U.S. patent application number 13/130209 was filed with the patent office on 2011-09-15 for game device, method for controlling game device, program and information storing medium.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Hiroshige Asano, Yukihiro Hojo, Koji Ishii, Tadakatsu Izumi, Satoshi Koyama, Kenta Ogawa, Shota Osaka, Junichi Taya, Kazuma Tsurumoto.
Application Number | 20110223998 13/130209 |
Document ID | / |
Family ID | 42198059 |
Filed Date | 2011-09-15 |
United States Patent
Application |
20110223998 |
Kind Code |
A1 |
Asano; Hiroshige ; et
al. |
September 15, 2011 |
GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM AND
INFORMATION STORING MEDIUM
Abstract
To provide a game device capable of improving operability of
operation means. First acquisition means (61) acquires information
regarding an operation state of an operation member included in the
operation means. Second acquisition means (62) acquires information
regarding a change in position or posture of the operation means.
First control means (63) causes an operation target to perform a
first action based on a result acquired by the first acquisition
means (61). Second control means (64) causes the operation target
to perform a second action based on a result acquired by the second
acquisition means (62).
Inventors: |
Asano; Hiroshige; (Tokyo,
JP) ; Tsurumoto; Kazuma; (Tokyo, JP) ; Ishii;
Koji; (Tokyo, JP) ; Hojo; Yukihiro; (Tokyo,
JP) ; Ogawa; Kenta; (Saitama, JP) ; Koyama;
Satoshi; (Tokyo, JP) ; Izumi; Tadakatsu;
(Nara, JP) ; Osaka; Shota; (Tokyo, JP) ;
Taya; Junichi; (Tokyo, JP) |
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Minato-ku, Tokyo
JP
|
Family ID: |
42198059 |
Appl. No.: |
13/130209 |
Filed: |
June 30, 2009 |
PCT Filed: |
June 30, 2009 |
PCT NO: |
PCT/JP2009/062008 |
371 Date: |
May 19, 2011 |
Current U.S.
Class: |
463/36 |
Current CPC
Class: |
G06F 3/0346 20130101;
A63F 13/10 20130101; A63F 13/537 20140902; A63F 13/812 20140902;
G06F 3/0325 20130101; A63F 2300/8011 20130101; A63F 13/42 20140902;
A63F 13/213 20140902; G06F 3/017 20130101; A63F 2300/1006
20130101 |
Class at
Publication: |
463/36 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 21, 2008 |
JP |
2008-298551 |
Claims
1. A game device, comprising: first acquisition means for acquiring
information regarding an operation state of an operation member
included in operation means; second acquisition means for acquiring
information regarding a change in position or posture of the
operation means; first control means for causing an operation
target to perform a first action based on a result acquired by the
first acquisition means; and second control means for causing the
operation target to perform a second action based on a result
acquired by the second acquisition means.
2. The game device according to claim 1, wherein the first control
means sets a direction related to the first action to a direction
obtained based on the operation state of the operation member, and
wherein the second control means sets a direction related to the
second action to a direction obtained based on the change in the
position or the posture of the operation means.
3. A game device, comprising: first acquisition means for acquiring
information regarding an operation state of an operation member
included in operation means; second acquisition means for acquiring
information regarding a change in position or posture of the
operation means; first control means for controlling a position or
a posture of a first operation target based on a result acquired by
the first acquisition means; and second control means for
controlling a position or a posture of a second operation target
based on a result acquired by the second acquisition means.
4. The game device according to claim 3, wherein the first control
means sets a direction related to the first operation target to a
direction obtained based on the operation state of the operation
member, and wherein the second control means sets a direction
related to the second operation target to a direction obtained
based on the change in the position or the posture of the operation
means.
5. A game device, comprising: display control means for causing
display means to display a gauge; acquisition means for acquiring
information regarding a change in position or posture of operation
means; first control means for controlling at least one of a
maximum length of the gauge, a minimum length of the gauge, and an
extension speed or a contraction speed of the gauge, based on a
result acquired by the acquisition means; second control means for
extending or contracting the gauge based on a result of the control
by the first control means; and game processing execution means for
executing game processing based on a length of the gauge in the
case where a predetermined operation is performed.
6. The game device according to claim 5, wherein the first control
means comprises: means for controlling the maximum length of the
gauge or the minimum length of the gauge based on the result
acquired by the acquisition means; and means for controlling the
extension speed or the contraction speed of the gauge based on the
result acquired by the acquisition means, and wherein the first
control means controls the extension speed or the contraction speed
of the gauge such that the extension speed or the contraction speed
of the gauge becomes slower as a difference between the maximum
length of the gauge and the minimum length of the gauge becomes
larger.
7. A method of controlling a game device, comprising: a first
acquisition step of acquiring information regarding an operation
state of an operation member included in operation means; a second
acquisition step of acquiring information regarding a change in
position or posture of the operation means; a first control step of
causing an operation target to perform a first action based on a
result acquired in the first acquisition step; and a second control
step of causing the operation target to perform a second action
based on a result acquired in the second acquisition step.
8. A program for causing a computer to function as: first
acquisition means for acquiring information regarding an operation
state of an operation member included in operation means; second
acquisition means for acquiring information regarding a change in
position or posture of the operation means; first control means for
causing an operation target to perform a first action based on a
result acquired by the first acquisition means; and second control
means for causing the operation target to perform a second action
based on a result acquired by the second acquisition means.
9. A computer-readable information storage medium storing a
program, the program causing a computer to function as: first
acquisition means for acquiring information regarding an operation
state of an operation member included in operation means; second
acquisition means for acquiring information regarding a change in
position or posture of the operation means; first control means for
causing an operation target to perform a first action based on a
result acquired by the first acquisition means; and second control
means for causing the operation target to perform a second action
based on a result acquired by the second acquisition means.
10. A method of controlling a game device, comprising: a first
acquisition step of acquiring information regarding an operation
state of an operation member included in operation means; a second
acquisition step of acquiring information regarding a change in
position or posture of the operation means; a first control step of
controlling a position or a posture of a first operation target
based on a result acquired in the first acquisition step; and a
second control step of controlling a position or a posture of a
second operation target based on a result acquired in the second
acquisition step.
11. A program for causing a computer to function as: first
acquisition means for acquiring information regarding an operation
state of an operation member included in operation means; second
acquisition means for acquiring information regarding a change in
position or posture of the operation means; first control means for
controlling a position or a posture of a first operation target
based on a result acquired by the first acquisition means; and
second control means for controlling a position or a posture of a
second operation target based on a result acquired by the second
acquisition means.
12. A computer-readable information storage medium storing a
program, the program causing a computer to function as: first
acquisition means for acquiring information regarding an operation
state of an operation member included in operation means; second
acquisition means for acquiring information regarding a change in
position or posture of the operation means; first control means for
controlling a position or a posture of a first operation target
based on a result acquired by the first acquisition means; and
second control means for controlling a position or a posture of a
second operation target based on a result acquired by the second
acquisition means.
13. A method of controlling a game device, comprising: a display
control step of causing display means to display a gauge; an
acquisition step of acquiring information regarding a change in
position or posture of operation means; a first control step of
controlling at least one of a maximum length of the gauge, a
minimum length of the gauge, and an extension speed or a
contraction speed of the gauge, based on a result acquired in the
acquisition step; a second control step of extending or contracting
the gauge based on a result of the control in the first control
step; and a game processing execution step of executing game
processing based on a length of the gauge in the case where a
predetermined operation is performed.
14. A program for causing a computer to function as: display
control means for causing display means to display a gauge;
acquisition means for acquiring information regarding a change in
position or posture of operation means; first control means for
controlling at least one of a maximum length of the gauge, a
minimum length of the gauge, and an extension speed or a
contraction speed of the gauge, based on a result acquired by the
acquisition means; second control means for extending or
contracting the gauge based on a result of the control by the first
control means; and game processing execution means for executing
game processing based on a length of the gauge in the case where a
predetermined operation is performed.
15. A computer-readable information storage medium storing a
program, the program causing a computer to function as: display
control means for causing display means to display a gauge;
acquisition means for acquiring information regarding a change in
position or posture of operation means; first control means for
controlling at least one of a maximum length of the gauge, a
minimum length of the gauge, and an extension speed or a
contraction speed of the gauge, based on a result acquired by the
acquisition means; second control means for extending or
contracting the gauge based on a result of the control by the first
control means; and game processing execution means for executing
game processing based on a length of the gauge in the case where a
predetermined operation is performed.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game device, a method of
controlling a game device, a program, and an information storage
medium.
BACKGROUND ART
[0002] For example, there is known a game device for executing a
game configured such that a user operates an operation target by
using operation means. Further, for example, there is known a game
device for executing a game configured such that a user operates a
first operation target and a second operation target. Further, for
example, there is known a game device configured to display, on a
game screen, a gauge which extends or contracts based on a user's
operation, and to execute game processing based on the length of
the gauge obtained when the user performs a predetermined
operation.
PRIOR ART DOCUMENT
Patent Document
[0003] Patent Document 1: JP 2007-259989 A
DISCLOSURE OF THE INVENTION
Problems to be Solved by the Invention
[0004] For such game devices as described above, it is necessary to
improve the operability of the operation means.
[0005] The present invention has been made in view of the
above-mentioned problem, and an object thereof is to provide a game
device, a method of controlling a game device, a program, and an
information storage medium, which are capable of improving
operability of operation means.
Means for Solving the Problems
[0006] In order to solve the above-mentioned problem, a game device
according to the present invention includes: first acquisition
means for acquiring information regarding an operation state of an
operation member included in operation means; second acquisition
means for acquiring information regarding a change in position or
posture of the operation means; first control means for causing an
operation target to perform a first action based on a result
acquired by the first acquisition means; and second control means
for causing the operation target to perform a second action based
on a result acquired by the second acquisition means.
[0007] Further, a method of controlling a game device according to
the present invention includes: a first acquisition step of
acquiring information regarding an operation state of an operation
member included in operation means; a second acquisition step of
acquiring information regarding a change in position or posture of
the operation means; a first control step of causing an operation
target to perform a first action based on a result acquired in the
first acquisition step; and a second control step of causing the
operation target to perform a second action based on a result
acquired in the second acquisition step.
[0008] Further, a program according to the present invention causes
a computer, such as a consumer game machine (stationary game
machine), a portable game machine, an arcade game machine, a mobile
phone, a personal digital assistant (PDA), or a personal computer,
to function as: first acquisition means for acquiring information
regarding an operation state of an operation member included in
operation means; second acquisition means for acquiring information
regarding a change in position or posture of the operation means;
first control means for causing an operation target to perform a
first action based on a result acquired by the first acquisition
means; and second control means for causing the operation target to
perform a second action based on a result acquired by the second
acquisition means.
[0009] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0010] According to the present invention, it is possible to
improve the operability of the operation means in a game configured
such that the user operates the operation target.
[0011] In one aspect of the present invention, the first control
means may set a direction related to the first action to a
direction obtained based on the operation state of the operation
member. The second control means may set a direction related to the
second action to a direction obtained based on the change in the
position or the posture of the operation means.
[0012] Further, a game device according to the present invention
includes: first acquisition means for acquiring information
regarding an operation state of an operation member included in
operation means; second acquisition means for acquiring information
regarding a change in position or posture of the operation means;
first control means for controlling a position or a posture of a
first operation target based on a result acquired by the first
acquisition means; and second control means for controlling a
position or a posture of a second operation target based on a
result acquired by the second acquisition means.
[0013] Further, a method of controlling a game device according to
the present invention includes: a first acquisition step of
acquiring information regarding an operation state of an operation
member included in operation means; a second acquisition step of
acquiring information regarding a change in position or posture of
the operation means; a first control step of controlling a position
or a posture of a first operation target based on a result acquired
in the first acquisition step; and a second control step of
controlling a position or a posture of a second operation target
based on a result acquired in the second acquisition step.
[0014] Further, a program according to the present invention causes
a computer, such as a consumer game machine (stationary game
machine), a portable game machine, an arcade game machine, a mobile
phone, a personal digital assistant (PDA), or a personal computer,
to function as: first acquisition means for acquiring information
regarding an operation state of an operation member included in
operation means; second acquisition means for acquiring information
regarding a change in position or posture of the operation means;
first control means for controlling a position or a posture of a
first operation target based on a result acquired by the first
acquisition means; and second control means for controlling a
position or a posture of a second operation target based on a
result acquired by the second acquisition means.
[0015] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0016] According to the present invention, it is possible to
improve the operability of the operation means in a game configured
such that the user operates the first operation target and the
second operation target.
[0017] Further, in one aspect of the present invention, the first
control means may set a direction related to the first operation
target to a direction obtained based on the operation state of the
operation member. The second control means may set a direction
related to the second operation target to a direction obtained
based on the change in the position or the posture of the operation
means.
[0018] Further, a game device according to the present invention
includes: display control means for causing display means to
display a gauge; acquisition means for acquiring information
regarding a change in position or posture of operation means; first
control means for controlling at least one of a maximum length of
the gauge, a minimum length of the gauge, and an extension speed or
a contraction speed of the gauge, based on a result acquired by the
acquisition means; second control means for extending or
contracting the gauge based on a result of the control by the first
control means; and game processing execution means for executing
game processing based on a length of the gauge in the case where a
predetermined operation is performed.
[0019] Further, a method of controlling a game device according to
the present invention includes: a display control step of causing
display means to display a gauge; an acquisition step of acquiring
information regarding a change in position or posture of operation
means; a first control step of controlling at least one of a
maximum length of the gauge, a minimum length of the gauge, and an
extension speed or a contraction speed of the gauge, based on a
result acquired in the acquisition step; a second control step of
extending or contracting the gauge based on a result of the control
in the first control step; and a game processing execution step of
executing game processing based on a length of the gauge in the
case where a predetermined operation is performed.
[0020] Further, a program according to the present invention causes
a computer, such as a consumer game machine (stationary game
machine), a portable game machine, an arcade game machine, a mobile
phone, a personal digital assistant (PDA), or a personal computer,
to function as: display control means for causing display means to
display a gauge; acquisition means for acquiring information
regarding a change in position or posture of operation means; first
control means for controlling at least one of a maximum length of
the gauge, a minimum length of the gauge, and an extension speed or
a contraction speed of the gauge, based on a result acquired by the
acquisition means; second control means for extending or
contracting the gauge based on a result of the control by the first
control means; and game processing execution means for executing
game processing based on a length of the gauge in the case where a
predetermined operation is performed.
[0021] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0022] According to the present invention, it is possible to
improve the operability of the operation means of the game device
configured to display, on a game screen, the gauge which extends or
contracts based on a user's operation, and execute the game
processing based on the length of the gauge obtained in the case
where the user performs the predetermined operation.
[0023] Further, in one aspect of the present invention, the first
control means may include: means for controlling the maximum length
of the gauge or the minimum length of the gauge based on the result
acquired by the acquisition means; and means for controlling the
extension speed or the contraction speed of the gauge based on the
result acquired by the acquisition means. The first control means
may control the extension speed or the contraction speed of the
gauge such that the extension speed or the contraction speed of the
gauge becomes slower as a difference between the maximum length of
the gauge and the minimum length of the gauge becomes larger.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] FIG. 1 A diagram illustrating a hardware configuration of a
game device according to embodiments of the present invention.
[0025] FIG. 2 A diagram illustrating an example of an operation
input unit.
[0026] FIG. 3 A diagram illustrating an example of a
controller.
[0027] FIG. 4 A diagram illustrating an example of a game
space.
[0028] FIG. 5 A diagram illustrating an example of a game
screen.
[0029] FIG. 6 A diagram for describing an operation method for a
soccer game.
[0030] FIG. 7 A functional block diagram of the game device
according to the embodiments of the present invention.
[0031] FIG. 8 A flow chart illustrating processing executed by the
game device.
[0032] FIG. 9 A flow chart illustrating the processing executed by
the game device.
[0033] FIG. 10 A diagram illustrating an example of a change in
posture of the controller.
[0034] FIG. 11 A diagram illustrating an example of the change in
posture of the controller.
[0035] FIG. 12 A diagram illustrating an example of the change in
posture of the controller.
[0036] FIG. 13 A diagram illustrating an example of the change in
posture of the controller.
[0037] FIG. 14 A flow chart illustrating processing executed by the
game device.
[0038] FIG. 15 A diagram illustrating an example of the game
screen.
[0039] FIG. 16 A flow chart illustrating processing executed by the
game device.
[0040] FIG. 17 A diagram for describing a method of acquiring a
numerical value indicating a degree of tilt of the controller.
BEST MODE FOR CARRYING OUT THE INVENTION
First Embodiment
[0041] Hereinafter, detailed description is given of a first
embodiment of the present invention with reference to the drawings.
A game device according to the first embodiment is implemented by,
for example, a consumer game machine (stationary game machine), a
portable game machine, a mobile phone, a personal digital assistant
(PDA), or a personal computer. Here, description is given of a case
where the game device according to the first embodiment is
implemented by a consumer game machine.
[0042] FIG. 1 illustrates a hardware configuration of the game
device according to the first embodiment. As illustrated in FIG. 1,
a game device 10 includes a consumer game machine 11, a monitor 30,
a speaker 31, an optical disc 32, and a memory card 33. The monitor
30 and the speaker 31 are connected to the consumer game machine
11. For example, a household television set is used as the monitor
30, and a speaker built into the household television set is used
as the speaker 31. The optical disc 32 and the memory card 33 are
information storage media, and are mounted to the consumer game
machine 11.
[0043] The consumer game machine 11 is a well-known computer game
system. The consumer game machine 11 includes a bus 12, a
microprocessor 13 (control unit), a main memory 14, an image
processing unit 15, an audio processing unit 16, an optical disc
drive 17, a memory card slot 18, a communication interface (I/F)
19, a controller interface (I/F) 20, and an operation input unit
21. The constitutional components other than the operation input
unit 21 are accommodated in a casing of the consumer game machine
11.
[0044] The bus 12 is provided for exchanging addresses and data
among the units of the consumer game machine 11. The microprocessor
13, the main memory 14, the image processing unit 15, the audio
processing unit 16, the optical disc drive 17, the memory card slot
18, the communication interface 19, and the controller interface 20
are connected via the bus 12 so as to communicate data with one
another.
[0045] The microprocessor 13 executes control processing of the
individual units of the consumer game machine 11 and various kinds
of information processing based on an operating system stored in a
ROM (not shown) and a program read from the optical disc 32 or the
memory card 33. The main memory 14 includes, for example, a RAM.
The program or data read from the optical disc 32 or the memory
card 33 are written into the main memory 14 if necessary. The main
memory 14 is also used as a working memory of the microprocessor
13.
[0046] The image processing unit 15 includes a VRAM, and renders a
game screen in the VRAM, based on image data sent from the
microprocessor 13. Then, the image processing unit 15 converts the
game screen into video signals and outputs the video signals to the
monitor 30 at a predetermined time. The audio processing unit 16
includes a sound buffer and outputs, from the speaker 31, the
various kinds of sound data (game music, game sound effects,
messages, and the like) read from the optical disc 32 to the sound
buffer.
[0047] The optical disc drive 17 reads the program or data recorded
on the optical disc 32. In this case, the optical disc 32 is used
for supplying the program or data to the consumer game machine 11,
but any other information storage media such as the memory card 33
may also be used. Further, the program or data may also be supplied
to the consumer game machine 11 from a remote location via a data
communication network such as the Internet.
[0048] The memory card slot 18 is an interface for mounting the
memory card 33. The memory card 33 includes a nonvolatile memory
(for example, EEPROM), and stores various kinds of game data such
as saved data. The communication interface 19 is an interface for
communicative connection to the data communication network such as
the Internet.
[0049] The controller interface 20 is an interface for wireless
connection of a plurality of controllers 23. It is possible to use,
for example, an interface conforming to the Bluetooth (registered
trademark) interface standards as the controller interface 20. Note
that the controller interface 20 may be an interface for wired
connection of the controller 23.
[0050] The operation input unit 21 is used for allowing a user to
perform an operation input. The operation input unit 21 includes a
light emitting unit 22 and one or a plurality of controllers 23.
FIG. 2 illustrates an example of the operation input unit 21, and
FIG. 3 illustrates an example of the controller 23.
[0051] As illustrated in FIG. 2, the light emitting unit 22
includes a plurality of light sources and is disposed on top of the
monitor 30. In the example illustrated in FIG. 2, the light
emitting portion 22 is provided with light sources 34a and 34b on
both end portions thereof. Note that the light emitting unit 22 may
be disposed under the monitor 30.
[0052] The controller 23 has a substantially rectangular
parallelepiped shape, and a front surface 23a of the controller 23
is provided with a direction button 27 and buttons 28a, 28b, and
28c. The direction button 27 has a cross-like shape, and is used
generally for specifying directions. The buttons 28a, 28b, and 28c
are used for various kinds of game operations.
[0053] Further, the controller 23 includes an image pickup unit 24
and a photographed image analysis unit 25. The image pickup unit 24
is, for example, an image pickup element like a CCD, and is
provided to a front end portion 23b (one side surface) of the
controller 23. The photographed image analysis unit 25 is, for
example, a microprocessor, and is built into the controller 23.
When the user aims the front end portion 23b of the controller 23
toward the monitor 30, the light sources 34a and 34b are reflected
on the photographed image of the image pickup unit 24. The
photographed image analysis unit 25 analyzes the positions of the
light sources 34a and 34b reflected on the photographed image of
the image pickup unit 24, and acquires, for example, a relative
position of the controller 23 with respect to a predetermined
reference position 35, and a tilt angle of the controller 23 with
respect to a straight line connecting the light source 34a and the
light source 34b. The game device 10 stores information on the
positional relation between the reference position 35 and the game
screen displayed on the monitor 30, and based on this information
and results of the analysis by the photographed image analysis unit
25, a position pointed at by the front end portion 23b of the
controller 23 is acquired. Hence, the operation input unit 21 is
used as a pointing device for allowing the user to point at a
position on the game screen displayed on the monitor 30.
[0054] In addition, the controller 23 includes an acceleration
sensor 26. The acceleration sensor 26 is, for example, a three-axis
acceleration sensor for detecting accelerations in an X-axis
direction, a Y-axis direction, and a Z-axis direction, which are
orthogonal to one another. In this embodiment, as illustrated in
FIG. 3, the X-axis direction corresponds to a shorter direction of
the controller 23, and the Z-axis direction corresponds to a longer
direction of the controller 23. Further, the Y-axis direction
corresponds to a normal direction of the front surface 23a of the
controller 23. By using a detection result of the acceleration
sensor 26, it is possible to determine a change in position and
posture of the controller 23.
[0055] An operation signal indicating a state of the controller 23
is transmitted every predetermined cycle (for example, every
1/60.sup.th of a second) from the controller 23 to the
microprocessor 13 via the controller interface 20. The operation
signal includes, for example, identification information for
identifying the controller 23, information indicating the results
of the analysis by the photographed image analysis unit 25,
information indicating the detection result of the acceleration
sensor 26, and information indicating depressed states of the
direction button 27 and the buttons 28a, 28b, and 28c. The
microprocessor 13 determines whether or not the direction button 27
and the buttons 28a, 28b, and 28c of the controller 23 are
depressed, the position pointed at by the front end portion 23b of
the controller 23, and the changes in position and posture of the
controller 23, based on the operation signal supplied from the
controller 23.
[0056] In the game device 10, for example, a soccer game simulating
a soccer match between a team A and a team B is executed. The
soccer game is implemented by executing a program read from the
optical disc 32. Hereinbelow, description is given of a case where
the team A is operated by the user and the team B is operated by a
computer (microprocessor 13). Note that the team B may be operated
by another user.
[0057] A game space is built in the main memory 14 so as to display
the game screen of the soccer game. FIG. 4 is a diagram
illustrating an example of the game space. The game space
illustrated in FIG. 4 is a virtual three-dimensional space 40
constituted by three coordinate elements (Xw, Yw, and Zw). As
illustrated in FIG. 4, a field 41, which is an object representing
a soccer field, is disposed in the virtual three-dimensional space
40. On the field 41, for example, goal lines 42 and touchlines 43
are shown. The soccer match is played within a pitch 44, which is
an area surrounded by the two goal lines 42 and the two touchlines
43. Further, goals 45, which are each an object representing a
goal, a player character 46, which is an object representing a
soccer player, and a ball 47, which is an object representing a
soccer ball, are disposed on the field 41.
[0058] One of the goals 45 is associated with the team A, and the
other one of the goals 45 is associated with the team B. When the
ball 47 has moved into the goal 45 associated with one of the
teams, a scoring event occurs for the other one of the teams.
[0059] Though omitted in FIG. 4, eleven player characters 46
belonging to the team A and eleven player characters 46 belonging
to the team B are disposed on the field 41. Any one of the player
characters 46 belonging to the team A is set as a user's operation
target, and the player character 46 set as the user's operation
target acts in accordance with an operation performed by the user.
On the other hand, of the player characters 46 belonging to the
team A, player characters 46 which are not set as the user's
operation target act in accordance with an operation of the
computer. Further, the player characters 46 belonging to the team B
also act in accordance with an operation of the computer.
[0060] When the player character 46 and the ball 47 have become
close to each other, the player character 46 and the ball 47 become
associated with each other under a predetermined condition. In this
case, the moving action of the player character 46 becomes a
dribbling action. Hereinbelow, a state in which the ball 47 is
associated with the player character 46 is expressed by a phrase
"the player character 46 is in possession of the ball 47".
[0061] A virtual camera 48 is set in the virtual three-dimensional
space 40. The game screen showing a scene of the virtual
three-dimensional space 40 viewed from the virtual camera 48 is
displayed on the monitor 30. For example, in order for the ball 47
to be always displayed on the game screen, the virtual camera 48
moves within the virtual three-dimensional space 40 based on the
movement of the ball 47.
[0062] FIG. 5 illustrates an example of a game screen 50. As
illustrated in FIG. 5, an image showing a scene of the virtual
three-dimensional space 40 viewed from the virtual camera 48 is
displayed on the game screen 50. Note that in FIG. 5, player
characters 46a, 46b, 46c, and 46d are player characters 46
belonging to the team A, and a player character 46e is a player
character 46 belonging to the team B.
[0063] As illustrated in FIG. 5, an elapsed time image 51
indicating a time period which has elapsed since start of the
match, a score image 52 indicating a scoring status between the
teams, a cursor image 53, and a gauge image 54 are displayed on the
game screen 50. The cursor image 53 serves to indicate the player
character 46 set as the user's operation target, and FIG. 5
illustrates a state in which the user is operating the player
character 46a. The gauge image 54 is displayed, for example, in the
case where the user has depressed a shoot button of the controller
23 (for example, button 28b). Details of the gauge image 54 are
described later.
[0064] Here, description is given of an operation method for the
soccer game. FIG. 6 is a diagram for describing the operation
method for the soccer game. In this soccer game, the user does not
play the game by aiming the front end portion 23b of the controller
23 toward the monitor 30 as illustrated in FIG. 2. Instead, as
illustrated in FIG. 6, the user plays the game by holding the
controller 23 so as to make a negative Y-axis direction
substantially coincide with a gravitational direction, while
holding a front end portion 23b side of the controller 23 with
their left hand, and a rear end portion 23c side, which is the
opposite side to the front end portion 23b, with their right
hand.
[0065] First, description is given of an operation performed for
causing the player character 46 to move. When the user causes the
player character 46 to move, the user uses the direction button 27
to specify the moving direction of the player character 46. When
the direction button 27 has been depressed, the player character 46
moves in a direction corresponding to the depressed state of the
direction button 27.
[0066] Next, description is given of an operation performed for
causing the player character 46 to perform a pass action. When the
user causes the player character 46 to perform the pass action, the
user first depresses a pass button (for example, button 28c). After
that, while keeping the pass button depressed, the user specifies a
pass direction by moving the controller 23 in a direction
corresponding to a desired pass direction (in other words, a
direction in which a desired pass target player is located).
[0067] For example, the user specifies the pass direction by moving
the controller 23 in a direction indicated by an arrow A1, A2, A3,
A4, A5, A6, A7, or A8 of FIG. 6. For example, if the user wishes to
cause the player character 46a to perform the pass action toward
the player character 46b in the game screen 50 illustrated in FIG.
5, the user moves the controller 23 in a direction (direction
indicated by the arrow A1) corresponding to a direction from the
player character 46a to the player character 46b. Further, for
example, if the user wishes to cause the player character 46a to
perform the pass action toward the player character 46c in the game
screen 50 illustrated in FIG. 5, the user moves the controller 23
in a direction (direction indicated by the arrow A7) corresponding
to a direction from the player character 46a to the player
character 46c.
[0068] After specifying the desired pass direction, the user
releases the depression of the pass button. If the depression of
the pass button is released, a pass is executed in the direction
specified by the user. Note that if the user does not specify the
pass direction, a pass is executed in a front direction of the
player character 46.
[0069] As described above, in the first embodiment, the moving
direction of the player character 46 is specified by using the
direction button 27, and the pass direction of the player character
is specified by moving the controller 23 in a direction
corresponding to the desired pass direction.
[0070] By the way, in a case where both the moving direction and
the pass direction of the player character 46 are specified by
using the direction button 27, it is difficult to perform an
operation which, while causing the player character 46 to move in a
first direction, causes the player character 46 to perform the pass
action in a second direction. In this respect, the first embodiment
allows the user to perform such an operation relatively easily.
[0071] Note that as a mode for allowing the user to perform such an
operation as described above, the following mode is also
conceivable. That is, the direction button 27 is used for
specifying the moving direction of the player character 46, and an
operation member (for example, operation lever) other than the
direction button 27 is used for specifying the pass direction of
the player character 46. However, if this mode is adopted, in order
to cause the player character 46 to perform the pass action in the
second direction while causing the player character 46 to move in
the first direction, the user needs to specify two different
directions (first and second directions) by using two different
operation members. Such an operation is difficult for the user
(particularly, low skilled user) to perform. In this respect,
according to the first embodiment, the course of a pass can be
specified by the movement of the controller 23 itself, and hence
the user can easily perform the operation which, while causing the
player character 46 to move in the first direction, causes the
player character 46 to perform the pass action in the second
direction.
[0072] Next, description is given of an operation performed for
causing the player character 46 to perform a shoot action. When the
user causes the player character 46 to perform the shoot action,
the user first depresses the shoot button. If the shoot button is
depressed, the gauge image 54 is displayed on the game screen 50.
As illustrated in FIG. 5, the gauge image 54 includes a frame image
54a having a rectangular shape, and a gauge main body image 54b,
which is left-aligned in the frame image 54a, and extends
autonomously. In the case where the shoot button is depressed, at
first, a right edge of the gauge main body image 54b coincides with
a left edge of the frame image 54a, and hence the length of the
gauge main body image 54b is zero. While the shoot button is kept
depressed, the gauge main body image 54b extends in a rightward
direction at a constant speed with a lapse of time. The gauge main
body image 54b extends until the right edge of the gauge main body
image 54b reaches a right edge of the frame image 54a.
[0073] If the user has released the depression of the shoot button,
based on the length of the gauge main body image 54b at that time,
a force with which the ball 47 is kicked in the shoot action is
determined. Then, the shoot action is performed based on the
determined force. The user can adjust the force with which the ball
47 is kicked in the shoot action by adjusting a time at which the
depression of the shoot button is released while referring to the
gauge image 54.
[0074] FIG. 7 is a functional block diagram mainly illustrating, of
functions implemented on the game device 10, functions relevant to
the present invention. As illustrated in FIG. 7, the game device 10
includes a game situation data storage section 60, an operation
member information acquiring section 61 (first acquisition means),
a position/posture information acquiring section 62 (second
acquisition means), a first control section 63, a second control
section 64, and a display control section 65. The game situation
data storage section 60 is implemented by, for example, the main
memory 14, and the other functional blocks are implemented by, for
example, the microprocessor 13 executing the program.
[0075] The game situation data storage section 60 stores game
situation data indicating a current situation of the game. For
example, the following items of data are stored in the game
situation data storage section 60:
(1) data indicating the elapsed time; (2) data indicating the
scoring status; (3) data indicating the state of each player
character 46 (for example, position, posture, moving
direction/speed, etc.); (4) data indicating the state of the ball
47 (for example, position, moving direction/speed, etc.); (5) data
indicating the player character 46 which is being operated by the
user; (6) data indicating the player character 46 which is in
possession of the ball 47; (7) data indicating the state of the
virtual camera 48 (for example, position, line of sight 48a, field
angle, etc.); and (8) data indicating a display state of the gauge
image 54.
[0076] Note that, the data indicating the display state of the
gauge image 54 includes data indicating whether or not the gauge
image 54 is being displayed and numerical data indicating a current
length of the gauge main body image 54b.
[0077] The operation member information acquiring section 61
acquires operation member information, which relates to an
operation state of an operation member included in operation means.
In this embodiment, the operation member information acquiring
section 61 acquires information indicating the depressed state of
the direction button 27 of the controller 23. Note that in a case
where the operation lever (operation stick) is included in the
controller 23, the operation member information acquiring section
61 may acquire information indicating a tilt state (tilt direction)
of the operation lever.
[0078] The position/posture information acquiring section 62
acquires position/posture information, which relates to a change in
position or posture of the operation means. In this embodiment, the
position/posture information acquiring section 62 acquires
information indicating the detection result of the acceleration
sensor 26 as the information on a change in position or posture of
the controller 23.
[0079] The first control section 63 causes the operation target to
perform a first action based on a result acquired by the operation
member information acquiring section 61. For example, a direction
related to the first action of the operation target is set based on
the result acquired by the operation member information acquiring
section 61. In this embodiment, the player character 46 set as the
user's operation target corresponds to the "operation target", and
the moving action (dribbling action) corresponds to the "first
action". In this embodiment, the moving direction of the player
character 46 set as the user's operation target is set to a
direction obtained based on the result acquired by the operation
member information acquiring section 61.
[0080] The second control section 64 causes the operation target to
perform a second action based on the result acquired by the
position/posture information acquiring section 62. For example, a
direction related to the second action of the operation target is
set based on the result acquired by the position/posture
information acquiring section 62. In this embodiment, the player
character 46 set as the user's operation target corresponds to the
"operation target", and the pass action, which is an action other
than the moving action, corresponds to the "second action". In this
embodiment, the pass direction of the player character 46 set as
the user's operation target is set to a direction obtained based on
the result acquired by the position/posture information acquiring
section 62.
[0081] The display control section 65 generates the game screen 50
based on contents stored in the game situation data storage section
60, and displays the game screen 50 on the monitor 30.
[0082] Description is now given of processing executed by the game
device 10 to implement the functional blocks described above. FIGS.
8 and 9 are flow charts illustrating processing executed by the
game device 10 at predetermined time intervals (for example,
1/60.sup.th of a second). The microprocessor 13 executes the
processing illustrated in FIGS. 8 and 9 according to the program
stored on the optical disc 32.
[0083] As illustrated in FIG. 8, the microprocessor 13 determines
whether or not the player character 46 set as the user's operation
target (hereinafter, referred to as "player character X") is in
possession of the ball 47 (S101). If the player character X is in
possession of the ball 47, the microprocessor 13 updates the
position and orientation of the player character X based on the
depressed state of the direction button 27 (S102). For example, the
moving direction of the player character X is updated to a
direction corresponding to the depressed state of the direction
button 27. Further, the position of the player character X is
updated to a position obtained by moving the player character X
from a current position in the moving direction by a distance
determined based on the moving speed. Note that the position of the
ball 47 is also updated based on the depressed state of the
direction button 27 so that the player character X performs the
dribbling action.
[0084] After that, the microprocessor 13 determines whether or not
the pass button is depressed (S103). If the pass button is
depressed, the microprocessor 13 stores the detection result of the
acceleration sensor 26 in the main memory 14 (S104). With the
execution of this processing, the detection result of the
acceleration sensor 26, which is obtained while the user is
depressing the pass button, is stored in the main memory 14.
[0085] Further, the microprocessor 13 determines whether or not the
depression of the pass button has been released (S105). If the
depression of the pass button has been released, the microprocessor
13 reads, from the main memory 14, the detection result of the
acceleration sensor 26 obtained while the pass button is depressed,
and then determines the pass direction based on the detection
result (S106). For example, an acceleration vector which has
occurred in the controller 23 while the pass button is depressed is
acquired based on the read detection result of the acceleration
sensor 26. Then, the pass direction is determined based on a
direction indicated by the acquired acceleration vector. For
example, data associating the direction of the acceleration vector
and a direction in the virtual three-dimensional space 40 with each
other is read from the optical disc 32. Then, based on this data,
it is determined which direction in the virtual three-dimensional
space 40 corresponds to the direction of the acquired acceleration
vector, and then the direction thus determined is acquired as the
pass direction. Note that if a player character 46 (herein referred
to as "player character Y") belonging to the team A other than the
player character X is positioned in the direction in the virtual
three-dimensional space 40 corresponding to the direction of the
acquired acceleration vector, the pass direction may be determined
based on the position of the player character Y. For example, a
direction from the current position of the player character X
toward the current position of the player character Y may be
determined as the pass direction. Alternatively, a direction from
the current position of the player character X toward a future
position of the player character Y estimated based on the current
position of the player character Y may be determined as the pass
direction.
[0086] After the pass direction is determined, the microprocessor
13 causes the player character X to start the pass action (S107).
For example, motion data of the pass action is read from the
optical disc 32 to update the posture of the player character X
based on the motion data. Further, the moving direction of the ball
47 is updated to the pass direction determined in S106, and an
update of the position of the ball 47 is started so that the ball
47 moves in the moving direction.
[0087] Further, as illustrated in FIG. 9, the microprocessor 13
determines whether or not the shoot button is depressed (S108). If
the shoot button is depressed, the microprocessor 13 displays
(updates) the gauge image 54 (S109). While the shoot button is
depressed, the microprocessor 13 increases a numerical value
(hereinafter, referred to as "gauge value") stored in the main
memory 14 from an initial value (for example, 0) with a lapse of
time. In addition, while the shoot button is depressed, the
microprocessor 13 extends the gauge main body image 54b as the
gauge value is increased. Specifically, the length of the gauge
main body image 54b is updated to the length corresponding to the
gauge value.
[0088] Further, the microprocessor 13 determines whether or not the
depression of the shoot button has been released (S110). If the
depression of the shoot button has been released, the
microprocessor 13 causes the player character X to start the shoot
action (S111). For example, motion data of the shoot action is read
from the optical disc 32 to update the posture of the player
character X based on the motion data. Further, the force with which
the player character X kicks the ball 47 is set based on the gauge
value obtained when the depression of the shoot button was
released. Specifically, a force vector (or acceleration vector) to
be applied to the ball 47 is set based on the gauge value obtained
when the depression of the shoot button was released, and the
depressed state of the direction button 27 obtained when the
depression of the shoot button was released. For example, the
magnitude of the force vector is set based on the gauge value
obtained when the depression of the shoot button was released, and
the direction of the force vector is set based on the depressed
state of the direction button 27 obtained when the depression of
the shoot button was released. Then, the update of the position of
the ball 47 is started based on the force vector.
[0089] Further, the microprocessor 13 updates the states of the
player characters 46 other than the player character X (S112). For
example, the states of the player characters 46 other than the
player character X are updated in such a manner that the player
characters 46 other than the player character X behave in
accordance with a behavior algorithm.
[0090] On the other hand, if it is determined in S101 that the
player character X is not in possession of the ball 47, as
illustrated in FIG. 8, the microprocessor 13 updates the position
and orientation of the player character X based on the depressed
state of the direction button 27 (S113). Further, the
microprocessor 13 updates the states of the player characters 46
other than the player character X and the state of the ball 47
(S114). For example, the states of the player characters 46 other
than the player character X are updated in such a manner that the
player characters 46 other than the player character X behave in
accordance with the behavior algorithm. Further, for example, if a
player character 46 other than the player character X is in
possession of the ball 47, the state of the ball 47 is updated
based on the action of that player character 46.
[0091] In the case where the processing of from S101 to S114 has
been executed, the microprocessor 13 updates the game screen 50
(S115). For example, the state (for example, position, line of
sight 48a, field angle, etc.) of the virtual camera 48 is updated
based on the state (for example, position, etc.) of the ball 47.
After that, an image showing the scene of the virtual
three-dimensional space 40 viewed from the virtual camera 48 is
generated in the VRAM. In addition, the elapsed time image 51, the
score image 52, and the cursor image 53 are rendered in a
superimposing manner on the image formed in the VRAM. Further, if
the shoot button is depressed, the gauge image 54 is rendered in a
superimposing manner as well. The image thus generated in the VRAM
is displayed on the monitor 30 as the game screen 50.
[0092] As described above, in the game device 10 according to the
first embodiment, the moving direction of the player character 46
is specified by using the direction button 27, and the pass
direction of the player character 46 is specified by moving the
controller 23 in the direction corresponding to the desired pass
direction. The game device 10 according to the first embodiment
allows the user to, for example, perform such an operation
relatively easily that, while causing the player character 46 to
move in the first direction, causes the player character 46 to
perform the pass action in the second direction.
[0093] Description is now given of modification examples of the
first embodiment.
Modification Example 1-1
[0094] The second control section 64 may set the pass direction of
the player character 46 set as the user's operation target, based
on a change in posture of the controller 23. In this case, the user
can specify the pass direction by changing the posture of the
controller 23.
[0095] FIGS. 10, 11, and 12 are diagrams each illustrating an
example of the change in posture of the controller 23. For example,
the pass direction may be specified by the user tilting the
controller 23 toward themselves as indicated by an arrow A9 of FIG.
10 or by tilting the controller 23 away from the user themselves as
indicated by an arrow A10 of FIG. 10. Further, for example, the
pass direction may be specified by lifting the right-hand side
(rear end portion 23c side) of the controller 23 upward as
indicated by an arrow A11 of FIG. 11, or lifting the left-hand side
(front end portion 23b side) of the controller 23 upward as
indicated by an arrow A12 of FIG. 12.
[0096] For example, in the game screen 50 illustrated in FIG. 5, if
the user tilts the controller 23 away from themselves as indicated
by the arrow A10 of FIG. 10, the player character 46a may perform
the pass action toward the player character 46b positioned in an
upward direction of the player character 46a. Further, for example,
in the game screen 50 illustrated in FIG. 5, if the user lifts the
right-hand side (rear end portion 23c side) of the controller 23
upward as indicated by the arrow A11 of FIG. 11, the player
character 46a may perform the pass action toward the player
character 46c positioned in a leftward direction of the player
character 46a. Further, for example, in the game screen 50
illustrated in FIG. 5, if the user tilts the controller 23 toward
themselves as indicated by the arrow A9 of FIG. 10, and at the same
time, lifts the left-hand side (front end portion 23b side) of the
controller 23 upward as indicated by the arrow A12 of FIG. 12, the
player character 46a may perform the pass action toward the player
character 46d positioned in a right downward direction of the
player character 46a.
[0097] Note that the change in posture of the controller 23 is not
limited to the examples illustrated in FIGS. 10 to 12. FIG. 13 is a
diagram illustrating another example of the change in posture of
the controller 23. For example, the pass direction may be specified
by pushing the right-hand side (rear end portion 23c side) of the
controller 23 forward as indicated by an arrow A13 of FIG. 13 or
pulling the right-hand side of the controller 23 toward themselves
as indicated by an arrow A14 of FIG. 13. Similarly, the pass
direction may be specified by pushing the left-hand side (front end
portion 23b side) of the controller 23 forward or pulling the
left-hand side of the controller 23 toward themselves. For example,
in the game screen 50 illustrated in FIG. 5, if the user pulls the
right-hand side of the controller 23 toward themselves as indicated
by the arrow A14 of FIG. 13, the player character 46a may perform
the pass action toward the player character 46d positioned in the
right downward direction of the player character 46a.
Modification Example 1-2
[0098] The first control section 63 may set the pass direction of
the player character 46 set as the user's operation target, based
on the result acquired by the operation member information
acquiring section 61. Further, the second control section 64 may
set the moving direction of the player character 46 set as the
user's operation target, based on the result acquired by the
position/posture information acquiring section 62. In this case,
the user specifies the moving direction of the player character 46
by moving the controller 23 in the direction corresponding to the
desired moving direction, and specifies the pass direction of the
player character 46 by operating the direction button 27.
Modification Example 1-3
[0099] The second control section 64 may set a shot direction of
the player character 46 set as the user's operation target, based
on the result acquired by the position/posture information
acquiring section 62. In this case, the user can specify the shot
direction by moving the controller 23 in the direction
corresponding to the desired shot direction.
Second Embodiment
[0100] A second embodiment of the present invention has a feature
in that the movement of the virtual camera 48 is controlled based
on a change in position or posture of the controller 23. In other
words, the second embodiment has a feature in that the user can
move the virtual camera 48 arbitrarily by changing the position or
posture of the controller 23. Hereinafter, the second embodiment is
described in detail.
[0101] A game device according to the second embodiment is also
implemented by, for example, a consumer game machine (stationary
game machine), a portable game machine, a mobile phone, a personal
digital assistant (PDA), or a personal computer. Here, description
is given of a case where the game device according to the second
embodiment is implemented by a consumer game machine.
[0102] A game device 10 according to the second embodiment also has
the hardware configuration illustrated in FIG. 1. Further, for
example, a soccer game simulating a soccer match between the team A
and the team B is executed in the game device 10 according to the
second embodiment, too. Specifically, for example, the game screen
50 as illustrated in FIG. 5 is displayed on the monitor 30, and the
virtual three-dimensional space 40 (game space) as illustrated in
FIG. 4 is built in the main memory 14 so as to display the game
screen 50. Further, as illustrated in FIG. 6, the user plays the
game by holding the front end portion 23b side and the rear end
portion 23c side of the controller 23 with the respective hands
while making the negative Y-axis direction substantially coincide
with the gravitational direction.
[0103] As described above, in the second embodiment, the user can
move the virtual camera 48 arbitrarily by changing the position or
posture of the controller 23. Hereinafter, description is given of
an operation for moving the virtual camera 48.
[0104] When the user moves the virtual camera 48, the user first
depresses a predetermined button (for example, button 28a). After
that, the user specifies the moving direction of the virtual camera
48 by moving the controller 23 in a direction corresponding to a
desired moving direction while keeping the predetermined button
depressed. For example, the user specifies the moving direction of
the virtual camera 48 by moving the controller 23 in any of
directions indicated by the arrows A1 to A8 of FIG. 6. For example,
if the user wishes to move the virtual camera 48 in a positive
Xw-axis direction, the user moves the controller 23 in a direction
(direction indicated by the arrow A3) corresponding to the positive
Xw-axis direction. Further, for example, if the user wishes to move
the virtual camera 48 in a positive Zw-axis direction, the user
moves the controller 23 in a direction (direction indicated by the
arrow A1) corresponding to the positive Zw-axis direction.
[0105] Note that similarly to the first embodiment, the user uses
the direction button 27 to specify the moving direction of the
player character 46 in the second embodiment, too.
[0106] In the second embodiment, the moving direction of the player
character 46 is specified by using the direction button 27, and the
moving direction of the virtual camera 48 is specified by moving
the controller 23 in the direction corresponding to the desired
moving direction. For example, in a case where the moving direction
of the player character 46 and the moving direction of the virtual
camera 48 are both specified by using the direction button 27, it
is impossible to perform an operation which causes the player
character 46 and the virtual camera 48 to move in different
directions from each other. In this respect, according to the
second embodiment, the user can perform such an operation. Further,
according to the second embodiment, the user can perform the
operation which causes the player character 46 and the virtual
camera 48 to move in different directions from each other without
operating two different operation members. Therefore, it is
possible to perform such an operation as described above with
relative ease.
[0107] Here, description is given of functions implemented by the
game device 10 according to the second embodiment. The game device
10 according to the second embodiment includes the functional
blocks illustrated in FIG. 7 as well. Specifically, the game device
10 according to the second embodiment also includes the game
situation data storage section 60, the operation member information
acquiring section 61 (first acquisition means), the
position/posture information acquiring section 62 (second
acquisition means), the first control section 63, the second
control section 64, and the display control section 65.
Particularly, in the second embodiment, operations of the first
control section 63 and the second control section 64 are different
from those of the first embodiment, and hence description is
hereinbelow given of the operations of the first control section 63
and the second control section 64. Note that operations of the
other functional blocks are the same as in the first embodiment,
and description thereof is thus omitted.
[0108] The first control section 63 controls the position or
posture of a first operation target based on a result acquired by
the operation member information acquiring section 61. In this
embodiment, the player character 46 set as the user's operation
target corresponds to the "first operation target". In this
embodiment, the first control section 63 causes the player
character 46 set as the user's operation target to move based on
the result acquired by the operation member information acquiring
section 61. More specifically, the orientation and moving direction
of the player character 46 set as the user's operation target are
set based on the result acquired by the operation member
information acquiring section 61.
[0109] The second control section 64 controls the position or
posture of a second operation target based on a result acquired by
the position/posture information acquiring section 62. In this
embodiment, the virtual camera 48 corresponds to the "second
operation target". In this embodiment, the second control section
64 causes the virtual camera 48 to move based on the result
acquired by the position/posture information acquiring section 62.
More specifically, the moving direction of the virtual camera 48 is
set based on the result acquired by the position/posture
information acquiring section 62.
[0110] Next, description is given of processing executed on the
game device 10 according to the second embodiment. The processing
illustrated in FIGS. 8 and 9 is executed in the game device 10
according to the second embodiment, too. Particularly, in the
second embodiment, in order to update the position of the virtual
camera 48, for example, processing as illustrated in FIG. 14 is
executed in S115 of FIG. 9. Specifically, as illustrated in FIG.
14, the microprocessor 13 determines whether or not a predetermined
button (for example, button 28a) is depressed (S201). If the
predetermined button is depressed, the microprocessor 13 updates
the position of the virtual camera 48 based on a detection result
of the acceleration sensor 26 (S202). For example, the acceleration
vector of an acceleration, which has occurred in the controller 23
because the user moved the controller 23, is acquired based on the
detection result of the acceleration sensor 26. Then, the position
of the virtual camera 48 is updated to a position obtained by
moving the virtual camera 48 from the current position by a
predetermined distance in a direction corresponding to the
direction of the acceleration vector (moving direction of the
controller 23).
[0111] As described above, in the game device 10 according to the
second embodiment, the user can specify the moving direction of the
player character 46 by using the direction button 27, and specify
the moving direction of the virtual camera 48 by moving the
controller 23 in a direction corresponding to a desired moving
direction. According to the game device 10 of the second
embodiment, for example, the user can perform such an operation
that causes the player character 46 and the virtual camera 48 to
move in different directions with relative ease.
[0112] Description is now given of modification examples of the
second embodiment.
Modification Example 2-1
[0113] The first control section 63 may set the moving direction of
the virtual camera 48 based on the result acquired by the operation
member information acquiring section 61, and the second control
section 64 may set the moving direction of the player character 46
set as the user's operation target, based on the result acquired by
the position/posture information acquiring section 62. In this
case, the user specifies the moving direction of the player
character 46 by moving the controller 23 in the direction
corresponding to the desired moving direction, and specifies the
moving direction of the virtual camera 48 by using the direction
button 27.
Modification Example 2-2
[0114] The second control section 64 may set the moving direction
of the virtual camera 48 based on a change in posture of the
controller 23. In this case, the user can specify the moving
direction of the virtual camera 48 by changing the posture of the
controller 23.
[0115] For example, the moving direction of the virtual camera 48
may be specified by the user tilting the controller 23 toward
themselves as indicated by the arrow A9 of FIG. 10, or tilting the
controller 23 away from themselves as indicated by the arrow A10 of
FIG. 10. For example, if the controller 23 is tilted toward the
user themselves as indicated by the arrow A9 of FIG. 10, the
virtual camera 48 may move away from a point of regard (viewing
point), thereby zooming out. Further, for example, if the
controller 23 is tilted away from the user themselves as indicated
by the arrow A10 of FIG. 10, the virtual camera 48 may move closer
to the point of regard, thereby zooming in.
[0116] Further, for example, the moving direction of the virtual
camera 48 may be specified by lifting the right-hand side (rear end
portion 23c side) of the controller 23 upward as indicated by the
arrow A11 of FIG. 11, or lifting the left-hand side (front end
portion 23b side) of the controller 23 upward as indicated by the
arrow A12 of FIG. 12. For example, if the right-hand side of the
controller 23 is lifted upward as indicated by the arrow A11 of
FIG. 11, the virtual camera 48 may move in a negative Xw-axis
direction. Further, for example, if the left-hand side of the
controller 23 is lifted upward as indicated by the arrow A12 of
FIG. 12, the virtual camera 48 may move in the positive Xw-axis
direction.
[0117] Further, for example, the moving direction of the virtual
camera 48 may be specified by pushing forward the right-hand side
(rear end portion 23c side) of the controller 23 as indicated by
the arrow A13 of FIG. 13, or pulling the right-hand side of the
controller 23 toward the user themselves as indicated by the arrow
A14 of FIG. 13. Similarly, the moving direction of the virtual
camera 48 may be specified by pushing forward the left-hand side
(front end portion 23b side) of the controller 23 or pulling the
left-hand side of the controller 23 toward the user themselves.
Modification Example 2-3
[0118] The second control section 64 may control the orientation
(posture) of the virtual camera 48 based on the result acquired by
the position/posture information acquiring section 62. For example,
the second control section 64 may control the line of sight 48a of
the virtual camera 48 based on the result acquired by the
position/posture information acquiring section 62. In this case,
the user can specify the line of sight 48a of the virtual camera 48
by moving the controller 23.
Modification Example 2-4
[0119] The first control section 63 may set the moving direction of
a first player character 46 based on the result acquired by the
operation member information acquiring section 61, and the second
control section 64 may set the moving direction of a second player
character 46 based on the result acquired by the position/posture
information acquiring section 62. In this case, the user can
specify the moving direction of the first player character 46 by
using the direction button 27, and specify the moving direction of
the second player character 46 by moving the controller 23 in a
direction corresponding to the desired moving direction.
Third Embodiment
[0120] A third embodiment of the present invention has a feature in
that a maximum length of the gauge main body image 54b, which is
displayed on the game screen 50 in the case where the shoot button
has been depressed, is controlled based on a change in position or
posture of the controller 23. In other words, the third embodiment
has a feature in that the user can arbitrarily adjust the maximum
length of the gauge main body image 54b by changing the position or
posture of the controller 23. Hereinbelow, the third embodiment is
described in detail.
[0121] A game device according to the third embodiment is also
implemented by, for example, a consumer game machine (stationary
game machine), a portable game machine, a mobile phone, a personal
digital assistant (PDA), or a personal computer. Here, description
is given of a case where the game device according to the third
embodiment is implemented by a consumer game machine.
[0122] A game device 10 according to the third embodiment has the
hardware configuration illustrated in FIG. 1 as well. Further, for
example, there is executed a soccer game simulating a soccer match
between the team A and the team B in the game device 10 according
to the third embodiment, too. Specifically, for example, the game
screen 50 as illustrated in FIG. 5 is displayed on the monitor 30,
and the virtual three-dimensional space 40 (game space) as
illustrated in FIG. 4 is built in the main memory 14 so as to
display the game screen 50. Further, as illustrated in FIG. 6, the
user plays the game by holding the front end portion 23b side and
the rear end portion 23c side of the controller 23 with the
respective hands.
[0123] As described above, in the third embodiment, the user can
adjust the maximum length of the gauge main body image 54b, which
is displayed on the game screen 50 in the case where the shoot
button has been depressed, by changing the position or posture of
the controller 23. Hereinbelow, this point is described.
[0124] If the user causes the player character 46 to perform the
shoot action, the user first depresses the shoot button. If the
shoot button has been depressed, the gauge image 54 is displayed on
the game screen 50. In the case where the display of the gauge
image 54 is started, at first, the right edge of the gauge main
body image 54b coincides with the left edge of the frame image 54a,
and hence the length of the gauge main body image 54b is zero.
[0125] While keeping the shoot button depressed, if the user tilts
the controller 23, for example, toward themselves as indicated by
the arrow A9 of FIG. 10, the length of the frame image 54a, that
is, the maximum length of the gauge main body image 54b (lmax) is
changed based on a degree of the tilt of the controller 23. More
specifically, as the degree of the tilt of the controller 23
increases, the length of the frame image 54a (the maximum length of
the gauge main body image 54b) becomes longer. FIG. 15 illustrates
an example of the game screen 50 displayed in the case where the
length of the frame image 54a is changed.
[0126] While the shoot button is depressed, the gauge main body
image 54b extends at a constant speed until the right edge of the
gauge main body image 54b reaches the right edge of the frame image
54a, that is, until the length of the gauge main body image 54b
reaches the maximum length.
[0127] If the user has released the depression of the shoot button,
the player character 46 performs the shoot action. In this case,
the force with which the player character 46 kicks the ball 47 is
set based on the length of the gauge main body image 54b obtained
when the depression of the shoot button is released. Specifically,
assuming that the length of the gauge main body image 54b obtained
when the depression of the shoot button is released is l, and that
the maximum length of the gauge main body image 54b is l max, the
value of a parameter P relating to the force with which the ball 47
is kicked is calculated by P=l/l max. Then, the shoot action of the
player character 46 is performed based on the value of the
parameter P. Specifically, as the value of the parameter P becomes
larger, the force with which the player character 46 kicks the ball
47 becomes larger.
[0128] As described above, in the third embodiment, the user can
adjust the maximum length of the gauge main body image 54b by
changing the posture of the controller 23. Because the speed at
which the gauge main body image 54b extends is constant, as the
maximum length of the gauge main body image 54b becomes longer, a
change amount per unit time (for example, 1/60.sup.th of a second)
of the value "l/l max", which is obtained when the gauge main body
image 54b extends, becomes smaller. As the change amount per unit
time becomes smaller, the magnitude of the parameter P is adjusted
more easily. In other words, the user can more easily release the
depression of the shoot button at a time at which the value of the
parameter P (P=l/l max) relating to the force with which the player
character 46 kicks the ball 47 becomes a value corresponding to a
desired force, that is, a time at which the force with which the
player character 46 kicks the ball 47 becomes the desired force.
Note that if the maximum length of the gauge main body image 54b is
short, the user also can give an instruction to kick a strong shot
quickly because the parameter P reaches its maximum value in a
short period of time.
[0129] Here, description is given of functions implemented by the
game device 10 according to the third embodiment. The game device
10 according to the third embodiment also includes the functional
blocks illustrated in FIG. 7. Specifically, the game device 10
according to the third embodiment also includes the game situation
data storage section 60, the operation member information acquiring
section 61, the position/posture information acquiring section 62
(acquisition means), the first control section 63, the second
control section 64, and the display control section 65.
Particularly, in the third embodiment, operations of the first
control section 63 and the second control section 64 are different
from those of the first embodiment, and hence description is
hereinbelow given of the operations of the first control section 63
and the second control section 64. Note that operations of the
other functional blocks are the same as in the first embodiment,
and description thereof is thus omitted.
[0130] The first control section 63 controls the maximum length of
the gauge main body image 54b based on the result acquired by the
position/posture information acquiring section 62. The second
control section 64 causes the gauge main body image 54b to extend
based on a result of the control by the first control section 63.
Further, if a predetermined operation has been performed, the game
device 10 (game processing execution means) according to the third
embodiment executes game processing based on the length of the
gauge main body image 54b.
[0131] In this embodiment, if the user tilts the controller 23
toward themselves as indicated by the arrow A9 of FIG. 10 while
depressing the shoot button, the first control section 63 sets the
maximum length of the gauge main body image 54b based on the degree
of its tilt. For example, as the degree of the tilt of the
controller 23 becomes larger, the maximum length of the gauge main
body image 54b is set longer. Further, if the user has depressed
the shoot button, the second control section 64 starts extending
the gauge main body image 54b, and keeps extending the gauge main
body image 54b at a predetermined speed while the user keeps
depressing the shoot button until the gauge main body image 54b
reaches the maximum length.
[0132] Next, description is given of processing executed by the
game device 10 according to the third embodiment. FIG. 16 is a flow
chart illustrating processing executed by the game device 10 in the
case where the shoot button has been depressed.
[0133] As illustrated in FIG. 16, if the shoot button has been
depressed, the microprocessor 13 initializes a variable 1 to a
predetermined initial value (0), and initializes a variable lmax to
a predetermined initial value (LMAX0) (S301). Further, the
microprocessor 13 starts the display of the gauge image 54 (S302).
In this case, the length of the frame image 54a is set to a length
corresponding to the variable l max, and the length of the gauge
main body image 54b is set to a length corresponding to the
variable l.
[0134] After that, until the depression of the shoot button is
released, processing (from S303 to S309) described below is
repeatedly executed at predetermined time intervals (for example,
1/60.sup.th of a second).
[0135] Specifically, the microprocessor 13 determines whether or
not the depression of the shoot button has been released (S303). If
the depression of the shoot button has not been released, the
microprocessor 13 adds a predetermined value .DELTA.L to the value
of the variable l (S304). If the value of the variable l becomes
larger than the value of the variable l max, the value of the
variable l is set to the value of the variable l max. Note that the
predetermined value .DELTA.L corresponds to an extension speed of
the gauge main body image 54b. As the value of the predetermined
value .DELTA.L becomes larger, the extension speed of the gauge
main body image 54b becomes faster.
[0136] Further, the microprocessor 13 determines whether or not the
detection result of the acceleration sensor 26 is stable (S305).
Specifically, it is determined whether or not a state in which
there is almost no change in detection result of the acceleration
sensor 26 has continued for a fixed period of time. The case where
the state in which there is almost no change in detection result of
the acceleration sensor 26 has continued for the fixed period of
time refers to a state in which there is almost no change in
position or posture of the controller 23. In this case, the
acceleration sensor 26 detects only a gravitational
acceleration.
[0137] If the detection result of the acceleration sensor 26 is
stable, the microprocessor 13 acquires a numerical value indicating
the degree of the tilt of the controller 23 based on the detection
result of the acceleration sensor 26 (S306). In this embodiment,
the above-mentioned numerical value is acquired on the premise that
the acceleration sensor 26 detects only the gravitational
acceleration. FIG. 17 is a diagram for describing a method of
acquiring the numerical value indicating the degree of the tilt of
the controller 23. Reference symbol Sa of FIG. 17 indicates a state
in which the user is holding the controller 23 so as to make the
negative Y-axis direction coincide with the gravitational direction
G. Reference symbols Sb and Sc each indicate a state of the
controller 23 in the case where the user tilts the controller 23
toward themselves as indicated by the arrow A9 of FIG. 10. In the
state Sc, a negative Z-axis direction coincides with the
gravitational direction G, and the degree of the tilt of the
controller 23 is larger in the state Sc than in the state Sb. As
illustrated in FIG. 17, as the degree of the tilt of the controller
23 becomes larger, an angle .theta. between a positive Z-axis
direction and the gravitational direction G becomes larger.
Therefore, in this embodiment, the angle .theta. between the
positive Z-axis direction and the gravitational direction G is
acquired as the numerical value indicating the degree of the tilt
of the controller 23.
[0138] After the numerical value (.theta.) indicating the degree of
the tilt of the controller 23 is acquired, the microprocessor 13
reads from the optical disc 32 data associating the numerical value
(.theta.) and the maximum length (LMAX) of the gauge main body
image 54b with each other, to thereby acquire the maximum length
(LMAX) of the gauge main body image 54b which corresponds to the
numerical value (.theta.) acquired in S306 (S307). Then, the
microprocessor 13 updates the value of the variable l max to the
maximum length (LMAX) acquired in S307 (S308).
[0139] After that, the microprocessor 13 updates the game screen 50
(gauge image 54) (S309). For example, the length of the frame image
54a is set to a length corresponding to the value of the variable l
max, and the length of the gauge main body image 54b is set to a
length corresponding to the variable l. Note that in parallel to
the processing of from S303 to S308, processing of updating the
states (positions etc.) of the respective player characters 46 and
the ball 47 is also executed, and hence the states of the player
characters 46 and the ball 47 displayed on the game screen 50 are
also updated.
[0140] If it is determined in S303 that the depression of the shoot
button has been released, the microprocessor 13 calculates the
value of the parameter P relating to the force with which the
player character 46 kicks the ball 47 (S310). The value of the
parameter P is calculated by P=l/l max.
[0141] After the value of the parameter P is calculated, the
microprocessor 13 causes the player character 46 set as the user's
operation target to perform the shoot action based on the value of
the parameter P calculated in S310 (S311). For example, the motion
data of the shoot action is read from the optical disc 32, and the
posture of the player character 46 set as the user's operation
target is updated based on the motion data. Further, force vector
data associating the value of the parameter P and the force vector
(or the acceleration vector) to be applied to the ball 47 with each
other is read from the optical disc 32. For example, in the force
vector data, the force vector is set in such a manner that as the
value of the parameter P becomes larger, the force vector to be
applied to the ball 47 becomes larger. Alternatively, in the force
vector data, the force vector is set in such a manner that as the
value of the parameter P becomes larger, an angle formed between
the direction of the force vector to be applied to the ball 47 and
the field 41 (Xw-Zw plane) becomes larger. The force vector
corresponding to the value of the parameter P calculated in S310 is
acquired based on the force vector data, and processing of moving
the ball 47 based on the force vector is started.
[0142] According to the game device 10 of the third embodiment, the
user can lengthen the maximum length of the gauge main body image
54b by changing the posture of the controller 23. As a result, the
user can more easily release the depression of the shoot button at
a time at which the force with which the player character 46 kicks
the ball 47 becomes the desired force.
[0143] Description is now given of modification examples of the
third embodiment.
Modification Example 3-1
[0144] Instead of starting the shoot action in the case where the
user has released the depression of the shoot button, the shoot
action may be started in the case where the user has depressed the
shoot button again after the user once released the depression of
the shoot button. Note that in this case, a button to be depressed
first may be different from a button to be depressed later.
Modification Example 3-2
[0145] In S310 of FIG. 16, the value of the parameter P relating to
the force with which the player character 46 kicks the ball 47 may
be calculated by P=l. In this case, as the gauge main body image
54b becomes longer, the value of the parameter P becomes larger.
Thus, the user can specify a stronger force as the force with which
the player character 46 kicks the ball 47, by changing the posture
of the controller 23 so as to lengthen the maximum length of the
gauge main body image 54b.
[0146] By the way, in a modification example 3-2, control may be
performed in such a manner that as the maximum length of the gauge
main body image 54b (in other words, a difference between the
maximum length and a minimum length of the gauge main body image
54b) becomes longer, the speed of extending the gauge main body
image 54b becomes slower. In other words, the extension speed of
the gauge main body image 54b may be set to become slower in
exchange for specifying a stronger force as the force with which
the player character 46 kicks the ball 47.
[0147] In this case, the first control section 63 controls the
extension speed of the gauge main body image 54b based on the
maximum length of the gauge main body image 54b. Note that as
described above, the first control section 63 controls the maximum
length of the gauge main body image 54b based on the result
acquired by the position/posture information acquiring section 62.
Therefore it can be said that the first control section 63 controls
the extension speed of the gauge main body image 54b based on the
result acquired by the position/posture information acquiring
section 62. In other words, it can be said that the first control
section 63 controls the maximum length of the gauge main body image
54b and the extension speed of the gauge main body image 54b based
on the result acquired by the position/posture information
acquiring section 62. Further, in this case, the gauge main body
image 54b extends at the extension speed controlled by the first
control section 63 until the gauge main body image 54b reaches the
maximum length controlled by the first control section 63.
Therefore it can be said that the second control section 64 causes
the gauge main body image 54b to extend based on the maximum length
of the gauge main body image 54b and the extension speed of the
gauge main body image 54b.
[0148] Further, in this case, the value of .DELTA.L used in S304 of
FIG. 16 is set based on the posture of the controller 23.
Specifically, before the processing of S304 is executed, the same
processing as in S305 and S306 is executed. After that, data
associating the numerical value (.theta.) indicating the degree of
the tilt of the controller 23 and the value (.DELTA.L) by which the
variable 1 is incremented with each other is read from the optical
disc 32, and the value (.DELTA.L) corresponding to the
actually-acquired numerical value (.theta.) is acquired based on
this data. Then, the value of the variable l is updated to
l+.DELTA.L. The value of .DELTA.L used in S304 corresponds to the
extension speed of the gauge main body image 54b. Therefore, by
executing the processing described above, the extension speed of
the gauge main body image 54b is set based on the posture of the
controller 23.
[0149] If the extension speed of the gauge main body image 54b
becomes slower, it takes more time to instruct the player character
46 to kick the ball 47 with a strong force. Hence, with the
above-mentioned configuration, the user needs to make a choice
between (A) being able to specify a stronger force as the force
with which the player character 46 kicks the ball 47 and (B) being
able to quickly specify the force with which the player character
46 kicks the ball 47. As a result, the operation related to a shot
becomes more interesting.
Modification Example 3-3
[0150] The first control section 63 may control the minimum length
of the gauge main body image 54b based on the result acquired by
the position/posture information acquiring section 62. Further, the
second control section 64 may contract the gauge main body image
54b based on the result of the control by the first control section
63.
[0151] In a modification example 3-3, if the display of the gauge
image 54 is started, the length of the gauge main body image 54b is
set to the maximum length. Then, while the user keeps depressing
the shoot button, the gauge main body image 54b is contracted at a
constant speed until the gauge main body image 54b reaches the
minimum length.
[0152] Further, in the modification example 3-3, the minimum length
of the gauge main body image 54b is controlled based on the posture
of the controller 23. As a result, the user adjusts the minimum
length of the gauge main body image 54b by changing the posture of
the controller 23. For example, in the modification example 3-3, a
basic value of the minimum length of the gauge main body image 54b
is set to a value larger than zero. Then, if the user tilts the
controller 23 toward themselves as indicated by the arrow A9 of
FIG. 10, the minimum length of the gauge main body image 54b
becomes shorter based on the degree of its tilt. In this case, as
the degree of the tilt of the controller 23 becomes larger, the
minimum length of the gauge main body image 54b becomes
shorter.
[0153] If the user has released the depression of the shoot button,
the value of the parameter P relating to the force with which the
ball 47 is kicked is calculated based on the length of the gauge
main body image 54b obtained when the depression of the shoot
button is released, and the shoot action is performed based on the
value of the parameter P. On this occasion, assuming that the
length of the gauge main body image 54b is l, and that the maximum
length and the minimum length of the gauge main body image 54b are
lmax and l min, respectively, the value of the parameter P is
calculated by P=l/(l max-l min). In this case, as a time period in
which the user depresses the shoot button becomes longer, the force
with which the ball 47 is kicked becomes smaller. Note that the
value of the parameter P may be calculated by P=(l max-l)/(l max-l
min). In this case, as the time period in which the user depresses
the shoot button becomes longer, the force with which the ball 47
is kicked becomes larger.
[0154] Note that the modification example 3-2 and the modification
example 3-3 may be combined. Specifically, the value of the
parameter P relating to the force with which the ball 47 is kicked
may be calculated by P=l or P=l max-l. In addition, the contraction
speed of the gauge main body image 54b may be controlled in such a
manner that as the minimum length of the gauge main body image 54b
becomes shorter (in other words, as the difference between the
maximum length and the minimum length of the gauge main body image
54b becomes larger), the contraction speed of the gauge main body
image 54b becomes slower. In this case, the first control section
63 controls the minimum length of the gauge main body image 54b and
the contraction speed of the gauge main body image 54b based on the
result acquired by the position/posture information acquiring
section 62. Further, the second control section 64 causes the gauge
main body image 54b to contract based on the minimum length of the
gauge main body image 54b and the contraction speed of the gauge
main body image 54b.
Modification Example 3-4
[0155] Instead of the maximum length of the gauge main body image
54b, the extension speed of the gauge main body image 54b may be
controlled based on the posture of the controller 23. For example,
the user makes the extension speed of the gauge main body image 54b
slower by changing the posture of the controller 23. If the
extension speed of the gauge main body image 54b is made slower,
the user can more easily release the depression of the shoot button
at the time at which the force with which the player character 46
kicks the ball 47 becomes the desired force. Therefore, with the
above-mentioned configuration, operability can be improved for the
user. Note that in a modification example 3-4, the first control
section 63 controls the extension speed of the gauge main body
image 54b based on the result acquired by the position/posture
information acquiring section 62. Further, the second control
section 64 causes the gauge main body image 54b to extend based on
the extension speed of the gauge main body image 54b.
[0156] Similarly, in the above-mentioned modification example 3-3,
instead of the minimum length of the gauge main body image 54b, the
contraction speed of the gauge main body image 54b may be
controlled based on the posture of the controller 23. In this case,
the first control section 63 controls the contraction speed of the
gauge main body image 54b based on the result acquired by the
position/posture information acquiring section 62. Further, the
second control section 64 causes the gauge main body image 54b to
be contracted based on the contraction speed of the gauge main body
image 54b.
Modification Example 3-5
[0157] Instead of controlling the maximum length (or the minimum
length, the extension speed, or the contraction speed) of the gauge
main body image 54b based on the posture of the controller 23, the
maximum length (or the minimum length, the extension speed, or the
contraction speed) of the gauge main body image 54b may be
controlled based on the movement (see FIG. 6) of the controller
23.
Other Modification Examples
[0158] Note that the present invention is not limited to the first
to third embodiments described above.
[0159] For example, the game executed on the game device 10 is not
limited to the game in which the three-dimensional game space
constituted by three coordinate elements is displayed on the game
screen 50. The game executed on the game device 10 may be a game in
which a two-dimensional game space constituted by two coordinate
elements is displayed on the game screen 50.
[0160] Further, for example, the game executed on the game device
10 is not limited to the soccer game. The game executed on the game
device 10 may be a sports game other than the soccer game (for
example, a basketball game, an ice hockey game, an American
football game, a baseball game, a golf game, or the like).
[0161] Further, for example, the game device 10 may be configured
by integrating a game device main body and the operation means
(controller) like, for example, a portable game machine.
* * * * *