Game system, information processing program, information processing device, and information processing method
The game system addresses the challenges of evaluating user inputs in rhythm games by using an input device with elastic deformation and a sensor to assess deformation timing and amount, ensuring consistent and user-friendly input evaluation.
Patent Information
- Application Number
- JP2025054461
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-27
- Publication Date
- 2025-06-12
- Estimated Expiration
- 2040-03-19
AI Technical Summary
Existing rhythm games using input devices that deform by applying force face challenges in accurately evaluating user inputs due to device deformation timing and amount uncertainties.
A game system that includes an input device with elastic deformation, a sensor to detect deformation, and evaluation means to assess user input based on deformation timing and amount, providing consistent evaluation whether the input device is deformed at the intended timing or before/after it.
The system enhances user convenience by providing consistent evaluation of user inputs, discouraging late inputs by setting lower scores for deformations after the intended timing, and allowing evaluation based on both timing and deformation amount.
Smart Images

Figure 2025089535000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, an information processing program, an information processing apparatus, and an information processing method capable of playing a rhythm game.
Background Art
[0002] Conventionally, there has been a rhythm game in which a user makes an input, for example, by a tap operation, at a timing synchronized with music (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement when performing an input in a rhythm game using an input device that deforms by applying force.
[0005] Therefore, an object of the present invention is to provide a game system capable of playing a rhythm game using an input device that deforms by applying force.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention employs the following configuration.
[0007] The game system of the present invention is a game system for providing a user with a rhythm game in which a plurality of timings for evaluating user input are set, and includes an input device, a sensor, user input acquisition means, execution means, and evaluation means. The input device has a member that is at least partially elastically deformed when a force is applied by the user. The sensor outputs in response to the deformation of the input device. The user input acquisition means acquires information based on the output of the sensor as user input. The execution means executes the rhythm game. The evaluation means performs the same evaluation on the user input when the input device is deformed at the timing during the execution of the rhythm game and when the input device is deformed from before the timing to the timing.
[0008] According to the above, the same evaluation is performed when the input device is deformed at the timing and when the input device is deformed before the timing. Thereby, the convenience of the user can be improved with respect to the user input when playing a rhythm game using an input device that is deformed by applying a force.
[0009] Further, the evaluation means may evaluate the user input related to the deformation more disadvantageously for the user when the input device is deformed after the timing than when the input device is deformed before the timing.
[0010] According to the above, when the deformation of the input device is started after the timing, an evaluation suitable for the rhythm game can be performed in order to evaluate disadvantageously for the user.
[0011] Further, among the timings, the evaluation means may perform the same evaluation on the user input in the following two cases: (a) when the input device is deformed at a first timing and the deformation continues at a second timing after the first timing; and (b) when the input device returns to a steady state after being deformed at the first timing and is deformed again at the second timing.
[0012] According to the above, within the timing, the same evaluation can be performed in the case where the input device continues to be deformed from the first timing to the second timing, and in the case where the input device is deformed at the first timing, then returns, and is deformed again at the second timing.
[0013] Further, the evaluation means may evaluate the user input based on a first determination as to whether the input device is deformed at the timing, and a second determination based on the amount of deformation of the input device.
[0014] According to the above, the user input can be evaluated not only based on the timing of the deformation of the input device, but also based on the amount of deformation of the input device.
[0015] Further, when it is determined in the first determination that the input device is deformed, the second determination is made after a predetermined time has elapsed from the time when it is determined that the input device is deformed, and in the second determination, the evaluation of the user input is performed based on the amount of deformation of the input device within a predetermined period determined based on the time when it is determined that the input device is deformed.
[0016] According to the above, for example, even when the amount of deformation increases after the time when it is determined that the input device is deformed, the evaluation can be performed based on the amount of deformation after the increase, so that even if the timing at which the user applies force is slightly delayed, the user input can be properly evaluated.
[0017] Further, the evaluation means may set a first evaluation value based on the first determination, set a second evaluation value based on the second determination, and evaluate the user input based on the first evaluation value and the second evaluation value.
[0018] According to the above, the first evaluation value based on the deformation timing and the second evaluation value based on the deformation amount can be set separately to evaluate the user input. Thereby, a rhythm game considering the element of the input timing and the element of the momentum can be performed.
[0019] Further, when the input device is deformed at the predetermined timing, the evaluation means sets a predetermined value as the first evaluation value, and when the input device is deformed after the predetermined timing, the evaluation means sets a value lower than the predetermined value as the first evaluation value. When the input device is deformed at the predetermined timing or when the input device is deformed after the predetermined timing, the evaluation means sets the second evaluation value according to the deformation amount of the input device, and evaluates the user input based on the first evaluation value and the second evaluation value.
[0020] According to the above, when the input timing is delayed from the predetermined timing, a low first evaluation value is set, the second evaluation value is set according to the deformation amount of the input device, and the user input can be evaluated based on the first evaluation value and the second evaluation value.
[0021] Further, the game system may further include a first sound effect output means for outputting a first sound effect based on the result of the first determination, and a second sound effect output means for outputting a second sound effect based on the result of the second determination.
[0022] According to the above, for example, after outputting the first sound effect at the timing of detecting the deformation of the input device, the second sound effect considering the deformation amount of the input device can be output. Thereby, the first sound effect can be output without delay from the user's input, and an appropriate second sound effect reflecting the evaluation of the user's input can be output.
[0023] Further, the game system may further include display control means for causing a display device to display an instruction sign for presenting the timing to the user.
[0024] According to the above, by displaying the instruction sign, it is possible to present the timing of input to the user.
[0025] Further, the rhythm game may include a first type of timing for evaluating user input based on the deformation of the input device and a second type of timing for evaluating user input different from the deformation of the input device. Regarding the second type of timing, the display control means controls the display so that the instruction sign moves in a manner that the instruction sign reaches the determination area at the second type of timing, and regarding the first type of timing, the display control means may control the display so that the instruction sign moves in a manner that the instruction sign reaches the determination area at a timing earlier than the first type of timing.
[0026] According to the above, the instruction sign can be moved to the determination area before the first type of timing at which the evaluation of user input based on the deformation of the input device is performed. Thereby, even when input is performed by deforming the input device, it is possible to prevent the timing at which the input is detected from being delayed, and the user can input at the timing intended by the user.
[0027] Further, the display control means may move and display the instruction sign from a position in the depth direction of the screen of the display device toward the front direction.
[0028] According to the above, the instruction sign can be moved from a position in the depth direction of the screen toward the front direction. Thereby, even if there is a slight deviation between the timing for evaluating user input and the timing at which the instruction sign reaches the determination area, it is possible to provide a display that does not give the user a sense of discomfort.
[0029] Further, the display control means may move the instruction mark from the initial position to one of the determination areas of three or more. The game system may further include a posture detection means for detecting the posture of the input device, and an area designation means for designating one of the three or more determination areas according to the posture of the input device. The evaluation means may advantageously evaluate the user input for the user when, at the timing, the instruction mark is in the determination area designated by the area designation means and the input device is deformed.
[0030] According to the above, it is possible to input by deforming the input device and changing the posture of the input device, and to add diversity to the rhythm game.
[0031] Further, when the deformation of the input device continues, the area designation means may continue to designate the currently designated determination area even if the posture of the input device changes.
[0032] According to the above, when the deformation of the input device continues, even if the posture of the input device changes unintentionally, the designated determination area can be fixed.
[0033] Further, when the area designation means once designates the determination area where the instruction mark is present at the timing, the area designation means may continue to designate the determination area regardless of the posture of the input device until the timing has elapsed.
[0034] According to the above, when a certain determination area is designated by the instruction mark according to the posture of the input device at the timing, the designated determination area can be fixed until the timing has elapsed. Thereby, for example, even if the posture of the input device changes unintentionally, the once-designated determination area can be continuously designated.
[0035] Further, the input device may be held by the user's hand. The display control means may move the instruction marker from the initial position to the first determination area or the second determination area. The game system may further include second detection means for detecting the movement of the user's foot, and second area designation means for designating the first determination area or the second determination area according to the movement of the user's foot detected by the second detection means. The evaluation means may advantageously evaluate the user input for the user when the instruction marker is in the determination area designated by the second area designation means at the predetermined timing.
[0036] According to the above, it is possible to perform input using the hands and feet, and in a rhythm game, it is possible to cause the user to perform movements using the hands and feet.
[0037] Further, another invention may be an information processing apparatus including each means of the game system, or an information processing program executed by the information processing apparatus. It may also be an information processing method performed in the game system.
Effect of the Invention
[0038] According to the present invention, a rhythm game can be played using an input device that deforms by applying force.
Brief Description of the Drawings
[0039]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17A
Figure 17B
Figure 17C
Figure 18A
Figure 18B
Figure 19
Figure 20A
Figure 20B
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Embodiments for Carrying Out the Invention
[0040] Hereinafter, a game system according to an example of this embodiment will be described. FIG. 1 is a diagram showing an example of each device included in the game system. As shown in FIG. 1, the game system 1 includes a main body device 2, a left controller 3 and a right controller 4, a ring-shaped expansion device 5, and a belt-shaped expansion device 6.
[0041] The main body device 2 is an example of an information processing device and functions as a game console main body in this embodiment. The left controller 3 and the right controller 4 are each detachable from the main body device 2 (see FIG. 1). That is, the user can use the left controller 3 and the right controller 4 by attaching them to the main body device 2 respectively as an integrated device. Also, the user can use the main body device 2, the left controller 3, and the right controller 4 separately. In the following, the main body device 2 and each controller 3 and 4 may be collectively referred to as a "game device".
[0042] The ring-shaped expansion device 5 is an example of an expansion device used for the right controller 4. The ring-shaped expansion device 5 is used with the right controller 4 attached to the ring-shaped expansion device 5. Also, the belt-shaped expansion device 6 is an example of an expansion device used for the left controller 3. The belt-shaped expansion device 6 is used with the left controller 3 attached to the belt-shaped expansion device 6. Thus, in this embodiment, the user can also use each controller 3 and 4 with it attached to each expansion device (see FIG. 6). Note that the ring-shaped expansion device 5 is not limited to the right controller 4 and may be able to attach the left controller 3 to itself. The belt-shaped expansion device 6 is not limited to the left controller 3 and may be able to attach the right controller 4 to itself. With these expansion devices, it is possible to expand or change the functions and usage modes of the controllers. Note that these expansion devices may simply be referred to as peripheral devices.
[0043] FIG. 2 is a block diagram showing an example of the internal configuration of the main body device 2. The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes to be executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84 or an external storage medium mounted on the slot 23).
[0044] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 for storing programs and data, and a DRAM (Dynamic Random Access Memory) 85 for temporarily storing various data used in information processing.
[0045] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the slot 23 and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 in accordance with an instruction from the processor 81.
[0046] The processor 81 appropriately reads and writes data between the flash memory 84 and the DRAM 85, and each of the above storage media to execute the above information processing.
[0047] The main body device 2 includes a network communication unit 82. The network communication unit 82 performs wireless communication with an external device via a network (for example, a wireless LAN).
[0048] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2, the left controller 3, and the right controller 4 is arbitrary. However, in the present embodiment, the controller communication unit 83 performs communication according to the Bluetooth (registered trademark) standard between the left controller 3 and the right controller 4.
[0049] In addition, the main body device 2 includes a left terminal 17 for connecting the left controller 3, a right terminal 21 for connecting the right controller 4, and a lower terminal 27. When the cradle 5 is connected to the lower terminal 27, the main body device 2 can output data (for example, image data and audio data) to a stationary monitor or the like via the cradle 5.
[0050] The display 12 is also connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above information processing) and / or an image acquired from the outside on the display 12.
[0051] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminal 25.
[0052] The main body device 2 includes a power control unit 97 and a battery 98. Although not shown, the power control unit 97 is connected to each part of the main body device 2 (specifically, each part that receives power supply 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 the above-mentioned parts based on a command from the processor 81.
[0053] In addition, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is charged to the battery 98.
[0054] Figure 3 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration regarding the main body device 2 are shown in Figure 2 and thus are omitted in Figure 3.
[0055] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in Figure 3, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 by both wired communication via the terminal 42 and wireless communication without using the terminal 42.
[0056] 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 various processes by executing the firmware stored in the memory 102.
[0057] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (described as "stick" in Figure 3) 32. Each button 103 and the analog stick 32 output information regarding the operations performed on themselves to the communication control unit 101 repeatedly at appropriate timings.
[0058] The left controller 3 is provided with an inertial sensor. Specifically, the left controller 3 is provided with an acceleration sensor 104 and an angular velocity sensor 105. In the present embodiment, the acceleration sensor 104 detects the magnitude of acceleration along a predetermined three axes (for example, the xyz axes shown in FIG. 1). Note that the acceleration sensor 104 may detect acceleration in one axis direction or two axis directions. Further, the angular velocity sensor 105 detects the angular velocity around a predetermined three axes (for example, the xyz axes shown in FIG. 1). Note that the angular velocity sensor 105 may detect the angular velocity around one axis or two axes. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are output to the communication control unit 101 repeatedly at an appropriate timing.
[0059] The communication control unit 101 acquires information regarding an input (specifically, information regarding an operation or a detection result by a sensor) from each input unit (specifically, each button 103, the analog stick 32, and the sensors 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once per predetermined time. Note that the interval at which the information regarding the input is transmitted to the main body device 2 may be the same or different for each input unit.
[0060] By transmitting the above operation data to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. For example, the main body device 2 can calculate information regarding 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).
[0061] Further, the left controller 3 is provided with a vibrator 107. The vibrator 107 vibrates at a specified frequency and intensity based on an instruction from the main body device 2.
[0062] Further, the left controller 3 is provided with a power supply unit 108 including a battery.
[0063] Similarly, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2, a memory 112, each button 113, an analog stick 52, an inertial sensor (an acceleration sensor 114 and an angular velocity sensor 115), a vibrator 117, and a power supply unit 118. These have the same functions as the respective parts of the left controller 3 described above.
[0064] Also, 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 includes a CPU, a memory, etc., and based on a predetermined program (for example, an application program for performing various calculations) stored in a storage device (for example, a non-volatile memory, etc.) not shown provided in the right controller 4, it executes processing in response to a command from the main body device 2. Note that the memory used when the processing unit 121 performs processing may be provided within the processing unit 121 or may be the memory 112.
[0065] FIG. 4 is a diagram showing an example of a ring-shaped expansion device. Note that FIG. 4 shows the ring-shaped expansion device 5 with the right controller 4 attached. In the present embodiment, the ring-shaped expansion device 5 is an expansion device to which the right controller 4 can be attached. Although details will be described later, in the present embodiment, the user performs a novel operation of applying a force to the ring-shaped expansion device 5 to deform it. The user can perform an operation on the ring-shaped expansion device 5, for example, by performing a fitness operation using the ring-shaped expansion device 5 in a feeling of doing exercise.
[0066] As shown in FIG. 4, 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. Note that in the present embodiment, the annular portion 201 is formed annularly by an elastic member and a pedestal portion to be described later. In the present embodiment, the annular portion 201 is circular. Note that in other embodiments, the shape of the annular portion 201 is arbitrary and may be, for example, elliptical.
[0067] As shown in FIG. 4, the ring-shaped expansion device 5 has grip covers 203 and 204. The grip covers 203 and 204 are components for the user to grip. In the present embodiment, the grip covers 203 and 204 are detachable from the annular portion 201. In the present embodiment, the left grip cover 203 is provided at the left grip portion near the left end of the annular portion 201, and the right grip cover 204 is provided at the right grip portion near the right end of the annular portion 201. Note that the number of grip portions is arbitrary, and depending on the assumed operation method, grip portions may be provided at three or more locations, or only one grip portion may be provided. Also, depending on the content of the game (or the content of the fitness operation performed by the user in the game), only a specific grip portion among the plurality of grip portions may be gripped with one hand or both hands.
[0068] FIG. 5 is a block diagram showing the electrical connection relationship of the components included in the ring-shaped expansion device 5. As shown in FIG. 5, 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 that the annular portion 201 has deformed. In the present embodiment, the strain detection unit 211 includes a strain gauge. The strain detection unit 211 outputs a signal indicating the strain of the pedestal 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).
[0069] Here, in the present embodiment, the annular portion 201 has an elastically deformable elastic member and a pedestal portion. The pedestal portion holds both ends of the elastic member so that a ring is formed by the pedestal portion and the elastic member. Note that since the pedestal portion is provided inside the main body portion 202, it is not shown in FIG. 4. The pedestal 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 pedestal portion is made of metal. The strain gauge is provided on the pedestal portion and detects the strain of the pedestal portion. When the annular portion 201 deforms from the steady state, strain is generated in the pedestal portion due to the deformation, and thus the strain of the pedestal portion is detected by the strain gauge. Based on the detected strain, the direction in which the annular portion 201 deforms (that is, the direction in which the two grip covers 203 and 204 approach or separate) and the amount of deformation can be calculated.
[0070] In other embodiments, the strain detection unit 211 may include any sensor capable of detecting that the annular portion 201 has deformed from the steady state, instead of the 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 by which the annular portion 201 is bent.
[0071] The ring-shaped expansion device 5 includes a signal conversion unit 212. In the present embodiment, the signal conversion unit 212 includes an amplifier and an AD 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 by the amplifier, and performs AD conversion by the AD converter. The signal conversion unit 212 outputs a digital signal indicating the strain value detected by the strain detection unit 211. In other embodiments, the signal conversion unit 212 may not include an AD converter, and the processing unit 213 described later may include an AD converter.
[0072] The ring-shaped expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit including a processor and a memory, and is, for example, 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. Further, the ring-shaped expansion device 5 includes a terminal 214. The terminal 214 is electrically connected to the processing unit 213. When the right controller 4 is attached to the ring-shaped expansion device 5, the processing unit 213 transmits information indicating the strain value indicated by the output signal of the signal conversion unit 212 to the right controller 4 via the terminal 214.
[0073] The ring-shaped expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to the above-described units 211 to 214. The power conversion unit 215 supplies the power supplied from the outside (that is, the right controller 4) via the terminal 214 to the above-described units 211 to 214. The power conversion unit 215 may supply the power to the above-described units 211 to 214 after adjusting the voltage and the like of the supplied power.
[0074] Note that the "data regarding the detection result of the strain detection unit" transmitted by the ring-shaped expansion device 5 to another device may be data indicating the detection result itself (in the present embodiment, the output signal of the strain detection unit 211 indicating the strain of the pedestal portion), or data obtained by performing some processing (for example, conversion of the data format and / or calculation processing on the strain value) on the detection result. For example, the processing unit 213 may perform processing for calculating the deformation amount of the elastic member based on the strain value which is the above-described detection result, and at this time, the "data regarding the detection result of the strain detection unit" may be data indicating the deformation amount.
[0075] Note that in another embodiment, the ring-shaped expansion device 5 may include a battery and operate with the power of the battery. Further, the battery included in the ring-shaped expansion device 5 may be a rechargeable battery that can be charged with the power supplied from the right controller 4.
[0076] FIG. 6 is a diagram showing an example of how the user uses the ring-shaped expansion device 5 and the belt-shaped expansion device 6. As shown in FIG. 6, the user plays a game using two expansion devices 5 and 6 in addition to the game device (i.e., the main body device 2 and the respective controllers 3 and 4).
[0077] Specifically, as shown in FIG. 6, the user holds the ring-shaped expansion device 5 with the right controller 4 attached thereto with both hands, and fastens the belt-shaped expansion device 6 with the left controller 3 attached thereto to the foot. Further, the main body device 2 is connected to the cradle 5, and the game image generated by the main body device 2 is displayed on the stationary monitor 6. The user plays the game while viewing the game image displayed on the stationary monitor 6.
[0078] When game processing is executed in the main body device 2, the right controller 4 receives distortion data from the ring-shaped expansion device 5. The distortion data includes information indicating the above distortion value. Specifically, the processing unit 213 of the ring-shaped expansion device 5 transmits the distortion data to the right controller 4 via the terminal 214. For example, the processing unit 213 repeatedly transmits the distortion data at a rate of once every predetermined time.
[0079] In the above case, the communication control unit 111 of the right controller 4 transmits the distortion data received from the ring-shaped expansion device 5 via the terminal 64 to the main body device 2. Further, the communication control unit 111 transmits right controller operation data including information obtained from each input unit (specifically, each button 113, the analog stick 52, and each sensor 114 and 115) included in the right controller 4 to the main body device 2. Note that when the right controller 4 is attached to the ring-shaped expansion device 5, communication from the right controller 4 to the main body device 2 is performed by wireless communication. The communication control unit 111 may transmit the right controller operation data and the distortion data to the main body device 2 together, or may transmit them separately to the main body device 2. Further, the communication control unit 111 may transmit the received distortion data to the main body device 2 as it is, or may perform some processing (for example, conversion of the data format and / or calculation processing on the distortion value, etc.) on the received distortion data and then transmit it to the main body device 2.
[0080] On the other hand, when game processing is executed in the main body device 2, the communication control unit 101 of the left controller 3 transmits left controller operation data including information acquired from each input unit (specifically, each button 103, analog stick 32, and each sensor 104 and 105) included in the left controller 3 to the main body device 2. When the left controller 3 is attached to the belt-type extension device 6, communication from the left controller 3 to the main body device 2 is performed by wireless communication.
[0081] (Overview of the game in this embodiment) Next, the overview of the game in this embodiment will be described. In this embodiment, a rhythm game is played using the ring-type extension device 5 to which the right controller 4 is attached and the belt-type extension device 6 to which the left controller 3 is attached. A rhythm game is a game that evaluates the user's input at each of a plurality of timings defined corresponding to music, and is sometimes also called a music game. The rhythm game of this embodiment is also a fitness game for the user to exercise. As shown in FIG. 6, the user plays the rhythm game by gripping the ring-type extension device 5 with both hands and performing movements according to the instructions displayed on the monitor 6 with the belt-type extension device 6 fastened to the legs (for example, the thighs). Hereinafter, the ring-type extension device 5 to which the right controller 4 is attached may be referred to as a "ring controller", and the belt-type extension device 6 to which the left controller 3 is attached may be referred to as a "leg controller".
[0082] In the rhythm game of this embodiment, the user operates the ring controller so that it is in an appropriate state at a predetermined timing defined corresponding to the music. Hereinafter, first, the operation on the ring controller performed by the user will be described, and then the rhythm game of this embodiment will be described.
[0083] FIG. 7 is a diagram showing an example of an operation on the ring controller, which depicts a pushing operation. FIG. 8 is a diagram showing an example of an operation on the ring controller, which depicts a pulling operation. FIG. 9 is a diagram showing an example of an operation on the ring controller, which depicts a twisting operation.
[0084] As shown in FIG. 7, the user holds the grip covers 203 and 204 of the ring controller with both hands and operates to push the ring controller from the left - right direction toward the center of the ring. When this pushing operation is performed, the ring controller deforms from an annular shape to a substantially elliptical shape with the line segment connecting the grip covers 203 and 204 as the minor axis. At this time, the strain detection unit 211 (a sensor that detects the deformation of the ring controller. Specifically, a strain gauge) outputs a signal indicating the strain of the pedestal corresponding to the deformation of the elastic member. Based on this signal, data (strain data) regarding the detection result of the strain detection unit is transmitted from the ring - type expansion device 5 to the right controller 4, and the right controller 4 transmits the data to the main body device 2. The main body device 2 acquires information regarding the deformation of the ring controller as the user's input based on this data. For example, when the ring controller is pushed, the main body device 2 acquires a positive strain value. In the following, the positive strain value output when the ring controller is pushed may be referred to as the "pushing amount". The "pushing amount" is an example of information indicating the deformation amount of the ring controller and varies according to the strength of the force when pushing the ring controller.
[0085] Also, as shown in FIG. 8, the user can also operate the ring controller by pulling it horizontally from the center of the ring. When this pulling operation is performed, the ring controller deforms from an annular shape to a substantially elliptical shape with the line segment connecting the grip covers 203 and 204 as the major axis. When the ring controller is pulled, the main body device 2 obtains a negative strain value. Hereinafter, the negative strain value output when the ring controller is pulled may be referred to as the "pull amount". The "pull amount" is an example of information indicating the amount of deformation of the ring controller and varies according to the strength of the force when pulling the ring controller.
[0086] Also, as shown in FIG. 9, the user can hold the grip covers 203 and 204 of the ring controller with both hands and rotate the ring controller around the central axis of the ring (an axis parallel to the z-axis of the right controller 4). Hereinafter, the operation of rotating the ring controller around the central axis of the ring is referred to as a "twisting operation", and the rotation angle around the central axis may be referred to as the "twist amount". The posture of the ring controller when the twist amount is zero (i.e., the rotation around the z-axis is zero) is referred to as the "basic posture".
[0087] The posture of the ring controller (right controller 4) is calculated based on data from the acceleration sensor 114 and the angular velocity sensor 115 of the right controller 4. Specifically, the main body device 2 can calculate the change in posture from the basic posture by integrating the angular velocity value detected by the angular velocity sensor 115, and calculate the current posture of the ring controller. Also, the main body device 2 calculates the current posture of the ring controller based on the acceleration value detected by the acceleration sensor 114.
[0088] Next, an example of the game image displayed on the stationary monitor 6 during the execution of the rhythm game of this embodiment will be described. FIG. 10 is a diagram showing an example of the game image displayed during the execution of the rhythm game.
[0089] As shown in FIG. 10, on the screen of the monitor 6, for example, a ring object 71 and a normal indicator 72 as an indication indicator are displayed. Although not shown in the figure, a background image indicating the game space is displayed on the screen.
[0090] During the execution of the rhythm game, a predetermined music is output, and at a predetermined timing determined corresponding to the music, the user performs an operation on the ring controller (a pushing operation, a pulling operation, a twisting operation).
[0091] The ring object 71 is a virtual object imitating the ring controller, and its display position and shape change according to the current posture and shape of the ring controller. The ring object 71 is displayed in any one of a central region 70C, a right region 70R, and a left region 70L. In the game of this embodiment, a three-dimensional virtual space is displayed on the screen, and there is a plane parallel to the screen at a predetermined position in the depth direction in the virtual space (for example, the position of the screen), and the plane is divided into three regions: middle, left, and right. These three regions are the central region 70C, the right region 70R, and the left region 70L. The ring object 71 is displayed in any one of the central region 70C, the right region 70R, and the left region 70L according to the posture of the ring controller. As will be described later, the plane is also divided vertically. That is, the plane is divided into three upper regions (middle, left, right) and three lower regions (middle, left, right). When the user stands, the ring object 71 is located in any one of the three upper regions, and when the user bends the knees, the ring object 71 is located in any one of the three lower regions.
[0092] For example, when the ring controller is in the basic posture (i.e., the twisting amount is zero), the ring object 71 is displayed in the central region 70C of the screen. When a right-twisting operation is performed on the ring controller (for example, when it is rotated clockwise by 30 degrees or more), the ring object 71 is displayed in the right region 70R of the screen. Also, the posture of the ring object 71 is linked to the posture of the ring controller in the real space. Therefore, when a right-twisting operation is performed on the ring controller, the ring object 71 also rotates around the axis in the depth direction of the screen according to the twisting angle. For example, when the ring controller is rotated clockwise, the ring object 71 also rotates clockwise around the axis in the depth direction of the screen, and when the rotation angle of the ring controller becomes a predetermined value or more, the ring object 71 moves to the right region 70R. When a left-twisting operation is performed on the ring controller (for example, when it is rotated counterclockwise by 30 degrees or more), the ring object 71 is displayed in the left region 70L of the screen and rotates counterclockwise by a predetermined angle (for example, 30 degrees) around the axis in the depth direction of the screen. Note that when a right-twisting operation or a left-twisting operation is performed on the ring controller, the posture of the ring object 71 does not change while the ring object 71 exists in the central region 70C, and the posture of the ring object 71 may change when the ring object 71 moves to the right region 70R or the left region 70L.
[0093] Also, when a pushing operation is being performed on the ring controller, the ring object 71 changes to an elliptical shape with the left-right direction as the minor axis. In the present embodiment, when the "pushing amount" according to the detection result of the distortion detection unit 211 exceeds a predetermined threshold value, it is determined that a pushing operation is being performed. In FIG. 10(b), a pushing operation and a right-twisting operation are being performed on the ring controller. Therefore, the ring object 71 is displayed in the right region 70R, changes to an elliptical shape with the left-right direction as the minor axis, and rotates clockwise by a predetermined angle.
[0094] Also, when a pulling operation is performed on the ring controller, the ring object 71 changes to an elliptical shape with the left-right direction as the major axis. In the present embodiment, when the "pulling amount" according to the detection result of the strain detection unit 211 exceeds a predetermined threshold (when the absolute value of the strain value exceeds a predetermined threshold), it is determined that a pulling operation is being performed. In Fig. 10(c), a pulling operation is being performed on the ring controller, and a left-twisting operation is also being performed. For this reason, the ring object 71 is displayed in the left region 70L, changes to an elliptical shape with the left-right direction as the major axis, and rotates counterclockwise by a predetermined angle.
[0095] The indication mark is an image for indicating an operation on the ring controller to the user. In the present embodiment, a plurality of indication marks are prepared according to the operation on the ring controller. The plurality of indication marks include a normal indication mark 72, a push-in indication mark 73, and a pull indication mark 74.
[0096] As shown in Fig. 10, the normal indication mark 72 is an annular image. The normal indication mark 72 is an indication mark indicating that no deformation of the ring controller is required. The push-in indication mark 73 is an indication mark for instructing the user to perform a push-in operation. As shown in Fig. 13 to be described later, the push-in indication mark 73 is an image obtained by deforming an annular image by pushing it in from the left-right direction, for example, an elliptical shape with the left-right direction as the minor axis. Also, the pull indication mark 74 is an indication mark for instructing the user to perform a pulling operation. As shown in Fig. 14 to be described later, the pull indication mark 74 is an image obtained by deforming an annular image by pulling it in the left-right direction, for example, an elliptical shape with the left-right direction as the major axis.
[0097] In the present embodiment, in addition to the above, as a plurality of instruction indicators, there are also a continuous push instruction indicator 75 (see FIG. 16) for instructing a continuous pushing operation and a continuous pull instruction indicator (not shown) for instructing a continuous pulling operation. Additionally, as a plurality of instruction indicators, an instruction indicator for instructing a continuous pushing operation and an instruction indicator for instructing a continuous pulling operation may be provided (both not shown). Here, a continuous pushing operation (or pulling operation) means that the ring controller maintains a state of being pushed in (or pulled) for a predetermined time. Also, a continuous pushing operation (or pulling operation) means performing a plurality of pushing operations (or pulling operations) a plurality of times within a predetermined time.
[0098] The instruction indicator is moved and displayed from the initial position in the depth direction of the screen toward the front direction. While watching the moving instruction indicator, the user performs the operation instructed by the instruction indicator using the ring controller at the timing when the instruction indicator reaches a predetermined position. When an appropriate operation is performed at an appropriate timing, points are awarded.
[0099] For example, at the time of (a) in FIG. 10, the normal instruction indicator 72 appears at the initial position in the depth direction of the screen. The normal instruction indicator 72 moves from the initial position toward the front direction of the screen and reaches the position of the screen when a predetermined time has elapsed. Specifically, the normal instruction indicator 72 moves from the initial position in the depth direction of the screen toward any one of the central region 70C, the right region 70R, and the left region 70L ((b) to (c) in FIG. 10). Then, when a predetermined time has elapsed since the normal instruction indicator 72 appeared at the initial position, it reaches any one of the central region 70C, the right region 70R, and the left region 70L ((d) in FIG. 10).
[0100] When the normal instruction marker 72 reaches any one of the central region 70C, the right region 70R, and the left region 70L, an evaluation of the user's input is performed. Specifically, when the normal instruction marker 72 reaches any one of the central region 70C, the right region 70R, and the left region 70L, if the ring object 71 is present in the same region as the normal instruction marker 72, points are awarded.
[0101] During the output of music, any one of a plurality of instruction markers appears in sequence at the initial position and moves to any one of the central region 70C, the right region 70R, and the left region 70L. Here, the central region 70C, the right region 70R, and the left region 70L are referred to as the "judgment regions". The position of the judgment region in the depth direction of the screen coincides with the position of the screen. The instruction marker moves so as to approach the judgment region (screen) from the initial position in the depth direction of the screen. The user can obtain points corresponding to the operation by performing an operation corresponding to the instruction marker at the timing when the instruction marker reaches the judgment region.
[0102] The timing at which the user performs an operation corresponding to the instruction marker is basically predetermined to match the rhythm of the music. The instruction marker appears and moves so that the user performs an operation on the ring controller at each of a plurality of timings determined corresponding to the music. An evaluation of the user's input is performed at each timing, and points corresponding to the evaluation result are awarded.
[0103] FIG. 11 is a diagram showing an example of the input timing determined according to the rhythm of a specific piece of music. In FIG. 11, the horizontal axis represents time, "Middle" represents the central region 70C, "Left" represents the left region 70L, and "Right" represents the right region 70R. Also, in FIG. 11, "Push-in" represents a push-in operation, and "Pull" represents a pull operation. Also, "Normal" represents an operation that does not require deformation of the ring controller, and represents a twisting operation on the ring controller (right twisting operation, left twisting operation, or an operation to return the ring controller to the basic posture).
[0104] As shown in FIG. 11, a plurality of timings (T1, T2, T3, etc.) that match the rhythm of the music are predetermined. Instructions using an instruction marker are given so that the user performs an operation using the ring controller at each timing shown in FIG. 11. It is determined whether or not the user has input using the ring controller at each timing, and an evaluation of the user's input is performed based on the determination result.
[0105] For example, after the music output starts at time t0, an instruction is given so that the user performs a pushing operation at timing T1, which is a period based on time t1. At this timing T1, a determination regarding the user's input is made, and a score corresponding to the determination result is given. Specifically, at timing T1, a score is given when the ring controller is in the basic posture and a pushing operation is being performed.
[0106] Similarly, at timing T2, which is a period based on time t2, a score is given when the ring controller is in the basic posture and a pushing operation is being performed. Also, at timing T4, which is a period based on time t4, the user needs to perform a right-twisting operation and a pulling operation. At timing T4, a score is given when the right-twisting operation and the pulling operation are being performed. Further, at timing T7, which is a period based on time t7, it is necessary to control to the basic posture. At timing T7, a score is given when the ring controller is in the basic posture. At timing T7, whether the ring controller is deformed or not, a score is given when the ring controller is in the basic posture (that is, when the ring object 71 is located in the central region 70C). That is, at timing T7, the user does not need to deform the ring controller.
[0107] In order to cause the user to perform each operation at each timing (T1, T2, T3, etc.) shown in FIG. 11, the movement of the above-described instruction indicator is controlled. Specifically, the movement of the instruction indicator is controlled so that the instruction indicator reaches the determination area at each timing (T1, T2, T3, etc.) shown in FIG. 11. For example, the movement of the push instruction indicator 73 is controlled so that the push instruction indicator 73 reaches the central area 70C at timing T1. Also, the movement of the pull instruction indicator 74 is controlled so that the pull instruction indicator 74 reaches the right area 70R at timing T4. Also, the movement of the normal instruction indicator 72 is controlled so that the normal instruction indicator 72 reaches the left area 70L at timing T8. Although details will be described later, when an instruction indicator (push instruction indicator 73 or pull instruction indicator 74) accompanied by a deformation of the ring controller is displayed, there is a deviation between the timing at which the instruction indicator reaches the determination area and the timing at which an evaluation of the user's input is performed.
[0108] In addition to the display of the instruction indicator, at each timing (T1, T2, T3, etc.) shown in FIG. 11, the timing of the operation on the ring controller may be indicated to the user by outputting vibration. For example, the timing of the operation may be indicated to the user by vibrating the vibrator 117 of the right controller 4 (or the vibrator 107 of the left controller 3). Also, for example, the timing of the operation may be indicated to the user by starting the vibration of the right controller 4 at each time point t1, t2, t3, etc. Also, during each period (T1, T2, T3, etc.) for evaluating the user's operation, the vibration may be continued. Also, the vibration pattern may be varied according to the type of the instruction indicator (type of operation).
[0109] In the rhythm game of the present embodiment, a plurality of music pieces are prepared in advance, and the input timing as shown in FIG. 11 is determined in advance according to each music piece.
[0110] FIG. 12 is a diagram showing an example of the movement path of an instruction sign, and is a diagram of how the instruction sign moves as viewed from the lateral direction of the virtual space. As shown in FIG. 12, the user's viewpoint (virtual camera) is arranged at a predetermined position in the virtual space and faces the positive z-axis direction. The instruction sign moves from an initial position at a predetermined position in the z-axis direction and at a predetermined height from the virtual camera, drawing a curve while moving in the negative z-axis direction and downward direction. Specifically, the instruction sign moves so that its moving direction becomes more horizontal (the angle with the z-axis becomes smaller) as it gets closer to the virtual camera (the user's viewpoint). When a game image generated based on the virtual camera is displayed on the screen, as shown in FIG. 10, the state where the instruction sign approaches from the depth direction to the front direction of the screen is displayed. When the instruction sign reaches the position of the virtual camera (the position of the screen), an image as shown in FIG. 10(d) is displayed.
[0111] By moving the instruction sign so as to draw a curve as shown in FIG. 12, it becomes easier for the user to recognize the timing at which the instruction sign reaches the determination area. For example, when the instruction sign moves linearly parallel to the line-of-sight direction of the virtual camera, when a plurality of instruction signs move side by side, the plurality of instruction signs may overlap. In this case, it may be difficult for the user to recognize the timing at which the instruction sign reaches the determination area. However, in this embodiment, since the instruction sign moves so as to draw a curve, even when a plurality of instruction signs move side by side, it is less likely that the respective instruction signs will overlap, and it becomes easier for the user to recognize each instruction sign. Therefore, it becomes easier for the user to recognize the timing at which each instruction sign reaches the determination area.
[0112] (Example of game image) Next, an example of a game image displayed during a rhythm game and an operation of the Ring Controller will be described. FIG. 13 is a diagram showing an example of a game image when the push instruction mark 73 is displayed during the execution of the rhythm game. FIG. 14 is a diagram showing an example of a game image when the pull instruction mark 74 is displayed during the execution of the rhythm game. FIG. 15 is a diagram showing an example of a game image when the normal instruction mark 72 moves to the left area 70L during the execution of the rhythm game. FIG. 16 is a diagram showing an example of a game image when the continuous push instruction mark 75 is displayed during the execution of the rhythm game.
[0113] As shown in FIG. 13, at a certain point in time during the output of music (for example, a point in time before a predetermined time from t1), the push instruction mark 73 appears at the initial position (FIG. 13(a)). The push instruction mark 73 moves from the initial position in the depth direction of the screen along the central path towards the screen (FIG. 13(b) - (c)). Then, as shown in FIG. 13(d), when a push operation on the Ring Controller is performed at the timing when the push instruction mark 73 reaches the determination area (here, the central area 70C), a score indicating the evaluation of the operation is given.
[0114] The score given here is calculated based on the timing of the push operation and the amount of push in the push operation. When an operation involving deformation of the Ring Controller is performed, the score is out of 150 points. Details of the score given according to the operation on the Ring Controller will be described later.
[0115] Also, as shown in FIG. 13(d), an image showing the given score and an image showing the score level are displayed. For example, as images showing the level, there are "Amazing", "Great", "Good", "Bad" according to the score. For example, "Amazing" is displayed when the score is 150 points, and "Good" is displayed when the score is 100 points. Also, an effect according to the given score is performed. For example, as an effect according to the score, the effect image 77 is displayed and a sound effect is output.
[0116] Also, as shown in FIG. 14, at another point in time during music output, the pull instruction indicator 74 appears at the initial position (FIG. 14(a)). The pull instruction indicator 74 moves from the initial position in the depth direction of the screen along the right path towards the screen (FIGS. 14(b) to (c)). Then, as shown in FIG. 14(d), at the timing when the pull instruction indicator 74 reaches the determination area (here, the right area 70R), an evaluation of the user's input is performed. Here, since no pull operation on the ring controller is performed at this timing, the score is "0" points, and as an image indicating the stage corresponding to the score, the character "Bad" is displayed.
[0117] Also, as shown in FIG. 15, at yet another point in time during music output, the normal instruction indicator 72 appears at the initial position (FIG. 15(a)). The normal instruction indicator 72 moves from the initial position in the depth direction of the screen along the left path towards the screen (FIGS. 15(b) to (c)). Then, as shown in FIG. 15(d), at the timing when the normal instruction indicator 72 reaches the determination area (here, the left area 70L), an evaluation of the user's input is performed. Here, since a left twist operation on the ring controller is being performed at this timing, 100 points are given as the score, and as the stage corresponding to the score, the character "Amazing" is displayed. Also, even if the left twist operation has been performed before the normal instruction indicator 72 reaches the determination area, 100 points are given. That is, if a left twist operation is being performed when the normal instruction indicator 72 reaches the determination area (if the ring object 71 is present in the left area 70L), whether the left twist operation is performed at the moment when the normal instruction indicator 72 reaches the determination area, or whether the left twist operation has been performed before the normal instruction indicator 72 reaches the determination area, the same score is given. Note that in the case of the normal instruction indicator 72, 100 points is the full score, and in the case of the full score, "Amazing" is displayed as the stage.
[0118] Also, as shown in FIG. 16, there may be a case where the continuous pressing instruction indicator 75 appears at yet another point in time during music output (FIG. 16(a)). The continuous pressing instruction indicator 75 is an image in which a plurality of images similar to the pressing instruction indicator 73 are connected, and is an instruction indicator for the user to continue the pressing operation. As shown in FIG. 16(b), when the user continuously performs the pressing operation while a part of the continuous pressing instruction indicator 75 is displayed in the determination area, points are awarded. Points are awarded based on the timing when the pressing starts, the time during which the pressing is continued, and the amount of pressing in the pressing operation.
[0119] The continuous pressing instruction indicator 75 also moves along any one of the left, center, and right paths and reaches any one of the left, center, and right determination areas. When the ring object 71 exists in the same area as the reach area of the continuous pressing instruction indicator 75 and the ring controller is continuously being pressed, points are awarded.
[0120] Here, when the ring object 71 exists in the same area as the reach area of the continuous push-in instruction mark 75, the posture of the ring controller may change even if the user does not intend it. For example, when a push-in operation is continuously performed on the ring controller, the user may inadvertently change the posture of the ring controller. In this embodiment, when the continuous push-in instruction mark 75 has reached the determination area and the ring object 71 exists in the same area as the area where the continuous push-in instruction mark 75 has reached, even if the posture of the ring controller changes, the display position of the ring object 71 is not changed. That is, while the continuous push-in instruction mark 75 exists in the determination area, if the ring object 71 moves to the same area, regardless of whether a push-in operation is being performed, the ring object 71 is fixed in that area. When the timing for performing the continuous push-in operation has elapsed (that is, when the continuous push-in instruction mark 75 no longer exists in the determination area), the fixation is released. For example, when the continuous push-in instruction mark 75 exists in the right area 70R and a right-twisting operation and a push-in operation are continuously performed on the ring controller, the ring object 71 is displayed in the right area 70R and points are awarded. During the continuation of this push-in operation, even if the ring controller returns to the basic posture or a left-twisting operation is performed, the ring object 71 continues to be displayed in the right area 70R and points are awarded. Also, when the continuous push-in instruction mark 75 exists in the right area 70R and a right-twisting operation is performed on the ring controller and no push-in operation is being performed, although the ring object 71 is displayed in the right area 70R, no points are awarded. In this case, even if the ring controller returns to the basic posture or a left-twisting operation is performed, the ring object 71 continues to be displayed in the right area 70R (no points are awarded). That is, when the ring object 71 exists in the same area as the continuous push-in instruction mark 75, the ring object 71 does not move even if the posture of the ring controller changes thereafter. Thereby, it is possible to prevent the ring object 71 from being moved contrary to the user's intention.Also, when the pushing operation continues, even if the posture of the ring object changes midway, points can be awarded. In another embodiment, when the ring object 71 exists in the same area as the continuous pushing instruction marker 75 and the pushing operation continues, the ring object 71 may not move even if the posture of the ring controller changes later. In this case, while the pushing operation continues, the position of the ring object 71 is fixed, but when the pushing operation ends, the fixing of the position of the ring object 71 is released.
[0121] (Evaluation of User Input) Next, the evaluation of the user input will be described. FIGS. 17A to 17C are diagrams for explaining a method of calculating points according to the user input, and are diagrams showing an example of a change in the pushing amount when a pushing operation is detected at timing T1.
[0122] The evaluation (points Z) of the user input is calculated based on the points (X) based on the operation timing and the points (Y) based on the deformation amount of the ring controller when the operation involves deformation of the ring controller. When an instruction marker for instructing a continuous pushing operation (or a continuous pulling operation) is displayed, points are calculated based on the number of pushing times (or pulling times).
[0123] Specifically, after the music output starts, if the pushing amount exceeds a predetermined threshold at timing T1, which is a period of α from time point t1, a pushing operation is detected. For example, as shown in FIG. 17A, if the pushing amount exceeds the threshold at time point t1' within the period of α from time point t1, a pushing operation is detected at this time point t1'. When a pushing operation is detected at timing T1, the points X based on the timing are set to, for example, 100 points (full score).
[0124] When 5 frames of time (for example, 1 frame of time = 1 / 60 second) have elapsed since the time point t1' when the pressing operation was detected, the pressing amount determination is performed. Specifically, in the pressing amount determination, the maximum value of the deformation amount (here, the pressing amount) in the 5 frames of time before and after the time point t1' is calculated. Based on the maximum value of the deformation amount in these 10 frames, the score Y is calculated. The score Y is calculated out of a full score of 50 points, for example, and the larger the maximum value of the deformation amount, the closer it is to 50 points. The relationship between the score Y and the maximum value of the deformation amount may be any kind of relationship. For example, the score Y may be proportional to the maximum value of the deformation amount.
[0125] When the score Y is calculated based on the deformation amount, the evaluation (score Z) of the user's input at the timing T1 is calculated. Specifically, the score Z is the sum of X and Y. Therefore, the maximum score Z given when a pressing operation is instructed is 150 points.
[0126] Also, as shown in FIG. 17B, when the pressing operation is started immediately before the time point t1, it is determined whether or not the pressing amount exceeds a predetermined threshold value at the time point t1. If it exceeds the threshold value, the pressing operation is detected at the time point t1. At this time point t1, 100 points are set as the score X based on the timing. When 5 frames of time have elapsed since the time point t1 when the pressing operation was detected, the pressing amount determination is performed, and the score Y based on the deformation amount is calculated. Specifically, the maximum value of the deformation amount in the 5 frames of time before and after the time point t1 is calculated, and the score Y is calculated based on this maximum value.
[0127] Also, as shown in FIG. 17C, when the pushing operation is started before time point t1 and the pushing amount exceeds a predetermined threshold at time point t1, the pushing operation is detected at time point t1. At this time point t1, 100 points are set as the score X based on timing. At the time when 5 frame times have elapsed since the pushing operation was detected at time point t1, the pushing amount determination is performed, and the score Y based on the deformation amount is calculated. The maximum value of the deformation amount in the 5 frame times before and after time point t1 is calculated, and the score Y is calculated based on this maximum value. Even when the maximum value of the deformation amount is detected before the timing T1 (period α), the score Y is calculated based on this maximum value.
[0128] Thus, when the pushing operation is started at timing T1, 100 points (full score) are set as the score X based on timing. Also, even when the pushing operation is started before timing T1 and the pushing operation continues at timing T1, 100 points are set in the same manner as when the pushing operation is started at timing T1. That is, when the ring controller is deformed by pushing at timing T1, regardless of whether it has been deformed before timing T1, 100 points are set as the score X based on timing.
[0129] FIG. 18A is a diagram showing an example of the change in the pushing amount when the pushing operation is detected after timing T1, and is a diagram when the score X based on timing is deducted.
[0130] As shown in FIG. 18A, when the pushing amount does not exceed the threshold within timing T1 and the pushing amount exceeds the threshold within the period β after timing T1, the pushing operation is detected at the time point td1 when the pushing amount exceeds the threshold. The score X based on timing is calculated according to the delay time between the time point td1 and the timing T1. For example, the score X is set between 10 points and 80 points. For example, when the delay time is 1 frame time, the score X is set to 80 points, and thereafter, the score X may decrease linearly with respect to the delay time.
[0131] Also, when 5-frame time has elapsed since time point td1, the push-in amount determination is performed, and the score Y based on the deformation amount is calculated. Even when a push-in operation is detected after timing T1, the score Y is calculated based on the maximum value of the deformation amount in the 5-frame time before and after time point td1, similar to the case where a push-in operation is detected at timing T1. Then, as an evaluation (score Z) of the user's input, the sum of X and Y is calculated.
[0132] FIG. 18B is a diagram showing an example of the change in the push-in amount when the score X based on timing is set to zero.
[0133] As shown in FIG. 18B, when the push-in amount does not exceed the threshold within timing T1 (period α) and also does not exceed the threshold within period β after timing T1, the score X based on timing is set to zero. Even if the push-in amount exceeds the threshold after period β, the score X based on timing becomes zero. In this case, the score Y based on the deformation amount also becomes zero. Therefore, when the push-in amount does not exceed the threshold within timing T1 and within period β after timing T1, regardless of whether the push-in amount exceeds the threshold after period β, the evaluation (score Z) of the user's input is zero. Thus, the start timing of the push-in operation before timing T1 does not affect the score X, but the start timing of the push-in operation after timing T1 affects the score X.
[0134] According to the value of score Z, the evaluation of the user's input is displayed in four levels. For example, when score Z is from 150 points to 135 points, the evaluation "Amazing" is displayed, and when score Z is from 134 points to 110 points, the evaluation "Great" is displayed.
[0135] In addition to this four-level display, an effect corresponding to the evaluation (score Z) of the user's input is performed. In this embodiment, as an effect corresponding to the evaluation, output of a sound effect and output of an effect image are performed.
[0136] Specifically, when a pushing operation is detected, the output of the first sound effect starts. For example, in the case of FIG. 17A, the first sound effect is output at time point t1'. Also, in the cases of FIGS. 17B and 17C, the first sound effect is output at time point t1. Further, in the case of FIG. 18A, the first sound effect is output at time point td1.
[0137] The first sound effect includes a first sound effect A and a first sound effect B. When a pushing operation is detected at timing T1 (i.e., when the score X is 100 points), the first sound effect A is output. When a pushing operation is detected with a delay from timing T1 (i.e., when the score X is deducted from 100 points), the first sound effect B is output. The first sound effect A is a more comfortable sound for the user than the first sound effect B. For example, the first sound effect A may be higher in pitch than the first sound effect B.
[0138] After the first sound effect is output, when 5 frames have elapsed since the pushing operation was detected (i.e., when the push amount determination is made), the output of the second sound effect starts. There are, for example, four types of sound effects as the second sound effect. Specifically, there are a second sound effect A corresponding to "Amazing", a second sound effect B corresponding to "Great", a second sound effect C corresponding to "Good", and a second sound effect D corresponding to "Bad". Depending on the score Z, one of these four types of second sound effects is selected and output. The second sound effect A is a more comfortable sound for the user than the second sound effects B to D. For example, it may be higher in pitch than these sounds. Also, the second sound effect B is a more comfortable sound for the user than the second sound effects C and D. Also, the second sound effect C is a more comfortable sound for the user than the second sound effect D.
[0139] When a pressing operation is detected, the first sound effect output at that time and the second sound effect output 5 frames later are continuously output as a series of sound effects. For example, when a pressing operation is detected, the output of the first sound effect starts, and during the output of the first sound effect, the output of the second sound effect starts. As a result, to the user, the first sound effect and the second sound effect seem to be one sound effect.
[0140] In this embodiment, in addition to the score X based on the timing of the pressing operation, a score Y is calculated based on the amount of pressing in the pressing operation. Since the score Y based on the amount of pressing is calculated and the score Z is determined 5 frames after the pressing operation is detected, at the time when the pressing operation is detected, a sound effect corresponding to the score Z cannot be output. If no sound effect is output when the pressing operation is detected and a sound effect is output 5 frames after the pressing operation is detected, the sound effect is output with a delay from the timing of the user's input. In this case, the user may feel a sense of discomfort.
[0141] Therefore, in this embodiment, the first sound effect is output when the pressing operation is detected, and the second sound effect is output 5 frames later. By outputting the sound effect in two stages in this way, the sound effect can be output without delay from the user's input, and an appropriate sound effect corresponding to the evaluation of the user's input can be output, and a sound effect corresponding to an operation without discomfort to the user can be output.
[0142] The output of the effect image is also performed in two stages. That is, when a pressing operation is detected, the first effect image is displayed, and five frames after the pressing operation is detected, the second effect image corresponding to the score Z is displayed. As the second effect image, four images corresponding to each of the four levels of evaluation ("Amazing", "Great", "Good", "Bad") are prepared. Five frames after the pressing operation is detected, one of the four second effect images is selected and displayed according to the score Z. The first effect image is an image common to the four levels of evaluation, and no matter which of the four second effect images is displayed after the first effect image is displayed, it is an image that does not cause discomfort to the user. For example, the first effect image is a circular image, the second effect image corresponding to "Amazing" may be a large star-shaped image, and the second effect image corresponding to "Great" may be a small star-shaped image. For example, when a pressing operation is detected, a circular image is displayed as the first effect image, and five frames later, the score Z is determined, and a large star-shaped image is displayed as the second effect image corresponding to "Amazing". When viewing such a series of the first effect image and the second effect image, it seems to change from a circular image to a large star-shaped image, and it becomes an image without discomfort as one effect.
[0143] By displaying the effect image in two stages in this way, the effect image can be displayed without delay from the user's input, and an appropriate effect image corresponding to the evaluation of the user's input can be displayed, and an effect image corresponding to an evaluation without discomfort to the user can be displayed.
[0144] In FIGS. 17A to 18B, the case where a pressing operation is instructed has been described. When a pulling operation is instructed, in the same way, the evaluation (score Z) of the user's input is calculated based on the score X based on the timing and the score Y based on the deformation amount (pulling amount).
[0145] On the other hand, when an operation without deformation of the ring controller (right twisting operation, left twisting operation, and operation for returning the ring controller to the basic posture) is instructed, when the normal instruction indicator 72 reaches any one of a plurality of determination areas (central area 70C, right area 70R, and left area 70L), the evaluation of the user's input is performed based on whether the ring object 71 is located in the same area.
[0146] FIG. 19 is a diagram for explaining the evaluation of the user's input when an operation without deformation of the ring controller is instructed.
[0147] As shown in FIG. 19, when the normal instruction indicator 72 reaches the central area 70C at timing T7, when the ring object 71 is located in the central area 70C at this timing T7, 100 points are set as the score X based on the timing. When an operation without deformation of the ring controller is instructed, since the score Y based on the deformation amount is not added, the evaluation (score Z) of the user's input is equal to the score X based on the timing. For example, if the ring object 71 has been located in the central area 70C since before timing T7 and continues to be located in the central area 70C at timing T7, the score X is set to 100 points. Also, for example, even if the ring object 71 moves from the left area 70L to the central area 70C at time t7' within timing T7, the score X is set to 100 points.
[0148] On the other hand, for example, when the normal instruction marker 72 reaches the left region 70L at timing T8, if the ring object 71 is not located in the left region 70L at this timing T8, the score X is deducted. For example, when the ring object 71 moves from the central region 70C to the left region 70L at a time point td8 within the period β after timing T8, the score X is deducted according to the delay time between timing T8 and time point td8. The calculation method of the score X in this case is the same as the calculation method when an operation (pushing operation or pulling operation) involving deformation of the ring controller is instructed. Note that if the ring object 71 is not located in the left region 70L, which is the reach area of the normal instruction marker 72, even within the period β, the score X becomes zero.
[0149] Note that the above periods α and β are set for each predetermined time point (t1, t2, t3 ···) predetermined in the music. The lengths of the periods α and β set for each time point (t1, t2, t3 ···) may be the same or different from each other.
[0150] As described above, in the rhythm game of the present embodiment, an operation involving deformation of the ring controller is instructed at a predetermined timing set corresponding to the music. When the ring controller is deformed at the predetermined timing, 100 points are set as the score X based on the timing regardless of whether the deformation has started before the predetermined timing. For example, when the ring controller changes from a non-deformed state to a deformed state at the predetermined timing, 100 points are set as the score X. Similarly, when the ring controller starts to deform before the predetermined timing and the deformation continues at the predetermined timing, 100 points are set as the score X. On the other hand, when the ring controller starts to deform after the predetermined timing, the score X is deducted from 100 points.
[0151] Thus, when the ring controller is deformed at a predetermined timing, regardless of whether it has been deformed before the predetermined timing, by giving a high evaluation, input in a rhythm game can be performed using the deformed ring controller.
[0152] For example, in a conventional rhythm game, there are some cases where a high score is given by performing a button operation at a predetermined timing determined corresponding to the music. Specifically, at the predetermined timing, when the button changes from the state where it is not pressed to the state where it is pressed (from OFF to ON), a high score is given. On the other hand, when the button is pressed before the predetermined timing and is in the pressed state at the predetermined timing, points are deducted. Similarly, points are deducted when the button is pressed after the predetermined timing.
[0153] However, when input in a rhythm game is performed by deforming the ring controller, it may be difficult to input as intended by the user. When the ring controller deforms by applying a certain amount of force, there may be a deviation between the timing when the user applies the force and the timing when the deformation of the ring controller is detected. For example, even if the user applies force, the ring controller may not deform instantaneously, and the deformation of the ring controller may be detected with a deviation from the timing when the user applies the force. Also, for example, the user may push in the ring controller using the recoil to apply a strong force, and in this case, there may be a deviation between the timing intended by the user and the timing when the deformation of the ring controller is detected. Further, when input is performed by deforming the ring controller, the user may not know how much deformation is required for the input to be detected.
[0154] For these reasons, in the present embodiment, regardless of whether the ring controller has been deformed before a predetermined timing defined corresponding to the music, it is determined whether the ring controller is deformed at the predetermined timing, and if it is deformed at the predetermined timing, a high evaluation is given. As a result, the ring controller that deforms by applying force can be used for input in a rhythm game.
[0155] Also, even if the ring controller has been deformed before the predetermined timing, by giving a high evaluation, it is possible to motivate the user to perform an action using the ring controller. For example, the user can start a pushing operation when the pushing instruction mark 73 appears at the initial position, continue the pushing operation until the pushing instruction mark 73 reaches the determination area, and obtain a high score. As a result, the user can be actively made to perform an action in the rhythm game.
[0156] Next, the timing at which the determination regarding the user's input is made and the details of the timing at which the instruction mark reaches the determination area will be described.
[0157] FIG. 20A is a diagram showing an example of the timing at which the determination regarding the user's input is made and the timing at which the normal instruction mark 72 reaches the determination area. FIG. 20B is a diagram showing an example of the timing at which the determination regarding the user's input is made and the timing at which the pushing instruction mark 73 reaches the determination area.
[0158] As shown in FIG. 20A, the normal instruction indicator 72 approaches the screen while drawing a curve from the initial position in the depth direction of the screen. At the timing (determination timing DT) when a determination regarding the user's input is made, the normal instruction indicator 72 reaches the determination area. At this time, the normal instruction indicator 72 is displayed so as to be positioned on the screen, as shown in FIG. 10(d). As described above, if the ring object 71 exists in the determination area (any one of the central area 70C, the right area 70R, and the left area 70L) that the normal instruction indicator 72 reaches at this determination timing DT, 100 points are given as the score X based on the timing.
[0159] On the other hand, when the push-in instruction indicator 73 is moved and displayed, as shown in FIG. 20B, the push-in instruction indicator 73 reaches the determination area at a time dt before the determination timing DT. For example, the push-in instruction indicator 73 reaches the determination area at a time 2 frame times before the determination timing DT. That is, the time when the push-in instruction indicator 73 is displayed so as to be positioned on the screen is a time dt before the determination timing DT. In other words, the timing when a time dt has elapsed since the push-in instruction indicator 73 reached the determination area is the determination timing DT, and at the determination timing DT, the push-in instruction indicator 73 has passed through the determination area (the position on the screen). Note that the determination timing DT and the timing when the push-in instruction indicator 73 reaches the determination area may be shifted by other methods. For example, the determination timing DT and the timing when the push-in instruction indicator 73 reaches the determination area may be shifted by shifting the position of the push-in instruction indicator 73 in the depth direction of the screen.
[0160] FIG. 21 is a diagram showing a comparison of game images when a normal instruction indicator is displayed and when a push-in instruction indicator is displayed.
[0161] When an operation without deformation of the ring controller is instructed, as shown in (A1) of FIG. 21, the normal instruction mark 72 is located in the depth direction of the screen at a time dt before the determination timing DT. At the determination timing, the normal instruction mark 72 reaches the determination area (FIG. 21(A2)). Then, at a time dt after the determination timing DT, the normal instruction mark 72 passes through the screen and is located behind the screen (FIG. 21(A3)).
[0162] On the other hand, when an operation involving deformation of the ring controller (e.g., a pressing operation) is instructed, as shown in (B1) of FIG. 21, the push-in instruction mark 73 is located in the depth direction of the screen at a time 2dt before the determination timing DT. The distance from the screen to the normal instruction mark 72 in (A1) of FIG. 21 is equal to the distance from the screen to the push-in instruction mark 73 in (B1) of FIG. 21. At a time dt before the determination timing DT, the push-in instruction mark 73 reaches the determination area (FIG. 21(B2)). Then, at the determination timing DT, the push-in instruction mark 73 passes through the screen and is located behind the screen (FIG. 21(B3)).
[0163] In the above embodiment, the description is based on the premise that the position of the determination area in the depth direction of the virtual space coincides with the position of the screen. However, the position of the determination area does not have to coincide with the position of the screen. For example, the positions of the determination area and the ring object 71 may be arranged in the depth direction (left direction in FIG. 20) from the virtual camera (screen). In this case, at the moment when the instruction mark passes through the determination area, the instruction mark still exists within the imaging range of the virtual camera and is displayed on the screen.
[0164] The case where the pull instruction mark 74 is displayed is the same as the case where the push-in instruction mark 73 is displayed. That is, before the determination timing arrives, the pull instruction mark 74 reaches the determination area.
[0165] In this way, for operations without deformation of the ring controller, the determination timing coincides with the timing at which the normal instruction indicator 72 reaches the determination area. By making the timing for determining the user's input coincide with the timing at which the normal instruction indicator 72 reaches the determination area, the user can perform a twisting operation on the ring controller at the timing when the normal instruction indicator 72 reaches the determination area and obtain the score X.
[0166] On the other hand, when an operation involving deformation of the ring controller (for example, a pushing operation) is instructed, at the timing when the push instruction indicator 73 reaches the determination area, the determination timing has not yet arrived. The timing when a time dt has elapsed after the push instruction indicator 73 reaches the determination area is the determination timing for determining the user's input. The reason for shifting these timings is as follows. That is, when an operation involving deformation of the ring controller is performed, there may be a deviation between the timing when the user starts applying force to the ring controller and the timing when the deformation of the ring controller exceeds the threshold and the deformation is detected. Therefore, if the user starts a pushing operation on the ring controller at the timing when the push instruction indicator 73 reaches the determination area, the timing at which the pushing operation is detected may be delayed. For this reason, the push instruction indicator 73 is made to reach the determination area before the actual determination timing. As a result, when the user performs a pushing operation at the timing when the push instruction indicator 73 reaches the determination area, it becomes easier for the determination timing to coincide with the timing when the push amount exceeds the threshold.
[0167] Further, instead of performing input by deforming the ring controller, for example, when performing input using a button, the user can perform input by pressing the button at the intended timing. However, when performing input using a ring controller that deforms by applying a certain amount of force, it may be difficult for the user to know how much force to apply for the deformation to be detected and recognized as input. For this reason, the timing of the input intended by the user and the timing when the input is actually detected may deviate.
[0168] Therefore, in the rhythm game of this embodiment, when performing input by deforming the ring controller such as a pushing operation or a pulling operation, the instruction mark is made to reach the determination area before the determination timing for determining whether the actual input has been performed. Thereby, it is possible to prevent the timing at which the input is detected from being delayed, and the user can perform input at the intended timing.
[0169] Note that when the continuous push instruction mark 75 is displayed or when the continuous pull instruction mark is displayed, similar to the normal instruction mark 72, the determination timing and the timing at which the instruction mark reaches the determination area coincide. Note that also when the continuous push instruction mark 75 is displayed or when the continuous pull instruction mark is displayed, similar to the case when the push instruction mark 73 is displayed, the instruction mark may reach the determination area before the determination timing arrives.
[0170] Note that in the above, the timing at which the instruction mark reaches the determination area is set to be two frame times before the determination timing, but the deviation of these timings is merely an example. For example, when the moving speed of the instruction mark is fast, the timing at which the instruction mark reaches the determination area may be set to be three frame times or more before the determination timing. Also, when the moving speed of the instruction mark is slow, the timing at which the instruction mark reaches the determination area may be set to be one frame time before the determination timing.
[0171] In addition, in the present embodiment, the instruction sign is displayed so as to move from the depth direction to the front direction of the screen. Thereby, even if there is a deviation between the determination timing and the timing when the instruction sign reaches the determination area, it is possible to make the user feel no discomfort. Usually, in a rhythm game, it is also conceivable to move the instruction sign two-dimensionally in the horizontal or vertical direction of the screen. That is, the game space is two-dimensional, and it is conceivable to move the instruction sign within the two-dimensional game space. When the instruction sign moves two-dimensionally in this way, the user clearly recognizes whether or not the instruction sign has reached the determination area. When the timing when the instruction sign reaches the determination area is shifted from the determination timing when the instruction sign moves two-dimensionally, the user clearly recognizes the shift, which may give the user a sense of discomfort. However, in the rhythm game of the present embodiment, since the instruction sign is moved from the position in the depth direction to the front direction in the three-dimensional space, even if there is a deviation between the determination timing and the timing when the instruction sign reaches the determination area, it is possible to make the user feel no discomfort.
[0172] (Input using the foot controller) Next, the input using the foot controller will be described. In the rhythm game of the present embodiment, the instruction sign moves along either the upper path or the lower path in the virtual space. FIG. 22 is a diagram showing an example of the vertical movement path of the instruction sign, and is a diagram of how the instruction sign moves as viewed from the horizontal direction of the virtual space.
[0173] As shown in FIG. 22, the instruction marker moves along either the upper path or the lower path. When the user is standing, the virtual camera is located above, and when the user is in a crouched position (for example, with the knees bent at 90 degrees), the virtual camera is located below. When the instruction marker moves along the upper path, the user waits for the instruction marker to move to the determination area (on the screen) in a standing position, and performs an operation on the ring controller at the timing when (or before) the instruction marker reaches the determination area. On the other hand, when the instruction marker moves along the lower path, the user needs to bend their knees at least at the timing when the instruction marker reaches the determination area. When the instruction marker moves along the lower path and the user is in a crouched position, the user can obtain points by performing an operation on the ring controller at the timing when the instruction marker reaches the determination area. When the instruction marker moves along the lower path and the user remains standing, the instruction marker passes below the user's view, and the user cannot obtain points.
[0174] FIG. 23 is a diagram showing an example of a game image displayed during the execution of a rhythm game, and shows an example of a game image when the instruction marker passes through the lower path.
[0175] Normally, the guiding indicator passes through the upper path, and the user makes user input in a standing posture. When the user is in a standing posture, the virtual camera is located above, and the ring object 71 is located in the upper region (Fig. 23(a)). During the execution of the rhythm game, the path through which the guiding indicator passes may switch from the upper path to the lower path. When the path through which the guiding indicator passes switches from the upper path to the lower path, as shown in Fig. 23(a), the wall object 78 appears from a predetermined position in the depth direction of the screen. The wall object 78 is an object for instructing the user to bend the knees. The wall object 78 is, for example, a semi-transparent image and includes an image of a downward arrow. The wall object 78 moves toward the front direction of the screen as shown in Fig. 23(b). When the wall object 78 reaches the position of the screen, it sticks to the screen as shown in Fig. 23(c). This state indicates that the user needs to bend the knees. In this state, the push-in guiding indicator 73 that appears in the depth direction of the screen becomes difficult to visually recognize due to the wall object 78 sticking to the screen. When the user bends the knees in this state, the virtual camera moves downward, and the ring object 71 moves to the lower region. As shown in Fig. 23(d), only a part of the wall object 78 sticking to the screen is displayed in the upper region of the screen, making it easier to visually recognize the push-in guiding indicator 73. And when the push-in guiding indicator 73 reaches the screen (judgment region) and a push-in operation is performed, points are obtained.
[0176] Note that during the execution of the rhythm game, the path through which the guiding indicator passes may also switch from the lower path to the upper path. In this case, a wall object for instructing the user to stand appears. This wall object includes an image of an upward arrow.
[0177] In this way, in the rhythm game of this embodiment, the instruction marker moves to the determination area along any one of six paths (the left, center, and right paths in the upper path, and the left, center, and right paths in the lower path). The user moves the ring object 71 to any one of the three regions of left, center, and right by twisting the ring controller, and moves the ring object 71 to the upper region or the lower region of the screen by stretching or bending the knees. When the instruction marker reaches the determination area, the user can obtain points by positioning the ring object 71 in the area where the instruction marker arrives and performing the operation indicated by the instruction marker on the ring controller.
[0178] Thereby, the user can play a rhythm game according to the rhythm of the music and perform exercises using the hands and feet.
[0179] (Details of processing) Next, an example of the processing performed in the main body device 2 will be specifically described. First, the data stored in the main body device 2 will be described.
[0180] FIG. 24 is a diagram showing an example of the data stored in the main body device 2. The data shown in FIG. 24 is mainly stored in the DRAM 85, but some or all of these may be stored in the flash memory 84 or in an external storage medium mounted on the slot 23.
[0181] As shown in FIG. 24, the main body device 2 stores a game program, leg controller data, ring controller data, deformation amount data, twisting amount data, music data, timing data, ring object data, and score data. In addition to these, various data necessary for game processing, such as image data, are stored.
[0182] The game program is a program for executing the rhythm game of the present embodiment and is a program for executing the processes shown in the flowchart described later. The game program is stored, for example, in an external storage medium or a flash memory 84 and is read from the external storage medium or the flash memory 84 into a DRAM 85 at the start of the game. Note that the game program may be acquired from another device via a network (for example, a LAN, a WAN, the Internet, etc.).
[0183] The leg controller data is sensor data transmitted from the left controller 3 at a predetermined time interval (for example, at intervals of 1 / 200 second). Specifically, the leg controller data includes acceleration data from the acceleration sensor 104 and angular velocity data from the angular velocity sensor 105. The leg controller data includes the latest sensor data and a plurality of sensor data received in the past.
[0184] The ring controller data is sensor data transmitted from the right controller 4 at a predetermined time interval (for example, at intervals of 1 / 200 second). Specifically, the ring controller data includes acceleration data from the acceleration sensor 114, angular velocity data from the angular velocity sensor 115, and strain data regarding the strain value detected by the strain detection unit 211. The ring controller data includes the latest sensor data and a plurality of sensor data received in the past.
[0185] The deformation amount data is data regarding the deformation amount of the ring controller and is data representing the amount of pushing in or pulling amount. The deformation amount data may be strain data acquired from the ring controller or may be data after performing a predetermined calculation on the strain data.
[0186] The twisting amount data is data regarding the posture of the ring controller calculated based on the angular velocity data and / or acceleration data acquired from the ring controller. Specifically, the twisting amount data is data indicating the twisting amount (rotation angle around the z-axis) of the ring controller.
[0187] The music data is data related to the music (piece) output during the execution of the rhythm game. In the present embodiment, a plurality of music data is prepared in advance. Also, the timing data is data indicating the timing for evaluating the user's input. The timing data is prepared in advance according to the music data.
[0188] The ring object data is data related to the ring object 71. The ring object data includes the image data of the ring object 71 and the data indicating the position of the ring object 71. As described above, the position of the ring object 71 is set to any one of the six regions (left, center, right in the upper region, left, center, right in the lower region) according to the operations on the ring controller and the leg controller.
[0189] The score data is data indicating the total score obtained by the user during the output of the music in the current rhythm game. The score data is initialized at the start of the rhythm game and is added according to the user's input during the output of the music.
[0190] (Explanation of the flowchart) Next, the details of the processing performed in the main body device 2 will be described. FIG. 25 is a flowchart showing an example of the game processing performed by the processor 81 of the main body device 2.
[0191] In step S100, the processor 81 selects any one of the plurality of music data and starts playing the selected music data. After starting the music playback in step S100, the processor 81 repeatedly executes the processing of steps S101 to S110 at intervals of a predetermined frame time (for example, 1 / 60 second) until the music ends (or until the end of the game is instructed). Hereinafter, the processing after step S101 will be described.
[0192] In step S101, the processor 81 acquires sensor data (acceleration data, angular velocity data, and strain data) from the ring controller and sensor data (acceleration data and angular velocity data) from the leg controller.
[0193] In step S102, the processor 81 acquires the deformation amount (pushing-in amount or pulling amount) of the ring controller based on the acquired strain data.
[0194] In step S103, the processor 81 acquires the amount of twist based on the angular velocity data and acceleration data from the ring controller. Specifically, the processor 81 calculates the attitude of the ring controller based on the angular velocity data and acceleration data, and calculates the rotation angle around the z-axis (see FIG. 9) as the amount of twist.
[0195] In step S104, the processor 81 sets the position of the ring object 71. Specifically, the processor 81 sets the position of the ring object 71 to either left, center, or right based on the amount of twist. Also, the processor 81 sets the position of the ring object 71 to either the upper region or the lower region based on the sensor data from the leg controller. Specifically, the processor 81 determines whether the user is standing or bending the knees based on the sensor data from the leg controller. In the case of a standing posture, the processor 81 sets the position of the ring object 71 to the upper region, and in the case of a posture with bent knees, the processor 81 sets the position of the ring object 71 to the lower region. Note that when the position of the ring object 71 is fixed in step S115 described later, in step S104, the position of the ring object 71 does not change according to the attitude of the ring controller and the attitude of the user.
[0196] In step S105, the processor 81 performs music playback and output processing. Specifically, the processor 81 advances the playback position of the music started in step S100 by one frame time. By repeatedly performing the processing of step S105 at a predetermined frame time interval, the playback position of the music data is updated, and the music is output from the speaker (the speaker 88 of the main body device 2 or another speaker).
[0197] In step S106, the processor 81 performs image generation and output processing. Specifically, the processor 81 causes an indication mark to appear in the virtual space or moves an indication mark existing in the virtual space along a predetermined path according to the elapsed time since the start of music playback. Then, the processor 81 generates an image of the virtual space based on the virtual camera and outputs the generated image to the monitor 6. By repeatedly performing the processing of step S106 at a predetermined frame time interval, for example, the state of the indication mark moving from the depth direction to the front direction of the screen is displayed on the monitor 6.
[0198] Next, in step S107, the processor 81 determines whether it is an evaluation period based on the elapsed time since the start of music playback and the timing data. The evaluation period here is a period including predetermined time points (t1, t2, t3, ···, t10 shown in FIG. 11) for the music being output, and is a period for evaluating the user's input. Specifically, the evaluation period is, for example, a period including the period α (timing T1) in FIG. 18A and the period β. That is, in step S107, it is determined whether it is within the period of α + β from the predetermined time points (t1, t2, t3, ···, t10) of the music. During this evaluation period, the movement of the indication mark is controlled so that the indication mark reaches the determination area (on the screen).
[0199] When it is determined that it is the evaluation period (step S107: YES), the processor 81 then executes the process of step S108. On the other hand, when it is determined that it is not the evaluation period (step S107: NO), the processor 81 determines in step S109 whether the push detection flag (or pull detection flag), which will be described later, is ON. When the push detection flag (or pull detection flag) is ON (step S109: YES), the processor 81 then executes the process of step S108. When the push detection flag (or pull detection flag) is OFF (step S109: NO), the processor 81 then executes the process of step S110.
[0200] In step S108, the processor 81 performs an evaluation process. The evaluation process is a process for evaluating the user's input. In the evaluation process, a score corresponding to the user's input during the current evaluation period is calculated. Details of the evaluation process will be described later.
[0201] When the evaluation process is executed, the processor 81 determines in step S110 whether the music has ended. If the music has ended (step S110: YES), the processor 81 ends the process shown in FIG. 25. On the other hand, if the music has not ended (step S110: NO), the processor 81 returns the process to step S101.
[0202] (Evaluation Process) FIG. 26 is a flowchart showing an example of the evaluation process in step S108 of FIG. 25.
[0203] In step S111, the processor 81 determines whether the indicating sign that has reached the determination area is the push indicating sign 73 or the pull indicating sign 74.
[0204] When the instruction sign that has reached the determination area is the push instruction sign 73 or the pull instruction sign 74 (step S111: YES), the processor 81 then executes the process of step S112. On the other hand, when the instruction sign that has reached the determination area is neither the push instruction sign 73 nor the pull instruction sign 74 (step S111: NO), the processor 81 then executes the process of step S113.
[0205] In step S112, the processor 81 performs a push / pull operation evaluation process for evaluating a push operation or a pull operation. The details of this push / pull operation evaluation process will be described later.
[0206] On the other hand, in step S113, the processor 81 determines whether the instruction sign that has reached the determination area is the normal instruction sign 72.
[0207] When the instruction sign that has reached the determination area is the normal instruction sign 72 (step S113: YES), the processor 81 then executes the process of step S114. On the other hand, when the instruction sign that has reached the determination area is not the normal instruction sign 72 (step S113: NO), the processor 81 then executes the process of step S115.
[0208] In step S114, the processor 81 performs a twist operation evaluation process for evaluating a twist operation. The details of this twist operation evaluation process will be described later.
[0209] In step S115, the processor 81 performs a continuous operation evaluation process according to the continuous pressing instruction flag 75 or the continuous pulling instruction flag. For example, when the continuous pressing instruction flag 75 exists in the determination area, if the ring object 71 exists in the same area as the continuous pressing instruction flag 75 and a pressing operation is being performed, points are awarded. When the ring object 71 exists in the same area as the continuous pressing instruction flag 75, the processor 81 fixes the position of the ring object 71. Thereby, even if the amount of twist of the ring controller changes, the ring object 71 continues to be located in the same area as the continuous pressing instruction flag 75. If the continuous pressing instruction flag 75 passes through the determination area, the processor 81 releases the fixation of the position of the ring object 71. The same applies when the continuous pulling instruction flag exists in the determination area.
[0210] Specifically, in step S115, the processor 81 calculates a score X based on timing and a score Y based on the amount of deformation, and calculates the score for the current operation, in the same manner as the push / pull operation evaluation process described later. Also, in the continuous operation evaluation process, a score is calculated according to the time during which the pressing operation or the pulling operation continues. A high score is calculated when the pressing operation or the pulling operation is continuously performed, and a low score is calculated when it is not continuously performed. If a continuous pressing operation or a continuous pulling operation is performed while the continuous pressing instruction flag 75 or the continuous pulling instruction flag is displayed in the determination area, the score Z may be calculated by adding a certain score every few frame times. The time interval during which this certain score is added may change according to the amount of deformation. For example, when the amount of deformation of the ring controller is large (when a pressing or pulling operation is being performed with a strong force), the time interval may be short, and when the amount of deformation of the ring controller is small, the time interval may be long. In this case, as a result, if a pressing operation or a pulling operation is performed with a strong force for a long time, a high score will be given as the evaluation of the operation.
[0211] (Push / Pull Operation Evaluation Process) Next, the details of the push / pull operation evaluation process in step S112 of FIG. 26 will be described. FIG. 27 is a flowchart showing an example of the push / pull operation evaluation process in step S112 of FIG. 26.
[0212] The push / pull operation evaluation process shown in FIG. 27 is a process for evaluating a push operation or a pull operation indicated by an instruction marker during the current evaluation period. In the following description, the case where a push operation is indicated during the current evaluation period (that is, when the push instruction marker 73 reaches the determination area) will be described.
[0213] In step S120, the processor 81 determines whether a push operation has been detected. Specifically, the processor 81 determines whether a push operation has been detected in step S123 described later during the current evaluation period.
[0214] If a push operation has not been detected (step S120: NO), the processor 81 then executes the process of step S121. If a push operation has been detected (step S120: YES), the processor 81 then executes the process of step S129.
[0215] In step S121, the processor 81 determines whether there is a ring object in the area where the instruction marker reaches. For example, during the current evaluation period, when the instruction marker reaches the left area 70L in the upper area, the processor 81 determines whether the ring object 71 currently exists in the left area 70L in the upper area. If there is a ring object in the area where the instruction marker reaches (step S121: YES), the processor 81 executes the process of step S122. On the other hand, if there is no ring object in the area where the instruction marker reaches (step S121: NO), the processor 81 ends the process of FIG. 27 and returns the process to FIG. 26.
[0216] In step S122, the processor 81 determines whether the current depression amount obtained in step S102 exceeds a threshold value. If the depression amount exceeds the threshold value (step S122: YES), the processor 81 executes the process of step S123. On the other hand, if the depression amount does not exceed the threshold value (step S122: NO), the processor 81 ends the process of FIG. 27 and returns the process to FIG. 26.
[0217] In step S123, the processor 81 detects a depression operation. For example, the processor 81 sets an ON state for a depression detection flag indicating that a depression operation has been detected during the current evaluation period.
[0218] In step S124, the processor 81 determines whether it is a predetermined timing based on the elapsed time since the start of music playback and the timing data. Specifically, the processor 81 determines whether it is within a period of α (timings T1, T2, T3, etc.) from a predetermined time point (t1, t2, t3, etc.).
[0219] If it is the predetermined timing (step S124: YES), the processor 81 then executes the process of step S125. On the other hand, if it is not the predetermined timing (step S124: NO), that is, if it is a period of β delayed from the predetermined timing (period of α), the processor 81 then executes the process of step S127.
[0220] In step S125, the processor 81 sets "100" to the timing-based score X.
[0221] Next, in step S126, the processor 81 outputs the first sound effect A and displays a first effect image indicating that a depression operation has been performed at the predetermined timing on the monitor 6.
[0222] On the one hand, in step S127, the processor 81 sets the score X based on timing according to the delay time. Specifically, the processor 81 linearly decreases X according to the time elapsed since the period of α has passed.
[0223] Next, in step S128, the processor 81 outputs the first sound effect B and causes the monitor 6 to display a first effect image indicating that the pushing operation has been performed with a delay from a predetermined timing.
[0224] On the other hand, if the pushing operation has been detected (step S120: YES), the processor 81 then executes the process of step S129.
[0225] In step S129, the processor 81 determines whether the elapsed time since the pushing operation was detected is 5 frame times. If it is determined that the elapsed time since the pushing operation was detected is 5 frame times (step S129: YES), the processor 81 then performs the process of step S130. If it is determined that the elapsed time since the pushing operation was detected is not 5 frame times (step S129: NO), the processor 81 ends the process of FIG. 27 and returns the process to FIG. 26.
[0226] In step S130, the processor 81 calculates a score Y based on the pushing amount during the past 10 frames. Specifically, the processor 81 obtains the maximum pushing amount during the past 10 frames from the current time and calculates the score Y based on the maximum pushing amount. The larger the maximum pushing amount is, the higher the score Y becomes.
[0227] Next, in step S131, the processor 81 calculates a score Z to be given during the current evaluation period by adding the score Y calculated in step S130 to the score X set in step S125 or step S127. Also, in step S131, the processor 81 adds the calculated score Z to the score data and stores it in the DRAM 85.
[0228] In step S132, the processor 81 outputs a second sound effect according to the value of Z. Also, the processor 81 causes an image according to the value of Z to be displayed on the monitor 6. Thereby, according to the score given in the current evaluation period, the second sound effect is output, and an image indicating the score, and images such as the above-mentioned "Amazing" and "Great" are displayed on the monitor 6. Also, a second effect image according to the given score is displayed.
[0229] In addition, when the current evaluation period has elapsed without the process of step S123 being executed, at the time when the evaluation period has elapsed, a sound effect and an image (images of "0 points" and "Bad") indicating that the pushing operation has not been performed are output. In this case, the score Z given in the current evaluation period becomes "0" and is not added to the score data.
[0230] Next, in step S133, the processor 81 sets the push detection flag to OFF.
[0231] With the above, the description of the push / pull operation evaluation process in FIG. 27 is completed. Note that the case where a pulling operation is instructed during the current evaluation period is the same as the above, so the description is omitted. When a pulling operation is instructed during the current evaluation period, "pushing" in the above description shall be read as "pulling".
[0232] (Twisting operation evaluation process) Next, the details of the twisting operation evaluation process in step S114 of FIG. 26 will be described. FIG. 28 is a flowchart showing an example of the twisting operation evaluation process in step S114 of FIG. 26.
[0233] The twisting operation evaluation process in FIG. 28 is a process for evaluating a twisting operation (or an operation with the ring controller in the basic posture) without deformation of the ring controller, and is a process performed when the normal instruction mark 72 reaches the determination area.
[0234] In step S140, the processor 81 determines whether there is a ring object in the area where the normal instruction marker 72 reaches. For example, in the current evaluation period, when the normal instruction marker 72 reaches the left area 70L in the upper area, the processor 81 determines whether the ring object 71 currently exists in the left area 70L in the upper area. If there is a ring object in the area where the normal instruction marker 72 reaches (step S140: YES), the processor 81 executes the process of step S141. On the other hand, if there is no ring object in the area where the normal instruction marker 72 reaches (step S140: NO), the processor 81 ends the process of FIG. 28 and returns the process to FIG. 26.
[0235] In step S141, the processor 81 determines whether it is a predetermined timing based on the elapsed time since the start of music playback and the timing data. Specifically, the processor 81 determines whether it is within the period of α from a predetermined time point (t7, t8, t9, etc.).
[0236] If it is the predetermined timing (step S141: YES), the processor 81 then executes the process of step S142. On the other hand, if it is not the predetermined timing (step S141: NO), that is, if it is the period of β delayed from the predetermined timing (α period), the processor 81 then executes the process of step S143.
[0237] In step S142, the processor 81 sets "100" to the score X based on the timing.
[0238] On the other hand, in step S143, the processor 81 sets the score X based on the timing according to the delay time. Specifically, the processor 81 linearly decreases X according to the time after the period of α has elapsed.
[0239] Next, in step S144, the processor 81 outputs a sound effect and an image according to the value of X. As a result, the sound effect is output, and an image indicating the score and images such as the above-mentioned "Amazing" and "Great" are displayed on the monitor 6. Also, an effect image is displayed.
[0240] Then, in step S145, the processor 81 adds the score X to the score data and stores it in the DRAM 85. Thus, the description of the twisting operation evaluation process in FIG. 28 ends.
[0241] Note that the processes shown in the above flowchart are merely examples, and the order and content of the processes may be changed as appropriate.
[0242] As described above, in the rhythm game of the present embodiment, the user's input is performed by applying force to the ring controller and deforming the ring controller. The user's input is evaluated at predetermined timings (T1, T2, T3 ···) defined corresponding to the music. The same evaluation is made when the ring controller is deformed at the predetermined timing and when the ring controller is deformed from before the predetermined timing until the predetermined timing.
[0243] Specifically, when the ring controller is in a deformed state at the predetermined timing, "100 points" is given as the score based on the timing. For example, when the ring controller changes from a non-deformed state to a deformed state at the predetermined timing, "100 points" is given as the score based on the timing (see FIG. 17A). Also, when the deformation of the ring controller starts at a first point in time before the predetermined timing and continues until a second point in time (for example, t1) corresponding to the predetermined timing, "100 points" is given as the score based on the timing (see FIG. 17C). That is, the same score is given when the ring controller changes from a non-deformed state to a deformed state at the predetermined timing and when the ring controller is in a deformed state at the predetermined timing.
[0244] On the other hand, if the deformation of the ring controller starts after a predetermined timing (for example, td1), the user's input is evaluated disadvantageously for the user (see FIG. 18A). Specifically, when the ring controller is deformed after the predetermined timing, the score based on the timing is deducted according to the delay time.
[0245] In this way, even when the ring controller is deformed before the predetermined timing, by evaluating it advantageously for the user without deduction, in a rhythm game, an input can be made by deforming the ring controller. When an input is made by deforming the ring controller, there may be a deviation between the timing when the user applies force and the timing when the input is detected. However, even when the ring controller is deformed before the predetermined timing, by assigning a high score without deduction, the ring controller can be used in a rhythm game.
[0246] Also, at a predetermined timing, (1) when the ring controller is deformed at a first timing and the deformation continues at a second timing after the first timing, and (2) when the ring controller is deformed at the first timing, the ring controller returns to a steady state (including a state where the ring controller is not deformed at all and a state where the amount of deformation is so small that it can be regarded as not being deformed (i.e., a state where the amount of deformation of the ring controller is a small value not exceeding a threshold)) after the first timing, and the ring controller is deformed again at a subsequent second timing, the same evaluation may be made. That is, the timing at which the evaluation is performed (period T1 in FIG. 17A) includes the first timing and the second timing. Whether the ring controller is continuously deformed from the first timing to the second timing or the ring controller is deformed at the first timing, then returns to the steady state, and is deformed again at the subsequent second timing, the same score may be given. Therefore, for example, if only the push-in instruction signs appear multiple times from the beginning to the end of the music, even if the ring controller is continuously pushed in from the beginning to the end of the music, scores are added at each evaluation timing, and the highest score can be obtained.
[0247] In the above embodiment, the evaluation of the user's input at a predetermined timing is performed in two stages. Specifically, the user's input at the predetermined timing is evaluated based on a first determination as to whether the ring controller is deformed at the predetermined timing and a second determination based on the amount of deformation of the ring controller. Thereby, the user's input can be evaluated based not only on the timing of the deformation of the ring controller but also on the amount of deformation of the ring controller.
[0248] Also, a first determination is made as to whether the ring controller is deformed at a predetermined timing. If it is determined that the ring controller is deformed, a second determination based on the amount of deformation is made after a predetermined time (for example, 5 frame times) has elapsed from that point. In the second determination, an evaluation is performed based on the maximum value of the amount of deformation in a predetermined period (for example, 5 frame times before and after) determined based on the point in time when it is determined that the ring controller is deformed. Specifically, in the first determination, when it is determined that the ring controller is deformed at the predetermined timing, a predetermined value (100 points) is set for the first evaluation value (score X based on timing). Also, when the ring controller is deformed after the predetermined timing, a value lower than the predetermined value (for example, 80 points to 10 points) is set for the first evaluation value. Further, when the ring controller is deformed at the predetermined timing or when the ring controller is deformed after the predetermined timing, a second evaluation value (score Y based on the amount of deformation) is set based on the amount of deformation. Then, an evaluation of the user's input is performed based on the first evaluation value and the second evaluation value.
[0249] Thereby, it is possible to evaluate the user's input based on the timing of the input and also to evaluate the user's input based on the amount of deformation, and it is possible to perform a rhythm game incorporating movements using the ring controller. By calculating the score based on the amount of deformation in a predetermined period based on the point in time when it is determined that the ring controller is deformed, it is possible to properly evaluate the user's input even when the amount of deformation is increasing or decreasing. For example, even when the amount of deformation is increasing from the point in time when it is determined that the ring controller is deformed, the score can be calculated based on the amount of deformation after the increase, so that the user's input can be properly evaluated even if the timing of applying force by the user is slightly delayed.
[0250] Also, in the above-described embodiment, when a deformation of the ring controller is detected, the first sound effect and the image are output, and after a predetermined time (for example, 5-frame time) has elapsed from that point, the second sound effect and the image based on the score Z are output. Thereby, the first sound effect and the image can be output without delay from the user's input, and appropriate second sound effect and image reflecting the evaluation of the user's input can be output.
[0251] Also, in the above-described embodiment, when the normal instruction sign 72 is displayed, a determination regarding the user's input is made at the first timing (for example, timing T7), and when the push instruction sign 73 or the pull instruction sign 74 is displayed, a determination regarding the user's input is made at the second timing (for example, timing T1). When the normal instruction sign 72 is displayed, at the first timing, control is performed so that the normal instruction sign 72 reaches the determination area. When the push instruction sign 73 or the pull instruction sign 74 is displayed, at the third timing (for example, a point 2-frame times before timing T1) before the second timing, control is performed so that the push instruction sign 73 or the pull instruction sign 74 reaches the determination area.
[0252] In this way, when the push instruction sign 73 or the pull instruction sign 74 is displayed, the push instruction sign 73 or the pull instruction sign 74 is made to reach the determination area before the determination timing regarding the user's input arrives. Thereby, even when input is performed by deforming the ring controller, it is possible to prevent the timing at which the input is detected from being delayed, and input can be performed at the timing intended by the user.
[0253] Also, in the above-described embodiment, the instruction sign is moved from the position in the depth direction of the screen toward the front direction. Thereby, even if there is a deviation between the determination timing and the timing at which the instruction sign reaches the determination area as described above, it is possible to make it difficult for the user to recognize the deviation, and an image without a sense of incongruity can be obtained.
[0254] In the above-described embodiment, the instruction indicator is moved to any one of the three determination regions arranged in the left-right direction of the screen, and any one of the three determination regions is specified according to the posture of the ring controller. When the instruction indicator is in the specified determination region and the ring controller is deformed, points are awarded. As a result, input can be performed by deforming the ring controller and changing the posture of the ring controller, and diversity can be provided to rhythm games.
[0255] In the above-described embodiment, when the continuous push instruction indicator 75 or the continuous pull instruction indicator is displayed in the determination region, if the ring object 71 is located in the same region as the instruction indicator and the deformation of the ring controller continues, the position of the ring object 71 is fixed even if the posture of the ring controller changes. As a result, when a push operation or a pull operation is continuously performed on the ring controller, the position of the ring object 71 can be fixed even if the posture of the ring controller changes unintentionally, and the unintentional movement of the ring object 71 by the user can be prevented.
[0256] In the above-described embodiment, the instruction indicator is moved to the first determination region (upper region) or the second determination region (lower region), the movement of the user's foot is detected by the leg controller, and the first determination region or the second determination region is instructed according to the movement of the user's foot. Then, when the instruction indicator exists in the determination region instructed according to the movement of the user's foot, points are awarded. As a result, not only the movement of deforming the ring controller with the hand but also the movement using the foot can be made for the user.
[0257] (Modification example) The game of the present embodiment has been described above, but the above-described embodiment is merely an example, and for example, the following modifications may be added.
[0258] For example, in the above embodiment, the indication sign is moved within the virtual space, and an image of the virtual space is generated based on the virtual camera, thereby displaying the state in which the indication sign moves from the depth direction to the front direction of the screen. In other embodiments, without arranging the indication sign in the virtual space, the state in which the indication sign moves from the depth direction to the front direction of the screen may be displayed. For example, simply preparing a video in which the indication sign moves from the depth direction to the front direction of the screen and playing such a video may display the state in which the indication sign moves.
[0259] Also, in the above embodiment, it is determined whether the ring controller is deformed at predetermined timings (T1, T2, T3, etc.) having a certain period. In other embodiments, the predetermined timing may be a point in time (instant) instead of a period. That is, whether the ring controller is deformed may be determined at a plurality of points in time preset in the music.
[0260] Also, in the above embodiment, based on the output from the strain gauge provided in the ring controller, the deformation and the amount of deformation of the ring controller are detected. However, the deformation and the amount of deformation of the ring controller may be detected by other methods. For example, an image of the ring controller may be acquired using a camera (image sensor) arranged around the ring controller, and the deformation and the amount of deformation of the ring controller may be detected from the acquired image of the ring controller. The deformation and the amount of deformation of the ring controller may be detected using any other sensor.
[0261] Also, in the above embodiment, the indication sign is moved from the depth direction to the front direction of the screen. However, in other embodiments, the indication sign may be two-dimensionally moved in the left-right direction or the up-down direction of the screen.
[0262] In the above-described embodiment, the indicator is moved along three paths in the left-right direction and reaches one of the three regions on the screen. In other embodiments, the number of movement paths (the number of reachable regions) of the indicator is not limited to this, and for example, it may be one, two, or four or more. Similarly, the number of paths in the up-down direction is not limited to two as in the above-described embodiment, and may be any number.
[0263] For example, when there are five movement paths of the indicator and five reachable regions are arranged in the left-right direction, the ring object 71 is moved to one of the five regions according to the amount of twist of the ring controller. For example, when the amount of twist of the ring controller is zero, the ring object 71 is positioned at the center. Also, when the ring controller is rotated clockwise by a first angle, the ring object 71 may be moved to the second region from the right, and when the ring controller is rotated clockwise by a second angle larger than the first angle, the ring object 71 may be moved to the rightmost region. Further, when the ring controller is rotated counterclockwise by a first angle, the ring object 71 may be moved to the second region from the left, and when the ring controller is rotated counterclockwise by a second angle larger than the first angle, the ring object 71 may be moved to the leftmost region.
[0264] In the above-described embodiment, the ring object 71 is displayed on the screen, and one of the plurality of determination regions is specified using the ring object 71, and points are given when the indicator exists in the specified region. In other embodiments, even if the ring object 71 is not displayed on the screen, one of the plurality of determination regions may be specified according to the posture of the ring controller. Also, not limited to the posture of the ring controller, the determination region may be specified by any other input. For example, the determination region may be specified by a button operation on the ring controller (right controller 4). Also, the determination region may be specified by an input to the leg controller (left controller 3).
[0265] Alternatively, instead of gripping the ring controller with both hands, a pushing operation may be performed by pressing the ring controller against the abdomen to deform it. An instruction sign for instructing the pushing operation using the abdomen may be provided in addition to (or instead of) the above-described pushing instruction sign 73.
[0266] Also, in the above embodiment, an instruction sign is displayed to present the input timing using the ring controller to the user. In other embodiments, not limited to images, the input timing may be presented (instructed) to the user by vibration. Also, the input timing may be presented (instructed) to the user by voice.
[0267] Also, music does not necessarily have to be output. For example, the input timing may be presented (instructed) to the user only by displaying an instruction sign.
[0268] Also, the configuration of the game system 1 in the above embodiment is merely an example, and the above-described game may be performed in any other arbitrary configuration. For example, in other embodiments, any input device may be used as long as it is an input device that deforms when a user applies force. For example, the ring controller may have any shape such as a rod shape, an elliptical shape, an L shape, etc., instead of a circular shape.
[0269] Also, the above-described game system 1 may be configured by a plurality of devices connected via a network (WAN, Internet, etc.). Also, instead of the main body device 2, any information processing device (for example, a personal computer, a smartphone, a tablet terminal, a server, etc.) may be used, and an information processing system including the information processing device may be configured.
[0270] Although the present invention has been described above, the above description is merely an exemplification of the present invention, and various improvements and modifications may be added.
Explanation of Reference Numerals
[0271] 1 Game system 2 Main body device 3 Left Controller 4 Right Controller 5 Ring-Type Expansion Device 6 Belt-Type Expansion Device 81 Processor 71 Ring of Objects 72 Normal Indication Sign 73 Push-In Indication Sign 74 Pull Indication Sign 75 Continuous Push-In Indication Sign
Claims
1. A game system for providing a user with a rhythm game in which multiple timings for evaluating a user input are set, comprising: an input device having a member at least a part of which is elastically deformed when a force is applied by a user; a sensor that outputs an output in response to a deformation of the input device; a user input acquiring means for acquiring information based on an output of the sensor as a user input; An execution means for executing the rhythm game; The game system includes an evaluation means that performs the same evaluation on the user input when the input device is deformed at the timing during execution of the rhythm game and when the input device is deformed from before the timing to the timing.
2. 2. The game system according to claim 1, wherein the evaluation means evaluates the user input relating to the deformation more unfavorably to the user when the input device is deformed after the timing than when the input device is deformed before the timing.
3. 3. The game system according to claim 1 or 2, wherein the evaluation means performs the same evaluation on the user input in two cases of the timings: (a) when the input device is deformed at a first timing and the deformation continues at a second timing after the first timing, and (b) when the input device is deformed at the first timing, returns to a steady state, and is deformed again at the second timing.
4. 4. The game system according to claim 1, wherein the evaluation means evaluates the user input based on a first determination of whether or not the input device is deformed at the timing and a second determination based on an amount of deformation of the input device.
5. The evaluation means includes: when it is determined in the first determination that the input device is deformed, the second determination is performed after a predetermined time has elapsed since it was determined that the input device is deformed; The game system according to claim 4 , wherein in the second determination, the user input is evaluated based on an amount of deformation of the input device during a predetermined period that is determined based on a time point at which it is determined that the input device is deformed.
6. a first sound effect output means for outputting a first sound effect based on a result of the first determination; The game system according to claim 4 or 5, further comprising: second sound effect output means for outputting a second sound effect based on a result of the second determination.
7. The game system according to claim 1 , further comprising a display control means for causing a display device to display an instruction mark for notifying the user of the timing.
8. the rhythm game includes a first type of timing for evaluating a user input based on a deformation of the input device, and a second type of timing for evaluating a user input other than the deformation of the input device; The display control means With respect to the second type of timing, the display of the indicator mark is controlled so that the indicator mark moves in a manner such that the indicator mark reaches a determination region at the second type of timing; The game system according to claim 7 , wherein, with respect to the first type timing, display is controlled so that the indicator mark moves in a manner such that the indicator mark reaches the determination area at a timing earlier than the first type timing.
9. 9. The game system according to claim 7, wherein the display control means displays the indication sign by moving it from a position in a depth direction of the screen of the display device toward a front direction.
10. the display control means moves the indicator sign from an initial position to one of three or more determination areas; The game system includes: An orientation detection means for detecting an orientation of the input device; and a region designation means for designating one of the three or more determination regions in accordance with the orientation of the input device, 10. The game system according to claim 7, wherein the evaluation means evaluates the user input as being favorable to the user when, at the timing, the indicator sign is in a judgment area designated by the area designation means and the input device is deformed.
11. 11. The game system according to claim 10, wherein the area designation means continues to designate the currently designated determination area when the input device continues to be deformed, even if the attitude of the input device changes.
12. The game system according to claim 10 , wherein the area designation means, when having once designated the determination area in which the indicator sign is located at the timing, continues to designate the determination area until the timing has elapsed, regardless of the orientation of the input device.
13. the input device is held in the user's hand; The display control means moves the indicator marker from an initial position to a first determination area or a second determination area, The game system includes: A second detection means for detecting a movement of the user's foot; a second area designation means for designating the first determination area or the second determination area in accordance with the movement of the user's foot detected by the second detection means, 13. The game system according to claim 7, wherein the evaluation means evaluates the user input as being favorable to the user when the indicator sign is in the determination area designated by the second area designation means at the predetermined timing.
14. An information processing program executed by a computer of an information processing device for providing a user with a rhythm game in which multiple timings for evaluating a user input are set, the information processing program comprising: a user input acquiring means for acquiring, as a user input, information based on an output corresponding to a deformation of an input device, at least a portion of which is elastically deformed when a force is applied by a user; An execution means for executing the rhythm game; an information processing program that causes the input device to function as an evaluation means for making the same evaluation of the user input when the input device is deformed at the timing during execution of the rhythm game and when the input device is deformed from before the timing to the timing.
15. An information processing device for providing a rhythm game to a user in which a plurality of timings for evaluating a user input are set, a user input acquiring means for acquiring, as a user input, information based on an output corresponding to a deformation of an input device, at least a portion of which is elastically deformed when a force is applied by a user; An execution means for executing the rhythm game; an evaluation means for performing the same evaluation on the user input when the input device is deformed at the timing during execution of the rhythm game and when the input device is deformed from before the timing to the timing.
16. 1. An information processing method executed in an information processing system for providing a user with a rhythm game in which multiple timings for evaluating a user input are set, comprising: a user input acquisition step of acquiring, as a user input, information based on an output according to a deformation of an input device, at least a portion of which is elastically deformed when a force is applied by a user; an execution step of executing the rhythm game; The information processing method includes an evaluation step of performing the same evaluation on the user input when the input device is deformed at the timing during execution of the rhythm game and when the input device is deformed from before the timing to the timing.
Citation Information
Patent Citations
Machine and method of rhythm game, readable recording medium and operation device
JP2001096061A
Game apparatus and game program
JP2010017389A
Program, information storage medium, and game system
JP2011154574A
Game system, game program, information processor and information processing method
JP2018108297A
Program and game device
JP2019118550A