Patent Publication Number: US-7905781-B2

Title: Information processing apparatus, information storing medium and program thereof, and operating device for game machine

Description:
This application is a continuation of U.S. application Ser. No. 11,070,204, filed Mar. 3, 2005 now U.S. Pat. No. 7,568,975, which is a divisional of U.S. application Ser. No. 10/111,325, filed Apr. 23, 2002 now U.S. Pat. No. 7,040,986. This application also claims the benefit of PCT/JP01/07210 and JP 2000-253067. The entire contents of each of these references is incorporated herein by reference. 
    
    
     TECHNICAL FIELD 
     The present invention relates to an information processing apparatus. More specifically, the present invention relates to an information processing apparatus which carries out an information processing such as a game, etc., by using an operating device which integrally includes a switch operated in an analog manner and a switch operated in a digital manner, an information storing medium used therefor, and a program thereof, for example. 
     The present invention further relates to an operating device for game machine. More specifically, the present invention relates to an operating device for game machine used for instructing a movement of an object and a character in playing a video game. 
     PRIOR ART 
     In a conventional information processing apparatus, especially, in a video game apparatus, a player operated an analog joystick and a digital button by different fingers so as to move a player object and cause the player object to attack a non-player object. 
     In addition, in the prior art, there was a switch integrally having an analog switch and a digital switch. However, once again in this case, the analog switch and the digital switch are merely selectively used, and therefore, an information processing (game processing) different from a case in which each of the analog switch and the digital switch is separately operated was not carried out. 
     Therefore, since the conventional game is nothing but a game to be played by separately operating the analog switch and the digital switch, there was a lack of freshness with respect to an operating technique. 
     Furthermore, an appearance view of a conventional operating device for game machine (hereinafter briefly referred to as “operating device”) is shown in  FIG. 47 .  FIG. 47(   a ) shows an operating device having a shape on which a housing is directly gripped by palms of both hands of a player, and disclosed in Japanese Patent Laying-open No.H9-167544 (corresponding U.S. Pat. No. 5,207,426), for example.  FIG. 47(   b ) shows an operating device formed with grips  76  and  77  in a lower portion of a side surface of the housing. 
     In these apparatuses, direction designating switches  65  or  75  for designating a moving direction of a character or an object of the video game and an action instructing switch for instructing an action of a character, etc. are formed on one main surface of the housing in a vicinity of both sides surfaces. The action instructing switch includes four operating switches  61 - 64  or  71 - 74 , and is arranged crosswise in vertical and horizontal directions viewed from a plane surface of the housing. Each operating switches  61 - 64  or  71 - 74  includes relatively small circular-shaped key tops. More specifically, each operating switches  61 - 64  or  71 - 74  is arranged to be distant by a constant distance to up and down and right and left from a central point when arranged crosswise, and there was no immediacy or was there no apparent immediacy therebetween. Furthermore, the key tops of each operating switches were same in height. 
     The operating device of the prior art had following problems. That is, each operating switch is distant by a constant distance up and down and right and left from a central point of the crosswise arrangement, thus operated according to subsequent methods. In a first operating method, the central point of the crosswise arrangement is defined as a reference position of a thumb finger, and it is operated by gradually shifting the thumb finger up and down and right and left so as to correspond to an operating switch to be operated. According to the first operating method, due to a fact that a position of the thumb finger naturally placed thereon while holding the housing is in a vicinity of the central point of the crosswise arrangement (see  FIG. 47(   a ) or  FIG. 47(   b )), there is no awkwardness with respect to the position of the thumb finger at the reference position, and in addition, it is possible to operate by a movement at an equal distance in a case of operating any one of the operating switches. However, in general, there are high and low usage frequencies in a plurality of operating switches, and there is a need to move the thumb finger even when operating an operating switch with high usage frequency. As a result thereof, the functionality is not so good, and in addition, tiredness is easily caused in the thumb finger. 
     On the other hand, in a second method, defining a particular operating switch (lower switches  61  or  71  in a crosswise arrangement, for example) as a reference position of the thumb finger, in a case of operating a right operating switch ( 62  or  72 ), depress by shifting the thumb finger from the reference position to an upper right, in a case of operating a left operating switch ( 63  or  73 ), depress the thumb finger from the reference position to an upper left, and in a case of operating an upper switch ( 64  or  74 ), depress the thumb finger from the reference position to above. According to the second operating method, there is no need to move the thumb finger with respect to the particular operating switch, however, it requires a great amount of movement of the thumb finger in a case where other operating switches are to be operated, and in addition, since an amount of movement is not constant (in the aforementioned example, the amount of movement when operating the above operating switch is larger than the amount of movement when operating the left or the right operating switch), it often results in an erroneous operation, and tiredness in the thumb finger. Furthermore, the reference position of the thumb finger is different from a position of the thumb finger naturally placed thereon while holding the housing, thus causing tiredness. 
     In addition, in either above mentioned operating method, it often causes an erroneous operation in a case of a simultaneous depressing (in a case of simultaneously depressing a plurality of operating switches) or a successive depressing (in a case of successively operating a plurality of operating switches in an orderly manner), and in addition, a thumb finger tiredness is likely to be caused. More specifically, in a case of simultaneously depressing the operating switch  61  and the operating switch  64  (operating switch  71  and operating switch  74 ), simultaneously depressing the operating switch  62  and the operating switch  63  (operating switch  72  and operating switch  73 ), or simultaneously depressing the operating switch  63  and the operating switch  64  (operating switch  73  and the operating switch  74 ), it needs to avoid other operating switches, thus demanding an unnecessary force on the thumb finger, and as a result thereof, operability is poor. Furthermore, it is difficult to simultaneously depress the operating switch  61  and the operating switch  64  (operating switch  71  and operating switch  74 ), or the operating switch  62  and the operating switch  63  (operating switch  72  and operating switch  73 ) because of a wide distance between respective operating switches. Moreover, in a case of a successive depressing from the operating switch  61  to the operating switch  64  (from the operating switch  71  to the operating switch  74 ) or a successive depressing from the operating switch  62  to the operating switch  63  (from the operating switch  72  to the operating switch  73 ), an operability is poor because a moving distance of the thumb finger is large, and in addition, there is a possibility to contact other operating switches while moving. 
     In addition, in a positioning relationship between the upper and the lower operating switches (positioning relationship between the operating switch  61  and the operating switch  64 , or positioning relationship between the operating switch  71  and the operating switch  74 ), a direction to which a thumb finger naturally extends when a player holds the housing is not an axial direction. Therefore, it results in an unnatural movement of the thumb finger with respect to the simultaneous depressing and the successive depressing of the upper and the lower operating switches, thus triggering tiredness in the thumb finger. 
     Moreover, it often occurs that an erroneous operating key is unintentionally depressed because a shape and a size of the key top of each operating switch are same and have no clear distinction. 
     Furthermore, with respect to an operating switch with high usage frequency, other operating switches are same in size, thus resulting in a poor operability. 
     Moreover, each operating switch is same in height, thus requiring to forcefully extend the thumb finger when operating the operating switch provided at an upper portion of the housing. 
     SUMMARY OF THE INVENTION 
     Therefore, it is a primary object of the present invention to provide an information processing apparatus in use of a novel operating technique, and an information storing medium used therefor, and a program thereof. 
     It is another object of the present invention to provide an information processing apparatus capable of carrying out a plurality of controls with a single finger, an information storing medium used therefor, and a program thereof. 
     It is still another object of the present invention to provide an information processing apparatus capable of diversifying changes onto the control when depressing a certain switch, an information storing medium therefor, and a program thereof. 
     It is still another object of the present invention to provide an information processing apparatus capable of detecting that a user is about to depress a given switch and expressing this on a screen, an information storing medium therefor, and a program thereof. 
     It is still another object of the present invention to provide an information processing apparatus capable of carrying out a special process with respect to a maximum operation of an analog switch by allowing the user to apparently recognize that the maximum operation has been applied to the analog switch, an information storing medium used therefor, and a program thereof. 
     It is yet still another object of the present invention to provide an operating device for game machine with a good functionality and capable of being correctly and easily operated. 
     It is another object of the present invention to provide an operating device for game machine most unlikely to cause a hand tiredness, more specifically, a tiredness in a thumb finger. 
     It is still another object of the present invention to provide an operating device for game machine capable of easily carrying out a simultaneous depressing and a successive depressing, and in addition, easily realizing various game operating methods. 
     An information processing apparatus ( 2 : a reference number showing a corresponding portion in an embodiment described later, and so forth.) according to the present invention, comprises an operating means ( 1 ), a processing means ( 21 ) which carries out a process based on operating information from the operating means, and an image signal outputting means ( 22 ) which outputs image data generated by the processing means to a display means as an image signal, wherein the operating means includes an analog operating means ( 1091 - 1096 ;  1033 ,  1036 ) and digital switches ( 1098 ;  1034 ,  1035   a ,  1035   b ) arranged to be turned on in association with an operation of the analog operating means, and the processing means includes a first processing means (S 1807 ; S 2504 , S 2505 ; S 2903 ; S 3702 ; S 3902 -S 3906 ) which carries out a first operation based on operating information of the analog operating means and a second processing means (S 1803 , S 1805 ; S 2502 , S 2409 , S 2410 ; S 2902 ; S 3704 -S 3708 ; S 3907 ) to carry out a second process in association with the first process based on on/off information of the digital switches. 
     According to the present invention, since the analog switch and the digital switch are operated by a single switch, it is possible to carry out a process regarding the analog switch and a process regarding the digital switch by one operation of the player. In addition, since the process regarding the analog switch and the process regarding the digital switch are associated each other, it is possible to realize a conventionally unknown movement or action of a player object or the like, and an information processing using various kinds of operating techniques. Furthermore, following effects are available: 
     (1) It is possible to provide an information processing apparatus capable of carrying out a plurality of controls by a single finger; 
     (2) It is possible to give variations to a processing content upon operating the digital switch in accordance with an operation of the analog switch; 
     (3) It is possible to detect that the user is about to depress the digital switch by the analog switch, and express this on a screen; and 
     (4) It is possible to carry out a special processing with respect to a maximum operation of the analog switch because the user can clearly recognize that the maximum operation is applied to the analog switch. 
     In a certain embodiment, the digital switch ( 1098 ) is arranged to be turned on when an operating amount of the analog operating means ( 1091 - 1096 ) approximately becomes a maximum. 
     In a preferred embodiment, the first processing means carries out processes (S 1807 ; S 2903 ) in accordance with an operating amount of the analog operating means, and the second processing means carries out processes (S 1803 ; S 2902 ) in response to the process of the first processing means when the operating amount of the analog operating means is maximum. 
     In addition, the processing means further includes a candidate storing means which stores a candidate of the second process, a selecting means (S 1601 ) which selects a process from the candidate storing means, and a second process setting means (S 1603 , S 1605 ) which sets a process selected by the selecting means as a second process. 
     Furthermore, the first processing means includes a measuring means (S 3905 ) which accumulatively measures an operating amount of the analog operating means, and the second processing means changes a process size in accordance with an amount measured by the measuring means (S 3907 ). 
     In a certain embodiment, the first processing means includes an operating speed calculating means (S 3705 ) which calculates an operating speed of the analog operating means, and the second processing means changes a process size in accordance with the operating speed calculated by the operating speed calculating means before an on-operation of the digital switch (S 3707 ). 
     In another embodiment, the first processing means carries out a process (S 2401 ) to store an operating position of the analog operating means before an on-operation of the digital switch, and the second processing means changes a process content (S 2409 , S 2410 ) in accordance with an operating position of the analog operating means which the first processing means stores (S 2409 , S 2410 ). 
     In still another embodiment, the first processing means carries out a process (S 2903 ) which successively displays a predetermined movement or action of a character, and the second processing means carries out a process (S 2902 ) which causes the character to perform a succeeding movement in coordination with the predetermined movement or action. 
     In this case, the first processing means successively displays the predetermined movement or action in accordance with an operating amount of the analog operating means (S 2903 ). 
     In an embodiment, the operating means further includes an operating means for movement ( 112 ) to instruct the character to move, and the processing means ( 2 ) further includes a movement controlling means (S 2904 ) to control a movement of the character based on operating information of the operating means for movement, and the movement controlling means controls a movement amount of the character when the first processing means displays a progressing state of the predetermined movement (S 3404 ). 
     The processing means described above further includes a non-player character controlling means (S 3501 , S 3502 ) to control a non-player character not operated by a player, the succeeding movement by the second processing means is a movement which affects the non-player character, and the non-player character controlling means displays the non-player character in accordance with a display of a progressing state of the predetermined movement by the first processing means (S 3504 ). 
     In a certain aspect of the present invention, the information processing apparatus ( 2 ) is provided with an operating means ( 1 ), a processing means ( 21 ) which carries out a process based on operating information from the operating means, and an image signal outputting means ( 22 ) which outputs image data generated by the processing means to a display means as an image signal, wherein the operating means includes an analog operating means ( 1091 - 1096 ;  1033 ,  1036 ) and digital switches ( 1098 :  1034 ,  1035   a ,  1035   b ) arranged to be turned on when an operating amount of the analog operating means becomes a maximum, and the processing means includes state detecting means (S 2401 ; S 2701 ) which detects any one of a first state in which the digital switch is turned on, a second state in which an operating amount of the analog operating means is zero, and a third state in which the digital switch is turned off, and in addition, the operating amount of the analog operating means is not zero, and carried out different processes (S 2408 -S 2410 , S 2710 ) according to an output of the state detecting means. 
     In this case, the processing means executes predetermined processes (S 2708 , S 2709 ) when a history of a detecting output of the state detecting means becomes a predetermined pattern. 
     An information storing medium according to the present invention is an information storing medium ( 4 ) used for an information processing apparatus provided with an operating means including an analog operating means ( 1091 - 1096 ;  1033 ,  1036 ) and digital switches ( 1098 ;  1034 ;  1035   a ,  1035   b ) arranged to be turned on in association with and an operation of the analog operating means, a processing means ( 21 ) which carries out a process based on operating information from the operating means, and an image signal outputting means ( 22 ) which outputs image data generated by the processing means to a display means as an image signal, and stores a first program (S 1807 ; S 2504 , S 2505 ; S 2903 ; S 3702 ; S 3902 -S 3906 ) to carry out a first process based on the operating information of the analog operating means, and a second program (S 1803 , S 1805 ; S 2502 , S 2409 , S 2410 ; S 2902 ; S 3704 -S 3708 ; S 3907 ) to carry out a second process in association with the first process based on on/off information of the digital switches. 
     A program according to the present invention is a program executed by an information processing apparatus provided with an operating means including an analog operating means ( 1091 - 1096 ;  1033 ,  1036 ) and digital switches ( 1098 ;  1034 ,  1035   a ,  1035   b ) arranged to be turned on in association with an operation of the analog operating means, a processing means ( 21 ) which carries out a process based on operating information from the operating means, and an image signal outputting means ( 22 ) which outputs image data generated by the processing means to a display means as an image signal, and includes a first program (S 1807 ; S 2504 , S 2505 ; S 2903 ; S 3702 ; S 3902 -S 3906 ) for carrying out a first process based on the operating information of the analog operating means, and a second program (S 1803 , S 1805 ; S 2502 , S 2409 , S 2410 ; S 2902 ; S 3704 -S 3708 ; S 3907 ) for carrying out a second process in association with the first process based on on/off information of the digital switches. 
     A operating device for game machine ( 1 ) according to the present invention is in use for instructing a movement or action of a character appearing in a game, and comprises a housing ( 100 ), a main switch ( 103 ), and a sub-switch ( 104 ,  105 ,  106 ). The main switch ( 103 ) is arranged on one main surface of the housing ( 100 ) in a vicinity of one side surface and in a vicinity of a thumb finger of one side holding the housing. The sub-switch ( 104 ,  105 ,  106 ) is arranged in plural number to be circumferentially distributed around the main switch ( 103 ) in an area excluding a lower area of the main switch, and in addition, in which the thumb finger is movable. In addition, the sub-switch ( 104 ,  105 ,  106 ) is constituted in such a manner as to include a first sub-switch ( 106 ) arranged at an upper area of the main switch ( 103 ), a second sub-switch ( 104 ) arranged at a left area of the main switch ( 103 ), and a third sub-switch ( 105 ) arranged at a right area of the main switch, and each is a form smaller than a form of the main switch. 
     Note that in the description of the present invention, a “shape” of the operating switch refers to a shape when a key top of the operating switch is seen from above. 
     According to the above mentioned operating device for game machine, a relatively large operating switch (main switch) is arranged at a position of a thumb finger of one hand when the player holds the housing. Therefore, the player can exactly and effortlessly operate the switch. Furthermore, at a circumference of the main switch, a plurality of sub-switches are arranged. The sub-switches are selected to be a shape smaller than the main switch, and it is possible to easily carry out a successive depressing and a simultaneous depressing because a distance between the main switch and the sub-switch can be shortened. Furthermore, the sub-switch is not to be arranged below the main switch, thus the sub-switch is not an obstacle when the player depresses the main switch which can further improve an operating sensation of the main switch. 
     In a preferred embodiment, the aforementioned main switch ( 103 ) has a shape formed to be circular, and the sub-switches ( 104 ,  105 ,  106 ) are arranged on a concentric circle centered on the main switch ( 103 ). According to this embodiment, it is possible for the player to comprehend a positioning relationship between the main switch and the sub-switch, thus minimizing an erroneous operation. 
     Furthermore, the first sub-switch ( 106 ) is preferably arranged on a first axis ( 52 ) slanting a longitudinal axis ( 51 ) of the housing ( 100 ) passing a center of the main switch ( 100 ) toward a center of the housing ( 100 ) by a predetermined degree. 
     Normally, the player holds the housing of the operating device for game machine in a state where his forearm is inwardly faced (a state where forearms of both hands widen toward the end). At this time, the thumb finger which holds the housing of the operating device for game machine is also faced inwardly as are the forearms. According to the aforementioned embodiment, the main switch and the sub-switches are arranged on an axis which slants a longitudinal axis of the housing toward a center of the housing by a predetermined degree, and the first sub-switch is arranged in a direction in which the thumb finger naturally extends from a position of the main switch which is a normal position, thus easy to successively depress and simultaneously depress between the main switch and the sub-switch. 
     Note that in a case that the main switch is arranged in a vicinity of a right side surface of the housing, the first sub-switch is arranged on an axis slanting a longitudinal axis of the housing by a predetermined degree counterclockwise, and in a case that the main switch is arranged in a vicinity of a left side surface of the housing, the first sub-switch is arranged on an axis slanting the longitudinal axis of the housing by a predetermined degree clockwise. 
     In the aforementioned embodiment, the second sub-switch ( 104 ) and the third sub-switch ( 105 ) are arranged at a symmetrical position toward the first axis ( 52 ) as an example. In this example, the player can easily comprehend a positioning relationship between the second sub-switch and the third sub-switch, thus minimizing an erroneous operation. 
     Another operating device for game machine according to the present invention comprises a housing ( 100 ), a main switch ( 103 ), and a first sub-switch ( 106 ). The main switch ( 103 ) is arranged on one main surface of the housing in a vicinity of one side surface, and in a vicinity of a thumb finger of one side holding the housing. The first sub-switch ( 106 ) is arranged in an upper area of the main switch ( 103 ), and in addition, arranged on a first axis ( 52 ) slanting a longitudinal axis ( 51 ) of the housing passing a center of the main switch ( 103 ) toward a center direction of the housing, and has a shape smaller than a shape of the main switch. 
     According to the operating device for game machine, a relatively large operating switch (main switch) is arranged at a position of a thumb finger of one hand when the player holds the housing, thus possible for the player to exactly and effortlessly operate this switch. In addition, the first sub-switch is arranged in a direction to which the thumb finger naturally extends from a position of the main switch which is a normal position, thus easy to carry out a successive depressing and a simultaneous depressing between the main switch and the sub-switch. 
     Note that the housing ( 100 ) further comprises a grip ( 101 ) protruding toward a direction approximately parallel to the first axis ( 52 ) from a lower area of the main switch ( 103 ) and having a shape on which the player can tighten his grip thereon by a palm of one hand. According to this embodiment, the player can naturally bring a degree at which the housing is held into being synchronism with a positioning relationship between the main switch and the sub-switch. Therefore, the effects by the positioning relationship of the aforementioned operating switch are easily demonstrated. 
     In addition, in a preferred embodiment, the aforementioned first sub-switch ( 106 ) has a key top formed to be higher than a key top of the main switch ( 103 ). 
     According to this preferred embodiment, the key top of the first sub-switch is designed to be high, thus possible to easily operate as a result that an amount of extending the thumb finger becomes small in a case that the first sub-switch is operated by extending the thumb finger from a position of the main switch which is the normal position, and if a tip of the thumb finger is placed on the first sub-switch by placing a stomach portion of the thumb finger on the main switch, a good operating sensation is expected. Furthermore, in a case that only the first sub-switch is operated, the main switch is not to be operated erroneously. 
     Moreover, a sub-switch arranged to be closer to a central side of the housing than the main switch ( 103 ) out of the second sub-switch ( 104 ) and the third sub-switch ( 105 ) has its key top formed to be lower than the key top of the main switch ( 103 ). However, in a case that the main switch is arranged in a vicinity of a right side surface of the housing, the key top of the second sub-switch is formed to be lower than the key top of the main switch, and in a case that the main switch is arranged in a vicinity of a left side surface of the housing, the key top of the third sub-switch is formed to be lower than the key top of the main switch. 
     According to this embodiment, when operating the main switch, the second or the third sub-switch is not an obstacle, and in addition, when operating the second or the third sub-switch, an operating sensation through which the thumb finger is naturally placed on the key top of the second or third sub-switch when moving the thumb finger from the main switch to both directions is obtained. Furthermore, it is possible to distinguish the main switch and the second or third sub-switch by a finger tip sensation or feeling, thus possible to prevent to operate erroneously. 
     Note that the sub-switches ( 104 ,  105 ,  106 ) may be formed to be a shape extending along an outer circumference of a shape of the main switch ( 103 ). In this case, it is possible to enlarge a surface dimension of the key top of the sub-switch, and in addition, minimize an interval between the main switch and the sub-switches. 
     More specifically, the aforementioned operating device for game machine further comprises a direction designating operating portion which is arranged on one main surface of the housing ( 100 ) in a vicinity of the other side surface, and in a vicinity of a position of the thumb finger of the other hand which holds the housing, and for designating a moving direction of characters appearing in the game. According to this example, it is possible to independently instruct a movement or action content of the character and a movement direction, thus possible to diversify an operation of the characters so as to increase savor of the game. 
     The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an appearance view showing a game machine system of one embodiment of the present invention; 
         FIG. 2  is a hexagonal chart showing a controller of this embodiment; 
         FIG. 3  is an illustrative view showing positions of sub-switches arranged at a circumference of a main switch; 
         FIG. 4  is an illustrative view showing an advantage in a case that a shape of a sub-switch is brought into a shape extending along an outer periphery of a plane shape of the main switch; 
         FIG. 5  is an illustrative view showing one example of an operating state of a controller; 
         FIG. 6  is an illustrative view showing another example of an operating state of the controller; 
         FIG. 7  is an illustrative view showing still another example of an operating state of the controller; 
         FIG. 8  is an illustrative view showing a modified example of the main switch and the sub-switches; 
         FIG. 9  is an illustrative view showing that the main switch and the sub-switches are arranged on a slanted axis; 
         FIG. 10  is an illustrative view showing a difference in height between key tops of the main switch and the sub-switches; 
         FIG. 11  is an illustrative view showing an inclination of a Y button; 
         FIG. 12  is an illustrative view showing a modified example of the present invention; 
         FIG. 13  is an illustrative view showing structure of an R switch; 
         FIG. 14  is a sectional illustrative view showing an operating state (release) of the R switch; 
         FIG. 15  is a sectional illustrative view showing an operating state (half depressed) of the R switch; 
         FIG. 16  is a sectional illustrative view showing an operating state (completely depressed) of the R switch; 
         FIG. 17  is an illustrative view showing a transition state of an operation of the R switch; 
         FIG. 18  is an illustrative view showing a digital switch of the R switch; 
         FIG. 19  is an illustrative view showing an A button; 
         FIG. 20  is a block diagram showing the game machine system of  FIG. 1  embodiment; 
         FIG. 21  is an illustrative view showing a format of operating data of a controller; 
         FIG. 22  is a flowchart (main routine) showing an operation of a race game which is one embodiment of the present invention; 
         FIG. 23  is a flowchart showing an operation of a digital button defining process in the race game; 
         FIG. 24  is a flowchart showing an operation of a starting process in the race game; 
         FIG. 25  is a flowchart showing an operation of a speed changing process in the race game; 
         FIG. 26  is a flowchart showing an operation of a collision process in the race game; 
         FIG. 27  is a flowchart showing an operation of an attacking process in the race game; 
         FIG. 28  is a flowchart showing an operation of a turbo process in this race game; 
         FIG. 29  is a flowchart showing an operation of a braking process in this race game; 
         FIG. 30  is a flowchart (main routine) showing an operation of a boxing game which is another embodiment of the present invention; 
         FIG. 31  is a flowchart showing an operation of an attacking process in the boxing game; 
         FIG. 32  is a flowchart showing an operation of an R switch state detecting process in the boxing game; 
         FIG. 33  is a flowchart (main routine) showing an operation of a fighting game which is another embodiment of the present invention; 
         FIG. 34  is a flowchart showing an operation of a technique process in the fighting game; 
         FIG. 35  is an illustrative view showing a technique pattern table used in the fighting game; 
         FIG. 36  is a flowchart (main routine) showing an operation of a gun game which is another embodiment of the present invention; 
         FIG. 37  is a flowchart showing an operation of a gun firing process in the gun game; 
         FIG. 38  is a flowchart showing an operation of a gun holding process in the gun game; 
         FIG. 39  is an illustrative view showing an example of images in the gun game; 
         FIG. 40  is an illustrative view showing another example of the images in the gun game; 
         FIG. 41  is a flowchart showing an operation of a moving process in the gun game; 
         FIG. 42  is a flowchart showing an operation of an enemy process in the gun game; 
         FIG. 43  is a flowchart showing (main routine) of an operation of a golf game which is another embodiment of the present invention; 
         FIG. 44  is a flowchart showing an operation of a ball process in the golf game; 
         FIG. 45  is a flowchart (main routine) showing an operation of a shooting game which is another embodiment of the present invention; 
         FIG. 46  is a flowchart showing an operation of an attacking process in the shooting game; and 
         FIG. 47  is an illustrative view showing a conventional operating device for game machine. 
     
    
    
     BEST FORM FOR PRACTICING THE INVENTION 
       FIG. 1  is an appearance view of a game machine system of one embodiment of the present invention. The game machine system of the present invention includes a controller  1 , i.e. an operating device for game machine, a game machine main body  2 , i.e. one example of an information processing apparatus, a television receiver  3 , and a game disk  4 . The controller  1  is coupled with the game machine main body  2  by a cable or wirelessly coupled (radio wave, infrared light, etc.) so that it is possible to send and receive data between the controller  1  and the game machine main body  2  with each other. The game machine main body  2  is a video game machine which executes a game program based on operating data from the controller  1  and outputs a video signal and an audio signal. The television receiver  3  is to generate images and voices based on the video signal and the audio signal output from the game machine main body  2 . The game disk  4  is an information storing medium such as a DVD, a CD-ROM, a magnetic disk, and etc., for example, and program data including the aforementioned game program, image data and audio data are stored on this game disk  4  in advance. 
     Note that although only one controller is shown in  FIG. 1 , it is possible to connect a plurality of controllers to the game machine main body  2  so as to play one game among a plurality of players. In addition, it is needless to say that the present invention is not only applicable to a video game machine but also to a portable game machine. 
       FIG. 2  is a hexagonal chart of the controller  1 .  FIG. 2(   a ) is a top view,  FIG. 2(   b ) is a left side view,  FIG. 2(   c ) is a front view,  FIG. 2(   d ) is a right side view,  FIG. 2(   e ) is a bottom view, and  FIG. 2(   f ) is a rear view. The controller  1  includes a housing  100 . A grip  101  and a grip  102  are formed at a lower portion of right and left sides of the housing  100 . The grip  101  or the grip  102  is held in such a manner as to be gripped by a middle finger, a third finger and a little finger of a right or left hand of the player. 
     In a vicinity of a right side surface of one main surface of the housing  100  (surface indicated by  FIG. 2(   c )), an A button  103 , a B button  104 , an X button  105 , and a Y button  106  are arranged. The A button  103  serves as a main switch, and the B button  104 , the X button  105  and the Y button  106  serve as sub-switches. These operating switches are operated by a right-hand thumb finger, and primarily used for instructing or designating a movement or action of a character (principal character or the like) in a game. 
     In a vicinity of a left side surface of one main surface of the housing  100  (surface indicated by  FIG. 2(   c )), a main analog joystick  112  is arranged. This operating switch is operated by a left-hand thumb finger, and primarily used for instructing or designating a movement direction or an action direction of the character (principal character or the like) in the game. 
     Note that an arranging position of a cluster of the operating switches  103 ,  104 ,  105 , and  106  for instructing the action and the operating switch  112  for instructing the movement direction may be reversed right to left and vice versa. 
     A right protrusion  107  is formed at a left side (at a lower oblique left of the switch  103 ) of the grip  101 . The protrusion  107  is provided with a sub-analog joystick  108  arranged at a position to which a right-hand thumb finger slides from the A button  103  to left. A left protrusion  113  is formed at a right side (at a lower oblique right of the main analog joystick  112 ) of the grip  102 . The left protrusion  113  is provided with a cross button  114  arranged at a position to which a left-hand thumb finger slides from the main analog joystick  112  to right. The cross button  114  has a cross-shaped key top capable of instructing to move in four directions, up, down, right and left, for example, and four digital switches each of which corresponds to each four direction. The sub-analog joystick  108  and the cross button  114  are primarily used for instructing or designating a moving direction of a character (leading character, etc.) in the game. 
     In addition, an R switch  109  is arranged at a side surface of the housing  100  positioned at an upper portion of the cluster of the operating switches  103 ,  104 ,  105 , and  106  for instructing the action. The R switch  109  is to be operated by a right-hand index finger of the player, and although different depending on a content of the game program, primarily used for instructing a movement other than an instruction of a moving direction of the character such as “accelerate”, “punch”, etc. Furthermore, a Z button  111  is arranged in a vicinity of the R switch  109 . 
     Furthermore, an L switch  115  is formed at a side surface of the housing  100  positioned at an upper portion of the main analog joystick  112 . The L switch  115  is to be operated by a left-hand index finger of the player, and a same kind of switch as the aforementioned R switch  109 . 
     A start switch  116  is formed on the controller  1  at an approximately center portion of the housing  100  (intermediate portion between the A button  103  and the analog joystick  112 ) and at a position to be operationable by either a right-hand thumb finger or a left-hand thumb finger. The start switch  116  is a digital switch. 
     Next, descriptions are hereinafter given in detail with respect to the cluster of the operating switches  103 ,  104 ,  105 , and  106  for instructing or designating a movement or action which is one of advantages of the present invention. The A button  103  is arranged at an approximately center of the cluster of these operating switches, and designed to be large in size. In addition, the A button is preferably arranged to be at a position in a vicinity of a right-hand thumb finger when an average player holds the grip  101  by right hand. For a reason of good operability, the A button  103  is also preferably assigned as a button with high usage frequency. 
     At a left side of the A button  103 , the B button  104  is arranged, at a right side thereof, the X button  105  is arranged, and at an upper portion thereof, the Y button  106  is arranged. Thus, since sub-switches  104 - 106  are arranged to be dispersed at a circumference of the A button  103  which is a main switch, it is possible to operate by slightly shifting from the main switch right to left or up to down, thus a good functionality or operability. 
     In addition, below the A button  103  (toward a direction of a stem or root of the thumb finger from the A button  103 ), no sub-switch is provided so as not to become an obstacle when the A button  103  is depressed by the right-hand thumb finger. Accordingly, it is possible to prevent from erroneously depressing another switch when operating a frequently used A button  103 . 
     Preferably, the sub-switches (B button  104 , X button  105 , and Y button  106 ) are provided on a concentric circle centering on the A button ( FIG. 3(   a )). Accordingly, each of sub-switches  104 - 106  is arranged at an equal distance from the main switch, thus easy for the player to intuitively grasp positions of the sub-switches. Note that respective sub-switches may have an outer edge portion thereof arranged on the concentric circle, or a center portion thereof arranged on the concentric circle. 
     In a case that the respective sub-switches are different in size, e.g. in a case that a given sub-switch (B button  104 , for example) is larger in size compared to other sub-switches (X button  105  and Y button  106 , for example) as shown in  FIG. 3(   b ), for example, the sub-switch in question (B button  104 ) may be arranged to be distant from the main switch  103 . By doing this, it becomes possible to prevent an erroneous operation by securing a distance between a relatively large sub-switch in size and the main switch. 
     Furthermore, it is preferred that the sub-switch be a flat shape in a circular direction (shape extending along an outer periphery of a shape of the A button, a pea-shaped as of this embodiment, for example). Accordingly, the distance between the main switch and each sub-switch is shortened. Therefore it becomes easier to depress simultaneously and successively, and results in less erroneous operations. The reasons are described hereinafter. 
       FIG. 4  is an illustrative view which compares an extending-shaped sub-switch and a circular sub-switch. Herein, a center (center of gravity) of the extending-shaped sub-switch indicated by a solid line is C 1 , an end point closer to the main switch is T 1 , and in addition, a center (center of gravity) of the circular sub-switch  106   b  indicated by a two-dotted line is C 2 , and an end point closer to the main switch  103  is T 2 . Furthermore, a center of the main switch  103  is C 3 , and an end point closer to the sub-switch is T 3 . Note that a surface area of the extending-shaped sub-switch  106  and a surface area of the circular sub-switch  106   b  are equal to each other. 
     In order to facilitate the simultaneous depressing and the successive depressing, the closer a distance among respective operating switches (intercentral distances, to be precisely), the easier to operate. Referring to  FIG. 4(   a ), provided that the end point T 1  and the T 2  be same in position, a distance L 1  between the center C 1  of the extending-shaped sub-switch  106  and the center C 3  of the main switch  103  is shorter compared to a distance L 2  between the center C 2  of the circular sub-switch  106   b  and the center C 3  of the main switch  103  (L 1 &lt;L 2 ). That is, by bringing the sub-switch into an extending shape, the intercentral distances between the main switch become shorter, thus easier to simultaneously or successively depress the main switch and the sub-switch. 
     On the other hand, in a case of separately depressing each operating switch, the erroneous operation is minimized when distances among each operating switch (distance between outer edges of respective operating switches, to be precisely) are remote to a certain degree. Referring to  FIG. 4(   b ), if the center C 1  and the center C 2  are same in position, a distance L 4  between the end point T 1  of the extending-shaped sub-switch  106  and the end point T 3  of the main switch  103  is longer compared to a distance L 3  between the end point T 2  of the circular sub-switch  106   b  and the end point T 3  of the main switch  103  (L 3 &lt;L 4 ). That is, by bringing the sub-switch into an extending-shape, the distances between the outer edges of the main switch and the sub-switch become remote, thus reducing the erroneous operation. 
     A case that the A button  103  is depressed by the right-hand thumb finger is shown in  FIG. 5(   a ). A case that the A button  103  and the X button  105  are simultaneously depressed is shown in  FIG. 5(   b ). Likewise, a case that the A button  103  and the B button  104  are simultaneously depressed is shown in  FIG. 5(   c ), and a case that the A button  103  and the Y button  106  are simultaneously depressed is shown in  FIG. 5(   d ). Furthermore, a case that three buttons, that is, the A button  103 , the X button  105  and the Y button  106  are simultaneously depressed is shown in  FIG. 6(   a ). A case that three buttons, that is, the A button  103 , the B button  104  and the Y button  106  are simultaneously depressed is shown in  FIG. 6(   b ). As understood from these, the A button  103  is easy to operate, and the A button  103  and each sub-switch are easy to simultaneously depress (as with a case of the successive depressing). 
     Note that  FIG. 7(   a ) shows a case that the main switch  103  is operated by a right hand, and the main analog joystick  112  is operated by a left hand,  FIG. 7(   b ) shows a case that the sub-analog joystick  108  is operated by a right hand, and the cross key  114  is operated by a left hand,  FIG. 7(   c ) shows a case that the sub-analog joystick  108  is operated by a right hand, and the main analog joystick  112  is operated by a left hand, and  FIG. 7(   d ) shows a case that the main switch  103  is operated by a right hand and the cross key  114  is operated by a left hand. 
     In addition, rectangle-shaped sub-switches  104   a ,  105   a , and  106   a  may be arranged at a circumference of a square-shaped main switch  103   a  as shown in  FIG. 8(   a ). Furthermore, the sub-switch may simply be a circular shape  104   b  as shown in  FIG. 8(   b ) instead of a shape extending along an outer periphery of the shape of the A button. Note that in this case, no effect described by referring to  FIG. 4  is expected. 
     Referring to  FIG. 9 , descriptions are made with respect to slanting a positioning relationship of each operating switch. The Y button  106  is placed above the A button  103 , and arranged on a first axis (axis  52 ) having a longitudinal axis (axis  51 ) of the housing passing a center of the A button  103  slanted toward a counterclock direction by a predetermined degree or angle. Note that if a longitudinal direction is a lateral axis (axis  54 ) in a horizontally extending housing, the longitudinal axis (axis  51 ) of the housing is an axis orthogonally intersecting the axis  54 . 
     Herein, the first axis (axis  52 ) is preferably selected to be in a direction toward which the thumb finger naturally faces when the player holds the housing  100 . When the player holds the housing  100 , his thumb finger turns to an inner side direction. Therein, the first axis (axis  52 ) is an axis having the longitudinal axis (axis  51 ) slanted in a counterclock direction by a predetermined degree or angle. Note that in a case that the cluster of the operating switches  103 ,  104 ,  105 , and  106  for instructing a movement or action is provided at a left side area of the housing  100 , the first axis (axis  52 ) is an axis having the longitudinal axis (axis  51 ) slanted in a clock direction. 
     Accordingly, the Y button  106  is placed at a position to which the thumb finger naturally extends, and therefore, unnecessary force is not imposed on the thumb finger when operating the Y button, thus easy to operate. 
     The B button  104  and the X button  105  are arranged on an axis (axis  53 ) passing through a center of the A button  103  and orthogonally intersecting the first axis (axis  52 ). Note that although it may be possible to be arranged above or below the axis (axis  53 ) angular to the first axis, in a case of being arranged below, the B button  104  and the X button  105  are to be arranged at a position not to interfere the thumb finger operating the A button  103 . In addition, the B button  104  and the X button  105  are preferably arranged at a symmetrical position with respect to the first axis (axis  52 ). 
     Accordingly, a direction to which the thumb finger naturally faces when the player holds the housing being a reference, the B button  104  and the X button  105  can be operated by moving the thumb finger to a left or a right direction from the reference, hence a good operability. 
     It is preferred that the grips  101  and  102  are protruded in a direction approximately parallel to the first axis  52 . Accordingly, the thumb finger of the player is naturally faced to the first axis direction. However, even in a case that the grips  101  and  102  are not protruded in a direction approximately parallel to the first axis  52  (in a case of protruding in a direction approximately parallel to the longitudinal axis  51  of the housing  100 , for example), there is no need that a protruding direction of the grips  101  and  102  is a direction approximately parallel to the first axis  52  because it is sufficient if a direction of the thumb finger is naturally faced to the first axis  51 . 
       FIG. 10  is an enlarged view of a right-hand operating area of the controller  1  (A area in  FIG. 2(   e )). The key top of the Y button  106  arranged at an upper portion of the housing than the A button  103  is designed to be higher than the key top of the A button  103 . That is, by making the key top of the operating switch (Y button  106 ) remotely placed from the thumb finger higher, a distance from the thumb finger to the key top becomes to be shortened, thus resulting in a good operability or functionality. At this time, the key top of the Y button  106  may be in such a shape as to be gradually lowering from an upper portion direction of the housing to a lower portion direction of the housing (see  FIG. 11  which is an enlarged view of a B area in  FIG. 2(   d )). 
     Also, the key top of the B button  104  provided at a left portion of the A button  103  is designed to be lower than the key top of the A button  103 . In doing so, it is possible to obtain an operating sensation in which the thumb finger is naturally placed on the key top of the B button  104  when rotating the thumb finger from the A button to a left direction. 
     Note that the key arrangement and structure in the above mentioned embodiment is applicable to a controller having no grip shown in  FIG. 12(   a ), and also applicable to a portable game apparatus shown in  FIG. 12(   b ). 
     The A button  103  and the B button  104  described above have a function as a digital switch and a function as an analog switch. The function as an analog switch is a function which outputs digital data of eight bits indicated by a numerical value of 0-255, for example, in proportion to a depressing depth (or a force) according to a principle of a variable resister, a variable capacitor, or the like. The function as a digital switch is a function which detects a switch-on or -off, and outputs digital data of one bit. Note that in below descriptions, a digital output of the A button  103  is described as “A button  103  (digital)”, and an analog output of the A button  103  is described as “A button  103  (analog)” (also true of the B buttons). Note that a detecting mechanism of the A button  103  and the B button  104  are described later by referring to  FIG. 19 . 
     In addition, the X button  105 , the Y button  106 , and the Z button  11  are digital switches, and the R switch  109  and the L switch  115  have a function as a digital switch and a function as an analog switch similar to the A button  103  and the B button  104 . However, a detecting mechanism of the R switch  109  and the L switch  115  is different from the detecting mechanism of the A button  103  and the B button  104 . The detecting mechanism of the R switch  109  and the L switch  115  are described later by referring to  FIG. 13  to  FIG. 18 . Note that in below descriptions a digital output of the R switch  109  is described as “R switch  109  (digital)”, and an analog out of the R switch  109  is described as “R switch  109  (analog)” (also true of the L switch  115 ). 
     Furthermore, as indicated by a dotted line in  FIG. 2(   c ), a vibration motor  117  and a jolting sensor  118  are contained within the housing  100  of the controller  1 . The vibration motor  117  is a motor to which an eccentric weight is attached, and generates a vibration by its rotation according to a command from the game machine main body  2  so as to give a vibrating sensation to the player who grips the controller  1 . 
     The jolting sensor  118  is an impact sensor used in a passometer, for example, and outputs “1” when an impact more than a predetermined level is applied to the controller  1 , and outputs “0” to the contrary thereto. A game which takes advantage of the output of the jolting sensor  118  may be a game which takes advantage of an impact which a player deliberately applies to the controller  1  (an object in a game being oscillated by swaying the controller, etc), or a game which uses an impact which the player does not deliberately apply to the controller  1 , (in a case that the controller is wildly oscillated out of total immersion into the game, that the controller is mistakenly operated as a result of being surprised at a game screen, and etc, for example). 
     Next, by referring to  FIG. 13  to  FIG. 18 , descriptions are made with respect to the mechanism of the R switch  109  (the L switch  115  has a likewise mechanism).  FIG. 13  is an appearance view of the R switch  109 , and  FIG. 14  to  FIG. 16  are sectional views. By referring to  FIG. 13 , the R switch  109  is formed with an operating portion  1091 , a spring  1092 , an operating portion base  1093 , a joint portion  1094 , a slide rod  1095 , a guide  1096 , a stopper  1097 , a digital switch  1098 , a digital switch base  1099 , and a pedestal  1100 , and secured to a substrate  1101  of the controller  1 . 
     A mechanism in which the operating portion  1091  moves upwardly and downwardly is realized by the operating portion  1091 , the spring  1092 , and the operating portion base  1093 . The operating portion  1091  is a part to which a finger of the player contacts, and has a cylindrical portion  1091   a  inside thereof as shown in  FIG. 14 . The operating portion base  1093  is formed of a cylindrical portion  1093   a  having a hollow inner portion and a pedestal portion  1093   b  as shown in  FIG. 14 . The cylindrical portion  1091   a  of the operating portion  1091  is inserted into the hollow portion of the cylindrical portion  1093   a  of the operating portion base  1093 , and capable of moving upward and downward along the hollow portion. The spring  1092  is arranged at a circumference of the cylindrical portion  1093   a  of the operating portion base  1093 . The spring  1092  supports the operating portion  1091 , and if the player depresses the operating portion  1091 , the spring  1092  is compressed, and the operating portion  1091  moves downward while having a resistor due to an elasticity. 
     A variable resistor mechanism varied in response to a position of the operating portion  1091  is realized by the joint portion  1094 , the slide rod  1095 , and the guide  1096 . One tip end of the joint portion  1094  is fixed to a side surface of the operating portion  1091 , and moves in conjunction with a movement of the operating portion  1091 . The slide rod  1095  is firmly fixed to the other tip end of the joint portion  1094 . The slide rod  1095  is inserted into the guide  1096  attached to the substrate  1101 , and moves in conjunction with a movement of the joint portion  1094  along the guide  1094 . A resistance value of the variable resistor changes due to the movement of the slide rod  1095 , and an analog value in accordance with a position of the slide rod  1095  is output. 
     The digital switch  1098  is provided below the operating portion base  1093 . In addition, the stopper  1097  for restricting the operating portion  1091  to move downward is secured to a side surface of the operating portion base  1093 . The digital switch  1098  is attached to the digital switch base  1099 . The base  1093 , the stopper  1097 , and the digital switch base  1099  are fixed to the pedestal  1100 . The pedestal  1100  is secured to the substrate  1101 . 
     When the R switch  109  becomes a maximum depressed state, and the operating portion  1091  moves to a lowermost position, a tip end  1091   b  of the cylindrical portion  1091   a  of the operating portion  1091  turns on the digital switch  1098 , and this is described in detail by referring to  FIG. 14  to  FIG. 16 .  FIG. 14  to  FIG. 16  are sectional views of the R switch  109 .  FIG. 14  is an illustrative view showing a state where the R switch  109  is not operated by a player. In this state, the operating portion  1091  is supported by the spring  1092 , and positioned at an upper portion. The tip end  1091   b  of the cylindrical portion  1091   a  of the operating portion  1091  is positioned at an intermediate portion of the hollow portion within the cylindrical portion  1093   a  of the operating portion base  1093 . 
       FIG. 15  is an illustrative view showing a state where the player depresses the R switch  109 . The operating portion  1091  pushes-down and compresses the spring  1092 . Although positioned lower than a state shown in  FIG. 14 , the tip end  1091   b  of the cylindrical portion  1091   a  of the operating portion  1091  has not come to contact the digital switch  1098 . Furthermore, there is a gap between a tip end  1091   c  of an outer side portion of the operating portion  1091  and the stopper  1097 . 
       FIG. 16  is an illustrative view showing a state where the player has completely pushed-down the R switch  109 . The operating portion  1091  further squeezes and compresses the spring  1092 , and is located at a lowermost position. At this time, the tip end  1091   c  of the outer side portion of the operating portion  1091  contacts the stopper  1097 , and the operating portion  1091  is restricted not to move further downward. In addition, the tip end portion  1091   b  of the cylindrical portion  1091   a  of the operating portion  1091  contacts and depresses the digital switch  1098 , and the digital switch  1098  is rendered an on-state. 
     Accordingly, first, the R switch  109  serves as an analog switch. More specifically, the operating portion  1091  moves when operating the R switch  109 , and an analog value in correspondence to a position of the R switch  1091  is output. Then, when the R switch  109  is completely depressed, the digital switch  1098  is rendered the on-state in conjunction thereto, and the digital value is output therefrom. 
       FIG. 17  is an illustrative view showing a progressing state of the operation of the R switch  109 .  FIG. 17(   a ) is an illustrative view showing a state where the R switch  109  is not operated by the player. The slide rod  1095  of the variable resistor mechanism is placed at an upper most position.  FIG. 17(   b ) is an illustrative view showing a state where the player has depressed the R switch  109 . The slide rod  1095  is placed at an intermediate portion.  FIG. 17(   c ) is an illustrative view showing a state where the R switch  109  is completely squeezed as a result that the player further depresses it. The slide rod  1095  is placed at a lowermost position. 
       FIG. 18  is an illustrative view showing the digital switch  1098 .  FIG. 18(   a ) is a sectional view thereof. The digital switch  1098  is formed with an elastic member  1098   a , a conductive rubber  1098   b , electrodes  1098   c ,  1098   d , and a substrate  1098   e . The elastic member  1098   a  forms a space between the substrate  1098   e . The conductive rubber  1098   b  is secured to an inner upper surface of the space portion at a side of the elastic member  1098   e . On the substrate  1098   e  of the space portion, and at a position opposite the conductive rubber  1098   b , the electrodes  1098   a  and  1098   d  are attached.  FIG. 18(   b ) is a diagram seen from above. A circular conductive rubber  1098   d  is fixed to a circular elastic member  1098   a , and the electrodes  1098   c  and  1098   d  are arranged therebelow. 
     As mentioned earlier, if the R switch  109  is completely depressed, the tip end  1091   b  of the cylindrical portion  1091   a  of the operating portion  1091  pushes down the elastic member  1098   a  of the digital switch  1098 . The elastic member  1098   a  is deformed and held downward, and the conductive rubber  1098   b  attached to the elastic member  1098   a  is also held down. The conductive rubber  1098   b  contacts the electrodes  1098   c  and  1098  simultaneously, and causes the electrodes  1098   c  and  1098   d  to short-circuit so as to turn on a digital output. Note that of this embodiment, although a click sensation or feeling is applied to the player by a deformation of the elastic member  1098   a , it may be also possible to cause the click sensation by using a tact switch, and etc. 
     Next, by referring to  FIG. 19 , a mechanism of the A button  103  is described (B button  104  has a similar mechanism). The A button  103  is formed with an operating portion  1031 , an elastic member  1032 , an analog detecting portion  1033 , a conductive rubber  1034 , and electrodes  1035   a ,  1035   b  and  1036 , and attached to the substrate  1101  of the controller  1 . The elastic member  1032  forms a space between the substrate  1101 . To an inner upper surface of the space portion at a side of the elastic member  1032 , the analog detecting portion  1033  and the conductive rubber  1034  are secured. On the substrate  1101  of the space portion and at a position opposite the conductive rubber  1034 , the electrodes  1035   a  and  1035   b  are attached, and at a position opposite the analog detecting portion  1033 , the electrode  1036  is attached. The analog detecting portion  1033  and the electrode  1036  are to form a variable capacitor, and change an electrostatic capacity in accordance with an area that the both are opposed or overlapped. 
     Firstly, descriptions are made with respect to a mechanism of the A button  103  as a digital switch. If a player depresses the operating portion  1031 , the elasticity portion  1032  is downwardly held down in association therewith. Then, the conductive rubber  1034  is downwardly held down, and then contacted with the electrodes  1035   a  and  1035   b  simultaneously, thereby to short-circuit the electrodes  1035   a  and  1035   b , and also to turn on the digital output. 
     If the A button  103  is further depressed (if a force is applied) from a state where the digital output is turned on (a state where short-circuited by contacting the conductive rubber  1034  to the electrodes  1035   a  and  1035   b ), the conductive rubber is crushed and deformed, and a part of the analog detecting portion  1033  and the electrode  1036  are overlapped. If the A button is still further depressed (if a force is applied) from this state, the conductive rubber  1034  is further deformed, then area that the analog detecting portion  1033  and the electrode  1036  are overlapped becomes larger. Thus, opposite area or overlapped area between the analog detecting portion  1033  and the electrode  1036  becomes increasingly larger by further depressing the A button  103  from a state where the digital output is turned on, and the electrostatic is changed in association therewith, thereby to output the analog value in response to an operating amount of the A button. 
     As described above, both the R switch  109  (also true of the L switch  115 ) and the A button  103  (also true of the B button  104 ) are provided with a function as a digital switch and a function as an analog switch, however, different in mechanism. Firstly, the R switch  109  (also true of the L switch  115 ) serves as an analog switch, and then serves as a digital switch when a maximum depressing is applied. On the other hand, the A button  103  (also true of the B button  104 ) firstly serves as a digital switch, and then serves as an analog switch by further depressing (applying force). With respect to a method of usage as a game of the A button  103  (also true of the B button  104 ), in addition to a function as a digital switch (shot at a goal when depressing the button in a soccer game, for example), it is considered to detect a force to depress the button (that is, a level of excitement of the player) and reflect it to the game by detecting the force to depress the digital button by the analog switch. 
       FIG. 20  is a block diagram of a game machine system of this embodiment. The controller  1  is, as described before, provided with the A button  103 , the B button  104 , the X button  105 , the Y button  106 , the sub analog joystick  108 , the R switch  109 , the Z button  111 , the main analog joystick  112 , the cross button  114 , the L switch  115 , and the start button  116 , and further internally provided with a controller circuit  120 , the vibration motor  117 , and the jolting sensor  118 . The A button  103 , the B button  104 , the R switch  109 , and the L switch  115  are provided with a digital output and an analog output. 
     The controller circuit  120  generates operating data described later by referring to  FIG. 21  from all inputting means and an output of the jolting sensor  118  in accordance with a command from the game machine main body  2 , and also outputs an on signal and a brake signal toward the vibration motor. 
     The on signal and the brake signal are applied to the vibration motor  117  from the controller circuit  120  according to a command output from the game machine main body  2 . The vibration motor  117  continues to rotate during a time period that the on signal is input from the controller circuit  120 , and stops rotating when the on signal is not output any more. Herein, the vibration motor  117  of this embodiment continues to rotate (vibrate) due to an inertia for a while after the on signal is not output because a small weight is attached inside the motor. On the other hand, if the brake signal is output from the controller circuit  120 , the motor stops rotating (vibrate) instantly because the motor is forcibly stopped. Accordingly, the vibration motor  117  of this embodiment can obtain an appropriate vibration effect in a game by distinguishingly using a stoppage without brake and a stoppage with brake. In addition, the controller  1  is provided with a cable connector  130  to which a cable for sending and receiving data between the game machine main body  2  is connected. 
     The game machine main body  2  is provided with a central processing unit  21  (hereinafter referred merely to as “CPU”). A coprocessor  22  is connected to the CPU  21 . The coprocessor  22  includes a bus controlling circuit  22   a , an image processing circuit  22   b  for generating image data, a sound processing circuit  22   c  for generating sound data, and a controller controlling circuit  22   d . The bus controlling circuit  22   a  controls a bus to exchange data between the CPU  21  and peripheral circuits (a main memory  24 , the image processing circuit  22   b , the sound processing circuit  22   c , the controller controlling circuit  22   d , and etc.). The image processing circuit  22   b  carries out a polygon coordinate transformation and a light source processing, and lusterizes the polygon data onto an image to be displayed so as to transform into a data format capable of being stored into a frame memory within the main memory  24 . The controller controlling circuit  22   d  receives operating data from one or a plurality of controllers in a bit serial fashion, and also sends a command to the controllers. 
     In addition to the CPU  21 , a disk drive  23 , the main memory  24 , a start-up ROM  25 , an AV encoding circuit  26 , and a controller connector  28  are connected to the coprocessor  22 . Furthermore, an AV connector  27  is connected to the AV encoding circuit  26 . 
     The disk drive  23  is a device which receives a medium such as a DVD, a CD-ROM or a magnetic disk, and etc. and reads data within the medium. The read data is transferred to the main memory  24  via the bas controlling circuit  22   a . Note that it may be constituted by using a cartridge in which a semiconductor memory is used. In this case, a cartridge connector is provided in place of the disk drive  23 . 
     The main memory  24  includes an image data storing area for storing a display list for an image display, image data, and etc., a sound data storing area for storing sound data, a program storing area for storing a game program, and a frame buffer area for storing the image data generated by the image processing circuit  22   b  to be transformed into display image data to be displayed on a screen. The data read out by the disk drive  23  is stored in the image data storing area, the sound data storing area or the program storing area, and read out by the CPU  21  to be subjected to a predetermined process by the same. A start-up program that the CPU  21  executes first when a power switch of the game machine main body  2  is depressed is stored in the start-up ROM  25 . 
     The AV encoding circuit  26  is a circuit for transforming the image data from the image processing circuit  22   b  and the sound data from the sound processing circuit  22   c  into a signal to be output to the television receiver  3 . The AV connector  27  is a connector for connecting an AV cable to be connected to the television receiver  3 . The control connector  27  is a connector for connecting a cable to be connected to the controller. 
     Next, a schematic operation of the game machine system of this embodiment is described. First, a player sets the game disk  4  into the disk drive  23 . Then, if a power switch (not shown) is depressed, the CPU  21  executes the start-up program stored in the start-up ROM  25 . More specifically described, the CPU  21  displays a start-up screen in accordance with the start-up program. Then, a reading command of the game disk  4  is output to the disk drive  23  via the bas controlling circuit  22   a  of the coprocessor  22 . The disk drive  23  reads out data from the game disk  4  in accordance with the command, and outputs it to the bas controlling circuit  22   a . The bas controlling circuit  22   a  writes the read-out data into a predetermined area of the main memory  24 . If the disk drive  23  cannot read the data of the game disk because no game disk is inserted therein, a text such as “INSERT DISK”, and etc, for example is displayed by using data within the start-up ROM. 
     The CPU  21  starts a game processing based on the data (the program data, the polygon data, the texture data, and etc.) read from the game disk  4  and written in the main memory  24 . In the game processing, the CPU  21 , as necessary, outputs a command to the controller circuit  120  of the controller  1 . There are a plurality of kinds of commands such as an operating data request command, a vibration on command, and a vibration brake command, for example. These commands are output to the controller circuit  120  via the controller controlling circuit  22   d  of the coprocessor  22 , the controller connector  28 , the cable, and the cable connector  130 . 
     The CPU  21  outputs the operating data request command when the operating data of the controller  1  is required. In receipt of the operating data request command, the controller circuit  120  generates operating data described later by referring to  FIG. 21  based on an output from the inputting means and the jolting sensor  118 , and outputs to the cable connector  130 . The CPU  21  executes a program in receipt of the operating data via the cable, the controller connector  28 , and the bas controlling circuit  22   a.    
     The CPU  21  outputs the vibration on command when intending to vibrate the vibration motor  117 , and outputs the vibration brake command when intending to forcibly stop the vibration. The controller circuit  120 , in receipt of these commands, outputs the on signal or the brake signal to the vibration motor  117 . 
     The image processing circuit  22   b  generates the game image in receipt of an image generating command output by the CPU  21  based on the program. In addition, the sound processing circuit  22   c  generates a game sound in receipt of a sound generating command. These game image data and the game sound data are transformed into a video signal and an audio signal by the AV encoding circuit  26 , and output to the television receiver  3  via the AV connector  27 . Note that specific game contents will be described later by referring to  FIG. 22  to  FIG. 46 . 
       FIG. 21  is a format of the operating data generated by the controller circuit  120 . In  FIG. 21 , “START”, “Y”, “X”, “B”, “A”, “L”. “R”, and “Z” are data areas for digital outputs (either 0 or 1) of the start button  116 , the Y button  106 , the X button  105 , the B button  104  (digital), the A button  103  (digital), the L switch  115  (digital), the R switch  109  (digital), and the Z button  111 , respectively. “SHOCK” is the data area of an output of the jolting sensor  118  (in a case of an impact more than a predetermined level, “1”, otherwise “0”). “Main Analog X” and “Main Analog Y” are data areas of an analog output of an X direction and a Y direction of the main analog joystick  112 . “Sub Analog X” and “Sub Analog Y” are data areas of analog outputs of an X direction and a Y direction of the sub analog joystick  108 . “L Analog”, “R Analog”, “A Analog” and “B Analog” are data areas of analog output values of the L switch  115  (analog), the R switch  109  (analog), the A button  103  (analog) and the B button  104  (analog), respectively. 
     Although the operating data is always eight-byte data, it is possible, if set accordingly, to select three kinds of formats ( FIG. 21(   a ),  FIG. 21(   b ),  FIG. 21  ( c )). The controller  1  of this embodiment is provided with the main analog joystick  112 , the sub analog joystick  108 , the A button  103 , the B button  104 , the R switch  109 , and the L switch  115  as an analog switch. However, depending on which three kinds of formats to be selected, it is determined to change to which switch a high resolution is assigned out of these analog switches. 
     In a format shown in  FIG. 21(   a ), eight bits are respectively assigned to the X direction and the Y direction of the main analog joystick  112  and the sub analog joystick  108 . Four bits are assigned to the A button  103 , the B button  104 , the R switch  109 , and the L switch  115 , respectively. This is a format selected in a case that it requires a high resolution to the main analog joystick  112  and the sub analog joystick  108 . 
     In a format shown in  FIG. 21(   b ), eight bits are respectively assigned to the X direction and the Y direction of the main analog joystick  112 , the L switch  115  (analog), and the R switch  109  (analog). Four bits are assigned to the X direction and the Y direction of the sub analog joystick  108 , the A button  103  (analog), and the B button  104  (analog), respectively. This is a format selected in a case that it requires a high system resolution to the main analog joystick  112 , the L switch  115  (analog) and the R switch  109  (analog). 
     In a format shown in  FIG. 21(   c ), eight bits are respectively assigned to the X direction and the Y direction of the main analog joystick  112 , the A button  103  (analog), and the B button  104  (analog). Four bits are assigned to the X direction and the Y direction of the sub analog joystick  108 , the L switch  115  (analog), and the R switch  109  (analog), respectively. This is a format selected in a case that it requires a high resolution to the main analog joystick  112 , the A button  103  (analog) and the B button  104  (analog). 
     Any one of the formats of  FIG. 21(   a ),  FIG. 21(   b ), and  FIG. 21(   c ) is selected according to a content of the game. The game machine main body  2  outputs an operating data request command uniquely assigned by each format. The controller circuit  120  generates the operating data in any one of formats of  FIG. 21(   a ),  FIG. 21(   b ), and  FIG. 21(   c ) according to a kind of the operating data request command. 
     By referring to  FIG. 22  to  FIG. 29 , descriptions are made with respect to a race game which is one embodiment of the present invention. In the race game of this embodiment, a player controls a direction of his or her machine by operating the main analog joystick  112  of the controller  1 , applies an acceleration control (accelerator control) of its machine by operating the R switch  109  (analog), and applies an acceleration (turbo) control which is larger than usual acceleration or applies a brake control (the player can arbitrarily select either the turbo control or the brake control) when the R switch  109  (analog) becomes turned on. In addition, when the A button  103  (digital) becomes turned on, a shooting control of a machine gun is applied toward an enemy machine operated by the computer, and when the B button  104  (digital) becomes turned on, the shooting control of a pistol is applied. 
       FIG. 22  to  FIG. 29  are flowcharts of a program stored in the game disk  4 , read out by the disk drive  23 , and executed by the CPU.  FIG. 22  is a flowchart of a main routine. Upon starting the game (inserts the game disk  4  into the disk drive  23 , and turns on a power of the game machine main body), firstly, in a step S 1501 , a digital button defining process subroutine described later by referring to  FIG. 23  is executed. After the step S 1501 , a starting process subroutine described later by referring to  FIG. 24  is executed in a step S 1502 . After the step S 1502 , an initializing process of a coordinate machine, a speed, a moving direction, etc. of the own machine are carried out in a step S 1503 . 
     After the step S 1503 , the operating data of the controller  1  is read out in a step S 1504 . More specifically, data of the format described before by referring to  FIG. 21  is generated by the controller circuit  120 , and read out by the CPU  21  via the cable connector  130 , the cable  5 , the control connector  28 , and the coprocessor  22 . Note that of this embodiment, the format (b) in  FIG. 21  is in use. 
     After the step S 1504 , a speed changing process subroutine described later by referring to  FIG. 25  is executed in a step S 1505 . After the step S 1505 , a process for determining the moving direction of the own machine is carried out in a step S 1506 . More specifically, a changing process of the moving direction of the own machine is carried out based on operating information of the main analog joystick  112  (a value of “Main Analog X” and “Main Analog Y” in  FIG. 21 ). 
     After the step S 1506 , a coordinate changing process is carried out in a step S 1507 . More specifically, a changing process of the coordinate of own machine is carried out based on the speed, the moving direction of its own machine determined in the steps S 1505  and S 1506 , and the coordinate of last time. After the step S 1507 , a collision process described later by referring to  FIG. 26  is carried out in a step S 1508 . After the step S 1508 , an attacking process described later by referring to  FIG. 27  is carried out in a step S 1509 . After the step S 1509 , other processes are carried out in a step S 1510 . More specifically, a moving process of the enemy machine, an attacking process, an image process, a sound process, and etc. are carried out. After the steps S 1510 , it is determined whether or not the game has been over in a step S 1511 , and in case of the game over, the game is ended. If it is determined that the game is not over, the process returns to the step S 1504  so as to repeat the game process. 
       FIG. 23  is a flowchart of the digital button defining process in the step S 1501  of the main routine in  FIG. 22 . In this digital button defining process, a definition of a process carried out in a case that the R switch  109  (digital) becomes turned on (in a case that “R” in  FIG. 21  becomes “1”) is executed. In this embodiment, there are two selection items, that is, the turbo process and the braking process, and the player can arbitrarily select either one of the two (it may be also possible to select from more than three selection items). Note that since the turbo process and the braking process are a process in association with an acceleration control (steps S 1806 , S 1807 , and S 1808  in  FIG. 25 ) defined to the R switch  109  (analog), it is possible to carry out a plurality of operations (acceleration and turbo or acceleration and brake) associated only with the operation of the R switch  109  by a single switch. Furthermore, it is possible to facilitate the operation and increase a level of a taste or savor if the player can set the definition of the R switch  109  (digital). 
     Firstly, an input process to select either one of the turbo process or the braking process by the player is carried out in a step S 1601 . After the step S 1601 , it is determined whether or not the player selected the turbo process or whether or not the player selected the braking process in steps S 1602  and S 1604 . If it is determined that the turbo process is selected in the step S 1602 , the digital button definition process is ended after an address in which a program of the turbo process is stored in a definition area of the R switch  109  (digital) is stored in a step S 1603 . In addition, if it is determined that the braking process is selected in the step S 1604 , the digital button definition process is ended after the address in which a program of the braking process is stored in a definition area of the R switch  109  (digital) is stored in the step S 1605 . 
       FIG. 24  is a flowchart of the starting process in the step S 1502  of the main routine in  FIG. 22 . A staging process at a time of staring the race game is carried out in the starting process. Firstly, in a step S 1701 , it is determined whether or not a start button  116  is depressed (whether “START” is “1” or not in  FIG. 21 ). While the start button  116  is not depressed, the process of the step S 1701  is repeated. If it is determined that the start button  116  is depressed, the process proceeds to a step S 1702  so as to carry out an engine igniting display process. More specifically, a process for displaying an image in which the engine of own machine is ignited is carried out. After the step S 1702 , a signal to turn on the vibration motor  117  (no brake) is produced in a step S 1703 . By rendering the on signal of the vibration motor  117  a signal without brake in the step S 1703 , it is possible to reproduce a vibration in a more real manner when the engine starts. The starting process is ended after the step S 1703 . 
       FIG. 25  is a flowchart of the speed changing process in the step S 1505  of the main routine in  FIG. 22 . In the speed changing process, a process for changing the speed of the own machine is carried out based on the operating information of the R switch  109 . Firstly, in a step S 1801 , it is determined whether or not the R switch  109  (digital) is on (whether or not “R” in  FIG. 21  is “1”). If determined that it is on, a stored content of the definition area of the R switch  109  (digital) is referred to in steps S 1802  and S 1804 , and if the turbo process is set, the process proceeds to a step S 1809  after the turbo process described later by referring to  FIG. 28  is carried out in a step S 1803 . In addition, in a case that the braking process is set, the process proceeds to the step S 1809  after the braking process described later by referring to  FIG. 29  is carried out in a step S 1805 . 
     If it is determined that the R switch  109  (digital) is not turned on in the step S 1801 , the process proceeds to a step S 1806  so as to determine whether or not there is an output of the R switch  109  (analog) (whether or not “R Analog” in  FIG. 21  is equal to or more than 1). If determined that there is the output, the process proceeds to the step S 1809  after setting a value multiplying a constant value a to the output value of the R switch  109  (analog) (a value of “R Analog” in  FIG. 21 ) as an acceleration in a step S 1807 . Note that the constant value a is appropriately set in light of a balance of the game. If it is determined that there is no output of the R switch  109  (analog) in a step S 1806 , the process proceeds to the step S 1809  after setting the acceleration to 0 in a step S 1808 . A speed of the own machine is calculated based on the set acceleration and the speed of last time in the step S 1809 . 
       FIG. 26  is a flowchart of the collision process in the step S 1508  of the main routine in  FIG. 22 . In this collision process, it is determined whether or not the own machine collides with the enemy machine or an obstacle. In a case of the collision therewith, a staging process with respect to the collision is carried out. Firstly, it is determined whether or not the own machine collides with the enemy machine or the obstacle in a step S 1901 . Specifically, carried out by comparing a coordinate of the own machine and the coordinate of the enemy machine or the obstacle. If it is determined that there is no collision, the colliding process is ended. If it is determined that there is the collision, an image for showing a collision state is displayed in a step S 1902 . After the step S 1902 , it is determined whether or not the collision is a big collision in a step S 1903 . Herein, the big collision refers to cases of being collided with the enemy machine or the obstacle at a high speed or being collided head-on. If the big collision is determined, an on signal of the vibration motor (no brake) is produced in a step S 1904 . By rendering the signal produced in the step S 1904  a signal without brake, a vibration of a case where a collision energy is large is reproduced in a real manner. The collision process is ended after the step S 1904 . 
     If it is determined not a big collision in the step S 1903 , the on signal of the vibration motor (with brake) is produced in a step S 1905 . By rendering the signal produced in the step S 1905  a signal with brake, a vibration of a case where the collision energy is small is reproduced in a real manner. Note that it may be possible that the signal produced in the step S 1905  is a signal having a smaller amount of vibration of the vibration motor  117  than the signal produced in the step S 1904 . The collision process is ended after the step S 1905 . 
       FIG. 27  is a flowchart of the attacking process in the step S 1509  of the main routine in  FIG. 22 . In the attacking process, a process in which a machine gun and a pistol are fired against the enemy machine is carried out. Firstly, it is determined whether or not the A button  103  (digital) is depressed (whether or not “A” in  FIG. 21  is “1”) in a step S 2001 . If it is determined that the A button  103  (digital) is depressed, an image for showing a state in which the machine gun is fired is displayed in a step S 2002 . After the step S 2002 , the on signal of the vibration motor (without brake) is produced in a step S 2003 . By rendering the signal produced in the step S  2003  a signal without brake, an impact when firing the machine gun is reproduced in a real manner. The process proceeds to a step S 2007  after the step S 2003 . 
     If it is determined that the A button  103  (digital) is not depressed in the step S 2001 , it is determined whether or not the B button  104  (digital) is depressed (whether or not “B” in  FIG. 21  is “1”) in a step S 2004 . If it is determined that the B button  104  (digital) is not depressed, the attacking process is ended. If it is determined that the B button  104  (digital) is depressed, an image showing a state in which the pistol is fired is displayed in a step S 2005 . After the step S 2005 , the on signal (with brake) of the vibration motor is produced in a step S 2006 . By rendering the signal produced in the step S 2006  a signal with brake, it is possible to reproduce an impact when firing the pistol in a real manner. Note that the signal produced in the step S 2006  may be a signal having a smaller amount of vibration of the vibration motor  117  than the signal produced in the step S 2003 . The process proceeds to the step S 2007  after the step S 2006 . 
     It is determined whether or not the machine gun or the pistol hits the enemy machine in the step S 2007 . If it is determined that the target is not hit, the attacking process is ended. If it is determined that the target is hit, the attacking process is ended after carrying out a hitting process (process to give a damage to the enemy machine) in a step S 2008 . 
       FIG. 28  is a flowchart of the turbo process in the step S 1803  of the speed changing process in  FIG. 25 . In a step S 2101 , 300× a is set as an acceleration, and then the turbo process is ended. Since a maximum output value of the R switch  109  (analog) is 255, it becomes to set the acceleration larger than a case of depressing the R switch  109  (analog) at a maximum amount. Note that in a case that 255× a is set as the acceleration, and the R switch  109  (digital) becomes turned on in the step S 2101 , it may be possible that an acceleration equal to an maximum output value of the R switch (analog) is set. In doing so, it is possible to keep an output with respect to an maximum operation at an constant value in a case that there is a deviation or error in the output of the analog switch. 
       FIG. 29  is a flowchart of the braking process in the step S 1805  of the speed changing process in  FIG. 25 . In a step S 2201 , −50× a is set as an acceleration, and then the braking process is ended. 
     Next, descriptions are made with respect to a boxing game which is another embodiment of the present invention by referring to  FIG. 30  to  FIG. 32 . In the boxing game of this embodiment, a player moves and controls a player boxer (boxer operated by the player) by operating the main analog joystick  112  of the controller  1 , and delivers a right punch by operating the R switch  109 . When the R switch  109  (digital) becomes turned on, the right punch is delivered. However, kinds of punches (jab or straight) are changed according to a state of the R switch  109  (analog) before which the R switch  109  (digital) becomes turned on. When the L switch  115  (digital) becomes turned on, a process to deliver a left punch is carried out similar to the right punch. 
       FIG. 30  to  FIG. 32  are flowcharts of a program carried out in the CPU  21 .  FIG. 30  is a flowchart of a main routine. Upon starting the game, an initializing process is first carried out in a step S 2301 . A process in which 1, for example is set to a variable n and other processes are carried out. Herein, the variable n is a variable used in an attacking process described later by referring to  FIG. 31 . After the step S 2301 , operating data of the controller  1  is read in a step S 2302 . More specifically, a process similar to the aforementioned step S 1504  is carried out. Note that a format (b) in  FIG. 21  is used of this embodiment. 
     After the step S 2302 , a moving process of the player boxer is carried out in a step S 2303 . More specifically, a moving process of the player boxer is carried out based on the operating information of the main analog joystick  112  (value of “Main Analog X” and “Main Analog Y” in  FIG. 21 ). If the value of the Main Analog X is plus (+), the player boxer is caused to move to a right direction according to the value, if the value of the Main Analog X is minus (−), the player boxer is caused to move to a left direction according to the value, if the value of the Main Analog Y is plus (+), the player boxer is caused to move to a forward direction according to the value, and if the value of the Main Analog Y is minus (−), the player boxer is caused to move to a backward direction according to the value, for example. 
     After the step S 2303 , an attacking process described later by referring to  FIG. 31  and  FIG. 32  is carried out in a step S 2304 . After the step S 2304 , other processes are carried out in a step S 2305 . More specifically, a moving process of the enemy boxer, an attacking process, an image process, a sound process, and etc. are carried out. 
     After the step S 2305 , it is determined whether or not the game is over in a step S 2306 . If it is determined that the game is over, the game is ended. If it is determined that the game is not over, the process returns to the step S 2302  so as to repeat the game process. 
       FIG. 31  is a flowchart of the attacking process of the player boxer in the step S 2304  of the main routine in  FIG. 30 . In this attacking process, a process to change kinds of the punches is carried out based on the operating data of the R switch  109  (“R” and “R Analog” shown in  FIG. 21 ). In the attacking process, the variable n is a variable to be incremented one frame by one frame in a period that the R switch  109  (digital) is turned off, and an index variable for storing an operating state of the R switch  109  (complete depressing state, half depressing state or releasing state) for each frame into P(n). In this embodiment and other embodiments, data of the controller  1  is received one frame by one frame in synchronism with a television frame. However, it is possible for a programmer to arbitrarily set a reception timing of the controller data. In this case, the variable n is incremented at every time that the controller data is received. 
     In addition, a variable t is a variable for decreasing the index variable for determining a past operating state of the R switch  109 . A constant T is a natural number representing a predetermined period (several ten frame periods, for example), and an appropriate value is set therefor in view of a game balance. 
     At first, a state of the R switch  109  is detected, and a process to store the state is carried out in the step S 2401 . Descriptions are specifically made by using  FIG. 32 . First, it is determined whether or not the R switch  109  (digital) is turned on (R switch  109  is completely depressed, that is, a state in which the R switch  109  is completely forced down) in a step S 2501 . If the R switch  109  (digital) is turned on, the variable P(n) is rendered 0 in a step S 2502 , and the process proceeds to a step S 2402 . The process proceeds to a step S 2503  if the R switch  109  (digital) is turned off in the step S 2501 . It is determined whether or not an output value of the R switch  109  (analog) is 0 (specifically, it is determined whether or not a value of “R Analog” shown in  FIG. 21  is 0) in the step S 2503 . If the output value of the R switch  109  (analog) is not 0 (R switch  109  is half depressed), the variable P(n) is rendered 1 in a step S 2504 , and the process proceeds to the step. S 2402 . If the output value of the R switch  109  (analog) is 0 (R switch is released) in the step S 2503 , the variable P(n) is rendered 2 in a step S 2505 , and the process proceeds to the step S 2402 . 
     It is determined whether or not the variable P(n) is equal to 0 (R switch  109  is completely depressed) in the step S 2402 , and if the variable P(n) is coincident with 0, the process proceeds to a step S 2403  so as to set the variable t to 0. After the step S 2403 , it is determined whether or not n−t is equal to or less than 1 in a step S 2404 , if n−t is not less than (&lt;) 1, the process proceeds to a step S 2405 . In the step S 2405 , it is determined whether or not P(n−t) is coincident with 2 (that is, it is determined whether or not the operating state of the R switch  109  at a frame before t frames is a releasing state), and if P(n−t) is not equal to 2, the process proceeds to a step S 2406 . In the step S 2406 , it is determined whether or not t is coincident with T (predetermined period), and if t is not coincident with T, the process proceeds to a step S 2407 , and then returns to the step S 2404  after incrementing t. 
     The process proceeds to a step S 2408  if n−t is less than (&lt;) 1 in the step S 2404 , and further proceeds to a step S 2411  not delivering the punch. This process is carried out to prevent not to deliver an exact punch movement when a period from when the punch is delivered last time until when the R switch  109  is completely depressed this time is shorter than T. Although no punch was to be delivered for a predetermined time of this embodiment, in a case of displaying the punch action in an animation manner, it may be possible to arrange that a next punch is not to be delivered until an animation display is ended. 
     The process proceeds to a step S 2409  if P(n−t) is equal to (=) 2 in the step S 2405 , the CPU  21  outputs to the coprocessor  22  a command to generate image data in which the player boxer delivers a straight punch, and then proceeds to the step S 2411 . To be described more specifically, if there is a period during which the R switch is released within the T frame period before the player completely depresses the R switch  109  (that is, the R switch  109  becomes a completely depressing state from a releasing state), the player boxer delivers the straight punch. 
     The process proceeds to a step S 2410  if t is equal to (=) T in the step S 2406 , and the CPU  21  outputs to the coprocessor  22  a command to generate image data in which the player boxer delivers a jab, and then proceeds to a step S 2411 . More specifically, if there is no period during which the R switch is released within the T frame period before the player completely depresses the R switch  109 , that is, the R switch is left in a half-depressing state during the T frame period (that is, the R switch has become a half-depressing state to a complete depressing state), the player boxer strikes the jab. The process proceeds to the step S 2305  after resetting the variable t to 0 and the variable n to 1 in the step S 2411 . 
     If the variable P(n) is not equal to (=) 0 (R switch  109  is not completely depressed) in the step S 2402 , the process proceeds to a step S 2412 . In the step S 2412 , the variable n is incremented by 1, and the process proceeds to the step S 2305 . Therefore, it continues to store data of the operating state (whether complete depressing or half depressing or releasing) of the R switch  109  until the R switch  109  is completely depressed. 
     If the game shown from  FIG. 30  to  FIG. 32  is executed as described above, an attacking process to deliver the straight (punch) is applied after delivering the jab in a case that after the player half-depresses the R switch  109  for a while, and completely depresses, and thereafter, the player removes a finger so as to release the R switch, and completely depresses the R switch  109  instantly, for example. According to this embodiment, it is possible to perform a plurality of controls based on operations of a single switch (R switch  109 ), thus enabling to apply a complicated control by a simple operation. 
     Note that with respect to a left hand attack, by using the L switch  115 , it is possible to apply a control similar to the right hand attack. 
     Next, descriptions are made regarding a fighting game which is another embodiment of the present invention by referring to  FIG. 33  to  FIG. 35 . In the fighting game of this embodiment, the player controls a movement of a character of a fighter (hereinafter briefly referred to as “player character”) by operating the main analog joystick  112  of the controller  1 , and controls delivering a technique by operating the R switch  109  (analog). In a case that delivered technique hits an enemy fighter character controlled by the computer, a damage is done to the enemy fighter character, and in a case that the technique delivered by the enemy fighter character hits the player character, the damage is done to the player character. Then, this is a game in which one of either side which accumulates a damage more than a constant value is lost. 
       FIG. 33  is a flowchart of a main routine. Upon starting the game, an initializing process is first carried out in a step S 2601 . More specifically, a process to render a variable t  0 , and a variable n  1  is carried out. Herein, the variable t and the variable n are variables used in a technique process described later by referring to  FIG. 34 . After the step S 2601 , a process to read out operating data of the controller is carried out in a step S 2602 . After the step S 2602 , the technique process described later by referring to  FIG. 34  is carried out in a step S 2603 . 
     After the step S 2603 , other processes are carried out. More specifically, a technique that the enemy fighter character delivers is determined, and it is determined whether or not the technique delivered by the enemy fighter character hits the player character. If being hit, a damage on the player character is calculated. Furthermore, an image process and a sound process are carried out. After a step S 2604 , it is determined whether or not the game is over in a step S 2605 , and if it is determined that the game is over, the game is ended. If it is determined that the game is not over, the process returns to the step S 2602  so as to repeat the game process. 
       FIG. 34  is a flowchart of the technique process in the step S 2603  of the main routine in  FIG. 33 . In the technique process, an operating state of the R switch  109  (complete depressing, half-depressing, or releasing state) is detected, and a history of the operating state is stored, and thereby to carry out a process to determine a technique to be delivered according to the history. In the technique process, the variable t is a variable for measuring a period during which the state of the R switch  109  remains unchanged (a period during which a state of the complete depressing continues, a period during which a half-depressing continues, or a period during which a releasing state continues). In addition, the variable n is an index variable for storing the history of the operating state of the R switch  109  into P(n). The constant T is a natural number representing a predetermined period (several ten frames of periods), and an appropriate value is set therefor in view of a game balance. 
     Firstly, an R switch state detecting process similar to  FIG. 32  in the aforementioned embodiment is carried out in a step S 2701 . An operating state of the R switch  109  is detected by this process. After the step S 2701 , it is determined whether or not P(n) is equal to (=) P(n−1) in a step S 2702 . That is, it is determined whether or not a present operating state of the R switch  109  (P(n)) is coincident with the operating state of the R switch  109  of last time (P(n−1)). If it is determined that it is not coincident, the process proceeds to a step S 2703  so as to reset the variable t to 0. After the step S 2703 , a process to increment the variable n is carried out in a step S 2704 . The process proceeds to a step S 2708  after the step S 2704 . 
     If it is determined that the operating state (P(n)) of the present R switch  109  and the operating state (P(n−1)) of the R switch  109  of last time are coincident with each other in the step S 2702 , the process proceeds to a step S 2705  so as to carry out a process to increment t. After the step S 2705 , it is determined whether or not t is greater than T (predetermined period) (t&gt;T) in a step S 2706 . That is, it is determined whether or not there is any change to the operating state of the R switch  109  for a constant time (T) period. If it is determined that t is not greater than T, the process proceeds to the step S 2708 . If it is determined that t is greater than T (t&gt;T), the process proceeds to a step S 2707  so as to reset the variable n to 1. That is, the index of the operating history is reset to 1. After the step S 2707 , the process proceeds to the step S 2708 . 
     A technique pattern table as shown in  FIG. 35  is referred to in the step S 2708 . On the technique pattern table, a technique number, an operating history pattern, an attacking power, and data of a technique image are stored. The technique number is a number applied to the kinds of techniques. An operating history of the R switch  109  to deliver the technique is defined to the operating history pattern. If the R switch  109  is operated in order of “complete depressing” to “half depressing”, for example, a technique  1  is delivered. Likewise, if the R switch  109  is operated in order of “half depressing” to “complete depressing”, a technique  2  is delivered. Note that as described before, in a case that the state of the R switch  109  remains unchanged for a constant period (T), the variable n is reset (operating history is reset), and therefore, it requires to carry out a following operation within the constant period (T). It is also possible to define three or four histories like a technique  3  or a technique  4  (it is also possible to define more than five histories). Note that although only four kinds of the technique are defined in  FIG. 35 , it is possible to define as many techniques as possible. 
     In the step S 2708 , P ( 1 )-P(n), that is, the history that the player actually operated are compared with the operating history pattern on the technique pattern table. After the step S 2708 , it is determined whether or not P( 1 )-P(n) is coincident with one of the techniques of the operating history patterns out of the technique pattern table in a step S 2709 . If it is determined that none of the operating history pattern of the techniques is coincident, the technique process is ended. If it is determined that any one of the operating history pattern of the techniques is coincident, the process proceeds to a step S 2710  so as to carry out a technique delivering process. More specifically, a technique image display (based on the technique image data defined on the technique pattern table), a hitting judgment of the delivered technique, and in addition, a damage process of the enemy fighter character (based on the attacking power data defined on the technique pattern table) are carried out. After the step S 2710 , t is reset to 0 and the variable n is reset to 1 in a step S 2711 . After the step S 2711 , the technique process is ended. 
     The R switch  109  of the embodiment has a function as a digital switch and a function as an analog switch. Furthermore, since the digital switch accompanies a click sensation, the player can clearly recognize a complete depressing state by sensing the click sensation in a case of the complete depressing. That is, it is possible for the player with ease to clearly distinguish three states, that is, the releasing state, the half-depressing state, and the complete depressing. In a conventional switch, a state which the player could clearly distinguish was only two states, that is, the releasing state and the depressing state. In contrast thereto, in a game which uses the R switch  109  of the embodiment of the present invention, there is a versatility with respect to a functioning state because it is possible to clearly distinguish the three states, thus allowing to apply various game effects according thereto. In addition, in a case that the process is changed according to the operating history as of this embodiment, versatility is brought about with respect to a combination of the operating history, thus possible to increase savor or taste of the game. 
     Next, a gun game which is another embodiment of the present invention is described by referring to  FIG. 36  to  FIG. 42 . In the gun game of this embodiment, the player controls a movement of a player character in possession of a gun by operating the main analog joystick  112  of the controller  1 , and controls to fire the gun by operating the R switch  109 . Herein, in a case that the R switch  109  (digital) becomes turned on (a state of complete depressing), a process to fire the gun is carried out. In a case that before the R switch  109  (digital) becomes turned on and the R switch  109  (analog) is being in operation (a state of half-depressing), the gun is not fired, however, an action display in which the gun is held is carried out. In a case that a bullet hits an enemy character controlled by the computer, a damage is applied to the enemy character. 
       FIG. 36  is a flowchart of a main routine. In starting the game, firstly, reading of the operating data of the controller is carried out in a step S 2901 . After the step S 2901 , a gun firing process described later by referring to  FIG. 37  is carried out in a step S 2902 . After the step S 2902 , a gun holding process described later by referring to  FIG. 38  is carried out in a step S 2903 . After the step S 2903 , a moving process described later by referring to  FIG. 41  is carried out in a step S 2904 . After the step S 2904 , an enemy process described later by referring to  FIG. 42  is carried out in a step S 2905 . After the step S 2905 , other processes are carried out in a step S 2906 . More specifically, an image process, a sound process, and etc are carried out. After the step S 2906 , it is determined whether or not the game is over in a step S 2907 . If it is determined that the game is over, the game is ended. If it is determined that the game is not over, then the process returns to the step S 2901  so as to repeat the game process. 
       FIG. 37  is a flowchart of the gun firing process in the step S 2902  of the main routine shown in  FIG. 36 . Firstly, in a step S 3001 , it is determined whether or not the R switch  109  (digital) is turned on (more specifically, it is determined whether or not “R” of the operating data shown in  FIG. 21  is “1”). If it is determined that the R switch is off, the gun firing process is ended. If it is determined that the R switch is on, the process proceeds to a step S 3002  so as to display an image showing a firing of the gun. After the step S 3002 , it is determined whether or not the bullet hits the enemy in a step S 3003 . If it is determined that the enemy is not hit, the gun firing process is ended. If it is determined that the enemy is hit, the process proceeds to a step S 3004  so as to end the gun firing process after carrying out a process to eliminate the enemy. 
       FIG. 38  is a flowchart of the gun holding process in the step S 2903  of the main routine shown in  FIG. 36 . Firstly, in a step S 3101 , it is determined whether or not an output value of the R switch (analog) is 0 (more specifically, it is determined whether or not a value of the operating data “R Analog” shown in  FIG. 21  is 0). If it is determined that the value is 0, the process proceeds to a step S 3102  so as to carry out a process to display an image A shown in  FIG. 39 . That is, in a case that the R switch  109  is in a releasing state, a display in which the gun is not to be raised at all is shown. If it is determined that the output value of the R switch  109  (analog) is not 0, the process proceeds to a step S 3103  so as to determine whether or not the value is from 1 to 63. If it is determined that the value is from 1 to 63, the process proceeds to a step S 3104  so as to carry out a process to display an image B shown in  FIG. 39 . That is, in a case of a state where the R switch  109  (value of the “R Analog” is from 1 to 63) is slightly pressed, a state in which the gun is slightly raised is displayed (image B shown in  FIG. 39 ). If it is determined that the output value of the R switch  109  (analog) is not from 1 to 63 in the step S 3103 , the process proceeds to a step S 3105  so as to determine whether or not the value is from 64 to 127. If it is determined that the value is from 64 to 127, the process proceeds to a step S 3106  so as to carry out a process to display an image C shown in  FIG. 39 . That is, in a case of a state in which the R switch is further depressed (“R Analog” is from 64 to 127), a state in which the gun is further raised is displayed (image C shown in  FIG. 39 ). 
     Likewise, in steps S 3107  and S 3108 , in a case of a state where the R switch  109  is further depressed (value of the “R Analog” is from 128 to 191), a state where the gun is further raised is displayed (image D shown in  FIG. 39 ). If it is determined that the output value of the R switch (analog) is from 192 to 255 in a step S 3109 , a state where the gun is completely held (image E shown in  FIG. 39 ) is displayed, however, no bullet is fired unless the R switch  109  (digital) becomes turned on. After displaying the image A, B, C, D, or E, the gun holding process is ended. 
     Note that in addition to the action display by the player character (image A to image E shown in  FIG. 39 ) to hold the gun corresponding to the output of the R switch  109  (analog), it may be possible to display an action or operation in which a trigger of the gun is pulled as shown in  FIG. 40 . In this case, in a state that the R switch  109  (analog) is a releasing state, an image F is displayed. In a state that the R switch  109  (analog) is depressed approximately by half, an image G is displayed. In a state that the R switch  109  (analog) is deeply depressed, an image H is displayed. 
     Although images prepared in advance are used in this embodiment, a new image may be generated according to a value of the “R Analog”. An example would include cases that an image in which an amount of pulling the trigger of the gun is increased is generated in proportion to an amount of the R switch  109  being depressed, and etc. 
       FIG. 41  is a flowchart of the moving process in the step S 2904  of the main routine shown in  FIG. 36 . In the moving process, a process to carry out a moving display of the player character based on the operation of the main analog joystick is done. Firstly, in a step S 3401 , it is determined whether or not there is an output value of the main analog joystick  112  (more specifically, it is determined whether or not either one of values of the operating data “Main Analog X” or “Main Analog Y” shown in  FIG. 21  is 0). If it is determined that there is no output value, the moving process is ended. If it is determined that there is the output value, a moving amount and a moving direction are determined depending on the output value of the main analog joystick  112  (value of “Main Analog A”, “Main Analog Y”) in a step S 3402 . 
     After the step S 3402 , the process proceeds to a step S 3403  so as to determine whether or not there is an output of the R switch  109  (analog) (more specifically, whether or not the value of the operating data shown in  FIG. 21  “R Analog” is 0). In a case that it is determined that there is no output, the process proceeds to a step S 3405 . In a case that it is determined that there is the output, a process to bring the moving amount determined in the step S 3402  to ½ is carried out in a step S 3404 . This is a case where there is the output of the R switch  109  (analog), a movement display in which the player character holds the gun (the image B to the image E shown in  FIG. 39 ) is shown, and therefore, in this case, a process that the movement is not easy (movement amount is small with respect to the operating amount) is carried out. After the step S 3404 , the process proceeds to the step S 3405 . In the step S 3405 , a process to display a movement of the player character in accordance with the determined moving amount and the direction amount is carried out. 
       FIG. 42  is a flowchart of the enemy process in the step S 2905  of the main routine shown in  FIG. 36 . In the enemy process, a moving process of the enemy character is carried out. Firstly, in a step S 3501 , a process to determine a moving amount and a moving direction of the enemy character is carried out. The moving amount and the moving direction are randomly determined based on the random number, for example. After the step S 3501 , a movement displaying process is carried out in a step S 3502 . More specifically, a process displayed in a moving manner according to the moving amount and the moving direction determined in the step S 3501  is carried out. After the step S 3502 , it is determined whether or not there is an output of the R switch  109  (analog) in a step S 3503  (more specifically, whether or not the value of the “R Analog” operating data shown in  FIG. 21  is 0). If it is determined that there is no output, the enemy process is ended. If it is determined that there is an output, a displaying state of the enemy character is brought into a state in which a feeling of “Do not shot at me” is expressed (holding up a hand toward the player character or lowering a head, and etc, for example). This is a case where if there is the output of the R switch  109  (analog), a movement display in which the player character holds the gun is shown (image B to image E shown in  FIG. 39 ), and therefore, in this case, a savor or taste of the game is increased by showing a display in which the enemy character is brought to responding to a gun-holding movement. 
     The R switch  109  of this embodiment is provided with a function as a digital switch and a function as an analog switch. Furthermore, since the switch is structured in such a manner that when the operation of the analog switch becomes maximum, the digital switch is turned on in conjunction therewith, there is a digital operation on an extension line of an analog operation. As a result thereof, in a case of assigning a predetermined movement to the digital switch as in this embodiment, it is possible to express a fact on a screen that the player is about to depress the digital switch by carrying out a movement display prior to a movement to which the digital switch is assigned in accordance with the operating amount of the analog switch. In a flag-raising game in which red and white flags held by right and left hands are raised in tune with a sign as a modified example of this embodiment, a process to raise the flag is carried out when the R switch  109  (digital) becomes turned on. However, it is considered to display that the flag is about to be raised in accordance with the operating amount of the R switch  109  (analog). Furthermore, in a boxing game, when the R switch (digital) is turned on, a process to deliver a punch is carried out. However, as another modified example, it is considered to carry out a moving display in which a faint action is delivered in a case that the R switch  109  (analog) is operated. In this case, a game program may be such a program that the enemy boxer responds (escapes) in response to the faint action. Moreover, in a fishing game, a process to cast a fishing rod is carried out when the R switch  109  (digital) becomes turned on. It is considered, as a still further modified example, to have a game having a display in which the fishing rod is moved back and forth in response to the operation of the R switch  109  (analog). 
     Next, descriptions are made with respect to a golf game which is another embodiment of the present invention by referring to  FIG. 43  and  FIG. 44 . The golf game of this embodiment is a game in which from a state that a player golfer (golfer character operated by the player) swings back a golf club, upon the player depresses the R switch  109  (digital), then the golf club is swing down so as to hit a ball. The ball is driven out at an initial velocity in proportion to a speed at which the R switch  109  (analog) is operated before the R switch  109  (digital) becomes on is forced. 
       FIG. 43  and  FIG. 44  are flowcharts of a program executed in the CPU  21 .  FIG. 43  is a flowchart of a main routine. Upon starting the game, firstly, an initializing process is carried out in a step S 3601  (changing a variable n to 1, and etc., for example). The variable n is a variable used in a ball process described later by referring to  FIG. 44 . After the step S 3601 , operating data of the controller  1  is read out in a step S 3602 . Note that a format (b) in  FIG. 21  is used in the embodiment. 
     After the step S 3602 , the ball process described later by referring to  FIG. 44  is carried out in a step S 3603 . After the step S 3603 , other processes are carried out in a step S 3604 . More specifically, a moving process of the player golfer, an image process, a sound process, and etc, are carried out. After the step S 3604 , it is determined whether or not the game is over in a step S 3605 . In a case that the game is over, the game is ended. If it is determined that the game is not over, the process is returned to the step S 3602  so as to repeat the game process. 
       FIG. 44  is a flowchart of the ball process in the step S 3603  of the main routine in  FIG. 43 . In the ball process, a moving process of the ball which the player golfer hits. More specifically, the moving process of the ball is carried out based on the operating data of the R switch  109  (value of the “R” and “R Analog” in  FIG. 21 ). In particular, a process to determine a speed at which the ball flies is carried out based on the value of “R Analog”. In the ball process, the variable n is a variable which is incremented for each frame, and an index variable for storing an output value of the R switch  109  (analog) of each one frame into A(n). A variable Cr is an output value of the R switch  109  (analog) (“R Analog” shown in  FIG. 21 ). A variable S is a variable for which an operating speed of the R switch  109  (analog) is substituted. 
     Firstly, in a step S 3701 , it is determined whether or not the R switch  109  (digital) is turned on (R switch  109  is completely depressed). Unless the R switch  109  (digital) is turned on, the process proceeds to a step S 3702 . The variable A(n) is substituted by the output value of the Cr (an output value of the R switch (analog). (More specifically, the value of the “R Analog” shown in  FIG. 21 ). 
     After the step S 3702 , the variable n is incremented by 1 (substitute n+1 for the variable n) in the step S 3703 , and the process proceeds to the step S 3604 . 
     If it is determined that the R switch  109  (digital) is turned on (R switch  109  is completely depressed) in the step S 3701 , the process proceeds to a step S 3704 . It is determined whether or not the variable n is less than 3 in the step S 3704 . If the variable n is not less than 3 (equal to or more than 3), the process proceeds to a step S 3705 . If the variable n is smaller than 3 (less than 3), the process proceeds to the step S 3703 , and proceeds to the step S 3604  after incrementing the variable n. This process is carried out because unless the variable n is equal to or more than 3, a velocity calculation in the step S 3705  cannot be done. 
     The variable S is substituted by A(n−1)-A(n−2) in the step S 3705 . The variable S is a variable to represent a speed to depress the R switch  109  (analog), and substituted by a numeric value that an analog value (A(n−1)) of the R switch  109  of last frame is subtracted by the analog value (A(n−2)) of the R switch  109  the frame one before last. A reason why the analog value of the R switch  109  of the present frame is not used is that the digital switch of the R switch  109  is not necessarily turned on before the analog value becomes maximum due to product structure, deviation in product precision, and etc. In this embodiment, an operating speed of the R switches  109  between the frame of one before last and the frame of last time is detected, however, the speed of the R switch  109  may be detected at a different timing (an operating speed between a frame of three frames before and the frame of one before last, or an operating speed between a frame of three frames before and the frame of last time, for example). 
     After the step S 3705 , it is determined whether or not S is 0 in a step S 3706 . If S is not 0, the process proceeds to a step S 3707 . If S is 0, the process proceeds to the step S 3703 , and then proceeds to the step S 3604  after incrementing the variable n. This process is carried out for allowing the player to perform a golf swing once again when S is 0, that is, the speed between the frame of the R switch  109  one before last and the frame of last time is 0 (when the R switch  109  is being depressed without interruption, the player operates the R switch  109  irregularly, and etc., for example). 
     An initial speed of the ball is determined based on the S in the step S 3707 . The speed may be evaluated by using an equation such as Sb (initial speed of the ball)=S×B (B is a value determined based on a relationship between the value of S and the initial speed of the ball), and etc., for example. If S is 50, set the initial speed of the ball to 300 km/h, for example. After the step S 3707 , image data for displaying the ball in accordance with the initial speed is generated in a step S 3708 . After the step S 3708 , the variable n is turned into 1 in a step S 3709 , and the process proceeds to the step S 3604 . 
     If the game shown in  FIG. 43  to  FIG. 44  is carried out, a ball at a high speed is driven out when the player quickly depresses the R switch  109 , and a ball at a slow speed is driven out when the player slowly depresses the R switch  109 . Therefore, the player can swing the golf club while adjusting a force to hit the ball. Accordingly, this makes it possible to realize a golf game in which realistic sensation and changes abound. 
     Note that a golf club swing may be operated either in synchronism with a movement of the R switch  109 , or after the R switch  109  (digital) is turned on. 
     Next, descriptions are made with respect to a shooting game which is another embodiment of the present invention by referring to  FIG. 45  and  FIG. 46 . The shooting game of this embodiment is a game in which a player makes a movement control of a player combat plane (combat plane operated by the player) by operating the main analog joystick  112  of the controller  1 , and shoots a laser beam when the player turns on the R switch  109  (digital) so as to attack an enemy. The laser beam is different in power depending on an operation amount of the R switch  109  (analog) before the R switch  109  (digital) is turned on. Although a combat plane game is shown in this embodiment, the present invention is applicable to any game in which to attack the enemy. 
       FIG. 45  and  FIG. 46  are flowcharts of a program carried out in the CPU  21 .  FIG. 45  is a flowchart of a main routine. Upon starting the game, firstly, an initialization process is carried out in a step S 3801 . Various processes are therein carried out such as turning a variable n into 1, turning a variable PW into 0, and etc., for example. The variable n and the variable PW are described in detail later. After the step S 3801 , operating information of the controller  1  is read out in a step S 3802 . Note that a format (b) in  FIG. 21  is used in this embodiment. 
     After the step S 3802 , a moving process of the combat plane is carried out in a step S 3803 . More specifically, the moving process of the combat plane is carried out based on the operating information of the main analog joystick  112  (values of “Main Analog X” and “Main Analog Y” in  FIG. 21 ). If the value of the Main Analog X is plus (+), the player combat plane is moved to a right direction in accordance with the value, if the value of the Main Analog X is minus (−), the player combat plane is moved to a left direction in accordance with the value, if the value of the Main Analog Y is plus (+), the player combat plane is moved upward, in accordance with the value, and if the value of the Main Analog Y is minus (−), the player combat plane is moved downward in accordance with the value. 
     After the step S 3803 , an attacking process described later by referring to  FIG. 46  is executed in a step S 3804 . After the step S 3804 , other processes are carried out in a step S 3805 . More specifically, a moving process of an enemy object, an image process of the player combat plane and other objects, and a sound process of BGM, and etc are carried out. 
     After the step S 3805 , it is determined whether or not the game is over in a step S 3806 , and if it is determined that the game is over, then the game is ended. If it is determined that the game is not over, the process returns to the step S 3602  so as to repeat the game process. 
       FIG. 46  is a flowchart of the attacking process of the player combat plane in the step S 3804  of the main routine in  FIG. 45 . In the attacking process, a process in which the laser beam is fired is carried out in response that the R switch  109  (digital) is turned on. At this time, the power of the laser beam is determined based on the operating data of the R switch  109  (analog). In the attacking process, a variable n is a variable which is incremented for each frame while the R switch  109  (digital) is turned off, and an index variable for storing an output value of the R switch  109  (analog) of each one frame into A(n). Cr is an output value of the R switch  109  (analog) (“R Analog” shown in  FIG. 21 ). A variable S is substituted by a varying amount of the operation of the R switch  109  (analog). A variable PW is a variable which indicates the power of the laser beam. 
     Firstly, it is determined whether or not the R switch  109  (digital) is turned on (R switch  109  is completely depressed) in a step S 3901 . Unless the R switch  109  (digital) is turned on, the process proceeds to a step S 3902 . The variable A(n) is substituted by Cr in the step S 3902 . 
     It is determined whether or not the variable n is equal to or less than 2 in a step S 3903 . Unless the variable n is equal to or less than 2 (equal to or more than 2), the process proceeds to a step S 3904 , and if the variable n is equal to or smaller than two (less than 2), the process proceeds to a step S 3906 . This is a process for preventing a state where no numeric value is present in the variable A (n−1) as a result that n−1 becomes equal to or less than 0 in a step S 3904 . 
     The variable S is substituted by A(n)-A(n−1) in the step S 3904 . The variable S is a numeric value that an analog value of the R switch  109  of the present frame is subtracted from the analog value of the R switch  109  of the last frame, and represents an amount of the R switch  109  being forced (or pushed back) in one frame. After the step S 3904 , the variable PW is substituted by PW+ABS (S) in a step S 3905 . The PW which indicates a power of the laser beam increases in association that the player pushes and pulls back the R switch  109  (analog) during a time from that the player attacks the combat plane last time (from that the R switch  109  (digital) becomes turned on) and until present time. ABS (S) stands for an absolute value of the variable S. 
     After the step S 3905 , the variable n is incremented by one (substitute n+1 for the variable n) in the step S 3906 , and the process proceeds to the step S 3805 . 
     If the R switch  109  (digital) is turned on in the step S 3901 , the process proceeds to a step S 3907 . An attacking process is carried out in accordance with a value of the variable PW in the step S 3907 . There is a game in which the fighter planes shoot with each other by the laser beam, a life point and a attacking power are set for each fighter plane, the life point of the fighter plane being attacked decreases in accordance with the attacking power of the fighter plane attacked, the combat plane is blown out when the life point becomes zero, and thus, the fighter plane to be blown out is lost, and the fighter plane that blows out (the enemy) win, for example. The variable PW of this embodiment is used for determining the attacking power of the laser beam of this game. The larger the variable PW, the higher the attacking power and sooner to conquer the enemy, and the smaller the variable PW, the lower the attacking power, thus requiring time to conquer the enemy. However, in order to increase the variable PW, it needs to move the R switch  109  for a long period by forcing, pushing back, and etc in order that the R switch  109  (digital) does not become turned on (it needs to move a index finger up and down as if in a clanging manner). For a reason that there is a possibility to be attacked by the enemy during that time, an outcome of the game may depend on turning on the R switch  109  (digital) to what extent the variable PW is increased. 
     After the step S 3907 , the variable n is rendered 1 in a step S 3908 , and the process proceeds to a step S 3805  after rendering the variable PW  0 . 
     As described above, the game shown in  FIG. 45  and  FIG. 46  can realize an unprecedented operating method in which the attacking power to attack the enemy combat plane is changed by the number of upward and downward movements (and the amount forced into) of the R switch  109  by an index finger of the player in a clanging manner. Furthermore, according to this present embodiment, it is possible to provide a game having a good operability because an operation to accumulate an energy (PW) (operate the R switch  109  (analog) in a clanging manner) and an operation to shoot or fire (turn on the R switch  109  (digital)) can be implemented by the same switch. 
     Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.