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TW200927237A - Game program, game device, and game control method - Google Patents

Game program, game device, and game control method Download PDF

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Publication number
TW200927237A
TW200927237A TW097128440A TW97128440A TW200927237A TW 200927237 A TW200927237 A TW 200927237A TW 097128440 A TW097128440 A TW 097128440A TW 97128440 A TW97128440 A TW 97128440A TW 200927237 A TW200927237 A TW 200927237A
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TW
Taiwan
Prior art keywords
information
data
rotation
control unit
cpu
Prior art date
Application number
TW097128440A
Other languages
Chinese (zh)
Inventor
Hideaki Kazaoka
Original Assignee
Konami Digital Entertainment
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment filed Critical Konami Digital Entertainment
Publication of TW200927237A publication Critical patent/TW200927237A/en

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Classifications

    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0338Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0362Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

To easily select information that a player desires.In this game program, information corresponding to either one of a plurality of information data is displayed on an image display 3 using image data. When an analog stick 17SR is tilted, a search direction is recognized by a controller 1 based on the tilt direction data indicating a tilt direction of the analog stick 17SR. When the analog stick 17SR is rotated while it is tilted, according to the rotational amount of the analog stick 17SR, information located in the search direction with reference to the above information data is displayed on the image display 3 using image data.

Description

200927237 九、發明說明 【發明所屬之技術領域】 本發明係關於遊戲程式,尤其是關於用以實現藉由具 有可傾倒且可旋轉之類比搖桿的電腦執行之遊戲的遊戲程 式。又,關於可執行藉由該遊戲程式所實現之遊戲的遊戲 裝置,及利用電腦來控制藉由該遊戲程式所實現之遊戲的 遊戲控制方法。 # 【先前技術】 習知已提案有各種視訊遊戲。該等視訊遊戲係於遊戲 裝置中執行。例如,一般遊戲裝置係具有:監視器、與監 視器爲另外構成之遊戲機本體、及與遊戲機本體爲另外構 成之輸入裝置(例如控制器)。於控制器係配置有複數輸 入按鍵。 而作爲在如此之遊戲裝置中實現之視訊遊戲之一,例 如公知有棒球遊戲(參考非專利文獻1 )。在該棒球遊戲 ,係玩家藉由操作控制器,而可進行各種設定。例如,作 成原創選手時,於選手名稱輸入畫面中設定選手名稱等。 在該選手名稱輸入畫面,例如可輸入平假名、片假名、漢 字、英文、數字及記號。具體來說,藉由玩家連續進行按 下十字按鍵的操作,游標會移動,藉由該游標指示之文字 等會被強調顯示。然後,藉由從控制器進行選擇被強調顯 示之文字的操作,被強調顯示之文字會被輸入至名稱輸入 區域。藉由連續進行如此操作,可於名稱輸入區域,輸入 -4- 200927237 複數文字,可設定選手名稱。 〔非專利文獻1〕職業棒球魂4,日本KONAMI Digital Entertainment,PS3 版 2007 年 4 月 1 日 【發明內容】 在先前的棒球遊戲,於選手名稱輸入畫面中,設定選 手名稱。在於該選手名稱輸入畫面中,玩家欲設定選手名 稱時,玩家係爲了選擇所希望的文字,必須移動游標。因 爲按下1次十字按鍵時,游標僅移動1格,故玩家將所希 望的選手名稱輸入至名稱輸入區域結束爲止,必須重複進 行按下十字按鍵的操作。爲此,有覺得設定該選手名稱的 操作麻煩之玩家,未充分活用選手名稱之設定的問題。 另一方面,在具有類比搖桿的遊戲機,藉由傾倒類比 搖桿,可於選手名稱輸入畫面中移動游標。此時藉由持續 傾倒類比搖桿,可於選手名稱輸入畫面中連續移動游標, 故可期待解決上述問題。然而,在此時,因爲移動中的游 標指示所希望的文字之瞬間,難以將類比搖桿從傾倒狀態 回歸中立(neutral )狀態,故會產生難以在所希望的文字 之位置使游標靜止的問題。 在本發明,目的係實現玩家可易於選擇所希望之資訊 〇 關於申請專利範圍第1項之遊戲程式係用以使具有被 支持於支點而可傾倒,且能以支點爲中心旋轉之類比搖桿 的電腦,實現以下功能的程式。 -5- 200927237 (1 )資訊辨識功能,係使控制部辨識被儲存於記憶 部之複數資訊資料。 (2 )第1資訊辨識功能,係將複數資訊資料之任一 資訊資料,作爲第1資訊資料而使控制部辨識。 (3 )第1資訊顯示功能,係使用畫像資料,於畫像 顯示部顯示對應第1資訊資料的資訊。 (4 )傾倒資料辨識功能,係使控制部辨識,表示類 比搖桿傾倒之狀態的類比搖桿之傾倒方向的傾倒方向用資 料。 (5 )檢索方向辨識功能,係依據傾倒方向用資料, 使控制部辨識,以第1資訊資料作爲基準來檢索資訊資料 的檢索方向。 (6 )旋轉資料辨識功能,係於類比搖桿在傾倒之狀 態下旋轉時,使控制部辨識,表示類比搖桿之旋轉量的旋 轉用資料。 (7 )第2資訊辨識功能,係依據旋轉用資料,將對 應位於檢索方向之資訊的資訊資料,作爲第2資訊資料而 使控制部辨識。 (8 )第2資訊顯示功能,係使用畫像資料,於畫像 顯示部顯示對應第2資訊資料的資訊。 在此遊戲程式,於資訊辨識功能中,儲存於記憶部之 複數資訊資料,係被控制部辨識。於第1資訊辨識功能中 ’複數資訊資料之任一資訊資料,係作爲第1資訊資料而 被控制部辨識。於第1資訊顯示功能中,對應第1資訊資 -6 - 200927237 料的資訊’係使用畫像資料,顯示於畫像顯示部。於傾倒 資料辨識功能中’表示類比搖桿傾倒之狀態的類比搖桿之 傾倒方向的傾倒方向用資料’係被控制部辨識。於檢索方 向辨識功能中’依據傾倒方向用資料,以第1資訊資料作 爲基準來檢索資訊資料的檢索方向,係被控制部辨識。於 旋轉資料辨識功能中,於類比搖桿在傾倒之狀態下旋轉時 ’表示類比搖桿之旋轉量的旋轉用資料,係被控制部辨識 。於第2資訊辨識功能中’依據旋轉用資料,對應位於檢 索方向之資訊的資訊資料’係作爲第2資訊資料而被控制 部辨識。於第2資訊顯示功能中,對應第2資訊資料的資 訊’係使用畫像資料’顯示於畫像顯示部。 例如’藉由使用本遊戲程式來實現棒球遊戲時,儲存 於記億部之複數資訊資料(例如,用以識別選手角色的複 數資訊資料),係被控制部辨識。例如,用以識別選手角 色的複數資訊資料是複數文字資訊資料時,該等複數文字 資訊資料之任—文字資訊資料,係作爲第1文字資訊資料 而被控制部辨識。於是,對應第1文字資訊資料的文字資 訊,係使用畫像資料’被強調顯示於畫像顯示部。然後, 在類比搖桿傾倒時’表示類比搖桿傾倒之狀態的類比搖桿 之傾倒方向的傾倒方向用資料,係被控制部辨識。例如, 傾倒方向用資料是表示類比搖桿之傾倒方向的座標資料時 ’則依據該座標資料’以第1文字資訊資料的位置作爲基 準來檢索文字資訊資料的檢索方向,係被控制部辨識。然 後’於類比搖桿在傾倒之狀態下旋轉時,表示類比搖桿之 200927237 旋轉量的旋轉用資料,係被控制部辨識。例如,旋轉用資 料是表示類比搖桿之旋轉量的旋轉角度資料時,則依據該 旋轉角度資料’對應位於檢索方向之文字資訊的文字資訊 資料,係作爲第2文字資訊資料而被控制部辨識。於是, 對應第2文字資訊資料的文字資訊,係使用畫像資料,被 強調顯示於畫像顯示部。 此時’類比搖桿傾倒時’則依據表示類比搖桿之傾倒 方向的座標資料’以第1文字資訊資料的位置作爲基準之 ® 文字資訊資料的檢索方向’係被控制部辨識。然後,類比 搖桿在傾倒之狀態下旋轉時,則依據表示類比搖桿之旋轉 量的旋轉角度資料’對應位於檢索方向之文字資訊的文字 資訊資料’係作爲第2文字資訊資料而被控制部辨識。於 是,對應第2文字資訊資料的文字資訊,係使用畫像資料 ,被強調顯示於畫像顯示部。 如此,在關於申請專利範圍第1項的發明,玩家係藉 由傾倒類比搖桿來設定檢索方向,藉由使類比搖桿旋轉, © _ 可強調顯示位於檢索方向之文字資訊。一般來說,玩家藉 由傾倒類比搖桿並使其旋轉,可易於強調顯示玩家所希望 的資訊。爲此,玩家可易於選擇所希望之資訊。 關於申請專利範圍第2項之遊戲程式,係於第1項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (9 )傾倒資料辨識功能,係使控制部辨識,表示類 比搖桿傾倒之狀態的類比搖桿之傾倒方向的傾倒方向用資 料。 - 8 - 200927237 (1 〇)檢索方向辨識功能,係依據傾倒方向用資料, 將對應傾倒方向之第1方向及與第1方向不同之第2方向 之任一方方向,作爲資訊資料的檢索方向而使控制部辨識 〇 在此遊戲程式,於傾倒資料辨識功能中,表示類比搖 桿傾倒之狀態的類比搖桿之傾倒方向的傾倒方向用資料, 係被控制部辨識。於檢索方向辨識功能中,依據傾倒方向 用資料’對應傾倒方向之第1方向及與第1方向不同之第 2方向之任一方方向’係作爲資訊資料的檢索方向而被控 制部辨識。 例如’在藉由使用本遊戲程式來實現棒球遊戲時,表 示類比搖桿傾倒之狀態的類比搖桿之傾倒方向的傾倒方向 用資料’係被控制部辨識。例如,傾倒方向用資料是表示 類比搖桿之傾倒方向的座標資料時,則依據該座標資料, 對應類比搖桿的傾倒方向之第1方向及與第1方向不同之 第2方向之任一方方向’係作爲文字資訊資料的檢索方向 而被控制部辨識。 此時’玩家係藉由傾倒類比搖桿,可將文字資訊資料 的檢索方向,設定爲對應類比搖桿的傾倒方向之第1方向 及與第1方向不同之第2方向之任一方方向。類比搖桿, 藉由傾倒類比搖桿’可將資訊資料的檢索方向,設定爲對 應類比搖桿的傾倒方向之第1方向及與第1方向不同之第 2方向之任一方方向。 如此,在關於申請專利範圍第2項的發明,玩家係藉 -9- 200927237 由傾倒類比搖桿,以類比搖桿的傾倒方向作爲基準,可於 所定方向,設定資訊資料的檢索方向。亦即,玩家係利用 類比搖桿的傾倒操作,可易於設定資訊資料的檢索方向。 關於申請專利範圍第3項之遊戲程式,係於第1項或 第2項所記載之遊戲程式中,更用以使電腦實現以下功能 之程式。 (1 1 )旋轉資料辨識功能,係於類比搖桿在傾倒之狀 態下旋轉時,使控制部執行依據傾倒方向用資料,計算出 表示類比搖桿之旋轉量的旋轉用資料之處理,並使控制部 辨識旋轉用資料。 (1 2 )第2資訊辨識功能,係使控制部執行因應旋轉 用資料所示之旋轉量’檢索對應位於檢索方向之資訊的資 訊資料之處理,並將對應位於檢索方向之資訊的資訊資料 ,作爲第2資訊資料而使控制部辨識。 在此遊戲程式,於旋轉資料辨識功能中,於類比搖桿 在傾倒之狀態下旋轉時,依據傾倒方向用資料,計算出表 示類比搖桿之旋轉量的旋轉用資料之處理,係藉由控制部 執行。於是,該旋轉用資料係被控制部辨識。於第2資訊 辨識功能中,因應旋轉用資料所示之旋轉量,檢索對應位 於檢索方向之資訊的資訊資料之處理,係藉由控制部執行 。於是,對應位於該檢索方向之資訊的資訊資料,係作爲 第2資訊資料而被控制部辨識。 例如,藉由使用本遊戲程式來實現棒球遊戲時,於類 比搖桿在傾倒之狀態下旋轉時,依據傾倒方向用資料,計 -10- 200927237 算出表示類比搖桿之旋轉量的旋轉用資料之處理,係藉由 控制部執行。例如,傾倒方向用資料是表示類比搖桿之傾 倒方向的座標資料時,則依據該座標資料,計算出表示類 比搖桿之旋轉量的旋轉角度資料之處理,係藉由控制部執 行。於是’該旋轉角度資料係被控制部辨識。於是,因應 旋轉角度資料所示之旋轉量,檢索對應位於檢索方向之文 字資訊的文字資訊資料之處理,係藉由控制部執行。於是 ’對應位於該檢索方向之文字資訊的文字資訊資料,係作 ® 爲第2文字資訊資料而被控制部辨識。 此時’依據表示類比搖桿之傾倒方向的座標資料,表 示類比搖桿之旋轉量的旋轉角度資料,係藉由控制部計算 出。於是’因應該旋轉角度資料所示之旋轉量,檢索對應 位於檢索方向之文字資訊的文字資訊資料,係藉由控制部 檢索。然後,被檢索出之文字資訊資料係作爲第2文字資 訊資料而被控制部辨識。 如此’在關於申請專利範圍第3項的發明,玩家係藉 〇 由使類比搖桿旋轉’因應藉由控制部計算出之旋轉角度資 料,可檢索出位於藉由類比搖桿的傾倒操作所設定之檢索 方向之文字資訊所對應之文字資訊資料。亦即,玩家係利 用類比搖桿的旋轉操作,可易於執行資訊資料的檢索。 關於申請專利範圍第4項之遊戲程式,係於第1項或 第2項所記載之遊戲程式中,更用以使電腦實現以下功能 之程式。 (1 3 )旋轉資料辨識功能,係於類比搖桿在傾倒之狀 -11 - 200927237 態下旋轉時,使控制部辨識,表示類比搖桿之旋轉方向及 旋轉量的旋轉用資料。 (1 4 )第2資訊辨識功能,係依據旋轉用資料,將對 應位於檢索方向之資訊的資訊資料,作爲第2資訊資料而 使控制部辨識。 (15)第2資訊顯示功能,係使用畫像資料,於畫像 顯示部顯示對應第2資訊資料的資訊。 (1 6 )旋轉方向判別功能,係依據旋轉用資料,使控 制部判別類比搖桿的旋轉方向是否已變化。 (1 7 )旋轉資料再辨識功能,係在被控制部判別類比 搖桿的旋轉方向已變化時,使控制部再辨識,表示類比搖 桿之旋轉方向'及旋轉量的旋轉用資料。 (18) 第3資訊辨識功能,係依據被控制部再辨識之 旋轉用資料,將位於與檢索方向不同方向的資訊資料,作 爲第3資訊資料而使控制部辨識。 (19) 第3資訊顯示功能,係使用畫像資料,於畫像 顯不部顯不對應第3資訊資料的資訊。 在此遊戲程式,於旋轉資料辨識功能中,於類比搖桿 在傾倒之狀態下旋轉時,表示類比搖桿之旋轉方向及旋轉 量的旋轉用資料’係被控制部辨識。於第2資訊辨識功能 中’依據旋轉用資料,對應位於檢索方向之資訊的資訊資 料’係作爲第2資訊資料而被控制部辨識。於第2資訊顯 示功能中’對應第2資訊資料的資訊,係使用畫像資料, 顯示於畫像顯示部。於旋轉方向判別功能中,依據旋轉用 -12- 200927237 資料,類比搖桿的旋轉方向是否已變化,係藉由控制部判 別。於旋轉資料再辨識功能中,在被控制部判別類比搖桿 的旋轉方向已變化時,則表示類比搖桿之旋轉方向及旋轉 量的旋轉用資料,係被控制部再辨識。於第3資訊辨識功 能中,依據被控制部再辨識之旋轉用資料,位於與檢索方 向不同方向的資訊資料,係作爲第3資訊資料而被控制部 辨識。於第3資訊顯示功能中,對應第3資訊資料的資訊 ’係使用畫像資料,顯示於畫像顯示部。 例如,在藉由使用本遊戲程式來實現棒球遊戲時,於 類比搖桿在傾倒之狀態下旋轉時,表示類比搖桿傾倒之旋 轉方向及旋轉量的旋轉用資料,係被控制部辨識。例如, 旋轉用資料是表示類比搖桿之旋轉方向及旋轉量的旋轉角 度資料時,則依據該旋轉角度資料,對應位於檢索方向之 文字資訊的文字資訊資料,係作爲第2文字資訊資料而被 控制部辨識。於是,對應第2文字資訊資料的文字資訊, 係使用畫像資料,被強調顯示於畫像顯示部。在此,依據 旋轉角度資料,類比搖桿的旋轉方向是否已變化,係藉由 控制部判別。例如,藉由使控制部辨識旋轉角度資料的符 號,類比搖桿的旋轉方向是否已變化,係藉由控制部判別 。然後,在被控制部判別類比搖桿的旋轉方向已變化時, 則表示類比搖桿之旋轉方向及旋轉量的旋轉角度資料,係 被控制部再辨識。於是,依據被控制部再辨識之旋轉角度 資料,位於與檢索方向不同方向的文字資訊資料,係作爲 第3資訊資料而被控制部辨識。於是,對應第3文字資訊 -13- 200927237 資料的資訊’係使用畫像資料,被強調顯示於畫像顯示部 〇 此時,在被控制部判別類比搖桿的旋轉方向已變化時 ’則依據被控制部再辨識之旋轉角度資料,位於與檢索方 向不同方向的文字資訊資料,係作爲第3資訊資料而被控 制部辨識。於是’對應第3文字資訊資料的文字資訊,係 使用畫像資料’被強調顯示於畫像顯示部。 如此’在關於申請專利範圍第4項的發明,玩家係藉 ® 由傾倒類比搖桿來設定檢索方向,藉由使類比搖桿旋轉, 可強調顯示位於檢索方向之文字資訊。又,玩家係藉由使 類比搖桿反旋轉’可強調顯示位於與檢索方向不同之方向 的文字資訊。一般來說,玩家藉由在傾倒類比搖桿之狀態 下並使其旋轉或反旋轉’可易於強調顯示玩家所希望的資 訊。爲此’玩家可易於選擇所希望之資訊^ 關於申請專利範圍第5項之遊戲程式,係於第1項或 ©第2項所記載之遊戲程式中,更用以使電腦實現以下功能 之程式。 (20 )傾倒角度判斷功能,係依據傾倒角度用資料, 使控制部判斷’類比搖桿的傾倒角度是否大於類比搖桿之 錯誤作動的對象之角度。 (2 1 )檢索方向辨識功能,係在藉由控制部判斷類比 搖桿的傾倒角度大於成爲類比搖桿之錯誤作動的對象之角 度時’依據傾倒方向用資料,使控制部辨識,以第1資訊 資料作爲基準之資訊資料的檢索方向。 -14- 200927237 在此遊戲程式,於傾倒角 度用資料,類比搖桿的傾倒角 錯誤作動的對象之角度,係藉 辨識功能中,在藉由控制部判 成爲類比搖桿之錯誤作動的對 用資料,以第1資訊資料作爲 ,係被控制部辨識。 例如,藉由使用本遊戲程 傾倒角度用資料,類比搖桿的 搖桿之錯誤作動的對象之角度 ,在藉由控制部判斷類比搖桿 桿之錯誤作動的對象之角度時 第1文字資訊資料作爲基準之 係被控制部辨識。 此時,自類比搖桿之中立 桿之傾倒角度,不是成爲類比 度時,依據傾倒方向用資料, 準之文字資訊資料的檢索方向 說,自類比搖桿之中立位置的 爲類比搖桿之錯誤作動的對象 資料’以第1文字資訊資料作 索方向,係不被控制部辨識。 範圍第5項的發明,可防止類 關於申請專利範圍第6項 度判斷功能中,依據傾倒角 度是否大於成爲類比搖桿之 由控制部判斷。於檢索方向 斷類比搖桿的傾倒角度大於 象之角度時,依據傾倒方向 基準之資訊資料的檢索方向 式來實現棒球遊戲時,依據 傾倒角度是否大於成爲類比 ,係藉由控制部判斷。然後 的傾倒角度大於成爲類比搖 ,依據傾倒方向用資料,以 文字資訊資料的檢索方向, 位置(中間位置)的類比搖 搖桿之錯誤作動的對象之角 以第1文字資訊資料作爲基 ’係被控制部辨識。換句話 類比搖桿之傾倒角度,是成 之角度時,依據傾倒方向用 爲基準之文字資訊資料的檢 如此一來’在關於申請專利 比搖桿的錯誤作動。 之遊戲程式,係於第1項或 -15- 200927237 第2項所記載之遊戲程式中,更用以使電腦實現以下功能 之程式。 (22)基本旋轉用資料辨識功能,係使控制部辨識, 表示類比搖桿之基本旋轉量的基本旋轉用資料。 (2 3 )旋轉資料辨識功能,係於類比搖桿在傾倒之狀 態下旋轉時’使控制部辨識,表示類比搖桿之旋轉量的旋 轉用資料。 (24 )旋轉資料判斷功能,係使控制部判斷,旋轉用 資料是否是基本旋轉用資料以上。 (2 5 )第2資訊辨識功能,係在藉由控制部判斷旋轉 用資料是基本旋轉用資料以上時,依據旋轉用資料,將對 應位於檢索方向之資訊的資訊資料,作爲第2資訊資料而 使控制部辨識。 在此遊戲程式,於基本旋轉用資料辨識功能中,表示 類比搖桿之基本旋轉量的基本旋轉用資料,係被控制部辨 識。於旋轉資料辨識功能中,於類比搖桿在傾倒之狀態下 旋轉時,表示類比搖桿之旋轉量的旋轉用資料,係被控制 部辨識。於旋轉資料判斷功能中,旋轉用資料是否是基本 旋轉用資料以上,係藉由控制部判斷。於第2資訊辨識功 能中’在藉由控制部判斷旋轉用資料是基本旋轉用資料以 上時,則依據旋轉用資料,對應位於檢索方向之資訊的資 訊資料,係作爲第2資訊資料而被控制部辨識。 例如,在藉由使用本遊戲程式來實現棒球遊戲時,表 示類比搖桿之基本旋轉量的基本旋轉用資料,係被控制部 -16- 200927237 辨識。然後,於類比搖桿在傾倒之狀態下旋轉時,表示類 比搖桿之旋轉量的旋轉用資料,係被控制部辨識。例如, 基本旋轉用資料是表示類比搖桿之基本旋轉量的基本旋轉 角度資料,旋轉用資料是表示類比搖桿之旋轉量的旋轉角 度資料時,該旋轉角度資料是否是基本旋轉角度資料以上 ,係藉由控制部判斷。然後,在藉由控制部判斷旋轉角度 資料是基本旋轉角度資料以上時,則依據旋轉角度資料, 對應位於檢索方向之文字資訊的文字資訊資料,係作爲第 2資訊資料而被控制部辨識。 此時,在藉由控制部判斷旋轉角度資料是基本旋轉角 度資料以上時’則依據旋轉角度資料,對應位於檢索方向 之文字資訊的文字資訊資料,係作爲第2資訊資料而被控 制部辨識。例如’在藉由控制部判斷類比搖桿之旋轉角度 資料是所定角度資料以上時,則依據該旋轉角度資料,對 應位於檢索方向之文字資訊的文字資訊資料,係作爲第2 資訊資料而被控制部辨識。 如此’在關於申請專利範圍第6項的發明,每於類比 搖桿之旋轉角度成所定旋轉角度以上時,可將對應位於檢 索方向之文字資訊的文字資訊資料,作爲第2文字資訊資 料而使控制部連續辨識。亦即,每於類比搖桿之旋轉角度 成爲所定旋轉角度以上時,可將第2文字資訊資料,連續 顯示於畫像顯示部。一般來說,每於類比搖桿之旋轉角度 成爲所定旋轉角度以上時,可將對應位於檢索方向之文字 資訊的文字資訊資料,連續顯示於畫像顯示部。爲此,玩 -17- 200927237 家係利用類比搖桿的旋轉操作,可易於執行資訊資料的檢 索。 關於申請專利範圍第7項之遊戲程式,係於第6項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (26 )資訊數量辨識功能,係使控制部辨識,位於檢 索方向之資訊資料的數量。 (27 ) 1次旋轉資料辨識功能,係使控制部辨識,表 示類比搖桿旋轉1次時之旋轉量的1次旋轉用資料。 #( 28 )基本旋轉用資料計算功能,係藉由使控制部執 行將1次旋轉用資料,除以位於檢索方向之資訊資料的數 量之處理,計算出表示類比搖桿之基本旋轉量的基本旋轉 用資料。 在此遊戲程式,於資訊數量辨識功能中,位於檢索方 向之資訊資料的數量,係被控制部辨識。於1次旋轉資料 辨識功能中,表示類比搖桿旋轉1次時之旋轉量的1次旋 轉用資料,係被控制部辨識。於基本旋轉用資料計算功能 ❹ 中,使用1次旋轉用資料,除以位於檢索方向之資訊資料 的數量之處理,係藉由控制部執行。藉此,計算出表示類 比搖桿之基本旋轉量的基本旋轉用資料。 例如,在藉由使用本遊戲程式來實現棒球遊戲時,位 於檢索方向之文字資訊資料的數量,係被控制部辨識。又 ,表示類比搖桿旋轉1次時之旋轉量的1次旋轉用資料, 係被控制部辨識。然後,使用表示類比搖桿旋轉1次時之 1次旋轉用資料,除以位於檢索方向之文字資訊資料的數 -18- 200927237 量之處理,係藉由控制部執行。藉此,計 桿之基本旋轉量的基本旋轉用資料。 此時,使用表示類比搖桿旋轉1次時 料,除以位於檢索方向之文字資訊資料的 算出表示類比搖桿之基本旋轉量的基本旋 ,使用表示類比搖桿旋轉1次時之旋轉量 資料(3 60度),除以從位於檢索方向之 數量減去數値「1」之値,藉此,計算出 旋轉角度資料。 藉由在使用如此計算出之基本旋轉角 比搖桿旋轉1次,可使控制部連續辨識位 文字資訊資料。爲此,玩家係利用類比搖 可易於執行資訊資料的檢索。 關於申請專利範圍第8項之遊戲裝置 於支點而可傾倒,且能以支點爲中心旋轉 戲裝置。該遊戲裝置,係具備:資訊辨識 部辨識被儲存於記憶部之複數資訊資料; 段,係將複數資訊資料之任一資訊資料, 料而使控制部辨識;第1資訊顯示手段, ’於畫像顯示部顯示對應第1資訊資料的 辨識手段,係使控制部辨識,表示類比搖 類比搖桿之傾倒方向的傾倒方向用資料; 段,係依據傾倒方向用資料,使控制部辨 資料作爲基準來檢索資訊資料的檢索方向 算出表示類比搖 之1次旋轉用資 數量’藉此,計 轉用資料。例如 的1次旋轉角度 文字資訊資料的 類比搖桿的基本 度資料時,使類 於檢索方向之各 桿的旋轉操作, ,係具有被支持 之類比搖桿的遊 手段,係使控制 第1資訊辨識手 作爲第1資訊資 係使用畫像資料 資訊;傾倒資料 桿傾倒之狀態的 檢索方向辨識手 識,以第1資訊 ;旋轉資料辨識 -19- 200927237 手段,係於類比搖桿在傾倒之狀態下旋轉時,使控制部辨 識,表示類比搖桿之旋轉量的旋轉用資料;第2資訊辨識 手段,係依據旋轉用資料,將對應位於檢索方向之資訊的 資訊資料’作爲第2資訊資料而使控制部辨識;及第2資 訊顯示手段’係使用畫像資料,於畫像顯示部顯示對應第 2資訊資料的資訊。 ❹BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to game programs, and more particularly to a game program for realizing a game executed by a computer having a tiltable and rotatable analog joystick. Further, a game device that can execute a game realized by the game program, and a game control method for controlling a game realized by the game program using a computer. # [Prior Art] I have proposed various video games. These video games are executed in the game device. For example, a general game device includes a monitor, a game machine body configured separately from the monitor, and an input device (e.g., a controller) configured separately from the game machine body. The controller system is equipped with a plurality of input buttons. As one of the video games implemented in such a game device, for example, a baseball game is known (refer to Non-Patent Document 1). In the baseball game, the player can perform various settings by operating the controller. For example, when creating an original player, the player name and the like are set on the player name input screen. In the player name input screen, for example, hiragana, katakana, kanji, English, numbers, and symbols can be input. Specifically, by continuously performing the operation of pressing the cross key by the player, the cursor moves, and the text indicated by the cursor is highlighted. Then, by selecting an operation to emphasize the displayed text from the controller, the highlighted text is input to the name input area. By doing this continuously, you can enter the -4-200927237 plural text in the name input field to set the player name. [Non-Patent Document 1] Professional Baseball Spirit 4, Japan Konami Digital Entertainment, PS3 Edition April 1, 2007 [Summary of the Invention] In the previous baseball game, the player name is set on the player name input screen. In the player name input screen, when the player wants to set the player name, the player must move the cursor in order to select the desired character. Since the cursor moves by only 1 space when the cross key is pressed once, the player inputs the desired player name to the end of the name input area, and must repeatedly press the cross key. For this reason, there is a problem that the player who feels that the operation of setting the player name is troublesome does not fully utilize the setting of the player name. On the other hand, in a game machine having an analog stick, the cursor can be moved in the player name input screen by dumping the analog stick. At this time, by continuously pouring the analog stick, the cursor can be continuously moved in the player name input screen, so that it is expected to solve the above problem. However, at this time, since the moving cursor indicates the moment of the desired character, it is difficult to return the analog stick from the dumping state to the neutral state, so that it is difficult to make the cursor stand still at the position of the desired character. . In the present invention, the object is to realize that the player can easily select the desired information. The game program of claim 1 is used to make the analog stick that is supported by the pivot point and can be tilted and pivoted around the pivot point. Computer, a program that implements the following functions. -5- 200927237 (1) The information recognition function allows the control unit to recognize the plurality of information materials stored in the memory unit. (2) The first information recognition function identifies the information of any of the plurality of information materials as the first information material and identifies the control unit. (3) The first information display function uses the image data to display the information corresponding to the first information material on the image display unit. (4) The dumping data identification function is used to identify the control unit, and indicates that the tilting direction of the analog rocker in the state in which the rocker is tilted is used as the dumping direction. (5) The search direction identification function is based on the data of the dumping direction, and the control unit recognizes the search direction of the information material by using the first information material as a reference. (6) The rotation data identification function is used to identify the rotation of the analog rocker when the analog joystick is rotated in the state of being tilted, indicating the rotation of the analog rocker. (7) The second information recognition function is based on the rotation data, and the information material corresponding to the information in the search direction is identified as the second information material by the control unit. (8) The second information display function uses the image data to display the information corresponding to the second information material on the image display unit. In this game program, in the information recognition function, the plurality of information materials stored in the memory unit are recognized by the control unit. In the first information recognition function, any information material of the 'multiple information materials' is identified as the first information material by the control unit. In the first information display function, the information corresponding to the first information element -6 - 200927237 is displayed on the image display unit using the image data. In the dumping data identification function, 'the data indicating the direction of the tilting direction of the analog rocker in the state in which the analog stick is tilted is recognized by the control unit. In the search direction identification function, the search direction of the information material is retrieved based on the data of the dumping direction and the first information material is used as a reference, and is identified by the control unit. In the rotation data identification function, when the analog joystick is rotated in the tilted state, the rotation data indicating the rotation amount of the analog rocker is recognized by the control unit. In the second information recognition function, the information material corresponding to the information in the search direction is identified as the second information material by the control unit. In the second information display function, the information corresponding to the second information material is displayed on the image display unit using the image data. For example, when a baseball game is implemented by using the game program, the plurality of information materials (for example, the plurality of information materials for identifying the player's character) stored in the unit is recognized by the control unit. For example, when the plurality of information materials for identifying the character of the player are plural text information materials, the text information of the plurality of text information materials is identified by the control unit as the first text information material. Then, the character information corresponding to the first text information material is highlighted and displayed on the image display unit. Then, when the analog stick is tilted, the data indicating the tilting direction of the tilting direction of the analog stick in the state in which the analog stick is tilted is recognized by the control unit. For example, when the data for the dumping direction is the coordinate data indicating the direction in which the joystick is tilted, the search direction of the text information is searched based on the position of the first text information based on the coordinate data, and is recognized by the control unit. Then, when the analog stick is rotated in the state of being tilted, the data for the rotation of the 200927237 rotation amount of the analog stick is recognized by the control unit. For example, when the rotation data is a rotation angle data indicating the amount of rotation of the analog stick, the text information corresponding to the text information in the search direction according to the rotation angle data is recognized by the control unit as the second character information material. . Then, the text information corresponding to the second character information material is highlighted and displayed on the image display unit using the image data. At this time, when the analog stick is dumped, the search direction of the text information data is determined by the control unit based on the coordinate data indicating the direction in which the analog stick is tilted, which is based on the position of the first text information. Then, when the analog stick is rotated in the state of being tilted, the text information "corresponding to the text information in the search direction" is used as the second text information data by the rotation angle data indicating the rotation amount of the analog stick. Identification. Then, the text information corresponding to the second text information material is highlighted and displayed on the image display unit using the image data. Thus, in the invention relating to the first application of the patent scope, the player sets the search direction by dumping the analog stick, and by rotating the analog stick, © _ can emphasize the text information in the search direction. In general, the player can easily emphasize the information the player wants by dumping the analog stick and rotating it. For this reason, the player can easily select the desired information. The game program for the second application of the patent scope is the program for the following functions in the game program described in item 1. (9) The dumping data identification function is used to identify the control unit, which indicates that the tilting direction of the analog rocker in the state in which the rocker is tilted is used as the dumping direction. - 8 - 200927237 (1 〇) The search direction identification function is based on the direction of the dumping direction, and the first direction corresponding to the tilting direction and the second direction different from the first direction are used as the search direction of the information material. The control unit recognizes the game program, and in the dump data identification function, the data indicating the tilting direction of the tilting direction of the analog stick in the state in which the analog stick is tilted is recognized by the control unit. In the search direction identification function, the first direction of the data direction corresponding to the tilting direction and the second direction of the second direction different from the first direction are identified by the control unit as the search direction of the information material. For example, when a baseball game is realized by using the game program, the direction of the tilting direction of the tilting direction of the analog stick in the state in which the analog stick is dumped is recognized by the control unit. For example, when the data for the tilting direction is the coordinate data indicating the tilting direction of the analog stick, the first direction of the tilting direction of the analog rocker and the second direction different from the first direction are used according to the coordinate data. ' is identified by the control department as the search direction of the text information material. At this time, the player can set the search direction of the text information data to the first direction corresponding to the tilt direction of the analog stick and the second direction different from the first direction by tilting the analog stick. The analog joystick can be used to set the search direction of the information data to one of the first direction corresponding to the tilt direction of the analog stick and the second direction different from the first direction by dumping the analog stick. Thus, in the invention relating to the second application of the patent scope, the player uses the dumping analog stick to use the dumping analog stick as the reference, and the search direction of the information material can be set in the predetermined direction. That is, the player can easily set the retrieval direction of the information material by using the tilting operation of the analog stick. The game program for the third application of the patent scope is a program for the following functions in the game program described in item 1 or item 2. (1 1 ) The rotation data identification function causes the control unit to execute the processing for the rotation data indicating the rotation amount of the analog rocker when the analog joystick is rotated in the state of being tilted, and The control unit recognizes the data for rotation. (1 2) The second information recognition function is to cause the control unit to execute the process of searching for the information material corresponding to the information in the search direction in response to the amount of rotation indicated by the data for rotation, and to view the information corresponding to the information in the search direction. The control unit recognizes the second information material. In this game program, in the rotating data identification function, when the analog stick is rotated in the state of tilting, the data for the rotation indicating the amount of rotation of the analog stick is calculated according to the direction of the tilt, by controlling Execution. Then, the data for rotation is recognized by the control unit. In the second information recognition function, the processing of the information material corresponding to the information in the search direction is performed by the control unit in response to the amount of rotation indicated by the data for rotation. Then, the information material corresponding to the information in the search direction is recognized as the second information material by the control unit. For example, when the baseball game is implemented by using the game program, when the analog stick is rotated in the state of being tilted, the data for the rotation indicating the amount of rotation of the analog stick is calculated based on the data of the dumping direction, -10-200927237. Processing is performed by the control unit. For example, when the dumping direction data is coordinate data indicating the tilting direction of the analog stick, the processing of calculating the rotation angle data indicating the amount of rotation of the analog stick is performed by the control unit based on the coordinate data. Then, the rotation angle data is recognized by the control unit. Then, the processing of the text information corresponding to the text information in the search direction is performed by the control unit in response to the amount of rotation indicated by the rotation angle data. Then, the text information corresponding to the text information in the search direction is recognized by the control unit as the second text information. At this time, the rotation angle data indicating the rotation amount of the analog stick is calculated by the control unit based on the coordinate data indicating the direction in which the analog stick is tilted. Then, the text information corresponding to the text information in the search direction is retrieved based on the amount of rotation indicated by the rotation angle data, and is retrieved by the control unit. Then, the retrieved text information is identified by the control unit as the second text information. Thus, in the invention of claim 3, the player is rotated by the analog stick. The text information material corresponding to the text information of the search direction. That is, the player uses the rotation of the analog stick to easily perform the retrieval of information materials. The game program for the fourth application of the patent scope is a program for the following functions in the game program described in item 1 or item 2. (1 3 ) The rotation data identification function is used to recognize the rotation of the analog stick in the state of tilting -11 - 200927237 and to indicate the rotation direction and the amount of rotation of the analog stick. (1 4) The second information recognition function identifies the information material corresponding to the information in the search direction as the second information material based on the rotation data. (15) The second information display function displays the information corresponding to the second information material on the image display unit using the image data. (1 6) The rotation direction discrimination function causes the control unit to determine whether or not the rotation direction of the analog stick has changed based on the rotation data. (1) The rotation data re-recognition function is used to determine the rotation direction of the analog stick and the rotation amount of the rotation amount when the controlled unit determines that the rotation direction of the analog stick has changed. (18) The third information recognition function is based on the information for rotation that is re-identified by the control unit, and the information data located in a direction different from the search direction is used as the third information material to identify the control unit. (19) The third information display function uses the image data to display the information of the third information in the image. In the game program, in the rotating data recognition function, when the analog stick is rotated in the tilted state, the data for the rotation indicating the direction of rotation and the amount of rotation of the analog stick is recognized by the control unit. In the second information recognition function, the information material corresponding to the information in the search direction is identified by the control unit as the second information material based on the data for rotation. In the second information display function, the information corresponding to the second information material is displayed on the image display unit using the image data. In the rotation direction discriminating function, whether or not the direction of rotation of the analog stick has changed is determined by the control unit based on the data of the rotation -12-200927237. In the re-distribution function of the rotating data, when the controlled portion determines that the rotation direction of the analog stick has changed, the rotation data indicating the rotation direction and the rotation amount of the analog stick is re-identified by the control unit. In the third information identification function, the information that is located in a different direction from the search direction is identified by the control unit as the third information material based on the rotation data that is re-identified by the control unit. In the third information display function, the information corresponding to the third information material is displayed on the image display unit using the image data. For example, when the baseball game is implemented by using the game program, when the analog stick is rotated in the state of being tilted, the rotation data indicating the direction of rotation and the amount of rotation of the analog stick tilt is recognized by the control unit. For example, when the rotation data is a rotation angle data indicating the direction of rotation and the amount of rotation of the analog stick, the text information corresponding to the text information in the search direction is used as the second text information based on the rotation angle data. The control unit recognizes. Then, the text information corresponding to the second character information material is highlighted and displayed on the image display unit using the image data. Here, depending on the rotation angle data, whether or not the direction of rotation of the analog stick has changed is determined by the control unit. For example, by causing the control unit to recognize the symbol of the rotation angle data, it is determined by the control unit whether or not the direction of rotation of the analog stick has changed. Then, when the controlled portion determines that the rotation direction of the analog stick has changed, the rotation angle data indicating the direction of rotation and the amount of rotation of the analog stick is re-identified by the control unit. Then, based on the rotation angle data re-identified by the control unit, the text information located in a direction different from the search direction is recognized by the control unit as the third information material. Then, the information corresponding to the third text information-13-200927237 data is highlighted in the image display unit. At this time, when the controlled portion determines that the rotation direction of the analog stick has changed, it is controlled according to The re-identification rotation angle data, the text information in a direction different from the search direction, is identified by the control unit as the third information material. Then, the text information corresponding to the third text information material is highlighted and displayed on the image display unit. Thus, in the invention relating to the fourth application of the patent scope, the player uses the tilt analog stick to set the search direction, and by rotating the analog stick, the text information in the search direction can be emphasized. Further, the player can emphasize the display of the text information in a direction different from the search direction by causing the analog stick to be rotated. In general, the player can easily emphasize the information desired by the player by tilting and rotating the analog stick in the state of tilting the analog stick. For this reason, the player can easily select the desired information. The game program for the fifth application of the patent scope is the program for the computer to implement the following functions in the game program described in item 1 or section 2. . (20) The tilt angle judging function is based on the tilt angle data, so that the control unit judges whether the tilt angle of the analog stick is greater than the angle of the object of the analog stick. (2 1 ) The search direction identification function is used when the control unit determines that the tilt angle of the analog stick is greater than the angle of the object that is the wrong action of the analog stick, and the control unit recognizes the data according to the tilt direction. The search direction of information materials as a reference. -14- 200927237 In this game program, the angle of the tilting angle is used as the object of the angle of the tilting angle of the joystick. In the identification function, it is judged by the control unit to be the wrong action of the analog stick. The information, based on the first information, is identified by the control department. For example, by using the data of the tilting angle of the game, the angle of the object of the wrong action of the joystick of the analog stick is the first text information when the angle of the object of the analog stick of the analog stick is determined by the control unit. The reference system is identified by the control unit. At this time, the tilt angle of the vertical stick of the analog stick is not the analogy. According to the direction of the dumping, the search direction of the text information is accurate. The analogy of the rocker is the analogy of the joystick. The target data of the action is not identified by the control unit in the direction of the first text information. The invention of the fifth item can be prevented from being judged by the control unit depending on whether the tilt angle is larger than the analog stick. In the search direction, when the tilt angle of the analog stick is greater than the angle of the image, when the baseball game is realized according to the search direction of the information data of the dump direction reference, it is judged by the control unit according to whether the tilt angle is greater than the analogy. Then, the tilting angle is larger than the analogy shake. According to the direction of the dumping direction, the search direction of the text information data, and the position of the wrong position of the rocker in the position (middle position) is based on the first text information. It is recognized by the control unit. In other words, the angle of the tilt of the analog stick is the inspection of the textual information based on the direction of the dumping when it is angled. In the case of the patent application, the wrong action of the rocker. The game program is used in the game program described in item 1 or -15-200927237 item 2, and is used to enable the computer to implement the following functions. (22) The basic rotation data identification function is used to identify the basic rotation data of the basic rotation amount of the analog stick. (2 3) The rotation data identification function is used to recognize the rotation of the analog stick when the analog joystick is rotated in the tilted state, and indicates the rotation data of the analog rocker. (24) The rotation data judging function causes the control unit to determine whether or not the rotation data is equal to or more than the basic rotation data. (2) The second information recognition function is based on the rotation information, and the information material corresponding to the information in the search direction is used as the second information material when the control unit determines that the rotation data is equal to or greater than the basic rotation data. The control unit is identified. In this game program, in the basic rotation data identification function, the basic rotation data indicating the basic rotation amount of the analog stick is recognized by the control unit. In the rotary data identification function, when the analog joystick is rotated in the tilted state, the rotation data indicating the amount of rotation of the analog rocker is recognized by the control unit. In the rotation data judging function, whether or not the rotation data is equal to or larger than the basic rotation data is determined by the control unit. In the second information recognition function, when the control unit determines that the rotation data is more than the basic rotation data, the information material corresponding to the information in the search direction is controlled as the second information material based on the rotation data. Identification. For example, when a baseball game is realized by using the game program, the basic rotation data indicating the basic rotation amount of the analog stick is recognized by the control unit -16-200927237. Then, when the analog stick is rotated in the state of being tilted, the data for the rotation indicating the amount of rotation of the analog stick is recognized by the control unit. For example, the basic rotation data is a basic rotation angle data indicating the basic rotation amount of the analog stick, and when the rotation data is a rotation angle data indicating the rotation amount of the analog stick, whether the rotation angle data is equal to or more than the basic rotation angle data. It is judged by the control unit. Then, when the control unit determines that the rotation angle data is equal to or greater than the basic rotation angle data, the text information corresponding to the text information in the search direction is recognized by the control unit as the second information material based on the rotation angle data. In this case, when the control unit determines that the rotation angle data is equal to or greater than the basic rotation angle data, the text information corresponding to the text information in the search direction is recognized by the control unit as the second information material based on the rotation angle data. For example, when the control unit determines that the rotation angle data of the analog stick is equal to or greater than the predetermined angle data, the text information corresponding to the text information in the search direction is controlled as the second information material according to the rotation angle data. Identification. Thus, in the invention of claim 6 of the patent application, when the rotation angle of the analog stick is equal to or greater than a predetermined rotation angle, the text information corresponding to the text information in the search direction can be used as the second text information. The control unit continuously recognizes. In other words, when the rotation angle of the analog stick is equal to or greater than the predetermined rotation angle, the second character information material can be continuously displayed on the image display unit. Generally, when the rotation angle of the analog stick is equal to or greater than the predetermined rotation angle, the text information corresponding to the text information in the search direction can be continuously displayed on the image display unit. To this end, play -17- 200927237 family using the analog rocker rotation operation, it is easy to perform the retrieval of information materials. The game program of the seventh application for the patent scope is the program for the following functions in the game program described in item 6. (26) The information quantity identification function is used by the control department to identify the number of information materials in the search direction. (27) The one-time rotation data identification function is used to identify the control unit, and indicates the data for one rotation of the rotation amount when the analog stick is rotated once. #( 28 ) The basic rotation data calculation function calculates the basic rotation amount indicating the analog joystick by causing the control unit to execute the processing of dividing the data for one rotation by the number of information materials located in the search direction. Rotating data. In this game program, in the information quantity identification function, the number of information materials located in the search direction is recognized by the control unit. In the one-time rotation data identification function, the data for one rotation indicating the amount of rotation when the analog stick is rotated once is recognized by the control unit. In the basic rotation data calculation function ,, the processing using the data for one rotation and dividing the number of information materials in the search direction is performed by the control unit. Thereby, the basic rotation data indicating the basic rotation amount of the analog stick is calculated. For example, when a baseball game is realized by using the game program, the number of text information items located in the search direction is recognized by the control unit. Further, the data for one rotation indicating the amount of rotation when the analog stick is rotated once is recognized by the control unit. Then, using the data for one rotation when the analog stick is rotated once, the processing by dividing the number of the text information in the search direction by the number -18-200927237 is performed by the control unit. Thereby, the basic rotation data of the basic rotation amount of the lever is used. At this time, using the data indicating that the analog stick is rotated once, and dividing by the text information in the search direction, the basic rotation of the analog stick is used, and the rotation amount when the analog stick is rotated once is used. (3 60 degrees), by dividing the number from the search direction by the number "1", thereby calculating the rotation angle data. By using the thus calculated basic rotation angle to rotate one time than the joystick, the control unit can continuously recognize the bit information information. To this end, the player can easily perform the retrieval of information materials by using analogy. The game device of claim 8 of the patent application can be dumped at the fulcrum and can be rotated around the fulcrum. The game device includes: the information recognition unit identifies the plurality of information materials stored in the memory unit; and the segment identifies the information of any of the plurality of information materials, and the control unit recognizes the first information display means, The display unit displays the identification means corresponding to the first information material, and the control unit recognizes the information indicating the direction of the tilting direction of the tilting analogy of the analog analog stick; the segment uses the data according to the tilting direction to cause the control unit to identify the data as a reference. The search direction of the search information is calculated to indicate the amount of the rotation amount of the analogy of the analogy. For example, when the basic information of the analog stick of the one-rotation angle text information material is used, the rotation operation of each rod in the search direction is controlled by the supported analog stick, and the first information is controlled. The identification hand is used as the first information resource to use the portrait data information; the search direction of the state where the data bar is dumped is identified by the first information; the rotary data identification -19-200927237 means that the analog stick is in the state of dumping When rotating, the control unit recognizes the rotation data indicating the amount of rotation of the analog stick; and the second information identification means uses the information material corresponding to the information in the search direction as the second information material based on the rotation data. The control unit recognizes; and the second information display means uses the image data to display the information corresponding to the second information material on the image display unit. ❹

關於申請專利範圍第9項之遊戲控制方法,係藉由具 有被支持於支點而可傾倒,且能以支點爲中心旋轉之類比 搖桿的電腦進行控制之遊戲控制方法。該遊戲裝置,係具 備:資訊辨 數資訊資料 一資訊資料 訊顯示步驟 1資訊資料 ,表示類比 方向用資料 ,使控制部 料的檢索方 之狀態下旋 的旋轉用資 將對應位於 料而使控制 料,於畫像 識步驟’係使控制部辨識被儲存於記憶部之複 ;第1資訊辨識步驟’係將複數資訊資料之任 ’作爲第1資訊資料而使控制部辨識;第1資 ’係使用畫像資料’於畫像顯示部顯示對應第 的資訊;傾倒資料辨識步驟,係使控制部辨識 搖桿傾倒之狀態的類比搖桿之傾倒方向的傾倒 :檢索方向辨識步驟’係依據傾倒方向用資料 辨識’以第1資訊資料作爲基準來檢索資訊資 向’旋轉資料辨識步驟,係於類比搖桿在傾倒 轉時’使控制部辨識’表示類比搖桿之旋轉量 料;第2資訊辨識步驟,係依據旋轉用資料, 檢索方向之資訊的資訊資料,作爲第2資訊資 部辨識;及第2資訊顯示步驟,係使用畫像資 顯示部顯示對應第2資訊資料的資訊。 -20- 200927237 【實施方式】 〔遊戲裝置之構造與動作〕 圖1係揭示本發明之一實施形態所致之遊戲裝置之基 本構造。在此,作爲視訊遊戲裝置之一例,舉出家庭用視 訊遊戲裝置作爲對象來進行說明。家庭用視訊遊戲裝置係 具備家庭用遊戲機本體及家庭用電視。於家庭用遊戲機本 體係可安裝上記錄媒體10,從記錄媒體10適切地讀取出 遊戲資料而執行遊戲。如此一來,執行之遊戲內容會顯示 於家庭用電視。 家庭用視訊遊戲裝置的遊戲系統係由控制部1、記憶 部2、畫像顯示部3、聲音輸出部4、操作輸入部5、通訊 部23所構成,分別經由匯流排6而連接。該匯流排6係 包含位址匯流排、資料匯流排及控制匯流排等。在此,控 制部1、記憶部2、聲音輸出部4及操作輸入部5係包含 於家庭用視訊遊戲裝置的家庭用遊戲機本體,畫像顯示部 3係包含於家庭用電視。 控制部1係主要爲了依據遊戲程式來控制遊戲整體之 進行而設置。控制部1係例如由CPU ( Central Processing Unit) 7、與訊號處理處理器8、與畫像處理處理器9所構 成。CPU7與訊號處理處理器8與畫像處理處理器9係分 別經由匯流排6而相互連接。CPU7係解釋來自於遊戲程 式的命令,進行各種資料處理及控制。例如,CPU7係對 於訊號處理處理器8,命令供給畫像資料至畫像處理處理 器。訊號處理處理器8,係主要進行:於3次元空間上之 -21 - 200927237 計算、從3次元空間上至擬似3次元空間上之位置轉換計 算、光源計算處理、及依據在3次元空間上或擬似3次元 空間上執行之計算結果的畫像及聲音資料的生成加工處理 。畫像處理處理器9,係主要依據訊號處理處理器8的計 算結果及處理結果’進行將應描繪之畫像資料寫入 RAM12的處理。又,CPU7係對於訊號處理處理器8,命 令處理各種資料。訊號處理處理器8,係主要進行:於3 次元空間上之對應各種資料的計算、及從3次元空間上至 擬似3次元空間上之位置轉換計算。 記憶部2係主要爲了儲存程式資料及在程式資料所使 用之各種資料等而設置。記憶部2係例如由記錄媒體1 〇 、介面電路1 1、及RAM ( Random Access Memory) 12 戶斤 構成。於記錄媒體10係連接有介面電路11。然後,介面 電路1 1與RAM 12係經由匯流排6而連接。記錄媒體10 係用以記錄由作業系統的程式資料及畫像資料、聲音資料 以及各種程式資料所構成之遊戲資料等者。該記錄媒體 10’係例如有ROM (Read Only Memory)卡厘、光碟、 及可撓性碟等,記憶有作業系統的程式資料及遊戲資料等 。再者’於記錄媒體10又包含有卡片型記憶體,該卡片 型記憶體係主要在中斷遊戲時,用於爲了保存在中斷時間 點之各種遊戲參數。RAM丨2係用以暫時儲存從記錄媒體 10所讀取出之各種資料,或暫時記錄來自於控制部1的 處理結果。於該RAM12係儲存各種資料之同時,也儲存 有表示各種資料的記憶位置之位址資料,可指定任意之位 -22- 200927237 址而讀寫。 畫像顯示部3係主要設置用以將藉由畫像處理處理器 9寫入於RAM 12的畫像資料、及從記錄媒體10讀取出之 畫像資料等,作爲畫像而輸出。該畫像顯示部3係例如由 電視監視器20、介面電路21、及D/A轉換器(Digital-To-Analog轉換器)22所構成。於電視監視器20係連接 D/A轉換器22,於D/A轉換器22係連接介面電路21 。然後,於介面電路21係連接有匯流排6。在此,畫像 資料係經由介面電路21而供給至D/A轉換器22,而在 此轉換成類比畫像訊號。然後,類比畫像訊號係作爲畫像 而輸出至電視監視器20。 在此,於畫像資料係例如有多邊形資料及材質資料等 。多邊形資料係爲構成多邊形之頂點的座標資料。材質資 料係用以於多邊形設定材質者,由材質指示資料與材質顏 色資料所構成。材質指示資料係用以將多邊形與材質建立 關聯的資料,材質顏色資料係用以指定材質之顏色的資料 。在此,於多邊形資料與材質資料,係表示各資料之記憶 位置的多邊形位址資料與材質位址資料爲建立關聯。在如 此之畫像資料,藉由訊號處理處理器8,多邊形位址資料 所表示之3次元空間上的多邊形資料(3次元多邊形資料 )係依據畫面本身(視點)的移動量資料及旋轉量資料, 進行座標轉換及透視投影轉換,而置換成2次元空間上的 多邊形資料(2次元多邊形資料)。然後,以複數2次元 多邊形資料構成多邊形外形,於多邊形的內部區域寫入材 -23- 200927237 質位址資料所示之材質資料。如此一來,即可於各多邊形 表現貼附材質之物體(亦即,各種角色)。 聲音輸出部4,係主要爲了將從記錄媒體10所讀取 出之聲音資料作爲聲音輸出而設置。聲音輸出部4係例如 由揚聲器13、放大電路14、D/A轉換器15、及介面電 路16所構成。於揚聲器13係連接放大電路14,於放大 電路〗4係連接d/A轉換器14,而於D/A轉換器15係 連接介面電路16。然後,於介面電路16係連接有匯流排 6。在此,聲音資料係經由介面電路16而供給至D/A轉 換器15’而在此轉換成類比聲音訊號。該類比聲音訊號 係藉由放大電路14放大,從揚聲器13作爲聲音輸出。於 聲音資料係有例如 ADPCM( Adaptive Differential Pulse Code Modulation )資料及 PCM ( Pu 1 se Cod e Μodulatiοn )資料等。爲ADPCM資料時,以前述同樣之方法,可從 揚聲器13輸出聲音。爲PCM資料時,利用於ram中將 PCM資料轉換成ADPCM資料,再以前述同樣之方法,可 從揚聲器13輸出聲音。 操作輸入部5係主要由控制器17、與操作資訊介面 電路18、與介面電路19所構成。於控制器17係連接操 作資訊介面電路18’於操作資訊介面電路18係連接介面 電路1 9。然後’於介面電路1 9係連接有匯流排6。 控制器17係玩家爲了輸入各種操作命令所使用的操 作裝置’將因應玩家的操作之操作訊號發送至CPU7。於 控制器17係設置有第1按鍵17a、第2按鍵17b、第3按 -24- 200927237 鍵17c、第4按鍵17d、上方向鍵17U'下方向鍵17D、 左方向鍵 17L、右方向鍵 17R、L1按鍵 17L1、L2按鍵 17L2、R1按鍵17R1、R2按鍵17R2、開始按鍵17e、選 擇按鍵17f、左搖桿17SL及右搖桿17SR。 上方向鍵17U、下方向鍵17D、左方向鍵17L及右方 向鍵1 7R係例如,爲了將使角色及游標在電視監視器20 的畫面上上下左右移動之指令,賦予至CPU7而使用。 開始按鍵17e係於指示CPU7從記錄媒體10載入遊 戲程式時等所使用。 選擇按鍵17f係對於從記錄媒體10載入之遊戲程式 ,對CPU7指示各種選擇時等所使用。 左搖桿17SL及右搖桿17SR,係與所謂控制搖桿( joystick)構造幾近相同的搖桿型控制器。該搖桿型控制 器係具有直立之搖桿。該搖桿係以支點作爲中心,於從直 立位置包含前後左右3 60度方向,爲可傾倒之構造。又, 該搖桿係於傾倒之狀態中,能以支點作爲中心旋轉的構造 。左搖桿17SL及右搖桿17SR係因應搖桿的傾倒方向及 傾倒角度,將以直立位置爲原點之X座標及y座標之値, 作爲操作訊號經由操作資訊介面電路18與介面電路19, 發送至CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4 按鍵17d、L1按鍵17L1、L2按鍵17L2、R1按鍵17R1及 R2按鍵17R2係因應從記錄媒體10載入之遊戲程式,分 派有各種功能。 -25- 200927237 再者,除了左搖桿17SL及右搖桿17SR之外的控制 器17之個按鍵及各鍵係藉由來自於外部的按壓力,從中 立位置被按壓時即爲ON,如按壓力解除時即爲OFF之 ON / OFF 開關。 通訊部23係具有通訊控制電路24及通訊介面25。 通訊控制電路24及通訊介面25係用於連接遊戲機與伺服 器及其他遊戲機等。通訊控制電路24及通訊介面25係經 由匯流排16而連接於CPU7。通訊控制電路24及通訊介 面25係因應來自CPU7的命令,控制並發送用以將遊戲 機連接網際網路的連接訊號。又,通訊控制電路24及通 訊介面25係經由網際網路,控制並發送用以將遊戲機連 接伺服器及其他遊戲機的連接訊號。 在以下說明由以上之構造所構成之家庭用視訊遊戲裝 置的槪略動作。如電源開關(未圖示)爲ON,於遊戲系 統1開啓電源時,CPU7係依據記億於記錄媒體1 〇之作業 系統’從記錄媒體10讀取出畫像資料、聲音資料及程式 資料。讀取出之畫像資料、聲音資料及程式資料的一部份 或全部係儲存於RAM12。然後,CPU7係依據儲存於 RAM12之程式資料,發派將儲存於RAM12之畫像資料及 聲音資料作爲畫像及聲音,用以對電視監視器2〇及揚聲 器13輸出的指令。 作爲畫像資料時,依據來自CPU7的指令,首先,訊 號處理處理器8係進行於3次元空間上之角色的位置計算 及光源計算等。接著,畫像處理處理器9係依據訊號處理 -26- 200927237 處理器8的計算結果及處理結果,進行將應描繪之畫像資 料寫入RAM 12的處理等。然後,寫入ram12之畫像資料 係經由介面電路21而被供給至d/A轉換器22。在此, 畫像資料係以D/ A轉換器22而轉換成類比映像訊號。 然後’畫像訊號係供給至電視監視器20,作爲畫像而顯 示。 作爲聲音資料時,首先,訊號處理處理器8係依據來 自於CPU7的指令’進行聲音資料的產生及加工處理。在 此’對於聲音資料實施,例如,節距之轉換、雜訊之附加 、包絡的設定、位準的設定及殘響的附加等之處理。接著 ,聲音資料係從訊號處理處理器8輸出,經由介面電路 16而供給至D/A轉換器15。在此,聲音資料係轉換成 類比聲音訊號。然後,聲音訊號係經由放大電路14,從 揚聲器13作爲聲音而輸出。 〔遊戲裝置的各種處理槪要〕 於本遊戲機中執行之遊戲程式係例如是棒球遊戲程式 。藉由啓動該棒球遊戲程式,執行棒球遊戲。圖2係用以 說明在本發明達成主要之作用的功能之功能區塊圖。再者 ,本遊戲機係具有可傾倒且能旋轉的左搖桿17SL及右搖 桿1 7SR。以下,以本發明之對象的類比搖桿是右搖桿 1 7 S R之狀況爲例,進行說明。 1次旋轉資料辨識手段50,係具備使CPU7辨識,表 示右搖桿17SR旋轉1次時之旋轉量的1次旋轉用資料之 -27- 200927237 功能。在1次旋轉資料辨識手段50,表示右搖桿17SR旋 轉1次時之旋轉量的1次旋轉用資料,係被CPU7辨識。 在該手段50,例如,表示右搖桿17SR旋轉1次時之 旋轉量的數値「360(度)」,係作爲1次旋轉角度資料 而被CPU7辨識。1次旋轉角度資料係預先規定於遊戲程 式中。該1次旋轉角度資料係於遊戲程式的載入時,從記 錄媒體10載入至RAM12,並儲存於RAM12。 資訊辨識手段51’係具備使CPU7辨識,儲存於 RAM 12之複數資訊資料的功能。在資訊辨識手段51,儲 存於RAM 1 2之複數資訊資料,係被CPU7辨識。 在該手段,例如,複數資訊資料是爲了設定選手角色 之名稱而使用之複數文字資訊資料時,該等複數文字資訊 資料係被CPU7辨識。在此,由平假名、片假名、英文、 數字及記號等所構成之文字資訊,係對應複數文字資訊資 料所示之資訊。又,例如,複數資訊資料是爲了設定選手 角色之容姿而使用之複數容姿資訊資料時,該等複數容姿 資訊資料係被CPU7辨識。在此,相對於複數眉毛、複數 眼睛、複數鼻子及複數嘴巴之任一部位的容姿資訊,係對 應複數容姿資訊資料所示之資訊。該等複數資訊資料係於 遊戲程式的載入時,從記錄媒體10載入至RAM12,並儲 存於RAM 1 2。 第1資訊辨識手段52,係具備將複數資訊資料之任 一資訊資料’作爲第1資訊資料而使CPU7辨識的功能。 在第1資訊辨識手段52,複數資訊資料之任一資訊資料 -28- 200927237 ,係作爲第1資訊資料而被CPU7辨識。 在該手段,例如,複數資訊資料所示之資訊是平假名 全部文字(片假名全部文字、英文全部文字、0至9的數 字或複數記號)時,對應平假名全部文字(片假名全部文 字、英文全部文字、0至9的數字或複數記號)中任一 1 個文字(數字或記號)的資訊資料,係作爲第1資訊資料 而被CPU7辨識。相同地,例如,複數資訊資料所示之資 訊是複數眉毛(複數眼睛、複數鼻子或複數嘴巴)時,對 應複數眉毛(複數眼睛、複數鼻子或複數嘴巴)中任一 1 種眉毛(眼睛、鼻子或嘴巴)的資訊資料,係作爲第1資 訊資料而被CPU7辨識。 第1資訊顯示手段53,係具備使用畫像資料,於畫 像顯示部顯示對應第1資訊資料的資訊之功能。在第I資 訊顯示手段53’對應第1資訊資料的資訊,係使用畫像 資料,顯示於畫像顯示部。 在該手段,例如,對應第1資訊資料的資訊是文字、 數字及記號之任一時,該資訊係使用畫像資料,被強調顯 示於畫像顯示部。相同地,例如,對應第1資訊資料的資 訊是眉毛、眼睛、鼻子及嘴巴之任一時,該資訊係使用畫 像資料,被強調顯示於畫像顯示部。在此被強調顯示之資 訊係於遊戲程式中被預先規定。又,爲了強調顯示而使用 之畫像資料係於遊戲程式的載入時,從記錄媒體10載入 至RAM12,並儲存於RAM12。 傾倒資料辨識手段54,係具備使CPU7辨識,表示右 -29- 200927237 搖桿17SR傾倒之狀態的右搖桿17SR之傾倒方向的傾倒 方向用資料之功能。在傾倒資料辨識手段54,表示右搖 桿1 7 S R傾倒之狀態的右搖桿! 7 S R之傾倒方向的傾倒方 向用資料,係被CPU7辨識。 在該手段’例如,利用表示以右搖桿17SR的直立位 置(中立位置)作爲原點之X座標及y座標的座標資料, 表示右搖桿17SR傾倒之狀態的右搖桿17SR之傾倒方向 時’該座標資料係成爲傾倒方向用資料。該傾倒方向用資 料係因應右搖桿17SR的傾倒方向及傾倒角度而變化。再 者’該傾倒方向用資料(座標資料)係在右搖桿1 7SR傾 倒時’從控制器17經由操作資訊介面電路18與介面電路 19’被送出至CPU7,並被CPU7辨識。 傾倒角度判斷手段5 5,係具備依據傾倒角度用資料 ’使CPU7判斷’右搖桿i7SR的傾倒角度是否大於成爲 右搖桿1 7 S R之錯誤作動的對象之角度的功能。在傾倒角 度判斷手段55’依據傾倒角度用資料,右搖桿i7SR的傾 倒角度是否大於成爲右搖桿17SR之錯誤作動的對象之角 度,係藉由C P U 7判斷。 在該手段’例如,利用表示以右搖桿1 7 SR的直立位 置(中立位置)作爲原點之x座標及y座標的座標資料, 表示傾倒方向用資料時,傾倒方向用資料(傾倒方向用的 座標資料)是否一致於以右搖桿17SR的直立位置作爲中 心之所定範圍內的座標資料,係藉由CPlJ7判斷。在此, 以右搖桿1 7 S R的直立位置作爲中心之所定範圍內的座標 -30- 200927237 資料,係對應成爲右搖桿17 SR之錯誤作動的對象之角度 。該所定範圍係預先規定於遊戲程式中。 檢索方向辨識手段5 6,係具備依據傾倒方向用資料 ’使CPU7辨識,以第1資訊資料作爲基準來檢索資訊資 料的檢索方向之功能。如詳細說明,檢索方向辨識手段 5 6 ’係具備依據傾倒方向用資料,將對應傾倒方向之第1 方向及與第1方向不同之第2方向之任一方方向,作爲資 訊資料的檢索方向而使CPU7辨識的功能。更詳細說明, 檢索方向辨識手段56,係具備在藉由CPU7判斷右搖桿 17 SR的傾倒角度大於成爲右搖桿17SR之錯誤作動的對象 之角度時,依據傾倒方向用資料,將以第i資訊資料作爲 基準的對應傾倒方向之第1方向及與第丨方向不同之第2 方向之任一方方向,作爲資訊資料的檢索方向而使CPU7 辨識的功能。 在檢索方向辨識手段56,在藉由CPU7判斷右搖桿 17SR的傾倒角度大於成爲右搖桿17SR之錯誤作動的對象 之角度時’依據傾倒方向用資料,以第1資訊資料作爲基 準的對應傾倒方向之第1方向及與第1方向不同之第2方 向之任一方方向,係作爲資訊資料的檢索方向而被cpu7 辨識。 在該手段’例如,利用表示以右搖桿1 7 S R的直立位 置(中AL位置)作爲原點之X座標及y座標的座標資料, 表示傾倒方向用資料之狀況中’在藉由C P U 7判斷傾倒方 向用的座標資料不一致於以右搖桿17SR的直立位置作爲 -31 - 200927237 中心之所定範圍內的座標資料時,則依據傾倒方向用的座 標資料,以第1資訊資料作爲基準的對應傾倒方向之第1 方向及與第1方向不同之第2方向之任一方方向,係作爲 資訊資料的檢索方向而被CPU7辨識。具體來說,在藉由 CPU7判斷傾倒方向用的座標資料不一致於以右搖桿17SR 的直立位置作爲中心之所定範圍內的座標資料時,以第1 資訊資料作爲基準之水平方向(水平右方向•水平左方向 )或垂直方向(垂直上方向•垂直下方向),係作爲資訊 資料的檢索方向而被CPU7辨識。 再者,在本實施形態,所謂「檢索方向」之用語係有 使用於代表「檢索顯示於電視監視器20之資訊的方向」 之狀況及使用於代表「檢索儲存於RAM1 2之資訊資料的 方向」之狀況。 資訊數量辨識手段57,係具備使CPU7辨識,位於檢 索方向之資訊資料的數量的功能。在資訊數量辨識手段 57,位於檢索方向之資訊資料的數量,係被CPU7辨識。 在該手段,例如,檢索方向是水平方向時,以第1資 訊資料作爲基準,位於水平方向之資訊資料的數量,係被 CPU7辨識。又例如,檢索方向是垂直方向時,以第1資 訊資料作爲基準,位於垂直方向之資訊資料的數量,係被 CPU7辨識。 基本旋轉用資料辨識手段58,係具備使CPU7辨識, 表示右搖桿17SR之基本旋轉量的基本旋轉用資料之功能 。如詳細說明,基本旋轉用資料計算手段58a,係具備藉 -32- 200927237 由使CPU7執行將i次旋轉用資料,除以位於檢索方向之 資訊資料的數量之處理,計算出表示右搖桿17SR之基本 旋轉量的基本旋轉用資料之功能。 在基本旋轉用資料計算手段58a,使CPU7執行將1 次旋轉用資料,除以位於檢索方向之資訊資料的數量之處 理’藉此’計算出表示右搖桿17SR之基本旋轉量的基本 旋轉用資料。 在該手段,例如,檢索方向是水平方向時,藉由以1 次旋轉角度資料所示之値「3 60 (度)」,除以從位於水 平方向之文字資訊資料的數量CN1減去「1」之値的處理 (=3 60 / ( CN1-1 )),係被CPlj7執行。該除算結果的 自然數倍(=360xm/(CNl-l) :m是自然數),係作爲 表示右搖桿17SR之基本旋轉量的基本旋轉角度資料而被 CPU7辨識。又例如,檢索方向是垂直方向時,藉由以1 次旋轉角度資料所示之値「3 60 (度)」,除以從位於垂 直方向之文字資訊資料的數量CN2減去「1」之値的處理 (=360/ (CN2-1)) ’係被CPU7執行。該除算結果的 自然數倍(=36〇xm/(CN2-l) :m是自然數),係作爲 表示右搖桿17SR之基本旋轉量的基本旋轉角度資料而被 CPU7辨識。 旋轉資料辨識手段59,係具備於右搖桿17SR在傾倒 之狀態下旋轉時,使CPU7辨識,表示右搖桿17SR之旋 轉量的旋轉用資料之功能。如詳細說明,旋轉資料辨識手 段5 9 ’係具備於右搖桿1 7 S R在傾倒之狀態下旋轉時,使 -33- 200927237 CPU7辨識’表不右搖桿i7sr之旋轉方向及旋轉量的旋 轉用資料之功能。更詳細說明,旋轉資料辨識手段59, 係具備於右搖桿17SR在傾倒之狀態下旋轉時,使CPU7 執行依據傾倒方向用資料,計算出表示右搖桿17SR之旋 轉方向及旋轉量的旋轉用資料之處理,並使CPU7辨識旋 轉用資料之功能。 在旋轉資料辨識手段59,於右搖桿17SR在傾倒之狀 態下旋轉時’依據傾倒方向用資料,計算出表示右搖桿 17SR之旋轉方向及旋轉量的旋轉用資料之處理,係藉由 CPU7執行。然後,該旋轉用資料係被CPU7辨識。 在該手段,例如,於右搖桿17SR在傾倒之狀態下旋 轉時,依據傾倒方向用的座標資料,計算出表示右搖桿 17SR之旋轉方向及旋轉量的旋轉角度資料之處理,係藉 由CPU7執行。例如,於右搖桿17SR在傾倒之狀態下旋 轉時’以初始被CPU7辨識之第1傾倒方向用的座標資料 作爲基準,每隔所定時間間隔(例如,1 / 6〇 ( sec )), 傾倒方向用的座標資料係被CPU7連續辨識。然後,依據 初始之傾倒方向用的座標資料(第1傾倒方向用的座標資 料)與最新之傾倒方向用的座標資料(nl / 60 ( sec )後 之傾倒方向用的座標資料:第η 1傾倒方向用的座標資料 :nl是自然數)’右搖桿17SR的旋轉角度資料係藉由 CPU7計算出。在此,藉由CPU7計算出之右搖桿17SR的 旋轉角度資料,係被CPU7辨識。 旋轉資料判斷手段6 0,係具備使C P U 7判斷,旋轉用 -34- 200927237 資料是否是基本旋轉用資料以上的功能。在旋轉資料判斷 手段60’旋轉用資料是否是基本旋轉用資料以上,係藉 由CPU7判斷。 在該手段,旋轉角度資料所示之値是否是基本旋轉角 度資料以上,係藉由CPU7判斷。在此,於基本旋轉用資 料計算手段58a中計算出之値(=360xm/ (Cm_n或 360xm/ (CN2-1))係作爲基本旋轉角度資料所示之値 而使用。 第2資訊辨識手段6 1,係具備依據旋轉用資料,將 對應位於檢索方向之資訊的資訊資料,作爲第2資訊資料 而使CPU7辨識的功能。如詳細說明,第2資訊辨識手段 61,係具備使CPU7執行因應旋轉用資料所示之旋轉量, 檢索對應位於檢索方向之資訊的資訊資料之處理,並將對 應位於檢索方向之資訊的資訊資料,作爲第2資訊資料而 使CPU7辨識的功能。更詳細說明,第2資訊辨識手段6 1 ,係具備在被CPU7判斷旋轉用資料是基本旋轉用資料以 上時,使CPU7執行因應旋轉用資料所示之旋轉量,檢索 對應位於檢索方向之資訊的資訊資料之處理,並將對應位 於檢索方向之資訊的資訊資料,作爲第2資訊資料而使 CPU7辨識的功能。 在第2資訊辨識手段61,在被CPU7判斷旋轉用資料 是基本旋轉用資料以上時,則因應旋轉用資料所示之旋轉 量,檢索對應位於檢索方向之資訊的資訊資料之處理’係 藉由CPU7執行。然後,對應位於檢索方向之資訊的資訊 -35- ❹ ❹ 200927237 資料’係作爲第2資訊資料而被CPU7辨識 在該手段,例如,在藉由C P U 7判斷东 示之値是基本旋轉角度資料所示之値以上疾 角度資料所示之旋轉角度,檢索對應位於輕 的資訊資料之處理’係藉由CPU7執行。势 檢索方向之資訊的資訊資料,係作爲第2 CPU7辨識。 在此,在右搖桿17SR開始旋轉時,藉 旋轉角度資料所示之値是第1基本旋轉角度 以上(α 2360/ (CN1-1)或 〇; 2360/ 狀況’以第1資訊資料作爲基準而鄰接檢索 料’係作爲第2資訊資料而被CPU7辨識。 17SR正在旋轉時,藉由CPU7判斷旋轉角 値是第m基本旋轉角度資料所示之値以上 (CN1-1)或 ag360xm/ (CN2-1))之狀 訊資料作爲基準而鄰接檢索方向之第^個 作爲第2資訊資料而被Cpu7辨識。 第2資訊顯示手段62,係具備使用 像顯示部顯示對應第2資訊資料的資訊之 訊顯示手段62,對應第2資訊資料的資 資料’顯示於畫像顯示部。 在該手段,例如,對應第2資訊資料的 數字及記號之任一時,該資訊係使用畫像養 示於畫像顯示部。相同地,例如,對應第2 !轉角度資料所 F,則因應旋轉 ί索方向之資訊 \後,對應位於 資訊資料而被 由 C P U 7判斷 [資料所示之値 (CN2-1 ))之 『方向之資訊資 又,在右搖桿 丨度資料所示之 (a 2 360xm/ 況,以第1資 資訊資料,係 :像資料,於畫 〖能。在第2資 (’係使用畫像 7資訊是文字、 〖料,被強調顯 資訊資料的資 -36- 200927237 訊是眉毛、眼睛、鼻子及嘴巴之任一時,該資訊係使用畫 像資料’被強調顯示於畫像顯示部。在此,爲了強調顯示 而使用之畫像資料係於遊戲程式的載入時,從記錄媒體 10載入至RAM12,並儲存於RAM12。 旋轉方向判別手段63,係具備依據旋轉用資料,使 C P U 7判別右搖桿i 7 S R的旋轉方向是否已變化的功能。 在旋轉方向判別手段63,依據旋轉用資料,右搖桿1 7SR 的旋轉方向是否已變化,係藉由C P U 7判別。 在該手段,例如,依據旋轉角度資料,右搖桿1 7SR 的旋轉方向是否已變化,係藉由CPU7判別。例如,藉由 使CPU7辨識旋轉角度資料的符號,右搖桿17 SR的旋轉 方向是否已變化,係藉由CPU7判別。具體來說,旋轉角 度資料的符號是否從正變化爲負及旋轉角度資料的符號是 否從負變化爲正,係藉由CPU7判別。更具體說明,使 CPU7執行第nl旋轉角度資料乘以第(ni + i)旋轉角度資 料的處理,該乘算結果的符號是否爲負,係藉由CPU7判 別。 旋轉資料再辨識手段64,係具備被CPU7判別右搖桿 17SR的旋轉方向已變化時,使CPU7再辨識,表示右搖 桿17SR之旋轉方向及旋轉量的旋轉用資料之功能。在旋 轉資料再辨識手段64,在被CPU7判別右搖桿17SR的旋 轉方向已變化時,表示右搖桿17SR之旋轉方向及旋轉量 的旋轉用資料,係被CPU7再辨識。 在該手段,例如,在依據旋轉角度資料,藉由CPU7 -37- 200927237 判別右搖桿17SR的旋轉方向已變化時,右搖桿 旋轉角度資料,係被CPU7再辨識。具體來說 CPU7判別第nl旋轉角度資料乘以第(nl + 1 )旋 料之値的符號是負時,右搖桿17SR的旋轉角度 被CPU7再辨識。此時,例如,以第ni傾倒方 標資料作爲基準,每隔所定時間間隔(例如,1 , )),傾倒方向用的座標資料係被CPU7連續辨 ,依據第nl傾倒方向用的座標資料與最新之傾 的座標資料(n2/ 60 ( sec )後之傾倒方向用的 :第n2傾倒方向用的座標資料:n2是自然數, ,右搖桿17SR的旋轉角度資料係藉由CPU7計 此,藉由CPU7計算出之右搖桿17SR的旋轉角 係被CPU7再辨識。 第3資訊辨識手段65,係具備依據被CPU7 旋轉用資料,將位於與檢索方向不同方向之資訊 爲第3資訊資料而使CPU7辨識的功能。如詳細 3資訊辨識手段65,係具備依據被CPU7再辨識 資料,將位於與第1方向相反方向及與第2方向 之任一方方向的資訊資料,作爲第3資訊資料而 辨識的功能。 在第3資訊辨識手段65,依據被CPU7再辨 用資料,位於與第1方向相反方向及與第2方向 之任一方方向的資訊資料,係作爲第3資訊 CPU7辨識。 17SR 的 ,在藉由 轉角度資 資料,係 向用的座 / 6 0 ( s e c 識。然後 倒方向用 座標資料 η2 > η 1 ) 算出。在 度資料, 再辨識之 資料,作 說明,第 之旋轉用 相反方向 使 CPU7 識之旋轉 相反方向 資料而被 -38- 200927237 在該手段,依據被CPU7再辨識之旋轉角度資料,位 於與第1方向相反方向及與第2方向相反方向之任一方方 向的資訊資料,係作爲第3資訊資料而被CPU7辨識。 例如,第1方向是水平右方向時,位於水平左方向之 資訊資料,係作爲第3資訊資料而被CPU7辨識。相同地 ’第1方向是水平左方向時,位於水平右方向之資訊資料 ,係作爲第3資訊資料而被CPU7辨識。另一方面,第2 方向是垂直上方向時,位於垂直下方向之資訊資料,係作 爲第3資訊資料而被CPU7辨識。相同地,第2方向是垂 直下方向時,位於垂直上方向之資訊資料,係作爲第3資 訊資料而被CPU7辨識。 第3資訊顯示手段66,係具備使用畫像資料,於畫 像顯示部顯示對應第3資訊資料的資訊之功能。在第3資 訊顯示手段66,對應第3資訊資料的資訊,係使用畫像 資料’顯示於畫像顯示部。 在該手段’例如,對應第3資訊資料的資訊是文字、 數字及記號之任一時,該資訊係使用畫像資料,被強調顯 示於畫像顯示部。相同地,例如,對應第3資訊資料的資 訊是眉毛、眼睛、鼻子及嘴巴之任一時,該資訊係使用畫 像資料’被強調顯示於畫像顯示部。在此,爲了強調顯示 而使用之畫像資料係於遊戲程式的載入時,從記錄媒體 10載入至RAM12,並儲存於RAM12。 〔棒球遊戲之資訊選擇系統的說明與處理流程〕 -39- 200927237 接著,針對棒球遊戲之資訊選擇系統加以說 亦針對圖1 2至圖1 5所示之流程,同時加以說明 圖1 2係用以說明棒球遊戲之整體槪要的流程圖 圖1 5係用以說明資訊選擇系統的流程圖。 首先,開啓遊戲機的電源而啓動遊戲機時, 程式係從記錄媒體10載入至RAM12,並儲存於 在此時,執行棒球遊戲上所需之各種基本遊戲資 錄媒體10載入至RAM12 ’並儲存於RAM12(S1 例如,於基本遊戲資料係包含有關於遊戲空 像的資料。然後,關於該遊戲空間用之畫像的資 ,球場用的畫像資料及選手角色用的畫像資料 CPU7辨識。又,於基本遊戲資料係包含有用以 戲空間用之畫像的資料,配置於遊戲空間的位置 〇 又,於基本遊戲資料係包含有於以下所示之 系統中使用之各種資料。例如,於該資料係包含 搖桿17SR旋轉1次時之旋轉角度的1次旋轉角 於1次旋轉角度資料係例如分派有數値「3 60 C 又,於該資料係包含有對應文字資訊及容姿資訊 訊資料。進而,於該資料係包含有對應文字資訊 訊的畫像資料。 接下來,儲存於RAM1 2之棒球遊戲程式係 遊戲資料,藉由CPU7執行(S2 )。於是,表示 之啓動的畫面係顯示於電視監視器2 0。於是, 明。又, 。再者, 圖13至 棒球遊戲 RAM12。 料亦從記 )。 間用之畫 料,例如 等,係被 將關於遊 座標資料 資訊選擇 有表不右 度資料。 度)」。 的複數資 及容姿資 依據基本 棒球遊戲 用以執行 -40- 200927237 棒球遊戲的各種設定畫面係顯示於電視監視器2 0。 在此,例如,用以選擇榉球遊戲之遊玩模式的模式選 擇畫面,係顯示於電視監視器20 (未圖示)。於該模式 選擇畫面中,藉由玩家操作控制器17,決定遊玩模式( S3)。於遊玩模式係例如準備有從12球團中選擇喜愛之 球隊而享受1場比賽之對戰的對戰模式、從12球團中選 擇喜愛之球隊而競爭季賽賽程的季賽模式及玩家成爲1位 選手角色,育成選手角色的育成模式等。 接下來,於在模式選擇畫面選擇之遊玩模式中,各種 事件係藉由CPU7執行(S4 )。在此執行之各種事件係例 如有如依據ΑΙ程式(Artificial Intelligence程式),藉 由CPU7自動控制之事件、及依據來自控制器1 7的輸入 訊號,藉由玩家手動控制之事件。又,於選手角色的控制 係有依據AI程式,對選手角色自動地指示命令的自動控 制、依據來自控制器17的輸入訊號,對選手角色直接地 指示命令的手動控制等。如此,在本棒球遊戲,係因應來 自控制器1 7的指不及來自AI程式的指示,控制事件,對 選手角色指示命令。 接下來,被選擇之遊玩模式是否已結束係藉由CPU 7 判斷(S5)。具體來說,表示遊玩模式結束之命令是否已 發派’係藉由CPU7判斷。然後,在藉由CPU7判斷表示 遊玩模式結束之命令已發派時(在S5爲Yes),則將持 續遊戲用之資料儲存於RAM12的處理,係藉由CPU7執 行。然後’持續遊戲用的資料被儲存於RAM12時,選擇 -41 - 200927237 是否結束該棒球遊戲的選擇畫面,係顯示於電視監視器 20 ( S6)。然後,於該選擇畫面中,玩家藉由操作控制器 17,選擇表示棒球遊戲之結束的項目時(在S6爲Yes) ,用以結束棒球遊戲的處理,係藉由CPU7執行(S7 )。 另一方面,於該選擇畫面中,玩家藉由操作控制器17, 選擇表示持續棒球遊戲的項目時(在S6爲No),步驟3 (S3 )的選擇畫面,係再顯示於電視監視器20。 再者,只要不被CPU7判斷用以結束遊玩模式的命令 已被發派(在S5爲No),於在模式選擇畫面選擇之遊玩 模式中,各種事件係藉由CPU7執行(S4 )。 接著,說明棒球遊戲之資訊選擇系統。 以下,揭示資訊選擇系統於育成中執行之狀況的範例 〇 例如,開始育成模式時(S3 00 ),球隊選擇畫面係顯 示於電視監視器20 (未圖示)。於該球隊選擇畫面中, 玩家爲了選擇所希望之球隊而操作控制器17時,藉由控 制器17選擇之球隊係被CPU7辨識(S301 )。 於是,用以進行於選擇之球隊中育成之選手角色(育 成選手角色)之設定的各種畫面’係顯示於'電視監視器 20。在此,於顯示於電視監視器20之畫面係有型式設定 畫面、名稱設定畫面1〇1、特徵設定畫面及容姿設定畫面 102。再者,於名稱設定畫面101及容姿設定畫面102中 進行各種設定時,使用資訊選擇系統。 首先,用以設定育成選手角色之型式的型式設定畫面 -42- 200927237 ,係顯示於電視監視器2 0 (未圖示)。於該型式設定畫 面中,玩家爲了選擇所希望之型式而操作控制器17時, 藉由控制器17選擇之型式係被CPU7辨識(S302)。在 此,例如新人、中堅及老手中任一型式,係作爲育成選手 角色的型式而可選擇。 接著,用以設定育成選手角色之名稱的名稱設定畫面 1 〇 1,係如圖3所示,顯示於電視監視器2 0 ( S 3 0 3 )。於 該名稱設定畫面101中,玩家爲了設定所希望之名稱而操 作控制器17時,藉由控制器17選擇之名稱係被CPU7辨 識。 以下,詳細揭示於名稱設定畫面101中設定育成選手 角色之名稱的狀況。 首先,儲存於RAM12之複數文字資訊資料,係被 CPU7辨識。於對應複數文字資訊資料的資訊係包含由平 假名、片假名、英文、數字及記號等所構成之資訊。 接下來,複數文字資訊資料中任一文字資訊資料,係 作爲第1資訊資料而被CPU7辨識。例如,對應平假名全 部文字資訊資料中任一文字的文字資訊資料,係作爲第1 資訊資料而被CPU7辨識。在初始條件,對應文字「务」 的文字資訊資料,係作爲第1資訊資料而被CPU7辨識。 接下來,表示平假名之各文字及記號的文字資訊資料 ’係使用畫像資料而顯示於電視監視器20 ( S3 04 :參照 圖3)。然後’對應第1資訊資料(例如,文字「态」) 的文字資訊’係使用畫像資料,被強調顯示於電視監視器 -43- 200927237 20 ( S305 ) ° 接下來’右搖桿17SR是否傾倒,係藉由CPU7判斷 (S306)。在此,於右搖桿17SR傾倒時,表示右搖桿 17SR之傾倒方向的座標資料S(x,y)係從控制器17送 出’並儲存於RAM 1 2。例如,從控制器丨7送出之表示右 搖桿17SR傾倒狀態之右搖桿17SR傾倒方向的座標資料S (x’y)(傾倒方向用資料)是否被儲存於RAM12,係 藉由CPU7判斷。 然後’在藉由CPU7判斷表示右搖桿17SR之傾倒方 向的座標資料S(x’y)被儲存於RAM 1 2時,則此座標 資料S(x,y)會被CPU7辨識。換句話說,表示右搖桿 17SR之傾倒方向的座標資料s ( X,y )被CPU7辨識之狀 況’係對應右搖桿17SR傾倒之狀況。在此,藉由CPU7 判斷右搖桿17SR未傾倒時(在S 3 06爲No ),右搖桿 1 7 S R是否已傾倒的監視係持續藉由c P U 7執行(S 3 0 6 ) 〇 再者,表示右搖桿4SR之傾倒方向的座標資料S(x ,y)係如圖4所示,以右搖桿17SR的直立位置(中立 位置)作爲原點〇而界定。 接下來,藉由 CPU7判斷右搖桿 17SR傾倒時(在 S 3 0 6爲Y e s ),則依據表示傾倒方向的座標資料S ( X,y ),右搖桿17SR的傾倒角度是否大於成爲右搖桿17SR 之錯誤作動的對象之角度,係藉由CPU7判斷(S307)。 在此,例如,表示傾倒方向的座標資料S(x,y)是否一 -44- 200927237 致於以右搖桿17SR的直立位置〇作爲中心之所定範圍R 的座標資料,係藉由CPU7判斷。在此所用之以右搖桿 1 7 SR的直立位置作爲中心之所定範圍R,係於遊戲程式 中被預先規定。再者,以右搖桿17SR的直立位置〇作爲 中心之所定範圍R,係對應成爲右搖桿17SR之錯誤作動 的對象之角度範圍。具體來說,以右搖桿17SR的直立位 置◦作爲中心之所定範圍R的座標資料,係對應成爲右搖 桿17SR之錯誤作動的對象之角度。 然後,在藉由CPU 7判斷右搖桿17SR的傾倒角度大 於成爲右搖桿17SR之錯誤作動的對象之角度時,亦即, 藉由CPU7判斷右搖桿17SR的傾倒角度是辨識右搖桿 17SR之動作的角度時(在S307爲No),則依據表示傾 倒方向的座標資料S(x’y),對應右搖桿i7SR之傾倒 方向的第1方向及與第1方向不同之第2方向之任一方方 向’係作爲資訊資料的檢索方向而被CPU7辨識(S308) 〇 在此,藉由.C P u 7判斷表示傾倒方向的座標資料s ( χ ’ y) —致於以右搖桿17SR的直立位置〇作爲中心之所 疋範圍R的座標資料時’則對應表示傾倒方向的座標資料 S(x’ y)之文子資訊資料的檢索方向,係被Cpu7判斷 。例如,因應圖4所示之右搖桿17SR用的座標系中表示 右搖桿17SR之傾倒方向的座標資料s(x,y)所示之位 置’文字資訊資料的檢索方向係被CPU7辨識。 具體來說,表示右搖桿17SRi傾倒方向的座標資料 -45- 200927237 S(x,y)位於右搖桿17SR用的座標系中區域A(「-4 5 度<反$45」的範圍區域)時,則水平左方向作爲文字資 訊資料的檢索方向而被 CPU7辨識。又,表示右搖桿 17SR之傾倒方向的座標資料S(x,y)位於右搖桿17SR 用的座標系中區域C( 「135度<KS225」的範圍區域) 時,則水平右方向作爲文字資訊資料的檢索方向而被 CPU7辨識。相同地,表不右搖桿17SR之傾倒方向的座 標資料S(x,y)位於右搖桿17SR用的座標系中區域b (「45度<1(:€135」的範圍區域)時,則垂直下方向作 爲文字資訊資料的檢索方向而被CPU7辨識。又,表示右 搖桿17SR之傾倒方向的座標資料S(x,y)位於右搖桿 17SR用的座標系中區域D( 「225度CKS315度」的範 圍區域)時’則垂直上方向作爲文字資訊資料的檢索方向 而被CPU7辨識。如此一來,因應右搖桿17SR用的座標 系中表示右搖桿1:7SR之傾倒方向的座標資料S(x,y) 所示之位置’設定文字資訊資料的檢索方向。 另一方面,在藉由CPU7判斷右搖桿17SR的傾倒角 度是成爲右搖桿17SR之錯誤作動對象之角度以下時,亦 即’藉由CPU7判斷右搖桿17SR錯誤動作時(在S3〇7爲 Y e s ) ’則執行步驟3 〇 6 ( 8 3 0 6 )的處理。 再者’在本實施形態中,揭示文字資訊資料之檢索方 向及容姿資訊資料之檢索方向(後述)成爲與右搖桿 1 7 SR之傾倒方向相反方向的狀況之範例,但是,資訊資 料的檢索方向係不限定於前述實施形態,設爲何種方向亦 -46- 200927237 可。例如,資訊資料的檢索方向設爲與右搖 倒方向相同方向亦可。 接下來’位於被CPU7辨識之檢索方向 訊資料的數量,係被CPU7辨識(S309)。 向是水平方向時,以第1資訊資料作爲基準 向之所有文字資訊資料的數量,係被CPU 7 ,檢索方向是垂直方向時,以第1資訊資料 於垂直方向之所有文字資訊資料的數量,係 〇 具體來說,在第1資訊資料是對應文字 資訊資料,檢索方向是水平方向時,數値「 資訊資料(态•办.έ ·亡.旮.·圭. ")之數CN1而被CPU7辨識。又,在第i 應文字「务」的文字資訊資料,檢索方向是 數値「5」作爲文字資訊資料(态· h $ 數CN2而被CPU7辨識。 接下來,使CPU7執行將1次旋轉用資 右搖桿17SR之檢索方向的文字資訊資料之 之處理,藉此’計算出表示右搖桿17SR之 基本旋轉用資料(S310)。如詳細說明,使 1次旋轉用資料,除以除了第1資訊資料以 桿17SR之檢索方向的文字資訊資料之數之 計算出表示右搖桿17SR之基本旋轉量的基 桿 1 7 S R的傾 之所有文字資 例如,檢索方 ,位於水平方 辨識。又例如 作爲基準,位 被CPU7辨識 ^态」的文字 11」作爲文字 ^ · β · ίι · 資訊資料是對 垂直方向時, •无·朽)之 料,除以位於 數 CN1 ' CN2 基本旋轉量的 CPU7執行將 外的位於右搖 處理,藉此, 本旋轉用資料 -47- 200927237 例如’右搖桿17SR的檢索方向是水平方向時,藉由 以1次旋轉角度資料所示之値「360(度)」,除以從位 於水平方向的文字資訊資料之數CN1 ( =11)減去「1」之 値的處理(=3 60/ (CN1-1)),係被cpu7執行。該除 算結果的自然數倍(=36xm:m是自然數),係作爲表示 右搖桿17SR之基本旋轉量的基本旋轉角度資料Βκι而被 CPU7辨識。 又例如’檢索方向是垂直方向時,藉由以1次旋轉角 ® 度資料所示之値「360(度)」,除以從位於垂直方向之 文字資訊資料的數量CN2 (=5)減去「1」之値的處理( = 3 60/ ( CN2-1)),係被CPU7執行。該除算結果的自 然數倍(=9〇xm: m是自然數)’係作爲表示右搖桿17SR 之基本旋轉量的基本旋轉角度資料BK2而被CPU7辨識。 接下來’右搖桿17SR是否旋轉,係藉由Cpu7判斷 (S311)。於右搖桿17SR旋轉時,表示右搖桿17SR之 傾倒方向的座標資料S ( X,y )會變化。爲此,表示右搖 桿17SR之傾倒方向的座標資料S(x,y)是否已變化, 係藉由CPU7判斷(S306 )。例如,傾倒時(t=0 )之右 搖桿1 7 S R的座標資料S 1 ( X 1 ’ y 1 )與以傾倒時作爲基準 ,經過nl/60(sec)時的時間t之右搖桿17SR的座標資 料Snl (xnl,ynl)的差是否爲「0」,係藉由CPU7判斷 。在此,藉由CPU7判斷傾倒時之右搖桿17SR的座標資 料SI ( xl,yl )與某時間t之右搖桿17SR的座標資料 Snl ( xnl,ynl )的差爲「0」之狀況,係對應右搖桿 -48- 200927237 17 SR旋轉之狀況。又,藉由CPU7判斷傾倒時之右搖桿 17SR的座標資料SI (xl,yl)與某時間t之右搖桿17SR 的座標資料Snl ( xnl,ynl )的差不是「0」之狀況,係 對應右搖桿17SR未旋轉之狀況。 在此,藉由 CPU7判斷右搖桿17SR未旋轉時(在 S31 1爲No ),右搖桿17SR是否旋轉的監視係持續藉由 CPU7 執行(S3 1 1 )。 另一方面,在藉由CPU7判斷右搖桿17SR旋轉時( 在S 3 1 1爲Y e s ),亦即’右搖桿1 7 S R在傾倒之狀態下旋 轉時’則依據傾倒方向用資料,計算出表示右搖桿1 7SR 之旋轉方向及旋轉量的旋轉用資料之處理,係藉由CPU7 執行(S 3 1 2 )。 例如’於右搖桿17SR在傾倒之狀態下旋轉時,依據 表示傾倒方向的座標資料S(x,y),計算出表示右搖桿 17SR之旋轉方向及旋轉量的旋轉角度資料AK之處理, 係藉由CPU7執行。 具體來說’於右搖桿17SR在傾倒之狀態下旋轉時, 以初始被CPU7辨識之第1傾倒方向用的座標資料S1 ( xl ’ y 1 )作爲基準,每隔所定時間間隔(例如,1 / 60 ( sec ))’傾倒方向用的座標資料S(x,y)係被CPU7連續 辨識。然後,依據第1傾倒方向用的座標資料s 1 ( X1, yl)與最新之傾倒方向用的座標資料Snl (xnl,ynl)( nl/60(sec)後之傾倒方向用的座標資料:第nl傾倒方 向用的座標資料:nl是自然數),右搖桿17SR的旋轉角 -49- 200927237 度資料AK係藉由CPU7計算出。在此,右搖桿17SR的 旋轉角度資料AK係每隔l/60(sec),藉由CPU7計算 出(參照圖5 )。 例如’依據求出兩個向量a,b之內積的計算式(a. b= I a I丨b I cos α:),依據第1傾倒方向用的座標資料 SI (xl ’ yl)界定之向量al與依據第ni傾倒方向用的座 標資料Snl (xnl,ynl)界定之向量bl所成之角度α 1的 餘弦(=cosa 1) ’係藉由CPU7計算出。藉由使CPU7執 行計算出該餘弦(=coso: 1)之反函數的處理,計算出第 1傾倒方向用的向量a1與第η 1傾倒方向用的向量b 1所 成之角度<2 1。在此被計算出之角度α 1係儲存於ram 1 2 。又’儲存於RAM 12之角度αΐ,係作爲右搖桿i7SR的 旋轉角度資料ΑΚ(=α1)而被CPU7辨識。 再者’例如逆時針方向旋轉方向之第1傾倒方向用的 向量al與第nl傾倒方向用的向量bl所成之角度αΐ超 過180度時’則順時針方向旋轉方向之第丨傾倒方向用的 向量al與第nl傾倒方向用的向量bl所成之角度〇:2,係 藉由CPU7計算出。然後,例如藉由使用「3 60xk_ α 2 ( k 是自然數)」之計算式,計算出右搖桿17 SR的旋轉角度 資料 AK ( = α 1 )。 又例如,順時針方向旋轉方向之第1傾倒方向用的向 量ar與第nl傾倒方向用的向量br所成之角度α1'小於 1 8 0度時’則逆時針方向旋轉方向之第1傾倒方向用的向 量al'與第nl傾倒方向用的向量bl1所成之角度α2’,係 -50- 200927237 藉由CPU7計算出。然後,例如藉由使用「-36〇xk-a2’( k是自然數)」之計算式,計算出右搖桿17SR的旋轉角 度資料 AK,( =α1·)。 接下來’旋轉用資料是否是基本旋轉用資料以上,係 藉由CPU7判斷(S3 13 )。例如,旋轉角度資料ΑΚ所示 之値的絕對値是否是基本旋轉角度資料ΒΚ1' ΒΚ2所示之 値以上’係藉由CPU7判斷。在此,如上述般計算出之値 (=36xm或90xm)係作爲基本旋轉角度資料ΒΚ1、ΒΚ2 所示之値而使用。在此,檢索方向是水平方向時,數値「 36xm」係作爲基本旋轉角度資料ΒΚ1之値而使用。又, 檢索方向是垂直方向時,數値「90xm」係作爲基本旋轉 角度資料BK2之値而使用。 然後,在被CPU7判斷旋轉用資料是基本旋轉用資料 以上時(在S3 13爲Yes ),則因應旋轉用資料所示之旋 轉量,檢索對應位於檢索方向之文字資訊的文字資訊資料 之處理,係藉由CPU7執行(S314)。 在此,在右搖桿17SR開始旋轉時,藉由CPU7判斷 旋轉角度資料AK所示之値的絕對値丨AK |是第1基本旋 轉角度資料BK1、BK2所示之値以上(α 2 36或α 2 90 )時,對應以第1資訊資料作爲基準而鄰接檢索方向之文 字資訊的文字資訊資料,係作爲第2資訊資料而被CPU7 辨識。一般來說,在右搖桿17SR旋轉時,藉由CPU7判 斷旋轉角度資料ΑΚ所示之値的絕對値| ΑΚ |是第m基 本旋轉角度資料BK1、BK2所示之値以上(〇: g 36xm或 -51 - 200927237 <2 29〇xm)時,對應以第1資訊資料作爲基準而鄰接檢 索方向之第m個之資訊的文字資訊資料,係作爲第2資 訊資料而被CPU7辨識。如此一來,右搖桿i7SR在傾倒 之狀態下旋轉時,以第1資訊資料作爲基準,可使CPU7 連續辨識檢索方向的文字資訊資料。 於是’第2資訊資料係使用畫像資料而顯示於電視監 視器20。例如,對應第2資訊資料的文字資訊,係使用 畫像資料’被強調顯示於電視監視器20 ( S3 15 )。 具體來說,在對應第1資訊資料之文字資訊是文字「 $)」’檢索方向是水平方向時’因應右搖桿17SR的旋轉 量’對應「办」、「$」、「户二j 、 「々」、「ii」、「 圭」、「令」、「弓」、「朽」、「"」及「态」之任一 文字資訊的資訊資料(第2資訊資料),係使用畫像資料 ’被強調顯示於電視監視器20 (參照圖3 )。具體來說, 在對應第1資訊資料之文字資訊是文字「态」,檢索方向 是垂直方向時,因應右搖桿17SR的旋轉量,對應r㈠」 、「3」、「文」、「朽」、及「$)」之任一文字資訊的 資訊資料(第2資訊資料),係使用畫像資料,被強調顯 示於電視監視器2 0 (參照圖3 )。 再者’藉由CPU7判斷旋轉用資料未滿基本旋轉用資 料時(在S313爲No) ’則關於右搖桿17SR之旋轉的監 視係持續藉由C P u 7執行(s 3 1 1 )。 接下來,是否已選擇被強調顯示之第2資訊資料,係 藉由CPU7判斷(S3 16 )。在此例如,選擇被強調顯示之 -52- 200927237 第2資訊資料的輸入訊號,是否已從控制器17發派’係 藉由CPU7判斷。 然後,在藉由CPU7判斷已選擇被強調顯示之第2資 訊資料時(在S316爲Yes),則後述之步驟323 (S323) 的處理,係藉由CPU7執行。 另一方面,在藉由CPU7判斷並未選擇被強調顯示之 第2資訊資料時(在S3 16爲No),則依據旋轉用資料, 右搖桿17SR的旋轉方向是否已變化,係藉由CPU7判別 (S3 17 )。 例如,藉由使CPU7辨識旋轉角度資料AK的符號, 右搖桿17SR的旋轉方向是否已變化,係藉由CPU7判別 。具體來說,旋轉角度資料AK的符號是否從正變化爲負 及旋轉角度資料AK的符號是否從負變化爲正,係藉由 CPU7判別。更具體說明,使CPU7執行第nl旋轉角度資 料AK_nl乘以第(nl + l)旋轉角度資料AK_nl + l的處理 ,而該乘算結果的符號是否爲負,係藉由CPU7判別。在 此,nl是自然數。 再者,在此,以右搖桿17SR用的座標系之原點◦作 爲中心而逆時針方向旋轉之方向的旋轉角度被界定爲正, 以右搖桿1 7SR用的座標系之原點◦作爲中心而順時針方 向旋轉之方向的旋轉角度被界定爲負。 然後,在被CPU7判別右搖桿17SR的旋轉方向已變 化時(在S317爲Yes),表示右搖桿17SR之旋轉方向及 旋轉量的旋轉用資料,係被CPU7再辨識。 -53- 200927237 例如,在依據旋轉角度資料AK’藉由CPU7判別右 搖桿17SR的旋轉方向已變化時’該右搖桿i7SR的旋轉 角度資料AK ’係被CPU7再辨識。具體來說,在藉由 CPU7判別第nl旋轉角度資料AK_nl乘以第(ni + i)旋 轉角度資料AK_n 1 + 1之値的符號是負時,右搖桿175尺的 旋轉角度資料AK_nl + l,係被CPU7再辨識。此時與前述 步驟312(S312)相同,例如,以第nl傾倒方向用的座 標資料S η 1 ( X η 1,y η 1 )作爲基準’每隔所定時間間隔( 例如’ 1 / 60 ( sec )),傾倒方向用的座標資料係被 CPU7連續辨識。然後,依據第nl傾倒方向用的座標資料 Snl ( xnl,ynl )與最新之傾倒方向用的座標資料sn2 ( xn2 ’ yn2 ) ( n2 / 60 ( sec )後之傾倒方向用的座標資料 •第n2傾倒方向用的座標資料· n2是自然數,n2>nl) ,右搖桿1 7SR的旋轉角度資料ΑΚ_η2係藉由CPU7計算 出(S318)。在此,藉由CPU7計算出之右搖桿17SR的 旋轉角度資料ΑΚ_η2 ’係作爲新的旋轉角度資料ακ而被 CPU7辨識》 接下來,依據被CPU7再辨識之旋轉角度資料,位於 與第1方向相反方向及與第2方向相反方向之任一方方向 的資訊資料,係作爲第3資訊資料而被CPU7辨識。 例如,第1方向是水平左方向時,位於水平右方向之 資訊資料,係作爲第3資訊資料而被CPU7辨識。相同地 ,第1方向是水平右方向時’位於水平左方向之資訊資料 ’係作爲第3資訊資料而被CPU7辨識。另一方面,第2 -54- 200927237 方向是垂直下方向時,位於垂直上方向之資訊資料,係作 爲第3資訊資料而被CPU7辨識。相同地,第2方向是垂 直上方向時,位於垂直下方向之資訊資料,係作爲第3資 訊資料而被CPU7辨識。 再者,在圖14及圖15所示之步驟319 (S319)及步 驟 320(S320),與步驟 313(S313)及步驟 314(S314 )相同的處理,係藉由CPU7執行。 於是’第3資訊資料係使用畫像資料而顯示於電視監 視器20 ( S321 )。例如,對應第3資訊資料的文字資訊 ,係使用畫像資料,被強調顯示於電視監視器20。 具體來說,檢索方向是水平左方向,第2資訊資料是 對應文字資訊是文字「ii」的文字資訊資料時,因應右搖 桿17SR的旋轉量,對應「々」、「亡」、「苎」、「办 」、「态」、「"」、「朽」、「弓」、「令」、「法」 及「」之任一文字資訊的資訊資料(第3資訊資料), 係使用畫像資料,被強調顯示於電視監視器2〇 (參照圖6 )。又’檢索方向是水平下方向,第2資訊資料是對應文 字資訊是文字「文」的文字資訊資料時,因應右搖桿 USR的旋轉量’對應「3」、「㈧」、r态」」、「托 」及「无」之任一文字資訊的資訊資料(第3資訊資料) ’係使用畫像資料,被強調顯示於電視監視器2 〇 (參照 圖6 ) 〇 接下來’是否已選擇被強調顯示之第3資訊資料,係 藉由CPU7判斷(S3 22 )。在此例如,選擇被強調顯示之 -55- 200927237 第3資訊資料的輸入訊號,是否已從控制器I?發派,係 藉由C P U 7判斷。 然後’在藉由CPU7判斷並未選擇被強調顯示之第3 資訊資料時(在S322爲No),則步驟317(S317)的處 理’係藉由CPU7執行。另一方面,在藉由CPU7判斷已 選擇被強調顯示之第3資訊資料時(在S322爲Yes ), 則是否已發派結束名稱設定的命令,係藉由CPU7判斷( S 323 ) ° 然後’在藉由CPU7判斷已發派結束名稱設定的命令 時(在S3 23爲Yes ),則對應被輸入之名稱的資料,係 儲存於RAM12。另一方面,在藉由CPU7判斷並未發派結 束名稱設定的命令時(在S323爲No),則藉由CPU7執 行步驟 306 ( S3 06 ) » 如上述般,在本發明,藉由使右搖桿17SR傾倒並旋 轉,可強調顯示玩家所希望之文字資訊資料(第1資訊資 料、第2資訊資料及第3資訊資料)。於此狀態中,爲了 選擇被強調顯示之文字資訊而操作控制器1 7時,被強調 顯示之文字資訊會被輸入至名稱輸入欄。藉由重複執行如 此操作,玩家係可設定所希望的名稱。 再者在上述中,已將資訊資料所示之資訊是平假名之 狀況作爲範例來進行說明,但是,如圖3所示’藉由選擇 顯示於電視監視器2 0右部的按鍵,亦可同樣地輸入片假 名、英文、數字及記號等。 接著,用以設定育成選手角色之特徵的特徵設定畫面 -56 - 200927237 ,係顯示於電視監視器20(未圖示)。於該特徵設定畫 面中,玩家爲了設定所希望之特徵而操作控制器17時, 藉由控制器17選擇之特徵係被CPU7辨識(S324 )。在 此,例如背號、球衣名稱、位置 '慣用手、投球姿勢及打 擊姿勢等之特徵,係可作爲育成選手角色的特徵而設定。 接著,用以設定育成選手角色之容姿的容姿設定畫面 102,係如圖7所示,顯示於電視監視器20 ( S 325 )。該 容姿設定畫面102中關於設定的處理,係可與前述名稱設 定畫面101中之設定相同地執行。爲此,於圖13至圖15 中,省略對應容姿設定畫面102之設定的流程。又,在以 下所示之關於容姿設定的處理之說明,針對與關於前述名 稱設定之處理的說明重複部份,簡略說明(S326 )。 再者,以下所示之關於容姿設定的處理,係對應從步 驟 305 (S305)至步驟323 (S323)爲止的處理。亦即, 在步驟326 (S326 ),執行對應從步驟3 0 5 (S3 05 )至步 ©驟323 ( S3 23 )爲止的處理。 在此首先,儲存於RAM12之複數容姿資訊資料,係 被CPU7辨識。於複數容姿資訊資料所示之資訊係包含由 複數眉毛、複數眼睛、複數鼻子及複數嘴巴所構成之資訊 。例如,於對應複數眼睛之容姿資訊係如圖8所示,準備 有「較大3」、「較大2」、「較大1」、「普通」、「 較小1」、「較小2」及「較小3」。具體來說,作爲分 別對應複數容姿資訊(「較大3」、「較大2」、「較大 1」、「普通」、「較小1」、「較小2」、「較小3」) -57- 200927237 的容姿資訊資料’係準備有數値「3」、數値「2」、數値 「1」、數値「〇」、數値「-1」、數値「- 2」、數値「- 3 」。再者’容姿資訊與容姿資訊資料的對應關係係於遊戲 程式中被預先規定。 該等容姿資訊資料係如圖8所示,以清單形式被 CPU7辨識。再者,該清單係虛擬者’並不會顯示於電視 監視器20。以下’使用對應該複數眼睛的容姿資訊,進 行資訊選擇系統的說明。 > 接下來,複數容姿資訊資料中任一容姿資訊資料,係 作爲第1資訊資料而被CPU7辨識。例如,對應複數眼睛 資訊中任一眼睛資訊的容姿資訊資料,係作爲第1資訊資 料而被CPU7辨識。在初始條件,對應「普通」的容姿資 訊資料,係作爲第1資訊資料而被CPU7辨識。 於是’對應第1資訊資料的容姿資訊(例如,對應「 普通」的容姿資訊),係使用畫像資料,顯示於電視監視 器20。在此,「普通」之容姿項目係使用畫像資料而顯 示於電視監視器2 0。於是,該容姿資訊資料所示之容姿 ’亦即’對應「普通」的眼睛,係使用畫像資料,顯示於 電視監視器2 0所顯不之眼睛的位置。再者,容姿資訊杳 料與畫像資料的對應關係係於遊戲程式中被預先規定。 接下來’右搖桿17SR是否傾倒’係藉由CPlj7判斷 。依據表示傾倒方向的座標資料s(x,y),右搖桿 17SR的傾倒角度是否大於成爲右搖桿i7SR之錯誤作動的 對象之角度’係藉由CPU7判斷。然後,在藉由CPU7判 -58- 200927237 斷右搖桿17SR的傾倒角度大於成爲右搖桿17SR之錯誤 作動的對象之角度時,亦即,藉由 CPU7判斷右搖桿 17SR的傾倒角度是辨識右搖桿17SR之動作的角度時,則 依據表示傾倒方向的座標資料S(x,y),對應右搖桿 17 SR之傾倒方向的方向,係作爲資訊資料的檢索方向而 被CPU7辨識。 具體來說,如圖9所示,表示右搖桿17 SR之傾倒方 向的座標資料S(x,y)位於右搖桿17SR用的座標系中 區域B'( 「yg〇」的區域)時,則垂直下方向係作爲清 單之資訊資料的檢索方向而被CPU7辨識。又,表示右搖 桿1 7 S R之傾倒方向的座標資料S ( X,y )位於右搖桿 1:7SR用的座標系中區域D’(「y<〇」的區域)時,則垂 直上方向係作爲清單之資訊資料的檢索方向而被CPU7辨 識。 接下來’於右搖桿1 7SR在傾倒之狀態下旋轉時,依 據表示傾倒方向的座標資料S(x,y),計算出表示右搖 桿17SR之旋轉方向及旋轉量的旋轉角度資料AK之處理 ,係藉由CPU7執行。 接下來,旋轉角度資料AK是否是基本旋轉角度資料 BK3以上’係藉由CPU7判斷。作爲基本旋轉角度資料 BK3之値係使用數値「45(度)」。在此所用之基本旋轉 角度資料BK3之値,係於遊戲程式中被預先規定。 在此’在右搖桿17SR開始旋轉時,藉由Cpu7判斷 旋轉角度資料AK所示之値的絕對値| AK |是第1基本旋 -59- 200927237 ΟRegarding the game control method of claim 9 of the scope of patent application, Can be dumped by having support for the fulcrum, And a game control method that can control the computer like a joystick with the fulcrum as the center. The game device, Equipment: Information Disclosure Information Information 1 Information Information Display Step 1 Information Materials, Means of analogy direction, The rotating capital that rotates the state of the searcher of the control part will be corresponding to the material and the control material will be In the image recognition step, the control unit is identified as being stored in the memory unit; The first information identification step ’ identifies the control unit by using any of the plurality of information materials as the first information material; In the first image, the "image data" is used to display the corresponding information on the image display unit; Dumping the data identification step, The control unit recognizes the dumping of the tilting direction of the analog stick in the state in which the rocker is dumped: The search direction identification step 'recognizes the data based on the dumping direction' by using the first information material as a reference to retrieve the information information 'rotation data identification step, When the analog stick is tilted, the 'identification of the control unit' indicates the rotation amount of the analog stick; The second information identification step, Based on the data for rotation,  Information on the direction of the search, As the second information department identification; And the second information display step, The image information display unit displays information corresponding to the second information material.  -20-200927237 [Embodiment] [Structure and Operation of Game Device] Fig. 1 is a view showing a basic structure of a game device according to an embodiment of the present invention. here, As an example of a video game device, The home video game device will be described as an object. The home video game device is provided with a home game console body and a home TV. The recording medium 10 can be installed in the home game machine system. The game material is appropriately read from the recording medium 10 to execute the game. As a result, The executed game content will be displayed on the home TV.  The game system of the home video game device is controlled by the control unit 1. Memory 2 Image display unit 3 Sound output unit 4, Operation input unit 5, The communication unit 23 is configured to They are connected via busbars 6, respectively. The bus 6 system includes an address bus, Data bus and control bus, etc. here, Control Department 1, Memory 2 The sound output unit 4 and the operation input unit 5 are included in the home game machine body of the home video game device. The image display unit 3 is included in the home TV.  The control unit 1 is mainly provided to control the progress of the entire game in accordance with the game program. The control unit 1 is, for example, a CPU (Central Processing Unit) 7, And signal processing processor 8, It is composed of an image processing processor 9. The CPU 7 and the signal processing processor 8 and the image processing processor 9 are connected to each other via the bus bar 6, respectively. CPU7 interprets commands from the game program. Carry out various data processing and control. E.g, The CPU 7 is directed to the signal processing processor 8, The command supplies the image data to the image processing processor. Signal processing processor 8, Mainly carried out: In the 3-dimensional space -21 - 200927237 calculation, From the 3 dimensional space to the positional conversion calculation on the pseudo-like 3 dimensional space, Light source calculation processing, And processing for generating portraits and sound data based on calculation results performed on a 3-dimensional space or a pseudo-dimensional space. Image processing processor 9, The processing of writing the image data to be drawn into the RAM 12 is mainly performed based on the calculation result and the processing result of the signal processing processor 8. also, The CPU 7 is for the signal processing processor 8, Commands handle a variety of materials. Signal processing processor 8, Mainly carried out: The calculation of various data in the 3 dimensional space, And the position conversion calculation from the 3 dimensional space to the pseudo-like 3 dimensional space.  The memory unit 2 is mainly provided for storing program data and various materials used in program data. The memory unit 2 is, for example, composed of a recording medium 1 Interface circuit 1 1. And RAM (Random Access Memory) 12 pcs. A interface circuit 11 is connected to the recording medium 10. then, The interface circuit 1 1 and the RAM 12 are connected via the bus bar 6. The recording medium 10 is used to record program data and image data of the operating system, Sound data and game data composed of various program materials. The recording medium 10' is, for example, a ROM (Read Only Memory) card. CD,  And flexible discs, etc. Memory of program data and game data of the operating system. Furthermore, the recording medium 10 further includes a card type memory. The card type memory system is mainly used when the game is interrupted. Used to save various game parameters at the point in time of the interruption. The RAM 丨 2 is for temporarily storing various materials read from the recording medium 10, Or the processing result from the control unit 1 is temporarily recorded. While the RAM 12 is storing various materials, It also stores address information indicating the memory location of various materials. You can specify any bit -22- 200927237 to read and write.  The image display unit 3 is mainly provided with image data for writing the image processing processor 9 to the RAM 12, And image data read from the recording medium 10, etc. It is output as an image. The image display unit 3 is, for example, a television monitor 20, Interface circuit 21, And a D/A converter (Digital-To-Analog Converter) 22 is constructed. The D/A converter 22 is connected to the TV monitor 20, The interface circuit 21 is connected to the D/A converter 22. then, A bus bar 6 is connected to the interface circuit 21. here, The image data is supplied to the D/A converter 22 via the interface circuit 21. Here, it is converted into an analog image signal. then, The analog image signal is output to the television monitor 20 as an image.  here, For example, there are polygon data and material materials. The polygon data is the coordinate data that constitutes the vertices of the polygon. The material information is used to set the material in the polygon. It consists of material indication data and material color data. Material indicator data is used to associate polygons with materials. The material color data is used to specify the color of the material. here, For polygon data and material data, The polygon address data indicating the memory location of each data is associated with the material address data. In the case of such portraits, Processing the processor 8 by means of a signal, The polygon data (3 dimensional polygon data) in the 3 dimensional space represented by the polygon address data is based on the movement amount data and the rotation amount data of the screen itself (viewpoint).  Perform coordinate conversion and perspective projection conversion, The polygon data (2 dimensional polygon data) in the 2 dimensional space is replaced. then, Polygon data is composed of a plurality of polygons, Write the material information in the internal area of the polygon -23- 200927237. As a result, An object that attaches a material to each polygon (ie, Various roles).  Sound output unit 4, The system mainly sets the sound data read from the recording medium 10 as a sound output. The sound output unit 4 is, for example, a speaker 13, Amplifying circuit 14, D/A converter 15, And interface circuit 16 is formed. The speaker 13 is connected to the amplifying circuit 14, In the amplification circuit, 4 is connected to the d/A converter 14, The D/A converter 15 is connected to the interface circuit 16. then, A bus bar 6 is connected to the interface circuit 16. here, The sound data is supplied to the D/A converter 15' via the interface circuit 16 where it is converted into an analog sound signal. The analog audio signal is amplified by the amplifying circuit 14. The speaker 13 is output as a sound. The sound data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pu 1 se Cod e Μ odulatiοn) data. When using ADPCM data, In the same way as mentioned above, The sound can be output from the speaker 13. When using PCM data, Use ram to convert PCM data into ADPCM data. In the same way as above, The sound can be output from the speaker 13.  The operation input unit 5 is mainly composed of the controller 17, And operating information interface circuit 18, It is composed of interface circuit 19. The controller 17 is connected to the operation information interface circuit 18' to connect the interface circuit 18 to the operation information interface circuit 18. Then, a bus bar 6 is connected to the interface circuit 19.  The controller 17 is an operation device used by the player to input various operation commands to transmit an operation signal in response to the player's operation to the CPU 7. The controller 17 is provided with a first button 17a, The second button 17b, 3rd press -24- 200927237 key 17c, The fourth button 17d, Up arrow key 17U' down arrow key 17D,  Left arrow key 17L, Right arrow key 17R, L1 button 17L1 L2 button 17L2 R1 button 17R1 R2 button 17R2 Start button 17e, Select button 17f, Left rocker 17SL and right rocker 17SR.  Up arrow key 17U, Down arrow key 17D, The left direction key 17L and the right direction key 1 7R are, for example, In order to move the character and the cursor up and down and left and right on the screen of the television monitor 20, It is given to the CPU 7 and used.  The start button 17e is used when the CPU 7 is instructed to load a game program from the recording medium 10.  The selection button 17f is a game program loaded from the recording medium 10, It is used when the CPU 7 instructs various selections and the like.  Left rocker 17SL and right rocker 17SR, It is a rocker type controller that is almost identical to the so-called joystick structure. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum. In the direction from the upright position, including the front, rear, left and right, 3 60 degrees, It is a pourable structure. also,  The rocker is in a state of dumping, The structure that can rotate with the fulcrum as the center. The left rocker 17SL and the right rocker 17SR are in response to the tilting direction and the tilting angle of the rocker. The X coordinate and the y coordinate of the origin are taken as the origin.  As the operation signal, via the operation information interface circuit 18 and the interface circuit 19,  Send to CPU7.  At the first button 17a, The second button 17b, The third button 17c, The fourth button 17d, L1 button 17L1 L2 button 17L2 The R1 button 17R1 and the R2 button 17R2 are based on a game program loaded from the recording medium 10, There are various functions assigned.  -25- 200927237 Again, The buttons and the keys of the controller 17 other than the left rocker 17SL and the right rocker 17SR are pressed by the external pressure. It is ON when it is pressed from the neutral position. If the pressure is released, it is OFF ON / OFF switch.  The communication unit 23 has a communication control circuit 24 and a communication interface 25.  The communication control circuit 24 and the communication interface 25 are used to connect game machines, servers, and other game machines. The communication control circuit 24 and the communication interface 25 are connected to the CPU 7 via the bus bar 16. The communication control circuit 24 and the communication interface 25 are in response to commands from the CPU 7. Control and send the connection signal to connect the game console to the Internet. also, The communication control circuit 24 and the communication interface 25 are via the Internet. Control and send connection signals for connecting the game console to the server and other game consoles.  The outline operation of the home video game device constituted by the above configuration will be described below. If the power switch (not shown) is ON, When the game system 1 is powered on, The CPU 7 reads the image data from the recording medium 10 based on the operating system of the recording medium 1 Sound data and program data. Read the image data, Some or all of the sound data and program data are stored in RAM12. then, The CPU 7 is based on the program data stored in the RAM 12. The portrait data and sound data stored in the RAM 12 are used as portraits and sounds. An instruction for outputting to the television monitor 2 and the speaker 13.  When it is used as a portrait material, According to the instructions from the CPU7, First of all, The signal processing processor 8 performs position calculation, light source calculation, and the like of the character in the 3-dimensional space. then, The image processing processor 9 is based on the calculation result and processing result of the processor 8 according to the signal processing -26-200927237. The process of writing the image data to be drawn into the RAM 12 is performed. then, The image data written in the ram 12 is supplied to the d/A converter 22 via the interface circuit 21. here,  The image data is converted into an analog image signal by the D/A converter 22.  Then the image signal is supplied to the television monitor 20, It is displayed as an image.  As sound material, First of all, The signal processing processor 8 performs sound data generation and processing in accordance with an instruction from the CPU 7. Here, for the implementation of sound data, E.g, Pitch conversion, Addition of noise, Envelope setting, The processing of the level setting and the addition of the residual sound. Then, The sound data is output from the signal processing processor 8, It is supplied to the D/A converter 15 via the interface circuit 16. here, The sound data is converted into an analog sound signal. then, The sound signal is via the amplifying circuit 14, The speaker 13 is output as a sound.  [Various Processing of Game Devices] The game program executed in the game machine is, for example, a baseball game program. By launching the baseball game program, Perform a baseball game. Fig. 2 is a functional block diagram for explaining the functions of the main function of the present invention. Again, The game machine has a tiltable and rotatable left rocker 17SL and a right rocker 17SR. the following, Taking the analog stick of the object of the present invention as an example of the condition of the right stick 1 7 S R, Be explained.  1 rotation data identification means 50, It is equipped to make the CPU7 recognize, The function of the first rotation of the rotation amount when the right rocker 17SR is rotated once is -27-200927237. In one rotation of the data identification means 50, A data indicating the rotation of the amount of rotation when the right rocker 17SR is rotated once, It is recognized by the CPU 7.  At the means 50, E.g, A number "360 (degrees)" of the amount of rotation when the right rocker 17SR is rotated once, It is recognized by the CPU 7 as one rotation angle data. The 1 rotation angle data is pre-defined in the game program. The one rotation angle data is when the game program is loaded. Loading from the recording medium 10 to the RAM 12, And stored in RAM12.  The information identification means 51' is provided to recognize the CPU 7, The function of storing multiple pieces of information in RAM 12. In the information identification means 51, The plurality of information materials stored in RAM 1 2, It is recognized by the CPU 7.  In the means, E.g, When the plural information material is a plurality of text information materials used to set the name of the player character, The plural text information is recognized by the CPU 7. here, By hiragana, Katakana, English,  Text information consisting of numbers and symbols, It corresponds to the information shown in the plural text information. also, E.g, When the plural information materials are used to set the posture information of the player's character, the plural information information is used. These plural posture information materials are recognized by the CPU 7. here, Relative to the complex eyebrows, Plural eyes, Information on the position of any part of the nose and multiple mouths, It corresponds to the information shown in the plural information. The plural information is when the game program is loaded. Loading from the recording medium 10 to the RAM 12, And stored in RAM 1 2.  The first information identification means 52, The system has the function of identifying the CPU 7 by using any of the plurality of information materials as the first information material.  In the first information identification means 52, Any information material of the plural information materials -28- 200927237 , It is recognized by the CPU 7 as the first information material.  In the means, E.g, The information shown in the plural information materials is hiragana. All texts (katakana all text, All text in English, When a number from 0 to 9 or a complex sign) Corresponding to all hiragana characters (katakana, all characters, All text in English, Information material of any one of the numbers (numbers or symbols) of 0 to 9 digits or plural tokens, It is recognized by the CPU 7 as the first information material. identically, E.g, The information shown in the multiple information materials is plural eyebrows (multiple eyes, When multiple noses or multiple mouths) Respond to multiple eyebrows (multiple eyes, Any of a variety of eyebrows (eyes, multiple mouths) Information on the nose or mouth), It is recognized by the CPU 7 as the first information material.  The first information display means 53, It is equipped with the use of portrait materials. The function of displaying information corresponding to the first information material is displayed on the image display unit. The first information display means 53' corresponds to the information of the first information material, Use portrait materials, Displayed in the image display section.  In the means, E.g, The information corresponding to the first information material is text,  When any of the numbers and symbols, The information is based on portrait materials. It is highlighted in the image display section. identically, E.g, The information corresponding to the first information material is eyebrows, eye, When either the nose or the mouth, This information is based on the use of image data. It is highlighted in the image display unit. The information highlighted here is pre-defined in the game program. also, The image data used to emphasize the display is attached to the game program. Loading from the recording medium 10 to the RAM 12, And stored in RAM12.  Dumping data identification means 54, It is equipped to make the CPU7 recognize, Indicates the function of the data for the direction of the tilting direction of the tilting direction of the right rocker 17SR in the state where the rocker 17SR is tilted in the state of the right -29-200927237. In the dumping data identification means 54, The right stick that indicates the state of the right rocker 1 7 S R dumped!  7 S R tilting direction of the dumping direction, It is recognized by the CPU 7.  In the means 'for example, The coordinate information indicating the X coordinate and the y coordinate of the origin using the upright position (neutral position) of the right rocker 17SR is used.  When the tilting direction of the right rocker 17SR in the state in which the right rocker 17SR is tilted is indicated, the coordinate data is the data for the tilting direction. The dumping direction information changes depending on the tilting direction and the tilting angle of the right rocker 17SR. Further, the data for the tilt direction (coordinate data) is sent from the controller 17 to the CPU 7 via the operation information interface circuit 18 and the interface circuit 19' when the right stick 1 7SR is tilted. And recognized by the CPU7.  Dip angle judgment means 5 5, The function of causing the CPU 7 to judge whether or not the tilt angle of the right stick i7SR is larger than the angle of the object of the erroneous operation of the right stick 1 7 S R is provided by the data for the tilt angle. The dump angle determining means 55' uses the data according to the tilting angle, Whether the tilt angle of the right stick i7SR is greater than the angle of the object that becomes the wrong action of the right stick 17SR, It is judged by C P U 7.  In the means 'for example, Using the upright position (neutral position) of the right stick 1 7 SR as the coordinate data of the x coordinate and the y coordinate of the origin,  When indicating the direction of the dumping, Whether the data for the dumping direction (the coordinate data for the dumping direction) is consistent with the coordinate position within the predetermined range of the center with the upright position of the right rocker 17SR. It is judged by CPlJ7. here,  With the upright position of the right stick 1 7 S R as the center of the coordinates within the specified range -30- 200927237, It corresponds to the angle of the object that becomes the wrong action of the right rocker 17 SR. The specified range is pre-defined in the game program.  Search direction identification means 5 6, The system 7 is configured to recognize the CPU 7 based on the direction of the dumping. The function of retrieving the search direction of information materials based on the first information material. As detailed, Search direction identification means 5 6 ' has information based on the direction of the dumping, One direction corresponding to the first direction of the tilting direction and the second direction different from the first direction, The function that the CPU 7 recognizes as the search direction of the information material. More detailed description,  Search direction identification means 56, When the CPU 7 determines that the tilt angle of the right rocker 17 SR is larger than the angle of the object that is the wrong operation of the right rocker 17SR, According to the direction of the dumping, Using the i-th information as a reference, the first direction corresponding to the tilt direction and the second direction different from the second direction are The function that the CPU 7 recognizes as the search direction of the information material.  In the retrieval direction identification means 56, When the CPU 7 judges that the tilt angle of the right rocker 17SR is larger than the angle of the object that is the target of the wrong motion of the right rocker 17SR, the data is based on the dumping direction. The first direction corresponding to the tilting direction and the one of the second directions different from the first direction, based on the first information material, It is recognized by cpu7 as the search direction of information materials.  In the means 'for example, Using the upright position (middle AL position) indicating the right stick 1 7 S R as the coordinates of the X coordinate and the y coordinate of the origin,  In the case of the information indicating the direction of the dumping direction, when the coordinate data for determining the dumping direction by C P U 7 does not coincide with the coordinate position within the range of the center of the -31 - 200927237 center with the upright position of the right rocker 17SR, Based on the coordinates of the direction of the dumping, Using the first information material as a reference, the first direction corresponding to the tilting direction and the second direction different from the first direction, It is recognized by the CPU 7 as the search direction of the information material. Specifically, When the coordinate data for determining the tilting direction by the CPU 7 does not match the coordinate data within the predetermined range centered on the upright position of the right rocker 17SR, The horizontal direction (horizontal right direction • horizontal left direction) or vertical direction (vertical upper direction • vertical downward direction) based on the first information material, It is recognized by the CPU 7 as the search direction of the information.  Furthermore, In this embodiment, The term "search direction" is used to refer to the status of "searching for the direction of information displayed on the television monitor 20" and the status of "retrieving the direction of the information stored in the RAM 12".  Information quantity identification means 57, It is equipped to make the CPU7 recognize, The function of the number of information materials in the direction of retrieval. In the information quantity identification means 57, The amount of information in the search direction, It is recognized by the CPU 7.  In the means, E.g, When the search direction is horizontal, Using the first information as a benchmark, The amount of information in the horizontal direction, It is recognized by the CPU 7. Another example, When the search direction is vertical, Using the first information as a benchmark, The amount of information in the vertical direction, It is recognized by the CPU 7.  Basic rotation data identification means 58, It is equipped to make the CPU7 recognize,  The function of the basic rotation data indicating the basic rotation amount of the right rocker 17SR. As detailed, Basic rotation data calculation means 58a, The system has borrowed -32-200927237 to cause the CPU 7 to execute the data for i-rotation, Divided by the amount of information in the search direction, The function of the basic rotation data indicating the basic rotation amount of the right rocker 17SR is calculated.  In the basic rotation data calculation means 58a, Let the CPU 7 execute the data for one rotation, The basic rotation data indicating the basic rotation amount of the right rocker 17SR is calculated by dividing the number of information materials located in the retrieval direction by this.  In the means, E.g, When the search direction is horizontal, By "3 60 (degrees)" as shown by the data of the 1 rotation angle, Divided by the process of subtracting "1" from the number CN1 of the text information in the horizontal direction (=3 60 / (CN1-1)), It is executed by CPlj7. The natural multiple of the division result (=360xm/(CNl-l): m is a natural number), It is recognized by the CPU 7 as the basic rotation angle data indicating the basic rotation amount of the right rocker 17SR. Another example, When the search direction is vertical, By "3 60 (degrees)" as shown by the data of the 1 rotation angle, The process of subtracting "1" from the number CN2 of the text information in the vertical direction (=360/(CN2-1))" is executed by the CPU 7. The natural multiple of the division result (=36〇xm/(CN2-l) : m is a natural number), It is recognized by the CPU 7 as the basic rotation angle data indicating the basic rotation amount of the right rocker 17SR.  Rotating data identification means 59, When the right rocker 17SR is rotated in a state of being tilted, Make the CPU7 recognize, The function of the rotation data indicating the rotation amount of the right rocker 17SR. As detailed, The rotating data identification section 5 9 ′ is provided when the right rocker 1 7 S R is rotated in the state of being dumped. -33- 200927237 The CPU 7 recognizes the function of the rotation data indicating the rotation direction and the rotation amount of the right joystick i7sr. More detailed description, Rotating data identification means 59,  When the right rocker 17SR is rotated in the state of being dumped, Let the CPU 7 execute the data according to the dumping direction, The processing of the rotation data indicating the rotation direction and the rotation amount of the right rocker 17SR is calculated. The CPU 7 is made to recognize the function of the data for rotation.  In the rotating data identification means 59, When the right rocker 17SR is rotated in the state of being dumped, 'based on the direction of the dumping, The processing of the rotation data indicating the rotation direction and the rotation amount of the right rocker 17SR is calculated. It is executed by the CPU 7. then, This rotation data is recognized by the CPU 7.  In the means, E.g, When the right rocker 17SR is rotated in the state of being dumped, According to the coordinates of the direction of the dumping, Calculating the processing of the rotation angle data indicating the rotation direction and the rotation amount of the right rocker 17SR, It is executed by the CPU 7. E.g, When the right rocker 17SR is rotated in the tilted state, the coordinate data for the first tilting direction which is initially recognized by the CPU 7 is used as a reference. Every given time interval (for example, 1 / 6〇 ( sec )),  The coordinate data for the dumping direction is continuously recognized by the CPU 7. then, Coordinate data for the initial tilting direction (coordinate data for the first tilting direction) and coordinate data for the latest tilting direction (coordinate data for the tilting direction after nl / 60 (sec): Coordinate data for the η 1 tilting direction: Nl is a natural number) The rotation angle data of the right rocker 17SR is calculated by the CPU 7. here, The rotation angle data of the right rocker 17SR is calculated by the CPU 7, It is recognized by the CPU 7.  Rotating data judgment means 6 0, It has the judgment of C P U 7 For rotation -34- 200927237 Whether the data is a function of the above basic rotation data. Whether or not the data for rotation by the rotation data judging means 60' is equal to or more than the data for basic rotation. It is judged by the CPU 7.  In the means, Whether the 所示 shown in the rotation angle data is above the basic rotation angle data, It is judged by the CPU 7. here, The enthalpy (=360xm/(Cm_n or 360xm/(CN2-1))) calculated in the basic rotation data calculation means 58a is used as the 旋转 shown in the basic rotation angle data.  The second information identification means 6 1, It is based on the information used for rotation. Information material corresponding to the information in the search direction, The function that the CPU 7 recognizes as the second information material. As detailed, The second information identification means 61, The rotation amount of the data for causing the CPU 7 to perform the rotation is provided.  Retrieving the processing of information materials corresponding to the information in the search direction, And information about the information in the search direction, The function that the CPU 7 recognizes as the second information material. More detailed description, The second information identification means 6 1 , When the CPU 7 determines that the data for rotation is the basic rotation data, The CPU 7 is caused to execute the amount of rotation indicated by the data for rotation, Retrieve the processing of information materials corresponding to the information in the search direction, And will correspond to information on the information in the search direction, The function that the CPU 7 recognizes as the second information material.  In the second information identification means 61, When the CPU 7 determines that the data for rotation is the data for the basic rotation or more, According to the amount of rotation indicated by the rotation data, The process of retrieving the information material corresponding to the information in the search direction is executed by the CPU 7. then, Information corresponding to the information in the search direction -35- ❹ ❹ 200927237 The data is recognized by the CPU 7 as the second information material. E.g, It is judged by C P U 7 that the 示 is the rotation angle indicated by the 角度 値 angle data shown by the basic rotation angle data, The process of retrieving the information material corresponding to the light is performed by the CPU 7. Information on the information of the search direction, It is recognized as the second CPU 7.  here, When the right rocker 17SR starts to rotate, The 所示 shown by the rotation angle data is the first basic rotation angle or more (α 2360 / (CN1-1) or 〇;  2360/ Status 'Adjacent search material based on the first information material' is recognized by the CPU 7 as the second information material.  When the 17SR is spinning, The CPU 7 judges that the rotation angle 値 is the data of the 値 or more (CN1-1) or ag360xm/(CN2-1) indicated by the mth basic rotation angle data as the reference, and the second of the search directions is the second. The information was identified by Cpu7.  The second information display means 62, A message display means 62 for displaying information corresponding to the second information material using the image display unit is provided. The information corresponding to the second information material is displayed on the image display unit.  In the means, E.g, Corresponding to any of the numbers and symbols of the second information material, This information is displayed on the image display unit using the image. identically, E.g, Corresponding to the second! Turn angle data, F, Then, according to the information of the direction of the rotation, Corresponding to the information material, it is judged by C P U 7 [the information shown in the data (CN2-1)) In the right stick, the data shown in the data (a 2 360xm/ condition, With the first capital information, Department: Like information, Painting 〖Can. In the second capital (the use of the portrait 7 information is text,  〖material, Emphasized to display information materials -36-200927237 News is eyebrows, eye, When either the nose or the mouth, This information is highlighted using the image data 'displayed on the image display unit. here, In order to emphasize the display, the image data used is loaded when the game program is loaded. Loading from the recording medium 10 to the RAM 12, And stored in RAM12.  Rotation direction discriminating means 63, It is based on the information used for rotation. Let C P U 7 determine whether or not the direction of rotation of the right stick i 7 S R has changed.  In the rotation direction discriminating means 63, According to the rotation data, Whether the direction of rotation of the right stick 1 7SR has changed, It is discriminated by C P U 7 .  In the means, E.g, According to the rotation angle data, Whether the direction of rotation of the right stick 1 7SR has changed, It is discriminated by the CPU 7. E.g, By causing the CPU 7 to recognize the sign of the rotation angle data, Whether the rotation direction of the right rocker 17 SR has changed, It is discriminated by the CPU 7. Specifically, Whether the sign of the rotation angle data changes from positive to negative and the sign of the rotation angle data changes from negative to positive. It is discriminated by the CPU 7. More specifically, The CPU 7 is caused to perform the processing of multiplying the nl rotation angle data by the (ni + i) rotation angle data, Whether the sign of the multiplication result is negative, It is judged by the CPU 7.  Rotating data re-identification means 64, When the CPU 7 determines that the rotation direction of the right rocker 17SR has changed, Make the CPU7 recognize again, The function of the rotation data indicating the direction of rotation and the amount of rotation of the right rocker 17SR. In the rotation data re-identification means 64, When it is discriminated by the CPU 7 that the rotation direction of the right rocker 17SR has changed, A rotation data indicating the rotation direction and the rotation amount of the right rocker 17SR, It is recognized by the CPU7.  In the means, E.g, According to the rotation angle data, When the CPU 7 -37- 200927237 determines that the rotation direction of the right rocker 17SR has changed, Right rocker rotation angle data, It is recognized by the CPU7. Specifically, when the CPU 7 discriminates that the sign of the nl rotation angle data multiplied by the (nl + 1)th rotation is negative, The rotation angle of the right rocker 17SR is recognized by the CPU 7. at this time, E.g, Using the nith dumping criteria as a benchmark, Every given time interval (for example, 1 ,  )), The coordinate data for the dumping direction is continuously recognized by the CPU7. According to the nl tilt direction coordinate data and the latest tilt coordinate data (n2/60 (sec) after the dumping direction: Coordinate data for the n2th tilting direction: N2 is a natural number,  , The rotation angle data of the right rocker 17SR is calculated by the CPU 7, The rotation angle of the right rocker 17SR calculated by the CPU 7 is recognized by the CPU 7.  The third information identification means 65, It is based on the data used by the CPU7 to rotate. The function of distinguishing the information in the direction different from the search direction into the third information material and recognizing the CPU 7. As detailed, 3 information identification means 65, It is based on the data that is re-identified by CPU7. Information material located in a direction opposite to the first direction and in the second direction, A function identified as the third information material.  In the third information identification means 65, According to the data being re-recognized by the CPU7, Information material located in the opposite direction to the first direction and in the second direction. It is recognized as the third information CPU 7.  17SR's , By turning the angle information, For the seat / 60 (s e c). Then use the coordinate data η2 >  η 1 ) Calculated. In the degree of information,  Reidentified information, Give instructions, The first rotation uses the opposite direction to make the CPU7 know the rotation of the opposite direction. The data is -38- 200927237 According to the rotation angle data that is re-identified by the CPU 7, Information material located in either of the opposite directions to the first direction and the opposite direction to the second direction, It is recognized by the CPU 7 as the third information material.  E.g, When the first direction is the horizontal right direction, Information material located in the horizontal left direction, It is recognized by the CPU 7 as the third information material. Similarly, when the first direction is the horizontal left direction, Information in the horizontal right direction, It is recognized by the CPU 7 as the third information material. on the other hand, When the 2nd direction is in the vertical direction, Information in the vertical direction, It is recognized by the CPU 7 as the third information material. identically, When the second direction is the vertical downward direction, Information in the vertical direction, It is recognized by the CPU 7 as the third information material.  The third information display means 66, It is equipped with the use of portrait materials. The function of displaying information corresponding to the third information material is displayed on the image display unit. In the third information display means 66, Corresponding to the information of the third information material, The image data is displayed on the image display unit.  In the means 'for example, The information corresponding to the third information material is text,  When any of the numbers and symbols, The information is based on portrait materials. It is highlighted in the image display section. identically, E.g, The information corresponding to the third information material is eyebrows, eye, When either the nose or the mouth, This information is highlighted using the image data 'displayed on the image display unit. here, In order to emphasize the display, the image data used is loaded when the game program is loaded. Loading from the recording medium 10 to the RAM 12, And stored in RAM12.  [Description and Processing Flow of Information Selection System for Baseball Game] -39- 200927237 Next, For the information selection system of the baseball game, it is also said that the flow shown in FIG. 12 to FIG. At the same time, FIG. 1 is a flow chart for explaining the overall outline of the baseball game. FIG. 1 is a flow chart for explaining the information selection system.  First of all, When the game machine is turned on and the game console is turned on,  The program is loaded from the recording medium 10 to the RAM 12, And stored at this time, The various basic game recording media 10 required to execute the baseball game are loaded into the RAM 12' and stored in the RAM 12 (S1, for example, The basic game data section contains information about the game's aerial image. then, About the image of the game space, The image data for the stadium and the image data for the player's character are recognized by the CPU 7. also, The basic game data contains information on portraits used in the play space. Configured in the game space 〇 again, The basic game data contains various materials used in the system shown below. E.g, The data includes the first rotation angle of the rotation angle when the rocker 17SR rotates once. The data of the one rotation angle is, for example, assigned a number of "3 60 C again. The information contained in the information contained in the information and the information on the information. and then, The information contained in the data contained image information corresponding to the text message.  Next, The baseball game program stored in RAM1 2 game data, Executed by the CPU 7 (S2). then, The screen in which the display is activated is displayed on the television monitor 20. then,  Bright. also,  . Furthermore,  Figure 13 to the baseball game RAM12.  Also expected from the record).  Indirect use of materials, For example, etc. The system will select the information on the information about the coordinates of the coordinates.  degree)".  The basics of the baseball game are used to execute -40- 200927237 The various setting screens of the baseball game are displayed on the TV monitor 20.  here, E.g, a mode selection screen for selecting a play mode of a croquet game, It is displayed on the television monitor 20 (not shown). In the mode selection screen, By the player operating the controller 17, Determine the play mode (S3). In the play mode, for example, a match mode in which a team that selects a favorite team from 12 balls and enjoys one game is prepared. Choose the favorite team from 12 balls and compete in the season mode of the season and the player becomes a player. The breeding mode of the player's character.  Next, In the play mode selected in the mode selection screen, Various events are executed by the CPU 7 (S4). The various event systems executed here are, for example, based on the Artificial Intelligence program. By the event automatically controlled by the CPU7, And based on the input signal from the controller 1 7 The event is controlled manually by the player. also, The control of the player's character is based on the AI program. Automatically indicating the automatic control of the command to the player character, According to the input signal from the controller 17, Manual control of the command is directly indicated to the player character. in this way, In this baseball game, In response to the instructions from the controller 1 7 from the AI program, Control events, Indicate the command for the player character.  Next, Whether or not the selected play mode has ended is judged by the CPU 7 (S5). Specifically, Whether or not the command indicating the end of the play mode has been dispatched is judged by the CPU 7. then, When it is judged by the CPU 7 that the command indicating the end of the play mode has been dispatched (Yes at S5), The data for the continuous game is stored in the RAM 12 for processing. It is executed by the CPU 7. Then, when the data for the continuous game is stored in the RAM12, Select -41 - 200927237 Whether to end the selection screen of the baseball game, It is displayed on the TV monitor 20 (S6). then, In the selection screen, The player operates the controller 17, When selecting an item indicating the end of the baseball game (Yes in S6), Used to end the processing of a baseball game, It is executed by the CPU 7 (S7).  on the other hand, In the selection screen, The player operates the controller 17,  When selecting an item that indicates a continuous baseball game (No in S6), Step 3 (S3) selection screen, The display is again displayed on the television monitor 20.  Furthermore, As long as the CPU 7 does not judge that the command to end the play mode has been dispatched (No at S5), In the play mode selected in the mode selection screen, Various events are executed by the CPU 7 (S4).  then, An information selection system for a baseball game.  the following, An example of revealing the status of an information selection system in development 〇 For example, When the breeding mode is started (S3 00), The team selection screen is displayed on the television monitor 20 (not shown). In the team selection screen,  When the player operates the controller 17 in order to select the desired team, The team selected by the controller 17 is recognized by the CPU 7 (S301).  then, The various screens for setting the player character (developing player character) developed in the selected team are displayed on the 'TV monitor 20.' here, The type displayed on the screen displayed on the television monitor 20 is Name setting screen 1〇1 The feature setting screen and the posture setting screen 102. Furthermore, When various settings are made in the name setting screen 101 and the posture setting screen 102, Use the information selection system.  First of all, Type setting screen for setting the type of the player's character -42- 200927237 , It is displayed on the TV monitor 20 (not shown). In the type setting screen, When the player operates the controller 17 in order to select the desired type,  The type selected by the controller 17 is recognized by the CPU 7 (S302). here, Such as newcomers, Any type of backbone and old hands, It can be selected as the type of the player's character.  then, Name setting screen for setting the name of the player character 1 〇 1, As shown in Figure 3, Displayed on TV monitor 2 0 (S 3 0 3 ). In the name setting screen 101, When the player operates the controller 17 in order to set the desired name, The name selected by the controller 17 is recognized by the CPU 7.  the following, The situation in which the name of the player character is established in the name setting screen 101 is disclosed in detail.  First of all, Multiple text information stored in RAM12, It is recognized by the CPU 7. The information corresponding to the plural text information includes the pseudonym, Katakana, English, Information consisting of numbers and symbols.  Next, Any text information in the plural text information materials, It is recognized by the CPU 7 as the first information material. E.g, Corresponding to the text information of any text in the hiragana full text information, It is recognized by the CPU 7 as the first information material. In the initial conditions, Text information corresponding to the word "service", It is recognized by the CPU 7 as the first information material.  Next, The text information material indicating the characters and symbols of the hiragana is displayed on the TV monitor 20 using the image data (S3 04 : Refer to Figure 3). Then 'corresponding to the first information material (for example, The textual information of the word "state" is the use of portrait materials. Emphasized to be displayed on the TV monitor -43- 200927237 20 ( S305 ) ° Next, the right rocker 17SR is dumped, It is judged by the CPU 7 (S306). here, When the right rocker 17SR is dumped, The coordinate data S (x, indicating the direction of the tilt of the right rocker 17SR) y) is sent from the controller 17 and stored in the RAM 12. E.g, Whether or not the coordinate data S (x'y) (data for the dumping direction) in the tilting direction of the right rocker 17SR indicating the tilt state of the right rocker 17SR, which is sent from the controller 丨7, is stored in the RAM 12, It is judged by the CPU 7.  Then, when the coordinate data S(x'y) indicating the tilting direction of the right rocker 17SR is judged by the CPU 7 to be stored in the RAM 1 2, Then the coordinate data S(x, y) will be recognized by CPU7. in other words, Indicates the coordinate data s of the tilting direction of the right rocker 17SR (X, y) The condition recognized by the CPU 7 corresponds to the state in which the right rocker 17SR is dumped. here, When the CPU 7 judges that the right rocker 17SR is not dumped (No at S 3 06), Whether the right rocker 1 7 S R has been dumped is continuously performed by c P U 7 (S 3 0 6 ) 〇 Again, The coordinate data S(x, indicating the direction in which the right rocker 4SR is tilted y) is shown in Figure 4. The upright position (neutral position) of the right rocker 17SR is defined as the origin.  Next, When the CPU 7 judges that the right rocker 17SR is dumped (Y e s at S 3 0 6), According to the coordinate data S (X, which indicates the direction of the dumping) y), Whether the tilt angle of the right rocker 17SR is greater than the angle of the object that is the wrong action of the right rocker 17SR, It is judged by the CPU 7 (S307).  here, E.g, The coordinate data S (x, indicating the direction of the dumping, y) Whether it is -44- 200927237 To the coordinates of the specified range R with the upright position of the right rocker 17SR as the center, It is judged by the CPU 7. As used herein, the upright position of the right rocker 1 7 SR is used as the center of the range R, It is pre-defined in the game program. Furthermore, With the upright position 右 of the right rocker 17SR as the center of the predetermined range R, It corresponds to the angular range of the object that becomes the wrong action of the right rocker 17SR. Specifically, With the upright position of the right rocker 17SR, the coordinate data of the predetermined range R as the center, It corresponds to the angle of the object that becomes the wrong action of the right rocker 17SR.  then, When the CPU 7 judges that the tilt angle of the right rocker 17SR is larger than the angle of the object that is the wrong motion of the right rocker 17SR, that is,  When the CPU 7 judges that the tilt angle of the right rocker 17SR is the angle at which the operation of the right rocker 17SR is recognized (No at S307), Based on the coordinate data S(x’y) indicating the direction of the tilt, The first direction corresponding to the tilting direction of the right stick i7SR and the second direction different from the first direction are recognized by the CPU 7 as the search direction of the information material (S308) 〇 By. The CP u 7 judges the coordinate data s ( χ ' y) indicating the tilting direction—when the coordinate data of the range R of the center of the right rocker 17SR is taken as the center, the coordinate data S corresponding to the tilting direction is corresponding ( The search direction of the text information of x' y) is judged by Cpu7. For example, in the coordinate system for the right rocker 17SR shown in Fig. 4, the position indicated by the coordinate data s(x, y) indicating the tilting direction of the right rocker 17SR is recognized by the CPU 7. Specifically, the coordinate data indicating the direction in which the right rocker 17SRi is tilted is -45-200927237 S(x, y) located in the coordinate system area A of the right rocker 17SR ("-4 5 degrees" When the range area of <reverse $45 is), the horizontal left direction is recognized by the CPU 7 as the search direction of the character information material. Further, the coordinate data S(x, y) indicating the tilting direction of the right rocker 17SR is located in the coordinate area C of the right rocker 17SR ("135 degrees" When the range area of <KS225" is), the horizontal right direction is recognized by the CPU 7 as the search direction of the text information material. Similarly, the coordinate data S(x, y) indicating the tilting direction of the right rocker 17SR is located in the area b of the coordinate system for the right rocker 17SR ("45 degrees" When the range region of <1 (: €135) is used, the vertical direction is recognized by the CPU 7 as the search direction of the text information material. Further, when the coordinate data S(x, y) indicating the tilting direction of the right rocker 17SR is located in the coordinate area D of the coordinate system for the right rocker 17SR ("25 degrees CKS315 degree" range region), the vertical direction is the text. The search direction of the information material is recognized by the CPU 7. In this way, the search direction of the text information material is set in accordance with the position indicated by the coordinate data S(x, y) indicating the tilting direction of the right rocker 1:7SR in the coordinate system for the right rocker 17SR. On the other hand, when the CPU 7 determines that the tilt angle of the right rocker 17SR is equal to or less than the angle of the erroneous operation target of the right rocker 17SR, that is, when the CPU 7 determines that the right rocker 17SR is malfunctioning (at S3〇7) For Y es ) ' Then perform the processing of step 3 〇6 ( 8 3 0 6 ). In the present embodiment, the search direction of the text information and the search direction of the information information (described later) are examples of the situation opposite to the direction in which the right rocker 17 SR is tilted. However, the information material is retrieved. The direction is not limited to the above embodiment, and the direction is also -46-200927237. For example, the search direction of the information material may be set to the same direction as the right panning direction. Next, the number of search direction data located by the CPU 7 is recognized by the CPU 7 (S309). When the orientation is in the horizontal direction, the number of all the text information materials to which the first information material is used as the reference is the number of all the text information materials in the vertical direction of the first information material when the search direction is the vertical direction by the CPU 7. Specifically, when the first information material is the corresponding text information and the search direction is the horizontal direction, the number of information materials (status data, state, office, etc.) It is recognized by the CPU 7. In addition, in the text information of the i-th character "Operation", the search direction is "5" as the text information material (state · h $ number CN2 and is recognized by the CPU 7. Next, the CPU 7 is executed. The processing of the text information data in the search direction of the right rocker 17SR for one rotation is used to calculate the basic rotation data indicating the right rocker 17SR (S310). As described in detail, the data for one rotation is used. In addition to the number of text information data in the search direction of the bar 17SR in addition to the first information material, all the characters of the base bar 17 SR representing the basic amount of rotation of the right rocker 17SR are calculated, for example, the search party is at the level. For example, as the reference, the bit is recognized by the CPU 7 as the text of the character "11", and the information is in the vertical direction, and the material is divided into the number CN1 ' CN2 The CPU 7 of the basic rotation amount performs the right-shake processing, whereby the rotation data-47-200927237, for example, when the retrieval direction of the right joystick 17SR is the horizontal direction, is represented by the data of one rotation angle.値 "360 (degrees)", divided by the number of text information in the horizontal direction CN1 (=11) minus "1" (=3 60/ (CN1-1)), is executed by cpu7 . The natural multiple of the division result (=36xm:m is a natural number) is recognized by the CPU 7 as the basic rotation angle data Βκι indicating the basic rotation amount of the right rocker 17SR. For example, when the search direction is the vertical direction, the value "360 (degrees)" indicated by the data of the one rotation angle is divided by the number CN2 (=5) of the text information in the vertical direction. The processing after "1" (= 3 60/ (CN2-1)) is executed by the CPU 7. The natural multiple of the division result (=9〇xm: m is a natural number) is recognized by the CPU 7 as the basic rotation angle data BK2 indicating the basic rotation amount of the right rocker 17SR. Next, whether or not the right rocker 17SR is rotated is judged by the CPU 7 (S311). When the right rocker 17SR rotates, the coordinate data S (X, y) indicating the tilting direction of the right rocker 17SR changes. For this reason, whether or not the coordinate data S(x, y) indicating the tilting direction of the right rocker 17SR has changed is judged by the CPU 7 (S306). For example, the coordinate data S 1 ( X 1 ' y 1 ) of the right stick 1 7 SR at the time of dumping (t=0) and the right rocker at time t when nl/60 (sec) is used as a reference when dumping Whether the difference of the coordinate data Snl (xnl, ynl) of the 17SR is "0" is judged by the CPU 7. Here, the CPU 7 determines that the difference between the coordinate data SI (xl, yl ) of the right rocker 17SR and the coordinate data Sn1 (xnl, ynl) of the right rocker 17SR at a certain time t is "0". It corresponds to the condition of the right rocker -48- 200927237 17 SR rotation. Further, the CPU 7 determines that the difference between the coordinate data SI (xl, yl) of the right rocker 17SR and the coordinate data Sn1 (xnl, ynl) of the right rocker 17SR at a certain time t is not "0". Corresponding to the situation in which the right rocker 17SR is not rotated. Here, when the CPU 7 judges that the right rocker 17SR is not rotating (No at S31 1), the monitoring of whether or not the right rocker 17SR is rotated is continuously executed by the CPU 7 (S3 1 1 ). On the other hand, when the CPU 7 determines that the right rocker 17SR is rotating (Y es at S 3 1 1 ), that is, when the right rocker 17 SR is rotated in the tilted state, the data is used according to the dumping direction. The processing of the rotation data indicating the rotation direction and the rotation amount of the right rocker 17SR is calculated by the CPU 7 (S 3 1 2 ). For example, when the right rocker 17SR is rotated in the tilted state, the processing of the rotation angle data AK indicating the rotation direction and the rotation amount of the right rocker 17SR is calculated based on the coordinate data S(x, y) indicating the tilting direction. It is executed by the CPU 7. Specifically, when the right rocker 17SR is rotated in the tilted state, the coordinate data S1 (xl ' y 1 ) for the first tilting direction that is initially recognized by the CPU 7 is used as a reference every predetermined time interval (for example, 1). / 60 ( sec )) The coordinate data S(x, y) for the dumping direction is continuously recognized by the CPU 7. Then, based on the coordinate data s 1 ( X1, yl) for the first tilting direction and the coordinate data Snl (xnl, ynl) for the latest tilting direction (the coordinate data for the tilting direction after nl/60 (sec): Nl coordinate data for tilting direction: nl is a natural number), and the rotation angle of the right rocker 17SR is -49-200927237. The data AK is calculated by the CPU 7. Here, the rotation angle data AK of the right rocker 17SR is calculated by the CPU 7 every l/60 (sec) (refer to Fig. 5). For example, 'the calculation formula (a. b = I a I 丨 b I cos α:) based on the product of the two vectors a, b is defined by the coordinate data SI (xl ' yl) for the first tilting direction. The cosine (=cosa 1) of the angle α 1 formed by the vector a and the vector bl defined by the coordinate data Snl (xnl, ynl) for the nith tilting direction is calculated by the CPU 7. By causing the CPU 7 to perform the process of calculating the inverse of the cosine (=coso: 1), the angle between the vector a1 for the first tilting direction and the vector b1 for the η1 tilting direction is calculated. <2 1. The angle α 1 calculated here is stored in ram 1 2 . Further, the angle α stored in the RAM 12 is recognized by the CPU 7 as the rotation angle data ΑΚ (= α1) of the right stick i7SR. Further, for example, when the angle α of the first tilting direction vector a1 in the counterclockwise direction and the nl tilting direction vector bl exceeds 180 degrees, the clockwise direction of the third direction is the tilting direction. The angle 〇: 2 between the vector a and the vector bl for the nl tilt direction is calculated by the CPU 7. Then, the rotation angle data AK ( = α 1 ) of the right rocker 17 SR is calculated, for example, by using the calculation formula "3 60xk_ α 2 ( k is a natural number)". Further, for example, when the angle α1' between the vector ar for the first tilting direction and the vector br for the nl tilting direction in the clockwise direction is less than 180 degrees, the first tilting direction of the counterclockwise direction of rotation is The angle α2' formed by the vector al' and the vector bl1 for the nl tilt direction is calculated by the CPU 7 from -50 to 200927237. Then, the rotation angle data AK, ( = α1·) of the right rocker 17SR is calculated, for example, by using the calculation formula of "-36〇xk-a2' (k is a natural number)". Next, whether or not the data for rotation is equal to or larger than the data for basic rotation is judged by the CPU 7 (S3 13). For example, whether or not the absolute 値 of the ΑΚ shown by the rotation angle data 是 is the 旋转 値 above the basic rotation angle data ΒΚ 1 ' ΒΚ 2 is determined by the CPU 7. Here, the enthalpy (=36xm or 90xm) calculated as described above is used as the enthalpy shown in the basic rotation angle data ΒΚ1 and ΒΚ2. Here, when the search direction is the horizontal direction, the number "36xm" is used as the basic rotation angle data ΒΚ1. Further, when the search direction is the vertical direction, the number "90xm" is used as the basic rotation angle data BK2. Then, when the CPU 7 determines that the data for rotation is equal to or larger than the data for basic rotation (Yes in S3, 13), the processing of the text information corresponding to the text information in the search direction is searched for in accordance with the amount of rotation indicated by the data for rotation. It is executed by the CPU 7 (S314). Here, when the right rocker 17SR starts to rotate, the CPU 7 determines that the absolute 値丨AK | of the 所示 indicated by the rotation angle data AK is equal to or greater than 第 shown by the first basic rotation angle data BK1, BK2 (α 2 36 or When α 2 90 ), the character information material corresponding to the text information of the search direction based on the first information material is recognized by the CPU 7 as the second information material. In general, when the right rocker 17SR rotates, the absolute 値| ΑΚ | of the ΑΚ shown by the rotation angle data ΑΚ by the CPU 7 is 値 or more as indicated by the mth basic rotation angle data BK1 and BK2 (〇: g 36xm Or -51 - 200927237 <2 29〇xm), the character information material corresponding to the mth information of the search direction based on the first information material is recognized by the CPU 7 as the second information material. In this manner, when the right stick i7SR is rotated in the tilted state, the CPU 7 can continuously recognize the text information in the search direction using the first information as a reference. Then, the second information material is displayed on the television monitor 20 using the image data. For example, the text information corresponding to the second information material is highlighted on the television monitor 20 (S3 15) using the image data ‘. Specifically, when the text information corresponding to the first information material is the text "$)", when the search direction is the horizontal direction, the "rotation amount of the right stick 17SR" corresponds to "do", "$", "hujiji", Information materials (Second Information Materials) of any text information of "々", "ii", "Kou", "L", "Bow", "Act", "", """ 'It is highlighted on the TV monitor 20 (see Fig. 3). Specifically, when the text information corresponding to the first information material is the character "state", and the search direction is the vertical direction, the rotation amount of the right rocker 17SR corresponds to r (one)", "3", "text", "death". The information material (the second information material) of any text information of "," and "$) is highlighted by the image data and displayed on the television monitor 20 (see Fig. 3). Further, when the CPU 7 judges that the rotation data is less than the basic rotation information (No at S313), the monitoring of the rotation of the right rocker 17SR continues to be performed by C P u 7 (s 3 1 1 ). Next, whether or not the second information material highlighted is selected is judged by the CPU 7 (S3 16). Here, for example, it is selected whether or not the input signal of the second information material highlighted by -52-200927237 has been dispatched from the controller 17 to be judged by the CPU 7. Then, when it is judged by the CPU 7 that the second information material highlighted is selected (Yes in S316), the processing of step 323 (S323), which will be described later, is executed by the CPU 7. On the other hand, when the CPU 7 determines that the second information material that is highlighted is not selected (No in S3 16), whether the rotation direction of the right stick 17SR has changed according to the rotation data is obtained by the CPU 7 Discrimination (S3 17). For example, by causing the CPU 7 to recognize the sign of the rotation angle data AK, whether or not the rotation direction of the right rocker 17SR has changed is determined by the CPU 7. Specifically, whether or not the sign of the rotation angle data AK changes from positive to negative and whether the sign of the rotation angle data AK changes from negative to positive is determined by the CPU 7. More specifically, the CPU 7 is caused to execute the processing of multiplying the nl rotation angle information AK_n1 by the (nl + l) rotation angle data AK_nl + l , and whether the sign of the multiplication result is negative is determined by the CPU 7. Here, nl is a natural number. Here, the rotation angle in the direction in which the origin ◦ of the coordinate system for the right rocker 17SR is rotated counterclockwise is defined as positive, and the origin of the coordinate system for the right rocker 17SR is ◦ The angle of rotation as the center in the direction of clockwise rotation is defined as negative. Then, when the CPU 7 determines that the rotation direction of the right rocker 17SR has changed (Yes in S317), the rotation data indicating the rotation direction and the rotation amount of the right rocker 17SR is recognized by the CPU 7. -53- 200927237 For example, when the CPU 7 determines that the rotation direction of the right rocker 17SR has changed according to the rotation angle data AK', the rotation angle data AK' of the right joystick i7SR is re-recognized by the CPU 7. Specifically, when the CPU 7 determines that the sign of the nth rotation angle data AK_n1 multiplied by the (ni + i) rotation angle data AK_n 1 + 1 is negative, the rotation angle data AK_nl + l of the right rocker 175 feet , is recognized by the CPU7. At this time, the same as the aforementioned step 312 (S312), for example, the coordinate data S η 1 ( X η 1, y η 1 ) for the nl tilting direction is used as a reference 'every predetermined time interval (for example, ' 1 / 60 (sec) )), the coordinate data for the dumping direction is continuously recognized by the CPU 7. Then, according to the coordinate data Snl (xnl, ynl) for the nl tilting direction and the coordinate data sn2 (xn2 ' yn2 ) for the latest tilting direction (the coordinate data for the tilting direction after n2 / 60 (sec) • n2 The coordinate data for the tilting direction·n2 is a natural number, n2>nl), and the rotation angle data ΑΚ_η2 of the right stick 1 7SR is calculated by the CPU 7 (S318). Here, the rotation angle data ΑΚ_η2' of the right rocker 17SR calculated by the CPU 7 is recognized by the CPU 7 as the new rotation angle data ακ. Next, according to the rotation angle data re-recognized by the CPU 7, it is located in the first direction. The information in the opposite direction and in the direction opposite to the second direction is recognized by the CPU 7 as the third information material. For example, when the first direction is the horizontal left direction, the information material located in the horizontal right direction is recognized by the CPU 7 as the third information material. Similarly, when the first direction is the horizontal right direction, the information information in the horizontal left direction is recognized by the CPU 7 as the third information material. On the other hand, when the 2nd - 54th - 200927237 direction is the vertical downward direction, the information material located in the vertical direction is recognized by the CPU 7 as the third information material. Similarly, when the second direction is in the vertical direction, the information material located in the vertical direction is recognized by the CPU 7 as the third information material. Further, in steps 319 (S319) and 320 (S320) shown in Figs. 14 and 15, the same processing as steps 313 (S313) and 314 (S314) is executed by the CPU 7. Then, the third information material is displayed on the television monitor 20 using the image data (S321). For example, the text information corresponding to the third information material is highlighted and displayed on the television monitor 20 using the image data. Specifically, the search direction is the horizontal left direction, and when the second information material is the text information material corresponding to the text information "ii", the rotation amount of the right rocker 17SR corresponds to "々", "死", "苎" Information materials (3rd information material) of any textual information of """"""""""""""""""""""""""""""""""""""""""""" The data is highlighted on the TV monitor 2 (see Figure 6). In addition, the 'search direction is the horizontal direction. The second information is the text information of the text "text". The rotation amount of the right stick USR corresponds to "3", "(eight)", r state" Information material (3rd information material) of any text information of "Too" and "None" is used to display image data on TV monitor 2 (see Figure 6) 〇Next 'has been selected to be emphasized The third information material displayed is judged by the CPU 7 (S3 22). Here, for example, whether the input signal of the third information material highlighted by -55-200927237 is selected is sent from the controller I, and is judged by C P U 7. Then, when it is judged by the CPU 7 that the third information material highlighted is not selected (No at S322), the processing of step 317 (S317) is executed by the CPU 7. On the other hand, when it is judged by the CPU 7 that the third information material highlighted by the selection is selected (Yes in S322), whether or not the command for ending the name setting has been issued is judged by the CPU 7 (S 323 ) ° and then ' When it is judged by the CPU 7 that the command to end the name setting has been issued (Yes in S3 23), the data corresponding to the inputted name is stored in the RAM 12. On the other hand, when it is judged by the CPU 7 that the command for ending the name setting is not dispatched (No at S323), the CPU 7 executes step 306 (S3 06). As described above, in the present invention, by making the right The rocker 17SR is tilted and rotated to emphasize the text information (first information material, second information material and third information material) desired by the player. In this state, when the controller 17 is operated to select the text information highlighted, the highlighted text information is input to the name input field. By repeating this operation, the player can set the desired name. In the above, the information shown in the information material is a hiragana example as an example. However, as shown in FIG. 3, by selecting a button displayed on the right side of the television monitor 20, Similarly, enter katakana, English, numbers, and symbols. Next, a feature setting screen -56 - 200927237 for setting the characteristics of the player character is displayed on the television monitor 20 (not shown). In the feature setting screen, when the player operates the controller 17 to set the desired feature, the feature selected by the controller 17 is recognized by the CPU 7 (S324). Here, for example, the characteristics of the back number, the jersey name, the position 'dominant hand, the pitching posture, and the hitting posture, etc., can be set as the characteristics of the player character. Next, the posture setting screen 102 for setting the posture of the player character is displayed on the television monitor 20 (S325) as shown in Fig. 7 . The processing relating to the setting in the posture setting screen 102 can be executed in the same manner as the setting in the name setting screen 101 described above. For this reason, in FIGS. 13 to 15, the flow of setting corresponding to the posture setting screen 102 is omitted. Further, in the description of the processing relating to the posture setting shown below, the explanation of the processing relating to the above-described name setting will be briefly described (S326). Further, the processing regarding the posture setting shown below corresponds to the processing from step 305 (S305) to step 323 (S323). That is, in step 326 (S326), processing corresponding to step 3 0 5 (S3 05) to step © step 323 (S3 23) is performed. First, the plurality of pieces of information stored in the RAM 12 are recognized by the CPU 7. The information shown in the plural information includes information on the complex eyebrows, plural eyes, plural noses and multiple mouths. For example, as shown in FIG. 8 for the posture information corresponding to the plural eyes, "larger 3", "larger 2", "larger 1", "normal", "smaller 1", and "smaller 2" are prepared. And "smaller 3". Specifically, as the corresponding plural position information ("large 3", "large 2", "large 1", "normal", "smaller 1", "smaller 2", "smaller 3" ) -57- 200927237's "Frequency Information" is prepared to have "3", "2", "1", "値", "-1", "-2", Count "- 3". Furthermore, the correspondence between the content information and the content information is pre-defined in the game program. These orientation information materials are shown in Fig. 8 and are recognized by the CPU 7 in the form of a list. Furthermore, the list is a virtual person' and is not displayed on the television monitor 20. The following is a description of the information selection system using the information on the posture of the plurality of eyes. > Next, any of the plurality of posture information materials in the plurality of posture information materials is recognized by the CPU 7 as the first information material. For example, the attitude information data corresponding to any of the eye information in the plurality of eye information is recognized by the CPU 7 as the first information material. Under the initial conditions, the "normal" content information is identified by the CPU 7 as the first information material. Then, the content information corresponding to the first information material (for example, the "normal" content information) is displayed on the television monitor 20 using the image data. Here, the "normal" posture item is displayed on the television monitor 20 using the image data. Therefore, the posture indicated by the posture information material, that is, the eye corresponding to "ordinary", is displayed on the position of the eye displayed by the television monitor 20 using the image data. Furthermore, the correspondence between the content information and the image data is predetermined in the game program. Next, whether or not the right rocker 17SR is dumped is judged by CP1j7. According to the coordinate data s(x, y) indicating the tilting direction, whether or not the tilting angle of the right rocker 17SR is larger than the angle of the object which becomes the wrong operation of the right rocker i7SR is judged by the CPU 7. Then, when the CPU 7 judges that the tilt angle of the right rocker 17SR is larger than the angle of the object that is the wrong motion of the right rocker 17SR, that is, the CPU 7 judges that the tilt angle of the right rocker 17SR is recognized. When the angle of the operation of the right rocker 17SR is based on the coordinate data S(x, y) indicating the tilting direction, the direction corresponding to the tilting direction of the right rocker 17 SR is recognized by the CPU 7 as the search direction of the information material. Specifically, as shown in FIG. 9, the coordinate data S(x, y) indicating the tilting direction of the right rocker 17 SR is located in the region B' (the region of "yg〇") in the coordinate system for the right rocker 17SR. Then, the vertical downward direction is recognized by the CPU 7 as the search direction of the information material of the list. Further, the coordinate data S ( X, y ) indicating the tilting direction of the right rocker 1 7 S R is located in the coordinate system area D' of the right rocker 1:7SR ("y When the area of <〇 is), the vertical direction is recognized by the CPU 7 as the search direction of the information material of the list. Next, when the right rocker 1 7SR is rotated in the state of being tilted, the rotation angle data AK indicating the rotation direction and the rotation amount of the right rocker 17SR is calculated based on the coordinate data S(x, y) indicating the tilting direction. Processing is performed by the CPU 7. Next, whether or not the rotation angle data AK is the basic rotation angle data BK3 or more is judged by the CPU 7. As the basic rotation angle data, the number of lines used in BK3 is "45 (degrees)". The basic rotation angle data BK3 used here is pre-defined in the game program. Here, when the right rocker 17SR starts to rotate, the absolute 値|AK of the 所示 shown by the rotation angle data AK is judged by the CPU 7 is the first basic rotation -59 - 200927237 Ο

轉角度資料ΒΚ3所示之値以上(ag45)時,以第i資 訊資料作爲基準而鄰接檢索方向之容姿資訊資料,係作爲 第2資訊資料而被CPU7辨識。一般來說,在右搖桿 17SR旋轉時’藉由CPU7判斷旋轉角度資料ak所示之値 的絕對値| ΑΚ |是第m基本旋轉角度資料βΚ3所示之値 以上($ 45 xm)時’以第1資訊資料作爲基準,檢索 方向之第m個容姿資訊資料,係作爲第2資訊資料而被 CPU7辨識。如此一來,右搖桿i7SR在傾倒之狀態下旋 轉時’以第1資訊資料作爲基準,可使CPIJ7連續辨識檢 索方向的第m個容姿資訊資料。 於是’對應第2資訊資料的容姿資訊,係使用畫像資 料’顯示於畫像顯示部。例如,對應第2資訊資料的容姿 項目’係使用畫像資料’顯示於畫像顯示部。具體來說, 在第1資訊資料是對應「普通」的容姿資訊資料,檢索方 向是垂直下方向時’因應右搖桿17SR的旋轉量,對應、「 較小1」、「較小2」、「較小3」、「較大3」、「較大 2」、「較大1」及「普通」之任一容姿資訊的容姿項目 ’係使用畫像資料,顯示於畫像顯示部。於是,對應容姿 資訊的容姿(對應容姿資訊資料的容姿),係使用畫像杳 料,顯示於電視監視器2 0 (參照圖7及圖8 )。 又’在第1資訊資料是對應「普通」的容姿資訊資料 ’檢索方向是垂直上方向時,因應右搖桿17SR的旋轉量 ,對應「較大1」、「較大2」、「較大3」、「較小3」 、「較小2」、「較小1」及「普通」之任一容姿資訊的 -60- 200927237 容姿項目,係使用畫像資料,顯示於畫像顯示部(參照圖 7及圖8 )。 接下來,藉由使CPU7辨識旋轉角度資料AK的符號 ,右搖桿17SR的旋轉方向是否已變化,係藉由CPU7判 別。具體來說,旋轉角度資料AK的符號是否從正變化爲 負及旋轉角度資料AK的符號是否從負變化爲正,係藉由 CPU7判別。然後,藉由CPU7判別右搖桿17SR的旋轉角 度資料AK之符號已變化時,右搖桿17SR的旋轉角度資 © 料AK,係被CPU7再辨識。 接下來,依據被CPU7再辨識之旋轉角度資料AK, 位於與對應右搖桿17SR之傾倒方向的方向相反方向的資 訊資料,係作爲第3資訊資料而被CPU7辨識。 例如’對應右搖桿1 7SR之傾倒方向的方向是垂直下 方向時,位於垂直上方向之資訊資料,係作爲第3資訊資 料而被CPU7辨識。相同地,對應右搖桿17SR之傾倒方 向的方向是垂直上方向時,位於垂直下方向之資訊資料, ^ 係作爲第3資訊資料而被CPU7辨識。 於是’對應第3資訊資料的容姿資訊,係使用畫像資 料’顯示於畫像顯示部。例如,對應第3資訊資料的容姿 項目’係使用畫像資料’顯示於畫像顯示部。 具體來說’在檢索方向是垂直下方向,第2資訊資料 是對應「較小1」的容姿資訊資料時,因應右搖桿丨7sr 的旋轉量,對應「普通」、「較大1」、「較大2」、「 較大3」、「較小3」、「較小2」及「較小1」之任—容 -61 - 200927237 姿資訊的容姿項目,係使用畫像資料,顯示於畫像 (參照圖7及圖8)。於是,容姿資訊資料所示之 使用畫像資料’顯示於電視監視器2〇。於是,對 資訊的容姿(對應容姿資訊資料的容姿),係使用 料,顯示於電視監視器20。 又’在檢索方向是垂直上方向,第2資訊資料 「較小1」的容姿資訊資料時,因應右搖桿17SR 量,對應「較小2」' 「較小3」、「較大3」、「 $ 」、較大1」、「普通」及「較小1」之任一容 的容姿項目’係使用畫像資料,顯示於畫像顯示部 圖7及圖8)。於是’容姿資訊資料所示之容姿係 像資料,顯示於電視監視器2 0。於是,對應容姿 容姿(對應容姿資訊資料的容姿),係使用畫像資 示於電視監視器20。 如上述般,在本發明,藉由使右搖桿1 7SR傾 轉,可顯示玩家所希望之容姿資訊資料。藉由重複 ® 此操作,玩家係可將所希望的容姿設定於選手角色 再者在上述中,已將資訊資料所示之資訊是眼 況作爲範例來進行說明’但是,如圖7所示,藉由 示於電視監視器20左部的按鍵,亦可同樣地設定 外的容姿。 如上述般,進行對於育成選手角色之各種設定 於育成選手角色之各種設定’係儲存於RAM12( 。於是,結束對於育成選手角色之各種設定’於育 顯示部 容姿係 應容姿 畫像資 是對應 的旋轉 較大2 姿資訊 (參照 使用畫 資訊的 料,顯 倒並旋 執行如 〇 睛之狀 選擇顯 眼睛以 時,對 S327 ) 成模式 -62- 200927237 中,各種事件係藉由CPU7執行(S4)。 最後,進行關於資訊選擇系統之資訊檢索的詳細說明 〇 首先,檢索資訊資料的檢索方向係被CPU7辨識。例 如,依據傾倒方向用資料,對應檢索資訊資料之方向的檢 索方向用資料,係被CPU7辨識。例如,如圖1 〇所示, 檢索方向是水平左方向時,數値「1」係作爲檢索方向用 資料之値而被CPU7辨識。檢索方向是水平右方向時,數 値「2」係作爲檢索方向用資料之値而被CPU7辨識。檢 索方向是垂直下方向時,數値「3」係作爲檢索方向用資 料之値而被CPU7辨識。檢索方向是垂直上方向時,數値 「4」係作爲檢索方向用資料之値而被CPu7辨識。如此 ’藉由使CPU7辨識檢索方向用資料,於棒球遊戲中,可 設定檢索資訊之方向(檢索方向)。 接著’依據前述之旋轉角度資料,設定用以特定檢索 方向用資料所對應之位於檢索方向之資訊的特定資料之處 理,係藉由CPU7執行。 例如’在將文字資訊資料界定爲「G〗(i〗,j 1 )」時 ’ 「Π」及「jl」係成爲特定資料。在此如圖11所示, 於「il」係藉由CPU7分派有從「1」至「丨丨」之任—個 自然數’於「jl」係藉由CPU7分派有從「1」至「5」之 任一個自然數。具體來說’ 「i 1」係對應顯示於電視監視 器20的50音表之列。又’ 「j丨」係對應顯示於電視監視 器20的50音表之行。 -63- 200927237 例如,在將容姿資訊資料界定爲「G3(j2)」時,「 j2」係成爲特定資料。在此如圖11所示’於「j2」係藉 由CPU7分派有從「1」至「7」之任一個自然數。具體來 說’ 「j2」係對應被CPU7辨識之清單的行。 以下,以資訊資料是文字資訊資料G1之狀況爲例, 進行資訊檢索的說明。 如上述般,界定文字資訊資料G1之狀況,於右搖桿 HSR在傾倒之狀態下旋轉時,則旋轉角度資料被cpU7 辨識。然後,藉由CPU7判斷該旋轉角度資料所示之値是 第m基本旋轉角度資料BK3所示之値以上時,以第〗資 訊資料作爲基準’檢索方向之第m個文字資訊資料,係 作爲第2資訊資料而被CPU7辨識。 具體來說’在第1資訊資料是以「GlCiin)」界 定之文字資訊資料’檢索方向用資料之値是「1」(檢索 方向是水平左方向)時,對應檢索方向用資料的特定資料 (例如,對應檢索方向用資料之値Γ 1」的特定資料i!) 係因應即述旋轉角度資料而被變更。此時,因應旋轉角 度資料,使對應檢索方向用資料之値「丨」的特定資料i ι ,1次增加「1」的處理(il + lxm),係藉由CPU7執行 、於疋,以第1資訊資料作爲基準而被檢索之文字資訊資 料,亦即,對應被變更之特定資料的第2資訊資料el ( il+m ’ j 1 ),係被cpU7辨識。如此—來,可使辨 識’對應位於檢索方向之資訊的資訊資料(第2資訊資料 )Gl(il+m,jl) 〇 -64 - 200927237 又’在第1資訊資料是以「Gl(ii,ji)」界定之文 字資訊資料,檢索方向用資料之値是「2」(檢索方向是 水平右方向)時,因應旋轉角度資料,使對應檢索方向用 資料之値「2」的特定資料i 1,1次增加r 1」的處理(i_ lxm),係藉由CPU7執行。於是,以第i資訊資料作爲 基準而被檢索之文字資訊資料,亦即,對應被變更之特定 資料的第2資訊資料G1 (il-m,jl),係被CPU7辨識。 如此一來’可使CPU7辨識,對應位於檢索方向之資訊的 資訊資料(第2資訊資料)Gl(il+m,ji)。 再者,檢索方向用資料之値是「1」時(檢索方向是 水平左方向時),特定資料「il+m」係以成爲「1」以上 「11」以下之自然數之方式設定。在「il+m」成爲「12」 以上時’將特定資料「i 1 +m」予以初始化的處理,例如, 於特定資料「il+m」的「m」,代入「ΐ-ii」的處理,係 藉由CPU7執行。 又,檢索方向用資料之値是「2」時(檢索方向是水 平右方向時)’特定資料「Π-m」係以成爲「1」以上「 11」以下之自然數之方式設定。在「il-m」成爲「0」以 下時,將特定資料「Π -m」予以初始化的處理,例如,於 特定資料「Π-m」的「m」,代入「-il-1」的處理,係藉 由C P U 7執行。 如依據相同想法,檢索方向用資料之値是「3」及「4 」時(檢索方向是垂直方向時)’亦與檢索方向用資料之 値是「1」及「2」時相同,以第1資訊資料G1 ( i 1,j 1 ) -65- 200927237 作爲基準,可使CPU7辨識檢索方向之第m個文字資訊資 料,亦即,第2資訊資料G1 ( i 1,j 1 +m ) 、G1 ( i 1,j 1 · 〔其他實施形態〕 (a )在前述實施形態,已揭示使用作爲可適用遊戲 程式之電腦之一例的家庭用視訊遊戲裝置之狀況的範例, 但是,遊戲裝置係並不限定於前述實施形態,也可同樣適 〇 用於監視器爲另外構成之遊戲裝置、監視器爲一體構成之 遊戲裝置及藉由執行遊戲程式可作爲遊戲裝置而作用之個 人電腦及工作站等。又,遊戲裝置係不限定於前述實施形 態,亦可相同地適用於攜帶型電腦、攜帶型遊戲裝置等。 (b)於本發明,亦包含執行如前述之遊戲的程式及 記錄該程式之電腦可讀取的記錄媒體。作爲該記錄媒體, 卡匣以外可舉出,例如,電腦可讀取之可撓性碟、半導體 記憶體、CD-ROM、DVD、MO、ROM卡匣、其他者。 ❹ 〔產業上之利用可能性〕 在本發明,可藉由傾倒類比搖桿來設定檢索方向,藉 由使類比搖桿旋轉,可顯示對應位於檢索方向之資訊的資 訊資料。例如,藉由傾倒類比搖桿,可於以類比搖桿的傾 倒方向作爲基準的所定方向,設定資訊資料的檢索方向。 然後’藉由使類比搖桿旋轉,因應藉由控制部計算出之旋 轉用資料所示之旋轉量,可顯示對應位於檢索方向之資訊 -66- 200927237 的資訊資料。 【圖式簡單說明】 〔圖1〕本發明之一實施形態所致之視訊遊戲裝置的 基本構造圖。 〔圖2〕前述遊戲裝置的功能區塊圖。 〔圖3〕用以說明名稱設定畫面的圖(之1)。 〔圖4〕用以說明右搖桿17SR用之座標系的圖(名 〇 稱設定用)。 〔圖5〕用以說明右搖桿17SR的旋轉角度之計算方 法的圖。 〔圖6〕用以說明名稱設定畫面的圖(之2)。 〔圖7〕用以說明容姿設定畫面的圖。 〔圖8〕用以說明對應容姿資訊之容姿資訊資料的圖 〇 〔圖9〕用以說明右搖桿17SR用之座標系的圖(容 ®姿設定用)。 〔圖1 〇〕用以說明檢索方向用資料的圖。 〔圖11(a)、(b)〕揭示與用以特定資訊資料及 資訊的特定資料之對應的圖。 〔圖12〕揭示棒球遊戲之整體槪要的流程圖。 〔圖1 3〕揭示棒球遊戲之資訊選擇系統的流程圖。 〔圖1 4〕揭示棒球遊戲之資訊選擇系統的流程圖。 〔圖15〕揭不棒球遊戲之資訊選擇系統的流程圖。 -67- 200927237 【主要元件符號說明】 1 :控制部 2 :記憶部 3 :畫像顯示部 4 :聲音輸出部When the angle data ΒΚ3 is greater than or equal to (ag45), the positional information of the search direction adjacent to the i-th information is used as the second information and is recognized by the CPU 7. In general, when the right rocker 17SR rotates, 'the absolute 値| ΑΚ | of the 所示 shown by the rotation angle data ak by the CPU 7 is 値 or more ($ 45 xm) as shown by the mth basic rotation angle data β Κ 3 ' Using the first information material as a reference, the mth positional information data in the search direction is recognized by the CPU 7 as the second information material. In this way, when the right stick i7SR is rotated in the tilted state, the first information sheet is used as a reference, and the CPIJ 7 can continuously recognize the mth position information in the search direction. Then, the content information corresponding to the second information material is displayed on the image display unit using the image data. For example, the appearance item corresponding to the second information material is displayed on the image display unit using the image data. Specifically, when the first information material is in the "normal" position information data, and the search direction is in the vertical direction, the response amount is "smaller 1" and "smaller 2" depending on the amount of rotation of the right stick 17SR. The "Large 3", "Large 3", "Large 2", "Large 1" and "Ordinary" of any of the orientation information items are displayed in the image display unit using image data. Then, the posture corresponding to the posture information (corresponding to the posture of the posture information material) is displayed on the television monitor 20 using image data (see Figs. 7 and 8). In addition, when the search direction of the first information is "normal", the search direction is the vertical direction, and the rotation amount of the right stick 17SR corresponds to "large 1", "large 2", and "large". -60-200927237 The positional item of the "Large 3", "Less 2", "Less 1" and "Ordinary" is displayed on the image display unit using image data. 7 and Figure 8). Next, by causing the CPU 7 to recognize the sign of the rotation angle data AK, whether or not the rotation direction of the right rocker 17SR has changed is determined by the CPU 7. Specifically, whether the sign of the rotation angle data AK changes from positive to negative and whether the sign of the rotation angle data AK changes from negative to positive is determined by the CPU 7. Then, when the CPU 7 judges that the sign of the rotation angle data AK of the right rocker 17SR has changed, the rotation angle of the right rocker 17SR is re-recognized by the CPU 7. Next, based on the rotation angle data AK recognized by the CPU 7, the information data located in the opposite direction to the direction in which the right rocker 17SR is tilted is recognized by the CPU 7 as the third information material. For example, when the direction corresponding to the tilting direction of the right rocker 1 7SR is the vertical downward direction, the information material located in the vertical direction is recognized by the CPU 7 as the third information material. Similarly, when the direction of the tilting direction of the right rocker 17SR is the vertical direction, the information material located in the vertical direction is recognized by the CPU 7 as the third information material. Then, the content information corresponding to the third information material is displayed on the image display unit using the image data. For example, the appearance item corresponding to the third information material is displayed on the image display unit using the image data. Specifically, when the search direction is the vertical direction and the second information material corresponds to the "smaller 1" position information, the amount of rotation of the right stick 丨7sr corresponds to "normal" and "larger 1". "Large 2", "Larger 3", "Less 3", "Less 2" and "Less 1" - 容-61 - 200927237 The position information of the position information is displayed on the image data. Portrait (see Figures 7 and 8). As a result, the image data used as shown in the information sheet is displayed on the TV monitor 2〇. Thus, the orientation of the information (corresponding to the posture of the information information) is displayed on the television monitor 20. In addition, when the search direction is in the vertical direction and the second information sheet is "smaller 1", the amount of the right rocker is 17SR, which corresponds to "smaller 2", "smaller 3" and "larger 3". The "fitness item" of "$", "large", "normal", and "smaller 1" is displayed in the image display unit in Fig. 7 and Fig. 8). Therefore, the image data of the position shown in the information of the position is displayed on the TV monitor 20. Then, the corresponding posture (corresponding to the posture of the information information) is used to display the image on the television monitor 20. As described above, in the present invention, by tilting the right joystick 17SR, the information information desired by the player can be displayed. By repeating this operation, the player can set the desired posture to the player character. In the above, the information shown in the information material is described as an example of the eye condition. However, as shown in FIG. The external posture can be similarly set by the button shown on the left side of the television monitor 20. As described above, various settings for setting the characters of the player to the player's character are stored in the RAM 12 (therefore, the setting of the various settings for the player's character is completed). Rotate the larger 2 position information (refer to the material used for drawing information, display and rotate the eye to select the eye when it is selected, for S327). In mode -62- 200927237, various events are executed by CPU7 (S4 Finally, a detailed description of the information retrieval system for the information selection system is performed. First, the retrieval direction of the search information data is recognized by the CPU 7. For example, the data for the search direction according to the direction of the search information is used according to the data for the direction of the dumping. For example, as shown in FIG. 1A, when the search direction is the horizontal left direction, the number "1" is recognized by the CPU 7 as the search direction data. When the search direction is the horizontal right direction, the number "" 2" is recognized by the CPU 7 as the data for the search direction. When the search direction is in the vertical direction, the number "3" is used as the When the search direction is in the vertical direction, the number "4" is recognized by the CPu7 as the search direction data. Thus, by making the CPU 7 recognize the search direction data, In the baseball game, the direction of the search information (search direction) can be set. Then, according to the above-described rotation angle data, the processing of the specific data for the information in the search direction corresponding to the data for the specific search direction is set by the CPU7. For example, 'when the text information is defined as "G〗 (i), j 1 )", "Π" and "jl" are specific materials. As shown in Figure 11, it is borrowed from "il". The CPU7 assigns any natural number from "1" to "丨丨" to "jl". The CPU7 assigns any natural number from "1" to "5". Specifically, "i" 1" corresponds to the 50-tone table displayed on the television monitor 20. Further, "j丨" corresponds to the 50-note table displayed on the television monitor 20. -63- 200927237 For example, in defining the content information When it is "G3(j2)", "j2" is For the specific data, as shown in Fig. 11, 'j2' is assigned a natural number from "1" to "7" by the CPU 7. Specifically, "j2" corresponds to the list recognized by the CPU 7. The following is a description of the information retrieval by taking the information as the information of the text information G1 as an example. As described above, the state of the text information G1 is defined, and when the right rocker HSR is rotated in the state of being dumped, The rotation angle data is recognized by the cpU 7. Then, when the CPU 7 determines that the rotation angle data indicates that the 値 is the 所示 or more indicated by the mth basic rotation angle data BK3, the mth information is used as the reference 'the mth direction of the search direction. The text information is identified by the CPU 7 as the second information material. Specifically, when the "information information for the first information data is "GlCiin"" is the "1" (the search direction is the horizontal left direction), the data for the search direction is used. For example, the specific data i!) corresponding to the search direction data 1" is changed in response to the rotation angle data. At this time, in response to the rotation angle data, the specific data i ι of the data corresponding to the search direction is increased by "1" (il + lxm) once, and is executed by the CPU 7, 1 The information material that is searched as a reference, that is, the second information material el ( il+m ' j 1 ) corresponding to the specific data to be changed is identified by cpU7. In this way, it is possible to identify the information material corresponding to the information in the search direction (second information material) Gl(il+m,jl) 〇-64 - 200927237 and 'in the first information material is "Gl(ii, Ji) "Defined text information, when the data for the search direction is "2" (the search direction is the horizontal right direction), the specific data i 1 of the "2" corresponding to the search direction is used according to the rotation angle data. The process of increasing r 1" (i_ lxm) once is performed by the CPU 7. Then, the text information material searched on the basis of the i-th information material, i.e., the second information material G1 (il-m, jl) corresponding to the specific data to be changed, is recognized by the CPU 7. In this way, the CPU 7 can recognize the information material (second information material) G1(il+m, ji) corresponding to the information in the search direction. In addition, when the data for the search direction is "1" (the search direction is the horizontal left direction), the specific data "il+m" is set to be a natural number of "1" or more and "11" or less. When "il+m" becomes "12" or more, the process of initializing the specific data "i 1 +m", for example, the processing of "ΐ-ii" in the "m" of the specific data "il+m" , is executed by the CPU 7. In addition, when the data for the search direction is "2" (the search direction is the horizontal right direction), the specific data "Π-m" is set to be a natural number of "1" or more and "11" or less. When "il-m" is equal to or lower than "0", the process of initializing the specific data "Π -m" is performed, for example, the processing of "-il-1" is substituted for "m" of the specific data "Π-m". , executed by the CPU 7. According to the same idea, when the search direction data is "3" and "4" (the search direction is vertical), it is the same as when the search direction data is "1" and "2". 1Information data G1 ( i 1,j 1 ) -65- 200927237 As a reference, the CPU 7 can identify the mth text information in the search direction, that is, the second information material G1 (i 1,j 1 +m ), G1 (i 1, j 1 · [Other Embodiments] (a) In the above-described embodiment, an example of a situation in which a video game device for a home is used as an example of a computer that can be used as a game program has been disclosed. However, the game device is The present invention is not limited to the above-described embodiments, and is also applicable to a game device in which a monitor is separately configured as a game device and a monitor, and a personal computer and a workstation that can function as a game device by executing the game program. Further, the game device is not limited to the above-described embodiment, and can be similarly applied to a portable computer, a portable game device, etc. (b) The present invention also includes a program for executing the game as described above and recording the program. A computer-readable recording medium. As the recording medium, a cassette can be exemplified, for example, a computer-readable flexible disc, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like. ❹ [Industrial Applicability] In the present invention, the search direction can be set by dumping the analog stick, and by rotating the analog stick, information information corresponding to the information in the search direction can be displayed. For example, By dumping the analog stick, the search direction of the information data can be set in the direction determined by the tilting direction of the analog stick. Then, by rotating the analog stick, the data for rotation is calculated by the control unit. The information indicating the information of the information in the search direction is -66-200927237. [Brief Description] FIG. 1 is a basic structural diagram of a video game device according to an embodiment of the present invention. 2] The functional block diagram of the game device. [Fig. 3] A diagram (1) for explaining the name setting screen. [Fig. 4] A diagram for explaining the coordinate system for the right rocker 17SR. [Fig. 5] A diagram for explaining the calculation method of the rotation angle of the right rocker 17SR. Fig. 6 is a diagram (2) for explaining the name setting screen. [Fig. 7] Fig. 8 is a diagram for explaining the orientation information of the corresponding posture information (Fig. 9) for explaining the coordinate system for the right rocker 17SR (for setting of the posture). 1 〇] A diagram for explaining the data for the search direction. [Fig. 11 (a), (b)] reveals a map corresponding to specific materials for specific information materials and information. [Fig. 12] reveals the overall baseball game. A flow chart of a brief description. [Fig. 13] A flow chart showing an information selection system for a baseball game. [Fig. 14] A flow chart showing an information selection system for a baseball game. [Fig. 15] A flow chart of an information selection system for uncovering a baseball game. -67- 200927237 [Description of main component symbols] 1 : Control section 2 : Memory section 3 : Image display section 4 : Sound output section

5 :操作輸入部 7 : CPU5 : Operation input section 7 : CPU

〇 12 : RAM 1 7 :控制器 17SR :右搖桿(類比搖桿) 2 0 :電視監視器 23 :通訊部 5 0 __ 1次旋轉資料辨識手段 5 1 :資訊辨識手段 52 :第1資訊辨識手段 ® 53 :第1資訊顯示手段 54 :傾倒資料辨識手段 5 5 :傾倒角度判斷手段 56 :檢索方向辨識手段 5 7 :資訊數量辨識手段 5 8 :基本旋轉用資料辨識手段 5 9 =旋轉資料辨識手段 60 :旋轉資料判斷手段 -68- 200927237 61:第2資訊辨識手段 62 :第2資訊顯示手段 63 :旋轉方向判別手段 64 :旋轉資料再辨識手段 6 5 :第3資訊辨識手段 66:第3資訊顯示手段 G :資訊資料,第1資訊資料,第2資訊資料,第3 資訊資料 © S ( X > y):表示傾倒方向的座標資料(傾倒方向用 資料) AK :旋轉角度資料 BK:基本旋轉角度資料 CN :位於檢索方向之資訊資料的數量〇12 : RAM 1 7 : Controller 17SR : Right rocker (analog joystick) 2 0 : TV monitor 23 : Communication unit 5 0 __ 1 rotation data identification means 5 1 : Information identification means 52 : 1st information recognition Means® 53 : 1st information display means 54 : dumping data identification means 5 5 : dumping angle determining means 56 : search direction identifying means 5 7 : information quantity identifying means 5 8 : basic rotating data identifying means 5 9 = rotating data identification Means 60: Rotation data judging means-68-200927237 61: 2nd information discriminating means 62: 2nd information display means 63: Rotation direction discriminating means 64: Rotating data re-identification means 6 5: 3rd information discriminating means 66: 3rd Information display means G: information material, first information material, second information material, third information material © S (X > y): coordinate data indicating the direction of the dumping (data for the dumping direction) AK: rotation angle data BK: Basic rotation angle data CN: number of information materials located in the search direction

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Claims (1)

200927237 十、申請專利範圍 1. 一種遊戲程式,其特徵爲用以使具有被支持於支點 而可傾倒,且能以前述支點爲中心旋轉之類比搖桿的電腦 ,實現以下功能: 資訊辨識功能,係使控制部辨識被儲存於記憶部之複 數資訊資料; 第1資訊辨識功能,係將複數前述資訊資料之任一資 訊資料,作爲第1資訊資料而使控制部辨識; Ο 第1資訊顯示功能,係使用畫像資料,於畫像顯示部 顯示對應前述第1資訊資料的資訊; 傾倒資料辨識功能,係使控制部辨識,表示前述類比 搖桿傾倒之狀態的前述類比搖桿之傾倒方向的傾倒方向用 資料; 檢索方向辨識功能,係依據前述傾倒方向用資料,使 控制部辨識,以前述第1資訊資料作爲基準來檢索前述資 訊資料的檢索方向; ® 旋轉資料辨識功能’係於前述類比搖桿在傾倒之狀態 下旋轉時’使控制部辨識,表示前述類比搖桿之旋轉量的 旋轉用資料; 第2資訊辨識功能’係依據前述旋轉用資料,將對應 位於前述檢索方向之資訊的資訊資料,作爲第2資訊資料 而使控制部辨識;及 第2資訊顯示功能,係使用畫像資料,於畫像顯示部 顯示對應前述第2資訊資料的資訊。 -70- 200927237 2 _如申請專利範圍第〗項所記載之遊戲程式,其中, 更用以使前述電腦實現以下功能: 傾倒資料辨識功能,係使控制部辨識,表示前述類比 搖桿傾倒之狀態的前述類比搖桿之傾倒方向的傾倒方向用 資料;及 檢索方向辨識功能’係依據前述傾倒方向用資料,將 對應前述傾倒方向之第1方向及與前述第1方向不同之第 2方向之任一方方向,作爲前述資訊資料的檢索方向而使 © 控制部辨識。 3 ·如申請專利範圍第1項或第2項所記載之遊戲程式 ’其中’更用以使前述電腦實現以下功能: 旋轉資料辨識功能,係於前述類比搖桿在傾倒之狀態 下旋轉時’使控制部執行依據前述傾倒方向用資料,計算 出表示前述類比搖桿之旋轉量的旋轉用資料之處理,並使 控制部辨識前述旋轉用資料;及 第2資訊辨識功能,係使控制部執行因應前述旋轉用 ^ 資料所示之旋轉量,檢索對應位於前述檢索方向之資訊的 資訊資料之處理’並將對應位於前述檢索方向之資訊的前 述資訊資料’作爲第2資訊資料而使控制部辨識。 4 ·如申請專利範圍第1項或第2項所記載之遊戲程式 ’其中’更用以使前述電腦實現以下功能: 旋轉資料辨識功能’係於前述類比搖桿在傾倒之狀態 下旋轉時’使控制部辨識’表示前述類比搖桿之旋轉方向 及旋轉量的旋轉用資料; -71 - 200927237 第2資訊辨識功能,係依據前述 位於前述檢索方向之資訊的資訊資料 而使控制部辨識; 第2資訊顯示功能,係使用畫像 顯示對應前述第2資訊資料的資訊; 旋轉方向判別功能,係依據前述 部判別前述類比搖桿的旋轉方向是否 旋轉資料再辨識功能,係在被控 © 桿的旋轉方向已變化時,使控制部再 搖桿之旋轉方向及旋轉量的旋轉用資 第3資訊辨識功能,係依據被控 轉用資料,將位於與前述檢索方向不 作爲第3資訊資料而使控制部辨識; 第3資訊顯示功能,係使用畫像 顯示對應前述第3資訊資料的資訊。 5 _如申請專利範圍第1項或第2 ’其中’更用以使前述電腦實現以下 傾倒角度判斷功能,係依據前述 控制部判斷’前述類比搖桿的傾倒角 類比搖桿之錯誤作動的對象之角度; 檢索方向辨識功能,係在藉由控 桿的傾倒角度大於成爲前述類比搖桿 角度時’依據前述傾倒方向用資料, 述弟1資訊資料作爲基準之前述資訊 旋轉用資料,將對應 ,作爲第2資訊資料 資料,於畫像顯示部 旋轉用資料,使控制 已變化; 制部判別前述類比搖 辨識,表示前述類比 料; 制部再辨識之前述旋 同方向的資訊資料, 及 資料,於畫像顯示部 項所記載之遊戲程式 功能: 傾倒角度用資料,使 度是否大於成爲前述 及 制部判斷前述類比搖 之錯誤作動的對象之 使控制部辨識,以前 資料的檢索方向。 -72- 200927237 6.如申請專利範圍第丨項或第2項所記載之遊戲程式 ’其中’更用以使前述電腦實現以下功能: 基本旋轉用資料辨識功能,係使控制部辨識,表示前 述類比搖桿之基本旋轉量的基本旋轉用資料; 旋轉資料辨識功能,係於前述類比搖桿在傾倒之狀態 下旋轉時’使控制部辨識,表示前述類比搖桿之旋轉量的 旋轉用資料; 旋轉資料判斷功能,係使控制部判斷,前述旋轉用資 > 料是否是前述基本旋轉用資料以上;及 第2資訊辨識功能’係在藉由控制部判斷前述旋轉用 資料是前述基本旋轉用資料以上時,依據前述旋轉用資料 ’將對應位於前述檢索方向之資訊的資訊資料,作爲第2 資訊資料而使控制部辨識。 7·如申請專利範圍第6項所記載之遊戲程式,其中, 更用以使前述電腦實現以下功能: 資訊數量辨識功能,係使控制部辨識,位於前述檢索 〇 方向之前述資訊資料的數量; 1次旋轉資料辨識功能,係使控制部辨識,表示前述 類比搖桿旋轉1次時之旋轉量的1次旋轉用資料;及 基本旋轉用資料計算功能,係藉由使控制部執行將前 述1次旋轉用資料,除以位於前述檢索方向之前述資訊資 料的數量之處理,計算出表示前述類比搖桿之基本旋轉量 的基本旋轉用資料。 8·—種遊戲裝置,係具有被支持於支點而可傾倒,且 -73- 200927237 能以前述支點爲中心旋轉之類比搖桿的遊戲裝置,其特徵 爲具備: 資訊辨識手段,係使控制部辨識被儲存於記憶部之複 數資訊資料; 第1資訊辨識手段,係將複數前述資訊資料之任一資 訊資料,作爲第1資訊資料而使控制部辨識; 第1資訊顯示手段,係使用畫像資料,於畫像顯示部 顯示對應前述第1資訊資料的資訊; > 傾倒資料辨識手段,係使控制部辨識,表示前述類比 搖桿傾倒之狀態的前述類比搖桿之傾倒方向的傾倒方向用 資料; 檢索方向辨識手段,係依據前述傾倒方向用資料,使 控制部辨識’以前述第〗資訊資料作爲基準來檢索前述資 訊資料的檢索方向; 旋轉資料辨識手段,係於前述類比搖桿在傾倒之狀態 下旋轉時’使控制部辨識,表示前述類比搖桿之旋轉量的 ®旋轉用資料; 第2資訊辨識手段,係依據前述旋轉用資料,將對應 位於前述檢索方向之資訊的資訊資料,作爲第2資訊資料 而使控制部辨識;及 第2資訊顯示手段,係使用畫像資料,於畫像顯示部 顯示對應前述第2資訊資料的資訊。 9· 一種遊戲控制方法’係藉由具有被支持於支點而可 傾倒’且能以前述支點爲中心旋轉之類比搖桿的電腦進行 -74- 200927237 控制的遊戲控制方法,其特徵爲具備: 資訊辨識步驟,係使控制部辨識被儲存於記憶部之複 數資訊資料; 第1資訊辨識步驟,係將複數前述資訊資料之任一資 訊資料’作爲第1資訊資料而使控制部辨識; 第1資訊顯示步驟,係使用畫像資料,於畫像顯示部 顯示對應前述第1資訊資料的資訊; 傾倒資料辨識步驟’係使控制部辨識,表示前述類比 ® 搖桿傾倒之狀態的前述類比搖桿之傾倒方向的傾倒方向用 資料; 檢索方向辨識步驟,係依據前述傾倒方向用資料,使 控制部辨識,以前述第1資訊資料作爲基準來檢索前述資 訊資料的檢索方向; 旋轉資料辨識步驟,係於前述類比搖桿在傾倒之狀態 下旋轉時,使控制部辨識,表示前述類比搖桿之旋轉量的 旋轉用資料; ® 帛2資訊辨識步驟,係依據前述旋轉用資料,將對應 位於前述檢索方向之資訊的資訊資料,作爲第2資訊資料 而使控制部辨識;及 一第2資訊顯示步驟,係使用畫像資料,於畫像顯示部 顯示對應前述第2資訊資料的資訊。 -75-200927237 X. Patent application scope 1. A game program, which is characterized in that a computer having an analog rocker that can be tilted and supported by a fulcrum and rotated around the fulcrum realizes the following functions: Information recognition function, The control unit identifies the plurality of information materials stored in the memory unit; the first information recognition function identifies the information of any of the plurality of information materials as the first information material; Ο the first information display function Using the image data, the information corresponding to the first information material is displayed on the image display unit. The dump data recognition function recognizes the control unit and indicates the tilting direction of the tilting direction of the analog rocker in the state in which the analog rocker is tilted. The information retrieval function is based on the data of the dumping direction, and the control unit recognizes the search direction of the information material by using the first information material as a reference; the rotary data identification function is based on the analog track stick. When rotating in the state of being dumped, 'the control unit is identified, indicating the foregoing The information for rotating the rotation amount of the rocker; the second information recognition function is based on the rotation data, and the information corresponding to the information in the search direction is used as the second information data to identify the control unit; and the second information The information display function uses the image data to display information corresponding to the second information material in the image display unit. -70- 200927237 2 _ The game program described in the patent application scope item is used to enable the computer to realize the following functions: The dump data identification function is used to identify the control unit, indicating that the analog stick is dumped. And the search direction identification function is based on the first direction of the tilting direction and the second direction different from the first direction. In one direction, the © control unit recognizes the search direction of the aforementioned information material. 3 · The game program 'in which' is used to make the computer realize the following functions: The rotating data identification function is when the analog stick is rotated in the state of dumping. The control unit performs processing for calculating the rotation data indicating the rotation amount of the analog rocker based on the data for the tilt direction, and causes the control unit to recognize the rotation data; and the second information recognition function causes the control unit to execute The processing of the information material corresponding to the information in the search direction is searched for by the rotation amount indicated by the rotation information, and the information material corresponding to the information in the search direction is used as the second information material to identify the control unit. . 4 · If the game program described in item 1 or 2 of the patent application 'is' is used to enable the computer to perform the following functions: The rotating data identification function is used when the analog stick is rotated in the state of being dumped. The control unit recognizes 'the rotation data indicating the rotation direction and the rotation amount of the analog rocker; -71 - 200927237 The second information recognition function identifies the control unit based on the information information of the information located in the search direction; 2 The information display function is to display the information corresponding to the second information material by using the image; the rotation direction discriminating function is based on the above-mentioned part determining whether the rotation direction of the analog stick is rotated or not, and is rotated by the controlled © rod When the direction has changed, the third information recognition function for rotating the rotation direction and the rotation amount of the control unit re-roller is based on the controlled transfer data, and is controlled not to be the third information material in the search direction. The third information display function is to display the information corresponding to the third information material by using the image. 5 _ If the patent application scope 1 or 2 'the' is used to enable the computer to implement the following tilt angle judgment function, it is determined by the control unit that the tilting angle of the aforementioned analog stick is analogous to the joystick of the joystick. The angle of retrieving function is based on the fact that when the tilting angle of the lever is greater than the angle of the analog stick, the information about the tilting direction is used, and the information about the information of the brother 1 is used as a reference for the information rotation. As the second information material, the data is rotated in the image display unit to change the control; the system determines the analog wave identification, and indicates the analogy; the information and data in the same direction that the system re-identifies. The game program function described in the image display section: The data of the tilt angle is used to make the degree larger than the direction in which the control unit recognizes the error operation of the analogy shaker, and the search direction of the previous data. -72- 200927237 6. The game program 'where' described in the second or second paragraph of the patent application is used to enable the computer to realize the following functions: The basic rotation data identification function is used to identify the control unit, indicating the foregoing Analog data for the basic rotation of the basic rotation amount of the rocker; the rotation data identification function is used to identify the rotation of the analog rocker when the analog rocker is rotated in the state of being tilted; The rotation data judging function is to cause the control unit to determine whether the rotation resource is greater than or equal to the basic rotation data; and the second information recognition function is to determine that the rotation data is the basic rotation by the control unit. When the data is equal to or greater than the above, the information for the information corresponding to the search direction is used as the second information material to identify the control unit. 7. The game program as recited in claim 6 is further configured to enable the computer to implement the following functions: The information quantity identification function is configured to cause the control unit to identify the number of the information materials located in the direction of the search; The one-time rotation data identification function is a one-time rotation data indicating that the analog rocker rotates once when the analog stick is rotated once; and the basic rotation data calculation function is performed by causing the control unit to execute the first The sub-rotation data is divided into the number of the aforementioned information materials located in the search direction, and the basic rotation data indicating the basic rotation amount of the analog stick is calculated. The game device is a game device having an analog stick that is supported by a fulcrum and tiltable, and -73-200927237 is rotatable about the fulcrum, and is characterized in that: the information recognition means is provided to the control unit Identifying the plurality of information materials stored in the memory unit; the first information identification means identifies the information of any of the plurality of information materials as the first information material, and the control unit recognizes the first information material; The image display unit displays information corresponding to the first information material; > the dump data identification means identifies the tilting direction for the tilting direction of the analog stick in the state in which the analog stick is tilted; The search direction identification means is based on the data of the dumping direction, so that the control unit recognizes that the search direction of the information material is searched by using the information data as the reference; the rotating data identification means is in the state in which the analog stick is dumped. When the bottom is rotated, 'the control unit is recognized, indicating the amount of rotation of the aforementioned analog stick. The second information identification means is based on the rotation data, and the information material corresponding to the information in the search direction is used as the second information material to identify the control unit; and the second information display means is the use image. The information is displayed on the image display unit corresponding to the second information material. 9. A game control method is a game control method controlled by a computer having an analog stick that is tiltable by a support point and rotatable about the pivot point, and is characterized by: The identification step is to enable the control unit to identify the plurality of information materials stored in the memory unit; the first information identification step is to identify any information material of the plurality of information materials as the first information material to identify the control unit; In the display step, the image data is displayed, and the information corresponding to the first information material is displayed on the image display unit; the dump data identification step is performed by the control unit to indicate the tilting direction of the analog rocker in the state in which the analog® rocker is dumped. The direction of the dumping direction is determined by the control unit according to the data of the dumping direction, and the search direction of the information material is searched by using the first information material as a reference; the step of identifying the rotating data is based on the foregoing analogy When the rocker is rotated in the state of being dumped, the control unit is recognized, indicating The information relating to the rotation of the analog rocker of the analogy; the information recognition step of the 帛2 information identifying the information corresponding to the information in the search direction as the second information data by the control unit according to the rotation data; and In the second information display step, the image data is used to display the information corresponding to the second information material on the image display unit. -75-
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