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

The game system addresses the challenge of evaluating user inputs on deformable input devices by using sensors and evaluation methods to enhance gameplay experience through timely and deformation-based assessments, ensuring fair scoring and feedback.

JP7897373B2Active Publication Date: 2026-07-29NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2025-03-27
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing rhythm games using input devices that deform under force lack effective evaluation methods for user inputs, leading to suboptimal gameplay experiences.

Method used

A game system utilizing an input device with an elastically deformable member, equipped with sensors to detect deformation, and evaluation means to assess user inputs based on timing and deformation amount, providing differentiated evaluations for timely and delayed inputs.

Benefits of technology

Enhances user convenience by fairly evaluating user inputs, incorporating both timing and deformation aspects, and providing appropriate feedback through sound and visual cues, allowing diverse and engaging gameplay.

✦ 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, an information processing program, an information processing apparatus, and an information processing method capable of performing a rhythm game.

Background Art

[0002] Conventionally, there is a rhythm game in which a user inputs, for example, by a tap operation at a timing according to music (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is room for improvement when performing input in a rhythm game using an input device that is deformed by applying force.

[0005] Therefore, an object of the present invention is to provide a game system capable of performing a rhythm game using an input device that is deformed by applying force.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention adopts the following configuration.

[0007] The present invention provides a game system for a user to play a rhythm game in which multiple timings for evaluating user input are set, and comprises an input device, a sensor, a user input acquisition means, an execution means, and an evaluation means. The input device has a member that is elastically deformed at least in part when force is applied by the user. The sensor outputs 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. During the execution of the rhythm game, the evaluation means performs the same evaluation on the user input in cases where the input device is deformed at a given timing and when the input device has been deformed from before that timing until that timing.

[0008] According to the above, the same evaluation is performed whether the input device is deformed at the aforementioned timing or before that timing. This improves user convenience when playing rhythm games using an input device that deforms when force is applied.

[0009] Furthermore, the evaluation means may evaluate the user input related to the deformation in a way that is less favorable to the user than if the input device were deformed before the timing, if the input device is deformed after the timing.

[0010] According to the above, if the deformation of the input device begins with a delay from the aforementioned timing, it will be evaluated unfavorably for the user, thus enabling an evaluation suitable for rhythm games.

[0011] Furthermore, the evaluation means may perform the same evaluation on the user input in two cases: (a) when the input device is deformed at the first timing and the deformation continues at the 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.

[0012] According to the above, the same evaluation can be performed in two cases: when the input device continues to deform from the first timing to the second timing within the aforementioned timing range, and when the input device deforms at the first timing, then returns to its original position, and then deforms again at the second timing.

[0013] Furthermore, the evaluation means may evaluate the user input based on a first determination of whether or not the input device is deformed at the given timing, and a second determination based on the amount of deformation of the input device.

[0014] According to the above, user input can be evaluated not only based on the timing of the input device's deformation, but also on the amount of deformation of the input device.

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

[0016] According to the above, for example, even if the amount of deformation increases from the point in time when it is determined that the input device is deformed, the evaluation can be performed based on the increased amount of deformation. Therefore, even if the timing of the user applying force is slightly delayed, the user's input can be evaluated fairly.

[0017] Furthermore, the evaluation means may set a first evaluation value based on the first determination, set a second evaluation value based on the second determination, and evaluate the user input based on the first evaluation value and the second evaluation value.

[0018] As described above, user input can be evaluated by separately setting a first evaluation value based on the timing of deformation and a second evaluation value based on the amount of deformation. This makes it possible to play a rhythm game that takes into account both the input timing element and the momentum element.

[0019] Furthermore, 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 a second evaluation value according to the amount of deformation of the input device if the input device is deformed at the predetermined timing or 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, if the input timing is delayed from a predetermined timing, a low first evaluation value is set, 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] Furthermore, the game system may further include a first sound effect output means that outputs a first sound effect based on the result of the first determination, and a second sound effect output means that outputs a second sound effect based on the result of the second determination.

[0022] According to the above, for example, after detecting deformation of the input device, a first sound effect can be output, followed by a second sound effect that takes into account the amount of deformation of the input device. This allows for the output of the first sound effect without delay from the user's input, and also enables the output of an appropriate second sound effect that reflects the user's evaluation of the input.

[0023] Further, the game system may further include display control means for causing a display device to display an instruction sign for presenting the timing to the user.

[0024] According to the above, by displaying the instruction sign, the timing of input can be presented to the user.

[0025] Further, the rhythm game may include a first type of timing for evaluating user input based on the deformation of the input device, and a second type of timing for evaluating user input different from the deformation of the input device. Regarding the second type of timing, the display control means controls the display so that the instruction sign moves in a manner that the instruction sign reaches the determination area at the second type of timing, and regarding the first type of timing, the display control means may control the display so that the instruction sign moves in a manner that the instruction sign reaches the determination area at a timing earlier than the first type of timing.

[0026] According to the above, the instruction sign can be moved to the determination area before the first type of timing when the user input based on the deformation of the input device is evaluated. Thereby, even when input is performed by deforming the input device, it is possible to prevent the timing at which the input is detected from being delayed, and the user can input at the intended timing.

[0027] Further, the display control means may move and display the instruction sign from the position in the depth direction of the screen of the display device toward the front direction.

[0028] According to the above, the instruction sign can be moved from the position in the depth direction of the screen toward the front direction. Thereby, even if there is a slight deviation between the timing for evaluating the user input and the timing at which the instruction sign reaches the determination area, it is possible to provide a display that does not give the user a sense of discomfort.

[0029] Furthermore, the display control means may move the indicator sign from its initial position to one of three or more determination areas. The game system may further include a posture detection means for detecting the posture of the input device, and a region designation means for designating one of the three or more determination areas according to the posture of the input device. The evaluation means may evaluate the user input in a way that is favorable to the user if, at the given timing, the indicator sign is in the determination area designated by the region designation means and the input device is deformed.

[0030] According to the above, input can be performed by deforming the input device and changing its orientation, thereby adding diversity to rhythm games.

[0031] Furthermore, if the deformation of the input device continues, the region designation means may continue to designate the currently designated determination region even if the posture of the input device changes.

[0032] According to the above, even if the orientation of the input device changes unintentionally while the deformation of the input device is ongoing, the specified judgment area can be fixed.

[0033] Furthermore, once the area designation means has designated the determination area where the indicator sign is located at the timing, it may continue to designate the determination area regardless of the orientation of the input device until the timing has elapsed.

[0034] According to the above, if a certain determination area is designated by the indicator sign according to the orientation of the input device at the timing, the designated determination area can be fixed until the timing has elapsed. This allows the determination area to be continuously designated even if, for example, the orientation of the input device changes unintentionally.

[0035] Furthermore, the input device may be held in the user's hand. The display control means may move the indicator sign from its initial position to a first determination area or a second determination area. The game system may further include a second detection means for detecting the user's foot movements, and a second area designation means for designating the first determination area or the second determination area according to the user's foot movements detected by the second detection means. The evaluation means may evaluate the user input in a way that is favorable to the user if, at a predetermined timing, the indicator sign is in the determination area designated by the second area designation means.

[0036] According to the above, input can be made using the hands and feet, and in rhythm games, the user can be made to perform movements using their hands and feet.

[0037] Furthermore, the other invention may be an information processing device equipped with each of the means of the above-described game system, or an information processing program executed by the information processing device, or an information processing method performed in the above-described game system. [Effects of the Invention]

[0038] According to the present invention, a rhythm game can be played using an input device that deforms when force is applied. [Brief explanation of the drawing]

[0039] [Figure 1] A diagram showing an example of each device included in the game system. [Figure 2] Block diagram showing an example of the internal configuration of the main unit 2. [Figure 3] Block diagram showing an example of the internal configuration of the main unit 2, left controller 3, and right controller 4. [Figure 4] A diagram showing an example of a ring-type expansion device. [Figure 5] Block diagram showing the electrical connection relationships of the components of the ring-type expansion device 5. [Figure 6]This diagram shows an example of how a user uses the ring-type expansion device 5 and the belt-type expansion device 6. [Figure 7] This diagram shows an example of operation on the ring controller, specifically a push-in operation. [Figure 8] This diagram shows an example of operation on the ring controller, specifically a pulling operation. [Figure 9] This diagram shows an example of operation on the ring controller, specifically a twisting motion. [Figure 10] This diagram shows an example of a game image displayed during the execution of a rhythm game. [Figure 11] This diagram shows an example of input timing determined according to the rhythm of a specific piece of music. [Figure 12] This diagram shows an example of the movement path of an indicator sign, illustrating the movement of the indicator sign as viewed from the side in a virtual space. [Figure 13] This diagram shows an example of a game image when the press instruction indicator 73 is displayed during the rhythm game. [Figure 14] This diagram shows an example of a game image when the pull instruction sign 74 is displayed during the rhythm game. [Figure 15] This figure shows an example of a game image when the normal indicator 72 moves to the left area 70L during the execution of a rhythm game. [Figure 16] This diagram shows an example of a game image when the continuous press instruction indicator 75 is displayed during the execution of a rhythm game. [Figure 17A] This diagram illustrates a method for calculating scores based on user input, and shows an example of the change in the amount of pressure when a press operation is detected at timing T1. [Figure 17B] This diagram illustrates a method for calculating scores based on user input, and shows an example of the change in the amount of pressure when a press operation is detected at timing T1. [Figure 17C] This diagram illustrates a method for calculating scores based on user input, and shows an example of the change in the amount of pressure when a press operation is detected at timing T1. [Figure 18A]This diagram shows an example of how the amount of pressure changes when a push operation is detected later than timing T1, and how the score X based on timing is deducted. [Figure 18B] This diagram shows an example of how the amount of pressure changes when the timing-based score X is set to zero. [Figure 19] A diagram illustrating the evaluation of user input when instructed to perform operations that do not involve deformation of the ring controller. [Figure 20A] This diagram shows an example of the timing at which user input is judged and the timing at which the normal indicator 72 reaches the judgment area. [Figure 20B] This diagram shows an example of the timing at which user input is judged and the timing at which the press indicator 73 reaches the judgment area. [Figure 21] This diagram shows a comparison of game images when the normal instruction sign is displayed and when the push-button instruction sign is displayed. [Figure 22] This diagram shows an example of the vertical movement path of an indicator sign, and depicts the movement of the indicator sign as viewed from the side in a virtual space. [Figure 23] This diagram shows an example of a game image displayed during the execution of a rhythm game, specifically an example of a game image when the instruction sign follows the path shown below. [Figure 24] This diagram shows an example of data stored in the main unit 2. [Figure 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 Figure 25. [Figure 27] A flowchart showing an example of the push / pull operation evaluation process in step S112 of Figure 26. [Figure 28] A flowchart showing an example of the torsional operation evaluation process in step S114 of Figure 26. [Modes for carrying out the invention]

[0040] The following describes a game system according to an example of this embodiment. Figure 1 is a diagram showing an example of each device included in the game system. As shown in Figure 1, the game system 1 includes a main unit 2, a left controller 3 and 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 in this embodiment, it functions as a game console. The left controller 3 and the right controller 4 are detachable from the main unit 2 (see Figure 1). In other words, the user can attach the left controller 3 and the right controller 4 to the main unit 2 and use them as an integrated device. Alternatively, the user can use the main unit 2 and the left controller 3 and the right controller 4 as separate units. In the following, the main unit 2 and each of the controllers 3 and 4 will be collectively referred to as the "game device".

[0042] The ring-type expansion device 5 is an example of an expansion device used with 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 with 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. Thus, in this embodiment, the user can also use each controller 3 and 4 with each expansion device attached (see Figure 6). Note that the ring-type expansion device 5 may be able to attach the left controller 3 to itself, not just the right controller 4. The belt-type expansion device 6 may be able to attach the right controller 4 to itself, not just the left controller 3. These expansion devices make it possible to expand or change the functions and usage of the controllers. Note that these expansion devices may simply be called peripheral devices.

[0043] Figure 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 performs various information processing operations in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0044] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 for storing programs and data, and a DRAM (Dynamic Random Access Memory) 85 for temporarily storing various types of data used in information processing.

[0045] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, in accordance with instructions from the processor 81.

[0046] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to and from the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0047] The main unit 2 includes a network communication unit 82. The network communication unit 82 performs wireless communication with external devices via a network (e.g., wireless LAN).

[0048] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0049] Furthermore, the main unit 2 is equipped with a left terminal 17 for connecting the left controller 3, a right terminal 21 for connecting the right controller 4, and a lower terminal 27. When the cradle 5 is connected to the lower terminal 27, the main unit 2 can output data (for example, image data or 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 images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

[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 the speakers 88 and the audio input / output terminal 25.

[0052] The main unit 2 comprises a power control unit 97 and a battery 98. Although not shown in the figures, the power control unit 97 is connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.

[0053] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.

[0054] Figure 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 the details of the internal configuration of the main unit 2 are shown in Figure 2 and are therefore omitted in Figure 3.

[0055] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 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 using both wired communication via the terminal 42 and wireless communication without using the terminal 42.

[0056] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0057] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 3) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0058] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104 and an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 1). Note that the acceleration sensor 104 may also detect acceleration in one axis direction or two axis directions. The angular velocity sensor 105 detects angular velocity around a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 1). Note that the angular velocity sensor 105 may also detect angular velocity around one axis or two axes. The detection results from the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

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

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

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

[0062] Furthermore, the left controller 3 includes a power supply unit 108, which includes 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 (accelerometer 114 and angular velocity sensor 115), a vibrator 117, and a power supply unit 118. These have the same functions as the parts 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, etc., and executes processing in response to commands from the main unit 2 based on a predetermined program (for example, an application program for performing various calculations) stored in a storage device (for example, non-volatile memory, etc.) not shown in the right controller 4. The memory used by the processing unit 121 when it performs processing may be provided within the processing unit 121, or it may be memory 112.

[0065] Figure 4 shows an example of a ring-type expansion device. Figure 4 also 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. As will be described in detail later, in this embodiment, the user performs a novel operation by 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, for example, as if performing exercise.

[0066] As shown in Figure 4, the ring-type expansion device 5 comprises 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 in an annular shape by an elastic member and a base portion, which will be described later. In this embodiment, the annular portion 201 is circular. In other embodiments, the shape of the annular portion 201 is arbitrary and may be, for example, elliptical.

[0067] As shown in Figure 4, the ring-shaped 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 removable from the annular portion 201. In this embodiment, the left grip cover 203 is provided on the left gripping portion near the left end of the annular portion 201, and the right grip cover 204 is provided on the right gripping portion near the right end of the annular portion 201. The number of gripping portions is arbitrary, and depending on the expected operation method, there may be three or more gripping portions, or there may be only one gripping portion. Also, depending on the content of the game (or the content of the fitness movements performed by the user in the game), only a specific gripping portion among the multiple gripping portions may be gripped with one hand or both hands.

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

[0069] In this embodiment, the annular portion 201 has an elastically deformable elastic member and a base portion. The base portion holds both ends of the elastic member so that a ring is formed by the base portion and the elastic member. Note that the base portion is provided inside the main body portion 202 and is therefore not shown in Figure 4. The base portion is made of a material with higher rigidity than the elastic member. For example, the elastic member is made of resin (specifically, FRP (Fiber Reinforced Plastics)), and the base portion is made of metal. The strain gauge is provided on the base portion and detects the strain of the base portion. When the annular portion 201 deforms from a steady state, the deformation causes strain in the base portion, and the strain gauge detects the strain of the base portion. Based on the detected strain, the direction in which the annular portion 201 deforms (i.e., the direction in which the two grip covers 203 and 204 move closer together or further apart) and the amount of deformation can be calculated.

[0070] In other embodiments, the strain detection unit 211 may include any sensor capable of detecting that the annular portion 201 has deformed from a steady state, instead of a strain gauge. For example, the detection unit 211 may include a pressure sensor that detects the pressure applied when the annular portion 201 deforms, or a bending sensor that detects the amount 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 strain detection unit 211, amplifies the output signal of the strain detection unit 211 with the amplifier, and performs AD conversion with the AD converter. The signal conversion unit 212 outputs a digital signal indicating the strain value detected by the strain detection unit 211. In other embodiments, the signal conversion unit 212 may not include an AD converter, and the processing unit 213, described later, may include an AD converter.

[0072] The ring-type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit comprising a processor and memory, for example, an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and the output signal of the signal conversion unit 212 is input to the processing unit 213. 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 shown 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 parts 211 to 214. The power conversion unit 215 supplies power supplied from an external source (i.e., the right controller 4) via terminal 214 to each of the above parts 211 to 214. The power conversion unit 215 may adjust the voltage and other properties of the supplied power before supplying it to each of the above parts 211 to 214.

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

[0075] In other embodiments, the ring-type expansion device 5 may be equipped with a battery and operated by the power of the battery. The battery in the ring-type expansion device 5 may be a rechargeable battery that can be charged by power supplied from the right controller 4.

[0076] Figure 6 shows an example of how a user uses the ring-type expansion device 5 and the belt-type expansion device 6. As shown in Figure 6, the user plays the game using the game device (i.e., the main unit 2 and the controllers 3 and 4) in addition to the two expansion devices 5 and 6.

[0077] Specifically, as shown in Figure 6, the user grasps the ring-shaped expansion device 5, to which the right controller 4 is attached, with both hands, and fastens the belt-shaped expansion device 6, to which the left controller 3 is attached, to their leg. The main unit 2 is connected to the cradle 5, and the game images generated by the main unit 2 are displayed on the stationary monitor 6. The user plays the game while viewing the game images displayed on the stationary monitor 6.

[0078] When game processing is performed on the main unit 2, the right controller 4 receives distortion data from the ring-shaped expansion device 5. The distortion data includes information indicating the distortion value. Specifically, the processing unit 213 of the ring-shaped expansion device 5 transmits the distortion data to the right controller 4 via terminal 214. For example, the processing unit 213 repeatedly transmits the distortion data at a rate of once every predetermined time.

[0079] In the above case, the communication control unit 111 of the right controller 4 transmits the strain data received from the ring-type expansion device 5 via terminal 64 to the main unit 2. The communication control unit 111 also transmits the right controller operation data, which includes information acquired from each input unit included in the right controller 4 (specifically, each button 113, analog stick 52, and each sensor 114 and 115), to the main unit 2. 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 wirelessly. The communication control unit 111 may transmit the right controller operation data and strain data together to the main unit 2, or it may transmit them separately to the main unit 2. Furthermore, the communication control unit 111 may transmit the received strain data to the main unit 2 as is, or it may perform some processing on the received strain data (for example, data format conversion and / or calculation processing on the strain value) before transmitting it to the main unit 2.

[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 to the main unit 2, which includes information acquired from each input unit in the left controller 3 (specifically, each button 103, analog stick 32, and each sensor 104 and 105). When the left controller 3 is attached to the belt-type expansion device 6, communication from the left controller 3 to the main unit 2 is performed wirelessly.

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

[0082] In the rhythm game of this embodiment, the user operates the ring controller at predetermined timings corresponding to the music so that it is in the appropriate state. Below, we will first describe the operations performed on the ring controller by the user, and then describe the rhythm game of this embodiment.

[0083] Figure 7 shows an example of operation on the ring controller, specifically a pushing operation. Figure 8 shows an example of operation on the ring controller, specifically a pulling operation. Figure 9 shows an example of operation on the ring controller, specifically a twisting operation.

[0084] As shown in Figure 7, the user grasps the grip covers 203 and 204 of the ring controller with both hands and operates the ring controller by pushing it towards the center of the ring from the left and right directions. When this pushing operation is performed, the ring controller deforms from an annular shape to a roughly elliptical shape with the line segment connecting the grip covers 203 and 204 as its minor axis. At this time, the strain detection unit 211 (a sensor that detects the deformation of the ring controller; specifically, a strain gauge) outputs a signal indicating the strain of the base portion corresponding to the deformation of the elastic member. Based on this signal, data related to the detection result of the strain detection unit (strain data) is transmitted from the ring-type expansion device 5 to the right controller 4, and the right controller 4 transmits this data to the main unit 2. Based on this data, the main unit 2 acquires information regarding the deformation of the ring controller as user input. For example, when the ring controller is pushed in, the main unit 2 acquires a positive strain value. In the following, the positive strain value output when the ring controller is pushed in may be referred to as the "amount of push-in". "Indentation amount" is an example of information indicating the amount of deformation of the ring controller, and it varies depending on the force applied when pressing the ring controller.

[0085] Furthermore, as shown in Figure 8, the user can also operate the ring controller by pulling it from the center of the ring outwards. When this pulling operation is performed, the ring controller deforms from an annular shape to a roughly elliptical shape with the line segment connecting grip covers 203 and 204 as its major axis. When the ring controller is pulled, the main unit 2 acquires a negative strain value. In the following, the negative strain value output when the ring controller is pulled may be referred to as the "tensile amount." The "tensile amount" is an example of information indicating the amount of deformation of the ring controller and varies depending on the strength of the force used to pull the ring controller.

[0086] Furthermore, as shown in Figure 9, the user can grasp the grip covers 203 and 204 of the ring controller with both hands and rotate the ring controller around the ring's central axis (an axis parallel to the z-axis of the right controller 4). Hereafter, the operation of rotating the ring controller around the ring's central axis will be referred to as a "twist operation," and the angle of rotation around the central axis will be referred to as the "amount of twist." The position of the ring controller when the amount of twist is zero (i.e., zero rotation around the z-axis) is called the "basic position."

[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 thus 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 during the execution of the rhythm game of this embodiment will be described. Figure 10 shows an example of a game image displayed during the execution of the rhythm game.

[0089] As shown in Figure 10, the screen of monitor 6 displays, for example, a ring object 71 and a normal indicator sign 72 as an indicator sign. Although not shown in the illustration, the screen also displays a background image representing the game space.

[0090] During the rhythm game, a predetermined piece of music is played, and the user performs operations on the ring controller (pressing, pulling, and twisting) at predetermined timings corresponding to that music.

[0091] The ring object 71 is a virtual object that mimics a ring controller, and its display position and shape change according to the current orientation and shape of the ring controller. The ring object 71 is displayed in one of the three regions: the central region 70C, the right region 70R, and the left region 70L. In the game of this embodiment, a three-dimensional virtual space is displayed on the screen, and there is a plane parallel to the screen at a predetermined position in the depth direction of the virtual space (for example, the position of the screen), and this plane is divided into three regions: center, left, and right. These three regions are the central region 70C, the right region 70R, and the left region 70L. The ring object 71 is displayed in one of the three regions: the central region 70C, the right region 70R, and the left region 70L, depending on the orientation of the ring controller. As will be described later, this plane is also divided vertically. That is, the plane is divided into three upper regions (center, left, right) and three lower regions (center, left, right). When the user is standing, the ring object 71 is located in one of the three upper regions, and when the user is kneeling, the ring object 71 is located in one of the three lower regions.

[0092] For example, when the ring controller is in its basic position (i.e., the amount of twist is zero), the ring object 71 is displayed in the central area 70C of the screen. When a rightward 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 area 70R of the screen. Furthermore, the orientation of the ring object 71 is linked to the orientation of the ring controller in real space. Therefore, when a rightward twist operation is performed on the ring controller, the ring object 71 also rotates around the depth axis 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 the depth axis of the screen, and when the rotation angle of the ring controller exceeds a predetermined value, the ring object 71 moves to the right area 70R. Furthermore, if a leftward twist operation is performed on the ring controller (for example, if it is rotated counterclockwise by 30 degrees or more), the ring object 71 will be displayed in the left region 70L of the screen and will rotate counterclockwise by a predetermined angle (for example, 30 degrees) around the depth axis of the screen. Note that when a rightward or leftward twist operation is performed on the ring controller, the orientation of the ring object 71 will not change while it is in the central region 70C, but the orientation of the ring object 71 may change when it 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 its minor axis. In this embodiment, if the "amount of pressing" according to the detection result of the strain detection unit 211 exceeds a predetermined threshold, it is determined that a pressing operation is being performed. In Figure 10(b), a pressing operation is performed on the ring controller, and a right-hand twisting operation is also performed. As a result, the ring object 71 is displayed in the right region 70R, changes to an elliptical shape with the left-right direction as its 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 left-right direction as its major axis. In this embodiment, if the "pulling amount" according to the detection result of the strain detection unit 211 exceeds a predetermined threshold (if the absolute value of the strain value exceeds a predetermined threshold), it is determined that a pulling operation is being performed. In Figure 10(c), a pulling operation is performed on the ring controller, and a left-hand twisting operation is also being performed. As a result, the ring object 71 is displayed in the left region 70L, changes to an elliptical shape with the left-right direction as its major axis, and rotates counterclockwise by a predetermined angle.

[0095] An instruction sign is an image used to instruct the user on how to operate the ring controller. In this embodiment, multiple instruction signs are provided depending on the operation of the ring controller. These multiple instruction signs include a normal instruction sign 72, a push-in instruction sign 73, and a pull-out instruction sign 74.

[0096] As shown in Figure 10, the normal indicator 72 is an annular image. The normal indicator 72 is an indicator that indicates that deformation of the ring controller is not required. The push indicator 73 is an indicator that instructs the user to perform a push operation. As shown in Figure 13, which will be described later, the push indicator 73 is an image that appears to have been deformed by pushing an annular image from the left and right directions, for example, an ellipse shape with the left direction as the minor axis. The pull indicator 74 is an indicator that instructs the user to perform a pull operation. As shown in Figure 14, which will be described later, the pull indicator 74 is an image that appears to have been deformed by pulling an annular image from the left and right directions, for example, an ellipse shape with the left direction as the major axis.

[0097] In this embodiment, in addition to the above, multiple indicator signs are provided, including a continuous push indicator sign 75 (see Figure 16) for instructing a continuous push operation and a continuous pull indicator sign (not shown) for instructing a continuous pull operation. Furthermore, multiple indicator signs may also be provided, such as indicator signs for instructing a continuous push operation and indicator signs for instructing a continuous pull operation (neither of which are shown). Here, a continuous push operation (or pull operation) means maintaining the ring controller in a pushed-in state (or pulled-out state) for a predetermined time. Also, a continuous push operation (or pull operation) means performing multiple push operations (or pull operations) multiple times within a predetermined time.

[0098] The instruction signs move from their initial position in the depth direction of the screen towards the viewer. The user watches the moving instruction signs and, at the moment the sign reaches a predetermined position, uses the ring controller to perform the operation indicated by the sign. Points are awarded if the correct operation is performed at the correct time.

[0099] For example, at the point shown in Figure 10(a), the normal indicator 72 appears at the initial position in the depth direction of the screen. The normal indicator 72 moves from its initial position toward the front of the screen and reaches the screen position after a predetermined time has elapsed. Specifically, the normal indicator 72 moves from its initial position in the depth direction of the screen toward one of the following areas: the central area 70C, the right area 70R, and the left area 70L (Figures 10(b) to (c)). Then, after a predetermined time has elapsed since it appeared at its initial position, the normal indicator 72 reaches one of the following areas: the central area 70C, the right area 70R, and the left area 70L (Figure 10(d)).

[0100] When the normal indicator 72 reaches one of the following areas, the central area 70C, the right area 70R, or the left area 70L, an evaluation of the user's input is performed. Specifically, when the normal indicator 72 reaches one of the following areas, the ring object 71 is in the same area as the normal indicator 72, and points are awarded.

[0101] During music output, one of several indicator markers will appear sequentially at its initial position and move to one of the following areas: the central area 70C, the right area 70R, or the left area 70L. Here, the central area 70C, the right area 70R, and the left area 70L are referred to as the "judgment area." The position of the judgment area in the depth direction of the screen coincides with the position of the screen. The indicator markers move from their initial position in the depth direction of the screen towards the judgment area (screen). The user can earn points by performing an operation corresponding to the indicator marker when it reaches the judgment area.

[0102] The timing for the user to perform actions according to the instruction signs is predetermined to generally coincide with the rhythm of the music. Instruction signs appear and move to prompt the user to perform actions on the ring controller at each of the multiple timings determined in accordance with the music. At each timing, the user's input is evaluated, and points are awarded based on the evaluation result.

[0103] Figure 11 shows an example of input timing determined according to the rhythm of a specific piece of music. In Figure 11, the horizontal axis represents time, "Center" represents the central region 70C, "Left" represents the left region 70L, and "Right" represents the right region 70R. Also in Figure 11, "Press" represents a pressing operation, and "Pull" represents a pulling operation. Furthermore, "Normal" represents an operation that does not require deformation of the ring controller, and represents a twisting operation on the ring controller (right twisting operation, left twisting operation, or operation to return the ring controller to its basic position).

[0104] As shown in Figure 11, multiple timings (T1, T2, T3, etc.) that match the rhythm of the music are predetermined. Instructions using indicators are given to the user to perform operations using the ring controller at each timing shown in Figure 11. At each timing, it is determined whether or not user input using the ring controller has been performed, and an evaluation of the user's input is made based on the result of this determination.

[0105] For example, after music output begins at time t0, the user is instructed to perform a pressing operation at timing T1, which is a period based on time t1. At timing T1, a judgment is made regarding the user's input, and points are awarded according to the judgment result. Specifically, if the ring controller is in the basic position and a pressing operation is performed at timing T1, points are awarded.

[0106] Similarly, at timing T2, which is a period based on time t2, points are awarded if the ring controller is in its basic position and a push operation is performed. Also, at timing T4, which is a period based on time t4, the user needs to perform a right twist operation and a pull operation. Points are awarded if the right twist operation and pull operation are performed at timing T4. Also, at timing T7, which is a period based on time t7, the ring controller needs to be controlled to its basic position. Points are awarded if the ring controller is in its basic position at timing T7. At timing T7, points are awarded whether the ring controller is deformed or not, as long as the ring controller is in its basic position (i.e., the ring object 71 is located in the central region 70C). In other words, at timing T7, the user does not need to deform the ring controller.

[0107] At each timing (T1, T2, T3, etc.) shown in Figure 11, the movement of the indicator signs described above is controlled to allow the user to perform each operation. Specifically, at each timing (T1, T2, T3, etc.) shown in Figure 11, the movement of the indicator signs is controlled so that the indicator signs reach the judgment area. For example, at timing T1, the movement of the push indicator sign 73 is controlled so that the push indicator sign 73 reaches the central area 70C. Also, at timing T4, the movement of the pull indicator sign 74 is controlled so that the pull indicator sign 74 reaches the right area 70R. Also, at timing T8, the movement of the normal indicator sign 72 is controlled so that the normal indicator sign 72 reaches the left area 70L. As will be described in detail later, when an indicator sign that involves deformation of the ring controller (push indicator sign 73 or pull indicator sign 74) is displayed, there is a discrepancy between the timing when the indicator sign reaches the judgment area and the timing when the user's input is evaluated.

[0108] Furthermore, at each timing (T1, T2, T3, etc.) shown in Figure 11, in addition to displaying an indicator sign, vibration may be output to indicate the timing of operation to the ring controller to the user. For example, the timing of operation may be indicated to the user by vibrating the vibrator 117 of the right controller 4 (or the vibrator 107 of the left controller 3). Alternatively, for example, the timing of operation may be indicated to the user by starting the vibration of the right controller 4 at each time point t1, t2, t3, etc. The vibration may also be continued during each period (T1, T2, T3, etc.) in which the user's operation is evaluated. In addition, the vibration pattern may be different depending on the type of indicator sign (type of operation).

[0109] In the rhythm game of this embodiment, multiple songs are prepared in advance, and the input timing shown in Figure 11 is predetermined for each song.

[0110] Figure 12 shows an example of the movement path of a directional sign, and is a view of the directional sign's movement from the side of the virtual space. As shown in Figure 12, the user's viewpoint (virtual camera) is positioned in a predetermined location in the virtual space and facing in the positive z-axis direction. The directional sign moves in a curve from a predetermined position in the z-axis direction and at a predetermined height relative to the virtual camera, moving downwards in the negative z-axis direction. Specifically, the directional sign moves so that its direction of movement becomes more horizontal (the angle with the z-axis decreases) as it approaches the virtual camera (user's viewpoint). When the game image generated based on the virtual camera is displayed on the screen, the directional sign is shown approaching from the depth direction of the screen towards the foreground, as shown in Figure 10. When the directional sign reaches the position of the virtual camera (screen position), an image like that shown in Figure 10(d) is displayed.

[0111] By having the indicator signs move in a curved path as shown in Figure 12, it becomes easier for the user to recognize when the indicator signs reach the judgment area. For example, if the indicator signs move linearly parallel to the line of sight of the virtual camera, multiple indicator signs may overlap when moving side by side. In this case, it may be difficult for the user to recognize when the indicator signs reach the judgment area. However, in this embodiment, since the indicator signs move in a curved path, even when multiple indicator signs move side by side, they are less likely to overlap, making it easier for the user to recognize each indicator sign. Therefore, it becomes easier for the user to recognize when each indicator sign reaches the judgment area.

[0112] (Example of a game image) Next, we will explain the game images displayed during the rhythm game and examples of ring controller operation. Figure 13 shows an example of a game image when the push-in instruction indicator 73 is displayed during the rhythm game. Figure 14 shows an example of a game image when the pull-out instruction indicator 74 is displayed during the rhythm game. Figure 15 shows an example of a game image when the normal instruction indicator 72 moves to the left area 70L during the rhythm game. Figure 16 shows an example of a game image when the continuous push-in instruction indicator 75 is displayed during the rhythm game.

[0113] As shown in Figure 13, at a certain point in time during music output (for example, a predetermined time before t1), the press-indicator marker 73 appears in its initial position (Figure 13(a)). The press-indicator marker 73 moves from its initial position in the depth direction of the screen towards the screen along the central path (Figure 13(b) to (c)). Then, as shown in Figure 13(d), if a press operation is performed on the ring controller at the moment the press-indicator marker 73 reaches the judgment area (in this case, the central area 70C), a score indicating the evaluation of that operation is awarded.

[0114] The points awarded here are calculated based on the timing of the pressing operation and the amount of pressure applied during that operation. If the operation involves deformation of the ring controller, the maximum score is 150 points. Details of the points awarded depending on the operation on the ring controller will be described later.

[0115] Furthermore, as shown in Figure 13(d), an image indicating the awarded score and an image indicating the score level are displayed. For example, the images indicating the levels include "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. In addition, effects are performed according to the awarded score. For example, as an effect according to the score, effect image 77 is displayed and a sound effect is output.

[0116] Furthermore, as shown in Figure 14, at another point during the music output, the pull instruction marker 74 appears at its initial position (Figure 14(a)). The pull instruction marker 74 moves from its initial position in the depth direction of the screen towards the screen along the right-hand path (Figure 14(b)~(c)). Then, as shown in Figure 14(d), an evaluation of the user's input is performed when the pull instruction marker 74 reaches the judgment area (in this case, the right area 70R). In this case, since no pull operation was performed on the ring controller at this time, the score is "0", and the word "Bad" is displayed as an image indicating the level corresponding to the score.

[0117] Furthermore, as shown in Figure 15, at another point during the music output, the normal indicator 72 appears at its initial position (Figure 15(a)). The normal indicator 72 moves from its initial position in the depth direction of the screen towards the screen along the left-hand path (Figure 15(b)~(c)). Then, as shown in Figure 15(d), the user's input is evaluated when the normal indicator 72 reaches the judgment area (in this case, the left area 70L). In this case, since a leftward 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 stage corresponding to the score. Also, even if a leftward twist operation is performed before the normal indicator 72 reaches the judgment area, a score of "100" is awarded. In other words, if a leftward twist operation is performed when the normal indicator sign 72 reaches the judgment area (i.e., the ring object 71 is in the left area 70L), the same score will be awarded whether the leftward twist operation is performed at the exact moment the normal indicator sign 72 reaches the judgment area, or whether the leftward twist operation is performed before the normal indicator sign 72 reaches the judgment area. In the case of the normal indicator sign 72, the maximum score is 100 points, and if the maximum score is achieved, the level "Amazing" will be displayed.

[0118] Furthermore, as shown in Figure 16, the continuous press instruction indicator 75 may appear at another point in time during music output (Figure 16(a)). The continuous press instruction indicator 75 is an image that appears as if multiple images similar to the press instruction indicator 73 are linked together, and it is an instruction indicator to encourage the user to continue the press operation. As shown in Figure 16(b), if the user continues the press operation while a part of the continuous press instruction indicator 75 is displayed in the judgment area, points are awarded. Points are awarded based on the timing when the press started, the duration of the press, and the amount of the press during the press operation.

[0119] The continuous press instruction indicator 75 also moves along one of the left, center, or right paths and reaches one of the left, center, or right judgment areas. Points are awarded if the ring object 71 is in the same area as the reach area of ​​the continuous press instruction indicator 75 and the ring controller is continuously pressed.

[0120] In this case, if the ring object 71 is in the same area as the area reached by the continuous press instruction indicator 75, the orientation of the ring controller may change unintentionally. For example, if the user is continuously pressing the ring controller, they may unintentionally change the orientation of the ring controller. In this embodiment, if the continuous press instruction indicator 75 has reached the determination area and the ring object 71 is in the same area as the area reached by the continuous press instruction indicator 75, the display position of the ring object 71 will not change even if the orientation of the ring controller changes. That is, if the ring object 71 moves to the same area while the continuous press instruction indicator 75 is in the determination area, the ring object 71 will be fixed in that area regardless of whether a press operation is being performed or not. Once the timing for performing the continuous press operation has elapsed (i.e., when the continuous press instruction indicator 75 is no longer in the determination area), the fixation is released. For example, if the continuous press instruction indicator 75 is in the right area 70R, and a rightward twist and press operation is continued on the ring controller, the ring object 71 will be displayed in the right area 70R and points will be awarded. Even if the ring controller returns to its basic position or a leftward twist operation is performed while this press operation is continuing, the ring object 71 will continue to be displayed in the right area 70R and points will be awarded. Also, if the continuous press instruction indicator 75 is in the right area 70R and a rightward twist operation is performed on the ring controller but no press operation is performed, the ring object 71 will be displayed in the right area 70R, but points will not be awarded. In this case, even if the ring controller returns to its basic position or a leftward twist operation is performed, the ring object 71 will continue to be displayed in the right area 70R (points will not be awarded). In other words, if the ring object 71 is in the same area as the continuous press instruction indicator 75, the ring object 71 will not move even if the position of the ring controller changes afterward. This prevents the ring object 71 from moving against the user's intention.Furthermore, if the pressing operation is continued, points can be awarded even if the orientation of the ring object changes during the operation. In another embodiment, if the ring object 71 is in the same area as the continuous pressing instruction indicator 75 and the pressing operation is continued, the ring object 71 may not move even if the orientation of the ring controller changes afterward. In this case, the position of the ring object 71 is fixed while the pressing operation is continued, but the position of the ring object 71 is released when the pressing operation is terminated.

[0121] (Evaluation of user input) Next, we will explain the evaluation of user input. Figures 17A to 17C are diagrams illustrating the method for calculating scores according to user input, and show an example of the change in the amount of pressure when a press operation is detected at timing T1.

[0122] The evaluation of user input (score Z) is calculated based on two factors: a score (X) based on the timing of the operation (when the operation involves deformation of the ring controller) and a score (Y) based on the amount of deformation of the ring controller. If an indicator sign is displayed to instruct continuous pushing (or pulling) operations, the score is calculated based on the number of pushes (or pulls).

[0123] Specifically, after the music output begins, if the amount of pressure applied exceeds a predetermined threshold at timing T1, which is a period from time t1 to α, a press operation is detected. For example, as shown in Figure 17A, if the amount of pressure applied exceeds the threshold at time t1', which is within the period from time t1 to α, a press operation is detected at this time t1'. If a press operation is detected at timing T1, the timing-based score X is set to, for example, 100 points (perfect score).

[0124] The amount of deformation is determined 5 frames after the time t1' in which the deformation operation is detected (for example, 1 frame = 1 / 60 second). Specifically, the maximum value of the deformation (in this case, the amount of deformation) over 5 frames before and after time t1' is calculated. Based on the maximum value of the deformation over these 10 frames, a score Y is calculated. The score Y is calculated on a scale of, for example, 50 points, and the larger the maximum value of the deformation, the closer the score will be to 50. The relationship between the score Y and the maximum value of the deformation can be anything. For example, the score Y may be proportional to the maximum value of the deformation.

[0125] Once 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, score Z is the sum of X and Y. Therefore, the maximum score Z awarded when a push operation is instructed is 150 points.

[0126] Furthermore, as shown in Figure 17B, if a pressing operation is initiated immediately before time t1, a determination is made at time t1 to determine whether the amount of pressing exceeds a predetermined threshold. If it exceeds the threshold, the pressing operation is detected at time t1. At this time t1, a score of 100 points is set as the timing-based score X. Five frames have elapsed since time t1 when the pressing operation was detected, a pressing amount determination is made, and a score Y based on the deformation amount is calculated. Specifically, the maximum value of the deformation amount within five frames before and after time t1 is calculated, and the score Y is calculated based on this maximum value.

[0127] Furthermore, as shown in Figure 17C, if a pressing operation is started before time point t1, and the amount of pressing exceeds a predetermined threshold at time point t1, the pressing operation is detected at time point t1. At this time point t1, a score of 100 points is set as the timing-based score X. Five frames have elapsed since time point t1 when the pressing operation was detected, the amount of pressing is determined, and a score Y based on the deformation amount is calculated. The maximum value of the deformation amount within five frames before and after time point t1 is calculated, and the 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), the score Y is calculated based on this maximum value.

[0128] Thus, if the pressing operation is initiated at timing T1, the timing-based score X is set to 100 points (the maximum score). Furthermore, even if the pressing operation is initiated before timing T1 and continues at timing T1, 100 points are set, just as if the pressing operation was initiated at timing T1. In other words, if the ring controller is deformed by the pressing at timing T1, 100 points are set as the timing-based score X, regardless of whether the deformation occurred before timing T1 or not.

[0129] Figure 18A shows an example of how the amount of indentation changes when the indentation operation is detected later than timing T1, and illustrates the case where the score X based on timing is deducted.

[0130] As shown in Figure 18A, if the amount of pressure pressed does not exceed the threshold within timing T1, and the amount of pressure pressed exceeds the threshold within the period β after timing T1, the pressing operation is detected at time td1 when the amount of pressure pressed exceeds the threshold. A timing-based score X is calculated according to the delay time between time td1 and timing T1. For example, the score X is set between 10 and 80 points. For example, if the delay time is 1 frame, the score X is set to 80 points, and thereafter the score X may decrease linearly with respect to the delay time.

[0131] Furthermore, five frames after time point td1, the amount of pressure is determined, and a score Y is calculated based on the amount of deformation. Even if the pressure operation is detected later than timing T1, the score Y is calculated based on the maximum value of the deformation over five frames before and after time point td1, similar to when the pressure operation is detected at timing T1. Then, the sum of X and Y is calculated as the evaluation of the user's input (score Z).

[0132] Figure 18B shows an example of how the amount of indentation changes when the timing-based score X is set to zero.

[0133] As shown in Figure 18B, if the amount of pressure pressed does not exceed the threshold during timing T1 (period α), and also during period β after timing T1, the timing-based score X is set to zero. Even if the amount of pressure pressed exceeds the threshold after period β, the timing-based score X remains zero. In this case, the deformation-based score Y also becomes zero. Therefore, if the amount of pressure pressed does not exceed the threshold during timing T1 and period β after timing T1, the evaluation of the user's input (score Z) will be zero, regardless of whether the amount of pressure pressed exceeds the threshold after period β. Thus, the start timing of the pressing operation before timing T1 does not affect the score X, but the start timing of the pressing operation after timing T1 does affect the score X.

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

[0135] In addition to these four levels of display, the system also provides visual effects based on the user's evaluation (score Z) of their input. In this embodiment, the visual effects based on the evaluation include the output of sound effects and effect images.

[0136] Specifically, the output of the first sound effect begins when a press operation is detected. For example, in Figure 17A, the first sound effect is output at time t1'. In Figures 17B and 17C, the first sound effect is output at time t1. In Figure 18A, the first sound effect is output at time td1.

[0137] The first sound effect consists of two parts: first sound effect A and first sound effect B. If a press operation is detected at timing T1 (i.e., if the score X is 100 points), first sound effect A is output. If a press operation is detected after timing T1 (i.e., if the score X is deducted from 100 points), first sound effect B is output. First sound effect A is a more pleasant sound for the user than first sound effect B, and for example, first sound effect A may be higher pitched than first sound effect B.

[0138] After the first sound effect is output, the second sound effect is output when 5 frames have elapsed since the press operation was detected (i.e., when the amount of press is determined). There are, for example, four types of second sound effects. Specifically, there is second sound effect A corresponding to "Amazing," second sound effect B corresponding to "Great," second sound effect C corresponding to "Good," and second sound effect D corresponding to "Bad." Depending on the score Z, one of these four types of second sound effects is selected and output. Second sound effect A is a sound that is more pleasant to the user than second sound effects B to D, and may be higher in pitch than these sounds, for example. Also, second sound effect B is a sound that is more pleasant to the user than second sound effects C and D. Also, second sound effect C is a sound that is more pleasant to the user than second sound effect D.

[0139] The first sound effect, which is output when a press operation is detected, and the second sound effect, which is output 5 frames later, are output consecutively to appear as a single sound effect. For example, the output of the first sound effect begins when a press operation is detected, and the output of the second sound effect begins while the output of the first sound effect is still ongoing. As a result, the user perceives the first and second sound effects as a single sound effect.

[0140] In this embodiment, in addition to a score X based on the timing of the press operation, a score Y is calculated based on the amount of pressure applied during that press operation. Since the score Y based on the amount of pressure is calculated and the score Z is determined 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 a sound effect is not output when the press operation is detected, and is output 5 frames after the press operation is detected, the sound effect will be output with a delay from the timing of the user's input. In this case, the user may feel uncomfortable.

[0141] Therefore, in this embodiment, a first sound effect is output when a press operation is detected, and a second sound effect is output 5 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, thereby outputting sound effects that correspond to the operation without causing discomfort to the user.

[0142] The output of effect images is also performed in two stages. Specifically, the first effect image is displayed when a press operation is detected, and the second effect image corresponding to the score Z is displayed 5 frames after the press operation is detected. Four images are prepared as the second effect image, each corresponding to one of the four evaluation levels ("Amazing," "Great," "Good," and "Bad"). 5 frames after the press operation is detected, one of the four second effect images is selected and displayed according to the score Z. The first effect image is a common image for all four evaluation levels, and after the first effect image is displayed, any of the four second effect images displayed will be an image that does not feel unnatural to the user. 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, when a press operation is detected, a circular image is displayed as the first effect image, and 5 frames later, the score Z is determined, and a large star-shaped image is displayed as the second effect image corresponding to "Amazing." When viewing this series of first and second effect images, the circular image appears to transform into a large star-shaped image, resulting in a seamless and natural-looking visual effect.

[0143] By displaying effect images in two stages in this way, it is possible to display effect images without delay from user input, and to display appropriate effect images according to the evaluation of the user's input, thereby displaying effect images that correspond to the evaluation in a way that feels natural to the user.

[0144] Figures 17A to 18B illustrate the case where a pushing operation is instructed. In the case where a pulling operation is instructed, the evaluation of the user's input (score Z) is calculated in a similar manner, based on a score X based on timing and a 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 is instructed (right twist operation, left twist operation, and operation in which the ring controller returns to its basic position), the user's input is evaluated based on whether the ring object 71 is located in the same area when the instruction indicator 72 reaches one of the multiple judgment areas (central area 70C, right area 70R, and left area 70L).

[0146] Figure 19 illustrates the evaluation of user input when instructed to perform operations that do not involve deformation of the ring controller.

[0147] As shown in Figure 19, when the normal indicator 72 reaches the central region 70C at timing T7, and the ring object 71 is located in the central region 70C at timing T7, a score of 100 points is set as the timing-based score X. If 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 of the user's input (score Z) is equal to the timing-based score X. For example, if the ring object 71 is located in the central region 70C 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 t7' within timing T7, the score X is set to 100 points.

[0148] On the other hand, for example, if the normal indicator 72 reaches the left region 70L at timing T8, but the ring object 71 is not located in the left region 70L at timing T8, then points X will be deducted. For example, if the ring object 71 moves from the central region 70C to the left region 70L at time td8, which is within the period β after timing T8, then points X will be deducted according to the delay time between timing T8 and time td8. The method for calculating points X in this case is the same as the method for calculating points when an operation involving deformation of the ring controller (push operation or pull operation) is instructed. Note that if the ring object 71 is not located in the left region 70L, which is the reachable area of ​​the normal indicator 72, even within the period β, then points X will be zero.

[0149] The above periods α and β are set for each predetermined point in time (t1, t2, t3, etc.) in the music. The lengths of periods α and β set for each point in time (t1, t2, t3, etc.) may be the same or different.

[0150] As described above, in the rhythm game of this embodiment, an operation involving the deformation of the ring controller is instructed at a predetermined timing set in accordance with the music. If the ring controller is deformed at the predetermined timing, a score of 100 points is set as the timing-based score X, regardless of whether the deformation started before the predetermined timing or not. For example, if the ring controller changes from an undeformed state to a deformed state at the predetermined timing, a score of 100 points is set as the score X. Similarly, if the ring controller starts to deform before the predetermined timing and the deformation continues at the predetermined timing, a score of 100 points is set as the score X. On the other hand, if the ring controller starts to deform after the predetermined timing, the score X is reduced from 100 points.

[0151] In this way, if the ring controller is deformed at a predetermined timing, regardless of whether it was deformed before that timing, a high evaluation is given, allowing input in the rhythm game to be performed using the deformed ring controller.

[0152] For example, in traditional rhythm games, high scores are awarded for pressing buttons at predetermined timings corresponding to the music. Specifically, if a button changes from an OFF state to an ON state (off) at the predetermined timing, high scores are awarded. On the other hand, if a button is pressed before the predetermined timing and remains pressed at the predetermined timing, points are deducted. Similarly, points are deducted if a button is pressed after the predetermined timing.

[0153] However, when input in rhythm games is performed by deforming the ring controller, it can be difficult for users to input as intended. When the ring controller deforms with a certain amount of force, there may be a discrepancy between the timing of the user's force application and the timing of the ring controller's deformation detection. For example, even if the user applies force, the ring controller may not deform instantaneously, and the deformation may be detected with a delay from the timing of the user's force application. Also, for example, a user may use recoil to push the ring controller in order to apply strong force, in which case there may be a discrepancy between the timing intended by the user and the timing of the ring controller's deformation detection. Furthermore, when input is performed 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 these reasons, in this embodiment, regardless of whether the ring controller is deformed before a predetermined timing determined in correspondence with the music, it is determined whether the ring controller is deformed at a predetermined timing, and if it is deformed at the predetermined timing, a high evaluation is given. This makes it possible to use a ring controller that deforms when force is applied as input in a rhythm game.

[0155] Furthermore, even if the ring controller is deformed before a predetermined timing, a high score can be awarded, thereby motivating the user to perform exercises using the ring controller. For example, a user can start pressing the ring controller from the moment the press instruction indicator 73 appears in its initial position and continue pressing until the indicator 73 reaches the judgment area, thereby earning a high score. This allows users to actively perform exercises in rhythm games.

[0156] Next, we will explain in detail the timing of when user input is judged and when the indicator reaches the judgment area.

[0157] Figure 20A shows an example of the timing of user input determination and the timing of when the normal indicator 72 reaches the determination area. Figure 20B shows an example of the timing of user input determination and the timing of when the push indicator 73 reaches the determination area.

[0158] As shown in Figure 20A, the normal indicator 72 approaches the screen in a curved path from its initial position in the depth direction of the screen. At the timing when a judgment regarding user input is made (judgment timing DT), the normal indicator 72 reaches the judgment area. At this time, the normal indicator 72 is displayed so as to be positioned on the screen, as shown in Figure 10(d). As described above, if a ring object 71 exists in the judgment area (one of the central area 70C, right area 70R, and left area 70L) that the normal indicator 72 reaches at this judgment timing DT, 100 points are awarded as a timing-based score X.

[0159] On the other hand, when the press-button indicator 73 is displayed in a moving position, as shown in Figure 20B, the press-button indicator 73 reaches the judgment area at a time dt before the judgment timing DT. For example, the press-button indicator 73 reaches the judgment area at a time 2 frames before the judgment timing DT. That is, the time when the press-button indicator 73 is displayed in a position on the screen is at a time dt before the judgment timing DT. In other words, the judgment timing DT is the time dt that has elapsed since the press-button indicator 73 reached the judgment area, and at the judgment timing DT, the press-button indicator 73 has passed the judgment area (screen position). Note that the judgment timing DT and the timing when the press-button indicator 73 reaches the judgment area may be shifted by other methods. For example, the timing when the judgment timing DT and the timing when the press-button indicator 73 reaches the judgment area may be shifted by shifting the position of the press-button indicator 73 in the depth direction of the screen.

[0160] Figure 21 shows a comparison of game images when the normal instruction sign is displayed and when the push-button instruction sign is displayed.

[0161] When an operation that does not involve deformation of the ring controller is instructed, as shown in Figure 21(A1), the normal indicator 72 is positioned in the depth direction of the screen at a time dt before the judgment timing DT. At the judgment timing, the normal indicator 72 reaches the judgment area (Figure 21(A2)). Then, at a time dt has elapsed from the judgment timing DT, the normal indicator 72 has passed the screen and is positioned behind the screen (Figure 21(A3)).

[0162] On the other hand, when an operation involving deformation of the ring controller (e.g., a push operation) is instructed, as shown in Figure 21 (B1), the push instruction indicator 73 is positioned in the depth direction of the screen 2dt before the judgment timing DT. The distance from the screen to the normal instruction indicator 72 in Figure 21 (A1) is equal to the distance from the screen to the push instruction indicator 73 in Figure 21 (B1). At dt before the judgment timing DT, the push instruction indicator 73 reaches the judgment area (Figure 21 (B2)). Then, at the judgment timing DT, the push instruction indicator 73 has passed the screen and is positioned behind the screen (Figure 21 (B3)).

[0163] In the above embodiment, it was explained on the premise that the position of the determination area in the depth direction of the virtual space coincides with the position of the screen. However, the position of the determination area does not have to coincide with the position of the screen. For example, the positions of the determination area and the ring object 71 may be positioned behind the virtual camera (screen) (to the left in Figure 20). In this case, at the moment the indicator sign passes the determination area, the indicator sign is still within the imaging range of the virtual camera and is displayed on the screen.

[0164] The case where the pull instruction indicator 74 is displayed is the same as the case where the push instruction indicator 73 is displayed. That is, the pull instruction indicator 74 reaches the determination area before the determination timing arrives.

[0165] Thus, for operations that do not involve deformation of the ring controller, the timing of the judgment coincides with the timing when the normal indicator 72 reaches the judgment area. Because the timing of the judgment regarding the user's input coincides with the timing when the normal indicator 72 reaches the judgment area, the user can perform a twisting operation on the ring controller at the time the normal indicator 72 reaches the judgment area and earn points X.

[0166] On the other hand, when an operation involving deformation of the ring controller (e.g., a push operation) is instructed, the timing of the judgment has not yet arrived when the push instruction indicator 73 reaches the judgment area. The timing when the judgment regarding the user's input is made is when time dt has elapsed after the push instruction indicator 73 reaches the judgment area. The reason for shifting these timings is as follows: When an operation involving deformation of the ring controller is performed, there may be a discrepancy between the timing when the user begins to apply force to the ring controller and the timing when the deformation of the ring controller exceeds the threshold and the deformation is detected. Therefore, if the user starts a push operation on the ring controller at the timing when the push instruction indicator 73 reaches the judgment area, the timing of detection of the push operation may be delayed. For this reason, the push instruction indicator 73 is made to reach the judgment area before the actual judgment timing. This makes it easier for the judgment timing and the timing when the amount of push exceeds the threshold to coincide when the user performs a push operation at the timing when the push instruction indicator 73 reaches the judgment area.

[0167] Furthermore, if input is performed using buttons instead of deforming the ring controller, the user can input by pressing the buttons at the intended time. However, when using a ring controller that deforms when a certain amount of force is applied, it can be difficult for the user to determine how much force is needed for the deformation to be detected and recognized as input. As a result, there may be a discrepancy between the timing of the user's intended input and the timing when the input is actually detected.

[0168] Therefore, in the rhythm game of this embodiment, when input is performed by deforming the ring controller, such as with pushing or pulling operations, the indicator sign is made to reach the judgment area before the judgment timing for determining whether or not an actual input has been performed. This prevents a delay in the timing of input detection, allowing the user to perform input at the timing they intend.

[0169] Furthermore, when the continuous push-in instruction sign 75 or the continuous pull-out instruction sign is displayed, the judgment timing and the timing when the instruction sign reaches the judgment area coincide, similar to the normal instruction sign 72. However, when the continuous push-in instruction sign 75 or the continuous pull-out instruction sign is displayed, the instruction sign may reach the judgment area before the judgment timing arrives, similar to when the push-in instruction sign 73 is displayed.

[0170] In the above example, the timing at which the indicator sign reaches the judgment area was set to two frames before the judgment timing, but these timing discrepancies are merely examples. For example, if the indicator sign moves quickly, the timing at which the indicator sign reaches the judgment area may be set to three frames or more before the judgment timing. Also, if the indicator sign moves slowly, the timing at which the indicator sign reaches the judgment area may be set to one frame before the judgment timing.

[0171] Furthermore, in this embodiment, the indicator marker is displayed so as to move from the depth direction of the screen towards the viewer. This ensures that even if there is a discrepancy between the judgment timing and the timing when the indicator marker reaches the judgment area, it does not feel unnatural to the user. Normally, in rhythm games, it is conceivable to move the indicator marker two-dimensionally in the left-right or up-down directions of the screen. That is, the game space is two-dimensional, and the indicator marker is moved within this two-dimensional game space. When the indicator marker moves two-dimensionally in this way, the user clearly recognizes whether or not the indicator marker has reached the judgment area. When the indicator marker moves two-dimensionally, if there is a discrepancy between the timing when the indicator marker reaches the judgment area and the judgment timing, the user will clearly recognize the discrepancy, which may cause the user to feel unnatural. However, in the rhythm game of this embodiment, since the indicator marker moves from its position in the depth direction in three-dimensional space towards the viewer, even if there is a discrepancy between the judgment timing and the timing when the indicator marker reaches the judgment area, it does not feel unnatural to the user.

[0172] (Input using leg controllers) Next, we will explain the input using the leg controller. In the rhythm game of this embodiment, the instruction sign moves along either the upper path or the lower path in the virtual space. Figure 22 is a diagram showing an example of the upper and lower movement paths of the instruction sign, and is a view of the movement of the instruction sign from the side of the virtual space.

[0173] As shown in Figure 22, the marker moves along either the upper or lower path. When the user is standing, the virtual camera is positioned above; when the user is bent at the knees (for example, with knees bent at a 90-degree angle), the virtual camera is positioned below. When the marker moves along the upper path, the user waits in a standing position for the marker to move to the judgment area (on the screen), and then operates the ring controller at the moment (or before) the marker reaches the judgment area. On the other hand, when the marker moves along the lower path, the user must bend their knees at least at the moment the marker reaches the judgment area. When the marker moves along the lower path, and the user is bent at the time, the user can earn points by operating the ring controller at the moment the marker reaches the judgment area. When the marker moves along the lower path, if the user remains standing, the marker will pass below the user, and the user will not earn points.

[0174] Figure 23 shows an example of a game image displayed during the execution of a rhythm game, and is a diagram showing an example of a game image when the instruction sign follows the path shown below.

[0175] Normally, the instruction signs follow the upper path, and the user performs user input while standing. When the user is standing, the virtual camera is positioned at the top, and the ring object 71 is located in the upper area (Figure 23(a)). During the execution of the rhythm game, the path that the instruction signs follow may switch from the upper path to the lower path. When the path that the instruction signs follow switches from the upper path to the lower path, a wall object 78 appears from a predetermined position in the depth direction of the screen, as shown in Figure 23(a). The wall object 78 is an object that instructs the user to bend their knees. The wall object 78 is, for example, a semi-transparent image and contains an image of a downward-pointing arrow. The wall object 78 moves toward the front of the screen, as shown in Figure 23(b). When the wall object 78 reaches the position on the screen, it sticks to the screen, as shown in Figure 23(c). This state indicates that the user needs to bend their knees. In this state, the press-indicator 73 that appears in the depth direction of the screen becomes difficult to see due to the wall object 78 that is attached to the screen. When the user bends their knees in this state, the virtual camera moves downward and the ring object 71 moves to the lower area. As shown in Figure 23(d), only a part of the wall object 78 attached to the screen is displayed in the upper area of ​​the screen, making the press-indicator 73 easier to see. Then, if a press operation is performed at the moment the press-indicator 73 reaches the screen (judgment area), points are awarded.

[0176] During the rhythm game, the path the instruction signs take may switch from the lower path to the upper path. In this case, a wall object will appear to instruct the user to stand. This wall object includes an image of an upward-pointing arrow.

[0177] In this rhythm game, the instruction sign moves to the judgment area along one of six paths (left, center, and right paths in the upper path, and left, center, and right paths in 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 also moves the ring object 71 to the upper 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 the instruction sign is heading towards when the instruction sign reaches the judgment area, and by performing the operation indicated by the instruction sign on the ring controller.

[0178] This allows users to play rhythm games in sync with the music while also performing exercises using their hands and feet.

[0179] (Processing details) Next, we will specifically explain an example of the processing performed in the main unit 2. First, we will explain the data stored in the main unit 2.

[0180] Figure 24 shows an example of data stored in the main unit 2. The data shown in Figure 24 is mainly stored in the DRAM 85, but some or all of it may be stored in the flash memory 84 or in an external storage medium installed in slot 23.

[0181] As shown in Figure 24, the main unit 2 stores the game program, leg controller data, ring controller data, deformation amount data, twisting amount data, music data, timing data, ring object data, and score data. In addition to these, various other data necessary for game processing, such as image data, are also stored.

[0182] The game program is a program for running the rhythm game of this embodiment, and is a program for executing the processes shown in the flowchart described later. The game program is stored, for example, in an external storage medium or flash memory 84, and is read from the external storage medium or flash memory 84 into the DRAM 85 at the start of the game. The game program may also be obtained from another device via a network (for example, LAN, WAN, internet, etc.).

[0183] Leg controller data consists of sensor data transmitted from the left controller 3 at predetermined time intervals (e.g., 1 / 200 second intervals). Specifically, leg controller data includes acceleration data from the acceleration sensor 104 and angular velocity data from the angular velocity sensor 105. Leg controller data includes the most recent sensor data and multiple sensor data received in the past.

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

[0185] The deformation data is data relating to the deformation of the ring controller, and represents the amount of compression or tension. The deformation data may be strain data obtained from the ring controller, or it may be data after performing a predetermined calculation on the strain data.

[0186] Torsional data is data related to the attitude of the ring controller, calculated based on angular velocity data and / or acceleration data acquired from the ring controller. Specifically, the torsional data indicates the amount of torsion (rotation angle around the z-axis) of the ring controller.

[0187] Music data refers to data related to the music (songs) output during the execution of the rhythm game. In this embodiment, multiple music data sets are prepared in advance. Timing data indicates the timing for evaluating user input. Timing data is prepared in advance according to the music data.

[0188] The ring object data is data relating 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, and left, center, right in the lower region) depending on the operation of the ring controller and leg controller.

[0189] The score data represents the total points earned by the user during the music output in this rhythm game. The score data is initialized at the start of the rhythm game and is incremented according to the user's input during the music output.

[0190] (Explanation of the flowchart) Next, we will explain the details of the processing performed in the main unit 2. Figure 25 is a flowchart showing an example of game processing performed by the processor 81 of the main unit 2.

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

[0192] In step S101, the processor 81 acquires sensor data from the ring controller (acceleration data, angular velocity data, and strain data) and sensor data from the leg controller (acceleration data and angular velocity data).

[0193] In step S102, the processor 81 obtains the deformation amount (compression amount or tension amount) of the ring controller based on the acquired strain data.

[0194] In step S103, the processor 81 obtains the amount of torsion 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 Figure 9) as the amount of torsion.

[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 the left, center, or right based on the amount of twisting. The processor 81 also sets the position of the ring object 71 to the upper or lower region based on sensor data from the leg controller. Specifically, the processor 81 determines whether the user is standing or with their knees bent based on sensor data from the leg controller. If the user is standing, the position of the ring object 71 is set to the upper region; if the user is with their knees bent, the position of the ring object 71 is set to the lower region. Note that if the position of the ring object 71 is fixed in step S115, which will be described later, the position of the ring object 71 will not change in step S104 depending on the position of the ring controller and the user's position.

[0196] In step S105, the processor 81 performs music playback and output processing. Specifically, the processor 81 advances the music playback position that started in step S100 by one frame. As the processing in step S105 is repeated at predetermined frame time intervals, the playback position of the music data is updated and the music is output from the speaker (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 instruction signs appear in the virtual space or moves the instruction signs existing in the virtual space along a predetermined path, depending on the elapsed time 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. As the processing in step S106 is repeated at predetermined frame time intervals, for example, the movement of the instruction signs from the depth direction to the foreground direction of the screen is displayed on the monitor 6.

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

[0199] If it is determined that it is an evaluation period (step S107: YES), the processor 81 then executes the process in step S108. On the other hand, if it is determined that it is not an evaluation period (step S107: NO), the processor 81 determines in step S109 whether the push-in detection flag (or pull-out detection flag), which will be described later, is ON or OFF. If the push-in detection flag (or pull-out detection flag) is ON (step S109: YES), the processor 81 then executes the process in step S108. If the push-in detection flag (or pull-out detection flag) is OFF (step S109: NO), the processor 81 then executes the process in step S110.

[0200] In step S108, the processor 81 performs an evaluation process. The evaluation process is for evaluating the user's input. In the evaluation process, a score is calculated based on the user's input during the evaluation period. Details of the evaluation process will be described later.

[0201] When the evaluation process is executed, the processor 81 determines in step S110 whether the music has finished or not. If the music has finished (step S110: YES), the processor 81 terminates the process shown in Figure 25. On the other hand, if the music has not finished (step S110: NO), the processor 81 returns to step S101.

[0202] (Evaluation process) Figure 26 is a flowchart showing an example of the evaluation process in step S108 of Figure 25.

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

[0204] If the indicator that has reached the determination area is either the push-in indicator 73 or the pull-out indicator 74 (step S111: YES), the processor 81 then executes the process in step S112. On the other hand, if the indicator that has reached the determination area is neither the push-in indicator 73 nor the pull-out indicator 74 (step S111: NO), the processor 81 then executes the process in step S113.

[0205] In step S112, the processor 81 performs a push / pull operation evaluation process to evaluate a push or pull operation. Details of this push / pull operation evaluation process will be described later.

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

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

[0208] In step S114, the processor 81 performs a torsional operation evaluation process to evaluate the torsional operation. Details of this torsional operation evaluation process will be described later.

[0209] In step S115, the processor 81 performs continuous operation evaluation processing according to the continuous push instruction indicator 75 or the continuous pull instruction indicator. For example, if the continuous push instruction indicator 75 is in the judgment area, and the ring object 71 is in the same area as the continuous push instruction indicator 75 and a push operation is being performed, points are awarded. If the ring object 71 is in the same area as the continuous push instruction indicator 75, the processor 81 fixes the position of the ring object 71. As a result, even if the amount of twisting of the ring controller changes, the ring object 71 will remain in the same area as the continuous push instruction indicator 75. If the continuous push instruction indicator 75 passes through the judgment area, the processor 81 releases the fixation of the position of the ring object 71. The same applies if the continuous pull instruction indicator is in the judgment area.

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

[0211] (Push / pull operation evaluation process) Next, we will describe the details of the push / pull operation evaluation process in step S112 of Figure 26. Figure 27 is a flowchart showing an example of the push / pull operation evaluation process in step S112 of Figure 26.

[0212] The push / pull operation evaluation process shown in Figure 27 is a process for evaluating the push or pull operation indicated by the indicator during the current evaluation period. The following explanation will describe the case where a push operation is indicated during the current evaluation period (i.e., when the push indicator 73 reaches the judgment area).

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

[0214] If a push operation has not been detected (step S120: NO), the processor 81 then performs the process in step S121. If a push operation has been detected (step S120: YES), the processor 81 then performs the process in 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. For example, in this evaluation period, when the indicator reaches the left area 70L in the upper area, the processor 81 determines whether or not the ring object 71 is currently located in the left area 70L in the upper area. If there is a ring object in the area reached by the indicator (step S121: YES), the processor 81 executes the process in step S122. On the other hand, if there is no ring object in the area reached by the indicator (step S121: NO), the processor 81 terminates the process in Figure 27 and returns to Figure 26.

[0216] In step S122, the processor 81 determines whether the current indentation amount obtained in step S102 exceeds a threshold. If the indentation amount exceeds the threshold (step S122: YES), the processor 81 executes the process in step S123. On the other hand, if the indentation amount does not exceed the threshold (step S122: NO), the processor 81 terminates the process in Figure 27 and returns to the process in Figure 26.

[0217] In step S123, the processor 81 detects a press operation. For example, the processor 81 sets a press detection flag to ON to indicate that a press operation was detected during the evaluation period.

[0218] In step S124, the processor 81 determines whether the timing is predetermined based on the elapsed time since the start of music playback and the timing data. Specifically, the processor 81 determines whether the timing 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 in step S125. On the other hand, if it is not the predetermined timing (step S124: NO), that is, if it is a period β delayed from the predetermined timing (period α), the processor 81 then executes the process in step S127.

[0220] In step S125, the 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 displays a first effect image on the monitor 6 indicating that a pressing operation was performed at a predetermined timing.

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

[0223] Next, in step S128, the processor 81 outputs the first sound effect B and displays a first effect image on the monitor 6 indicating that the pressing operation was performed with a delay from a predetermined timing.

[0224] On the other hand, if a push operation has already been detected (step S120: YES), the processor 81 then performs the process in step S129.

[0225] In step S129, the processor 81 determines whether the elapsed time since the press operation was detected is 5 frames. If it is determined that the elapsed time since the press operation was detected is 5 frames (step S129: YES), the processor 81 then proceeds to the process in step S130. If it is determined that the elapsed time since the press operation was detected is not 5 frames (step S129: NO), the processor 81 terminates the process in Figure 27 and returns to the process in Figure 26.

[0226] In step S130, the processor 81 calculates a score Y based on the amount of pressure applied over the past 10 frames. Specifically, the processor 81 obtains the maximum amount of pressure applied from the present moment to the past 10 frames, and calculates a score Y based on this maximum amount of pressure. The larger the maximum amount of pressure applied, the higher the score Y.

[0227] Next, in step S131, the processor 81 calculates the score Z to be awarded during the current evaluation period by adding the score Y calculated in step S130 to the score X set in step S125 or step S127. Also in step S131, the processor 81 adds the calculated score Z to the score data and stores it in the DRAM 85.

[0228] In step S132, the processor 81 outputs a second sound effect 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 awarded during the evaluation period, and an image showing the score, as well as images such as "Amazing" and "Great," are displayed on the monitor 6. In addition, a second effect image corresponding to the awarded score is displayed.

[0229] If the evaluation period expires without the process in step S123 being executed, a sound effect and image (such as "0 points" or "Bad") indicating that no pressing operation was performed will be output at the end of the evaluation period. In this case, the score Z assigned during the evaluation period will be "0" and will not be added to the score data.

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

[0231] This concludes the explanation of the push / pull operation evaluation process in Figure 27. Note that if a pulling operation is instructed during this evaluation period, the explanation is the same as above and will be omitted. If a pulling operation is instructed during this evaluation period, "pushing" should be read as "pulling" in the above explanation.

[0232] (Twisting operation evaluation process) Next, we will describe the details of the torsional operation evaluation process in step S114 of Figure 26. Figure 28 is a flowchart showing an example of the torsional operation evaluation process in step S114 of Figure 26.

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

[0234] In step S140, the processor 81 determines whether or not there is a ring object in the area that the normal indicator 72 can reach. For example, if the normal indicator 72 reaches the left area 70L in the upper area during the current evaluation period, the processor 81 determines whether or not the ring object 71 is currently located in the left area 70L in the upper area. If there is a ring object in the area that the normal indicator 72 can reach (step S140: YES), the processor 81 executes the process in step S141. On the other hand, if there is no ring object in the area that the normal indicator 72 can reach (step S140: NO), the processor 81 terminates the process in Figure 28 and returns to Figure 26.

[0235] In step S141, the processor 81 determines whether the timing is predetermined based on the elapsed time since the start of music playback and the timing data. Specifically, the processor 81 determines whether the timing 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 then executes the process in step S142. On the other hand, if it is not the predetermined timing (step S141: NO), that is, if it is a period β delayed from the predetermined timing (period α), the processor 81 then executes the process in 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 according to the delay time. Specifically, the processor 81 linearly decreases X according to the time elapsed since the period α has elapsed.

[0239] Next, in step S144, the processor 81 outputs a sound effect and an image corresponding to the value of X. As a result, a sound effect is output, and an image showing the score and images such as "Amazing" and "Great" are displayed on the 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 it in the DRAM 85. This concludes the explanation of the twisting operation evaluation process shown in Figure 28.

[0241] The process shown in the flowchart above is merely an example, and the order and content of the process may be changed as appropriate.

[0242] As described above, in the rhythm game of this embodiment, user input is performed by applying force to the ring controller and deforming it. User input is evaluated at predetermined timings (T1, T2, T3, etc.) that correspond to the music. The same evaluation is performed whether the ring controller is deformed at the predetermined timing or whether it has been deformed from before the predetermined timing until the predetermined timing.

[0243] Specifically, if the ring controller is deformed at a predetermined timing, 100 points are awarded as a timing-based score. For example, if the ring controller changes from an undeformed state to a deformed state at a predetermined timing, 100 points are awarded as a timing-based score (see Figure 17A). Also, if the deformation of the ring controller begins at a first time point before the predetermined timing, and the deformation continues until a second time point corresponding to the predetermined timing (for example, t1), 100 points are awarded as a timing-based score (see Figure 17C). In other words, the same score is awarded whether the ring controller changes from an undeformed state to a deformed state at a predetermined timing or whether the ring controller is deformed at the predetermined timing.

[0244] On the other hand, if the ring controller starts to deform after a predetermined timing (for example, td1), the user's input will be evaluated unfavorably to the user (see Figure 18A). Specifically, if the ring controller deforms after a predetermined timing, the score based on timing will be reduced according to the delay time.

[0245] In this way, even if the ring controller deforms before a predetermined timing, the system evaluates it favorably to the user without deducting points, allowing input by deforming the ring controller in rhythm games. When input is made by deforming the ring controller, there may be a discrepancy between the timing of the force applied by the user and the timing of the input detection. However, even if the ring controller deforms before a predetermined timing, the system awards a high score without deducting points, allowing the ring controller to be used in rhythm games.

[0246] Furthermore, the same evaluation may be given in two cases: (1) when the ring controller is deformed at the first timing and this deformation continues at the second timing after the first timing; and (2) when the ring controller is deformed at the first timing, returns to a steady state after the first timing (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 to be considered as not 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)), and then the ring controller is deformed again at the subsequent second timing. In other words, the timing in which the evaluation is performed (period T1 in Figure 17A) includes both the first and second timings, 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, returns to a steady state, and then deforms again at the subsequent second timing. Therefore, for example, if only the press-button instruction 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, allowing you to obtain the highest score.

[0247] Furthermore, in the above embodiment, the evaluation of user input at a predetermined timing is performed in two stages. Specifically, the user input at a predetermined timing is evaluated based on a first determination of whether or not the ring controller is deformed at that timing, and a second determination based on the amount of deformation of the ring controller. This makes it possible to evaluate user input not only based on the timing of the ring controller's deformation, but also on the amount of deformation of the ring controller.

[0248] Furthermore, a first determination is made at a predetermined timing to determine whether the ring controller is deformed or not. 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 (e.g., 5 frames) has elapsed from that point. In the second determination, the evaluation is made based on the maximum value of the deformation amount during a predetermined period (e.g., 5 frames before and after) determined based on the time when it was determined that the ring controller was deformed. Specifically, if the first determination is made in the case that the ring controller is deformed at a predetermined timing, a predetermined value (100 points) is set for 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 (e.g., 80 points to 10 points) is set for the first evaluation value. Also, if the ring controller is deformed at the predetermined timing, or if it 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, the user's input is evaluated based on the first evaluation value and the second evaluation value.

[0249] This allows for the evaluation of user input based on the timing of input, as well as the amount of deformation, enabling rhythm games that incorporate movement using a ring controller. By calculating a score based on the amount of deformation over a predetermined period starting from the point at which deformation is detected, user input can be fairly evaluated even if the amount of deformation increases or decreases. For example, even if the amount of deformation increases from the point at which deformation is detected, the score can be calculated based on the increased amount of deformation, so user input can be fairly evaluated even if the timing of the user's force application is slightly delayed.

[0250] Furthermore, in the above embodiment, a first sound effect and image are output when deformation of the ring controller is detected, and a second sound effect and image based on the score Z are output after a predetermined time (for example, 5 frames) has elapsed from that point. 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] Furthermore, in the above embodiment, when the normal indicator 72 is displayed, a determination regarding user input is made at the first timing (for example, timing T7), and when the push-in indicator 73 or pull-out indicator 74 is displayed, a determination regarding user input is made at the second timing (for example, timing T1). When the normal indicator 72 is displayed, control is made at the first timing so that the normal indicator 72 reaches the determination area. When the push-in indicator 73 or pull-out indicator 74 is displayed, control is made at the third timing, which is before the second timing (for example, two frames before timing T1), so that the push-in indicator 73 or pull-out indicator 74 reaches the determination area.

[0252] In this manner, when the push-in indicator 73 or pull-out indicator 74 is displayed, the push-in indicator 73 or pull-out indicator 74 is brought to the determination area before the determination timing for determining user input arrives. This prevents a delay in the timing of input detection, even when input is made by deforming the ring controller, allowing the user to input at the timing they intend.

[0253] Furthermore, in the above embodiment, the indicator sign was moved from its position in the depth direction of the screen toward the foreground. As a result, even if there is a discrepancy between the judgment timing and the timing when the indicator sign reaches the judgment area, as described above, it is possible to make it difficult for the user to perceive this discrepancy, resulting in an image that does not feel unnatural.

[0254] Furthermore, in the above embodiment, the instruction sign is moved to one of three judgment areas arranged horizontally on the screen, and one of the three judgment areas is selected according to the orientation of the ring controller. If the instruction sign is in the selected judgment area and the ring controller is deformed, points are awarded. This allows input to be made by deforming the ring controller and changing its orientation, adding diversity to the rhythm game.

[0255] Furthermore, in the above embodiment, when a continuous push-in instruction indicator 75 or a continuous pull-out instruction indicator is displayed in the determination area, if the ring object 71 is located in the same area as the instruction indicator and the deformation of the ring controller continues, the position of the ring object 71 is fixed even if the posture of the ring controller changes. As a result, even if the posture of the ring controller changes unintentionally while a push-in or pull-out operation is being continued on the ring controller, the position of the ring object 71 can be fixed, preventing the ring object 71 from moving unintentionally by the user.

[0256] Furthermore, in the above embodiment, the instruction sign is moved to either the first determination area (upper area) or the second determination area (lower area), the leg controller detects the user's foot movement, and the system indicates the first or second determination area according to the user's foot movement. If the instruction sign is in the determination area indicated according to the user's foot movement, points are awarded. This allows the user to perform not only movements that deform the ring controller with their hands, but also movements using their feet.

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

[0258] For example, in the above embodiment, the movement of the indicator sign from the depth direction to the foreground of the screen was displayed by moving the indicator sign in a virtual space and generating an image of the virtual space based on a virtual camera. In other embodiments, the movement of the indicator sign from the depth direction to the foreground of the screen may be displayed without placing the indicator sign in a virtual space. For example, the movement of the indicator sign may simply be displayed by preparing a video of the indicator sign moving from the depth direction to the foreground of the screen and playing such a video.

[0259] Furthermore, in the above embodiment, it was determined whether or not the ring controller was deformed at predetermined timings (T1, T2, T3, etc.) that had a certain period of time. In other embodiments, the predetermined timing may be a point in time (instant) rather than a period of time. That is, it may be determined whether or not the ring controller was deformed at a plurality of points in time that are pre-set in the music.

[0260] Furthermore, in the above embodiment, the deformation of the ring controller and the amount of deformation were detected based on the output from the strain gauge provided on the ring controller. However, the deformation of the ring controller and the amount of deformation may be detected by other methods. For example, an image of the ring controller may be acquired using a camera (image sensor) placed around the ring controller, and the deformation of the ring controller and the amount of deformation may be detected from the acquired image of the ring controller. Alternatively, the deformation of the ring controller and the amount of deformation may be detected using any other sensor.

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

[0262] Furthermore, in the above embodiment, the indicator sign was moved along three paths in the left-right direction and reached one of three areas on the screen. In other embodiments, the number of movement paths (number of areas reached) of the indicator sign is not limited to this; for example, there may be one, two, or four or more. Similarly, the number of paths in the up-down direction is not limited to two as in the above embodiment, but may be any number.

[0263] For example, if there are five movement paths for the indicator sign and five destination areas are lined up horizontally, the ring object 71 is moved to one of the five areas according to the amount of twist of the ring controller. For example, if the amount of twist of the ring controller is zero, the ring object 71 is positioned in the center. Alternatively, if the ring controller is rotated clockwise by a first angle, the ring object 71 may be moved to the second area from the right, and if the ring controller is rotated clockwise by a second angle greater than the first angle, the ring object 71 may be moved to the rightmost area. Alternatively, if the ring controller is rotated counterclockwise by a first angle, the ring object 71 may be moved to the second area from the left, and if the ring controller is rotated counterclockwise by a second angle greater than the first angle, the ring object 71 may be moved to the leftmost area.

[0264] In the above embodiment, the ring object 71 is displayed on the screen, and one of the multiple judgment areas is specified using the ring object 71. Points are awarded if an indicator sign exists in the specified area. In other embodiments, one of the multiple judgment areas may be specified according to the orientation of the ring controller without displaying the ring object 71 on the screen. Furthermore, the judgment area may be specified by any other input, not limited to the orientation of the ring controller. For example, the judgment area may be specified by a button operation on the ring controller (right controller 4). Alternatively, the judgment area may be specified by an input to the leg controller (left controller 3).

[0265] Alternatively, instead of gripping the ring controller with both hands, a pushing operation may be performed by pressing the ring controller against the abdomen to deform it. An instruction sign for instructing the pushing operation using the abdomen may be provided in addition to (or instead of) the above-described pushing instruction sign 73.

[0266] In addition, in the above-described embodiment, an instruction sign is displayed to present the input timing using the ring controller to the user. In other embodiments, not limited to an image, the input timing may be presented (instructed) to the user by vibration. Also, the input timing may be presented (instructed) to the user by voice.

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

[0268] In addition, the configuration of the game system 1 in the above-described embodiment is merely an example, and the above-described game may be performed in any other arbitrary configuration. For example, in other embodiments, any input device may be used as long as it is an input device that deforms by applying force by the user. For example, the ring controller may have any shape such as a rod shape, an elliptical shape, an L shape, etc., instead of a circular shape.

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

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

Explanation of Reference Numerals

[0271] 1 Game system 2 Main body device 3 Left controller 4 Right controller 5. Ring-type expansion device 6. Belt-type expansion device 81 processors 71 Ring Objects 72 Normal indication sign 73 Push-in instruction sign 74 Pulling Instruction Sign 75. Continuous Push-In Instruction Sign

Claims

1. An information processing program executed on a computer to allow a user to play a rhythm game, The aforementioned computer, Means for acquiring outputs from one or more sensors that produce outputs corresponding to the user's movements. Means for generating display images, Means for comparing a first timing corresponding to the timing when an indicator sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter, which is based on a second output from at least one of the one or more sensors, and which indicates the magnitude of the user's movement. Based on the comparison result and the second parameter, it functions as a means for outputting an evaluation for one of the instruction signs in the rhythm game. An information processing program in which the second output includes an output at a timing different from the timing at which the first parameter based on the first output satisfies the first condition.

2. An information processing program executed on a computer for causing a user to play a rhythm game, The aforementioned computer, Means for acquiring outputs from one or more sensors that produce outputs corresponding to the user's movements. Means for generating display images, Means for comparing a first timing corresponding to the timing when an indicator sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter, which is based on a second output from at least one of the one or more sensors, and which indicates the magnitude of the user's movement. Based on the comparison result and the second parameter, it functions as a means for outputting an evaluation for one of the instruction signs in the rhythm game. An information processing program in which the greater the magnitude of the user's movement indicated by the second parameter, the higher the output evaluation.

3. An information processing program executed on a computer for causing a user to play a rhythm game, The aforementioned computer, Means for acquiring outputs from one or more sensors that produce outputs corresponding to the user's movements. Means for generating display images, Means for comparing a first timing corresponding to the timing when an indicator sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter, which is based on a second output from at least one of the one or more sensors, and which indicates the magnitude of the user's movement. A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing program that, when the comparison result satisfies the second condition, outputs a first evaluation corresponding to the second parameter, and when the comparison result does not satisfy the second condition, outputs a second evaluation lower than the first evaluation regardless of the second parameter.

4. An information processing program executed on a computer for causing a user to play a rhythm game, The aforementioned computer, Means for acquiring outputs from one or more sensors that produce outputs corresponding to the user's movements. Means for generating display images, Means for comparing a first timing corresponding to the timing when an indicator sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter, which is based on a second output from at least one of the one or more sensors, and which indicates the magnitude of the user's movement. A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, If the second timing is the timing when the indicator sign reaches a predetermined area in the display image, a third evaluation is output as an evaluation of the rhythm game. An information processing program that, when the second timing is the timing after the instruction sign has reached a predetermined area in the display image, functions as a means to output a fourth evaluation that is lower than the third evaluation and higher than the lowest evaluation as an evaluation of the rhythm game.

5. The aforementioned computer, Means for acquiring the first output from the first sensor, An information processing program according to any one of claims 1 to 4, wherein the second sensor is configured to function as a means for acquiring the second output from a second sensor different from the first sensor.

6. An information processing program executed on a computer for causing a user to play a rhythm game, The aforementioned computer, Means for acquiring outputs from one or more sensors that produce outputs corresponding to the user's movements. Means for generating display images, Means for comparing a first timing corresponding to the timing when an indicator sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter, which is based on a second output from at least one of the one or more sensors, and which indicates the magnitude of the user's movement. A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing program that functions as a means for outputting the evaluation, in addition to the comparison results and the second parameter, depending on whether the third parameter, based on the third output from a third sensor different from the first sensor that outputs the first output and the second sensor that outputs the second output, satisfies the third condition.

7. The aforementioned computer, The information processing program according to claim 6, wherein if the third parameter does not satisfy the third condition, it functions as a means for outputting the lowest evaluation regardless of the comparison result and the second parameter.

8. The aforementioned computer, The second timing is the timing when the indicator sign reaches a predetermined area in the display image, If the third parameter satisfies the third condition, a fifth evaluation is output according to the second parameter. The information processing program according to claim 6 or 7, wherein if the third parameter does not satisfy the third condition, it functions as a means to output a sixth evaluation that is lower than the fifth evaluation, regardless of the second parameter.

9. The information processing program according to any one of claims 1 to 8, wherein the first output is an output corresponding to the deformation of the input device.

10. An information processing system capable of running a rhythm game, One or more sensors that provide output in response to the user's movements, Means for generating a display image, Means for comparing a first timing corresponding to the timing when an instruction sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter that indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, The system includes means for outputting an evaluation of one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing system in which the second output includes an output at a timing different from the timing at which the first parameter based on the first output satisfies the first condition.

11. A method of information processing for enabling a user to play a rhythm game, wherein a computer... A step of acquiring the output from one or more sensors that produce output corresponding to the user's movement, Steps to generate a display image, A step of comparing a first timing corresponding to the timing when the display image includes an indicator sign with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition. A step of calculating a second parameter, which indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, and Based on the comparison result and the second parameter, the step of outputting an evaluation for one of the instruction signs in the rhythm game is performed. An information processing method in which the second output includes an output at a timing different from the timing at which the first parameter based on the first output satisfies the first condition.

12. An information processing system capable of running a rhythm game, One or more sensors that provide output in response to the user's movements, Means for generating a display image, Means for comparing a first timing corresponding to the timing when an instruction sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter that indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, The system includes means for outputting an evaluation of one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing system in which the greater the magnitude of the user's movement indicated by the second parameter, the higher the output evaluation.

13. An information processing system capable of running a rhythm game, One or more sensors that provide output in response to the user's movements, Means for generating a display image, Means for comparing a first timing corresponding to the timing when an instruction sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter that indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing system comprising: means for outputting a first evaluation corresponding to the second parameter when the comparison result satisfies the second condition, and means for outputting a second evaluation lower than the first evaluation regardless of the second parameter when the comparison result does not satisfy the second condition.

14. An information processing system capable of running a rhythm game, One or more sensors that provide output in response to the user's movements, Means for generating a display image, Means for comparing a first timing corresponding to the timing when an instruction sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter that indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, If the second timing is the timing when the indicator sign reaches a predetermined area in the display image, a third evaluation is output as an evaluation of the rhythm game. An information processing system comprising: a means for outputting a fourth evaluation that is lower than the third evaluation and higher than the lowest evaluation as an evaluation of the rhythm game, when the second timing is the timing after the instruction sign has reached a predetermined area in the display image.

15. An information processing system capable of running a rhythm game, One or more sensors that provide output in response to the user's movements, Means for generating a display image, Means for comparing a first timing corresponding to the timing when an instruction sign is included in the display image with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition, A means for calculating a second parameter that indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A means for outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, An information processing system comprising: means for outputting the evaluation in addition to the comparison results and the second parameter, depending on whether the third parameter, based on the third output from a third sensor different from the first sensor that outputs the first output and the second sensor that outputs the second output, satisfies the third condition.

16. An information processing method for causing a user to play a rhythm game, wherein a computer, A step of acquiring the output from one or more sensors that produce output corresponding to the user's movement, Steps to generate a display image, A step of comparing a first timing corresponding to the timing when the display image includes an indicator sign with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition. A step of calculating a second parameter, which indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, and Based on the comparison result and the second parameter, the step of outputting an evaluation for one of the instruction signs in the rhythm game is performed. An information processing method wherein the greater the magnitude of the user's movement indicated by the second parameter, the higher the output evaluation.

17. An information processing method for causing a user to play a rhythm game, wherein a computer, A step of acquiring the output from one or more sensors that produce output corresponding to the user's movement, Steps to generate a display image, A step of comparing a first timing corresponding to the timing when the display image includes an indicator sign with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition. A step of calculating a second parameter, which indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A step of outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, and An information processing method that performs the steps of: outputting a first evaluation corresponding to the second parameter when the comparison result satisfies the second condition, and outputting a second evaluation lower than the first evaluation regardless of the second parameter when the comparison result does not satisfy the second condition.

18. An information processing method for causing a user to play a rhythm game, wherein a computer, A step of acquiring the output from one or more sensors that produce output corresponding to the user's movement, Steps to generate a display image, A step of comparing a first timing corresponding to the timing when the display image includes an indicator sign with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition. A step of calculating a second parameter, which indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A step of outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, and If the second timing is the timing when the indicator sign reaches a predetermined area in the display image, a third evaluation is output as an evaluation of the rhythm game. An information processing method that, when the second timing is the timing after the instruction sign has reached a predetermined area in the display image, outputs a fourth evaluation as an evaluation of the rhythm game that is lower than the third evaluation and higher than the lowest evaluation.

19. An information processing method for causing a user to play a rhythm game, wherein a computer, A step of acquiring the output from one or more sensors that produce output corresponding to the user's movement, Steps to generate a display image, A step of comparing a first timing corresponding to the timing when the display image includes an indicator sign with a second timing in which a first parameter based on a first output obtained from at least one of the one or more sensors satisfies a first condition. A step of calculating a second parameter, which indicates the magnitude of the user's movement, based on a second output from at least one of the one or more sensors, A step of outputting an evaluation for one of the instruction signs in the rhythm game based on the comparison result and the second parameter, and An information processing method that performs the step of outputting the evaluation depending on whether the third parameter, based on the third output from a third sensor different from the first sensor that outputs the first output and the second sensor that outputs the second output, satisfies the third condition, in addition to the comparison result and the second parameter.