Patent application number | Description | Published |
20100009751 | GAME PROGRAM AND GAME APPARATUS - A game apparatus performs game processing on the basis of operation data output from a first input device including a first acceleration sensor and an angular velocity sensor and a second input device including a second acceleration sensor. The game apparatus calculates an orientation of an object within a game space on the basis of a first acceleration and a second acceleration, and causes the object to make a predetermined motion on the basis of the angular velocity data. | 01-14-2010 |
20100009754 | GAME APPARATUS AND GAME PROGRAM - A game apparatus includes a CPU, and the CPU sets a moving direction, that is, a position and an orientation of a moving object within a game space on the basis of angular velocity data transmitted from a first controller, that is, an attitude of a gyro sensor unit (gyro sensor). Then, when a second controller is drawn toward a near side in a state that a C button and a Z button thereof are simultaneously pressed, and the C button and the Z button are simultaneously released in that state, the moving object is shot. | 01-14-2010 |
20100009760 | GAME PROGRAM AND GAME APPARAUS - A game apparatus comprises an operation data acquiring means for acquiring operation data from a first input device including at least a first acceleration sensor and an angular velocity sensor and a second input device including at least a second acceleration sensor, and a game processing means for performing game processing on the basis of first acceleration data output from the first acceleration sensor, second acceleration data output from the second acceleration sensor, and angular velocity data from the angular velocity sensor, in the operation data. | 01-14-2010 |
20100099494 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN - Operation data acquisition means acquires operation data at least including motion data, which is data representing a motion of a predetermined input device, from the input device. Amount-of-change calculation means calculates an amount of change of the input device in a predetermined period of time, based on the motion data. Position orientation calculation means calculates a position and an orientation of a player object in a virtual game space. Degree-of-contact calculation means calculates a degree of contact, which represents a degree of the player object and a field object contacting each other in the virtual game space. Orientation change means changes the orientation of the player object, based on the amount of change and the degree of contact. | 04-22-2010 |
20100248824 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Based on motion information output from an input device including a motion sensor, a power value, which is a parameter representing a power to be given to an object in a virtual space, is calculated. Based on the motion information, a change amount, which is a parameter influencing the movement of the object, is also calculated. Based on these values, the power value is displayed using a predetermined power gauge before at least one of the power value and the change amount is determined in order to move the object, and at least one of a shape and a color of the power gauge is also changed based on the change amount. | 09-30-2010 |
20100248834 | COMPUTER READABLE STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREON AND INFORMATION PROCESSING APPARATUS - Based on posture/motion information which is output from predetermined detection means for detecting a posture or a motion of an input device operated by a user, a posture of the input device at a predetermined timing is calculated and stored as a reference posture. Then, based on the posture/motion information, the posture of the input device is constantly calculated as a current posture, and a difference of the current posture from the reference posture is calculated. In addition, based on the difference between the posture/motion information and the posture difference, a re-calculation necessity degree, which represents the necessity degree of re-calculation of the reference posture, is constantly calculated. When the re-calculation necessity degree exceeds a predetermined value, a presentation for urging the re-calculation of the reference posture is made. | 09-30-2010 |
20100248835 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Posture/motion information is repeatedly obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, and a power value used for moving an object in a virtual space is calculated. In addition, a follow-up power value, which follows the calculated power value, is repeatedly calculated based on the posture/motion information. Then, the object is moved based on the follow-up power value. | 09-30-2010 |
20100248836 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, a virtual plane is calculated at a predetermined timing and set as reference plane. Then, based on motion information, the posture of the input device is calculated as necessary. In accordance with the posture of the input device with respect to the reference plane, predetermined game processing such as moving an object in a virtual space or the like is executed. | 09-30-2010 |
20100248837 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, power value data, which is a parameter representing the power to be given to an object is calculated. In addition, a braking power applied to the input device is calculated based on the posture/motion information. Then, the object is moved based on the power value data and the braking value data. | 09-30-2010 |
20100248844 | GAME APPARATUS AND RECORDING MEDIUM RECORDING GAME PROGRAM - As an example, a value obtained by adding the magnitudes of a plurality of angular velocities around respective axes indicated by angular velocity data obtained from an input device including gyroscopic sensors, is used to calculate a rotation parameter indicating a rotation amount. A predetermined object which is rotated, depending on the rotation amount corresponding to the rotation parameter, is displayed on a display device. As another example, when it is determined, based on the angular velocity data, that the attitude of the input device is stable, a stability flag which indicates that the attitude of the input device has been at least once stable is set and updated to ON. When there is an input device whose stability flag is OFF, the aforementioned determination is performed and a screen including a result of the determination is displayed on a display device. | 09-30-2010 |
20100267443 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM - A twist amount is calculated based on an angular velocity around a Z-axis of an input device when a player performs a shoot operation. Based on a value of a difficulty level stored in an external main memory, a minimum successful twist amount and a maximum successful twist amount are determined. As a result, the higher the difficulty level is, the narrower a successful range of the twist amount becomes. Further, the twist amount of the input device, which is obtained when the player performs the shoot operation for a first to a fourth shots, is stored in the external main memory. When the player performs the shoot operation for a fifth shot or thereafter, the twist amount of the input device at the time of the shoot operation for the fifth shot and thereafter is corrected with the use of the twist amount of the first to fourth shots. | 10-21-2010 |
20100292005 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM HAVING A GAME PROGRAM STORED THEREON - In a game apparatus, a trajectory WP on which a waist W of a player character moves and an elliptic trajectory ArP on which an ankle Par of the player character moves are set. When the player character moves in a game space, the waist moves on the trajectory WP and the ankle moves on the elliptic trajectory ArP in accordance with a movement amount of the player character. In this case, while the ankle makes one round on the elliptic trajectory ArP, the waist makes two shuttle movements on the trajectory WP. Thus, motion images in accordance with the movements of legs and feet are not required to be previously prepared and a variety of motions of the legs and feet of the player character can be realized. | 11-18-2010 |
20110021274 | Game apparatus and recording medium recording game program for displaying a motion matching a player's intention when moving an input device - Operation information which is output, depending on a motion of an input device is successively obtained, and based on the operation information, a direction and movement velocity of the input device is determined. Next, it is determined whether or not the movement velocity is larger than or equal to a first threshold value. When the movement velocity is larger than or equal to the first threshold value, a path along which an object is moved in a virtual world is determined based on predetermined information about the movement path. When the movement velocity is smaller than the first threshold value, a path in which the object is moved in the virtual world is determined based on the determined movement velocity. Based on the determined movement path, it is displayed how the object is moved through positions in the virtual world. | 01-27-2011 |
20120119992 | INPUT SYSTEM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING PROGRAM, AND SPECIFIED POSITION CALCULATION METHOD - An example input system calculates a specified position on a screen of a display device, the position being specified by an operating device. The input system includes an attitude calculation section, an identification section, and a specified position calculation section. The attitude calculation section calculates an attitude of the operating device. The identification section identifies one of a plurality of display devices toward which the operating device is directed, based on the attitude of the operating device. The specified position calculation section calculates a specified position in accordance with the attitude of the operating device as a position on a screen of the display device identified by the identification section. | 05-17-2012 |
20120172118 | GAME APPARATUS, INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM HAVING GAME PROGRAM OR INFORMATION PROCESSING PROGRAM STORED THEREIN, GAME SYSTEM, DELAY MEASUREMENT SYSTEM, IMAGE DISPLAY METHOD, AUDIO OUTPUT METHOD, AND DELAY MEASUREMENT METHOD - An example game apparatus generates and outputs a predetermined test image to a television. A terminal device has its image pickup section acquire a pickup image of a screen of the television, and transmits the pickup image acquired by the image pickup section to the game apparatus. The game apparatus determines whether or not the pickup image includes the test image. When the pickup image is determined to include the test image, an image delay time is calculated on the basis of the time of the determination, the time of the output of the test image by the game apparatus, and a processing time between the acquisition of the pickup image and the determination. The game apparatus uses the image delay time to achieve synchronization between the terminal device and the television and also between image display and sound output of the television. | 07-05-2012 |
20120190450 | GAME APPARATUS AND RECORDING MEDIUM RECORDING GAME PROGRAM - As an example, a value obtained by adding the magnitudes of a plurality of angular velocities around respective axes indicated by angular velocity data obtained from an input device including gyroscopic sensors, is used to calculate a rotation parameter indicating a rotation amount. A predetermined object which is rotated, depending on the rotation amount corresponding to the rotation parameter, is displayed on a display device. As another example, when it is determined, based on the angular velocity data, that the attitude of the input device is stable, a stability flag which indicates that the attitude of the input device has been at least once stable is set and updated to ON. When there is an input device whose stability flag is OFF, the aforementioned determination is performed and a screen including a result of the determination is displayed on a display device. | 07-26-2012 |
20130244740 | GAME SYSTEM, GAME PROCESSING METHOD, COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, AND GAME APPARATUS - A plurality of players operate player characters using controllers. The player characters form a friend team to attack enemy characters. The player characters make attacks on the enemy characters by firing bullets into a game space using guns, in accordance with the operations of the respective players. If one of the player characters attacks another one of the player characters, a life of the attacked player character decreases, and a life item for restoring a life also appears in the game space. The attacked player character can restore a life by acquiring the life item. | 09-19-2013 |
20130310180 | GAME APPARATUS FOR PERFORMING GAME PROCESSING ACCORDING TO AN ATTITUDE OF AN INPUT DEVICE AND GAME PROGRAM - A game apparatus includes a CPU, and the CPU sets a moving direction, that is, a position and an orientation of a moving object within a game space on the basis of angular velocity data transmitted from a first controller, that is, an attitude of a gyro sensor unit (gyro sensor). Then, when a second controller is drawn toward a near side in a state that a C button and a Z button thereof are simultaneously pressed, and the C button and the Z button are simultaneously released in that state, the moving object is shot. | 11-21-2013 |
20140370988 | GAME APPARATUS FOR PERFORMING GAME PROCESSING ACCORDING TO AN ATTITUDE OF AN INPUT DEVICE AND GAME PROGRAM - A game apparatus includes a CPU, and the CPU sets a moving direction, that is, a position and an orientation of a moving object within a game space on the basis of angular velocity data transmitted from a first controller, that is, an attitude of a gyro sensor unit (gyro sensor). Then, when a second controller is drawn toward a near side in a state that a C button and a Z button thereof are simultaneously pressed, and the C button and the Z button are simultaneously released in that state, the moving object is shot. | 12-18-2014 |