Patent Abstract:
A power or life meter is displayed in a video game. Firing a weapon depletes the indicated power. Meanwhile, the power is recharged at a predetermined rate. If the indicated power exceeds capacity, the game character is adversely impacted. If the indicated power is completely depleted, the game character loses a benefit.

Full Description:
FIELD 
       [0001]    The technology herein relates to video games, and more particularly to special game player modes that temporarily increase the capability of game characters to perform tasks. In more detail, the technology herein relates to a hyper mode that imbues a game character with invulnerability, strength or power while simultaneously creating a risk of adverse consequences. 
       BACKGROUND AND SUMMARY 
       [0002]    We are all intrigued by what it would be like to have special powers. Superman, Spiderman and Batman cartoons, comic books, radio shows, television shows and motion pictures have captured the imagination of generations of youngsters. But the idea of human-like entities having invulnerability and special powers extends back into the dim mists of ancient history. The Greeks worshiped gods on Mount Olympus with special powers, and Homer wrote about warriors such as Achilles who was invulnerable except for his heel. 
         [0003]    Video games have continued this long tradition by providing special modes that enhance the game character capabilities. If a game character completes certain challenges, he or she may be given a period of strength or invulnerability that will allow game character to accomplish “super-human” tasks. Some games have even provided evolutionary processes by which game characters can transform such as from a caterpillar to a butterfly and leave the ground to accomplish wonderful things up in the sky. 
         [0004]    While much work and investigation has been done in the past to make video and computer game play more interesting, further improvements and interesting new features are typically sought after. 
         [0005]    The technology herein provides a special game player mode (“hyper-mode”) which provides a game player with a period of strength or invulnerability. When a game player has entered the “hyper-mode”, a power meter is displayed on the screen. The power meter provides an indication of a power reservoir the game character can use to accomplish one or more tasks. In one specific exemplary illustrative non-limiting implementation, the power meter provides a power reservoir indication that the game character uses up by firing one or more weapons, and thus functions as sort of an “ammo” (ammunition) gauge. 
         [0006]    In the exemplary illustrative non-limiting implementation, the game character can use up the power reservoir indicated by the power meter by firing a weapon. Meanwhile, however, the game automatically and continually replenishes the power reservoir at a predetermined rate. If the amount of power contained within the power reservoir ever exceeds a predetermined threshold based on such continual replenishment, the game player suffers a detrimental impact. In one exemplary illustrative non-limiting implementation, the game character dies whenever a power overload occurs. 
         [0007]    In one exemplary illustrative non-limiting implementation, such as a fighting game, a game character in the “hyper mode” is invulnerable and can attack enemies without fear of being injured or killed. The displayed power meter continually shows an available reservoir of fire power that the game character can use to fire weapons at the enemy. If the power meter falls to zero showing complete depletion, the game character loses the benefit of the invulnerability provided by hyper mode and once again becomes vulnerable to enemy attack. Meanwhile, however, the power reservoir is constantly refilled at a predetermined rate (the rate may be beyond the game player&#39;s control). If the capacity of the power meter is exceeded, the game character is destroyed by his own instability. 
         [0008]    In one exemplary illustrative non-limiting implementation, the same or similar power meter can be used for normal mode game play as well as hyper mode game play. In the normal mode, the power meter or other indicator displays an amount of power or life remaining. One block or graduation of the indicated power meter could, for example, corresponding to some number of score points such as 100 points. In one exemplary illustrative non-limiting implementation, the game player can enter into hyper mode at will by using for example one block or graduation of power or life indicated by the power meter. 
         [0009]    In one exemplary illustrative non-limiting implementation, upon entering the hyper mode, the hyper mode gauge displays remaining energy that the game player can use to fire weapons at enemies. The hyper mode may or may not have a preset duration of a particular amount of time. The duration of hypermode decreases as the amount of energy indicated on the gauge decreases. Thus, for example, if the game player uses up the energy indicated by the gauge by firing his or her weapons often, he or she may decrease how much time the game character enjoys the benefits of hyper mode. However, the game may automatically replenish the energy indicated by the gauge at a predetermined rate, and so the amount of energy indicated by the gauge will increase if the game player does not fire weapons for awhile. If the gauge ever exceeds a maximum capacity threshold after the character enters hyper mode, the game is over. 
         [0010]    In the exemplary illustrative non-limiting implementation, the game player must carefully shoot game objects while watching the hyper mode gauge to ensure the gauge does not ever become overfilled or “maxed out”. If the amount of energy indicated by the gauge is ever completely depleted, hyper mode is over and the game player is no longer imbued with special powers such as for example vulnerability. On the other hand, if the amount of energy indicated by the gauge ever exceeds a predetermined maximum, the game character may suffer a setback or other negative event including for example destruction. 
     
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0011]    These and other features and advantages of exemplary illustrative non-limiting implementations will be better and more completely understood by referring to the following detailed description in conjunction with the drawings of which: 
           [0012]      FIG. 1  shows an exemplary external view of a non-limiting interactive computer graphics system in the form of a home video game apparatus for executing a game program; 
           [0013]      FIG. 2  is a block diagram showing an internal structure of the game apparatus; 
           [0014]      FIGS. 3A ,  3 B and  4  show different views of an exemplary illustrative non-limiting handheld controller for the video game system of  FIG. 1 ; 
           [0015]      FIG. 5  is a block diagram of an exemplary illustrative non-limiting implementation of the handheld controller; 
           [0016]      FIG. 6  shows an example illustrative non-limiting general game display; 
           [0017]      FIG. 7  shows an example illustrative non-limiting hyper mode game display; and 
           [0018]      FIG. 8  is a flowchart of exemplary illustrative non-limiting program control steps. 
       
    
    
     DETAILED DESCRIPTION 
       [0019]    Techniques described herein can be performed on any type of computer graphics system including a personal computer, a home video game machine, a portable video game machine, a networked server and display, a cellular telephone, a personal digital assistant, or any other type of device or arrangement having computation and graphical display capabilities. One exemplary illustrative non-limiting implementation includes a home video game system such as the Nintendo Wii 3D video game system, a Nintendo DS or other 3D capable interactive computer graphics display system. One exemplary illustrative non-limiting implementation is described below, but other implementations are possible. 
       Exemplary Video Game Platform 
       [0020]      FIG. 1  shows a non-limiting example game system  10  including a game console  100 , a television  102  and a controller  107 . 
         [0021]    Game console  100  executes a game program or other application stored on optical disc  104  inserted into slot  105  formed in housing  110  thereof. The result of the execution of the game program or other application is displayed on display  101  of television  102  to which game console  100  is connected by cable  106 . Audio associated with the game program or other application is output via speakers  109  of television  102 . While an optical disk is shown in  FIG. 1  for use in storing video game software, the game program or other application may alternatively or additionally be stored on other storage media such as semiconductor memories, magneto-optical memories, magnetic memories and the like and/or downloaded over a network or by other means. 
         [0022]    Controller  107  wirelessly transmits data such as game control data to the game console  100 . The game control data may be generated using an operation section of controller  107  having, for example, a plurality of operation buttons, a key, a stick and the like. Controller  107  may also wirelessly receive data transmitted from game console  100 . Any one of various wireless protocols such as Bluetooth (registered trademark) may be used for the wireless transmissions between controller  107  and game console  100 . 
         [0023]    As discussed below, controller  107  also includes an imaging information calculation section for capturing and processing images from light-emitting devices  108   a  and  108   b . Preferably, a center point between light-emitting devices  108   a  and  108   b  is aligned with a vertical center line of television  101 . The images from light-emitting devices  108   a  and  108   b  can be used to determine a direction in which controller  107  is pointing as well as a distance of controller  107  from display  101 . By way of example without limitation, light-emitting devices  108   a  and  108   b  may be implemented as two LED modules (hereinafter, referred to as “markers”) provided in the vicinity of a display screen of television  102 . The markers each output infrared light and the imaging information calculation section of controller  107  detects the light output from the LED modules to determine a direction in which controller  107  is pointing and a distance of controller  107  from display  101  as mentioned above. As will become apparent from the description below, various implementations of the system and method for simulating the striking of an object described herein do not require use such markers. 
         [0024]    Although markers  108   a  and  108   b  are shown in  FIG. 1  as being above television  100 , they may also be positioned below television  100  or in other configurations. 
         [0025]    With reference to the block diagram of  FIG. 2 , game console  100  includes a RISC central processing unit (CPU)  204  for executing various types of applications including (but not limited to) video game programs. CPU  204  executes a boot program stored in a boot ROM (not shown) to initialize game console  100  and then executes an application (or applications) stored on optical disc  104  which is inserted in optical disk drive  208 . User-accessible eject button  210  provided on housing  110  of game console  100  may be used to eject an optical disk from disk drive  208 . 
         [0026]    In one example implementation, optical disk drive  208  receives both optical disks of a first type (e.g., of a first size and/or of a first data structure, etc.) containing applications developed for execution by CPU  204  and graphics processor  216  and optical disks of a second type (e.g., of a second size and/or a second data structure) containing applications originally developed for execution by a different CPU and/or graphics processor. For example, the optical disks of the second type may be applications originally developed for the Nintendo GameCube platform. 
         [0027]    CPU  204  is connected to system LSI  202  that includes graphics processing unit (GPU)  216  with an associated graphics memory  220 , audio digital signal processor (DSP)  218 , internal main memory  222  and input/output (IO) processor  224 . 
         [0028]    IO processor  224  of system LSI  202  is connected to one or more USB ports  226 , one or more standard memory card slots (connectors)  228 , WiFi module  230 , flash memory  232  and wireless controller module  240 . 
         [0029]    USB ports  226  are used to connect a wide variety of external devices to game console  100 . These devices include by way of example without limitation game controllers, keyboards, storage devices such as external hard-disk drives, printers, digital cameras, and the like. USB ports  226  may also be used for wired network (e.g., LAN) connections. In one example implementation, two USB ports  226  are provided. 
         [0030]    Standard memory card slots (connectors)  228  are adapted to receive industry-standard-type memory cards (e.g., SD memory cards). In one example implementation, one memory card slot  228  is provided. These memory cards are generally used as data carriers. For example, a player may store game data for a particular game on a memory card and bring the memory card to a friend&#39;s house to play the game on the friend&#39;s game console. The memory cards may also be used to transfer data between the game console and personal computers, digital cameras, and the like. 
         [0031]    WiFi module  230  enables game console  100  to be connected to a wireless access point. The access point may provide internet connectivity for on-line gaming with players at other locations (with or without voice chat capabilities), as well as web browsing, e-mail, file downloads (including game downloads) and many other types of on-line activities. In some implementations, WiFi module may also be used for communication with other game devices such as suitably-equipped hand-held game devices. Module  230  is referred to herein as “WiFi”, which is generally used in connection with the family of IEEE 802.11 specifications. However, game console  100  may of course alternatively or additionally use wireless modules that conform with other wireless standards. 
         [0032]    Flash memory  232  stores, by way of example without limitation, game save data, system files, internal applications for the console and downloaded data (such as games). 
         [0033]    Wireless controller module  240  receives signals wirelessly transmitted from one or more controllers  107  and provides these received signals to IO processor  224 . The signals transmitted by controller  107  to wireless controller module  240  may include signals generated by controller  107  itself as well as by other devices that may be connected to controller  107 . By way of example, some games may utilize separate right- and left-hand inputs. For such games, another controller (not shown) may be connected to controller  107  and controller  107  could transmit to wireless controller module  240  signals generated by itself and by the other controller. 
         [0034]    Wireless controller module  240  may also wirelessly transmit signals to controller  107 . By way of example without limitation, controller  107  (and/or another game controller connected thereto) may be provided with vibration circuitry and vibration circuitry control signals may be sent via wireless controller module  240  to control the vibration circuitry. By way of further example without limitation, controller  107  may be provided with (or be connected to) a speaker (not shown) and audio signals for output from this speaker may be wirelessly communicated to controller  107  via wireless controller module  240 . By way of still further example without limitation, controller  107  may be provided with (or be connected to) a display device (not shown) and display signals for output from this display device may be wirelessly communicated to controller  107  via wireless controller module  240 . 
         [0035]    Proprietary memory card slots  246  are adapted to receive proprietary memory cards. In one example implementation, two such slots are provided. These proprietary memory cards have some non-standard feature such as a non-standard connector or a non-standard memory architecture. For example, one or more of the memory card slots  246  may be adapted to receive memory cards developed for the Nintendo GameCube platform. In this case, memory cards inserted in such slots can transfer data from games developed for the GameCube platform. In an example implementation, memory card slots  246  may be used for read-only access to the memory cards inserted therein and limitations may be placed on whether data on these memory cards can be copied or transferred to other storage media such as standard memory cards inserted into slots  228 . 
         [0036]    One or more controller connectors  244  are adapted for wired connection to respective game controllers. In one example implementation, four such connectors are provided for wired connection to game controllers for the Nintendo GameCube platform. Alternatively, connectors  244  may be connected to respective wireless receivers that receive signals from wireless game controllers. These connectors enable players, among other things, to use controllers for the Nintendo GameCube platform when an optical disk for a game developed for this platform is inserted into optical disk drive  208 . 
         [0037]    A connector  248  is provided for connecting game console  100  to DC power derived, for example, from an ordinary wall outlet. Of course, the power may be derived from one or more batteries. 
         [0038]    GPU  216  performs image processing based on instructions from CPU  204 . GPU  216  includes, for example, circuitry for performing calculations necessary for displaying three-dimensional (3D) graphics. GPU  216  performs image processing using graphics memory  220  dedicated for image processing and a part of internal main memory  222 . GPU  216  generates image data for output to television  102  by audio/video connector  214  via audio/video IC (interface)  212 . 
         [0039]    Audio DSP  218  performs audio processing based on instructions from CPU  204 . The audio generated by audio DSP  218  is output to television  102  by audio/video connector  214  via audio/video IC  212 . 
         [0040]    External main memory  206  and internal main memory  222  are storage areas directly accessible by CPU  204 . For example, these memories can store an application program such as a game program read from optical disc  104  by the CPU  204 , various types of data or the like. 
         [0041]    ROM/RTC  238  includes a real-time clock and preferably runs off of an internal battery (not shown) so as to be usable even if no external power is supplied. ROM/RTC  238  also may include a boot ROM and SRAM usable by the console. 
         [0042]    Power button  242  is used to power game console  100  on and off. In one example implementation, power button  242  must be depressed for a specified time (e.g., one or two seconds) to turn the consoled off so as to reduce the possibility of inadvertently turn-off. Reset button  244  is used to reset (reboot) game console  100 . 
         [0043]    With reference to  FIGS. 3 and 4 , example controller  107  includes a housing  301  on which operating controls  302   a - 302   h  are provided. Housing  301  has a generally parallelepiped shape and is sized to be conveniently holdable in a player&#39;s hand. Cross-switch  302   a  is provided at the center of a forward part of a top surface of the housing  301 . Cross-switch  302   a  is a cross-shaped four-direction push switch which includes operation portions corresponding to the directions designated by the arrows (front, rear, right and left), which are respectively located on cross-shaped projecting portions. A player selects one of the front, rear, right and left directions by pressing one of the operation portions of the cross-switch  302   a . By actuating cross-switch  302   a , the player can, for example, move a character in different directions in a virtual game world. 
         [0044]    Cross-switch  302   a  is described by way of example and other types of operation sections may be used. By way of example without limitation, a composite switch including a push switch with a ring-shaped four-direction operation section and a center switch may be used. By way of further example without limitation, an inclinable stick projecting from the top surface of housing  301  that outputs signals in accordance with the inclining direction of the stick may be used. By way of still further example without limitation, a horizontally slidable disc-shaped member that outputs signals in accordance with the sliding direction of the disc-shaped member may be used. By way of still further example without limitation, a touch pad may be used. By way of still further example without limitation, separate switches corresponding to at least four directions (e.g., front, rear, right and left) that output respective signals when pressed by a player may be used. 
         [0045]    Buttons (or keys)  302   b  through  302   g  are provided rearward of cross-switch  302   a  on the top surface of housing  301 . Buttons  302   b  through  302   g  are operation devices that output respective signals when a player presses them. For example, buttons  302   b  through  302   d  are respectively an “X” button, a “Y” button and a “B” button and buttons  302   e  through  302   g  are respectively a select switch, a menu switch and a start switch, for example. Generally, buttons  302   b  through  302   g  are assigned various functions in accordance with the application being executed by game console  100 . In an exemplary arrangement shown in  FIG. 3 , buttons  302   b  through  302   d  are linearly arranged along a front-to-back centerline of the top surface of housing  301 . Buttons  302   e  through  302   g  are linearly arranged along a left-to-right line between buttons  302   b  and  302   d . Button  302   f  may be recessed from a top surface of housing  701  to reduce the possibility of inadvertent pressing by a player grasping controller  107 . 
         [0046]    Button  302   h  is provided forward of cross-switch  302   a  on the top surface of the housing  301 . Button  302   h  is a power switch for remote on-off switching of the power to game console  100 . Button  302   h  may also be recessed from a top surface of housing  301  to reduce the possibility of inadvertent pressing by a player. 
         [0047]    A plurality (e.g., four) of LEDs  304  is provided rearward of button  302   c  on the top surface of housing  301 . Controller  107  is assigned a controller type (number) so as to be distinguishable from the other controllers used with game console  100  and LEDs may  304  may be used to provide a player a visual indication of this assigned controller number. For example, when controller  107  transmits signals to wireless controller module  240 , one of the plurality of LEDs corresponding to the controller type is lit up. 
         [0048]    With reference to  FIG. 3B , a recessed portion  308  is formed on a bottom surface of housing  301 . Recessed portion  308  is positioned so as to receive an index finger or middle finger of a player holding controller  107 . A button  302   i  is provided on a rear, sloped surface  308   a  of the recessed portion. Button  302   i  functions, for example, as an “A” button which can be used, by way of illustration, as a trigger switch in a shooting game. 
         [0049]    As shown in  FIG. 4 , an imaging element  305   a  is provided on a front surface of controller housing  301 . Imaging element  305   a  is part of an imaging information calculation section of controller  107  that analyzes image data received from markers  108   a  and  108   b . Imaging information calculation section  305  has a maximum sampling period of, for example, about 200 frames/sec., and therefore can trace and analyze even relatively fast motion of controller  107 . The techniques described herein of simulating the striking of an object can be achieved without using information from imaging information calculation section  305 , and thus further detailed description of the operation of this section is omitted. Additional details may be found in Application No. 60/716,937, entitled “VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER,” filed on Sep. 15, 2005; 60/732,648, entitled “INFORMATION PROCESSING PROGRAM,” filed on Nov. 3, 2005; and application No. 60/732,649, entitled “INFORMATION PROCESSING SYSTEM AND PROGRAM THEREFOR,” filed on Nov. 3, 2005. The entire contents of each of these applications are incorporated herein. 
         [0050]    Connector  303  is provided on a rear surface of controller housing  301 . Connector  303  is used to connect devices to controller  107 . For example, a second controller of similar or different configuration may be connected to controller  107  via connector  303  in order to allow a player to play games using game control inputs from both hands. Other devices including game controllers for other game consoles, input devices such as keyboards, keypads and touchpads and output devices such as speakers and displays may be connected to controller  107  using connector  303 . 
         [0051]    For ease of explanation in what follows, a coordinate system for controller  107  will be defined. As shown in  FIGS. 3 and 4 , a left-handed X, Y, Z coordinate system has been defined for controller  107 . Of course, this coordinate system is described by way of example without limitation and the systems and methods described herein are equally applicable when other coordinate systems are used. 
         [0052]    As shown in the block diagram of  FIG. 5 , controller  107  includes a three-axis, linear acceleration sensor  507  that detects linear acceleration in three directions, i.e., the up/down direction (Z-axis shown in  FIGS. 3 and 4 ), the left/right direction (X-axis shown in  FIGS. 3 and 4 ), and the forward/backward direction (Y-axis shown in  FIGS. 3 and 4 ). Alternatively, a two-axis linear accelerometer that only detects linear acceleration along each of the Y-axis and Z-axis may be used or a one-axis linear accelerometer that only detects linear acceleration along the Z-axis may be used. Generally speaking, the accelerometer arrangement (e.g., three-axis or two-axis) will depend on the type of control signals desired. As a non-limiting example, the three-axis or two-axis linear accelerometer may be of the type available from Analog Devices, Inc. or STMicroelectronics N.V. Preferably, acceleration sensor  507  is an electrostatic capacitance or capacitance-coupling type that is based on silicon micro-machined MEMS (micro-electromechanical systems) technology. However, any other suitable accelerometer technology (e.g., piezoelectric type or piezoresistance type) now existing or later developed may be used to provide three-axis or two-axis linear acceleration sensor  507 . 
         [0053]    As one skilled in the art understands, linear accelerometers, as used in acceleration sensor  507 , are only capable of detecting acceleration along a straight line corresponding to each axis of the acceleration sensor. In other words, the direct output of acceleration sensor  507  is limited to signals indicative of linear acceleration (static or dynamic) along each of the two or three axes thereof. As a result, acceleration sensor  507  cannot directly detect movement along a non-linear (e.g. arcuate) path, rotation, rotational movement, angular displacement, tilt, position, attitude or any other physical characteristic. 
         [0054]    However, through additional processing of the linear acceleration signals output from acceleration sensor  507 , additional information relating to controller  107  can be inferred or calculated (i.e., determined), as one skilled in the art will readily understand from the description herein. For example, by detecting static, linear acceleration (i.e., gravity), the linear acceleration output of acceleration sensor  507  can be used to determine tilt of the object relative to the gravity vector by correlating tilt angles with detected linear acceleration. In this way, acceleration sensor  507  can be used in combination with micro-computer  502  of controller  107  (or another processor) to determine tilt, attitude or position of controller  107 . Similarly, various movements and/or positions of controller  107  can be calculated through processing of the linear acceleration signals generated by acceleration sensor  507  when controller  107  containing acceleration sensor  307  is subjected to dynamic accelerations by, for example, the hand of a user, as will be explained in detail below. 
         [0055]    In another embodiment, acceleration sensor  507  may include an embedded signal processor or other type of dedicated processor for performing any desired processing of the acceleration signals output from the accelerometers therein prior to outputting signals to micro-computer  502 . For example, the embedded or dedicated processor could convert the detected acceleration signal to a corresponding tilt angle (or other desired parameter) when the acceleration sensor is intended to detect static acceleration (i.e., gravity). 
         [0056]    Returning to  FIG. 5 , image information calculation section  505  of controller  107  includes infrared filter  528 , lens  529 , imaging element  305   a  and image processing circuit  530 . Infrared filter  528  allows only infrared light to pass therethrough from the light that is incident on the front surface of controller  107 . Lens  529  collects and focuses the infrared light from infrared filter  528  on imaging element  305   a . Imaging element  305   a  is a solid-state imaging device such as, for example, a CMOS sensor or a CCD. Imaging element  305   a  captures images of the infrared light from markers  108   a  and  108   b  collected by lens  309 . Accordingly, imaging element  305   a  captures images of only the infrared light that has passed through infrared filter  528  and generates image data based thereon. This image data is processed by image processing circuit  520  which detects an area thereof having high brightness, and, based on this detecting, outputs processing result data representing the detected coordinate position and size of the area to communication section  506 . From this information, the direction in which controller  107  is pointing and the distance of controller  107  from display  101  can be determined. 
         [0057]    Vibration circuit  512  may also be included in controller  107 . Vibration circuit  512  may be, for example, a vibration motor or a solenoid. Controller  107  is vibrated by actuation of the vibration circuit  512  (e.g., in response to signals from game console  100 ), and the vibration is conveyed to the hand of the player holding controller  107 . Thus, a so-called vibration-responsive game may be realized. 
         [0058]    As described above, acceleration sensor  507  detects and outputs the acceleration in the form of components of three axial directions of controller  107 , i.e., the components of the up-down direction (Z-axis direction), the left-right direction (X-axis direction), and the front-rear direction (the Y-axis direction) of controller  107 . Data representing the acceleration as the components of the three axial directions detected by acceleration sensor  507  is output to communication section  506 . Based on the acceleration data which is output from acceleration sensor  507 , a motion of controller  107  can be determined. 
         [0059]    Communication section  506  includes micro-computer  502 , memory  503 , wireless module  504  and antenna  505 . Micro-computer  502  controls wireless module  504  for transmitting and receiving data while using memory  503  as a storage area during processing. Micro-computer  502  is supplied with data including operation signals (e.g., cross-switch, button or key data) from operation section  302 , acceleration signals in the three axial directions (X-axis, Y-axis and Z-axis direction acceleration data) from acceleration sensor  507 , and processing result data from imaging information calculation section  505 . Micro-computer  502  temporarily stores the data supplied thereto in memory  503  as transmission data for transmission to game console  100 . The wireless transmission from communication section  506  to game console  100  is performed at a predetermined time interval. Because game processing is generally performed at a cycle of 1/60 sec. (16.7 ms), the wireless transmission is preferably performed at a cycle of a shorter time period. For example, a communication section structured using Bluetooth (registered trademark) technology can have a cycle of 5 ms. At the transmission time, micro-computer  502  outputs the transmission data stored in memory  503  as a series of operation information to wireless module  504 . Wireless module  504  uses, for example, Bluetooth (registered trademark) technology to send the operation information from antenna  505  as a carrier wave signal having a specified frequency. Thus, operation signal data from operation section  302 , the X-axis, Y-axis and Z-axis direction acceleration data from acceleration sensor  507 , and the processing result data from imaging information calculation section  505  are transmitted from controller  107 . Game console  100  receives the carrier wave signal and demodulates or decodes the carrier wave signal to obtain the operation information (e.g., the operation signal data, the X-axis, Y-axis and Z-axis direction acceleration data, and the processing result data). Based on this received data and the application currently being executed, CPU  204  of game console  100  performs application processing. If communication section  506  is structured using Bluetooth (registered trademark) technology, controller  107  can also receive data wirelessly transmitted thereto from devices including game console  100 . 
         [0060]    The exemplary illustrative non-limiting system described above can be used to execute software stored on optical disk  104  or in other memory that controls it to interactive generate displays on display  101  of a progressively deformed object in response to user input provided via controller  107 . Exemplary illustrative non-limiting software controlled techniques for generating such displays will now be described. 
       Example Hyper Mode Game Play 
       [0061]      FIG. 6  shows an example screen display  1002  of a first person shooter type combat game. Other types of games including driving games, space games, adventure games, sports games or any other type of game could also be used. In the example shown, a power or life meter or gauge  1004  is displayed on display  1002 . Gauge  1004  includes a block indicator  1006  and a power gauge indicator  1008 . The block indicator  1006  can display for example a block of life or power (one block may correspond to some number of points such as for example 100 points). The power gauge indicator  1008  reflects the amount of power a player has available. Blocks can be earned by accomplishing particular tasks within the game for example. 
         [0062]    In one exemplary illustrative non-limiting implementation, the game indicator  1008  is similar to a thermometer or for example the type of graphical display provided by an audio graphic equalizer. One can readily tell by looking at the gauge how much power a game player has and how much power has been depleted. In one example non-limiting implementation, the gauge level rises (e.g., moves to the right or upwards) as the amount of stored power in a power reservoir increases and moves to the left or downwards as the amount of power decreases. Generally, the game player wishes to maintain sufficient power as indicated by the power gauge to accomplish gaming tasks. 
         [0063]      FIG. 6  also shows a weapon  1010 . In the exemplary illustrative non-limiting implementation, each time the game character fires weapon  1010 , the power indicated by the gauge  1008  decreases. If the gauge ever falls to zero level and thus becomes completely depleted, the game character may no longer be able to fire weapon  1010  and can no longer attack enemies. The game character can obtain power for display by indicator  1008  automatically as time goes by and/or by accomplishing certain tasks. 
         [0064]    In one exemplary illustrative non-limiting implementation, the game player can choose to enter a special mode called “hyper mode” by depressing a control or menu selection. In one exemplary illustrative non-limiting implementation, it may cost the game character some power (one block) to enter hyper mode. However, certain benefits are achieved in hyper mode. For example, in one exemplary illustrative non-limiting implementation, the game character becomes less vulnerable or invulnerable to enemy attack whenever the game character is in hyper mode. 
         [0065]      FIG. 7  shows an example illustrative non-limiting hyper mode game display. In this example illustration, the gauge  1004  continues to provide a gauge indicator  1008  indicating the amount of power available and stored in a power reservoir. In the example shown, the “C 1 ” part of the gauge indicator  1008  indicates the remaining energy available for shooting a weapon, and the “C 2 ” portion of the gauge indicator indicates the amount of energy that has been used or depleted. In one exemplary illustrative non-limiting implementation, when the game character first enters hyper mode, the gauge indicator  1008  is filled to an intermediate level. Each time the game player fires weapon  1010 , the amount of power indicated by gauge indicator  1008  decreases. If the “C 1 ” bar indicator ever falls to zero, meaning that the energy has been entirely depleted, hyper mode is over and the game character again becomes vulnerable. However, if the game player does not fire weapon  1010  for a while, the game play automatically replenishes the energy within the indicator gauge  1008  and the “C 1 ” bar increases in size. 
         [0066]    In the exemplary illustrative non-limiting implementation, if the “C 1 ” bar every exceeds a predetermined level (e.g., extends over the entirety of the gauge to indicate for example maximum capacity has been exceeded), the game is over. 
         [0067]    In the exemplary illustrative non-limiting implementation, the game player must carefully shoot game objects with weapons  1010  while watching the indicator gauge  1008  carefully so that it never exceeds its capacity. The game player must thus maintain a situation such that both a “C 1 ” and a “C 2 ” portion of the gauge exists in the indication in order to maintain the game character within hyper mode but not causing a “game over” situation. This provides an interesting ebb and flow to the game action. Inexperienced players may immediately recognize the danger in remaining in hyper mode and try and leave hyper mode as rapidly as possible in order to eliminate the danger of “game over.” More experienced players will recognize the advantages in terms of invulnerability or other beneficial effects of remaining in hyper mode as long as possible but must always be mindful of the danger of a “game over” should the power meter indicate energy capacity has been exceeded. The experienced player can fire a weapon periodically to decrease energy levels but does not want to deplete the energy so much that hyper mode will be over or so that there will be no power left for firing a weapon defensively. A game player will thus constantly be conducting a risk/benefit analysis in which weapon firing will increase the likelihood of leaving hyper mode but may also prevent instability that could lead to destruction. The “shoot and recharge, shoot and recharge” ebb and flow strategies that experienced players will adopt provide an interesting and fun addition to a first person shooter or other game. 
         [0068]      FIG. 8  is a flowchart of exemplary illustrative non-limiting program control steps. The gauge is displayed at block  1102 . As time passes, the gauge level is recharged (blocks  1104 ,  1106 ). The gauge level is depleted each time the player fires a weapon (block  1108 ,  1110 ). If the gauge level ever exceeds a predetermined maximum, the game is over (blocks  1112 ,  1114 ). If the gauge level is ever completed depleted, hyper mode is exited and the player returns to normal game play (blocks  1116 ,  1118 ). 
         [0069]    While the technology herein has been described in connection with exemplary illustrative non-limiting implementations, the invention is not to be limited by the disclosure. For example, while the exemplary illustrative non-limiting implementation displays a gauge, other forms of indication are possible such as brightness or sound. The special powers existing in hypermode can be any time of benefit including ability to score more easily, ability to accomplish any sort of task, or any special condition or characteristic. The adverse consequence of exceeding maximum power could be any adverse consequence. The invention is intended to be defined by the claims and to cover all corresponding and equivalent arrangements whether or not specifically disclosed herein.

Technology Classification (CPC): 0