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2) United States Patent Sato et al. oy (71) Applicant: NINTENDO €O,, LD., Kyoto (IP) (72) Inventors: Haruki Sato, Kyoto (JP); Yaya Sato, Kyoto (P) (73) Assignce: Nintendo Co,, Ltd, Kyoto (JP) (#) Notice: Subjct to any diselaimer the term of this patent is extended or adjusted under 35 USC. 1540) by 0 days. (21) Appl. Now 1790,611 (22) Filed: May 26, 2021 6s) Prior Publication Data US 2021/0370179 AL Dee. 2, 2021 G0) Foreign Application Priority Data Jun, 2, 2020 GP) 32020-096141 (1) Inch. AGI 14/57 (201401) (2) US.CL. coc ABP 1¥S7 (201409) (68) Field of Classification Search crc AGSF 13/57, AGE 145; AGE 13/52; AG3P 13/525: AOBP 13/5252; AGE 201 USOLI4: v : / \ / US 11,426,659 B2 Aug. 30, 2022 (10) Patent No.: (4s) Date of Patent: 18/5255; AG3F 15/5258; A63E 15/523; AGSP 13/837: AGBP 2300/6661; AGE 230016684; A63F 230018076 ‘See application file for complete seurc history 636) References Cited PUBLICATIONS The Legend of Zelda Breath of the Wil, fonlne]Ninlemo Co Li, [searched on Ay. 21, 2020, iavmet hp nintendo co jp ‘elaine >and its English page of hips nteno om sumes dota tbe esond-o aa rcath-oF she wild te 9 pages, David L Lewis Mathew D Hoel Nixon & Vanderhye PC Primary Examiner Assistant Examiner (74) Attornes, Agent, or Firm on ABSTRACT In a special operation mode which receives an operation ‘input for enusing a player eharacter tht is falling, to perform 1 special action including a shooting action of shooting a predetermined object, an example of an information pro- ‘essing apparats changes the posture ofthe player character that is falling, according to a component, regarding atleast ‘pitch direction, ofthe direction of a virtual camera based ‘om a camera operation input. Inthe special operation mode, the information processing apparatus ses a shooting dire tion ofthe predetermined object during the shooting action, ‘aecording to the direction ofthe virtual eamera based on the ‘camera operation input. Moreover, the information process- ing apparatus controls the player character to perform the shooting action and contol the predetermined object to ‘move tothe shooting direction, based on a shooting oper. tion input performed by the player. 32 Claims, 19 Drawing Sheets DIRECTION IS CHANGED ACCORDING TO MOVEMENT TO POSITION P1 os DIRECTION IS NOT CHANGED yy ACCORDING TO MOVEMENT TO POSITION P2 P2 U.S. Patent Aug, 30, 2022 Sheet 1 of 19 US 11,426,659 B2 Fig.t Se U.S. Patent Aug. 30, 2022 Sheet 2 of 19 US 11,426,659 B2 ATTACHABLE AND P ATTACHABLE AND DETACHABLE DETACHABLE Figs U.S. Patent Aug. 30, 2022 Sheet 3 of 19 US 11,426,659 B2 U.S. Patent Aug. 30, 2022 Sheet 4 of 19 US 11,426,659 B2 J 38: Fig U.S. Patent Aug, 30, 2022 Sheet 5 of 19 US 11,426,659 B2 Fig5 66 U.S. Patent Aug. 30, 2022 Sheet 6 of 19 US 11,426,659 B2 Fig.6 2 ai Z TET u a RIGHT TeRWINAL [> ai a TERMINAL i NETWORK COMMUNICATION sLoT SLOT I/F Sel CONTROLLER COMMUNICATION SECTION 1 FLASH 8483 WeNORY 85 DRAM 13 TOUGH PROCESSOR PANEL 12 DISPLAY 87 88 c/_[—] SPEAKERS CODES cIRCUIT an POWER i TJ input /outpur BUTTON Sarr TERMINAL Ww 28 97 2% BATTERY 98 LONER renwina [77 US 11,426,659 B2 Sheet 7 of 19 Aug. 30, 2022 U.S. Patent ail zs coe ec sad og Acts sod YOLIS YOUS snowing eee Mone | | My wi snouine OREN e ee i & “HOHE 1 NS ND 7 Modo inHao. U0! z ia r ag ze £01 201 U.S. Patent Aug. 30, 2022 Sheet 8 of 19 US 11,426,659 B2 Fig.8 LOW-VELOCITY NORMAL FALLING FALLING | pm 203 201 ; 201 202 nod HIGH-VELOCITY DIVING FALLING FALLING | I eon | ! BACKWARD FALLING | 201 205 201 \ 205 U.S. Patent Figg Aug. 30, 2022 Sheet 9 of 19 US 11,426,659 B2 201 3 U.S. Patent Aug. 30, 2022 Sheet 10 of 19 US 11,426,659 B2 Fig.10 201 —_ DIRECTION IS CHANGED ae ACCORDING TO MOVEMENT - ? TO POSITION Pi a / DIRECTION 1S NOT CHANGED ACCORDING TO MOVEMENT TO POSITION P2 U.S. Patent Aug. 30, 2022 Sheet 11 of 19 US 11,426,659 B2 Fig.11 U.S. Patent Aug. 30, 2022 Sheet 12 of 19 US 11,426,659 B2 Fig.12 (a) CAMERA FACES DOWNWARD (b) CAMERA FACES UPHARD 205 209 209] a 207 25 202 202 U.S. Patent Aug. 30, 2022 Sheet 13 of 19 US 11,426,659 B2 Fig.A3 HORIZONTAL READY POSTURE, 202 201 DOWNWARD READY UPWARD READY POSTURE POSTURE 202 ——_ 201 201 202 U.S. Patent Aug. 30, 2022 Sheet 14 of 19 US 11,426,659 B2 Figt4 STATE A STATE B STATE ¢ (VERTICALLY | (DOWNWARD RELATIVE TO FIRST] (UPWARD RELATIVE TO FIRST DOWNWARD) REFERENCE DIRECTION) REFERENCE DIRECTION) 205, 205 201 s. _ FIRST_REFERENCE . DIRECTION 201 205 FIRST REf DIREC! NCE 201 POSTURE 1S CHANGED TO HORIZONTAL READY POSTURE U.S. Patent Aug. 30, 2022 Sheet 15 of 19 US 11,426,659 B2 Fig.15 STATE C STATE D (UPWARD RELATIVE TO SECOND | (DOWNWARD RELATIVE TO REFERENCE DIRECTION) | SECOND REFERENCE DIRECTION) 205 SECOND, REFERENCE| 205 DIRECTION Et SECOND, REFERENCE, DIRECT ION 201 201 ] POSTURE 1S CHANGED TO DOWNWARD READY POSTURE U.S. Patent Aug. 30, 2022 Sheet 16 of 19 Fig.16 GAME PROGRAM OPERATION DATA CAMERA DATA CHARACTER DATA POSITION DATA DIRECTION DATA POSTURE DATA US 11,426,659 B2 U.S. Patent Aug. 30, 2022 Sheet 17 of 19 US 11,426,659 B2 Fig.A7 GAME CONTROL PROCESSING $2 ¥ WOVEMENT CONTROL PROCESS ON TERRAIN OBJECT CONTROL TO INITIAL POSTURE {____,} 4 READY. POSTURE START INSTRUCTION? $10 ‘SPECIAL OPERATION MODE PROCESS CHANGE FALLING POSTURE — WOVE CHARACTE ¥ $8 MOVE CANERA ¥ so CREATE/DISPLAY IMAGE sit FALLING HAS ENDED? U.S. Patent Aug. 30, 2022 Sheet 18 of 19 Fig.18 ‘SPECIAL OPERATION MODE PROCESS $23 ‘BACKWARD FALLING? Ne $25 HORIZONTAL READY POSTURE $22 + DOWNWARD READY POSTURE US 11,426,659 B2 $24 + UPWARD READY POSTURE +}. FALLING MOVEMENT $27 CANERA INSTRUCTION? $28 t i 31 MOVE CAMERA MOVE CAMERA ¥ POSTURE CHANGE PROCESS ¥ SET SHOOTING DIRECTION $32 ‘SHOOTING INSTRUCTION? No CREATE/DISPLAY IMAGE RETURN ¥ SHOOTING ACTION $29 $30 $33 U.S. Patent Aug. 30, 2022 Sheet 19 of 19 US 11,426,659 B2 Fig.19 POSTURE CHANGE PROCESS S40 sai UPWARD RELATIVE TO FIRST REFERENCE DIRECTION? <—** DIRECT ION? 849 + No CHANGE TO UPWARD READY POSTURE, CHANGE POSTURE ACCORDING TO]5°° PLAYER’ S_INSTRUCTIO RETURN US 11,426,659 B2 1 STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD, CROSS REFERENCE TO RELATED APPLICATION ‘This application claims priority to Japanese Patent Appli= ‘eation No. 2020-96141, filed on Jun, 2, 2020, the entire ‘contents of which are incorporated herein by reference, FIELD “The technique shown here relates toa storage medium, an information processing apparatus, an information process- ing system, and a game processing method for controlling the posture ofa player character BACKGROUND AND SUMMARY Conventionally, in viral game space, a player charac ter is caused to perfoem an action of shooting an arow with ‘a bow while the player character isin the air. Since the player character shoots the arrow in a standing positon, when itis premised that the player eharacter should take a natural posture, the player character cannot shoot the ‘rzow verically downward, which may eesret the direction to which the player character ean shoot the aro. Therefore, the present application discloses a storage median, an information processing apparatus. an informa- tion processing system, and a game processing method ‘capable of inereasing the degree of freedom of te direction jn which a player charaeter performs an aetion while natu- rally expressing the posture of the player charocter inthe ait (1) Aa example of « non-irasitory computer-readable storage medium stores a game program to be executed by @ processor in an information processing apparatus. The pro- [anim causes the processor to execute controlling a player ‘character in a virual space, based on an operation input performed by'a player. In a falling state in which the player ‘characteris falling in the vrmal space, the program causing the procestor to execute: controling at least one of falling ‘direction anda falling velocity of the player eharactr thats Tallin, based oa a character operation input performed by the player; controling posture of the player character that js fling, based on a character operation input performed by the player; conttolling a direction ofa viral camera, based ‘on a camera operation input performed by the player; and ‘contolling a positon ofthe virtual camera such that atleast the player characteris included in a field of view of the virtual camera, based on & positon of the player character ‘andthe direction ofthe vital camera, Ina special operation ‘mode which receives an operation input for eausing the player character that is falling to perform a special action ‘nchiding a shooting action of shooting « predetermined ‘object, the program causing the processor to execute: chang ing the posture of the player character that is falling, acconting 10 a component, regarding at least a pitch dee tion, of the direction of the virtual camera based on the ‘camera operation input; setting a shooting dirweton of the predetermined object daring the shooting action, according to the diction of the virtual camera based on the camera ‘operation input; and controlling the player character to perform the shooting aetion and controlling the predeter- fined abject to move tothe shooting direction, based on @ shooting operation input performed by the player 0 o 2 According to the configuration of the above (1), in the special operation mode, the posture of the player character changes according to the direction of the virtual camera Therefore, the degree of freedom of the shooting direction in whieh the shooting action is performed can be increased ‘while naturally expressing the posture of the falling player character 2) The game program may cause the processor 10 ‘execute: in the falling sae, conteolling the player character such thatthe posture ofthe player character corresponds 10 atleast one ofa plurality of types of postures including a posture in which an upward direction ofthe player character Js directed downward inthe virtual space, and a posture in \whiel a forward diretion of the player character is directed downward in the virtual space; and in the falling state controling atleast one of the fling diretion and the falling velocity according 1 the posture of the player character. According (0 the configuration of the above (2), the posture of the player charseter that is filling can be diver- sified, and the player character can be moved in a falling rection andr ata fling velocity according to the posture of the player character. G) The game program may cause the processor t0 ‘execute, inthe special operation mode, controlling a motion ‘ofthe paver characters thatthe player character takes a ready posture for the shooting action, toward a direction ‘cording to the component, regarding at least the pitch direction, ofthe direction of the vital camera basod on the ‘camera operation input. "According othe configuration ofthe above (3). the player character can be caused to perform a natural shooting ation, land the player ean easily recognize the shooting diction, () The game program may cause the processor 10 ‘execute, in the special operation mode, changing the ready posture of the player character, as change inthe poste of the player charaeter according to the component, regarding at Teast the piteh direction, of the direction of the virwal According othe configuration ofthe above (4), the player charter can be caused to take a natural ready postire according t© the shooting direction, (5) The game program may cause the processor to ‘execute, in the special operation mode, changing the posture fof the player chiracer such that an upward dieetion of the player character is directed upward in the virwal space, in response to that the component, regarding the pitch diree- ‘ion, of the direction ofthe vrwal camera is changed from a state being downward relative oa fist reference direction to a state of being upward relative to the first reference icetion ‘According t0 the configuration of the above (5), the ralural posture of the player chamicter can be msintained ‘when the shooting direction changes in response to that the rection ofthe virtual eamera is changed Irom the state oF being downward relative tothe fist reference diretion to the state of being upward motive to the fist reference direction (©) The game program may cause the processor to ‘execute, in the special operation mode, changing the posture ‘of the paver character sch thatthe upward direction ofthe player charters directed downward inthe virtual space or a lonward direction of the player character is directed ‘downward in the virwal space, in response 40 that the ‘component, regarding the pitch direction, of the direction of the virtual camera is changed from a state of being upward relative to second reference direction, whichis the same as US 11,426,659 B2 3 ‘or dierent from the fist reference direction, to state of being downward relative to the second reference direction. According 10 the configuration of the above (6), the natural posture of the player character can be maintained ‘when the shooting direction changes in esponse to that the direction of the virtual camera is changed from the state of being upward relative tothe second reference direction t0 the state of being downward relative to the secon reference direction (0) The first reference direction may be upward relative t0 the second relerence direction, ‘According 10 the configuration of the above (7), itis possible to reduce the risk of an unnatural motion of the player character such thatthe posture ofthe player character Jrequently changes according fo change inthe direction of the vietal camera, (8) The game program may cause the processor t0 ‘exccute inthe special operation mode, setting the posture of the player character ata start ofthe special operation modo, ‘acconling to The posture ofthe player character immediately before the start of the special operation mode, According to the configuration of the above (8), the posture of the player character before and after the transition to the special operation mode ean be made natural ©) The game program may cause the processor to > ‘execute, in the fling tate, setting the vstual camera such thatthe direction ofthe virtual eamera is drooted upward in the virtual space, bused on a direction change operation input performed by the player. “According tothe configuration ofthe above (9), the player ‘ean easly perform the operation of timing the virial ‘camera upward, thereby enhancing operability for the game. (10) The game program may cause the processor to further execute, in the falling sat, setting the posture ofthe player character such that a forward direction ofthe player ‘charicter is directed upward in the virual space, based on the direction change operaior ‘According t© the configuration of the above (10), the posture of the player character can be easily changed, thereby enhancing operability for the player character, According to the eonfignmtions ofthe above (9) and (10), the player can intuitively recognize thatthe posture of the player character has changed, by the change inthe direction ‘of the vinual camera. (11) Ia the falling stae, the game program may cause the processor to execute starting the special operation mode in response to that a predetermined Key input by the player is Sartd. The shooting operation input maybe an input end the predetermined key input for starting the special opers- tion mexle. The game program may cause the processor to ‘execute ending the special operation mode, based on an end ‘operation input performed by the player. ‘According to the configuration of the above (11), the player ean start and end the special operation mode through 1 series of operations such as performing a predetermined key input and ending the key input, whereby operabi regarding the operations to start and end the special open- tion mode can be enhanced. (12) The game program may cause the processor 10 ‘execute, in the special operation mode, displaying an ani ‘mation showing @ state in which the player character appears to fall at falling velocity lower than the falling velocity of the player character when iti notin the special operation mod According to the configuration of the above (12), oper- ability ofthe operation of causing the player charset to perform the shooting action ean be enhanced o This specification discloses « processing apparats and an information processing system Which execute the processes in the above (1) 10 (12). This specification also discloses an example of «game processing seth for executing the processes in the above (1) 10 (12). “According to the storage medium, the information pro- cessing apparatus, the information processing system, oF the ‘game processing method described above, the degree of Freedom of the direction in which the player character performs aa action can be increased while naturally express: ing the posture of the player character inthe ait “These and other objects, features, aspects and advantages of the exemplary embodiment will become more apparent trom the following detailed deseription when taken ia gon- jinetion with the accompanying drawings. [BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a diagram showing an example ofa state where on-limiting left and right controllers are attached to ‘non-limiting main body apparatus, IG. 2 is a diagram showing an example ofa state where ‘each of the non-limiting left an right controllers is detached from the non-limiting main body apparatus; FIG. 3 issix orthogonal views showing an example ofthe ‘non-imiting. main body apparatus; FIG. 4s six orthogonal Views showing an example ofthe on-Zimiting left controller, FIG. $issix orthogonal views showing an example ofthe ‘on-limiting right controller; FIG. 6 is 2 block disgram showing an example of an internal configuration ofthe non-limiting main body sppa- FIG. 7 js a block diagram showing examples of intemal configuration ofthe non-limiting main body apparatus and the non-limiting Tet and right controllers; FIG, 8 shows an example of falling states that a player character ean tke; FIG. 9 shows an example of a pame image displayed ‘when the player character isin the state of diving falling; FIG. 10 shows the relationship between change in the ircction of a viral camera and change in the direction of the player character: FIG. If shows an example of a game image during a special operation mode; FIG. 12 shows the relationship between change in the rection of the virtual camera and change in the direction of the player character during the special operation mode; FIG. 13 shows an example of three types of ready postures thatthe player character can take; FIG. 14 shows an example of a state where the ready posture of the player character changes from downward ready posture 10 @ horizontal ready posture; FIG, 18 shows an example of a state where the ready posture ofthe player character changes from the horizatal ready posture to the dowaward ready posture FIG. 16 shows an example of various data used for information processing in a now-limiting game system: PIG. 17 isa flowehart showing an example of a flow of game control processing execited by the not-limiting game system FIG. 18 is a sub-lowchan showing an example of 3 specific flow ofa special operation mode process in step $9 shown ia FIG. 17; and US 11,426,659 B2 5 FIG, 19 is 9 subslowchart showing an example of 3 specie flow of a posture change process in step $29 shown jn FIG. 18 DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS, 1. Configuration of Game System A game system according to an example of an exemplary ‘embodiment is described below. An example of a game system 1 according to dhe exemplary embodiment includes ‘2 main body apparatus (an information processing appara tus; which functions as a game apparatus main body in the ‘exemplary embodiment) 2, left cootroler 3, and a right ‘controller 4. Fach of the left controller 3 and the right ‘contoller 4s attachable to and detachable from the main, body apparatus 2. That is, the game system 1 can be used as unified apparatus obtained by attaching each of the left ‘controller 3 and the right controller 4 10 the main body > apparatus 2, Further, in the game system 1, the main body ‘apparatus 2, the let controller 3, and the right contoller 4 ‘cat also be use a separnte bodies (see T1G. 2) Hereinafter first, the hardware configuration of the game system 1 scconting to the exemplary embodiment is deseribed, and then, the control of the game system 1 acconding 10 the ‘exemplary embodiment is described FIG. isa diagram showing an example ofthe tate where the left controller 3 and the right controler 4 are attached t0 the main body apparatus 2, As shown in FIG, 1, each of the Jeft controller 3 and the right controller 4 is stacied to and unified with the main body apparatus 2. The main body appar 2s an spparts for performing variows processes (ex, game processing) in the game system 1. The body apparatus 2 includes a display 12. Each of the lft controller 3 and the right controller 4 is an apparatus inchiding operation sections with which a user provides ‘inputs, TTIG.2 isa diagram showing an example ofthe state where ‘each of the left controller 3 and the right controller 4 is detached fom the main body apparsts 2. As shown in FIGS. 1 and 2, the let contoilr 3 and the sight controler 4 are allachable to and detachable from the main body apparatus 2. It should be noted that hereinafter, the left ‘controller 3 and the right controller 4 will occasionally be referred to collectively as a “conteoller FIG. 3 issix onhogonal views showing an example ofthe ‘main body apparatus 2, As shown in FIG. 3, the main body ‘apparatus 2 includes an approximately plate shaped housing AL In the exemplary embodiment, a main surface (in other words, a surface on a front side, ie. a surface on which the display 12 is provided) of the housing 11 has «generally rectangular shape. It should be noted that the shape and the size of the housing If are optional. As an example, the housing 11 my be of a portable size. Further, the main body apparatus 2 alone or the unified apparatus obtained by attaching the lef ccontoller 3 and the right controller 4 to the main body apparatus 2 may function as a mobile apparatus. The body apparatus 2 or the unified apparatus may function as & hhandheld apparatus or a portable apparatus 'As shown in FIG. 3 the main body pparatus 2 incades the display 12, which is provided on the main surface ofthe housing 11. The display 12 displays an image generated by the main body apparatus 2. In the exemplary embodimest the display 12 is liquid crystal display device (LCD). The display 12, however, may be a display device of any type, 0 o 6 ‘Purtber, the main body apparatus 2 includes a touch panel 13 on a seroen of the display 12. Inthe exemplary embod ‘meat, the touch panel 13 is of a type that allows a mult ‘ouch input (¢g., a capacitive type). The touch panel 13, however, may be of any type, For example, the touch panei 13 may be of a type that allows a single-touch input (eg, 2 resistive typo) ‘he main body apparatus 2 includes speakers (i.e. speak ers 88 shown in FIG. 6) within the housing HI. As shown in FIG, 2 speaker holes Ha and 116 are formed on the main surlace of the housing 11, Then, sounds output from the speakers 88 are output through the speaker holes Ha and 1h, Purber, he main body apparatus 2 includes a left terminal 17, which is @ terminal for the main body apparatus 20 perform wired communication with the left controller 3, and right terminal 21, which isa terminal forthe main body fappamites 2 to perform wired communication withthe right jeontrollee 4. ‘As shovn in FIG. 3, the main body apparatus 2 includes slot 23. The slot 23 is provided on an upperside surface ‘of the housing #1, The slot 23 is so shaped as to allow predetermined type of storage medium to be attache to the slot 23, The predetermined type of storage medium is, for example, a dedicated storage medium (eg, a dedicated ‘memory card) for the game system 1 and an information processing apparatus of the sane type asthe game system 1 ‘The predetermined type of storage medium is used to stor, for example, data (eg, saved data of an application or the Tike) used by the main body apparatus 2 and/or a program (eg. a program for an application or the like) executed by the main body apparats 2. Further, the main body apparatus 2 includes a power button 28 The main body apparatus 2 includes a lower terminal 27, ‘he lower terminal 27 is a terminal for the main body ‘apparatus 2 to commonieate with a cradle. Inthe exemplary embodiment, the lower terminal 27 is @ USB connoctor {more specifically, a female connector). Further, when the ‘unified apparatus or the main body apparatus 2 alone is ‘mounted on the cradle, the game system 1 can display on a Stationary monitor an image generated hy and output from the main body apparatus 2. Further, in the exemplary embodiment, the cradle has the function of changing the ‘unified apparatus oF the main body apparatus 2 alone ‘mounted on the eradle, Further, the eradle has the function ‘of a Ib device (specifically, a USB ib). FIG. 4s six orthogonal views showing an example ofthe Jefi contotler 3, As shown in FIG. 4, the let conteller 3 includes a housing 31. Ia the exemplary embodiment, the Fhousing 31 has a vertieally Jog shape, i, is shaped fo be Jong in an up-lown direction (Le. y-axis direction shown in FIGS. Land ). In the state where the left controller 3 is detached from the main body apparatus 2, the left controller 3 can also be held in the orientation in which the left controller 3 is vertically long. The housing 31 has such 9 shape and a size that when held in the orientation in which the housing 31 is vertically ong, the housing 31 can be held with one hand, particularly the let hand. Further, the Tet ‘controller 3 ean also be bel in the orientation in which the Jeft controller 3 is horizontally long. When held in the ‘orientation in which the left conirollee 3 is horizontally long, the left controller 3 may be held with both hands, "The let controller 3 includes an analog stick 32, As shown in PIG. 4 the analog stick 32 is provided on a main surface ofthe housing 31. The analog stick 32 can be used fs 8 direction input section with which a direction ean be input. The use tts the analog stick 32 and thereby can input US 11,426,659 B2 1 4 dinvetion corresponding to the direction of the tilt (and ‘input a magnitude corresponding to the angle of the il). It should be noted that the left controller 3 may include a sinectonal pad, a slide stick that allows a side inp, or the Tike asthe direction input section, instead of the analog sick. Panther, in the exemplary embodiment, i is possible to provide at input by pressing the analog stick 32 The left controller 3 includes various operation buttons The lett contoller 3 includes four operation buttons 33 fo 36 (specifically, a right direction button 33, a down direction bution 34, an up direction button 38, and a left direction bution 36) on the main surface of the housing 31. Further, the left controller 3 includes a record button 37 and a *~ (minus) bution 47. The left controller 3 includes a frst [L-button 38 and a ZL-button 39 in an upper lft portion of aside surface ofthe housing 31. Further, the left controle ‘Finches a second L-button 43 and a second R-button 44, ‘on the side surface of the housing Mon which the left ‘controller 3 s attached the main body apparatus 2. These ‘operation butions are wed to give isinitions depending on > Various programs (eg...an OS program and an application program) exeeuted by the main body apparatus 2 Tuer, the left cantrollr 3 incl a teminal 42 forthe Jeft controler 3 to perform wired communication with the rain body apparans 2. IG, 5 six onhogonal views showing an example ofthe right controller 4. As shown in FIG. 5, the right controller 4 includes a housing SI. In the exempiary embodiment, the housing $1 has a vertically long shape, iis shaped to be Jong in the up-dosen diction. Inthe state where the right ‘controller 4 is detached from the main body apparatus 2, the right controller 4 can also be held in the orientation in which the right controller 4 is vertically long. The housing SU has suel a shape and a size that when held inthe orientation i Which the housing $1 is vertically long the housing $1 can be held with one hand, particule the right hand. Further, the right controller 4 ean also be held in the orientation in ‘which the right cantoler 4s horizontally long. When held jin the orientation ia which the right controller 4 ie horizan- tally long, the right controller 4 may be held with both hans ‘Similarly t0 the let contoller 3, the right controller 4 includes an analog stick 82 as a direction input section, la the exemplary embodiment, the analog stick 82 hs the same ‘configuration a that of the analog slick 32 of the left ‘controller 3, Further, the eight controller 4 may include a ‘irectional pad, a slide stick that allows a slide input, othe Tike, instead of the analog stick. Further, similarly to the let controller 3, the right controller 4 inclodes four operation buttons 3 fo 56 (specifically, an A-button 53, a B-button $4, an X-button $5, anda Y-button $6) on 2 main surlace of the housing $1. Further, the right contoller 4 includes 3 “+” (plus) bution $7 and a home button $8. Further, the right ‘controller includes fist R-button 60 and a ZR-button 61 Jn an upper right portion of a side surface ofthe housing $1 Fane, similarly to the left controller 3, the right controller 4 inchides a second L-button 65 and a second R-button 66, Further, the right controller 4 inchudes a terminal 64 for the right controller 4to perform Wired communication with the main body apparatus 2 FIG. 6 is a block diagram showing an example of the Jnernal configuration of the main body apparatus 2. The ‘main ody apparatus 2 includes components 81 t0 91, 97, and 98 show in FIG. 6 in adition to the components shown in FIG. 3. Some ofthe components 81 (0 91.97, and 98 may bbe mounted 8 clectronie components on an electronic circuit hoard and accommodated in the hovsing H. 0 o 8 The main body apparatus 2 includes a processor 81. The processor 81 i an information processing section for exscut- ng various types of information processing to be exseuted bythe main body apparatus 2. Por example, the processor St ‘may be composed only of a CPU (Central Processing Unit), ‘or may be composed of a SoC (System-on-a-chip) having @ plurality of funetions such as @ CPU function and a GPU (Graphics Processing. Unit) function. The processor 81 execites an information processing program (e.g a game rogram) stored ina storage section (specifically, an intemal storage medium such as a flash memory 84, an extemal Slorage medium attached to dhe sot 23, othe like), thereby performing the various types of information processing. ‘The main body apparatus 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as ‘examples of intemal storaze media built into the main body apparatus 2. The flash memory 84 and the DRAM 85 are fsonnected to the processor 81. The flash memory 84 is @ ‘memory mainly use to store various data (or programs) 19 be saved in dhe main body apparatus 2. The DRAM 83 is @ ‘memory sed to temporarily store various data used for information processing ‘The main body appamtus 2 inchades a slot interface (hervinater abbreviated as VE") 91. The slot UF 91 is connected tothe processor 81. The slot IF 91 is connected tothe slo 23, and in accordance with an instrvetion from the processor 81, reads and writes data from and to the prede- termined ype of siorage medium (e.g, a dedicated memory card) atachod tothe sit 23. ‘The processor 81 appropriately reads and writes data fom and tothe fash memory 84, the DRAM 85, and cach ofthe above storage media, thereby performing the above infor- ‘mation processing. The main body apparatus 2 includes « network commu ication section 82, The network communication ection 82 is connected to the processor 81, The network communica- tion section 82 communicates (specifically, through wireless ‘ommunication) with an extertal apparatus via a network, In the exemplary embodiment, asa fist communication form, the network communication section 82 connects to a wire less LAN and communicates with an extemal appara, vusing a method compliant with the WiFi standard. Further, as a second communication form, the network communica- ‘ion Section 82 wirelessly communicates with another maia body apparatus 2 of the sume type, using a predetermined communication method (eg, communication based on a ‘unique provocol or infrared light communication. It shoud be noted that the wireless communication in the above second communication form achieves the function of enabling so-called “local communication” in which the main body apparatus 2 can wirelessly communicate with another ‘main body apparatus 2 paced inaclosed local network area, ‘andthe plurality of main body apparatuses 2 direcly com. ‘municate with each other to transmit and reecive data ‘The main body apparatus 2 includes a controler commu nication section 83. The controller communication section 83 is connected 10 the processor 81. The controller commu- nication section 83 wirelessly communicates with the Tet controller 3 and/or the right controller 4. The communica- ‘ion method between the main body apparatus 2 and the left controller 3 and the right controller 4 is optional. In the exemplary embodiment, the controller communication scc- ‘ion 83 performs communication compliant with the Bht- tooth (Fepistered trademark) standard withthe lft contro- Jer 3 and withthe right controller 4 ‘The processor 81 is connected tothe left terminal 17, the ight terminal 21, and the lower terminal 27, When perform- US 11,426,659 B2 9 ing wired communication with the left controller 3, the processor trassmits data tothe lelt controller 3 via the lft Terminal 17 aad also receives operation data from the left ‘controller 3 via the let terminal 17. Further, when perform= ing wired communication with the right contoller 4, the processor #1 transmits data to the right controller 4 via the Fight terminal 21 and also receives operation data from the right controller 4 via the right terminal 21. Further, when ‘communicating with the cradle, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in the exemplary embodiment, the main body appa ralus 2 can perform both wired communication and wireless ‘communieation with each of the left conteoler 3 and the Fight controller 4, Further, wheo the unified apparatus ‘obiained by attaching the left controller 3 and the right ‘controller 4to the main body apparatus 2 or the main body apparatus 2 alone is attached t0 the cradle, the main body apparatus 2 can output data (eg. image data or sound data) 10 the stationary monitor or the lke via the eradle. Here, the main body apparatus 2 can communicate witha plurality of left controllers 3 simultaneously (in other words, fn parallel), Further, the main body apparatus 2 can con. rnnicate with a plurality of right controllers 4 simultanc- ‘ously Gin other Words, in parallel, Thus, a plurality of users ‘can sinmtaneously provide inputs to the main body appa ratus 2, each using a set of the left controller 3and the right ‘controller 4. Asan example, a fist user ean provide an input to the main body apparatus 2 using a fest set of the left ‘controller 3 and the right controller 4, and simultaneousy, 2 Second use ean provide an input to the main body apparatus using a second set of the let controller 3 and the right ‘controller 4 Further, the display 12 is connected tothe processor 81 The processor 81 display generated image (eg, an image generated by exccuting the above information processing) and/or an externally acquired image on the display 12, “The main body apparatus 2 includes a code circuit 87 and speakers (specifically a elt speaker and a right speaker) 88. “The codee circuit 87 is connected tothe speakers 88 and 3 sound inputioutput terminal 25 and also connected to the processor. The codec circuit #7 is circuit for controlling the input and outpot of sound data t and from the speakers 88 and the sound inpavoutput terminal 28 ‘The main body apparatus 2 includes a power contol section 97 und a battery 98. The power contol section 97 is ‘connected to the battery 98 and the processor 81. Further, ‘although not shown in FIG. 6, the power contol section 97 js connected fo components of the main body apparatus 2 (Gpesiticaly, comporsents that receive povser supplied Irom the battery 98, the left terminal 17, and the right terminal 21), Based on a command from the processor BI, the power ‘control section 97 controls the supply of power from the buttery 98 to the above components Punter, the battery 98 is connected tothe lower terminal 27. When nn external charging device (e., the eradle) is ‘connected to the lower terminal 27, and power is supplied to the main body apparatus 2 via the lower terminal 27, the battery’ 98 is chanted with the supplied power: FIG. 7 is a block diagram showing examples of the ‘internal configurations of the main body apparatus 2 the left ‘contoller3, and the ight controller 4, It should be noted that the details ofthe intemel configuration of the main body apparatus 2 are shown in FIG, 6 and therefore are omitted in FIG. 7 ‘The left controler 3 includes communication control section 101, which communicates withthe main body spp ratus 2, As shown in FIG, 7, the communication control 0 o 10 section 101 is conaected 10 components is ‘inal 42 In the exemplary embodiment, the communication control section 101 can communicate with the main body apparatus 2 through both wired communication via the terminal 42 and wireless commanication not via the terminal 42. The communication contr section 101 controls the ‘method for communication performed by te lft controller 3 with the main body apparatus 2, That is, when the lft controle 3 = attached tothe main body apparatus 2, the ‘communication control section 101 communicates with the ‘main body apparatus 2 via the terminal 4. Further, when the left controller 3 i detached from the main body apparatus 2, the communication contol section 101 wirelessly eomnn- icates with the main body apparatus 2 (specifically, the controller communication section 83). The wireless com- ‘munication between the communication control section 101 And the eontoller communication section 83 is performed in accordance withthe Bluetooth (registered trademark) stan- dard, for example. ‘Purr, de lell controller 3 includes a memory 102 suel as. flash memory. The communication contol section 10T includes, for example, a mierocompier (or a microproces- sor) and executes fimmware stored in the memory 102, thereby performing various processes The lett controller 3 includes butions 103 (specifically the buttons 33 0 39, 43, 44, and 47). Further, the left controler 3 includes the analog stick stick” in FIG. 7) 32. Bach ofthe buttons 103 and the analog stick 32 outputs information regarding an operation performed on itself to the eomn- nication contol section 101 repeatedly at appropriate tim- ing. The communication contr section 101 acquires infor: fon regarding an input (specifically, information regard ing an operation othe detection result of the sensor) fr cach of input sections (specifically the buttons 103, and, the analog stick 32). The communication eontol section 101 transmits operation deta including the sguired information (or information obtained by performing predetermined pro- cessing of the acquifed information) to the main body ‘apparatus 2. t should be noted that the operation data is transmitted repentedly, once every predetermined time, It should be noted thatthe interval at which the information regarding an input is transmitted fom each of the input sections fo the main body apparatus 2 may ot may not be the ‘The above operation data is transmitted tothe main body ‘apparatus 2, whereby the main body apparatus 2 ean obtain inputs provided to the left controller 3. That is, the main body apparatus 2 can determine operations on the buttons 103 and the anslog stick 32 based on the operation data ‘The left controller 3 includes a power supply section 108. Inthe exemplary embodiment, the power supply section 108 includes battery and a power control circuit. Although not shown in FIG. 7, the power control circuit is connected t0 the battery and also connected to componeats of the let controller 3 (specifically; components that rocsive power supplied from the battery). ‘As shown in FIG. 7, the right controller 4 includes a communication eoutrol section 111, which communicates with the main body apparatus 2. Furr, the right controler 4 includes a memory 112, whieh is conneeted to the com- ‘munication canrol section 1. The communication control section 111 is connected to components including the ter ‘minal 64, The communication control section HIT and the ‘memory 112 have Tnetions similar to those ofthe eon fication contral section 101 and the memory 102, respec- tively, of the left controller 3, Thus, the communication US 11,426,659 B2 ‘control section H11 can communicate with the main body ‘apparatus 2 through both wired communication via the terminal 64 and wireless communication not via the teminal 64 (spevtically, communication compliant with the Blu- ‘tooth (registered trademark) standard). The communication ‘contol section 111 controls the method for communication Performed by the right controller 4 with the main body apparatus 2, “The right contoller 4 includes input sections similar to the input sections ofthe let controller 3. Specially, the right contoller 4 includes butons 113, and, the analog stick 52. Those input sections have funetions similar to those of the input sections of the left contmller 3 and operate similarly o the input sections of the let conteoler 3, “The right controller 4 includes a power supply section 118. The power supply section 118 has a function similar to that ofthe power supply section 108 ofthe left controller 3 and operates similarly to the power supply section 108. 2. Outline of Processing in Game System ‘An outline of game processing performed in a game system 1 will be described with reference to FIGS. 8 to 18. In the exemplary embodiment, in a game according to the tame processing «player character operated by a player (ia ‘her words, 1 user) moves in a viral three-dimensional ame space, In the game space, the player character falls in the air when it dives from a height, for example. In the ‘exemplary embodiment, the player ‘can perfomt several ‘operations 1 the falling player character, Hereinafter ‘motion control forthe player character thts falling in the sir in the game space will be mainly desribed 2-1, Posture While Falling In the exemplary embodiment, the player character ean take five falling states a8 follows. ‘normal falling low-velocity falling diving falling hockward falling high-velocity falling The game system 1 controls the player character so that the player character takes different postures forthe respec- tive filling states (see FIG. 8) In this specification, a “posture” of the player character includes pose and a stance, of the payer ebaracter, that the player ean recognize, That is the phrase “the posture of the player charcter varies” means that the pose and/or the stance of the player character varies. FIG, 8 shows an example of the falling states that the player character can take. Inthe exemplary embadiment, & player character 201 is able to shoot an arow by using @ bow, and possesses a bow object 202. Although deseribed Inter in detail, the player character 201 takes a posture of holding # bow when shooting an armw. On the other hand, when the player character does not hold the bow, the player character 201 carries the bow object 202 on its back (see FIG. 8), As shown in FIG. 8, the normal falling i state where the player character 201 falls with its bead upwaed in the game space while taking « posture as if standing with is arms @ Title up. In the exemplary embodiment, te player character 201 firstly takes the posture of normal falling when it falls from a height without performing a jumping action described lter. Dring the normal falling he player cannot performs an operation of moving the player character 201 0 o 12 That is, during the normal falling, the player character 201 falls dowaward according t the laws of physics ez, the Jaw of motion and the law of pravity) adopted in the game. "The player character 201 in the state of normal falling transitions to the state of low-velocity falling, aecoeding 10 an item use instruction by the player (eg. an input instrwe- ‘ion performed by pressing the X-button 5 of the right controller 4) (see FIG. 8). Moreover, the player character 201 in the state of normal falling transitions 10 the state of ving falling, according toa diving instruction by the player (ea. an input instruction performed by pressing the first R-button of the right controller 4, oF an input instruction performed by tilting the analog stick 32 of the let controler 3 upward) (See FIG. 8), As shown in FIG. 8 the low-velocty fling is a state re the player character 201 falls ina posture of hanging from an item 203 which imitates a parachute. During the Jow-velocity falling, the player character 204 {alls with its head upward in the game space, like the nonmal falling, During the low-velocty filling, the player character 201 falls ta falling veloeityfower than that of the normal falling (specifically, a the lowest falling velocity among the five falling sates). During the low-velocity falling, the player character 201 falls as if gliding while traveling forward. In the exemplary embodiment, during the low-velocity falling, the player character 201 falls while moving leftward and rightward, according toa lefvright movement instruction by the player (ea input instruction performed by tilting the analog stick 32 ofthe left controller 3). Specifically, daring the low-velocity falling the player character 201 falls as if turing to the left and ight (¢., curving tothe lft an right hile traveling forward), neeording to the lefUight move- ‘ent instruction, The player character 201 in the state of Jow-velocity filling transitions tothe state of normal falling, according to an item end insiuetion by the player (eg. an ‘input insirution performed by pressing the B-button $4 of the right controller 4) (see FIG. 8) ‘While the player character 201 is fling, the position and thedircetion ofa virtual came for generating a game image fare changed according to a camera instruction by the player (ea. an input instrction performed by tilting the analog stick 52 of the right controler 4). For example, the virusl ‘camera moves So as to rotate in the yaw direction according {o the camera instruction in the left-right direction, and ‘moves s0 as fo mate in the pitch direction according to the ‘camera instruction in the up-down direction (see FIG. 10), ‘Moreover, inthe exemplary embodiment, when the player character 201 js filling the viewal camera js controlled seh that the postion and the drvetion thereof allow the player character 201 1 be included in the field of view of the Virtual ‘he player character 201 in the state of low-wlocity {alling transitions tothe state of diving falling, acoonding to a diving instruction by the player (eg. an input instruction performed by pressing the first R-button 60 of the right controller 4) (see FIG. 8). As shown in FIG. 8, the diving falling ia state where the player character 201 falls with @ forward ditection thereof Ge, the forward direction based on the direction of the player character 201) being dirested downward in the game space, while aking a posture of stretching its arms and legs outward (like sky diving). During the diving falling, the player character 201 falls ta falling velocity lower than that ‘ofthe normal falling ad higher than that of the low-velocity {alling. Inthe exemplary embodiment, the player character 201 can transition fm the state of norma falling to the state of diving falling s described above, Ifthe player character US 11,426,659 B2 13 201 falls from a height while performing a jumping acti (ex, an action of jumping from the height), the player ‘haricter 201 firstly takes the posture of diving falling. In this specification, the phrase “a cenain direction is rected downward inclodes a state where this ditetion is directed vertically downward, and a state where this direc tion is directed substantially downward. For example, ifthe certs direction has an angle of 20° with respect to the Vertically downward direction, it can be said this cen direction is directed downward, Likewise, the phrase “3 ‘certain direction is directed upward” includes a state where this direction i directed vertically upward, and u state where this direction is directed substantially upward FIG. 9 shows an example of a game image displayed ‘when the player characteris in te state of diving falling. In, the exemplary embodiment, when the diving falling has stared, the game system 1 sets the virtual camera at 2 position above the player character 201 (specially. above the player character 201 in the game space) such that the Viral camer faces downward i the game space. This 2 setting is performed by the game system 1 automatically (Ge, without a camera instruction by the player). Therefore fs shown in FIG. 9, when the diving falling has started, 2 zame image showing a game space in whieh the falling ‘direction ofthe player character 201 is viewed from a view point behing the player character 201, is displayed on the dlsplay 12. This allows the player to intuitively ecoanize that the player character 201 has entered the tae of diving falling. Moreover, the virtual camera is directed to the traveling direction of the player character 201 during the diving falling. Ths allows the player to easily perform an ‘operation to the player character 201 during the diving falling, The pame image shown in FIG. 9 includes a stamina eauge 206 indicating stamina ofthe player character 201. la the exemplary embodiment, a parameter indicating stamina jis set for the player character 201. For example, the stamina of the player character 201 gradually decreases with the lapse of tiie while the player character 201 falls i the state ‘of low-veloity falling, For example, the stamina of the Player character 201 decreases by a predetermined amount ‘when the player character 201 performs an action of shoots Jing aa arr described later. I'he stamina becomes O (zero) ‘hile the player character 201 falls, the player character 201 transitions to the slate of normal Falling. In the exemplary embodiment, during the diving falling, ‘seconting toa up, dose left, or right movement insiection by the player (eg. an input instruction performed by tking the analog stick 32 of the left controller 3), the player character 201 falls while moving forward, backward, left ‘ward, or rightward inthe game space (components parallel to a horizontal plane in the game space) with respect to the player character 201 facing downward in the game space (i ‘ean be stid that the forward direction is substantially the falling direction). Specifically, during the diving falling, the player character 201 performs a downward falling move- ment while moving with respect t the horizontal direction in the game space. In the exemplary embodiment, the amount of movement per unit time in the horizontal dee tion during the diving falling is smaller than the amount of ‘movement per unit time in the horizontal direction during the low-velocity falling. That is, the player ean cause the player character 201 t0 move more langly with respect 10 the horizontal direction during the low-velocity falling than during the diving falling. “The player charocter 201 in the state of diving falling transitions to the slate of noma falling, secording to 2 0 o 14 ving end instruction by the player (ean input instve- tion performed by pressing the B-bution S4 of the right controller 4) (see FIG. 8). The player character 201 in the State of diving falling transitions to the state of low-velocity falling, aecortng to the item use instruction by the player (Gee FIG. 8) ‘Moreover the player character 201 in the state of diving falling tasitions to the state of backward falling, seconding fo a fm start instruction by the player (eg, an inp instrction performed by pressing the A-button $3 of the right controller 4) (see FIG. 8), ‘As showin ia FIG, 8 the bockward falling ia state where the player character 201 falls in a posture in which the orward direction of the player character 201 is directed ‘upward in the game space and the player character 201 puts its arms down and bends its needs a litle eg. face-up posture). During the backward falling, the player character 201 falls at the same falling velocity a that of the diving falling, Tn the exemplary embodiment, when the backward falling has started, the game system I sets the viral camera at a position beneath the player character 201 (specifically. bencath the player character 201 in the game space) such ‘that the virtual camera faces upward in the game space. This setting is automaticaly performed by the game system 1 Thus, when the backward falling has started, the vistal ‘eameora i set to be dreeted upward inthe game space from behind the player character 201, ‘As described above, inthe exemplary embodiment, while te player character i in the fling state, the game system 1 turns the virtual camera so that the direction of the vital camera is dirted upward in the game space, based on a ‘rction change operation input bythe player (eg. an input {ora tum stat instruction). This allows the player to easily perform the operation of tuming the virtual camera pwr thereby enhancing operability for dhe game. Furthermore, in the exemplary embodiment, the game system T changes the posture othe player character so that the forwand direction ff the player ehiamcteris directed upward inthe game space, based on the direction change operation input. This allows the player to essly change the posture ofthe player char acter, thereby enhancing operability forthe player characte. ‘Moreover, i the exemplary embodiment, since the posture ofthe player character and the direction of the viral camera fare changed based on the diretion change operation input, the player can intuitively recognize that the posture of the player character has changed, By the change inthe direction fof the virtual camera In the exemplary embodiment, during the bockoward fll- ‘ng, like the diving falling, the player character 201 moves according to an up, down, let of right movement instruction performed by the player. Thais, according tothe up, down, Jefl, or ight movement instruction, the player character 201 falls while moving forward, backward, leftward, or righ ‘ward in the game space (components parallel to the bori- ‘zontal plane in the Bame space) with respect to the player character 201, However, in another embodiment, the game system I may inhibit the player to perform movement jeontrol tothe player character 201 in the state of backward falling, “The player character 201 i the state of backward fling transitions to the state immediately before the backward falling (specifically, the state of diving falling, othe state of high-velocity falling described later), according toa turn end instmction by the player (eg. an input instruction per ormed by pressing the A-button 83 of the right controller 4) (Gee FIG. 8) US 11,426,659 B2 15, The player charaeter 201 in the sate of diving filling transitions tothe sate of high-velocity falling, according to «high-velocity falling stat instruction by the player (gan ‘input instreton performed by pressing the ist R-buton 60 ‘of te right controller 4) (see FIG. 8). The player character 201 in the state of high-velocity falling transitions to the ‘tate of diving falling, according to a high-velocity falling ‘end istrction by the player (e.g. an input inseuction performed by releasing the fist Rebutton 60 that has been pressed to start the high-velocity falling) (see FIG. 8) As shown in FIG. 8, the high-velocity falling isa state where the player character 201 falls with its head downward inthe game space while taking a posture as if standing with its arms down and its head being directed to the traveling

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