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Claims1. A non-transitory computer-readable storage medium having a video game application stored therein, the game application causing a computer or processor of a video game system, which includes a display screen, and first and second handheld controllers adapted for sensing movement and positioning of the controllers relative to the display, to implement a method comprising:
2. The storage medium of claim 1, wherein each of the cue elements is associated to a particular one of the controllers and is configured to visually indicate such controller association. 3. The storage medium of claim 2, wherein the pattern is configured such that the cue elements travel in at least two, differing directions from the center of the ring. 4. The storage medium of claim 3, wherein the pattern is configured such that at least some of the cue elements are paired to travel concurrently from the ring center toward one of the target elements. 5. The storage medium of claim 1, wherein the ring is defined by at least six of the cue target elements positioned end-to-end at about a periphery of the ring. 6. The storage medium of claim 5, wherein the zones of the HUD ring comprise an up left zone, a left side zone, a left down zone, a right down zone, a right side zone, and an up right zone. 7. The storage medium of claim 1, further comprising sensing movement of the controllers, comparing the sensed movements of the controllers to the pattern of the cue elements displayed concurrently with the sensed movements, and generating a player score based on the comparing. 8. The storage medium of claim 1, wherein the center of the ring coincides with a center of the display screen and the method further comprises displaying background animation on the display screen with at least a portion beneath the HUD ring, the portion beneath the HUD ring comprising a player character moving rhythmically with the playing song. 9. The storage medium of claim 1, wherein a first set of the cue elements comprise wrist flick cues for the controllers and a second set of the cue elements comprise move and hold cues for the controllers. 10. A computer program for a video game stored in memory and controlling a processor of a computer or video game console of a video game system to implement a game with image output on a display screen, the video game system including first and second handheld controllers and logic adapted for sensing position and movement of the controllers, comprising:
11. The video game computer program of claim 10, wherein the memory stores audio files for songs and wherein the cue pattern is configured to have the visual cue elements cross the cue target elements rhythmically when one of the songs is played by the video game system. 12. The video game computer program of claim 10, wherein in the multi-directional cue pattern a portion of the first set and second set of cue target elements are paired to cross the cue target elements concurrently, whereby two hand cues are provided to a player of the video game. 13. The video game computer program of claim 10, wherein the zones divide the area of the ring into six substantially equal pie-shaped segments with tips at the ring center and the zones include an up left zone, a left side zone, a down left zone, a down right zone, an right side zone, and an up right zone, whereby a player of the video game can be directed to move either of the handheld controllers in six differing directions relative to the ring center. 14. The video game computer program of claim 10, wherein the multi-direction cue pattern is configured such that a portion of cue target elements emanate from the ring center sequentially with a cue spacing to sequentially cross a plurality of the cue target elements. 15. The video game computer program of claim 14, further comprising code for comparing a sensed movement of the handheld controllers to determine whether a player has followed the multi-directional cue pattern by moving a corresponding one of the handheld controllers in one of six directions corresponding to the zones as one of the visual cue elements crosses one of the cue target elements. 16. A video game play method, comprising:
17. The method of claim 16, wherein at least some of the visual cue elements travel in opposite directions from the central portion toward the target elements. 18. The method of claim 16, wherein the set of target elements comprises at least six target elements positioned about a periphery of the circular pattern in an end-to-end pattern. 19. The method of claim 16, wherein the circular pattern is centered on the video display and the method further comprises displaying background animation including a player character on the video display with the player character being proximate to the target elements. 20. The method of claim 16, wherein the visual cue elements are displayed with at least two visual appearances during the movement from the central portion to the target elements to provide a visual cue on timing of performing the movements of the video game controllers about the circular pattern displayed on the video display and wherein the visual cue elements associated a first one of the video game controllers differ in color from the visual cue elements associated with a second one of the video game controllers. |