GAME SYSTEM, INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING DEVICE, AND INFORMATION PROCESSING METHOD

The game system addresses the challenge of evaluating user inputs in rhythm games by using a deformable input device with a sensor and evaluation mechanism, ensuring accurate and timely assessments of user inputs, regardless of the timing of deformation.

JP7658719B2Active Publication Date: 2025-04-08NINTENDO CO LTD
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Patent Information

Application Number
JP2020049055
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-03-19
Publication Date
2025-04-08
Estimated Expiration
2040-03-19

AI Technical Summary

Technical Problem

Existing rhythm games using input devices that deform by applying force lack effective evaluation methods for user inputs, leading to inconveniences in timing and accuracy.

Method used

A game system that includes an input device with an elastic member, a sensor to detect changes, and an evaluation mechanism that assesses user inputs based on the timing and amount of deformation, providing different evaluations for deformations occurring before, at, or after specified timings.

Benefits of technology

The system improves user convenience by providing accurate and timely evaluations of user inputs, ensuring that inputs made by deforming the input device are properly assessed, even if the deformation occurs slightly before or after the intended timing.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system capable of executing a rhythm game by using an input device that is deformed when force is applied.SOLUTION: A game system includes an input device that is elastically deformed at least in part when force is applied. Music is reproduced while a rhythm game is executed, and evaluation of user input is executed at each of a plurality of timings associated with the music. When the input device is deformed at a predetermined timing, the user input at the predetermined timing is evaluated advantageously to the user regardless of whether or not the input device has been deformed since before the predetermined timing.SELECTED DRAWING: Figure 17C
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Description

[Technical field]

[0001] The present invention relates to a game system capable of playing a rhythm game, an information processing program, an information processing device, and an information processing method. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are rhythm games in which a user performs input by, for example, a tapping operation in time with music (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-129971 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, when input in a rhythm game is performed using an input device that deforms when force is applied, there is room for improvement.

[0005] Therefore, an object of the present invention is to provide a game system that enables a rhythm game to be played using an input device that is deformed when a force is applied. [Means for solving the problem]

[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 multiple timings are set for evaluating user input, and includes an input device, a sensor, a user input acquisition means, an execution means, and an evaluation means. The input device has a member, at least a portion of which elastically deforms when a force is applied by a user. The sensor produces an output according 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 during execution of the rhythm game in cases where the input device has deformed at the timing and in cases where the input device has deformed from before that timing to that timing.

[0008] According to the above, the same evaluation is performed for a case where the input device is deformed at the timing and a case where the input device has been deformed before the timing, thereby improving the convenience for the user regarding user input when playing a rhythm game using an input device that deforms when a force is applied.

[0009] In addition, the evaluation means may evaluate the user input related 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.

[0010] Based on the above, if the deformation of the input device is started with a delay from the timing, an evaluation is made that is unfavorable to the user, so that an evaluation that is suitable for a rhythm game can be made.

[0011] The evaluation means may perform 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 and then returns to a steady state, and is deformed again at the second timing.

[0012] According to the above, the same evaluation can be performed in a case where the input device continues to be deformed from the first timing to the second timing within the timing, and in a case where the input device is deformed at the first timing, then returns to its original position, and is deformed again at the second timing.

[0013] The evaluation means may evaluate the user input based on a first determination as to 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.

[0014] Based on the above, a user input can be evaluated based on not only the timing of deformation of the input device but also the amount of deformation of the input device.

[0015] In addition, when the evaluation means determines in the first determination that the input device has been deformed, it may perform the second determination after a predetermined time has elapsed from the point in time when it was determined that the input device has been deformed, and may evaluate the user input based on the amount of deformation of the input device during a predetermined period of time that is determined based on the point in time when it was determined that the input device has been deformed in the second determination.

[0016] According to the above, for example, even if the amount of deformation has increased since it was determined that the input device was deformed, the evaluation can be performed based on the amount of deformation after the increase. Therefore, even if there is a slight delay in the timing at which the user applies force, the input of the user can be evaluated properly.

[0017] In addition, the evaluation means may set a first evaluation value based on the first judgment, set a second evaluation value based on the second judgment, 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 timing of the transformation and the second evaluation value based on the amount of transformation can be set separately to evaluate the user input. This makes it possible to play a rhythm game that takes into account the elements of the input timing and the amount of movement.

[0019] In addition, the evaluation means may set a predetermined value as the first evaluation value if the input device is deformed at the predetermined timing, set a value lower than the predetermined value as the first evaluation value if the input device is deformed after the predetermined timing, set the second evaluation value according to the amount of deformation of the input device if the input device is deformed at the predetermined timing or if the input device is deformed after the predetermined timing, and evaluate 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 a predetermined timing, a low first evaluation value is set, and a second evaluation value is set according to the amount of deformation of the input device, and the user input can be evaluated based on the first evaluation value and the second evaluation value.

[0021] The game system may further include a first sound effect output means for outputting a first sound effect based on a result of the first determination, and a second sound effect output means for outputting a second sound effect based on a result of the second determination.

[0022] According to the above, for example, after a first sound effect is output at a timing when a deformation of the input device is detected, a second sound effect taking into consideration the amount of deformation of the input device can be output. This makes it possible to output the first sound effect without delay from the user's input, and to output an appropriate second sound effect that reflects the user's evaluation of the input.

[0023] The game system may further include a display control means for causing a display device to display an indication mark for notifying the user of the timing.

[0024] Based on the above, by displaying the instruction sign, it is possible to present the user with the timing for input.

[0025] The rhythm game may include 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 different from the deformation of the input device. The display control means may control the display of the second type of timing so that the indication mark moves in a manner that the indication mark reaches a determination area at the second type of timing, and may control the display of the first type of timing so that the indication mark moves in a manner that the indication mark reaches the determination area at a timing earlier than the first type of timing.

[0026] According to the above, the indicator mark can be moved to the determination area before the first type timing at which the user input based on the deformation of the input device is evaluated. This makes it possible to prevent a delay in the timing at which the input is detected even when the input is made by deforming the input device, and allows the user to make the input at the timing intended by the user.

[0027] The display control means may move the indicator sign from a position in a depth direction of the screen of the display device toward a front direction.

[0028] According to the above, the indicator marker can be moved from a position in the depth direction of the screen toward the front direction, so that even if there is a slight difference between the timing at which the user input is evaluated and the timing at which the indicator marker reaches the determination area, the display can be made to feel natural to the user.

[0029] The display control means may move the indication marker from an initial position to one of three or more determination areas. The game system may further include an attitude detection means for detecting an attitude of the input device, and an area designation means for designating one of the three or more determination areas in accordance with the attitude of the input device. The evaluation means may evaluate the user input as favorable to the user when, at the timing, the indication marker is in the judgment area designated by the area designation means and the input device is deformed.

[0030] According to the above, input can be performed by transforming the input device and changing the attitude of the input device, thereby adding variety to the rhythm game.

[0031] Furthermore, when the input device continues to be deformed, the area designation means may continue to designate the currently designated determination area even if the attitude of the input device changes.

[0032] Based on the above, when the deformation of the input device continues, even if the attitude of the input device changes unintentionally, it is possible to fix the designated determination region.

[0033] Furthermore, when the area designation means has once designated the determination area in which the indication marker is located at the timing, the area designation means may continue to designate the determination area until the timing has elapsed, regardless of the orientation of the input device.

[0034] According to the above, when a certain determination area is designated by the indicator mark in accordance with the attitude of the input device at the timing, the designated determination area can be fixed until the timing has elapsed. This makes it possible to continue designating a determination area that has been designated once even if, for example, the attitude of the input device changes unintentionally.

[0035] The input device may be held by the user's hand. The display control means may move the indication marker from an initial position to a first judgment area or a second judgment area. The game system may further include a second detection means for detecting a foot movement of the user, and a second area designation means for designating the first judgment area or the second judgment area according to the foot movement of the user detected by the second detection means. The evaluation means may evaluate the user input as favorable to the user when the indication marker is in the judgment area designated by the second area designation means at the predetermined timing.

[0036] According to the above, input can be made using the hands and feet, and the user can be made to exercise the hands and feet in the rhythm game.

[0037] Another invention may be an information processing device including each of the means of the game system, an information processing program executed by the information processing device, or an information processing method performed in the game system. Effect of the Invention

[0038] According to the present invention, it is possible to play a rhythm game using an input device that is deformed by the application of force. [Brief description of the drawings]

[0039] [Figure 1] FIG. 1 shows an example of each device included in a game system. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] FIG. 1 shows an example of a ring-type expansion device. [Diagram 5] FIG. 1 is a block diagram showing the electrical connections of the components of a ring-type expansion device 5. [Figure 6]FIG. 1 is a diagram showing an example of how a user uses a ring-type expansion device 5 and a belt-type expansion device 6. [Figure 7] FIG. 13 is a diagram showing a pressing operation as an example of an operation on the Ring Controller. [Figure 8] FIG. 13 is a diagram showing a pulling operation as an example of an operation on the Ring Controller. [Figure 9] FIG. 13 is a diagram showing a twisting operation as an example of an operation on the ring controller. [Figure 10] FIG. 13 is a diagram showing an example of a game image displayed during execution of a rhythm game. [Figure 11] FIG. 13 is a diagram showing an example of input timing determined according to the rhythm of a particular piece of music. [Figure 12] FIG. 13 is a diagram showing an example of a path of movement of an indicator sign, the diagram showing the state of the indicator sign moving from the side in the virtual space; [Figure 13] FIG. 13 is a diagram showing an example of a game image when a push instruction sign 73 is displayed during execution of a rhythm game. [Figure 14] FIG. 13 is a diagram showing an example of a game image when a pull instruction sign 74 is displayed during execution of a rhythm game. [Figure 15] FIG. 13 is a diagram showing an example of a game image when the normal instruction mark 72 moves to the left region 70L during execution of the rhythm game. [Figure 16] FIG. 13 is a diagram showing an example of a game image when a continuous pressing instruction sign 75 is displayed during execution of a rhythm game. [Figure 17A] FIG. 13 is a diagram for explaining a method of calculating a score according to a user's input, showing an example of a change in the amount of pressing when a pressing operation is detected at timing T1. [Figure 17B] FIG. 13 is a diagram for explaining a method of calculating a score according to a user's input, showing an example of a change in the amount of pressing when a pressing operation is detected at timing T1. [Figure 17C] FIG. 13 is a diagram for explaining a method of calculating a score according to a user's input, showing an example of a change in the amount of pressing when a pressing operation is detected at timing T1. [Figure 18A]FIG. 13 is a diagram showing an example of a change in the amount of pressing when a pressing operation is detected later than timing T1, and is a diagram showing a case in which a score X based on the timing is deducted. [Figure 18B] FIG. 13 is a diagram showing an example of a change in the amount of depression when the timing-based score X is set to zero. [Figure 19] FIG. 13 is a diagram for explaining the evaluation of a user's input when an operation that does not involve deformation of the Ring Controller is instructed. [Figure 20A] FIG. 13 is a diagram showing an example of the timing at which a determination is made regarding a user's input and the timing at which a normal indicator mark 72 reaches a determination area. [Figure 20B] FIG. 13 is a diagram showing an example of the timing at which a determination is made regarding a user's input and the timing at which a push instruction mark 73 reaches a determination area. [Figure 21] A comparison of game images when normal instruction signs are displayed and when push instruction signs are displayed. [Figure 22] FIG. 13 is a diagram showing an example of a vertical movement path of an indicator sign, the movement of the indicator sign being viewed from the side in the virtual space. [Figure 23] FIG. 13 is a diagram showing an example of a game image displayed during execution of a rhythm game, the diagram showing an example of the game image when an instruction sign passes through a lower path; [Figure 24] FIG. 13 is a diagram showing an example of data stored in the main unit 2. [Diagram 25] A flowchart showing an example of game processing performed by the processor 81 of the main unit 2. [Figure 26] A flowchart showing an example of the evaluation process in step S108 of FIG. 25. [Figure 27] A flowchart showing an example of the push / pull operation evaluation process in step S112 of FIG. 26. [Figure 28] A flowchart showing an example of the twisting operation evaluation process in step S114 of FIG. 26. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0040] Hereinafter, a game system according to an example of the present 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 unit 2, a left controller 3, a right controller 4, a ring-type expansion device 5, and a belt-type expansion device 6.

[0041] The main unit 2 is an example of an information processing device, and functions as a game console in this embodiment. A left controller 3 and a right controller 4 are each detachable from the main unit 2 (see FIG. 1). That is, a user can use the left controller 3 and the right controller 4 as an integrated device by attaching them to the main unit 2. A user can also use the main unit 2, the left controller 3, and the right controller 4 as separate entities. In the following, the main unit 2 and the controllers 3 and 4 may be collectively referred to as a "game device."

[0042] The ring-type expansion device 5 is an example of an expansion device used for the right controller 4. The ring-type expansion device 5 is used with the right controller 4 attached to the ring-type expansion device 5. The belt-type expansion device 6 is an example of an expansion device used for the left controller 3. The belt-type expansion device 6 is used with the left controller 3 attached to the belt-type expansion device 6. In this way, in this embodiment, the user can also use each of the controllers 3 and 4 attached to each expansion device (see FIG. 6). The ring-type expansion device 5 is not limited to the right controller 4, and may be capable of attaching the left controller 3 to the user. The belt-type expansion device 6 is not limited to the left controller 3, and may be capable of attaching the right controller 4 to the user. These expansion devices can expand or change the functions and usage modes of the controllers. These expansion devices may simply be called peripheral devices.

[0043] 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), for example, or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing 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 inserted in the slot 23, etc.).

[0044] The main unit 2 is equipped with 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, as an example of an internal storage medium built into the main unit 2.

[0045] The main unit 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 from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0046] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0047] The main body device 2 includes a network communication unit 82. The network communication unit 82 performs wireless communication with external devices via a network (for example, a wireless LAN).

[0048] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0049] The main unit 2 also includes a left side terminal 17 for connecting the left controller 3, a right side 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 unit 2 can output data (e.g., 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 on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0051] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0052] The main unit 2 includes a power control unit 97 and a battery 98. Although not shown, the power control unit 97 is connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). Based on a command from the processor 81, the power control unit 97 controls the power supply from the battery 98 to each of the above-mentioned units.

[0053] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0054] Fig. 3 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 3 because they are shown in Fig. 2.

[0055] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 3, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication not via the terminal 42.

[0056] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0057] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (denoted as "stick" in FIG. 3) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0058] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104 and an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 1). The acceleration sensor 104 may detect acceleration in one or two axial directions. The angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 1). The angular velocity sensor 105 may detect angular velocity around one or two axes. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.

[0059] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, analog stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0060] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. For example, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0061] The left controller 3 also includes a vibrator 107. The vibrator 107 vibrates at a specified frequency and strength based on a command from the main unit 2.

[0062] The left controller 3 also includes 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 unit 2, a memory 112, buttons 113, an analog stick 52, inertial sensors (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 units of the left controller 3 described above.

[0064] The right controller 4 also includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111. The processing unit 121 includes a CPU, memory, and the like, and executes processing in response to commands from the main unit 2 based on a predetermined program (e.g., an application program for performing various calculations) stored in a storage device (e.g., non-volatile memory, etc.) not shown in the right controller 4. The memory used by the processing unit 121 when performing 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-type expansion device. FIG. 4 shows the ring-type expansion device 5 with the right controller 4 attached. In this embodiment, the ring-type expansion device 5 is an expansion device to which the right controller 4 can be attached. Although details will be described later, in this embodiment, the user performs a novel operation of applying force to the ring-type expansion device 5 to deform it. The user can operate the ring-type expansion device 5 by performing fitness movements using the ring-type expansion device 5 with the feeling of doing exercise, for example.

[0066] As shown in FIG. 4, the ring-type expansion device 5 includes an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. In this embodiment, the annular portion 201 is formed into an annular shape by an elastic member and a pedestal portion described later. In this embodiment, the annular portion 201 is in a circular ring shape. In other embodiments, the shape of the annular portion 201 may be any shape, for example, an elliptical ring shape.

[0067] As shown in FIG. 4, the ring-type expansion device 5 has grip covers 203 and 204. The grip covers 203 and 204 are parts for the user to grip. In this embodiment, the grip covers 203 and 204 are detachable from the annular part 201. In this embodiment, the left grip cover 203 is provided on the left grip part near the left end of the annular part 201, and the right grip cover 204 is provided on the right grip part near the right end of the annular part 201. The number of grip parts is arbitrary, and grip parts may be provided in three or more places, or only one place, depending on the expected operation method. Also, depending on the content of the game (or the content of the fitness movement performed by the user in the game), only a specific grip part among the multiple grip parts may be gripped with one hand or both hands.

[0068] 5 is a block diagram showing the electrical connection relationship of the components included in the ring-type expansion device 5. As shown in FIG. 5, the ring-type expansion device 5 includes a distortion detection unit 211. The distortion detection unit 211 is an example of a detection unit that detects the deformation of the annular portion 201. In this embodiment, the distortion detection unit 211 includes a strain gauge. The distortion detection unit 211 outputs a signal indicating the distortion of the base portion corresponding to the deformation of the elastic member described later (in other words, a signal indicating the magnitude and direction of the deformation of the elastic member).

[0069] Here, in this embodiment, the annular portion 201 has an elastic member that can be elastically deformed and a pedestal portion. The pedestal portion holds both ends of the elastic member so that the pedestal portion and the elastic member form a ring. The pedestal portion is provided inside the main body portion 202, and is not illustrated in FIG. 4. The pedestal portion is made of a material having a 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 distortion of the pedestal portion. When the annular portion 201 is deformed from a steady state, distortion occurs in the pedestal portion due to the deformation, and the distortion of the pedestal portion is detected by the strain gauge. Based on the detected distortion, the direction in which the annular portion 201 deforms (i.e., the direction in which the two grip covers 203 and 204 approach each other or move away from each other) and the amount of deformation can be calculated.

[0070] In another embodiment, instead of a strain gauge, the strain detection unit 211 may include any sensor capable of detecting deformation of the annular portion 201 from the steady state. For example, the detection unit 211 may include a pressure sensor that detects pressure applied when the annular portion 201 is deformed, or a bending sensor that detects the amount by which the annular portion 201 is bent.

[0071] The ring type expansion device 5 includes a signal conversion unit 212. In this embodiment, the signal conversion unit 212 includes an amplifier and an AD converter. The signal conversion unit 212 is electrically connected to the distortion detection unit 211, and amplifies an output signal of the distortion detection unit 211 by the amplifier and performs AD conversion by the AD converter. The signal conversion unit 212 outputs a digital signal indicating a distortion value detected by the distortion detection unit 211. Note that in other embodiments, the signal conversion unit 212 does not include an AD converter, and the processing unit 213 described later may include an AD converter.

[0072] The ring type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit including a processor and a memory, for example, an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and an output signal of the signal conversion unit 212 is input to the processing unit 213. The ring type expansion device 5 also 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 type expansion device 5, the processing unit 213 transmits information indicating the distortion value indicated by the output signal of the signal conversion unit 212 to the right controller 4 via the terminal 214.

[0073] The ring type expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to each of the above-mentioned units 211 to 214. The power conversion unit 215 supplies power supplied from the outside (i.e., the right controller 4) via the terminal 214 to each of the above-mentioned units 211 to 214. The power conversion unit 215 may adjust the voltage, etc. of the supplied power and supply it to each of the above-mentioned units 211 to 214.

[0074] The "data on the detection result of the distortion detection unit" transmitted by the ring-type expansion device 5 to another device may be data indicating the detection result itself (in this embodiment, the output signal of the distortion detection unit 211 indicating the distortion of the base), or may be data obtained by performing some processing on the detection result (for example, data format conversion and / or calculation processing on the distortion value, etc.). For example, the processing unit 213 may perform a process to calculate the deformation amount of the elastic member based on the distortion value that is the detection result, and in this case, the "data on the detection result of the distortion detection unit" may be data indicating the deformation amount.

[0075] In another embodiment, the ring-type expansion device 5 may include a battery and operate using the power of the battery. The battery included in the ring-type expansion device 5 may be a rechargeable battery that can be charged using the power supplied from the right controller 4.

[0076] 6 is a diagram showing an example of a user using the ring-type extension device 5 and the belt-type extension device 6. As shown in FIG. 6, the user plays a game using two extension devices 5 and 6 in addition to the game device (i.e., the main body device 2 and the controllers 3 and 4).

[0077] Specifically, as shown in Fig. 6, the user holds the ring-type expansion device 5 with the right controller 4 attached with both hands, and fastens the belt-type expansion device 6 with the left controller 3 attached to his / her foot. The main unit 2 is connected to the cradle 5, and the game image generated by the main unit 2 is displayed on the stationary monitor 6. The user plays the game while watching the game image displayed on the stationary monitor 6.

[0078] When the game processing is executed in the main body device 2, the right controller 4 receives distortion data from the ring-type expansion device 5. The distortion data includes information indicating the above-mentioned distortion value. Specifically, the processing unit 213 of the ring-type 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 per 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-type expansion device 5 via the terminal 64 to the main unit 2. The communication control unit 111 also transmits right controller operation data including information acquired from each input unit (specifically, each button 113, the analog stick 52, each sensor 114 and 115) included in the right controller 4 to the main unit 2. Note that, when the right controller 4 is attached to the ring-type expansion device 5, communication from the right controller 4 to the main unit 2 is performed by wireless communication. The communication control unit 111 may transmit the right controller operation data and the distortion data together to the main unit 2, or may transmit them separately to the main unit 2. The communication control unit 111 may transmit the received distortion data as is to the main unit 2, or may transmit the received distortion data to the main unit 2 after performing some processing (for example, converting the data format and / or performing calculation processing on the distortion value, etc.) on the received distortion data.

[0080] On the other hand, when game processing is executed in the main unit 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, the analog stick 32, and each sensor 104 and 105) included in the left controller 3 to the main unit 2. When the left controller 3 is attached to the belt-type extension device 6, communication from the left controller 3 to the main unit 2 is performed by wireless communication.

[0081] (Overview of the game of this embodiment) Next, an overview of the game of this embodiment will be described. In this embodiment, a rhythm game is played using the ring-type expansion device 5 attached to the right controller 4 and the belt-type expansion device 6 attached to the left controller 3. The rhythm game is a game in which the user's input is evaluated at each of a plurality of timings determined in correspondence with music, and may also be called a music game. The rhythm game of this embodiment is also a fitness game for making the user exercise. As shown in FIG. 6, the user plays the rhythm game by holding the ring-type expansion device 5 with both hands and fastening the belt-type expansion device 6 to the leg (for example, thigh), and performing exercise according to the instructions displayed on the monitor 6. Hereinafter, the ring-type expansion device 5 attached to the right controller 4 may be referred to as the "ring controller", and the belt-type expansion device 6 attached to the left controller 3 may be referred to as the "leg controller".

[0082] In the rhythm game of this embodiment, the user operates the Ring Controller so that the Ring Controller is in an appropriate state at a predetermined timing determined in accordance with the music. In the following, first, the operations performed by the user on the Ring Controller 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 is a pressing operation, Fig. 8 is a diagram showing an example of an operation on the ring controller, which is a pulling operation, and Fig. 9 is a diagram showing an example of an operation on the ring controller, which is 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 and right direction toward the center of the ring. When this pushing operation is performed, the ring controller is deformed from a circular 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 distortion detection unit 211 (a sensor that detects the deformation of the ring controller; specifically, a strain gauge) outputs a signal indicating the distortion of the base part according to the deformation of the elastic member. Based on the signal, data (distortion data) related to the detection result of the distortion 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 unit 2. Based on the data, the main unit 2 obtains information related to the deformation of the ring controller as a user input. For example, when the ring controller is pushed, the main unit 2 obtains a positive distortion value. In the following, the positive distortion value output when the ring controller is pushed may be referred to as the "push amount." "Push amount" is an example of information that indicates the amount of deformation of the ring controller, and differs depending on the strength of the force used when pushing the ring controller.

[0085] As shown in FIG. 8, the user can also pull the ring controller from the center of the ring in the left-right direction. When this pulling operation is performed, the ring controller is deformed from a circular 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 unit 2 acquires a negative distortion value. Note that, hereinafter, the negative distortion value output when the ring controller is pulled may be referred to as the "pulling amount." The "pulling amount" is an example of information indicating the amount of deformation of the ring controller, and differs depending on the strength of the force used when pulling the ring controller.

[0086] 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 (axis parallel to the z-axis of the right controller 4). Below, the operation of rotating the ring controller around the central axis of the ring is referred to as a "twist operation," and the angle of rotation around the central axis is sometimes referred to as the "twist amount." The orientation of the ring controller when the twist amount is zero (i.e., zero rotation around the z-axis) is referred to as the "basic orientation."

[0087] The attitude of the ring controller (right controller 4) is calculated based on data from the acceleration sensor 114 and angular velocity sensor 115 of the right controller 4. Specifically, the main unit 2 can calculate the change in attitude from the basic attitude by integrating the angular velocity value detected by the angular velocity sensor 115, and calculate the current attitude of the ring controller. The main unit 2 also calculates the current attitude of the ring controller based on the acceleration value detected by the acceleration sensor 114.

[0088] Next, an example of a game image displayed on the stationary monitor 6 while the rhythm game of this embodiment is being played will be described. Fig. 10 is a diagram showing an example of a game image displayed while the rhythm game is being played.

[0089] 10, for example, a ring object 71 and a normal indicator mark 72 as an indicator mark are displayed on the screen of the monitor 6. Although not shown in the figure, a background image showing the game space is also displayed on the screen.

[0090] During the execution of the rhythm game, predetermined music is output, and the user performs operations (push, pull, twist) on the ring controller at predetermined timings that correspond to the music.

[0091] The ring object 71 is a virtual object that resembles a ring controller, and its display position and shape change according to the current attitude and shape of the ring controller. The ring object 71 is displayed in one of the center area 70C, the right area 70R, and the left area 70L. In the game of this embodiment, a three-dimensional virtual space is displayed on the screen, and a plane parallel to the screen is present 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 areas: center, left, and right. These three areas are the center area 70C, the right area 70R, and the left area 70L. The ring object 71 is displayed in one of the center area 70C, the right area 70R, and the left area 70L according to the attitude of the ring controller. Note that, as described later, the plane is also divided into upper and lower areas. That is, the plane is divided into three upper areas (center, left, and right) and three lower areas (center, left, and right). When the user is standing, the ring object 71 is positioned in one of the upper three regions, and when the user is bending his / her knees, the ring object 71 is positioned in one of the lower three regions.

[0092] For example, when the ring controller is in the basic position (i.e., the amount of twist is zero), the ring object 71 is displayed in the central region 70C of the screen. When a right twist 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. The position of the ring object 71 is linked to the position of the ring controller in real space. Therefore, when a right twist operation is performed on the ring controller, the ring object 71 also rotates around an axis in the depth direction of the screen according to the twist angle. For example, when the ring controller is rotated clockwise, the ring object 71 also rotates clockwise around an 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. Furthermore, when a left twist operation is performed on the ring controller (for example, when rotated 30 degrees or more counterclockwise), the ring object 71 is displayed in the left region 70L of the screen and rotates a predetermined angle (for example, 30 degrees) counterclockwise around an axis in the depth direction of the screen. When a right twist operation or left twist operation is performed on the ring controller, the orientation of the ring object 71 does not change while the ring object 71 exists in the central region 70C, and the orientation of the ring object 71 may change when the ring object 71 moves to the right region 70R or the left region 70L.

[0093] Furthermore, when a pressing operation is performed on the ring controller, the ring object 71 changes to an elliptical shape with the left-right direction as the minor axis. In this embodiment, when the "pressing amount" according to the detection result of the distortion detection unit 211 exceeds a predetermined threshold, it is determined that a pressing operation is being performed. In (b) of FIG. 10, a pressing operation is performed on the ring controller and a right twist operation is performed. 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] Furthermore, when a pulling operation is performed on the ring controller, the ring object 71 changes to an elliptical shape with the long axis in the left-right direction. In this embodiment, when the "pulling amount" according to the detection result of the distortion detection unit 211 exceeds a predetermined threshold (when the absolute value of the distortion value exceeds a predetermined threshold), it is determined that a pulling operation is being performed. In (c) of FIG. 10, a pulling operation is performed on the ring controller and a left twist operation is being performed. Therefore, the ring object 71 is displayed in the left area 70L, changes to an elliptical shape with the long axis in the left-right direction, and rotates counterclockwise by a predetermined angle.

[0095] The indicator marks are images for instructing the user on operations to be performed on the ring controller. In this embodiment, a number of indicator marks are provided according to the operations to be performed on the ring controller. The multiple indicator marks include a normal indicator mark 72, a push indicator mark 73, and a pull indicator mark 74.

[0096] As shown in FIG. 10, the normal instruction mark 72 is an annular image. The normal instruction mark 72 is an instruction mark indicating that deformation of the ring controller is not required. The push instruction mark 73 is an instruction mark for instructing the user to perform a push operation. As shown in FIG. 13 described later, the push instruction mark 73 is an image obtained by deforming an annular image by pushing it from the left and right direction, and is, for example, an elliptical shape with the left and right direction as the minor axis. The pull instruction mark 74 is an instruction mark for instructing the user to perform a pull operation. As shown in FIG. 14 described later, the pull instruction mark 74 is an image obtained by deforming an annular image by pulling it in the left and right direction, and is, for example, an elliptical shape with the left and right direction as the major axis.

[0097] In this embodiment, in addition to the above, a continuous push indication mark 75 (see FIG. 16) for indicating a continuous push operation and a continuous pull indication mark (not shown) for indicating a continuous pull operation are provided as the multiple indication marks. In addition, an indication mark for indicating a continuous push operation and an indication mark for indicating a continuous pull operation may be provided as the multiple indication marks (both not shown). Here, a continuous push operation (or pull operation) means that the ring controller is maintained in a pressed (or pulled) state for a predetermined time. Furthermore, a continuous push operation (or pull operation) means that multiple push operations (or pull operations) are performed multiple times within a predetermined time.

[0098] The indicator sign is displayed moving from an initial position in the depth direction of the screen toward the front. While watching the moving indicator sign, the user uses the Ring Controller to perform the operation indicated by the indicator sign when the indicator sign reaches a predetermined position. If the appropriate operation is performed at the appropriate time, a score is awarded.

[0099] For example, at the time point (a) of FIG. 10, the normal indication mark 72 appears at an initial position in the depth direction of the screen. The normal indication mark 72 moves from the initial position toward the front of the screen, and reaches a position on the screen after a predetermined time has elapsed. Specifically, the normal indication mark 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 (FIG. 10(b) to (c)). Then, the normal indication mark 72 reaches any one of the central region 70C, the right region 70R, and the left region 70L after a predetermined time has elapsed since it appeared at the initial position (FIG. 10(d)).

[0100] The user's input is evaluated when the normal indication mark 72 reaches any one of the central region 70C, the right region 70R, and the left region 70L. Specifically, if the ring object 71 is in the same region as the normal indication mark 72 when the normal indication mark 72 reaches any one of the central region 70C, the right region 70R, and the left region 70L, a score is given.

[0101] While music is being output, one of the multiple indicator marks appears in turn at an initial position and moves to 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 "determination regions." The position of the determination region in the depth direction of the screen coincides with the position of the screen. The indicator mark moves from its initial position in the depth direction of the screen so as to approach the determination region (screen). The user can earn points according to the operation by performing an operation according to the indicator mark at the timing when the indicator mark reaches the determination region.

[0102] The timing at which the user performs operations in response to the indicator signs is basically determined in advance to match the rhythm of the music. Indicator signs appear and move so that the user performs operations on the Ring Controller at each of a plurality of timings determined in response to the music. An evaluation of the user's input at each timing is performed, and a score is awarded according to the evaluation result.

[0103] Fig. 11 is a diagram showing an example of input timing determined according to the rhythm of a specific piece of music. In Fig. 11, the horizontal axis indicates time, "middle" indicates the central region 70C, "left" indicates the left region 70L, and "right" indicates the right region 70R. In Fig. 11, "push" indicates a push operation, and "pull" indicates a pull operation. Furthermore, "normal" indicates an operation that does not require deformation of the ring controller, and indicates a twist operation on the ring controller (a right twist operation, a left twist operation, or an operation of putting the ring controller into the basic position).

[0104] As shown in Fig. 11, a number of timings (T1, T2, T3, etc.) that match the rhythm of the music are determined in advance. Instructions are given using instruction signs to have the user perform an operation using the Ring Controller at each of the timings shown in Fig. 11. A determination is made as to whether or not the user has performed an input using the Ring Controller at each timing, and the user's input is evaluated based on the determination result.

[0105] For example, after music starts to be output at time t0, an instruction is given to the user to perform a pressing operation at timing T1, which is a period based on time t1. At this timing T1, a determination is made regarding the user's input, and a score is awarded according to the determination result. Specifically, if the Ring Controller is in the basic position and a pressing operation is being performed at timing T1, a score is awarded.

[0106] Similarly, at timing T2, which is a period based on time t2, if the ring controller is in the basic position and a push-in operation is being performed, a score is given. At timing T4, which is a period based on time t4, the user needs to perform a right twist operation and a pull operation. At timing T4, if a right twist operation and a pull operation are being performed, a score is given. At timing T7, which is a period based on time t7, the ring controller needs to be controlled to the basic position. At timing T7, if the ring controller is in the basic position, a score is given. At timing T7, whether the ring controller is deformed or not, if the ring controller is in the basic position (i.e., if the ring object 71 is located in the central area 70C), a score is given. That is, at timing T7, the user does not need to deform the ring controller.

[0107] The movement of the above-mentioned indicator marks is controlled to allow the user to perform each operation at each timing (T1, T2, T3, etc.) shown in FIG. 11. Specifically, the movement of the indicator marks is controlled so that the indicator marks reach the determination area at each timing (T1, T2, T3, etc.) shown in FIG. 11. For example, the movement of the push indicator mark 73 is controlled so that the push indicator mark 73 reaches the central area 70C at timing T1. Furthermore, the movement of the pull indicator mark 74 is controlled so that the pull indicator mark 74 reaches the right area 70R at timing T4. Furthermore, the movement of the normal indicator mark 72 is controlled so that the normal indicator mark 72 reaches the left area 70L at timing T8. Note that, as will be described in detail later, when an indicator mark (the push indicator mark 73 or the pull indicator mark 74) that accompanies a deformation of the ring controller is displayed, there is a discrepancy between the timing at which the indicator mark reaches the determination area and the timing at which the user's input is evaluated.

[0108] At each timing (T1, T2, T3, etc.) shown in FIG. 11, in addition to displaying the indication sign, vibration may be output to indicate the timing of the operation on the ring controller to the user. For example, the vibrator 117 of the right controller 4 (or the vibrator 107 of the left controller 3) may be vibrated to indicate the timing of the operation to the user. Also, for example, the vibration of the right controller 4 may be started at each time point t1, t2, t3, etc. to indicate the timing of the operation to the user. Vibration may be continued during each period (T1, T2, T3, etc.) during which the user's operation is evaluated. The vibration pattern may be different depending on the type of indication sign (type of operation).

[0109] In the rhythm game of this embodiment, a plurality of pieces of music are prepared in advance, and input timings as shown in FIG. 11 are determined in advance for each piece of music.

[0110] FIG. 12 is a diagram showing an example of a moving path of the indicator sign, and shows the state of the indicator sign moving from the side of the virtual space. As shown in FIG. 12, the user's viewpoint (virtual camera) is placed at a predetermined position in the virtual space and faces the positive direction of the z axis. The indicator sign moves from an initial position at a predetermined position in the z axis direction from the virtual camera and at a predetermined height, while drawing a curve toward the negative z axis direction and downward. Specifically, the indicator sign moves so that the moving direction becomes more horizontal (so that the angle with the z axis becomes smaller) as it approaches the virtual camera (user's viewpoint). When a game image generated based on the virtual camera is displayed on the screen, the indicator sign is displayed approaching from the depth direction of the screen to the front direction, as shown in FIG. 10. When the indicator sign reaches the position of the virtual camera (position of the screen), an image as shown in FIG. 10 (d) is displayed.

[0111] By making the indicator marks move in a curved line as shown in FIG. 12, the user can easily recognize the timing when the indicator marks reach the judgment area. For example, if the indicator marks move linearly parallel to the line of sight of the virtual camera, the multiple indicator marks may overlap when moving side by side. In this case, it may be difficult for the user to recognize the timing when the indicator marks reach the judgment area. However, in this embodiment, since the indicator marks move in a curved line, even when multiple indicator marks move side by side, the indicator marks are unlikely to overlap each other, making it easier for the user to recognize each indicator mark. This makes it easier for the user to recognize the timing when each indicator mark reaches the judgment area.

[0112] (Example of game image) Next, examples of game images displayed during a rhythm game and operations of the ring controller will be described. Fig. 13 is a diagram showing an example of a game image when a push instruction mark 73 is displayed during execution of a rhythm game. Fig. 14 is a diagram showing an example of a game image when a pull instruction mark 74 is displayed during execution of a rhythm game. Fig. 15 is a diagram showing an example of a game image when a normal instruction mark 72 moves to the left region 70L during execution of a rhythm game. Fig. 16 is a diagram showing an example of a game image when a continuous push instruction mark 75 is displayed during execution of a rhythm game.

[0113] As shown in FIG. 13, at a certain point during the output of music (for example, a certain time before t1), a press instruction marker 73 appears in an initial position (FIG. 13(a)). The press instruction marker 73 moves from the initial position in the depth direction of the screen along the central path so as to approach the screen (FIGS. 13(b) to (c)). Then, as shown in FIG. 13(d), if a press operation is performed on the ring controller at the timing when the press instruction marker 73 reaches the judgment area (here, central area 70C), a score indicating an evaluation of that operation is assigned.

[0114] The score given here is calculated based on the timing of the press operation and the amount of press in the press operation. If an operation involving deformation of the Ring Controller is performed, the maximum score is 150 points. Details of the scores given according to operations 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 level of the score are displayed. For example, the images showing the levels are "Amazing," "Great," "Good," and "Bad," depending on the score. For example, if the score is 150 points, "Amazing" is displayed, and if the score is 100 points, "Good" is displayed. Also, an effect is produced according to the given score. For example, as an effect according to the score, an effect image 77 is displayed and a sound effect is output.

[0116] Also, as shown in FIG. 14, at another point during the output of music, a pull instruction marker 74 appears in its initial position (FIG. 14(a)). The pull instruction marker 74 moves from its initial position in the depth direction of the screen along the right path so as to approach the screen (FIGS. 14(b)-(c)). Then, as shown in FIG. 14(d), when the pull instruction marker 74 reaches the judgment area (here, the right area 70R), an evaluation is made of the user's input. In this case, because no pull operation was performed on the ring controller at this timing, the score is "0" points, and the word "Bad" is displayed as an image showing the level of the score.

[0117] Also, as shown in FIG. 15, at another time during the output of music, the normal instruction mark 72 appears at the initial position (FIG. 15(a)). The normal instruction mark 72 moves from the initial position in the depth direction of the screen along the left path so as to approach the screen (FIG. 15(b)-(c)). Then, as shown in FIG. 15(d), at the timing when the normal instruction mark 72 reaches the judgment area (here, the left area 70L), an evaluation is performed on the user's input. Here, since a left twist operation is performed on the ring controller at this timing, a score of "100" is awarded, and the word "Amazing" is displayed as a grade according to the score. Even if a left twist operation is performed before the normal instruction mark 72 reaches the judgment area, "100" is awarded. That is, if a left twist operation is performed at the time when the normal instruction mark 72 reaches the judgment area (if the ring object 71 is present in the left area 70L), the same score is awarded whether the left twist operation is performed at the moment when the normal instruction mark 72 reaches the judgment area or whether the left twist operation is performed before the normal instruction mark 72 reaches the judgment area. Note that, in the case of the normal instruction mark 72, 100 points is the maximum score, and when the maximum score is reached, "Amazing" is displayed as a scale.

[0118] Also, as shown in FIG. 16, a continue press instruction mark 75 may appear at another time during the music output (FIG. 16(a)). The continue press instruction mark 75 is an image in which multiple images similar to the press instruction mark 73 are linked together, and is an instruction mark for instructing the user to continue the press operation. As shown in FIG. 16(b), if the user is performing a continuous press operation while part of the continue press instruction mark 75 is displayed in the judgment area, a score is awarded. The score is awarded based on the timing when the press started, the time the press is continued, and the amount of press during the press operation.

[0119] The continuous pressing indication mark 75 also moves along one of the left, center, and right paths and reaches one of the left, center, and right judgment regions. If the ring object 71 is in the same region as the continuous pressing indication mark 75 reaches and the ring controller is being pressed continuously, a score is awarded.

[0120] Here, when the ring object 71 is in the same region as the reach region of the continuous push-in instruction mark 75, the attitude of the ring controller may change without the user's intention. For example, when the user continues to perform a push operation on the ring controller, the user may unintentionally change the attitude of the ring controller. In this embodiment, when the continuous push-in instruction mark 75 has reached the determination region and the ring object 71 is in the same region as the region where the continuous push-in instruction mark 75 has reached, even if the attitude of the ring controller changes, the display position of the ring object 71 is not changed. In other words, when the ring object 71 moves to the same region while the continuous push-in instruction mark 75 is in the determination region, the ring object 71 is fixed to that region regardless of whether a push-in operation is being performed or not. When the timing for performing the continuous push-in operation has passed (i.e., when the continuous push-in instruction mark 75 is no longer in the determination region), the fixation is released. For example, when the continuous push-in instruction mark 75 is present in the right region 70R, if a right twist operation and a push-in operation are continued on the ring controller, the ring object 71 is displayed in the right region 70R and a score is given. Even if the ring controller returns to the basic position or a left twist operation is performed while this push-in operation is continued, the ring object 71 is continuously displayed in the right region 70R and a score is given. Also, when the continuous push-in instruction mark 75 is present in the right region 70R, if a right twist operation is performed on the ring controller and a push-in operation is not performed, the ring object 71 is displayed in the right region 70R but a score is not given. In this case, even if the ring controller returns to the basic position or a left twist operation is performed, the ring object 71 is continuously displayed in the right region 70R (a score is not given). That is, when the ring object 71 is present in the same region as the continuous push-in instruction mark 75, the ring object 71 does not move even if the position of the ring controller changes thereafter. This makes it possible to prevent the ring object 71 from moving against the user's intention.Also, when the push-in operation is continued, points can be awarded even if the attitude of the ring object changes during the operation. In another embodiment, when the ring object 71 is present in the same area as the continuous push-in instruction mark 75 and the push-in operation is continued, the ring object 71 may not move even if the attitude of the ring controller changes thereafter. In this case, the position of the ring object 71 is fixed while the push-in operation is continued, but when the push-in operation is ended, the fixed position of the ring object 71 is released.

[0121] (Evaluating user input) Next, the evaluation of the user's input will be described. Figures 17A to 17C are diagrams for explaining a method of calculating a score according to the user's input, and are diagrams showing an example of a change in the amount of pressing when a pressing operation is detected at timing T1.

[0122] The evaluation (score Z) of the user's input is calculated based on a score (X) based on the timing of the operation and a score (Y) based on the amount of deformation of the Ring Controller, if the operation involves deformation of the Ring Controller. Note that, if an instruction sign instructing continuous push-in (or pull-out) operations is displayed, the score is calculated based on the number of pushes (or pulls).

[0123] Specifically, if the amount of pressing exceeds a predetermined threshold at timing T1, which is a period of α from time t1 after music output has started, a pressing operation is detected. For example, as shown in Fig. 17A, if the amount of pressing exceeds the threshold at time t1', which is within the period of α from time t1, a pressing operation is detected at this time t1'. If a pressing operation is detected at timing T1, the score X based on the timing is set to, for example, 100 points (full score).

[0124] A push-in amount determination is performed when five frame times (for example, one frame time=1 / 60 seconds) have elapsed since time t1' when a push-in operation was detected. Specifically, in the push-in amount determination, the maximum value of the deformation amount (here, the push-in amount) in five frame times before and after time t1' is calculated. Based on the maximum value of the deformation amount in these 10 frames, a score Y is calculated. For example, the score Y is calculated on a scale of 50 points, and the score approaches 50 points as the maximum value of the deformation amount increases. The relationship between the score Y and the maximum value of the deformation amount may be any. 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 amount of deformation, an evaluation (score Z) for the user's input at timing T1 is calculated. Specifically, the score Z is the sum of X and Y. Therefore, the score Z given when a pressing operation is instructed is a maximum of 150 points.

[0126] Also, as shown in Fig. 17B, if a pressing operation is started immediately before time t1, it is determined whether or not the pressing amount exceeds a predetermined threshold at time t1, and if it exceeds the threshold, a pressing operation is detected at time t1. At this time t1, a score X based on timing is set to 100 points. When five frames have elapsed from time t1 when the pressing operation was detected, a pressing amount determination is performed, and a score Y based on the deformation amount is calculated. Specifically, the maximum value of the deformation amount in five frames before and after time t1 is calculated, and the score Y is calculated based on this maximum value.

[0127] Also, as shown in FIG. 17C, if a pressing operation is started before time t1, and the pressing amount exceeds a predetermined threshold even at time t1, a pressing operation is detected at time t1. At this time t1, a score X based on timing is set to 100 points. When five frames have elapsed from time t1 when the pressing operation was detected, a pressing amount determination is performed, and a score Y based on the deformation amount is calculated. The maximum value of the deformation amount in five frames before and after time t1 is calculated, and a score Y is calculated based on this maximum value. Even if the maximum value of the deformation amount is detected before timing T1 (period α), a score Y is calculated based on this maximum value.

[0128] In this way, if a pressing operation is started at timing T1, 100 points (full score) is set as the timing-based score X. Also, even if a pressing operation is started before timing T1 and continues at timing T1, 100 points is set, just as if a pressing operation was started at timing T1. In other words, if the ring controller is deformed by pressing at timing T1, 100 points is set as the timing-based score X, regardless of whether it was deformed before timing T1.

[0129] FIG. 18A is a diagram showing an example of a change in the amount of press-down when a press-down operation is detected later than timing T1, and is a diagram showing a case in which the score X based on the timing is deducted.

[0130] As shown in Fig. 18A, if the amount of pressing does not exceed the threshold within timing T1, and exceeds the threshold within a period of β after timing T1, a pressing operation is detected at time td1 when the amount of pressing exceeds the threshold. A score X based on the timing is calculated according to the delay time between time td1 and timing T1. For example, the score X is set between 10 points and 80 points. For example, if the delay time is one 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] Furthermore, when five frames have elapsed from time td1, a push-in amount determination is performed, and a score Y based on the amount of deformation is calculated. If a push-in operation is detected later than timing T1, score Y is calculated based on the maximum value of the amount of deformation in five frames before and after time td1, just as in the case where a push-in operation is detected at timing T1. Then, the sum of X and Y is calculated as the evaluation (score Z) for the user's input.

[0132] FIG. 18B is a diagram showing an example of a change in the amount of depression when the timing-based score X is set to zero.

[0133] As shown in FIG. 18B, if the pushing amount does not exceed the threshold during timing T1 (period α) and also does not exceed the threshold during the period β after timing T1, the score X based on timing is set to zero. Even if the pushing amount exceeds the threshold after the period β, the score X based on timing is zero. In this case, the score Y based on the deformation amount is also zero. Therefore, if the pushing amount does not exceed the threshold during timing T1 and the period β after timing T1, the evaluation (score Z) for the user's input is zero, regardless of whether the pushing amount exceeds the threshold after the period β. In this way, the start timing of the pushing operation before timing T1 does not affect the score X, but the start timing of the pushing operation after timing T1 does affect the score X.

[0134] The user's input is evaluated on a four-level scale according to the value of score Z. For example, if score Z is between 150 and 135 points, the evaluation "Amazing" is displayed, and if score Z is between 134 and 110 points, the evaluation "Great" is displayed.

[0135] In addition to the four-level display, a performance is performed according to the evaluation (score Z) of the user's input. In this embodiment, a sound effect and an effect image are output as the performance according to the evaluation.

[0136] Specifically, when a pressing operation is detected, output of the first sound effect is started. For example, in the case of Fig. 17A, the first sound effect is output at time t1'. In the cases of Fig. 17B and Fig. 17C, the first sound effect is output at time t1. In the case of Fig. 18A, the first sound effect is output at time td1.

[0137] The first sound effect includes a first sound effect A and a first sound effect B. When a pressing operation is detected at timing T1 (i.e., when score X is 100 points), the first sound effect A is output. When a pressing operation is detected after timing T1 (i.e., when score X is deducted from 100 points), the first sound effect B is output. The first sound effect A is a sound that is more comfortable for the user than the first sound effect B, and for example, the first sound effect A may be a higher pitch than the first sound effect B.

[0138] After the first sound effect is output, the second sound effect is started to be output at a point in time when five frames have passed since the pressing operation was detected (i.e., the pressing amount is determined). There are, for example, four types of second sound effects. 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". One of these four types of second sound effects is selected and output according to the score Z. The second sound effect A is a sound that is more comfortable for the user than the second sound effects B to D, and may be, for example, higher pitched than these sounds. Moreover, the second sound effect B is a sound that is more comfortable for the user than the second sound effects C and D. Moreover, the second sound effect C is a sound that is more comfortable for the user than the second sound effect D.

[0139] The first sound effect outputted at the time when the pressing operation is detected and the second sound effect outputted 5 frames later are outputted consecutively as a series of sound effects. For example, the output of the first sound effect is started at the time when the pressing operation is detected, and the output of the second sound effect is started during the output of the first sound effect. This allows the user to hear the first sound effect and the second sound effect as if they were one sound effect.

[0140] In this embodiment, in addition to the score X based on the timing of the press operation, a score Y is calculated based on the amount of pressing in the press operation. Since the score Y based on the amount of pressing is calculated and the score Z is finalized 5 frames after the press operation is detected, it is not possible to output a sound effect corresponding to the score Z at the time the press operation is detected. If the sound effect is not output at the time the press operation is detected, but is instead output 5 frames after the press 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 uncomfortable.

[0141] For this reason, in this embodiment, the first sound effect is output when a pressing operation is detected, and the second sound effect is output five frames later. By outputting sound effects in two stages in this way, it is possible to output sound effects without delay from the user's input, and to output appropriate sound effects according to the evaluation of the user's input, and to output sound effects according to operations that do not feel strange to the user.

[0142] The output of the effect image is also performed in two stages. That is, the first effect image is displayed when the pressing operation is detected, and the second effect image according to the score Z is displayed five frame times after the pressing operation is detected. Four images corresponding to four levels of evaluation ("Amazing", "Great", "Good", "Bad") are prepared as the second effect image. Five frame times 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 the image is not strange to the user even if any of the four second effect images is displayed after the first effect image is displayed. For example, the first effect image may be 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, a circular image may be displayed as the first effect image when the pressing operation is detected, and five frame times later, the score Z is determined and a large star-shaped image is displayed as the second effect image corresponding to "Amazing". When such a series of first effect images and second effect images are viewed, the image appears to change from a circular image to a large star-shaped image, creating a natural effect as one image.

[0143] By displaying the effect image in two stages in this manner, it is possible to display the effect image without delay from the user's input, and to display an appropriate effect image according to the evaluation of the user's input, thereby making it possible to display an effect image according to the evaluation that does not feel strange to the user.

[0144] 17A to 18B have been described with reference to the case where a push operation is instructed. In the case where a pull operation is instructed, the evaluation (score Z) for the user's input is calculated in a similar manner based on the score X based on the timing and the score Y based on the amount of deformation (amount of pulling).

[0145] On the other hand, when an operation that does not involve deformation of the ring controller (a right twist operation, a left twist operation, or an operation in which the ring controller takes its basic position) is instructed, the user's input is evaluated based on whether or not the ring object 71 is located in the same area when the normal instruction mark 72 reaches one of the multiple judgment areas (the central area 70C, the right area 70R, and the left area 70L).

[0146] FIG. 19 is a diagram for explaining the evaluation of a user's input when an operation that does not involve deformation of the Ring Controller is instructed.

[0147] As shown in FIG. 19, when the normal instruction mark 72 reaches the central region 70C at timing T7, if the ring object 71 is located in the central region 70C at this timing T7, 100 points is set as the score X based on timing. When an operation that does not involve deformation of the ring controller is instructed, the score Y based on the amount of deformation is not added, so the evaluation (score Z) for the user's input is equal to the score X based on timing. For example, if the ring object 71 has been located in the central region 70C since before timing T7 and continues to be located in the central region 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 region 70L to the central region 70C at time point t7' within timing T7, the score X is set to 100 points.

[0148] On the other hand, for example, when the normal indication mark 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 center region 70C to the left region 70L at time td8 within the period β after timing T8, the score X is deducted according to the delay time between the timing T8 and time td8. The calculation method of the score X in this case is the same as the calculation method when an operation (push operation or pull 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 arrival region of the normal indication mark 72, even within the period β, the score X becomes zero.

[0149] The periods α and β are set for each time point (t1, t2, t3, . . .) that is 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.

[0150] As described above, in the rhythm game of this embodiment, an operation accompanied by deformation of the ring controller is instructed at a predetermined timing set in response to music. If the ring controller is deformed at the predetermined timing, 100 points is set as the score X based on the timing, regardless of whether the deformation has occurred before the predetermined timing. For example, if the ring controller changes from an undeformed state to a deformed state at the predetermined timing, 100 points is set as the score X. Similarly, if the ring controller starts to deform before the predetermined timing and continues to deform at the predetermined timing, 100 points is set as the score X. On the other hand, if the ring controller starts to deform after the predetermined timing, points are subtracted from the score X of 100 points.

[0151] In this way, if the ring controller is transformed at a specified timing, a high rating can be given regardless of whether it has been transforming before the specified timing, and input in the rhythm game can be made using the transforming ring controller.

[0152] For example, in some conventional rhythm games, high points are awarded by operating a button at a predetermined timing that is determined in accordance with the music. Specifically, if the button changes from a non-pressed state to a pressed state (OFF to ON) at the predetermined timing, a high point is awarded. On the other hand, if the button is pressed before the predetermined timing and remains pressed at the predetermined timing, points are deducted. Points are also deducted if the button is pressed after the predetermined timing.

[0153] However, when inputting into a rhythm game by deforming the Ring Controller, it may be difficult for the user to perform the input as intended. When the Ring Controller is deformed by applying a certain amount of force, there may be a discrepancy between the timing at which the user applies the force and the timing at which 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 at a time that differs from the timing at which the user applied the force. In addition, for example, the user may push the Ring Controller in by using the recoil in order to apply a strong force, in which case there may be a discrepancy between the timing intended by the user and the timing at which the deformation of the Ring Controller is detected. In addition, when inputting by deforming the Ring Controller, it may be difficult for the user to know how much deformation is required for the input to be detected.

[0154] For this reason, in this embodiment, regardless of whether the ring controller has been deformed before the predetermined timing determined in accordance with the music, a determination is made as to whether the ring controller has been deformed at the predetermined timing, and a high evaluation is given if the ring controller has been deformed at the predetermined timing. This allows the ring controller, which deforms when force is applied, to be used for input in rhythm games.

[0155] Furthermore, even if the Ring Controller is transformed before the specified timing, a high evaluation can be given to motivate the user to exercise using the Ring Controller. For example, the user can perform a pressing operation when the pressing instruction mark 73 appears at the initial position, and continue the pressing operation until the pressing instruction mark 73 reaches the judgment area, thereby earning a high score. This makes it possible to encourage the user to actively exercise in the rhythm game.

[0156] Next, the timing at which a determination is made regarding a user's input and the timing at which the indicator mark reaches the determination area will be described in detail.

[0157] Fig. 20A is a diagram showing an example of the timing at which a determination is made regarding a user's input and the timing at which the normal indicator 72 reaches the determination area. Fig. 20B is a diagram showing an example of the timing at which a determination is made regarding a user's input and the timing at which the press indicator 73 reaches the determination area.

[0158] As shown in FIG. 20A, the normal indication mark 72 approaches the screen while drawing a curve from an initial position in the depth direction of the screen. At the timing (determination timing DT) when a determination is made regarding the user's input, the normal indication mark 72 reaches the determination area. At this time, the normal indication mark 72 is displayed so as to be located on the screen, as shown in FIG. 10(d). As described above, if the ring object 71 exists in the determination area (any of the central area 70C, the right area 70R, and the left area 70L) where the normal indication mark 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-indication mark 73 is displayed in a moving manner, as shown in FIG. 20B, the push-indication mark 73 reaches the judgment area at a time dt before the judgment timing DT. For example, the push-indication mark 73 reaches the judgment area at a time two frames before the judgment timing DT. That is, the time when the push-indication mark 73 is displayed to be located on the screen is a time dt before the judgment timing DT. In other words, the time when the time dt has elapsed since the push-indication mark 73 reached the judgment area is the judgment timing DT, and at the judgment timing DT, the push-indication mark 73 has passed the judgment area (the position of the screen). Note that the judgment timing DT and the timing when the push-indication mark 73 reaches the judgment area may be shifted by other methods. For example, the position of the push-indication mark 73 in the depth direction of the screen may be shifted to shift the judgment timing DT and the timing when the push-indication mark 73 reaches the judgment area.

[0160] FIG. 21 is a diagram showing a comparison of game images when a normal instruction marker is displayed and when a push-in instruction marker is displayed.

[0161] When an operation that does not involve deformation of the Ring Controller is instructed, the normal instruction mark 72 is located in the depth direction of the screen at a time point dt before the determination timing DT, as shown in (A1) of Fig. 21. At the determination timing, the normal instruction mark 72 reaches the determination area ((A2) of Fig. 21). Then, at a time point dt has elapsed from the determination timing DT, the normal instruction mark 72 has passed the screen and is located behind the screen ((A3) of Fig. 21).

[0162] On the other hand, when an operation involving deformation of the Ring Controller (for example, a press operation) is instructed, the press indication mark 73 is located in the depth direction of the screen at a time point 2dt before the determination timing DT, as shown in (B1) of Fig. 21. The distance from the screen to the normal indication mark 72 in (A1) of Fig. 21 is equal to the distance from the screen to the press indication mark 73 in (B1) of Fig. 21. The press indication mark 73 reaches the determination area at a time point dt before the determination timing DT ((B2) of Fig. 21). Then, at the determination timing DT, the press indication mark 73 passes through the screen and is located behind the screen ((B3) of Fig. 21).

[0163] In the above embodiment, the position of the determination area in the depth direction of the virtual space is assumed to coincide with the position of the screen, but 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 located further back (leftward in FIG. 20) than the virtual camera (screen). In this case, at the moment when the indicator sign passes through the determination area, the indicator sign is still present in the imaging range of the virtual camera and is displayed on the screen.

[0164] The case where the pull indication mark 74 is displayed is similar to the case where the push indication mark 73 is displayed. That is, the pull indication mark 74 reaches the judgment area before the judgment timing arrives.

[0165] In this way, for operations that do not involve deformation of the ring controller, the judgment timing coincides with the timing at which the normal indication mark 72 reaches the judgment area. Because the timing at which the judgment regarding the user's input is made coincides with the timing at which the normal indication mark 72 reaches the judgment area, the user can perform a twist operation on the ring controller at the timing at which the normal indication mark 72 reaches the judgment area, and earn the score X.

[0166] On the other hand, when an operation accompanied by deformation of the Ring controller (for example, a pressing operation) is instructed, the timing of the judgment has not yet arrived at the time when the pressing indication mark 73 reaches the judgment area. The timing when the time dt has elapsed since the pressing indication mark 73 reached the judgment area becomes the judgment timing at which a judgment regarding the user's input is made. The reason for shifting these timings is as follows. That is, when an operation accompanied by deformation of the Ring controller is performed, there may be a difference between the timing at which the user starts to apply force to the Ring controller and the timing at which the deformation of the Ring controller exceeds a threshold and the deformation is detected. Therefore, if the user starts a pressing operation on the Ring controller at the time when the pressing indication mark 73 reaches the judgment area, the timing at which the pressing operation is detected may be delayed. For this reason, the pressing indication mark 73 is made to reach the judgment area before the actual judgment timing. As a result, if the user performs a pressing operation at the time when the pressing indication mark 73 reaches the judgment area, the judgment timing and the timing at which the pressing amount exceeds the threshold are more likely to coincide.

[0167] Furthermore, when input is made using, for example, a button instead of deforming the Ring Controller, the user can make an input by pressing the button at the intended timing. However, when input is made using a Ring Controller that deforms when a certain amount of force is applied, it may be difficult for the user to know how much force is required for the deformation to be detected and the input to be detected. For this reason, there may be a discrepancy between the timing of the input intended by the user and the timing at which the input is actually detected.

[0168] Therefore, in the rhythm game of this embodiment, when an input is made by deforming the Ring Controller, such as by pushing or pulling, the indicator sign is made to reach the determination area before the determination timing for determining whether or not an actual input has been made, thereby making it possible to prevent a delay in detecting the input, and to make an input at the timing intended by the user.

[0169] When the continue pushing indicator 75 or the continue pulling indicator is displayed, the determination timing and the timing when the indicator reaches the determination area coincide with each other, similar to the normal indicator 72. When the continue pushing indicator 75 or the continue pulling indicator is displayed, the indicator may reach the determination area before the determination timing arrives, similar to the case when the push indicator 73 is displayed.

[0170] In the above, the timing at which the indicator mark reaches the determination area is two frames before the determination timing, but these timing shifts are merely examples. For example, if the moving speed of the indicator mark is fast, the timing at which the indicator mark reaches the determination area may be three or more frames before the determination timing. Also, if the moving speed of the indicator mark is slow, the timing at which the indicator mark reaches the determination area may be one frame before the determination timing.

[0171] In addition, in this embodiment, the indicator sign is displayed so as to move from the depth direction of the screen to the front direction. This allows the user to feel comfortable even if there is a discrepancy between the judgment timing and the timing when the indicator sign reaches the judgment area. Usually, in a rhythm game, it is also possible to move the indicator sign two-dimensionally in the left-right direction or the up-down direction of the screen. That is, it is possible to consider a two-dimensional game space and move the indicator sign within the two-dimensional game space. When the indicator sign moves two-dimensionally like this, the user clearly recognizes whether or not the indicator sign has reached the judgment area. When the indicator sign moves two-dimensionally, if the timing when the indicator sign reaches the judgment area and the judgment timing are shifted, the user clearly recognizes the discrepancy and may feel uncomfortable. However, in the rhythm game of this embodiment, the indicator sign is moved from a depth direction position in a three-dimensional space to the front direction, so that even if there is a discrepancy between the judgment timing and the timing when the indicator sign reaches the judgment area, the user does not feel uncomfortable.

[0172] (Input using leg controllers) Next, input using the leg controller will be described. In the rhythm game of this embodiment, the indicator sign moves along either an upper path or a lower path in the virtual space. Figure 22 is a diagram showing an example of the upward and downward movement path of the indicator sign, and shows the movement of the indicator sign as seen from the side in the virtual space.

[0173] As shown in FIG. 22, the indicator sign moves along either an upper path or a lower path. When the user is standing, the virtual camera is located on the upper side, and when the user is in a bent knee position (e.g., knees bent 90 degrees), the virtual camera is located on the lower side. When the indicator sign moves along the upper path, the user stands and waits for the indicator sign to move to the judgment area (on the screen), and operates the Ring Controller at the time when the indicator sign reaches the judgment area (or before it reaches the judgment area). On the other hand, when the indicator sign moves along the lower path, the user needs to bend his / her knees at least at the time when the indicator sign reaches the judgment area. When the indicator sign moves along the lower path and the user is in a bent knee position, the user can earn points by operating the Ring Controller at the time when the indicator sign reaches the judgment area. When the indicator sign moves along the lower path and the user is in a standing position, the indicator sign passes below the user's perspective, and the user cannot earn points.

[0174] FIG. 23 is a diagram showing an example of a game image displayed during execution of a rhythm game, and shows an example of the game image when the instruction sign passes through the lower path.

[0175] Usually, the instruction sign passes through the upper path, and the user performs the user input in a standing posture. When the user is in a standing posture, the virtual camera is located on the upper side, 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 instruction sign passes may switch from the upper path to the lower path. When the path through which the instruction sign passes switches from the upper path to the lower path, as shown in FIG. 23(a), a 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 his / her 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 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 his / her knees. In this state, the push-in instruction sign 73 that appears in the depth direction of the screen is difficult to see due to the wall object 78 stuck to the screen. When the user bends his / her 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 stuck to the screen is displayed in the upper region of the screen, making it easier to see the push-in instruction sign 73. Then, if a push-in operation is performed at the timing when the push-in instruction sign 73 reaches the screen (judgment region), points are acquired.

[0176] During the rhythm game, the path along which the instruction sign passes may switch from the lower path to the upper path. In this case, a wall object appears to instruct the user to stand. This wall object includes an image of an arrow pointing upward.

[0177] Thus, in the rhythm game of this embodiment, the indication sign moves to the judgment area along one of six paths (the left, center, and right paths on the upper path, and the left, center, and right paths on the lower path). The user moves the ring object 71 to one of the three areas (left, center, and right) by twisting the ring controller, and moves the ring object 71 to the upper area or lower area of ​​the screen by straightening or bending the knees. The user can earn points by positioning the ring object 71 in the area where the indication sign will reach at the timing when the indication sign reaches the judgment area, and by performing an operation on the ring controller as instructed by the indication sign.

[0178] This allows the user to play a rhythm game in time with the rhythm of the music while also exercising with his or her hands and feet.

[0179] (Processing details) Next, a specific example of the processing performed in the main unit 2 will be described. First, the data stored in the main unit 2 will be described.

[0180] Fig. 24 is a diagram showing an example of data stored in the main unit 2. The data shown in Fig. 24 is mainly stored in the DRAM 85, but some or all of the data may be stored in the flash memory 84, or in an external storage medium attached to the slot 23.

[0181] 24, the main unit 2 stores a game program, leg controller data, ring controller data, deformation amount data, twist 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 also stored.

[0182] The game program is a program for executing the rhythm game of this embodiment, and is a program for executing the processes shown in the flowcharts described later. The game program is stored in, for example, an external storage medium or flash memory 84, and is read from the external storage medium or flash memory 84 to the DRAM 85 when the game starts. The game program may be obtained 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, 1 / 200 second intervals). 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 multiple pieces of sensor data received in the past.

[0184] The ring controller data is sensor data transmitted from the right controller 4 at predetermined time intervals (for example, 1 / 200 second intervals). Specifically, the ring controller data includes acceleration data from the acceleration sensor 114, angular velocity data from the angular velocity sensor 115, and distortion data relating to the distortion value detected by the distortion detection unit 211. The ring controller data includes the latest sensor data and multiple pieces of sensor data received in the past.

[0185] The deformation amount data is data related to the deformation amount of the ring controller, and is data that indicates the amount of pushing or pulling. The deformation amount data may be distortion data acquired from the ring controller, or may be data obtained after a predetermined calculation is performed on the distortion data.

[0186] The twist amount data is data relating to the attitude of the ring controller calculated based on angular velocity data and / or acceleration data acquired from the ring controller. Specifically, the twist amount data is data indicating the amount of twist (rotation angle around the z-axis) of the ring controller.

[0187] The music data is data related to music (music pieces) that are output during the execution of the rhythm game. In this embodiment, a plurality of music data are prepared in advance. The timing data is data that indicates 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 image data of the ring object 71 and data indicating the position of the ring object 71. As described above, the position of the ring object 71 is set to one of 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 indicates the total number of points acquired by the user during the output of music in the current rhythm game. The score data is initialized at the start of the rhythm game and is added according to the input of the user during the output of music.

[0190] (Flowchart explanation) Next, a detailed description will be given of the processing performed in the main unit 2. Fig. 25 is a flowchart showing an example of game processing performed by the processor 81 of the main unit 2.

[0191] In step S100, processor 81 selects any music data from among a plurality of music data, and starts playing the selected music data. After starting the music playback in step S100, processor 81 repeatedly executes the processes of steps S101 to S110 at intervals of a predetermined frame time (for example, 1 / 60 seconds) until the music ends (or until an instruction to end the game is given). The processes from step S101 onwards will be described below.

[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 controllers.

[0193] In step S102, the processor 81 acquires the deformation amount (the amount of pushing or pulling) of the ring controller based on the acquired distortion 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 any one of left, center, or right based on the amount of twist. Also, the processor 81 sets the position of the ring object 71 to the upper region or lower region based on sensor data from the leg controller. Specifically, the processor 81 determines whether the user is standing or kneeling based on the sensor data from the leg controller, and sets the position of the ring object 71 to the upper region in the case of standing, and sets the position of the ring object 71 to the lower region in the case of kneeling. 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 depending on the posture of the ring controller and the posture of the user.

[0196] In step S105, the processor 81 performs music playback / 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 unit 2 or another speaker).

[0197] In step S106, the processor 81 performs image generation and output processing. Specifically, the processor 81 makes an indicator sign appear in the virtual space and moves an indicator sign present in the virtual space along a predetermined path according to the time that has elapsed since the start of music playback. The processor 81 then 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 predetermined frame time intervals, for example, the monitor 6 displays an indication sign moving from the depth direction of the screen to the front direction.

[0198] Next, in step S107, the processor 81 determines whether or not it is an evaluation period based on the time elapsed since the start of music playback and the timing data. The evaluation period here is a period including predetermined points in time (t1, t2, t3, . . . , t10 shown in FIG. 11) in the music being output, and is a period during which the user's input is evaluated. Specifically, the evaluation period is a period including, for example, a period α (timing T1) and a period β in FIG. 18A. That is, in step S107, it is determined whether or not it is within a period α+β from a predetermined point in time (t1, t2, t3, . . . , t10) in the music. In this evaluation period, the movement of the indicator mark is controlled so that the indicator mark reaches the determination area (on the screen).

[0199] If it is determined that it is the evaluation period (step S107: YES), the processor 81 next executes the process of step S108. On the other hand, if it is determined that it is not the evaluation period (step S107: NO), the processor 81 determines in step S109 whether or not a push-in detection flag (or a pull detection flag) described below is ON. If the push-in detection flag (or the pull detection flag) is ON (step S109: YES), the processor 81 next executes the process of step S108. If the push-in detection flag (or the pull detection flag) is OFF (step S109: NO), the processor 81 next 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 according to the user's input in the current evaluation period is calculated. The evaluation process will be described in detail later.

[0201] When the evaluation process is executed, the processor 81 determines in step S110 whether or not 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.

[0203] In step S111, the processor 81 determines whether the indicator mark that has reached the determination area is the push-in indicator mark 73 or the pull-in indicator mark 74.

[0204] If the indication mark that has reached the determination area is the push-in indication mark 73 or the pull indication mark 74 (step S111: YES), the processor 81 then executes the process of step S112. On the other hand, if the indication mark that has reached the determination area is neither the push-in indication mark 73 nor the pull indication mark 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 push / pull operation evaluation process will be described in detail later.

[0206] On the other hand, in step S113, the processor 81 determines whether the indicator mark that has reached the determination area is the normal indicator mark 72 or not.

[0207] If the indication mark that has reached the determination area is the normal indication mark 72 (step S113: YES), the processor 81 then executes the process of step S114. On the other hand, if the indication mark that has reached the determination area is not the normal indication mark 72 (step S113: NO), the processor 81 then executes the process of step S115.

[0208] In step S114, the processor 81 performs a twisting operation evaluation process for evaluating the twisting operation. The details of the twisting operation evaluation process will be described later.

[0209] In step S115, the processor 81 performs a continuous operation evaluation process according to the continuous push indication mark 75 or the continuous pull indication mark. For example, when the continuous push indication mark 75 is present in the judgment area, if the ring object 71 is present in the same area as the continuous push indication mark 75 and a push operation is being performed, a score is given. Note that when the ring object 71 is present in the same area as the continuous push indication mark 75, the processor 81 fixes the position of the ring object 71. As a result, even if the twist amount of the ring controller changes, the ring object 71 continues to be located in the same area as the continuous push indication mark 75. When the continuous push indication mark 75 passes through the judgment area, the processor 81 releases the fixation of the position of the ring object 71. The same applies when the continuous pull indication mark is present in the judgment area.

[0210] Specifically, in step S115, the processor 81 calculates a score X based on the timing and a score Y based on the amount of deformation, in the same way as in the push / pull operation evaluation process described later, and calculates a score for the current operation. In the continuous operation evaluation process, a score is calculated according to the time during which the push operation or pull operation continues. If the push operation or pull operation is performed continuously, a high score is calculated, and if it is not performed continuously, a low score is calculated. If the push operation or pull operation is performed continuously while the continuous push instruction mark 75 or the continuous pull instruction mark is displayed in the judgment area, the score Z may be calculated by adding a certain score every few frames of time. The time interval at which this certain score is added may change according to the amount of deformation. For example, if the amount of deformation of the ring controller is large (if the push or pull operation is performed with a strong force), the time interval may be short, and if the amount of deformation of the ring controller is small, the time interval may be long. In this case, if the push operation or pull operation is performed with a strong force for a long time as a result, a high score will be given as the evaluation of the operation.

[0211] (Push / pull operation evaluation process) Next, a description will be given in detail of the push / pull operation evaluation process in step S112 of Fig. 26. Fig. 27 is a flowchart showing an example of the push / pull operation evaluation process in step S112 of Fig. 26.

[0212] 27 is a process for evaluating a push operation or a pull operation indicated by an indication mark during a current evaluation period. In the following, a case where a push operation is indicated during a current evaluation period (i.e., a case where the push indication mark 73 reaches the determination area) will be described.

[0213] In step S120, the processor 81 determines whether or not a press-down operation has been detected. Specifically, the processor 81 determines whether or not a press-down operation has been detected in step S123, which will be described later, in the current evaluation period.

[0214] If a press-down operation has not been detected (step S120: NO), the processor 81 next executes the process of step S121. If a press-down operation has been detected (step S120: YES), the processor 81 next executes the process of step S129.

[0215] In step S121, the processor 81 determines whether or not there is a ring object in the area reached by the indicator mark. For example, in the current evaluation period, when the indicator mark reaches the left area 70L in the upper area, the processor 81 determines whether or not the ring object 71 is currently present in the left area 70L in the upper area. If there is a ring object in the area reached by the indicator mark (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 reached by the indicator mark (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 push amount acquired in step S102 exceeds the threshold. If the push amount exceeds the threshold (step S122: YES), the processor 81 executes the process of step S123. On the other hand, if the push amount does not exceed the threshold (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 press-down operation. For example, the processor 81 sets a press-down detection flag, which indicates that a press-down operation has been detected in the current evaluation period, to ON.

[0218] In step S124, processor 81 determines whether it is a predetermined timing based on the time elapsed since the start of music playback and the timing data. Specifically, processor 81 determines whether it is within a period of α (timing T1, T2, T3, etc.) from a predetermined point in time (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 the period β delayed from the predetermined timing (period α), the processor 81 then executes the process of step S127.

[0220] In step S125, processor 81 sets the timing-based score X to "100".

[0221] Next, in step S126, the processor 81 outputs a first sound effect A and causes the monitor 6 to display a first effect image indicating that a press-down operation has been performed at a predetermined timing.

[0222] On the other hand, in step S127, the processor 81 sets a timing-based score X in accordance with the delay time. Specifically, the processor 81 linearly decreases X in accordance with the time after the period of α has elapsed.

[0223] Next, in step S128, the processor 81 outputs a first sound effect B and causes the monitor 6 to display a first effect image indicating that a press-down operation has been performed with a delay from a predetermined timing.

[0224] On the other hand, if a press-down operation has been detected (step S120: YES), processor 81 then executes the process of step S129.

[0225] In step S129, the processor 81 determines whether the time that has elapsed since the detection of the press operation is five frames or not. If it is determined that the time that has elapsed since the detection of the press operation is five frames (step S129: YES), the processor 81 then performs the process of step S130. If it is determined that the time that has elapsed since the detection of the press operation is not five frames (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 amount of pressing for the past 10 frames. Specifically, the processor 81 obtains the maximum amount of pressing for the past 10 frames from the current time, and calculates a score Y based on the maximum amount of pressing. The larger the maximum amount of pressing, the higher the score Y.

[0227] Next, in step S131, the processor 81 calculates the score Z to be given in 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 corresponding to the value of Z. The processor 81 also displays an image corresponding to the value of Z on the monitor 6. As a result, a second sound effect is output according to the score given in the current evaluation period, and an image showing the score and an image such as "Amazing" or "Great" are displayed on the monitor 6. Also, a second effect image corresponding to the given score is displayed.

[0229] If the current evaluation period has elapsed without the process of step S123 being executed, a sound effect and an image (such as a "0 point" or "Bad" image) indicating that no pressing operation has been performed are output when the evaluation period has elapsed. In this case, the score Z given in the current evaluation period will be "0" and will not be added to the score data.

[0230] Next, in step S133, the processor 81 sets the press-down detection flag to OFF.

[0231] This concludes the explanation of the push / pull operation evaluation process in Fig. 27. Note that if a pull operation is instructed in the current evaluation period, the explanation will be omitted since it is the same as above. If a pull operation is instructed in the current evaluation period, "push" in the above explanation should be read as "pull".

[0232] (Twisting operation evaluation process) Next, a description will be given of details of the twisting operation evaluation process in step S114 in Fig. 26. Fig. 28 is a flowchart showing an example of the twisting operation evaluation process in step S114 in Fig. 26.

[0233] The twist operation evaluation process in Figure 28 is a process for evaluating a twist operation that does not involve deformation of the ring controller (or an operation with the ring controller in a basic position) when that operation is instructed, and is normally performed when the instruction mark 72 reaches the judgment area.

[0234] In step S140, the processor 81 determines whether or not there is a ring object in the area reached by the normal indication mark 72. For example, in the current evaluation period, when the normal indication mark 72 reaches the left area 70L in the upper area, the processor 81 determines whether or not the ring object 71 is currently present in the left area 70L in the upper area. If there is a ring object in the area reached by the normal indication mark 72 (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 reached by the normal indication mark 72 (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 or not it is a predetermined timing based on the elapsed time from the start of music playback and the timing data. Specifically, the processor 81 determines whether or not it is within a period of α from a predetermined point in time (t7, t8, t9, etc.).

[0236] If it is the predetermined timing (step S141: YES), the processor 81 next 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 β delayed from the predetermined timing (period α), the processor 81 next executes the process of step S143.

[0237] In step S142, the processor 81 sets the timing-based score X to "100".

[0238] On the other hand, in step S143, the processor 81 sets a timing-based score X in accordance with the delay time. Specifically, the processor 81 linearly decreases X in accordance with the time after the period of α has elapsed.

[0239] Next, in step S144, 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 an image such as "Amazing" or "Great" are displayed on monitor 6. An effect image is also displayed.

[0240] Then, in step S145, the processor 81 adds the score X to the score data, and stores the score data in the DRAM 85. This ends the description of the twisting operation evaluation process in FIG.

[0241] It should be noted that the processes shown in the above flowcharts are merely examples, and the order and contents of the processes may be changed as appropriate.

[0242] As described above, in the rhythm game of this embodiment, a user inputs by applying force to the ring controller to deform the ring controller. The user inputs are evaluated at predetermined timings (T1, T2, T3, ...) determined in accordance with the music. The same evaluation is given to a case where the ring controller deforms at a predetermined timing and a case where the ring controller deforms from before the predetermined timing to the predetermined timing.

[0243] Specifically, if the Ring controller is in a deformed state at the specified timing, a score based on timing of "100 points" is given. For example, if the Ring controller changes from an undeformed state to a deformed state at the specified timing, a score based on timing of "100 points" is given (see FIG. 17A). Also, even if the Ring controller starts to deform at a first time point before the specified timing and the Ring controller continues to deform thereafter until a second time point (e.g., t1) that corresponds to the specified timing, a score based on timing of "100 points" is given (see FIG. 17C). In other words, the same score is given when the Ring controller changes from an undeformed state to a deformed state at the specified timing and when the Ring controller is deformed at the specified timing.

[0244] On the other hand, if the transformation of the Ring Controller starts after a predetermined timing (for example, td1), the user's input is evaluated less favorably for the user (see FIG. 18A). Specifically, if the Ring Controller transforms after the predetermined timing, the score based on the timing is deducted according to the delay time.

[0245] In this way, even if the Ring controller has been deformed before the specified timing, the user can be evaluated in a favorable manner without any deductive points, and it is possible to perform input by deforming the Ring controller in a rhythm game. When performing input by deforming the Ring controller, there may be a discrepancy between the timing at which the user applies force and the timing at which the input is detected, but even if the Ring controller has been deformed before the specified timing, a high score can be given without any deductive points, allowing the Ring controller to be used in the rhythm game.

[0246] Furthermore, the same evaluation may be given in the following cases at a predetermined timing: (1) the Ring controller is deformed at a first timing, and the deformation continues at a second timing after the first timing, and (2) the Ring controller is deformed at the first timing, and after the first timing, the Ring controller returns to a steady state (including a state in which the Ring controller is not deformed at all, and a state in which the amount of deformation is small enough that the Ring controller can be considered not to be deformed (i.e., a state in which the amount of deformation of the Ring controller is a small value that does not exceed a threshold value)), and then the Ring controller is deformed again at the subsequent second timing. In other words, the timing at which the evaluation is made (period T1 in FIG. 17A) includes the first timing and the second timing, and the same score may be given whether the Ring controller is deformed continuously from the first timing to the second timing or whether the Ring controller is deformed at the first timing, then returns to a steady state, and then is deformed again at the subsequent second timing. Therefore, for example, if only the press instruction sign appears multiple times from the beginning to the end of the music, even if you continue to press the ring controller from the beginning to the end of the music, points will be added at each evaluation timing and you can get the maximum score.

[0247] Furthermore, in the above embodiment, the user's input at a predetermined timing is evaluated in two stages. Specifically, the user's input at the predetermined timing is evaluated based on a first judgment as to whether or not the ring controller is deformed at the predetermined timing, and a second judgment based on the amount of deformation of the ring controller. This makes it possible to evaluate the user's input based not only on the timing of 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 or not the ring controller is deformed at a predetermined timing. If it is determined that the ring controller is deformed, a second determination is made based on the amount of deformation after a predetermined time (for example, 5 frame times) has elapsed from that point in time. In the second determination, an evaluation is made based on the maximum amount of deformation in a predetermined period (for example, 5 frame times before and after) that is determined based on the point in time at which it is determined that the ring controller is deformed. Specifically, if it is determined in the first determination that the ring controller is deformed at the predetermined timing, a predetermined value (100 points) is set as the first evaluation value (score X based on timing). If 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 as the first evaluation value. If the ring controller is deformed at the predetermined timing or if 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 made based on the first evaluation value and the second evaluation value.

[0249] This allows the user's input to be evaluated based on the timing of the input, and also based on the amount of deformation, making it possible to play a rhythm game incorporating exercise using the ring controller. By calculating the score based on the amount of deformation for a predetermined period based on the time point when it is determined that the ring controller is deformed, the user's input can be properly evaluated even if the amount of deformation is increasing or decreasing. For example, even if the amount of deformation has increased since it was 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 there is a slight delay in the timing of the user's application of force.

[0250] Furthermore, in the above embodiment, a first sound effect and image are output when deformation of the Ring Controller is detected, and a predetermined time (e.g., 5 frames) after that time, a second sound effect and image based on score Z are output. This makes it possible to output the first sound effect and image without delay from the user's input, and to output an appropriate second sound effect and image that reflects the evaluation of the user's input.

[0251] In the above embodiment, when the normal indication mark 72 is displayed, a judgment regarding the user's input is made at a first timing (e.g., timing T7), and when the push-in indication mark 73 or the pull-in indication mark 74 is displayed, a judgment regarding the user's input is made at a second timing (e.g., timing T1). When the normal indication mark 72 is displayed, control is performed so that the normal indication mark 72 reaches the judgment area at the first timing. When the push-in indication mark 73 or the pull-in indication mark 74 is displayed, control is performed so that the push-in indication mark 73 or the pull-in indication mark 74 reaches the judgment area at a third timing prior to the second timing (e.g., a point in time two frames prior to timing T1).

[0252] In this way, when the push instruction mark 73 or the pull instruction mark 74 is displayed, the push instruction mark 73 or the pull instruction mark 74 is caused to reach the judgment area before the judgment timing arrives for making a judgment regarding the user's input. This makes it possible to prevent a delay in the timing at which the input is detected, even when input is made by deforming the Ring Controller, and allows the user to make input at the timing intended.

[0253] In the above embodiment, the indicator marker is moved from the depth direction of the screen toward the front direction, so that even if there is a difference between the determination timing and the timing when the indicator marker reaches the determination area, the difference is difficult for the user to recognize, and an image that does not look strange can be produced.

[0254] In the above embodiment, the indicator sign is moved to one of three determination areas aligned horizontally on the screen, one of the three determination areas is designated depending on the attitude of the Ring controller, and a score is awarded when the indicator sign is in the designated determination area and the Ring controller is deformed. This allows inputs to be made by deforming the Ring controller and changing the attitude of the Ring controller, adding variety to the rhythm game.

[0255] Furthermore, in the above embodiment, when the continue push instruction mark 75 or the continue pull instruction mark is displayed in the determination area, if the ring object 71 is located in the same area as the instruction mark and the deformation of the ring controller continues, the position of the ring object 71 is fixed even if the attitude of the ring controller changes. This makes it possible to fix the position of the ring object 71 even if the attitude of the ring controller changes unintentionally when a push-in operation or a pull operation is continued on the ring controller, and to prevent the ring object 71 from moving unintentionally by the user.

[0256] In the above embodiment, the indicator mark is moved to the first judgment area (upper area) or the second judgment area (lower area), the leg controller detects the movement of the user's feet, and indicates the first judgment area or the second judgment area according to the movement of the user's feet. If the indicator mark is in the judgment area indicated according to the movement of the user's feet, a score is given. This allows the user to perform not only movements that transform the ring controller with their hands, but also movements using their feet.

[0257] (Modification) The game of this embodiment has been described above, but the above embodiment is merely an example, and the following modifications may be made, for example.

[0258] For example, in the above embodiment, the indicator sign is moved in a virtual space, and an image of the virtual space is generated based on a virtual camera to display the indicator sign moving from the depth direction of the screen to the front direction. In other embodiments, the indicator sign may be displayed moving from the depth direction of the screen to the front direction without placing the indicator sign in the virtual space. For example, a video of the indicator sign moving from the depth direction of the screen to the front direction may be simply prepared, and the video may be played to display the indicator sign moving.

[0259] In the above embodiment, it is determined whether the ring controller is deformed at a certain time (T1, T2, T3, etc.) having a certain period of time. In other embodiments, the certain time may be a time point (moment) instead of a period of time. In other words, it may be determined whether the ring controller is deformed at a plurality of time points preset in the music.

[0260] In the above embodiment, the deformation and amount of deformation of the ring controller are detected based on the output from a strain gauge provided on the ring controller, but the deformation and amount of deformation of the ring controller may be detected by other methods. For example, an image of the ring controller may be obtained using a camera (image sensor) arranged around the ring controller, and the deformation and amount of deformation of the ring controller may be detected from the obtained image of the ring controller. The deformation and amount of deformation of the ring controller may also be detected using any other sensor.

[0261] Furthermore, in the above embodiment, the indicator sign is moved from the depth direction to the front direction of the screen, but in other embodiments, the indicator sign may be moved two-dimensionally in the left-right direction or the up-down direction of the screen.

[0262] In the above embodiment, the indicator sign moves along three paths in the left-right direction to reach one of three regions on the screen. In other embodiments, the number of paths of movement of the indicator sign (the number of reachable regions) is not limited to this, and may be, for example, 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 embodiment, and may be any number.

[0263] For example, in a case where there are five movement paths of the indicator sign 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 twist amount of the ring controller. For example, when the twist amount of the ring controller is zero, the ring object 71 is positioned in the center. In addition, 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. In addition, 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 embodiment, the ring object 71 is displayed on the screen, one of a plurality of determination regions is specified using the ring object 71, and a score is given if an indication sign is present in the specified region. In other embodiments, one of a plurality of determination regions may be specified according to the attitude of the ring controller without displaying the ring object 71 on the screen. The determination region may also be specified by any other input, not limited to the attitude of the ring controller. For example, the determination region may be specified by a button operation on the ring controller (right controller 4). The determination region may also be specified by an input on the leg controller (left controller 3).

[0265] Also, instead of holding the ring controller with both hands, the pressing operation may be performed by pressing the ring controller against the abdomen and deforming it. An instruction mark instructing the pressing operation using the abdomen may be provided in addition to (or instead of) the pressing instruction mark 73 described above.

[0266] In the above embodiment, an instruction sign is displayed to notify the user of the timing of input using the ring controller. In other embodiments, the timing of input may be notified (instructed) to the user by vibration, not by image. Also, the timing of input may be notified (instructed) to the user by sound.

[0267] Also, music does not necessarily have to be output. For example, the timing of input may be presented (instructed) to the user only by displaying an instruction sign.

[0268] Furthermore, the configuration of the game system 1 in the above embodiment is merely an example, and the above-mentioned game may be played in any other configuration. For example, in other embodiments, any input device may be used as long as it is an input device that is deformed by the application of force by the user. For example, the ring controller may have any shape, such as a rod shape, an ellipse shape, or an L-shape, instead of a circular shape.

[0269] The game system 1 described above may be configured by a plurality of devices connected via a network (WAN, Internet, etc.). Instead of the main unit 2, any information processing device (for example, a personal computer, a smartphone, a tablet terminal, a server, etc.) may be used to configure an information processing system including the information processing device.

[0270] Although the present invention has been described above, the above description is merely an example of the present invention, and various improvements and modifications may be made. [Explanation of symbols]

[0271] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 5 Ring Expansion Unit 6 Belt-type expansion device 81 Processor 71 Ring Object 72 Normal indication sign 73 Push-in sign 74 Pulling Sign 75 Continued Push Indicator

Claims

1. 1. A game system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, comprising: an input device having a member at least a part of which is elastically deformed by a user's force-applied motion other than a button operation; a sensor that outputs an output in response to a deformation of the input device caused by an elastic deformation of the member; 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. 7. The game system according to claim 1, further comprising a display control means for causing a display device to display an indication mark for indicating said timing.

8. 1. A game system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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; 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; a display control means for causing a display device to display an indication mark for indicating the timing; 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; With regard to the first type timing, the display of the indicator mark 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. 1. A game system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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; 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; a display control means for causing a display device to display an indication mark for indicating the timing; An orientation detection means for detecting an orientation of the input device; and a region designation means for designating one of three or more determination regions in accordance with the orientation of the input device, the display control means moves the indicator marker from an initial position to one of the three or more determination regions; the evaluation means, when the indicator mark is in a determination area designated by the area designation means at the timing and the input device is deformed, evaluates the user input as being favorable to the user; The area designation means, when the deformation of the input device continues, continues to designate the currently designated judgment area 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 the movement of the user's feet / legs; 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 feet / legs detected by the second detection means, 10. 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 judgment area designated by the second area designation means at the timing.

14. the display control means moves the indicator sign from an initial position to one of three or more determination areas; 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: An orientation detection means for detecting an orientation of the input device; a first area designation means for designating one of the three or more determination areas in a first direction in accordance with an orientation of the input device; A second detection means for detecting the movement of the user's feet / legs; a second area designation means for designating the first determination area or the second determination area in a second direction in response to a movement of the user's foot / leg detected by the second detection means, 10. The game system according to claim 7, wherein the evaluation means evaluates the user input in a manner favorable to the user when, at the timing, the indicator sign is in a judgment area designated by the first area designation means and the second area designation means and the input device is deformed.

15. The game system according to claim 1 , wherein the member is at least a part of an outer shape of the input device, and the input device is deformed by elastic deformation of the member.

16. An information processing program executed by a computer of an information processing device for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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 caused by an elastic deformation of a member having at least a part that elastically deforms when a user applies a force to the input device, the deformation being different from a button operation; 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.

17. 1. An information processing device for providing a user with a rhythm game that outputs predetermined music and sets a plurality of timings for evaluating a user input according to the predetermined music, a user input acquiring means for acquiring, as a user input, information based on an output corresponding to a deformation of an input device caused by an elastic deformation of a member having at least a part that elastically deforms when a user applies a force to the input device, the deformation being different from a button operation; 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.

18. 1. An information processing method executed in an information processing system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, comprising: a user input acquisition step of acquiring, as a user input, information based on an output corresponding to a deformation of an input device caused by an elastic deformation of a member having at least a part that elastically deforms when a user applies a force to the input device, the deformation being different from a button operation; an execution step of executing the rhythm game; 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.

19. An information processing program executed by a computer of an information processing device for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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 having a member at least a part 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; a display control means for causing a display device to display an indication mark for indicating the timing; 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; With regard to the first type timing, the information processing program controls display 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.

20. 1. An information processing device for providing a user with a rhythm game that outputs predetermined music and sets a plurality of timings for evaluating a user input according to the predetermined music, a user input acquiring means for acquiring, as a user input, information based on an output corresponding to a deformation of an input device having a member at least a part 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; a display control means for causing a display device to display an indication mark for indicating the timing; 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; With regard to the first type timing, the information processing device controls display so that the indicator mark moves in a manner such that the indicator mark reaches the determination region at a timing earlier than the first type timing.

21. 1. An information processing method executed in an information processing system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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 having a member at least a part of which is elastically deformed when a force is applied by a user; an execution step of executing the rhythm game; 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; A display control step of displaying an indication mark indicating the timing on a display device, 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; In the display control step, 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; With regard to the first type timing, the display of the indicator mark is controlled so that the indicator mark moves in a manner such that the indicator mark reaches the determination region at a timing earlier than the first type timing.

22. An information processing program executed by a computer of an information processing device for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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 having a member at least a part 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; a display control means for causing a display device to display an indication mark for indicating the timing; An orientation detection means for detecting an orientation of the input device; a region designation means for designating one of three or more determination regions in accordance with the orientation of the input device; the display control means moves the indicator marker from an initial position to one of the three or more determination regions; the evaluation means, when, at the timing, the indicator mark is in a determination area designated by the area designation means and the input device is deformed, evaluates the user input as being favorable to the user; The area designation means, when the deformation of the input device continues, continues to designate the currently designated determination area even if the attitude of the input device changes.

23. 1. An information processing device for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, a user input acquiring means for acquiring, as a user input, information based on an output corresponding to a deformation of an input device having a member at least a part 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; a display control means for causing a display device to display an indication mark for indicating the timing; An orientation detection means for detecting an orientation of the input device; and a region designation means for designating one of three or more determination regions in accordance with the orientation of the input device, the display control means moves the indicator marker from an initial position to one of the three or more determination regions; the evaluation means, when, at the timing, the indicator mark is in a determination area designated by the area designation means and the input device is deformed, evaluates the user input as being favorable to the user; The area designation means, in a case where the deformation of the input device continues, continues to designate the currently designated determination area even if the attitude of the input device changes.

24. 1. An information processing method executed in an information processing system for providing a user with a rhythm game in which predetermined music is output and a plurality of timings for evaluating a user input are set according to the predetermined music, 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 having a member at least a part of which is elastically deformed when a force is applied by a user; an execution step of executing the rhythm game; 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; a display control step of displaying an indication mark indicating the timing on a display device; a posture detection step of detecting a posture of the input device; and a region designation step of designating one of three or more determination regions in accordance with the orientation of the input device, In the display control step, the indicator marker is moved from an initial position to one of the three or more determination regions; in the evaluation step, when the indicator mark is in the determination area designated in the area designation step and the input device is deformed at the timing, the user input is evaluated as being favorable to the user; In the area designation step, when the deformation of the input device continues, the currently designated determination area continues to be designated even if the attitude of the input device changes.

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