Game program, game system, game device, and game processing method

By displaying the video of the rotating model object before the game starts, players are guided to hold the controller correctly and use inertial sensors to evaluate the operation, the operation error problem caused by uncertain grip direction is solved and the accuracy of grip is improved.

JP2025018335AActive Publication Date: 2025-02-06NINTENDO CO LTD
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Patent Information

Application Number
JP2023121939
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2025-02-06
Estimated Expiration
2043-07-26

AI Technical Summary

Technical Problem

When players hold the controller with their left and right hands, it is difficult for them to quickly determine whether the image is reversed left and right, resulting in operation errors, especially in asymmetric grip methods.

Method used

By displaying a video of the model object that simulates the player's grip controller before the game starts, demonstrate the correct grip posture using the rotation animation of the model object, and evaluate player operations through the built-in inertial sensor to ensure the correct grip posture.

Benefits of technology

It improves the ease of players understanding the controller's grip direction and reduces the occurrence of operational errors, especially in misjudgment in asymmetric grip postures.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025018335000001_ABST
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Abstract

To enable display of a holding posture image that allows a player to easily recognize the orientation.SOLUTION: A game program causes a computer to display a model image in which a model object that imitates a player holding a controller takes a preset posture according to the type of game during a waiting period before a game starts, and to display a model image as animation that rotates from the orientation in which the front side of the model object is displayed to the orientation in which at least a portion of the back side of the object is displayed.SELECTED DRAWING: Figure 9
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Description

[Technical field]

[0001] The present disclosure relates to information processing for games and the like. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there have been games in which an image showing how to hold a controller is displayed before the game starts (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Nintendo Co., Ltd., "WarioWare Dancing", [online], [searched on July 11, 2023], Internet (URL: https: / / www.nintendo.co.jp / wii / rodj / soft_info / index.html) Summary of the Invention [Problem to be solved by the invention]

[0004] When a controller is held in each hand, it is conceivable that the player would not be able to instantly determine whether the image showing how to hold the controller is a mirror-inverted image (i.e., an image displayed as if reflected in a mirror) or not. In particular, when an asymmetrical stance (controller holding position) is required, if the player holds the controller incorrectly, this could result in an operation error.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that are capable of displaying a holding position image that allows a player to easily grasp the orientation. [Means for solving the problem]

[0006] In order to achieve the above object, for example, the following configuration example can be given.

[0007] A first configuration example is a game program that causes a computer of an information processing device to execute multiple types of games in succession, and causes the computer to display, for each game to be executed in succession, a model image in which a model object modeling a player holding a controller strikes a pose that is preset according to the type of game during a waiting period before the start of the game, and for a first type of game, displays the model image as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which at least a portion of its back is displayed, starts the game after the waiting period, and displays at least action instructions indicating actions to be performed by the player in the game, and evaluates the movement of the controller based on operation data obtained from a controller equipped with an inertial sensor, and progresses the game based on the evaluation.

[0008] According to the first configuration example described above, by rotating the model object, it becomes easier to understand that the model object is not displayed in a mirror-inverted manner, and this prevents the player from being late in preparing for the game when playing consecutive games.

[0009] A second configuration example is a configuration example in which, during a waiting period, the computer is made to display an example image of an example object that resembles a player holding a controller in each hand, and in a game, is made to perform an evaluation based on first operation data obtained from the first controller and second operation data obtained from the second controller.

[0010] According to the above-mentioned second configuration example, when playing a game with a controller held in each hand, there is no confusion as to whether the model object is displayed in a horizontally inverted state or not.

[0011] In a third configuration example, in the second configuration example, the first type of game includes a second type of game in which a pose that is asymmetrical with respect to the example object is set.

[0012] According to the third configuration example described above, in games in which players take asymmetric stances, whether or not the model object is displayed in a mirror-inverted state is particularly problematic, but this problem can be significantly solved.

[0013] A fourth configuration example is a third configuration example in which, at a predetermined scene before causing the computer to continuously execute multiple types of games, the computer sets which of the player's left or right hand will be the dominant hand, and for a second type of game, depending on the set dominant hand, in displaying a model image, the model object is made to take a first pose or a second pose which is a mirror image of the first pose, and the first operation data and second operation data used for evaluation in the game are interchanged to perform the evaluation.

[0014] According to the fourth configuration example described above, by setting a dominant hand, in a game in which the player takes an asymmetric stance, the display of an object to be operated can be inverted to play the game.

[0015] A fifth configuration example is a configuration example in which, for a third type of game included in the first type of game, the computer is caused to display a model image as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which the diagonally rear part is displayed, and for a fourth type of game included in the first type of game, the computer is caused to display a model image as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which the rear part is displayed.

[0016] In the sixth configuration example, in the fifth configuration example, the third type of game is a game in which a pose is set in which the left and right hands are positioned in front of the example object.

[0017] According to the sixth configuration example described above, it is possible to prevent the part of the hand holding the controller of the example object from being hidden by the body.

[0018] A seventh configuration example is a fifth type of game not included in the first type of game, in which a pose that is symmetrical to a model object is set on the computer in the second configuration example, and the model image is displayed as an animation in which the front or back of the model object is displayed in the same orientation.

[0019] According to the seventh configuration example described above, for some games in which the object to be operated is symmetrical, whether or not it is flipped left-right does not matter, so it is possible to create an animation in which the model object is displayed facing forward or backward.

[0020] An eighth configuration example is any one of the first to seventh configuration examples, in which a computer displays a model image by drawing a model object in a virtual space based on a virtual camera, and for a first type of game, the model image is displayed by rotating the model object or the virtual camera from a position where the front of the model object faces the virtual camera to a position where the rear or diagonally rear of the model object faces the virtual camera.

[0021] A ninth configuration example is the eighth configuration example in which the computer is caused to perform an animation of a model object posing while rotating the model object or the virtual camera in a model image for a first type of game, and displays the model image.

[0022] According to the above-mentioned ninth configuration example, the example object can be posed using animation, making it easier to understand. Effect of the Invention

[0023] According to the present embodiment, it is possible to provide a game program, a game system, a game device, and a game processing method that are capable of displaying a holding image that allows the player to easily grasp the orientation. [Brief description of the drawings]

[0024] [Figure 1]FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] A diagram showing an example of a left controller 3 and a right controller 4 with strings attached. [Figure 9] FIG. 13 is a diagram for explaining an example of an example video in which an example object holding a controller makes a pose; [Figure 10] FIG. 1 is a diagram for explaining an example of a short game [Figure 11] FIG. 13 is a diagram for explaining an example of an example video in which an example object holding a controller makes a pose; [Figure 12] FIG. 1 is a diagram for explaining an example of a short game [Figure 13] FIG. 13 is a diagram for explaining an example of an example video in which an example object holding a controller makes a pose; [Figure 14] FIG. 1 is a diagram for explaining an example of a short game [Figure 15] FIG. 13 is a diagram for explaining an example of an example video in which an example object holding a controller makes a pose; [Figure 16] FIG. 1 is a diagram for explaining an example of a short game [Figure 17] FIG. 13 is a diagram showing an example of various data stored in the DRAM 85. [Figure 18] An example of a flowchart of game processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0025] An embodiment will be described below.

[0026] [Hardware configuration of information processing system]

[0027] An information processing system (game system) according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0028] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) 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 that allows the user to perform input.

[0029] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0030] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0031] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0032] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0033] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0034] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0035] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0036] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0037] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0038] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 4 (z-axis direction shown in FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0039] The left controller 3 includes a left analog stick (hereinafter, referred to as the left stick) 32, which is an example of a directional input device. As shown in FIG. 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a directional input unit capable of inputting a direction. By tilting the left stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the directional input unit. In addition, in this embodiment, an input can be made by pressing the left stick 32.

[0040] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0041] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0042] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction in FIG. 5 (z-axis direction shown in FIG. 5). The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0043] The right controller 4, like the left controller 3, is provided with a right analog stick (hereinafter, referred to as the right stick) 52 as a direction input unit. In this embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. The right controller 4 may be provided with a cross key or a slide stick capable of slide input, instead of an analog stick. The right controller 4, like the left controller 3, is provided with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 is provided with a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 is provided with a second L button 65 and a second R button 66, like the left controller 3.

[0044] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0045] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0046] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2, and is, for example, a CPU (Central Processing Unit). It may be composed of only a Graphics Processing Unit (GPU) or may be composed of a System-on-a-chip (SoC) including multiple functions such as a CPU function and a Graphics Processing Unit (GPU) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23).

[0047] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0048] 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 and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0049] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0050] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly communicates) with an external device via a network. In this embodiment, the network communication unit 82 connects to a wireless LAN using a method conforming to the Wi-Fi standard, for example, and performs Internet communication with an external device (another main body device 2). The network communication unit 82 can also perform short-range wireless communication (for example, infrared communication) with another main body device 2.

[0051] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0052] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits 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. When the processor 81 performs wired communication with the right controller 4, it transmits 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. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0053] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0054] 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. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.

[0055] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0056] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0057] The main unit 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 also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0058] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0059] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0060] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0061] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0062] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes a left stick 32. Each button 103 and left stick 32 repeatedly outputs information relating to an operation performed on the button 103 and left stick 32 to the communication control unit 101 at an appropriate timing.

[0063] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.

[0064] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, left stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0065] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. That is, the main unit 2 can determine the operations on the buttons 103 and the left stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude 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).

[0066] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0067] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component 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 unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0068] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113, a right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0069] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0070] FIG. 8 is a diagram showing an example in which strings for passing the player's wrists are attached to the left controller 3 and the right controller 4, respectively. As shown in FIG. 8, a string attachment member 200 is attached and fixed to the part of the left controller 3 that is attached to the main unit 2 (see FIG. 1 and FIG. 4). Both ends of a string 202 are fixed to the ends of the string attachment member 200. An adjustment member 204 for adjusting the size of a loop for passing the player's left wrist is attached to the string 202. Similarly, as shown in FIG. 8, a string attachment member 201 is attached and fixed to the part of the right controller 4 that is attached to the main unit 2 (see FIG. 1 and FIG. 4). Both ends of a string 203 are fixed to the ends of the string attachment member 201. An adjustment member 205 for adjusting the size of a loop for passing the player's right wrist is attached to the string 203. A player can play a game or the like by passing his / her left wrist through the loop of string 202 to hold left controller 3 and passing his / her right wrist through the loop of string 203 to hold right controller 4.

[0071] [Games assumed in this embodiment] Next, an overview of the game processing (one example of information processing) executed by the game system 1 according to this embodiment will be described. The game assumed in this embodiment is a game in which multiple short games are played consecutively, and when a short game is cleared, the next short game starts. If the short game is not cleared successfully, the game ends, and when the game is played again, the game can be resumed from the short game that was not cleared, for example.

[0072] [Outline of game processing in this embodiment] In this game processing, during a waiting period before the start of each short game, a model image showing the player (user) how to hold the controller is displayed, and then the short game is played. The model image is an image of a model object arranged in a virtual space (game space) photographed by a virtual camera, in which the model object, which imitates a player holding the left controller 3 in his left hand and the right controller 4 in his right hand, poses (a pose that is preset according to the short game to be executed after the model image is displayed). Then, the player starts the operation in the short game from the pose shown in the model image (a pose holding the controller in the same way as the pose of the model object). The model image and the short game will be specifically described below.

[0073] Fig. 9 is a diagram for explaining an example of a model video (animation; sometimes called "model video 1") that shows a player how to hold the controller before the start of a short game in which the player finds an airplane with a telescope. Fig. 10 is a diagram for explaining an example of a short game in which the player finds an airplane with a telescope.

[0074] As shown in FIG. 9(1), the model video 1 starts with the model object 310 facing forward (facing the virtual camera), holding a right controller image 4C representing the right controller 4 with the right hand with the thumb facing up, holding a left controller image 3C representing the left controller 3 with the left hand with the thumb facing up, and bending both elbows at about 90 degrees so that the left and right hands are positioned forward of the torso. Then, as shown in FIG. 9(2), the model object 310 rotates leftward, thrusting both hands forward and stretching both arms. Then, as shown in FIG. 9(3), the model object 310 rotates leftward further, thrusting both hands forward and stretching both arms, and moving the right hand holding the right controller image 4C to a position above the left hand holding the left controller image 3C. Then, as shown in Figure 9 (4), the model object 310 rotates further to the left until it reaches a position where the virtual camera can capture the right rear (right rear part), and then it assumes a pose (an asymmetric pose) in which the right hand holding the right controller image 4C with the thumb on top is positioned above the left hand holding the left controller image 3C with the thumb on top, and then it stops for a predetermined time (for example, 0.5 seconds), and the animation of the model image 1 ends.

[0075] In this way, in the model image 1, the model object 310 moves both hands holding the controller while rotating, and finally assumes a pose as seen from diagonally rear right (a pose in which the diagonally rear part is displayed) in which the state of the arm and hand are visible. From this, the player can intuitively understand that the model object 310 is not displayed inverted left and right as if reflected in a mirror, and can quickly and intuitively understand the pose to be taken at the start of a short game (a pose to be taken with a controller held in both hands) which will be described later with reference to FIG. 10.

[0076] When the display of the model video 1 ends, a short game of finding an airplane with a telescope as shown in FIG. 10 starts. First, as shown in FIG. 10(1), an image of a person holding a telescope in each hand facing the sea is displayed. The pose of the person holding the telescope is the same as or similar to the pose shown in model video 1, and the direction is also the same as or similar to that shown in FIG. 9(4). Also, as shown in FIG. 10(1), the action instruction "Hold it!" is displayed above the telescope, instructing the player holding the controllers in both hands to move both arms to hold the telescope. After that, as shown in FIG. 10(2), an image showing the state of looking through a telescope is displayed, and the action instruction "Find the airplane!" is displayed. This action instruction is an instruction to the player to move the telescope (the left and right hands holding the controllers) to find the airplane.

[0077] After that, the direction of the telescope changes in the virtual space based on the movement of the left and right controllers in response to the player's movement of the left and right hands. In FIG. 10(3), the direction of the telescope changes in the virtual space, and the tail of the airplane becomes visible. If the player can move his or her left and right hands to make the entire airplane visible through the telescope within a predetermined time (e.g., 10 seconds) after the start of the short game, as shown in FIG. 10(4), the short game is cleared. On the other hand, if the player cannot make the entire airplane visible through the telescope within a predetermined time (e.g., 10 seconds) after the start of the short game, the short game is not cleared.

[0078] Here, in the above, a case has been described where the player's right hand is set as the dominant hand before the start of the short game. When the player is right-handed, it is generally easier to operate the telescope with the dominant right hand on the upper side. For this reason, in the pose (first pose) of the model object 310 in FIG. 9(4), the right hand is on the upper side of the left hand. Also, the person holding the telescope in FIG. 10(1) has his right hand on the upper side of the left hand.

[0079] On the other hand, if it is set in advance before the start of the short game that the player's left hand is the dominant hand, the model image 1 in FIG. 9 is an image with the left and right reversed. Specifically, in FIG. 9, the model object 310 rotates clockwise and moves so that the left hand is above the right hand, and finally assumes a pose viewed from the left diagonal rear (second pose). Also, the person holding the telescope in FIG. 10(1) is also an image with the left and right reversed. Also, if it is set in advance that the player's left hand is the dominant hand, the operation data (left operation data) output from the left controller 3 and the operation data (right operation data) output from the right controller 4 are swapped and used for motion judgment (evaluation of the controller motion). In this way, whether the dominant hand is set to the right or left hand, the telescope motion can be controlled by making the right operation data correspond to the upper side of the telescope (the part of the telescope closer to the eye when held) and the left operation data correspond to the lower side of the telescope (the part of the telescope farthest from the eye when held).

[0080] Fig. 11 is a diagram for explaining an example of a model video (animation; sometimes called "model video 2") that shows a player how to hold a controller before the start of a short game in which wrinkles are smoothed out of a washed shirt. Fig. 11 is a diagram for explaining an example of a short game in which wrinkles are smoothed out of a washed shirt.

[0081] As shown in Fig. 11(1), the model video 2 starts from the same state of the model object 310 as in Fig. 9(1). Then, as shown in Fig. 11(2), the model object 310 rotates leftward, thrusting both hands forward beyond the torso and stretching both arms. Then, as shown in Fig. 11(3), the model object 310 rotates further leftward, thrusting both hands forward with the backs of the hands facing up and stretching both arms. Then, as shown in Fig. 11(4), the model object 310 rotates further leftward to a position where the virtual camera can capture the right rear (right rear part), and stops in a pose (a symmetrical pose) in which the backs of the hands are facing up and the hands are stretched forward, for a predetermined time (for example, 0.5 seconds), and the animation of the model video 2 ends.

[0082] In this way, in the model image 2, the model object 310 moves both hands holding the controller while rotating, and finally assumes a pose as seen from diagonally rear right (a pose in which the diagonally rear part is displayed) in which the state of the arm and hand are visible. From this, the player can intuitively understand that the model object 310 is not displayed inverted left and right as if reflected in a mirror, and can quickly and intuitively understand the pose to be taken at the start of a short game (a pose to be taken with a controller held in both hands) which will be described later with reference to FIG. 12.

[0083] When the display of the model image 2 ends, a short game of smoothing out the wrinkles in the washed shirt shown in FIG. 12 starts. First, as shown in FIG. 12(1), an image of a washed shirt with many wrinkles being grasped by a left hand object 353 and a right hand object 352 is displayed. The positional relationship between the left hand object 353 and the right hand object 352 grasping the shirt is the same as or similar to the positional relationship between the hands in the pose shown in the model image 2 (see FIG. 11(4)). Also, as shown in FIG. 12(1), an action instruction "Smooth out the wrinkles!" is displayed on the top of the shirt, and the player holding the controllers in both hands is instructed to move both hands to shake the shirt up and down to smooth out the wrinkles. After that, as shown in FIG. 12(2), the left hand object 353 and the right hand object 352 are moved in the virtual space based on the movement of the left and right controllers in response to the player's shaking the left and right hands up and down, and the wrinkles are gradually smoothed out. If the player can get all the wrinkles out of the shirt within a predetermined time (for example, about 4 seconds, which may be shorter as the game progresses) from the start of the short game, as shown in Figure 12(3), the player has cleared the short game. On the other hand, if the player cannot get all the wrinkles out of the shirt within a predetermined time (for example, about 4 seconds, which may be shorter as the game progresses) from the start of the short game, the player has failed to clear the short game.

[0084] Fig. 13 is a diagram for explaining an example of a model video (animation; sometimes called "model video 3") showing a player how to hold the controller before the start of a short game in which an enemy object is turned over. Fig. 14 is a diagram for explaining an example of a short game in which an enemy object is turned over.

[0085] As shown in Fig. 13(1), the model video 3 starts from the same state of the model object 310 as in Fig. 9(1). Then, as shown in Fig. 13(2), the model object 310 rotates left, lowering its left hand and raising its right hand. Then, as shown in Fig. 13(3), the model object 310 rotates further left, lowering its left hand and raising its right hand. Then, as shown in Fig. 13(4), the model object 310 rotates further left to a position where the virtual camera can capture its direct rear (rear part), and stops in a pose where the right hand is next to the right ear and the left hand is next to the waist (asymmetric pose) for a predetermined time (e.g., 0.5 seconds), and the animation of the model video 3 ends.

[0086] In this way, in the model image 3, the model object 310 moves both hands holding the controller while rotating, and finally assumes a pose as seen from directly behind (a pose in which the rear part is displayed) in which the state of the arms and hands can be seen. From this, the player can intuitively understand that the model object 310 is not displayed inverted left and right as if reflected in a mirror, and can quickly and intuitively understand the pose to be taken at the start of a short game (the pose to be taken with the controller held in both hands) which will be described later with reference to FIG. 14.

[0087] When the display of the model image 3 ends, a short game begins in which the enemy object in FIG. 14 is turned over. First, as shown in FIG. 14(1), an image is displayed in which an enemy object 355 is moving on a plurality of blocks arranged above a player object 356 operated by a player. The pose of the player object 356 is the same as or similar to the pose shown in the model image 3 (see FIG. 9(4)). Also, as shown in FIG. 14(1), an action instruction "Turn it over!" is displayed above the player object 356, instructing the player, who has controllers in both hands, to jump and thrust up his right hand to turn the enemy object 355 over.

[0088] Thereafter, when the player object 356 jumps and thrusts up its right hand to thrust up the upper block based on the movement of the left and right controllers in response to the player's jumping and thrusting up its right hand at the timing when the enemy object 355 comes directly above the player object 356 (FIG. 14(2)), the enemy object 355 is flipped over and the short game is cleared (FIG. 14(3)). On the other hand, if the player jumps and thrusts up its right hand at a timing other than the timing when the enemy object 355 comes directly above the player object 356, the enemy object 355 does not flip over and the short game is not cleared.

[0089] Here, in the above description, it has been assumed that the player's right hand is set as the dominant hand before the start of the short game. If the player is right-handed, he or she can generally jump and thrust the right hand upwards well.

[0090] On the other hand, if it is set in advance before the start of the short game that the player's left hand is the dominant hand, the model image 3 in FIG. 13 is an image with the left and right reversed. Specifically, in FIG. 13, the model object 310 rotates clockwise and moves to a position where the left hand is beside the left ear and the right hand is at the waist, and finally assumes a pose seen from directly behind. The player object 356 in FIG. 14 may be left and right reversed, or may be an image without being left and right reversed. Also, if it is set in advance that the player's left hand is the dominant hand, the operation data output from the left controller 3 and the operation data output from the right controller 4 are exchanged and used for motion judgment (evaluation of the controller motion). In this way, when the player's left hand is set as the dominant hand, if the player jumps and thrusts his left hand up, the player object 356 jumps and thrusts his right hand up to thrust up the upper block (see FIG. 14(2)). As a result, a left-handed player who is not good at jumping and thrusting his right hand up can enjoy the short game in FIG. 14 in the same way as a right-handed player. In the short game of FIG. 14, it is sufficient for the player object 356 to perform the thrusting action while assuming the pose that the player is supposed to assume, so the thrusting hand does not necessarily have to match the model image 3 and the pose that the player is supposed to assume. In cases where it is necessary to use a specified graphic, for example, the player may raise a predetermined hand regardless of the model image 3.

[0091] Fig. 15 is a diagram for explaining an example of a model video (animation; sometimes called "model video 4") that shows a player how to hold the controller before the start of a short game in which the player holds and pulls out a rocket. Fig. 15 is a diagram for explaining an example of a short game in which the player holds and pulls out a rocket.

[0092] As shown in Fig. 15(1), model video 4 starts from the same state of model object 310 as in Fig. 9(1). Then, as shown in Fig. 15(2), model object 310 increases the distance between the left and right hands while facing forward. Then, as shown in Fig. 13(3), model object 310 faces forward and assumes a pose in which both arms are stretched straight out to the left and right with palms facing forward (a symmetrical pose), and stops for a predetermined time (e.g., 0.5 seconds), at which point the animation of model video 4 ends.

[0093] In this way, in the model image 4, the model object 310 moves both hands holding the controller while facing forward (toward the virtual camera) and finally assumes a pose seen from the front, in which the state of the arms and hands can be seen. This allows the player to quickly and intuitively understand the pose to be taken at the start of the short game described later with reference to FIG. 16 (the pose to be taken with the controller held in both hands). Here, since the pose in FIG. 15(3) is a symmetrical pose, and the short game in which the player holds and releases the rocket, described later, is a game in which the player operates symmetrically, it does not matter whether the model object 310 is displayed in a mirror-inverted manner. For this reason, in the model image 4, there is no need to show that the model object 310 is not displayed in a mirror-inverted manner by rotating the model object 310, so the model object 310 moves to assume a pose while facing forward.

[0094] 15, the example object 310 is configured to take a pose while facing forward, but the example object 310 may be configured to take a pose while facing backward. In this manner, the player can intuitively understand the pose with the controller held.

[0095] When the display of the model image 4 ends, the short game of holding and pulling out the rocket shown in FIG. 16 starts. First, as shown in FIG. 16(1), an image is displayed of a player object 359 operated by a player facing a rocket 358 stuck in the ground with both arms spread apart. Also, as shown in FIG. 16(1), an action instruction "Hold and pull out!" is displayed above the rocket, and the player holding the controllers in both hands is instructed to hold the rocket with the left and right hands (arms) and then lift it upward to pull it out. After that, as shown in FIG. 16(2), the player object 359 holds the rocket with the left and right hands (arms) in the virtual space based on the movement of the left and right controllers corresponding to the player's action of holding it with the left and right hands (arms). Then, as shown in FIG. 16(3), when the player object 359 pulls out the rocket with the left and right hands (arms) in the virtual space based on the movement of the left and right controllers corresponding to the player's action of moving the left and right hands (arms) upward, the short game is cleared. On the other hand, if the player is unable to pull out the rocket within a predetermined time (for example, 12 seconds) after the start of the short game, the player fails to clear the short game.

[0096] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.

[0097] [About data usage] Various data used in this game processing will be described. Fig. 17 shows an example of data stored in the DRAM 85 of the game system 1. As shown in Fig. 17, the DRAM 85 is provided with at least a program memory area 301 and a data memory area 302. The program memory area 301 stores a game program 401. The data memory area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, transmission data 411, reception data 412, etc. The game control data 402 includes object data 403.

[0098] The game program 401 is a game program for executing the game processing.

[0099] The object data 403 is data on objects placed in a virtual space, such as player objects, enemy objects, items, the ground, blocks, etc. The object data 403 also includes data on the coordinates (position), direction, posture, state, etc. of the object.

[0100] Image data 408 is image data such as background and virtual effects.

[0101] The virtual camera control data 409 is data for controlling the movement of a virtual camera placed in a virtual space, specifically, data for specifying the position, attitude, angle of view, imaging direction, etc. of the virtual camera.

[0102] The operation data 410 is data indicating the contents of operations performed on the left controller 3 and the right controller 4. For example, it includes data indicating the input states of the movements and posture changes of the left controller 3 and the right controller 4, and the pressed states of various buttons. The contents of the operation data are updated at a predetermined cycle based on signals from the left controller 3 and the right controller 4.

[0103] The transmission data 411 is data to be transmitted to other game systems 1, and includes at least information for identifying the transmission source and the contents of the operation data 410. The transmission data 411 includes data related to the player's character (data indicating coordinates (position), posture, state, etc.) to be transmitted to other game systems 1 as multiplayer partners.

[0104] The received data 412 is data for transmission received from other game systems 1 and stored so as to be identifiable for each other game system 1 (i.e., the sender). The received data 412 includes data relating to other player characters (data indicating coordinates (position), posture, state, etc.) received from other game systems 1 (or servers) of the multiplayer partners.

[0105] Additionally, the DRAM 85 stores various types of data used in the game processing as necessary.

[0106] [Details about game processing] Next, details of the game processing according to this embodiment will be described with reference to a flowchart. Fig. 18 is an example of a flowchart showing details of the game processing according to this embodiment.

[0107] 18, when the game processing starts, in step S100, processor 81 executes a dominant hand input process using game program 401, etc. Specifically, processor 81 displays an image (not shown) for inputting the dominant hand, and has the player input whether the dominant hand is right or left. Then, the process proceeds to step S101.

[0108] In step S101, the processor 81 determines whether or not the dominant hand was input as the left hand in step S100. If the determination in step S101 is YES, the process proceeds to step S102, and if the determination is NO, the process proceeds to step S103.

[0109] In step S102, processor 81 performs settings to horizontally invert the display of the model image and to swap the operation data acquired from the left and right controllers. Specifically, as described in the explanation of the short game using Figures 9 and 10 and the short game using Figures 13 and 14, processor 81 performs settings to swap the operation data output from left controller 3 and the operation data output from right controller 4, and to perform action determination (evaluation of the movement of the controllers) in the processing of step S105 described later to progress the short game. Thereafter, the processing proceeds to step S103.

[0110] The process of setting the dominant hand in steps S100 to S102 does not have to be executed every time the game is started as described above, but may be executed when the player performs a predetermined setting operation at any timing.

[0111] In step S103, processor 81 determines the order of short games to be executed. The order of the short games to be executed is determined at the start of this game process. Note that the order of the short games to be executed may be determined in advance. Then, the process proceeds to step S104.

[0112] In step S104, processor 81 displays a model image corresponding to the short game whose execution has been determined in step S103. For example, when it has been determined that the short game described with reference to FIG. 12 will be executed, processor 81 displays model image 2 described with reference to FIG. 11. Also, for example, when it has been determined that the short game described with reference to FIG. 14 will be executed, processor 81 displays model image 3 described with reference to FIG. 13. Thereafter, the process proceeds to step S105.

[0113] In step S105, processor 81 executes the short game determined to be executed in step S103. After that, the process proceeds to step S106.

[0114] In step S106, processor 81 determines whether or not a game end condition has been met. The game end condition is a condition in which the player has failed to complete the short game. Note that the game end condition is not limited to this, and may be, for example, a condition in which the player has failed to complete the short game a predetermined number of times (e.g., five times). If the determination in step S106 is YES, the game ends and the process ends, and if the determination is NO, the process returns to step S103 to determine the next short game to be executed.

[0115] As described above, according to this embodiment, before the start of a short game, a model video of an animation in which a model object that imitates a player holding a controller makes a pose is displayed (see Figs. 9 to 16). This allows a player to intuitively understand how to hold (hold) the controller at the start of a short game. Also, according to this embodiment, a model video of an animation in which a model object makes a pose that allows the player to know the state of both hands is displayed (see Figs. 9, 11, 13, and 15). Furthermore, in the case of a pose in which the hands are located in front of the model object's body, the model object is displayed as seen from diagonally behind so that the state of both hands can be known (see Figs. 9 and 11). This allows a player to accurately understand how to hold (hold) the controller at the start of a short game. Also, according to this embodiment, a model video of an animation in which a model object rotates and makes an asymmetrical pose is displayed (see Figs. 9 and 13). This allows a player to intuitively understand that even if the pose is asymmetrical, the model video is not displayed in a mirror-inverted state.

[0116] [Variations] In the above-described embodiment, the model object 310 rotates in the virtual space, so that the model object 310 appears to rotate in the model video (see FIG. 9, etc.). However, the present invention is not limited to this, and the model object 310 may appear to rotate in the model video by rotating and moving the virtual camera around the model object 310 in the virtual space.

[0117] In the above-described embodiment, the model video is a three-dimensional video captured by a virtual camera in a virtual space (see FIG. 9, etc.). However, the present invention is not limited to this, and the model video may be a two-dimensional image.

[0118] In the above embodiment, the player's hand movements are detected by the inertial sensor of the controller. However, this is not limited to this, and for example, the player may be photographed from the front and the player's hand movements may be detected based on the photographed image of the player.

[0119] In the above-described embodiment, the evaluation is performed to determine success or failure in the short game based on the operation data obtained from the controller. However, the present invention is not limited to this, and the evaluation may be performed to give a score in the short game based on the operation data obtained from the controller.

[0120] In the above embodiment, the series of processes related to the game processing is executed by a single game device. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the game device may be configured to send operation data indicating a user's operation to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the game device as video and audio.

[0121] Although the present embodiment and the modified examples have been described above, these descriptions are merely illustrative in every respect and are not intended to limit the scope of the present embodiment and the modified examples. It goes without saying that various improvements and modifications can be made to the present embodiment and the modified examples. [Explanation of symbols]

[0122] 1. Game System 3, 4 Controller 3C, 4C controller images 12 Display 81 Processor 85 DRAM 310 Example Object

Claims

1. A game program for causing a computer of an information processing device to execute multiple types of games in succession, The computer includes: For each of said games played in succession, during a standby period before the start of the game, displaying an example video of an example object representing a player holding a controller making a pose that is preset according to the type of the game, and for a first type of game, displaying the example video as an animation in which the example object rotates from a direction in which the front of the example object is displayed to a direction in which at least a part of the back of the example object is displayed; A game program that starts the game after the waiting period, displays at least action instructions indicating actions to be performed by a player in the game, evaluates movement of the controller based on operation data obtained from the controller equipped with an inertial sensor, and progresses the game based on the evaluation.

2. The computer includes: displaying, during the waiting period, the example image by the example object imitating a player holding a controller with each hand; The game program according to claim 1 , wherein the evaluation is made based on first operation data acquired from a first controller and second operation data acquired from a second controller in the game.

3. 3. The computer-readable storage medium according to claim 2, wherein the first type of game includes a second type of game in which the pose is set to be asymmetrical with respect to the example object.

4. The computer includes: at a predetermined scene before the plurality of types of games are continuously executed, the player is prompted to set which of the left and right hands is to be used as a dominant hand; For the second type of game, according to the set handedness, In displaying the model image, the model object is made to take a first pose or a second pose that is a left-right inversion of the first pose; The game program according to claim 3 , wherein the evaluation is performed by switching the first operation data and the second operation data used for the evaluation in the game.

5. The computer includes: for a third type of game included in the first type of game, displaying the example image as an animation in which the example object rotates from a direction in which a front portion of the example object is displayed to a direction in which a diagonally rear portion of the example object is displayed; The game program according to claim 2, wherein for a fourth type of game included in the first type of game, the model image is displayed as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which the rear part is displayed.

6. The computer-readable storage medium according to claim 5 , wherein the third type of game is a game in which the pose is set such that the left and right hands are positioned in front of the example object.

7. The computer includes:

3. The game program according to claim 2, wherein the pose is set to be symmetrical with respect to the model object, and for a fifth type of game not included in the first type of game, the model image is displayed as an animation in which the front or back of the model object is displayed in the same orientation.

8. The computer includes: displaying the example image by rendering the example object in a virtual space based on a virtual camera; 8. A game program as described in any one of claims 1 to 7, wherein, for the first type of game, the model image is displayed by rotating the model object or the virtual camera from a positional relationship in which the front of the model object faces the virtual camera to a positional relationship in which the rear or diagonally rear of the model object faces the virtual camera.

9. The computer includes:

9. The game program according to claim 8, wherein for the first type of game, the model image is displayed by rotating the model object or the virtual camera while causing the model object to animate in the pose.

10. A game system including a processor and capable of executing a plurality of types of games in succession, The processor, For each of said games played in succession, during a waiting period before the start of the game, displaying an example video of an example object imitating a player holding a controller making a pose that is preset according to the type of the game, and for a first type of game, displaying the example video as an animation in which the example object rotates from a direction in which the front of the example object is displayed to a direction in which at least a part of the back of the example object is displayed; The game system starts the game after the waiting period, displays at least action instructions indicating actions to be performed by the player in the game, evaluates the movement of the controller based on operation data obtained from the controller equipped with an inertial sensor, and progresses through the game based on the evaluation.

11. The processor, displaying, during the waiting period, the example image by the example object imitating a player holding a controller with each hand; The game system according to claim 10 , wherein the evaluation is made based on first operation data acquired from a first controller and second operation data acquired from a second controller in the game.

12. The game system according to claim 11 , wherein the first type of game includes a second type of game in which the pose is set to be asymmetrical with respect to the example object.

13. The processor, determining whether the player has a dominant hand or a left hand at a predetermined time before the plurality of types of games are continuously executed; For the second type of game, according to the set handedness, In displaying the model image, the model object is made to take a first pose or a second pose that is a left-right inversion of the first pose; The game system according to claim 12 , wherein the evaluation is performed by switching the first operation data and the second operation data used for the evaluation in the game.

14. The processor, For a third type of game included in the first type of game, the example image is displayed as an animation in which the example object rotates from a direction in which a front portion of the example object is displayed to a direction in which a diagonally rear portion of the example object is displayed; The game system according to claim 11, wherein for a fourth type of game included in the first type of game, the model image is displayed as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which the rear portion is displayed.

15. The game system according to claim 14 , wherein the third type of game is a game in which the pose is set such that the left and right hands are positioned in front of the example object.

16. The processor, The game system described in claim 11, wherein the pose is set to be symmetrical with respect to the model object, and for a fifth type of game not included in the first type of game, the model image is displayed as an animation in which the front or back of the model object remains in the orientation displayed.

17. The processor, Displaying the example image by rendering the example object in a virtual space based on a virtual camera; 17. A game system according to claim 10, wherein for the first type of game, the model image is displayed by rotating the model object or the virtual camera from a positional relationship in which the front of the model object faces the virtual camera to a positional relationship in which the rear or diagonally rear of the model object faces the virtual camera.

18. The processor, The game system according to claim 17, wherein for the first type of game, the model image is displayed by rotating the model object or the virtual camera while causing the model object to perform an animation of the model object assuming the pose.

19. A gaming device that includes a processor and executes multiple types of games in succession, The processor, For each of said games played in succession, during a waiting period before the start of the game, displaying an example video of an example object imitating a player holding a controller making a pose that is preset according to the type of the game, and for a first type of game, displaying the example video as an animation in which the example object rotates from a direction in which the front of the example object is displayed to a direction in which at least a part of the back of the example object is displayed; a game device that starts the game after the waiting period, displays at least action instructions indicating actions to be performed by the player in the game, evaluates the movement of the controller based on operation data obtained from the controller equipped with an inertial sensor, and progresses through the game based on the evaluation.

20. A game processing method for causing a computer of an information processing device to continuously execute a plurality of types of games, comprising the steps of: The computer includes: For each of said games played in succession, during a standby period before the start of the game, displaying an example video of an example object representing a player holding a controller making a pose that is preset according to the type of the game, and for a first type of game, displaying the example video as an animation in which the example object rotates from a direction in which the front of the example object is displayed to a direction in which at least a part of the back of the example object is displayed; A game processing method comprising: starting the game after the waiting period; displaying at least action instructions indicating actions to be performed by a player in the game; evaluating movement of the controller based on operation data obtained from the controller equipped with an inertial sensor; and progressing the game based on the evaluation.

21. The computer includes: displaying, during the waiting period, the example image by the example object imitating a player holding a controller with each hand; The game processing method according to claim 20, wherein the evaluation is performed based on first operation data acquired from a first controller and second operation data acquired from a second controller in the game.

22. The game processing method according to claim 21 , wherein the first type of game includes a second type of game in which the pose is set to be asymmetrical with respect to the example object.

23. The computer includes: at a predetermined scene before the plurality of types of games are continuously executed, the player is prompted to set which of the left and right hands is to be used as a dominant hand; For the second type of game, according to the set handedness, In displaying the model image, the model object is made to take a first pose or a second pose that is a left-right inversion of the first pose; The game processing method according to claim 22 , wherein, in the game, the evaluation is made by switching the first operation data and the second operation data used for the evaluation.

24. The computer includes: for a third type of game included in the first type of game, displaying the example image as an animation in which the example object rotates from a direction in which a front portion of the example object is displayed to a direction in which a diagonally rear portion of the example object is displayed; The game processing method according to claim 21, wherein for a fourth type of game included in the first type of game, the model image is displayed as an animation rotating from an orientation in which the front of the model object is displayed to an orientation in which the rear portion is displayed.

25. 25. The game processing method according to claim 24, wherein the third type of game is a game in which the pose is set such that the left and right hands are positioned in front of the example object.

26. The computer includes: The game processing method according to claim 21, wherein for a fifth type of game not included in the first type of game, in which the pose is set to be symmetrical with respect to the model object, the model image is displayed as an animation in which the front or back of the model object remains in a displayed orientation.

27. The computer includes: displaying the example image by rendering the example object in a virtual space based on a virtual camera; 27. A game processing method according to any one of claims 20 to 26, wherein for the first type of game, the model image is displayed by rotating the model object or the virtual camera from a positional relationship in which the front of the model object faces the virtual camera to a positional relationship in which the rear or diagonally rear of the model object faces the virtual camera.

28. The computer includes:

28. The game processing method according to claim 27, wherein for the first type of game, the model image is displayed by rotating the model object or the virtual camera while causing the model object to animate in the pose.

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