Patent application number | Description | Published |
20100099498 | GAME SYSTEM AND STORAGE MEDIUM STORING GAME PROGRAM - A game system includes a plurality of game apparatuses that can carry out short-range wireless communication with one another. One of the game apparatuses functions as a parent apparatus, and at least one other game apparatus functions as a child apparatus. The parent apparatus transmits transmission verification data a predetermined number of times. Accordingly, the child apparatus receives the transmission verification data from the parent apparatus, and transmits to the parent apparatus the same number of pieces of reception verification data as those of the received transmission verification data. The parent apparatus receives the reception verification data from the child apparatus, and detects the number of the received pieces of reception verification data. Also, the parent apparatus varies a game process according to the number of the received pieces of data detected in communication with each child apparatus, and, for example, decides a communication priority rank of each child character based on the number of the received pieces of data. In addition, the child apparatus varies a game process according to the number of the received pieces of data corresponding to this apparatus itself | 04-22-2010 |
20110287843 | COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD - Angular velocity data for specifying the position and the orientation of the first controller is inputted to a game apparatus. Based on the angular velocity data, the swing direction of the first controller is determined, and whether or not a sword object that acts in a virtual game space will collide with an enemy object is determined. If it has been determined that the sword object will collide with the enemy object, whether or not to perform hitting processing for the enemy object is determined based on the swing direction of the first controller. | 11-24-2011 |
20110291929 | COMPUTER READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM - Correspondence data representing correspondence between a plurality of selection target objects and the attitude of an input device is stored in an information processing apparatus. In accordance with attitude/motion data acquired from the input device, the attitude of the input device is calculated. In accordance with the correspondence data, a selection target object corresponding to the attitude of the input device is selected thereby to perform a process based on the selection target object having been selected. | 12-01-2011 |
20110294574 | COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME SYSTEM, GAME APPARATUS, AND GAME CONTROL METHOD - A first area and a second area are set in a virtual space. Then, based on first configuration information for configuring a first state of a game world, a first object to be placed in the first area is generated. In addition, a second object to be placed in the second area is generated based on second configuration information for configuring a second state different from the first state at a predetermined position in the virtual space to which the first configuration information is applied. | 12-01-2011 |
20110304620 | STORAGE MEDIUM HAVING STORED THEREIN IMAGE PROCESSING PROGRAM, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING SYSTEM, AND IMAGE PROCESSING METHOD - A plurality of polygons are placed in a 3-dimensional virtual space. Each of plural types of first textures corresponding to plural types of attributes which the plurality of polygons have is mapped to the polygon that has the attribute of the type corresponding to the first texture, the 3-dimensional virtual space is shot by a first virtual camera, and thereby a main image is generated. In addition, each of the plural types of second textures corresponding to plural types of attributes which the plurality of polygons have is mapped to the polygon that has the attribute of the type corresponding to the second texture, the 3-dimensional virtual space is shot by a second virtual camera, and thereby a main image is generated. | 12-15-2011 |
20110306418 | COMPUTER-READABLE STORAGE MEDIUM, GAME APPARATUS, GAME SYSTEM AND GAME METHOD - Respective orientations (a pitch angle, a roll angle, and a yaw angle) of the input device are detected based on angular velocity data outputted from a gyro sensor unit of an input device. Then, it is determined whether the pitch angle is within a first range or within a second range. When it has been determined that the pitch angle is within the first range, a posture of an object is updated based on the roll angle. When it has been determined that the pitch angle is within the second range, the posture of the object is updated based on the yaw angle. Accordingly, operability can be improved in a game executed in accordance with an orientation of the input device. | 12-15-2011 |
20120287043 | COMPUTER-READABLE STORAGE MEDIUM HAVING MUSIC PERFORMANCE PROGRAM STORED THEREIN, MUSIC PERFORMANCE APPARATUS, MUSIC PERFORMANCE SYSTEM, AND MUSIC PERFORMANCE METHOD - An input device includes a movement and orientation sensor for detecting one of a movement or an orientation of the input device itself. Firstly, information about one of the movement or the orientation of the input device having been detected by this movement and orientation sensor is obtained. Next, a difference between the orientation of the input device having been obtained, and a predetermined reference orientation is calculated. A predetermined sound is produced based on the difference in orientation, thereby executing music performance. | 11-15-2012 |
20120306854 | STORAGE MEDIUM, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING METHOD, AND IMAGE PROCESSING SYSTEM - An example of a game apparatus as an image processing apparatus includes a CPU, and the CPU controls a movement, etc. of a player object according to an instruction from a player. In a case that the player object exists within an area in which an enemy object is made to appear, and a set condition is satisfied, an enemy setting tag is set. At this time, the CPU sets the enemy setting tag at a position moved away from a predetermined distance along a course in a moving direction of the player object. That is, an arrangement position of the enemy object is decided. Then, the CPU sets the enemy object according to the enemy setting tag. | 12-06-2012 |
20120308117 | STORAGE MEDIUM, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING METHOD, AND IMAGE PROCESSING SYSTEM - An example of a game apparatus as an image processing apparatus includes a CPU, and the CPU controls a movement, etc. of a player object according to an instruction from a player. In a case that a predetermined condition is satisfied, a two-dimensional surface is displayed within a virtual three-dimensional space. When the player moves a first controller, a two-dimensional image is depicted on the two-dimensional surface in response thereto. Then, it is determined whether or not the depicted two-dimensional image is a predetermined image. If it is determined that the two-dimensional image is the predetermined image, a three-dimensional object corresponding to the predetermined image appears, and the two-dimensional surface and the two-dimensional image depicted thereon are erased. | 12-06-2012 |
20140121020 | GAME APPARATUS AND COMPUTER READABLE STORAGE MEDIUM STORING GAME PROGRAM - Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character controlled based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player. | 05-01-2014 |