Game program, game system, and game processing method
Patent Information
- Application Number
- PCT/JP2023/037063
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-12
- Publication Date
- 2025-04-17
AI Technical Summary
When using the mouse as an input device, the operating methods of existing video game devices lack innovation, resulting in insufficient operating experience and fun.
By realizing the virtual movement of the mouse in the virtual space in the game program, using the movement and lifting of the mouse on the physical surface, the movement and operation of the virtual object are controlled, and a variety of operation modes and return position selection are provided.
It realizes an innovative experience of mouse operation, provides unprecedented operational experience and fun, and enhances user participation and gaming experience.
Smart Images

Figure JP2023037063_17042025_PF_FP_ABST
Abstract
Description
Game program, game system, and game processing method
[0001] The present invention relates to a game program, a game system, and a game processing method, and more particularly to a game program, a game system, and a game processing method for performing processing using a mouse, for example.
[0002] 2. Description of the Related Art Conventionally, there are video game devices that execute games using a pointing device such as a mouse as an input device (see, for example, Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2001-62145
[0004] However, the video game device described in Patent Document 1 leaves room for improvement in terms of the operating method using a mouse. An object of the present invention is to provide a game program, a game system, and a game processing method that can provide an operating experience and entertainment that has not been available before.
[0005] In order to achieve the above object, the present invention may employ the following configurations (1) to (11), for example.
[0006] (1) One example configuration of the game program of the present invention causes a computer of an information processing device to execute a first process of moving a first object along a virtual surface in a virtual space based on first data output in response to movement of a first mouse on a placement surface, and execute a second process of moving the first object along the virtual surface based on second data output in response to the first mouse being lifted from the placement surface.
[0007] According to the configuration (1) above, when the first mouse is lifted from the placement surface, the first object can be moved along the virtual surface in the virtual space, thereby providing an unprecedented operational experience and excitement.
[0008] (2) In the configuration of (1) above, the second processing may return the first object, which has been moved along the virtual plane by the first processing, to a position before the movement, based on the second data.
[0009] According to the above configuration (2), the operation of lifting the first mouse from the placement surface is an operation suitable for the case where the operation is repeated many times from the position before the movement by the first process.
[0010] (3) In the configuration of (1) above, the second processing may return the first object, which has been moved along the virtual plane by the first processing, to a predetermined range including the position before the movement, based on the second data.
[0011] According to the above configuration (3), compared to returning the first object to the same position, returning the first object to within a predetermined range by the second process can improve interest.
[0012] (4) In the configuration of (1) above, the second process may move the first object to a position along a virtual plane based on the position of the first object at the time the first mouse is lifted from the placement surface, based on the second data.
[0013] According to the configuration (4) above, the operation performed by moving the first mouse on the placement surface is also related to the position to which the first object is moved by the second processing, so that a new operating experience can be realized for the overall operation of the first object.
[0014] (5) In the configuration of (1), the first process may move the first object on a predetermined trajectory along a virtual surface based on the first data, and the second process may return the first object to a position on the trajectory based on the second data.
[0015] According to the above configuration (5), the operation is suitable for controlling the movement of the first object that moves back and forth on a predetermined trajectory.
[0016] (6) In any one of the configurations (2) to (5) above, the first process may generate a first in-game effect in response to movement of the first object. The second process may not generate the first in-game effect in response to movement of the first object.
[0017] According to the configuration (6) above, when a first in-game effect is caused by a movement due to the first processing, the first object is moved back so as to approach the position before the movement by lifting the first mouse from the placement surface, making it easier to repeatedly perform the operation that causes the first in-game effect.
[0018] (7) In the configuration of (6), the first mouse may include at least one operation button. The first game effect may be produced when the operation button is operated.
[0019] According to the above configuration (7), it is possible to switch whether or not the first in-game effect is produced by operating the operation button.
[0020] (8) In any one of the configurations (1) to (7) above, the second process may move the first object in a direction corresponding to the orientation of the first mouse or the first input device at the time the first mouse is lifted from the placement surface, based on the second data.
[0021] According to the configuration (8) above, when lifting the first mouse from the placement surface, it is possible to realize an unprecedented operation including changing the orientation of the first mouse.
[0022] (9) In any one of the configurations (1) to (8) above, the computer may further be caused to execute a third process of moving the second object along the virtual surface based on fourth data output in response to movement of the second mouse on the placement surface, and a fourth process of moving the second object along the virtual surface based on fifth data output in response to lifting of the second mouse from the placement surface.
[0023] According to the configuration (9) above, by using both the operation of lifting the first mouse from the placing surface and the operation of lifting the second mouse from the placing surface, it is possible to provide an even more novel operating experience and interest.
[0024] (10) In the configuration of (9), the first object and the second object may be part of a third object. The first process and the third process may move the third object along a virtual plane.
[0025] According to the above configuration (10), an entire object can be moved by using the first mouse and the second mouse to move parts of the object, respectively.
[0026] (11) In the configuration of (10), the second process and the fourth process may not involve moving the third object.
[0027] According to the above configuration (11), by lifting the first mouse or the second mouse from the placement surface, it is possible to move only a part of the object.
[0028] The present invention may also be embodied in the form of a game system and a game processing method.
[0029] According to the present invention, it is possible to provide an unprecedented operational experience and interest.
[0030] FIG. 1 is a block diagram showing an example of the configuration of an information processing system 1 according to an embodiment of the present invention; FIG. 2 is an example of the appearance of the input device 3; FIG. 3 is an example of an operation for lifting the input device 3 from the placement surface; FIG. 4 is another example of an operation for lifting the input device 3 from the placement surface; FIG. 5 is an example of a game image displayed in response to an operation on the input device 3 in the first half of the first game processing example; FIG. 6 is an example of a game image displayed in response to an operation on the input device 3 in the second half of the first game processing example; FIG. 7 is an example of a game image displayed in response to an operation on the input device 3 in the first half of the third game processing example; 18A and 18B show an example of a game image displayed in response to an operation on the input device 3. FIG. 18A shows an example of a game image displayed in response to an operation on the input device 3 in a second stage of the fourth game processing example. FIG. 18B shows an example of a game image displayed in response to an operation on the input device 3 in a third stage of the fourth game processing example. FIG. 18B shows an example of a game image displayed in response to an operation on the input device 3 in a second stage of the fourth game processing example.
[0031] An information processing system 1 according to one embodiment of the present invention will be described with reference to Fig. 1. As shown in Fig. 1, the information processing system 1 is constructed by connecting an information processing device 2, an input device 3, and a display device 4, each of which is connected by wire or wirelessly. For example, the information processing system 1 executes processing in the information processing device 2 based on output from the input device 3 operated by a user, and displays the execution result on the display device 4. Note that the information processing system 1 may have multiple input devices 3 connected by wire or wirelessly to the information processing device 2. In this case, the multiple input devices 3 may be operated by the same user, or may be operated by different users.
[0032] The information processing device 2 may be configured to be connectable to a network using wireless or wired communication and to be connected to and communicate with other devices (e.g., a server or another information processing device 2). The information processing device 2 is capable of executing a predetermined application (e.g., a game application). For example, the information processing device 2 is capable of executing an information processing program stored in a storage medium such as an exchangeable memory card or optical disc, or received from another device. The information processing device 2 may be a device such as a general personal computer, a stationary game console, a mobile phone (smartphone), a portable game console, or a PDA (Personal Digital Assistant).
[0033] The information processing device 2 includes a control unit 21, a memory unit 22, a program storage unit 23, and a communication unit 24. Note that the information processing device 2 may be configured by one or more devices including an information processing device including at least the control unit 21 and other devices.
[0034] The control unit 21 is an information processing means (computer) for executing various information processes, such as a CPU. For example, the control unit 21 has a function of executing the above-mentioned applications and executing game processing (described later) and data transmission / reception processing with other devices, as various information processes, and the CPU executes a predetermined program to realize each function of the control unit 21.
[0035] The storage unit 22 stores various data used when the control unit 21 executes the information processing described above. The storage unit 22 is, for example, a memory accessible by the CPU (control unit 21).
[0036] The program storage unit 23 stores (contains) a program. The program storage unit 23 may be any storage device (storage medium) accessible by the control unit 21. For example, the program storage unit 23 may be a storage device provided within the information processing device 2 including the control unit 21, or may be a storage medium detachably attached to the information processing device 2 including the control unit 21. The program storage unit 23 may also be a storage device (such as a server) connected to the control unit 21 via a network. The control unit 21 (CPU) may read part or all of the information processing program or game program into the storage unit 22 at an appropriate timing and execute the read program.
[0037] The communication unit 24 is composed of a predetermined communication module and transmits and receives data to and from other devices (e.g., servers or other information processing devices 2) via a network, or transmits and receives data directly to and from other information processing devices 2 (e.g., local communication).
[0038] When the information processing device 2 is configured as a stationary game device or a personal computer, the display device 4 is configured separately from the information processing device 2. In other embodiments, the display device 4 may be configured as an integral part of the main body of the information processing device 2.
[0039] As shown in FIG. 2 , the input device 3 has a mouse function. In this disclosure, an input device having a mouse function is referred to as a mouse. Here, the mouse function includes at least a function of outputting operation data indicating the direction and distance of movement of the input device 3 body as it moves on a mounting surface while the input device 3 is placed on the mounting surface with its bottom surface facing the mounting surface. The information processing device 2 may, for example, move a cursor or the like displayed on the display device 4 based on the operation data.
[0040] The input device 3 includes a mouse sensor 34 as a component for implementing the mouse function. The mouse sensor 34 may be, for example, an optical sensor using an LED or the like, similar to the sensor used in a conventional mouse. The mouse sensor 34 may also be, for example, a sensor using laser light or an infrared sensor. In this embodiment, the mouse sensor 34 is disposed within the main body of the input device 3 at a position exposed to the outside through a through-hole formed in the bottom surface. When the input device 3 is placed on a mounting surface with its bottom surface facing the mounting surface, the mouse sensor 34 irradiates the mounting surface with light, detects reflected light from the mounting surface, and performs image processing to calculate parameters related to the movement of the input device 3 (e.g., movement direction and movement distance). Note that the calculation of the parameters based on the detection results of the reflected light may be performed by the input device 3, or may be performed by the information processing device 2 that receives information related to the detection results of the reflected light from the input device 3.
[0041] The input device 3 may calculate parameters relating to the current position of the input device 3 relative to a reference position, instead of or in addition to the parameters relating to the movement direction and movement distance of the input device 3, based on the detection result of the reflected light by the mouse sensor 34, and output the parameters to the information processing device 2. The calculation of the parameters relating to the position may be performed by the input device 3, or may be performed by the information processing device 2 that has received information relating to the detection result of the reflected light from the input device 3.
[0042] Furthermore, the input device 3 may calculate a parameter related to the orientation of the input device 3 instead of or in addition to the parameters related to the movement direction and movement distance of the input device 3 and the parameters related to the position of the input device 3 based on the detection result of the reflected light by the mouse sensor 34, and output the parameter to the information processing device 2. For example, the calculation of the parameter related to the orientation of the input device 3 may be performed based on the detection result of an inertial sensor such as the angular velocity sensor 35 or the acceleration sensor 36 described below, or may be performed based on the detection result of the reflected light by one or more mouse sensors 34. The calculation of the parameter related to the orientation may also be performed by the input device 3, or may be performed by the information processing device 2 that receives information related to the detection result of the inertial sensor and the detection result of the reflected light from the input device 3.
[0043] Furthermore, when the parameters related to the movement of the input device 3 (parameters related to the movement direction, movement distance, position, orientation, etc. of the input device 3) are calculated in the information processing device 2, the parameters may be calculated by executing a game application as part of the game processing described below, or the parameters may be calculated by processing separate from the processing using the game application.
[0044] The input device 3 includes at least one operation button. For example, the input device 3 shown in FIG. 2 includes two operation buttons 31 and 32 on the top surface. The operation buttons 31 and 32 are arranged side by side on the left and right sides of the front of the top surface, and are each configured to be pressable from the top surface to the bottom surface. The operation buttons 31 and 32 may have pressable surfaces extending from the top surface to the front and / or side surfaces of the input device 3. The pressable surfaces of the operation buttons 31 and 32 may not be formed on the top surface, but may be formed on the front and / or side surfaces. The operation buttons 31 and 32 each output operation data corresponding to a press operation to the control unit 21.
[0045] The input device 3 includes the above-described operation buttons 31 and 32 and mouse sensor 34, as well as an angular velocity sensor 35 and an acceleration sensor 36. The input device 3 may include only one of the angular velocity sensor 35 and the acceleration sensor 36.
[0046] The angular velocity sensor 35 and the acceleration sensor 36 are inertial sensors that detect the orientation and movement of the input device 3. For example, the angular velocity sensor 35 detects angular velocities around three mutually orthogonal axes in the input device 3. The angular velocity sensor 35 may detect angular velocities around one axis or two axes. The acceleration sensor 36 detects the magnitude of acceleration along the three axial directions. The acceleration sensor 36 may detect acceleration along one axis or two axes. The angular velocity sensor 35 and the acceleration sensor 36 are connected to the control unit 21, and the detection results of the angular velocity sensor 35 and / or the acceleration sensor 36 are output to the control unit 21. The control unit 21 can calculate information regarding the movement and / or orientation of the input device 3 based on the detection results of the angular velocity sensor 35 and / or the acceleration sensor 36. For example, the control unit 21 can calculate the rotation (orientation) of the input device 3 in real space and the orientation of the input device 3 relative to the direction of gravity.
[0047] The input device 3 may be any input device configured to be operable by a user. For example, the input device 3 may be in the form of a game controller that is held by the user with both hands or one hand. The input device 3 may be detachable from the information processing device 2 or the display device 4. The input device 3 may be integrated with the information processing device 2 or the display device 4. The input device 3 may also be provided with other input means, such as other operation buttons, a stick, or a touch panel, instead of or in addition to the operation buttons 31 and 32. When the input device 3 is integrated in some manner, the surface on which the mouse sensor 34 is provided may be configured to face the mating member and not be exposed. The input device 3 may also be configured to enable the mouse function to be switched ON / OFF.
[0048] As shown in FIGS. 3 and 4 , this embodiment also enables processing based on an operation of lifting the input device 3 off the placement surface. As shown in FIG. 3 , if a user lifts the input device 3 so that the bottom surface of the input device 3 is lifted off the placement surface, and the distance between the bottom surface and the placement surface exceeds a distance (lift-off distance) at which the mouse sensor 34 can no longer detect reflected light, the mouse sensor 34 no longer outputs an output indicating that sufficient reflected light has been detected. Therefore, by detecting such an output from the mouse sensor 34, it is possible to determine whether an operation of lifting the input device 3 has been performed. The above determination may be performed in the input device 3, or in the information processing device 2 that receives information regarding the detection result of reflected light from the input device 3. Furthermore, when the above determination is performed in the information processing device 2, the determination may be performed by executing a game application as part of the game processing described below, or by processing separate from the processing using the game application.
[0049] The above-described operation of lifting the input device 3 may include not only a state in which the bottom surface of the input device 3 is completely separated from the placement surface, but also a state in which a portion of the bottom surface is in contact with the placement surface. For example, as shown in FIG. 4 , when the bottom surface of the input device 3 is tilted relative to the placement surface and the distance from the through-hole in the bottom surface where the mouse sensor 34 is provided to the placement surface is equal to or greater than the lift-off distance, a portion of the bottom surface is in contact with the placement surface. However, the operation of lifting the input device 3 may be determined to be performed in the same manner as the state shown in FIG. 3 in which the entire bottom surface is separated from the placement surface. Furthermore, when it is determined that the operation of lifting the input device 3 is being performed when a portion of the bottom surface of the input device 3 is in contact with the placement surface, a distinction may be made between a state in which the entire bottom surface is separated from the placement surface and a state in which a portion of the bottom surface is in contact with the placement surface, and processing may be performed according to each state.
[0050] The above-described operation of lifting the input device 3 may be detected by other methods. As one example, it may be determined whether or not the above-described lifting operation has been performed using the movement or attitude of the input device 3 calculated based on the detection results of an inertial sensor such as the angular velocity sensor 35 or the acceleration sensor 36. As another example, if the input device 3 is equipped with a distance measuring sensor capable of detecting the distance between the bottom surface of the input device 3 and the placement surface, it may be determined whether or not the above-described lifting operation has been performed using the distance calculated based on the detection results of the distance measuring sensor.
[0051] 5 and 6, an overview of a first example of game processing performed in the information processing system 1 will be described. Note that in the following description, a game is used as an example of an application executed in the information processing device 2, but other applications may also be executed in the information processing device 2.
[0052] 5 , in a first game processing example in this embodiment, an object OBJ displayed on the display device 4 moves in response to an operation input to the input device 3. For example, in the first game processing example, processing is performed to move the object OBJ along a virtual surface in a virtual space based on an operation to move the input device 3 on the placement surface or an operation to lift the input device 3 from the placement surface in a direction corresponding to the orientation of the input device 3.
[0053] 5 , the display device 4 displays a game image of an object OBJ, which is placed stationary on a virtual surface extending horizontally in the virtual space, viewed from the vertical direction of the virtual space. The input device 3 is placed stationary on the mounting surface with its bottom surface facing the mounting surface. At this time, the distance between the bottom surface of the input device 3 and the mounting surface is shorter than the distance at which the mouse sensor 34 cannot adequately detect reflected light, i.e., the distance is such that sufficient reflected light can be detected. Therefore, operation data indicating that the mouse sensor 34 is detecting reflected light is output from the input device 3 to the information processing device 2.
[0054] 5 , when the input device 3 is operated to move backward on the placement surface from the stationary state (movement operation in the direction of the outline arrow in the figure), operation data corresponding to the movement is output from the input device 3 (e.g., mouse sensor 34) to the information processing device 2. Here, the backward movement of the input device 3 refers to movement along the placement surface toward the rear of the input device 3, opposite to the front of the input device 3 where the operation buttons 31 and 32 are provided. For example, based on the detection result of reflected light by the mouse sensor 34 in response to the operation of moving the input device 3 on the placement surface, a parameter related to the movement (e.g., the distance moved backward on the placement surface) is calculated. Then, in response to the operation input of the input device 3 moving backward on the placement surface, the object OBJ moves backward along the virtual surface. For example, when the object OBJ is placed on the virtual surface with its front facing upward on the display screen, based on the direction and distance of movement of the input device 3 on the placement surface (i.e., the distance of backward movement), the object OBJ is displayed as having retreated downward along the virtual surface by a distance corresponding to the distance of movement (i.e., the display moving backward in the direction of the outline arrow in the figure). Note that the object OBJ may be moved directly backward regardless of the direction of movement of the input device 3 on the placement surface. For example, even when the input device 3 is moved in a slightly diagonal direction from directly behind, the object OBJ may be moved directly backward according to the distance of movement and the distance corresponding to the component of the distance of movement in the directly behind direction.
[0055] As shown in the lower diagram of FIG. 5 , after the input device 3 is operated to move backward on the placement surface, if an operation to change the orientation of the input device 3 on the placement surface (an operation to change the orientation in the direction of the arrow in the figure) is performed, operation data corresponding to the change in orientation is output from the input device 3 (e.g., angular velocity sensor 35) to the information processing device 2. For example, in response to the operation to change the orientation of the input device 3, the angular velocity sensor 35 detects an angular velocity occurring around an axis perpendicular to the placement surface (around the up-down direction of the input device 3), and calculates a change in the orientation of the input device 3 based on the detection result. Then, in response to the operation input to change the orientation of the input device 3 on the placement surface, the object OBJ changes its orientation on the virtual surface (display of changing its orientation in the direction of the arrow in the figure). For example, the object OBJ changes its orientation displayed on the virtual surface so as to rotate in the same direction and by the same amount as the change in orientation of the input device 3. As an example, if the input device 3 is operated to change its orientation 30° to the left on the placement surface, the object OBJ is displayed on the virtual surface rotated 30° to the left about its center of gravity.
[0056] 6 , after the input device 3 is moved backward on the placement surface, an operation to lift the input device 3 from the placement surface (shown by a dashed line in FIG. 6 ) causes the input device 3 (e.g., the mouse sensor 34) to output operation data to the information processing device 2 indicating that the mouse sensor 34 is not detecting sufficient reflected light. As described above, if an operation is performed to move the bottom surface of the input device 3 away from the placement surface beyond a distance at which the mouse sensor 34 can no longer adequately detect reflected light, the mouse sensor 34 no longer outputs an output indicating that sufficient reflected light has been detected. Detection of this output determines that an operation to lift the input device 3 has been performed. Then, in response to the determination that an operation to lift the input device 3 from the placement surface has been performed, the object OBJ moves forward along the virtual surface (as shown by the white arrow). For example, the object OBJ moves forward on the virtual surface in a forward direction based on the display orientation at the time of the lifting operation. Therefore, the above-described operation of changing the orientation of the input device 3 also functions as an operation for changing the direction in which the object OBJ moves forward along the virtual plane. The speed and amount of forward movement of the object OBJ may be predetermined values, or may be set based on the amount of movement energy accumulated by the backward movement. In the latter case, the speed and amount of forward movement of the object OBJ may be set so that the greater the amount of accumulated movement energy, the faster the forward movement speed becomes and / or the longer the range over which the forward movement is possible.
[0057] As described above, in the first example of the game processing, the direction in which the object OBJ moves forward corresponds to the orientation of the input device 3 when the input device 3 is lifted from the placement surface. In other words, when an operation of lifting a mouse is performed, compared to a general operation in which the position of an object operated by the mouse is maintained, an unprecedented operation can be realized in which the orientation of the input device 3 is also taken into account when lifting the input device 3.
[0058] Next, an overview of a second example of game processing performed in the information processing system 1 will be described with reference to FIGS.
[0059] 7 , in the second game processing example of this embodiment, the object OBJ displayed on the display device 4 also moves in response to an operation input to the input device 3. For example, in the second game processing example, processing is performed to move the object OBJ along a virtual surface in a virtual space based on an operation to move the input device 3 on the placement surface, an operation to lift the input device 3 from the placement surface, and an operation to press one of the operation buttons of the input device 3 (for example, the operation button 31).
[0060] 7, for example, a gauge G indicating the amount of movement energy accumulated in the object OBJ is displayed on the display device 4. The operation button 31 of the input device 3 is pressed.
[0061] 7, when the input device 3 is operated to move backward on the placement surface (movement in the direction of the outline arrow in the figure) with the operation button 31 pressed, the object OBJ moves backward along the virtual surface. In the second game processing example, movement energy for the object OBJ to move forward thereafter is accumulated according to the distance that the object OBJ has moved backward on the virtual surface, and the amount of movement energy currently accumulated is indicated by a gauge G.
[0062] As shown in the lower diagram of FIG. 7 , after the input device 3 moves backward on the placement surface, the operation button 31 is pressed and the input device 3 is lifted from the placement surface (indicated by the dashed line in the lower diagram of FIG. 7 ). Operation data corresponding to the lifting operation is output from the input device 3 (e.g., the mouse sensor 34) to the information processing device 2. Then, in response to the determination that the input device 3 has been lifted from the placement surface, the object OBJ moves along the virtual surface back to its initial position (as indicated by the white arrow in the figure). The initial position may be the position immediately before the aforementioned backward movement or a predetermined position (e.g., the center of the display screen). Because the movement back to the initial position does not consume or accumulate movement energy, the amount of movement energy indicated by the gauge G remains the same as the amount immediately before the lifting operation. By continuing to press the operation button 31, the user feels as if movement energy is being maintained.
[0063] 8, the input device 3 lifted from the placement surface is returned to an arbitrary position on the placement surface and placed in a state where it is in contact with the placement surface (shown by a solid line in the upper diagram of FIG. 8). The position to which the input device 3 is returned may be different from the position where the input device 3 was originally placed, shown in the upper diagram of FIG.
[0064] 8, when the input device 3 is returned to the placement surface with the operation button 31 pressed and an operation of moving backward again on the placement surface (a movement operation in the direction of the outline arrow in the figure) is performed, the object OBJ moves backward again along the virtual surface. In the second game processing example, the movement energy is further accumulated according to the distance the object OBJ moves backward again on the virtual surface, and the amount of movement energy accumulated by the second backward movement is indicated by the gauge G. In this way, the accumulated amount of movement energy of the object OBJ can be further increased by repeating the operation of moving backward the object OBJ.
[0065] In the lower diagram of FIG. 8 , after the input device 3 is repeatedly operated to move backward on the placement surface, an operation to release the operation button 31 is performed, and operation data corresponding to the release of the pressing operation is output from the input device 3 to the information processing device 2. Note that the input device 3 is placed on a virtual surface and is not lifted. Then, in response to the operation to release the operation button 31, the object OBJ moves forward along the virtual surface (shown moving forward in the direction of the white arrow in the figure). The moving speed and moving distance of the object OBJ when moving forward are set based on the amount of moving energy accumulated by the repeated backward movement. Note that in the second example of the game processing, the orientation of the object OBJ on the virtual surface may also be changed by an operation to change the orientation of the input device 3 on the placement surface.
[0066] In this way, in the second game processing example described above, by performing the operation of lifting the input device 3 from the placement surface, the object OBJ can be returned to its initial position on the virtual surface, which is an operation suitable for repeatedly moving the object OBJ from its initial position.
[0067] The virtual surface in the first and second game processing examples may be a flat surface or a curved surface. The virtual surface may also be an invisible surface defined in a field, a water surface, or the air. The object OBJ may be any object, such as a vehicle (car, boat, airplane, etc.), a bow and arrow, a bullet, or a spherical or cylindrical object. For example, if the object OBJ in the first game processing example is a bow and arrow, a game can be realized in which the bow is drawn along a defined surface in response to a backward movement operation of the input device 3, the direction in which the arrow is shot (the direction in which the bow is drawn) is changed by moving the defined surface by changing the orientation of the input device 3, and the arrow is fired along the defined surface by lifting the input device 3.
[0068] Furthermore, in the first and second game processing examples, the direction of forward movement of the object OBJ is determined by changing the orientation of the input device 3 on the placement surface before moving the object OBJ forward. In another embodiment, the direction opposite to the direction in which the object OBJ is moved to accumulate movement energy (in the first game processing example, the direction in which the object OBJ is moved by moving the input device 3 along the placement surface while the operation button 31 is pressed, in the second game processing example) may be determined as the direction in which the object OBJ moves by consuming the movement energy. In this case, the direction in which the object OBJ is moved to accumulate movement energy does not have to be the direction in which the object OBJ retreats, and may be any direction relative to the object OBJ. In other words, the operating direction for moving the input device 3 along the above-mentioned placement surface to accumulate movement energy does not have to be the direction in which the input device 3 moves backward, but may be the operating direction for moving the input device 3 in any direction along the above-mentioned placement surface.
[0069] Furthermore, the input device 3 may be provided with a vibrator that causes vibrations in the input device 3 and / or a speaker that outputs sound from the input device 3, in response to control by the information processing device 2. In this case, as an example, in the first and second game processing examples, vibrations and / or sound may be generated from the input device 3 while the object OBJ is being moved to accumulate movement energy.
[0070] 9 and 10, an outline of a third example of game processing performed in the information processing system 1 will be described. The third example of game processing is a game in which a cursor C is moved to a specified option.
[0071] 9, in the third example of game processing in this embodiment, the cursor C displayed on the display device 4 moves in response to an operation input to the input device 3. In the example of FIG.
[0072] 9 and 10, for example, the display device 4 displays a plurality of different numerical values (specifically, the numerical values 1 to 8) as options in an area excluding the central area of the display screen. In the upper diagram of FIG. 9, a cursor C is positioned stationary in the central area of the virtual surface. With such a plurality of numerical values displayed, one numerical value is designated for the user to select from the displayed numerical values, and the designated numerical value is notified to the user by sound or image, and a question is presented to the user. The example of the upper diagram of FIG. 9 shows the state in which the numerical value "3" is designated from the plurality of numerical values.
[0073] 9, the cursor C moves along the virtual surface by moving the input device 3 on the placement surface (in the direction of the outline arrow in the figure). The user moves the cursor C so as to select the specified value as quickly as possible.
[0074] 9 shows how the user selects the number "3" from among multiple numbers by moving the cursor C through operation of the input device 3. Note that the user may need to perform a further predetermined operation on the input device 3, such as pressing the operation button 31, to confirm the selection.
[0075] Moving on to the upper diagram of Figure 10, the information processing system 1 determines whether the specified number matches the number selected by the user, and the time it took for the number to be selected, and changes the user's score, etc.
[0076] 10, after the result of the question is announced, the input device 3 is lifted from the placement surface (indicated by the dashed line in the middle diagram of FIG. 10), causing the cursor C to move along the virtual surface back to its initial position (e.g., the central region) (as indicated by the movement in the direction of the outline arrow in the diagram). Note that the cursor C may not strictly return to its initial position at the start of the game, but may be returned to a predetermined region (e.g., the central region) that includes at least the initial position.
[0077] 10, the input device 3 lifted from the placement surface is returned to an arbitrary position on the placement surface and placed in a state where it is in contact with the placement surface (shown by a solid line in the bottom diagram of FIG. 10). Then, for the next question, the process of repeating the steps described using the middle diagrams of FIG. 9 to FIG. 10 is performed.
[0078] In this way, in the third game processing example, when multiple questions are repeatedly asked, the operation of lifting the input device 3 from the placement surface in order to respond to the next question facilitates preparation for returning the cursor C to its initial position, and this preparation can be carried out quickly. Furthermore, the cursor C can be returned to a predetermined initial position regardless of the position to which the input device 3 is returned on the placement surface. Therefore, this is particularly suitable when operations from the initial position are repeated many times.
[0079] Next, an outline of a fourth example of game processing performed in the information processing system 1 will be described with reference to FIGS.
[0080] 11 to 13, in the fourth game processing example of this embodiment, two input devices 3L and 3R are used. The input devices 3L and 3R may be the same input device or different input devices. As an example, the input device 3L may have a shape that is easy to operate with the left hand, and the input device 3R may have a shape that is easy to operate with the right hand. The input devices 3L and 3R are each connected to the information processing device 2 by wire or wirelessly, and each output the above-mentioned operation data. In this example, the input device 3L is operated with the user's left hand, and the input device 3R is operated with the user's right hand.
[0081] In a fourth example of game processing in this embodiment, the movement of the left hand POL of a player object PO displayed on the display device 4 is controlled in response to an operation input to the input device 3L, and the movement of the right hand POR of the same player object PO is controlled in response to an operation input to the input device 3R. The fourth example of game processing uses an example in which the player object PO swims using the breaststroke swimming style.
[0082] For example, the display device 4 displays a game image of a player object PO swimming near a virtual surface, which is a horizontally extending surface of water in a virtual space, viewed from a vertical direction of the virtual surface. The player object PO has a left hand POL and a right hand POR in addition to a head, a torso, and legs. The left hand POL and the right hand POR are objects connected to the torso of the player object PO. Note that the left hand POL and the right hand POR do not need to be displayed as actually connected to the torso. They may be virtually connected to each other, and their movements and distances may be restricted from each other. Whether the left hand POL and the right hand POR and the torso of the player object PO are displayed as actually connected or separated, they are part of a single human body (player object PO) as a whole.
[0083] In the upper diagram of FIG. 11 , the input devices 3L and 3R are placed on a placement surface with their bottoms facing the placement surface and their operation buttons 31 pressed. The left hand POL and right hand POR are each positioned at an initial position in front of the player object PO, relative to the player object PO. Furthermore, the left hand POL and right hand POR are displayed as if they are located underwater based on the operation buttons 31 being pressed. The left hand POL and right hand POR may be actually located underwater in the virtual space, or may simply be depicted as being underwater by using a color scheme or the like. Although the same operation button 31 is pressed on both input devices 3L and 3R in the above example, different operation buttons may be pressed on each device. For example, operation button 31 may be pressed on input device 3L, and operation button 32 may be pressed on input device 3R.
[0084] 11 , when the input devices 3L and 3R are moved backward on the placement surface with the respective operation buttons 31 pressed (movement operation in the direction of the outline arrows), the left hand POL and right hand POR of the player object PO move in the water along the water surface, paddling backward from the initial position forward with the player object PO as the reference, based on the movement direction and movement distance of the operation (indicated by movement in the direction of the outline arrows). The player object PO then obtains propulsive force according to the speed and length of the left hand POL and right hand POR, respectively, and can swim on the water surface or underwater in the movement direction based on the paddling direction. In the example of the middle diagram of FIG. 11 , since approximately the same propulsive force is obtained from the left hand POL and right hand POR, the player object PO swims straight forward (indicated by movement in the direction of the solid arrows). At this time, the left hand POL and the right hand POR also move in accordance with the movement of the player object PO in the virtual space. Note that the left hand POL and the right hand POR also attempt to move forward in accordance with the forward movement of the player object PO, but move backward relative to the player object PO. Therefore, whether the left hand POL and the right hand POR move forward or backward in the virtual space is determined by the amount of forward movement of the player object PO and the amount of backward movement of the left hand POL and the right hand POR relative to the player object PO. However, in a game in which the objective is to move the player object PO forward, the left hand POL and the right hand POR will also move forward as a whole in the virtual space.
[0085] In this embodiment, if the above operation of the input device 3L or 3R is performed with the operation button 31 released from being pressed, the left hand POL or right hand POR moves relative to the player object PO but does not paddle through the water, and therefore the above-mentioned propulsive force is not obtained. Therefore, the in-game effect in the fourth game processing example in which the player object PO obtains the above-mentioned propulsive force by moving the left hand POL and right hand POR occurs only when the operation button 31 is being pressed.
[0086] As shown in the lower diagram of Fig. 11 , after the input devices 3L and 3R are operated to move backward on the placing surface, an operation is performed to lift each of the input devices 3L and 3R from the placing surface with the operation button 31 released (indicated by dashed lines in the lower diagram of Fig. 11 ), causing the left hand POL and right hand POR of the player object PO to move underwater along the water surface to return to their respective predetermined return positions (indicated by movement in the direction of the outline arrows in the drawing). Here, when the left hand POL and right hand POR move forward through the water, a force opposite to the swimming direction of the player object PO may act, reducing the propulsive force, or a force may act in a direction different from the swimming direction, causing the swimming direction to change. However, in this embodiment, when the input devices 3L and 3R are operated with the operation button 31 released from being pressed, no propulsive force is generated in the player object PO due to the operation, so the left hand POL and the right hand POR can move in the water without generating the above-mentioned reverse force or change in swimming direction in the player object PO. The return positions of the left hand POL and the right hand POR will be described later.
[0087] Moving on to the upper diagram of Figure 12, the input devices 3L and 3R that were lifted from the above-mentioned placement surface are returned to any position on the placement surface that is forward from the lifted position, and placed in a grounded state on the placement surface (shown by solid lines in the upper diagram of Figure 13), and the operation buttons 31 of the input devices 3L and 3R are pressed again.
[0088] Then, as shown in the middle diagram of FIG. 12 , with the operation button 31 pressed, the input devices 3L and 3R are again moved backward on the placement surface (movement operation in the direction of the white arrows in the figure), causing the left hand POL and right hand POR of the player object PO to move backward in the water along the water surface from the return position, respectively. In the example of the middle diagram of FIG. 12 , the input device 3R is moved backward a longer distance on the placement surface than the input device 3L, so the right hand POR paddles backward more. As a result, the player object PO receives a larger propulsive force from the right hand POR, and moves in a slightly changed swimming direction forward and to the left (indicated by movement in the direction of the black arrow in the figure). The position to which the right hand POR moves backward is behind the position to which the left hand POL moves backward.
[0089] Then, as shown in the lower diagram of Figure 12, when the operation button 31 is released and the input devices 3L and 3R are lifted from the placing surface (indicated by dashed lines in the lower diagram of Figure 12), the left hand POL and right hand POR of the player object PO each move underwater along the water surface to return to a predetermined return position (indicated by movement in the direction of the white arrows in the figure).
[0090] 14 , an example of the return positions of the left hand POL and the right hand POR of the player object PO will be described. The return positions of the left hand POL and the right hand POR are set to positions based on the positions of the left hand POL and the right hand POR at the time when the input devices 3L and 3R are lifted from the placement surface, respectively. For example, a target position for the player object PO, e.g., a straight line connecting the left and right specific parts (e.g., both shoulders) of the player object PO as a center line, is set as the return position to a position that is line-symmetrical to the display position at the time when the lifting operation is performed. Specifically, if the position of the left hand POL at the time when the input device 3L is lifted from the placement surface is a position that is a distance L1 behind the center line, a position that is line-symmetrical to the position based on the center line and a distance L1 ahead of the center line is set as the return position of the left hand POL. Furthermore, if the position of the right hand POR at the time the input device 3R is lifted from the placement surface is a position that is a distance L2 behind the center line, a position that is a line symmetrical position with respect to the center line and a distance L2 forward from the center line is set as the return position of the right hand POR. If the positions of the left hand POL and the right hand POR at the time the input devices 3L and 3R are lifted from the placement surface are in front of the center line, the left hand POL and the right hand POR may be maintained at their positions without moving forward even when an operation to lift the input devices 3L and 3R is performed. Furthermore, the return positions may be limited to a predetermined range (for example, within the reachable range of the left hand POL and the right hand POR of the player object PO). In this way, the return positions of the left hand POL and the right hand POR are also related to the operation of moving the input devices 3L and 3R backward, thereby realizing a novel operation experience for the overall operation of the player object PO.
[0091] Returning to the upper diagram of Fig. 13, the input devices 3L and 3R that were lifted from the placement surface are returned to any position on the placement surface that is forward of the lifted position, and placed in a state where they are in contact with the placement surface (shown by solid lines in the upper diagram of Fig. 13), and the operation buttons 31 of the input devices 3L and 3R are pressed again. With this operation, the left hand POL and the right hand POR are each placed in the water at the above-mentioned returned positions, but because the length of the backward stroke of the right hand POR is longer than that of the left hand POL, the right hand POR is placed in front of the player object PO than the left hand POL.
[0092] When attempting to swim the player object PO in a desired direction with the left hand POL and the right hand POR positioned in this manner, it is difficult to determine how far back the left hand POL and the right hand POR should be moved because they are not aligned horizontally. To resolve this situation, the user releases the pressing of the operation button 31 and moves the input device 3L forward on the placement surface. This operation causes the left hand POL to move on the water in front of the player object PO and return to a position where it is aligned forward with the right hand POR. Furthermore, because the input device 3L is operated with the pressing of the operation button 31 released, no propulsive force is generated in the player object PO as the left hand POL moves forward.
[0093] The return positions of the left hand POL and the right hand POR may be set to other positions. As an example, as shown in FIG. 15 , the return positions of the left hand POL and the right hand POR may be set to positions within a predetermined range (e.g., random positions). Specifically, the left-side return range to which the left hand POL is returned is set to a range forward of the center line and to the left of the player object PO, including the left-side initial position, which is the position before the left hand POL paddles backward when the input device 3L is moved backward along the placement surface. The same is true for the right-side return range to which the right hand POR is returned. In this way, in the example of the return positions, the left hand POL and the right hand POR return to any position within the range set to the left and right, which can improve the enjoyment compared to when they always return to the same position.
[0094] As another example, as shown in FIG. 16 , the return positions of the left hand POL and the right hand POR may be set to positions on a trajectory of backward movement (i.e., a trajectory of paddling backward) caused by an operation to move the input devices 3L and 3R backward, respectively. In this example, the left hand POL and the right hand POR move backward on a predetermined trajectory regardless of the trajectory along which the input devices 3L and 3R are moved backward. The return position of the left hand POL is set on that trajectory. As an example, it is set to a position on the left movement trajectory along which the left hand POL paddled backward before the operation to lift the input device 3L is performed, a predetermined distance forward from the position at the time of the lifting operation. The same applies to the return position of the right hand POL. Note that the return position may be set to be longer as the distance from the center line to the display position at the time of the lifting operation (i.e., the position where the paddling backward has finished) increases. Alternatively, the return position may be set to a random position on the movement trajectory.
[0095] The return positions of the left hand POL and the right hand POR may be the positions where the left hand POL and the right hand POR were displayed immediately before the operation to move the input devices 3L and 3R backward, respectively (i.e., the positions immediately before paddling backward). In this case, the left hand POL and the right hand POR always repeatedly return to the same initial positions, which is suitable for processing to control the paddling motion from the initial positions, and the difficulty of operation can be reduced compared to other return position modes.
[0096] As described with reference to FIGS. 11 to 13 , by repeatedly performing the operation of simultaneously moving the input devices 3L and 3R backward on the placement surface and then lifting them up, the player object PO can move forward by repeatedly paddling with the left hand POL and the right hand POR. For example, a swimming style in which the player object PO swims by simultaneously moving the left hand POL and the right hand POR to paddle can be a breaststroke, a butterfly, or the like. Note that the swimming style performed by the player object PO may involve alternating left and right operations to move the input devices 3L and 3R backward on the placement surface and lift them up. For example, a swimming style in which the player object PO swims by repeatedly paddling with the left hand POL and the right hand POR alternately can be a crawl, a backstroke, or the like. In addition, in accordance with the movements of the left hand POL and right hand POR of the player object PO, other parts of the player object PO (for example, legs) may also make movements based on the selected swimming style.
[0097] In the first to fourth game processing examples described above, the virtual surface along which the object moves may be a non-horizontal surface in the virtual space (for example, a vertical surface or an inclined surface). Furthermore, the virtual surface does not have to be flat, but may be a curved surface or a surface with irregularities. Furthermore, the position and / or shape of the virtual surface may change over time.
[0098] Furthermore, in this embodiment, an object that moves along a virtual surface in direct response to a movement operation of an input device is not limited to an object that moves as a whole as in the first to third game processing examples, but may instead be an object that moves only a portion of the object as in the fourth game processing example. For example, the object may move when its shape or posture changes, and the movement of an arm or leg when its shape or position changes may be along the virtual surface.
[0099] Furthermore, the above-mentioned movement along the virtual surface is not limited to movement while always in contact with the virtual surface, but also includes movement away from the virtual surface. For example, in the second game processing example, if the object OBJ moves on the virtual surface (e.g., on a field in a virtual space) in response to an operation of the input device 3 moving on the placement surface, and if the object OBJ moves back to another position on the virtual surface while floating slightly above the virtual surface by an operation of lifting the input device 3, both of these movement modes of the object OBJ are included in the movement along the virtual surface. Furthermore, in the fourth game processing example, if the left hand POL and right hand POR or the player object PO move toward or away from the water surface or a virtual plane parallel to the water surface, these movement modes are also included in the movement along the virtual surface.
[0100] Furthermore, in the first to fourth game processing examples, when another operation using the input device 3 is performed while an operation of lifting the input device 3 from the placement surface is being performed, game processing may be executed that does not affect the operation of the object whose operation is controlled by the input device 3. Furthermore, game processing corresponding to an operation when the input device 3 is placed on the placement surface (for example, an operation of pressing the operation buttons 31 and 32) may be controlled to be different from game processing corresponding to the operation when the input device 3 is lifted from the placement surface.
[0101] Next, a detailed description will be given of the processing performed by the information processing device 2. First, main data used in the processing performed by the information processing device 2 will be described with reference to FIG.
[0102] 17, the data storage area of the storage unit 22 stores operation data Da, object data Db, virtual camera data Dc, image data Dd, etc. In addition to the data shown in FIG. 17, the storage unit 22 also stores data necessary for processing, such as data used in an application to be executed. Furthermore, the program storage area of the storage unit 22 stores a group of various programs Pa that constitute an information processing program (game program), etc.
[0103] The operation data Da is data indicating operation information of a user operating the input device 3. For example, operation data indicating that the input device 3 has been operated (data indicating operations on the operation buttons 31 and 32, data based on the detection results of the mouse sensor 34) is acquired for each time unit processed by the information processing device 2 (for example, 1 / 60 seconds), and is stored in the operation data Da and updated accordingly. In addition, operation data detected by the inertial sensors (angular velocity sensor 35, acceleration sensor 36) due to an operation of moving the input device 3 is also acquired for each time unit processed by the information processing device 2, and is stored in the operation data Da and updated accordingly.
[0104] The object data Db is data that indicates the position, posture, movement, state, display mode, etc. of an object displayed on the display device 4 (for example, the object OBJ in the first and second game processing examples, the cursor C in the third game processing example, and the player object PO, left hand POL, and right hand POR in the fourth game processing example).
[0105] The virtual camera data Dc is data that indicates the position, orientation, etc. of the virtual camera.
[0106] The image data Dd is data for displaying an image of the virtual space on the display device 4.
[0107] Next, the details of the processing performed in the information processing device 2 will be described with reference to Figures 18 to 20. Note that in the flowcharts shown in Figures 18 to 20, the first game processing example described above will be mainly described among the processing in the information processing system 1, and detailed descriptions of other processing not directly related to this processing and other game processing examples will be omitted. Also, in Figures 18 to 20, each step performed by the control unit 21 will be abbreviated as "S".
[0108] In this embodiment, the series of processes shown in Figures 18 to 20 are performed by the control unit 21 (CPU) executing a game program stored in the program storage unit 23. The timing at which the processes shown in Figures 18 to 20 are started is arbitrary. At this time, the game program is read out in part or in whole into the storage unit 22 at an appropriate timing and executed by the control unit 21. This starts the series of processes shown in Figures 18 to 20. The game program is assumed to be stored in advance in the program storage unit 23. However, in other examples, the game program may be obtained from a storage medium detachable from the information processing device 2 and stored in the storage unit 22, or may be obtained from another device via a network such as the Internet and stored in the storage unit 22.
[0109] 18 to 20 are merely examples, and the order of the steps may be changed, or other processes may be executed in addition to and / or instead of the steps, as long as the same results are obtained. Also, in this embodiment, the control unit 21 is described as executing the processes of the steps in the flowcharts, but some or all of the processes of the steps in the flowcharts may be executed by a processor or dedicated circuit other than the CPU of the control unit 21.
[0110] 18, the control unit 21 performs initial setting (step S51) and proceeds to the next step. For example, the control unit 21 initializes each parameter to be used in subsequent processing. As an example, the control unit 21 sets a virtual plane in the horizontal direction of the virtual space. Then, in the case of the first game processing example, the control unit 21 initially sets the object OBJ at an initial position on the virtual plane in the virtual space, and updates the object data Db.
[0111] Next, the control unit 21 acquires operation data from the input device 3, updates the operation data Da (step S52), and proceeds to the next step.
[0112] Next, the control unit 21 performs a mouse sensor operation control process (step S53), and the process proceeds to step S54. The mouse sensor operation control process performed in step S53 will be described below with reference to FIG.
[0113] 19 , the control unit 21 determines whether an operation to lift the input device 3 is being performed (step S61). For example, the control unit 21 makes a positive determination in step S61 if, by referencing the operation data Da, no output indicating that reflected light has been detected from the mouse sensor 34 is obtained. The output indicating that reflected light has been detected may be an output including a flag indicating that reflected light has been detected, or an output including a parameter whose value increases or decreases depending on the light reception status of the mouse sensor 34 and whose value falls within a predetermined range (including being greater than or less than a predetermined value). If the control unit 21 determines that an operation to lift the input device 3 is not being performed, the control unit 21 proceeds to step S62. On the other hand, if the control unit 21 determines that an operation to lift the input device 3 is being performed, the control unit 21 proceeds to step S66.
[0114] In step S62, the control unit 21 determines whether an operation to move the input device 3 on the placement surface is being performed. If an operation to move the input device 3 on the placement surface is being performed, the control unit 21 proceeds to step S63. On the other hand, if an operation to move the input device 3 on the placement surface is not being performed, the control unit 21 ends the processing of this subroutine.
[0115] In step S63, the control unit 21 performs object movement control processing and ends the processing of this subroutine. For example, the control unit 21 calculates parameters related to the movement (e.g., the direction and distance of movement on the placement surface) based on the detection result of reflected light from the mouse sensor 34 in response to the operation of moving the input device 3 on the placement surface. Then, the control unit 21 moves the object OBJ along a virtual surface in the virtual space based on the calculated parameters, and updates the object data Db. As an example, the control unit 21 moves the object OBJ along the virtual surface in the same direction as the movement direction of the input device 3, by a distance corresponding to the distance of movement, based on the direction and distance of movement of the input device 3 on the placement surface. Furthermore, if the object OBJ retreats on the virtual surface, the control unit 21 may perform processing to change the state of the object OBJ (e.g., accumulate the amount of movement energy) according to the distance of the retreated movement, and update the object data Db.
[0116] On the other hand, if it is determined in step S61 that a lifting operation is being performed, the control unit 21 performs a lifting operation control process (step S66) and ends the process of this subroutine. For example, the control unit 21 moves the object OBJ along the virtual plane and updates the object data Db. Note that the control unit 21 may refer to the object data Db and set parameters related to the movement of the object OBJ based on the state of the object OBJ (for example, the amount of movement energy accumulated).
[0117] 18, after the mouse sensor operation control process in step S53, the control unit 21 performs an inertial sensor operation control process (step S54), and the process proceeds to step S55. The inertial sensor operation control process performed in step S54 will now be described with reference to FIG. 20.
[0118] 20, the control unit 21 determines whether a rotation operation for changing the orientation of the input device 3 on the placement surface is being performed (step S71). For example, the control unit 21 refers to the operation data Da, and when a detection result of the angular velocity sensor 35 indicating that the orientation of the input device 3 on the placement surface is being changed is obtained, the control unit 21 makes a positive determination in step S71. If a rotation operation is being performed, the control unit 21 proceeds to step S72. On the other hand, if a rotation operation is not being performed, the control unit 21 ends the processing of this subroutine.
[0119] In step S72, the control unit 21 performs a rotation control process and ends the process of this subroutine. For example, the control unit 21 changes the orientation of the object OBJ on the virtual surface in response to an operation input that changes the orientation of the input device 3 on the placement surface, and updates the object data Db.
[0120] Returning to FIG. 18, after the inertial sensor operation control process in step S54, the control unit 21 performs a drawing process (step S55) and proceeds to the next step.
[0121] Next, the control unit 21 determines whether or not to end the game processing (step S56). If the control unit 21 determines to continue the game processing, it returns to step S52 and repeats the processing. If the control unit 21 determines to end the game processing, it ends the processing according to this flowchart. Thereafter, the series of processing from step S52 to step S56 is repeatedly executed until it is determined in step S56 that the processing should be ended.
[0122] In the above-described flowchart, a step of performing button operation motion control processing may be added at an appropriate position (for example, between step S52 and step S53). For example, in the step of performing the button operation motion control processing, the control unit 21 refers to the operation data Da, and when an operation of pressing or releasing one of the operation buttons 31 and 32 on the input device 3 is performed, sets a motion of the object corresponding to the operation of the operation button, and updates the object data Db based on the set motion. As an example, in the case of the second game processing example, when an operation of releasing the operation button 31 is performed, the control unit 21 moves the object OBJ forward based on the amount of movement energy accumulated, updates the object data Db, and skips the processing in step S53 and step S54. On the other hand, when the operation button 31 is pressed, the control unit 21 enables the motion control in step S53 and step S54 and sets the motion of the object OBJ in the motion control processing in those steps. As another example, in the case of the fourth game processing example, when the operation button 31 is pressed, the control unit 21 applies a propulsive force to the player object PO by moving the left hand POL or the right hand POR, and updates the object data Db. On the other hand, when the operation button 31 is released from being pressed, the control unit 21 updates the object data Db without applying a force in the opposite direction or a new propulsive force caused by the movement of the left hand POL or the right hand POR to the player object PO. Then, the content of the movement control process corresponding to the movement operation of the input device 3 is changed depending on the state of the object data Db. In this way, whether or not to execute the movement control process or the lifting operation motion control process, and the execution content thereof, may be changed depending on the pressing status of the operation button.
[0123] As described above, the information processing system 1 that performs the game processing can move an object along a virtual surface in a virtual space when the input device 3 is lifted from the placement surface, thereby providing an unprecedented operational experience and excitement. For example, in a typical operation using a mouse, if the placement surface (work surface space) on which the input device is placed is insufficient to move an object in response to the operation, the user lifts the mouse and repositions it appropriately on the placement surface, and then moves the mouse again from the new position to further move the object. To achieve this operation, the position of the object operated by the mouse needs to be maintained when the mouse is lifted. That is, generally, the position of the object does not change when the mouse is lifted. However, the information processing system 1 that performs the game processing can move the object without maintaining its position when the input device 3 is lifted from the placement surface, thereby providing an unprecedented operational experience and excitement.
[0124] The input device 3 may be operated not only by being held by the user in one or both hands but also by being worn on the user's body. As an example, when an operation is performed using two input devices 3, the user may wear an input device 3 on each of their feet or arms to perform the operation. As another example, when an operation is performed using four input devices 3, the user may wear an input device 3 on each of their hands and feet to perform the operation.
[0125] Furthermore, although the above description uses an example in which information processing is performed by the information processing device 2, at least some of the processing steps in the above processing may be performed by another device. For example, the processing steps in the above processing may be performed by cooperation between a server or another device (e.g., another information processing device, a game device, a mobile terminal, etc.) that can communicate with the information processing device 2. In this way, performing at least some of the processing steps in the above processing by a server or another device enables processing similar to the above processing. Furthermore, the above processing may be performed by one processor or cooperation between multiple processors included in an information processing system consisting of at least one information processing device. Furthermore, in the above embodiment, the processing according to the above flowchart was performed by the control unit 21 of the information processing device 2 executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the information processing device 2.
[0126] According to the above-described modified example, the present invention can be realized in a so-called cloud computing system configuration, a distributed wide area network system configuration, and a local network system configuration. Note that in these system configurations, there are no particular limitations on which device performs the processing of each step of the above-described processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.
[0127] Furthermore, the processing order, setting values, conditions used for judgment, etc. used in the information processing described above are merely examples, and it goes without saying that this embodiment can be realized even with other orders, values, and conditions.
[0128] Furthermore, the above programs may be supplied to the information processing device 2 not only through an external storage medium such as an external memory, but also through a wired or wireless communication line. The above programs may be pre-recorded in a non-volatile storage device within the information processing device 2. The information storage medium for storing the above programs may be a non-volatile memory, a CD-ROM, a DVD, or similar optical disk-shaped storage media, a flexible disk, a hard disk, a magneto-optical disk, or a magnetic tape. The information storage medium for storing the above programs may also be a volatile memory for storing the above programs. Such storage media may be referred to as recording media readable by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.
[0129] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. It is understood that the scope of the present invention should be interpreted solely by the claims. Furthermore, it is understood that those skilled in the art can implement equivalent scopes based on the description of the present invention and common technical knowledge from the description of specific embodiments of the present invention. Furthermore, it should be understood that the terms used in this specification are used in the same sense as commonly used in the art unless otherwise specified. Therefore, unless otherwise defined, all technical and technical terms used in this specification have the same meaning as commonly understood by those skilled in the art to which this invention belongs. In the event of a conflict, the present specification (including definitions) shall prevail.
[0130] As described above, the present invention is useful as, for example, a game program, a game system, and a game processing method, with the aim of providing an unprecedented operational experience and excitement.
[0131] REFERENCE SIGNS LIST 1... Information processing system 2... Information processing device 21... Control unit 22... Memory unit 23... Program storage unit 24... Communication unit 3... Input device 31, 32... Operation buttons 34... Mouse sensor 35... Angular velocity sensor 36... Acceleration sensor 4... Display device
Claims
1. A game program that causes a computer of an information processing device to execute a first process of moving a first object along a virtual surface in a virtual space based on first data output in response to movement of a first mouse on a placement surface, and execute a second process of moving the first object along the virtual surface based on second data output in response to the first mouse being lifted from the placement surface.
2. A game program as described in claim 1, wherein the second process returns the first object, which has been moved along the virtual surface by the first process, to a position before the movement based on the second data.
3. A game program as described in claim 1, wherein the second process returns the first object, which has been moved along the virtual surface by the first process, to within a predetermined range including its position before the movement, based on the second data.
4. A game program as described in claim 1, wherein the second processing moves the first object to a position along the virtual surface based on the position of the first object at the time the first mouse is lifted from the placement surface based on the second data.
5. The game program of claim 1, wherein the first process moves the first object along a predetermined trajectory along the virtual surface based on the first data, and the second process returns the first object to a position on the trajectory based on the second data.
6. A game program as described in any one of claims 2 to 5, wherein the first process generates a first in-game effect in response to movement of the first object, and the second process does not generate the first in-game effect in response to the movement of the first object.
7. The game program according to claim 6, wherein the first mouse comprises at least one operation button, and the first game effect occurs when the operation button is operated.
8. A game program as described in any one of claims 1 to 7, wherein the second processing moves the first object in a direction corresponding to the orientation of the first mouse or the first input device at the time the first mouse is lifted from the placement surface based on the second data.
9. A game program as described in any one of claims 1 to 8, further causing the computer to execute a third process of moving a second object along the virtual surface based on fourth data output in response to movement of the second mouse on the placement surface, and a fourth process of moving the second object along the virtual surface based on fifth data output in response to the second mouse being lifted from the placement surface.
10. The game program according to claim 9, wherein the first object and the second object are parts of a third object, and the first process and the third process move the third object along the virtual surface.
11. The game program according to claim 10, wherein the second process and the fourth process do not move the third object.
12. A game system comprising at least a processor and a first mouse on a placement surface, wherein the processor executes a first process to move a first object along a virtual surface in a virtual space based on first data output in response to movement of the first mouse, and executes a second process to move the first object along the virtual surface based on second data output in response to the first mouse being lifted from the placement surface.
13. A game processing method executed by an information processing system having at least a first mouse on a placement surface, wherein the information processing system moves a first object along a virtual surface in a virtual space based on first data output in response to movement of the first mouse, and moves the first object along the virtual surface based on second data output in response to the first mouse being lifted from the placement surface.
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