plurality of controllers 23 .
  • FIG. 2 illustrates an example of the operation input unit 21
  • FIG. 3 illustrates an example of the controller 23 .
  • the light emitting unit 22 includes a plurality of light sources and is disposed on top of the monitor 30 .
  • the light emitting portion 22 is provided with light sources 34 a and 34 b on both end portions thereof. Note that the light emitting unit 22 may be disposed under the monitor 30 .
  • the controller 23 has a substantially rectangular parallelepiped shape, and a front surface 23 a of the controller 23 is provided with a direction button 27 and buttons 28 a , 28 b , and 28 c .
  • the direction button 27 has a cross-like shape, and is used generally for specifying directions.
  • the buttons 28 a , 28 b , and 28 c are used for various kinds of game operations.
  • the controller 23 includes an image pickup unit 24 and a photographed image analysis unit 25 .
  • the image pickup unit 24 is, for example, an image pickup element like a CCD, and is provided to a front end portion 23 b (one side surface) of the controller 23 .
  • the photographed image analysis unit 25 is, for example, a microprocessor, and is built into the controller 23 . When the user aims the front end portion 23 b of the controller 23 toward the monitor 30 , the light sources 34 a and 34 b are reflected on the photographed image of the image pickup unit 24 .
  • the photographed image analysis unit 25 analyzes the positions of the light sources 34 a and 34 b reflected on the photographed image of the image pickup unit 24 , and acquires, for example, a relative position of the controller 23 with respect to a predetermined reference position 35 , and a tilt angle of the controller 23 with respect to a straight line connecting the light source 34 a and the light source 34 b .
  • the game device 10 stores information on the positional relation between the reference position 35 and the game screen displayed on the monitor 30 , and based on this information and results of the analysis by the photographed image analysis unit 25 , a position pointed at by the front end portion 23 b of the controller 23 is acquired.
  • the operation input unit 21 is used as a pointing device for allowing the user to point at a position on the game screen displayed on the monitor 30 .
  • the controller 23 includes an acceleration sensor 26 .
  • the acceleration sensor 26 is, for example, a three-axis acceleration sensor for detecting accelerations in an X-axis direction, a Y-axis direction, and a Z-axis direction, which are orthogonal to one another.
  • the X-axis direction corresponds to a shorter direction of the controller 23
  • the Z-axis direction corresponds to a longer direction of the controller 23 .
  • the Y-axis direction corresponds to a normal direction of the front surface 23 a of the controller 23 .
  • An operation signal indicating a state of the controller 23 is transmitted every predetermined cycle (for example, every 1/60 th of a second) from the controller 23 to the microprocessor 13 via the controller interface 20 .
  • the operation signal includes, for example, identification information for identifying the controller 23 , information indicating the results of the analysis by the photographed image analysis unit 25 , information indicating the detection result of the acceleration sensor 26 , and information indicating depressed states of the direction button 27 and the buttons 28 a , 28 b , and 28 c .
  • the microprocessor 13 determines whether or not the direction button 27 and the buttons 28 a , 28 b , and 28 c of the controller 23 are depressed, the position pointed at by the front end portion 23 b of the controller 23 , and the changes in position and posture of the controller 23 , based on the operation signal supplied from the controller 23 .
  • a soccer game simulating a soccer match between a team A and a team B is executed.
  • the soccer game is implemented by executing a program read from the optical disc 32 .
  • description is given of a case where the team A is operated by the user and the team B is operated by a computer (microprocessor 13 ). Note that the team B may be operated by another user.
  • FIG. 4 is a diagram illustrating an example of the game space.
  • the game space illustrated in FIG. 4 is a virtual three-dimensional space 40 constituted by three coordinate elements (Xw, Yw, and Zw).
  • a field 41 which is an object representing a soccer field
  • a field 41 is disposed in the virtual three-dimensional space 40 .
  • goal lines 42 and touchlines 43 are shown.
  • the soccer match is played within a pitch 44 , which is an area surrounded by the two goal lines 42 and the two touchlines 43 .
  • goals 45 which are each an object representing a goal
  • a player character 46 which is an object representing a soccer player
  • a ball 47 which is an object representing a soccer ball
  • One of the goals 45 is associated with the team A, and the other one of the goals 45 is associated with the team B.
  • a scoring event occurs for the other one of the teams.
  • eleven player characters 46 belonging to the team A and eleven player characters 46 belonging to the team B are disposed on the field 41 . Any one of the player characters 46 belonging to the team A is set as a user's operation target, and the player character 46 set as the user's operation target acts in accordance with an operation performed by the user. On the other hand, of the player characters 46 belonging to the team A, player characters 46 which are not set as the user's operation target act in accordance with an operation of the computer. Further, the player characters 46 belonging to the team B also act in accordance with an operation of the computer.
  • the player character 46 and the ball 47 When the player character 46 and the ball 47 have become close to each other, the player character 46 and the ball 47 become associated with each other under a predetermined condition. In this case, the moving action of the player character 46 becomes a dribbling action.
  • a state in which the ball 47 is associated with the player character 46 is expressed by a phrase “the player character 46 is in possession of the ball 47 ”.
  • a virtual camera 48 is set in the virtual three-dimensional space 40 .
  • the game screen showing a scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is displayed on the monitor 30 .
  • the virtual camera 48 moves within the virtual three-dimensional space 40 based on the movement of the ball 47 .
  • FIG. 5 illustrates an example of a game screen 50 .
  • an image showing a scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is displayed on the game screen 50 .
  • player characters 46 a , 46 b , 46 c , and 46 d are player characters 46 belonging to the team A
  • a player character 46 e is a player character 46 belonging to the team B.
  • an elapsed time image 51 indicating a time period which has elapsed since start of the match
  • a score image 52 indicating a scoring status between the teams
  • a cursor image 53 indicating a scoring status between the teams
  • a cursor image 53 serves to indicate the player character 46 set as the user's operation target
  • FIG. 5 illustrates a state in which the user is operating the player character 46 a .
  • the gauge image 54 is displayed, for example, in the case where the user has depressed a shoot button of the controller 23 (for example, button 28 b ). Details of the gauge image 54 are described later.
  • FIG. 6 is a diagram for describing the operation method for the soccer game.
  • the user does not play the game by aiming the front end portion 23 b of the controller 23 toward the monitor 30 as illustrated in FIG. 2 .
  • the user plays the game by holding the controller 23 so as to make a negative Y-axis direction substantially coincide with a gravitational direction, while holding a front end portion 23 b side of the controller 23 with their left hand, and a rear end portion 23 c side, which is the opposite side to the front end portion 23 b , with their right hand.
  • the user specifies the pass direction by moving the controller 23 in a direction indicated by an arrow A 1 , A 2 , A 3 , A 4 , A 5 , A 6 , A 7 , or A 8 of FIG. 6 .
  • the user moves the controller 23 in a direction (direction indicated by the arrow A 1 ) corresponding to a direction from the player character 46 a to the player character 46 b .
  • the user moves the controller 23 in a direction (direction indicated by the arrow A 7 ) corresponding to a direction from the player character 46 a to the player character 46 c.
  • the user After specifying the desired pass direction, the user releases the depression of the pass button. If the depression of the pass button is released, a pass is executed in the direction specified by the user. Note that if the user does not specify the pass direction, a pass is executed in a front direction of the player character 46 .
  • the moving direction of the player character 46 is specified by using the direction button 27
  • the pass direction of the player character is specified by moving the controller 23 in a direction corresponding to the desired pass direction.
  • the first embodiment allows the user to perform such an operation relatively easily.
  • the direction button 27 is used for specifying the moving direction of the player character 46
  • an operation member (for example, operation lever) other than the direction button 27 is used for specifying the pass direction of the player character 46 .
  • this mode in order to cause the player character 46 to perform the pass action in the second direction while causing the player character 46 to move in the first direction, the user needs to specify two different directions (first and second directions) by using two different operation members. Such an operation is difficult for the user (particularly, low skilled user) to perform.
  • the course of a pass can be specified by the movement of the controller 23 itself, and hence the user can easily perform the operation which, while causing the player character 46 to move in the first direction, causes the player character 46 to perform the pass action in the second direction.
  • the gauge image 54 includes a frame image 54 a having a rectangular shape, and a gauge main body image 54 b , which is left-aligned in the frame image 54 a , and extends autonomously.
  • the shoot button is depressed, at first, a right edge of the gauge main body image 54 b coincides with a left edge of the frame image 54 a , and hence the length of the gauge main body image 54 b is zero.
  • the gauge main body image 54 b While the shoot button is kept depressed, the gauge main body image 54 b extends in a rightward direction at a constant speed with a lapse of time. The gauge main body image 54 b extends until the right edge of the gauge main body image 54 b reaches a right edge of the frame image 54 a.
  • a force with which the ball 47 is kicked in the shoot action is determined. Then, the shoot action is performed based on the determined force. The user can adjust the force with which the ball 47 is kicked in the shoot action by adjusting a time at which the depression of the shoot button is released while referring to the gauge image 54 .
  • FIG. 7 is a functional block diagram mainly illustrating, of functions implemented on the game device 10 , functions relevant to the present invention.
  • the game device 10 includes a game situation data storage section 60 , an operation member information acquiring section 61 (first acquisition means), a position/posture information acquiring section 62 (second acquisition means), a first control section 63 , a second control section 64 , and a display control section 65 .
  • the game situation data storage section 60 is implemented by, for example, the main memory 14
  • the other functional blocks are implemented by, for example, the microprocessor 13 executing the program.
  • the game situation data storage section 60 stores game situation data indicating a current situation of the game. For example, the following items of data are stored in the game situation data storage section 60 :
  • the data indicating the display state of the gauge image 54 includes data indicating whether or not the gauge image 54 is being displayed and numerical data indicating a current length of the gauge main body image 54 b.
  • the operation member information acquiring section 61 acquires operation member information, which relates to an operation state of an operation member included in operation means.
  • the operation member information acquiring section 61 acquires information indicating the depressed state of the direction button 27 of the controller 23 .
  • the operation member information acquiring section 61 may acquire information indicating a tilt state (tilt direction) of the operation lever.
  • the position/posture information acquiring section 62 acquires position/posture information, which relates to a change in position or posture of the operation means.
  • the position/posture information acquiring section 62 acquires information indicating the detection result of the acceleration sensor 26 as the information on a change in position or posture of the controller 23 .
  • the first control section 63 causes the operation target to perform a first action based on a result acquired by the operation member information acquiring section 61 .
  • a direction related to the first action of the operation target is set based on the result acquired by the operation member information acquiring section 61 .
  • the player character 46 set as the user's operation target corresponds to the “operation target”
  • the moving action (dribbling action) corresponds to the “first action”.
  • the moving direction of the player character 46 set as the user's operation target is set to a direction obtained based on the result acquired by the operation member information acquiring section 61 .
  • the second control section 64 causes the operation target to perform a second action based on the result acquired by the position/posture information acquiring section 62 .
  • a direction related to the second action of the operation target is set based on the result acquired by the position/posture information acquiring section 62 .
  • the player character 46 set as the user's operation target corresponds to the “operation target”
  • the pass action which is an action other than the moving action, corresponds to the “second action”.
  • the pass direction of the player character 46 set as the user's operation target is set to a direction obtained based on the result acquired by the position/posture information acquiring section 62 .
  • the display control section 65 generates the game screen 50 based on contents stored in the game situation data storage section 60 , and displays the game screen 50 on the monitor 30 .
  • FIGS. 8 and 9 are flow charts illustrating processing executed by the game device 10 at predetermined time intervals (for example, 1/60 th of a second).
  • the microprocessor 13 executes the processing illustrated in FIGS. 8 and 9 according to the program stored on the optical disc 32 .
  • the microprocessor 13 determines whether or not the player character 46 set as the user's operation target (hereinafter, referred to as “player character X”) is in possession of the ball 47 (S 101 ). If the player character X is in possession of the ball 47 , the microprocessor 13 updates the position and orientation of the player character X based on the depressed state of the direction button 27 (S 102 ). For example, the moving direction of the player character X is updated to a direction corresponding to the depressed state of the direction button 27 . Further, the position of the player character X is updated to a position obtained by moving the player character X from a current position in the moving direction by a distance determined based on the moving speed. Note that the position of the ball 47 is also updated based on the depressed state of the direction button 27 so that the player character X performs the dribbling action.
  • player character X the player character 46 set as the user's operation target
  • the microprocessor 13 determines whether or not the pass button is depressed (S 103 ). If the pass button is depressed, the microprocessor 13 stores the detection result of the acceleration sensor 26 in the main memory 14 (S 104 ). With the execution of this processing, the detection result of the acceleration sensor 26 , which is obtained while the user is depressing the pass button, is stored in the main memory 14 .
  • the microprocessor 13 determines whether or not the depression of the pass button has been released (S 105 ). If the depression of the pass button has been released, the microprocessor 13 reads, from the main memory 14 , the detection result of the acceleration sensor 26 obtained while the pass button is depressed, and then determines the pass direction based on the detection result (S 106 ). For example, an acceleration vector which has occurred in the controller 23 while the pass button is depressed is acquired based on the read detection result of the acceleration sensor 26 . Then, the pass direction is determined based on a direction indicated by the acquired acceleration vector. For example, data associating the direction of the acceleration vector and a direction in the virtual three-dimensional space 40 with each other is read from the optical disc 32 .
  • the pass direction may be determined based on the position of the player character Y. For example, a direction from the current position of the player character X toward the current position of the player character Y may be determined as the pass direction. Alternatively, a direction from the current position of the player character X toward a future position of the player character Y estimated based on the current position of the player character Y may be determined as the pass direction.
  • the microprocessor 13 causes the player character X to start the pass action (S 107 ). For example, motion data of the pass action is read from the optical disc 32 to update the posture of the player character X based on the motion data. Further, the moving direction of the ball 47 is updated to the pass direction determined in S 106 , and an update of the position of the ball 47 is started so that the ball 47 moves in the moving direction.
  • the microprocessor 13 determines whether or not the shoot button is depressed (S 108 ). If the shoot button is depressed, the microprocessor 13 displays (updates) the gauge image 54 (S 109 ). While the shoot button is depressed, the microprocessor 13 increases a numerical value (hereinafter, referred to as “gauge value”) stored in the main memory 14 from an initial value (for example, 0) with a lapse of time. In addition, while the shoot button is depressed, the microprocessor 13 extends the gauge main body image 54 b as the gauge value is increased. Specifically, the length of the gauge main body image 54 b is updated to the length corresponding to the gauge value.
  • the microprocessor 13 determines whether or not the depression of the shoot button has been released (S 110 ). If the depression of the shoot button has been released, the microprocessor 13 causes the player character X to start the shoot action (S 111 ). For example, motion data of the shoot action is read from the optical disc 32 to update the posture of the player character X based on the motion data. Further, the force with which the player character X kicks the ball 47 is set based on the gauge value obtained when the depression of the shoot button was released. Specifically, a force vector (or acceleration vector) to be applied to the ball 47 is set based on the gauge value obtained when the depression of the shoot button was released, and the depressed state of the direction button 27 obtained when the depression of the shoot button was released.
  • the magnitude of the force vector is set based on the gauge value obtained when the depression of the shoot button was released, and the direction of the force vector is set based on the depressed state of the direction button 27 obtained when the depression of the shoot button was released. Then, the update of the position of the ball 47 is started based on the force vector.
  • the microprocessor 13 updates the states of the player characters 46 other than the player character X (S 112 ). For example, the states of the player characters 46 other than the player character X are updated in such a manner that the player characters 46 other than the player character X behave in accordance with a behavior algorithm.
  • the microprocessor 13 updates the position and orientation of the player character X based on the depressed state of the direction button 27 (S 113 ). Further, the microprocessor 13 updates the states of the player characters 46 other than the player character X and the state of the ball 47 (S 114 ). For example, the states of the player characters 46 other than the player character X are updated in such a manner that the player characters 46 other than the player character X behave in accordance with the behavior algorithm. Further, for example, if a player character 46 other than the player character X is in possession of the ball 47 , the state of the ball 47 is updated based on the action of that player character 46 .
  • the microprocessor 13 updates the game screen 50 (S 115 ). For example, the state (for example, position, line of sight 48 a , field angle, etc.) of the virtual camera 48 is updated based on the state (for example, position, etc.) of the ball 47 . After that, an image showing the scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is generated in the VRAM. In addition, the elapsed time image 51 , the score image 52 , and the cursor image 53 are rendered in a superimposing manner on the image formed in the VRAM. Further, if the shoot button is depressed, the gauge image 54 is rendered in a superimposing manner as well. The image thus generated in the VRAM is displayed on the monitor 30 as the game screen 50 .
  • the state for example, position, line of sight 48 a , field angle, etc.
  • the microprocessor 13 updates the game screen 50 (S 115 ). For example, the state (for example, position, line of sight 48 a , field angle, etc.) of the
  • the moving direction of the player character 46 is specified by using the direction button 27
  • the pass direction of the player character 46 is specified by moving the controller 23 in the direction corresponding to the desired pass direction.
  • the game device 10 according to the first embodiment allows the user to, for example, perform such an operation relatively easily that, while causing the player character 46 to move in the first direction, causes the player character 46 to perform the pass action in the second direction.
  • the second control section 64 may set the pass direction of the player character 46 set as the user's operation target, based on a change in posture of the controller 23 .
  • the user can specify the pass direction by changing the posture of the controller 23 .
  • FIGS. 10 , 11 , and 12 are diagrams each illustrating an example of the change in posture of the controller 23 .
  • the pass direction may be specified by the user tilting the controller 23 toward themselves as indicated by an arrow A 9 of FIG. 10 or by tilting the controller 23 away from the user themselves as indicated by an arrow A 10 of FIG. 10 .
  • the pass direction may be specified by lifting the right-hand side (rear end portion 23 c side) of the controller 23 upward as indicated by an arrow A 11 of FIG. 11 , or lifting the left-hand side (front end portion 23 b side) of the controller 23 upward as indicated by an arrow A 12 of FIG. 12 .
  • the player character 46 a may perform the pass action toward the player character 46 b positioned in an upward direction of the player character 46 a .
  • the player character 46 a may perform the pass action toward the player character 46 c positioned in a leftward direction of the player character 46 a .
  • the game screen 50 illustrated in FIG. 5 if the user tilts the controller 23 away from themselves as indicated by the arrow A 10 of FIG. 10 , the player character 46 a may perform the pass action toward the player character 46 b positioned in an upward direction of the player character 46 a .
  • the player character 46 a may perform the pass action toward the player character 46 c positioned in a leftward direction of the player character 46 a .
  • the player character 46 a may perform the pass action toward the player character 46 d positioned in a right downward direction of the player character 46 a.
  • FIG. 13 is a diagram illustrating another example of the change in posture of the controller 23 .
  • the pass direction may be specified by pushing the right-hand side (rear end portion 23 c side) of the controller 23 forward as indicated by an arrow A 13 of FIG. 13 or pulling the right-hand side of the controller 23 toward themselves as indicated by an arrow A 14 of FIG. 13 .
  • the pass direction may be specified by pushing the left-hand side (front end portion 23 b side) of the controller 23 forward or pulling the left-hand side of the controller 23 toward themselves.
  • the player character 46 a may perform the pass action toward the player character 46 d positioned in the right downward direction of the player character 46 a.
  • the first control section 63 may set the pass direction of the player character 46 set as the user's operation target, based on the result acquired by the operation member information acquiring section 61 . Further, the second control section 64 may set the moving direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62 . In this case, 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 specifies the pass direction of the player character 46 by operating the direction button 27 .
  • the second control section 64 may set a shot direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62 .
  • the user can specify the shot direction by moving the controller 23 in the direction corresponding to the desired shot direction.
  • a second embodiment of the present invention has a feature in that the movement of the virtual camera 48 is controlled based on a change in position or posture of the controller 23 .
  • the second embodiment has a feature in that the user can move the virtual camera 48 arbitrarily by changing the position or posture of the controller 23 .
  • the second embodiment is described in detail.
  • a game device is also implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer.
  • a consumer game machine stationary game machine
  • a portable game machine portable game machine
  • a mobile phone mobile phone
  • PDA personal digital assistant
  • description is given of a case where the game device according to the second embodiment is implemented by a consumer game machine.
  • a game device 10 according to the second embodiment also has the hardware configuration illustrated in FIG. 1 .
  • a soccer game simulating a soccer match between the team A and the team B is executed in the game device 10 according to the second embodiment, too.
  • the game screen 50 as illustrated in FIG. 5 is displayed on the monitor 30
  • the virtual three-dimensional space 40 (game space) as illustrated in FIG. 4 is built in the main memory 14 so as to display the game screen 50 .
  • the user plays the game by holding the front end portion 23 b side and the rear end portion 23 c side of the controller 23 with the respective hands while making the negative Y-axis direction substantially coincide with the gravitational direction.
  • the user can move the virtual camera 48 arbitrarily by changing the position or posture of the controller 23 .
  • description is given of an operation for moving the virtual camera 48 .
  • the user When the user moves the virtual camera 48 , the user first depresses a predetermined button (for example, button 28 a ). After that, the user specifies the moving direction of the virtual camera 48 by moving the controller 23 in a direction corresponding to a desired moving direction while keeping the predetermined button depressed. For example, the user specifies the moving direction of the virtual camera 48 by moving the controller 23 in any of directions indicated by the arrows A 1 to A 8 of FIG. 6 . For example, if the user wishes to move the virtual camera 48 in a positive Xw-axis direction, the user moves the controller 23 in a direction (direction indicated by the arrow A 3 ) corresponding to the positive Xw-axis direction. Further, for example, if the user wishes to move the virtual camera 48 in a positive Zw-axis direction, the user moves the controller 23 in a direction (direction indicated by the arrow A 1 ) corresponding to the positive Zw-axis direction.
  • a predetermined button for example, button 28 a .
  • the user uses the direction button 27 to specify the moving direction of the player character 46 in the second embodiment, too.
  • the moving direction of the player character 46 is specified by using the direction button 27
  • the moving direction of the virtual camera 48 is specified by moving the controller 23 in the direction corresponding to the desired moving direction.
  • the user can perform such an operation.
  • the user can perform the operation which causes the player character 46 and the virtual camera 48 to move in different directions from each other without operating two different operation members. Therefore, it is possible to perform such an operation as described above with relative ease.
  • the game device 10 according to the second embodiment includes the functional blocks illustrated in FIG. 7 as well. Specifically, the game device 10 according to the second embodiment also includes the game situation data storage section 60 , the operation member information acquiring section 61 (first acquisition means), the position/posture information acquiring section 62 (second acquisition means), the first control section 63 , the second control section 64 , and the display control section 65 . Particularly, in the second embodiment, operations of the first control section 63 and the second control section 64 are different from those of the first embodiment, and hence description is hereinbelow given of the operations of the first control section 63 and the second control section 64 . Note that operations of the other functional blocks are the same as in the first embodiment, and description thereof is thus omitted.
  • the first control section 63 controls the position or posture of a first operation target based on a result acquired by the operation member information acquiring section 61 .
  • the player character 46 set as the user's operation target corresponds to the “first operation target”.
  • the first control section 63 causes the player character 46 set as the user's operation target to move based on the result acquired by the operation member information acquiring section 61 . More specifically, the orientation and moving direction of the player character 46 set as the user's operation target are set based on the result acquired by the operation member information acquiring section 61 .
  • the second control section 64 controls the position or posture of a second operation target based on a result acquired by the position/posture information acquiring section 62 .
  • the virtual camera 48 corresponds to the “second operation target”.
  • the second control section 64 causes the virtual camera 48 to move based on the result acquired by the position/posture information acquiring section 62 . More specifically, the moving direction of the virtual camera 48 is set based on the result acquired by the position/posture information acquiring section 62 .
  • processing illustrated in FIGS. 8 and 9 is executed in the game device 10 according to the second embodiment, too.
  • processing as illustrated in FIG. 14 is executed in S 115 of FIG. 9 .
  • the microprocessor 13 determines whether or not a predetermined button (for example, button 28 a ) is depressed (S 201 ). If the predetermined button is depressed, the microprocessor 13 updates the position of the virtual camera 48 based on a detection result of the acceleration sensor 26 (S 202 ).
  • the acceleration vector of an acceleration which has occurred in the controller 23 because the user moved the controller 23 , is acquired based on the detection result of the acceleration sensor 26 . Then, the position of the virtual camera 48 is updated to a position obtained by moving the virtual camera 48 from the current position by a predetermined distance in a direction corresponding to the direction of the acceleration vector (moving direction of the controller 23 ).
  • the user can specify the moving direction of the player character 46 by using the direction button 27 , and specify the moving direction of the virtual camera 48 by moving the controller 23 in a direction corresponding to a desired moving direction.
  • the user can perform such an operation that causes the player character 46 and the virtual camera 48 to move in different directions with relative ease.
  • the first control section 63 may set the moving direction of the virtual camera 48 based on the result acquired by the operation member information acquiring section 61
  • the second control section 64 may set the moving direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62 .
  • 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 specifies the moving direction of the virtual camera 48 by using the direction button 27 .
  • the second control section 64 may set the moving direction of the virtual camera 48 based on a change in posture of the controller 23 .
  • the user can specify the moving direction of the virtual camera 48 by changing the posture of the controller 23 .
  • the moving direction of the virtual camera 48 may be specified by the user tilting the controller 23 toward themselves as indicated by the arrow A 9 of FIG. 10 , or tilting the controller 23 away from themselves as indicated by the arrow A 10 of FIG. 10 .
  • the virtual camera 48 may move away from a point of regard (viewing point), thereby zooming out.
  • the virtual camera 48 may move closer to the point of regard, thereby zooming in.
  • the moving direction of the virtual camera 48 may be specified by lifting the right-hand side (rear end portion 23 c side) of the controller 23 upward as indicated by the arrow A 11 of FIG. 11 , or lifting the left-hand side (front end portion 23 b side) of the controller 23 upward as indicated by the arrow A 12 of FIG. 12 .
  • the virtual camera 48 may move in a negative Xw-axis direction.
  • the virtual camera 48 may move in the positive Xw-axis direction.
  • the moving direction of the virtual camera 48 may be specified by pushing forward the right-hand side (rear end portion 23 c side) of the controller 23 as indicated by the arrow A 13 of FIG. 13 , or pulling the right-hand side of the controller 23 toward the user themselves as indicated by the arrow A 14 of FIG. 13 .
  • the moving direction of the virtual camera 48 may be specified by pushing forward the left-hand side (front end portion 23 b side) of the controller 23 or pulling the left-hand side of the controller 23 toward the user themselves.
  • the second control section 64 may control the orientation (posture) of the virtual camera 48 based on the result acquired by the position/posture information acquiring section 62 .
  • the second control section 64 may control the line of sight 48 a of the virtual camera 48 based on the result acquired by the position/posture information acquiring section 62 .
  • the user can specify the line of sight 48 a of the virtual camera 48 by moving the controller 23 .
  • the first control section 63 may set the moving direction of a first player character 46 based on the result acquired by the operation member information acquiring section 61
  • the second control section 64 may set the moving direction of a second player character 46 based on the result acquired by the position/posture information acquiring section 62 .
  • the user can specify the moving direction of the first player character 46 by using the direction button 27 , and specify the moving direction of the second player character 46 by moving the controller 23 in a direction corresponding to the desired moving direction.
  • a third embodiment of the present invention has a feature in that a maximum length of the gauge main body image 54 b , which is displayed on the game screen 50 in the case where the shoot button has been depressed, is controlled based on a change in position or posture of the controller 23 .
  • the third embodiment has a feature in that the user can arbitrarily adjust the maximum length of the gauge main body image 54 b by changing the position or posture of the controller 23 .
  • the third embodiment is described in detail.
  • a game device is also implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer.
  • a consumer game machine stationary game machine
  • a portable game machine portable game machine
  • a mobile phone mobile phone
  • PDA personal digital assistant
  • description is given of a case where the game device according to the third embodiment is implemented by a consumer game machine.
  • a game device 10 according to the third embodiment has the hardware configuration illustrated in FIG. 1 as well. Further, for example, there is executed a soccer game simulating a soccer match between the team A and the team B in the game device 10 according to the third embodiment, too. Specifically, for example, the game screen 50 as illustrated in FIG. 5 is displayed on the monitor 30 , and the virtual three-dimensional space 40 (game space) as illustrated in FIG. 4 is built in the main memory 14 so as to display the game screen 50 . Further, as illustrated in FIG. 6 , the user plays the game by holding the front end portion 23 b side and the rear end portion 23 c side of the controller 23 with the respective hands.
  • the user can adjust the maximum length of the gauge main body image 54 b , which is displayed on the game screen 50 in the case where the shoot button has been depressed, by changing the position or posture of the controller 23 .
  • this point is described.
  • the user If the user causes the player character 46 to perform the shoot action, the user first depresses the shoot button. If the shoot button has been depressed, the gauge image 54 is displayed on the game screen 50 . In the case where the display of the gauge image 54 is started, at first, the right edge of the gauge main body image 54 b coincides with the left edge of the frame image 54 a , and hence the length of the gauge main body image 54 b is zero.
  • the length of the frame image 54 a that is, the maximum length of the gauge main body image 54 b (lmax) is changed based on a degree of the tilt of the controller 23 . More specifically, as the degree of the tilt of the controller 23 increases, the length of the frame image 54 a (the maximum length of the gauge main body image 54 b ) becomes longer.
  • FIG. 15 illustrates an example of the game screen 50 displayed in the case where the length of the frame image 54 a is changed.
  • the gauge main body image 54 b extends at a constant speed until the right edge of the gauge main body image 54 b reaches the right edge of the frame image 54 a , that is, until the length of the gauge main body image 54 b reaches the maximum length.
  • the player character 46 performs the shoot action.
  • the user can adjust the maximum length of the gauge main body image 54 b by changing the posture of the controller 23 . Because the speed at which the gauge main body image 54 b extends is constant, as the maximum length of the gauge main body image 54 b becomes longer, a change amount per unit time (for example, 1/60 th of a second) of the value “l/l max”, which is obtained when the gauge main body image 54 b extends, becomes smaller. As the change amount per unit time becomes smaller, the magnitude of the parameter P is adjusted more easily.
  • the maximum length of the gauge main body image 54 b is short, the user also can give an instruction to kick a strong shot quickly because the parameter P reaches its maximum value in a short period of time.
  • the game device 10 according to the third embodiment also includes the functional blocks illustrated in FIG. 7 .
  • the game device 10 according to the third embodiment also includes the game situation data storage section 60 , the operation member information acquiring section 61 , the position/posture information acquiring section 62 (acquisition means), the first control section 63 , the second control section 64 , and the display control section 65 .
  • operations of the first control section 63 and the second control section 64 are different from those of the first embodiment, and hence description is hereinbelow given of the operations of the first control section 63 and the second control section 64 .
  • operations of the other functional blocks are the same as in the first embodiment, and description thereof is thus omitted.
  • the first control section 63 controls the maximum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 .
  • the second control section 64 causes the gauge main body image 54 b to extend based on a result of the control by the first control section 63 . Further, if a predetermined operation has been performed, the game device 10 (game processing execution means) according to the third embodiment executes game processing based on the length of the gauge main body image 54 b.
  • the first control section 63 sets the maximum length of the gauge main body image 54 b based on the degree of its tilt. For example, as the degree of the tilt of the controller 23 becomes larger, the maximum length of the gauge main body image 54 b is set longer. Further, if the user has depressed the shoot button, the second control section 64 starts extending the gauge main body image 54 b , and keeps extending the gauge main body image 54 b at a predetermined speed while the user keeps depressing the shoot button until the gauge main body image 54 b reaches the maximum length.
  • FIG. 16 is a flow chart illustrating processing executed by the game device 10 in the case where the shoot button has been depressed.
  • the microprocessor 13 initializes a variable 1 to a predetermined initial value (0), and initializes a variable lmax to a predetermined initial value (LMAX 0 ) (S 301 ). Further, the microprocessor 13 starts the display of the gauge image 54 (S 302 ). In this case, the length of the frame image 54 a is set to a length corresponding to the variable l max, and the length of the gauge main body image 54 b is set to a length corresponding to the variable l.
  • processing (from S 303 to S 309 ) described below is repeatedly executed at predetermined time intervals (for example, 1/60 th of a second).
  • the microprocessor 13 determines whether or not the depression of the shoot button has been released (S 303 ). If the depression of the shoot button has not been released, the microprocessor 13 adds a predetermined value ⁇ L to the value of the variable l (S 304 ). If the value of the variable l becomes larger than the value of the variable l max, the value of the variable l is set to the value of the variable l max. Note that the predetermined value ⁇ L corresponds to an extension speed of the gauge main body image 54 b . As the value of the predetermined value ⁇ L becomes larger, the extension speed of the gauge main body image 54 b becomes faster.
  • the microprocessor 13 determines whether or not the detection result of the acceleration sensor 26 is stable (S 305 ). Specifically, it is determined whether or not a state in which there is almost no change in detection result of the acceleration sensor 26 has continued for a fixed period of time.
  • the case where the state in which there is almost no change in detection result of the acceleration sensor 26 has continued for the fixed period of time refers to a state in which there is almost no change in position or posture of the controller 23 . In this case, the acceleration sensor 26 detects only a gravitational acceleration.
  • FIG. 17 is a diagram for describing a method of acquiring the numerical value indicating the degree of the tilt of the controller 23 .
  • Reference symbol Sa of FIG. 17 indicates a state in which the user is holding the controller 23 so as to make the negative Y-axis direction coincide with the gravitational direction G.
  • Reference symbols Sb and Sc each indicate a state of the controller 23 in the case where the user tilts the controller 23 toward themselves as indicated by the arrow A 9 of FIG. 10 .
  • a negative Z-axis direction coincides with the gravitational direction G
  • the degree of the tilt of the controller 23 is larger in the state Sc than in the state Sb.
  • an angle ⁇ between a positive Z-axis direction and the gravitational direction G becomes larger. Therefore, in this embodiment, the angle ⁇ between the positive Z-axis direction and the gravitational direction G is acquired as the numerical value indicating the degree of the tilt of the controller 23 .
  • the microprocessor 13 After the numerical value ( ⁇ ) indicating the degree of the tilt of the controller 23 is acquired, the microprocessor 13 reads from the optical disc 32 data associating the numerical value ( ⁇ ) and the maximum length (LMAX) of the gauge main body image 54 b with each other, to thereby acquire the maximum length (LMAX) of the gauge main body image 54 b which corresponds to the numerical value ( ⁇ ) acquired in S 306 (S 307 ). Then, the microprocessor 13 updates the value of the variable l max to the maximum length (LMAX) acquired in S 307 (S 308 ).
  • the microprocessor 13 updates the game screen 50 (gauge image 54 ) (S 309 ).
  • the length of the frame image 54 a is set to a length corresponding to the value of the variable l max
  • the length of the gauge main body image 54 b is set to a length corresponding to the variable l.
  • the microprocessor 13 calculates the value of the parameter P relating to the force with which the player character 46 kicks the ball 47 (S 310 ).
  • the microprocessor 13 causes the player character 46 set as the user's operation target to perform the shoot action based on the value of the parameter P calculated in S 310 (S 311 ).
  • the motion data of the shoot action is read from the optical disc 32 , and the posture of the player character 46 set as the user's operation target is updated based on the motion data.
  • force vector data associating the value of the parameter P and the force vector (or the acceleration vector) to be applied to the ball 47 with each other is read from the optical disc 32 .
  • the force vector is set in such a manner that as the value of the parameter P becomes larger, the force vector to be applied to the ball 47 becomes larger.
  • the force vector is set in such a manner that as the value of the parameter P becomes larger, an angle formed between the direction of the force vector to be applied to the ball 47 and the field 41 (Xw-Zw plane) becomes larger.
  • the force vector corresponding to the value of the parameter P calculated in S 310 is acquired based on the force vector data, and processing of moving the ball 47 based on the force vector is started.
  • the user can lengthen the maximum length of the gauge main body image 54 b by changing the posture of the controller 23 .
  • the user can more easily release the depression of the shoot button at a time at which the force with which the player character 46 kicks the ball 47 becomes the desired force.
  • the shoot action may be started in the case where the user has depressed the shoot button again after the user once released the depression of the shoot button. Note that in this case, a button to be depressed first may be different from a button to be depressed later.
  • the value of the parameter P becomes larger.
  • the user can specify a stronger force as the force with which the player character 46 kicks the ball 47 , by changing the posture of the controller 23 so as to lengthen the maximum length of the gauge main body image 54 b.
  • control may be performed in such a manner that as the maximum length of the gauge main body image 54 b (in other words, a difference between the maximum length and a minimum length of the gauge main body image 54 b ) becomes longer, the speed of extending the gauge main body image 54 b becomes slower.
  • the extension speed of the gauge main body image 54 b may be set to become slower in exchange for specifying a stronger force as the force with which the player character 46 kicks the ball 47 .
  • the first control section 63 controls the extension speed of the gauge main body image 54 b based on the maximum length of the gauge main body image 54 b .
  • the first control section 63 controls the maximum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 . Therefore it can be said that the first control section 63 controls the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 .
  • the first control section 63 controls the maximum length of the gauge main body image 54 b and the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 .
  • the gauge main body image 54 b extends at the extension speed controlled by the first control section 63 until the gauge main body image 54 b reaches the maximum length controlled by the first control section 63 . Therefore it can be said that the second control section 64 causes the gauge main body image 54 b to extend based on the maximum length of the gauge main body image 54 b and the extension speed of the gauge main body image 54 b.
  • the value of ⁇ L used in S 304 of FIG. 16 is set based on the posture of the controller 23 . Specifically, before the processing of S 304 is executed, the same processing as in S 305 and S 306 is executed. After that, data associating the numerical value ( ⁇ ) indicating the degree of the tilt of the controller 23 and the value ( ⁇ L) by which the variable 1 is incremented with each other is read from the optical disc 32 , and the value ( ⁇ L) corresponding to the actually-acquired numerical value ( ⁇ ) is acquired based on this data. Then, the value of the variable l is updated to l+ ⁇ L.
  • the value of ⁇ L used in S 304 corresponds to the extension speed of the gauge main body image 54 b . Therefore, by executing the processing described above, the extension speed of the gauge main body image 54 b is set based on the posture of the controller 23 .
  • the first control section 63 may control the minimum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 . Further, the second control section 64 may contract the gauge main body image 54 b based on the result of the control by the first control section 63 .
  • the length of the gauge main body image 54 b is set to the maximum length. Then, while the user keeps depressing the shoot button, the gauge main body image 54 b is contracted at a constant speed until the gauge main body image 54 b reaches the minimum length.
  • the minimum length of the gauge main body image 54 b is controlled based on the posture of the controller 23 .
  • the user adjusts the minimum length of the gauge main body image 54 b by changing the posture of the controller 23 .
  • a basic value of the minimum length of the gauge main body image 54 b is set to a value larger than zero. Then, if the user tilts the controller 23 toward themselves as indicated by the arrow A 9 of FIG. 10 , the minimum length of the gauge main body image 54 b becomes shorter based on the degree of its tilt. In this case, as the degree of the tilt of the controller 23 becomes larger, the minimum length of the gauge main body image 54 b becomes shorter.
  • the value of the parameter P relating to the force with which the ball 47 is kicked is calculated based on the length of the gauge main body image 54 b obtained when the depression of the shoot button is released, and the shoot action is performed based on the value of the parameter P.
  • the modification example 3-2 and the modification example 3-3 may be combined.
  • the contraction speed of the gauge main body image 54 b may be controlled in such a manner that as the minimum length of the gauge main body image 54 b becomes shorter (in other words, as the difference between the maximum length and the minimum length of the gauge main body image 54 b becomes larger), the contraction speed of the gauge main body image 54 b becomes slower.
  • the first control section 63 controls the minimum length of the gauge main body image 54 b and the contraction speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 .
  • the second control section 64 causes the gauge main body image 54 b to contract based on the minimum length of the gauge main body image 54 b and the contraction speed of the gauge main body image 54 b.
  • the extension speed of the gauge main body image 54 b may be controlled based on the posture of the controller 23 .
  • the user makes the extension speed of the gauge main body image 54 b slower by changing the posture of the controller 23 . If the extension speed of the gauge main body image 54 b is made slower, the user can more easily release the depression of the shoot button at the time at which the force with which the player character 46 kicks the ball 47 becomes the desired force. Therefore, with the above-mentioned configuration, operability can be improved for the user.
  • the first control section 63 controls the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 . Further, the second control section 64 causes the gauge main body image 54 b to extend based on the extension speed of the gauge main body image 54 b.
  • the contraction speed of the gauge main body image 54 b may be controlled based on the posture of the controller 23 .
  • the first control section 63 controls the contraction speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62 .
  • the second control section 64 causes the gauge main body image 54 b to be contracted based on the contraction speed of the gauge main body image 54 b.
  • the maximum length (or the minimum length, the extension speed, or the contraction speed) of the gauge main body image 54 b may be controlled based on the movement (see FIG. 6 ) of the controller 23 .
  • the game executed on the game device 10 is not limited to the game in which the three-dimensional game space constituted by three coordinate elements is displayed on the game screen 50 .
  • the game executed on the game device 10 may be a game in which a two-dimensional game space constituted by two coordinate elements is displayed on the game screen 50 .
  • the game executed on the game device 10 is not limited to the soccer game.
  • the game executed on the game device 10 may be a sports game other than the soccer game (for example, a basketball game, an ice hockey game, an American football game, a baseball game, a golf game, or the like).
  • the game device 10 may be configured by integrating a game device main body and the operation means (controller) like, for example, a portable game machine.

Abstract

To provide a game device capable of improving operability of operation means. First acquisition means (61) acquires information regarding an operation state of an operation member included in the operation means. Second acquisition means (62) acquires information regarding a change in position or posture of the operation means. First control means (63) causes an operation target to perform a first action based on a result acquired by the first acquisition means (61). Second control means (64) causes the operation target to perform a second action based on a result acquired by the second acquisition means (62).

Description

    TECHNICAL FIELD
  • The present invention relates to a game device, a method of controlling a game device, a program, and an information storage medium.
  • BACKGROUND ART
  • For example, there is known a game device for executing a game configured such that a user operates an operation target by using operation means. Further, for example, there is known a game device for executing a game configured such that a user operates a first operation target and a second operation target. Further, for example, there is known a game device configured to display, on a game screen, a gauge which extends or contracts based on a user's operation, and to execute game processing based on the length of the gauge obtained when the user performs a predetermined operation.
  • PRIOR ART DOCUMENT Patent Document
    • Patent Document 1: JP 2007-259989 A
    DISCLOSURE OF THE INVENTION Problems to be Solved by the Invention
  • For such game devices as described above, it is necessary to improve the operability of the operation means.
  • The present invention has been made in view of the above-mentioned problem, and an object thereof is to provide a game device, a method of controlling a game device, a program, and an information storage medium, which are capable of improving operability of operation means.
  • Means for Solving the Problems
  • In order to solve the above-mentioned problem, a game device according to the present invention includes: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
  • Further, a method of controlling a game device according to the present invention includes: a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means; a second acquisition step of acquiring information regarding a change in position or posture of the operation means; a first control step of causing an operation target to perform a first action based on a result acquired in the first acquisition step; and a second control step of causing the operation target to perform a second action based on a result acquired in the second acquisition step.
  • Further, a program according to the present invention causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
  • Further, an information storage medium according to the present invention is a computer-readable information storage medium storing the above-mentioned program.
  • According to the present invention, it is possible to improve the operability of the operation means in a game configured such that the user operates the operation target.
  • In one aspect of the present invention, the first control means may set a direction related to the first action to a direction obtained based on the operation state of the operation member. The second control means may set a direction related to the second action to a direction obtained based on the change in the position or the posture of the operation means.
  • Further, a game device according to the present invention includes: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
  • Further, a method of controlling a game device according to the present invention includes: a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means; a second acquisition step of acquiring information regarding a change in position or posture of the operation means; a first control step of controlling a position or a posture of a first operation target based on a result acquired in the first acquisition step; and a second control step of controlling a position or a posture of a second operation target based on a result acquired in the second acquisition step.
  • Further, a program according to the present invention causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: first acquisition means for acquiring information regarding an operation state of an operation member included in operation means; second acquisition means for acquiring information regarding a change in position or posture of the operation means; first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
  • Further, an information storage medium according to the present invention is a computer-readable information storage medium storing the above-mentioned program.
  • According to the present invention, it is possible to improve the operability of the operation means in a game configured such that the user operates the first operation target and the second operation target.
  • Further, in one aspect of the present invention, the first control means may set a direction related to the first operation target to a direction obtained based on the operation state of the operation member. The second control means may set a direction related to the second operation target to a direction obtained based on the change in the position or the posture of the operation means.
  • Further, a game device according to the present invention includes: display control means for causing display means to display a gauge; acquisition means for acquiring information regarding a change in position or posture of operation means; first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means; second control means for extending or contracting the gauge based on a result of the control by the first control means; and game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • Further, a method of controlling a game device according to the present invention includes: a display control step of causing display means to display a gauge; an acquisition step of acquiring information regarding a change in position or posture of operation means; a first control step of controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired in the acquisition step; a second control step of extending or contracting the gauge based on a result of the control in the first control step; and a game processing execution step of executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • Further, a program according to the present invention causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as: display control means for causing display means to display a gauge; acquisition means for acquiring information regarding a change in position or posture of operation means; first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means; second control means for extending or contracting the gauge based on a result of the control by the first control means; and game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
  • Further, an information storage medium according to the present invention is a computer-readable information storage medium storing the above-mentioned program.
  • According to the present invention, it is possible to improve the operability of the operation means of the game device configured to display, on a game screen, the gauge which extends or contracts based on a user's operation, and execute the game processing based on the length of the gauge obtained in the case where the user performs the predetermined operation.
  • Further, in one aspect of the present invention, the first control means may include: means for controlling the maximum length of the gauge or the minimum length of the gauge based on the result acquired by the acquisition means; and means for controlling the extension speed or the contraction speed of the gauge based on the result acquired by the acquisition means. The first control means may control the extension speed or the contraction speed of the gauge such that the extension speed or the contraction speed of the gauge becomes slower as a difference between the maximum length of the gauge and the minimum length of the gauge becomes larger.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 A diagram illustrating a hardware configuration of a game device according to embodiments of the present invention.
  • FIG. 2 A diagram illustrating an example of an operation input unit.
  • FIG. 3 A diagram illustrating an example of a controller.
  • FIG. 4 A diagram illustrating an example of a game space.
  • FIG. 5 A diagram illustrating an example of a game screen.
  • FIG. 6 A diagram for describing an operation method for a soccer game.
  • FIG. 7 A functional block diagram of the game device according to the embodiments of the present invention.
  • FIG. 8 A flow chart illustrating processing executed by the game device.
  • FIG. 9 A flow chart illustrating the processing executed by the game device.
  • FIG. 10 A diagram illustrating an example of a change in posture of the controller.
  • FIG. 11 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 12 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 13 A diagram illustrating an example of the change in posture of the controller.
  • FIG. 14 A flow chart illustrating processing executed by the game device.
  • FIG. 15 A diagram illustrating an example of the game screen.
  • FIG. 16 A flow chart illustrating processing executed by the game device.
  • FIG. 17 A diagram for describing a method of acquiring a numerical value indicating a degree of tilt of the controller.
  • BEST MODE FOR CARRYING OUT THE INVENTION First Embodiment
  • Hereinafter, detailed description is given of a first embodiment of the present invention with reference to the drawings. A game device according to the first embodiment is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Here, description is given of a case where the game device according to the first embodiment is implemented by a consumer game machine.
  • FIG. 1 illustrates a hardware configuration of the game device according to the first embodiment. As illustrated in FIG. 1, a game device 10 includes a consumer game machine 11, a monitor 30, a speaker 31, an optical disc 32, and a memory card 33. The monitor 30 and the speaker 31 are connected to the consumer game machine 11. For example, a household television set is used as the monitor 30, and a speaker built into the household television set is used as the speaker 31. The optical disc 32 and the memory card 33 are information storage media, and are mounted to the consumer game machine 11.
  • The consumer game machine 11 is a well-known computer game system. The consumer game machine 11 includes a bus 12, a microprocessor 13 (control unit), a main memory 14, an image processing unit 15, an audio processing unit 16, an optical disc drive 17, a memory card slot 18, a communication interface (I/F) 19, a controller interface (I/F) 20, and an operation input unit 21. The constitutional components other than the operation input unit 21 are accommodated in a casing of the consumer game machine 11.
  • The bus 12 is provided for exchanging addresses and data among the units of the consumer game machine 11. The microprocessor 13, the main memory 14, the image processing unit 15, the audio processing unit 16, the optical disc drive 17, the memory card slot 18, the communication interface 19, and the controller interface 20 are connected via the bus 12 so as to communicate data with one another.
  • The microprocessor 13 executes control processing of the individual units of the consumer game machine 11 and various kinds of information processing based on an operating system stored in a ROM (not shown) and a program read from the optical disc 32 or the memory card 33. The main memory 14 includes, for example, a RAM. The program or data read from the optical disc 32 or the memory card 33 are written into the main memory 14 if necessary. The main memory 14 is also used as a working memory of the microprocessor 13.
  • The image processing unit 15 includes a VRAM, and renders a game screen in the VRAM, based on image data sent from the microprocessor 13. Then, the image processing unit 15 converts the game screen into video signals and outputs the video signals to the monitor 30 at a predetermined time. The audio processing unit 16 includes a sound buffer and outputs, from the speaker 31, the various kinds of sound data (game music, game sound effects, messages, and the like) read from the optical disc 32 to the sound buffer.
  • The optical disc drive 17 reads the program or data recorded on the optical disc 32. In this case, the optical disc 32 is used for supplying the program or data to the consumer game machine 11, but any other information storage media such as the memory card 33 may also be used. Further, the program or data may also be supplied to the consumer game machine 11 from a remote location 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 a nonvolatile memory (for example, EEPROM), and stores various kinds of game data such as saved data. The communication interface 19 is an interface for communicative connection to the data communication network such as the Internet.
  • The controller interface 20 is an interface for wireless connection of a plurality of controllers 23. It is possible to use, for example, an interface conforming to the Bluetooth (registered trademark) interface standards as the controller interface 20. Note that the controller interface 20 may be an interface for wired connection of the controller 23.
  • The operation input unit 21 is used for allowing a user to perform an operation input. The operation input unit 21 includes a light emitting unit 22 and one or a plurality of controllers 23. FIG. 2 illustrates an example of the operation input unit 21, and FIG. 3 illustrates an example of the controller 23.
  • As illustrated in FIG. 2, the light emitting unit 22 includes a plurality of light sources and is disposed on top of the monitor 30. In the example illustrated in FIG. 2, the light emitting portion 22 is provided with light sources 34 a and 34 b on both end portions thereof. Note that the light emitting unit 22 may be disposed under the monitor 30.
  • The controller 23 has a substantially rectangular parallelepiped shape, and a front surface 23 a of the controller 23 is provided with a direction button 27 and buttons 28 a, 28 b, and 28 c. The direction button 27 has a cross-like shape, and is used generally for specifying directions. The buttons 28 a, 28 b, and 28 c are used for various kinds of game operations.
  • Further, the controller 23 includes an image pickup unit 24 and a photographed image analysis unit 25. The image pickup unit 24 is, for example, an image pickup element like a CCD, and is provided to a front end portion 23 b (one side surface) of the controller 23. The photographed image analysis unit 25 is, for example, a microprocessor, and is built into the controller 23. When the user aims the front end portion 23 b of the controller 23 toward the monitor 30, the light sources 34 a and 34 b are reflected on the photographed image of the image pickup unit 24. The photographed image analysis unit 25 analyzes the positions of the light sources 34 a and 34 b reflected on the photographed image of the image pickup unit 24, and acquires, for example, a relative position of the controller 23 with respect to a predetermined reference position 35, and a tilt angle of the controller 23 with respect to a straight line connecting the light source 34 a and the light source 34 b. The game device 10 stores information on the positional relation between the reference position 35 and the game screen displayed on the monitor 30, and based on this information and results of the analysis by the photographed image analysis unit 25, a position pointed at by the front end portion 23 b of the controller 23 is acquired. Hence, the operation input unit 21 is used as a pointing device for allowing the user to point at a position on the game screen displayed on the monitor 30.
  • In addition, the controller 23 includes an acceleration sensor 26. The acceleration sensor 26 is, for example, a three-axis acceleration sensor for detecting accelerations in an X-axis direction, a Y-axis direction, and a Z-axis direction, which are orthogonal to one another. In this embodiment, as illustrated in FIG. 3, the X-axis direction corresponds to a shorter direction of the controller 23, and the Z-axis direction corresponds to a longer direction of the controller 23. Further, the Y-axis direction corresponds to a normal direction of the front surface 23 a of the controller 23. By using a detection result of the acceleration sensor 26, it is possible to determine a change in position and posture of the controller 23.
  • An operation signal indicating a state of the controller 23 is transmitted every predetermined cycle (for example, every 1/60th of a second) from the controller 23 to the microprocessor 13 via the controller interface 20. The operation signal includes, for example, identification information for identifying the controller 23, information indicating the results of the analysis by the photographed image analysis unit 25, information indicating the detection result of the acceleration sensor 26, and information indicating depressed states of the direction button 27 and the buttons 28 a, 28 b, and 28 c. The microprocessor 13 determines whether or not the direction button 27 and the buttons 28 a, 28 b, and 28 c of the controller 23 are depressed, the position pointed at by the front end portion 23 b of the controller 23, and the changes in position and posture of the controller 23, based on the operation signal supplied from the controller 23.
  • In the game device 10, for example, a soccer game simulating a soccer match between a team A and a team B is executed. The soccer game is implemented by executing a program read from the optical disc 32. Hereinbelow, description is given of a case where the team A is operated by the user and the team B is operated by a computer (microprocessor 13). Note that the team B may be operated by another user.
  • A game space is built in the main memory 14 so as to display the game screen of the soccer game. FIG. 4 is a diagram illustrating an example of the game space. The game space illustrated in FIG. 4 is a virtual three-dimensional space 40 constituted by three coordinate elements (Xw, Yw, and Zw). As illustrated in FIG. 4, a field 41, which is an object representing a soccer field, is disposed in the virtual three-dimensional space 40. On the field 41, for example, goal lines 42 and touchlines 43 are shown. The soccer match is played within a pitch 44, which is an area surrounded by the two goal lines 42 and the two touchlines 43. Further, goals 45, which are each an object representing a goal, a player character 46, which is an object representing a soccer player, and a ball 47, which is an object representing a soccer ball, are disposed on the field 41.
  • One of the goals 45 is associated with the team A, and the other one of the goals 45 is associated with the team B. When the ball 47 has moved into the goal 45 associated with one of the teams, a scoring event occurs for the other one of the teams.
  • Though omitted in FIG. 4, eleven player characters 46 belonging to the team A and eleven player characters 46 belonging to the team B are disposed on the field 41. Any one of the player characters 46 belonging to the team A is set as a user's operation target, and the player character 46 set as the user's operation target acts in accordance with an operation performed by the user. On the other hand, of the player characters 46 belonging to the team A, player characters 46 which are not set as the user's operation target act in accordance with an operation of the computer. Further, the player characters 46 belonging to the team B also act in accordance with an operation of the computer.
  • When the player character 46 and the ball 47 have become close to each other, the player character 46 and the ball 47 become associated with each other under a predetermined condition. In this case, the moving action of the player character 46 becomes a dribbling action. Hereinbelow, a state in which the ball 47 is associated with the player character 46 is expressed by a phrase “the player character 46 is in possession of the ball 47”.
  • A virtual camera 48 is set in the virtual three-dimensional space 40. The game screen showing a scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is displayed on the monitor 30. For example, in order for the ball 47 to be always displayed on the game screen, the virtual camera 48 moves within the virtual three-dimensional space 40 based on the movement of the ball 47.
  • FIG. 5 illustrates an example of a game screen 50. As illustrated in FIG. 5, an image showing a scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is displayed on the game screen 50. Note that in FIG. 5, player characters 46 a, 46 b, 46 c, and 46 d are player characters 46 belonging to the team A, and a player character 46 e is a player character 46 belonging to the team B.
  • As illustrated in FIG. 5, an elapsed time image 51 indicating a time period which has elapsed since start of the match, a score image 52 indicating a scoring status between the teams, a cursor image 53, and a gauge image 54 are displayed on the game screen 50. The cursor image 53 serves to indicate the player character 46 set as the user's operation target, and FIG. 5 illustrates a state in which the user is operating the player character 46 a. The gauge image 54 is displayed, for example, in the case where the user has depressed a shoot button of the controller 23 (for example, button 28 b). Details of the gauge image 54 are described later.
  • Here, description is given of an operation method for the soccer game. FIG. 6 is a diagram for describing the operation method for the soccer game. In this soccer game, the user does not play the game by aiming the front end portion 23 b of the controller 23 toward the monitor 30 as illustrated in FIG. 2. Instead, as illustrated in FIG. 6, the user plays the game by holding the controller 23 so as to make a negative Y-axis direction substantially coincide with a gravitational direction, while holding a front end portion 23 b side of the controller 23 with their left hand, and a rear end portion 23 c side, which is the opposite side to the front end portion 23 b, with their right hand.
  • First, description is given of an operation performed for causing the player character 46 to move. When the user causes the player character 46 to move, the user uses the direction button 27 to specify the moving direction of the player character 46. When the direction button 27 has been depressed, the player character 46 moves in a direction corresponding to the depressed state of the direction button 27.
  • Next, description is given of an operation performed for causing the player character 46 to perform a pass action. When the user causes the player character 46 to perform the pass action, the user first depresses a pass button (for example, button 28 c). After that, while keeping the pass button depressed, the user specifies a pass direction by moving the controller 23 in a direction corresponding to a desired pass direction (in other words, a direction in which a desired pass target player is located).
  • For example, the user specifies the pass direction by moving the controller 23 in a direction indicated by an arrow A1, A2, A3, A4, A5, A6, A7, or A8 of FIG. 6. For example, if the user wishes to cause the player character 46 a to perform the pass action toward the player character 46 b in the game screen 50 illustrated in FIG. 5, the user moves the controller 23 in a direction (direction indicated by the arrow A1) corresponding to a direction from the player character 46 a to the player character 46 b. Further, for example, if the user wishes to cause the player character 46 a to perform the pass action toward the player character 46 c in the game screen 50 illustrated in FIG. 5, the user moves the controller 23 in a direction (direction indicated by the arrow A7) corresponding to a direction from the player character 46 a to the player character 46 c.
  • After specifying the desired pass direction, the user releases the depression of the pass button. If the depression of the pass button is released, a pass is executed in the direction specified by the user. Note that if the user does not specify the pass direction, a pass is executed in a front direction of the player character 46.
  • As described above, in the first embodiment, the moving direction of the player character 46 is specified by using the direction button 27, and the pass direction of the player character is specified by moving the controller 23 in a direction corresponding to the desired pass direction.
  • By the way, in a case where both the moving direction and the pass direction of the player character 46 are specified by using the direction button 27, it is difficult to perform an operation which, while causing the player character 46 to move in a first direction, causes the player character 46 to perform the pass action in a second direction. In this respect, the first embodiment allows the user to perform such an operation relatively easily.
  • Note that as a mode for allowing the user to perform such an operation as described above, the following mode is also conceivable. That is, the direction button 27 is used for specifying the moving direction of the player character 46, and an operation member (for example, operation lever) other than the direction button 27 is used for specifying the pass direction of the player character 46. However, if this mode is adopted, in order to cause the player character 46 to perform the pass action in the second direction while causing the player character 46 to move in the first direction, the user needs to specify two different directions (first and second directions) by using two different operation members. Such an operation is difficult for the user (particularly, low skilled user) to perform. In this respect, according to the first embodiment, the course of a pass can be specified by the movement of the controller 23 itself, and hence the user can easily perform the operation which, while causing the player character 46 to move in the first direction, causes the player character 46 to perform the pass action in the second direction.
  • Next, description is given of an operation performed for causing the player character 46 to perform a shoot action. When the user causes the player character 46 to perform the shoot action, the user first depresses the shoot button. If the shoot button is depressed, the gauge image 54 is displayed on the game screen 50. As illustrated in FIG. 5, the gauge image 54 includes a frame image 54 a having a rectangular shape, and a gauge main body image 54 b, which is left-aligned in the frame image 54 a, and extends autonomously. In the case where the shoot button is depressed, at first, a right edge of the gauge main body image 54 b coincides with a left edge of the frame image 54 a, and hence the length of the gauge main body image 54 b is zero. While the shoot button is kept depressed, the gauge main body image 54 b extends in a rightward direction at a constant speed with a lapse of time. The gauge main body image 54 b extends until the right edge of the gauge main body image 54 b reaches a right edge of the frame image 54 a.
  • If the user has released the depression of the shoot button, based on the length of the gauge main body image 54 b at that time, a force with which the ball 47 is kicked in the shoot action is determined. Then, the shoot action is performed based on the determined force. The user can adjust the force with which the ball 47 is kicked in the shoot action by adjusting a time at which the depression of the shoot button is released while referring to the gauge image 54.
  • FIG. 7 is a functional block diagram mainly illustrating, of functions implemented on the game device 10, functions relevant to the present invention. As illustrated in FIG. 7, the game device 10 includes a game situation data storage section 60, an operation member information acquiring section 61 (first acquisition means), a position/posture information acquiring section 62 (second acquisition means), a first control section 63, a second control section 64, and a display control section 65. The game situation data storage section 60 is implemented by, for example, the main memory 14, and the other functional blocks are implemented by, for example, the microprocessor 13 executing the program.
  • The game situation data storage section 60 stores game situation data indicating a current situation of the game. For example, the following items of data are stored in the game situation data storage section 60:
  • (1) data indicating the elapsed time;
    (2) data indicating the scoring status;
    (3) data indicating the state of each player character 46 (for example, position, posture, moving direction/speed, etc.);
    (4) data indicating the state of the ball 47 (for example, position, moving direction/speed, etc.);
    (5) data indicating the player character 46 which is being operated by the user;
    (6) data indicating the player character 46 which is in possession of the ball 47;
    (7) data indicating the state of the virtual camera 48 (for example, position, line of sight 48 a, field angle, etc.); and
    (8) data indicating a display state of the gauge image 54.
  • Note that, the data indicating the display state of the gauge image 54 includes data indicating whether or not the gauge image 54 is being displayed and numerical data indicating a current length of the gauge main body image 54 b.
  • The operation member information acquiring section 61 acquires operation member information, which relates to an operation state of an operation member included in operation means. In this embodiment, the operation member information acquiring section 61 acquires information indicating the depressed state of the direction button 27 of the controller 23. Note that in a case where the operation lever (operation stick) is included in the controller 23, the operation member information acquiring section 61 may acquire information indicating a tilt state (tilt direction) of the operation lever.
  • The position/posture information acquiring section 62 acquires position/posture information, which relates to a change in position or posture of the operation means. In this embodiment, the position/posture information acquiring section 62 acquires information indicating the detection result of the acceleration sensor 26 as the information on a change in position or posture of the controller 23.
  • The first control section 63 causes the operation target to perform a first action based on a result acquired by the operation member information acquiring section 61. For example, a direction related to the first action of the operation target is set based on the result acquired by the operation member information acquiring section 61. In this embodiment, the player character 46 set as the user's operation target corresponds to the “operation target”, and the moving action (dribbling action) corresponds to the “first action”. In this embodiment, the moving direction of the player character 46 set as the user's operation target is set to a direction obtained based on the result acquired by the operation member information acquiring section 61.
  • The second control section 64 causes the operation target to perform a second action based on the result acquired by the position/posture information acquiring section 62. For example, a direction related to the second action of the operation target is set based on the result acquired by the position/posture information acquiring section 62. In this embodiment, the player character 46 set as the user's operation target corresponds to the “operation target”, and the pass action, which is an action other than the moving action, corresponds to the “second action”. In this embodiment, the pass direction of the player character 46 set as the user's operation target is set to a direction obtained based on the result acquired by the position/posture information acquiring section 62.
  • The display control section 65 generates the game screen 50 based on contents stored in the game situation data storage section 60, and displays the game screen 50 on the monitor 30.
  • Description is now given of processing executed by the game device 10 to implement the functional blocks described above. FIGS. 8 and 9 are flow charts illustrating processing executed by the game device 10 at predetermined time intervals (for example, 1/60th of a second). The microprocessor 13 executes the processing illustrated in FIGS. 8 and 9 according to the program stored on the optical disc 32.
  • As illustrated in FIG. 8, the microprocessor 13 determines whether or not the player character 46 set as the user's operation target (hereinafter, referred to as “player character X”) is in possession of the ball 47 (S101). If the player character X is in possession of the ball 47, the microprocessor 13 updates the position and orientation of the player character X based on the depressed state of the direction button 27 (S102). For example, the moving direction of the player character X is updated to a direction corresponding to the depressed state of the direction button 27. Further, the position of the player character X is updated to a position obtained by moving the player character X from a current position in the moving direction by a distance determined based on the moving speed. Note that the position of the ball 47 is also updated based on the depressed state of the direction button 27 so that the player character X performs the dribbling action.
  • After that, the microprocessor 13 determines whether or not the pass button is depressed (S103). If the pass button is depressed, the microprocessor 13 stores the detection result of the acceleration sensor 26 in the main memory 14 (S104). With the execution of this processing, the detection result of the acceleration sensor 26, which is obtained while the user is depressing the pass button, is stored in the main memory 14.
  • Further, the microprocessor 13 determines whether or not the depression of the pass button has been released (S105). If the depression of the pass button has been released, the microprocessor 13 reads, from the main memory 14, the detection result of the acceleration sensor 26 obtained while the pass button is depressed, and then determines the pass direction based on the detection result (S106). For example, an acceleration vector which has occurred in the controller 23 while the pass button is depressed is acquired based on the read detection result of the acceleration sensor 26. Then, the pass direction is determined based on a direction indicated by the acquired acceleration vector. For example, data associating the direction of the acceleration vector and a direction in the virtual three-dimensional space 40 with each other is read from the optical disc 32. Then, based on this data, it is determined which direction in the virtual three-dimensional space 40 corresponds to the direction of the acquired acceleration vector, and then the direction thus determined is acquired as the pass direction. Note that if a player character 46 (herein referred to as “player character Y”) belonging to the team A other than the player character X is positioned in the direction in the virtual three-dimensional space 40 corresponding to the direction of the acquired acceleration vector, the pass direction may be determined based on the position of the player character Y. For example, a direction from the current position of the player character X toward the current position of the player character Y may be determined as the pass direction. Alternatively, a direction from the current position of the player character X toward a future position of the player character Y estimated based on the current position of the player character Y may be determined as the pass direction.
  • After the pass direction is determined, the microprocessor 13 causes the player character X to start the pass action (S107). For example, motion data of the pass action is read from the optical disc 32 to update the posture of the player character X based on the motion data. Further, the moving direction of the ball 47 is updated to the pass direction determined in S106, and an update of the position of the ball 47 is started so that the ball 47 moves in the moving direction.
  • Further, as illustrated in FIG. 9, the microprocessor 13 determines whether or not the shoot button is depressed (S108). If the shoot button is depressed, the microprocessor 13 displays (updates) the gauge image 54 (S109). While the shoot button is depressed, the microprocessor 13 increases a numerical value (hereinafter, referred to as “gauge value”) stored in the main memory 14 from an initial value (for example, 0) with a lapse of time. In addition, while the shoot button is depressed, the microprocessor 13 extends the gauge main body image 54 b as the gauge value is increased. Specifically, the length of the gauge main body image 54 b is updated to the length corresponding to the gauge value.
  • Further, the microprocessor 13 determines whether or not the depression of the shoot button has been released (S110). If the depression of the shoot button has been released, the microprocessor 13 causes the player character X to start the shoot action (S111). For example, motion data of the shoot action is read from the optical disc 32 to update the posture of the player character X based on the motion data. Further, the force with which the player character X kicks the ball 47 is set based on the gauge value obtained when the depression of the shoot button was released. Specifically, a force vector (or acceleration vector) to be applied to the ball 47 is set based on the gauge value obtained when the depression of the shoot button was released, and the depressed state of the direction button 27 obtained when the depression of the shoot button was released. For example, the magnitude of the force vector is set based on the gauge value obtained when the depression of the shoot button was released, and the direction of the force vector is set based on the depressed state of the direction button 27 obtained when the depression of the shoot button was released. Then, the update of the position of the ball 47 is started based on the force vector.
  • Further, the microprocessor 13 updates the states of the player characters 46 other than the player character X (S112). For example, the states of the player characters 46 other than the player character X are updated in such a manner that the player characters 46 other than the player character X behave in accordance with a behavior algorithm.
  • On the other hand, if it is determined in S101 that the player character X is not in possession of the ball 47, as illustrated in FIG. 8, the microprocessor 13 updates the position and orientation of the player character X based on the depressed state of the direction button 27 (S113). Further, the microprocessor 13 updates the states of the player characters 46 other than the player character X and the state of the ball 47 (S114). For example, the states of the player characters 46 other than the player character X are updated in such a manner that the player characters 46 other than the player character X behave in accordance with the behavior algorithm. Further, for example, if a player character 46 other than the player character X is in possession of the ball 47, the state of the ball 47 is updated based on the action of that player character 46.
  • In the case where the processing of from S101 to S114 has been executed, the microprocessor 13 updates the game screen 50 (S115). For example, the state (for example, position, line of sight 48 a, field angle, etc.) of the virtual camera 48 is updated based on the state (for example, position, etc.) of the ball 47. After that, an image showing the scene of the virtual three-dimensional space 40 viewed from the virtual camera 48 is generated in the VRAM. In addition, the elapsed time image 51, the score image 52, and the cursor image 53 are rendered in a superimposing manner on the image formed in the VRAM. Further, if the shoot button is depressed, the gauge image 54 is rendered in a superimposing manner as well. The image thus generated in the VRAM is displayed on the monitor 30 as the game screen 50.
  • As described above, in the game device 10 according to the first embodiment, the moving direction of the player character 46 is specified by using the direction button 27, and the pass direction of the player character 46 is specified by moving the controller 23 in the direction corresponding to the desired pass direction. The game device 10 according to the first embodiment allows the user to, for example, perform such an operation relatively easily that, while causing the player character 46 to move in the first direction, causes the player character 46 to perform the pass action in the second direction.
  • Description is now given of modification examples of the first embodiment.
  • Modification Example 1-1
  • The second control section 64 may set the pass direction of the player character 46 set as the user's operation target, based on a change in posture of the controller 23. In this case, the user can specify the pass direction by changing the posture of the controller 23.
  • FIGS. 10, 11, and 12 are diagrams each illustrating an example of the change in posture of the controller 23. For example, the pass direction may be specified by the user tilting the controller 23 toward themselves as indicated by an arrow A9 of FIG. 10 or by tilting the controller 23 away from the user themselves as indicated by an arrow A10 of FIG. 10. Further, for example, the pass direction may be specified by lifting the right-hand side (rear end portion 23 c side) of the controller 23 upward as indicated by an arrow A11 of FIG. 11, or lifting the left-hand side (front end portion 23 b side) of the controller 23 upward as indicated by an arrow A12 of FIG. 12.
  • For example, in the game screen 50 illustrated in FIG. 5, if the user tilts the controller 23 away from themselves as indicated by the arrow A10 of FIG. 10, the player character 46 a may perform the pass action toward the player character 46 b positioned in an upward direction of the player character 46 a. Further, for example, in the game screen 50 illustrated in FIG. 5, if the user lifts the right-hand side (rear end portion 23 c side) of the controller 23 upward as indicated by the arrow A11 of FIG. 11, the player character 46 a may perform the pass action toward the player character 46 c positioned in a leftward direction of the player character 46 a. Further, for example, in the game screen 50 illustrated in FIG. 5, if the user tilts the controller 23 toward themselves as indicated by the arrow A9 of FIG. 10, and at the same time, lifts the left-hand side (front end portion 23 b side) of the controller 23 upward as indicated by the arrow A12 of FIG. 12, the player character 46 a may perform the pass action toward the player character 46 d positioned in a right downward direction of the player character 46 a.
  • Note that the change in posture of the controller 23 is not limited to the examples illustrated in FIGS. 10 to 12. FIG. 13 is a diagram illustrating another example of the change in posture of the controller 23. For example, the pass direction may be specified by pushing the right-hand side (rear end portion 23 c side) of the controller 23 forward as indicated by an arrow A13 of FIG. 13 or pulling the right-hand side of the controller 23 toward themselves as indicated by an arrow A14 of FIG. 13. Similarly, the pass direction may be specified by pushing the left-hand side (front end portion 23 b side) of the controller 23 forward or pulling the left-hand side of the controller 23 toward themselves. For example, in the game screen 50 illustrated in FIG. 5, if the user pulls the right-hand side of the controller 23 toward themselves as indicated by the arrow A14 of FIG. 13, the player character 46 a may perform the pass action toward the player character 46 d positioned in the right downward direction of the player character 46 a.
  • Modification Example 1-2
  • The first control section 63 may set the pass direction of the player character 46 set as the user's operation target, based on the result acquired by the operation member information acquiring section 61. Further, the second control section 64 may set the moving direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62. In this case, 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 specifies the pass direction of the player character 46 by operating the direction button 27.
  • Modification Example 1-3
  • The second control section 64 may set a shot direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62. In this case, the user can specify the shot direction by moving the controller 23 in the direction corresponding to the desired shot direction.
  • Second Embodiment
  • A second embodiment of the present invention has a feature in that the movement of the virtual camera 48 is controlled based on a change in position or posture of the controller 23. In other words, the second embodiment has a feature in that the user can move the virtual camera 48 arbitrarily by changing the position or posture of the controller 23. Hereinafter, the second embodiment is described in detail.
  • A game device according to the second embodiment is also implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Here, description is given of a case where the game device according to the second embodiment is implemented by a consumer game machine.
  • A game device 10 according to the second embodiment also has the hardware configuration illustrated in FIG. 1. Further, for example, a soccer game simulating a soccer match between the team A and the team B is executed in the game device 10 according to the second embodiment, too. Specifically, for example, the game screen 50 as illustrated in FIG. 5 is displayed on the monitor 30, and the virtual three-dimensional space 40 (game space) as illustrated in FIG. 4 is built in the main memory 14 so as to display the game screen 50. Further, as illustrated in FIG. 6, the user plays the game by holding the front end portion 23 b side and the rear end portion 23 c side of the controller 23 with the respective hands while making the negative Y-axis direction substantially coincide with the gravitational direction.
  • As described above, in the second embodiment, the user can move the virtual camera 48 arbitrarily by changing the position or posture of the controller 23. Hereinafter, description is given of an operation for moving the virtual camera 48.
  • When the user moves the virtual camera 48, the user first depresses a predetermined button (for example, button 28 a). After that, the user specifies the moving direction of the virtual camera 48 by moving the controller 23 in a direction corresponding to a desired moving direction while keeping the predetermined button depressed. For example, the user specifies the moving direction of the virtual camera 48 by moving the controller 23 in any of directions indicated by the arrows A1 to A8 of FIG. 6. For example, if the user wishes to move the virtual camera 48 in a positive Xw-axis direction, the user moves the controller 23 in a direction (direction indicated by the arrow A3) corresponding to the positive Xw-axis direction. Further, for example, if the user wishes to move the virtual camera 48 in a positive Zw-axis direction, the user moves the controller 23 in a direction (direction indicated by the arrow A1) corresponding to the positive Zw-axis direction.
  • Note that similarly to the first embodiment, the user uses the direction button 27 to specify the moving direction of the player character 46 in the second embodiment, too.
  • In the second embodiment, the moving direction of the player character 46 is specified by using the direction button 27, and the moving direction of the virtual camera 48 is specified by moving the controller 23 in the direction corresponding to the desired moving direction. For example, in a case where the moving direction of the player character 46 and the moving direction of the virtual camera 48 are both specified by using the direction button 27, it is impossible to perform an operation which causes the player character 46 and the virtual camera 48 to move in different directions from each other. In this respect, according to the second embodiment, the user can perform such an operation. Further, according to the second embodiment, the user can perform the operation which causes the player character 46 and the virtual camera 48 to move in different directions from each other without operating two different operation members. Therefore, it is possible to perform such an operation as described above with relative ease.
  • Here, description is given of functions implemented by the game device 10 according to the second embodiment. The game device 10 according to the second embodiment includes the functional blocks illustrated in FIG. 7 as well. Specifically, the game device 10 according to the second embodiment also includes the game situation data storage section 60, the operation member information acquiring section 61 (first acquisition means), the position/posture information acquiring section 62 (second acquisition means), the first control section 63, the second control section 64, and the display control section 65. Particularly, in the second embodiment, operations of the first control section 63 and the second control section 64 are different from those of the first embodiment, and hence description is hereinbelow given of the operations of the first control section 63 and the second control section 64. Note that operations of the other functional blocks are the same as in the first embodiment, and description thereof is thus omitted.
  • The first control section 63 controls the position or posture of a first operation target based on a result acquired by the operation member information acquiring section 61. In this embodiment, the player character 46 set as the user's operation target corresponds to the “first operation target”. In this embodiment, the first control section 63 causes the player character 46 set as the user's operation target to move based on the result acquired by the operation member information acquiring section 61. More specifically, the orientation and moving direction of the player character 46 set as the user's operation target are set based on the result acquired by the operation member information acquiring section 61.
  • The second control section 64 controls the position or posture of a second operation target based on a result acquired by the position/posture information acquiring section 62. In this embodiment, the virtual camera 48 corresponds to the “second operation target”. In this embodiment, the second control section 64 causes the virtual camera 48 to move based on the result acquired by the position/posture information acquiring section 62. More specifically, the moving direction of the virtual camera 48 is set based on the result acquired by the position/posture information acquiring section 62.
  • Next, description is given of processing executed on the game device 10 according to the second embodiment. The processing illustrated in FIGS. 8 and 9 is executed in the game device 10 according to the second embodiment, too. Particularly, in the second embodiment, in order to update the position of the virtual camera 48, for example, processing as illustrated in FIG. 14 is executed in S115 of FIG. 9. Specifically, as illustrated in FIG. 14, the microprocessor 13 determines whether or not a predetermined button (for example, button 28 a) is depressed (S201). If the predetermined button is depressed, the microprocessor 13 updates the position of the virtual camera 48 based on a detection result of the acceleration sensor 26 (S202). For example, the acceleration vector of an acceleration, which has occurred in the controller 23 because the user moved the controller 23, is acquired based on the detection result of the acceleration sensor 26. Then, the position of the virtual camera 48 is updated to a position obtained by moving the virtual camera 48 from the current position by a predetermined distance in a direction corresponding to the direction of the acceleration vector (moving direction of the controller 23).
  • As described above, in the game device 10 according to the second embodiment, the user can specify the moving direction of the player character 46 by using the direction button 27, and specify the moving direction of the virtual camera 48 by moving the controller 23 in a direction corresponding to a desired moving direction. According to the game device 10 of the second embodiment, for example, the user can perform such an operation that causes the player character 46 and the virtual camera 48 to move in different directions with relative ease.
  • Description is now given of modification examples of the second embodiment.
  • Modification Example 2-1
  • The first control section 63 may set the moving direction of the virtual camera 48 based on the result acquired by the operation member information acquiring section 61, and the second control section 64 may set the moving direction of the player character 46 set as the user's operation target, based on the result acquired by the position/posture information acquiring section 62. In this case, 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 specifies the moving direction of the virtual camera 48 by using the direction button 27.
  • Modification Example 2-2
  • The second control section 64 may set the moving direction of the virtual camera 48 based on a change in posture of the controller 23. In this case, the user can specify the moving direction of the virtual camera 48 by changing the posture of the controller 23.
  • For example, the moving direction of the virtual camera 48 may be specified by the user tilting the controller 23 toward themselves as indicated by the arrow A9 of FIG. 10, or tilting the controller 23 away from themselves as indicated by the arrow A10 of FIG. 10. For example, if the controller 23 is tilted toward the user themselves as indicated by the arrow A9 of FIG. 10, the virtual camera 48 may move away from a point of regard (viewing point), thereby zooming out. Further, for example, if the controller 23 is tilted away from the user themselves as indicated by the arrow A10 of FIG. 10, the virtual camera 48 may move closer to the point of regard, thereby zooming in.
  • Further, for example, the moving direction of the virtual camera 48 may be specified by lifting the right-hand side (rear end portion 23 c side) of the controller 23 upward as indicated by the arrow A11 of FIG. 11, or lifting the left-hand side (front end portion 23 b side) of the controller 23 upward as indicated by the arrow A12 of FIG. 12. For example, if the right-hand side of the controller 23 is lifted upward as indicated by the arrow A11 of FIG. 11, the virtual camera 48 may move in a negative Xw-axis direction. Further, for example, if the left-hand side of the controller 23 is lifted upward as indicated by the arrow A12 of FIG. 12, the virtual camera 48 may move in the positive Xw-axis direction.
  • Further, for example, the moving direction of the virtual camera 48 may be specified by pushing forward the right-hand side (rear end portion 23 c side) of the controller 23 as indicated by the arrow A13 of FIG. 13, or pulling the right-hand side of the controller 23 toward the user themselves as indicated by the arrow A14 of FIG. 13. Similarly, the moving direction of the virtual camera 48 may be specified by pushing forward the left-hand side (front end portion 23 b side) of the controller 23 or pulling the left-hand side of the controller 23 toward the user themselves.
  • Modification Example 2-3
  • The second control section 64 may control the orientation (posture) of the virtual camera 48 based on the result acquired by the position/posture information acquiring section 62. For example, the second control section 64 may control the line of sight 48 a of the virtual camera 48 based on the result acquired by the position/posture information acquiring section 62. In this case, the user can specify the line of sight 48 a of the virtual camera 48 by moving the controller 23.
  • Modification Example 2-4
  • The first control section 63 may set the moving direction of a first player character 46 based on the result acquired by the operation member information acquiring section 61, and the second control section 64 may set the moving direction of a second player character 46 based on the result acquired by the position/posture information acquiring section 62. In this case, the user can specify the moving direction of the first player character 46 by using the direction button 27, and specify the moving direction of the second player character 46 by moving the controller 23 in a direction corresponding to the desired moving direction.
  • Third Embodiment
  • A third embodiment of the present invention has a feature in that a maximum length of the gauge main body image 54 b, which is displayed on the game screen 50 in the case where the shoot button has been depressed, is controlled based on a change in position or posture of the controller 23. In other words, the third embodiment has a feature in that the user can arbitrarily adjust the maximum length of the gauge main body image 54 b by changing the position or posture of the controller 23. Hereinbelow, the third embodiment is described in detail.
  • A game device according to the third embodiment is also implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Here, description is given of a case where the game device according to the third embodiment is implemented by a consumer game machine.
  • A game device 10 according to the third embodiment has the hardware configuration illustrated in FIG. 1 as well. Further, for example, there is executed a soccer game simulating a soccer match between the team A and the team B in the game device 10 according to the third embodiment, too. Specifically, for example, the game screen 50 as illustrated in FIG. 5 is displayed on the monitor 30, and the virtual three-dimensional space 40 (game space) as illustrated in FIG. 4 is built in the main memory 14 so as to display the game screen 50. Further, as illustrated in FIG. 6, the user plays the game by holding the front end portion 23 b side and the rear end portion 23 c side of the controller 23 with the respective hands.
  • As described above, in the third embodiment, the user can adjust the maximum length of the gauge main body image 54 b, which is displayed on the game screen 50 in the case where the shoot button has been depressed, by changing the position or posture of the controller 23. Hereinbelow, this point is described.
  • If the user causes the player character 46 to perform the shoot action, the user first depresses the shoot button. If the shoot button has been depressed, the gauge image 54 is displayed on the game screen 50. In the case where the display of the gauge image 54 is started, at first, the right edge of the gauge main body image 54 b coincides with the left edge of the frame image 54 a, and hence the length of the gauge main body image 54 b is zero.
  • While keeping the shoot button depressed, if the user tilts the controller 23, for example, toward themselves as indicated by the arrow A9 of FIG. 10, the length of the frame image 54 a, that is, the maximum length of the gauge main body image 54 b (lmax) is changed based on a degree of the tilt of the controller 23. More specifically, as the degree of the tilt of the controller 23 increases, the length of the frame image 54 a (the maximum length of the gauge main body image 54 b) becomes longer. FIG. 15 illustrates an example of the game screen 50 displayed in the case where the length of the frame image 54 a is changed.
  • While the shoot button is depressed, the gauge main body image 54 b extends at a constant speed until the right edge of the gauge main body image 54 b reaches the right edge of the frame image 54 a, that is, until the length of the gauge main body image 54 b reaches the maximum length.
  • If the user has released the depression of the shoot button, the player character 46 performs the shoot action. In this case, the force with which the player character 46 kicks the ball 47 is set based on the length of the gauge main body image 54 b obtained when the depression of the shoot button is released. Specifically, assuming that the length of the gauge main body image 54 b obtained when the depression of the shoot button is released is l, and that the maximum length of the gauge main body image 54 b is l max, the value of a parameter P relating to the force with which the ball 47 is kicked is calculated by P=l/l max. Then, the shoot action of the player character 46 is performed based on the value of the parameter P. Specifically, as the value of the parameter P becomes larger, the force with which the player character 46 kicks the ball 47 becomes larger.
  • As described above, in the third embodiment, the user can adjust the maximum length of the gauge main body image 54 b by changing the posture of the controller 23. Because the speed at which the gauge main body image 54 b extends is constant, as the maximum length of the gauge main body image 54 b becomes longer, a change amount per unit time (for example, 1/60th of a second) of the value “l/l max”, which is obtained when the gauge main body image 54 b extends, becomes smaller. As the change amount per unit time becomes smaller, the magnitude of the parameter P is adjusted more easily. In other words, the user can more easily release the depression of the shoot button at a time at which the value of the parameter P (P=l/l max) relating to the force with which the player character 46 kicks the ball 47 becomes a value corresponding to a desired force, that is, a time at which the force with which the player character 46 kicks the ball 47 becomes the desired force. Note that if the maximum length of the gauge main body image 54 b is short, the user also can give an instruction to kick a strong shot quickly because the parameter P reaches its maximum value in a short period of time.
  • Here, description is given of functions implemented by the game device 10 according to the third embodiment. The game device 10 according to the third embodiment also includes the functional blocks illustrated in FIG. 7. Specifically, the game device 10 according to the third embodiment also includes the game situation data storage section 60, the operation member information acquiring section 61, the position/posture information acquiring section 62 (acquisition means), the first control section 63, the second control section 64, and the display control section 65. Particularly, in the third embodiment, operations of the first control section 63 and the second control section 64 are different from those of the first embodiment, and hence description is hereinbelow given of the operations of the first control section 63 and the second control section 64. Note that operations of the other functional blocks are the same as in the first embodiment, and description thereof is thus omitted.
  • The first control section 63 controls the maximum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. The second control section 64 causes the gauge main body image 54 b to extend based on a result of the control by the first control section 63. Further, if a predetermined operation has been performed, the game device 10 (game processing execution means) according to the third embodiment executes game processing based on the length of the gauge main body image 54 b.
  • In this embodiment, if the user tilts the controller 23 toward themselves as indicated by the arrow A9 of FIG. 10 while depressing the shoot button, the first control section 63 sets the maximum length of the gauge main body image 54 b based on the degree of its tilt. For example, as the degree of the tilt of the controller 23 becomes larger, the maximum length of the gauge main body image 54 b is set longer. Further, if the user has depressed the shoot button, the second control section 64 starts extending the gauge main body image 54 b, and keeps extending the gauge main body image 54 b at a predetermined speed while the user keeps depressing the shoot button until the gauge main body image 54 b reaches the maximum length.
  • Next, description is given of processing executed by the game device 10 according to the third embodiment. FIG. 16 is a flow chart illustrating processing executed by the game device 10 in the case where the shoot button has been depressed.
  • As illustrated in FIG. 16, if the shoot button has been depressed, the microprocessor 13 initializes a variable 1 to a predetermined initial value (0), and initializes a variable lmax to a predetermined initial value (LMAX0) (S301). Further, the microprocessor 13 starts the display of the gauge image 54 (S302). In this case, the length of the frame image 54 a is set to a length corresponding to the variable l max, and the length of the gauge main body image 54 b is set to a length corresponding to the variable l.
  • After that, until the depression of the shoot button is released, processing (from S303 to S309) described below is repeatedly executed at predetermined time intervals (for example, 1/60th of a second).
  • Specifically, the microprocessor 13 determines whether or not the depression of the shoot button has been released (S303). If the depression of the shoot button has not been released, the microprocessor 13 adds a predetermined value ΔL to the value of the variable l (S304). If the value of the variable l becomes larger than the value of the variable l max, the value of the variable l is set to the value of the variable l max. Note that the predetermined value ΔL corresponds to an extension speed of the gauge main body image 54 b. As the value of the predetermined value ΔL becomes larger, the extension speed of the gauge main body image 54 b becomes faster.
  • Further, the microprocessor 13 determines whether or not the detection result of the acceleration sensor 26 is stable (S305). Specifically, it is determined whether or not a state in which there is almost no change in detection result of the acceleration sensor 26 has continued for a fixed period of time. The case where the state in which there is almost no change in detection result of the acceleration sensor 26 has continued for the fixed period of time refers to a state in which there is almost no change in position or posture of the controller 23. In this case, the acceleration sensor 26 detects only a gravitational acceleration.
  • If the detection result of the acceleration sensor 26 is stable, the microprocessor 13 acquires a numerical value indicating the degree of the tilt of the controller 23 based on the detection result of the acceleration sensor 26 (S306). In this embodiment, the above-mentioned numerical value is acquired on the premise that the acceleration sensor 26 detects only the gravitational acceleration. FIG. 17 is a diagram for describing a method of acquiring the numerical value indicating the degree of the tilt of the controller 23. Reference symbol Sa of FIG. 17 indicates a state in which the user is holding the controller 23 so as to make the negative Y-axis direction coincide with the gravitational direction G. Reference symbols Sb and Sc each indicate a state of the controller 23 in the case where the user tilts the controller 23 toward themselves as indicated by the arrow A9 of FIG. 10. In the state Sc, a negative Z-axis direction coincides with the gravitational direction G, and the degree of the tilt of the controller 23 is larger in the state Sc than in the state Sb. As illustrated in FIG. 17, as the degree of the tilt of the controller 23 becomes larger, an angle θ between a positive Z-axis direction and the gravitational direction G becomes larger. Therefore, in this embodiment, the angle θ between the positive Z-axis direction and the gravitational direction G is acquired as the numerical value indicating the degree of the tilt of the controller 23.
  • After the numerical value (θ) indicating the degree of the tilt of the controller 23 is acquired, the microprocessor 13 reads from the optical disc 32 data associating the numerical value (θ) and the maximum length (LMAX) of the gauge main body image 54 b with each other, to thereby acquire the maximum length (LMAX) of the gauge main body image 54 b which corresponds to the numerical value (θ) acquired in S306 (S307). Then, the microprocessor 13 updates the value of the variable l max to the maximum length (LMAX) acquired in S307 (S308).
  • After that, the microprocessor 13 updates the game screen 50 (gauge image 54) (S309). For example, the length of the frame image 54 a is set to a length corresponding to the value of the variable l max, and the length of the gauge main body image 54 b is set to a length corresponding to the variable l. Note that in parallel to the processing of from S303 to S308, processing of updating the states (positions etc.) of the respective player characters 46 and the ball 47 is also executed, and hence the states of the player characters 46 and the ball 47 displayed on the game screen 50 are also updated.
  • If it is determined in S303 that the depression of the shoot button has been released, the microprocessor 13 calculates the value of the parameter P relating to the force with which the player character 46 kicks the ball 47 (S310). The value of the parameter P is calculated by P=l/l max.
  • After the value of the parameter P is calculated, the microprocessor 13 causes the player character 46 set as the user's operation target to perform the shoot action based on the value of the parameter P calculated in S310 (S311). For example, the motion data of the shoot action is read from the optical disc 32, and the posture of the player character 46 set as the user's operation target is updated based on the motion data. Further, force vector data associating the value of the parameter P and the force vector (or the acceleration vector) to be applied to the ball 47 with each other is read from the optical disc 32. For example, in the force vector data, the force vector is set in such a manner that as the value of the parameter P becomes larger, the force vector to be applied to the ball 47 becomes larger. Alternatively, in the force vector data, the force vector is set in such a manner that as the value of the parameter P becomes larger, an angle formed between the direction of the force vector to be applied to the ball 47 and the field 41 (Xw-Zw plane) becomes larger. The force vector corresponding to the value of the parameter P calculated in S310 is acquired based on the force vector data, and processing of moving the ball 47 based on the force vector is started.
  • According to the game device 10 of the third embodiment, the user can lengthen the maximum length of the gauge main body image 54 b by changing the posture of the controller 23. As a result, the user can more easily release the depression of the shoot button at a time at which the force with which the player character 46 kicks the ball 47 becomes the desired force.
  • Description is now given of modification examples of the third embodiment.
  • Modification Example 3-1
  • Instead of starting the shoot action in the case where the user has released the depression of the shoot button, the shoot action may be started in the case where the user has depressed the shoot button again after the user once released the depression of the shoot button. Note that in this case, a button to be depressed first may be different from a button to be depressed later.
  • Modification Example 3-2
  • In S310 of FIG. 16, the value of the parameter P relating to the force with which the player character 46 kicks the ball 47 may be calculated by P=l. In this case, as the gauge main body image 54 b becomes longer, the value of the parameter P becomes larger. Thus, the user can specify a stronger force as the force with which the player character 46 kicks the ball 47, by changing the posture of the controller 23 so as to lengthen the maximum length of the gauge main body image 54 b.
  • By the way, in a modification example 3-2, control may be performed in such a manner that as the maximum length of the gauge main body image 54 b (in other words, a difference between the maximum length and a minimum length of the gauge main body image 54 b) becomes longer, the speed of extending the gauge main body image 54 b becomes slower. In other words, the extension speed of the gauge main body image 54 b may be set to become slower in exchange for specifying a stronger force as the force with which the player character 46 kicks the ball 47.
  • In this case, the first control section 63 controls the extension speed of the gauge main body image 54 b based on the maximum length of the gauge main body image 54 b. Note that as described above, the first control section 63 controls the maximum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Therefore it can be said that the first control section 63 controls the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. In other words, it can be said that the first control section 63 controls the maximum length of the gauge main body image 54 b and the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Further, in this case, the gauge main body image 54 b extends at the extension speed controlled by the first control section 63 until the gauge main body image 54 b reaches the maximum length controlled by the first control section 63. Therefore it can be said that the second control section 64 causes the gauge main body image 54 b to extend based on the maximum length of the gauge main body image 54 b and the extension speed of the gauge main body image 54 b.
  • Further, in this case, the value of ΔL used in S304 of FIG. 16 is set based on the posture of the controller 23. Specifically, before the processing of S304 is executed, the same processing as in S305 and S306 is executed. After that, data associating the numerical value (θ) indicating the degree of the tilt of the controller 23 and the value (ΔL) by which the variable 1 is incremented with each other is read from the optical disc 32, and the value (ΔL) corresponding to the actually-acquired numerical value (θ) is acquired based on this data. Then, the value of the variable l is updated to l+ΔL. The value of ΔL used in S304 corresponds to the extension speed of the gauge main body image 54 b. Therefore, by executing the processing described above, the extension speed of the gauge main body image 54 b is set based on the posture of the controller 23.
  • If the extension speed of the gauge main body image 54 b becomes slower, it takes more time to instruct the player character 46 to kick the ball 47 with a strong force. Hence, with the above-mentioned configuration, the user needs to make a choice between (A) being able to specify a stronger force as the force with which the player character 46 kicks the ball 47 and (B) being able to quickly specify the force with which the player character 46 kicks the ball 47. As a result, the operation related to a shot becomes more interesting.
  • Modification Example 3-3
  • The first control section 63 may control the minimum length of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Further, the second control section 64 may contract the gauge main body image 54 b based on the result of the control by the first control section 63.
  • In a modification example 3-3, if the display of the gauge image 54 is started, the length of the gauge main body image 54 b is set to the maximum length. Then, while the user keeps depressing the shoot button, the gauge main body image 54 b is contracted at a constant speed until the gauge main body image 54 b reaches the minimum length.
  • Further, in the modification example 3-3, the minimum length of the gauge main body image 54 b is controlled based on the posture of the controller 23. As a result, the user adjusts the minimum length of the gauge main body image 54 b by changing the posture of the controller 23. For example, in the modification example 3-3, a basic value of the minimum length of the gauge main body image 54 b is set to a value larger than zero. Then, if the user tilts the controller 23 toward themselves as indicated by the arrow A9 of FIG. 10, the minimum length of the gauge main body image 54 b becomes shorter based on the degree of its tilt. In this case, as the degree of the tilt of the controller 23 becomes larger, the minimum length of the gauge main body image 54 b becomes shorter.
  • If the user has released the depression of the shoot button, the value of the parameter P relating to the force with which the ball 47 is kicked is calculated based on the length of the gauge main body image 54 b obtained when the depression of the shoot button is released, and the shoot action is performed based on the value of the parameter P. On this occasion, assuming that the length of the gauge main body image 54 b is l, and that the maximum length and the minimum length of the gauge main body image 54 b are lmax and l min, respectively, the value of the parameter P is calculated by P=l/(l max−l min). In this case, as a time period in which the user depresses the shoot button becomes longer, the force with which the ball 47 is kicked becomes smaller. Note that the value of the parameter P may be calculated by P=(l max−l)/(l max−l min). In this case, as the time period in which the user depresses the shoot button becomes longer, the force with which the ball 47 is kicked becomes larger.
  • Note that the modification example 3-2 and the modification example 3-3 may be combined. Specifically, the value of the parameter P relating to the force with which the ball 47 is kicked may be calculated by P=l or P=l max−l. In addition, the contraction speed of the gauge main body image 54 b may be controlled in such a manner that as the minimum length of the gauge main body image 54 b becomes shorter (in other words, as the difference between the maximum length and the minimum length of the gauge main body image 54 b becomes larger), the contraction speed of the gauge main body image 54 b becomes slower. In this case, the first control section 63 controls the minimum length of the gauge main body image 54 b and the contraction speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Further, the second control section 64 causes the gauge main body image 54 b to contract based on the minimum length of the gauge main body image 54 b and the contraction speed of the gauge main body image 54 b.
  • Modification Example 3-4
  • Instead of the maximum length of the gauge main body image 54 b, the extension speed of the gauge main body image 54 b may be controlled based on the posture of the controller 23. For example, the user makes the extension speed of the gauge main body image 54 b slower by changing the posture of the controller 23. If the extension speed of the gauge main body image 54 b is made slower, the user can more easily release the depression of the shoot button at the time at which the force with which the player character 46 kicks the ball 47 becomes the desired force. Therefore, with the above-mentioned configuration, operability can be improved for the user. Note that in a modification example 3-4, the first control section 63 controls the extension speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Further, the second control section 64 causes the gauge main body image 54 b to extend based on the extension speed of the gauge main body image 54 b.
  • Similarly, in the above-mentioned modification example 3-3, instead of the minimum length of the gauge main body image 54 b, the contraction speed of the gauge main body image 54 b may be controlled based on the posture of the controller 23. In this case, the first control section 63 controls the contraction speed of the gauge main body image 54 b based on the result acquired by the position/posture information acquiring section 62. Further, the second control section 64 causes the gauge main body image 54 b to be contracted based on the contraction speed of the gauge main body image 54 b.
  • Modification Example 3-5
  • Instead of controlling the maximum length (or the minimum length, the extension speed, or the contraction speed) of the gauge main body image 54 b based on the posture of the controller 23, the maximum length (or the minimum length, the extension speed, or the contraction speed) of the gauge main body image 54 b may be controlled based on the movement (see FIG. 6) of the controller 23.
  • Other Modification Examples
  • Note that the present invention is not limited to the first to third embodiments described above.
  • For example, the game executed on the game device 10 is not limited to the game in which the three-dimensional game space constituted by three coordinate elements is displayed on the game screen 50. The game executed on the game device 10 may be a game in which a two-dimensional game space constituted by two coordinate elements is displayed on the game screen 50.
  • Further, for example, the game executed on the game device 10 is not limited to the soccer game. The game executed on the game device 10 may be a sports game other than the soccer game (for example, a basketball game, an ice hockey game, an American football game, a baseball game, a golf game, or the like).
  • Further, for example, the game device 10 may be configured by integrating a game device main body and the operation means (controller) like, for example, a portable game machine.

Claims (15)

1. A game device, comprising:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and
second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
2. The game device according to claim 1,
wherein the first control means sets a direction related to the first action to a direction obtained based on the operation state of the operation member, and
wherein the second control means sets a direction related to the second action to a direction obtained based on the change in the position or the posture of the operation means.
3. A game device, comprising:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and
second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
4. The game device according to claim 3,
wherein the first control means sets a direction related to the first operation target to a direction obtained based on the operation state of the operation member, and
wherein the second control means sets a direction related to the second operation target to a direction obtained based on the change in the position or the posture of the operation means.
5. A game device, comprising:
display control means for causing display means to display a gauge;
acquisition means for acquiring information regarding a change in position or posture of operation means;
first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means;
second control means for extending or contracting the gauge based on a result of the control by the first control means; and
game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
6. The game device according to claim 5,
wherein the first control means comprises:
means for controlling the maximum length of the gauge or the minimum length of the gauge based on the result acquired by the acquisition means; and
means for controlling the extension speed or the contraction speed of the gauge based on the result acquired by the acquisition means,
and wherein the first control means controls the extension speed or the contraction speed of the gauge such that the extension speed or the contraction speed of the gauge becomes slower as a difference between the maximum length of the gauge and the minimum length of the gauge becomes larger.
7. A method of controlling a game device, comprising:
a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means;
a second acquisition step of acquiring information regarding a change in position or posture of the operation means;
a first control step of causing an operation target to perform a first action based on a result acquired in the first acquisition step; and
a second control step of causing the operation target to perform a second action based on a result acquired in the second acquisition step.
8. A program for causing a computer to function as:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and
second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
9. A computer-readable information storage medium storing a program, the program causing a computer to function as:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for causing an operation target to perform a first action based on a result acquired by the first acquisition means; and
second control means for causing the operation target to perform a second action based on a result acquired by the second acquisition means.
10. A method of controlling a game device, comprising:
a first acquisition step of acquiring information regarding an operation state of an operation member included in operation means;
a second acquisition step of acquiring information regarding a change in position or posture of the operation means;
a first control step of controlling a position or a posture of a first operation target based on a result acquired in the first acquisition step; and
a second control step of controlling a position or a posture of a second operation target based on a result acquired in the second acquisition step.
11. A program for causing a computer to function as:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and
second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
12. A computer-readable information storage medium storing a program, the program causing a computer to function as:
first acquisition means for acquiring information regarding an operation state of an operation member included in operation means;
second acquisition means for acquiring information regarding a change in position or posture of the operation means;
first control means for controlling a position or a posture of a first operation target based on a result acquired by the first acquisition means; and
second control means for controlling a position or a posture of a second operation target based on a result acquired by the second acquisition means.
13. A method of controlling a game device, comprising:
a display control step of causing display means to display a gauge;
an acquisition step of acquiring information regarding a change in position or posture of operation means;
a first control step of controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired in the acquisition step;
a second control step of extending or contracting the gauge based on a result of the control in the first control step; and
a game processing execution step of executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
14. A program for causing a computer to function as:
display control means for causing display means to display a gauge;
acquisition means for acquiring information regarding a change in position or posture of operation means;
first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means;
second control means for extending or contracting the gauge based on a result of the control by the first control means; and
game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
15. A computer-readable information storage medium storing a program, the program causing a computer to function as:
display control means for causing display means to display a gauge;
acquisition means for acquiring information regarding a change in position or posture of operation means;
first control means for controlling at least one of a maximum length of the gauge, a minimum length of the gauge, and an extension speed or a contraction speed of the gauge, based on a result acquired by the acquisition means;
second control means for extending or contracting the gauge based on a result of the control by the first control means; and
game processing execution means for executing game processing based on a length of the gauge in the case where a predetermined operation is performed.
US13/130,209 2008-11-21 2009-06-30 Game device, method for controlling game device, program and information storing medium Abandoned US20110223998A1 (en)

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