Game program, game processing method, and system

The game processing method using dual mice for controlling virtual objects in a game addresses the need for new gameplay by enabling intuitive and engaging operations, including straight-line movement, turning, and shooting.

JP2025178408APending Publication Date: 2025-12-05NINTENDO CO LTD
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Patent Information

Application Number
JP2025163731
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-30
Publication Date
2025-12-05

AI Technical Summary

Technical Problem

There is a demand for new games that utilize a mouse as an operating device to provide novel gameplay experiences.

Method used

A game processing method that uses two mice, one operated by each hand, to control a virtual object's movement and actions in a virtual space, incorporating parameters that adjust based on mouse movements and ground conditions, allowing for operations like straight-line movement, turning, braking, and shooting.

Benefits of technology

Enables a novel gaming experience by allowing intuitive control of virtual objects using mouse operations, providing enhanced interaction and interest through varied gameplay mechanics.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game processing method and the like that are able to realize a novel game as a game for which mice are used as operation devices.SOLUTION: When a first mouse and a second mouse are both moved in a first direction, a first virtual object is caused to move forward in a virtual space, and when the first mouse and the second mouse are both moved in a direction opposite to the first direction, the first virtual object is caused to move backward. The first virtual object is turned left or right based on the difference between a movement amount of the first mouse indicated by first data and a movement amount of the second mouse indicated by second data.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] BACKGROUND ART Games that use a mouse as an operating device have been known for some time (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-062145 Summary of the Invention [Problem to be solved by the invention]

[0004] There has been a demand for new games that use a mouse as an operating device.

[0005] SUMMARY OF THE INVENTION Therefore, an object of the present invention is to provide a game processing method and the like that can realize a novel game in which a mouse is used as an operating device. [Means for solving the problem]

[0006] To achieve the above object, the following configuration examples can be given.

[0007] One configuration example is a game processing method in which a computer of a game device acquires first data regarding the movement of a first mouse operated by one hand of a user on a work surface, and acquires second data regarding the movement of a second mouse operated by the user's other hand on a work surface that is the same as or different from the work surface, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a first direction, the first virtual object is moved forward in a virtual space, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in the direction opposite to the first direction, the first virtual object is moved backward, and the first virtual object is turned left or right based on the difference between the amount of movement of the first mouse indicated by the first data and the amount of movement of the second mouse indicated by the second data.

[0008] According to the above configuration example, game processing can be executed by having the user operate the mouse using a non-conventional operation method, so that a new game can be realized and new interest can be provided.

[0009] As another example configuration, the computer may be configured to determine, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases, and to determine, based on the second data, a second parameter that increases as the amount of movement of the second mouse increases, and to adjust the value of at least one of the first parameter and the second parameter so that the difference between the first parameter and the second parameter decreases.

[0010] According to the above configuration example, it is possible to assist the user in performing an operation to move the first virtual object in a straight line.

[0011] As another configuration example, the adjustment may be such that the value of the smaller parameter of the first and second parameters approaches the value of the larger parameter.

[0012] According to the above configuration example, the value of a parameter with a smaller value can be made closer to the value of a parameter with a larger value, which is estimated to represent the user's intention to make a large movement, so that the first virtual object can be moved by an amount that corresponds to the user's intention.

[0013] As another configuration example, the computer may be configured to perform the adjustment when both the moving speed of the first mouse indicated by the first data and the moving speed of the second mouse indicated by the second data are greater than a predetermined value.

[0014] According to the above configuration example, it is possible to improve straight-line running ability by reflecting the user's intention to run straight.

[0015] As another example configuration, the computer may decrease the first parameter over time, decrease the second parameter over time, and decrease the first parameter and the second parameter so that the difference between the first parameter and the second parameter becomes smaller.

[0016] According to the above configuration example, movement control can be performed that is affected by resistance such as frictional resistance.

[0017] As another configuration example, the computer may place a first virtual object on a ground object in a virtual space, and have the first parameter and the second parameter affected according to the state of the ground object at the position where the first virtual object is placed.

[0018] According to the above configuration example, movement control can be performed that is affected by the inclination of the ground.

[0019] As another example configuration, the computer may acquire third data output in response to a first operation by the user on the first mouse, acquire fourth data output in response to a first operation by the user on the second mouse, decrease the first parameter based on the acquired third data, and decrease the second parameter based on the acquired fourth data.

[0020] According to the above configuration example, brake control can be performed in response to brake operation.

[0021] As another configuration example, the computer may cause the first virtual object to perform a shooting action in a virtual space, shooting a second virtual object towards a goal, based on the fifth data acquired from at least one of the first mouse and the second mouse indicating an operation of raising and swinging the mouse.

[0022] According to the above configuration example, when the mouse is raised and then swung to cause the first virtual object to perform a shooting action, the first virtual object cannot be moved by moving the mouse on the work surface, which increases the interest of the operation.

[0023] As another configuration example, the computer may be configured to cause a second virtual object to fly toward the goal in response to a shoot action regardless of the orientation of the first virtual object, and the probability of a successful shot from the shoot action may be determined depending on the orientation of the virtual object relative to the goal at the time of the shoot action.

[0024] According to the above configuration example, even if a shoot action causes the mouse that performed the shoot action to become unable to perform a movement operation and the orientation of the first virtual object to change, the second virtual object will fly toward the goal, so it is possible to avoid the difficulty of the shoot operation becoming too high. On the other hand, because the success rate of the shot is determined by the orientation of the first virtual object, when performing a shoot operation, it is necessary to perform an operation to point the first virtual object as close as possible toward the goal, which makes the operation more interesting.

[0025] In another configuration example, the first virtual object may be a wheelchair object, and the computer may vibrate at least one of the first mouse and the second mouse based on at least one of the first data and the second data.

[0026] According to the above configuration example, it is possible to provide the sensation of operating a wheelchair object by moving two mice on the work surface.

[0027] As another configuration example, the first mouse may be plate-shaped, with a side extending in the longitudinal direction of the plate shape becoming the bottom surface facing the work surface when the first mouse is moved and operated on the work surface, and the second mouse may be plate-shaped, with a side extending in the longitudinal direction of the plate shape becoming the bottom surface facing the work surface when the second mouse is moved and operated on the work surface.

[0028] According to the above configuration example, it becomes easier for the user to hold the mouse and move it on the work surface. [Effects of the Invention]

[0029] According to this embodiment, it is possible to provide a game processing method and the like that can realize a novel game in a game that uses a mouse as an operating device. [Brief explanation of the drawings]

[0030] [Figure 1] 1 is a block diagram showing an example of the internal configuration of a game device 10. [Figure 2] Schematic diagram showing an example of the appearance of a left mouse and a right mouse [Figure 3] Diagram explaining how to operate the left and right mouse [Figure 4] A diagram explaining how to operate this game [Figure 5] A diagram explaining how to operate this game [Figure 6] A diagram explaining how to operate this game [Figure 7] A diagram explaining how to operate this game [Figure 8] A diagram explaining how to operate this game [Figure 9] FIG. 10 is a diagram illustrating adjustment of a left speed parameter and a right speed parameter. [Figure 10] FIG. 10 is a diagram illustrating adjustment of a left speed parameter and a right speed parameter. [Figure 11] Diagram to explain LVP and RVP during braking [Figure 12] A diagram explaining how to operate this game [Figure 13] A diagram explaining how to operate this game [Figure 14] FIG. 10 is a diagram showing an example of various data stored in the storage unit 12. [Figure 15] An example of a flowchart of this game process [Figure 16] An example of a flowchart of this game process [Figure 17] An example of a flowchart of this game process [Figure 18] An example of a flowchart of this game process DETAILED DESCRIPTION OF THE INVENTION

[0031] An embodiment will be described below.

[0032] [Hardware configuration of information processing device] An information processing device (information processing system) for executing information processing according to this embodiment will be described. The information processing device is, for example, a stationary or portable game device, a personal computer, a tablet terminal, a smartphone, a wearable terminal, or the like. Note that the information processing device according to this embodiment may be a server, or may be composed of a game device such as those described above and a predetermined server. In this embodiment, a stationary game device (sometimes simply referred to as a "game device") will be described as an example of the information processing device.

[0033] FIG. 1 is a block diagram showing an example of the internal configuration of a game device (game system) 10 according to this embodiment. The game device 10 includes a processor 11. The processor 11 is an information processing unit that executes various types of information processing executed in the game device 10, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 11 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit 12. The storage unit 12 may be, for example, an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).

[0034] The game device 10 also includes a mouse communication unit 13 for performing wired or wireless communication with the left mouse 16 and the right mouse 17.

[0035] Furthermore, a display unit 15 (e.g., a television or the like) is connected to the game device 10 via an image and sound output unit 14. The processor 11 outputs images and sounds generated (for example, by executing the above-described information processing) via the image and sound output unit 14 to the display unit 15, which is capable of outputting sounds.

[0036] The game device 10 also includes a network communication unit (not shown) and can communicate with external devices via a network. The network communication unit connects to a wireless LAN using a method conforming to the Wi-Fi standard, for example, and performs internet communication with external devices (other game devices 10). The network communication unit can also perform short-range wireless communication (for example, infrared communication) with other game devices 10.

[0037] The left mouse 16, the right mouse 17, and the display unit 15 may or may not be considered to be included in the game device 10.

[0038] 2 is a schematic diagram showing an example of the appearance of the left mouse 16 and the right mouse 17. As shown in FIGS. 2(1) and 2(2), the left mouse 16 and the right mouse 17 are plate-shaped with the y-axis direction as the longitudinal direction (a rectangular parallelepiped or a similar shape in which the thickness in the x-axis direction is smaller than the thickness in the y-axis and z-axis directions, and the thickness in the z-axis direction is smaller than the thickness in the y-axis direction), and are the same size.

[0039] The left mouse 16 and the right mouse 17 are equipped with inertial sensors. Specifically, the left mouse 16 and the right mouse 17 are equipped with an acceleration sensor (not shown) and an angular velocity sensor (not shown). The acceleration sensor detects the magnitude of acceleration along three predetermined axes (x, y, and z axes shown in FIGS. 2(1) and 2(2)). The acceleration sensor may detect acceleration along one or two axes. The angular velocity sensor detects angular velocity around three predetermined axes (x, y, and z axes shown in FIGS. 2(1) and 2(2)). The angular velocity sensor may detect angular velocity around one or two axes. The detection results of the acceleration sensor and the angular velocity sensor are repeatedly transmitted to the mouse communication unit 13 at appropriate timing.

[0040] As shown in FIG. 2(1), the left mouse 16 has a sensor (sometimes referred to as a "mouse sensor") 20 on its bottom surface that detects operations such as the user (player) sliding the left mouse 16 on a work surface (the work surface that the bottom surface shown in FIG. 2(1) contacts). The mouse sensor 20 is, for example, a general mouse sensor (e.g., an optical or laser sensor), and is a sensor that acquires data for calculating the movement (movement direction, movement distance, movement speed, etc.) on the work surface of the left mouse 16, which is placed with its bottom surface facing the work surface. Also, as shown in FIG. 2(1), the left mouse 16 has a button 21 and a button 22. Data indicating the operation states of the buttons 21 and 22 is repeatedly transmitted to the mouse communication unit 13 at appropriate timing.

[0041] As shown in FIG. 2(2), the right mouse 17 has a sensor 30 on its bottom surface that detects operations such as the user sliding the right mouse 17 on a work surface (the work surface that the bottom surface shown in FIG. 2(2) contacts). The mouse sensor 30 is the same sensor as the mouse sensor 20. Data acquired by the mouse sensor 20 of the left mouse 16 and data acquired by the mouse sensor 30 of the right mouse 17 are repeatedly transmitted to the mouse communication unit 13 at appropriate times. As shown in FIG. 2(2), the right mouse 17 has a button 31 and a button 32. Data indicating the operation states of the buttons 31 and 32 are repeatedly transmitted to the mouse communication unit 13 at appropriate times.

[0042] The left mouse 16 is provided with a vibration device (not shown) that vibrates the left mouse 16, and the right mouse 17 is provided with a vibration device (not shown) that vibrates the right mouse 17.

[0043] FIG. 3 is a diagram for explaining how to operate the left mouse 16 and the right mouse 17. As shown in FIG. 3, the user holds the left mouse 16 in the left hand 23 and the right mouse 17 in the right hand 33. As shown in FIG. 3, the user can move the left mouse 16 in the front-to-back direction on the work surface (the y-axis direction in FIG. 2(1)), press the button 21 with the index finger or middle finger, and press the button 22 with the thumb. As shown in FIG. 3, the user can move the right mouse 17 in the front-to-back direction on the work surface (the y-axis direction in FIG. 2(2)), and press the button 31 with the index finger or middle finger, and press the button 32 with the thumb.

[0044] The work surface of the left mouse 16 and the work surface of the right mouse 17 may not be one (common work surface) but may be different work surfaces. For example, the user may use the upper surface (front surface) of the left thigh as the work surface of the left mouse 16 and the upper surface (front surface) of the right thigh as the work surface of the right mouse 17.

[0045] [Games assumed in this embodiment] Next, an overview of the game processing executed by the game device 10 according to this embodiment will be described. The game assumed in this embodiment is, as an example, a wheelchair basketball game in which three players (users) play multiplayer. Specifically, the wheelchair basketball game is played by moving player objects (objects each representing a person in a wheelchair, sometimes referred to as "PO") that move in response to the operations of each player within a virtual space (game space) in which the court and goals of the wheelchair basketball game are arranged. Note that some of the objects each representing a person in a wheelchair may be automatically controlled non-player objects. Furthermore, this game may also be a game in which one object each representing a person in a wheelchair appears. Furthermore, this game is not limited to a wheelchair basketball game and may be other types of games.

[0046] [Outline of game processing in this embodiment] Next, an outline of the operation of the game processing executed by the game device 10 according to this embodiment will be described. FIG. 4 is a diagram for explaining a method of operating a PO in this game. FIG. 4(1) is an example of a game image depicting the virtual space of this game. In FIG. 4(1), a PO 100 operated by a player of this game device 10, a PO 200 operated by a player of another game device 10, and a goal 300 are displayed. When the PO moves while holding the ball 400, for example, the PO moves with the ball 400 placed on his / her lap.

[0047] FIG. 4(2) is a conceptual diagram (graph) showing the values ​​of velocity parameters (sometimes referred to as "VP") used to move a PO in virtual space. The VP may or may not be included in the game image. As shown in FIG. 4(2), the VP includes a left velocity parameter (sometimes referred to as "LVP") and a right velocity parameter (sometimes referred to as "RVP"). The LVP and RVP each have "forward" and "backward" values ​​(velocity values) that can vary from 0 to 100. The LVP indicates the movement speed and direction of the left wheel 101 side (i.e., the left side) of the PO 100. The RVP indicates the movement speed and direction of the right wheel 102 side (i.e., the right side) of the PO 100.

[0048] The LVP value is added according to the forward / backward movement speed of the left mouse 16 on the work surface (the y-axis direction in FIG. 2(1)) calculated from data acquired by the mouse sensor 20. The RVP value is added according to the forward / backward movement speed of the right mouse 17 on the work surface (the y-axis direction in FIG. 2(2)) calculated from data acquired by the mouse sensor 30. For example, the average of a predetermined number of (e.g., the last five) forward / backward movement amounts (hereinafter sometimes referred to as "movement speed") for each drawing frame (processing frame) of the mouse on the work surface is calculated, and the calculated average is multiplied by a predetermined coefficient (e.g., 2) and the resulting value is added to VP. These additions according to the mouse movement speeds are sometimes called "mouse operation additions." As will be described later, the LVP and RVP values ​​are further added or subtracted (sometimes referred to as "gradient addition" or "gradient subtraction") according to the gradient (inclination) of the ground on which PO100 is located, subtracted (sometimes referred to as "resistance subtraction") to decelerate PO100 due to resistance such as frictional resistance and air resistance, and subtracted (sometimes referred to as "brake subtraction") according to the player's braking operation. The direction of movement (including the turning direction) and speed of movement of PO100 are determined by the forward or backward values ​​of LVP and RVP, respectively. For simplicity, in the following examples, gradient addition, gradient subtraction, resistance subtraction, and brake subtraction are not performed unless otherwise noted. As will be described later, the VP value may be adjusted.

[0049] As will be described in detail later, this allows the player to move the left mouse 16 on the work surface with his left hand (sometimes referred to as "left mouse movement operation") and the right mouse 17 on the work surface with his right hand (sometimes referred to as "right mouse movement operation"), thereby moving the PO 100 in the same way as moving the left and right wheels with his left and right hands to move a real wheelchair. The left mouse movement operation and the right mouse movement operation are sometimes collectively referred to as "mouse movement operation."

[0050] Figure 4(3) shows the operation state of the left mouse 16 and the right mouse 17. As shown in Figure 4(3), the left mouse 16 and the right mouse 17 are not being moved on the work surface, and no mouse operation addition is being performed. In this state, as shown in Figure 4(2), the VP values ​​are all 0 (zero), and as shown in Figure 4(1), the PO 100 is neither moving nor rotating in the same position.

[0051] FIG. 5 is a diagram for explaining an operation for starting the PO100 to move forward in a straight line. Consider a case where, from a state in which the LVP and RVP are 0 (zero) and the PO100 is stationary, a left mouse movement operation is performed in the forward direction (the positive direction of the y-axis in FIG. 2(1)) as shown in FIG. 5(3), and simultaneously a right mouse movement operation is performed in the forward direction (the positive direction of the y-axis in FIG. 2(2)) at the same movement speed as the left mouse movement operation. In this case, as shown in FIG. 5(2), the "forward" value of the LVP and the "forward" value of the RVP are increased from 0 to the same value. Then, as shown in FIG. 5(1), the left wheel 101 side (left side) of the PO100 moves forward at a speed corresponding to the "forward" value of the LVP, and simultaneously, the right wheel 102 side (right side) of the PO100 moves forward at a speed corresponding to the "forward" value of the RVP. As a result, the PO100 starts moving forward in a straight line, as shown in FIG. 5(1).

[0052] FIG. 6 is a diagram for explaining an operation to start moving PO100 backward in a straight line. Consider a case where, from a state in which LVP and RVP are 0 (zero) and PO100 is stationary, a left mouse movement operation is performed backward and simultaneously a right mouse movement operation is performed backward at the same movement speed as the left mouse movement operation, as shown in FIG. 6(3). In this case, as shown in FIG. 6(2), the "backward" value of LVP and the "backward" value of RVP are increased from 0 to the same value. Then, as shown in FIG. 6(1), the left wheel 101 side (left side) of PO100 moves backward at a speed corresponding to the "backward" value of LVP, and simultaneously the right wheel 102 side (right side) of PO100 moves backward at a speed corresponding to the "backward" value of RVP. As a result, PO100 starts moving backward in a straight line, as shown in FIG. 6(1).

[0053] The above describes an operation that starts moving forward or backward in a straight line from a stopped state. However, if the LVP and RVP increase to the same value as a result of a mouse movement operation while moving forward or backward, the PO100 will accelerate in a straight line. For example, if the left mouse is moved forward and the right mouse is moved forward at a different speed than the left mouse movement, and if the LVP and RVP increase to the same value, the PO100 will accelerate while moving forward in a straight line. The same is true for backward movement. Furthermore, if the LVP and RVP decrease to the same value as a result of a mouse movement operation while moving forward or backward, the PO100 will decelerate while moving straight. Similarly, if the LVP and RVP maintain the same value as a result of a mouse movement operation while moving forward or backward, the PO100 will maintain its straight movement.

[0054] FIG. 7 is a diagram for explaining an operation of starting to move forward while turning (turning) the PO100. Consider a case where, from a state in which the LVP and RVP are 0 (zero) and the PO100 is stationary, a left mouse movement operation is performed forward and, simultaneously, a right mouse movement operation is performed forward at a movement speed slower than the left mouse movement operation, as shown in FIG. 7(3). In this case, as shown in FIG. 7(2), the "forward" value of the LVP is increased from 0, and the "forward" value of the RVP is increased to a value smaller than the "forward" value of the LVP. Then, as shown in FIG. 7(1), the left wheel 101 side (left side) of the PO100 moves forward at a speed corresponding to the "forward" value of the LVP, and simultaneously, the right wheel 102 side (right side) of the PO100 moves forward at a speed corresponding to the "forward" value of the RVP. As a result, as shown in FIG. 7(1), the PO100 moves forward while turning right (turning right).

[0055] The same applies when PO100 starts to move backward while turning right (not shown). Consider a case where PO100 is stopped with LVP and RVP at 0 (zero), and the left mouse is moved backward while simultaneously moving the right mouse at a slower speed than the left mouse. In this case, the "reverse" value of LVP is increased from 0, and the "reverse" value of RVP is increased to a value smaller than the "reverse" value of LVP. Then, the left wheel 101 side (left side) of PO100 moves backward at a speed corresponding to the "reverse" value of LVP, and simultaneously, the right wheel 102 side (right side) of PO100 moves backward at a speed corresponding to the "reverse" value of RVP. As a result, PO100 moves backward while turning right (turning left). Note that the same mechanism is used for control when starting to move forward while turning left and when starting to move backward while turning left.

[0056] The above describes an operation in which the PO 100 starts moving forward or backward while turning from a stationary state, but if the LVP and RVP increase to different values ​​as a result of a mouse movement operation while moving forward or backward, the PO 100 will accelerate while turning, at a degree of turning that corresponds to the increased LVP and RVP values ​​(not shown). Similarly, if the LVP and RVP decrease to different values ​​as a result of a mouse movement operation while moving forward or backward, the PO 100 will decelerate while turning, at a degree of turning that corresponds to the decreased LVP and RVP values. Similarly, if the LVP and RVP maintain the same values ​​as a result of a mouse movement operation while moving forward or backward, the PO 100 will maintain its movement while turning in the same manner.

[0057] Furthermore, although the above describes a case where the left and right mice are moved in the same direction (forward or backward) on the work surface, the left and right mice can also be moved in opposite directions on the work surface. For example, consider a case where the left and right mice are moved in opposite directions, resulting in the LVP's "reverse" value becoming 30 and the RVP's "forward" value becoming 20. In this case, the PO 100 will turn left. Note that the direction (forward or reverse) and the speed at which the PO 100 will move in this case may be determined by appropriate calculation. For example, the PO 100 may reverse while turning at a speed corresponding to 10, which is the difference between the LVP's "reverse" value of 30 and the RVP's "forward" value of 20. Also, for example, if the LVP's "reverse" value is 30 and the RVP's "forward" and "reverse" values ​​are 0, the PO 100 may reverse while turning left around the right wheel 102, i.e., rotate counterclockwise around the contact point of the right wheel 102.

[0058] Furthermore, if the left and right mice are moved in opposite directions on the work surface, and the "forward" or "backward" value of the LVP becomes the same as the "backward" or "forward" value of the RVP, the PO 100 will rotate on the spot. For example, if the left mouse is moved forward and the right mouse is moved backward at the same time (see FIG. 8(3)), and the "forward" value of the LVP becomes the same as the "backward" value of the RVP (see FIG. 8(2)), the PO 100 will rotate clockwise (turn its head) on the spot (see FIG. 8(1)).

[0059] FIG. 9 is a diagram for explaining VP adjustment. In this game processing, when left and right mouse movements are performed in the same direction at a predetermined speed or faster (sometimes referred to as the "linear mouse movement speed"), the smaller VP value is instantly adjusted (corrected) to match the larger VP value. The linear mouse movement speed is, for example, the mouse movement speed at which the mouse operation sum is 35. For example, when the LVP "forward" value is 45 and the RVP "forward" value is 30 (see FIG. 9(1)), consider the following case: the left mouse is moved forward at a mouse movement speed (a mouse movement speed equal to or faster than the linear mouse movement speed) at which the mouse operation sum is 45, and simultaneously the right mouse is moved forward at a mouse movement speed (a mouse movement speed equal to or faster than the linear mouse movement speed) at which the mouse operation sum is 40 (see FIG. 9(2)). If VP adjustment were not performed in this case, the RVP "forward" value would be 70, which is 30 + 40. However, in this embodiment, VP is adjusted in this case, and the small RVP value of "70" is instantly adjusted to the large LVP value of "90" as shown in Figure 9(1). As a result, when the player moves the left and right mouse forward at a relatively fast speed (a speed faster than the straight mouse movement speed), the PO100 instantly moves forward in a straight line regardless of the moving speed of the left and right mouse. This can assist the player in moving the PO100 forward in a straight line.

[0060] The above describes the case where the left and right mouse movement is performed when PO100 is moving (VP is not 0), but the left and right VP values ​​are also instantly adjusted to match when the left and right mouse movement is performed when PO100 is stationary (VP is 0). This makes it possible to assist the player in moving PO100 straight forward when PO100 starts to move.

[0061] The above-mentioned rectilinear mouse movement speed may include a relatively high rectilinear mouse movement speed (sometimes referred to as the "first rectilinear mouse movement speed") and a relatively low rectilinear mouse movement speed (sometimes referred to as the "second rectilinear mouse movement speed"). If the state in which the mouse moves at or above the first rectilinear mouse movement speed until it falls below the second rectilinear mouse movement speed is called the high-speed movement state, then when both mice are in the high-speed movement state, both mice may be considered to be at or above the rectilinear mouse movement speed, and the left and right VP values ​​may be made the same.

[0062] The above has described the adjustment for moving the PO 100 forward in a straight line, but the same adjustment is made for moving the PO 100 backward in a straight line. This makes it possible to assist the player in their operation for moving the PO 100 backward in a straight line.

[0063] In the above, the adjustment was made to instantly align the value of a small VP to the value of a large VP (see FIG. 9(1)). However, in other embodiments, the adjustment may be made to instantly align the value of a large VP to the value of a small VP, or the adjustment may be made to instantly align the left and right VP values ​​to the average (median value) of the left and right VP values. Furthermore, instead of instantly aligning the left and right VP values, the adjustment may be made to gradually align the left and right VP values ​​over time.

[0064] 10 is a diagram for explaining the control of decelerating the moving (or rotating) PO100. In this game process, in order to reproduce the deceleration of the wheelchair due to resistance (friction resistance, air resistance), the moving speed of the PO100 is gradually reduced (resistance subtraction) over time. This will be explained in detail below.

[0065] For example, consider a case where the LVP "forward" value is 85, the RVP "forward" value is 55, and PO100 is moving forward while turning right. In this case, as shown in FIG. 10(1), the LVP "forward" value and the RVP "forward" value are each subtracted. At this time, the subtraction speed of the RVP "forward" value with a smaller value is subtracted at a reference subtraction speed (e.g., a subtraction speed of 20 per second; sometimes referred to as the "reference subtraction speed"), and the LVP "forward" value with a larger value is subtracted at a subtraction speed faster than the reference subtraction speed. This causes the difference between the LVP "forward" value and the RVP "forward" value to gradually decrease. Then, in FIG. 10(2), the left and right VP values ​​become equal at 30, and then subtraction is performed at the reference subtraction speed. While the above describes resistance subtraction when PO100 is moving forward, the same applies when PO100 is moving backward.

[0066] In the above, the larger VP value is made closer to the smaller VP value when subtracting the resistance. However, in other embodiments, the smaller VP value may be made closer to the larger VP value, or may be made closer to the average (median) of both VP values.

[0067] Next, we will explain acceleration or deceleration when the PO 100 is located on a ground object that is a slope (gradient). An actual wheelchair is affected by the slope of the ground, and when located on a slope, it is subjected to a force in the direction down the slope. For example, when an actual wheelchair is facing down a slope, it accelerates in the direction down the slope even without any operation to turn the wheels. In order to reproduce the effect of such a slope of the ground, the game processing adds or subtracts the gradient of the LVP and RVP at an addition speed or subtraction speed according to the gradient (inclination) of the ground object on each of the left wheel 101 side and the right wheel 102 side of the PO 100.

[0068] For example, if PO100 is located on a slope and moving forward facing down the slope, the "forward" values ​​of the left and right VPs are gradient added. For example, if PO100 is located on a slope and moving forward facing up the slope, the "forward" values ​​of the left and right VPs are gradient subtracted. Also, gradient subtraction may cause the VP to switch from "forward" to "reverse" (i.e., the movement state of PO100 switches from forward to reverse due to the influence of the slope), and the "reverse" value of the VP may be gradient added. Similarly, gradient subtraction may cause the VP to switch from "reverse" to "forward" (i.e., the movement state of PO100 switches from reverse to forward due to the influence of the slope), and the "forward" value of the VP may be added (gradient added).

[0069] Furthermore, the degree of gradient addition and gradient subtraction (addition speed, subtraction speed) depends, for example, on the orientation of PO100 relative to the direction of the slope and the magnitude of the slope's gradient. Specifically, the degree of gradient addition increases as PO100's front faces downhill, and the degree of gradient subtraction increases as PO100's front faces uphill. Furthermore, the greater the gradient of the slope, the greater the degree of gradient addition or gradient subtraction. Note that an upper limit (e.g., 70) may be set for the VP value increased by gradient addition. Furthermore, this upper limit may be switched and set depending on the magnitude of the slope's gradient.

[0070] 11 is a diagram for explaining a case where a braking operation is performed by the player. The player can brake the left wheel 101 of the PO 100 by pressing the button 22 of the left mouse 16, and can brake the right wheel 102 of the PO 100 by pressing the button 32 of the right mouse 17 (see FIGS. 2 and 3).

[0071] Specifically, when button 22 of the left mouse 16 is pressed, the LVP value is brake-subtracted at a predetermined subtraction speed (for example, a subtraction speed of 100 per second; sometimes referred to as the "brake subtraction speed"). When button 32 of the right mouse 17 is pressed, the RVP value is brake-subtracted at the brake subtraction speed. Note that the brake subtraction speed is greater than the subtraction speed due to the resistance subtraction described above. In FIG. 11, when buttons 22 and 32 are pressed, the left and right VPs are subtracted at the brake subtraction speed, resulting in a rapid deceleration of PO100.

[0072] Also, in this game processing (see Figures 5(1)(2) etc.), as an example, an animation is displayed in which the left wheel 101 rotates at the speed and in the direction indicated by the LVP, and an animation is displayed in which the right wheel 102 rotates at the speed and in the direction indicated by the RVP.

[0073] Also, in this game processing (see Figure 5(1) etc.), as an example, when a left mouse movement operation is performed in a forward or backward direction, the left hand 103 of PO100 grabs the left wheel 101 and moves the left wheel 101 in accordance with the direction of the left mouse movement operation, and when a right mouse movement operation is performed in a forward or backward direction, the right hand 104 of PO100 grabs the right wheel 102 and moves the right wheel 102 in accordance with the direction of the right mouse movement operation.

[0074] In addition, in this game processing, as an example, the left mouse 16 is vibrated at a time interval corresponding to the rotation speed of the left wheel 101 (the moving speed on the left side), and the right mouse 17 is vibrated at a time interval corresponding to the rotation speed of the right wheel 102 (the moving speed on the right side). For example, the faster the rotation speed of the wheel, the shorter the time interval at which each mouse is vibrated. This allows the user to intuitively recognize the moving speed of the PO 100. Note that when a wheel is off the ground due to jumping or one-wheel running, the mouse corresponding to that wheel does not need to be vibrated. Also, the left and right mice may be vibrated according to the moving distance of the PO 100 itself (for example, regardless of the moving speed of the left and right sides). Furthermore, at least one of the left and right mice may be vibrated based on the moving amount of at least one of the left and right mice. As described above, at least one of the left and right mice may be vibrated based on at least one of the data acquired by the left and right mouse sensors. Furthermore, the mouse may be vibrated based on the condition of the ground on which the PO 100 is located (gravel, sand, soil, concrete, etc.). The mouse may be vibrated by combining the factors for vibrating the mouse described above (the rotation speed of the wheel, the distance moved by the PO 100 itself, the amount of movement of the mouse, and the condition of the ground).

[0075] In addition, in this game processing, when the PO 100 collides with another PO, the mouse vibrates. Specifically, when the left wheel 101 side of the PO 100 collides with another PO, the left mouse 16 vibrates, and when the right wheel 102 side of the PO 100 collides with another PO, the right mouse 17 vibrates. Note that when the front or rear surface of the PO 100 collides with another PO, the left and right mice 16 and 17 may vibrate simultaneously.

[0076] 12 is a diagram for explaining an operation of putting the PO 100 into a shooting position (sometimes called a "shooting position"). The player can make the PO 100 take a shooting position by performing an operation of raising at least one of the left mouse 16 and the right mouse 17.

[0077] Specifically, when PO100 is holding the ball 400 and the right mouse 17 is in an upright state (sometimes referred to as a "shooting position operation state"), PO100 assumes a shooting position with the ball 400 held up by the right hand 104 (see FIG. 12(1)). Similarly, when PO100 is holding the ball 400 and the left mouse 16 is in a shooting position operation state, PO100 assumes a shooting position with the ball 400 held up by the left hand 103 (not shown). Also, when one mouse is in a shooting position operation state and the other mouse is in a shooting position operation state (or both mice are in a shooting position operation state simultaneously), PO100 assumes a shooting position with the ball 400 held up by both hands (103 and 104) (not shown). Note that the method of determining whether the mouse is in an upright state is not particularly limited. As an example, an inertial sensor may be used to determine that the positive z-axis direction has changed from a state in which the positive z-axis is pointing less than 45 degrees from the vertical (see Figure 2 and Figure 12(2)) to a state in which the positive z-axis direction is pointing more than 45 degrees from the vertical (see Figure 12(3)). Alternatively, this determination may be made based on the movement and direction of the mouse, or detection of the mouse being removed from the work surface.

[0078] Then, while at least one of the mice is in a shooting position, PO100 maintains the shooting position, and when both mice are no longer in a shooting position, PO100 ends the shooting position. Note that even if PO100 does not have the ball 400, when a mouse enters a shooting position, PO100 raises the hand corresponding to the mouse that has entered the shooting position.

[0079] 13 is a diagram for explaining an operation for making the PO 100 shoot (an operation for making the PO 100 perform a shoot action). By performing an operation of swinging the mouse in a shooting position operation state, the player can make the PO 100 perform a shoot action and always shoot toward the opponent's goal 300.

[0080] Specifically, as shown in FIG. 13(2), when PO100 has his right hand raised and is in a shooting position, if the right mouse 17, which is in a shooting position operation state, is swung, PO100 performs a shooting action and shoots the ball 400 with his right hand 104 toward the goal 300 (see FIG. 13(1)). Similarly, when PO100 is in a shooting position with his left hand, if the left mouse 16, which is in a shooting position operation state, is swung, PO100 shoots the ball 400 with his left hand 103 toward the goal 300 (not shown). Also, when PO100 is in a shooting position with both hands, if at least one of the left mouse 16 and right mouse 17, which are in a shooting position operation state, is swung, PO100 shoots the ball 400 with both hands toward the goal 300 (not shown). There are no limitations on how the mouse is determined to have been swung. As an example, the determination that the mouse has been shaken may be made based on the detection of a change in acceleration of a predetermined amount or more in the positive direction of the z-axis, or the determination that the mouse has been shaken may be made based on movement or rotation in other directions.

[0081] The shot ball 400 generally flies towards the goal 300 regardless of the orientation of the PO 100. Whether the shot ball 400 enters the goal 300 or not depends on a probability (sometimes called the "shooting success rate"). The shooting success rate depends, for example, on the orientation of the PO 100 at the time the PO 100 shoots. Specifically, the closer the front direction of the PO 100 is facing the goal 300 at the time the shot is taken, the higher the shooting success rate. Note that the shooting success rate may be higher when the PO 100 shoots with both hands than when it shoots with one hand. The shooting success rate may also be higher when the PO 100 shoots from a position closer to the goal 300.

[0082] In this game process, if the PO 100 collides with another PO while in possession of the ball 400, the PO 100 drops the ball 400. Also, if the PO 100 comes within a predetermined range of the dropped ball 400 or the ball 400 being moved by a pass, the PO 100 takes possession of the ball 400. Also, in response to a predetermined operation on the mouse, the PO 100 passes the ball 400 that it is in possession of to the nearest teammate PO.

[0083] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.

[0084] [About data usage] Various types of data used in this game processing will now be described. Fig. 14 shows an example of data stored in the storage unit 12 of the game device 10. As shown in Fig. 14, the storage unit 12 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores a game program 401. The data storage area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, transmission data 411, received data 412, etc. The game control data 402 includes object data 403 and velocity parameter (VP) data 404.

[0085] The game program 401 is a game program for executing the game processing.

[0086] The object data 403 is data on objects placed in the virtual space, such as the PO (own PO 100, other PO 200, etc.), the ground (court), the ball, the goal, etc. The object data 403 also includes data on the coordinates (position), direction, posture, state, etc. of the object.

[0087] The velocity parameter (VP) data 404 is the data explained using FIG. 4(2), FIG. 5(2), and the like.

[0088] The image data 408 is image data such as an animation image of the rotating wheel of the PO 100, background, virtual effects, and the like.

[0089] The virtual camera control data 409 is data for controlling the movement of a virtual camera placed in a virtual space.

[0090] The operation data 410 is data indicating the content of operations performed on the left mouse 16 and the right mouse 17. The operation data 410 includes, for example, data indicating the movement (including movement on the work surface) of the left mouse 16 and the right mouse 17, changes in posture, and input states such as the pressed states of various buttons. The content of the operation data is updated at a predetermined cycle based on signals from the left mouse 16 and the right mouse 17.

[0091] The transmission data 411 is data to be transmitted to other game devices 10, and includes at least information for identifying the source of transmission and the contents of the operation data 410. The transmission data 411 includes data relating to the player's own PO 100 (data indicating coordinates (position), posture, state, etc.) to be transmitted to other game devices 10 (or servers) as multiplayer partners.

[0092] The received data 412 is data that stores transmission data received from other game devices 10 so that the data (i.e., the sender) can be identified for each of the other game devices 10. The received data 412 includes data (data indicating coordinates (position), posture, state, etc.) related to other POs received from other game devices 10 (or servers) of multiplayer partners.

[0093] In addition, the storage unit 12 stores various types of data used in game processing and drawing processing as needed.

[0094] [Details about game processing] Next, the game processing according to this embodiment will be described with reference to a flowchart. Figures 15 to 18 are examples of flowcharts showing the game processing according to this embodiment. Note that the following mainly describes the processing that is characteristic of this embodiment, and other descriptions will be omitted. For example, descriptions of the reflection processing of received data 412, the drawing processing, the transmission processing of transmission data, etc. will be omitted.

[0095] When this game processing is started and the wheelchair basketball game begins, the game progress processing of Figures 15 and 16 begins. This processing is executed at predetermined intervals (for example, every drawing frame). When the wheelchair basketball game ends, this game processing ends.

[0096] First, in step S100 of Fig. 15, processor 11 performs a process for controlling movement of the player's PO. The process for controlling movement of the player's PO is a process for moving the player's PO 100 based on the player's operation. The process for controlling movement of the player's PO will be described below with reference to Figs. 17 and 18.

[0097] 17, processor 11 adds or subtracts the gradient of the left and right VPs according to the gradient of the terrain on which PO 100 is located, as described above, based on object data 403. Thereafter, the process proceeds to step S102.

[0098] In step S102, processor 11 determines whether at least one of the left and right mice is being moved, based on operation data 410. If the determination in step S102 is YES, the process proceeds to step S103, and if the determination is NO, the process proceeds to step S106 in FIG.

[0099] In step S103, processor 11 adds a VP corresponding to the mouse determined to be moving in step S102, based on operation data 410. Specifically, processor 11 adds at least one of the left and right VPs in response to the mouse movement, as described with reference to Figures 4 to 8, etc. Then, the process proceeds to step S104.

[0100] In step S104, processor 11 determines, based on operation data 410, whether the left and right mouse movements are being performed in the same direction at a speed equal to or greater than the linear mouse movement speed, as described with reference to Fig. 9. If the determination in step S104 is YES, the process proceeds to step S105, and if the determination is NO, the process proceeds to step S106 in Fig. 18.

[0101] In step S105, processor 11 adjusts the left and right VP values ​​to the larger one, as described with reference to Fig. 9. Thereafter, the process proceeds to step S106 in Fig. 18.

[0102] 18, the processor 11 determines whether the PO 100 is moving or not based on the object data 403. If the determination in step S106 is YES, the process proceeds to step S107, and if the determination is NO, the process proceeds to step S112.

[0103] In step S107, processor 11 determines whether the left and right VPs have the same value, based on VP data 404. If the determination in step S107 is YES, the process proceeds to step S108, and if the determination is NO, the process proceeds to step S109.

[0104] In step S108, the processor 11 subtracts (subtracts resistance) the left and right VPs at the same subtraction speed (reference subtraction speed) as described with reference to Fig. 10. After that, the process proceeds to step S110.

[0105] In step S109, processor 11 subtracts the left and right VPs (resistance subtraction) so that the larger VP value gradually catches up with the smaller VP value, as described with reference to Fig. 10. Thereafter, the process proceeds to step S110.

[0106] In step S110, processor 11 determines whether or not a brake operation is being performed based on operation data 410. Specifically, processor 11 determines whether or not at least one of button 22 of left mouse 16 and button 32 of right mouse 17 is pressed down, as described with reference to Fig. 11. If the determination in step S110 is YES, the process proceeds to step S111, and if the determination is NO, the process proceeds to step S112.

[0107] In step S111, processor 11 subtracts VP. Specifically, as described with reference to Fig. 11, processor 11 subtracts (brake subtraction) the VP value corresponding to the mouse determined to be in the pressed state in step S110 at the brake subtraction speed. Thereafter, the process proceeds to step S112.

[0108] In step S112, the processor 11 updates the movement state of the PO 100 according to the VP calculated by the processes of steps S101 to S111 (the processes of adding / subtracting the LVP and RVP). Specifically, the processor 11 determines the movement direction (including the turning direction) and the movement speed based on the calculated LVP and RVP values, and moves the PO 100. Thereafter, the process proceeds to step S201 in FIG. 15.

[0109] 15, the processor 11 determines whether the PO 100 has collided with another PO based on the object data 403. If the determination in step S201 is YES, the process proceeds to step S202, and if the determination is NO, the process proceeds to step S205.

[0110] In step S202, the processor 11 vibrates the mouse using a vibration device provided in the mouse, and then the process proceeds to step S203.

[0111] In step S203, processor 11 determines whether PO 100 is in possession of the ball, based on object data 403. If the determination in step S203 is YES, the process proceeds to step S204, and if the determination is NO, the process proceeds to step S205.

[0112] In step S204, processor 11 causes PO 100 to drop the ball that he was holding, and then the process proceeds to step S205.

[0113] In step S205, processor 11 determines whether PO100 is located within a predetermined distance from a falling ball or a passing ball, based on object data 403. If the determination in step S205 is YES, the process proceeds to step S206, and if this determination is NO, the process proceeds to step S207 in FIG.

[0114] In step S206, processor 11 causes PO 100 to take possession of the dropped ball or the ball being passed. Then, the process proceeds to step S207 in FIG.

[0115] 16, processor 11 determines whether PO 100 is in possession of the ball, based on object data 403. If the determination in step S207 is YES, the process proceeds to step S208, and if the determination is NO, the process returns to step S100 in FIG.

[0116] In step S208, processor 11 determines whether or not a pass operation has been performed, based on operation data 410. If the determination in step S208 is YES, the process proceeds to step S209, and if the determination is NO, the process proceeds to step S210.

[0117] In step S209, processor 11 causes PO 100 to pass the ball to the closest teammate PO, based on object data 403. Thereafter, the process returns to step S100 in FIG.

[0118] In step S210, processor 11 determines whether the mouse is in an upright state based on operation data 410. Specifically, processor 11 determines whether at least one of left mouse 16 and right mouse 17 is in a shooting position operation state, as described with reference to Fig. 12. If the determination in step S210 is YES, the process proceeds to step S211, and if this determination is NO, the process returns to step S100 in Fig. 15.

[0119] In step S211, processor 11 causes PO100 to assume a shooting position (or maintain a shooting position), as described with reference to Fig. 12. Thereafter, the process proceeds to step S212. Note that when the shooting position operation state ends, PO100 ends the shooting position.

[0120] In step S212, processor 11 determines, based on operation data 410, whether or not a mouse swing operation (shooting operation) has been performed, as described with reference to Fig. 13. If the determination in step S212 is YES, the process proceeds to step S213, and if the determination is NO, the process returns to step S100 in Fig. 15.

[0121] In step S213, processor 11 determines the shot success probability based on object data 403, as described with reference to Fig. 13, and performs a lottery based on the determined shot success probability to determine whether the shot will be successful. Then, the process proceeds to step S214.

[0122] In step S214, processor 11 causes PO 100 to shoot toward goal 300 regardless of the orientation of PO 100. After that, the process returns to step S100 in Fig. 15. Note that in another control flow (not shown), the ball shot in the process of step S214 moves toward goal 300, and if it is determined in step S213 that the shot is successful, it enters goal 300 and scores a point for the teammate, and if it is not determined in step S213 that the shot is successful, it does not enter goal 300 and the shot fails.

[0123] According to the present embodiment described above, as explained using Figures 4 to 9, etc., the player can play the game by moving the left and right mice on the work surface to operate the left and right wheels of PO100 in the same way as the wheels of a real wheelchair.

[0124] Furthermore, according to this embodiment, as explained with reference to Fig. 9, when the left and right mouse movement operations are performed in the same direction at a speed faster than the straight mouse movement speed, the left and right VP values ​​are instantly adjusted to be the same. This can assist the operation of starting (or accelerating) the PO100 in a straight line.

[0125] 10, the moving speed (VP) of the PO 100 is subtracted by the resistance, and the LVP value and the RVP value are subtracted while being brought closer to each other during the resistance subtraction. This makes it possible to assist the PO 100 in moving straight.

[0126] Furthermore, according to this embodiment, the moving speed (VP) of the PO 100 is increased or decreased based on the gradient of the ground (court), thereby reproducing the movement of an actual wheelchair that accelerates or decelerates depending on the gradient.

[0127] Furthermore, according to this embodiment, as described with reference to FIGS. 12 and 13 , by holding the mouse upright and then swinging it, the player can have the PO 100 assume a shooting position and then shoot. This provides an operational feel similar to the action of shooting in real life. While accurately aiming at the goal while using both mice to move the PO 100 forward, backward, and turn around can be overly difficult, a game with an appropriate level of difficulty can be provided by determining the success or failure of the shot based on the probability of the player's orientation toward the goal. In this embodiment, the shot ball flies toward the goal, and the player's interest is reduced when the ball flies in a completely different direction from the goal, which immediately leads the user to understand that the ball will not go into the goal.

[0128] [Variations] In the above-described embodiment, a wheelchair basketball game is used as an example, but the present invention is not limited to this and may be applied to other games such as a game in which a boat is moved. For example, in a game in which PO100 is riding in a boat that is moved by left and right oars, facing in the opposite direction to the forward direction, and rows the left oar with the left hand and the right oar with the right hand, by moving the left and right mice from the back to the front (in the negative y-axis direction in Figure 2(1)), the tips of the left and right oars will paddle the water from the front to the back, causing the boat to move forward.

[0129] In addition, in the above-described embodiment, after calculating the left and right VPs, the movement speed and direction of the PO100 as a whole are calculated based on the calculated left and right VPs, and the movement of the PO100 is controlled based on these, but the method of controlling the movement of the PO100 is not limited to this. For example, the movement of the PO100 may be controlled by actually rotating the left wheel according to the LVP and by actually rotating the right wheel according to the RVP (i.e., by performing physical calculation processing), resulting in the movement of the PO100 being controlled.

[0130] Furthermore, in the above-described embodiment, VP is calculated and used for various controls, but the parameters used for various controls are not limited to VP, and appropriate parameters may be calculated and appropriate controls may be executed.

[0131] In the above-described embodiment, the shot success rate is determined according to the orientation of the PO 100 at the time of shooting, as explained with reference to Fig. 13, but the present invention is not limited to this. For example, the movement of the shot ball may be controlled by physical calculation processing, and the shot may be considered successful if the ball enters the goal as a result.

[0132] In the above-described embodiment, the pass target is the teammate PO closest to the PO 100, but it may be another teammate. For example, the pass may be made to the teammate closest to the front of the PO 100. The selection of the pass target may take into consideration the movement speed and direction of the PO 100 and the movement speed and direction of the teammate. Furthermore, the user may be able to select the pass target using various buttons.

[0133] Furthermore, in the above-described embodiment, as explained with reference to FIGS. 9 and 10, adjustment is made to bring the left and right VP values ​​closer together, but this adjustment does not have to be made.

[0134] In the above-described embodiment (see FIG. 2), the mouse sensors (20, 30) detect the movement of the mouse (16, 17) on the work surface and output the direction and amount of movement. In other embodiments, the mouse sensors may output only data related to the light reflected from the work surface, and the game device 10 may calculate whether the mouse has moved on the work surface, the direction and amount of movement, etc. based on the data. The game device 10 or the mouse may also calculate the current position of the mouse in the mouse coordinate system and perform various processes based on this. The same applies to the inertial sensor provided in the mouse; either the game device 10 or the mouse may calculate the actual attitude, etc.

[0135] In the above-described embodiment, VP is calculated based on the moving speed of the mouse in the y-axis direction, but VP may also be calculated based on the moving speed in the x-axis direction. For example, VP may be calculated based on the moving speed of the mouse in the xy plane.

[0136] The shapes of the left mouse 16 and the right mouse 17 in the above-described embodiment (see FIG. 2) are merely examples. For example, the left mouse 16 and the right mouse 17 may have the same shape. Alternatively, for example, the mouse may have a grip that allows the user to easily grasp and lift it. As an example, the left mouse 16 and the right mouse 17 may be used like a general game controller. That is, a game controller having mouse sensors (20, 30) is included in the scope of the mouse in this disclosure. The left mouse 16 and the right mouse 17 may also be detachable from other devices. In another embodiment, the mouse may have a rotatable ball on its surface. In this case, instead of or in addition to moving the mouse on the work surface, the mouse may freely rotate the ball to output data substantially similar to that when the mouse is moved on the work surface. Game processing may then be performed based on such data acquired from the two mice.

[0137] In the above-described embodiment, a series of processes related to game processing is executed by a single game device 10. In other embodiments, the series of processes may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, main processes of the series of processes may be executed by the server device, and some processes may be executed by the terminal device. In the above-described information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. A so-called cloud gaming configuration may also be used. For example, the game device 10 may be configured to send operation data indicating user operations to a predetermined server, and various game processes may be executed on the server, and the execution results may be streamed to the game device 10 as video and audio. [Industrial Applicability]

[0138] The game processing method, game program, and game system according to the present disclosure can provide novel game processing using a mouse. [Explanation of symbols]

[0139] 10. Gaming Devices 11 processors 12 Memory 15 Display section 16, 17 Mice 20, 30 Mouse sensor 100 Player Objects

Claims

1. Computer, means for acquiring first data based on an output of a first mouse sensor included in a first controller operated by one hand of a user; means for acquiring second data based on an output of a second mouse sensor included in a second controller operated by the other hand of the user; means for determining a first parameter based on the acquired first data; means for determining a second parameter based on the acquired second data; functioning as a means for moving a first virtual object based on the determined first parameter and second parameter; a game program in which the influence that the first parameter has on the movement of the first virtual object is different from the influence that the second parameter has on the movement of the first virtual object;

2. The computer further comprises: means for generating a display image indicative of the first parameter; means for generating a display image indicative of the second parameter; The game program according to claim 1 , wherein the game program functions as follows:

3. The computer further comprises: means for moving a first portion of the first virtual object based on the acquired first data; means for moving a second portion of the first virtual object based on the acquired second data; The game program according to claim 1 , wherein the game program functions as follows:

4. The computer further comprises:

2. The game program according to claim 1, wherein the program functions as a means for determining at least one of the first parameter and the second parameter so that a difference between the first parameter and the second parameter becomes small.

5. The computer further comprises: The game program according to claim 1 , wherein the program functions as a means for changing the first parameter and the second parameter over time.

6. The computer further comprises: The game program according to claim 1 , further comprising a step of determining the first parameter and the second parameter based on a state of a virtual field on which the first virtual object is placed.

7. The computer further comprises: means for acquiring third data based on a user operation on a first operation unit included in the first controller; means for acquiring fourth data based on a user operation on a second operation unit included in the second controller; means for determining the first parameter based on the acquired third data; means for determining the second parameter based on the acquired fourth data; The game program according to claim 1 , wherein the game program functions as follows:

8. the first parameter determined when the first controller is operated via a first mouse has an effect of causing the first virtual object to face in one of left and right directions; The game program according to any one of claims 1 to 7, wherein the second parameter determined when the second controller is operated with the first mouse has an effect of causing the first virtual object to face the other of the left and right directions.

9. A computer-implemented game processing method, comprising: acquiring first data based on an output of a first mouse sensor included in a first controller operated by one hand of a user; acquiring second data based on an output of a second mouse sensor included in a second controller operated with the other hand of the user; determining a first parameter based on the acquired first data; determining a second parameter based on the acquired second data; moving a first virtual object based on the determined first parameter and the determined second parameter; A game processing method, wherein the influence that the first parameter has on the movement of the first virtual object is different from the influence that the second parameter has on the movement of the first virtual object.

10. moving a first portion of the first virtual object based on the first parameter; The game processing method according to claim 9 , further comprising moving a second portion of the first virtual object based on the second parameter.

11. acquiring third data based on a user operation on a first operation unit included in the first controller; acquiring fourth data based on a user operation on a second operation unit included in the second controller; determining the first parameter based on the acquired third data; The game processing method according to claim 9 , further comprising determining the second parameter based on the acquired fourth data.

12. the first parameter determined when the first controller is operated via a first mouse has an effect of causing the first virtual object to face in one of left and right directions; 12. A game processing method according to claim 9, wherein the second parameter determined when the second controller is operated with the first mouse has an effect of causing the first virtual object to face the other of the left and right directions.

13. A system including a first controller operated by one hand of a user, a second controller operated by the other hand of the user, and a game device, The first controller a first mouse sensor; configured to transmit first data based on an output of the first mouse sensor; The second controller a second mouse sensor; configured to transmit second data based on an output of the second mouse sensor; The game device includes: acquiring the first data and the second data; determining a first parameter based on the acquired first data; determining a second parameter based on the acquired second data; a first virtual object is moved based on the determined first parameter and the determined second parameter; The system wherein the influence that the first parameter has on the movement of the first virtual object is different from the influence that the second parameter has on the movement of the first virtual object.

14. The first controller further comprises: a first operation unit operated by the user and a first inertial sensor; transmitting third data based on a user operation on the first operation unit; configured to transmit fourth data based on an output of the first inertial sensor; The second controller further comprises: a second operation unit operated by the user and a second inertial sensor; transmitting fifth data based on a user operation on the second operation unit; configured to transmit sixth data based on an output of the second inertial sensor; The game device further comprises: acquiring the third data, the fourth data, the fifth data, and the sixth data; determining the first parameter based on the acquired third data; determining the second parameter based on the acquired fifth data; The system of claim 13 , configured to cause the first virtual object to perform a specific action based on at least one of the acquired fourth data or the acquired sixth data.

Citation Information

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