Game processing method, game program, and game system

The game processing method utilizes data from dual mice to control virtual object movements in a game, addressing the need for novel mouse-based gaming experiences and enhancing gameplay with intuitive controls.

WO2025104884A1PCT designated stage expired Publication Date: 2025-05-22NINTENDO CO LTD
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Patent Information

Application Number
PCT/JP2023/041340
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-16
Publication Date
2025-05-22

AI Technical Summary

Technical Problem

There is a demand for new games that utilize a mouse as an operating device, offering a novel gaming experience.

Method used

A game processing method where a computer acquires data from first and second mice operated by both hands of a user, using this data to control the movement of virtual objects in a virtual space, allowing for innovative operations such as moving virtual objects forward and backward based on synchronized mouse movements and adjusting parameters to assist in straight-line movement.

Benefits of technology

The method enables the creation of novel games by allowing users to operate mice in non-conventional ways, providing new interest and enhancing gameplay experience through intuitive and engaging controls.

✦ Generated by Eureka AI based on patent content.

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Abstract

In the present invention, when both a first mouse and a second mouse are moved in a first direction, a first virtual object is moved forward in a virtual space, and when both the first mouse and the second mouse are moved in the opposite direction to the first direction, the first virtual object is moved backward, and the first virtual object is turned right and left on the basis of the difference between the movement amount of the first mouse indicated by first data and the movement amount of the second mouse indicated by second data.
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Description

Game processing method, game program, and game system

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

[0002] Conventionally, games that use a mouse as an operating device have been known (for example, Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2001-062145

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

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

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

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

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

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

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

[0011] As another example of the adjustment, the value of the smaller parameter of the first and second parameters may be adjusted to approach the value of the larger parameter.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0030] FIG. 1 is a block diagram showing an example of the internal configuration of the game device 10; FIG. 2 is a schematic diagram showing an example of the appearance of the left and right mice; FIG. 3 is a diagram for explaining how to operate the left and right mice; FIG. 4 is a diagram for explaining how to operate the game; FIG. 5 is a diagram for explaining how to operate the game; FIG. 6 is a diagram for explaining how to operate the game; FIG. 7 is a diagram for explaining how to operate the game; FIG. 8 is a diagram for explaining how to operate the game;

[0031] An embodiment will be described below.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0048] The LVP value is added according to the forward / backward movement speed of the left mouse 16 on the work surface (the y-axis direction in FIG. 2(1)), calculated from data acquired by the mouse sensor 20. The RVP value is added according to the forward / backward movement speed of the right mouse 17 on the work surface (the y-axis direction in FIG. 2(2)), calculated from data acquired by the mouse sensor 30. For example, the average of a predetermined number of (e.g., the most recent five) forward / backward movement amounts (hereinafter sometimes referred to as "movement speed") for each drawing frame (processing frame) of the mouse on the work surface is calculated, and the calculated average is multiplied by a predetermined coefficient (e.g., 2) and the resulting value is added to the VP. This addition according to the mouse movement speed is sometimes called "mouse operation addition." As will be described later, the LVP and RVP values ​​are further added or subtracted (sometimes referred to as "gradient addition" or "gradient subtraction") depending on the gradient (inclination) of the ground on which the PO 100 is located, subtracted (sometimes referred to as "resistance subtraction") to decelerate the PO 100 due to resistance such as frictional resistance and air resistance, and subtracted (sometimes referred to as "brake subtraction") in response to the player's braking operation. The direction of movement (including the turning direction) and speed of movement of the PO 100 are determined depending on the forward or backward values ​​of the LVP and RVP, respectively. For simplicity, in the following examples, gradient addition, gradient subtraction, resistance subtraction, and brake subtraction are not performed unless otherwise noted. As will be described later, the VP value may be adjusted.

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

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

[0051] FIG. 5 is a diagram illustrating an operation for starting the PO 100 to move forward in a straight line. Consider a case in which, starting from a stationary state with the LVP and RVP at 0 (zero), the left mouse is moved forward (in the positive y-axis direction in FIG. 2(1)) as shown in FIG. 5(3), and simultaneously the right mouse is moved forward (in the positive y-axis direction in FIG. 2(2)) at the same movement speed as the left mouse movement. In this case, as shown in FIG. 5(2), the "forward" value of the LVP and the "forward" value of the RVP are increased from 0 to the same value. Then, as shown in FIG. 5(1), the left wheel 101 side (left side) of the PO 100 moves forward at a speed corresponding to the "forward" value of the LVP, and simultaneously the right wheel 102 side (right side) of the PO 100 moves forward at a speed corresponding to the "forward" value of the RVP. As a result, the PO 100 starts moving forward in a straight line, as shown in FIG. 5(1).

[0052] FIG. 6 is a diagram illustrating an operation for starting a straight backward movement of the PO 100. Consider a case where, from a state in which the LVP and RVP are 0 (zero) and the PO 100 is stationary, a left mouse movement operation is performed forward and simultaneously a right mouse movement operation is performed forward at the same movement speed as the left mouse movement operation, as shown in FIG. 6(3). In this case, as shown in FIG. 6(2), the LVP "backward" value and the RVP "backward" value are increased from 0 to the same value. Then, as shown in FIG. 6(1), the left wheel 101 side (left side) of the PO 100 moves backward at a speed corresponding to the LVP "backward" value, and simultaneously the right wheel 102 side (right side) of the PO 100 moves backward at a speed corresponding to the RVP "backward" value. As a result, the PO 100 starts moving straight backward, as shown in FIG. 6(1).

[0053] The above describes an operation that starts moving forward or backward in a straight line from a stopped state. However, if the LVP and RVP increase to the same value as a result of a mouse movement operation while moving forward or backward, the PO 100 will accelerate in a straight line. For example, if a left mouse movement operation is performed forward and simultaneously a right mouse movement operation is performed forward at a different speed than the left mouse movement operation, and the LVP and RVP increase to the same value, the PO 100 will accelerate while moving forward in a straight line. The same applies when moving backward. Furthermore, if the LVP and RVP decrease to the same value as a result of a mouse movement operation while moving forward or backward, the PO 100 will decelerate while moving in a straight line. Similarly, if the LVP and RVP maintain the same value as a result of a mouse movement operation while moving forward or backward, the PO 100 will maintain its straight movement.

[0054] FIG. 7 is a diagram illustrating an operation for starting the PO 100 to move forward while turning (turning). Consider a case where, from a state in which the LVP and RVP are 0 (zero) and the PO 100 is stationary, a left mouse movement operation is performed forward while simultaneously performing a right mouse movement operation forward at a movement speed slower than that of the left mouse movement operation, as shown in FIG. 7(3). In this case, as shown in FIG. 7(2), the "forward" value of the LVP is increased from 0, and the "forward" value of the RVP is increased to a value smaller than the "forward" value of the LVP. Then, as shown in FIG. 7(1), the left wheel 101 side (left side) of the PO 100 moves forward at a speed corresponding to the "forward" value of the LVP, and simultaneously, the right wheel 102 side (right side) of the PO 100 moves forward at a speed corresponding to the "forward" value of the RVP. As a result, the PO 100 moves forward while turning right (turning right) as shown in FIG. 7(1).

[0055] The same applies when the PO 100 starts to reverse while turning right (not shown). Consider a case where the LVP and RVP are 0 (zero) and the PO 100 is stationary, and the left mouse is moved backward while simultaneously moving the right mouse backward at a slower speed than the left mouse. In this case, the "reverse" value of the LVP is increased from 0, and the "reverse" value of the RVP is increased to a value smaller than the "reverse" value of the LVP. The left wheel 101 side (left side) of the PO 100 then reverses at a speed corresponding to the "reverse" value of the LVP, while the right wheel 102 side (right side) of the PO 100 simultaneously reverses at a speed corresponding to the "reverse" value of the RVP. As a result, the PO 100 reverses while turning right (turning left). Note that the same mechanism is used for control when starting to move forward while turning left and when starting to reverse while turning left.

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

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

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

[0059] FIG. 9 is a diagram illustrating VP adjustment. In this game processing, when left and right mouse movements are performed in the same direction at a predetermined speed or faster (sometimes referred to as the "linear mouse movement speed"), the smaller VP value is instantly adjusted (corrected) to match the larger VP value. The linear mouse movement speed is, for example, a mouse movement speed that results in a mouse operation sum of 35. For example, when the LVP "forward" value is 45 and the RVP "forward" value is 30 (see FIG. 9 (1)), consider the following case: the left mouse is moved forward at a mouse movement speed (a mouse movement speed equal to or faster than the linear mouse movement speed) that results in a mouse operation sum of 45, and simultaneously the right mouse is moved forward at a mouse movement speed (a mouse movement speed equal to or faster than the linear mouse movement speed) that results in a mouse operation sum of 40 (see FIG. 9 (2)). If VP adjustment were not performed in this case, the RVP "forward" value would be 70, which is the sum of 30 and 40. However, in this embodiment, VP adjustment is performed in this case, and the small RVP value of "70" is instantly adjusted to the large LVP value of "90" as shown in Figure 9 (1). As a result, when the player moves the left and right mouse buttons forward at a relatively fast speed (faster than the speed of a straight mouse movement), the PO 100 instantly moves forward in a straight line, regardless of the speed of the left and right mouse buttons. This can assist the player in moving the PO 100 forward in a straight line.

[0060] The above describes the case where the mouse is moved left or right while the PO 100 is moving (VP is not 0), but the left and right VP values ​​are instantly adjusted to match when the mouse is moved left or right while the PO 100 is stationary (VP is 0). This makes it possible to assist the player in moving the PO 100 straight forward when the PO 100 starts to move.

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

[0062] Although the adjustment for moving the PO 100 forward in a straight line has been described above, the adjustment for moving the PO 100 backward in a straight line can be performed in the same manner. This makes it possible to assist the player in the operation for moving the PO 100 backward in a straight line.

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

[0064] 10 is a diagram for explaining the control of decelerating a moving (or rotating) PO 100. In this game process, in order to reproduce the deceleration of a wheelchair due to resistance (friction resistance, air resistance), the moving speed of the PO 100 is gradually reduced (resistance subtraction) over time. This will be explained in detail below.

[0065] For example, consider a case where the LVP "forward" value is 85, the RVP "forward" value is 55, and the PO 100 is moving forward while turning right. In this case, as shown in FIG. 10(1), the LVP "forward" value and the RVP "forward" value are each subtracted. At this time, the subtraction rate for the RVP "forward" value with a smaller value is subtracted at a reference subtraction rate (e.g., a subtraction rate of 20 subtracted per second; sometimes referred to as the "reference subtraction rate"), and the LVP "forward" value with a larger value is subtracted at a subtraction rate faster than the reference subtraction rate. As a result, the difference between the LVP "forward" value and the RVP "forward" value gradually decreases. Then, in FIG. 10(2), the left and right VP values ​​become equal at 30, and are then subtracted at the reference subtraction rate. While the resistance subtraction when the PO 100 is moving forward has been described above, the resistance subtraction when the PO 100 is moving backward is similar.

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

[0067] Next, acceleration or deceleration when the PO 100 is located on a ground object that is inclined (gradient) will be described. An actual wheelchair is affected by the inclination of the ground, and therefore receives a force in the direction downhill when located on a slope. For example, when an actual wheelchair is facing downhill, it accelerates in the direction downhill even without any operation to turn the wheels. To reproduce the effect of such a ground inclination, the game processing adds or subtracts gradients to the LVP and RVP at addition or subtraction speeds corresponding to the gradients (inclinations) of the ground objects on the left wheel 101 side and the right wheel 102 side of the PO 100, respectively.

[0068] For example, if the PO 100 is located on a slope and moving forward facing down the slope, the "forward" values ​​of the left and right VPs are gradient added. For example, if the PO 100 is located on a slope and moving forward facing up the slope, the "forward" values ​​of the left and right VPs are gradient subtracted. Also, the VP may switch from "forward" to "reverse" due to gradient subtraction (i.e., the movement state of the PO 100 switches from forward to reverse due to the influence of the slope), and the "reverse" value of the VP may be gradient added. Similarly, the VP may switch from "reverse" to "forward" due to gradient subtraction (i.e., the movement state of the PO 100 switches from reverse to forward due to the influence of the slope), and the "forward" value of the VP may be added (gradient added).

[0069] The degree of gradient addition and gradient subtraction (addition rate, subtraction rate) depends on, for example, the orientation of the PO 100 relative to the direction of the slope and the magnitude of the slope's gradient. Specifically, the degree of gradient addition increases as the PO 100's front is facing downhill, and the degree of gradient subtraction increases as the PO 100's front is facing uphill. Furthermore, the greater the gradient of the slope, the greater the degree of gradient addition or gradient subtraction. An upper limit (e.g., 70) may be set for the VP value increased by gradient addition. Furthermore, this upper limit may be set differently depending on the magnitude of the slope's gradient.

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

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

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

[0073] Also, in this game processing (see Figure 5 (1) etc.), as an example, when a left mouse movement operation is performed in a forward or backward direction, the left hand 103 of PO 100 grasps the left wheel 101 and moves the left wheel 101 in accordance with the direction of the left mouse movement operation, and when a right mouse movement operation is performed in a forward or backward direction, the right hand 104 of PO 100 grasps the right wheel 102 and moves the right wheel 102 in accordance with the direction of the right mouse movement operation.

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

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

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

[0077] Specifically, when the PO 100 holds the ball 400 and the right mouse 17 is in an upright position (sometimes referred to as a "shooting position operation state"), the PO 100 assumes a shooting position with the ball 400 held up with the right hand 104 (see FIG. 12(1)). Similarly, when the PO 100 holds the ball 400 and the left mouse 16 is in a shooting position operation state, the PO 100 assumes a shooting position with the ball 400 held up with the left hand 103 (not shown). Furthermore, when one mouse is in a shooting position operation state and the other mouse is in a shooting position operation state (or when both mice are in a shooting position operation state simultaneously), the PO 100 assumes a shooting position with the ball 400 held up with both hands (103 and 104) (not shown). Note that the method for determining whether the mouse is in an upright position is not particularly limited. As an example, an inertial sensor may be used to determine whether the positive z-axis direction has changed from an angle of less than 45 degrees from the vertical (see FIGS. 2 and 12(2)) to an angle of 45 degrees or more from the vertical (see FIG. 12(3)). Alternatively, the determination may be based on the movement and direction of the mouse, or on the detection that the mouse has left the work surface.

[0078] Then, while at least one of the mice is in a shooting position, the PO 100 maintains the shooting position, and when both mice are no longer in a shooting position, the PO 100 ends the shooting position. Note that even if the PO 100 does not have the ball 400, when a mouse enters a shooting position, the PO 100 raises the hand corresponding to the mouse that has entered the shooting position.

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

[0080] Specifically, as shown in FIG. 13(2), when the PO 100 has his right hand raised and is in a shooting position, if the right mouse 17, which is in a shooting position, is swung, the PO 100 performs a shooting action and shoots the ball 400 with his right hand 104 toward the goal 300 (see FIG. 13(1)). Similarly, when the PO 100 has his left hand in a shooting position and the left mouse 16, which is in a shooting position, is swung, the PO 100 shoots the ball 400 with his left hand 103 toward the goal 300 (not shown). Also, when the PO 100 is in a shooting position with both hands, if at least one of the left mouse 16 and right mouse 17, which are in a shooting position, is swung, the PO 100 shoots the ball 400 with both hands toward the goal 300 (not shown). Note that there are no limitations on how the mouse swing is determined. As an example, the determination that the mouse has been shaken may be made based on the detection of a change in acceleration of a predetermined amount or more in the positive direction of the z-axis, or the determination that the mouse has been shaken may be made based on movement or rotation in other directions.

[0081] The shot ball 400 generally flies towards the goal 300 regardless of the orientation of the PO 100. Whether the shot ball 400 enters the goal 300 depends on a probability (sometimes called the "shooting success rate"). The shooting success rate, for example, depends on the orientation of the PO 100 at the time the PO 100 shoots. Specifically, the closer the front direction of the PO 100 is facing the goal 300 at the time the shot is taken, the higher the shooting success rate. Note that the shooting success rate may be higher when the PO 100 shoots with both hands than when the PO 100 shoots with one hand. The shooting success rate may also be higher when the PO 100 shoots from a position closer to the goal 300.

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

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

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

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

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

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

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

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

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

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

[0092] The received data 412 is transmission data received from other game devices 10 and stored so as to be identifiable for each of the other game devices 10 (i.e., the sender). The received data 412 includes data relating to other POs (data indicating coordinates (position), posture, status, etc.) received from other game devices 10 (or servers) that are multiplayer partners.

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

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

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

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

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

[0098] In step S102, the processor 11 determines whether or not at least one of the left and right mice is being moved, based on the operation data 410. If the determination in step S102 is YES, the process proceeds to step S103, and if the determination is NO, the process proceeds to step S106 in FIG.

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

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

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

[0102] 18, the processor 11 determines whether the PO 100 is moving based on the object data 403. If the determination in step S106 is YES, the process proceeds to step S107, and if the determination is NO, the process proceeds to step S112.

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

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

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

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

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

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

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

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

[0111] In step S203, processor 11 determines whether or not PO 100 is in possession of the ball, based on object data 403. If the determination in step S203 is YES, the process proceeds to step S204, and if the determination is NO, the process proceeds to step S205.

[0112] In step S204, processor 11 causes PO 100 to drop the ball that he or she is holding. Then, the process proceeds to step S205.

[0113] In step S205, processor 11 determines whether PO 100 is located within a predetermined distance from a falling ball or a passing ball, based on object data 403. If the determination in step S205 is YES, the process proceeds to step S206, and if the determination is NO, the process proceeds to step S207 in FIG.

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

[0115] 16, the processor 11 determines whether or not the PO 100 is in possession of the ball, based on the object data 403. If the determination in step S207 is YES, the process proceeds to step S208, and if the determination is NO, the process returns to step S100 in FIG.

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

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

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

[0119] In step S211, the processor 11 causes the PO 100 to assume a shooting position (or maintain a shooting position), as described with reference to FIG. 12. Then, the process proceeds to step S212. Note that when the shooting position operation state ends, the PO 100 ends the shooting position.

[0120] In step S212, processor 11 determines, based on operation data 410, whether or not a mouse swing operation (shooting operation) has been performed, as described with reference to Fig. 13. If the determination in step S212 is YES, the process proceeds to step S205, and if the determination is NO, the process returns to step S100 in Fig. 15.

[0121] In step S205, processor 11 determines the shot success probability based on object data 403, as described with reference to Fig. 13, and performs a lottery based on the determined shot success probability to determine whether the shot will be successful. Then, the process proceeds to step S206.

[0122] In step S206, processor 11 causes PO 100 to shoot toward goal 300 regardless of the orientation of PO 100. Thereafter, the process returns to step S100 in Fig. 15. Note that in another control flow (not shown), the ball shot in the process of step S206 moves toward goal 300, and if it is determined in step S205 that the shot is successful, it enters goal 300 and scores a point for the teammate, and if it is not determined in step S205 that the shot is successful, it does not enter goal 300 and the shot fails.

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

[0124] 9, when the left and right mouse movements are performed in the same direction at a speed faster than the straight mouse movement speed, the left and right VP values ​​are instantly adjusted to be the same, thereby assisting the operation of starting (or accelerating) the PO 100 in a straight line.

[0125] 10, the movement speed (VP) of the PO 100 is subtracted by resistance, and the LVP value and the RVP value are subtracted while being brought closer to each other during the resistance subtraction. This helps the PO 100 to move straight.

[0126] Furthermore, according to this embodiment, the gradient of the ground (court) is added to or subtracted from the moving speed (VP) of the PO 100. This makes it possible to reproduce the movement of an actual wheelchair that accelerates or decelerates depending on the gradient.

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

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

[0129] In the above-described embodiment, the left and right VPs are calculated, and then the movement speed and direction of the PO 100 as a whole are calculated based on the calculated left and right VPs, and the movement of the PO 100 is controlled based on these, but the method of controlling the movement of the PO 100 is not limited to this. For example, the movement of the PO 100 may be controlled by actually rotating the left wheel in accordance with the LVP and by actually rotating the right wheel in accordance with the RVP (i.e., by performing physical calculation processing), thereby controlling the movement of the PO 100.

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

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

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

[0133] In the above-described embodiment, the left and right VP values ​​are adjusted to be closer to each other as explained with reference to FIGS. 9 and 10, but this adjustment does not have to be performed.

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

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

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

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

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

[0139] REFERENCE SIGNS LIST 10 Game device 11 Processor 12 Storage unit (memory) 15 Display unit 16, 17 Mouse 20, 30 Mouse sensor 100 Player object

Claims

1. A game processing method comprising: causing a computer of a game device to acquire first data regarding movement on a work surface of a first mouse operated by one hand of a user; acquiring second data regarding movement on the same or different work surface of a second mouse operated by the other hand of the user; moving a first virtual object forward in a virtual space when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a first direction; moving the first virtual object backward when the first mouse and the second mouse have both been moved in a direction opposite to the first direction; and turning the first virtual object left or right based on the difference between the amount of movement of the first mouse indicated by the first data and the amount of movement of the second mouse indicated by the second data.

2. The game processing method of claim 1, further comprising causing the computer to: determine, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determine, based on the second data, a second parameter that increases as the amount of movement of the second mouse increases; and adjust the value of at least one of the first parameter and the second parameter so that the difference between the first parameter and the second parameter becomes smaller.

3. A game processing method according to claim 2, wherein the adjustment is an adjustment in which the value of the smaller of the first and second parameters is brought closer to the value of the larger of the first and second parameters.

4. A game processing method as described in claim 2 or 3, wherein the computer performs the adjustment when the movement speed of the first mouse indicated by the first data and the movement speed of the second mouse indicated by the second data are both greater than a predetermined value.

5. A game processing method according to any one of claims 2 to 4, comprising the steps of: causing the computer to decrease the first parameter in accordance with the passage of time; decreasing the second parameter in accordance with the passage of time; and decreasing the first parameter and the second parameter so that the difference between the first parameter and the second parameter becomes smaller.

6. A game processing method according to any one of claims 2 to 5, further comprising causing the computer to place the first virtual object on a ground object in the virtual space, and to affect the first parameter and the second parameter in accordance with the state of the ground object at the position where the first virtual object is placed.

7. A game processing method according to any one of claims 2 to 6, comprising causing the computer to acquire third data output in response to a first operation performed by the user on the first mouse, acquire fourth data output in response to the first operation performed by the user on the second mouse, reduce the first parameter based on the acquired third data, and reduce the second parameter based on the acquired fourth data.

8. A game processing method according to any one of claims 1 to 7, further comprising causing the computer to perform a shooting action of shooting a second virtual object from the first virtual object towards a goal in the virtual space, based on fifth data acquired from at least one of the first mouse and the second mouse indicating an operation of standing and swinging the mouse.

9. The game processing method according to claim 8, further comprising causing the computer to fly the second virtual object towards the goal in response to the shoot action regardless of a direction of the first virtual object, and determining a success rate of the shoot action in response to a direction of the virtual object relative to the goal at the time of the shoot action.

10. A game processing method according to any one of claims 1 to 9, wherein the first virtual object is a wheelchair object, and the computer vibrates at least one of the first mouse and the second mouse based on at least one of the first data and the second data.

11. A game processing method according to any one of claims 1 to 10, wherein the first mouse is board-shaped, and a side extending in the longitudinal direction of the board shape becomes a bottom surface facing the work surface when the first mouse is moved on the work surface, and the second mouse is board-shaped, and a side extending in the longitudinal direction of the board shape becomes a bottom surface facing the work surface when the second mouse is moved on the work surface.

12. A game program which causes a computer of a game device to acquire first data relating to movement on a work surface of a first mouse operated by one hand of a user, and acquire second data relating to movement on the same or different work surface of a second mouse operated by the other hand of the user, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a first direction, moves the first virtual object forward in a virtual space, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a direction opposite to the first direction, moves the first virtual object backward, and turns the first virtual object left or right based on the difference between the amount of movement of the first mouse indicated by the first data and the amount of movement of the second mouse indicated by the second data.

13. The game program of claim 12, further comprising: causing the computer to: determine, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determine, based on the second data, a second parameter that increases as the amount of movement of the second mouse increases; and adjust the value of at least one of the first parameter and the second parameter so that the difference between the first parameter and the second parameter becomes smaller.

14. A game system having a processor, wherein the processor acquires first data regarding movement on a work surface of a first mouse operated by one hand of a user, and acquires second data regarding movement on the same or different work surface of a second mouse operated by the other hand of the user, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a first direction, moves the first virtual object forward in a virtual space, and when the acquired first data and second data indicate that the first mouse and the second mouse have both been moved in a direction opposite to the first direction, moves the first virtual object backward, and turns the first virtual object left or right based on the difference between an amount of movement of the first mouse indicated by the first data and an amount of movement of the second mouse indicated by the second data.

15. The game system described in claim 14, wherein the processor: determines, based on the first data, a first parameter that increases as the amount of movement of the first mouse increases; determines, based on the second data, a second parameter that increases as the amount of movement of the second mouse increases; and adjusts the value of at least one of the first parameter and the second parameter so that the difference between the first parameter and the second parameter becomes smaller.

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