U.S. patent application number 13/362255 was filed with the patent office on 2012-09-13 for storage medium having stored thereon game program, game apparatus, game system, and game processing method.
This patent application is currently assigned to NINTENDO CO., LTD.. Invention is credited to Yugo HAYASHI, Kazuya Sumaki.
Application Number | 20120231882 13/362255 |
Document ID | / |
Family ID | 45319018 |
Filed Date | 2012-09-13 |
United States Patent
Application |
20120231882 |
Kind Code |
A1 |
HAYASHI; Yugo ; et
al. |
September 13, 2012 |
STORAGE MEDIUM HAVING STORED THEREON GAME PROGRAM, GAME APPARATUS,
GAME SYSTEM, AND GAME PROCESSING METHOD
Abstract
A discharge direction in which a discharge object is to be
discharged from a predetermined position in a virtual world is set
on the basis of data output from a portable display apparatus.
Then, the discharge object is discharged in the discharge direction
from the predetermined position on the basis of data based on a
load applied to a load detection device, and an image representing
at least a part of the discharge object that is being discharged in
the virtual world is displayed as a first image on the portable
display apparatus.
Inventors: |
HAYASHI; Yugo; (Kyoto-shi,
JP) ; Sumaki; Kazuya; (Kyoto-shi, JP) |
Assignee: |
NINTENDO CO., LTD.
Kyoto
JP
|
Family ID: |
45319018 |
Appl. No.: |
13/362255 |
Filed: |
January 31, 2012 |
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/06 20130101;
A63F 2300/403 20130101; G06T 11/60 20130101; A63F 13/428 20140902;
A63F 2300/105 20130101; G06T 3/60 20130101; A63F 2300/8005
20130101; G06T 3/20 20130101; A63F 13/213 20140902; A63F 13/816
20140902; A63F 2300/301 20130101; A63F 2300/6684 20130101; A63F
13/235 20140902; A63F 13/20 20140902; A63F 13/214 20140902; G06F
3/011 20130101; A63F 2300/1068 20130101; A63F 13/218 20140902; A63F
13/211 20140902; A63F 13/26 20140902; A63F 2300/6045 20130101; A63F
13/44 20140902; A63F 2300/6676 20130101; A63F 13/5255 20140902;
G06F 3/04815 20130101 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 8, 2011 |
JP |
2011-050039 |
Apr 5, 2011 |
JP |
2011-083453 |
Apr 5, 2011 |
JP |
2011-083454 |
Apr 5, 2011 |
JP |
2011-083455 |
Apr 5, 2011 |
JP |
2011-083456 |
May 24, 2011 |
JP |
2011-115402 |
May 24, 2011 |
JP |
2011-115403 |
May 24, 2011 |
JP |
2011-115404 |
May 27, 2011 |
JP |
2011-118901 |
May 27, 2011 |
JP |
2011-118902 |
Jun 1, 2011 |
JP |
2011-123644 |
Jun 1, 2011 |
JP |
2011-123645 |
Jun 1, 2011 |
JP |
2011-123646 |
Oct 13, 2011 |
JP |
2011-225538 |
Claims
1. A computer-readable storage medium having stored thereon a game
program to be executed by a computer of a game apparatus capable of
displaying an image on a portable display apparatus that outputs at
least data based on an attitude and/or a motion of the portable
display apparatus body, the game program causing the computer to
execute: setting, on the basis of the data output from the portable
display apparatus, a discharge direction in which a discharge
object is to be discharged from a predetermined position in a
virtual world; acquiring data based on a load applied to a load
detection device; discharging the discharge object in the discharge
direction from the predetermined position on the basis of the
acquired data; and displaying, as a first image on the portable
display apparatus, an image representing at least a part of the
discharge object that is being discharged in the virtual world.
2. The computer-readable storage medium having stored thereon the
game program according to claim 1, wherein data indicating a value
that changes in accordance with a magnitude of the load applied to
the load detection device is acquired from the load detection
device, and the discharge object is discharged in accordance with
the magnitude of the load indicated by the acquired data.
3. The computer-readable storage medium having stored thereon the
game program according to claim 1, the game program further causing
the computer to execute calculating an attitude and/or a motion of
the portable display apparatus on the basis of the data output from
the portable display apparatus, wherein the discharge direction is
set on the basis of the calculated attitude and/or motion of the
portable display apparatus.
4. The computer-readable storage medium having stored thereon the
game program according to claim 3, wherein the attitude and/or the
motion of the portable display apparatus are calculated with
respect to a predetermined direction in real space, and on the
basis of the attitude and/or the motion of the portable display
apparatus with respect to the predetermined direction in real
space, the discharge direction is set with respect to a direction
that corresponds to the predetermined direction and is set in the
virtual world.
5. The computer-readable storage medium having stored thereon the
game program according to claim 4, wherein the attitude and/or the
motion of the portable display apparatus are calculated with
respect to a direction of gravity in real space, using the
direction of gravity as the predetermined direction, and on the
basis of the attitude and/or the motion of the portable display
apparatus with respect to the direction of gravity in real space,
the discharge direction is set with respect to a direction of
gravity set in the virtual world.
6. The computer-readable storage medium having stored thereon the
game program according to claim 5, wherein at least the attitude
and/or the motion of the portable display apparatus that are
obtained by rotating the portable display apparatus about the
direction of gravity in real space are calculated, and on the basis
of the attitude and/or the motion of the portable display apparatus
that are obtained by rotating the portable display apparatus about
the direction of gravity in real space, the discharge direction is
set so as to rotate about the direction of gravity set in the
virtual world.
7. The computer-readable storage medium having stored thereon the
game program according to claim 5, wherein at least the attitude
and/or the motion of the portable display apparatus that are
obtained by swinging the portable display apparatus upward and
downward about a horizontal direction perpendicular to the
direction of gravity in real space are calculated, and on the basis
of the attitude and/or the motion of the portable display apparatus
that are obtained by swinging the portable display apparatus upward
and downward about the horizontal direction in real space, the
discharge direction is set so as to swing about a horizontal
direction that corresponds to the horizontal direction in real
space and is set in the virtual world.
8. The computer-readable storage medium having stored thereon the
game program according to claim 3, wherein at least the attitude
and/or the motion of the portable display apparatus that are
obtained by rotating the portable display apparatus about two axes
orthogonal to a perspective direction of, and perpendicular to, a
display screen of the portable display apparatus are calculated,
the first image displayed on the display screen, and in accordance
with the attitude and/or the motion of the portable display
apparatus that are obtained by rotating the portable display
apparatus about the two axes, the discharge direction is set so as
to rotate about two axes that correspond to the two axes in real
space, are orthogonal to the discharge direction, and are included
in the virtual world.
9. The computer-readable storage medium having stored thereon the
game program according to claim 8, wherein at least the attitude
and/or the motion of the portable display apparatus that are
obtained by rotating the portable display apparatus about an axis
along a width direction of the display screen and an axis along a
height direction of the display screen are calculated, each axis
being orthogonal to the perspective direction, and the discharge
direction is set such that: in accordance with the attitude and/or
the motion of the portable display apparatus that are obtained by
rotating the portable display apparatus about the axis along the
width direction, the discharge direction rotates about a horizontal
axis that is orthogonal to the discharge direction and is included
in the virtual world; and in accordance with the attitude and/or
the motion of the portable display apparatus that are obtained by
rotating the portable display apparatus about the axis along the
height direction, the discharge direction rotates about a vertical
axis in the virtual world.
10. The computer-readable storage medium having stored thereon the
game program according to claim 3, wherein the calculation of the
attitude and/or the motion of the portable display apparatus
includes: setting a reference direction of the portable display
apparatus in real space; and calculating, on the basis of the data
output from the portable display apparatus, a difference in angle
about a predetermined axis in real space between a current
direction of the portable display apparatus and the reference
direction, and the setting of the discharge direction includes:
setting a reference direction of the discharge direction in the
virtual world; and setting, on the basis of the calculated
difference in angle, the discharge direction by rotating the
discharge direction from the reference direction of the discharge
direction about a predetermined axis that corresponds to the
predetermined axis in real space and is included in the virtual
world.
11. The computer-readable storage medium having stored thereon the
game program according to claim 1, the game program further causing
the computer to execute placing a first virtual camera, for
generating an image of the virtual world, at a first-person point
of view from which a player object placed at the predetermined
position in the virtual world views the virtual world, wherein an
image representing the virtual world viewed from the first virtual
camera is displayed as the first image on the portable display
apparatus.
12. The computer-readable storage medium having stored thereon the
game program according to claim 1, the game program further causing
the computer to execute placing a first virtual camera, for
generating an image of the virtual world, such that a player object
placed at the predetermined position in the virtual world is
included in the first image as viewed from behind the player
object, wherein an image representing the virtual world viewed from
the first virtual camera is displayed as the first image on the
portable display apparatus.
13. The computer-readable storage medium having stored thereon the
game program according to claim 11, wherein at least one of a
position and an attitude of the first virtual camera in the virtual
world is controlled on the basis of the attitude and/or the motion
of the portable display apparatus that have been calculated using
the data based on the attitude and/or the motion of the portable
display apparatus body.
14. The computer-readable storage medium having stored thereon the
game program according to claim 11, wherein a direction of a line
of sight of the first virtual camera is controlled so as to be the
same as the set discharge direction.
15. The computer-readable storage medium having stored thereon the
game program according to claim 1, wherein image data indicating
the first image is output to the portable display apparatus, and
the portable display apparatus includes: an image data acquisition
unit that acquires the image data output from the game apparatus,
and a display unit that displays the first image indicated by the
image data acquired by the image data acquisition unit.
16. The computer-readable storage medium having stored thereon the
game program according to claim 15, the game program further
causing the computer to execute generating compression image data
by compressing the image data indicating the first image, wherein
the generated compression image data is output to the portable
display apparatus, the image data acquisition unit acquires the
compression image data output from the game apparatus, the portable
display apparatus further includes a display image decompression
unit that decompresses the compression image data to obtain the
image data indicating the first image, and the display unit
displays the first image indicated by the image data that has been
acquired by the image data acquisition unit and has been
decompressed by the display image decompression unit.
17. The computer-readable storage medium having stored thereon the
game program according to claim 1, wherein besides the first image,
a second image representing the virtual world is further displayed
on another display apparatus connected to the game apparatus.
18. The computer-readable storage medium having stored thereon the
game program according to claim 17, the game program further
causing the computer to execute generating compression image data
by compressing the image data indicating the first image, wherein
the generated compression image data is output to the portable
display apparatus, and, besides the compression image data, image
data indicating the second image is output to said another display
apparatus without being compressed, and the portable display
apparatus includes: an image data acquisition unit that acquires
the compression image data output from the game apparatus; a
display image decompression unit that decompresses the compression
image data to obtain the image data indicating the first image; and
a display unit that displays the first image indicated by the image
data that has been acquired by the image data acquisition unit and
has been decompressed by the display image decompression unit.
19. The computer-readable storage medium having stored thereon the
game program according to claim 17, wherein an image including the
predetermined position in the virtual world viewed from a point of
view different from a point of view toward the virtual world for
generating the first image is displayed as the second image on said
another display apparatus.
20. The computer-readable storage medium having stored thereon the
game program according to claim 17, wherein a point of view toward
the virtual world for generating the second image is set at a
position further away from the predetermined position than a point
of view toward the virtual world for generating the first image is
from the predetermined position, and a range wider than a range of
the virtual world represented by the first image is displayed as
the second image on said another display apparatus.
21. The computer-readable storage medium having stored thereon the
game program according to claim 17, wherein a point of view for
generating the second image is set at a position of viewing from a
bird's-eye view the predetermined position in the virtual world,
and an image obtained by viewing from a bird's-eye view the
predetermined position placed in the virtual world is displayed as
the second image on said another display apparatus.
22. The computer-readable storage medium having stored thereon the
game program according to claim 2, wherein the discharge object is
discharged such that an amount of discharge in which the discharge
object is discharged changes in accordance with the magnitude of
the load.
23. The computer-readable storage medium having stored thereon the
game program according to claim 22, wherein the discharge object is
discharged such that the greater the magnitude of the load, the
greater the amount of discharge.
24. The computer-readable storage medium having stored thereon the
game program according to claim 2, wherein the discharge object is
discharged such that a discharge velocity at which the discharge
object is discharged changes in accordance with the magnitude of
the load.
25. The computer-readable storage medium having stored thereon the
game program according to claim 24, wherein the discharge object is
discharged such that the greater the magnitude of the load, the
greater the discharge velocity.
26. The computer-readable storage medium having stored thereon the
game program according to claim 2, wherein discharge objects
different from each other depending on the magnitude of the load
are discharged.
27. The computer-readable storage medium having stored thereon the
game program according to claim 26, wherein discharge objects
different from each other depending on an amount of change in the
load are discharged.
28. The computer-readable storage medium having stored thereon the
game program according to claim 2, wherein when the magnitude of
the load satisfies predetermined conditions, discharge objects are
consecutively discharged in the discharge direction from the
predetermined position in a cycle in which the discharge objects
are discharged successively in discharge order, and an image
representing, among the discharged discharge objects, at least a
part of the discharge objects that are moving successively in the
virtual world in discharge order in accordance with the discharge
direction is displayed as the first image on the portable display
apparatus.
29. The computer-readable storage medium having stored thereon the
game program according to claim 1, wherein the portable display
apparatus includes at least one of a gyro sensor and an
acceleration sensor, and the discharge direction is set on the
basis of data output from the at least one of the gyro sensor and
the acceleration sensor.
30. A game apparatus capable of displaying an image on a portable
display apparatus that outputs at least data based on an attitude
and/or a motion of the portable display apparatus body, the game
apparatus comprising: a discharge direction setting unit that sets,
on the basis of the data output from the portable display
apparatus, a discharge direction in which a discharge object is to
be discharged from a predetermined position in a virtual world; a
load acquisition unit that acquires data based on a load applied to
a load detection device; a discharge object discharge unit that
discharges the discharge object in the discharge direction from the
predetermined position on the basis of the data acquired by the
load acquisition unit; and a display control unit that displays, as
a first image on the portable display apparatus, an image
representing at least a part of the discharge object that is being
discharged in the virtual world.
31. A game system including a plurality of apparatuses configured
to communicate with each other, the game system capable of
displaying an image on a portable display apparatus that outputs at
least data based on an attitude and/or a motion of the portable
display apparatus body, the game system comprising: a discharge
direction setting unit that sets, on the basis of the data output
from the portable display apparatus, a discharge direction in which
a discharge object is to be discharged from a predetermined
position in a virtual world; a load acquisition unit that acquires
data based on a load applied to a load detection device; a
discharge object discharge unit that discharges the discharge
object in the discharge direction from the predetermined position
on the basis of the data acquired by the load acquisition unit; and
a display control unit that displays, as a first image on the
portable display apparatus, an image representing at least a part
of the discharge object that is being discharged in the virtual
world.
32. A game processing method performed by a processor or a
cooperation of a plurality of processors included in a game system
including at least one information processing apparatus capable of
displaying an image on a portable display apparatus that outputs at
least data based on an attitude and/or a motion of the portable
display apparatus body, the game processing method comprising:
setting, on the basis of the data output from the portable display
apparatus, a discharge direction in which a discharge object is to
be discharged from a predetermined position in a virtual world;
acquiring data based on a load applied to a load detection device;
discharging the discharge object in the discharge direction from
the predetermined position on the basis of the acquired data; and
displaying, as a first image on the portable display apparatus, an
image representing at least a part of the discharge object that is
being discharged in the virtual world.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The disclosures of Japanese Patent Application No.
2011-050039, filed on Mar. 8, 2011, Japanese Patent Application No.
2011-083453, Japanese Patent Application No. 2011-083454, Japanese
Patent Application No. 2011-083455, and Japanese Patent Application
No. 2011-083456, filed on Apr. 5, 2011, Japanese Patent Application
No. 2011-115402, Japanese Patent Application No. 2011-115403, and
Japanese Patent Application No. 2011-115404, filed on May 24, 2011,
Japanese Patent Application No. 2011-118901 and Japanese Patent
Application No. 2011-118902, filed on May 27, 2011, Japanese Patent
Application No. 2011-123644, Japanese Patent Application No.
2011-123645, and Japanese Patent Application No. 2011-123646, filed
on Jun. 1, 2011, and Japanese Patent Application No. 2011-225538,
filed on Oct. 13, 2011, are incorporated herein by reference.
FIELD
[0002] The technique shown here relates to a storage medium having
stored thereon a game program, a game apparatus, a game system, and
a game processing method, and in particular, relates to a storage
medium having stored thereon a game program that, for example,
performs processing based on the attitude and/or the motion of a
display apparatus and the action of a user, and a game apparatus, a
game system, and a game processing method that, for example,
perform processing based on the attitude and/or the motion of a
display apparatus and the action of a user.
BACKGROUND AND SUMMARY
[0003] Conventionally, there is a game where a user operates a
mobile hand-held terminal (hand-held game apparatus) while holding
it, and an event is executed in accordance with the attitude and
the position of the mobile hand-held terminal in real space. The
mobile hand-held terminal includes a sensor that detects the
position and the attitude of the mobile hand-held terminal in real
space, and the user of the terminal advances the game by moving the
mobile hand-held terminal and changing the attitude of the mobile
hand-held terminal For example, in accordance with the attitude of
the mobile hand-held terminal in real space, the mobile hand-held
terminal scrolls an image displayed on a display screen of the
mobile hand-held terminal. Then, a scope is displayed at the center
of the display screen of the mobile hand-held terminal, so that
when a predetermined button of the mobile hand-held terminal has
been pressed in the state where a virtual object (e.g., an insect
object) is included in the scope, it is considered that the virtual
object has been caught in the scope.
[0004] In the mobile hand-held terminal, the game progresses as a
result of the image being scrolled on the basis of the attitude of
the mobile hand-held terminal. Accordingly, to advance the game,
the user needs to perform the operation of changing the attitude of
the mobile hand-held terminal The operation of changing the
attitude of the mobile hand-held terminal, however, requires the
user themselves to move the mobile hand-held terminal This may make
it difficult for the user to provide, in a simultaneous parallel
manner, an input to an operation button included in the mobile
hand-held terminal that is moved by the operation.
[0005] Therefore, it is an object of an exemplary embodiment to
provide a storage medium having stored thereon a game program
capable of, when an image of a virtual world is displayed on a
display apparatus that allows a user to view a screen thereof while
holding it and an operation is performed on the virtual world in
accordance with the attitude and the motion of the display
apparatus, facilitating another operation to be performed in
parallel with the operation, and a game apparatus, a game system,
and a game processing method that are capable of, when an image of
a virtual world is displayed on a display apparatus that allows a
user to view a screen thereof while holding it and an operation is
performed on the virtual world in accordance with the attitude and
the motion of the display apparatus, facilitating another operation
to be performed in parallel with the operation.
[0006] To achieve the above object, the exemplary embodiment may
employ, for example, the following configurations. It is understood
that when the description of the scope of the appended claims is
interpreted, the scope should be interpreted only by the
description of the scope of the appended claims. If the description
of the scope of the appended claims contradicts the description of
these columns, the description of the scope of the appended claims
has priority.
[0007] In an exemplary configuration of a computer-readable storage
medium having stored thereon a game program according to the
exemplary embodiment, the game program is executed by a computer of
a game apparatus capable of displaying an image on a portable
display apparatus that outputs at least data based on an attitude
and/or a motion of the portable display apparatus body. The game
program causes the computer to execute: setting, on the basis of
the data output from the portable display apparatus, a discharge
direction in which a discharge object is to be discharged from a
predetermined position in a virtual world; acquiring data based on
a load applied to a load detection device; discharging the
discharge object in the discharge direction from the predetermined
position on the basis of the acquired data; and displaying, as a
first image on the portable display apparatus, an image
representing at least a part of the discharge object that is being
discharged in the virtual world.
[0008] It should be noted that the game apparatus may be an
apparatus that performs game processing and generates an image
based on the game processing, or may be a versatile apparatus such
as a general personal computer. The portable display apparatus may
have a size small enough to be carried by a user. Typically, the
portable display apparatus may be a display apparatus that allows
the user to view an image displayed thereon by holding it with both
hands. Further, as in a terminal apparatus according to the
embodiment described later, the portable display apparatus may or
may not include components other than: means for outputting at
least data based on the attitude and/or the motion of the portable
display apparatus body; and means for displaying the first image.
The load detection device may be, as an example, a device that
detects a load applied to the load detection device with at least a
part of the user's body placed thereon, and is turned on/off in
accordance with the load. Such a device may be: one operated by the
user mounted thereon with both soles in surface contact with the
top surface of the device; one operated by the user with only one
foot placed on the top surface of the device; one operated by the
user with another part of the body (e.g., a hand) placed on the
device; or the like.
[0009] Based on the above, when an image of a virtual world is
displayed on a portable display apparatus and an operation on the
virtual world is performed in accordance with the attitude and the
motion of the portable display apparatus, it is also possible to
perform an operation using a load detection device, which is
different from the portable display apparatus. This makes it
possible to easily perform the operation in parallel.
[0010] In addition, data indicating a value that changes in
accordance with a magnitude of the load applied to the load
detection device may be acquired from the load detection device.
The discharge object may be discharged in accordance with the
magnitude of the load indicated by the acquired data.
[0011] Based on the above, a user can perform an analog operation
based on the magnitude of a load to be applied to the load
detection device. This enables a discharge process based on the
analog operation.
[0012] In addition, the game program may further cause the computer
to execute calculating an attitude and/or a motion of the portable
display apparatus on the basis of the data output from the portable
display apparatus. The discharge direction may be set on the basis
of the calculated attitude and/or motion of the portable display
apparatus.
[0013] Based on the above, it is possible to calculate the attitude
and/or the motion of the portable display apparatus using data
output from the portable display apparatus, and control a discharge
direction on the basis of the attitude and/or the motion of the
portable display apparatus.
[0014] In addition, the attitude and/or the motion of the portable
display apparatus may be calculated with respect to a predetermined
direction in real space. On the basis of the attitude and/or the
motion of the portable display apparatus with respect to the
predetermined direction in real space, the discharge direction may
be set with respect to a direction that corresponds to the
predetermined direction and is set in the virtual world.
[0015] Based on the above, on the basis of the attitude and/or the
motion of the portable display apparatus with respect to a
predetermined direction in real space, it is possible to set the
discharge direction with respect to a predetermined direction that
corresponds to the predetermined direction in real space and is
included in the virtual world.
[0016] In addition, the attitude and/or the motion of the portable
display apparatus may be calculated with respect to a direction of
gravity in real space, using the direction of gravity as the
predetermined direction. On the basis of the attitude and/or the
motion of the portable display apparatus with respect to the
direction of gravity in real space, the discharge direction may be
set with respect to a direction of gravity set in the virtual
world.
[0017] Based on the above, on the basis of the attitude and/or the
motion of the portable display apparatus with respect to the
direction of gravity, it is possible to set the discharge direction
with respect to the same direction of gravity.
[0018] In addition, at least the attitude and/or the motion of the
portable display apparatus that are obtained by rotating the
portable display apparatus about the direction of gravity in real
space may be calculated. On the basis of the attitude and/or the
motion of the portable display apparatus that are obtained by
rotating the portable display apparatus about the direction of
gravity in real space, the discharge direction may be set so as to
rotate about the direction of gravity set in the virtual world.
[0019] Based on the above, it is possible to direct the discharge
direction leftward and rightward in the virtual world by directing
the portable display apparatus leftward and rightward in real
space.
[0020] In addition, at least the attitude and/or the motion of the
portable display apparatus that are obtained by swinging the
portable display apparatus upward and downward about a horizontal
direction perpendicular to the direction of gravity in real space
may be calculated. On the basis of the attitude and/or the motion
of the portable display apparatus that are obtained by swinging the
portable display apparatus upward and downward about the horizontal
direction in real space, the discharge direction may be set so as
to swing about a horizontal direction that corresponds to the
horizontal direction in real space and is set in the virtual
world.
[0021] Based on the above, it is possible to direct the discharge
direction upward and downward in the virtual world by directing the
portable display apparatus upward and downward in real space.
[0022] In addition, at least the attitude and/or the motion of the
portable display apparatus that are obtained by rotating the
portable display apparatus about two axes orthogonal to a
perspective direction of, and perpendicular to, a display screen of
the portable display apparatus may be calculated, the first image
displayed on the display screen. In accordance with the attitude
and/or the motion of the portable display apparatus that are
obtained by rotating the portable display apparatus about the two
axes, the discharge direction may be set so as to rotate about two
axes that correspond to the two axes in real space, are orthogonal
to the discharge direction, and are included in the virtual
world.
[0023] Based on the above, it is possible to direct the discharge
direction upward, downward, leftward, and rightward by moving the
portable display apparatus so as to rotate about two axes
orthogonal to the perspective direction of a display screen of the
portable display apparatus in real space.
[0024] In addition, at least the attitude and/or the motion of the
portable display apparatus that are obtained by rotating the
portable display apparatus about an axis along a width direction of
the display screen and an axis along a height direction of the
display screen may be calculated, each axis being orthogonal to the
perspective direction. The discharge direction may be set such
that: in accordance with the attitude and/or the motion of the
portable display apparatus that are obtained by rotating the
portable display apparatus about the axis along the width
direction, the discharge direction rotates about a horizontal axis
that is orthogonal to the discharge direction and is included in
the virtual world; and in accordance with the attitude and/or the
motion of the portable display apparatus that are obtained by
rotating the portable display apparatus about the axis along the
height direction, the discharge direction rotates about a vertical
axis in the virtual world.
[0025] Based on the above, it is possible to direct the discharge
direction upward, downward, leftward, and rightward by moving the
portable display apparatus so as to rotate about the height
direction and the width direction of the display screen of the
portable display apparatus in real space.
[0026] In addition, the calculation of the attitude and/or the
motion of the portable display apparatus may include: setting a
reference direction of the portable display apparatus in real
space; and calculating, on the basis of the data output from the
portable display apparatus, a difference in angle about a
predetermined axis in real space between a current direction of the
portable display apparatus and the reference direction. In this
case, the setting of the discharge direction may include: setting a
reference direction of the discharge direction in the virtual
world; and setting, on the basis of the calculated difference in
angle, the discharge direction by rotating the discharge direction
from the reference direction of the discharge direction about a
predetermined axis that corresponds to the predetermined axis in
real space and is included in the virtual world.
[0027] Based on the above, it is possible to set the discharge
direction on the basis of reference directions set in real space
and the virtual world.
[0028] In addition, the game program may further cause the computer
to execute placing a first virtual camera, for generating an image
of the virtual world, at a first-person point of view from which a
player object placed at the predetermined position in the virtual
world views the virtual world. In this case, an image representing
the virtual world viewed from the first virtual camera may be
displayed as the first image on the portable display apparatus.
[0029] In addition, the game program may further cause the computer
to execute placing a first virtual camera, for generating an image
of the virtual world, such that a player object placed at the
predetermined position in the virtual world is included in the
first image as viewed from behind the player object. In this case,
an image representing the virtual world viewed from the first
virtual camera may be displayed as the first image on the portable
display apparatus.
[0030] Based on the above, a first virtual camera is placed at a
first-person point of view of a player object placed at a
predetermined position from which a discharge object is to be
discharged. This makes it possible to display, on the portable
display apparatus for controlling a discharge direction, images of
these objects having a sense of presence.
[0031] In addition, at least one of a position and an attitude of
the first virtual camera in the virtual world may be controlled on
the basis of the attitude and/or the motion of the portable display
apparatus that have been calculated using the data based on the
attitude and/or the motion of the portable display apparatus
body.
[0032] Based on the above, at least one of the position and the
attitude of the first virtual camera for generating an image of the
virtual world to be displayed on the portable display apparatus is
controlled on the basis of the attitude and the motion of the
portable display apparatus. This makes it possible, for example, in
accordance with a user directing the portable display apparatus in
the direction that they wish to view, to provide the user with an
image as if peeping at the virtual world through the portable
display apparatus, and provide the user with a feeling as if being
in the virtual world.
[0033] In addition, a direction of a line of sight of the first
virtual camera may be controlled so as to be the same as the set
discharge direction.
[0034] Based on the above, in accordance with a change in the
discharge direction, also the direction of the line of sight of the
first virtual camera changes. As a result, the position and the
attitude of the first virtual camera and the discharge direction
are controlled on the basis of the attitude and/or the motion of
the portable display apparatus. This makes it possible, in
accordance with a user directing the portable display apparatus in
the direction that they wish to view, to change the discharge
direction, and provide the user with an image as if peeping at the
virtual world through the portable display apparatus. It is also
possible to provide the user with a feeling as if being in the
virtual world. Further, the discharge direction can be set on the
basis of the attitude and/or the motion of the portable display
apparatus, and the virtual world viewed in the discharge direction
is displayed on the portable display apparatus. This achieves the
operation of setting the discharge direction in an intuitive
manner. This facilitates setting the discharge direction to the
direction desired by the user.
[0035] In addition, image data indicating the first image may be
output to the portable display apparatus. In this case, the
portable display apparatus includes an image data acquisition unit
and a display unit. The image data acquisition unit acquires the
image data output from the game apparatus. The display unit
displays the first image indicated by the image data acquired by
the image data acquisition unit.
[0036] Based on the above, the portable display apparatus can
function as a so-called thin-client terminal, which does not
perform information processing such as game processing.
[0037] In addition, the game program may further cause the computer
to execute generating compression image data by compressing the
image data indicating the first image. In this case, the generated
compression image data may be output to the portable display
apparatus. The image data acquisition unit may acquire the
compression image data output from the game apparatus. The portable
display apparatus may further include a display image decompression
unit. The display image decompression unit decompresses the
compression image data to obtain the image data indicating the
first image. The display unit may display the first image indicated
by the image data that has been acquired by the image data
acquisition unit and has been decompressed by the display image
decompression unit.
[0038] Based on the above, the first image is decompressed before
being output from the game apparatus to the portable display
apparatus. This makes it possible to output the first image at a
high speed, and reduce delay caused between the generation of the
first image and the display of the first image on the portable
display apparatus.
[0039] In addition, besides the first image, a second image
representing the virtual world may be further displayed on another
display apparatus connected to the game apparatus.
[0040] It should be noted that said another display apparatus
described above is a display apparatus connected to the game
apparatus, like a monitor 2 according to the embodiment described
later. Said another display apparatus may be a component separate
from the portable display apparatus, and may be any apparatus so
long as it is capable of displaying the second image generated by
the game apparatus. For example, said another display apparatus
described above may be integrated with the game apparatus (in a
single housing).
[0041] Based on the above, when processing based on the operation
of moving and changing the attitude of the portable display
apparatus is performed, it is possible to display the results of
the processing not only on the portable display apparatus but also
on said another display apparatus connected to the game apparatus.
This enables the user to use, in accordance with the state of the
operation or the user's preference, either one of images displayed
on, for example, two apparatuses, and also view an image suitable
for an operation of the user. Further, it is possible to use an
image displayed on said another display apparatus connected to the
game apparatus, as, for example, an image to be viewed by another
person different from the user. This makes it possible to provide a
viewing environment suitable also for the case where a plurality of
people view the results of the processing.
[0042] In addition, the game program may further cause the computer
to execute generating compression image data by compressing the
image data indicating the first image. In this case, the generated
compression image data may be output to the portable display
apparatus, and, besides the compression image data, image data
indicating the second image may be output to said another display
apparatus without being compressed. The portable display apparatus
may include an image data acquisition unit, a display image
decompression unit, and a display unit. The image data acquisition
unit acquires the compression image data output from the game
apparatus. The display image decompression unit decompresses the
compression image data to obtain the image data indicating the
first image. The display unit displays the first image indicated by
the image data that has been acquired by the image data acquisition
unit and has been decompressed by the display image decompression
unit.
[0043] Based on the above, the first image is decompressed and then
output from the game apparatus to the portable display apparatus.
This makes it possible to output the first image at a high speed,
and reduce delay caused between the generation of the first image
and the display of the first image on the portable display
apparatus.
[0044] In addition, an image including the predetermined position
in the virtual world viewed from a point of view different from a
point of view toward the virtual world for generating the first
image may be displayed as the second image on said another display
apparatus.
[0045] Based on the above, the same virtual world is displayed not
only on the portable display apparatus but also on said another
display apparatus, and images of the virtual world that are
different in the point of view are displayed thereon. This enables
the user to use, in accordance with the state of the operation or
the user's preference, either one of the images displayed on the
two apparatuses when performing an operation.
[0046] In addition, a point of view toward the virtual world for
generating the second image may be set at a position further away
from the predetermined position than a point of view toward the
virtual world for generating the first image is from the
predetermined position. A range wider than a range of the virtual
world represented by the first image may be displayed as the second
image on said another display apparatus.
[0047] Based on the above, an image of the virtual world in a
display range wider than that of an image of the virtual world
displayed on the portable display apparatus is displayed on said
another display apparatus connected to the game apparatus. This
makes it possible to display on each display apparatus, for
example, an image suitable for an operation of the user when the
state of the virtual world is presented to the user.
[0048] In addition, a point of view for generating the second image
may be set at a position of viewing from a bird's-eye view the
predetermined position in the virtual world. An image obtained by
viewing from a bird's-eye view the predetermined position placed in
the virtual world may be displayed as the second image on said
another display apparatus.
[0049] Based on the above, the same virtual world is displayed not
only on the portable display apparatus but also on said another
display apparatus, and an image of the virtual world obtained by
looking down upon it is displayed on said another display
apparatus. This makes it possible to display on each display
apparatus, for example, an image suitable for an operation of the
user when the state of the virtual world is presented to the
user.
[0050] In addition, the discharge object may be discharged such
that an amount of discharge in which the discharge object is
discharged changes in accordance with the magnitude of the
load.
[0051] Based on the above, it is possible to change the amount of
discharge by the analog operation based on the magnitude of the
load to be applied to the load detection device.
[0052] In addition, the discharge object may be discharged such
that the greater the magnitude of the load, the greater the amount
of discharge.
[0053] Based on the above, the greater the load applied to the load
detection device, the greater the amount of discharge. This enables
an intuitive operation.
[0054] In addition, the discharge object may be discharged such
that a discharge velocity at which the discharge object is
discharged changes in accordance with the magnitude of the
load.
[0055] Based on the above, it is possible to change the discharge
velocity on the basis of the analog operation based on the
magnitude of the load to be applied to the load detection
device.
[0056] In addition, the discharge object may be discharged such
that the greater the magnitude of the load, the greater the
discharge velocity.
[0057] Based on the above, the greater the load applied to the load
detection device, the greater the discharge velocity. This enables
an intuitive operation.
[0058] In addition, discharge objects different from each other
depending on the magnitude of the load may be discharged.
[0059] Based on the above, it is possible to change the type of an
object to be discharged, on the basis of the analog operation based
on the magnitude of the load to be applied to the load detection
device.
[0060] In addition, discharge objects different from each other
depending on an amount of change in the load may be discharged.
[0061] Based on the above, it is possible to change the type of an
object to be discharged on the basis of the manner of applying a
load to the load detection device. This enables the user to perform
various operations.
[0062] In addition, when the magnitude of the load satisfies
predetermined conditions, discharge objects may be consecutively
discharged in the discharge direction from the predetermined
position in a cycle in which the discharge objects are discharged
successively in discharge order. An image representing, among the
discharged discharge objects, at least a part of the discharge
objects that are moving successively in the virtual world in
discharge order in accordance with the discharge direction may be
displayed as the first image on the portable display apparatus.
[0063] The position to be reached by a discharged discharge object
in the virtual world is determined in an analog manner on the basis
of a discharge direction and the discharge process based on the
analog operation. This makes it difficult to predict the position.
Based on the above, however, discharge objects are displayed so as
to be discharged successively in discharge order. This makes it
possible, for example, with reference to the positions reached by
the previously discharged discharge objects, to predict the
positions to be reached by the discharge objects to be discharged
thereafter.
[0064] In addition, the portable display apparatus may include at
least one of a gyro sensor and an acceleration sensor. The
discharge direction may be set on the basis of data output from the
at least one of the gyro sensor and the acceleration sensor.
[0065] Based on the above, using the data that is output from the
gyro sensor and indicates the angular velocity generated in the
portable display apparatus and/or the data that is output from the
acceleration sensor and indicates the acceleration generated in the
portable display apparatus, it is possible to accurately calculate
the attitude and the motion of the portable display apparatus.
[0066] In addition, the exemplary embodiment may be carried out in
the forms of a game apparatus and a game system, each including
units that perform the above processes, and a game processing
method including the above operations.
[0067] The exemplary embodiment makes it possible to, when an image
of a virtual world is displayed on a portable display apparatus and
an operation on the virtual world is performed in accordance with
the attitude and the motion of the portable display apparatus, also
perform an operation using a load detection device, which is
different from the portable display apparatus, and therefore makes
it possible to easily perform the operation in parallel.
[0068] These and other objects, features, aspects and advantages of
the exemplary embodiment will become more apparent from the
following detailed description when taken in conjunction with the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0069] FIG. 1 is an external view showing an example of a game
system 1 according to a non-limiting exemplary embodiment;
[0070] FIG. 2 is a functional block diagram showing a non-limiting
example of a game apparatus body 5 of FIG. 1;
[0071] FIG. 3 is a diagram showing a non-limiting example of the
external configuration of a terminal apparatus 6 of FIG. 1;
[0072] FIG. 4 is a diagram showing a non-limiting example of the
state where a user holds the terminal apparatus 6;
[0073] FIG. 5 is a block diagram showing a non-limiting example of
the internal configuration of the terminal apparatus 6 of FIG.
3;
[0074] FIG. 6 is a perspective view showing a non-limiting example
of the appearance of a board-type controller 9 of FIG. 1;
[0075] FIG. 7 is a diagram showing a non-limiting example of a
cross-sectional view of the board-type controller 9 shown in FIG. 6
taken along line A-A, and a non-limiting example of an enlarged
view of a corner portion where a load sensor 94 is arranged;
[0076] FIG. 8 is a block diagram showing a non-limiting example of
the electrical configuration of the board-type controller 9 of FIG.
6;
[0077] FIG. 9 is a diagram showing a non-limiting example of the
state of a user performing an operation using the terminal
apparatus 6 and the board-type controller 9;
[0078] FIG. 10A is a diagram showing an example of an image
displayed on an LCD 61 of the terminal apparatus 6;
[0079] FIG. 10B is a diagram showing an example of an image
displayed on a monitor 2;
[0080] FIG. 11 is a diagram showing a non-limiting example where a
terminal apparatus 6 has been rotated to the left and right, and a
non-limiting example of an image displayed on the LCD 61;
[0081] FIG. 12 is a diagram illustrating non-limiting examples of:
the relationship between a terminal apparatus perspective direction
projected onto a horizontal plane in real space and an operation
indication direction projected onto a horizontal plane in a virtual
world; and a player object Po controlled so as to be directed in a
direction based on the operation indication direction;
[0082] FIG. 13 is a diagram illustrating non-limiting examples of:
the operation indication direction obtained by rotating the
terminal apparatus 6 to the left and right; and the player object
Po controlled so as to be directed in a direction based on the
operation indication direction;
[0083] FIG. 14A is a diagram illustrating a non-limiting example of
a barrel left-right operation range and a virtual camera left-right
operation range;
[0084] FIG. 14B is a diagram illustrating a non-limiting example of
a barrel up-down operation range and a virtual camera up-down
operation range;
[0085] FIG. 15 is a diagram showing a non-limiting example of data
and programs that are stored in a main memory of the game apparatus
body 5 of FIG. 1;
[0086] FIG. 16 is a flow chart showing a non-limiting example of
game processing performed by the game apparatus body 5 of FIG.
1;
[0087] FIG. 17 is a subroutine flow chart showing a non-limiting
example of a game control process in step 44 in FIG. 16;
[0088] FIG. 18 is a subroutine flow chart showing a non-limiting
example of a player object setting process in step 83 in FIG.
17;
[0089] FIG. 19 is a subroutine flow chart showing a non-limiting
example of an operation indication direction calculation process in
step 121 in FIG. 18; and
[0090] FIG. 20 is a diagram illustrating a non-limiting example of
movement vectors Vw1 through Vw15 respectively set for discharge
objects W1 through W15 that move in the virtual world.
DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS
[0091] With reference to FIG. 1, a game apparatus for executing a
game program according to an exemplary embodiment and a game system
including the game apparatus is described. Hereinafter, in order to
provide a specific description, a stationary game apparatus body 5
is used as an example of the game apparatus, and a game system
including the game apparatus body 5 is described. FIG. 1 is an
external view showing an example of the game system 1 including the
stationary game apparatus body 5. FIG. 2 is a block diagram showing
an example of the game apparatus body 5. Hereinafter, the game
system 1 is described.
[0092] As shown in FIG. 1, the game system 1 includes a household
television receiver (hereinafter referred to as a "monitor") 2
which is an example of display means, and the stationary game
apparatus 3 connected to the monitor 2 via a connection cord. The
monitor 2 includes loudspeakers 2a for outputting, in the form of
sound, a sound signal outputted from the game apparatus 3. Further,
the game apparatus 3 includes: an optical disk 4 having stored
therein a program, which is an example of the game program
according to the exemplary embodiment; the game apparatus body 5
having a computer for executing the program stored in the optical
disk 4 to display a game screen on the monitor 2; a terminal
apparatus 6; a controller 7 for providing the game apparatus body 5
with operation information used to operate, for example, objects
displayed on the display screen; and a board-type controller 9. The
game system 1 performs game processing on the game apparatus body 5
in accordance with a game operation using at least one of the
terminal apparatus 6, the controller 7, and the board-type
controller 9, and displays a game image obtained by the game
processing on the monitor 2 and/or the terminal apparatus 6. The
game apparatus body 5 is wirelessly connected to the terminal
apparatus 6, the controller 7, and the board-type controller 9 so
as to enable wireless communication therebetween. For example, the
wireless communication is performed according to the Bluetooth
(registered trademark) standard or the IEEE 802.11n standard. The
wireless communication, however, may be performed in accordance
with other standards such as standards for infrared
communication.
[0093] The optical disk 4, typifying an information storage medium
used for the game apparatus body 5 in an exchangeable manner, is
detachably inserted in the game apparatus body 5. The optical disk
4 has stored therein the game program to be performed by the game
apparatus body 5. The game apparatus body 5 has, on a front surface
thereof, an insertion opening for the optical disk 4. The game
apparatus body 5 reads and executes the game program stored in the
optical disk 4 inserted into the insertion opening to perform the
game processing.
[0094] The monitor 2 is connected to the game apparatus body 5 via
a connection cord. The monitor 2 displays a game image obtained by
the game processing performed by the game apparatus body 5. The
monitor 2 includes the loudspeakers 2a. The loudspeakers 2a each
output a game sound obtained as a result of the game processing. In
another embodiment, the game apparatus body 5 and a stationary
display apparatus may be integrated with each other. The
communication between the game apparatus body 5 and the monitor 2
may be wireless communication.
[0095] The game apparatus body 5 has mounted thereto a flash memory
17 (see FIG. 2) which functions as a backup memory for fixedly
storing data such as saved data. The game apparatus body 5 executes
the game program or the like stored in the optical disk 4, and
displays a result thereof as a game image on the monitor 2 and/or
the terminal apparatus 6. The game program or the like to be
executed may be stored in advance in the flash memory 17 as well as
in the optical disk 4. Further, the game apparatus body 5 may
reproduce a state of a game played in the past, using the saved
data stored in the flash memory 17, and display an image of the
game state on the monitor 2 and/or the terminal apparatus 6. A user
of the game apparatus 3 can enjoy the game progress by operating at
least one of the terminal apparatus 6, the controller 7, and the
board-type controller 9 while viewing the game image displayed on
the monitor 2 and/or the terminal apparatus 6.
[0096] The controller 7 and the board-type controller 9 each
wirelessly transmit transmission data such as operation
information, using, for example, the Bluetooth technology, to the
game apparatus body 5 having a controller communication module 19.
The controller 7 is operation means for performing, for example,
selection of options displayed on the display screen of the monitor
2. The controller 7 includes a housing which is small enough to be
held by one hand, and a plurality of operation buttons (including a
cross key and the like) which are exposed at the surface of the
housing. In addition, as is described later, the controller 7
includes an imaging information calculation section for taking an
image viewed from the controller 7. As exemplary imaging targets of
the imaging information calculation section, two LED modules
(hereinafter referred to as "markers") 8L and 8R are provided in
the vicinity of the display screen of the monitor 2 (above the
screen in FIG. 1). Although details will be described later, a user
(player) is allowed to perform a game operation while moving the
controller 7, and the game apparatus body 5 uses a marker 8 to
calculate the movement, position, attitude and the like of the
controller 7. The marker 8 has two markers 8L and 8R at both ends
thereof. Specifically, the marker 8L (as well as the marker 8R)
includes one or more infrared LEDs (Light Emitting Diodes), and
emits infrared light forward from the monitor 2. The marker 8 is
connected to the game apparatus body 5, so that the game apparatus
body 5 can control the infrared LEDs included in the marker 8 to be
lit on or off. The marker 8 is a portable unit, so that the user is
allowed to place the marker 8 in a given position. Although FIG. 1
shows a case where the marker 8 is placed on the monitor 2, the
location and direction of the marker 8 may be appropriately
selected. Further, the controller 7 is capable of receiving, at a
communication section, transmission data wirelessly transmitted
from the controller communication module 19 of the game apparatus
body 5, to generate a sound or vibration based on the transmission
data.
[0097] In another embodiment, the controller 7 and/or the
board-type controller 9 may be wire-connected to the game apparatus
body 5. Further, in the exemplary embodiment, the game system 1
includes a controller 7 and a board-type controller 9. The game
apparatus body 5, however, is capable of communicating with a
plurality of controllers 7 and a plurality of board-type
controllers 9. Therefore, a plurality of players can play a game
using a predetermined number of controllers 7 and board-type
controller 9 simultaneously.
[0098] The controller 7 includes a housing which is formed by, for
example, plastic molding, and has a plurality of operation sections
(operation buttons) in the housing 71. Then, the controller 7
transmits, to the game apparatus body 5, operation data indicating
the states of inputs provided to the operation sections (indicating
whether or not each operation button has been pressed).
[0099] In addition, the controller 7 has the imaging information
calculation section that analyzes image data of an image captured
by capturing means and determines an area having a high brightness,
and thereby calculates the position of the center of gravity, the
size, and the like of the area. For example, the imaging
information calculation section has capturing means fixed in the
housing of the controller 7, and uses as an imaging target a marker
that outputs infrared light, such as a marker section 65 of the
terminal apparatus 6 and/or the marker 8. The imaging information
calculation section calculates the position of the imaging target
in a captured image captured by the capturing means, and transmits,
to the game apparatus body 5, marker coordinate data indicating the
calculated position. The marker coordinate data varies depending on
the direction (the angle of tilt) or the position of the controller
7, and therefore, the game apparatus body 5 can calculate the
direction and the position of the controller 7 using the marker
coordinate data.
[0100] In addition, the controller 7 includes therein an
acceleration sensor and/or a gyro sensor. The acceleration sensor
detects the acceleration generated in the controller 7 (including
the gravitational acceleration), and transmits, to the game
apparatus body 5, data indicating the detected acceleration. The
acceleration detected by the acceleration sensor varies depending
on the direction (the angle of tilt) or the movement of the
controller 7, and therefore, the game apparatus body 5 can
calculate the direction and the movement of the controller 7 using
the acquired acceleration data. The gyro sensor detects the angular
velocities generated about three axes set in the controller 7, and
transmits, to the game apparatus body 5, angular velocity data
indicating the detected angular velocities. The acceleration
detected by the gyro sensor varies depending on the direction (the
angle of tilt) or the movement of the controller 7, and therefore,
the game apparatus body 5 can calculate the direction and the
movement of the controller 7 using the acquired acceleration data.
As described above, the user is allowed to perform a game operation
by pressing any of the operation sections 72 provided on the
controller 7, and moving the controller 7 so as to change the
position and the attitude (tilt) thereof.
[0101] The controller 7 has a loudspeaker and a vibrator. The
controller 7 processes sound data transmitted from the game
apparatus body 5, and outputs sound corresponding to the sound data
from the loudspeaker. Further, the controller 7 processes vibration
data transmitted from the game apparatus body 5, and generates
vibration by actuating the vibrator in accordance with the
vibration data. It should be noted that in the exemplary embodiment
described later, it is possible to play a game without using the
controller 7. A detailed configuration of the board-type controller
9 will be described later.
[0102] The terminal apparatus 6 is a portable apparatus that is
small enough to be held by the user, and the user is allowed to
move the terminal apparatus 6 with hands, or place the terminal
apparatus 6 at any location. Although a detailed configuration of
the terminal apparatus 6 will be described later, the terminal
apparatus 6 includes an LCD (Liquid Crystal Display) 61 as display
means, and input means (a touch panel 62, a gyro sensor 604, and
the like described later). The terminal apparatus 6 and the game
apparatus body 5 (a terminal communication module 28 (see FIG. 2))
are capable of communicating with each other wirelessly or wired.
The terminal apparatus 6 receives, from the game apparatus body 5,
data of an image (e.g., a game image) generated in the game
apparatus body 5, and displays the image represented by the data on
an LCD 61. Although the LCD 61 is used as a display apparatus in
the exemplary embodiment, the terminal apparatus 6 may include a
given other display apparatus, such as a display apparatus
utilizing EL (Electro Luminescence), for example. Further, the
terminal apparatus 6 transmits, to the game apparatus body 5 having
the terminal communication module 28, operation data representing
the content of an operation performed on the terminal apparatus
6.
[0103] Next, with reference to FIG. 2, the internal configuration
of the game apparatus body 5 is described. FIG. 2 is a block
diagram showing an example of the internal configuration of the
game apparatus body 5. The game apparatus body 5 includes a CPU
(Central Processing Unit) 10, a system LSI (Large Scale
Integration) 11, an external main memory 12, a ROM/RTC (Read Only
Memory/Real Time Clock) 13, a disk drive 14, an AV-IC (Audio
Video-Integrated Circuit) 15 and the like.
[0104] The CPU 10, serving as a game processor, executes a program
stored in the optical disk 4 to perform a process. The CPU 10 is
connected to the system LSI 11. In addition to the CPU 10, the
external main memory 12, the ROM/RTC 13, the disk drive 14, and the
AV-IC 15 are connected to the system LSI 11. The system LSI 11
performs processes such as control of data transmission between the
respective components connected thereto, generation of an image to
be displayed, and acquisition of data from an external apparatus.
The internal configuration of the system LSI 11 will be described
later. The external main memory 12, which is a volatile memory,
stores programs loaded from the optical disk 4 or the flash memory
17, and stores various data. The external main memory 12 is used as
a work area and a buffer area for the CPU 10. The ROM/RTC 13
includes a ROM (so-called boot ROM) incorporating a program for
booting the game apparatus body 5, and a clock circuit (RTC) for
counting time. The disk drive 14 reads, from the optical disk 4,
program data, texture data and the like, and writes the read data
into an internal main memory 35 described below or the external
main memory 12.
[0105] The system LSI 11 includes an input/output processor (I/O
processor) 31, a GPU (Graphics Processor Unit) 32, a DSP (Digital
Signal Processor) 33, a VRAM (Video RAM) 34, and the internal main
memory 35. These components 31 to 35 are connected to each other
via an internal bus (not shown).
[0106] The GPU 32, which is a part of rendering means, generates an
image in accordance with a graphics command (draw command) supplied
from the CPU 10. The VRAM 34 stores data (such as polygon data and
texture data) used by the GPU 32 to execute the graphics command.
When an image is generated, the GPU 32 generates image data using
the data stored in the VRAM 3. In the exemplary embodiment, the
game apparatus body 5 may generate both a game image to be
displayed on the monitor 2 and a game image to be displayed on the
terminal apparatus 6. Hereinafter, the game image to be displayed
on the monitor 2 may be referred to as a "monitor game image", and
the game image to be displayed on the terminal apparatus 6 may be
referred to as a "terminal game image".
[0107] The DSP 33, serving as an audio processor, generates sound
data using sound data and sound waveform (tone quality) data stored
in the internal main memory 35 and the external main memory 12. In
the exemplary embodiment, similarly to the game images, both a game
sound to be output from the loudspeakers 2a of the monitor 2 and a
game sound to be output from the loudspeakers of the terminal
apparatus 6 may be generated. Hereinafter, the game sound to be
output from the monitor 2 may be referred to as a "monitor game
sound", and the game sound to be output from the terminal apparatus
6 may be referred to as a "terminal game sound".
[0108] Among the image data and sound data generated by the game
apparatus body 5, the image data and sound data to be output to the
monitor 2 are read by the AV-IC 15. The AV-IC 15 outputs the read
image data to the monitor 2 via an AV connector 16, and outputs the
read sound data to the loudspeakers 2a included in the monitor 2.
Thereby, an image is displayed on the monitor 2, and a sound is
output from the loudspeakers 2a.
[0109] Further, among the image data and sound data generated by
the game apparatus body 5, the image data and sound data to be
output to the terminal apparatus 6 are transmitted to the terminal
apparatus 6 by the I/O processor 31 or the like. Data transmission
to the terminal apparatus 6 by the I/O processor 31 or the like
will be described later.
[0110] The I/O processor 31 performs data reception and
transmission with the components connected thereto, and download of
data from an external apparatus. The I/O processor 31 is connected
to the flash memory 17, the network communication module 18, the
controller communication module 19, an extension connector 20, a
memory card connector 21, and a codec LSI 27. An antenna 23 is
connected to the controller communication module 19. The codec LSI
27 is connected to the terminal communication module 28, and an
antenna 29 is connected to the terminal communication module
28.
[0111] The game apparatus body 5 is connected to a network such as
the Internet so as to communicate with external information
processing apparatuses (for example, other game apparatuses or
various servers). That is, the I/O processor 31 is connected to a
network via the network communication module 18 and the antenna 22
so as to communicate with external information processing
apparatuses connected to the network. The I/O processor 31 accesses
the flash memory 17 at regular intervals so as to detect for data
to be transmitted to the network. When data to be transmitted is
detected, the data is transmitted to the network via the network
communication module 18 and the antenna 22. Further, the I/O
processor 31 receives, via the network, the antenna 22 and the
network communication module 18, data transmitted from the external
information processing apparatuses or data downloaded from a
download server, and stores the received data in the flash memory
17. The CPU 10 executes a program, and reads the data stored in the
flash memory 17 to use the data for execution of the program. The
flash memory 17 may store not only the data transmitted and
received between the game apparatus body 5 and the external
information processing apparatuses, but also saved data (result
data or progress data of the process) of the game played with the
game apparatus body 5. Further, the flash memory 17 may store
programs such as a game program.
[0112] The game apparatus body 5 can receive operation data from
the controller 7 and/or the board-type controller 9. That is, the
I/O processor 31 receives, via the antenna 23 and the controller
communication module 19, operation data or the like transmitted
from the controller 7 and/or the board-type controller 9, and
stores (temporarily) the data in a buffer region of the internal
main memory 35 or the external main memory 12. Similarly to the
external main memory 12, the internal main memory 35 may store a
program loaded from the optical disk 4 or a program loaded from the
flash memory 17, and various data. The internal main memory 35 may
be used as a work region or buffer region of the CPU 10.
[0113] The game apparatus body 5 is capable of
transmitting/receiving image data, sound data and the like to/from
the terminal apparatus 6. When transmitting a game image (terminal
game image) to the terminal apparatus 6, the I/O processor 31
outputs data of a game image generated by the GPU 32 to the codec
LSI 27. The codec LSI 27 performs a predetermined compression
process on the image data supplied from the I/O processor 31. The
terminal communication module 28 performs wireless communication
with the terminal apparatus 6. Accordingly, the image data
compressed by the codec LSI 27 is transmitted by the terminal
communication module 28 to the terminal apparatus 6 via the antenna
29. In the exemplary embodiment, the codec LSI 27 compresses the
image data using a highly efficient compression technique, for
example, the H.264 standard. The codec LSI 27 may adopt other
compression techniques. When the communication rate is sufficiently
high, uncompressed image data may be transmitted. The terminal
communication module 28 is, for example, a Wi-Fi certified
communication module. The terminal communication module 28 may
perform wireless communication with the terminal apparatus 6 at a
high speed using, for example, the technique of MIMO (Multiple
Input Multiple Output) adopted in the IEEE 802.11n standard, or may
use other communication techniques.
[0114] The game apparatus body 5 transmits, to the terminal
apparatus 6, sound data as well as the image data. That is, the I/O
processor 31 outputs sound data generated by the DSP 33 to the
terminal communication module 28 via the codec LSI 27. The codec
LSI 27 performs a compression process on the sound data in a
similar manner to that for the image data. Any compression
technique may be adopted for the sound data. In another embodiment,
uncompressed sound data may be transmitted. The terminal
communication module 28 transmits the compressed image data and
sound data to the terminal apparatus 6 via the antenna 29.
[0115] The game apparatus body 5 transmits, in addition to the
image data and sound data, various control data to the terminal
apparatus 6, where necessary. The control data represent control
instructions for the components included in the terminal apparatus
6, such as an instruction to control on/off of a marker section (a
marker section 65 shown in FIG. 5), and an instruction to control
image taking of a camera (a camera 66 shown in FIG. 10). The I/O
processor 31 transmits the control data to the terminal apparatus 6
in response to an instruction from the CPU 5. In the exemplary
embodiment, the codec LSI 27 does not perform a data compression
process on the control data. Alternatively, in another embodiment,
the codec LSI 27 may perform a compression process on the control
data. The above data transmitted from the game apparatus body 5 to
the terminal apparatus 6 may be encrypted where necessary, or may
not be encrypted.
[0116] The game apparatus body 5 can receive various data from the
terminal apparatus 6. Although details will be described later, in
the exemplary embodiment, the terminal apparatus 6 transmits
operation data, image data, and sound data. The respective data
transmitted from the terminal apparatus 6 are received by the
terminal communication module 28 via the antenna 29. The image data
and sound data transmitted from the terminal apparatus 6 have been
subjected to a similar compression process to that for the image
data and sound data transmitted from the game apparatus body 5 to
the terminal apparatus 6. Accordingly, these image data and sound
data are transmitted from the terminal communication module 28 to
the codec LSI 27, and subjected to a decompression process by the
codec LSI 27. The decompressed data are output to the I/O processor
31. On the other hand, the operation data transmitted from the
terminal apparatus 6 is smaller in amount than the image data and
sound data, and therefore, the operation data does not need to be
compressed. The operation data may be encrypted where necessary, or
may not be encrypted. Accordingly, the operation data, which has
been received by the terminal communication module 28, is output to
the I/O processor 31 via the codec LSI 27. The I/O processor 31
stores (temporarily) the data received from the terminal apparatus
6 in the buffer region of the internal main memory 35 or the
external main memory 12.
[0117] The game apparatus body 5 is connectable to other devices
and external storage media. That is, an extension connector 20 and
a memory card connector 21 are connected to the I/O processor 31.
The expansion connector 20 is an interface connector as typified by
a USB and an SCSI, and is capable of performing communication with
the network, instead of the network communication module 18, by
connecting thereto a medium such as an external storage medium, a
peripheral device such as another controller, or a wired
communication connector. The memory card connector 21 is a
connector for connecting thereto an external storage medium such as
a memory card. For example, the I/O processor 31 accesses the
external storage medium via the expansion connector 20 or the
memory card connector 21 to save or read data.
[0118] The game apparatus body 5 includes (on the front main
surface thereof, for example) a power button 24, a reset button 25,
an insertion slot in which the optical disk 4 is inserted, an eject
button 26 for ejecting the optical disk 4 from the insertion slot
of the game apparatus body 5, and the like. The power button 24 and
the reset button 25 are connected to the system LSI 11. When the
power button 24 is turned on, the respective components of the game
apparatus body 5 are supplied with power. When the reset button 25
is pressed, the system LSI 11 re-executes the boot program of the
game apparatus body 5. The eject button 26 is connected to the disk
drive 14. When the eject button 26 is pressed, the optical disk 4
is ejected from the disk drive 14.
[0119] In another embodiment, some of the components of the game
apparatus body 5 may be constituted as an extension device
separated from the game apparatus body 5. At this time, the
extension device may be connected to the game apparatus body 5 via
the extension connector 20. Specifically, the extension device may
include, for example, the codec LSI 27, the terminal communication
module 28, and the antenna 29, and may be detachably connected to
the extension connector 20. Thus, by connecting the extension
device to the game apparatus body which does not have the above
components, the game apparatus body can be made capable of
communicating with the terminal apparatus 6.
[0120] Next, with reference to FIGS. 3 through 5, the configuration
of the terminal apparatus 6 is described. FIG. 3 is a diagram
showing an example of the external configuration of the terminal
apparatus 6. More specifically, (a) of FIG. 3 is a front view of
the terminal apparatus 6, (b) of FIG. 3 is a top view, (c) of FIG.
3 is a right side view, and (d) of FIG. 3 is a bottom view. FIG. 4
shows an example of the state where a user holds the terminal
apparatus 6 with both hands.
[0121] As shown in FIG. 3, the terminal apparatus 6 includes a
housing 60 which generally has a horizontally long plate-like
rectangular shape. The housing 60 is small enough to be held by the
user. Therefore, the user is allowed to move the terminal apparatus
6 with hands, and change the location of the terminal apparatus
6.
[0122] The terminal apparatus 6 includes an LCD 61 on a front
surface of the housing 60. The LCD 61 is provided near the center
of the front surface of the housing 60. Therefore, as shown in FIG.
4, the user, holding the housing 60 at portions to the left and
right of the LCD 61, is allowed to move the terminal apparatus 6
while viewing a screen of the LCD 61. FIG. 4 shows an example where
the user holds the terminal apparatus 6 horizontally (i.e., with
the longer sides of the terminal apparatus 6 being oriented
horizontally) by holding the housing 60 at portions to the left and
right of the LCD 61. The user, however, may hold the terminal
apparatus 6 vertically (i.e., with the longer sides of the terminal
apparatus 6 being oriented vertically).
[0123] As shown in (a) of FIG. 3, the terminal apparatus 6
includes, as operation means, a touch panel 62 on the screen of the
LCD 61. In the exemplary embodiment, the touch panel 62 is, but is
not limited to, a resistive film type touch panel. However, a touch
panel of a given type, such as electrostatic capacitance type, may
be used. The touch panel 62 may be of single touch type or multiple
touch type. In the exemplary embodiment, the touch panel 62 has the
same resolution (detection accuracy) as that of the LCD 61. The
resolution of the touch panel 62 and the resolution of the LCD 61,
however, do not need to be the same. Although an input to the touch
panel 62 is usually performed using a touch pen, in addition to the
touch pen, a finger of the user may be used to perform an input to
the touch panel 62. The housing 60 may have an opening for
accommodating the touch pen used to perform an operation to the
touch panel 62. The terminal apparatus 6 has the touch panel 62,
and therefore, the user is allowed to operate the touch panel 62
while moving the terminal apparatus 6. That is, the user is allowed
to directly (using the touch panel 62) perform an input to the
screen of the LCD 61 while moving the LCD 61.
[0124] As shown in FIG. 3, the terminal apparatus 6 has, as
operation means, two analog sticks 63A and 63B, and a plurality of
operation buttons 64A through 64L. The analog sticks 63A and 63B
are each a device for designating a direction. The analog sticks
63A and 63B are each configured such that a stick part thereof to
be operated by a finger of the user is slidable or tiltable in a
given direction (at a given angle in a given direction such as the
upward, the downward, the leftward, the rightward, or the diagonal
direction) with respect to the front surface of the housing 60. The
left analog stick 63A is provided to the left of the screen of the
LCD 61, and the right analog stick 63B is provided to the right of
the screen of the LCD 61. Therefore, the user is allowed to perform
an input for designating a direction using the analog stick 63A or
63B with either the left or right hand. Further, as shown in FIG.
4, the analog sticks 63A and 63B are positioned so as to be
operated by the user holding the left and right portions of the
terminal apparatus 6. Therefore, the user is allowed to easily
operate the analog sticks 63A and 63B when the user holds and moves
the terminal apparatus 6.
[0125] The operation buttons 64A through 64L are each operation
means for performing a predetermined input. As described below, the
operation buttons 64A through 64L are positioned so as to be
operated by the user holding the left and right portions of the
terminal apparatus 6 (see FIG. 4). Accordingly, the user is allowed
to easily operate the operation means when the user holds and moves
the terminal apparatus 6.
[0126] As shown in (a) of FIG. 3, among the operation buttons 64A
through 64L, the cross button (direction input button) 64A and the
operation buttons 64B through 64H are provided on the front surface
of the housing 60. The operation buttons 64A through 64H are
positioned so as to be operated by a thumb of the user (see FIG.
4).
[0127] The cross button 64A is provided to the left of the LCD 61
and beneath the left analog stick 63A. That is, the cross button
64A is positioned so as to be operated by the left hand of the
user. The cross button 64A is cross-shaped, and is capable of
indicating an upward, a downward, a leftward, or a rightward
direction. The operation buttons 64B through 64D are provided
beneath the LCD 61. The three operation buttons 64B through 64D are
positioned so as to be operated by the right and left hands of the
user. The four operation buttons 64E through 64H are provided to
the right of the LCD 61 and beneath the right analog stick 63B.
That is, the four operation buttons 64E through 64H are positioned
so as to be operated by the right hand of the user. Further, the
four operation buttons 64E through 64H are positioned upward,
downward, leftward, and rightward, respectively, with respect to a
center position of the four operation buttons. Accordingly, the
terminal apparatus 6 may cause the four operation buttons 64E
through 64H to function as buttons which allow the user to
designate an upward, a downward, a leftward, or a rightward
direction.
[0128] As shown in (a), (b), and (c) of FIG. 3, a first L button
641 and a first R button 64J are provided on diagonal upper
portions (an upper left portion and an upper right portion) of the
housing 60. Specifically, the first L button 641 is provided on the
left end of the upper side surface of the plate-shaped housing 60
so as to protrude from the upper and left side surfaces. The first
R button 64J is provided on the right end of the upper side surface
of the housing 60 so as to protrude from the upper and right side
surfaces. In this way, the first L button 641 is positioned so as
to be operated by the index finger of the left hand of the user,
and the first R button 64J is positioned so as to be operated by
the index finger of the right hand of the user (see FIG. 4).
[0129] As shown in (b) and (c) of FIG. 3, leg parts 68A and 68B are
provided so as to protrude from a rear surface (i.e., a surface
reverse of the front surface on which the LCD 61 is provided) of
the plate-shaped housing 60, and a second L button 64K and a second
R button 64L are provided so as to protrude from the leg parts 68A
and 68B, respectively. Specifically, the second L button 64K is
provided at a slightly upper position on the left side (the left
side as viewed from the front surface side) of the rear surface of
the housing 60, and the second R button 64L is provided at a
slightly upper position on the right side (the right side as viewed
from the front-surface side) of the rear surface of the housing 60.
In other words, the second L button 64K is provided at a position
substantially opposite to the left analog stick 63A provided on the
front surface, and the second R button 64L is provided at a
position substantially opposite to the right analog stick 63B
provided on the front surface. The second L button 64K is
positioned so as to be operated by the middle finger of the left
hand of the user, and the second R button 64L is positioned so as
to be operated by the middle finger of the right hand of the user
(see FIG. 4). Further, as shown in (c) of FIG. 3, the leg parts 68A
and 68B each have a surface facing obliquely upward, and the second
L button 64K and the second R button 64L are provided on the
oblique surfaces of the leg parts 68A and 68B, respectively. Thus,
the second L button 64K and the second R button 64L have button
surfaces facing obliquely upward. It is supposed that the middle
finger of the user moves vertically when the user holds the
terminal apparatus 6, and therefore, the upward facing button
surfaces allow the user to easily press the second L button 64K and
the second R button 64L. Further, the leg parts 68A and 68B
provided on the rear surface of the housing 60 allow the user to
easily hold the housing 60. Moreover, the operation buttons
provided on the leg parts 68A and 68B allow the user to easily
perform operation while holding the housing 60.
[0130] In the terminal apparatus 6 shown in FIG. 3, the second L
button 64K and the second R button 64L are provided on the rear
surface of the housing 60. Therefore, if the terminal apparatus 6
is placed with the screen of the LCD 61 (the front surface of the
housing 60) facing upward, the screen of the LCD 61 may not be
perfectly horizontal. Accordingly, in another embodiment, three or
more leg parts may be provided on the rear surface of the housing
60. In this case, if the terminal apparatus 6 is placed on a floor
with the screen of the LCD 61 facing upward, the three or more leg
parts contact the floor. Thus, the terminal apparatus 6 can be
placed with the screen of the LCD 61 being horizontal. Such a
horizontal placement of the terminal apparatus 6 may be achieved by
providing detachable leg parts on the rear surface of the housing
60.
[0131] The respective operation buttons 64A through 64L are
assigned functions, where necessary, in accordance with a game
program. For example, the cross button 64A may be used for
direction designation operation, selection operation, and the like,
and the operation buttons 64E through 64H may be used for
determination operation, cancellation operation, and the like.
[0132] The terminal apparatus 6 includes a power button (not shown)
for turning on/off the power of the terminal apparatus 6. The
terminal apparatus 6 may include an operation button for turning
on/off screen display of the LCD 61, an operation button for
performing connection setting (pairing) with the game apparatus
body 5, and an operation button for adjusting the volume of
loudspeakers (loudspeakers 607 shown in FIG. 5).
[0133] As shown in (a) of FIG. 3, the terminal apparatus 6 includes
a marker section (a marker section 65 shown in FIG. 5) including a
marker 65A and a marker 65B, on the front surface of the housing
60. For example, the marker section 65 is provided above the LCD
61. The markers 65A and 65B are each constituted by one or more
infrared LEDs, like the markers 8L and 8R of the marker 8. The
marker section 65 is used, like the marker 8, for causing the game
apparatus body 5 to calculate a movement or the like of the
controller 7 with respect to the marker section 65. The game
apparatus body 5 is capable of controlling the infrared LEDs of the
marker section 65 to be on or off.
[0134] The terminal apparatus 6 includes a camera 66 as imaging
means. The camera 66 includes an image pickup element (e.g., a CCD
image sensor or a CMOS image sensor) having a predetermined
resolution, and a lens. For example, the camera 66 is provided on
the front surface of the housing 60. Accordingly, the camera 66 is
capable of taking an image of the face of the user holding the
terminal apparatus 6. For example, the camera 66 is capable of
taking an image of the user playing a game while viewing the LCD
61.
[0135] The terminal apparatus 6 has a microphone (a microphone 609
shown in FIG. 5) as sound input means. A microphone hole 60b is
provided in the front surface of the housing 60. The microphone 609
is embedded in the housing 60 at a position inside the microphone
hole 60b. The microphone 609 detects for a sound, such as user's
voice, around the terminal apparatus 6.
[0136] The terminal apparatus 6 has loudspeakers (loudspeakers 607
shown in FIG. 5) as sound output means. As shown in (d) of FIG. 3,
speaker holes 60a are provided in the lower side surface of the
housing 60. A sound is output through the speaker holes 60a from
the loudspeakers 607. In the exemplary embodiment, the terminal
apparatus 6 has two loudspeakers, and the speaker holes 60a are
provided at positions corresponding to a left loudspeaker and a
right loudspeaker.
[0137] The terminal apparatus 6 includes an extension connector 67
for connecting another device to the terminal apparatus 6. In the
exemplary embodiment, as shown in (d) of FIG. 3, the extension
connector 67 is provided in the lower side surface of the housing
60. Any device may be connected to the extension connection 67. For
example, a controller (a gun-shaped controller or the like) used
for a specific game or an input device such as a keyboard may be
connected to the extension connector 67. If another device does not
need to be connected, the extension connector 67 does not need to
be provided.
[0138] In the terminal apparatus 6 shown in FIG. 3, the shapes of
the operation buttons and the housing 60, the number of the
respective components, and the positions in which the components
are provided are merely examples. The shapes, numbers, and
positions may be different from those described above.
[0139] Next, with reference to FIG. 5, the internal configuration
of the terminal apparatus 6 is described. FIG. 5 is a block diagram
showing an example of the internal configuration of the terminal
apparatus 6. As shown in FIG. 5, the terminal apparatus 6 includes,
in addition to the components shown in FIG. 3, a touch panel
controller 601, a magnetic sensor 602, a gyro sensor 604, a user
interface controller (UI controller) 605, a codec LSI 606,
loudspeakers 607, a sound IC 608, a microphone 609, a wireless
module 610, an antenna 611, an infrared communication module 612, a
flash memory 613, a power supply IC 614, a battery 615, and a
vibrator 619. These electronic components are mounted on an
electronic circuit board and accommodated in the housing 60.
[0140] The UI controller 605 is a circuit for controlling data
input to various input/output sections and data output from various
input/output sections. The UI controller 605 is connected to the
touch panel controller 601, the analog stick 63(the analog sticks
63A and 63B), the operation button 64 (the operation buttons 64A
through 64L), the marker section 65, the magnetic sensor 602, the
acceleration sensor 603, the gyro sensor 604, and the vibrator 619.
Further, the UI controller 605 is connected to the codec LSI 606
and the extension connector 67. The power supply IC 614 is
connected to the UI controller 605, so that power is supplied to
the respective components through the UI controller 605. The
internal battery 615 is connected to the power supply IC 614, so
that power is supplied from the battery 615. Further, a battery
charger 616 or a cable, which is supplied with power from an
external power supply, may be connected to the power supply IC 614
via a connector or the like. In this case, the terminal apparatus 6
can be supplied with power and charged from the external power
supply using the battery charger 616 or the cable. Charging of the
terminal apparatus 6 may be performed by setting the terminal
apparatus 6 on a cradle (not shown) having a charging function.
[0141] The touch panel controller 601 is a circuit which is
connected to the touch panel 62 and controls the touch panel 62.
The touch panel controller 601 generates a predetermined form of
touch position data, on the basis of a signal from the touch panel
62, and outputs the touch position data to the UI controller 605.
The touch position data represents coordinates of a position at
which an input is performed on an input surface of the touch panel
62. The touch panel controller 601 reads a signal from the touch
panel 62 and generates touch position data every predetermined
period of time. Further, various control instructions on the touch
panel 62 are output from the UI controller 605 to the touch panel
controller 601.
[0142] The analog stick 63 outputs, to the UI controller 605, stick
data representing a direction in which the stick part operated by a
finger of the user slides (or tilts), and the amount of the sliding
(tilting). The operation button 64 outputs, to the UI controller
605, operation button data representing an input state of each of
the operation buttons 64A through 64L (whether or not the operation
button is pressed).
[0143] The magnetic sensor 602 detects the magnitude and direction
of a magnetic field to detect an orientation. Orientation data
representing the detected orientation is output to the UI
controller 605. The UI controller 605 outputs, to the magnetic
sensor 602, a control instruction for the magnetic sensor 602.
Examples of the magnetic sensor 602 include: an MI (Magnetic
Impedance) sensor, a fluxgate sensor, a hall sensor, a GMR (Giant
Magneto Resistance) sensor, a TMR (Tunneling Magneto Resistance)
sensor, and an AMR (Anisotropic Magneto Resistance) sensor. Any
sensor, however, may be adopted as long as the sensor can detect an
orientation. Strictly speaking, the obtained orientation data does
not represent an orientation in a place where a magnetic field is
generated in addition to the geomagnetism. Even in such a case, it
is possible to calculate a change in the attitude of the terminal
apparatus 6 because the orientation data changes when the terminal
apparatus 6 moves.
[0144] The acceleration sensor 603 is provided inside the housing
60. The acceleration sensor 603 detects the magnitudes of linear
accelerations along three axial directions (the x-axis, y-axis, and
z-axis directions shown in (a) of FIG. 3). Specifically, in the
acceleration sensor 603, the long side direction of the housing 60
is defined as the x-axis direction (in the state where the marker
section 65 is placed above the LCD 61, the right direction along
the long side direction when facing the display screen of the LCD
61 is defined as an x-axis positive direction), the short side
direction of the housing 60 is defined as the y-axis direction (in
the state where the marker section 65 is placed above the LCD 61,
the up direction along the short side direction when facing the
display screen of the LCD 61 is a y-axis positive direction), and
the direction orthogonal to the front surface of the housing 60 is
defined as the z-axis direction (the perspective direction of the
display screen of the LCD 61 is defined as a z-axis positive
direction), thereby detecting the magnitudes of the linear
accelerations in the respective axis directions. Acceleration data
representing the detected accelerations is output to the UI
controller 605. The UI controller 605 outputs, to the acceleration
sensor 603, a control instruction for the acceleration sensor 603.
In the exemplary embodiment, the acceleration sensor 603 is, for
example, an electrostatic capacitance type MEMS acceleration
sensor. In another embodiment, however, another type of
acceleration sensor may be used. Further, the acceleration sensor
603 may be an acceleration sensor for detecting the magnitude of
acceleration in one axial direction or two axial directions.
[0145] The gyro sensor 604 is provided inside the housing 60. The
gyro sensor 604 detects the angular velocities about the three axes
(the x, y, and z axes described above). Angular velocity data
representing the detected angular velocities is output to the UI
controller 605. The UI controller 605 outputs, to the gyro sensor
604, a control instruction for the gyro sensor 604. Any number and
any combination of gyro sensors may be used as long as the angular
velocities about three axes are detected. The gyro sensor 604 may
be constituted by a two-axis gyro sensor and a one-axis gyro
sensor. Alternatively, the gyro sensor 604 may be a gyro sensor for
detecting the angular velocity about one axis or two axes.
[0146] The vibrator 619 is, for example, a vibration motor or a
solenoid. The vibrator 619 is connected to the UI controller 605.
The terminal apparatus 6 is vibrated by actuating the vibrator 619
in accordance with a control instruction outputted from the UI
controller 605 to the vibrator 619. The vibration of the terminal
apparatus 6 is transmitted to the user's hand holding the terminal
apparatus 6. Thus, a so-called vibration-feedback game is
achieved.
[0147] The UI controller 605 outputs, to the codec LSI 606, the
operation data including the touch position data, the stick data,
the operation button data, the orientation data, the acceleration
data, and the angular velocity data, which have been received from
the respective components. If another device is connected to the
terminal apparatus 6 through the extension connector 67, data
representing operation to said another device may be included in
the operation data.
[0148] The codec LSI 606 is a circuit for performing a compression
process on data to be transmitted to the game apparatus body 5, and
a decompression process on data transmitted from the game apparatus
body 5. The LCD 61, the camera 66, the sound IC 608, the wireless
module 610, the flash memory 613, and the infrared communication
module 612 are connected to the codec LSI 606. The codec LSI 606
includes a CPU 617 and an internal memory 618. Although the
terminal apparatus 6 is configured not to perform game processing,
the terminal apparatus 6 may execute a program for managing the
terminal apparatus 6 or a program for communication. For example, a
program stored in the flash memory 613 is loaded into the internal
memory 618 and executed by the CPU 617 when the terminal apparatus
6 is powered on, thereby starting up the terminal apparatus 6. A
part of the area of the internal memory 618 is used as a VRAM for
the LCD 61.
[0149] The camera 66 takes an image in accordance with an
instruction from the game apparatus body 5, and outputs data of the
taken image to the codec LSI 606. The codec LSI 606 outputs, to the
camera 66, a control instruction for the camera 66, such as an
instruction to take an image. The camera 66 is also capable of
taking a moving picture. That is, the camera 66 is capable of
repeatedly performing image taking, and repeatedly outputting image
data to the codec LSI 606.
[0150] The sound IC 608 is connected to the loudspeakers 607 and
the microphone 609. The sound IC 608 is a circuit for controlling
input of sound data from the microphone 609 to the codec LSI 606
and output of sound data from the codec LSI 606 to the loudspeakers
607. Specifically, when the sound IC 608 receives sound data from
the codec LSI 606, the sound IC 608 performs D/A conversion on the
sound data, and outputs a resultant sound signal to the
loudspeakers 607 to cause the loudspeakers 607 to output a sound.
The microphone 609 detects sound (such as user's voice) propagated
to the terminal apparatus 6, and outputs a sound signal
representing the sound to the sound IC 608. The sound IC 608
performs A/D conversion on the sound signal from the microphone
609, and outputs a predetermined form of sound data to the codec
LSI 606.
[0151] The codec LSI 606 transmits the image data from the camera
66, the sound data from the microphone 609, and the operation data
from the UI controller 605 (terminal operation data), to the game
apparatus body 5 through the wireless module 610. In the exemplary
embodiment, the codec LSI 606 subjects the image data and the sound
data to a compression process similar to that performed by the
codec LSI 27. The compressed image data and sound data, and the
terminal operation data are output to the wireless module 610 as
transmission data. The antenna 611 is connected to the wireless
module 610, and the wireless module 610 transmits the transmission
data to the game apparatus body 5 through the antenna 611. The
wireless module 610 has the same function as the terminal
communication module 28 of the game apparatus body 5. That is, the
wireless module 610 has a function of connecting to a wireless LAN
by a method based on, for example, the IEEE 802.11n standard. The
data transmitted from the wireless module 610 may be encrypted
where necessary, or may not be encrypted.
[0152] As described above, the transmission data transmitted from
the terminal apparatus 6 to the game apparatus body 5 includes the
operation data (terminal operation data), the image data, and the
sound data. If another device is connected to the terminal
apparatus 6 through the extension connector 67, data received from
said another device may be included in the transmission data. The
infrared communication module 612 performs, with another device,
infrared communication based on, for example, the IRDA standard.
The codec LSI 606 may include, in the transmission data, data
received by the infrared communication, and transmit the
transmission data to the game apparatus body 5, where
necessary.
[0153] As described above, the compressed image data and sound data
are transmitted from the game apparatus body 5 to the terminal
apparatus 6. These data are received by the codec LSI 606 through
the antenna 611 and the wireless module 610. The codec LSI 606
decompresses the received image data and sound data. The
decompressed image data is output to the LCD 61, and an image
according to the image data is displayed on the LCD 61. On the
other hand, the decompressed sound data is output to the sound IC
608, and a sound based on the sound data is output from the
loudspeakers 607.
[0154] When control data is included in the data received from the
game apparatus body 5, the codec LSI 606 and the UI controller 605
make control instructions for the respective components, according
to the control data. As described above, the control data
represents control instructions for the respective components (in
the exemplary embodiment, the camera 66, the touch panel controller
601, the marker section 65, the sensors 602 to 604, the vibrator
619, and the infrared communication module 612) included in the
terminal apparatus 6. In the exemplary embodiment, the control
instructions represented by the control data are considered to be
instructions to start and halt (stop) the operations of the above
components. That is, some components which are not used for a game
may be halted to reduce power consumption. In this case, data from
the halted components are not included in the transmission data
transmitted from the terminal apparatus 6 to the game apparatus
body 5. The marker section 65 is constituted by infrared LEDs, and
therefore, the marker section 65 is controlled by simply turning
on/off the supply of power thereto.
[0155] As described above, the terminal apparatus 6 includes the
operation means such as the touch panel 62, the analog sticks 63,
and the operation buttons 64. Alternatively, in another embodiment,
the terminal apparatus 6 may include other operation means instead
of or in addition to these operation means.
[0156] The terminal apparatus 6 includes the magnetic sensor 602,
the acceleration sensor 603, and the gyro sensor 604 as sensors for
calculating the movement (including the position and the attitude,
or a change in the position or the attitude) of the terminal
apparatus 6. Alternatively, in another embodiment, the terminal
apparatus 6 may include one or two of these sensors. In still
another embodiment, the terminal apparatus 6 may include other
sensors instead of or in addition to these sensors.
[0157] The terminal apparatus 6 includes the camera 66 and the
microphone 609. Alternatively, in another embodiment, the terminal
apparatus 6 may not include the camera 66 and the microphone 609,
or may include either of the cameral 66 and the microphone 609.
[0158] The terminal apparatus 6 includes the marker section 65 as a
component for calculating the positional relation between the
terminal apparatus 6 and the controller 7 (such as the position
and/or the attitude of the terminal apparatus 6 as viewed from the
controller 7). Alternatively, in another embodiment, the terminal
apparatus 6 may not include the marker section 65. In still another
embodiment, the terminal apparatus 6 may include other means as a
component for calculating the above positional relation. For
example, the controller 7 may include a marker section, and the
terminal apparatus 6 may include an image pickup element. In this
case, the marker 8 may include an image pickup element instead of
an infrared LED.
[0159] Next, with reference to FIGS. 6 through 8, the configuration
of the board-type controller 9 is described. FIG. 6 is a
perspective view illustrating an example of the appearance of the
board-type controller 9 shown in FIG. 1. As shown in FIG. 6, the
board-type controller 9 includes a platform 9a on which a user
stands (on which the user places their feet), and at least four
load sensors 94a through 94d for detecting a load applied to the
platform 9a. Each of the load sensors 94a through 94d is embedded
in the platform 9a (see FIG. 7), and the positions where the load
sensors 94a through 94d are provided are indicated by dotted lines
in FIG. 6. In the following description, the four load sensors 94a
through 94d may be collectively referred to as a load sensor
94.
[0160] The platform 9a is formed in the shape of substantially a
rectangular parallelepiped, and is in the shape of substantially a
rectangle as viewed from the top. For example, the short side of
the rectangular shape of the platform 9a is approximately 30 cm,
and the long side thereof is approximately 50 cm. The upper surface
of the platform 9a is flat, and has a pair of planes on which the
user stands with the bottoms of their feet contacting thereto.
Specifically, the upper surface of the platform 9a has a plane (a
back-left region enclosed with a double line in FIG. 6) on which
the user's left foot is placed, and a plane (a front-right region
enclosed with a double line in FIG. 6) on which the user's right
foot is placed. The platform 9a has, at four corners thereof, side
surfaces each partially projecting outward in a cylindrical
shape.
[0161] In the platform 9a, the four load sensors 94a through 94d
are arranged at predetermined intervals. In the exemplary
embodiment, the four load sensors 94a through 94d are arranged on
the periphery of the platform 9a, more specifically, at the four
corners of the platform 9a. The intervals of the load sensors 94a
through 94d are appropriately set such that the load sensors 94a
through 94d can accurately detect the intention of a game operation
which is expressed by a manner of applying a load to the platform
9a by the user.
[0162] FIG. 7 shows an example of a cross-sectional view of the
board-type controller 9, taken along line A-A in FIG. 6, and an
example of an enlarged view of a corner part where a load sensor 94
is arranged. In FIG. 7, the platform 9a includes a support plate 90
on which the user stands, and legs 92. The load sensors 94a through
94d are provided in positions where the legs 92 are provided. In
the exemplary embodiment, the four legs 92 are provided at the four
corners, and therefore, the four load sensors 94a through 94d are
also provided at the corresponding four corners. Each leg 92 is
formed by plastic molding in the shape of substantially a cylinder
with a base. Each load sensor 94 is located on a spherical part 92a
provided on the base of the corresponding leg 92. The support plate
90 is supported by the legs 92 via the load sensors 94.
[0163] The support plate 90 includes an upper plate 90a forming an
upper surface and an upper side surface portion, a lower plate 90b
forming a lower surface and a lower side surface portion, and an
intermediate plate 90c provided between the upper plate 90a and the
lower plate 90b. The upper plate 90a and the lower plate 90b are
formed by, for example, plastic molding, and are integrated using
an adhesive or the like. The intermediate plate 90c is, for
example, formed of a single metal plate by press forming The
intermediate plate 90c is fixed onto the four load sensors 94a
through 94d. The upper plate 90a has, on a lower surface thereof, a
grid-patterned rib (not shown), and is supported by the
intermediate plate 90c via the rib. Therefore, when the user stands
on the platform 9a, the load is transferred to the four legs 92 via
the support plate 90 and the load sensors 94a through 94d. As
indicated by arrows in FIG. 7, a reaction from a floor, which is
generated by the input load, is transferred from the legs 92
through the spherical parts 92a, the load sensors 94a through 94d
and the intermediate plate 90c to the upper plate 90a.
[0164] Each load sensor 94 is, for example, a strain gauge (strain
sensor) load cell, which is a load converter for converting an
input load to an electrical signal. In the load sensor 94, a
strain-generating body 95 is deformed according to an input load,
resulting in a strain. The strain is converted into a change of
electrical resistance and then converted into a change of voltage
by a strain sensor 96 attached to the strain-generating body 95.
Therefore, the load sensor 94 outputs, from an output terminal
thereof, a voltage signal indicating the input load.
[0165] The load sensor 94 may be of other types, such as a tuning
fork type, a string vibration type, an electrostatic capacitance
type, a piezoelectric type, a magnetostrictive type, and a
gyroscopic type.
[0166] Referring back to FIG. 6, the board-type controller 9
further includes a power button 9c. When the power button 9c is
operated (e.g., when the power button 9c is pressed) in the state
where the board-type controller 9 is not activated, power is
supplied to each of circuit components (see FIG. 8) of the
board-type controller 9. There are, however, cases in which the
board-type controller 9 is powered on in accordance with an
instruction from the game apparatus body 5 and thereby supply of
power to the circuit components is started. The board-type
controller 9 may be automatically powered off when a state where
the user does not stand thereon continues for a predetermined
period of time (e.g., 30 sec) or more. Further, when the power
button 9c is again operated in the state where the board-type
controller 9 is in the active state, the board-type controller 9
may be powered off to stop supply of power to the circuit
components.
[0167] FIG. 8 is a block diagram showing an example of an
electrical configuration of the board-type controller 9. In FIG. 8,
flows of signals and data are indicated by solid arrows, and supply
of power is indicated by dotted arrows.
[0168] As shown in FIG. 8, the board-type controller 9 includes a
microcomputer 100 for controlling the operation thereof The
microcomputer 100 includes a CPU, a ROM, a RAM, and the like, which
are not shown. The CPU controls the operation of the board-type
controller 9 in accordance with a program stored in the ROM.
[0169] The power button 9c, an AD converter 102, a DC-DC converter
104, and a wireless module 106 are connected to the microcomputer
100. An antenna 106a is connected to the wireless module 106. The
four load sensors 94a through 94d are connected to the AD converter
102 via amplifiers 108.
[0170] Further, the board-type controller 9 includes a battery 110
for supplying power to the circuit components. In another
embodiment, an AC adapter may be connected to the board-type
controller 9 instead of the battery 110 so that commercial power is
supplied to the circuit components. In this case, instead of the
DC-DC converter 104, a power circuit, which converts alternating
current into direct current and lowers and rectifies a
direct-current voltage, needs to be provided in the board-type
controller 9. In the exemplary embodiment, power is supplied
directly from the battery 110 to the microcomputer 100 and the
wireless module 106. In other words, power is constantly supplied
from the battery 110 to the wireless module 106 and some components
(such as the CPU) in the microcomputer 100 to detect whether or not
the power button 9c is turned on and whether or not a command that
instructs power-on is transmitted from the game apparatus body 5.
On the other hand, power is supplied from the battery 110 through
the DC-DC converter 104 to the load sensors 94a through 94d, the AD
converter 102, and the amplifiers 108. The DC-DC converter 104
converts a voltage value of direct current supplied from the
battery 110 into a different voltage value, and supplies the
resultant direct current to the load sensors 94a through 94d, the
AD converter 102, and the amplifiers 108.
[0171] Supply of power to the load sensors 94a through 94d, the A/D
converter 102 and the amplifiers 108 may be performed where
necessary by the microcomputer 100 that controls the DC-DC
converter 104. Specifically, when the microcomputer 100 determines
that it is necessary to operate the load sensors 94a through 94d to
detect a load, the microcomputer 100 may control the DC-DC
converter 104 to supply power to the load sensors 94a through 94d,
the A/D converter 102 and the amplifiers 108.
[0172] When power is supplied to the load sensors 94a through 94d,
the load sensors 94a through 94d each output a signal indicating a
load inputted thereto. These signals are amplified by the
respective amplifiers 108, and converted from analog signals into
digital data by the A/D converter 102. The digital data is input to
the microcomputer 100. The detected values of the load sensors 94a
through 94d are given identification information of the load
sensors 94a through 94d, so that the load sensors 94a through 94d
can be identified from the corresponding detected values. Thus, the
microcomputer 100 can acquire the data indicating the detected load
values of the four load sensors 94a through 94d at the same
time.
[0173] On the other hand, when the microcomputer 100 determines
that it is not necessary to operate the load sensors 94a through
94d, i.e., when it is not the time for load detection, the
microcomputer 100 controls the DC-DC converter 104 to stop supply
of power to the load sensors 94a through 94d, the A/D converter
102, and the amplifiers 108. Thus, the board-type controller 9 can
operate the load sensors 94a through 94d to detect a load or a
distance only when it is required, resulting in a reduction in
power consumption for load detection.
[0174] Load detection is typically required when the game apparatus
body 5 (FIG. 1) needs to acquire load data. For example, when game
apparatus body 5 requires load information, the game apparatus body
5 transmits an information acquisition command to the board-type
controller 9. When the microcomputer 100 receives the information
acquisition command from the game apparatus body 5, the
microcomputer 100 controls the DC-DC converter 104 to supply power
to the load sensors 94a through 94d and the like, thereby detecting
a load. On the other hand, when the microcomputer 100 does not
receive a load acquisition command from the game apparatus body 5,
the microcomputer 100 controls the DC-DC converter 104 to stop
supply of power to the load sensors 94a through 94d and the
like.
[0175] The microcomputer 100 may control the DC-DC converter 104 on
the basis of a determination that the time of load detection
arrives at predetermined intervals. When such periodic load
detection is performed, information regarding the constant time
period may be supplied and stored from the game apparatus body 5 to
the microcomputer 100 of the board-type controller 9 when the game
is started, or it may be preinstalled in the microcomputer 100.
[0176] The data indicating the detected values from the load
sensors 94a through 94d are transmitted as board operation data
(input data) for the board-type controller 9 from the microcomputer
100 via the radio module 106 and an antenna 106b to the game
apparatus body 5. For example, when the microcomputer 100 has
performed load detection according to a command from the game
apparatus body 5, the microcomputer 100 transmits the detected
value data of the load sensors 94a through 94d to the game
apparatus body 5 on receipt of the detected value data from the A/D
converter 102. The microcomputer 100 may transmit the detected
value data to the game apparatus body 5 at predetermined intervals.
If the interval of the data transmission is longer than the
interval of the load detection, data containing load values which
have been detected at a plurality of detection times up to the
subsequent time of transmission may be transmitted.
[0177] The wireless module 106 is set so as to perform
communication according to the same wireless standard (the
Bluetooth, wireless LAN, and the like) as that for the controller
communication module 19 of the game apparatus body 5. Accordingly,
the CPU 10 of the game apparatus body 5 is allowed to transmit an
information acquisition command to the board-type controller 9
through the controller communication module 19 and the like. Thus,
the board-type controller 9 is allowed to receive the command from
the game apparatus body 5 through the wireless module 106 and the
antenna 106a. Further, the board-type controller 9 is allowed to
transmit the board operation data including the load detection
values (or load calculation values) of the load sensors 94a through
94d to the game apparatus body 5.
[0178] For example, in a game which is performed on the basis of a
simple sum of four load values detected by the four load sensors
94a through 94d, the user is allowed to stand at a given position
with respect to the four load sensors 94a through 94d of the
board-type controller 9. That is, the user is allowed to stand on
the platform 9a at a given position and in a given direction to
play a game. In some kinds of games, however, the direction of a
load value detected by each of the four load sensors 94 viewed from
the user needs to be identified. That is, a positional relation
between the four load sensors 94 of the board-type controller 9 and
the user needs to be recognized. In this case, for example, the
positional relation between the four load sensors 94 and the user
may be defined in advance, and the user may be supposed to stand on
the platform 9a in a manner which allows the predetermined
positional relation. Typically, a positional relation in which two
of the load sensors 94a through 94d are present in front of,
behind, to the right of, and to the left of the user standing in
the center of the platform 9a, i.e., a positional relation in which
the user stands in the center of the platform 9a of the board-type
controller 9, is defined. In this case, the platform 9a of the
board-type controller 9 is rectangular in shape as viewed from the
top, and the power button 9c is provided at one side (long side) of
the rectangle. Therefore, it is ruled in advance that the user,
using the power button 9c as a guide, stands on the platform 9a
such that the long side at which the power button 9c is provided is
located in a predetermined direction (front, rear, left or right).
In this case, each of the load values detected by the load sensors
94a through 94d is a load value of a predetermined direction (front
right, front left, rear right, or rear left) as viewed from the
user. Therefore, the board-type controller 9 and the game apparatus
body 5 can find out a direction to which each detected load value
corresponds as viewed from the user, on the basis of the
identification information of the load sensors 94 contained in the
detected load value data, and arrangement data indicating the
positions or the directions of the load sensors 94 with respect to
the user that is set (stored) in advance. As a result, it is
possible to understand the intention of a game operation performed
by the user, such as an operating direction, for example, a
forward, a backward, a leftward, or a rightward direction, or a
user's foot being lifted.
[0179] Next, with reference to the drawings, a description is given
of an overview of the game processing performed by the game
apparatus body 5, before descriptions are given of specific
processes performed by the game apparatus body 5. It should be
noted that FIG. 9 is a diagram showing an example of the state of a
user performing an operation using the terminal apparatus 6 and the
board-type controller 9. FIG. 10A is a diagram showing an example
of an image displayed on the LCD 61 of the terminal apparatus 6.
FIG. 10B is a diagram showing an example of an image displayed on
the monitor 2. FIG. 11 is a diagram showing an example where the
terminal apparatus 6 has been rotated (yawed) to the left and
right, and an example of an image displayed on the LCD 61. FIG. 12
is a diagram illustrating examples of: the relationship between a
terminal apparatus perspective direction projected onto a
horizontal plane in real space and an operation indication
direction projected onto a horizontal plane in a virtual world; and
a player object Po controlled so as to be directed in a direction
based on the operation indication direction. FIG. 13 is a diagram
illustrating examples of: the operation indication direction
obtained by rotating (yawing) the terminal apparatus 6 to the left
and right; and the player object Po controlled so as to be directed
in a direction based on the operation indication direction. FIG.
14A is a diagram illustrating an example of a barrel left-right
operation range and a virtual camera left-right operation range
that are set in the left-right direction in the virtual world (or
in real space). FIG. 14B is a diagram illustrating an example of a
barrel up-down operation range and a virtual camera up-down
operation range that are set in the up-down direction in the
virtual world (or in real space).
[0180] As shown in FIG. 9, the user performs an operation using the
terminal apparatus 6 and the board-type controller 9. The user
performs the operation of changing the attitude and the direction
of the terminal apparatus 6 and the operation of changing a load to
be applied to the board-type controller 9. Specifically, the user
places one foot on the board-type controller 9 while holding the
terminal apparatus 6. Then, the user plays by taking action on the
board-type controller 9 while viewing an image displayed on the
monitor 2 or an image displayed on the LCD 61 of the terminal
apparatus 6 (e.g., performing the operation of taking action so as
to step with the one foot placed on the board-type controller 9,
thereby increasing and decreasing a weight to be put on the one
foot placed on the board-type controller 9), and also performing
the operation of moving the terminal apparatus 6. Then, on the LCD
61 and the monitor 2 of the terminal apparatus 6, game images are
represented such that a player object Po takes action in a virtual
world (e.g., the action of changing its direction, and the action
of discharging a discharge object) in accordance with the direction
and the attitude of the terminal apparatus 6 held by the user and
the action taken by the user on the board-type controller 9, and
the attitude of a virtual camera set in the virtual world is
changed in accordance with the direction of the player object
Po.
[0181] As shown in FIG. 10A, on the LCD 61 of the terminal
apparatus 6, the state of a player object Po shooting a water
cannon in a virtual world is displayed from the first-person point
of view of the player object Po. In the example shown in FIG. 10A,
the virtual world viewed from the first-person point of view is
displayed that includes an end portion of the water cannon (an end
portion of a barrel) operated by the player object Po, and the
state of the water cannon discharging water W, which is an example
of a discharge object, is displayed. Further, a plurality of enemy
objects Eo are also placed in the virtual world, and the state of
one of the enemy objects Eo throwing an enemy bomb B at the player
object Po is displayed. The virtual world viewed from the
first-person point of view of the player object Po is thus
displayed on the LCD 61, whereby the user, viewing the display on
the LCD 61 while holding the terminal apparatus 6, can play a game
from the same point of view as that of the player object Po. This
makes it possible to provide a sense of presence in the virtual
world.
[0182] In addition, as shown in FIG. 10B, also on the monitor 2,
the same virtual world as the virtual world displayed on the LCD 61
is displayed. In the example shown in FIG. 10B, the state of the
virtual world viewed from a position behind, above, and far from
the player object Po operating the water cannon is displayed
together with the player object Po. The state of the virtual world
viewed from a position behind, above, and far from the player
object Po is thus displayed on the monitor 2, whereby the user can
easily understand the circumstance of the player object Po and the
positional relationships among the player object Po and the enemy
objects Eo, and another person viewing the state of the user
playing the game can also enjoy viewing the attacking action of the
player object Po.
[0183] It should be noted that in the example shown in FIG. 10B, on
the monitor 2, the state of the virtual world is displayed that is
viewed from a position behind, above, and far from the player
object Po. Alternatively, the virtual world viewed from another
point of view may be displayed on the monitor 2. The same virtual
world may be displayed not only on the terminal apparatus 6 but
also on the monitor 2, and images of the virtual world that are
different from each other in the point of view may be displayed,
whereby, in accordance with the state of the operation or
preference, the user can appropriately use either one of the images
displayed on the two display apparatuses when performing an
operation. For example, if, in contrast to the image viewed from
the first-person point of view of the player object Po and
displayed on the terminal apparatus 6, a virtual camera (second
virtual camera) for displaying the virtual world on the monitor 2
is set at a position away from the player object Po so that a range
wider than the range of the virtual world displayed on the terminal
apparatus 6 is displayed on the monitor 2, the position of the
virtual camera may not need to be behind, above, and far from the
player object Po. Specifically, the virtual camera for displaying
the virtual world on the monitor 2 may be set at a position of
viewing the player object Po from a bird's-eye view or a position
of looking down upon it.
[0184] As an example, when the user has taken the action of putting
weight on the board-type controller 9 with one foot, the player
object Po takes the action of discharging the water W from the
water cannon. At this time, the greater the load applied to the
board-type controller 9 by the user, the greater the amount of
water in which the water W is to be discharged, and the greater the
discharge velocity at which the water W is to be discharged.
Further, when the amount of change in the increase in the load
applied to the board-type controller 9 has become equal to or
greater than a predetermined threshold, a discharge object
different from the water W (e.g., a large ball formed of a mass of
water having a greater amount than that of the water W) is
discharged from the water cannon. Furthermore, when the user has
taken the action of decreasing a weight to be put on the board-type
controller 9 (e.g., changing the weight to 0), the player object Po
takes the action of stopping the water W that is being discharged
from the water cannon. The user can thus control the action of the
player object Po discharging the discharge object (i.e., the
presence or absence of the discharge of the discharge object, the
amount of discharge and the discharge velocity in and at which the
discharge object is to be discharged, and the type of the discharge
object) by the action taken on the board-type controller 9, and
therefore can perform an analog operation using the board-type
controller 9.
[0185] For example, as described above, the board-type controller 9
outputs detected load values based on the action taken by the user
on the board-type controller 9. Then, the use of the detected load
values makes it possible to calculate the total load applied to the
board-type controller 9. The use of the total load makes it
possible to estimate whether the user is putting weight on the
board-type controller 9, or is decreasing the weight put on the
board-type controller 9. Further, the use of the total load also
makes it possible to calculate the magnitude of the load applied to
the board-type controller 9 by the user, and the amount of change
in the load applied to the board-type controller 9. The action of
the player object Po discharging the discharge object is set in
accordance with the action of the user thus estimated on the
board-type controller 9.
[0186] In addition, in accordance with the attitude (direction) of
the terminal apparatus 6 held by the user, the direction in which
the player object Po views the virtual world (i.e., the direction
of the line of sight of a virtual camera placed at the first-person
point of view of the player object Po) changes, and also the
direction in which the player object Po discharges the discharge
object (e.g., the water W) (the direction of the barrel of the
water cannon) changes. For example, in accordance with the user
directing the back surface of the terminal apparatus 6 upward,
downward, leftward, and rightward, that is, directing the z-axis
positive direction, which is the perspective direction of the LCD
61 (a terminal apparatus perspective direction), upward, downward,
leftward, and rightward, also the direction in which the water
cannon discharges the discharge object changes upward and leftward
and to the left and right in the virtual world. Further, in
accordance with the user directing the terminal apparatus
perspective direction of the terminal apparatus 6 upward, downward,
leftward, and rightward, also the direction of the line of sight of
the virtual camera changes upward and leftward and to the left and
right. Consequently, also a game image displayed on the LCD 61 and
viewed from the first-person point of view of the player object Po
changes in accordance with the change in the direction of the line
of sight. For example, as shown in FIG. 11, when the user has
changed the direction of the terminal apparatus 6 such that the
terminal apparatus perspective direction is directed rightward, the
direction of the barrel of the water cannon in the virtual world
changes to the right, and also the direction of the line of sight
of the virtual camera in the virtual world changes to the right by
the same angle. As is clear by comparing FIGS. 11 and 10A, this
results in causing the virtual world to be displayed on the LCD 61
so as to scroll to the left, and causing the barrel of the water
cannon to be displayed at a fixed position on the LCD 61 so as to
have the same attitude.
[0187] Then, if the water W is continuing to be discharged from the
barrel of the water cannon, display is performed on the LCD 61 such
that the water W is discharged in a meandering manner in the
virtual world in accordance with the change in the direction of the
barrel.
[0188] FIGS. 12 and 13 each show the attitude of the terminal
apparatus 6 that is obtained by looking down upon real space, and
the attitudes of the player object Po and the virtual camera that
are obtained by looking down upon the virtual world. As shown in
FIG. 12, a virtual camera (first virtual camera) for generating the
virtual world to be displayed on the LCD 61 is placed at the
first-person point of view of the player object Po that operates
the water cannon in the virtual world. Then, an operation
indication direction is calculated by reflecting on the virtual
world the direction of the terminal apparatus perspective direction
of the terminal apparatus 6 (the z-axis positive direction) in real
space, and the direction of the barrel is set so as to coincide
with the operation indication direction. Further, the attitude of
the virtual camera is controlled such that the direction that
coincides with the operation indication direction (i.e., the
direction of the barrel) is the direction of the line of sight of
the virtual camera (the Z-direction shown in the figures). The
operation indication direction obtained by reflecting the terminal
apparatus perspective direction on the virtual world is thus set so
as to coincide with the direction of the line of sight of the
virtual camera, whereby the direction in which the terminal
apparatus 6 is directed upward, downward, leftward, and rightward
in real space coincides with the direction in which the virtual
camera is directed upward, downward, leftward, and rightward in the
virtual world. This makes it possible to display on the LCD 61 an
image as if peeping at the virtual world using the LCD 61 as a peep
window.
[0189] The case is considered where the user has changed the
direction of the terminal apparatus 6 such that the terminal
apparatus perspective direction is directed rightward (the
direction A shown in FIG. 12). For example, as shown in FIG. 13,
the case is considered where the direction of the terminal
apparatus 6 has changed such that the terminal apparatus
perspective direction is directed in the direction A and by an
angle B. In this case, the operation indication direction changes
in the direction A and by the angle B also in the virtual world, in
a similar manner to the change in the terminal apparatus
perspective direction in real space. Then, also the direction of
the barrel of the water cannon operated by the player object Po
changes about a predetermined position in the virtual world (e.g.,
the first-person point of view of the player object Po, i.e., the
position where the virtual camera is placed) in the direction A,
which is the same as that of the change in the operation indication
direction, and by the angle B. Further, also the direction of the
line of sight of the virtual camera changes about a predetermined
position in the virtual world (e.g., the position of the point of
view of the virtual camera) in the direction A, which is the same
as that of the change in the operation indication direction, and by
the angle B.
[0190] Here, the range where the user is allowed to change the
direction of the barrel of the water cannon may be limited in a
predetermined range in advance. For example, as shown in FIG. 14A,
a barrel left-right operation range, where the barrel can change
its direction to the left and right in the virtual world, is set to
a predetermined angular range about a virtual world reference
direction (e.g., a range of 90.degree. in total, which includes
45.degree. to both the left and right of the virtual world
reference direction, or a range of 180.degree. in total, which
includes 90.degree. to both the left and right of the virtual world
reference direction). It should be noted that the virtual world
reference direction is a direction indicating the forward direction
of the virtual world that corresponds to the forward direction of
the user in real space (a real space reference direction), and is
set, as an example, in accordance with an operation of the user.
Further, as shown in FIG. 14B, a barrel up-down operation range,
where the barrel can change its direction upward and downward in
the virtual world, is set to a predetermined angular range with
respect to the horizontal direction in the virtual world (the
horizontal direction in real space) (e.g., a range of 55.degree. in
total, which includes 45.degree. in the elevation direction from
the horizontal direction in the virtual world and 10.degree. in the
depression direction from the horizontal direction in the virtual
world). Then, if the operation indication direction is set outside
the barrel left-right operation range and/or outside the barrel
up-down operation range, the direction of the barrel is set in the
barrel left-right operation range and/or in the barrel up-down
operation range so as to be closest to the operation indication
direction.
[0191] On the other hand, the range where the user is allowed to
change the direction of the line of sight of the virtual camera may
not need to be limited. For example, as shown in FIG. 14A, a
virtual camera left-right operation range, where the direction of
the line of sight of the virtual camera can be changed to the left
and right, can be set in all directions. Further, as shown in FIG.
14B, also a virtual camera up-down operation range, where the
direction of the line of sight of the virtual camera can be changed
upward and downward, can be set in all directions. Accordingly, if
the operation indication direction is set outside the barrel
left-right operation range and/or outside the barrel up-down
operation range, the direction of the barrel is set in the barrel
left-right operation range and/or in the barrel up-down operation
range, while the direction of the line of sight of the virtual
camera is set so as to be the same as the operation indication
direction. That is, when the user has directed the terminal
apparatus 6 in the direction in which the operation indication
direction is calculated so as to be outside the barrel left-right
operation range and/or outside the barrel up-down operation range,
the virtual world is displayed on the LCD 61 such that the
direction of the line of sight of the virtual camera is different
from the direction of the barrel.
[0192] For example, acceleration data or angular velocity data
based on the motion and a change in the attitude of the terminal
apparatus 6 is output from the terminal apparatus 6. Then, the
direction of the gravitational acceleration applied to the terminal
apparatus 6 can be calculated using the acceleration indicated by
the acceleration data. This makes it possible to estimate the
attitude of the terminal apparatus 6 with respect to the vertical
direction in real space. Further, the use of the angular velocity
and/or the dynamic acceleration applied to the terminal apparatus 6
using the angular velocity indicated by the angular velocity data
and/or the acceleration indicated by the acceleration data, makes
it possible to estimate a change in the attitude of the terminal
apparatus from its initial attitude in real space (i.e., a change
in direction) using the angular velocity and/or the dynamic
acceleration. In accordance with the thus estimated change in the
attitude of the terminal apparatus 6 (a change in direction), the
action of the player object Po (the direction of the barrel) and
the attitude (the direction of the line of sight) of the virtual
camera are set.
[0193] As described above, the user can change the action of the
player object Po and the attitude of the virtual camera on the
basis of the direction and the attitude of the terminal apparatus 6
held by the user. For example, in accordance with the direction and
the attitude of the terminal apparatus 6 held by the user, the
direction of the barrel of the player object Po changes, and also
the direction in which the discharge object is to be discharged
from the barrel (a discharge direction) changes. As an example, as
a result of the user directing the terminal apparatus 6 upward,
downward, leftward, and rightward (i.e., pitching and yawing the
terminal apparatus 6), the direction of the barrel changes in
conjunction with the change in the direction of the terminal
apparatus 6, and also the discharge direction changes.
Specifically, when the user has changed the direction of the
terminal apparatus 6 so as to direct the back surface of the
terminal apparatus 6 upward (i.e., pitch the terminal apparatus 6
in the elevation direction), the direction of the barrel changes
upward in the virtual world within the barrel up-down operation
range. Further, when the user has changed the direction of the
terminal apparatus 6 so as to direct the back surface of the
terminal apparatus 6 leftward (i.e., yaw the terminal apparatus 6
to the left), the direction of the barrel changes to the left in
the virtual world within the barrel left-right operation range. By
thus bringing the attitude and the direction of the terminal
apparatus 6 in conjunction with the direction of the barrel, the
user can perform an operation having verisimilitude as if the user
themselves is moving the water cannon (barrel) using the terminal
apparatus 6. Further, as described above, the virtual camera is set
at the first-person point of view of the player object Po that
operates the water cannon, and the direction of the line of sight
of the virtual camera changes in accordance with the direction and
the attitude of the terminal apparatus 6 held by the user. By thus
bringing the attitude and the direction of the terminal apparatus 6
in conjunction with the attitude and the direction of the virtual
camera, the user can enjoy a feeling as if the user themselves is
the player object Po that operates the water cannon, and can also
enjoy a feeling as if peeping at the virtual world through the LCD
61 of the terminal apparatus 6. Further, in the exemplary game
described above, in accordance with the user applying a load to the
board-type controller 9, the action of discharging the discharge
object from the water cannon is taken. Then, the details of the
discharge object to be discharged (e.g., the presence or absence of
the discharge of the discharge object, the amount of discharge and
the discharge velocity in and at which the discharge object is to
be discharged, and the type of the discharge object) are determined
in accordance with the load applied to the board-type controller 9,
thereby enabling an analog operation. That is, the user is
provided, by an image displayed on the LCD 61, with a feeling as if
being in the virtual world, and is additionally provided, by an
analog operation using the board-type controller 9, with an
operation feeling as if the user themselves is operating a water
cannon in real space. This enhances the feeling as if being in the
virtual world.
[0194] Next, the game processing performed by the game system 1 is
described in detail. First, with reference to FIG. 15, main data
used in the game processing is described. FIG. 15 is a diagram
showing an example of main data and programs that are stored in a
main memory of the game apparatus body 5.
[0195] As shown in FIG. 15, in a data storage area of the main
memory, the following are stored: board operation data Da; terminal
operation data Db; load value data Dc; terminal apparatus
direction/attitude data Dd; operation direction data De; barrel
direction data Df; discharge object data Dg; virtual camera data
Dh; image data Di; and the like. It should be noted that the main
memory appropriately stores, as well as the data shown in FIG. 15,
data used for the game processing, such as image data of various
objects displayed on the monitor 2 and the LCD 61, and sound data
used for the game. Further, in a program storage area of the main
memory, various programs Pa included in the game program are
stored.
[0196] As the board operation data Da, a series of operation
information (board operation data) transmitted as transmission data
from the board-type controller 9 is stored, and updated to the
latest board operation data. For example, the board operation data
Da includes load data Da1 and the like. The load data Da1 is data
indicating load values detected by the load sensors 94a through 94d
of the board-type controller 9.
[0197] As the terminal operation data Db, a series of operation
information (terminal operation data) transmitted as transmission
data from the terminal apparatus 6 is stored, and updated to the
latest terminal operation data. For example, the terminal operation
data Db includes acceleration data Db1, angular velocity data Db2,
and the like. The acceleration data Db1 is data indicating an
acceleration (an acceleration vector) detected by the acceleration
sensor 603. For example, the acceleration data Db1 represents a
three-dimensional acceleration vector whose components are
accelerations in the three axial (x-axis, y-axis, and z-axis)
directions shown in FIG. 3. In another embodiment, the acceleration
data Db1 may represent accelerations in given one or more
directions. The angular velocity data Db2 is data representing an
angular velocity detected by the gyro sensor 604. For example, the
angular velocity data Db2 represents angular velocities about the
three axes (x-axis, y-axis, and z-axis) shown in FIG. 3. In another
example, the angular velocity data Db2 may represent angular
velocities about given one or more axes.
[0198] It should be noted that the game apparatus body 5
sequentially receives the data (e.g., the data indicating the
detected load values, the acceleration, and the angular velocity)
included in the operation information transmitted from the
controller 7, the board-type controller 9, and the terminal
apparatus 6 at predetermined intervals (e.g., at intervals of 1/200
seconds). For example, the received data is sequentially stored in
the main memory by the I/O processor 31. In a processing flow
described later, the CPU 10 reads the latest board operation data
and the latest terminal operation data from the main memory every
frame period (e.g., 1/60 seconds), to thereby update the board
operation data Da and the terminal operation data Db.
[0199] In addition, the operation information transmitted from the
controller 7, the board-type controller 9, and the terminal
apparatus 6 at the predetermined intervals may be temporarily
stored in the buffer (not shown) included in the controller
communication module 19 or the terminal communication module 28. In
this case, the data stored in the buffer is read every frame
period, and the board operation data Da (e.g., the load data Da1)
or the terminal operation data Db (e.g., the acceleration data Db1
and the angular velocity data Db2) in the main memory is updated
for use. At this time, the cycle of receiving the operation
information is different from the processing cycle, and therefore,
a plurality of pieces of information received at a plurality of
times are stored in the buffer. The processing may be performed
using only the latest operation information among the plurality of
pieces of operation information received at the plurality of times.
Alternatively, the processing may be performed using a
representative value (e.g., an average value) of the pieces of
operation information received at the plurality of times. Yet
alternatively, the processing may be performed multiple times so as
to correspond to the number of the pieces of operation information
received at the plurality of times.
[0200] The load value data Dc is an aggregate of data indicating
the load values detected by the board-type controller 9. For
example, the load value data Dc is an aggregate of data indicating
the sum of the load values (the total load value) detected by the
load sensors 94a through 94d. Specifically, the load value data Dc
is an array of data indicating the total load values within a
predetermined period that are chronologically calculated, and the
data indicating the total load values is chronologically stored in
the elements of the array.
[0201] The terminal apparatus direction/attitude data Dd includes
real space reference direction data Dd1, current direction data
Dd2, and the like. The real space reference direction data Dd1 is
data indicating a reference direction (the attitude; the real space
reference direction) of the terminal apparatus 6 in real space. The
current direction data Dd2 is data indicating the current direction
and attitude of the terminal apparatus 6 in real space. In the
exemplary embodiment, the real space reference direction data Dd1
and the current direction data Dd2 are subjected to various
corrections when set. For example, the real space reference
direction data Dd1 and the current direction data Dd2 are
calculated on the basis of the acceleration data Db1 and the
angular velocity data Db2 that are included in the terminal
operation data Db. It should be noted that the method of
calculating the real space reference direction and the current
direction will be described later.
[0202] The operation direction data De includes virtual world
reference direction data De1, operation indication direction data
De2, and the like. The virtual world reference direction data De1
is data indicating the virtual world reference direction set in the
virtual world. The operation indication direction data De2 is data
indicating the operation indication direction currently indicated
in the virtual world by the user. It should be noted that the
method of calculating the virtual world reference direction and the
operation indication direction will be described later.
[0203] The barrel direction data Df includes barrel left-right
direction data Df1, barrel up-down direction data Df2, and the
like. The barrel left-right direction data Df1 is data indicating
the left-right direction of the barrel of the water cannon in the
virtual world. The barrel up-down direction data Df2 is data
indicating the up-down direction of the barrel of the water cannon
in the virtual world.
[0204] The discharge object data Dg includes object type data Dg1,
amount of discharge data Dg2, discharge vector data Dg3, position
data Dg4, and the like, for each discharge object present in the
virtual world. The object type data Dg1 is data indicating the type
(e.g., the water W or the large ball) of the discharge object to be
discharged from the barrel. The amount of discharge data Dg2 is
data indicating the amount of discharge per unit time in which the
discharge object is to be discharged from the barrel. The discharge
vector data Dg3 is data indicating the moving velocity and the
moving direction of the discharge object discharged per unit time
in the virtual world. The position data Dg4 is data indicating the
position of the discharge object discharged per unit time in the
virtual world.
[0205] The virtual camera data Dh is data concerning virtual
cameras set in the virtual world. For example, the virtual camera
data Dh includes data concerning a first virtual camera for
generating a game image to be displayed on the LCD 61 of the
terminal apparatus 6, and data concerning a second virtual camera
for generating a game image to be displayed on the monitor 2.
[0206] The image data Di includes player object data Di1, discharge
object image data Di2, background image data Di3, and the like. The
player object data Di1 is data for placing in the virtual world the
player object Po that operates the water cannon, to generate a game
image. The discharge object image data Di2 is data for placing the
discharge object in the virtual world to generate a game image. The
background image data Di3 is data for placing a background in the
virtual world to generate a game image.
[0207] Next, with reference to FIGS. 16 through 20, the game
processing performed by the game apparatus body 5 is described in
detail. It should be noted that FIG. 16 is a flow chart showing an
example of the game processing performed by the game apparatus body
5. FIG. 17 is a subroutine flow chart showing an example of a game
control process in step 44 in FIG. 16. FIG. 18 is a subroutine flow
chart showing an example of a player object setting process in step
83 in FIG. 17. FIG. 19 is a subroutine flow chart showing an
example of an operation indication direction calculation process in
step 121 in FIG. 18. FIG. 20 is a diagram illustrating an example
of movement vectors Vw1 through Vw15 respectively set for discharge
objects W1 through W15 that move in the virtual world. Here, in the
flow charts shown in FIGS. 16 through 19, descriptions are given
mainly of, among the processes of the game processing, a process
where the player object Po is displayed so as to move in accordance
with the operation performed by the user using the terminal
apparatus 6 and the board-type controller 9, while detailed
descriptions of the other processes not directly related to the
exemplary embodiment are omitted. Further, in FIGS. 16 through 19,
each step performed by the CPU 10 is abbreviated as "S".
[0208] When the game apparatus body 5 has been powered on, the CPU
10 of the game apparatus body 5 executes a boot program stored in
the ROM/RTC 13 to initialize each unit such as the main memory.
Then, the game program stored in the optical disk 4 is loaded to
the main memory, and the CPU 10 starts to execute the program. The
flow charts shown in FIGS. 16 through 19 show processes to be
performed after the above processes are completed.
[0209] Referring to FIG. 16, the CPU 10 performs an initialization
process (step 40), and proceeds to the subsequent step. For
example, in the initialization process in step 40, the CPU 10
constructs the virtual world, places the player object Po and the
virtual cameras (the first virtual camera and the second virtual
camera) in the virtual world at predetermined positions, places
objects at initial positions, and sets the initial values of
various parameters used for the game processing.
[0210] Next, the CPU 10 sets a reference direction on the basis of
data transmitted from the terminal apparatus 6 (step 41), and
proceeds to the subsequent step. A description is given below of an
example where the CPU 10 sets the reference direction.
[0211] The terminal apparatus 6 repeatedly transmits data as
described above to the game apparatus body 5. In the game apparatus
body 5, the terminal communication module 28 sequentially receives
the data described above, and the I/O processor 31 sequentially
stores terminal operation data, camera image data, and microphone
sound data in the main memory. In step 41 described above, the CPU
10 reads the most recent terminal operation data from the main
memory, to thereby update the acceleration data Db1 and the angular
velocity data Db2.
[0212] Next, the CPU 10 calculates the direction and the attitude
of the terminal apparatus 6 in real space. For example, the CPU 10
calculates, as the reference direction (initial attitude) in real
space, the current direction and attitude of the terminal apparatus
6 on the basis of the acceleration indicated by the acceleration
data Db1 and the angular velocity indicated by the angular velocity
data Db2, to thereby update the real space reference direction data
Dd1 using data indicating the calculated reference direction of the
terminal apparatus 6. For example, the CPU 10 can calculate the
amount of rotation (the amount of change in the direction) of the
terminal apparatus 6 in real space per unit time, using the angular
velocity indicated by the angular velocity data Db2. Further, in
the state where the terminal apparatus 6 is substantially
stationary (in a static state) in real space, the acceleration
applied to the terminal apparatus 6 is the gravitational
acceleration. This makes it possible to calculate the direction of
gravity applied to the terminal apparatus 6 (i.e., the attitude of
the terminal apparatus 6 with respect to the vertical direction in
real space), using the acceleration indicated by the acceleration
data Db1. This enables the CPU 10 to calculate the initial attitude
of the terminal apparatus 6 on the basis of the acceleration
indicated by the acceleration data Db1 and the angular velocity
indicated by the angular velocity data Db2. It should be noted that
in the following descriptions, when step 41 described above is
performed, the real space reference direction is set on the basis
of the direction in which the back surface of the terminal
apparatus 6 is directed in real space (the z-axis positive
direction shown in FIG. 3, i.e., the terminal apparatus perspective
direction).
[0213] It should be noted that the initial attitude of the terminal
apparatus 6 may be calculated on the basis of the acceleration
indicated by the acceleration data Db1, or may be calculated on the
basis of the direction of magnetism detected by the magnetic sensor
602. Alternatively, as a result of the user performing a
predetermined operation in the state where the terminal apparatus 6
is in a specific attitude, the specific attitude when the
predetermined operation has been performed may be used as the
initial attitude. It should be noted that the initial attitude
needs to be calculated if the attitude of the terminal apparatus 6
is calculated as an absolute attitude with respect to a
predetermined direction in real space. Timing may be set such that
the setting of the initial attitude, that is, step 41 described
above, is performed at the start of the game, or is performed in
accordance with a predetermined operation performed by the user
using the terminal apparatus 6 (e.g., the operation of pressing a
predetermined operation button 64).
[0214] In addition, in step 41 described above, the real space
reference direction is transformed into that of a model coordinate
system in the virtual world, whereby the virtual world reference
direction data De1 is updated using the direction after the
transformation as the reference direction in the virtual world.
[0215] It should be noted that in the setting process of the
reference direction in step 41 described above, the reference
direction is set after the attitude and the direction of the
terminal apparatus 6 are subjected to various corrections, whereby
the real space reference direction data Dd1 is updated using the
reference direction after the corrections. Further, the real space
reference direction after the corrections is transformed into that
of the model coordinate system in the virtual world, whereby the
virtual world reference direction data De1 is updated using the
direction after the transformation as the reference direction in
the virtual world. It should be noted that a description will be
given later of the method of correcting the attitude and the
direction of the terminal apparatus 6.
[0216] Subsequent to step 41 described above, the process in step
42 is performed. Thereafter, the processing loop of a series of
processes 42 through 51 is performed every predetermined period
(one frame period) and repeated.
[0217] In step 42, the CPU 10 acquires board operation data
transmitted from the board-type controller 9, and proceeds to the
subsequent step. Here, the board-type controller 9 repeatedly
transmits the board operation data to the game apparatus body 5.
Accordingly, in the game apparatus body 5, the controller
communication module 19 sequentially receives the board operation
data, and the I/O processor 31 sequentially stores the received
board operation data in the main memory. The interval of
transmission of the board operation data from the board-type
controller 9 may be shorter than the game processing period (one
frame period), and it is 1/200 seconds, for example. In step 42,
the CPU 10 reads the latest board operation data from the main
memory, to thereby update the board operation data Da. The board
operation data includes data indicating identification information
of the load sensors 94a through 94d, and data indicating the load
values detected by the load sensors 94a through 94d. The load data
Dal is updated using the data identified by the identification
information.
[0218] Next, the CPU 10 acquires various data transmitted from the
terminal apparatus 6 (step 43), and proceeds to the subsequent
step. The terminal apparatus 6 repeatedly transmits the data to the
game apparatus body 5. Accordingly, in the game apparatus body 5,
the terminal communication module 28 sequentially receives the
data, and the codec LSI 27 sequentially performs a decompression
process on the camera image data and the microphone sound data.
Then, the I/O processor 31 sequentially stores the terminal
operation data, the camera image data, and the microphone sound
data in the main memory. In step 43 described above, the CPU 10
reads the latest terminal operation data from the main memory, to
thereby update the acceleration data Db1 and the angular velocity
data Db2.
[0219] Next, the CPU 10 performs a game control process (step 44),
and proceeds to the subsequent step. The game control process is
the process of, for example, causing the player object Po and the
virtual camera in the virtual world to move in accordance with a
game operation performed by the user, to thereby advance the game.
In this exemplary game, the user is allowed to play various games
using the terminal apparatus 6 and the board-type controller 9.
With reference to FIG. 17, a description is given below of the game
control process in step 44 described above.
[0220] In FIG. 17, the CPU 10 calculates a load value (step 81),
and proceeds to the subsequent step. For example, the CPU 10
calculates a total load value by summing up the detected load
values indicated by the load data Da1, to thereby update the latest
data in the chronological data array of the load value data Dc,
using the data indicating the calculated total load value.
Specifically, the load data Da1 indicates the latest load values
detected by the load sensors 94a through 94d, and therefore, the
total load value is calculated by summing up the detected load
values. The thus calculated total load value changes in accordance
with the action taken by the user and the shifting of their weight
(the attitude) on the board-type controller 9. As an example, when
the user has taken action so as to apply a load to the board-type
controller 9, the total load value increases in accordance with the
applied load.
[0221] Next, the CPU 10 calculates a change in the direction and
the attitude of the terminal apparatus 6 (step 82), and proceeds to
the subsequent step. For example, the CPU 10 calculates the x-axis,
y-axis, and z-axis directions of the terminal apparatus 6 in real
space on the basis of the acceleration indicated by the
acceleration data Db1 and the angular velocity indicated by the
angular velocity data Db2, to thereby update the current direction
data Dd2 using data indicating the current direction such that the
calculated x-axis, y-axis, and z-axis directions are the current
direction.
[0222] Here, the CPU 10 can calculate the amount of rotation (the
amount of change in the direction) of the terminal apparatus 6 in
real space per unit time, using the angular velocity indicated by
the angular velocity data Db2. Further, in the state where the
terminal apparatus 6 is substantially stationary (in a static
state) in real space, the acceleration applied to the terminal
apparatus 6 is the gravitational acceleration. This makes it
possible to calculate the direction of gravity applied to the
terminal apparatus 6 (i.e., the attitude of the terminal apparatus
6 with respect to the vertical direction in real space, and the
x-axis, y-axis, and z-axis directions with respect to the vertical
direction), using the acceleration indicated by the acceleration
data Db1. This enables the CPU 10 to calculate a change in the
direction and the attitude of the terminal apparatus 6 on the basis
of the acceleration indicated by the acceleration data Db1 and the
angular velocity indicated by the angular velocity data Db2.
[0223] It should be noted that in the exemplary embodiment, a
change in the direction and the attitude of the terminal apparatus
6 are calculated on the basis of the data indicating the
acceleration and the angular velocity that are detected by the
terminal apparatus 6. Alternatively, in another embodiment, a
change in the direction and the attitude of the terminal apparatus
6 may be calculated using any one piece of data or three or more
pieces of data. For example, the magnetic sensor 602 included in
the terminal apparatus 6 detects a geomagnetism applied to the
terminal apparatus 6. This makes it possible to calculate a
predetermined orientation with respect to the terminal apparatus 6
(i.e., the attitude of the terminal apparatus 6 with respect to the
predetermined orientation) on the basis of the direction of the
geomagnetism applied to the terminal apparatus 6. Even when a
magnetic field is generated in addition to the geomagnetism in the
real space where the terminal apparatus 6 is located, it is
possible to calculate the amount of rotation of the terminal
apparatus 6. This enables the CPU 10 to calculate a change in the
direction and the attitude of the terminal apparatus 6 using at
least one of the data indicating the acceleration, the data
indicating the angular velocity, and the data indicating the
magnetism, which are detected by the terminal apparatus 6.
[0224] Any calculation method may be used to calculate the attitude
of the terminal apparatus 6. For example, a calculation method is
possibly used of correcting the attitude of the terminal apparatus
6, which is calculated on the basis of the angular velocity
indicated by the angular velocity data Db2, using the acceleration
indicated by the acceleration data Db1 and the direction of the
magnetism detected by the magnetic sensor 602.
[0225] Specifically, the CPU 10 first calculates the attitude of
the terminal apparatus 6 on the basis of the angular velocity
indicated by the angular velocity data Db2. Any method may be used
to calculate the attitude of the terminal apparatus 6 from the
angular velocity. For example, the attitude of the terminal
apparatus 6 may be calculated using the most recent attitude (the
most recently calculated x-axis, y-axis, and z-axis directions) and
the current angular velocity (the angular velocity currently
acquired in step 42 in the processing loop). The CPU 10 causes the
most recent x-axis, y-axis, and z-axis directions to rotate about
the axes along the respective directions at the current angular
velocity for a unit time, to thereby calculate new x-axis, y-axis,
and z-axis directions. It should be noted that the most recent
x-axis, y-axis, and z-axis directions are represented by the
current direction data Dd2, and the current angular velocity is
represented by the angular velocity data Db2. Accordingly, the CPU
10 reads the current direction data Dd2 and the angular velocity
data Db2, and calculates the attitude of the terminal apparatus 6
(new x-axis, y-axis, and z-axis directions). It should be noted
that, as described above, the initial attitude of the terminal
apparatus 6 is defined in step 41 described above. Thus, when the
attitude of the terminal apparatus 6 is calculated from the angular
velocity, the CPU 10 can calculate the current attitude of the
terminal apparatus 6 with respect to the initial attitude of the
terminal apparatus 6 that has been calculated first.
[0226] Next, the CPU 10 corrects the attitude of the terminal
apparatus 6 (the x-axis, y-axis, and z-axis directions), calculated
on the basis of the angular velocity, using the acceleration
indicated by the acceleration data Db1. Specifically, the CPU 10
calculates the attitude of the terminal apparatus 6 (the x-axis,
y-axis, and z-axis directions) on the basis of the acceleration
indicated by the acceleration data Db1. Here, in the state where
the terminal apparatus 6 is substantially stationary, the
acceleration applied to the terminal apparatus 6 is the
gravitational acceleration. Accordingly, in this state, it is
possible to calculate the direction of the gravitational
acceleration (the direction of gravity) using the direction of the
acceleration indicated by the acceleration data Db1. This makes it
possible to calculate the direction of the terminal apparatus 6
relative to the direction of gravity (the x-axis, y-axis, and
z-axis directions with respect to the direction of gravity).
[0227] When the attitude of the terminal apparatus 6 based on the
acceleration is calculated, the CPU 10 corrects the attitude based
on the angular velocity, using the attitude based on the
acceleration. Specifically, the CPU 10 makes a correction to
approximate at a predetermined rate the attitude of the terminal
apparatus 6 (the x-axis, y-axis, and z-axis directions) calculated
on the basis of the angular velocity to the attitude of the
terminal apparatus 6 (the x-axis, y-axis, and z-axis directions)
calculated on the basis of the acceleration. The predetermined rate
may be a fixed value set in advance, or may be set in accordance
with, for example, the acceleration indicated by the acceleration
data Db1. Further, the attitude of the terminal apparatus 6
calculated on the basis of the acceleration cannot be calculated in
the direction of rotation about the direction of gravity, and
therefore, the CPU 10 may not make a correction on the attitude in
this rotation direction. When correcting, on the basis of the
direction of magnetism detected by the magnetic sensor 602, the
attitude of the terminal apparatus 6 calculated on the basis of the
angular velocity, the CPU 10 may approximate at a predetermined
rate the attitude of the terminal apparatus 6 calculated on the
basis of the angular velocity to the attitude of the terminal
apparatus 6 calculated on the basis of the direction of magnetism
detected by the magnetic sensor 602. This enables the CPU 10 to
accurately calculate the attitude of the terminal apparatus 6.
[0228] Next, the CPU 10 sets the player object Po (step 83), and
proceeds to the subsequent step. With reference to FIG. 18, a
description is given below of the player object setting process in
step 83 described above.
[0229] Referring to FIG. 18, the CPU 10 performs an operation
indication direction calculation process (step 121), and proceeds
to the subsequent step. With reference to FIG. 19, a description is
given below of the operation indication direction calculation
process performed in step 121 described above.
[0230] Referring to FIG. 19, the CPU 10 corrects the up-down and
forward directions of the terminal apparatus 6 (step 221), and
proceeds to the subsequent step. For example, the CPU 10 corrects
the direction (attitude) of the terminal apparatus 6 such that the
horizontal direction is indicated by the state of the terminal
apparatus 6 being directed downward by a predetermined angle
(e.g.,)20.degree. relative to the horizontal direction in real
space. Specifically, in step 82 described above, the CPU 10
calculates the x-axis, y-axis, and z-axis directions of the
terminal apparatus 6 in real space on the basis of the acceleration
indicated by the acceleration data Db1 and the angular velocity
indicated by the angular velocity data Db2, to thereby update the
current direction data Dd2 such that the calculated x-axis, y-axis,
and z-axis directions are the current direction. In step 221
described above, the CPU 10 corrects the y-axis direction and the
z-axis direction, using all the x-axis, y-axis, and z-axis
directions indicated by the current direction data Dd2, such that
the y-axis direction and the z-axis direction are directed upward
by the predetermined angle about the x-axis direction (i.e., as
viewed in the x-axis positive direction, the y-axis direction and
the z-axis direction are rotated to the right by the predetermined
angle about the x-axis).
[0231] Next, the CPU 10 corrects the tilt about the z-axis (step
222), and proceeds to the subsequent step. For example, the CPU 10
corrects the direction (attitude) of the terminal apparatus 6 such
that the x-axis of the terminal apparatus 6 is the horizontal
direction in real space. Specifically, the CPU 10 rotates the
x-axis direction about the z-axis direction using the x-axis,
y-axis, and z-axis directions corrected in step 221 described
above, to thereby forcibly correct the x-axis direction to the
horizontal direction in the real space. Then, the CPU 10 newly
calculates the z-axis direction on the basis of the exterior
product of the corrected x-axis direction and the y-axis direction.
Then, the CPU 10 newly calculates the y-axis direction on the basis
of the exterior product of the newly calculated z-axis direction
and the x-axis direction corrected to the horizontal direction, to
thereby update the current direction data Dd2 using the newly
calculated x-axis, y-axis, and z-axis directions.
[0232] It should be noted that also in the setting process of the
reference direction in step 41 described above, the x-axis, y-axis,
and z-axis directions of the terminal apparatus 6 are corrected as
in steps 221 and 222 described above, whereby the real space
reference direction data Ddl is updated using the corrected z-axis
positive direction as the real space reference direction.
[0233] Next, the CPU 10 calculates the difference in horizontal
angle between the real space reference direction and the current
direction (step 223), and proceeds to the subsequent step. Here,
the difference in horizontal angle described above is the
difference in angle obtained by projecting onto a horizontal plane
the difference in angle between the real space reference direction
in real space (the initially set z-axis positive direction) and the
z-axis positive direction indicated by the current direction data
Dd2. The difference in horizontal angle described above indicates
the angle by which the direction of the terminal apparatus 6 has
changed from the initial attitude of the terminal apparatus 6 with
respect to the vertical direction in real space (the direction in
which the back surface of the terminal apparatus 6 is directed (the
z-axis positive direction shown in FIG. 3)). For example, the CPU
10 calculates the difference in horizontal angle described above,
using the real space reference direction indicated by the real
space reference direction data Dd1 and the z-axis positive
direction indicated by the current direction data Dd2.
[0234] Next, the CPU 10 calculates the difference in up-down angle
between the horizontal direction in real space and the current
direction (step 224), and proceeds to the subsequent step. For
example, the CPU 10 calculates, as the difference in up-down angle,
the difference in angle between the horizontal direction in real
space and the z-axis positive direction, using the z-axis positive
direction indicated by the current direction data Dd2.
[0235] Next, the CPU 10 calculates the operation indication
direction relative to the virtual world reference direction, in
accordance with the difference in horizontal angle calculated in
step 223 described above and the difference in up-down angle
calculated in step 224 described above (step 225), and ends the
process of this subroutine. For example, the CPU 10 calculates the
operation indication direction in the virtual world, using the
virtual world reference direction indicated by the virtual world
reference direction data De1, such that the difference in angle
obtained by projecting the virtual world reference direction and
the operation indication direction onto a horizontal plane in the
virtual world is the difference in horizontal angle described
above, and the virtual world reference direction and the operation
indication direction have the same positional relationship (i.e.,
the positional relationships are such that when the z-axis positive
direction has rotated to the left relative to the real space
reference direction, also the operation indication direction
rotates to the left relative to the virtual world reference
direction). Further, the CPU 10 calculates the operation indication
direction in the virtual world such that the difference in angle
between the horizontal direction in the virtual world and the
operation indication direction is the difference in up-down angle
described above, and the horizontal direction in the virtual world
and the operation indication direction have the same positional
relationship (i.e., when the z-axis positive direction is directed
downward relative to the horizontal direction in real space, also
the operation indication direction is directed downward relative to
the horizontal direction in the virtual world). Then, the CPU 10
updates the operation indication direction data De2 using the
calculated operation indication direction.
[0236] Referring back to FIG. 18, after the operation indication
direction calculation process in step 121 described above, the CPU
10 determines whether or not the operation indication direction is
included in the barrel left-right operation range (step 122). When
the operation indication direction is included in the barrel
left-right operation range, the CPU 10 proceeds to the subsequent
step 123. On the other hand, when the operation indication
direction is not included in the barrel left-right operation range,
the CPU 10 proceeds to the subsequent step 124. Here, as described
with reference to FIG. 14A, the barrel left-right operation range
is the range where the direction of the barrel of the water cannon
is allowed to be changed to the left and right (in the horizontal
direction) in accordance with the operation indication direction,
and the barrel left-right operation range is set to a predetermined
angular range about the virtual world reference direction. Then, in
step 122 described above, the CPU 10 determines, using the virtual
world reference direction indicated by the virtual world reference
direction data De1 and the operation indication direction indicated
by the operation indication direction data De2, whether or not the
difference in angle obtained by projecting the virtual world
reference direction and the operation indication direction onto a
horizontal plane in the virtual world is included in the barrel
left-right operation range.
[0237] In step 123, the CPU 10 sets the left-right direction of the
barrel and the left-right direction of the first virtual camera in
accordance with the operation indication direction calculated in
step 121 described above, and proceeds to the subsequent step 126.
For example, the CPU 10 sets the direction, obtained by projecting
the operation indication direction indicated by the operation
indication direction data De2 onto a horizontal plane in the
virtual world, as it is to the left-right direction of the barrel
and the left-right direction of the first virtual camera, to
thereby update the barrel left-right direction data Df1 and the
data concerning the left-right direction of the first virtual
camera in the virtual camera data Dh, using the set left-right
direction of the barrel and the set left-right direction of the
first virtual camera.
[0238] On the other hand, in step 124, the CPU 10 sets the
left-right direction of the barrel so as to be limited in the
barrel left-right operation range, and proceeds to the subsequent
step. For example, the CPU 10 sets the left-right direction of the
barrel in the barrel left-right operation range so as to be closest
to the direction obtained by projecting the operation indication
direction indicated by the operation indication direction data De2
onto a horizontal plane in the virtual world, to thereby update the
barrel left-right direction data Df1 using the set left-right
direction of the barrel.
[0239] Next, the CPU 10 sets the left-right direction of the first
virtual camera in accordance with the operation indication
direction calculated in step 121 described above (step 125), and
proceeds to the subsequent step 126. For example, the CPU 10 sets
the direction, obtained by projecting the operation indication
direction indicated by the operation indication direction data De2
onto a horizontal plane in the virtual world, as it is to the
left-right direction of the first virtual camera, to thereby update
the data concerning the left-right direction of the first virtual
camera in the virtual camera data Dh, using the set left-right
direction of the first virtual camera.
[0240] In step 126, the CPU 10 determines whether or not the
operation indication direction is included in the barrel up-down
operation range. When the operation indication direction is
included in the barrel up-down operation range, the CPU 10 proceeds
to the subsequent step 127. On the other hand, when the operation
indication direction is not included in the barrel up-down
operation range, the CPU 10 proceeds to the subsequent step 128.
Here, as described with reference to FIG. 14B, the barrel up-down
operation range is the range where the direction of the barrel of
the water cannon is allowed to be changed upward and downward (in
the vertical direction) in accordance with the operation indication
direction, and the barrel up-down operation range is set to a
predetermined angular range with respect to the horizontal
direction in the virtual world. Then, in step 126 described above,
the CPU 10 determines, using the operation indication direction
indicated by the operation indication direction data De2, whether
or not the difference in angle between the horizontal direction in
the virtual world and the operation indication direction is
included in the barrel up-down operation range.
[0241] In step 127, the CPU 10 sets the up-down direction of the
barrel and the up-down direction of the first virtual camera in
accordance with the operation indication direction calculated in
step 121 described above, and proceeds to the subsequent step 130.
For example, the CPU 10 sets the direction, obtained by projecting
the operation indication direction indicated by the operation
indication direction data De2 onto a vertical plane in the virtual
world, as it is to the up-down direction of the barrel and the
up-down direction of the first virtual camera, to thereby update
the barrel up-down direction data Df2 and the data concerning the
up-down direction of the first virtual camera in the virtual camera
data Dh, using the set up-down direction of the barrel and the set
up-down direction of the first virtual camera.
[0242] On the other hand, in step 128, the CPU 10 sets the up-down
direction of the barrel so as to be limited in the barrel up-down
operation range, and proceeds to the subsequent step. For example,
the CPU 10 sets the up-down direction of the barrel in the barrel
up-down operation range so as to be closest to the direction
obtained by projecting the operation indication direction indicated
by the operation indication direction data De2 onto a vertical
plane in the virtual world, to thereby update the barrel up-down
direction data Df2 using the set up-down direction of the
barrel.
[0243] Next, the CPU 10 sets the up-down direction of the first
virtual camera in accordance with the operation indication
direction calculated in step 121 described above (step 129), and
proceeds to the subsequent step 130. For example, the CPU 10 sets
the direction, obtained by projecting the operation indication
direction indicated by the operation indication direction data De2
onto a vertical plane in the virtual world, as it is to the up-down
direction of the first virtual camera, to thereby update the data
concerning the up-down direction of the first virtual camera in the
virtual camera data Dh, using the set up-down direction of the
first virtual camera.
[0244] In step 130, the CPU 10 determines whether or not the
discharge of the discharge object is present. When the discharge of
the discharge object is present, the CPU 10 proceeds to the
subsequent step 131. On the other hand, when the discharge of the
discharge object is not present, the CPU 10 ends the process of
this subroutine. Here, the player object Po can discharge the
discharge object such as the water W, using the water cannon in
operation, and the discharge object is discharged from the barrel
in the set direction of the barrel in accordance with a
predetermined operation of the user (e.g., the operation of
applying to the board-type controller 9 a load equal to or greater
than a predetermined threshold). The state, determined in step 130
described above, where "the discharge of the discharge object is
present" indicates the case where the predetermined operation is
being performed (the case where the latest total load value
indicated by the load value data Dc is equal to or greater than the
predetermined threshold) and/or the case where the discharge object
is discharged and moving in the virtual world (a discharge vector
whose magnitude is other than 0 is set in the discharge vector data
Dg3).
[0245] In step 131, the CPU 10 determines whether or not the total
load value is equal to or greater than a predetermined threshold.
Here, the threshold used in step 131 described above is a value set
in advance for determining whether or not the user is performing a
discharge operation using the board-type controller 9. When the
value of the latest total load applied to the board-type controller
9 has become equal to or greater than the threshold, it is
determined that the discharge operation is being performed. When,
with reference to the latest total load value indicated by the load
value data Dc, the total load value is equal to or greater than the
predetermined threshold, the CPU 10 proceeds to the subsequent step
132. On the other hand, when the latest total load value is less
than the predetermined threshold, the CPU 10 proceeds to the
subsequent step 133.
[0246] In step 132, on the basis of the total load value and the
direction of the barrel, the CPU 10 adds the data concerning the
discharge object (the type of the discharge object, the amount of
discharge, and the discharge vector), and proceeds to the
subsequent step 133. For example, when the discharge operation of
discharging the discharge object has been performed, the CPU 10
sets, in the barrel of the water cannon, the position of the
discharge object to be newly discharged, and also sets the
direction of the barrel of the water cannon to the direction of the
discharge vector of the discharge object. Further, in accordance
with the latest total load value indicated by the load value data
Dc, the CPU 10 calculates the discharge velocity and the amount of
discharge per unit time at and in which the discharge object is to
be newly discharged. Specifically, the CPU 10 sets the discharge
velocity and the amount of discharge per unit time such that the
greater the latest total load value, the greater the discharge
velocity, and the greater the amount of discharge per unit time.
Further, with reference to the history of the total load value
indicated by the load value data Dc, the CPU 10 sets a first
discharge object (e.g., the water W) as the discharge object to be
newly discharged when the amount of change from the total load
value calculated in the most recent processing to the latest total
load value is less than a predetermined value. The CPU 10 sets a
second discharge object (e.g., the large ball formed of a mass of
water having a greater amount than that of the water W) as the
discharge object to be newly discharged when the amount of change
is equal to or greater than the predetermined value. Then, the CPU
10 adds the object type data Dg1, the amount of discharge data Dg2,
the discharge vector data Dg3, and the position data Dg4 that
indicate the type, the amount of discharge, the discharge vector,
and the position of the set discharge object, to the discharge
object data Dg as data concerning new discharge object. Step 132
described above is thus repeated, whereby data concerning new
discharge object is added to the discharge object data Dg.
[0247] It should be noted that step 132 described above is repeated
in each processing cycle of the game apparatus body 5 when the
latest total load value is equal to or greater than the
predetermined threshold. In this case, a new discharge object is
generated in each cycle. Accordingly, the cycle of repeating step
132 described above may be appropriately set in accordance with the
times at which it is desired to generate a new discharge object in
the virtual world. In this case, the process of step 131 described
above is performed at the desired times, and the processes of steps
131 and 132 described above are not performed except at the desired
times.
[0248] In step 133, the CPU 10 causes the discharge objects set in
the discharge object data Dg to move on the basis of the respective
discharge vectors, and ends the process of the subroutine. For
example, on the basis of the discharge vectors set in the discharge
object data Dg, the CPU 10 causes the respective discharge objects
to move in the virtual world, and sets new positions of the
discharge objects, to thereby update the position data Dg4 of the
discharge objects using the set positions. Further, on the basis of
the environment of the virtual world (the force of gravity, wind,
the effects of other objects, and the like) where the discharge
objects are placed, the CPU 10 corrects the discharge vectors of
the discharge objects, to thereby update the discharge vector data
Dg3 of the discharge objects using the corrected discharge vectors.
It should be noted that when any of the discharge objects collides
with another object due to the above movements, the CPU 10 sets
data indicating that the discharge object has collided with said
another object, and also deletes the data concerning the discharge
object (the object type data Dg1, the amount of discharge data Dg2,
the discharge vector data Dg3, and the position data Dg4) from the
discharge object data Dg.
[0249] Step 132 described above is thus repeated, whereby new
discharge objects are repeatedly set in the barrel of the water
cannon operated by the player object Po, and also a discharge
vector whose discharge direction is the direction of the barrel is
set for each of the newly set discharge objects. Then, step 133
described above is repeated, whereby the positions of the discharge
objects set in the discharge object data Dg are set so as to move
in the virtual world on the basis of the discharge vectors
correspondingly set for the discharge objects. For example, as
shown in FIG. 20, discharge objects W1 through W15 move
successively in the virtual world on the basis of discharge vectors
Vw1 through Vw15 whose vector directions are each the direction of
the barrel when the discharge object is discharged, and whose
magnitudes are each the discharge velocity based on the total load
value when the discharge object is discharged. Accordingly, when
the user has performed the operation of changing the direction of
the barrel while performing the discharge operation, discharge
vectors are set so as to have directions different between the
discharge objects discharged from the barrel. This results in
causing the discharge objects W1 through W15 to move successively
in a meandering manner in the virtual world. Here, the positions to
be reached by the discharge objects in the virtual world are
determined in an analog manner on the basis of the direction of the
barrel at the time of the discharge and the discharge velocity
based on the total load value at the time of the discharge. This
makes it difficult for the user playing the game to predict the
positions to be reached by the discharge objects. When, however,
having consecutively discharged discharge objects, the user may
cause the discharge objects to move successively, and thereby can
predict, with reference to the positions reached by the previously
discharged discharge objects, the positions to be reached by the
discharge objects to be discharged thereafter.
[0250] Referring back to FIG. 17, after the player object setting
process in step 83 described above, the CPU 10 sets parameters
concerning the second virtual camera (step 84), and ends the
process of this subroutine. For example, a terminal game image and
a monitor game image are generated as, for example,
three-dimensional CG images obtained by calculating a game space
viewed from a virtual camera placed in the virtual world.
Specifically, the first virtual camera for generating a terminal
game image is placed at the position of the first-person point of
view of the player object Po in the virtual world. Then, the first
virtual camera is set such that the direction based on the
left-right direction of the first virtual camera and the up-down
direction of the first virtual camera that have been set in the
processes of steps 123, 125, 127, and 129 described above is the
direction of the line of sight of the first virtual camera, and the
width direction of the first virtual camera is the horizontal
direction in the virtual world. Further, the second virtual camera
for generating a monitor game image is set in the same virtual
world where the first virtual camera is set, the second virtual
camera set in a fixed manner so as to include the state of the
virtual world obtained by viewing from a distant bird's-eye view
the player object Po placed in the virtual world. A terminal game
image and a monitor game image are game images of the virtual world
that are thus viewed from different points of view. This causes the
game images of the virtual world viewed from the different points
of view to be displayed on the LCD 61 and the monitor 2.
[0251] Referring back to FIG. 16, after the game control process in
step 44, the CPU 10 and the GPU 32 generate a monitor game image to
be displayed on the monitor 2 (step 45), and proceed to the
subsequent step. For example, the CPU 10 and the GPU 32 read from
the main memory the data indicating the result of the game control
process performed in step 44, and read from the VRAM 34 the data
used to generate a monitor game image. Then, the CPU 10 and the GPU
32 generate a game image using the read data, and store the
generated monitor game image in the VRAM 34. Any monitor game image
may be generated by any method so long as the monitor game image
represents the result of the game control process performed in step
44. For example, the monitor game image may be a three-dimensional
CG image generated by the steps of: placing the second virtual
camera in the virtual world on the basis of the parameters
concerning the second virtual camera that are indicated by the
virtual camera data Dh; placing in the virtual world the player
object Po that operates the water cannon, on the basis of the
barrel direction data Df; placing the discharge object in the
virtual world on the basis of the discharge object data Dg; and
calculating the virtual world viewed from the second virtual
camera. Specifically, the CPU 10 places the player object Po and
the water cannon in the virtual world such that the barrel of the
water cannon operated by the player object Po is directed in the
direction of the barrel indicated by the barrel direction data Df.
Further, the CPU 10 determines, on the basis of the type and the
amount of discharge of the object that are indicated by the
discharge object data Dg, the type and the size of the discharge
object to be placed, and places the discharge object, on which the
determinations have been made, in the virtual world on the basis of
the position indicated by the discharge object data Dg.
[0252] Next, the CPU 10 and the GPU 32 generate a terminal game
image to be displayed on the terminal apparatus 6 (step 46), and
proceed to the subsequent step. For example, the CPU 10 and the GPU
32 read from the main memory the data indicating the result of the
game control process performed in step 44, and read from the VRAM
34 the data used to generate a terminal game image. Then, the CPU
10 and the GPU 32 generate a terminal game image using the read
data, and store the generated terminal game image in the VRAM 34.
Similarly to the monitor game image, any terminal game image may be
generated by any method so long as the terminal game image
represents the result of the game control process performed in step
44. Further, the terminal game image may be generated by the same
method as, or a different method from, that for the monitor game
image. For example, the terminal game image may be generated as a
three-dimensional CG image by the steps of: placing the first
virtual camera in the virtual world on the basis of the parameters
concerning the first virtual camera that are indicated by the
virtual camera data Dh; placing in the virtual world the player
object Po that operates the water cannon, on the basis of the
barrel direction data Df; placing the discharge object in the
virtual world on the basis of the discharge object data Dg; and
calculating the virtual world viewed from the first virtual
camera.
[0253] Next, the CPU 10 generates a monitor game sound to be output
to the loudspeakers 2a of the monitor 2 (step 47), and proceeds to
the subsequent step. For example, the CPU 10 causes the DSP 33 to
generate a monitor game sound to be output from the loudspeakers
2a, in accordance with the result of the game control process
performed in step 44. As an example, the CPU 10 causes the DSP 33
to generate a monitor game sound in which BGM or the like to be
output from the monitor 2 is added to the voices and the action
sounds of the objects, sound effects, and the like that are
supposed to be heard on the basis of the position of the second
virtual camera in the virtual world set in accordance with the
result of the game control process in step 44.
[0254] Next, the CPU 10 generates a terminal game sound to be
output to the loudspeakers 607 of the terminal apparatus 6 (step
48), and proceeds to the subsequent step. For example, the CPU 10
causes the DSP 33 to generate a terminal game sound to be output
from the loudspeakers 607, in accordance with the result of the
game control process performed in step 44. As an example, the CPU
10 causes the DSP 33 to generate a terminal game sound in which BGM
or the like to be output from the terminal apparatus 6 is added to
the voices and the action sounds of the objects, sound effects, and
the like that are supposed to be heard on the basis of the position
of the first virtual camera in the virtual world set in accordance
with the result of the game control process in step 44. The
terminal game sound may be the same as, or different from, the
monitor game sound. Alternatively, the terminal game sound may be
partially different from the monitor game sound (e.g., the terminal
game sound and the monitor game sound include the same BGM and
different sound effects). It should be noted that when the monitor
game sound and the terminal game sound are the same, the terminal
game sound generation step in step 48 may not need to be
performed.
[0255] Next, the CPU 10 outputs the monitor game image and the
monitor game sound to the monitor 2 (step 49), and proceeds to the
subsequent step. For example, the CPU 10 transmits to the AV-IC 15
the data of the monitor game image stored in the VRAM 34 and the
data of the monitor game sound generated by the DSP 33. In response
to this, the AV-IC 15 transmits the data of the monitor game image
and the data of the monitor game sound to the monitor 2 through the
AV connector 16. This causes the monitor game image to be displayed
on the monitor 2, and causes the monitor game sound to be output
from the loudspeakers 2a.
[0256] Next, the CPU 10 transmits the terminal game image and the
terminal game sound to the terminal apparatus 6 (step 50), and
proceeds to the subsequent step. For example, the CPU 10 transmits
to the codec LSI 27 the data of the terminal game image stored in
the VRAM 34 and the data of the terminal game sound generated by
the DSP 33. The codec LSI 27 performs a predetermined compression
process on the transmitted data. The compressed data of the
terminal game image and the compressed data of the terminal game
sound are transmitted from the codec LSI 27 to the terminal
communication module 28, and then transmitted from the terminal
communication module 28 to the terminal apparatus 6 via the antenna
29. The data of the terminal game image and the data of the
terminal game sound that have been transmitted from the game
apparatus body 5 are received by the wireless module 610 of the
terminal apparatus 6, and are subjected to a predetermined
decompression process by the codec LSI 606. Then, the decompressed
data of the terminal game image is output to the LCD 61, and the
decompressed data of the terminal game sound is output to the sound
IC 608. This causes the terminal game image to be displayed on the
LCD 61, and causes the terminal game sound to be output from the
loudspeakers 607.
[0257] Next, the CPU 10 determines whether or not the game is to be
ended (step 51). Conditions for ending the game may be, for
example: that particular conditions have been satisfied so that the
game is over, or the game is completed; or that the user has
performed an operation for ending the game. When the game is not to
be ended, the CPU 10 returns to step 42 and repeats the same
processing. On the other hand, when the game is to be ended, the
CPU 10 ends the processing of the flow chart. Thereafter, the
series of processes 42 through 51 is repeatedly performed until the
CPU 10 determines in step 51 that the game is to be ended.
[0258] As described above, the processing described above makes it
possible to display an image of the virtual world on the LCD 61 of
the portable terminal apparatus 6 that allows a user to view a
screen thereof while holding it, and also makes it possible to
perform an operation on the virtual world in accordance with the
attitude and the motion of the terminal apparatus 6. It is also
possible to perform an operation using the board-type controller 9
in parallel with the operation using the terminal apparatus 6.
Here, the operation using the board-type controller 9 can be
performed by the feet of the user, and performed by the user
mounted thereon. The operation using the board-type controller 9
can be easily performed in a simultaneous parallel manner with the
operation of changing the attitude and the motion of the terminal
apparatus 6, which is formed of an apparatus separate from the
board-type controller 9.
[0259] In addition, based on the processing described above, the
operation using the terminal apparatus 6 in the barrel left-right
operation range changes the direction of the line of sight of the
first virtual camera and the direction of the barrel of the water
cannon to the left and right in accordance with the attitude and
the motion of the terminal apparatus 6 that are obtained by yawing
the direction of the terminal apparatus 6 to the left and right.
Further, also the operation using the terminal apparatus 6 in the
barrel up-down operation range changes the direction of the line of
sight of the first virtual camera and the direction of the barrel
of the water cannon in accordance with the attitude and the motion
of the terminal apparatus 6 that are obtained by pitching the
direction of the terminal apparatus 6 upward and downward.
Accordingly, the operations using the terminal apparatus 6 in the
barrel left-right operation range and the barrel up-down operation
range change not only the direction of the line of sight of the
virtual camera for generating the virtual world to be displayed on
the terminal apparatus 6, but also the discharge direction in which
the discharge object is to be discharged in the virtual world.
These operations lead to an operation suitable for adjusting the
position to be reached by the discharge object, and an operation
suitable for changing the display range of the display performed on
the LCD 61. On the other hand, the operations using the terminal
apparatus 6 outside the barrel left-right operation range and
outside the barrel up-down operation range change only the
direction of the line of sight of the first virtual camera in
accordance with the attitude and the motion of the terminal
apparatus 6 that are obtained by yawing the direction of the
terminal apparatus 6 to the left and right, and the attitude and
the motion of the terminal apparatus 6 that are obtained by
pitching the direction of the terminal apparatus 6 upward and
downward. Accordingly, the operations using the terminal apparatus
6 outside the barrel left-right operation range and outside the
barrel up-down operation range lead to an operation suitable for
changing only the display range of the display performed on the LCD
61 with the discharge direction unchanged. At least the barrel
left-right operation range and the barrel up-down operation range
are thus set, whereby the user can perform various operations on
the basis of the attitude and the motion of one device.
[0260] It should be noted that in the above descriptions, settings
are made for the range for determining the attitude and the
direction of the motion of the terminal apparatus 6 that are
obtained by yawing the direction of the terminal apparatus 6 to the
left and right (the barrel left-right operation range), and the
range for determining the attitude and the direction of the motion
of the terminal apparatus 6 that are obtained by pitching the
direction of the terminal apparatus 6 upward and downward (the
barrel up-down operation range). Alternatively, one range may be
used, or three or more ranges may be used, to determine the above
directions. For example, when the direction of the barrel of the
water cannon changes only to the left and right in the virtual
world, only the barrel left-right operation range may be set, and
always only the attitude of the first virtual camera may be changed
in accordance with the attitude and the motion of the terminal
apparatus 6 that are obtained by pitching the direction of the
terminal apparatus 6 upward and downward. Yet alternatively, a
range may be further set in which the velocity of the change in the
direction of the barrel of the water cannon is relatively small
(e.g., ranges adjacent to the left and right sides of the barrel
left-right operation range, or ranges adjacent to the top and
bottom sides of the barrel up-down operation range), and the
direction of the barrel may be controlled such that the velocity of
the change in the direction of the barrel changes in accordance
with the direction the terminal apparatus 6.
[0261] In the exemplary game described above, the virtual camera
(first virtual camera) for generating an image to be displayed on
the LCD 61 is controlled (the position, the direction, and the
attitude of the virtual camera are controlled) on the basis of the
attitude of the terminal apparatus 6. Such control makes it
possible to provide the user with an image as if peeping at the
virtual world through the LCD 61, and provide the user with a
feeling as if being in the virtual world. Further, the operation
using the attitude of the terminal apparatus 6 enables the
operation of rotating the terminal apparatus 6 in two directions,
such as a left-right swing (yaw) about the vertical direction
(e.g., about the y-axis direction) and an upward and downward swing
(pitch) about the left-right horizontal direction (e.g., about the
x-axis direction), and therefore is suitable for controlling the
virtual camera capable of making a similar movement also in the
virtual world. Thus, the attitude of the virtual camera in the
virtual world may be controlled so as to coincide with the attitude
of the terminal apparatus 6 in real space, whereby it is possible
to provide an image as if peeping in the direction desired by the
user in the virtual world. It should be noted that in addition to
the operation of rotating the terminal apparatus 6 in two
directions described above, the virtual camera may be controlled so
as to rotate about the direction of the line of sight in accordance
with a left-right rotation (roll) about the front-back horizontal
direction (e.g., about the z-axis direction). The addition of such
control enables the operation of rotating the terminal apparatus 6
in three directions. Thus, the attitude of the virtual camera in
the virtual world may be controlled so as to coincide with the
attitude of the terminal apparatus 6 in real space, whereby it is
possible to provide an image as if peeping in the direction desired
by the user in the virtual world.
[0262] In addition, in the exemplary game described above, in
accordance with the user taking action on the board-type controller
9, the player object takes action (e.g., a discharging action).
That is, the user is provided, by an image displayed on the LCD 61,
with a feeling as if being in the virtual world, and is
additionally provided with an operation feeling as if the user
themselves is a player character in real space. This enhances the
feeling as if being in the virtual world.
[0263] In addition, in the exemplary game described above, the
direction of the barrel of the water cannon operated by the player
object Po displayed on the LCD 61 is controlled on the basis of the
attitude of the terminal apparatus 6. Such control makes it
possible to provide the user with an operation environment as if
the terminal apparatus 6 is a water cannon, and also provide a
feeling as if the user is the player object Po in the virtual
world. Further, the operation using the attitude of the terminal
apparatus 6 enables the operation of rotating the terminal
apparatus 6 in two directions, such as a left-right swing (yaw)
about the vertical direction (e.g., about the y-axis direction) and
an upward and downward swing (pitch) about the left-right
horizontal direction (e.g., about the x-axis direction), and
therefore is suitable for controlling the player object Po capable
of making a similar movement also in the virtual world. For
example, in the exemplary game, a left-right swing (yaw) about the
height direction along the LCD 61 of the terminal apparatus 6 (the
y-axis direction) may be set to correspond to a left-right change
(yaw) in the direction of the barrel, and an upward and downward
swing (pitch) about the left-right direction along the LCD 61 (the
x-axis direction) may be set to correspond to an upward and
downward change (pitch) in the direction of the barrel, whereby it
is possible to provide a shooting game of changing the direction of
the barrel to the direction desired by the user in the virtual
world.
[0264] In addition, in the exemplary game described above, the
action of the player object Po discharging the discharge object
(the presence or absence of the discharge of the discharge object,
the amount of discharge and the discharge velocity in and at which
the discharge object is to be discharged, and the type of the
discharge object) is controlled in accordance with the load value
(total load value) to be applied to the board-type controller 9.
That is, it is possible to perform a discharge process based on an
analog operation performed on the board-type controller 9.
Accordingly, the user controls the action of one player object Po
using a plurality of devices (the terminal apparatus 6 and the
board-type controller 9). This makes it possible to perform an
unprecedented operation, and also makes it possible to perform an
analog operation on the action of the player object Po.
[0265] In addition, in the exemplary game described above, it is
possible to set the perspective direction in the virtual world
displayed on the LCD 61 of the terminal apparatus 6, as the
direction of the barrel of the water cannon operated by the player
object Po. This enables the user to set the direction of the barrel
on the basis of the attitude of the terminal apparatus 6. Further,
the virtual world is displayed on the LCD 61 such that the
direction of the barrel is the perspective direction. This enables
the operation of setting the direction of the barrel in an
intuitive manner, which facilitates the setting of the direction of
the barrel to the direction desired by the user.
[0266] In addition, in the exemplary game described above, the
attitude (the direction of the barrel) of the water cannon operated
by the player object Po and the attitude (the direction of the line
of sight) of the first virtual camera for generating a virtual
world image to be displayed on the LCD 61 are controlled on the
basis of the attitude and the motion of the terminal apparatus 6.
On the basis of the attitude and the motion of the terminal
apparatus 6, however, the player object Po may be caused to move
and the first virtual camera may be caused to move. For example, a
moving angle and a moving distance may be calculated from changes
in the attitude and the motion of the terminal apparatus 6, and the
player object Po that operates the water cannon and/or the first
virtual camera may be caused to move in the virtual world in
accordance with the moving angle and the moving distance. Even when
the player object Po and/or the first virtual camera thus move in
the virtual world, the exemplary embodiment can be applied in a
similar manner.
[0267] In addition, in the exemplary game described above, a
virtual world image viewed from the first-person point of view of
the player object Po is displayed on the LCD 61. Alternatively, an
image of the virtual world in another form may be displayed on the
LCD 61. For example, an image of the virtual world including at
least the player object Po may be displayed on the LCD 61 of the
terminal apparatus 6. As an example, it is possible to place the
first virtual camera at a position behind and close to the player
object Po, and display on the LCD 61 of the terminal apparatus 6 an
image of the virtual world including at least the player object Po.
Even in the exemplary game described above, only the attitude of
the first virtual camera may possibly change in the state where the
action of the player object Po is stopped because, outside the
barrel left-right operation range and outside the barrel up-down
operation range, the direction of the barrel is locked in each
range. In this case, the direction of the line of sight of the
first virtual camera may be set so as to view the part of the
virtual world behind the player object Po such that the position of
the player object Po is the point of view. Alternatively, the first
virtual camera may be caused to move to a position in front of and
close to the player object Po, or the first virtual camera may be
set such that at least a part of the player object Po is included
in the view volume.
[0268] In addition, in the exemplary game described above, when a
virtual world image viewed from the first-person point of view of
the player object Po is displayed on the LCD 61, a part of the
player object Po (the barrel of the water cannon operated by the
player object Po) is displayed. Alternatively, the player object Po
may not be displayed at all. For example, even in the form where
the player object Po is not displayed at all, an aim indicating the
point to be reached by the discharge object in the virtual world
may be displayed on the LCD 61. Yet alternatively, as described
above, when discharge objects have been discharged, the state of
the discharge objects being discharged successively in discharge
order may be displayed.
[0269] In addition, in the above descriptions, as an example of the
discharge object, the water W and the large ball formed of a mass
of water having a greater amount than the water W are used.
Alternatively, another type of object may be used as the discharge
object. For example, the term "discharge object" used in the
present specification is one that represents an object to be
discharged or shot by the player object Po to hit another object
with it, and examples of the "discharge object" may also include
flames, bullets, shells, bombs, grenades, rockets, missiles, balls,
arrows, beams, and laser beams in the virtual game world.
[0270] It should be noted that in the exemplary game described
above, the exemplary processing is performed such that in
accordance with the operation indication direction determined on
the basis of the attitude of the terminal apparatus 6, the
direction of the barrel and the attitude of the virtual camera are
controlled in conjunction immediately after the determination. In
accordance with the change in the operation indication direction,
however, the direction of the barrel and/or the attitude of the
first virtual camera may be controlled after a delay of a
predetermined period. In this case, the virtual world may be
displayed such that: after the direction of the barrel changes, the
attitude of the first virtual camera changes so as to follow the
direction of the barrel after the delay of the predetermined
period; or after the attitude of the first virtual camera changes,
the direction of the barrel changes so as to follow the change in
the attitude after the delay of the predetermined period.
[0271] In addition, in the exemplary game described above, the game
image displayed on the LCD 61 of the terminal apparatus 6 and the
game image displayed on the monitor 2 are images both representing
the state of the same virtual world, but are images different from
each other in the point of view, and the range of view, toward the
virtual world is viewed. This enables the user to view the virtual
world displayed on the two display screens in different fields of
view and different display ranges, and therefore enables the user
to appropriately view a suitable game image depending on the state
of the game. Further, the exemplary game described above enables
the user to perform an operation while holding the terminal
apparatus 6, to thereby change the direction of the barrel in
accordance with the attitude and the position of the terminal
apparatus 6 in real space, and also change an image displayed on
the LCD 61 in accordance with the direction of the barrel. This
makes it possible to provide a sense of presence in the virtual
world to the user viewing an image displayed on the LCD 61 while
holding the terminal apparatus 6. On the other hand, viewing only
an image displayed on the LCD 61 may make it difficult to
understand the position relative to the entire virtual world and
the circumstance of the player object Po. The display of the
virtual world in a relatively wide range on the monitor 2 can solve
such a problem.
[0272] It should be noted that in the exemplary game described
above, the second virtual camera for generating an image of the
virtual world to be displayed on the monitor 2 is set in a fixed
manner in the virtual world. Alternatively, the position and the
attitude of the second virtual camera may be changed in accordance
with the motion of the player object Po. As an example, an image of
the virtual world to be displayed on the monitor 2 may be generated
by controlling the attitude of the second virtual camera such that
the direction in which the direction of the line of sight of the
second virtual camera is projected onto a horizontal plane in the
virtual world coincides with the direction in which the direction
of the barrel or the operation indication direction is projected
onto the horizontal plane.
[0273] In addition, the game system 1 allows the user to perform
various games using the terminal apparatus 6 and the board-type
controller 9 as operation means. The terminal apparatus 6 can be
used as a controller that allows the user to provide an input by an
operation based on the motion of the body of the terminal apparatus
6, a touch operation, a button operation, or the like, while it can
be used as a portable display or a second display. Accordingly, the
game system 1 achieves a wide range of games. That is, the terminal
apparatus 6 functions as a display apparatus, and therefore, there
may be a game system in which: the terminal apparatus 6 is used as
display means while the monitor 2 and the controller 7 are not
used; and the board-type controller 9 is used as operation means.
Further, the terminal apparatus 6 functions as an operation device
as well as a display apparatus, and therefore, there may be a game
system in which the terminal apparatus 6 is used as display means
while the monitor 2 and the controller 7 are not used, and the
terminal apparatus 6 and the board-type controller 9 are used as
operation means. Further, the terminal apparatus 6 functions as an
operation device as well as a display apparatus, and therefore,
there may be a game system in which the terminal apparatus 6 is
used as display means while the monitor 2, the board-type
controller 9, and the controller 7 are not used, and the terminal
apparatus 6 is used as operation means.
[0274] In addition, in the exemplary embodiment, the terminal
apparatus 6 functions as a so-called thin client terminal, which
does not perform game processing. In the exemplary embodiment,
however, at least a part of the series of steps in the game
processing to be performed by the game apparatus body 5 may be
performed by the terminal apparatus 6. As an example, the terminal
game image generation process may be performed by the terminal
apparatus 6. As another example, all the series of steps in the
game processing to be performed by the game apparatus body 5 may be
performed by the terminal apparatus 6. In this case, the terminal
apparatus 6 functions as a processing device that performs the
steps in the game processing, as well as a display apparatus, and
therefore, there may be a game system in which: the terminal
apparatus 6 is used as display means while the monitor 2, the game
apparatus body 5, and the controller 7 are not used; the board-type
controller 9 is used as operation means; and the terminal apparatus
6 is used as processing means. In this game system, only the
terminal apparatus 6 and the board-type controller 9 are connected
wirelessly or wired, and board operation data is transmitted from
the board-type controller 9 to the terminal apparatus 6, thereby
achieving various games. Further, it is needless to say that when
the board-type controller 9 is not used either, the terminal
apparatus 6 may be used as display means, operation means, and
processing means.
[0275] In addition, in the above embodiment, attitude data (e.g.,
at least one piece of data output from the magnetic sensor 602, the
acceleration sensor 603, and the gyro sensor 604) used to calculate
the attitude and/or the motion of the terminal apparatus 6
(including the position and the attitude per se, or changes in the
position and the attitude) is output from the terminal apparatus 6
to the game apparatus body 5, and the attitude and/or the motion of
the terminal apparatus 6 are calculated by the information
processing performed by the game apparatus body 5. The attitude
and/or the motion of the terminal apparatus 6 to be calculated by
the game apparatus body 5, however, may be calculated by the
terminal apparatus 6. In this case, the data indicating the
attitude and/or the motion of the terminal apparatus 6 that have
been calculated by the terminal apparatus 6 (i.e., data indicating
the position and the attitude per se of the terminal apparatus 6,
or changes in the position and the attitude that have been
calculated using the attitude data) is output from the terminal
apparatus 6 to the game apparatus body 5, and the data is used in
the information processing performed by the game apparatus body
5.
[0276] In addition, in the above descriptions, the terminal
apparatus 6 and the game apparatus body 5 are connected by wireless
communication, and the board-type controller 9 and the game
apparatus body 5 are connected by wireless communication.
Alternatively, wireless communication between devices may be
performed in a form other than the above. As a first example, the
terminal apparatus 6 functions as a relay device for another
wireless communication. In this case, board operation data of the
board-type controller 9 is wirelessly transmitted to the terminal
apparatus 6, and the terminal apparatus 6 wirelessly transmits, to
the game apparatus body 5, terminal operation data of the terminal
apparatus 6 together with the received board operation data. In
this case, while the terminal apparatus 6 and the game apparatus
body 5 are directly connected by wireless communication, the
board-type controller 9 is connected to the game apparatus body 5
via the terminal apparatus 6 by wireless communication. As a second
example, the board-type controller 9 functions as a relay device
for another wireless communication. In this case, terminal
operation data of the terminal apparatus 6 is wirelessly
transmitted to the board-type controller 9, and the board-type
controller 9 wirelessly transmits, to the game apparatus body 5,
board operation data of the board-type controller 9 together with
the received terminal operation data. In this case, the board-type
controller 9 and the game apparatus body 5 are directly connected
by wireless communication, while the terminal apparatus 6 is
connected to the game apparatus body 5 via the board-type
controller 9 by wireless communication.
[0277] In addition, the terminal apparatus 6 and/or the board-type
controller 9 may be electrically connected to the game apparatus
body 5 via cables. In this case, the cables connected to the
terminal apparatus 6 and/or the board-type controller 9 are
connected to a connection terminal of the game apparatus body 5. As
a first example, the terminal apparatus 6 and the game apparatus
body 5 are electrically connected via a first cable, and the
board-type controller 9 and the game apparatus body 5 are
electrically connected via a second cable. As a second example, the
terminal apparatus 6 and the game apparatus body 5 are electrically
connected via a cable. In this case, board operation data of the
board-type controller 9 may be wirelessly transmitted to the
terminal apparatus 6 and then transmitted to the game apparatus
body 5 via the cable. As a third example, the board-type controller
9 and the game apparatus body 5 are electrically connected via a
cable. In this case, terminal operation data of the terminal
apparatus 6 may be wirelessly transmitted to the board-type
controller 9 and then transmitted to the game apparatus body 5 via
the cable. Alternatively, terminal operation data of the terminal
apparatus 6 may be wirelessly transmitted to the game apparatus
body 5 directly from the terminal apparatus 6.
[0278] In addition, in the exemplary embodiment, the game system 1
includes one terminal apparatus 6 and one board-type controller 9.
Alternatively, the game system 1 may be configured to include a
plurality of terminal apparatuses 6 and a plurality of board-type
controllers 9. That is, the game apparatus body 5 may be capable of
wirelessly communicating with each terminal apparatus 6 and each
type controller 9, and may transmit game image data, game sound
data, and control data to each terminal apparatus, and receive
terminal operation data, camera image data, microphone sound data,
and board operation data from each terminal apparatus 6 and each
board-type controller 9. When the game apparatus body 5 wirelessly
communicates with the plurality of terminal apparatuses 6 and the
plurality of board-type controllers 9, the game apparatus body 5
may perform the wireless communication in a time division manner or
in a frequency division manner.
[0279] As described above, when the game system 1 includes a
plurality of terminal apparatuses 6 and a plurality of board-type
controllers 9, a plurality of users are allowed to play more games.
For example, when the game system 1 includes two pairs of terminal
apparatuses 6 and board-type controllers 9, two users are allowed
to play a game simultaneously. Further, when the game system 1
includes two pairs of terminal apparatuses 6 and board-type
controllers 9, the game system 1 includes three display
apparatuses, and therefore can generate game images for three users
to be displayed on the respective display apparatuses.
[0280] In addition, in the above descriptions, a plurality of load
sensors 94 are provided in the board-type controller 9. Information
of the position of the center of gravity of a load applied to the
board-type controller 9, however, is not used in the above
processing. Thus, at least one load sensor 94 may be provided in
the board-type controller 9.
[0281] In addition, the exemplary embodiment is described using the
stationary game apparatus 3. The exemplary embodiment, however, may
be achieved by executing the game program according to the
exemplary embodiment with an information processing apparatus such
as a hand-held game apparatus or a general personal computer.
Further, in another embodiment, the exemplary embodiment may be
applied not only to a game apparatus but also to a given hand-held
electronic device (e.g., a PDA (Personal Digital Assistant) or a
mobile telephone), a personal computer, a camera, and the like. Any
device may be connected to the terminal apparatus 6 and the
board-type controller 9 wirelessly or wired, whereby the exemplary
embodiment can be achieved.
[0282] In addition, in the above descriptions, the game processing
is performed by the game apparatus body 5. At least a part of the
processing steps in the game processing, however, may be performed
by another apparatus provided outside the game system 1. For
example, when the game apparatus body 5 is configured to
communicate with another apparatus (e.g., a server or another game
apparatus), the processing steps in the game processing may be
performed by the game apparatus body 5 in combination with said
another apparatus. As an example, said another apparatus performs
the process of setting a player object, a virtual world, and the
like, and data concerning the motion and the attitude of the player
object is transmitted from the game apparatus body 5 to said
another apparatus, whereby the game processing is performed. Then,
image data indicating the virtual world generated by said other
apparatus is transmitted to the game apparatus body 5, and the
virtual world is displayed on the monitor 2 and the LCD 61. At
least a part of the processing steps in the game processing is thus
performed by another apparatus, whereby the same processing as the
game processing is achieved. It should be noted that at least a
part of the processing steps in the information processing may be
performed by the board-type controller 9 (the microcomputer 100).
Further, the above game processing can be performed by one
processor or by a cooperation of a plurality of processors, the one
processor or the plurality of processors included in an information
processing system including at least one information processing
apparatus. Further, in the exemplary embodiment, the processes
shown in the above flow charts are performed as a result of the CPU
10 of the game apparatus body 5 executing a predetermined program.
Alternatively, a part or all of the processes may be performed by a
dedicated circuit included in the game apparatus body 5.
[0283] The systems, devices and apparatuses described herein may
include one or more processors, which may be located in one place
or distributed in a variety of places communicating via one or more
networks. Such processor(s) can, for example, use conventional 3D
graphics transformations, virtual camera and other techniques to
provide appropriate images for display. By way of example and
without limitation, the processors can be any of: a processor that
is part of or is a separate component co-located with the
stationary display and which communicates remotely (e.g.,
wirelessly) with the movable display; or a processor that is part
of or is a separate component co-located with the movable display
and communicates remotely (e.g., wirelessly) with the stationary
display or associated equipment; or a distributed processing
arrangement some of which is contained within the movable display
housing and some of which is co-located with the stationary
display, the distributed portions communicating together via a
connection such as a wireless or wired network; or a processor(s)
located remotely (e.g., in the cloud) from both the stationary and
movable displays and communicating with each of them via one or
more network connections; or any combination or variation of the
above.
[0284] The processors can be implemented using one or more
general-purpose processors, one or more specialized graphics
processors, or combinations of these. These may be supplemented by
specifically-designed ASICs (application specific integrated
circuits) and/or logic circuitry. In the case of a distributed
processor architecture or arrangement, appropriate data exchange
and transmission protocols are used to provide low latency and
maintain interactivity, as will be understood by those skilled in
the art.
[0285] Similarly, program instructions, data and other information
for implementing the systems and methods described herein may be
stored in one or more on-board and/or removable memory devices.
Multiple memory devices may be part of the same device or different
devices, which are co-located or remotely located with respect to
each other.
[0286] In addition, the shape of the game apparatus body 5
described above, the shapes of the terminal apparatus 6, the
controller 7, and the board-type controller 9, and the shapes, the
number, the placement, or the like of the various operation buttons
and sensors are merely illustrative, and the exemplary embodiment
can be achieved with other shapes, numbers, placements, and the
like. Further, the processing orders, the setting values, the
display forms, the criterion values, and the like that are used in
the information processing described above are also merely
illustrative, and it is needless to say that the exemplary
embodiment can be achieved with other orders, display forms, and
values.
[0287] In addition, the game program described above may be
supplied to the game apparatus body 5 not only from an external
storage medium such as the optical disk 4, but also via a wireless
or wired communication link. Further, the game program may be
stored in advance in a nonvolatile storage device of the game
apparatus body 5. It should be noted that examples of an
information storage medium for storing the game program may include
a CD-ROM, a DVD, given another optical disk storage medium similar
to these, a flexible disk, a hard disk, a magnetic optical disk,
and a magnetic tape, as well as a nonvolatile memory. Furthermore,
the information storage medium for storing the game program may be
a nonvolatile semiconductor memory or a volatile memory. Such
storage media can be defined as storage media readable by a
computer or the like. For example, a computer or the like is caused
to read and execute programs stored in each of the storage media,
and thereby can be caused to provide the various functions
described above.
[0288] While some exemplary systems, exemplary methods, exemplary
devices, and exemplary apparatuses have been described in detail,
the foregoing description is in all aspects illustrative and not
restrictive. It is understood that numerous other modifications and
variations can be devised without departing from the spirit and
scope of the appended claims. It is understood that the scope of
the exemplary embodiment should be interpreted only by the appended
claims. It is also understood that one skilled in the art can
implement the exemplary embodiment in the equivalent range on the
basis of the description of the exemplary embodiment and common
technical knowledge, from the description of the specific
embodiments. It should be understood that when used in the present
specification, components and the like described in singular form
with the words "a" and "an" before them do not exclude the
plurality of these components. Furthermore, it should be understood
that terms used in the present specification have meanings
generally used in the art unless otherwise specified. Therefore,
unless otherwise defined, all the jargons and technical terms have
the same meanings as those generally understood by one skilled in
the art of the exemplary embodiment. In the event of any
contradiction, the present specification (including meanings
defined herein) has priority.
[0289] A storage medium having stored thereon a game program, a
game apparatus, a game system, and a game processing method
according to the exemplary embodiment, when an image of a virtual
world is displayed on a display apparatus that allows a user to
view a screen thereof while holding it and an operation is
performed on the virtual world in accordance with the attitude and
the motion of the display apparatus, can facilitate another
operation to be performed in parallel with the operation, and
therefore are suitable for use as a game program, a game apparatus,
a game system, and a game processing method that perform processing
based on the operation and the like.
* * * * *