Game apparatus and game program
26 claims: 26 independent, 0 dependent
- 1入力装置に加えられた動きに基づいてゲーム処理を行うゲーム装置であって、 前記入力装置の動き方向を特定する動き方向特定手段と、 前記動き方向に基づいて、仮想ゲーム世界内のプレイヤオブジェクトの移動方向を設定する移動方向設定手段と、 前記仮想ゲーム世界内における前記プレイヤオブジェクトと当該プレイヤオブジェクトとは異なる目標物との位置関係に基づいて、前記移動方向設定手段が設定した移動方向を補正する補正手段と、 前記移動方向に応じて、前記仮想ゲーム世界内における前記プレイヤオブジェクトを移動させる移動制御手段と 、 前記目標物を中心として当該目標物の大きさよりも大きな誘導先範囲を前記仮想ゲーム世界内に設定する誘導先範囲設定手段と を備え 、 前記補正手段は、前記仮想ゲーム世界内における前記プレイヤオブジェクトが前記目標物へ向かう方向に近づいて前記目標物に設定されている誘導先範囲内を通るように、前記移動方向設定手段が設定した移動方向を補正す る、ゲーム装置。
- 2前記補正手段は、前記移動方向設定手段が設定した移動方向と前記仮想ゲーム世界内における前記プレイヤオブジェクトが前記目標物へ向かう方向とを比較して、当該方向同士が所定の基準より近い場合に当該移動方向を補正する、請求項 1に 記載のゲーム装置。
- 3前記目標物を中心として当該目標物の大きさよりも大きな誘導元範囲を前記仮想ゲーム世界内に設定する誘導元範囲設定手段を、さらに備え、 前記補正手段は、前記移動方向設定手段が設定した移動方向が前記プレイヤオブジェクトから見て前記誘導元範囲内を通る場合、当該移動方向を補正する、請求項 2 に記載のゲーム装置。
- 4前記目標物を中心として前記誘導先範囲よりも大きな誘導元範囲を前記仮想ゲーム世界内に設定する誘導元範囲設定手段を、さらに備え、 前記補正手段は、前記移動方向設定手段が設定した移動方向が前記プレイヤオブジェクトから見て前記誘導元範囲内を通る場合、当該誘導元範囲を設定している前記目標物の誘導先範囲内を前記プレイヤオブジェクトが通るように、当該移動方向を補正する、請求項 1 に記載のゲーム装置。
- 5前記補正手段は、前記誘導元範囲の大きさに対する前記誘導先範囲の大きさの比率に応じて、前記プレイヤオブジェクトが前記目標物へ向かう方向に前記移動方向設定手段が設定した移動方向が近づくように補正する、請求項 4 に記載のゲーム装置。
- 6前記誘導先範囲設定手段は、前記プレイヤオブジェクトと前記目標物とを結ぶ直線に対して垂直な当該目標物を通る垂線に沿って、当該目標物を中心とした所定の範囲を前記誘導先範囲として設定し、 前記誘導元範囲設定手段は、前記垂線に沿って、当該目標物を中心とした前記誘導先範囲よりも大きな範囲を前記誘導元範囲として設定し、 前記補正手段は、前記プレイヤオブジェクトから見た前記移動方向設定手段が設定した移動方向が前記誘導元範囲と交わる場合、当該誘導元範囲を設定している前記目標物の誘導先範囲と交わるように当該移動方向を補正する、請求項 4 に記載のゲーム装置。
- 7前記誘導先範囲設定手段は、前記目標物を中心とした所定半径の円を前記誘導先範囲として設定し、 前記誘導元範囲設定手段は、前記目標物を中心とした前記誘導先範囲よりも大きな半径の円を前記誘導元範囲として設定し、 前記補正手段は、前記プレイヤオブジェクトから見た前記移動方向設定手段が設定した移動方向が前記誘導元範囲内を通る場合、当該誘導元範囲を設定している前記目標物の誘導先範囲の半径より小さな半径で、かつ当該目標物を中心とした円と接するように当該移動方向を補正する、請求項 4 に記載のゲーム装置。
- 8前記プレイヤオブジェクトおよび複数の前記目標物を前記仮想ゲーム世界内に配置し、当該仮想ゲーム世界の少なくとも一部を表示手段に表示する表示制御手段と、 前記目標物に対して、それぞれ補正対象とする優先度を予め設定する優先度設定手段とを、さらに備え、 前記補正手段は、前記表示手段が表示する表示画面内に複数の前記目標物が存在する場合、当該目標物に設定されている優先度順に前記仮想ゲーム世界内における前記プレイヤオブジェクトが当該目標物へ向かう方向と前記移動方向設定手段が設定した移動方向とを順次比較し、当該方向同士が所定の基準より近くなった最初の目標物を用いて当該移動方向を補正する、請求項 2 に記載のゲーム装置。
- 9前記誘導先範囲設定手段は、時間経過に応じて前記誘導先範囲の大きさを漸減的に小さく変化させる、請求項 1 に記載のゲーム装置。
- 10前記プレイヤオブジェクトおよび前記目標物を前記仮想ゲーム世界内に配置し、当該仮想ゲーム世界の少なくとも一部を表示手段に表示する表示制御手段を、さらに備え、 前記誘導元範囲設定手段は、前記表示手段に対して前記目標物が表示される位置に応じて前記誘導元範囲の大きさを変化させる、請求項 3 に記載のゲーム装置。
- 11前記移動方向設定手段が設定した移動方向を前記プレイヤオブジェクトが前記目標物へ向かう方向に前記補正手段が近づけた量に基づいて、前記プレイヤオブジェクトを操作するプレイヤの操作能力を算出するスキル算出手段を、さらに備える、請求項 5 に記載のゲーム装置。
- 12加速度センサを有する入力装置に加えられた動きに基づいてゲーム処理を行うゲーム装置であって、 前 記加速度センサから出力される加速度データが示す加速度を用いて、前記入力装置の動き方向を特定する 動き方向特定手段と、 前記動き方向に基づいて、仮想ゲーム世界内のプレイヤオブジェクトの移動方向を設定する移動方向設定手段と、 前記仮想ゲーム世界内における前記プレイヤオブジェクトと当該プレイヤオブジェクトとは異なる目標物との位置関係に基づいて、前記移動方向設定手段が設定した移動方向を補正する補正手段と、 前記移動方向に応じて、前記仮想ゲーム世界内における前記プレイヤオブジェクトを移動させる移動制御手段とを備え、 前記動き方向特定手段は、前記入力装置の動き方向を特定した時点から所定の時間が経過した後、前記入力装置の次の動き方向を特定する処理を行う、 ゲーム装置。
- 13前記動き方向特定手段は、 前記加速度データが示す加速度の推移を用いて、当該加速度の大きさが重力加速度の大きさに相当する状態が所定期間以上続いた場合、当該加速度の方向を前記入力装置に作用する重力方向とする重力方向特定手段と、 前記加速度データが示す加速度から前記重力方向の成分を取り除くことによって算出された加速度に基づいて、前記入力装置の動き方向を特定する動き算出手段とを含む、請求項 12 に記載のゲーム装置。
- 14入力装置に加えられた動きに基づいてゲーム処理を行うゲーム装置のコンピュータで実行されるゲームプログラムであって、 前記コンピュータを、 前記入力装置の動き方向を特定する動き方向特定手段と、 前記動き方向に基づいて、仮想ゲーム世界内のプレイヤオブジェクトの移動方向を設定する移動方向設定手段と、 前記仮想ゲーム世界内における前記プレイヤオブジェクトと当該プレイヤオブジェクトとは異なる目標物との位置関係に基づいて、前記移動方向設定手段が設定した移動方向を補正する補正手段と、 前記移動方向に応じて、前記仮想ゲーム世界内における前記プレイヤオブジェクトを移動させる移動制御手段と 、 前記目標物を中心として当該目標物の大きさよりも大きな誘導先範囲を前記仮想ゲーム世界内に設定する誘導先範囲設定手段と して機能させ 、 前記補正手段は、前記仮想ゲーム世界内における前記プレイヤオブジェクトが前記目標物へ向かう方向に近づいて前記目標物に設定されている誘導先範囲内を通るように、前記移動方向設定手段が設定した移動方向を補正す る、ゲームプログラム。
- 15前記補正手段は、前記移動方向設定手段が設定した移動方向と前記仮想ゲーム世界内における前記プレイヤオブジェクトが前記目標物へ向かう方向とを比較して、当該方向同士が所定の基準より近い場合に当該移動方向を補正する、請求項 14 に記載のゲームプログラム。
- 16前記目標物を中心として当該目標物の大きさよりも大きな誘導元範囲を前記仮想ゲーム世界内に設定する誘導元範囲設定手段として、前記コンピュータをさらに機能させ、 前記補正手段は、前記移動方向設定手段が設定した移動方向が前記プレイヤオブジェクトから見て前記誘導元範囲内を通る場合、当該移動方向を補正する、請求項 15 に記載のゲームプログラム。
- 17前記目標物を中心として前記誘導先範囲よりも大きな誘導元範囲を前記仮想ゲーム世界内に設定する誘導元範囲設定手段として、前記コンピュータをさらに機能させ、 前記補正手段は、前記移動方向設定手段が設定した移動方向が前記プレイヤオブジェクトから見て前記誘導元範囲内を通る場合、当該誘導元範囲を設定している前記目標物の誘導先範囲内を前記プレイヤオブジェクトが通るように、当該移動方向を補正する、請求項 14 に記載のゲームプログラム。
- 18前記補正手段は、前記誘導元範囲の大きさに対する前記誘導先範囲の大きさの比率に応じて、前記プレイヤオブジェクトが前記目標物へ向かう方向に前記移動方向設定手段が設定した移動方向が近づくように補正する、請求項 17 に記載のゲームプログラム。
- 19前記誘導先範囲設定手段は、前記プレイヤオブジェクトと前記目標物とを結ぶ直線に対して垂直な当該目標物を通る垂線に沿って、当該目標物を中心とした所定の範囲を前記誘導先範囲として設定し、 前記誘導元範囲設定手段は、前記垂線に沿って、当該目標物を中心とした前記誘導先範囲よりも大きな範囲を前記誘導元範囲として設定し、 前記補正手段は、前記プレイヤオブジェクトから見た前記移動方向設定手段が設定した移動方向が前記誘導元範囲と交わる場合、当該誘導元範囲を設定している前記目標物の誘導先範囲と交わるように当該移動方向を補正する、請求項 17 に記載のゲームプログラム。
- 20前記誘導先範囲設定手段は、前記目標物を中心とした所定半径の円を前記誘導先範囲として設定し、 前記誘導元範囲設定手段は、前記目標物を中心とした前記誘導先範囲よりも大きな半径の円を前記誘導元範囲として設定し、 前記補正手段は、前記プレイヤオブジェクトから見た前記移動方向設定手段が設定した移動方向が前記誘導元範囲内を通る場合、当該誘導元範囲を設定している前記目標物の誘導先範囲の半径より小さな半径で、かつ当該目標物を中心とした円と接するように当該移動方向を補正する、請求項 17 に記載のゲームプログラム。
- 21前記プレイヤオブジェクトおよび複数の前記目標物を前記仮想ゲーム世界内に配置し、当該仮想ゲーム世界の少なくとも一部を表示手段に表示する表示制御手段と、 前記目標物に対して、それぞれ補正対象とする優先度を予め設定する優先度設定手段として、前記コンピュータをさらに機能させ、 前記補正手段は、前記表示手段が表示する表示画面内に複数の前記目標物が存在する場合、当該目標物に設定されている優先度順に前記仮想ゲーム世界内における前記プレイヤオブジェクトが当該目標物へ向かう方向と前記移動方向設定手段が設定した移動方向とを順次比較し、当該方向同士が所定の基準より近くなった最初の目標物を用いて当該移動方向を補正する、請求項 15 に記載のゲームプログラム。
- 22前記誘導先範囲設定手段は、時間経過に応じて前記誘導先範囲の大きさを漸減的に小さく変化させる、請求項 14 に記載のゲームプログラム。
- 23前記プレイヤオブジェクトおよび前記目標物を前記仮想ゲーム世界内に配置し、当該仮想ゲーム世界の少なくとも一部を表示手段に表示する表示制御手段として、前記コンピュータをさらに機能させ、 前記誘導元範囲設定手段は、前記表示手段に対して前記目標物が表示される位置に応じて前記誘導元範囲の大きさを変化させる、請求項 16 に記載のゲームプログラム。
- 24前記移動方向設定手段が設定した移動方向を前記プレイヤオブジェクトが前記目標物へ向かう方向に前記補正手段が近づけた量に基づいて、前記プレイヤオブジェクトを操作するプレイヤの操作能力を算出するスキル算出手段として、前記コンピュータをさらに機能させる、請求項 18 に記載のゲームプログラム。
- 25加速度センサを有する入力装置に加えられた動きに基づいてゲーム処理を行うゲーム装置のコンピュータで実行されるゲームプログラムであって、 前記コンピュータを、 前 記加速度センサから出力される加速度データが示す加速度を用いて、前記入力装置の動き方向を特定する 動き方向特定手段と、 前記動き方向に基づいて、仮想ゲーム世界内のプレイヤオブジェクトの移動方向を設定する移動方向設定手段と、 前記仮想ゲーム世界内における前記プレイヤオブジェクトと当該プレイヤオブジェクトとは異なる目標物との位置関係に基づいて、前記移動方向設定手段が設定した移動方向を補正する補正手段と、 前記移動方向に応じて、前記仮想ゲーム世界内における前記プレイヤオブジェクトを移動させる移動制御手段として機能させ、 前記動き方向特定手段は、前記入力装置の動き方向を特定した時点から所定の時間が経過した後、前記入力装置の次の動き方向を特定する処理を行う、 ゲームプログラム。
- 26前記動き方向特定手段は、 前記加速度データが示す加速度の推移を用いて、当該加速度の大きさが重力加速度の大きさに相当する状態が所定期間以上続いた場合、当該加速度の方向を前記入力装置に作用する重力方向とする重力方向特定手段と、 前記加速度データが示す加速度から前記重力方向の成分を取り除くことによって算出された加速度に基づいて、前記入力装置の動き方向を特定する動き算出手段とを含む、請求項 25 に記載のゲームプログラム。
Independent claims26
123 paragraphs, as filed
The present invention relates to a game device and a game program, and more specifically to a game device and a game program that performs game processing based on a movement applied to an input device.
Patent Document 1 discloses a technique of calculating the moving direction of the input device based on the acceleration data output by the acceleration sensor mounted on the input device such as a controller. The movement direction calculation device disclosed in Patent Document 1 specifies the direction in which the input device is swung by using the transition of acceleration data obtained during a predetermined period.<patcit num="1"><text>JP-A-2007-295990</text></patcit>
<p num="0003"> However, in the operation performed by swinging the input device, it is difficult for the user to swing the input device in an accurate direction even when the accuracy of recognizing the movement of the input operation is high. For example, assuming an operation in which a predetermined object in the virtual world moves in the direction in which the input device is swung, it is very difficult to perform a precise operation such as moving the object to a specific position in the virtual world. That is, the operation performed by swinging the input device may not be suitable for a precise operation.</p><p num="0004"> Therefore, an object of the present invention is to provide a game device and a game program capable of appropriately setting the moving direction in a game in which the moving direction in the virtual game world is set according to the operation of moving the input device. That is.</p>
<p num="0005"> In order to achieve the above object, the present invention has adopted the following configuration. The reference numerals, step numbers, and the like in parentheses indicate the correspondence with the embodiments described later in order to help the understanding of the present invention, and do not limit the scope of the present invention at all.</p><p num="0006"> The first invention is a game device (5) that performs game processing based on the movement applied to the input device (7). The game device includes a movement direction specifying means (CPU 10 that executes steps 41 to 47; hereinafter, only the step number is described), a moving direction setting means (S48 to S50), a correction means (S52), and a movement control means (. It is equipped with S53). The movement direction specifying means specifies the movement direction (difference vector) of the input device. The movement direction setting means sets the movement direction (movement vector) of the player object (OBJ) in the virtual game world based on the movement direction. The correction means corrects the movement direction set by the movement direction setting means based on the positional relationship between the player object and the target object (TG) different from the player object in the virtual game world. The movement control means moves the player object in the virtual game world according to the movement direction.</p><p num="0007"><u style="single">Supplement</u>The correct means corrects the movement direction set by the movement direction setting means so that the player object in the virtual game world approaches the direction toward the target object.</p><p num="0008"><u style="single">Also, the game device</u>Guidance destination range setting means (Df4)<u style="single">Equipped with</u>Eh. The guide destination range setting means sets a guide destination range (Rt) larger than the size of the target object in the virtual game world centering on the target object. The correction means corrects the movement direction set by the movement direction setting means so that the player object in the virtual game world passes within the guidance destination range set for the target object.</p><p num="0009"> No.<u style="single">2</u>The invention of the above<u style="single">One</u>In the present invention, the correction means compares the movement direction set by the movement direction setting means with the direction in which the player object in the virtual game world heads toward the target, and when the directions are closer to a predetermined reference, the movement direction is the same. To correct.</p><p num="0010"> No.<u style="single">3</u>The invention of the above<u style="single">2</u>In the present invention, the induction source range setting means (Df3) is further provided. The guidance source range setting means sets a guidance source range (Ro) larger than the size of the target object in the virtual game world centering on the target object. When the movement direction set by the movement direction setting means passes within the guidance source range when viewed from the player object, the correction means corrects the movement direction.</p><p num="0011"> No.<u style="single">4</u>The invention of the above<u style="single">1</u>In the present invention, the induction source range setting means is further provided. The guidance source range setting means sets a guidance source range larger than the guidance destination range around the target in the virtual game world. When the movement direction set by the movement direction setting means passes within the guidance source range when viewed from the player object, the correction means causes the player object to pass within the guidance destination range of the target for which the guidance source range is set. , Correct the moving direction.</p><p num="0012"> No.<u style="single">5</u>The invention of the above<u style="single">4</u>In the present invention, the correction means is a moving direction set by the moving direction setting means in the direction in which the player object heads toward the target object according to the ratio (Ro: Rt) of the size of the guiding destination range to the size of the guiding source range. Correct so that</p><p num="0013"> No.<u style="single">6</u>The invention of the above<u style="single">4</u>In the present invention, the guidance destination range setting means guides a predetermined range centered on the target object along a perpendicular line (L) passing through the target object perpendicular to the straight line connecting the player object and the target object. Set as the destination range. The guidance source range setting means sets a range larger than the guidance destination range centered on the target as the guidance source range along the vertical line. When the movement direction set by the movement direction setting means viewed from the player object intersects the guidance source range, the correction means corrects the movement direction so as to intersect the guidance destination range of the target for which the guidance source range is set. (Fig. 10A, Fig. 10B).</p><p num="0014"> No.<u style="single">7</u>The invention of the above<u style="single">4</u>In the present invention, the guidance destination range setting means sets a circle having a predetermined radius centered on the target object as the guidance destination range. The guidance source range setting means sets a circle having a radius larger than the guidance destination range centered on the target object as the guidance source range. When the movement direction set by the movement direction setting means viewed from the player object passes within the guidance source range, the correction means has a radius smaller than the radius of the guidance destination range of the target for which the guidance source range is set, and The moving direction is corrected so as to be in contact with the circle (C1) centered on the target object (Fig. 16A, Fig. 16B).</p><p num="0016"> No.<u style="single">8</u>The invention of the above<u style="single">2</u>In the present invention, the display control means (S54) and the priority setting means (Df1) are further provided. The display control means arranges a player object and a plurality of targets in the virtual game world, and displays at least a part of the virtual game world on the display means (2). The priority setting means sets in advance the priority to be corrected for each target object. When there are a plurality of targets in the display screen displayed by the display means, the correction means is the direction in which the player object in the virtual game world moves toward the target and the direction in which the player objects move in the order of priority set for the target. The movement direction set by the setting means is sequentially compared, and the movement direction is corrected by using the first target object whose directions are closer to each other than a predetermined reference.<u style="single">In the ninth aspect of the invention, in the first aspect of the invention, the induction destination range setting means gradually changes the size of the induction destination range to a small size with the passage of time.</u></p><p num="0017"> No.<u style="single">10</u>The invention of the above<u style="single">3</u>In the present invention, the display control means is further provided. The display control means arranges the player object and the target object in the virtual game world, and displays at least a part of the virtual game world on the display means. The guidance source range setting means changes the size of the guidance source range according to the position where the target object is displayed with respect to the display means.</p><p num="0018"> No.<u style="single">11</u>The invention of the above<u style="single">5</u>In the present invention, a skill calculation means is further provided. The skill calculation means calculates the operation ability of the player who operates the player object based on the amount by which the correction means brings the movement direction set by the movement direction setting means closer to the direction in which the player object heads toward the target object.</p><p num="0019"> No.<u style="single">12</u>Invention<u style="single">, Add</u>Speed sensor (701)<u style="single">A game device that performs game processing based on the movement applied to the input device having</u>The movement direction of the input device is specified using the acceleration indicated by the acceleration data (Da) output from the acceleration sensor.<u style="single">The movement direction specifying means, the movement direction setting means for setting the movement direction of the player object in the virtual game world based on the movement direction, and the position of the player object in the virtual game world and a target object different from the player object. The movement direction specifying means includes a correction means for correcting the movement direction set by the movement direction setting means based on the relationship and a movement control means for moving the player object in the virtual game world according to the movement direction. This is a game device that performs a process (S41) of specifying the next movement direction of the input device after a predetermined time has elapsed from the time when the movement direction of the input device is specified.</u></p><p num="0020"> No.<u style="single">13</u>The invention of the above<u style="single">12</u>In the present invention, the movement direction specifying means includes the gravity direction specifying means (S43, S44) and the motion calculating means (S45). The gravitational direction specifying means uses the transition of the acceleration indicated by the acceleration data, and when the state in which the magnitude of the acceleration corresponds to the magnitude of the gravitational acceleration (1G) continues for a predetermined period or longer, the input device inputs the direction of the acceleration. The direction of gravity acting on. The motion calculation means specifies the motion direction of the input device based on the acceleration (difference vector) calculated by removing the component in the gravity direction from the acceleration indicated by the acceleration data.</p><p num="0022"> No.<u style="single">14</u>The present invention is a game program executed by a computer (10) of a game device that performs game processing based on the movement applied to the input device. The game program causes the computer to function as a movement direction specifying means, a movement direction setting means, a correction means, and a movement control means. The movement direction specifying means specifies the movement direction of the input device. The movement direction setting means sets the movement direction of the player object in the virtual game world based on the movement direction. The correction means corrects the movement direction set by the movement direction setting means based on the positional relationship between the player object and the target object different from the player object in the virtual game world. The movement control means moves the player object in the virtual game world according to the movement direction.</p><p num="0023"><u style="single">Supplement</u>The correct means corrects the movement direction set by the movement direction setting means so that the player object in the virtual game world approaches the direction toward the target object.</p><p num="0024"><u style="single">Also, the program</u>Computer as a means to set the guide range<u style="single">Opportunity</u>Make it work. The guide destination range setting means sets a guide destination range larger than the size of the target object in the virtual game world centering on the target object. The correction means corrects the movement direction set by the movement direction setting means so that the player object in the virtual game world passes within the guidance destination range set for the target object.</p><p num="0025"> No.<u style="single">15</u>The invention of the above<u style="single">14</u>In the present invention, the correction means compares the movement direction set by the movement direction setting means with the direction in which the player object in the virtual game world heads toward the target, and when the directions are closer to a predetermined reference, the movement is the same. Correct the direction.</p><p num="0026"> No.<u style="single">16</u>The invention of the above<u style="single">15</u>In the present invention, the computer is further functioned as a guidance source range setting means. The guidance source range setting means sets a guidance source range larger than the size of the target object in the virtual game world centering on the target object. When the movement direction set by the movement direction setting means passes within the guidance source range when viewed from the player object, the correction means corrects the movement direction.</p><p num="0027"> No.<u style="single">17</u>The invention of the above<u style="single">14</u>In the present invention, the computer is further functioned as a guidance source range setting means. The guidance source range setting means sets a guidance source range larger than the guidance destination range around the target in the virtual game world. When the movement direction set by the movement direction setting means passes within the guidance source range when viewed from the player object, the correction means causes the player object to pass within the guidance destination range of the target for which the guidance source range is set. , Correct the moving direction.</p><p num="0028"> No.<u style="single">18</u>The invention of the above<u style="single">17</u>In the present invention, the correction means corrects so that the movement direction set by the movement direction setting means approaches the direction in which the player object heads toward the target object according to the ratio of the size of the guidance destination range to the size of the guidance source range. To do.</p><p num="0029"> No.<u style="single">19</u>The invention of the above<u style="single">17</u>In the present invention, the guidance destination range setting means sets a predetermined range centered on the target object as a guidance destination range along a perpendicular line passing through the target object perpendicular to the straight line connecting the player object and the target object. Set. The guidance source range setting means sets a range larger than the guidance destination range centered on the target as the guidance source range along the vertical line. When the movement direction set by the movement direction setting means viewed from the player object intersects the guidance source range, the correction means corrects the movement direction so as to intersect the guidance destination range of the target for which the guidance source range is set. To do.</p><p num="0030"> No.<u style="single">20</u>The invention of the above<u style="single">17</u>In the present invention, the guidance destination range setting means sets a circle having a predetermined radius centered on the target object as the guidance destination range. The guidance source range setting means sets a circle having a radius larger than the guidance destination range centered on the target object as the guidance source range. When the movement direction set by the movement direction setting means viewed from the player object passes within the guidance source range, the correction means has a radius smaller than the radius of the guidance destination range of the target for which the guidance source range is set, and The moving direction is corrected so as to be in contact with the circle centered on the target object.</p><p num="0031"> No.<u style="single">21</u>The invention of the above<u style="single">15</u>In the present invention, the computer is further functioned as a display control means and a priority setting means. The display control means arranges a player object and a plurality of targets in the virtual game world, and displays at least a part of the virtual game world on the display means. The priority setting means sets in advance the priority to be corrected for each target object. When there are a plurality of targets in the display screen displayed by the display means, the correction means is the direction in which the player object in the virtual game world moves toward the target and the direction in which the player objects move in the order of priority set for the target. The movement direction set by the setting means is sequentially compared, and the movement direction is corrected by using the first target object whose directions are closer to each other than a predetermined reference.</p><p num="0032"> No.<u style="single">22</u>The invention of the above<u style="single">14</u>In the present invention, the guidance destination range setting means gradually changes the size of the guidance destination range to a small size with the passage of time.</p><p num="0033"> No.<u style="single">23</u>The invention of the above<u style="single">16</u>In the present invention, the computer is further functioned as a display control means. The display control means arranges the player object and the target object in the virtual game world, and displays at least a part of the virtual game world on the display means. Guidance source range setting The constant means changes the size of the guidance source range according to the position where the target object is displayed with respect to the display means.</p><p num="0034"> No.<u style="single">24</u>The invention of the above<u style="single">18</u>In the present invention, the computer is further functioned as a skill calculation means. The skill calculation means calculates the operation ability of the player who operates the player object based on the amount by which the correction means brings the movement direction set by the movement direction setting means closer to the direction in which the player object heads toward the target object.</p><p num="0035"> No.<u style="single">25</u>The invention of<u style="single">A game program executed by a computer of a game device that performs game processing based on the movement applied to an input device having an acceleration sensor.</u>The movement direction of the input device is specified using the acceleration indicated by the acceleration data output from the acceleration sensor.<u style="single">The movement direction specifying means, the movement direction setting means for setting the movement direction of the player object in the virtual game world based on the movement direction, and the position of the player object in the virtual game world and a target object different from the player object. Based on the relationship, the correction means for correcting the movement direction set by the movement direction setting means and the movement control means for moving the player object in the virtual game world according to the movement direction, and the movement direction specifying means are This is a game program that performs a process of specifying the next movement direction of the input device after a predetermined time has elapsed from the time when the movement direction of the input device is specified.</u></p><p num="0036"> No.<u style="single">26</u>The invention of the above<u style="single">25</u>In the present invention, the movement direction specifying means includes a gravity direction specifying means and a motion calculating means. The gravitational direction specifying means acts on the input device in the direction of the acceleration when the state in which the magnitude of the acceleration corresponds to the magnitude of the gravitational acceleration continues for a predetermined period or more by using the transition of the acceleration indicated by the acceleration data. The direction of gravity. The motion calculation means specifies the motion direction of the input device based on the acceleration calculated by removing the component in the gravity direction from the acceleration indicated by the acceleration data.</p>
<p num="0038"> According to the first invention, in a game in which a player object is moved according to the movement of an input device, the moving direction of the player object can be appropriately set according to the positional relationship between the player object and the target object. ..</p><p num="0039"><u style="single">Also</u>, The moving direction of the player object is corrected so that the player object that moves according to the movement of the input device approaches the target object. For example, if the player wants an operation that causes the player object to collide with a target object in the virtual game world, the direction from the player object toward the target object and the direction in which the input device moves do not exactly match. , The collision can be realized. That is, the player can perform a desired operation by moving the input device with a movement that is close to the target object in the direction from the player object to some extent, and a precise operation is not required.</p><p num="0040"><u style="single">Also</u>, The game does not always collide with the target when the player moves the input device. In other words, if the setting is such that the player always collides with the target when the input device is moved, the game becomes a big taste and becomes uninteresting, but by setting the guidance destination range around the target. Such a problem can be easily prevented.</p><p num="0041"> Above<u style="single">2</u>According to the invention of the above, when the player moves the input device, the correction of the moving direction with respect to the target is not always performed. That is, the player needs to aim to collide with the target to some extent, and the interest of the game can be maintained.</p><p num="0042"> Above<u style="single">3</u>According to the invention of the above, the interest of the game can be easily maintained by setting the guidance source range around the target object.</p><p num="0043"> Above<u style="single">4</u>According to the invention of, the direction from the player object to the target and the input device If the difference from the moving direction is excessive, the moving direction is not corrected. Further, even if the moving direction is the correction target, if the difference between the direction from the player object toward the target object and the moving direction of the input device is large, the player object is adjusted so as not to collide with the target object. That is, the player needs to move the input device aiming to some extent so that the player object collides with the target object. Specifically, by adjusting the size of the induction source range, the probability that the moving direction becomes the correction target can be adjusted. Further, by adjusting the size of the guidance destination range, it is possible to adjust the ratio of the movement direction to be corrected to be closer to the direction in which the player object is directed toward the target object.</p><p num="0044"> Above<u style="single">5</u>According to the invention of the above, by adjusting the size of the guide source range and the guide destination range of the target object, it is possible to adjust the ratio of the movement direction of the correction target to be brought closer to the direction toward the target object. .. Therefore, it is possible to adjust the difficulty level of the game by adjusting the ratio of the size of the guidance destination range to the size of the guidance source range.</p><p num="0045"> Above<u style="single">6</u>Or the first<u style="single">7</u>According to the invention of the above, the correction process of the moving direction can be easily performed by setting the induction source range and the induction destination range of the target object by a line segment or a circle.</p><p num="0046"> Above<u style="single">8</u>According to the present invention, since the priority to be corrected is set for each target, it is possible to set a target in which the player object is easily guided and a target in which the player object is difficult to be guided.</p><p num="0047"> Above<u style="single">9</u>According to the present invention, the player object is less likely to collide with the target at the start of the game, and the player object can be more likely to collide with the target over time.</p><p num="0048"> Above<u style="single">10</u>According to the invention of the above, for example, when the target object scrolls with respect to the player object, the target object at a position where it is difficult to collide with the player object (for example, upward or downward direction of the player object) is provided. The player object can be easily guided to the target object.</p><p num="0049"> Above<u style="single">11</u>According to the invention of the above, the game skill of the player can be determined by using the result of the process of correcting the moving direction.</p><p num="0050"> Above<u style="single">12</u>According to the invention of the above, the movement of the input device can be specified by using the acceleration generated in the input device.<u style="single">When the input device is shaken, accelerations in the opposite directions may occur in a series of swinging motions, and if all of these accelerations are used for the swing determination, it may be difficult to determine the direction in which the input device is actually shaken. .. By not using the acceleration generated at a predetermined time after the movement direction of the input device is specified for the next movement judgment, the movement judgment using the acceleration in the direction opposite to the acceleration used in the immediately preceding movement judgment is next. It can be prevented from being done in.</u></p><p num="0051"> Above<u style="single">13</u>According to the present invention, the movement of the input device can be specified by using the acceleration obtained by removing the direction of gravity acting on the input device.</p><p num="0053"> According to the game program of the present invention, the same effect as that of the game device described above can be obtained.</p>
A game device that executes a game program according to an embodiment of the present invention will be described with reference to FIG. Hereinafter, in order to make the description concrete, a game system including the stationary game device main body 5 as an example of the device will be described. Note that FIG. 1 is an external view of the game system 1 including the stationary game device 3, and FIG. 2 is a block diagram of the game device main body 5. Hereinafter, the game system 1 will be described.
In FIG. 1, the game system 1 is composed of a home television receiver (hereinafter referred to as a monitor) 2 as an example of display means and a stationary game device 3 connected to the monitor 2 via a connection cord. It is composed. The monitor 2 includes a speaker 2a for outputting an audio signal output from the game device 3. Further, the game device 3 is a game equipped with an optical disk 4 in which an example of the game program of the present invention is recorded and a computer for executing the game program of the optical disk 4 and displaying and outputting the game screen on the monitor 2. It includes a device main body 5 and a controller 7 for giving operation information necessary for a game for operating a character or the like displayed on a game screen to the game device main body 5.
In addition, the game device main body 5 incorporates a wireless controller module 19 (see FIG. 2). The wireless controller module 19 receives data wirelessly transmitted from the controller 7, transmits data from the game device main body 5 to the controller 7, and connects the controller 7 and the game device main body 5 by wireless communication. Further, an optical disk 4 which is an example of an information storage medium used interchangeably with the game device main body 5 is attached to and detached from the game device main body 5.
Further, the game device main body 5 is equipped with a flash memory 17 (see FIG. 2) that functions as a backup memory for fixedly storing data such as save data. The game device main body 5 executes a game program or the like stored in the optical disk 4, and displays the result as a game image on the monitor 2. Further, the game program or the like is not limited to the optical disk 4, and a game program or the like recorded in advance in the flash memory 17 may be executed. Further, the game device main body 5 can reproduce the game state executed in the past by using the save data stored in the flash memory 17, and display the game image on the monitor 2. Then, the player of the game device 3 can enjoy the progress of the game by operating the controller 7 while viewing the game image displayed on the monitor 2.
The controller 7 wirelessly transmits transmission data such as operation information to the game device main body 5 incorporating the wireless controller module 19 by using, for example, Bluetooth (Bluetooth; registered trademark) technology. The controller 7 is an operation means for operating a player object or the like mainly displayed on the display screen of the monitor 2. The controller 7 is provided with a housing having a size that can be grasped with one hand, and a plurality of operation buttons (including a cross key, a stick, etc.) that are exposed on the surface of the housing. Further, as will be clarified later, the controller 7 includes an imaging information calculation unit 74 that captures an image viewed from the controller 7. Then, as an example of the image pickup target of the image pickup information calculation unit 74, two LED modules (hereinafter referred to as markers) 8L and 8R are installed near the display screen of the monitor 2. These markers 8L and 8R each output, for example, infrared light toward the front of the monitor 2. Further, the controller 7 can also receive the transmission data wirelessly transmitted from the wireless controller module 19 of the game device main body 5 by the communication unit 75 and generate a sound or vibration according to the transmission data.
Next, the internal configuration of the game device main body 5 will be described with reference to FIG. FIG. 2 is a block diagram showing the configuration of the game device main body 5. The game device main body 5 includes a CPU (Central Processing Unit) 10, a system LSI (Large Scale Integration) 11, an external main memory 12, a ROM / RTC (Read Only Memory / Real Time Clock) 13, a disk drive 14, and an AV-IC. (Audio Video-Integrated Circuit) 15 etc.
The CPU 10 executes game processing by executing a game program stored in the optical disk 4, and functions as a game processor. The CPU 10 is connected to the system LSI 11. In addition to the CPU 10, the external main memory 12, ROM / RTC 13, disk drive 14, and AV-IC 15 are connected to the system LSI 11. The system LSI 11 performs processing such as controlling data transfer between each component connected to the system LSI 11, generating an image to be displayed, and acquiring data from an external device. The internal configuration of the system LSI 11 will be described later. The volatile external main memory 12 stores programs such as a game program read from the optical disk 4 and a game program read from the flash memory 17, and stores various data. The CPU 10 It is used as a work area or buffer area of. The ROM / RTC 13 has a ROM (so-called boot ROM) in which a program for booting the game device main body 5 is incorporated, and a clock circuit (RTC) for counting time. The disk drive 14 reads program data, texture data, and the like from the optical disk 4, and writes the read data to the internal main memory 35 or the external main memory 12, which will be described later.
Further, the system LSI 11 is provided with an input / output processor 31, a GPU (Graphics Processor Unit) 32, a DSP (Digital Signal Processor) 33, a VRAM (Video RAM) 34, and an internal main memory 35. Although not shown, these components 31-35 are connected to each other by an internal bus.
The GPU 32 forms a part of the drawing means and generates an image according to a graphics command (drawing command) from the CPU 10. VRAM34 stores data (data such as polygon data and texture data) necessary for GPU32 to execute graphics commands. When the image is generated, the GPU 32 creates the image data using the data stored in the VRAM 34.
The DSP 33 functions as an audio processor and generates audio data using sound data and sound wave (timbre) data stored in the internal main memory 35 and the external main memory 12.
The image data and audio data generated as described above are read out by the AV-IC15. The AV-IC15 outputs the read image data to the monitor 2 via the AV connector 16 and outputs the read audio data to the speaker 2a built in the monitor 2. As a result, the image is displayed on the monitor 2 and the sound is output from the speaker 2a.
The input / output processor (I / O processor) 31 transmits / receives data to / from the components connected to the input / output processor (I / O processor) 31 and downloads data from an external device. The input / output processor 31 is connected to the flash memory 17, the wireless communication module 18, the wireless controller module 19, the expansion connector 20, and the external memory card connector 21. The antenna 22 is connected to the wireless communication module 18, and the antenna 23 is connected to the wireless controller module 19.
The input / output processor 31 is connected to the network via the wireless communication module 18 and the antenna 22, and can communicate with other game devices and various servers connected to the network. The input / output processor 31 periodically accesses the flash memory 17, detects the presence or absence of data that needs to be transmitted to the network, and if there is such data, the data is present via the wireless communication module 18 and the antenna 22. To the network. Further, the input / output processor 31 receives data transmitted from another game device or data downloaded from the download server via the network, the antenna 22, and the wireless communication module 18, and receives the received data in the flash memory 17. Remember in. By executing the game program, the CPU 10 reads the data stored in the flash memory 17 and uses it in the game program. In the flash memory 17, in addition to data transmitted and received between the game device main body 5 and other game devices and various servers, save data of the game played using the game device main body 5 (game result data or in the middle). Data) may be stored.
Further, the input / output processor 31 receives the operation data and the like transmitted from the controller 7 via the antenna 23 and the wireless controller module 19, and stores them in the buffer area of the internal main memory 35 or the external main memory 12 (temporary storage). To do. Similar to the external main memory 12, the internal main memory 35 stores programs such as a game program read from the optical disk 4 and a game program read from the flash memory 17, and stores various data. It may be used as a work area or a buffer area of the CPU 10.
Further, the expansion connector 20 and the external memory card connector 21 are connected to the input / output processor 31. The expansion connector 20 is a connector for interfaces such as USB and SCSI, and can be used to connect media such as external storage media, peripheral devices such as other controllers, and wired communication connectors. By connecting, it is possible to communicate with the network instead of the wireless communication module 18. The external memory card connector 21 is a connector for connecting an external storage medium such as a memory card. For example, the input / output processor 31 can access the external storage medium via the expansion connector 20 or the external memory card connector 21 to store data or read data.
Further, the game device main body 5 (for example, the front main surface) has a power button 24 of the game device main body 5, a reset button 25 for game processing, a slot for attaching / detaching the optical disk 4, and a slot for the game device main body 5. An eject button 26 or the like for taking out the optical disk 4 from the device is provided. The power button 24 and the reset button 25 are connected to the system LSI 11. When the power button 24 is turned on, power is supplied to each component of the game device main body 5 via an AC adapter (not shown). When the reset button 25 is pressed, the system LSI 11 restarts the start program of the game device main body 5. The eject button 26 is connected to the disk drive 14. When the eject button 26 is pressed, the optical disk 4 is ejected from the disk drive 14.
The controller 7 will be described with reference to FIGS. 3 and 4. Note that FIG. 3 is a perspective view seen from the rear of the upper surface of the controller 7. FIG. 4 is a perspective view of the controller 7 as viewed from the front of the lower surface.
In FIGS. 3 and 4, the controller 7 has a housing 71 formed by, for example, plastic molding, and the housing 71 is provided with a plurality of operation units 72. The housing 71 has a substantially rectangular parallelepiped shape with its front-rear direction as the longitudinal direction, and has a size that can be gripped by one hand of an adult or a child as a whole.
A cross key 72a is provided on the center front side of the upper surface of the housing 71. The cross key 72a is a cross-shaped four-way push switch, and operating parts corresponding to the four directions (front, back, left, and right) are arranged on the protruding pieces of the cross at 90 ° intervals. When the player presses any of the operation parts of the cross key 72a, either the front, back, left, or right direction is selected. For example, by operating the cross key 72a, the player can instruct the moving direction of the player character or the like appearing in the virtual game world, or can instruct the selection from a plurality of options.
The cross key 72a is an operation unit that outputs an operation signal in response to the above-mentioned direction input operation of the player, but an operation unit of another mode may be used. For example, four push switches may be arranged in the cross direction, and an operation unit that outputs an operation signal according to the push switch pressed by the player may be provided. Further, apart from the above four push switches, a center switch may be arranged at a position where the cross directions intersect, and an operation unit in which the four push switches and the center switch are combined may be provided. Further, an operation unit that outputs an operation signal according to the tilt direction by tilting a tiltable stick (so-called joystick) protruding from the upper surface of the housing 71 may be provided instead of the cross key 72a. Further, an operation unit that outputs an operation signal according to the slide direction by sliding the horizontally movable disk-shaped member may be provided instead of the cross key 72a. Further, a touch pad may be provided instead of the cross key 72a.
A plurality of operation buttons 72b to 72g are provided on the rear surface side of the cross key 72a on the upper surface of the housing 71. The operation buttons 72b to 72g are operation units that output operation signals assigned to the respective operation buttons 72b to 72g when the player presses the button head. For example, the operation buttons 72b to 72d are assigned functions as the first button, the second button, the A button, and the like. In addition, the operation buttons 72e to 72g are assigned functions as a minus button, a home button, a plus button, and the like. The operation buttons 72a to 72g are assigned their respective operation functions according to the game program executed by the game device main body 5. In the arrangement example shown in FIG. 3, the operation buttons 72b to 72d are arranged side by side along the center front-rear direction of the upper surface of the housing 71. The operation buttons 72e to 72g are arranged side by side between the operation buttons 72b and 72d along the left-right direction on the upper surface of the housing 71. The operation button 72f is a type of button whose upper surface is embedded in the upper surface of the housing 71 so that the player does not accidentally press it.
In addition, an operation button 72h is provided on the front side of the cross key 72a on the upper surface of the housing 71. The operation button 72h is a power switch that remotely turns on / off the power of the game device main body 5. The upper surface of the operation button 72h is also buried in the upper surface of the housing 71, so that the player does not accidentally press the button 72h.
In addition, a plurality of LED 702s are provided on the rear surface side of the operation button 72c on the upper surface of the housing 71. Here, the controller 7 is provided with a controller type (number) in order to distinguish it from other controllers 7. For example, the LED 702 is used to notify the player of the controller type currently set in the controller 7. Specifically, a signal for lighting the LED corresponding to the controller type among the plurality of LED 702s is transmitted from the wireless controller module 19 to the controller 7.
Further, on the upper surface of the housing 71, a sound extraction hole for emitting sound from a speaker (speaker 706 shown in FIG. 5) described later is formed between the operation buttons 72b and the operation buttons 72e to 72g.
On the other hand, a recess is formed on the lower surface of the housing 71. The recess on the lower surface of the housing 71 is formed at a position where the index finger or middle finger of the player is located when the player grasps the front surface of the controller 7 with one hand toward the markers 8L and 8R. An operation button 72i is provided on the inclined surface of the recess. The operation button 72i is an operation unit that functions as, for example, a B button.
Further, on the front surface of the housing 71, an image pickup device 743 forming a part of the image pickup information calculation unit 74 is provided. Here, the image pickup information calculation unit 74 is a system for analyzing the image data captured by the controller 7, determining a place having high brightness in the image data, and detecting the position of the center of gravity and the size of the place. Since the sampling cycle is up to 200 frames / sec, even relatively high-speed movement of the controller 7 can be tracked and analyzed. The detailed configuration of the imaging information calculation unit 74 will be described later. A connector 73 is provided on the rear surface of the housing 71. The connector 73 is, for example, an edge connector, and is used for fitting and connecting to, for example, a connection cable.
Here, in order to make the following description concrete, the coordinate system set for the controller 7 is defined. As shown in FIGS. 3 and 4, XYZ axes that are orthogonal to each other are defined for controller 7. Specifically, the longitudinal direction of the housing 71, which is the front-rear direction of the controller 7, is the Z-axis, and the front surface of the controller 7 (the surface on which the image pickup information calculation unit 74 is provided) is the Z-axis positive direction. Further, the vertical direction of the controller 7 is defined as the Y axis, and the direction of the upper surface of the housing 71 (the surface provided with the operation button 72a) is defined as the positive direction of the Y axis. Further, the left-right direction of the controller 7 is defined as the X-axis, and the right side surface (side surface shown in FIG. 3) of the housing 71 is defined as the X-axis positive direction.
Next, the internal structure of the controller 7 will be described with reference to FIGS. 5 and 6. Note that FIG. 5 is a perspective view of the controller 7 with the upper housing (a part of the housing 71) removed, as viewed from the rear surface side. FIG. 6 is a perspective view of the controller 7 with the lower housing (a part of the housing 71) removed from the front side. Here, the substrate 700 shown in FIG. 6 is a perspective view seen from the back surface of the substrate 700 shown in FIG.
In FIG. 5, a substrate 700 is fixed inside the housing 71, and operation buttons 72a to 72h, an acceleration sensor 701, an LED 702, an antenna 754, and the like are provided on the upper main surface of the substrate 700. Then, these are connected to the microcomputer 751 or the like (see FIGS. 6 and 7) by the wiring (not shown) formed on the substrate 700 or the like. The wireless module 753 (see Figure 7) and antenna 754 also allow controller 7 to act as a wireless controller. A crystal oscillator (not shown) is provided inside the housing 71 to generate the basic clock of the microcomputer 751 described later. Further, a speaker 706 and an amplifier 708 are provided on the upper main surface of the substrate 700. Further, the acceleration sensor 701 is provided on the substrate 700 on the left side of the operation button 72d (that is, not in the central portion of the substrate 700 but in the peripheral portion). Therefore, the acceleration sensor 701 can detect the acceleration including the component due to the centrifugal force in addition to the directional change of the gravitational acceleration according to the rotation about the longitudinal direction of the controller 7. From the detected acceleration data, the movement of the controller 7 can be determined by the game device main body 5 or the like with good sensitivity.
On the other hand, in FIG. 6, the imaging information calculation unit 74 is provided on the front end edge on the lower main surface of the substrate 700. The image pickup information calculation unit 74 is composed of an infrared filter 741, a lens 742, an image sensor 743, and an image processing circuit 744 in this order from the front of the controller 7, and each is attached to the lower main surface of the substrate 700. Further, the connector 73 is attached to the rear end edge on the lower main surface of the substrate 700. Further, a sound IC 707 and a microcomputer 751 are provided on the lower main surface of the board 700. The sound IC 707 is connected to the microcomputer 751 and the amplifier 708 by wiring formed on the board 700 or the like, and outputs an audio signal to the speaker 706 via the amplifier 708 according to the sound data transmitted from the game device main body 5.
Then, the vibrator 704 is mounted on the lower main surface of the substrate 700. The vibrator 704 is, for example, a vibration motor or a solenoid. The vibrator 704 is connected to the microcomputer 751 by wiring formed on the board 700 or the like, and its operation is turned on / off according to the vibration data transmitted from the game device main body 5. Since vibration is generated in the controller 7 by operating the vibrator 704, the vibration is transmitted to the hand of the player holding it, and a so-called vibration-compatible game can be realized. Here, since the vibrator 704 is arranged slightly forward of the housing 71, the housing 71 vibrates greatly while being held by the player, and the vibration is easily felt.
Next, the internal configuration of the controller 7 will be described with reference to FIG. 7. Note that FIG. 7 is a block diagram showing the configuration of the controller 7.
In FIG. 7, the controller 7 includes a communication unit 75 inside the operation unit 72, the image pickup information calculation unit 74, the acceleration sensor 701, the vibrator 704, the speaker 706, the sound IC 707, and the amplifier 708 described above. ..
The image pickup information calculation unit 74 includes an infrared filter 741, a lens 742, an image sensor 743, and an image processing circuit 744. The infrared filter 741 allows only infrared rays to pass from light incident from the front of the controller 7. The lens 742 collects infrared rays transmitted through the infrared filter 741 and emits them to the image sensor 743. The image sensor 743 is a solid-state image sensor such as a CMOS sensor or a CCD, and captures infrared rays focused by the lens 742. Therefore, the image sensor 743 captures only the infrared rays that have passed through the infrared filter 741 to generate image data. The image data generated by the image sensor 743 is processed by the image processing circuit 744. Specifically, the image processing circuit 744 processes the image data obtained from the image sensor 743 to detect the high-luminance portion, and the communication unit 75 transmits the processing result data indicating the result of detecting the position coordinates and the area thereof. Output to. The image pickup information calculation unit 74 is fixed to the housing 71 of the controller 7, and the image pickup direction can be changed by changing the direction of the housing 71 itself.
The controller 7 preferably includes a 3-axis (X, Y, Z-axis) acceleration sensor 701. The three-axis accelerometer 701 linearly accelerates in three directions: the vertical direction (Y-axis shown in FIG. 3), the horizontal direction (X-axis shown in FIG. 3), and the front-back direction (Z-axis shown in FIG. 3). Is detected. Further, acceleration detecting means for detecting linear acceleration along at least two axial directions (for example, X-axis and Y-axis) may be used. For example, these accelerometers 701 may be of the type available from Analog Devices, Inc. or STMicroelectronics NV. The accelerometer 701 is preferably a capacitance type (capacitive coupling type) based on the technology of MEMS (Micro Electro Mechanical Systems) that has been microprocessed in silicon. However, the accelerometer 701 may be provided using existing accelerometer technology (eg, piezoelectric or piezoelectric resistance) or other suitable technology developed in the future.
An acceleration detecting means such as that used in the acceleration sensor 701 can detect only the acceleration (linear acceleration) along a straight line corresponding to each axis of the acceleration sensor 701. That is, the direct output from the accelerometer 701 is a signal indicating linear acceleration (static or dynamic) along each of those three axes. Therefore, the accelerometer 701 cannot directly detect physical characteristics such as movement, rotation, rotational movement, angular displacement, inclination, position, or posture along a non-linear (for example, arcuate) path.
However, based on the acceleration signal output from the accelerometer 701, a computer such as a game device processor (eg CPU 10) or a controller processor (eg microcomputer 751) performs processing to infer further information about the controller 7. Alternatively, the fact that it can be calculated (determined) can be easily understood by those skilled in the art from the description of the present specification.
For example, when processing is performed on the computer side on the assumption that the controller 7 equipped with the acceleration sensor 701 is in a static state (that is, when processing is performed assuming that the acceleration detected by the acceleration sensor 701 is only gravitational acceleration). If the controller 7 is actually in a static state, it is possible to know whether or not the posture of the controller 7 is tilted with respect to the direction of gravity, or how much it is tilted, based on the detected acceleration. Specifically, when the detection axis of the acceleration sensor 701 is oriented vertically downward, the controller 7 is vertically downward only by whether or not 1G (gravitational acceleration) is acting in the detection axis direction. It is possible to know whether or not it is tilted with respect to the direction. Further, it is possible to know how much the controller 7 is tilted with respect to the vertical downward direction by the magnitude of the acceleration acting in the detection axis direction. Further, in the case of the acceleration sensor 701 capable of detecting acceleration in the multi-axis direction, how much the controller 7 can handle in the direction of gravity by further processing the acceleration signal detected for each axis. You can know in more detail whether it is tilted. In this case, the processor may perform a process of calculating the tilt angle data of the controller 7 based on the output from the accelerometer 701, but the accelerometer does not perform the process of calculating the tilt angle data. The process may be such that the degree of inclination of the controller 7 is estimated based on the output from the 701. In this way, by using the acceleration sensor 701 in combination with the processor, it is possible to determine the inclination, posture, or position of the controller 7.
On the other hand, if it is assumed that the acceleration sensor 701 is in a dynamic state, the acceleration sensor 701 detects the acceleration according to the movement of the acceleration sensor 701 in addition to the gravitational acceleration component. If it is removed by a predetermined process, the movement direction of the controller 7 and the like can be known. Specifically, when the controller 7 including the acceleration sensor 701 is dynamically accelerated and moved by the player's hand, various movements of the controller 7 and various movements of the controller 7 are performed by processing the acceleration signal generated by the acceleration sensor 701. / Or the position can be calculated. Even if it is assumed that the acceleration sensor 701 is in a dynamic state, if the acceleration corresponding to the movement of the acceleration sensor 701 is removed by a predetermined process, the inclination of the controller 7 with respect to the gravity direction can be known. It is possible.
In another embodiment, the acceleration sensor 701 is a built-in signal processor or the like for performing desired processing on the acceleration signal output from the built-in acceleration detection means before outputting the signal to the microcomputer 751. It may be provided with a dedicated processing device of the above type. For example, if the accelerometer 701 is for detecting static acceleration (eg, gravitational acceleration), the built-in or dedicated processing device will use the detected acceleration signal as the corresponding tilt angle (or other). It may be converted into a preferable parameter). The data indicating the acceleration detected by the acceleration sensor 701 is output to the communication unit 75.
Further, in another embodiment, instead of the acceleration sensor 701, a gyro sensor having at least one of them having a rotating element, a vibrating element, or the like may be used. An example of a MEMS gyro sensor used in this embodiment is one available from Analog Devices, Inc. Unlike the accelerometer 701, the gyro sensor can directly detect rotation (or angular velocity) about the axis of at least one gyro element it contains. As described above, since the gyro sensor and the acceleration sensor are basically different, it is necessary to appropriately change the processing performed on the output signals from these devices depending on which device is selected for each application. There is.
Specifically, when the inclination and the posture are calculated by using the gyro sensor instead of the acceleration sensor, a large change is made. That is, when the gyro sensor is used, the inclination value is initialized in the state where the detection is started. Then, the angular velocity data output from the gyro sensor is integrated. Next, the amount of change in the slope from the initialized value of the slope is calculated. In this case, the calculated inclination will be a value corresponding to the angle. On the other hand, when the slope is calculated by the acceleration sensor, the slope is calculated by comparing the values of the components related to each axis of the gravitational acceleration with a predetermined reference, so that the calculated slope can be expressed by a vector. Therefore, it is possible to detect the absolute direction to be detected by using the acceleration detecting means without performing initialization. Further, the property of the value calculated as the slope is an angle when a gyro sensor is used, whereas it is a vector when an acceleration sensor is used. Therefore, when a gyro sensor is used instead of the acceleration sensor, it is necessary to perform a predetermined conversion of the inclination data in consideration of the difference between the two devices. Since the characteristics of the gyroscope as well as the basic difference between the acceleration detecting means and the gyroscope are known to those skilled in the art, further details are omitted here. While the gyro sensor has the advantage of being able to detect rotation directly, the accelerometer generally has the advantage of being more cost effective than the gyro sensor when applied to a controller as used in this embodiment. Have.
The communication unit 75 includes a microcomputer (microcomputer) 751, a memory 752, a wireless module 753, and an antenna 754. The microcomputer 751 controls the wireless module 753 that wirelessly transmits transmission data while using the memory 752 as a storage area during processing. Further, the microcomputer 751 controls the operation of the sound IC 707 and the vibrator 704 according to the data from the game device main body 5 received by the wireless module 753 via the antenna 754. The sound IC 707 processes sound data and the like transmitted from the game device main body 5 via the communication unit 75. Further, the microcomputer 751 operates the vibrator 704 in response to vibration data (for example, a signal for turning on or off the vibrator 704) transmitted from the game device main body 5 via the communication unit 75.
Operation signals (key data) from the operation unit 72 provided on the controller 7, acceleration signals in the three-axis directions (acceleration data in the X, Y, and Z-axis directions) from the acceleration sensor 701, and imaging information calculation unit 74. The processing result data is output to the microcomputer 751. The microcomputer 751 temporarily stores each input data (key data, X, Y, and Z-axis direction acceleration data, processing result data) in the memory 752 as transmission data to be transmitted to the wireless controller module 19. Here, the wireless transmission from the communication unit 75 to the wireless controller module 19 is performed at predetermined intervals, but since the game processing is generally performed in units of 1/60 seconds, it is more than that. It is necessary to perform transmission in a short cycle. Specifically, the processing unit of the game is 16. It is 7ms (1/60 seconds), and the transmission interval of the communication unit 75 composed of Bluetooth (registered trademark) is 5ms. When the transmission timing to the wireless controller module 19 arrives, the microcomputer 751 outputs the transmission data stored in the memory 752 as a series of operation information, and outputs the transmission data to the wireless module 753. Then, the radio module 753 radiates a radio signal indicating operation information from the antenna 754 using a carrier wave of a predetermined frequency, for example, using the technology of Bluetooth (registered trademark). That is, the key data from the operation unit 72 provided in the controller 7, the X, Y, and Z-axis direction acceleration data from the acceleration sensor 701, and the processing result data from the imaging information calculation unit 74 are transmitted from the controller 7. .. Then, the radio controller module 19 of the game device main body 5 receives the radio wave signal, and the game device main body 5 demolishes or decodes the radio wave signal to perform a series of operation information (key data, X, Y, and Z axes). (Direction acceleration data and processing result data) are acquired. Then, the CPU 10 of the game device main body 5 performs game processing based on the acquired operation information and the game program. When the communication unit 75 is configured by using the technology of Bluetooth (registered trademark), the communication unit 75 can also have a function of receiving transmission data wirelessly transmitted from another device.
Next, before explaining the specific processing performed by the game device main body 5, the outline of the game performed by the game device main body 5 will be described with reference to FIGS. 8 to 10. Note that FIG. 8 is a diagram showing an example of a game image displayed on the monitor 2. FIG. 9 is a diagram showing an example in which the player object OBJ moves in response to the swinging motion when the controller 7 is swung. 10A and 10B are diagrams showing an example in which the movement direction set according to the swing operation of the controller 7 is corrected.
In FIG. 8, the monitor 2 shows the player object OBJ moving in the virtual game world. In the example shown in FIG. 8, the player object OBJ shows a game in which the player object OBJ advances to the left in the two-dimensional virtual game world (game progress direction). For example, the virtual game world displayed on the monitor 2 scrolls to the left at a predetermined speed, and the player object OBJ moves in the virtual game world displayed on the monitor 2. That is, the virtual camera moves to the left in the virtual game world, and the virtual game world displayed on the screen moves to the right, so that the game progresses to the left. Then, the player can obtain a predetermined score by colliding the player object OBJ with the target TG appearing in the virtual game world.
In FIG. 9, the player object OBJ moves in the virtual game world according to the swing direction of the controller 7. FIG. 9 shows how the player object OBJ moves from right to left in the virtual game world toward monitor 2 in response to the controller 7 being swung from right to left in the real space. For example, the acceleration generated by the player shaking the controller 7 is detected by the acceleration sensor 701, and the data indicating the acceleration is transmitted to the game device main body 5. Then, the game device main body 5 calculates the direction in which the controller 7 is swung based on the received acceleration data, and sets the moving direction of the player object OBJ according to the calculated swing direction. In this movement direction setting, the game device main body 5 corrects the movement direction so that the player object OBJ can easily hit the target TG. Hereinafter, the target TG for which the moving direction of the player object OBJ is corrected may be referred to as a correction target TG.
In FIGS. 10A and 10B, a guidance source range and a guidance destination range are set for the correction target TG. The guidance source range determines whether or not the movement direction of the player object OBJ set in the virtual game world according to the swing direction of the controller 7 is to be corrected. When the set movement direction indicates within the guidance source range from the current position of the player object OBJ, the movement direction is corrected so as to be closer to the correction target TG that sets the guidance source range. For example, the guidance source range is set to the range length Ro centered on the correction target TG along the direction (straight line L) perpendicular to the direction connecting the player object OBJ and the correction target TG.
The guidance destination range sets the ratio of moving the moving direction of the player object OBJ closer to the correction target TG. For example, the movement direction to be corrected is corrected so as to approach the correction target TG at the ratio of the guidance destination range / guidance source range.
Specifically, the guidance destination range is the range length Rt (Rt <Ro) centered on the correction target TG along the direction (straight line L) perpendicular to the direction connecting the player object OBJ and the correction target TG. ) Is set. In this case, the moving direction to be corrected is corrected so as to approach the correction target TG at a ratio of Rt / Ro. Specifically, let the point P0 be the intersection of the moving direction before correction and the straight line L, and let a (a <Ro / 2) be the distance from the point P0 to the center of the correction target TG. In this case, a point P1 on the point P0 side, which is a distance b from the center of the correction target TG, is set along the straight line L according to the distance a. Here, the distance b is calculated by b = a * Rt / Ro. Then, the moving direction before the correction from the current position of the player object OBJ toward the point P0 is corrected in the direction from the current position of the player object OBJ toward the point P1.
As is clear from the correction example of the movement direction described above, by setting the size of the guidance destination range (range length Rt) to be larger than the size of the correction target TG, the movement direction after correction always intersects with the correction target TG. As a result, the player object OBJ may not collide with the correction target TG. That is, when the moving direction is within the guidance source range, the moving direction is corrected so as to approach the correction target TG, but the moving direction determines whether or not the player object OBJ collides with the correction target TG. Only when it is close to the correction target TG to some extent. Therefore, even if the correction is performed, the correction target TG is not always hit, so that it is possible to prevent the game from becoming unnaturally too easy. In addition, the induction source range determines whether or not the moving direction is the correction target. Therefore, it is possible to adjust the difficulty of various games by changing the size of the guidance destination range (range length Rt) and / or the size of the guidance source range (range length Ro). If you want to lower the difficulty level, make the width of the guidance destination range the same as the correction target TG, and if the movement direction is toward the guidance source range, the player object OBJ will always hit the correction target TG by correction. Will be done.
Next, the details of the game processing performed in the game system 1 will be described. First, with reference to FIG. 11, the main data used in the game processing will be described. Note that FIG. 11 shows the main data and programs stored in the external main memory 12 and / or the internal main memory 35 (hereinafter, the two main memories are collectively referred to as the main memory) of the game device main body 5. It is a figure which shows.
As shown in FIG. 11, the data storage area of the main memory includes acceleration data Da, acceleration vector data Db, gravity vector data Dc, difference vector data Dd, movement vector data De, correction target data Df, and player object position data Dg. , And image data Dh and the like are stored. In addition to the data included in the information shown in FIG. 11, the main memory contains data related to objects other than the player object OBJ appearing in the game (position data, etc.) and data related to the virtual game world (background data, etc.). ) Etc., data required for game processing is stored. Further, various program groups Pa constituting the game program are stored in the program storage area of the main memory.
The acceleration data Da is data indicating the acceleration generated in the controller 7, and stores the acceleration data included in a series of operation information transmitted as transmission data from the controller 7. The acceleration data Da includes the X-axis direction acceleration data Da1 indicating the acceleration detected by the acceleration sensor 701 with respect to the X-axis component, the Y-axis direction acceleration data Da2 indicating the acceleration detected with respect to the Y-axis component, and the Z-axis. Includes Z-axis acceleration data Da3, which indicates the detected acceleration for the component. The wireless controller module 19 provided in the game device main body 5 receives acceleration data included in the operation information transmitted from the controller 7 at a predetermined cycle (for example, every 1/200 seconds), and is provided in the wireless controller module 19. Not stored in the buffer. After that, the acceleration data stored in the buffer is read out every frame (for example, every 1/60 second) which is the game processing cycle, and the acceleration data Da in the main memory is updated.
At this time, since the cycle for receiving the operation information and the processing cycle are different, the operation information received at a plurality of time points is described in the buffer. In the description of the process described later, in each step described later, a mode is used in which only the latest operation information among the operation information received at a plurality of time points is always used for processing and the process proceeds to the next step.
Further, in the processing flow described later, the acceleration data Da will be described using an example in which the acceleration data Da is updated every frame, which is the game processing cycle, but it may be updated in another processing cycle. For example, the acceleration data Da may be updated for each transmission cycle from the controller 7, and the updated acceleration data Da may be used for each game processing cycle. In this case, the cycle for updating the acceleration data Da1 to Da3 stored in the acceleration data Da and the game processing cycle are different.
The acceleration vector data Db is data indicating an acceleration vector calculated using the accelerations indicated by the X-axis direction acceleration data Da1, the Y-axis direction acceleration data Da2, and the Z-axis direction acceleration data Da3, and acts on the controller 7. Data indicating the direction and magnitude of the acceleration is stored. The gravity vector data Dc stores data indicating a gravity vector representing the direction and magnitude of gravity generated in the controller 7. The difference vector data Dd stores data indicating a vector (difference vector) obtained by subtracting the gravity vector from the acceleration vector. The movement vector data De stores data (movement vector) indicating the movement direction and movement speed of the player object OBJ set in the virtual game world according to the difference vector.
The correction target data Df includes priority data Df1, correction target position data Df2, guidance source range data Df3, and guidance destination range data Df4 for each correction target TG described above, and provides various information for each correction target TG. The data to be shown is stored. The priority data Df1 is data indicating the priority for determining whether or not the correction target TG is the correction target for correcting the moving direction of the player object OBJ. The correction target position data Df2 is data indicating the position where the correction target TG is placed in the virtual game world. The induction source range data Df3 is data indicating the induction source range set in the correction target TG. The guidance destination range data Df4 is data indicating the guidance destination range set in the correction target TG.
The player object position data Dg stores data indicating the position where the player object OBJ is arranged in the virtual game world.
The image data Dh includes player object image data Dh1, correction target image data Dh2, background image data Dh3, and the like. The player object image data Dh1 is data for arranging the player object OBJ in the virtual game world and generating a game image. The correction target image data Dh2 is data for arranging the correction target TGs in the virtual game world and generating a game image. The background image data Dh3 is data for arranging a background in the virtual game world and generating a game image.
Next, the details of the game processing performed in the game device main body 5 will be described with reference to FIGS. 12 to 14. Note that FIG. 12 is a flowchart showing an example of the operation of the first half in the game processing executed by the game device main body 5. FIG. 13 is a flowchart showing an example of the latter half of the operation in the game processing executed by the game device main body 5. FIG. 14 is a subroutine showing a detailed operation of an example of the moving direction correction process in step 53 in FIG. In the flowcharts shown in FIGS. 12 to 14, among the game processes, the process in which the player shakes the controller 7 to move the player object OBJ will be mainly described, and other game processes not directly related to the present invention will be described. A detailed description will be omitted. Further, in FIGS. 12 to 14, each step executed by the CPU 10 is abbreviated as S.
When the power of the game device main body 5 is turned on, the CPU 10 of the game device main body 5 executes a startup program stored in the ROM / RTC13, thereby initializing each unit such as the main memory. Then, the game program stored in the optical disk 4 is read into the main memory, and the CPU 10 starts executing the game program. The flowcharts shown in FIGS. 12 to 14 are flowcharts showing game processing performed after the above processing is completed.
In FIG. 12, the CPU 10 initializes the game processing (step 40) and proceeds to the next step. For example, in the game processing initialization in step 40, the virtual game world is set, and the player object OBJ, the correction target TG, and the arrangement of other targets that are not correction targets are initially set. Further, in the game processing initialization in step 40, each parameter used in the subsequent game processing is initialized. For example, the CPU 10 sets the parameters indicated by the data Da to De stored in the main memory described above to 0. Further, in the game processing initialization in step 40, the game progress direction (see FIG. 8) is set in the virtual game world displayed on the monitor 2. For example, the game progress direction is set to be leftward, rightward, upward, downward, or the like with respect to the monitor 2. Here, when the game progress direction is set to the left, a player who holds the controller 7 with his left hand (that is, a left-handed player) may have difficulty in playing the game. Further, when the game progress direction is set to the right direction, the player who holds the controller 7 with his right hand (that is, a right-handed player) may have difficulty in playing the game. In order to consider the advantages / disadvantages of such a dominant hand, the game progress direction may be set according to a preset dominant hand of the player.
Next, the CPU 10 determines whether or not the elapsed time after the determination that the controller 7 has been shaken has reached a predetermined time (step 41). As will be clarified later, the CPU 10 determines that the controller 7 has been shaken in step 47, and measures the elapsed time from the processing of the step. Then, the CPU 10 determines whether or not the elapsed time has reached a predetermined time (for example, 0.3 seconds). When the elapsed time reaches the predetermined time, the CPU 10 proceeds to the next step 42. On the other hand, when the elapsed time has not reached the predetermined time, the CPU 10 proceeds to the next step 53 (see FIG. 13).
The process of step 41 is performed in order to prevent erroneous determination after the swing determination of the controller 7. For example, the acceleration generated immediately after determining that the controller 7 is swinging is the acceleration in the reverse direction generated when the motion of swinging the controller 7 is stopped, or the backswing (swinging motion) when the player swings the controller 7. ) Immediately after that, it is highly possible that the acceleration is generated when the backswing is swung in the opposite direction. That is, in a series of swinging operations, accelerations in the opposite directions may occur, and if all of these accelerations are used for the swing determination, it becomes difficult to determine the direction in which the controller 7 is actually swinging. In the present embodiment, the acceleration generated in a certain time (for example, 0.3 seconds) after the controller 7 is determined to be shaken is not used for the next swing determination, so that the acceleration used in the immediately preceding swing determination is not used. This prevents the next swing determination using the acceleration in the opposite direction.
In step 42, the CPU 10 acquires data indicating acceleration from the controller 7 and proceeds to the next step. For example, the CPU 10 acquires the operation information received from the controller 7 and stores it in the acceleration data Da using the acceleration indicated by the latest acceleration data included in the operation information. Specifically, the CPU 10 updates the X-axis direction acceleration data Da1 by using the acceleration indicated by the acceleration data in the X-axis direction included in the latest operation information received from the controller 7. Further, the CPU 10 updates the Y-axis direction acceleration data Da2 by using the acceleration indicated by the Y-axis direction acceleration data included in the latest operation information. Then, the CPU 10 updates the Z-axis direction acceleration data Da3 by using the acceleration indicated by the Z-axis direction acceleration data included in the latest operation information.
Next, CPU10 calculates the acceleration vector and the magnitude of the acceleration vector is 1G (9.8m / s).<sup>2</sup>) Is determined whether or not it has continued for a certain period of time (step 43). For example, the CPU 10 calculates the X-axis acceleration stored in the X-axis acceleration data Da1, the Y-axis acceleration stored in the Y-axis acceleration data Da2, and the Z-axis acceleration stored in the Z-axis acceleration data Da3. It is used to calculate an acceleration vector having acceleration components in each direction, and the acceleration vector data Db is updated using the acceleration vector. Then, it is determined whether or not the time when the magnitude of the acceleration vector is in the vicinity of 1.0 G (for example, 1.0 G ± 10%) continues for a predetermined time (for example, 0.1 second). Then, when the magnitude of the acceleration vector is close to 1G and continues for a certain period of time, the CPU 10 proceeds to the next step 44. On the other hand, if the magnitude of the acceleration vector is close to 1G and does not continue for a certain period of time, the CPU 10 proceeds to the next step 45.
In step 44, the CPU 10 sets the current acceleration vector to the gravity vector and proceeds to the next step 45. For example, the CPU 10 refers to the acceleration vector data Db and updates the gravity vector data Dc using the acceleration vector indicated by the acceleration vector data Db. Here, the step 44 is executed when the time when the magnitude of the acceleration vector is in the vicinity of 1.0 G continues for a predetermined time. That is, it is presumed that the magnitude of the acceleration acting on the controller 7 is stable in the vicinity of 1.0 G, that is, the controller 7 is in a static state. Therefore, since it is estimated that the acceleration acting on the controller 7 in the static state is the gravitational acceleration, the acceleration vector detected in the above state is a vector of the gravitational acceleration acting on the controller 7 (gravitational vector). Can be handled.
In step 45, the CPU 10 subtracts the gravity vector from the acceleration vector to calculate the difference vector, and proceeds to the next step. For example, the CPU 10 refers to the acceleration vector data Db and the gravity vector data Dc, subtracts the gravity vector indicated by the gravity vector data Dc from the acceleration vector indicated by the acceleration vector data Db, calculates the difference vector, and calculates the difference vector. Use to update the difference vector data Dd.
Next, the CPU 10 determines whether or not the magnitude of the XY-axis component excluding the Z-axis component of the difference vector is equal to or greater than a predetermined value (step 46). Here, the above-mentioned predetermined value is a threshold value for determining whether or not the controller 7 is shaken by the player, and is a value larger than the gravitational acceleration (that is, 1.0 G) acting on the controller 7 even in a static state. Is set to. The Z-axis component of the difference vector becomes excessive compared to the other axis component (XY-axis component) due to the centrifugal force when the controller 7 is shaken. Therefore, in the present embodiment, the Z-axis component is excluded from the controller 7. The swing judgment is performed. Then, when the magnitude of the XY axis component of the difference vector is equal to or larger than the predetermined value, the CPU 10 proceeds to the next step 47. On the other hand, when the magnitude of the XY axis component of the difference vector is less than the predetermined value, the CPU 10 proceeds to the next step 53 (see FIG. 13).
In step 47, the CPU 10 determines that the controller 7 has been shaken, and starts counting the elapsed time after the determination. Then, CPU10 proceeds to the next step.
Next, the CPU 10 converts the current difference vector into a movement vector in the virtual game world (step 48), and proceeds to the next step. For example, the CPU 10 refers to the difference vector data Dd, converts the difference vector indicated by the difference vector data Dd into a movement vector, and updates the movement vector data De using the movement vector. An example of converting a difference vector into a moving vector will be described below.
FIG. 15A shows a view from the bottom of the controller 7. As shown in FIG. 15A, in step 45, the difference vector obtained by subtracting the gravity vector from the acceleration vector is calculated. Here, as described above, the gravitational vector indicates the direction and magnitude of the gravitational acceleration in which the controller 7 is acting in a static state. On the other hand, the acceleration vector is detected in a state where the gravitational acceleration is added to the acceleration generated by the movement (for example, shaking) of the controller 7 itself. Therefore, the difference vector can be treated as data indicating the direction and magnitude of the acceleration generated by the movement of the controller 7 itself.
The angle formed by the direction of the gravity vector and the direction of the difference vector can be used as a parameter indicating the direction of acceleration generated by the movement of the controller 7 itself with reference to the direction of gravitational acceleration. In the game example described later, in order to handle a two-dimensional virtual game world, the Z-axis component of the gravity vector and the Z-axis component of the difference vector are set to 0, respectively, and the angle θ formed by the direction of the gravity vector and the direction of the difference vector is calculated. To do.
On the other hand, the monitor 2 displays, for example, a two-dimensional virtual game world. Here, in order to make the following explanation concrete, the coordinate system set for the virtual game world is defined. As shown in Figure 15B, we define xy axes that are orthogonal to each other for a two-dimensional virtual game world. Specifically, the left-right direction in the virtual game world is the x-axis, and the right direction in the virtual game world toward monitor 2 is the x-axis positive direction. Further, the vertical direction in the virtual game world is the y-axis, and the upward direction in the virtual game world toward the monitor 2 is the positive y-axis direction.
When converting the difference vector to a moving vector, a vector is set in which the X-axis component and the Y-axis component of the difference vector are replaced with the x-axis component and the y-axis component of the virtual game world, respectively. Then, the movement vector in the virtual game world is set by rotating the direction of the vector so that the angle formed with the downward direction (that is, the negative direction on the y-axis) in the virtual game world is the angle θ. The magnitude of the movement vector may be set according to the operating environment and operating sensitivity of the game. For example, the magnitude of the difference vector may be set to a value obtained by multiplying the magnitude of the difference vector by a predetermined ratio.
Returning to FIG. 12, the CPU 10 determines whether or not the direction of the movement vector calculated in step 48 is opposite to the game progress direction (step 49). As an example, as shown in FIG. 15B, when the game progress direction is the x-axis negative direction, the CPU 10 advances the game when the x-axis component of the movement vector calculated in step 48 is positive. Judge that the direction is opposite to the direction. Then, when the direction of the movement vector is opposite to the game progress direction, the CPU 10 proceeds to the next step 50. On the other hand, when the direction of the movement vector is forward with respect to the game progress direction, the CPU 10 proceeds to the next step 51 (see FIG. 13).
In step 50, the CPU 10 reverses the direction of the movement vector calculated in step 48, and proceeds to the next step 51. For example, the CPU 10 inverts and inverts the direction of the movement vector by referring to the movement vector data De and reversing the positive and negative of the x-axis component and the y-axis component of the movement vector indicated by the movement vector data De. The movement vector data De is updated using the movement vector. Here, as shown in FIGS. 8 and 9, the present embodiment advances in the game progress direction of the virtual game world while moving the player object OBJ in the virtual game world according to the swing direction of the game controller 7. I'm using a game that goes out. Therefore, since there is no operation in which the player swings the controller 7 in the direction opposite to the game progress direction in the virtual game world, if a movement vector opposite to the game progress direction is obtained, the backswing when the player swings the controller 7 There is a high possibility of (swinging motion). In this case, in the present embodiment, it is assumed that the controller 7 is swung immediately after the backswing and the backswing is in the direction opposite to the swing direction immediately after the backswing, and the movement vector is inverted based on the assumption. ing. Therefore, in another embodiment, if the player object can move in any direction, the inversion of step 50 may not be performed.
In step 51 (FIG. 13), the CPU 10 determines whether or not the player object OBJ is in a movable state. For example, when the player object OBJ is in the stopped state in the effect of the progress of the game, the CPU 10 determines that the player object OBJ is not in the movable state. Then, when the player object OBJ is in a movable state, the CPU 10 proceeds to the next step 52. On the other hand, if the player object OBJ is not in a movable state, the CPU 10 proceeds to the next step 53.
In step 52, the CPU 10 performs a process of correcting the direction (movement direction) of the movement vector, and proceeds to the next step. Hereinafter, the operation of the movement direction correction process performed in step 52 will be described with reference to FIG.
In FIG. 14, the CPU 10 determines whether or not there is a correction target TG in the display screen displayed on the monitor 2 (step 60). Then, when the correction target TG is in the display screen, the CPU 10 proceeds to the next step 61. On the other hand, if there is no correction target TG in the display screen, the CPU 10 proceeds to the next step 69.
In step 61, the CPU 10 sets the processing order for the correction target TG displayed in the display screen, and proceeds to the next step. For example, the CPU 10 extracts the priority indicated by the priority data Df1 for each correction target TG displayed on the display screen, and sets the processing order of the correction target TG based on the priority. Here, the priority of the correction target TG is set according to the type of the correction target TG and the like. For example, in terms of the rules of the game, a target that is more important than other targets is given a higher priority so that it can be easily processed. On the contrary, for a target that is more important than other targets, the priority may be lowered to make it difficult to be processed.
In setting the processing order in step 61, the processing order is set according to the distance from the player object OBJ by referring to the correction target position data Df2 and the player object position data Dg while considering the above priority. It doesn't matter. As an example, for the correction target TG having the same priority, the processing order of the correction target TG having a relatively short distance from the player object OBJ is set first. As another example, the processing order is set so that the processing order of the correction target TG having a relatively short distance from the player object OBJ is prioritized, and the correction target TG having the same distance has the above-mentioned high priority correction. Set the processing order of the target TG first.
Next, the CPU 10 selects the correction target TG in the order of the processing order set in step 61 above (step 62). Then, the CPU 10 refers to the correction target position data Df2 and the player object position data Dg of the selected correction target TG, and the correction target TG selected in step 62 above moves toward the player object OBJ in the game progress direction. Determine if it exists (step 63). Then, when the correction target TG is on the game progress direction side with respect to the player object OBJ, the CPU 10 proceeds to the next step 64. On the other hand, when the correction target TG is not on the game progress direction side with respect to the player object OBJ, the CPU 10 proceeds to the next step 68.
In step 64, the point P0 for the selected correction target TG is calculated. Then, the CPU 10 determines whether or not the distance a from the point P0 to the center of the correction target TG is shorter than half the length (Ro / 2) of the range length Ro of the induction source range of the selected correction target TG. Determine (step 65). Then, when a <Ro / 2, CPU10 proceeds to the next step 66. On the other hand, when a Ro / 2, the CPU 10 proceeds to the next step 68.
As explained with reference to FIG. 10A, the point P0 is obtained by the intersection of the direction perpendicular to the direction connecting the player object OBJ and the correction target TG (straight line L) and the direction of the movement vector (movement direction). .. Then, by comparing the distance a from the point P0 to the center of the correction target TG with half of the range length Ro of the guidance source range, the set movement direction is selected from the current position of the player object OBJ. It is determined whether or not the correction target TG is within the induction source range, that is, whether or not the correction target TG selected from is to be the correction target. In step 64 and step 65, the CPU 10 refers to the movement vector data De, the player object position data Dg, the correction target position data Df2 of the selected correction target TG, and the induction source range data Df3. Make a judgment.
In step 66, when a <Ro / 2, that is, when the selected correction target TG is the correction target, the CPU 10 calculates the point P1 for the correction target TG. Then, the CPU 10 corrects the moving direction so as to be the calculated direction to the point P1 (step 67), and proceeds to the next step.
As described with reference to FIG. 10B, the point P1 is set on the point P0 side which is a distance b (= a * Rt / Ro) from the center of the correction target TG along the straight line L. As a result, the moving direction is corrected so as to approach the correction target TG that is the correction target at a ratio of Rt / Ro. In step 66 and step 67, the CPU 10 refers to the player object position data Dg and the correction target position data Df2, the guidance source range data Df3, and the guidance destination range data Df4 of the selected correction target TG. Make these calculations. Then, the CPU 10 refers to the movement vector data De, changes the direction of the movement vector indicated by the movement vector data De to the corrected movement direction, and updates the movement vector data De using the changed movement vector.
On the other hand, in step 68, the CPU 10 determines whether or not there is an unprocessed correction target TG in the correction target TG for which the processing order is set in step 61. Then, if there is no unprocessed correction target TG, the CPU 10 proceeds to the next step 69. On the other hand, if there is an unprocessed correction target TG, the CPU 10 returns to step 62 and repeats the process.
In step 69, the CPU 10 determines the movement vector indicated by the current movement vector data De as the movement vector used for the subsequent game processing, and ends the processing by the subroutine.
Returning to FIG. 13, after the movement direction correction process in step 52, the CPU 10 performs a game process (step 53) and performs a display process for displaying a game image corresponding to the game process on the monitor 2 (step 54). ), Proceed to the next step. For example, in step 53, the CPU 10 moves the player object OBJ in the virtual game world based on the movement vector indicated by the movement vector data De. In addition, when the player object OBJ comes into contact with another object or the like in the virtual game world, the CPU 10 performs processing according to the object (destroying the object, reflecting by the object, etc.). The CPU 10 also performs other game processing and the like that are not related to the movement of the player object OBJ.
The movement vector indicated by the movement vector data De may be changed according to the game processing content after the game processing in step 53. For example, after the game processing in step 53, the movement vector may be attenuated at a predetermined ratio, or the direction of the movement vector may be changed when the player object OBJ comes into contact with another object by the game processing. It doesn't matter. When the movement vector is changed after the game processing in step 53, the CPU 10 updates the movement vector data De using the changed movement vector.
Next, CPU10 determines whether or not to end the game (step 55). The conditions for ending the game include, for example, the condition that the game is over is satisfied, and the player has performed an operation to end the game. When the game is not finished, the CPU 10 returns to step 41 (see FIG. 12) and repeats the process, and when the game is finished, the CPU 10 ends the process according to the flowchart.
As described above, according to the game processing described above, the moving direction of the player object OBJ is corrected so that the player object OBJ moving according to the swing direction of the controller 7 approaches the correction target TG. Therefore, when the player wants an operation in which the player object OBJ collides with the correction target TG in the virtual game world, the direction from the player object OBJ toward the correction target TG and the swing direction of the controller 7 completely match. Even if it is not, the collision can be realized. That is, the player can perform a desired operation by swinging the controller 7 in a swing direction that is close to the correction target TG from the player object OBJ to some extent, and a precise operation is not required.
On the other hand, if the setting is made so that the player always collides with the correction target TG when the controller 7 is swung, the game becomes great and uninteresting. In the game processing described above, the correction ratio in the moving direction is adjusted by adjusting the sizes of the guidance source range and the guidance destination range of the correction target TG. That is, when the difference between the direction from the player object OBJ toward the correction target TG and the swing direction of the controller 7 is large, it is possible to adjust so that the player object OBJ does not collide with the correction target TG. In this case, the player needs to swing the controller 7 aiming to some extent so that the player object OBJ collides with the correction target TG. Specifically, the correction ratio is adjusted by adjusting the size of the guidance destination range with respect to the size of the correction target TG. It is also possible to adjust the probability that the correction target TG will be the correction target by adjusting the size of the induction source range. As described above, in the above-mentioned game processing, the difficulty level of various games is adjusted by changing the size of the guidance destination range (range length Rt) and / or the size of the guidance source range (range length Ro). It is possible.
The induction source range and the induction destination range set in the correction target TG may be set in other shapes. Hereinafter, an example of the induction source range and the induction destination range set in other shapes will be described with reference to FIGS. 16A and 16B. Note that FIGS. 16A and 16B are diagrams showing an example in which the induction source range and the induction destination range are set in a circle with respect to the correction target TG.
In FIGS. 16A and 16B, the correction target TG is set to a circular induction source range centered on the correction target TG and a circular induction destination range. The induction source range is set by a circle with a diameter of Ro centered on the correction target TG. Then, the guidance source range determines whether or not the movement direction of the player object OBJ set in the virtual game world according to the swing direction of the controller 7 is to be corrected. Specifically, when the set movement direction passes through at least a part of the guidance source range from the current position of the player object OBJ, the correction target TG for which the transfer source range is set is set as the correction target.
The induction source range is set by a circle with a diameter of Rt (Rt <Ro) centered on the correction target TG. Then, the guidance destination range sets the ratio of moving the moving direction of the player object OBJ closer to the correction target TG. For example, the moving direction to be corrected is corrected so as to approach the correction target TG at the ratio of the diameter of the guidance destination range / the diameter of the guidance source range.
Specifically, the circle C0 centered on the correction target TG that is in contact with the movement direction before correction is set, and the radius of the circle C0 is a (a <Ro / 2). Then, the point of contact between the moving direction before correction and the circle C0 is P0. In this case, a circle C1 having a radius b centered on the correction target TG is set according to the radius a. Here, the radius b is calculated by b = a * Rt / Ro. Then, the moving direction before the correction from the current position of the player object OBJ to the circle C0 is corrected to the direction from the current position of the player object OBJ to the circle C1. If the contact point between the corrected movement direction and the circle C1 is P1, the contact point P1 is set to the same side as the contact point P0 set for the correction target TG.
Further, the guidance source range and / or the guidance destination range may be changed according to the game situation. In the first example, the size of the guidance source range and / or the guidance destination range is changed according to the position of the correction target TG with respect to the display screen displayed on the monitor 2. For example, when the correction target TG scrolls in the direction opposite to the game progress direction, the induction source range of the correction target TG is gradually expanded according to the scroll movement. This makes it easier for the player object OBJ to be guided to the correction target TG for the correction target TG that is positioned above or below the player object OBJ so that it is unlikely to collide with the player object OBJ. be able to.
The second example changes the size of the source and / or destination range over time. For example, the guidance destination range of the correction target TG is gradually reduced with the passage of time. By changing the guidance destination range of the correction target TG in this way, the player object OBJ is less likely to collide with the correction target TG at the start of the game, and the player object OBJ can be more likely to collide with the correction target TG over time. ..
The third example changes the size of the source range and / or the destination range according to the difficulty of the game. For example, for a player with high skill in the above game or a game stage with high difficulty, the guidance source range is relatively small or the guidance destination range is relatively large. As a result, it is possible to make it difficult for the player object OBJ to collide with the correction target TG for a player having a high skill in the game or a game stage having a high difficulty level.
Further, the skill of the player for the game may be determined by using the correction amount in which the movement direction of the movement vector is corrected. That is, the difference between the movement vector before correction and the movement vector after correction is evaluated to determine the skill of the player for the game. For example, during the game, the average value of the difference between the distance a and the distance b described with reference to FIG. 10B is calculated, and it is determined that the larger the average value, the lower the skill (operation ability) of the player for the game. Further, the average value of the difference between the radius a and the radius b described with reference to FIG. 16B is calculated, and it is determined that the larger the average value, the lower the skill of the player for the game.
Further, in the game processing described above, acceleration data indicating acceleration in the three axial directions obtained from the acceleration sensor 701 is used, but acceleration data indicating acceleration in the two axial directions may be used. In this case, it is not possible to analyze the acceleration generated in the direction perpendicular to the biaxial direction (for example, the Z-axis direction), but since the acceleration in the direction in which the centrifugal force acts is removed in the game processing, the biaxial direction The same processing can be performed by using only the acceleration data (for example, the X-axis direction and the Y-axis direction).
Further, in the above description, a game in which the player object OBJ in the two-dimensional virtual game world moves left and right according to the direction in which the controller 7 is swung is used, but the present invention also applies to games of other aspects. Needless to say, it can be applied. As a first example, the present invention can be applied even to a game in which a player object moves up and down in a two-dimensional virtual game world in which a correction target is arranged. In this case, when the player swings the controller 7 in the vertical direction, the player object moves in the vertical direction in the virtual game world, and the moving direction is corrected based on the corrected target arranged.
As a second example, the present invention can be applied even to a game in which the player object moves in the depth direction of the virtual game world displayed on the monitor 2 and on which the correction target is arranged. In this case, the player grips the controller 7 and performs an action of poking, and the player object is moved in the depth direction by using the acceleration generated in response to the poking motion, and is based on the corrected target arranged. The movement direction will be corrected.
As a third example, the present invention can be similarly applied to a game in which a player object in a three-dimensional virtual game space is moved according to an action in which the controller 7 moves up, down, left, right, back and forth. In this case, the acceleration indicated by the acceleration data in the three-axis direction obtained from the acceleration sensor 701 is treated as the acceleration in the three-axis direction without removing the acceleration of the Z-axis component acting on the controller 7, and the direction of the acceleration and the acceleration are treated. The size is applied to the three-dimensional virtual game space, and the direction is corrected based on the corrected target placed.
Further, in the above description, the movement of the controller 7 is detected by using the acceleration indicated by the acceleration data in the three-axis directions obtained from the acceleration sensor 701. However, the movement of the controller 7 may be detected by using the data output from another type of sensor fixed to the controller 7. For example, a sensor (accelerometer, tilt sensor) that outputs data according to the tilt of the controller 7 (hereinafter, simply referred to as "tilt") with respect to the direction of gravity, and a sensor that outputs data according to the orientation of the controller 7 (hereinafter, simply referred to as "tilt"). Data output from a magnetic sensor), a sensor (gyro sensor) that outputs data according to the rotational movement of the controller 7, or the like can be used. Further, the acceleration sensor and the gyro sensor may be not only those capable of multi-axis detection but also those capable of single-axis detection. Further, a combination of these sensors may be used for more accurate detection. It is also possible to use a camera fixed to the controller 7 (for example, the image pickup information calculation unit 74) as the sensor. In this case, since the captured image captured by the camera changes according to the movement of the controller 7, the movement of the controller 7 can be determined by analyzing this image.
Further, depending on the type of the sensor, the sensor may be separately provided outside the controller 7. As an example, it is possible to determine the movement of the controller 7 by photographing the entire controller 7 from the outside of the controller 7 with a camera as a sensor and analyzing the image of the controller 7 captured in the captured image. Further, a system in which a unit fixed to the controller 7 and a unit separately installed outside the controller 7 may be used. As an example of this, a light emitting unit is separately provided outside the controller 7, and the light from the light emitting unit is photographed by a camera fixed to the controller 7. By analyzing the captured image captured by this camera, the movement of the controller 7 can be determined. Further, as another example, there is a system in which a magnetic field generator is separately provided outside the controller 7 and a magnetic sensor is fixedly attached to the controller 7.
Further, in the above description, an example in which the present invention is applied to a stationary game device has been described, but the present invention may also be applied to an information processing device such as a general personal computer operated by an input device equipped with an acceleration sensor. Can be done. For example, various game processes are performed based on the acceleration generated in the input device, such as the information processing device calculating the swing direction of the user holding the input device according to the acceleration data output from the acceleration sensor of the input device. It can be carried out.
Further, in the above description, the mode in which the controller 7 and the game device main body 5 are connected by wireless communication is used, but the controller 7 and the game device main body 5 may be electrically connected via a cable. .. In this case, the cable connected to the controller 7 is connected to the connection terminal of the game device main body 5.
Further, the shape of the controller 7 described above and the shape, number, installation position, etc. of the operation units 72 provided therein are merely examples, and even if they have other shapes, numbers, and installation positions, the present invention is used. Needless to say, the invention can be realized. Further, it is needless to say that the present invention can be realized even if the coefficients, determination values, mathematical formulas, processing order and the like used in the above-mentioned processing are merely examples and other values, mathematical formulas and processing orders are used.
Further, the game program of the present invention is not only supplied to the game device main body 5 through an external storage medium such as an optical disk 4, but may also be supplied to the game device main body 5 through a wired or wireless communication line. Further, the game program may be recorded in advance in the non-volatile storage device inside the game device main body 5. The information storage medium for storing the game program may be a non-volatile semiconductor memory in addition to a CD-ROM, a DVD, or a similar optical disk-shaped storage medium.
Although the present invention has been described in detail above, the above description is merely an example of the present invention in all respects, and the scope thereof is not intended to be limited. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention.
The game device and game program according to the present invention can appropriately set the direction in which the input device is swung, and are useful as a game device or game program that executes a game or the like that progresses in response to an operation of swinging the input device. is there.
<figref num="1">External view for explaining the game system 1 according to the embodiment of the present invention.</figref><figref num="2">Functional block diagram of the game device main unit 5 in FIG.</figref><figref num="3">A perspective view of the controller 7 in FIG. 1 as viewed from the rear of the upper surface.</figref><figref num="4">A perspective view of the controller 7 in FIG. 3 as viewed from the front of the lower surface.</figref><figref num="5">A perspective view showing a state in which the upper housing of the controller 7 in FIG. 3 is removed.</figref><figref num="6">A perspective view showing a state in which the lower housing of the controller 7 in FIG. 4 is removed.</figref><figref num="7">Block diagram showing the configuration of controller 7 in FIG.</figref><figref num="8">The figure which shows an example of the game image displayed on the monitor 2.</figref><figref num="9">The figure which shows an example which the player object OBJ moves according to the swinging motion when the controller 7 is swung.</figref><figref num="10A">The figure which shows an example which the movement direction set according to the swing motion of a controller 7 is corrected.</figref><figref num="10B">The figure which shows an example which the movement direction set according to the swing motion of a controller 7 is corrected.</figref><figref num="11">The figure which shows the main data and a program stored in the main memory of a game apparatus main body 5.</figref><figref num="12">A flowchart showing an example of the operation of the first half in the game processing executed in the game device main body 5.</figref><figref num="13">A flowchart showing an example of the latter half of the operation in the game processing executed in the game device main body 5.</figref><figref num="14">A subroutine showing a detailed operation of an example of the movement direction correction process in step 53 in FIG.</figref><figref num="15A">Explanatory diagram showing an example in which the difference vector is calculated</figref><figref num="15B">Explanatory drawing showing an example in which a movement vector is calculated</figref><figref num="16A">The figure which shows the other example which the movement direction set according to the swing motion of a controller 7 is corrected.</figref><figref num="16B">The figure which shows the other example which the movement direction set according to the swing motion of a controller 7 is corrected.</figref>
Code description
1 ... Game system 2 ... monitor 2a, 706 ... Speaker 3 ... Game device 4 ... Optical disc 5 ... Game device body 10 ... CPU 11 ... System LSI 12 ... external main memory 13 ... ROM / RTC 14 ... disk drive 15 ... AV-IC 16 ... AV connector 17 ... Flash memory 18 ... Wireless communication module 19 ... Wireless controller module 20 ... expansion connector 21 ... External memory card connector 22, 23 ... antenna 24 ... Power button 25 ... reset button 26 ... eject button 31 ... I / O processor 32 ... GPU 33 ... DSP 34 ... VRAM 35 ... internal main memory 7 ... controller 71 ... housing 72 ... Operation unit 73 ... Connector 74 ... Imaging information calculation unit 741 ... Infrared filter 742 ... lens 743 ... Image sensor 744 ... image processing circuit 75 ... Communication Department 751 ... Microcomputer 752 ... memory 753 ... Wireless module 754 ... antenna 700 ... board 701 ... Accelerometer 702 ... LED 704 ... Vibrator 707 ... Sound IC 708 ... amplifier 8 ... Marker
19 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19
Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP2008161726A | Cites | Japan |
| JP2007295990A | Cites | Japan |
| JP2001046743A | Cites | Japan |
| JP05150899A | Cites | Japan |
| JP07178246A | Cites | Japan |
| JP2001321562A | Cites | Japan |
| JP2003088682A | Cites | Japan |
4 members in 2 offices
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| 2008312535 | Japan | A | |
| JP20080312535 | – | – | – |
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| US2010144447A1 | United States of America | A1 | |
| JP2010131321A | Japan | A | |
| US8308566B2 | United States of America | B2 | |
| JP5358168B2This record | Japan | B2 |
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Numbers
- Publication
- 5358168
- Publication, DOCDB
- 5358168
- Publication, EPODOC
- JP5358168B
- Application
- 312535
- Application, DOCDB
- 2008312535
- Application, EPODOC
- JP20080312535
Titles2
- Japanese
- ゲーム装置およびゲームプログラム
- English
- Game equipment and game programs
Classification
- CPC, 10
- A63F13/06
- A63F13/428
- A63F13/10
- A63F2300/105
- A63F2300/6054
- A63F2300/646
- A63F13/20
- A63F13/45
- A63F13/211
- A63F13/24
- IPC, 13
- A63F13 06
- A63F13 00
- G06F3 048
- A63F13 211
- A63F13 235
- A63F13 422
- A63F13 428
- A63F13 44
- A63F13 52
- A63F13 56
- A63F13 573
- A63F13 577
- A63F13 798
