Patent Publication Number: US-8523683-B2

Title: Storage medium storing game program, game apparatus and game control method

Description:
CROSS REFERENCE OF RELATED APPLICATION 
     The disclosure of Japanese Patent Application No. 2006-129874 is incorporated herein by reference. 
     BACKGROUND 
     1. Field 
     Example embodiment of the present invention relate to a storage medium storing a game program, a game apparatus and a game control method. More specifically, example embodiments of the present invention relate to a storage medium storing a game program, a game apparatus, and a game control method for receiving input data from an input device and displaying a situation in a virtual game space after arithmetically processing by using the input data on a screen of the corresponding display. 
     2. Description of the Related Art 
     Conventionally, a game system using an optical pointing device is proposed. An example of the related art of this kind is disclosed in Japanese Patent Laying-open No. 08-71252 [A63F 9/22] laid-open on Mar. 19, 1996(technical document). This technical document discloses a shooting game apparatus using a gun type controller. This gun type controller is equipped with a CCD camera, and photographs by the CCD camera a light emitting body disposed as an object to be imaged around a video screen. Thus, the game apparatus is capable of detecting a distance between the screen and the gun type controller, rotation of the gun type controller, and a relative position of the gun type controller with respect to the screen. In addition, the coordinate (arrival point) on the screen indicated by the gun type controller is also calculated. 
     However, the gun type controller described in the technical document is used only for indicating a position on the display screen. Namely, the gun type controller is capable of only simple operation that the position on the display screen is indicated, and is not capable of performing other operation. Accordingly, the gun type controller only allows a simple game to be performed, such as to determine hitting/missing a target on the display screen. Therefore, there is lack of amusement, because not only a game operation but also the game itself shows a simple content. 
     SUMMARY 
     Therefore, it is an aspect of example embodiments of the present invention to provide a novel storage medium storing a game program, game apparatus and game control method. 
     It is another aspect of example embodiments of the present invention to provide a storage medium storing a game program, a game apparatus and a game control method capable of increasing an amusement of the game using a pointing device. 
     Example embodiments of the present invention adopt the following construction in order to solve the above-described problems. It should be noted that reference numerals and footnote, etc. which are enclosed in parentheses show only one example of correspondences with the embodiment described later in order to help the understandings of example embodiments of the present invention, and do not limit the present invention. 
     The storage medium storing the game program according to example embodiments of the present invention stores the game program executed by the game apparatus whereby input data is received from the pointing device including at least one input means, and the situation of a virtual game space after arithmetic processing by using the input data is displayed on the screen of the display. The game program causes the processor of the game apparatus to function as an object disposing means, a pointing position detecting means, a first object indication determining means, an operation state determining means and a second object controlling means. The object disposing means disposes the first object and the second object within the virtual game space. The pointing position detecting means detects a position on the screen indicated by the pointing device. The first object indication determining means determines whether or not the first object is indicated, based on a pointing position detected by the pointing position detecting means. The operation state determining means determines whether or not a predetermined input means is pressed in a state that the first object indication determining means determines that the first object is indicated. The second object controlling means controls the second object to execute the processing related to the first object when the operation state determining means determines that a predetermined input means is pressed. 
     Specifically, a game apparatus ( 12 ) receives the input data from a pointing device ( 22 ) including at least one input means ( 26 ), and displays on the screen the situation in the virtual game space after arithmetic processing by using the input data. The game program causes a processor ( 36 ) of the game apparatus to function as an object disposing means ( 36 , S 3 ), a pointing position detecting means ( 36 , S 9 , S 51 ), a first object indication determining means ( 36 , S 55 ), an operation state determining means ( 36  and S 9 , S 71 ) and a second object controlling means ( 36 , S 89 ). The object disposing means disposes the first object ( 104 ) and the second object ( 102 ) in the virtual game space. For example, each object is generated and disposed in a three-dimensional virtual space. The pointing position detecting means detects the position on a screen ( 100 ) indicated by the pointing device. Namely, indicated coordinates of the pointing device are detected. The first object indication determining means determines whether or not the first object is indicated based on a pointing position (indicated coordinates) detected by the pointing position detecting means. For example, the first object indication determining means determines whether or not the indicated coordinates are brought into contact with or included in a display region of the first object. The operation state determining means determines whether or not a predetermined input means ( 26   i ) is pressed in a state that the first object indication determining means indicates the first object. When the operation state determining means determines that the predetermined input means is pressed, the second object controlling means controls the second object to perform the processing related to the first object. Namely, the processing in accordance with the first object is executed by the second object. 
     According to example embodiments of the present invention, since processing related to the indicated first object is performed by the second object, the amusement of the game using the pointing device can be increased. 
     According to one example embodiment of the present invention, the pointing device includes an imaging means for photographing an object to be imaged set in a circumference of the display, and the pointing position detecting means detects the position on the screen indicated by the pointing device based on a photographic result of the imaging means. Specifically, the pointing device includes an imaging means ( 80 ) for photographing objects ( 32   m ,  32   n ) to be imaged set in the circumference of the display. The pointing position detecting means detects the position on the screen indicated by the pointing device based on a photographic result of the imaging means. For example, an intermediate position between two objects to be imaged is detected as the position directed by the pointing device, namely, the pointing position. Thus, since the position on the screen indicated by the pointing device is detected, the position can be easily detected. 
     According to another example embodiment of the present invention, the operation state determining means determines whether or not an operation is set in a state that the predetermined input means is continuously pressed, and the second object controlling means causes the second object to perform the processing related to the first object, while the operation state determining means determines the state to be set in the state that the predetermined input means is continuously pressed. Specifically, the operation state determining means determines whether or not the state is kept in the state that the predetermined input means is continuously pressed, namely, whether or not a pressing of the input means is continuing. The second object controlling means controls the second object to perform the processing related to the first object, while the operation state determining means determines that the state is kept in the state that the predetermined input means is continuously pressed. Thus, the second object is controlled to perform the processing related to the first object, only while the predetermined input means is continuously pressed. Namely, a player is allowed to select the time to control the second object to perform the processing related to the first object. 
     According to one aspect of example embodiments of the present invention, the game program further causes the processor to function as a distance determining means for determining a distance between the first object and the second object in the virtual space, when it is so determined that the first object is indicated by the first object indication determining means, and the second object controlling means controls the second object to perform the processing related to the first object, when the distance is within a predetermined range. Specifically, when it is so determined that the first object is indicated (“YES” in S 55 ), distance determining means ( 36 , S 83 ) determines the distance between the first object and the second object in the virtual space. The second object controlling means controls the second object to perform the processing related to the first object, when the distance is within the predetermined range. Accordingly, when the distance exceeds the predetermined range, the second object controlling means does not allow the second object to perform the processing related to the first object. Accordingly, as long as the distance between the first object and the second object is within the predetermined range, the second object is allowed to perform the processing related to the first object. 
     According to another aspect of example embodiments of the present invention, the game program causes the processor to function as an existence determining means for determining whether or not other object exists between the first object and the second object when the first object indication determining means determines that the first object is indicated, and the second object controlling means controls the second object to perform the processing related to the first object when the existence determining means determines that other object does not exist. Specifically, existence determining means ( 36 , S 57 ) determines whether or not other object exists between the first object and the second object, when it is so determined that the first object is indicated (“YES” in S 55 ). Namely, the existence determining means determines whether or not the player can allow the second object to perform the processing related to the first object. When other object does not exist, the second object controlling means controls the second object to perform the processing related to the first object. Namely, as long as other object does not exit between the first object and the second object, the second object is allowed to perform the processing related to the first object. According to another example embodiment of the present invention, the second object controlling means controls a movement of the second object so that the second object approaches the first object. Therefore, by controlling the second object to approach the first object and by changing the indicated first object, a player object can be moved in the virtual game space. 
     According to still another aspect of example embodiments of the present invention, the game program further causes the processor to function as a speed calculating means for calculating a moving speed of the second object based on the distance, and the second object controlling means controls a movement of the second object based on the speed calculated by the speed calculating means. Specifically, the speed calculating means ( 36 , S 15 ) calculates the moving speed of the second object based on the distance between the first object and the second object. The second object controlling means controls the movement of the second object based on the speed calculated by the speed calculating means. Accordingly, in accordance with the distance between the first object and the second object, the moving speed of the first object can be changed. 
     According to still another example embodiment of the present invention, the object disposing means disposes a plurality of first objects, and the first object indication determining means further determines which one of the plurality of first objects is indicated, and the second object controlling means controls the second object to perform different processing respectively for each first object determined to be indicated. Specifically, the object disposing means disposes a plurality of first objects. The first object indication determining means determines not only whether or not the first object is indicated, but also which one of the plurality of first objects is indicated. The second object controlling means controls the second object to perform the different processing respectively for each first object determined to be indicated. Namely, since the second object is allowed to perform the processing in accordance with the first object, the amusement of the game using the pointing device can be increased. 
     According to example embodiments of the present invention, the game apparatus receives the input data from the pointing device including at least one input means, and displays on the screen of the display the situation in the virtual game space after arithmetic processing by using the input data. The game apparatus comprises an object disposing means, a pointing position detecting means, a first object indication determining means, an operation state determining means, and a second object controlling means. The object disposing means disposes the first object and the second object in the virtual game space. The pointing position detecting means detects the position on the screen indicated by the pointing device. The first object indication determining means determines whether or not the first object is indicated, based on the pointing position detected by the pointing position detecting means. The operation state determining means determines whether or not the predetermined input means is pressed in a state that the first object is determined to be indicated by the first object indication determining means. The second object controlling means controls the second object to perform the processing related to the first object, when the operation state determining means determines that the predetermined input means is pressed. 
     According to the game apparatus of example embodiments of the present invention also, in the same way as the storage medium of example embodiments of the present invention, the amusement of the game using the pointing device can be increased. 
     According to the game control method of example embodiments of the present invention, the input data is received from the pointing device including at least one input means, and a situation in the virtual game space after arithmetic processing by using this input data is displayed on the screen of a relevant display, comprising the steps of: (a) disposing the first object and the second object in the virtual game space; (b) detecting the position on the screen indicated by the pointing device; (c) determining whether or not the first object is indicated based on the pointing position detected in the step (b); (d) determining whether or not a predetermined input means is pressed in a state that it is so determined in the step (c) that the first object is indicated; and (e) controlling the second object to perform the processing related to the first object when it is so determined in the step (d) that the predetermined input means is pressed. 
     According to the game control method of example embodiments the present invention also, in the same way as the storage medium of the example embodiments present invention, the amusement of the game by using the pointing device can be increased. 
     The above described features, aspects and advantages of example embodiments the present invention will become more apparent from the following detailed description of example embodiments the present invention when taken in conjunction with the accompanying drawings. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an illustrative view showing a game system of one example embodiment of the present invention; 
         FIG. 2  is a block diagram showing an electrical constitution of the game system as shown in  FIG. 1 ; 
         FIG. 3  is an perspective view showing a controller as shown in  FIG. 1  viewed from an upper face rearward and lower face rearward; 
         FIG. 4  is a front view showing the controller as shown in  FIG. 1  viewed from the front; 
         FIG. 5  is a block diagram showing an electrical constitution of the controller as shown in  FIG. 3 ; 
         FIG. 6  is an illustrative view for schematically explaining a state of playing a game by using the controller as shown in  FIG. 1 ; 
         FIG. 7  is an illustrative view for explaining a visual angle of a marker and the controller as shown in  FIG. 1 ; 
         FIG. 8  is an illustrative view showing an example of a photographing image including an target object; 
         FIG. 9  is an illustrative view showing an example of a game screen displayed on a monitor as shown in  FIG. 1 ; 
         FIG. 10  is an illustrative view showing another example of the game screen displayed on the monitor as shown in  FIG. 1 ; 
         FIG. 11  is an illustrative view showing still another example of the game screen displayed on the monitor as shown in  FIG. 1 ; 
         FIG. 12  is an illustrative view showing an example of a memory map of a main memory as shown in  FIG. 2 ; 
         FIG. 13  is a flowchart showing a game entire processing of a CPU as shown in  FIG. 2 ; 
         FIG. 14  is a flowchart showing a setting processing of a star object of the CPU as shown in  FIG. 2 ; 
         FIG. 15  is a flowchart showing a part of a game operation processing of the CPU as shown in  FIG. 2 ; 
         FIG. 16  is a flowchart of another part of the game operation processing of the CPU as shown in  FIG. 2 , following  FIG. 15 ; 
         FIG. 17  is a flowchart of still another part of the game operation processing of the CPU as shown in  FIG. 2 , following  FIG. 15  and  FIG. 16 ; and 
         FIG. 18  is a flowchart of still another part of the game operation processing of the CPU as shown in  FIG. 2 , following  FIG. 17 . 
     
    
    
     DETAILED DESCRIPTION OF THE EMBODIMENTS 
     Referring to  FIG. 1 , a game system  10  as one example embodiment of the present invention includes a video game apparatus  12 . The video game apparatus  12  includes an approximately cubic housing  14 , and an optical disc drive  16  is provided on an upper end of the housing  14 . Attached to the optical disc drive  16  is an optical disc  18  as an example of information storage medium storing a game program, etc. Provided on a front surface of the housing  14  is a plurality of (four in this embodiment) connectors  20 . Therese connectors  20  function to connect the controller  22  as a pointing device to the video game apparatus  12  by cable or radio through a cable (not shown) or a receiving unit  24 . As shown in  FIG. 1 , in this embodiment, the receiving unit  24  is connected to the connector  20 , and through the receiving unit  24 , the controller  22  is connected to the video game  12  by radio. Details of the controller  22  will be explained later. 
     In this embodiment, according to this embodiment, radio communication is performed between the video game apparatus  12  and the controller  22 , and therefore it is not originally preferable to use the term, “connection”. However, as the term expressing a connected state capable of communicating between the video game apparatus  12  and the controller  22 , the term for the cable communication is borrowed and the term “connection” is therefore used for convenience. 
     One or a plurality of (two in this embodiment) memory slots  28  are provided on the front surface of the housing  14  and below the connector  20 . A memory card  30  is inserted into the memory slot  28 . The memory card  30  is used to load and store temporarily a game program, etc. read out from the optical disc  18  and save data on a game played with the game system  10  (game result data or in-progress game data). 
     An AV cable connector (not shown) is provided on a rear surface of the housing  14  of the video game apparatus. The connector is used to connect a monitor  34  to the video game apparatus  12  through the AV cable  32 . The monitor  34  is typically a color television receiver. The AV cable  32  inputs a video signal from the video game apparatus  12  to a video input terminal of a color TV and inputs a sound signal to a sound input terminal. Accordingly, a game image of a three-dimensional (3D) video game is displayed on a screen of the color TV (monitor)  34 , and stereo game sounds such as game music and sound effects are output from speakers  34   a  on both sides. Moreover, two markers  34   m  and  34   n  are provided in the circumference of the monitor  34  (at an upper side in this embodiment). The markers  34   m  and  34   n  are infrared LED and outputs infrared light toward the front of the monitor  34 , respectively. 
     In the game system  10 , for a user or a game player to play a game (or another application), the user firstly turns on the video game apparatus  12 , next selects an appropriate optical disk  18  in which the video game (or another application to be played) is stored, and then loads the optical disk  18  into the disk drive  16  of the video game apparatus  12 . Accordingly, the video game apparatus  12  starts executing the video game or another application based on software stored in the optical disk  18 . The user operates the controller  22  to provide input to the video game apparatus  12 . For example, the game or another application is started by manipulating some section of the operating part  26 . By manipulating another section of the operating part  26 , it is possible to move a moving image object (player object) in a different direction or change the viewpoint of the user (camera position) in a game world. 
       FIG. 2  is a block diagram showing an electrical structure of the video game system  10  of  FIG. 1  embodiment. The video game apparatus  12  is provided with a central processing unit (hereinafter referred to as “CPU”)  36 . The CPU  36  is also called computer or processor, and responsible for entirely controlling the video game apparatus  12 . The CPU  36  or computer functions as a game processor and is connected with a memory controller  38  via a bus. The memory controller  38  mainly controls writing to and reading from a main memory  40  connected via the bus, under control of the CPU  36 . The memory controller  38  is connected with a GPU (Graphics Processing Unit)  42 . 
     The GPU  42  constitutes a part of a rendering means and consists of a single-chip ASIC, for example. It receives a graphics command (rendering order) from the CPU  36  via the memory controller  38 , and generates a three-dimensional (3D) game image according to the command by using a geometry unit  44  and a rendering unit  46 . More specifically, the geometry unit  44  carries out coordinate operation processes such as rotation, movement and transformation of various objects and objects in a three-dimensional coordinate system (consisting of a plurality of polygons. The polygon denotes a multangular plane defined by at least three vertex coordinates.) The rendering unit  46  subjects each polygon of various objects to image generating processes such as pasting a texture (pattern image). Accordingly, 3D image data to be displayed on the game screen is generated by the GPU  42  and stored in a frame buffer  48 . 
     Incidentally, the GPU  42  obtains data (primitives or polygons, textures etc.) required for the GPU  42  to execute the rendering command, from the main memory  40  via the memory controller  38 . 
     The frame buffer  48  is a memory for rendering (accumulating) one frame of image data in a raster scan monitor  34 , for example, and is updated by the GPU  42  on a frame-by-frame basis. More specifically, the frame buffer  48  stores color information of an image in orderly sequence on a pixel-by-pixel basis. The color information here is data of R, G, B and A, and for example, 8-bit R (red) data, 8-bit G (green) data, 8-bit B (blue) data and 8-bit A (alpha) data. Also, the A data is data on mask (mat image). A video I/F  58  described later reads out the data from the frame buffer  48  via the memory controller  38 , thereby displaying a 3D game image on the screen of the monitor  34 . 
     In addition, a Z buffer  50  has a capacity equivalent to the number of pixels corresponding to the frame buffer  48 × the number of bits of depth data per pixel, and stores depth information or depth data (Z value) of a dot corresponding to each storage position in the frame buffer  48 . 
     Besides, both the frame buffer  48  and the Z buffer  50  may be formed with use of one part of the main memory  40 , and also may be provided within the GPU  42 . 
     The memory controller  38  is also connected to an ARAM  54  via a DSP (Digital Signal Processor)  52 . Thus, the memory controller  38  controls not only the main memory  40  but also writing to and/or reading from the ARAM  54  as a sub-memory. 
     The DSP  52  functions as a sound processor and generates audio data corresponding to sounds, voice or music required for the game by using sound data (not illustrated) stored in the main memory  40  or audio waveform data (not illustrated) written into the ARAM  54 . 
     The memory controller  38  is further connected via the bus to interfaces (I/F)  56 ,  58 ,  60 ,  62  and  64 . The controller I/F  56  is an interface for the controller  22  connected to the video game apparatus  12  via the receiving unit  24 . More specifically, the receiving unit  24  receives input data sent from the controller  22 , and the controller I/F  56  applies the input data to the CPU  36  through the memory controller  38 . It should be noted that in this embodiment, the input data includes at least any one of operation data, acceleration data, and marker coordinate data described later. The video I/F  58  accesses the frame buffer  48  to read out the image data generated by the GPU  42  and provides an image signal or image data (digital RGBA pixel values) to the monitor  34  via the AV cable  32  ( FIG. 1 ). 
     The external memory I/F  60  links a memory card  30  ( FIG. 1 ) inserted into the front surface of the video game apparatus  12 , with the memory controller  38 . This allows the CPU  36  to write data into the memory card  30  or read out data from the memory card  30  via the memory controller  38 . The audio I/F  62  receives audio data provided by the DSP  52  via the memory controller  38  or an audio stream read out from the optical disk  18 , and provides the speaker  34   a  of the monitor  34  with an audio signal (sound signal) corresponding to it. 
     Furthermore, the disk I/F  64  connects the disk drive  16  to the memory controller  38 , which causes the CPU  36  to control the disk drive  16 . Program data, texture data and the like read out by the disk drive  16  from the optical disk  18  are written into the main memory  40  under control of the CPU  36 . 
       FIG. 3  and  FIG. 4  show an example of an outer appearance of the controller  22 .  FIG. 3  (A) is a perspective view of the controller  22  viewed from the rear side of the upper face thereof, and  FIG. 3  (B) is a perspective view of the controller  22  viewed from the rear side of the lower face thereof.  FIG. 4  is a front view of the controller  22  viewed from the front thereof. 
     Referring to  FIG. 3  and  FIG. 4 , the controller  22  has a housing  22   a  formed by plastic molding, for example. The housing  22   a  is formed into an approximately rectangular parallelepiped shape, having a size small enough to be held by one hand of a user. As described above, the input means (a plurality of buttons or switches)  26  are provided in the housing  22   a  (controller  22 ). Specifically, as shown in  FIG. 3(A) , on an upper face of the housing  22   a  (controller  22 ), there are provided a cross key  26   a , an X-button  26   b , a Y-button  26   c , an A-button  26   d , a select switch  26   e , a menu (home) switch  26   f , a start switch  26   g , and a power supply switch  26   h . Meanwhile, as shown in  FIG. 3(B) , a lower surface of the housing  22   a  has a concave portion, and a B-trigger switch  26   i  is provided on a rear-side inclined surface of the concave portion. 
     The cross key  26   a  is a four directional push switch, including four directions of front (or upper), back (or lower), right and left operation parts. By operating any one of the operation parts, it is possible to instruct a moving direction of a character or object (player character or player object) that is be operable by a player or instruct the moving direction of a cursor. 
     The X-button  26   b  and the Y-button  26   c  are respectively push button switches, and are used for adjusting a viewpoint position and a viewpoint direction on displaying the 3D game image, i.e. a position and an image angle of a virtual camera. Alternatively, the X-button  26   b  and the Y-button  26   c  can be used for the same operation as that of the A-button  26   d  and the B-trigger switch  26   i  or an auxiliary operation. 
     The A-button switch  26   d  is the push button switch, and is used for causing the player character or the player object to take an action other than that instructed by a directional instruction, specifically arbitrary actions such as hitting (punching), throwing, grasping (acquiring), riding, and jumping, etc. For example, in an action game, it is possible to give an instruction to jump, punch, move a weapon, and so forth. Also, in a roll playing game (RPG) and a simulation RPG, it is possible to instruct to acquire an item, select and determine the weapon and command and so forth. 
     The select switch  26   e , the menu switch  26   f , the start switch  26   g , and the power supply switch  26   h  are also push button switches. The select switch  26   e  is used for selecting a game mode. The menu switch  26   f  is used for displaying a game menu (menu screen). The start switch  26   g  is used for starting (re-starting) or temporarily posing the game. The power supply switch  26   h  is used for turning on/off a power supply of the video game apparatus  12  by remote control. 
     In this embodiment, not that the power switch for turning on/off the controller  22  itself is not provided, and the controller  22  is set at on-state by operating any one of the switches or buttons of the input means  26  of the controller  22 , and when not operated for a certain period of time (30 seconds, for example) or more, the controller  22  is automatically set at off-state. 
     The B-trigger switch  26   i  is also the push button switch, and is mainly used for inputting a trigger such as shooting and designating a position selected by the controller  22 . In a case that the B-trigger switch  26   i  is continued to be pressed, it is possible to make movements and parameters of the player object constant. In a fixed case, the B-trigger switch  26   i  functions in the same way as a normal B-button, and is used for canceling the action determined by the A-button  26   d.    
     In addition, an external expansion connector  22   b  is provided on a back end surface of the housing  22   a , and an indicator  22   c  is provided on the top surface and the back end surface of the housing  22   a  of the housing  22   a . The external expansion connector  22   b  is utilized for connecting another controller not shown. The indicator  22   c  is made up of four LEDs, for example, and shows identification information (controller number) of the controller  22  by lighting any one of the four LEDs. 
     In addition, the controller  22  has an imaged information arithmetic section  80  (see  FIG. 5 ), and as shown in  FIG. 4 , on the front end surface of the housing  22   a , light incident opening  22   d  of the imaged information arithmetic section  80  is provided. 
     Note that as shown in  FIG. 3 , the shape of the controller  22  and the shape, number and setting position of each input means  26  are simply examples, and needless to say, even if they are suitably modified, example embodiments of the present invention can be realized. 
       FIG. 5  is a block diagram showing the electric configuration of the controller  22 . Referring to  FIG. 5 , the controller  22  includes a microcomputer  70 , and the microcomputer  70  is connected with an input means  26 , a memory  72 , an acceleration sensor  74 , and a radio module  76  by an internal bus (not shown). Moreover, an antenna  78  is connected to the radio module  76 . 
     Although illustration is omitted, as described above the external expansion connector  22   b  and indicator  22   c  (LED) are also connected with the microcomputer  70  via an interface or a driver. 
     The microcomputer  70  is in charge of an overall control of the controller  22 , and transmits (inputs) information (input information) inputted by the input means  26  and the acceleration sensor  74  as input data, to the video game apparatus  12  via the radio module  76  and the antenna  78 . At this time, the microcomputer  70  uses the memory  72  as a working area or a buffer area. 
     An operation signal (operation data) from the aforementioned input means  26  ( 26   a  to  26   i ) is inputted to the microcomputer  70 , and the microcomputer  70  stores the operation data once in the memory  72 . 
     Moreover, the acceleration sensor  74  detects each acceleration in directions of three axes of vertical direction (y-axial direction shown in  FIG. 3 ), lateral direction (x-axial direction shown in  FIG. 3 ), and forward and rearward directions (z-axial direction shown in  FIG. 3 ). The acceleration sensor  74  is typically an acceleration sensor of an electrostatic capacity type, but the acceleration sensor of other type may also be used. 
     For example, the acceleration sensor  74  detects the accelerations (ax, ay, az) in each direction of x-axis, y-axis, z-axis for each first predetermined time (such as 200 msec), and inputs the data of the acceleration (acceleration data) thus detected in the microcomputer  70 . For example, the acceleration sensor  74  detects the acceleration in each direction of the axes in a range from −2.0 g to 2.0 g (g indicates a gravitational acceleration. The same thing can be said hereafter.). The microcomputer  70  detects the acceleration data given from the acceleration sensor  74  for each second predetermined time (for example, 1 frame: each screen update unit time ( 1/60 sec)), and stores it in the memory  72  once. The microcomputer  70  generates input data including at least one of the operation data, acceleration data and the marker coordinate data, and transmits the input data thus generated to the video game apparatus  12  for each third predetermined time (1 frame). 
     In this embodiment, although omitted in  FIG. 3 , the acceleration sensor  74  is provided inside the housing  22   a  and in the vicinity of a place where the cross key  26   a  is arranged. 
     The radio module  76  modulates a carrier of a predetermined frequency by the input information data, by using a technique of Bluetooth, for example, and emits its weak radio wave signal from the antenna  78 . Namely, the input data is modulated to the weak radio wave signal by the radio module  76  and transmitted from the antenna  78  (controller  22 ). The weak radio wave signal thus transmitted is received by a Bluetooth communication unit  66  loaded on the aforementioned video game apparatus  12 . The weak radio wave thus received is subjected to demodulating and decoding processing, thus making it possible for the video game apparatus  12  (CPU  36 ) to acquire the input data from the controller  22 . Then, the CPU  36  performs game processing, following the input data and the program (game program). 
     In addition, as described above, the controller  22  is provided with the imaged information arithmetic section  80 . The imaged information arithmetic section  80  is made up of an infrared rays filter  82 , a lens  84 , an imager  86 , and an image processing circuit  88 . The infrared rays filter  82  passes only infrared rays from the light incident from the front of the controller  22 . As described above, the markers  34   m  and  34   n  placed near (around) the display screen of the monitor  34  are infrared LEDs for outputting infrared lights forward the monitor  34 . Accordingly, by providing the infrared rays filter  82 , it is possible to image the image of the markers  34   m  and  34   n  more accurately. The lens  84  condenses the infrared rays passing thorough the infrared rays filter  82  to emit them to the imager  86 . The imager  86  is a solid imager, such as a CMOS sensor and a CCD, for example, and images the infrared rays condensed by the lens  80   b . Accordingly, the imager  86  images only the infrared rays passing through the infrared rays filter  82  to generate image data. Hereafter, the image imaged by the imager  86  is called an “imaged image”. The image data generated by the imager  86  is processed by the image processing circuit  88 . The image processing circuit  88  calculates a position of an object to be imaged (markers  34   m  and  34   n ) within the imaged image, and outputs each coordinate value indicative of the image to the microcomputer  70  as imaged data for each fourth predetermined time (one frame, for example). It should be noted that a description of the image processing circuit  88  is made later. 
       FIG. 5  is an illustrative view summarizing a state when a player plays a game by utilizing a controller  22 . As shown in  FIG. 5 , when playing the game by means of the controller  22  in the video game system  10 , the player holds the controller  22  with one hand. Strictly speaking, the player holds the controller  22  in a state that the front end surface (the side of the incident light opening  22   d  of the light imaged by the imaged information arithmetic section  80 ) of the controller  22  is oriented to the markers  34   m  and  34   n . It should be noted that as can be understood from  FIG. 1 , the markers  34   m  and  34   n  are placed in parallel with the horizontal direction of the screen of the monitor  34 . In this state, the player performs a game operation by changing a position on the screen indicated by the controller  22 , and changing a distance between the controller  22  and each of the markers  34   m  and  34   n.    
       FIG. 6  is a view showing viewing angles between the respective markers  34   m  and  34   n , and the controller  22 . As shown in  FIG. 6 , each of the markers  34   m  and  34   n  emits infrared ray within a range of a viewing angle θ 1 . Also, the imager  86  of the imaged information arithmetic section  80  can receive incident light within the range of the viewing angle θ 2  taking the line of sight of the controller  22  as a center. For example, the viewing angle θ 1  of each of the markers  34   m  and  34   n  is 34 degrees (half-value angle) while the viewing angle θ 2  of the imager  86  is 41 degrees. The player holds the controller  22  such that the imager  86  is directed and positioned so as to receive the infrared rays from the markers  34   m  and  34   n . More specifically, the player holds the controller  22  such that at least one of the markers  34   m  and  34   n  exists in the viewing angle θ 2  of the imager  80   c , and the controller  22  exists in at least one of the viewing angles θ 1  of the marker  34   m  or  34   n . In this state, the controller  22  can detect at least one of the markers  34   m  and  34   n . The player can perform the game operation by changing the position and the orientation of the controller  22  in the range satisfying the state. 
     If the position and the orientation of the controller  22  are out of the range, the game operation based on the position and the orientation of the controller  22  cannot be performed. Hereafter, the above-described range is called an “operable range” 
     If the controller  22  is held within the operable range, an image of each of the markers  34   m  and  34   n  is imaged by the imaged information arithmetic section  80 . That is, the imaged image obtained by the imager  86  includes an image (object image) of each of the markers  34   m  and  34   n  as an object to be imaged.  FIG. 7  is a view showing one example of the imaged image including an object image. The image processing circuit  88  calculates coordinates (marker coordinates) indicative of the position of each of the markers  34   m  and  34   n  in the imaged image by utilizing the image data of the imaged image including the object image. 
     Since the object image appears as a high-intensity part in the image data of the imaged image, the image processing circuit  88  first detects the high-intensity part as a candidate of the object image. Next, the image processing circuit  88  determines whether or not the high-intensity part is an object image on the basis of the size of the detected high-intensity part. The imaged image may include images other than the object image due to sunlight through a window and light of a fluorescent lamp in the room as well as the images 34 m′ and  34   n ′ of the two markers  34   m  and  34   n  as an object image. The determination processing whether or not the high-intensity part is an object image is executed for discriminating the images 34 m′ and  34   n ′ of the two markers  34   m  and  34   n  as an object image from the images other than them, and accurately detecting the object image. More specifically, in the determination process, it is determined whether or not the detected high-intensity part is within the size of the preset predetermined range. Then, if the high-intensity part is within the size of the predetermined range, it is determined that the high-intensity part represents the object image. On the contrary, if the high-intensity part is not within the size of the predetermined range, it is determined that the high-intensity part represents the images other than the object image. 
     In addition, as to the high-intensity part which is determined to represent the object image as a result of the above-described determination processing, the image processing circuit  88  calculates the position of the high-intensity part. More specifically, the barycenter position of the high-intensity part is calculated. Here, the coordinates of the barycenter position is called a “marker coordinate”. Also, the barycenter position can be calculated with more detailed scale than the resolution of the imager  86 . Now, the resolution of the imaged image imaged by the imager  86  shall be 126×96, and the barycenter position shall be calculated with the scale of 1024×768. That is, the marker coordinate is represented by the integer from (0, 0) to (1024, 768). 
     Additionally, the position in the imaged image shall be represented by a coordinate system (XY coordinate system) taking the upper left of the imaged image as an origin point, the downward direction as an Y-axis positive direction, and the right direction as an X-axis positive direction. 
     Also, if the object image is properly detected, two high-intensity parts are determined as an object image by the determination process, and therefore, two marker coordinates are calculated. The image processing circuit  80   d  outputs data indicative of the calculated two marker coordinates. The data (marker coordinate data) of the output marker coordinates is included in the input data by the microcomputer  70  as described above, and transmitted to the video game apparatus  12 . 
     The video game apparatus  12  (CPU  36 ) detects the marker coordinate data from the received input data to thereby calculate an instructed position (instructed coordinate) by the controller  22  on the screen of the monitor  34  and a distance from the controller  22  to each of the markers  34   m  and  34   n  on the basis of the marker coordinate data. More specifically, the position of the mid point of the two marker coordinates is adopted (calculated) as a position to which the controller  22  faces, that is, an instructed position. The distance between the object images in the imaged image is changed depending on the distance between the controller  22  and each of the markers  34   m  and  34   n , and therefore, the video game apparatus  12  can grasp the distance between the controller  22  and each of the markers  34   m  and  34   n  by calculating the distance between the two marker coordinates. 
     Next, an explanation will be given to the game screen of a virtual game played by using the game system  10  having the above-described constitution and the game operation of the player in the virtual game.  FIG. 9  to  FIG. 11  show examples of a game screen  100  displayed on the monitor  34 . 
     As shown in  FIG. 9  (A) and  FIG. 9  (B), a player object  102 , star objects  104  ( 104   a ,  104   b ,  104   c ,  104   d ) and planet objects  106  ( 106   a ,  106   b ,  106   c ) are displayed on the game screen  100 , and a cursor image  110  is displayed in the indicated coordinates of the controller  22 . 
     Hereunder, in this specification, the star objects  104   a  to  104   d  are collectively called a star object  104 , and the planet objects  106   a  to  106   c  are collectively called a planet object  106  as needed. 
     The player can move the player object  102  by connecting the player object  102  and the star object  104 , thereby allowing the player object  102  to approach the star object  104  (drawing the player object  102  on the star object  104 ), or changing the star object  104  to be connected. In  FIG. 9  (A), the player object  102  exists on the planet object  106   a . Here, the player moves (swings) the controller  22 , thereby moving the cursor image  110 , to allow the cursor image  110  to come in contact with a desired star object  104   a  or overlap thereon, to select this star object  104   a . At this time, the player only indicates the display position of the desired star object  104   a  on the game screen  100  by the controller  22 , and the input means  26  of the controller  22  is absolutely not operated. Then, the star object  104   a  selected (indicated) is determined as a candidate object capable of being connected to the player object  102 . Then, as shown in  FIG. 9  (B), a display of the star object  104   a  as the candidate object is changed so as to be visibly identified by the player. As is clarified from  FIG. 9  (B), although the candidate object is shown by being painted out with black color, actually, it is shown by performing color inversion, color emphasis, and changing the image. The same thing can be said hereunder. 
     Although not shown, when other object exists between the player object  102  and the star object  104  indicated by the player, this star object  104  is not determined as the candidate object. 
     In this embodiment, when the candidate object is determined, as long as this candidate object is not determined as an object is connected to the player object  102  (target object), the state as the candidate object is continued for a fixed period of time (such as 300 frames). After a fixed period of time elapses, the sate (setting) as the candidate object is canceled. In this way, by continuing the state as the candidate object for a fixed period of time, a time margin until performing the operation of determining a certain star object as the target object is ensured for the player. A certain star object  104  is determined as the candidate object only for a fixed period of time, so as to cancel the selection and select other star object  104  as the candidate object when an undesired star object  104  is selected as the candidate object. 
     As shown in  FIG. 9  (B), by operating a predetermined button (in this embodiment, B-trigger switch  26   i ) by the player when the candidate object is determined, this candidate object is determined (settled) as the star object  104  (called “target object” hereunder) to be connected to the player object  102 . Namely, under a state that the candidate object is selected, the candidate object can be settled as the target object, regardless of the pointing position of the controller  22 . Accordingly, for example, when the B-trigger switch  26   i  of the controller  22  is on, and shaking of the controller  22  occurs to deviate the pointing position of the controller  22  from the display position of the candidate object (effective range coordinates), the target object can be settled if the input data can be transmitted to the video game apparatus  12 . Whereby, the operation of a predetermined button for settling the candidate object as the target object can be surely performed, and operability can be improved. 
     Then, as shown in  FIG. 10  (A), the player object  102  and the target object (here, star object  104   a ) are connected to each other by a line object  108 . In this state, when the player continues to press a predetermined button (in this embodiment, B-trigger switch  26   i ), an attracting force of the target object works, and the player object  102  is moved toward this target object. At this time, The line object  108  is shortened in accordance with a movement of the player object  102 . Accordingly, as shown in  FIG. 10  (B), the player object  102  approaches the target object. 
     Note that although the figure hardly reveals, when the B-trigger switch  26   i  is released, the attracting force of the target object does not work, and the player object  102  is accordingly stopped. 
     Also, although a detailed explanation is omitted, in this embodiment, when the distance in a three-dimensional game space between the player object  102  and the selected candidate object is set apart beyond a predetermined distance, even when the B-trigger switch  26   i  is pressed, this candidate object is not determined as the target object. This is because if the player object  102  moves a far distance beyond a predetermined distance at once, lack of amusement in game occurs. 
     Here, the speed (moving speed) required for the player object  102  to move is calculated for each frame. Specifically, the moving speed is calculated according to Equation 1. However, V′ is the moving speed of the next frame, S is center coordinates (two-dimensional coordinates) of the target object, M is current (current frame) positional coordinates (two-dimensional coordinates) of the player object  102 , V is the moving speed of the current frame of the player object  102 , a is the attracting force of the target object, and r (0&lt;r&lt;1) is a damping factor of a moving speed V′ of the current frame.
 
 V′=[V +{( S−M )/| S−M|}×a]×r   [Equation 1]
 
     Note that { } shows a normalization of vector. 
     In addition, as the player object  102  approaches the target object, the player object  102  is easily decelerated, and therefore an attracting force a and a damping factor r are calculated (updated) for each frame according to the Equation 2. However, d is the distance (two-dimensional distance) between the player object  102  and the target object, k is a threshold value for determining whether or not the attracting force a and the damping factor r are updated (calculated), b is a basic attracting force, c (c&gt;b) is the attracting force when satisfying distance d=0, g (0≦g≦1) is a basic damping factor, h (0≦h≦1, g&lt;h) is the damping factor when satisfying d=0. Also, k, b, c, g, and h are fixed numbers. 
     When satisfying d&lt;k,
 
 a=b×t+c ×(1− t )
 
 f=g×t+h ×(1− t )
 
 t=d/k   [Equation 2]
 
when satisfying d&gt;k,
 
a=b
 
f=g
 
     Further, as shown in  FIG. 11  (A), when the player object  102  and the target object are connected by the line object  108  also, the player can move the controller  22 , thereby moving the cursor image  110 , to select other star object  104  (here,  104   b ,  104   c , and  104   d ) as the candidate object. 
     Although not shown, when the player object  102  and the target object are connected by the line object  108 , the player can select the candidate object by moving the cursor image  110  by the controller  22 , regardless of whether or not the player object  102  is moved. 
     As shown in  FIG. 11  (A), when the player executes a predetermined operation in a state that the star object  104   b  is selected as the candidate object, the star object  104   b  is determined (settled) as the target object. Namely, the target object is changed to the star object  104   b  from the star object  104   a . Accordingly, the player object  102  and the star object  104   b  are connected by the line object  108 . 
     Here, the aforementioned predetermined operation will be explained. In the game screen  100  as shown in  FIG. 10  (A), when the player continues to press the B-trigger switch  26   i  and makes the player object  102  approach the star object  104   a , the predetermined operation means the operation of releasing the B-trigger switch  26   i  once and pressing it again. Namely, in this case, the player turns on the B-trigger switch  26   i  after turning it off. However, in the game screen  100  as shown in  FIG. 10  (A), when the B-trigger switch  26   i  is released and the player object  102  is stopped, the predetermined operation means the operation of pressing the B-trigger switch  26   i . Namely, in this case, the player only turns on the B-trigger switch  26   i.    
     Note that as described above, the target object can be settled under a state that the candidate object is selected, regardless of the pointing position of the controller  22 . 
     In this way, the player allows the player object  102  to move in the game space, by changing the candidate object and the target object, or making the player object  102  approach the target object. For example, the player object  102  is moved from a planet object  106   a  to a planet object  106   b , or to planet object  106   c.    
       FIG. 12  is a memory map of a main memory  40  as shown in  FIG. 2 . As shown in  FIG. 12 , the main memory  40  includes a program memory area  90  and a data memory area  92 . The program memory area  90  stores a game program, and this game program is composed of a game main processing program  90   a , a game image generation program  90   b , a game image display program  90   c , a star object setting program  90   d , an input data detecting program  90   e , a game operation program  90   f , and a viewpoint position control program  90   g , etc. 
     The game main processing program  90   a  is the program for processing a main routine of the virtual game. The game image generation program  90   b  is the program for generating the game image including in the game space of the virtual game moving image objects such as the player object  102  and an enemy object (not shown), or background objects such as star objects  104 , planet objects  106 , line object  108 , or the cursor image  110 . The game image display program  90   c  is the program for outputting the game image generated by the game image generation program  90   b , and displaying the game screen in the monitor  34 . 
     The star object setting program  90   d  is the program for perspectively projecting the star object  104  arranged in the three-dimensional game space onto a two-dimensional virtual screen so as to be displayed on the game screen, and storing (setting) in the data memory area  92  center coordinate data  92   c  on the center coordinates of the star object  104  converted into two-dimensional coordinates by perspectively projecting and effective range coordinate data  92   d  on the coordinates in the effective range. 
     However, the effective range is the range for determining whether or not the indicated coordinates of the controller  22  indicates the star object  104 . For example, when the effective range is set in the same size (same shape) as that of the star object  104 , all coordinate data included in the display area of the star object  104  are stored. However, the effective range can be set as a simple figure (circle and rectangle) surrounding the star object  104 . In this case, it is not necessary to store all the coordinate data included in this figure. For example, when the effective range is set by the circle, the data of the center coordinates of this circle and the data of radius are stored. Also, when the effective range is set by the rectangle (square and oblong), the data of apex coordinates of this rectangle is stored. 
     In addition, the star object setting program  90   d  determines whether or not other object exists between the player object  102  and the star object  104  in the game space converted into two-dimensional coordinates (or three-dimensional game space). Then, when other object exists between the player object  102  and the star object  104 , the star object setting program  90   d  so sets that this star object  104  can not be selected as the candidate object. Meanwhile, when other object does not exist between the player object  102  and this star object  104 , the star object setting program  90   d  so sets that this star object  104  can be selected as the candidate object. Specifically, a priority flag  92   g  for the star object  104  is established (turned on) or not-established (turned off). 
     However, instead of the player object  102 , whether or not other object exists between a viewpoint (virtual camera) and the star object  104  may be determined. 
     The input data detection program  90   e  is the program for detecting the input data from the controller  22  for each predetermined time period (one frame). Specifically, the input data detection program  90   e  reads the input data temporarily stored in a buffer (not shown) of a controller I/F  56  for each one frame, and stores the read input data in the data storage region  92 . However, when the input data is not temporarily stored in the buffer of the controller I/F  56 , the input data detection program  90   e  stores nothing in the data memory area  92 . 
     The game operation program  90   f  is the program for moving the player object  102  in the game space according to the operation of the player, and in the coursed of the process, the star object  104  selected by the player is determined as the candidate object, and the star object  104  being the candidate object is determined as the target object. The viewpoint position control program  90   g  is the program for setting (updating) the three-dimensional position of the viewpoint (virtual camera) set in the game space, according to the movement of the player object  102 . In addition, the viewpoint position control program  90   g  sometimes controls not only the three-dimensional position of the viewpoint but also the direction of the viewpoint. 
     Note that although not shown, the program memory area  90  stores an audio output program and a backup program, and so forth. The audio output program is the program for outputting a sound required for the game such as game sound (BGM) voice or imitative sound of the object, and a sound effect. Also, the backup program is the program for saving the game data in the memory card  30 . 
     The data memory area  92  stores the image data  92   a , input data  92   b , center coordinate data  92   c , effective range coordinate data  92   d , candidate object data  92   e , target object data  92   f , priority flag  92   g , and input flag  92   h , etc, and is provided with a candidate timer  92   i.    
     The image data  92   a  is the data for generating the aforementioned game image (such as polygon and texture). As described above, the input data  92   b  is the data including at least one of the operation data, acceleration data, and marker coordinate data, and is updated according to the input data detection program  90   e.    
     The center coordinate data  92   c  is the data on the center coordinates of the star object  104  (such as  104   a  to  104   d ) set according to the star object setting program  90   d , and is stored corresponding to each star object  104 . In addition, the effective range coordinate data  92   c  is the data on all of the coordinates included in the effective range of the star object  104  ( 104   a  to  104   d ) set according to the star object setting program  90   e , and is stored corresponding to each star object  104 . 
     The candidate object data  92   e  is the data on identification information of the star object  104  indicated by the controller  22 , and is stored and deleted according to the game operation program  90   f . However, the game operation program  90   f  does not delete this candidate object data  92   e  until a fixed time period elapses or the target object is determined, after the candidate object data  92   e  is stored once. 
     When the candidate object is determined, the target object data  92   f  is the data on the identification information of the star object  104  determined to be the target object by turning on the B-trigger switch  26   i  of the controller  22 , and is stored (updated) according to the game operation program  90   f.    
     The priority flag  92   g  is the flag for determining whether or not other object exists between the player object  102  and the star object  104 . In other words, the priority flag  92   g  is the flag for determining whether or not the star object  104  is prioritized. Accordingly, the priority flag  92   g  is provided for each star object  104 . However, strictly speaking, the priority flag  92   g  is corresponded to the two-dimensional coordinates (effective range coordinate data  92   d ) of each star object  104 . At this time, the priority flag  92   g  may be set corresponding to each of a plurality of effective range coordinates set in each star object  104 . In this state, for example, when other object exists between the player object  102  and a part of the star objects  104 , setting of the priority flag  92   g  can be changed between a part of the star object  104  and other part. Accordingly, the following processing can be realized. Namely, when a part of the star objects  104  is indicated by the controller  22 , this star object  104  can not be selected, but when other part is indicated, this star object  104  can be selected. 
     Note that in order to easily determine the star object  104  corresponding to the indicated coordinates of the controller  22 , the two-dimensional coordinates of the star object  104  are corresponded. 
     In addition, each priority flag  92   g  is constituted of a register of one bit, and its data value is set (updated) in accordance with the star object setting program  90   d . When other object exits between the player object  102  and the star object  104 , the priority flag  92   g  corresponding to this star object  104  is off, and the data value “0” is set in the bit of the register. Meanwhile, when other object does not exist between the player object  102  and the star object  104 , the priority flag  92   g  corresponding to this star object  104  is on so as to prioritize this star object  104 , and the data value “1” is set in the bit of the register. 
     The input flag  92   h  is the flag for determining whether or not the predetermined input means  26  (in this embodiment, the B-trigger switch  26   i ) is pressed. This input flag  92   h  is constituted of the register of one bit, for example, and its data value is set (updated) according to the game operation program  90   f . When the B-trigger switch  26   i  is pressed, namely, when the operation data shows that the B-trigger switch  26   i  is turned on, the input flag  92   h  is on, and the data value “1” is set in the bit of the register. Meanwhile, when the B-trigger switch  26   i  is not pressed, namely, when the operation data shows that the B-trigger switch  26   i  is turned off, the input flag  92   h  is off, and the data value “0” is set in the bit of the register. 
     A candidate timer  92   i  is the timer for counting a fixed period of time during that the candidate object is determined. For example, when the candidate object is determined, namely, when the candidate object data  92   e  is stored in the data memory area  92 , a fixed period of time (such as 300 frames) is set in the candidate timer  92   i . Then, as long as the candidate object is not determined as the target object, the candidate timer  92   i  is counted down for each one frame. Then, when the candidate timer  92   i  indicates that time is up, the candidate object data  92   e  is deleted. 
     Although not shown, the data memory area  92  also stores the game data and sound data or other flag, etc. 
     Specifically, the CPU  36  as shown in  FIG. 2  executes game entire processing shown in  FIG. 13 . As shown in  FIG. 3 , when the game entire processing is executed, the CPU  36  executes initialization in a step S 1 . Here, a buffer area of the main memory  40  is cleared and each kind of flag is off. In a next step S 3 , the object is disposed within the game space. Namely, the objects such as player object  102 , star object  104 , and planet object  106  are generated. 
     Subsequently, in a step S 5 , the game space viewed from the viewpoint is drawn as the game image. Namely, the game space is photographed by the virtual camera, and the image thus photographed is converted into two-dimensional camera coordinates, with the virtual camera set as an origin. In other words, the game space viewed from the viewpoint is perspectively projected on a virtual screen. Next, in a step S 7 , setting processing ( FIG. 14 ) of the star object as will be described later is executed, and in a step S 9 , the input data  92   b  is acquired (detected). 
     When the input data is acquired, in a step S 11 , the game operation processing as will be described later ( FIG. 15  to  FIG. 18 ) is executed, and in a step S 13 , viewpoint position control processing is executed. Next, in a step S 15 , according to Equation 1 and Equation 2, moving speed calculation processing is executed. Then, in a step S 117 , whether or not the game is ended is determined. Namely, whether or not a game end is indicated by the player, or whether or not the game is over is determined. If “NO” in the step S 17 , namely, when the game is not ended, the processing is returned to the step S 5  as it is. Meanwhile, if “YES” in the step S 17 , namely, when the game is ended, the game entire processing is ended as it is. 
       FIG. 14  is a flowchart showing the setting processing of the star object in the step S 7  shown in  FIG. 13 . As shown in  FIG. 13 , when the setting processing of the star object is started, the CPU  36  sets the center coordinates and effective range coordinates of each star object  104  ( 104   a  to  104   d ) in a step S 31 . However, the coordinates of the center coordinates and the coordinates of the effective range set in this step S 31  are three-dimensional coordinates. Accordingly, when the effective range is set by the aforementioned circle and rectangle, the three-dimensional effective range is set as a spherical body, a cubic body, and a rectangular prismatic body surrounding the star object  104 . 
     In a next step S 33 , the center coordinates and the effective range coordinates set in the step S 31  are converted into two-dimensional coordinates. Namely, the center coordinates and the effective range coordinates are converted into the two-dimensional coordinates for perspectively projecting them on the virtual screen. Subsequently, in a step S 35 , the two-dimensional coordinates thus converted are stored corresponding to the star object  104 . Namely, the center coordinate data  92   c  and the effective range coordinate data  92   d  on the star object  104  are stored in the data memory area  92  of the main memory  40 . 
     Subsequently, in a step S 37 , it is determined whether or not other object exists between the player object  102  and the star object  104 . If “YES” in the step S 37 , namely, when other object exists between the player object  102  and the star object  104 , the priority flag  92   g  corresponding to the two-dimensional coordinates (effective range coordinate data  92   d ) of this star object  104  is off in a step S 39 , and the processing is returned to the game entire processing as shown in  FIG. 13 . Meanwhile, if “NO” in the step S 37 , namely, when other object does not exist between the player object  102  and the star object  104 , the priority flag  92   g  corresponding to the two-dimensional coordinates (effective range coordinate data  92   d ) of this star object  104  is on in a step S 41 , and the processing is returned to the game entire processing. 
       FIG. 15  to  FIG. 18  are flowcharts showing the game operation processing in the step S 11  shown in  FIG. 13 . As shown in  FIG. 15 , when the game operation processing is started, the CPU  36  calculates the indicated coordinates in a step S 51 . Here, the CPU  36  detects the marker coordinate data included in the input data  92   b , and base on this marker coordinate data, calculates the indicated coordinates of the controller  22 . In a subsequent step S 53 , the cursor image  110  is displayed on the indicated coordinates of the controller  22 . 
     Subsequently, in a step S 55 , it is determined whether or not the indicated coordinates are within the effective range of the star object  104 . Namely, it is determined whether or not the indicated coordinates are included in the coordinates shown by the effective range coordinate data  92   d . However, as described above, since the star object  104  is indicated in the cursor image  110 , whether or not the cursor image  110  comes in contact with the star object  104  or overlaps thereon may be determined. If “NO” in the step S 55 , namely, when the indicated coordinates are outside of the effective range of the star object  104 , the processing is advanced to a step S 63  shown in  FIG. 16 . Meanwhile, if “YES” in the step S 55 , namely, when the indicated coordinates are within the effective range of the star object  104 , it is determined whether or not the priority flag  92   g  corresponding to the two-dimensional coordinates (effective range coordinates) of this star object  104  is turned on in a step S 57 . 
     If “NO” in the step S 57 , namely, when the priority flag  92   g  corresponding to the two-dimensional coordinates of this star object  104  is turned off, it is so determined that this star object  104  can not be set (determined) as the candidate object, and the processing is advanced to the step S 63  as it is. Meanwhile, if “YES” in the step S 57 , namely, when the priority flag  92   g  corresponding to the two-dimensional coordinates of this star object  104  is on, this star object  104  is set (determined) as the candidate object in a step S 59 . Namely, the data of the identification information of this star object  104  is stored in the data memory area  92  as the candidate object data  92   e . At this time, when the data of the identification information of other star object  104  is stored in the data memory area  92  as the candidate object data  92   e , the content of the candidate object data  92   e  may be rewritten into the data of the identification information of the star object  104  indicated this time, or may not be rewritten. When it is not rewritten, the star object  104  indicated after the candidate object is deleted in a step S 69  as will be described later is made to be freely set (written). Then, in a step S 61 , by setting the candidate timer  92   i , the processing is advanced to a step S 71  as shown in  FIG. 17 . For example, in the step S 61 , a fixed period of time (300 frames) is set in the candidate timer  92   i.    
     As described above, if “NO” in the step S 55  or the step S 57 , and as shown in  FIG. 16 , when the processing is advanced to the step S 63 , it is determined whether or not the candidate object is set. Here, it is determined whether or not the candidate object data  92   e  is stored in the data memory area  92 . If “NO” in the step S 63 , namely, when the candidate object is not set, the processing is advanced to the step S 71  as it is. Meanwhile, if “YES” in the step S 63 , namely, when the candidate object is set, the candidate timer  92   i  is decremented by one (frame) in a step S 65 . 
     In a subsequent step S 67 , it is determined whether or not a count value of the candidate timer  92   i  is 0 or less. Namely, it is determined whether or not a fixed period of time elapses. If “NO” in the step S 67 , namely, when the fixed period of time does not elapse, the processing is advanced to the step S 71  as it is, so as to maintain a setting state of the candidate object. Meanwhile, if “YES” in the step S 67 , namely, when the fixed period of time elapses, the candidate object, namely, the candidate object data  92   e  is deleted from the data memory area  92  in the step S 69 , and the processing is advanced to the step S 71 . 
     As shown in  FIG. 17 , in the step S 71 , it is determined whether or not the B-trigger switch  26   i  is pressed. Namely, it is determined whether or not the operation data included in the input data  92   b  detected in the step S 9  of the game entire processing shows that the B-trigger switch  26   i  is turned on. If “NO” in the step S 71 , namely, when the B-trigger switch  26   i  is not pressed, the input flag  92   h  is off in a step S 73 , and the target object, namely, the target object data  92   f  is deleted from the data memory area  92  in a step S 75 , and the processing is advanced to a step S 87  as shown in  FIG. 18 . However, when the target object is already deleted, the processing in the step S 75  is not executed. 
     However, in the step S 71 , if “YES”, namely, when the B-trigger switch  26   i  is pressed, it is determined whether or not the input flag  92   h  is turned on in a step S 77 . Namely, it is determined whether or not the B-trigger switch  26   i  is kept pressed. If “YES” in the step S 77 , namely, when the input flag  92   h  is turned on, it is so determined that the B-trigger switch  26   i  is kept pressed, and the processing is advanced to the step S 87 . Meanwhile, if “NO” in the step S 77 , namely, when the input flag  92   h  is turned off, it is so determined that the B-trigger switch  26   i  is on this time, and the input flag  92   h  is turned on in a step S 79 . 
     Subsequently, in a step S 81 , it is determined whether or not the candidate object is set. If “NO” in the step S 81 , namely, when the candidate object is not set, the processing is advanced to the step S 87  as it is. Meanwhile, if “YES” in the step S 81 , namely, when the candidate object is set, it is determined whether or not the distance between the player object  102  and the candidate object is within a predetermined distance in a step S 83 . 
     If “NO” in the step S 83 , namely, when the distance between the player object  102  and the candidate object exceeds the predetermined distance, the processing is advanced to the step S 87  as it is. Meanwhile, if “YES” in the step S 83 , namely, when the distance between the player object  102  and the candidate object is within the predetermined distance, the star object  104  of the candidate object is set (determined) as the target object in a step S 85 , and the processing is advanced to the step S 87 . For example, in the step S 85 , after the candidate object data  92   e  is copied as the target object data  92   f , this candidate object data  92   e  is deleted. 
     As shown in  FIG. 18 , in the step S 87 , it is determined whether or not the target object is set. Namely, it is determined whether or not the target object data  92   f  is stored in the data memory area  92 . If “NO” in the step S 87 , namely, when the target object is not set, the processing is returned to the game entire processing shown in  FIG. 13  as it is. Meanwhile, if “YES” in the step S 87 , namely, when the target object is set, in a step S 89 , the player object  102  is moved to approach the target object at a speed V′ of the previous frame calculated in the step S 15  of the game entire processing, and the processing is returned to the game entire processing. Namely, in the step S 89 , positional coordinates of the player object  102  are updated in accordance with Equation 3. However, M′ is the positional coordinate of the player object  102 .
 
 M′=M+V′   [Equation 3]
 
     According to this embodiment, the target object is determined by using the controller and the player object is moved to approach the determined target object. Therefore, the player object is allowed to perform the processing in accordance with the target object. Accordingly, the amusement in the game by using the pointing device can be increased. 
     Note that in this embodiment, when the B-trigger switch is pressed, the target object is determined, and with the target object determined, when the B-trigger switch is kept pressed, the player object is moved to approach the target object. However, other button or switch may be used as the input means, and a different button or switch may be used between cases when the target object is determined and when the player object is moved. 
     Also, when the B-trigger switch is kept pressed, the player object is moved to approach the target object. However, it is not necessary to keep the B-trigger switch pressed. For example, when the B-trigger switch is pressed, the player object may start to move, and when the B-trigger switch is pressed next, the player object may stop moving. 
     Further, according to this embodiment, whichever star object is determined as the target object, this target object is connected to the player object by the line object, and the player object is allowed to approach this target object. However, the embodiment is not limited thereto. For example, in accordance with the star object determined as the target object, different processing may be performed. For example, when a certain star object is determined as the target object, by keeping the B-trigger switch pressed, the player object may be moved to set apart from this target object. Also, when other star object is determined as the target object, by keeping the trigger switch pressed, the player object may be rotated around this target object. 
     Further, according to another embodiment, by determining the target object, a capability (parameter) of the player object may be changed. For example, a capability object (such as an icon) showing the capability of the player object (invincibility, attack capability, increase of moving speed) is displayed on the game screen, and when a certain capability object is determined to be the target object, the B-trigger switch is kept pressed. Whereby, the target object may be invincible, the attack capability may be enhanced, and the moving speed may be increased all that time. 
     Further, according to still another embodiment, a plurality of enemy objects are displayed on the game screen as target objects, and when a certain enemy object is determined to be the target object, the B-trigger switch is kept pressed. Whereby, the player object may attack a target enemy object all that time. 
     According to this embodiment, after the candidate object is determined, the state as the candidate object is made to continue for a fixed period of time. However, the embodiment is not limited thereto. For example, only when the pointing position of the controller is deviated from the effective range coordinates of the candidate object for a fixed period of time, the state as the candidate object may be continued. Also, only when the pointing position of the controller is within a predetermined distance form the center position of the candidate object, the state as the candidate object may be continued. 
     Further, according to this embodiment, based on a marker image, the indicated coordinates of the controller are calculated. Therefore, an acceleration sensor is not required to be provided in the controller. However, based on a change of acceleration data inputted from the controller, by calculating a moving (swinging) direction of the controller and a moving distance, the indicated coordinates of the controller can be calculated. Calculation of the indication image by acceleration as described above may be complementarily performed when the marker image can not be accurately detected. 
     Further according to this embodiment, the marker is provided in the circumference of the monitor  34 , and an imager is provided in the controller to photograph the image of infrared light outputted from the marker, so as to detect the pointing position of the controller. However, the embodiment is not limited thereto. For example, the marker may be provided in the controller, and the imager may be provided in the circumference of the monitor  34 . In addition, instead of the imager, a light reception sensor, etc, may be used. 
     In addition, according to this embodiment, the controller having the structure shown in the embodiment is used as the pointing device. However, instead of the controller, a computer mouse can be used. 
     Although example embodiments of the present invention have 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.