Information processing system, storage medium, information processing device and information processing method

By integrating strain sensors and activity sensors on the input device and combining deformation and activity data for game processing, the problem of insufficient user experience in the prior art is solved, and a more immersive operation experience and game control are achieved.

CN112439190BActive Publication Date: 2025-08-22NINTENDO CO LTD
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Patent Information

Application Number
CN202010620015.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-08-30
Filing Date
2020-06-30
Publication Date
2025-08-22
Estimated Expiration
2040-08-17

AI Technical Summary

Technical Problem

There is room for improvement in the user experience of the existing input devices, especially in game operations, which makes it difficult to provide an immersive user feeling.

Method used

The input device with strain sensors and activity sensors is adopted to detect deformation and activities of the device, and the game processing is carried out in combination with strain data and activity data to achieve a more immersive operation experience.

Benefits of technology

It improves the user's experience when operating the input device, enhances the immersion and interactivity of game processing, and achieves more restrictive game control through the combination of deformation and activities.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided are an information processing system, a storage medium, an information processing device, and an information processing method. Based on strain data corresponding to deformation of an input device and activity data corresponding to activity and / or posture of an activity sensor, a predetermined game process is executed based on the activity data while deformation of the input device is detected, wherein at least a portion of the input device elastically deforms in response to external force applied to the input device.
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Description

Technical Field

[0001] The present invention relates to an information processing system that performs processing to cause an object to operate in response to a user operation, a storage medium storing an information processing program, an information processing device, and an information processing method. Background Art

[0002] Conventionally, an input device capable of executing a game process using the output of a device held by a user has been disclosed (for example, see International Publication No. WO2016 / 059943).

[0003] However, there is room for improvement in the user's sense of play in games played using the above-described input devices.

[0004] Therefore, an object of the present invention is to provide an information processing system, a storage medium storing an information processing program, an information processing device, and an information processing method that can improve user experience. Summary of the Invention

[0005] In order to achieve the above-mentioned object, the present invention can adopt the following structure, for example. In addition, it should be understood that when interpreting the records of the claims, the scope of the claims should be interpreted only based on the records of the claims. In the event of any conflict between the records of the claims and the records of this column, the records of the claims shall prevail.

[0006] An example configuration of an information processing system according to the present invention includes an input device having at least a strain sensor, a motion sensor, and an information processing device. In response to an external force applied to the input device, at least a portion of the input device undergoes elastic deformation. The strain sensor generates an output corresponding to the deformation of the input device. The motion sensor generates an output corresponding to the motion and / or posture of the motion sensor. The information processing device includes a data acquisition unit and a game processing unit. The data acquisition unit acquires strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor. While the game processing unit detects deformation of the input device based on the strain data, it executes predetermined game processing based on the motion data.

[0007] According to the above, the predetermined game process is performed by simultaneously deforming the input device and moving the motion sensor, thereby enhancing the user's physical experience when operating the input device.

[0008] Furthermore, the motion sensor may be included in the input device.

[0009] According to the above, the predetermined game process is performed by causing the input device to be deformed and moved simultaneously, thereby enhancing the user's physical experience when operating using the input device.

[0010] Furthermore, the motion sensor may include an angular velocity sensor and / or an acceleration sensor.

[0011] According to the above, the activity of the activity sensor can be easily detected based on the angular velocity and / or acceleration.

[0012] In addition, the game processing unit may perform update processing based on activity data as a prescribed game processing, and the update processing may not be performed during a period in which no deformation of the input device is detected, wherein the update processing is a processing for updating the completion degree of a game with a prescribed completion target.

[0013] According to the above, the user can be encouraged to perform a combined operation of deforming the input device and simultaneously activating the motion sensor.

[0014] Alternatively, the game processing unit may execute a predetermined game process when the input device is deformed and the motion sensor is activated, and may not execute the predetermined game process when the input device is not deformed or the motion sensor is not activated.

[0015] According to the above, when the input device is not deformed or the motion sensor is not activated, the predetermined game process is not executed. Therefore, the predetermined game process can be limited game process corresponding to a specific operation.

[0016] In addition, the game processing unit may execute the prescribed game processing based on the activity data when the strain data indicates that the deformation amount of the input device exceeds the first threshold value, and even if the strain data does not indicate that the deformation amount exceeds the first threshold value, if the strain data indicates that the deformation amount of the input device exceeds the first threshold value and the strain data indicates that the deformation amount is not lower than a second threshold value that is smaller than the first threshold value, the game processing unit also executes the prescribed game processing based on the activity data.

[0017] According to the above, after an operation is performed to deform the input device, it is possible to continue a predetermined game process while allowing the deformation to be restored.

[0018] Furthermore, the game processing unit may execute a predetermined game process based on the amount of deformation of the input device at the time when the motion sensor is activated.

[0019] According to the above, the game process is performed according to the deformation amount, and therefore the game content can be controlled according to the deformation amount of the input device.

[0020] In addition, it is also possible that when the deformation amount of the input device at the moment when the activity sensor becomes active is less than the deformation amount of the input device from that moment to a specified time, the above-mentioned game processing unit performs the specified game processing based on the deformation amount of the input device until the specified time.

[0021] According to the above, it is possible to continue the predetermined game process by taking into account that the deformation of the input device has been restored at the time when the motion sensor has been activated.

[0022] Furthermore, the game processing unit may include a deformation amount image generating unit configured to generate an image indicating the deformation amount of the input device while the input device is deformed.

[0023] According to the above, the amount of deformation of the input device can be indicated to the user.

[0024] Furthermore, the game processing unit may include a restriction unit configured to restrict re-execution of a predetermined game process until the input device returns from the deformed state to the stable state so as to satisfy a predetermined condition.

[0025] According to the above, in order to perform a predetermined game process again, it is necessary to restore the deformed state of the input device, thereby further improving the user's physical experience when operating using the input device.

[0026] Furthermore, the restriction unit may release the restriction on re-execution when the input device returns from the deformed state to the stable state so as to satisfy a predetermined condition after the predetermined game process is started and during the game process.

[0027] According to the above, even during execution of a predetermined game process, the predetermined game process can be executed again by restoring the deformed state of the input device, thereby enabling early input using the input device.

[0028] Alternatively, the data acquisition unit may also acquire the strain data or activity data during execution of the predetermined game process. Alternatively, the game processing unit may re-execute the predetermined game process after executing the predetermined game based on the strain data and / or activity data acquired during execution of the predetermined game process.

[0029] According to the above, even during execution of a predetermined game process, a new predetermined game process can be enabled based on the strain data and / or activity data acquired during the execution, thereby enabling advance input by the user.

[0030] Alternatively, the game processing unit may calculate a reference posture of the input device using motion data at a time when the input device changes from an undeformed state to a deformed state, and execute predetermined game processing based on the reference posture and motion data acquired after that time.

[0031] According to the above, the reference posture used for determining an operation using the motion of the motion sensor can be calculated by the operation of deforming the input device.

[0032] Alternatively, the game processing unit may execute an update process for updating the degree of completion as a prescribed game process when the activity data indicates that the input device has moved in a prescribed direction, and may not execute the update process when the activity data indicates that the input device has moved in a direction different from the prescribed direction.

[0033] According to the above, different game processes can be performed according to the direction in which the input device is moved.

[0034] Furthermore, the game processing unit may set a threshold value for determining, using the movement data, that the input device has moved in a predetermined direction to be looser than a threshold value for determining that the input device has moved in a different direction.

[0035] According to the above, the operational feeling can be adjusted according to the direction in which the input device moves.

[0036] Furthermore, the present invention can also be implemented as a storage medium storing an information processing program, an information processing device, or an information processing method.

[0037] Another structural example of the information processing system of the present invention includes an input device having at least a strain sensor, an activity sensor, and an information processing device. In response to a force applied to the input device from the outside, at least a portion of the input device undergoes elastic deformation. The strain sensor outputs an output corresponding to the deformation of the input device. The activity sensor outputs an output corresponding to the activity and / or posture of the activity sensor. The information processing device includes a data acquisition unit and a game processing unit. The data acquisition unit acquires strain data corresponding to the output of the strain sensor and activity data corresponding to the output of the activity sensor. When the game processing unit detects deformation of the input device based on the strain data at the moment when the activity sensor detects activity based on the activity data, it executes a predetermined game process.

[0038] According to the above, the predetermined game process is performed by simultaneously deforming the input device and moving the motion sensor, thereby enhancing the user's physical experience when operating the input device.

[0039] According to the present invention, a predetermined game process is performed by moving the motion sensor while deforming the input device, thereby improving the user's physical sensation when operating the input device.

[0040] These and other objects, features, aspects and effects of the present invention will become more apparent from the following detailed description with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] Figure 1 This is a diagram showing an example of each device included in the game system 1.

[0042] Figure 2 This is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are installed on the main unit 2.

[0043] Figure 3 This is a diagram showing an example of a state after the left controller 3 and the right controller 4 are removed from the main device 2 respectively.

[0044] Figure 4 It is a six-sided view showing an example of the main unit 2.

[0045] Figure 5 It is a six-sided view showing an example of the left controller 3.

[0046] Figure 6 It is a six-sided view showing an example of the right controller 4.

[0047] Figure 7 This is a block diagram showing an example of the internal structure of the main unit 2.

[0048] Figure 8 It is a block diagram showing an example of the internal structure of the main unit 2, the left controller 3 and the right controller 4.

[0049] Figure 9 This is a diagram showing an example of a ring-type expansion device.

[0050] Figure 10 It is a block diagram showing the electrical connection relationship among the components included in the ring-type expansion device 5 .

[0051] Figure 11 This figure shows a situation in which a user holds the ring-shaped expansion device 5 with both hands to play a game.

[0052] Figure 12 This is a diagram showing an example of a situation in which the user operates the circle-shaped expansion device 5 in the first game example.

[0053] Figure 13 This is a diagram showing a first example of a game image in a first game example displayed on the fixed monitor 9 in response to a user operation.

[0054] Figure 14 This is a diagram showing a second example of a game image in the first game example displayed on the fixed monitor 9 in response to a user operation.

[0055] Figure 15 This is a diagram showing a third example of the game image in the first game example displayed on the fixed monitor 9 in response to user operations.

[0056] Figure 16 This is a diagram showing an example of a data area set in the DRAM 85 of the main device 2 in the first game example.

[0057] Figure 17 This is a flowchart showing an example of information processing executed in the game system 1 in the first game example.

[0058] Figure 18 It means in Figure 17 This is a subroutine for a detailed example of the swing setting process performed in step S307.

[0059] Figure 19 It means in Figure 17 This is a subroutine that shows a detailed example of the swing performance process performed in step S311.

[0060] Figure 20 This is a diagram showing an example of a situation in which the user operates the circle-shaped expansion device 5 in the second game example.

[0061] Figure 21 This is a diagram showing a first example of a game image in a second game example displayed on the fixed monitor 9 in response to a user operation.

[0062] Figure 22 This is a diagram showing a second example of a game image in a second game example displayed on the fixed monitor 9 in response to a user operation.

[0063] Figure 23 This is a diagram showing a third example of a game image in the second game example displayed on the fixed monitor 9 in response to a user operation.

[0064] Figure 24 This is a diagram showing an example of a data area set in the DRAM 85 of the main device 2 in the second game example.

[0065] Figure 25 This is a flowchart showing an example of information processing executed in the game system 1 in the second game example.

[0066] Figure 26 It means in Figure 25A subroutine for a detailed example of the jump performance processing performed in step S410. DETAILED DESCRIPTION

[0067] Next, an information processing system according to an example of the present embodiment will be described. As an example of the information processing system in the present embodiment, a game system 1 is used. Figure 1 1 is a diagram showing an example of each device included in the game system 1. Figure 1 As shown, the game system 1 includes a main device 2, a right controller 4 and a ring-shaped expansion device 5.

[0068] The main unit 2 is an example of an information processing device and functions as a game console in this embodiment. The left controller 3 and the right controller 4 can be attached and detached from the main unit 2 (see Figure 1 and Figure 3 That is, the user can install the left controller 3 and the right controller 4 on the main device 2 and use them as an integrated device (see Figure 2 ). In addition, the user can also use the main device 2 and the left controller 3 and the right controller 4 independently (see Figure 3 ) In addition, in the following, the main device 2 and the controllers 3 and 4 are sometimes collectively referred to as a "game device".

[0069] The ring-shaped expansion device 5 is an example of an expansion device for the right controller 4. The ring-shaped expansion device 5 is used in a state where the right controller 4 is mounted on the ring-shaped expansion device 5. Thus, in this embodiment, the user can also use the controller 4 in a state where the controller 4 is mounted on the expansion device (see Figure 11 ).

[0070] Figure 2 1 is a diagram showing an example of a state where a left controller 3 and a right controller 4 are installed on the main device 2. Figure 2 As shown, the left controller 3 and the right controller 4 are each mounted on the main unit 2, thereby forming an integrated unit. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit for user input.

[0071] Figure 3 1 is a diagram showing an example of a state where the left controller 3 and the right controller 4 are removed from the main device 2. Figure 2 and Figure 3 As shown, the left controller 3 and the right controller 4 can be attached and detached relative to the main device 2. In addition, in the following, the left controller 3 and the right controller 4 are sometimes collectively referred to as "controllers".

[0072] Figure 41 is a six-sided view showing an example of the main device 2. Figure 4 As shown, the main device 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, ie, the surface provided with the display 12) is substantially rectangular.

[0073] Furthermore, the shape and size of the housing 11 are arbitrary. For example, the housing 11 can be of a portable size. Alternatively, the main device 2 alone, or an integrated device in which the left controller 3 and the right controller 4 are mounted on the main device 2, can be a portable device. Furthermore, the main device 2 or the integrated device can be a handheld device. Furthermore, the main device 2 or the integrated device can be a portable device.

[0074] like Figure 4 As shown, the main device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 is used to display images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0075] The main device 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is a touch panel capable of multi-touch input (e.g., a capacitive touch panel). However, the touch panel 13 may be any type of touch panel, for example, a touch panel capable of single-touch input (e.g., a resistive touch panel).

[0076] The main device 2 includes a speaker (ie, Figure 7 Speaker 88 shown). Figure 4 As shown, speaker holes 11a and 11b are formed on the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b.

[0077] In addition, the main device 2 has a left terminal 17 as a terminal for wired communication between the main device 2 and the left controller 3, and a right terminal 21 for wired communication between the main device 2 and the right controller 4.

[0078] like Figure 4As shown, the main device 2 has a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that can accommodate a specified type of storage medium. The specified type of storage medium is, for example, a storage medium dedicated to the game system 1 and an information processing device of the same type (for example, a dedicated memory card). The specified type of storage medium is used, for example, to store data used in the main device 2 (for example, saved data of an application, etc.) and / or programs executed in the main device 2 (for example, application programs, etc.). In addition, the main device 2 has a power button 28.

[0079] The main device 2 has a lower terminal 27. The lower terminal 27 is a terminal for the main device 2 to communicate with the bracket (Japanese: クレードル). In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female side connector). When the above-mentioned integrated device or the main device 2 is placed on the bracket, the game system 1 can display the image generated and output by the main device 2 on a fixed monitor. In addition, in the present embodiment, the bracket has the function of charging the above-mentioned integrated device or the main device 2 placed thereon. In addition, the bracket has the function of a hub device (specifically, a USB hub).

[0080] Figure 5 : is a six-sided view showing an example of the left controller 3. Figure 5 As shown, the left controller 3 has a housing 31. In this embodiment, the housing 31 is in a longitudinal shape, that is, in the up and down directions (ie, Figure 2 and Figure 5 The left controller 3 is elongated in the y-axis direction (as shown). The left controller 3 can be held vertically even when detached from the main device 2. The housing 31 is shaped and sized so that it can be held with one hand, particularly the left hand, when held vertically. Furthermore, the left controller 3 can also be held horizontally. When held horizontally, the left controller 3 can also be held with both hands.

[0081] The left controller 3 has an analog stick 32. Figure 5 As shown, the analog joystick 32 is provided on the main surface of the housing 31. The analog joystick 32 can be used as a directional input unit capable of inputting a direction. The user can tilt the analog joystick 32 to input a direction corresponding to the tilting direction (and input a size corresponding to the tilting angle). In addition, the left controller 3 can also include a cross key or a sliding joystick capable of sliding input, etc., instead of the analog joystick as the directional input unit. In addition, in this embodiment, input can be performed by pressing the analog joystick 32.

[0082] The left controller 3 has various operation buttons. The left controller 3 has four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 has a record button 37 and a - (minus) button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left portion of the side surface of the housing 31. In addition, the left controller 3 has a second L button 43 and a second R button 44 on the side surface of the housing 31 on which it is installed when installed on the main device 2. These operation buttons are used to perform instructions corresponding to various programs (for example, OS programs, applications) executed by the main device 2.

[0083] In addition, the left controller 3 has a terminal 42 for wired communication between the left controller 3 and the main device 2.

[0084] Figure 6 4 is a six-sided view showing an example of the right controller 4. Figure 6 As shown, the right controller 4 includes a housing 51. In this embodiment, the housing 51 is longitudinally elongated, that is, long in the vertical direction. The right controller 4 can be held longitudinally even when detached from the main device 2. The housing 51 is shaped and sized so that it can be held with one hand, particularly the right hand, when held longitudinally. In addition, the right controller 4 can also be held horizontally. When holding the right controller 4 horizontally, it can also be held with both hands.

[0085] The right controller 4, like the left controller 3, has an analog stick 52 as a direction input unit. In the present embodiment, the analog stick 52 has the same structure as the analog stick 32 of the left controller 3. In addition, the right controller 4 may also have a cross key or a sliding stick capable of sliding input instead of the analog stick. In addition, like the left controller 3, the right controller 4 has four operation buttons 53 to 56 (specifically, the A button 53, the B button 54, the X button 55, and the Y button 56) on the main surface of the housing 51. In addition, the right controller 4 has a + (positive) button 57 and a Home button 58. In addition, the right controller 4 has a first R button 60 and a ZR button 61 on the upper right side of the side of the housing 51. In addition, like the left controller 3, the right controller 4 has a second L button 65 and a second R button 66.

[0086] In addition, a window portion 68 is provided on the lower side of the housing 51. The right controller 4 includes an infrared camera 123 and an infrared light emitting unit 124 disposed inside the housing 51, and the details thereof will be described later. The infrared camera 123 directs the right controller 4 downward ( Figure 6 The infrared light emitting unit 124 takes the negative direction of the y-axis shown in the figure as the shooting direction and shoots the surroundings of the right controller 4 through the window 68. Figure 6 The infrared camera unit 123 irradiates the target to be photographed by the infrared camera unit 123 with a prescribed range centered on the negative direction of the y-axis (as shown) as the irradiation range, and irradiates infrared light through the window 68. The window 68 is used to protect the lens of the camera of the infrared camera unit 123, the illuminant of the infrared light emitting unit 124, etc., and is made of a material (for example, a transparent material) that allows light of the wavelength detected by the camera and light irradiated by the illuminant to pass through. In addition, the window 68 may also be a hole formed on the housing 51. In addition, in the present embodiment, the infrared camera unit 123 itself has a filter component that suppresses the transmission of light of wavelengths other than the light detected by the camera (infrared light in the present embodiment). However, in other embodiments, the window 68 may also have a filtering function.

[0087] In addition, the right controller 4 has a terminal 64 for wired communication between the right controller 4 and the main device 2.

[0088] Figure 7 This is a block diagram showing an example of the internal structure of the main device 2. Figure 4 In addition to the structure shown, it also has Figure 7 The components 81 to 91, 97, and 98 are shown. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.

[0089] The main device 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations within the main device 2. For example, it may consist solely of a CPU (Central Processing Unit) or a SoC (System-on-a-Chip) that includes multiple functions, such as a CPU and a GPU (Graphics Processing Unit). The processor 81 performs various information processing operations by executing information processing programs (e.g., game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84 or an external storage medium installed in slot 23).

[0090] As an example of internal storage media, the main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory primarily used to store various data (which may also be programs) stored in the main device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0091] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23 and reads and writes data from a predetermined type of storage medium (e.g., a dedicated memory card) installed in the slot 23 according to instructions from the processor 81.

[0092] The processor 81 appropriately reads or writes data between the flash memory 84 , the DRAM 85 , and the above-mentioned storage media to execute the above-mentioned information processing.

[0093] The main device 2 has a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, as a first communication method, the network communication unit 82 communicates with an external device by connecting to a wireless LAN in accordance with the Wi-Fi standard. In addition, as a second communication method, the network communication unit 82 communicates wirelessly with other main devices 2 of the same type through a prescribed communication method (for example, communication based on a unique protocol, infrared communication). In addition, the wireless communication based on the above-mentioned second communication method realizes the function of being able to perform the so-called "local communication" as follows: it is able to perform wireless communication with other main devices 2 arranged in a closed local area network area, and to send and receive data by directly communicating between multiple main devices 2.

[0094] The main device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 wirelessly communicates with the left controller 3 and / or the right controller 4. The communication method between the main device 2 and the left controller 3 and the right controller 4 is arbitrary. In this embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0095] The processor 81 is connected to the above-mentioned left terminal 17, right terminal 21 and lower terminal 27. When the processor 81 communicates with the left controller 3 by wire, it sends data to the left controller 3 via the left terminal 17, and receives operation data from the left controller 3 via the left terminal 17. In addition, when the processor 81 communicates with the right controller 4 by wire, it sends data to the right controller 4 via the right terminal 21, and receives operation data from the right controller 4 via the right terminal 21. In addition, when the processor 81 communicates with the bracket, it sends data to the bracket via the lower terminal 27. In this way, in this embodiment, the main device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. In addition, when the left controller 3 and the right controller 4 are installed in an integrated device of the main device 2 or the main device 2 is installed in a bracket alone, the main device 2 can output data (for example, image data, sound data) to a fixed monitor, etc. via the bracket.

[0096] Here, the main device 2 can communicate with multiple left controllers 3 simultaneously (in other words, in parallel). In addition, the main device 2 can communicate with multiple right controllers 4 simultaneously (in other words, in parallel). Therefore, multiple users can use a pair of left controllers 3 and right controllers 4 to input into the main device 2 simultaneously. As an example, a first user can use a first pair of left controllers 3 and right controllers 4 to input into the main device 2, while a second user can use a second pair of left controllers 3 and right controllers 4 to input into the main device 2 at the same time.

[0097] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on signals from the touch panel 13, the touch panel controller 86 generates data indicating, for example, the location where a touch input was performed, and outputs the data to the processor 81.

[0098] Furthermore, the display 12 is connected to the processor 81. The processor 81 displays, on the display 12, an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.

[0099] The main device 2 includes a codec circuit 87 and speakers (specifically, left and right speakers) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 controls the input and output of audio data to and from the speakers 88 and the audio input / output terminal 25.

[0100] In addition, the main device 2 includes an acceleration sensor 89. In this embodiment, the acceleration sensor 89 detects the acceleration along the predetermined three axes (for example, Figure 2 The acceleration sensor 89 can also detect the acceleration in one axis or two axis directions.

[0101] In addition, the main device 2 includes an angular velocity sensor 90. In this embodiment, the angular velocity sensor 90 detects the rotation around three predetermined axes (for example, Figure 2 In addition, the angular velocity sensor 90 can also detect the angular velocity around one axis or around two axes.

[0102] The acceleration sensor 89 and the angular velocity sensor 90 are connected to the processor 81, and the detection results of the acceleration sensor 89 and the angular velocity sensor 90 are output to the processor 81. The processor 81 can calculate information related to the movement and / or posture of the main device 2 based on the detection results of the acceleration sensor 89 and the angular velocity sensor 90.

[0103] The main device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is connected to various components of the main device 2 (specifically, components that receive power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to these components based on instructions from the processor 81.

[0104] Furthermore, the battery 98 is connected to the lower terminal 27 . When an external charging device (eg, a cradle) is connected to the lower terminal 27 and power is supplied to the main device 2 via the lower terminal 27 , the supplied power is charged into the battery 98 .

[0105] Figure 8 1 is a block diagram showing an example of the internal structure of the main unit 2, the left controller 3 and the right controller 4. In addition, the details of the internal structure of the main unit 2 are described in Figure 7 As shown in Figure 8 Omitted in .

[0106] The left controller 3 has a communication control unit 101 for communicating with the main device 2. Figure 8As shown, the communication control unit 101 is connected to each structural element including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main device 2 through both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method of the left controller 3 with the main device 2. That is, when the left controller 3 is installed on the main device 2, the communication control unit 101 communicates with the main device 2 via the terminal 42. In addition, when the left controller 3 is separated from the main device 2, wireless communication is performed between the communication control unit 101 and the main device 2 (specifically, the controller communication unit 83). For example, the wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with the Bluetooth (registered trademark) standard.

[0107] The left controller 3 also includes a memory 102 such as a flash memory. The communication control unit 101 is composed of, for example, a microcomputer (also referred to as a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0108] The left controller 3 has buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). In addition, the left controller 3 has an analog joystick ( Figure 8 Each button 103 and analog stick 32 repeatedly outputs information related to the operation performed on itself to the communication control unit 101 at an appropriate timing.

[0109] The left controller 3 is provided with an inertial sensor. Specifically, the left controller 3 is provided with an acceleration sensor 104. In addition, the left controller 3 is provided with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the angular velocity along the three predetermined axes (for example, Figure 5 In addition, the acceleration sensor 104 can also detect the acceleration in one axis or two axis directions. In this embodiment, the angular velocity sensor 105 detects the acceleration around the three specified axes (for example, Figure 5 Angular velocity sensor 105 can also detect angular velocity about one or two axes. Acceleration sensor 104 and angular velocity sensor 105 are each connected to communication control unit 101. The detection results of acceleration sensor 104 and angular velocity sensor 105 are repeatedly output to communication control unit 101 at appropriate times.

[0110] The communication control unit 101 obtains input-related information (specifically, information related to operations or sensor detection results) from each input unit (specifically, each button 103, analog joystick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data including the obtained information (or information obtained by performing specified processing on the obtained information) to the main device 2. Furthermore, the operation data is repeatedly transmitted at a rate of once per specified time. Furthermore, the interval for transmitting input-related information to the main device 2 can be the same or different for each input unit.

[0111] By sending the above-mentioned operation data to the main device 2, the main device 2 can obtain inputs made to the left controller 3. In other words, the main device 2 can determine the operation of each button 103 and the analog joystick 32 based on the operation data. In addition, the main device 2 can calculate information related to the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0112] The left controller 3 includes a vibrator 107 for notifying the user through vibration. In this embodiment, the vibrator 107 is controlled based on a command from the main device 2. That is, upon receiving the command from the main device 2, the communication control unit 101 drives the vibrator 107 in accordance with the command. The left controller 3 includes a codec unit 106. Upon receiving the command, the communication control unit 101 outputs a control signal corresponding to the command to the codec unit 106. The codec unit 106 generates a drive signal for driving the vibrator 107 based on the control signal from the communication control unit 101 and supplies the drive signal to the vibrator 107. This causes the vibrator 107 to operate.

[0113] More specifically, vibrator 107 is a linear vibration motor. Unlike conventional motors that perform rotational motion, linear vibration motors are driven in a predetermined direction based on an input voltage. Therefore, they can vibrate at an amplitude and frequency corresponding to the waveform of the input voltage. In this embodiment, the vibration control signal sent from the main device 2 to the left controller 3 can be a digital signal representing the frequency and amplitude per unit time. In other embodiments, the main device 2 can also transmit information representing the waveform itself, but transmitting only the amplitude and frequency can reduce the amount of communication data. To further reduce the amount of data, instead of the current numerical amplitude and frequency, only the difference from the previous value can be transmitted. In this case, the codec unit 106 converts the digital signal representing the amplitude and frequency values ​​received from the communication control unit 101 into an analog voltage waveform and inputs a voltage based on this waveform to drive the vibrator 107. Therefore, by varying the amplitude and frequency transmitted per unit time, the main device 2 can control the amplitude and frequency of the vibration of the vibrator 107 at that time. Furthermore, the amplitude and frequency transmitted from the main unit 2 to the left controller 3 are not limited to one, and two or more may be transmitted. In this case, the codec unit 106 can generate a waveform for controlling the voltage of the vibrator 107 by synthesizing the waveforms represented by the multiple received amplitudes and frequencies.

[0114] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to various components of the left controller 3 (specifically, various components that receive power from the battery).

[0115] like Figure 8 As shown, the right controller 4 includes a communication control unit 111 for communicating with the main device 2. In addition, the right controller 4 includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to various structural elements including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main device 2 through both wired communication via the terminal 64 and wireless communication not via the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and control the communication method of the right controller 4 with the main device 2.

[0116] The right controller 4 includes the same input units as the left controller 3. Specifically, it includes buttons 113, an analog joystick 52, and inertial sensors (accelerometer 114 and angular velocity sensor 115). These input units have the same functions as the input units of the left controller 3 and operate in the same manner. Furthermore, the inertial sensors (e.g., acceleration sensor 114 and angular velocity sensor 115) included in the right controller 4 are equivalent to an example of a motion sensor.

[0117] The right controller 4 also includes a vibrator 117 and a codec unit 116. The vibrator 117 and codec unit 116 operate in the same manner as the vibrator 107 and codec unit 106 of the left controller 3. Specifically, the communication control unit 111 operates the vibrator 117 using the codec unit 116 in accordance with instructions from the main device 2.

[0118] In addition, the right controller 4 is provided with an infrared camera unit 123. The infrared camera unit 123 has an infrared camera for photographing the surroundings of the right controller 4. As an example, the main device 2 and / or the right controller 4 calculates the captured information (for example, information associated with the brightness of a plurality of blocks obtained by dividing at least a portion of the area in the captured camera image as a whole), and judges changes around the right controller 4 based on the information. In addition, the infrared camera unit 123 can also use ambient light for shooting, but in this embodiment, it has an infrared light-emitting unit 124 for irradiating infrared rays. The infrared light-emitting unit 124 irradiates infrared rays, for example, synchronously with the timing of the infrared camera shooting the image. Then, the infrared rays irradiated by the infrared light-emitting unit 124 are reflected by the camera target, and the reflected infrared rays are received by the infrared camera, thereby acquiring an infrared image. As a result, the infrared camera unit 123 can obtain a clearer infrared image. Furthermore, the infrared imaging unit 123 and the infrared light emitting unit 124 may be provided in the right controller 4 as separate devices, or as a single device provided in the same package. Furthermore, in this embodiment, the infrared imaging unit 123 having an infrared camera is used. However, in other embodiments, a visible light camera (a camera using a visible light image sensor) may be used as the imaging unit instead of the infrared camera.

[0119] The right controller 4 includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111. The processing unit 121 is also connected to an infrared imaging unit 123 and an infrared light emitting unit 124.

[0120] In addition, the processing unit 121 includes a CPU, a memory, etc., and performs management processing of the infrared camera unit 123 according to instructions from the main device 2 based on a prescribed program (for example, an application for image processing and various calculations) stored in a storage device (for example, a non-volatile memory, etc.) not shown in the figure in the right controller 4. For example, the processing unit 121 causes the infrared camera unit 123 to perform a camera action, or obtains and / or calculates information based on the camera result (information of the camera image, or information calculated based on the information, etc.), and sends the information to the main device 2 via the communication control unit 111. In addition, the processing unit 121 performs management processing of the infrared light-emitting unit 124 according to instructions from the main device 2. For example, the processing unit 121 controls the light emission of the infrared light-emitting unit 124 according to instructions from the main device 2. In addition, the memory used by the processing unit 121 when performing processing can be set in the processing unit 121 or in the memory 112.

[0121] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0122] Figure 9 : is a diagram showing an example of a ring-type expansion device. Figure 9 The loop-shaped expansion device 5 is shown with the right controller 4 attached. In this embodiment, the loop-shaped expansion device 5 is an expansion device capable of attaching the right controller 4. In this embodiment, the user performs a new operation, described in detail later, by applying force to the loop-shaped expansion device 5 to deform it. For example, the user can perform fitness exercises using the loop-shaped expansion device 5, similar to exercising, thereby operating the loop-shaped expansion device 5. Furthermore, the loop-shaped expansion device 5 serves as an example of an input device.

[0123] like Figure 9 As shown, the ring-shaped expansion device 5 includes an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. Furthermore, in this embodiment, the annular portion 201 is formed into an annular shape by an elastic member and a base portion, which will be described later. In this embodiment, the annular portion 201 is annular. Furthermore, in other embodiments, the shape of the annular portion 201 can be arbitrary, for example, an elliptical ring.

[0124] The main body 202 is provided on the annular portion 201. The main body 202 has a guide rail portion not shown. The guide rail portion is an example of a mounting portion capable of mounting the right controller 4. In this embodiment, the guide rail portion and the slider 62 of the right controller 4 (see Figure 6) is slidably engaged. The slider 62 is inserted into the guide rail member along a predetermined linear direction (i.e., the sliding direction), whereby the guide rail member and the slider 62 are engaged in a state in which the slider 62 can slide relative to the guide rail member along the linear direction. In addition, the guide rail portion can be slidably engaged with the slider of the controller, which is the same as the guide rail portion of the main device 2. Therefore, the guide rail portion can also have the same structure as the guide rail portion of the main device 2.

[0125] In this embodiment, the right controller 4 has a locking portion 63 (see Figure 6 ). The locking portion 63 is provided to extend from the slider 62 to the side (ie, Figure 6 The locking portion 63 is movable toward the interior of the slider 62 and is biased (for example, by a spring) in a direction in which it protrudes toward the side. In addition, a cutout is provided in the guide rail portion. When the slider 62 is inserted deep into the guide rail portion, the locking portion 63 is locked in the cutout. By locking the locking portion 63 in the cutout when the slider 62 is engaged with the guide rail portion, the right controller 4 is mounted on the main body portion 202.

[0126] In addition, the right controller 4 includes a release button 69 (see Figure 6 ). When the release button 69 is pressed, the locking portion 63 moves toward the inside of the slider 62 and becomes a state where it does not protrude (or hardly protrudes) relative to the slider 62. Therefore, when the right controller 4 is installed in the main body 202 of the ring-shaped expansion device 5, when the release button 69 is pressed, the locking portion 63 is no longer locked with the cutout (or hardly locked). Through the above, when the right controller 4 is installed in the main body 202 of the ring-shaped expansion device 5, the user can easily remove the right controller 4 from the ring-shaped expansion device 5 by pressing the release button 69.

[0127] like Figure 9 As shown, the ring-shaped expansion device 5 has gripping covers 203 and 204. The gripping covers 203 and 204 are components for the user to grip. In the present embodiment, the gripping covers 203 and 204 can be removed from the annular portion 201. In the present embodiment, the left gripping cover 203 is provided at the left gripping portion near the left end of the annular portion 201, and the right gripping cover 204 is provided at the right gripping portion near the right end of the annular portion 201. In addition, the number of gripping portions is arbitrary, and depending on the envisaged operation method, gripping portions may be provided at three or more locations, or may be provided at only one location. In addition, depending on the content of the game (or the content of the fitness movements performed by the user in the game), it may sometimes be possible to grip only a specific gripping portion among the multiple gripping portions with one hand or both hands.

[0128] Figure 101 is a block diagram showing the electrical connection relationship of the components of the ring-type expansion device 5. Figure 10 As shown, the ring-shaped expansion device 5 includes a strain detection unit 211. The strain detection unit 211 is an example of a detection unit that detects deformation of the ring portion 201. In this embodiment, the strain detection unit 211 includes a strain gauge. The strain detection unit 211 outputs a signal indicating the strain of the base portion corresponding to the deformation of the elastic member (described later) (in other words, a signal indicating the magnitude and direction of the deformation of the elastic member).

[0129] Here, in this embodiment, the annular portion 201 has a base portion and an elastic portion capable of elastic deformation. The base portion holds the two ends of the elastic member in a manner such that a ring is formed by the base portion and the elastic member. In addition, the base portion is provided inside the main body portion 202, so that Figure 9 Not shown in the figure. The base portion is made of a material having higher rigidity than the elastic member. For example, the elastic member is made of resin (specifically, FRP (Fiber Reinforced Plastics)), and the base portion is made of metal. The strain gauge is provided on the base portion to detect the strain of the base portion. When the annular portion 201 is deformed from a stable state, the deformation causes the base portion to be strained, so the strain gauge is used to detect the strain of the base portion. The direction of deformation of the annular portion 201 (i.e., the direction in which the two holding covers 203 and 204 are approaching or moving away) and the amount of deformation can be calculated based on the detected strain. Here, the stable state of the annular portion 201 represents the following state: When the base portion and the elastic member are formed into a ring shape, and the base portion holds both ends of the elastic member, no force is applied to the ring portion 201 from the outside (e.g., by a user) to cause the elastic member to deform from the ring shape. Furthermore, the deformed state of the ring portion 201 refers to a state in which the ring portion 201 is deformed from a stable state in response to an externally applied force. The strain gauge detects the strain of the ring portion 201 when deformation from the ring shape occurs, using the ring shape as an initial value.

[0130] Furthermore, in other embodiments, the strain detection unit 211 may include any sensor capable of detecting deformation of the annular portion 201 from a stable state, in place of a strain gauge. For example, the detection unit 211 may include a pressure sensor that detects the pressure applied when the annular portion 201 deforms, or a bending sensor that detects the amount of bending of the annular portion 201.

[0131] The loop-type expansion device 5 includes a signal conversion unit 212. In this embodiment, the signal conversion unit 212 includes an amplifier and an A / D converter. The signal conversion unit 212 is electrically connected to the strain detection unit 211, amplifies the output signal of the strain detection unit 211 via the amplifier, and performs A / D conversion via the A / D converter. The signal conversion unit 212 outputs a digital signal representing the strain value detected by the strain detection unit 211. In other embodiments, the signal conversion unit 212 may not include an A / D converter, but the processing unit 213, described later, may include the A / D converter.

[0132] The loop-type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit including a processor and a memory, such as an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and the output signal of the signal conversion unit 212 is input to the processing unit 213. In addition, the loop-type expansion device 5 includes a terminal 214. The terminal 214 is electrically connected to the processing unit 213. When the right controller 4 is installed on the loop-type expansion device 5, the processing unit 213 sends information indicating the strain value indicated by the output signal of the signal conversion unit 212 (in other words, the loop operation data described later) to the right controller 4 via the terminal 214.

[0133] The ring-shaped expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to the aforementioned components 211 to 214. The power conversion unit 215 supplies power supplied from the outside (i.e., the right controller 4) via the terminal 214 to the aforementioned components 211 to 214. The power conversion unit 215 may also adjust the supplied power, such as the voltage, before supplying it to the aforementioned components 211 to 214.

[0134] Furthermore, the "data related to the detection results of the strain detection unit" transmitted by the ring-shaped expansion device 5 to other devices may be data representing the detection result itself (in this embodiment, the output signal of the strain detection unit 211 representing the strain of the base unit) or data obtained by performing some processing on the detection result (e.g., data format conversion and / or calculation of the strain value). For example, the processing unit 213 may calculate the deformation of the elastic member based on the strain value obtained as the detection result. In this case, the "data related to the detection result of the strain detection unit" may also be data representing this deformation.

[0135] In addition, in other embodiments, the ring-shaped expansion device 5 may also include a battery and operate by the power of the battery. In addition, the battery included in the ring-shaped expansion device 5 may also be a rechargeable battery that can be charged by the power supplied from the right controller 4.

[0136] Figure 111 is a diagram showing an example of a situation in which a user uses a ring-type expansion device 5 and a belt-type expansion device 6. Figure 11 As shown, in addition to being able to use the game device (i.e., the main device 2 and the right controller 4), the user can also use the ring-shaped expansion device 5 to play the game.

[0137] For example Figure 11 As shown, the user holds the loop-shaped expansion device 5 with the right controller 4 installed with both hands. At this time, the user can play the game by operating the loop-shaped expansion device 5 (for example, operating to bend the loop-shaped expansion device 5 and operating to move the loop-shaped expansion device 5).

[0138] In addition, Figure 11 , illustrates a situation in which the user holds the grip covers 203 and 204 and performs an action to bend the loop-type expansion device 5. Through this action, the user can perform a fitness action to train both arms as a game operation. In addition, the user can perform game operations with various actions on the loop-type expansion device 5. For example, the user can also perform the following action: while holding one grip cover with both hands and bringing the other grip cover into contact with the abdomen, bend the loop-type expansion device 5. Through this action, the user can perform a fitness action to train the arms and abdominal muscles as a game operation. In addition, the user can also perform the following action: while bringing the grip covers 203 and 204 into contact with the inner sides of both legs and clamping the loop-type expansion device 5 with the legs, bend the loop-type expansion device 5. Through this action, the user can perform a fitness action to train the leg muscles as a game operation.

[0139] While the main device 2 is executing a game, the right controller 4 receives circle operation data from the circle expansion device 5. This circle operation data includes the aforementioned information indicating the strain value. Specifically, the processing unit 213 of the circle expansion device 5 transmits the circle operation data to the right controller 4 via the terminal 214. For example, the processing unit 213 repeatedly transmits the circle operation data at a rate of once per predetermined time interval.

[0140] In the above situation, the communication control unit 111 of the right controller 4 transmits the loop operation data received from the loop-type expansion device 5 via the terminal 64 to the main device 2. Furthermore, the communication control unit 111 transmits the right controller operation data, including information acquired from the various input components included in the right controller 4 (specifically, the buttons 113, the analog joystick 52, and the sensors 114 and 115), to the main device 2. Furthermore, when the right controller 4 is attached to the loop-type expansion device 5, communication from the right controller 4 to the main device 2 is performed via wireless communication. The communication control unit 111 can transmit the right controller operation data and the loop operation data to the main device 2 together or separately. Furthermore, the communication control unit 111 can transmit the received loop operation data directly to the main device 2 or perform some processing on the received loop operation data (e.g., data format conversion and / or calculation of corresponding strain values) before transmitting it to the main device 2.

[0141] (First game example)

[0142] Next, before explaining the specific processing in the first game example performed by the main device 2, use Figures 12 to 15 The following describes the outline of the first game example performed in the main device 2. Figure 12 This is a diagram showing an example of a situation in which the user operates the circle-shaped expansion device 5 in the first game example. Figure 13 This is a diagram showing a first example of a game image in a first game example displayed on the fixed monitor 9 in response to a user operation. Figure 14 This is a diagram showing a second example of a game image in the first game example displayed on the fixed monitor 9 in response to a user operation. Figure 15 This is a diagram showing a third example of the game image in the first game example displayed on the fixed monitor 9 in response to user operations.

[0143] like Figure 12As shown, in the first game example, while the user is holding one of the grip covers (e.g., grip cover 203) of the loop-shaped expansion device 5 with both hands, they place the other grip cover (e.g., grip cover 204) against their abdomen, thereby operating the loop-shaped expansion device 5 so that it is sandwiched between their hands and abdomen. Furthermore, the user performs the following operation: while deforming the loop-shaped expansion device 5 so that the two grip covers 203 and 204 of the loop-shaped expansion device 5 approach each other, the loop-shaped expansion device 5 is moved by swinging the loop-shaped expansion device 5 left and right. To swing the loop-shaped expansion device 5 left and right while sandwiching it between the user's hands and abdomen, the user's entire abdomen, that is, the user's waist, must be rotated left and right. Therefore, in the first game example, the user performs the following game operation: while applying force to bring the hands closer to the abdomen, the user twists the waist.

[0144] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 can be attached to and detached from the main device 2. Figures 13 to 15 As shown, it is possible to output images (and sounds) to the fixed monitor 9 by mounting the main unit 2 alone on the bracket 8. Below, the game system will be described using the following method of use: with the left controller 3 and the right controller 4 removed from the main unit 2, the main unit 2 alone is mounted on the bracket 8, and images (and sounds) are output from the fixed monitor 9 connected to the bracket 8. Furthermore, the following example is used: the user uses the right controller 4 mounted on the ring-shaped expansion device 5 to perform game operations. In addition, as an example of game processing in the first game example, the following processing is used: the player character PC displayed on the fixed monitor 9 swings the left and right objects OBJL and OBJR in accordance with the user's operation, thereby knocking down (attacking) the target object T in the virtual game space.

[0145] For example, in Figure 13 In the virtual game space, a player character PC is placed. To the left of the player character PC is an object OBJL, and to the right of the player character PC is an object OBJR. The left and right objects OBJL and OBJR can change to an open state in which the target object T can be knocked down, and a closed state in which the target object T cannot be knocked down. Figure 13 In the illustrated stable state where the annular portion 201 of the ring-shaped expansion device 5 is not deformed, the left and right objects OBJL and OBJR are in a closed state.

[0146] On the other hand, Figure 14As shown, when an operation is performed to deform the ring-shaped expansion device 5 so that the gripping covers 203 and 204 approach each other, thereby deforming the annular portion 201 from a stable state to a predetermined state or above (a pushing operation to deform in the direction B shown in the figure), the left and right objects OBJL and OBJR move in a manner that opens to the left and right of the player character PC, respectively, thereby changing to an open state capable of knocking down the target object T. This pushing operation is detected based on the strain detected by the strain gauge provided in the ring-shaped expansion device 5. When the annular portion 201 of the ring-shaped expansion device 5 is deformed from a stable state, the strain of the base portion is detected by the strain gauge. Based on the detected strain, the direction of deformation of the annular portion 201 (i.e., the direction in which the two gripping covers 203 and 204 move away from or toward each other) and the amount of deformation can be calculated. Then, when the direction in which the annular portion 201 is deformed is the direction in which the two gripping covers 203 and 204 are approaching each other, and the amount of deformation is greater than a predetermined threshold value, it is determined that a pushing operation has been performed to open the left and right objects OBJL and OBJR. In addition, when the above-mentioned pushing operation is released, the left and right objects OBJL and OBJR move in a manner that closes toward the rear of the player character PC, thereby changing to a closed state in which the target object T cannot be knocked down. In this case, the game score obtained by knocking down the target object T cannot be obtained, and the game completion degree cannot be updated. Therefore, when the left and right objects OBJL and OBJR are in a closed state, as an example, a predetermined image or sound can be used to notify the user (for example, a text image "Please push" is displayed, or a sound "Please push" is emitted) to prompt the user to perform the operation to deform the ring-shaped expansion device 5. As another example, when the left and right objects OBJL and OBJR are in a closed state, even if the circle-type expansion device 5 is swung left and right, the left and right objects OBJL and OBJR are swung in the air and fail to knock down the target object T, thereby prompting the user to perform an operation to deform the circle-type expansion device 5.

[0147] like Figure 15 As shown, multiple target objects T (in Figure 15 The target objects T1 and T2 in the middle move toward the player character PC from the front. The player character PC can then attack by knocking down and destroying the target object T by causing one of the left and right objects OBJL and OBJR to collide with the target object T. The player character PC can then obtain a predetermined game score by knocking down the target object T.

[0148] For example, Figure 15As shown, when the ring-shaped expander 5 is swung rightward while the aforementioned push operation is being performed, the player character PC performs the following actions: the left object OBJL in the open state is turned forward while the right object OBJR is turned backward, causing both the left and right objects OBJL and OBJR to rotate. Here, the rightward swing of the ring-shaped expander 5 is an operation in which, in real space, the ring axis of the ring portion 201 of the ring-shaped expander 5 is vertically oriented (i.e., the ring portion 201 is arranged horizontally), and the ring-shaped expander 5 moves rightward while rotating around the ring axis (direction C in the figure) while the ring axis remains vertical. Furthermore, when the ring-shaped expander 5 is swung leftward while the aforementioned push operation is being performed, the player character PC performs the following actions: the right object OBJR in the open state is turned forward while the left object OBJL is turned backward, causing both the left and right objects OBJL and OBJR to rotate. Here, the operation of swinging the ring-shaped expander 5 to the left is an operation in which, in real space, the ring-shaped expander 5 is pushed while the annular axis of the ring-shaped portion 201 of the ring-shaped expander 5 is vertically oriented. The ring-shaped expander 5 moves to the left while rotating counterclockwise about the annular axis while maintaining the vertical position. Furthermore, in the first game example, the game process of attacking the target object T in response to the operation of swinging the ring-shaped expander 5 left or right while the ring-shaped expander 5 is pushed corresponds to an example of a predetermined game process.

[0149] When the ring-shaped expansion device 5 is swung leftward or rightward in this manner, the right controller 4 mounted on the ring-shaped expansion device 5 generates acceleration in the horizontal direction of the real space and generates acceleration in the Z-axis direction (refer to FIG. Figure 6 ) angular velocity. Therefore, the operation direction, operation angle, and operation speed of the operation of swinging the circle-type expansion device 5 to the left or right can be calculated by using the acceleration detected by the acceleration sensor 114 in the right controller 4 and / or the angular velocity detected by the angular velocity sensor 115. Then, in the first game example, when the circle-type expansion device 5 is swung to a position above the prescribed operation angle while the above-mentioned pushing operation is being performed, it is determined that an operation of swinging in that direction has been performed. In addition, in reality, the operation of swinging the circle-type expansion device 5 to the left or right is sometimes a mixture of a roll operation, a pitch operation, and a yaw operation of the circle-type expansion device 5. Therefore, the final operation angle and operation speed can also be calculated by synthesizing the directions in which the circle-type expansion device 5 changes due to the rolling operation, pitch operation, and yaw operation.

[0150] Regarding the operating angle used to determine whether a swing operation has been performed, the position of the ring-shaped expander 5 at the time of the pushing operation may be set as a reference position, that is, the operating angle at that time is set to 0, and the rotation angle of the ring-shaped expander 5 around the annular axis that has changed from this reference position is set as the operating angle. In other words, the user can restore the operating angle to 0 by performing a pushing operation after the ring-shaped expander 5 has returned to a stable state. Furthermore, there may be a certain time difference between the time of the pushing operation and the reference position of the ring-shaped expander 5, that is, the time when the operating angle is set to 0. For example, the position of the ring-shaped expander 5 after a predetermined time has passed from the time of the pushing operation may be set as the reference position, that is, the operating angle at that time is set to 0. Furthermore, due to the nature of the angular velocity sensor 115 installed in the right controller 4 of the ring-shaped expander 5, so-called detection value drift may sometimes occur, that is, noise is added due to continuous detection, making it impossible to detect accurate angular velocity. Even if the state in which errors are accumulated in the detection value of the angular velocity sensor 115 has occurred, the error can be eliminated by initializing the operating angle to 0 while restoring the ring-type expansion device 5 to a stable state, and then resetting the direction in which the operating angle is 0 (for example, the normal viewing direction).

[0151] Alternatively, a single push operation may be used to rotate both the left and right objects OBJL and OBJR only once. For example, after swinging the left and right objects OBJL and OBJR, even if the push operation is continued, the left and right objects OBJL and OBJR move in a manner that closes behind the player character PC, thereby changing to a closed state in which the target object T cannot be knocked down. In this case, in order to open the left and right objects OBJL and OBJR multiple times, the user needs to perform the following operations: after temporarily restoring the annular portion 201 of the ring-shaped expansion device 5 to a stable state, push the ring-shaped expansion device 5 again and swing the ring-shaped expansion device 5.

[0152] Furthermore, it is also possible to input an instruction for rotating both the left and right objects OBJL and OBJR in advance relative to the performance of the player character PC. For example, the following operation may be allowed: during the action of the player character PC swinging the left and right objects OBJL and OBJR, if the pushing operation of the ring-shaped expansion device 5 is temporarily released and then re-pushing, an operation for rotating both the left and right objects OBJL and OBJR may be input in advance corresponding to the new pushing operation even during the above-mentioned performance. In addition, a limit may be set on the number of times the above-mentioned operation can be input in advance during the action (for example, the number of times that can be input in advance can be limited to 1).

[0153] In addition, the threshold value (first threshold value) for determining the deformation amount of the annular portion 201 of the ring-type expansion device 5 so as to determine that the above-mentioned pushing operation is effective from a state where the above-mentioned pushing operation has not been performed and the threshold value (second threshold value) for determining that the above-mentioned pushing operation is invalid from a state where the above-mentioned pushing operation is being performed can also be set to different values. For example, the above-mentioned second threshold value is set to be relatively smaller than the above-mentioned first threshold value. Thus, even if the force against the pushing operation is relaxed due to the operation of swinging the ring-type expansion device 5 after the above-mentioned pushing operation is performed, it is possible to prevent the left and right objects OBJL and OBJR from returning to a closed state to a certain extent. As an example, when the maximum deformable amount of the ring-type expansion device 5 from a stable state is set to 10%, the above-mentioned second threshold value is set to the deformation amount when the pushing operation is performed to a state where the deformation is about 20% from the stable state.

[0154] Furthermore, regarding the target object T, it can be knocked down and destroyed regardless of which of the left and right objects OBJL and OBJR is swung in front of the player character PC, or it can be knocked down and destroyed only when one of the left and right objects OBJL and OBJR is swung in front of the player character PC. As a first example, for each target object T that appears, a characteristic can be set that allows it to be knocked down by both the left and right objects OBJL and OBJR, a characteristic that allows it to be knocked down only by the left object OBJL, or a characteristic that allows it to be knocked down only by the right object OBJR, and each characteristic can be displayed in a manner that can be visually recognized by the user. As a second example, the objects OBJL and OBJR that can be knocked down can also be distinguished based on the position of the target object T. For example, it may be that the target object T approaching from the front of the player character PC can be knocked down by both the left and right objects OBJL and OBJR, the target object T approaching from the left of the player character PC can only be knocked down by the left object OBJL, and the target object T approaching from the right of the player character PC can only be knocked down by the right object OBJR.

[0155] In the case where the target object T is set to be knocked down and destroyed only when one of the left and right objects OBJL and OBJR is swung in front of the player character PC, the direction in which the circular expansion device 5 is swung to knock down the target object T is limited. Figure 12The user who operates the loop-type expansion device 5 as shown needs to swing the loop-type expansion device 5 not only in one direction but also in two directions according to the type and position of the target object T. In addition, when the direction in which the loop-type expansion device 5 is swung for knocking down the target object T is limited, the judgment angle for determining that the loop-type expansion device 5 has been swung can be set to a different angle in each direction. For example, the judgment angle for determining that the loop-type expansion device 5 has been swung in a direction in which the target object T cannot be knocked down (incorrect direction) can be set to be greater than the judgment angle for determining that the loop-type expansion device 5 has been swung in a direction in which the target object T can be knocked down (correct direction). In this case, user operations that are not intended by the user, such as swinging the left and right objects OBJL and OBJR in incorrect directions in which the target object T cannot be knocked down, can be reduced.

[0156] Furthermore, in addition to the output of the motion sensor in the right controller 4 (loop-type expansion device 5 ), the output from the left controller 3 or other input devices may be used to determine the operation performed using the loop-type expansion device 5 .

[0157] In the above description, the angle at which the loop-type expander 5 is operated is used to determine whether the loop-type expander 5 has been swung. However, other parameters may be used for this determination. For example, the speed or acceleration of the left and right swing of the loop-type expander 5 in real space may be used, and if these parameters exceed a predetermined threshold, it may be determined that the loop-type expander 5 has been swung.

[0158] Next, refer to Figures 16 to 19 An example of specific processing executed in the game system 1 in the first game example will be described. Figure 16 This is a diagram showing an example of a data area set in the DRAM 85 of the main device 2 in the first game example. Figure 16 In addition to the data shown, data used in other processes is also stored, but detailed description is omitted.

[0159] In the first game example, various programs P1 executed in the game system 1 are stored in the program storage area of ​​the DRAM 85. In this embodiment, the various programs P1 include a communication program for wireless communication with the right controller 4, an application program for performing information processing based on data acquired from the right controller 4 (e.g., a game program), and the like. Furthermore, the various programs P1 may be pre-stored in the flash memory 84, acquired from a removable storage medium (e.g., a specified type of storage medium installed in the slot 23) and stored in the DRAM 85, or acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs P1 stored in the DRAM 85.

[0160] Furthermore, in the first game example, the data storage area of ​​DRAM 85 stores various data used in processes such as communication processing and information processing executed in the game system 1. In this embodiment, DRAM 85 stores operation data D1a, angular velocity data D1b, acceleration data D1c, posture data D1d, gravity direction data D1e, circle deformation amount data D1g, circle rotation speed data D1h, circle rotation angle data D1i, swing motion data D1j, deformation flag data D1k, swing setting flag data D1m, swing performance flag data D1n, score data D1p, player character motion data D1q, target object motion data D1r, and image data D1s.

[0161] Operation data D1a is operation data appropriately acquired from the right controller 4. As described above, the operation data transmitted from the right controller 4 includes information related to input from various input components (specifically, various buttons, analog joysticks, and various sensors) (specifically, information related to the operation and detection results of various sensors) and a strain value indicating the deformation state of the annular portion 201 in the ring-shaped expansion device 5. In this embodiment, operation data is transmitted from the right controller 4 at a predetermined interval via wireless communication, and the received operation data D1a is appropriately updated using this received operation data. Furthermore, the update cycle of operation data D1a can be either based on the processing cycle executed in the game system 1, i.e., every frame, or based on the aforementioned cycle of transmitting operation data via wireless communication.

[0162] The angular velocity data D1b is data representing a history of the angular velocity generated at the right controller 4 from the current time point to a predetermined time before, among the operation data acquired from the right controller 4. For example, the angular velocity data D1b includes a history of data representing the angular velocity around the xyz axis generated at the right controller 4, etc.

[0163] The acceleration data D1c is data representing a history of accelerations generated at the right controller 4 from the current time point to a predetermined time before, among the operation data acquired from the right controller 4. For example, the acceleration data D1c includes a history of data on accelerations generated at the right controller 4 in the xyz-axis directions.

[0164] The posture data D1d is data indicating the posture of the right controller 4 in real space, and is data indicating a history of the posture from the current time point to a predetermined time ago. As an example, the posture data D1d is data indicating a history of the xyz-axis direction (for example, the angle relative to the XYZ axis in real space) of the right controller 4 in real space.

[0165] The gravity direction data D1e is data indicating the direction of the gravitational acceleration acting on the right controller 4 .

[0166] The ring deformation amount data D1g is data indicating the deformation direction and deformation amount of the ring-shaped expansion device 5. The ring rotation speed data D1h is data indicating the speed (operation speed) at which the ring-shaped expansion device 5 is rotated when swung. The ring rotation angle data D1i is data indicating the angle (operation angle) at which the ring-shaped expansion device 5 is rotated when swung.

[0167] The swing motion data D1 j is data indicating a swing motion set in accordance with an operation using the ring-shaped expansion device 5 and causing the player character PC to move.

[0168] The deformation flag data D1k is data indicating a deformation flag that is set to on when a pushing operation is being performed on the ring-shaped expansion device 5. The swing setting flag data D1m is data indicating a swing setting flag that is set to on when a swinging action is being set by an operation using the ring-shaped expansion device 5. The swing performance flag data D1n is data indicating a swing performance flag that is set to on when the player character PC is performing a swinging action.

[0169] The score data D1p is data indicating the game score at the current time point.

[0170] The player character motion data D1q is data indicating the position, state, posture, motion, etc. of the player character PC currently in the virtual game space. The object motion data D1r is data indicating the position, state, posture, motion, etc. of the object T.

[0171] The image data D1s is data for displaying an image (for example, an image of the player character PC, an image of the target object T, a field image, a background image, etc.) on the display screen.

[0172] Next, refer to Figures 17 to 19 A detailed example of information processing in the first game example will be described. Figure 17 This is a flowchart showing an example of information processing executed in the game system 1 in the first game example. Figure 18 It means in Figure 17 This is a subroutine for a detailed example of the swing setting process performed in step S307. Figure 19 It means in Figure 17 In the first game example, the processor 81 executes the communication program and the prescribed application program (game program) included in the various programs P1 to perform the swing performance process. Figures 17 to 19 In addition, Figures 17 to 19 The timing at which the information processing is started is arbitrary.

[0173] also, Figures 17 to 19 The processing of each step in the flowchart shown is only an example. As long as the same result can be obtained, the processing order of each step can be exchanged, and other processing can be performed in addition to (or instead of) executing the processing of each step. In addition, in this embodiment, the processing of each step of the above flowchart is performed by the processor 81 for explanation, but the processing of part of the steps in the above flowchart can also be performed by a processor other than the processor 81 or a dedicated circuit. In addition, part of the processing performed in the main device 2 can also be performed by other information processing devices that can communicate with the main device 2 (for example, a server that can communicate with the main device 2 via a network). That is, it can also be performed by cooperation of multiple information processing devices including the main device 2. Figures 17 to 19 Each process shown.

[0174] exist Figure 17 In step S301, the processor 81 performs initial settings for information processing, and then proceeds to the next step. For example, in the initial settings, the processor 81 initializes the parameters used to perform the processing described below. For example, the processor 81 initially configures each object in the virtual game space (including the player character PC with the objects OBJL and OBJR) to generate the initial state of the virtual game space, and uses the position, orientation, state (the state in which the left and right objects OBJL and OBJR are closed), and posture of the player character PC to update the player character action data D1q.

[0175] Next, the processor 81 acquires operation data from the right controller 4 to update the operation data D1a (step S302), and then proceeds to the next step. Furthermore, the processor 81 stores the data representing the angular velocity generated at the right controller 4, from the operation data acquired from the right controller 4 in step S302, in angular velocity data D1b. Furthermore, the processor 81 stores the data representing the acceleration generated at the right controller 4, from the operation data acquired from the right controller 4 in step S302, in acceleration data D1c. Furthermore, the data acquisition unit acquires strain data and activity data, which, as an example, corresponds to the processor 81 acquiring operation data from the right controller 4 to update the operation data D1a.

[0176] Next, the processor 81 calculates the posture of the right controller 4 (step S303), and then proceeds to the next step. For example, the processor 81 uses the angular velocity data stored in the angular velocity data D1b to obtain the angular velocity of the right controller 4 around the xyz axis. Then, the processor 81 rotates the xyz axes based on the direction of gravity acceleration in the posture of the right controller 4 represented by the posture data D1d in accordance with the obtained angular velocity, and saves the direction of the xyz axes based on the direction of gravity acceleration after rotation as the latest data representing the posture of the right controller 4 to the posture data D1d. In addition, the processor 81 uses the acceleration data stored in the acceleration data D1c to calculate the direction of gravity acceleration acting on the right controller 4, and saves it to the gravity direction data D1e. In addition, regarding the method of extracting gravity acceleration, any method can be used. For example, the acceleration component generated on average at the right controller 4 can also be calculated, and the acceleration component can be extracted as gravity acceleration. In addition, the processor 81 may also use the direction of the gravitational acceleration generated at the right controller 4 represented by the gravity direction data D1e to timely correct the latest posture of the right controller 4 represented by the posture data D1d.

[0177] Next, the processor 81 calculates the deformation of the ring-shaped expansion device 5 (step S304), and then proceeds to the next step. For example, the processor 81 uses the strain value represented by the operation data D1a to calculate the deformation amount and deformation direction of the annular portion 201 in the ring-shaped expansion device 5, and uses this calculation result to update the ring deformation amount data D1g.

[0178] Next, the processor 81 determines whether the deformation flag is off (step S305). For example, if the deformation flag indicated by the deformation flag data D1k is set to off, the processor 81 determines affirmatively in step S305. If the deformation flag is off, the processor 81 proceeds to step S306. On the other hand, if the deformation flag is on, the processor 81 proceeds to step S308.

[0179] In step S306, the processor 81 determines whether the deformation amount calculated in step S304 is greater than a first threshold. If the deformation amount is greater than the first threshold, the processor 81 proceeds to step S307. On the other hand, if the deformation amount is less than the first threshold, the processor 81 proceeds to step S310. The first threshold is used to determine the deformation amount of the coil-shaped expansion device 5 in order to detect the start of the pressing operation on the coil-shaped expansion device 5. The start of the pressing operation is determined when the deformation amount of the coil-shaped expansion device 5 exceeds this first threshold.

[0180] In step S307, the processor 81 performs a swing setting process and then proceeds to step S310. Figure 18 The swing setting process performed in step S307 will be described below. The game processing unit performs a process for executing a predetermined game process based on the motion data while deformation of the input device is detected based on the strain data, and corresponds to the processor 81 that performs the swing setting process, for example.

[0181] exist Figure 18 In step S321, the processor 81 sets the deformation flag to ON, and then proceeds to the next step. For example, the processor 81 sets the deformation flag indicated by the deformation flag data D1k to ON, thereby updating the deformation flag data D1k.

[0182] Next, the processor 81 determines whether the swing setting flag is off (step S322). For example, if the swing setting flag indicated by the swing setting flag data D1m is set to off, the processor 81 determines affirmatively in step S322. If the swing setting flag is off, the processor 81 proceeds to step S323. On the other hand, if the swing setting flag is on, the processor 81 terminates the processing of this subroutine.

[0183] In step S323, the processor 81 calculates the speed (operation speed) at which the ring-shaped expansion device 5 is rotated by being swung in real space, and then proceeds to the next step. For example, the processor 81 calculates the above-mentioned operation speed with reference to the acceleration data D1c to update the ring rotation speed data D1h. In addition, the above-mentioned operation speed can also be set as the speed of the ring-shaped expansion device 5 (right controller 4) moving in the horizontal direction in real space calculated based on the latest posture represented by the posture data D1d, or it can be set as the speed of the ring-shaped expansion device 5 (right controller 4) moving in a direction perpendicular to the circular axis of the annular portion 201 of the ring-shaped expansion device 5 (i.e., perpendicular to the z-axis direction of the right controller 4).

[0184] Next, the processor 81 calculates the angle (operation angle) and operation direction of the ring-shaped expansion device 5 when it is swung in the actual space, and then enters the processing into the next step. For example, the processor 81 refers to the angular velocity data D1c and the posture data D1d, and uses the time point when the deformation flag of the ring-shaped expansion device 5 changes from closed to open as the reference posture, calculates the angle of the ring-shaped expansion device 5 rotated from the reference posture as the above-mentioned operation angle, and uses the operation angle and operation direction to update the ring rotation angle data D1i. In addition, the above-mentioned operation angle can be set as the angle of the ring-shaped expansion device 5 (right controller 4) rotating around the vertical direction of the actual space in the above-mentioned reference posture, or the angle of the ring-shaped expansion device 5 (right controller 4) rotating around the circular axis of the annular portion 201 of the ring-shaped expansion device 5 (i.e., around the z-axis direction of the right controller 4).

[0185] Next, the processor 81 sets a correct direction / incorrect direction (step S325), and then proceeds to the next step. As described above, the correct direction is a direction in which the target object T can be knocked down by the left or right object OBJL or OBJR, while the incorrect direction is a direction in which the target object T cannot be knocked down by the left or right object OBJL or OBJR. Furthermore, the processor 81 sets the correct direction / incorrect direction based on the type of target object T closest to the player character PC in the virtual game space at the current time.

[0186] Next, the processor 81 determines whether the direction of the object OBJL or OBJR swung left or right in the virtual game space corresponding to the operation direction calculated in the above step S324 is the correct direction (step S326). Then, if the above-mentioned swinging direction is the correct direction, the processor 81 causes the processing to enter step S327. On the other hand, if the above-mentioned swinging direction is the incorrect direction, the processor 81 causes the processing to enter step S329. In addition, if the correct direction / incorrect direction is not set in the above-mentioned step S325, or if the operation direction is not calculated in the above-mentioned step S324 (that is, the operation angle is 0), the processor 81 determines in the affirmative in the above-mentioned step S326.

[0187] In step S327, processor 81 determines whether the operating angle calculated in step S324 is greater than a third threshold. If the operating angle is greater than the third threshold, processor 81 proceeds to step S328. On the other hand, if the operating angle is less than the third threshold, processor 81 terminates processing of this subroutine. The third threshold is used to determine the operating angle of the loop-type expander 5 in order to detect that the loop-type expander 5 has been swung in the correct direction, and is set to 45 degrees, for example. If the operating angle of the loop-type expander 5 in the correct direction reaches or exceeds the third threshold, it is determined that the loop-type expander 5 has been swung in the correct direction.

[0188] In step S328, the processor 81 sets a swinging motion for the player character PC in the correct direction, and then proceeds to step S331. For example, the processor 81 sets an motion for the player character PC to swing the left and right objects OBJL or OBJR in the correct direction at a predetermined speed to a predetermined angle, and uses this set motion to update the swinging motion data D1j. Alternatively, the set swinging motion may be configured so that the faster the operation speed calculated in step S323, the faster the swinging speed.

[0189] On the other hand, in step S329, the processor 81 determines whether the operation angle calculated in step S324 is greater than or equal to a fourth threshold. If the operation angle is greater than or equal to the fourth threshold, the processor 81 proceeds to step S330. On the other hand, if the operation angle is less than the fourth threshold, the processor 81 terminates the subroutine. The fourth threshold is used to determine the operation angle of the loop-type expander 5 in order to detect if the loop-type expander 5 has been swung in the wrong direction. It can also be set to a value greater than the third threshold (e.g., 60 degrees).

[0190] In step S330, the processor 81 sets a swinging motion for the player character PC in the wrong direction, and then the process proceeds to step S331. For example, the processor 81 sets an motion for the player character PC to swing the left and right objects OBJL or OBJR in the wrong direction at a predetermined speed to a predetermined angle, and uses the set motion to update the swinging motion data D1j.

[0191] In step S331, the processor 81 sets the swing effect flag to on, and then proceeds to the next step. For example, the processor 81 sets the swing effect flag indicated by the swing effect flag data D1n to on, thereby updating the swing effect flag data D1n.

[0192] Next, the processor 81 sets the swing setting flag to on (step S332), terminating the subroutine. For example, the processor 81 sets the swing setting flag indicated by the swing setting flag data D1m to on, thereby updating the swing setting flag data D1m. In this case, if a swinging motion in the correct or incorrect direction is set in response to the operation of the loop-shaped expander 5, the swing setting flag is set to on. Therefore, even if the pushing operation of the loop-shaped expander 5 is continued after the swinging motion has been set, a negative determination will be made in step S322, and no new swinging motion will be set.

[0193] Return to Figure 17 If the deformation flag is determined to be on in step S305, processor 81 determines whether the deformation amount calculated in step S308 is greater than the second threshold. If the deformation amount is greater than the second threshold, processor 81 proceeds to step S307. If the deformation amount is less than the second threshold, processor 81 proceeds to step S309. The second threshold is a threshold used to determine that the pressing operation is continuing even if the pressing force on the coil-type expander 5 is relaxed after the pressing operation has begun, and is set to a value smaller than the first threshold.

[0194] In step S309, processor 81 sets the deformation flag and the swing setting flag to off, then proceeds to step S310. For example, processor 81 sets the deformation flag represented by deformation flag data D1k and the swing setting flag represented by swing setting flag data D1m to off, respectively, and updates deformation flag data D1k and swing setting flag data D1m, respectively. Thus, when the pressing operation on the ring-shaped expansion device 5 is relaxed to a deformation amount less than the second threshold, the pressing operation is determined to have been released, and the deformation flag and the swing setting flag are set to off, thereby enabling a new swing action to be set. Furthermore, the restriction unit performs processing to restrict the re-execution of a specified game process until the input device returns to a stable state from a deformed state in a manner that satisfies specified conditions. This, for example, corresponds to processor 81 performing the processing in steps S308 and S309.

[0195] In step S310, the processor 81 determines whether the swing performance flag is on. For example, if the swing performance flag indicated by the swing performance flag data D1n is set to on, the processor 81 determines affirmatively in step S310. If the swing performance flag is on, the processor 81 proceeds to step S311. On the other hand, if the swing performance flag is off, the processor 81 proceeds to step S312.

[0196] In step S311, the processor 81 performs a swing performance process, and then proceeds to step S312. Figure 19 The swing performance process performed in the above-mentioned step S311 will be described.

[0197] exist Figure 19 In step S341, the processor 81 sets the swing state of the player character PC (step S341), and then proceeds to the next step. For example, the processor 81 sets the current posture of the player character PC when swinging the left and right objects OBJL and OBJR based on the swing motion represented by the swing motion data D1j (for example, the current angle of the swing of the left and right objects OBJL and OBJR, and the posture of the player character PC), and updates the player character motion data D1q.

[0198] Next, the processor 81 determines whether the player character PC's attack on the target object T was successful (step S342). For example, if the swing state in step S341 indicates that the target object T has been hit, and the player character PC has swung the left and right objects OBJL and OBJR in the correct direction, the processor 81 determines that the attack on the target object T was successful. If the player character PC's attack on the target object T was successful, the processor 81 proceeds to step S343. On the other hand, if the player character PC's attack on the target object T was unsuccessful, the processor 81 proceeds to step S345.

[0199] In step S343, the processor 81 calculates the game score based on the speed parameter, and then proceeds to the next step. For example, the processor 81 calculates the game score obtained by successfully attacking the target object T based on the attack force obtained based on the speed parameters (speed, acceleration, angular velocity, etc.) acting on the ring-type expansion device 5 at the time of starting to swing, and updates the score data D1p by adding the game score. Specifically, the processor 81 can also calculate the above-mentioned game score based on the acceleration, angular velocity, speed represented by the ring rotation speed data D1h of the ring-type expansion device 5 around the time of starting to swing. As an example, it is conceivable to classify the above-mentioned speed parameters into multiple levels and calculate the game parameters based on the classification. In addition, with respect to the game score, it is also possible to obtain a predetermined fixed game score by successfully attacking the target object T. In this case, the game score is added regardless of the above-mentioned speed parameters.

[0200] Next, the processor 81 sets the state of the attacked target object T (step S344), and then advances the process to step S347. For example, the processor 81 sets the attacked target object T to a state in which it has been knocked down by the attack, and performs a scene causing the target object T to disappear from the virtual game space, and updates the target object motion data D1r based on this scene.

[0201] On the other hand, if it is determined in step S342 that the attack on the target object T was unsuccessful, the processor 81 determines whether it has been determined that the player character PC's attack on the target object T has failed (step S345). For example, if the swing state in step S341 indicates that the target object T has been hit, but the player character PC swings the left and right objects OBJL and OBJR in the wrong direction, or if the left and right objects OBJL and OBJR do not hit the target object T but miss, the processor 81 determines that it has been determined that the attack on the target object T has failed. Then, if it has been determined that the player character PC's attack on the target object T has failed, the processor 81 advances the processing to step S346. On the other hand, if it has not been determined that the player character PC's attack on the target object T has failed, the processor 81 advances the processing to step S348.

[0202] In step S346, the processor 81 sets the state of the target object T that failed to attack (step S346), and then the process proceeds to step S347. For example, after performing a performance in which the target object T that failed to attack defeated the player character PC, the processor 81 performs a performance in which the target object T disappears from the virtual game space, and updates the target object motion data D1r based on this performance.

[0203] In step S347, the processor 81 sets the swing effect flag to off, and then advances the process to step S348. For example, the processor 81 sets the swing effect flag indicated by the swing effect flag data D1n to off, thereby updating the swing effect flag data D1n.

[0204] In step S348, the processor 81 determines whether the deformation amount calculated in step S304 is less than the second threshold. If the deformation amount is less than the second threshold, the processor 81 proceeds to step S349. On the other hand, if the deformation amount is greater than the second threshold, the processor 81 terminates the subroutine.

[0205] In step S349, processor 81 sets the deformation flag and the swing setting flag to off, then terminates processing of this subroutine. For example, processor 81 sets the deformation flag represented by deformation flag data D1k and the swing setting flag represented by swing setting flag data D1m to off, respectively, and updates deformation flag data D1k and swing setting flag data D1m, respectively. In this way, even during a swing performance, i.e., during a performance in which the player character PC swings left and right objects OBJL and OBJR, if the pressing operation on the loop-shaped expansion device 5 is relaxed to a deformation amount less than the second threshold, the pressing operation is determined to have been released, the deformation flag is set to off, and the swing setting flag is set to off, thereby enabling a new swinging motion to be set. Furthermore, restrictions may be placed on the process of turning the deformation flag and the swing setting flag off during a swing performance. For example, the process of changing the deformation flag and the swing setting flag to off can be limited to one time or less during a single swing performance. Furthermore, the restriction unit restricts the re-execution of a predetermined game process until the input device relaxes from the deformed state to the stable state in a manner that satisfies predetermined conditions. As another example, this corresponds to the processor 81 that performs the processes in steps S348 and S349 described above.

[0206] Return to Figure 17 In step S312, the processor 81 performs motion control processing for the objects (player character PC, target object T, etc.), and then proceeds to the next step. For example, the processor 81 positions the player character PC in the virtual game space based on the position, state, posture, and motion of the player character PC represented by the player character motion data D1q. Furthermore, the processor 81 causes the target object T to appear in the virtual game space based on a predetermined algorithm (appearance pattern), and moves the target object T toward the player character PC, updating the target object motion data D1r based on the position after the appearance and movement.

[0207] Next, the processor 81 performs image generation and display control processing (step S313), and then advances the processing to the next step. For example, based on the settings made through the processing of steps S311 and S312 above, the processor 81 configures multiple objects (such as the player character PC having objects OBJL and OBJR, the target object T, etc.) in the virtual game space, thereby generating a virtual game space. The processor 81 then configures a virtual camera in the virtual game space, generates an image of the virtual game space as viewed from the virtual camera, and outputs this virtual game space image to the fixed monitor 9. In addition, the processor 81 superimposes an image representing the game score represented by the score data D1p on an appropriate position of the virtual game space image and outputs it to the fixed monitor 9.

[0208] Next, the processor 81 determines whether to terminate the game process (step S314). Conditions for terminating the game process in step S314 include, for example, that the conditions for terminating the game process have been met or that the user has performed an operation to terminate the game process. If the game process is not terminated, the processor 81 returns to step S302 and repeats the process. If the game process is terminated, the process in this flowchart ends. The series of steps S302 through S314 is then repeated until the game process is determined to be terminated in step S314.

[0209] Thus, in the first game example, the predetermined game process is executed by waving the circle-shaped expander 5 while deforming it, thereby enhancing the user's experience of operating the circle-shaped expander 5. Furthermore, in the first game example, the execution of the predetermined game process is restricted when the circle-shaped expander 5 is not deformed or when the circle-shaped expander 5 is not being swung while deforming it, thus limiting the predetermined game process to a specific user operation. Furthermore, the process of the player character PC successfully attacking the target object T or assigning (adding) a game score to the user is an example of an update process for updating the completion level of a game with a predetermined completion goal.

[0210] (Second game example)

[0211] Next, before explaining the specific processing in the second game example performed by the main device 2, use Figures 20 to 23 The following describes the outline of the second game example performed in the main device 2. Figure 20 This is a diagram showing an example of a situation in which the user operates the circle-shaped expansion device 5 in the second game example. Figure 21 This is a diagram showing a first example of a game image in a second game example displayed on the fixed monitor 9 in response to a user operation. Figure 22This is a diagram showing a second example of a game image in a second game example displayed on the fixed monitor 9 in response to a user operation. Figure 23 This is a diagram showing a third example of a game image in the second game example displayed on the fixed monitor 9 in response to a user operation.

[0212] like Figure 20 As shown, in the second game example, the following user operation is performed: while the user holds the grip covers 203 and 204 of the loop-shaped expansion device 5 with both hands, the user deforms the loop-shaped expansion device 5 with both hands so that the two grip covers 203 and 204 of the loop-shaped expansion device 5 approach each other, and simultaneously swings the loop-shaped expansion device 5 downwardly toward the vicinity of the user's abdomen, thereby moving the loop-shaped expansion device 5. Here, in order to swing the loop-shaped expansion device 5 downwardly while deforming the loop-shaped expansion device 5 so that the two grip covers 203 and 204 of the loop-shaped expansion device 5 approach each other, the user must perform a movement that simulates the movement of the upper body when jumping while applying force to both hands, and thus needs to perform game operations similar to jumping.

[0213] The second game example will also be described using a game system in the following usage mode: with the left controller 3 and the right controller 4 removed from the main device 2, the main device 2 is mounted on a bracket 8, and images (and sounds) are output from a fixed monitor 9 connected to the bracket 8. Furthermore, an example will be used in which a user performs game operations using the right controller 4 mounted on the ring-shaped expansion device 5. Furthermore, as an example of game processing in the second game example, a process will be used in which the player character PC displayed on the fixed monitor 9 moves (jumps) within the virtual game space in response to user operations.

[0214] For example, in Figure 21 In the virtual game space, a player character PC is arranged. The player character PC is arranged along the wall extending upward in the virtual game space. Figure 21 In the stable state where the annular portion 201 of the ring-shaped expansion device 5 is not deformed as shown, the player character PC is stationary along the wall.

[0215] On the other hand, Figure 22As shown, when the ring-shaped expansion device 5 is deformed so that the grip covers 203 and 204 approach each other, thereby deforming the annular portion 201 from a stable state to a predetermined state or above (a pushing operation to deform the ring-shaped portion 201 in the direction shown in the figure B), an indicator M indicating the height that the player character PC can reach if it jumps is displayed above the wall. Similar to the first game example, this pushing operation is detected based on the strain measured by the strain gauges installed in the ring-shaped expansion device 5. Furthermore, when the annular portion 201 of the ring-shaped expansion device 5 deforms from a stable state, the strain on the base portion is detected by the strain gauges. Based on the detected strain, the direction of deformation of the annular portion 201 (i.e., the direction in which the grip covers 203 and 204 move away from or toward each other) and the amount of deformation can be calculated. If the deformation of the annular portion 201 is toward the direction in which the grip covers 203 and 204 move toward each other, an indicator M indicating the height that can be reached is displayed corresponding to the calculated amount of deformation. When the pushing operation is released, the reached height indicated by the marker M is displayed gradually decreasing, and finally the marker M disappears. The marker M corresponds to an example of an image indicating the amount of deformation of the input device.

[0216] Then, if Figure 23 As shown, if the circle-shaped expander 5 is swung downward in the real world (direction D in the figure) while the aforementioned push operation is in progress, the player character PC performs a wall jump, aiming for the reachable height indicated by the marker M immediately before the swing operation. Here, the downward swing of the circle-shaped expander 5 is a pitch operation in which the circle-shaped expander 5 moves vertically in the real world while the push operation is in progress. Then, if the circle-shaped expander 5 is swung downward while the aforementioned push operation is in progress, the player character PC moves in the virtual game space by wall jumping. A predetermined game score can then be obtained based on the game score set for each position reached by the player character PC. Specifically, there are cases where a jump too high may result in a failure to obtain a game score, so the user needs to make the player character PC jump and move with an appropriate jumping force. Furthermore, in the second game example, the game process in which the player character PC jumps in response to the downward swing of the circle-shaped expander 5 while the push operation is in progress corresponds to another example of a predetermined game process.

[0217] When the pitch operation of the ring-shaped expansion device 5 is performed downward, the right controller 4 installed on the ring-shaped expansion device 5 generates an acceleration in the vertical direction of the real space and generates an acceleration around the y-axis direction (refer to Figure 6) angular velocity. Therefore, the operation direction, operation angle, operation speed, etc. of the pitch operation of the downward swinging circle type expansion device 5 can be calculated by using the acceleration detected by the acceleration sensor 114 in the right controller 4 and / or the angular velocity detected by the angular velocity sensor 115. Moreover, in the second game example, when the pitch operation of the downward swinging circle type expansion device 5 is performed while the above-mentioned pushing operation is being performed, the player character PC is caused to jump and move to a reachable height corresponding to the deformation amount of the above-mentioned pushing operation. In addition, in reality, the pitch operation of the downward swinging circle type expansion device 5 is sometimes an operation mixed with the rolling operation and the yaw operation of the circle type expansion device 5. Therefore, it is also possible to finally determine whether there is a pitch operation of the downward swing by synthesizing the directions in which the circle type expansion device 5 changes due to the rolling operation, the pitch operation, and the yaw operation.

[0218] Alternatively, a single push operation may allow only one jump-moving operation of the player character PC. For example, after causing the player character PC to jump, the indicator M may not be displayed even if the push operation is continued. In this case, in order to display the indicator M again and cause the player character PC to jump again, the user needs to perform the following operations: temporarily restore the annular portion 201 of the ring-shaped expansion device 5 to a stable state, then perform another push operation and swing the ring-shaped expansion device 5.

[0219] In addition, the following situation is conceivable: when a pitching operation is performed to swing the ring-shaped expansion device 5 downward while the above-mentioned pushing operation is being performed, the force for performing the pushing operation is relaxed due to the pitching operation. In this case, the player character PC becomes unable to jump to the reachable height indicated by the mark M displayed before the above-mentioned pitching operation. Therefore, in order to prevent the undesirable decrease in jumping force caused by the relaxation of the force for performing the pushing operation, the player character PC's reachable height can also be calculated based on the deformation amount of the ring-shaped expansion device 5 a specified time ago (for example, 5 frames ago) just before the above-mentioned pitching operation, or the maximum deformation amount of the ring-shaped expansion device 5 during the period from the current time point to the specified time point.

[0220] Alternatively, if the pitching operation of the ring-shaped expander 5 is performed downward without the aforementioned pushing operation, the jumping force is not calculated, and the player character PC is thus not jumping. In this case, the game score obtained by the player character PC jumping cannot be obtained, and the game completion degree cannot be updated. Therefore, if the pitching operation of the ring-shaped expander 5 is performed downward without the pushing operation of the ring-shaped expander 5, as an example, a predetermined image or sound can be used to notify the user (for example, a text image is displayed saying "Please push" or a sound is emitted saying "Please push") to encourage the user to perform the operation to deform the ring-shaped expander 5.

[0221] Furthermore, the jumping force of the player character PC may be calculated not only by the deformation of the ring-shaped expander 5 but also by other parameters. For example, the jumping force may be calculated using both the velocity parameters (speed, acceleration, angular velocity, etc.) of the downward swing of the ring-shaped expander 5 during the jump and the deformation.

[0222] In addition, if the user does not hold the ring-shaped expansion device 5 in a proper posture, even if the ring-shaped expansion device 5 is deformed and swung downward, the player character PC will not be caused to jump. Figure 20 As shown, the proper posture for holding the ring-shaped expansion device 5 is: the user holds the grip covers 203 and 204 with both hands, with the position where the right controller 4 is mounted at the top and the direction connecting the two grip covers 203 and 204 approximately horizontal, and performs a pushing operation and a downward swing operation on the ring-shaped expansion device 5 with the circular axis of the annular portion 201 approximately horizontal. Whether the operation is performed in this proper posture can be determined by analyzing the posture of the ring-shaped expansion device 5 at the time when it is determined that the ring-shaped expansion device 5 is swung downward.

[0223] Next, refer to Figures 24 to 26 An example of specific processing executed in the game system 1 in the second game example will be described. Figure 24 85 is a diagram showing an example of a data area set in the DRAM 85 of the main device 2 in the second game example. Figure 24 In addition to the data shown, data used in other processes is also stored, but detailed description is omitted.

[0224] In the second game example, various programs P2 executed in the game system 1 are stored in the program storage area of ​​the DRAM 85. In this embodiment, the various programs P2 include a communication program for wireless communication with the right controller 4, an application program (e.g., a game program) for performing information processing based on data acquired from the right controller 4, and the like. Furthermore, the various programs P2 may be pre-stored in the flash memory 84, acquired from a removable storage medium (e.g., a specified type of storage medium installed in the slot 23) and stored in the DRAM 85, or acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs P2 stored in the DRAM 85.

[0225] Furthermore, in the second game example, the data storage area of ​​DRAM 85 stores various data used in processes such as communication processing and information processing executed in the game system 1. In this embodiment, DRAM 85 stores operation data D2a, angular velocity data D2b, acceleration data D2c, posture data D2d, gravity direction data D2e, circle deformation amount data D2g, jump force data D2h, jump flag data D2i, score data D2j, player character action data D2k, and image data D2m.

[0226] Operation data D2a is operation data appropriately acquired from the right controller 4. As described above, the operation data transmitted from the right controller 4 includes information related to input from various input components (specifically, various buttons, analog joysticks, and various sensors) (specifically, information related to the operation and detection results of various sensors) and a strain value indicating the deformation state of the annular portion 201 in the ring-shaped expansion device 5. In this embodiment, operation data is transmitted from the right controller 4 at a predetermined interval via wireless communication, and the received operation data D2a is appropriately updated using this received operation data. Furthermore, the update cycle of operation data D2a can be either based on the processing cycle executed in the game system 1, i.e., every frame, or based on the aforementioned cycle of transmitting operation data via wireless communication.

[0227] The angular velocity data D2b is data representing a history of the angular velocity generated at the right controller 4 from the current time point to a predetermined time before, among the operation data acquired from the right controller 4. For example, the angular velocity data D2b includes a history of data representing the angular velocity around the xyz axis generated at the right controller 4, etc.

[0228] The acceleration data D2c is data representing a historical record of acceleration generated at the right controller 4 from the current time point to a predetermined time before, among the operation data acquired from the right controller 4. For example, the acceleration data D2c includes a historical record of data on acceleration generated at the right controller 4 in the xyz-axis directions.

[0229] The posture data D2d is data representing the posture of the right controller 4 in real space, and is data representing a history of the posture from the current time point to a predetermined time ago. As an example, the posture data D2d is data representing a history of the xyz-axis direction (for example, the angle relative to the XYZ axis in real space) of the right controller 4 in real space.

[0230] The gravity direction data D2e is data indicating the direction of the gravitational acceleration acting on the right controller 4 .

[0231] The loop deformation amount data D2g is data indicating a history of the deformation direction and deformation amount of the loop-shaped expanding device 5 calculated from the current time point to a predetermined time ago.

[0232] The jumping force data D2h is data indicating the jumping force for causing the player character PC to move, which is set in accordance with the operation using the ring-shaped expansion device 5.

[0233] The jump flag data D2i is data indicating a jump flag that is set to on when performing a scene in which the player character PC jumps.

[0234] The score data D2j is data indicating the game score at the current time point.

[0235] The player character motion data D2k is data indicating the position, state, posture, motion, etc. of the player character PC currently positioned in the virtual game space.

[0236] The image data D2m is data for displaying an image (for example, an image of a player character PC, a field image, a background image, etc.) on the display screen.

[0237] Next, refer to Figure 25 and Figure 26 A detailed example of information processing in the second game example will be described. Figure 25 This is a flowchart showing an example of information processing executed in the game system 1 in the second game example. Figure 26 It means in Figure 25 In the second game example, the processor 81 executes the communication program and the prescribed application program (game program) included in the various programs P2 to perform the jump performance processing in the step S410. Figure 25 and Figure 26In addition, Figure 25 and Figure 26 The timing at which the information processing is started is arbitrary.

[0238] also, Figure 25 and Figure 26 The processing of each step in the flowchart shown is only an example. As long as the same result can be obtained, the processing order of each step can be exchanged, and other processing can be performed in addition to (or instead of) executing the processing of each step. In addition, in this embodiment, the processing of each step of the above flowchart is performed by the processor 81 for explanation, but the processing of part of the steps in the above flowchart can also be performed by a processor other than the processor 81 or a dedicated circuit. In addition, part of the processing performed in the main device 2 can also be performed by other information processing devices that can communicate with the main device 2 (for example, a server that can communicate with the main device 2 via a network). That is, it can also be performed by cooperation of multiple information processing devices including the main device 2. Figure 25 and Figure 26 Each process shown.

[0239] exist Figure 25 In step S401, the processor 81 performs initial settings for information processing, and then proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for the processing described below. For example, the processor 81 initially configures the player character PC in the virtual game space to generate the initial state of the virtual game space, and updates the player character action data D2k using the position, orientation, state, and posture of the player character PC.

[0240] Next, the processor 81 acquires operation data from the right controller 4 to update the operation data D2a (step S402), and then proceeds to the next step. Furthermore, the processor 81 stores the data representing the angular velocity generated at the right controller 4, from the operation data acquired from the right controller 4 in step S402, in angular velocity data D2b. Furthermore, the processor 81 stores the data representing the acceleration generated at the right controller 4, from the operation data acquired from the right controller 4 in step S402, in acceleration data D2c. Furthermore, the data acquisition unit acquires strain data and activity data, which, as an example, corresponds to the processor 81 acquiring operation data from the right controller 4 to update the operation data D2a.

[0241] Next, the processor 81 calculates the posture of the right controller 4 (step S403), and then proceeds to the next step. For example, the processor 81 uses the angular velocity data stored in the angular velocity data D2b to obtain the angular velocity of the right controller 4 around the xyz axis. Then, the processor 81 rotates the xyz axis based on the direction of gravity acceleration in the posture of the right controller 4 represented by the posture data D2d in accordance with the obtained angular velocity, and saves the direction of the xyz axis based on the direction of gravity acceleration after the rotation as the latest data representing the posture of the right controller 4 to the posture data D2d. In addition, the processor 81 uses the acceleration data stored in the acceleration data D2c to calculate the direction of gravity acceleration acting on the right controller 4, and saves it to the gravity direction data D2e. In addition, regarding the method of extracting gravity acceleration, any method can be used. For example, the acceleration component generated on average at the right controller 4 can also be calculated, and the acceleration component can be extracted as gravity acceleration. In addition, the processor 81 may also use the direction of the gravitational acceleration generated at the right controller 4 represented by the gravity direction data D2e to timely correct the latest posture of the right controller 4 represented by the posture data D2d.

[0242] Next, the processor 81 calculates the deformation of the ring-shaped expansion device 5 (step S404), and then proceeds to the next step. For example, the processor 81 uses the strain value represented by the operation data D2a to calculate the deformation amount and deformation direction of the annular portion 201 in the ring-shaped expansion device 5, and adds this calculation result to the deformation history represented by the ring deformation amount data D2g.

[0243] Next, the processor 81 determines whether the skip flag is off (step S405). For example, if the skip flag indicated by the skip flag data D2i is set to off, the processor 81 determines affirmatively in step S405. If the skip flag is off, the processor 81 proceeds to step S406. On the other hand, if the skip flag is on, the processor 81 proceeds to step S408.

[0244] In step S406, the processor 81 calculates the jumping force based on the deformation calculated in step S404, and then proceeds to the next step. For example, the processor 81 calculates the jumping force based on the latest deformation in the deformation history represented by the hoop deformation data D2g, and uses this jumping force to update the jumping force data D2h.

[0245] Next, the processor 81 sets a flag M corresponding to the predicted reachable height corresponding to the jumping force calculated in step S406 (step S407), and then proceeds to step S408. For example, the processor 81 calculates the height that the player character PC can reach if it jumps with the jumping force indicated by the jumping force data D2h, and sets the flag M corresponding to the reachable height.

[0246] In step S408, the processor 81 calculates a velocity parameter (e.g., acceleration, velocity, angular velocity) of the ring-shaped expansion device 5 moving downward in real space, and then proceeds to the next step. For example, the processor 81 calculates the acceleration, velocity, or angular velocity of the ring-shaped expansion device 5 moving downward in real space as the velocity parameter, referring to the acceleration data D2c. As a first example, the velocity parameter may be the acceleration or velocity of the ring-shaped expansion device 5 (right controller 4) moving downward in real space, or the angular velocity of the ring-shaped expansion device 5 during a pitch operation around the horizontal direction, calculated based on the most recent posture indicated by the posture data D2d. As a second example, the velocity parameter may be the acceleration or velocity of the ring-shaped expansion device 5 moving in the direction of the ring axis from the right controller 4 toward the annular portion 201 (i.e., perpendicular to the z-axis of the right controller 4, the negative x-axis direction), or the angular velocity of a pitch operation (i.e., rotational operation around the y-axis of the right controller 4).

[0247] Next, the processor 81 determines whether to perform a jump of the player character PC (step S409). For example, if the speed parameter calculated in the above-mentioned step S408 indicates that it is above the prescribed threshold value for determining that the operation of swinging the ring-shaped expansion device 5 in the downward direction has begun, the processor 81 determines to be positive in the above-mentioned step S409. In addition, if the jump flag represented by the jump flag data D2i is set to on, the processor 81 determines to be positive in the above-mentioned step S409. Then, if it is determined to be positive in the above-mentioned step S409, the processor 81 causes the processing to enter step S410. On the other hand, if it is determined to be negative in the above-mentioned step S409, the processor 81 causes the processing to enter step S411.

[0248] Alternatively, if it is determined that the user is operating the loop-type expansion device 5 without holding it in a proper posture, the determination in step S409 may be negative. Figure 20As illustrated, the proper posture for holding the ring-shaped expansion device 5 is when the user holds the grip covers 203 and 204 with both hands, with the right controller 4 mounted at the top and the direction connecting the two grip covers 203 and 204 approximately horizontal, and pushes and swings the ring-shaped expansion device 5 downward with the annular axis of the ring portion 201 approximately horizontal. Whether the ring-shaped expansion device 5 is being operated in this proper posture can be determined by analyzing the posture of the ring-shaped expansion device 5 represented by the posture data D2d.

[0249] In step S410, the processor 81 performs a jump performance process and then proceeds to step S411. Figure 26 The jump effect processing performed in step S410 is described below. The game processing unit performs processing to execute a predetermined game process based on the motion data while deformation of the input device is detected based on the strain data, and corresponds to the processor 81 that performs the jump effect processing, for example.

[0250] exist Figure 26 In step S420, the processor 81 determines whether the jump flag indicated by the jump flag data D2i is off. If the jump flag is off, the processor 81 proceeds to step S421. On the other hand, if the jump flag is on, the processor 81 proceeds to step S424.

[0251] In step S421, processor 81 sets the skip flag to on, and then proceeds to the next step. For example, processor 81 sets the skip flag indicated by skip flag data D2i to on, thereby updating skip flag data D2i. Furthermore, processor 81 clears flag M set in step S407.

[0252] Next, the processor 81 determines whether the deformation of the coil-shaped expander 5 is gradually decreasing (step S422). For example, the processor 81 refers to the deformation history indicated by the coil deformation data D2g to determine whether the deformation is gradually decreasing. If the deformation of the coil-shaped expander 5 is gradually decreasing, the processor 81 proceeds to step S423. On the other hand, if the deformation of the coil-shaped expander 5 is not gradually decreasing, the processor 81 proceeds to step S424.

[0253] In step S423, the processor 81 recalculates the jump force using the deformation of the coil-type expander 5 a predetermined time ago, and then proceeds to step S424. For example, the processor 81 calculates a new jump force based on the deformation of the coil-type expander 5 a predetermined time ago (e.g., five frames ago) in the deformation history indicated by the coil deformation data D2g, and updates the jump force data D2h using this new jump force. For another example, the processor 81 calculates a new jump force based on the maximum deformation value in the deformation history indicated by the coil deformation data D2g up to the predetermined time ago, and updates the jump force data D2h using this new jump force.

[0254] In step S424, the processor 81 moves the player character PC based on the set jumping force, and then proceeds to the next step. For example, the processor 81 moves the player character PC so that it rises in the virtual game space based on the jumping force indicated by the jumping force data D2h, and updates the player character action data D2k based on the position and state of the player character PC after the movement.

[0255] Next, the processor 81 determines whether the jump performance of the player character PC has ended (step S425). For example, if the player character PC has reached the jump end position (reached the jump target height, or the jump ended due to collision with another object, etc.), the processor 81 determines affirmatively in step S425. If the jump performance has ended, the processor 81 proceeds to step S426. On the other hand, if the jump performance has not ended, the processor 81 terminates the processing of this subroutine.

[0256] In step S426, the processor 81 stops the process of causing the player character PC to move by jumping, and then proceeds to the next step. For example, the processor 81 sets the state of the player character PC to a state where it stops jumping and remains at the current position, thereby updating the player character motion data D2k. In addition, the processor 81 sets the jump flag indicated by the jump flag data D2i to off, thereby updating the jump flag data D2i.

[0257] Next, the processor 81 calculates the game score and then ends the processing of this subroutine. For example, the processor 81 calculates the game score based on the position reached by the player character PC by jumping, and updates the score data D2j by adding the game score.

[0258] Return to Figure 25In step S411, the processor 81 performs motion control processing for the player character PC, and then proceeds to the next step. For example, the processor 81 arranges the player character PC in the virtual game space based on the position, state, posture, and motion of the player character PC represented by the player character motion data D2k.

[0259] Next, the processor 81 performs image generation display control processing (step S412), and then advances the processing to the next step. For example, the processor 81 configures the player character PC in the virtual game space based on the setting performed by the processing of the above-mentioned step S411. In addition, when the identifier M is set in the above-mentioned step S407, the processor 81 configures the image representing the identifier M in the virtual game space. Then, the processor 81 configures a virtual camera in the virtual game space, generates a virtual game space image observed from the virtual camera, and outputs the virtual game space image to the fixed monitor 9. In addition, the processor 81 superimposes the image representing the game score represented by the score data D2j on the appropriate position of the above-mentioned virtual game space image and outputs it to the fixed monitor 9. In addition, the deformation amount image generation unit performs a process of generating an image representing the deformation amount of the input device during the period when the input device is deformed. As an example, this is equivalent to the processor 81 performing the processing of the above-mentioned step S407 of setting the identifier M and / or the above-mentioned step S412 of displaying the identifier M.

[0260] Next, the processor 81 determines whether to terminate the game process (step S413). Conditions for terminating the game process in step S413 include, for example, that the conditions for terminating the game process have been met or that the user has performed an operation to terminate the game process. If the game process is not terminated, the processor 81 returns to step S402 and repeats the process. If the game process is terminated, the process in this flowchart ends. The series of steps S402 to S413 is then repeated until the game process is determined to be terminated in step S413.

[0261] In this way, in the second game example, the predetermined game process is executed by waving the circle-shaped expander 5 while deforming it, thereby enhancing the user's experience of operating the circle-shaped expander 5. Furthermore, in the second game example, the execution of the predetermined game process is restricted when the circle-shaped expander 5 is not deformed or when the circle-shaped expander 5 is not being swung while deforming it, thus limiting the predetermined game process to a specific user operation. Furthermore, the process of the player character PC jumping and moving is an example of an update process for updating the completion level of a game with a predetermined completion target.

[0262] Furthermore, in the above-described embodiment, the ring-shaped expansion device 5 includes an annular portion 201 made of an elastically deformable material, and performs processing corresponding to an operation performed by elastically deforming the annular portion 201. By enabling such an operation of elastically deforming the main portion of the input device, various effects can be expected, including: facilitating continuous pushing operations by the user; improving the user's operational sense by virtue of the elastic deformation accompanying the pushing operation; facilitating the user's physical sensation of the player object OBJ by virtue of the elastic deformation accompanying the pushing operation; and encouraging the user to perform physical movements (e.g., arm movements) by requiring the pushing operation.

[0263] Furthermore, in the above embodiment, as an example of an operation for performing a predetermined game process by deforming the loop-shaped expander 5 while swinging the loop-shaped expander 5, a pushing operation is used to deform the loop-shaped expander 5 so as to bring the grip covers 203 and 204 closer together, thereby deforming the annular portion 201 from a stable state to a predetermined state or above. However, the operation for deforming the loop-shaped expander 5 may be performed in other ways. For example, the predetermined game process may be performed by swinging the loop-shaped expander 5 while performing a pulling operation so as to move the grip covers 203 and 204 of the loop-shaped expander 5 farther apart, thereby deforming the annular portion 201 from a stable state to a predetermined state or above.

[0264] Furthermore, the operation of deforming the loop-shaped expansion device 5 in the above-described embodiment includes various forms. For example, the operation of deforming the loop-shaped expansion device 5 may be defined as performed when the shape of the ring-shaped portion 201 of the loop-shaped expansion device 5 undergoes a slight change from a stable state. As another example, the operation of deforming the loop-shaped expansion device 5 may be defined as performed when the shape of the ring-shaped portion 201 of the loop-shaped expansion device 5 undergoes a deformation from a stable state that exceeds a threshold value set in each game.

[0265] In addition, in the above embodiment, an example is used in which the operation data of the right controller 4 is transmitted to the main device 2 by wireless communication between the main device 2 and the right controller 4. However, the above operation data may be transmitted to the main device 2 in other ways. For example, after the operation data of the controller of the right controller 4 is transmitted to the left controller 3, the operation data of both parties (or the processed operation data) may be transmitted from the left controller 3 to the main device 2.

[0266] In addition, in the above-mentioned embodiment, the method for detecting the posture and movement of the right controller 4 (the posture and movement of the loop-shaped expansion device 5) is merely an example; other methods or other data may be used to detect such posture and movement. The aforementioned acceleration sensor and / or angular velocity sensor is an example of a sensor that outputs data used to calculate the posture and movement of the right controller 4. For example, in other embodiments, the right controller 4 may include a magnetic sensor instead of or in addition to the acceleration sensor and / or angular velocity sensor, and the magnetism detected by the magnetic sensor may be used to calculate the posture and movement of the right controller 4. Furthermore, the method for calculating the posture and movement of the right controller 4 is arbitrary. For example, in other embodiments, the main device 2 may use a camera to capture the right controller 4 (loop-shaped expansion device 5) and use the captured image to calculate the posture of the right controller 4 (loop-shaped expansion device 5). Alternatively, the posture and movement of the right controller 4 may be calculated internally in the right controller 4 using data detected by the acceleration sensor and / or angular velocity sensor included in the right controller 4. In this case, operation data obtained by adding data representing the posture and activity of the right controller 4 calculated inside the right controller 4 is sent from the right controller 4 to the main device 2.

[0267] Furthermore, in the above-described embodiment, a predetermined game process is performed by deforming the ring-shaped expansion device 5 while swinging the ring-shaped expansion device 5. However, the predetermined game process can also be performed by deforming the ring-shaped expansion device 5 while activating other input devices. For example, the predetermined game process can also be performed by deforming the ring-shaped expansion device 5 while activating the main body of the left controller 3. For example, if the user attaches the left controller 3 to their body (e.g., a leg) to perform game operations, the predetermined game process can be performed by deforming the ring-shaped expansion device 5 while activating the leg to which the left controller 3 is attached.

[0268] Furthermore, the game system 1 may be any device, including a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, video camera, tablet computer, etc.). In this case, the input device for performing the operation of moving the object may not be the left controller 3 or the right controller 4, but may be another controller, a mouse, a touch pad, a touch panel, a trackball, a keyboard, a cross key, a sliding pad, etc.

[0269] In the above example, the ring-shaped expansion device 5 is used as an input device equipped with an inertial sensor (e.g., an acceleration sensor or an angular velocity sensor) by being installed on the right controller 4. However, this function can also be implemented in other ways. For example, the ring-shaped expansion device 5 itself can also be equipped with the function of an inertial sensor. As an example, an acceleration sensor that detects acceleration generated by the ring-shaped expansion device 5 along one or more axes and / or an angular velocity sensor that detects angular velocity generated by the ring-shaped expansion device 5 in axial directions around one or more axes can also be provided within the main body 202.

[0270] In addition, in the above description, an example of performing information processing separately in the game system 1 is used, but at least a part of the above-mentioned processing steps can also be performed in other devices. For example, when the game system 1 is configured to be able to communicate with other devices (for example, other servers, other image display devices, other game devices, other portable terminals), the above-mentioned processing steps can also be performed by further cooperating with the other devices. By performing at least a part of the above-mentioned processing steps in other devices like this, the same processing as the above-mentioned processing can be performed. In addition, the above-mentioned information processing can be performed by the cooperation between one processor or multiple processors included in the information processing system composed of at least one information processing device. In addition, in the above-mentioned embodiment, information processing can be performed by executing a prescribed program by the processor 81 of the game system 1, but part or all of the above-mentioned processing can also be performed by a dedicated circuit possessed by the game system 1.

[0271] Here, according to the above-mentioned variations, the present invention can also be implemented in so-called cloud computing systems, distributed wide area networks, and local area network systems. For example, in a distributed local area network system, the above-mentioned processing can also be performed through collaboration between a fixed information processing device (fixed gaming device) and a portable information processing device (portable gaming device). Furthermore, in these systems, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be implemented regardless of the type of processing sharing.

[0272] In addition, the processing order, setting values, conditions used in the above-mentioned information processing, etc. are merely examples, and it goes without saying that this embodiment can be implemented even with other orders, values, and conditions.

[0273] In addition, the above-mentioned program can be provided to the game system 1 not only through an external storage medium such as an external memory, but also through a wired or wireless communication line. In addition, the above-mentioned program can also be pre-recorded in a non-volatile storage device inside the device. In addition, as an information storage medium for storing the above-mentioned program, in addition to a non-volatile memory, it can also be a CD-ROM, DVD, or an optical disk storage medium similar to them, a floppy disk, a hard disk, a magneto-optical tape, etc. In addition, as an information storage medium for storing the above-mentioned program, it can also be a volatile memory that stores the above-mentioned program. This storage medium can be said to be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs of these recording media.

[0274] Above, the present invention has been described in detail, but the aforementioned description is only an illustration of the present invention in all aspects and is not intended to limit the scope of the present invention. It is self-evident that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it should be understood that those skilled in the art can implement equivalent scopes based on the records of the specific embodiments of the present invention and technical common sense according to the records of the present invention. In addition, unless otherwise indicated, it should be understood that the terms used in this specification are used with the meanings commonly used in this area. Therefore, unless otherwise defined, all professional terms and technical terms used in this specification have the same meaning as the meaning generally understood by those skilled in the art in the field to which the present invention belongs. In the event of a conflict, this specification (including definitions) shall prevail.

Claims

1. An information processing system comprising an input device including at least a strain sensor, a motion sensor, and an information processing device, In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The information processing device comprises: a data acquisition unit that acquires strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; and a game processing unit that executes a predetermined game process based on the motion data while the deformation of the input device is detected based on the strain data; in, The game processing unit executes the predetermined game process when the input device is deformed and the motion sensor is activated, and does not execute the predetermined game process when the input device is not deformed or the motion sensor is not activated.

2. The information processing system according to claim 1, wherein: The motion sensor is included in the input device.

3. The information processing system according to claim 1 or 2, characterized in that The activity sensor is an angular velocity sensor and / or an acceleration sensor.

4. The information processing system according to claim 1 or 2, characterized in that The game processing unit performs an update process based on the activity data as the prescribed game process, and does not perform the update process during a period in which deformation of the input device is not detected, wherein the update process is a process for updating a completion degree of a game having a prescribed completion target.

5. The information processing system according to claim 1, wherein: The game processing unit executes the prescribed game processing based on the activity data when the strain data indicates that the deformation amount of the input device exceeds a first threshold value. Even if the strain data does not indicate that the deformation amount exceeds the first threshold value, if the strain data indicates that the deformation amount of the input device exceeds the first threshold value and the strain data indicates that the deformation amount is not lower than a second threshold value that is smaller than the first threshold value, the game processing unit also executes the prescribed game processing based on the activity data.

6. The information processing system according to claim 1 or 2, characterized in that The game processing unit executes the predetermined game process based on the amount of deformation of the input device at the time when the motion sensor is activated.

7. The information processing system according to claim 6, wherein: When the amount of deformation of the input device at the moment the motion sensor becomes active is smaller than the amount of deformation of the input device from that moment until a predetermined time, the game processing unit executes the predetermined game processing based on the amount of deformation of the input device until the predetermined time.

8. The information processing system according to claim 7, wherein: The game processing unit includes a deformation amount image generating unit configured to generate an image indicating an amount of deformation of the input device while the input device is deformed.

9. The information processing system according to claim 1 or 2, characterized in that The game processing unit includes a restriction unit that restricts re-execution of the predetermined game process until the input device returns from the deformed state to the stable state in a manner that satisfies a predetermined condition.

10. The information processing system according to claim 9, wherein: The restriction unit releases the restriction on the re-execution when the input device returns from the deformed state to the stable state so as to satisfy the predetermined condition after the predetermined game process is started and during the game process.

11. The information processing system according to claim 9, wherein: The data acquisition unit also acquires the strain data or the activity data during the execution of the predetermined game process. The game processing unit re-executes the predetermined game process after executing the predetermined game based on the strain data and / or the activity data acquired during execution of the predetermined game process.

12. The information processing system according to claim 1 or 2, characterized in that The game processing unit calculates a reference posture of the input device using motion data at a time when the input device changes from an undeformed state to a deformed state, and executes a predetermined game process based on the reference posture and motion data acquired after that time.

13. The information processing system according to claim 4, wherein: The game processing unit performs an update process for updating the degree of completion as the prescribed game process when the activity data indicates that the input device has moved in a prescribed direction, and does not perform the update process when the activity data indicates that the input device has moved in a direction different from the prescribed direction.

14. The information processing system according to claim 13, wherein: The game processing unit sets a threshold value for determining, using the movement data, that the input device has moved in the predetermined direction to be looser than a threshold value for determining that the input device has moved in the different direction.

15. The information processing system according to claim 1, wherein: The input device is annular, and two opposing locations on the annular shape are provided as the two locations to be grasped by the user.

16. The information processing system according to claim 1, wherein: The game processing unit performs a prescribed game process based on the activity data during a period when the strain data indicates that the two parts of the input device for the user to hold are elastically deformed in one of a direction approaching each other and a direction moving away from each other, and does not perform the prescribed game process based on the activity data during a period when the strain data indicates that the two parts of the input device for the user to hold are elastically deformed in the other direction approaching each other and a direction moving away from each other.

17. A storage medium storing an information processing program executed in a computer of an information processing device, the information processing device performing processing using an output from an input device having at least a strain sensor and an output from a motion sensor. In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The storage medium causes the computer to perform the following steps: a data acquisition step of acquiring strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; and a game processing step of executing a predetermined game process based on the motion data while the deformation of the input device is detected based on the strain data; in, In the game processing step, the prescribed game processing is executed when the input device is deformed and the activity sensor is activated, and the prescribed game processing is not executed when the input device is not deformed or the activity sensor is not activated.

18. An information processing device that performs processing using an output from an input device having at least a strain sensor and an output from a motion sensor. In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The information processing device comprises: a data acquisition unit that acquires strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; and a game processing unit that executes a predetermined game process based on the motion data while the deformation of the input device is detected based on the strain data; in, The game processing unit executes the predetermined game process when the input device is deformed and the motion sensor is activated, and does not execute the predetermined game process when the input device is not deformed or the motion sensor is not activated.

19. An information processing method, comprising: performing processing using an output from an input device having at least a strain sensor and an output from a motion sensor. In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The information processing method includes: a data acquisition step of acquiring strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; as well as a game processing step of executing a predetermined game process based on the motion data while the deformation of the input device is detected based on the strain data; In the game processing step, the specified game processing is executed when the input device is deformed and the activity sensor is active, and the specified game processing is not executed when the input device is not deformed or the activity sensor is not active.

20. A computer program product comprising an information processing program executed in a computer of an information processing device, the information processing device performing processing using an output from an input device having at least a strain sensor and an output from a motion sensor. In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The information processing program causes the computer to execute the following steps: a data acquisition step of acquiring strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; and a game processing step of executing a predetermined game process based on the motion data while the deformation of the input device is detected based on the strain data; in, In the game processing step, the prescribed game processing is executed when the input device is deformed and the activity sensor is activated, and the prescribed game processing is not executed when the input device is not deformed or the activity sensor is not activated.

21. An information processing system comprising an input device including at least a strain sensor, a motion sensor, and an information processing device, In response to a force applied to the input device from the outside, two portions of the input device for the user to grip can be elastically deformed in a direction toward and away from each other. The strain sensor generates an output corresponding to the deformation of the input device. The activity sensor generates an output corresponding to the activity and / or posture of the activity sensor. The information processing device comprises: a data acquisition unit that acquires strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor; and a game processing unit that executes a predetermined game process when deformation of the input device is detected based on the strain data at a time when the motion sensor is detected to be moving based on the motion data, in, The game processing unit executes the predetermined game process when the input device is deformed and the motion sensor is activated, and does not execute the predetermined game process when the input device is not deformed or the motion sensor is not activated.

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