WO2006033246A1 - Game program, game device, and game method - Google Patents
Game program, game device, and game method Download PDFInfo
- Publication number
- WO2006033246A1 WO2006033246A1 PCT/JP2005/016629 JP2005016629W WO2006033246A1 WO 2006033246 A1 WO2006033246 A1 WO 2006033246A1 JP 2005016629 W JP2005016629 W JP 2005016629W WO 2006033246 A1 WO2006033246 A1 WO 2006033246A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- passing
- contact position
- trajectory
- moving body
- planned
- Prior art date
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game in which a moving body is displayed on a touch panel monitor.
- the present invention also relates to a game device and a game method realized by the game program.
- Various video games have been proposed.
- various instructions are given to the character displayed on the monitor by operating various input buttons provided integrally with the game console body, such as various input buttons of the controller independent of the game machine body.
- a general game device has a monitor, a game machine main body separate from the monitor, and a controller separate from the game machine main body.
- the controller has a plurality of input buttons.
- the portable game device has a game machine body, a liquid crystal monitor provided at a substantially central part of the game machine body, and a plurality of input buttons arranged on both sides of the liquid crystal monitor.
- various instructions can be given to the character displayed on the monitor by operating at least one of the plurality of input buttons.
- the player can operate the batter character by operating the input button having the power of the direction instruction button or the determination button.
- the player presses an input button such as a direction instruction button or a determination button within a short period of time until the pitcher character releases the ball and the force reaches the expected passing position.
- an input button such as a direction instruction button or a determination button within a short period of time until the pitcher character releases the ball and the force reaches the expected passing position.
- the input operation when the player gives an instruction to the batter character becomes complicated, and the player may erroneously operate the input button.
- One method for enabling input operations to be executed in a short time is to use a touch panel type monitor as the monitor, and display it on the monitor with a pointing pen or a finger instead of the input button.
- a method of giving instructions to the batter character can be considered.
- the meat cursor of the bat can be set to the planned passing position of the ball and the batter character can hit the ball. That is, the meat cursor can be set and the batter character can be hit instantly by a single operation of bringing the pointing means into contact with the scheduled passage position.
- the player who operates the batter character can easily make the batter character hit the ball after sufficiently determining the movement situation of the planned passing position of the ball. For this reason, there is a possibility that the interest when the player operates the batter character is impaired.
- An object of the present invention is to enable a player to easily execute an instruction to a character, and to prevent interest when the player operates the character.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game in which a moving body is displayed on a touch panel monitor to realize the following functions.
- a first trajectory setting function for setting the trajectory of the moving object passing through the planned pass display area to a predetermined trajectory.
- a contact position recognition function for recognizing the contact position of the instruction means on the monitor when the instruction means is brought into contact with the monitor.
- a contact position movement function that allows the contact position to be moved in the planned passage display area by the instruction means.
- a final contact position recognition function for recognizing the contact position as the final contact position from the time when the contact position is recognized until the time when the moving body reaches the expected passing position.
- a positional relationship determination function for determining the positional relationship between the passing position of the moving object passing through the planned passing display area and the final contact position.
- the trajectory of the moving body after the moving body has reached the planned passing position is a predetermined trajectory or Second trajectory setting function to set a trajectory different from the predetermined trajectory.
- the scheduled passing display area of the moving object is set at a predetermined position between the sending position of the moving object and the reaching position of the moving object.
- the planned passing position of the moving object is set in the planned passing display area.
- the trajectory of the moving body that passes through the planned passage display area is set as a predetermined trajectory.
- the contact position recognition function the contact position of the instruction means on the monitor is recognized when the instruction means is brought into contact with the monitor.
- the contact position movement function the contact position can be moved in the expected passage display area by the instruction means.
- the contact position is recognized as the final contact position until the time point when the contact position is recognized until the time when the moving body reaches the expected passing position.
- the positional relationship determination function the positional relationship between the passing position of the moving body that passes through the planned passing display area and the final contact position is determined.
- the moving body after the moving body has reached the planned passing position according to the positional relationship between the passing position of the moving body passing through the planned passing display area and the final contact position.
- Orbital force A trajectory or a trajectory different from the predetermined trajectory is set.
- the contact position of the pointing means can be recognized and a bat swing can be started.
- the final contact position is recognized and the position of the meet cursor can be set between the time when the contact position is recognized and the time when the ball reaches the expected passing position.
- the start of the bat swing and the setting of the meet cursor can be instructed by the instruction means, so that the player can easily instruct the character.
- the player can take into account the time lag until the batter starts swinging the bat and catches the ball.
- you must set the meet cursor that is, the position where the batter catches the ball. Thereby, the player can experience the interest of setting a position to catch the ball while taking into account the time lag during the swing.
- the game program according to claim 2 is the game program according to claim 1, wherein the final contact position recognition function includes a contact position movement determination function and a monitor separation determination function.
- the contact position movement determination function it is determined whether or not the contact position has moved. When the contact position movement determination function determines that the contact position has moved, the contact position after the movement is recognized as the first contact position. If it is determined that the contact position has not moved, the contact position recognized by the contact position recognition function is recognized as the second contact position.
- the monitor separation determination function it is determined whether or not the instruction means has separated the monitoring force. .
- the first contact position or the second contact position is recognized as the final contact position when the instruction means is separated from the monitor.
- the first contact position or the second contact position is recognized as the final contact position when the moving body reaches the expected passing position.
- the first contact position or the second contact position is recognized based on the contact position movement determination function, and the first contact position or the second contact position is determined as the final contact based on the monitor separation determination function. Recognized as a touch position.
- the contact position movement determination function recognizes the movement position of the meet cursor or the non-moving position of the meet cursor, that is, the initial position.
- the monitor separation determination function the moving position of the meet cursor or the initial position of the meet cursor is recognized as the final set position of the meet cursor.
- the movement position of the meet cursor and the initial position of the meet cursor are recognized according to the contact position of the instruction means, and the final setting position of the meet cursor is recognized according to the contact state of the instruction means. . In this way, the meet cursor can be set from the instruction means.
- the game program according to claim 3 is the game program according to claim 1 or 2, wherein the positional relationship determination function includes an interval determination function.
- the interval determination function it is determined whether or not the force is within a predetermined range between the passing position of the moving object that passes through the expected passing display area and the final contact position.
- the second trajectory setting function sets the moving object to the planned passing position. The trajectory of the moving object after reaching is set to a trajectory different from the predetermined trajectory.
- the moving object is selected according to the second trajectory setting function.
- the trajectory of the moving object after reaching the planned passing position is set to a predetermined trajectory.
- the trajectory force of the moving body after reaching the planned passing position is determined depending on whether or not the distance between the passing position of the moving body passing through the planned passing display area and the final contact position is within a predetermined range. Or a predetermined trajectory.
- a batter character can catch a ball character depending on whether the interval between the planned passing position of the ball character and the final setting position of the meet cursor is within the meetable distance? Judgment is made. In other words, the batter character can catch the ball if the distance between the planned passing position of the ball character and the final setting position of the meet cursor is within the meetable distance.
- the batter character cannot catch the ball and the ball character catches the catcher character. Is done. Thus, whether or not the batter character can catch the ball is determined based on the relationship between the position of the meet cursor set by the instruction means and the predetermined passing position.
- a game program according to claim 4 is the game program according to claim 1 or 2, wherein the positional relationship determination function includes an interval determination function.
- the interval discriminating function it is discriminated whether the distance between the passing position of the moving object passing through the scheduled passing display area and the final contact position is within a predetermined range.
- the second trajectory setting function determines the trajectory of the moving body after the mobile body has reached the expected passing position according to the time from when the contact position is recognized as a trajectory different from a predetermined trajectory or a predetermined trajectory. It further includes the function to set to.
- the interval determination function is performed after the contact position is recognized.
- the second trajectory setting function sets the trajectory of the moving body after the moving body reaches the planned passing position to a path different from the predetermined trajectory. Is done.
- the trajectory of the moving body after the moving body has reached the planned passing position is determined in the second trajectory setting function. A predetermined trajectory is set.
- the moving object is scheduled to pass in the second orbit setting function.
- the trajectory of the moving body after reaching the position is set to a predetermined trajectory.
- whether or not the distance between the passing position of the moving body passing through the scheduled pass display area and the final contact position is within the predetermined range.
- the trajectory of the moving object after reaching the planned passing position by Force Set to a different or predetermined trajectory from the predetermined trajectory.
- the moving object when the distance between the passing position of the moving object that passes through the expected passing display area and the final contact position is within a predetermined range, the moving object is moved to the expected passing position within a predetermined time zone after the contact position is recognized.
- the trajectory force of the moving body after reaching the expected passing position is set to a trajectory different from the predetermined trajectory or a predetermined trajectory.
- the scheduled passing position of the ball character and the final setting position and interval of the meet cursor are within the meetable distance, and within the meetable time zone after the batter starts the bat swing.
- the batter character can catch the ball.
- the ball passes the planned pass position after the batter starts bat swing.
- the batter character cannot catch the ball.
- the interval between the planned passing position of the ball character and the final setting position of the meet cursor is outside the meetable distance, the batter character cannot catch the ball.
- whether or not the batter character can catch the ball is determined based on the relationship between the position of the meet cursor set by the instruction means and the planned passing position. In addition, it is determined whether or not the batter character is able to catch the ball within the meetable time period by the timing when the instruction means is brought into contact with the monitor.
- the game program according to claim 5 is the game program according to claim 4, wherein the predetermined time zone is set after the point in time when the contact position is recognized and after the point of time. ing.
- a predetermined time zone such as a meetable time zone, is set after the time when a predetermined time has elapsed from the time when the contact position is recognized, that is, the time when the pointing means is brought into contact with the monitor.
- the predetermined time zone is set after the contact position is recognized.
- the contact position is recognized in a predetermined time zone such as a meetable time zone. It is set after the point in time when the indicator means is brought into contact with the monitor. As a result, if the timing of bringing the pointing means into contact with the monitor is too early, the batter character cannot catch the ball.
- the game device is a game device capable of realizing a game in which a moving object is displayed on a touch panel monitor.
- the game apparatus includes a passing area setting means, a passing position setting means, a first trajectory setting means, a contact position recognition means, a contact position movement means, a final contact position recognition means, a positional relationship determination means, 2 orbit setting means.
- the passing area setting means the scheduled passing display area of the moving body is set at a predetermined position between the sending position of the moving body and the arrival position of the moving body.
- the passing position setting means the planned passing position of the moving body is set in the planned passing display area.
- the trajectory of the moving body that passes through the scheduled pass display area is set to a predetermined trajectory.
- the contact position recognition means the contact position of the instruction means on the monitor is recognized when the instruction means is brought into contact with the monitor.
- the contact position moving means the contact position can be moved in the planned passage display area by the instruction means.
- the contact position is recognized as the final contact position until the time point when the contact position is recognized until the time when the moving body reaches the expected passing position.
- the positional relationship determination means 1 determines the positional relationship between the passing position of the moving body that passes through the planned passing display area and the final contact position.
- the trajectory of the moving body after the mobile body reaches the planned passing position is determined in accordance with the positional relationship between the passing position of the moving body passing through the planned passing display area and the final contact position. It is set to a trajectory or a trajectory different from the predetermined trajectory.
- the game method according to claim 8 is a game method capable of realizing a game in which a moving object is displayed on a touch panel monitor.
- This game method includes a passing area setting step, a passing position setting step, a first trajectory setting step, a contact position recognition step, a contact position movement step, a final contact position recognition step, a positional relationship determination step, A second orbit setting step.
- the passing area setting step the scheduled passing display area of the moving body is set at a predetermined position between the sending position of the moving body and the arrival position of the moving body.
- the passing position setting step the mobile object will pass through the planned passing display area. The position is set.
- the trajectory of the moving body that passes through the planned passing display area is set to a predetermined trajectory.
- the contact position recognition step the contact position of the pointing means on the monitor is recognized when the pointing device is brought into contact with the monitor.
- the contact position moving step the contact position can be moved in the expected passing display area by the instruction means.
- the contact position is recognized as the final contact position until the time point when the contact position is recognized until the time when the moving body reaches the expected passing position.
- the positional relationship determination step the positional relationship between the passing position of the moving body passing through the planned passing display area and the final contact position is determined.
- the trajectory of the moving object after the moving object reaches the expected passing position is determined according to the positional relationship between the passing position of the moving object passing through the expected passing display area and the final contact position. , It is set to a predetermined trajectory or a trajectory different from the predetermined trajectory.
- FIG. 1 is an external view of a portable game machine as an example of a computer to which a game program according to the present invention can be applied.
- FIG. 2 is a control block diagram as an example of the portable game machine.
- FIG. 3 is a functional block diagram as an example of the portable game machine.
- FIG. 4 is a diagram for explaining a batting system in a baseball game.
- FIG. 5 is a diagram for explaining the time lag in the notting system.
- FIG. 6 is a flowchart for explaining a batting system in a baseball game. Explanation of symbols
- FIG. 1 is an external view of a portable game machine 1 as an example of a computer to which the game program according to the present invention can be applied.
- FIG. 2 is a control block diagram as an example of the portable game machine 1.
- the portable game machine 1 mainly includes a main body 2, a liquid crystal monitor unit 3, an input unit 4, a cartridge mounting unit 5, and a communication unit (not shown). ing.
- the main body 2 has an upper housing 2a and a lower housing 2b.
- the upper housing 2a and the lower housing 2b are connected to each other so as to be openable and closable.
- the liquid crystal monitor unit 3 includes an upper liquid crystal monitor 3a provided in the upper housing 2a and a lower liquid crystal monitor 3b provided in the lower housing 2b.
- the upper liquid crystal monitor 3a is a non-touch panel type monitor
- the lower liquid crystal monitor 3b is a touch panel type monitor.
- a non-touch panel type monitor consists of a liquid crystal panel
- a touch panel type monitor consists of a liquid crystal panel and a touch panel.
- the display surface of the liquid crystal panel and the data input surface of the touch panel are configured in a stacked and integrated type.
- the input unit 4 includes a cross-shaped direction indicating button 4a arranged at the left center of the lower housing 2b, a select button 4b and a start button 4c arranged on the left and right at the upper left side of the lower housing 2b,
- the instruction button 4d arranged at the right center of the lower housing 2b
- the power button 4e arranged at the upper right of the lower housing 2b
- the left and right corners of the lower housing 2b It consists of the arranged L button 4f and R button 4g.
- the cartridge mounting part 5 is provided in the lower part of the lower housing 2b.
- a game cartridge can be mounted on the cartridge mounting portion 5.
- the communication unit is built in the main body 2, for example, the upper casing 2a. In this communication unit, for example, a local wireless network function, an Internet connection function using a wireless LAN, and the like are provided.
- the game machine 1 is also provided with a volume adjustment button, an earphone jack, and the like, which will not be described.
- the portable game machine 1 has a control device 10 therein.
- the control device 10 includes a central processing unit (CPU) 11 using a microprocessor, a read only memory (ROM) 12 as a main storage device, a random access memory (RAM) 13, an image processing circuit 14, and a sound.
- a processing circuit 15 and a communication control circuit 20 are connected to each other through a nose 16.
- the CPU 11 interprets instructions from the game program and performs various data processing and control.
- the ROM 12 stores programs and the like necessary for basic control (for example, startup control) of the game machine 1.
- the RAM 13 secures a work area for the CPU 11.
- the image processing circuit 14 controls the liquid crystal monitor unit 3 in accordance with a drawing instruction from the CPU 11, and displays a predetermined image on at least one of the upper liquid crystal monitor 3a and the lower liquid crystal monitor 3b.
- the image processing circuit 14 includes a touch input detection circuit 14a. When a touch means such as a touch pen or finger is brought into direct contact with the touch panel, the coordinate data of the touch position is supplied from the touch input detection circuit 14a to the CPU 11, and the touch position is recognized by the CPU 11. .
- the pointing means when the pointing means is brought into direct contact with the touch panel at the position of the target displayed on the liquid crystal panel, the coordinate data of the target is supplied from the touch input detection circuit 14a to the CPU 11, and the target is transferred to the CPU. Recognized.
- the sound processing circuit 15 generates an analog audio signal corresponding to the sound generation instruction from the CPU 11 and outputs it to the speaker 22.
- the communication control circuit 20 is included in the communication unit, and is used to connect the game machine 1 to other game machines and the like wirelessly.
- the communication control circuit 20 is connected to the CPU 11 via the bus 16.
- the communication control circuit 20 connects the game machine 1 to the Internet through a single wireless network or a wireless LAN according to a command from the CPU 11. Control connection signals for transmission.
- An external storage device 17 that is separate from the control device 10 is connected to the bus 16.
- the external storage device 17 includes a game force cartridge that is detachably attached to the main body 2 such as the lower housing 2b.
- a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided inside the external storage device 17, a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided inside the external storage device 17, a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided.
- ROM 18 a game program for causing the game machine 1 as a computer to function and various data necessary for executing the game program are recorded in advance.
- the various data includes various character image data such as various panel image data and attribute image data.
- a rewritable memory such as a flash memory is used. In the memory 19, for example, game save data and the like are recorded as necessary.
- the storage medium of the external storage device 17 is not limited to a semiconductor storage element, and various storage media such as a magnetic storage medium, an optical storage medium, and a magneto-optical storage medium may be used. It should be noted that an interface circuit is interposed between the bus 16 and each element as necessary, and illustration thereof is omitted here.
- the game machine 1 configured as described above, the game program recorded in the ROM 18 of the external storage device 17 is loaded, and the loaded game program is executed by the CPU 11, thereby allowing the player to perform various tasks. Games of genres can be played on the LCD monitor unit 3.
- the game machine 1 is connected to a wireless network via the communication control circuit 20, or data is exchanged with other game machines by connecting to other game machines via a communication cable or the like. And can play a battle game.
- FIG. 3 is a functional block diagram for explaining functions that play a major role in the present invention.
- a moving object such as a ball character is displayed on a touch panel type monitor.
- This game machine 1 includes a passing area setting means 50, a passing position setting means 51, a first trajectory setting means 52, a contact position recognizing means 53, a contact position moving means 54, and a final contact position recognizing means 55.
- Positional relationship determination means 56 and second trajectory setting means 57 are provided.
- the passing area setting means 50 includes a ball character sending position and a ball character reaching position. This is a means realized by a function of setting a planned passing display area of the ball character, for example, a hitting surface, at a predetermined position with respect to the position.
- the CPU 11 determines between the ball character sending position and the ball character reaching position by the CPU 11 based on the coordinate data of the ball character sending position and the coordinate data of the ball character reaching position. Coordinate data at a predetermined position, for example, home base position coordinate data is calculated. Then, based on the home base position coordinate data, the CPU 11 sets an expected passing display area, such as a hitting surface, above the home base.
- the hitting plane is a virtual plane when the batter character captures the ball character with the bat character.
- a batter strike zone 75 is set by the CPU 11 on this hitting surface.
- the coordinate data of the sending position of the ball character shown here is the position coordinate data of the pitcher character, and the coordinate data of the reaching position of the ball character is the position coordinate data of the catcher character.
- the coordinate data of the pitch position of the ball character is, for example, the position coordinate data of the pitcher character or the coordinate data of the release position of the ball character indicating the position at which the pitcher character releases the ball.
- the coordinate data of the arrival position of the ball character for example, the position coordinate data of the catcher character or the coordinate data of the catcher character's mitt position indicating the target position at which the pitcher character throws the ball is used.
- the position coordinate data of the pitcher character and the position coordinate data of the catcher character are stored in the ROM 18.
- the instruction signal power CPU11 from the input unit 11 or the instruction unit recognizes it.
- the coordinate data of the release position of the ball character and the coordinate data of the catch position of the catcher character are calculated by the CPU 11 and stored in the RAM 13.
- the instruction means include a touch pen and a finger.
- Passing position setting means 51 is a means realized by a function of setting a planned passing position of the ball character on the hitting surface.
- the passing position setting means 51 based on the coordinate data of the sending position of the ball character and the coordinate data of the reaching position of the ball character, the coordinate data force of the expected passing position of the ball character is calculated by the CPU 11. And associated with the hitting surface 40.
- the coordinate data of the scheduled passage position is stored in the RAM 13.
- the planned passing position moves on the hitting plane according to a change in the trajectory of the ball character described later. That is, the coordinate data of the expected passing position on the hitting plane is recalculated by the CPU 11 and stored in the RAM 13 in accordance with the change in the trajectory of the ball character.
- the first trajectory setting means 52 is a means realized by a function of setting the trajectory of the ball character passing through the hitting plane to a predetermined trajectory.
- the first trajectory setting means 52 is based on the coordinate data of the ball character's sending position, the coordinate data of the ball character's arrival position, and the ball character's characteristic data such as the ball character's ball type data! Then, the trajectory force of the ball character passing through the hitting surface is calculated by the CPU 11.
- the trajectory force calculated by the CPU 11 is a predetermined trajectory.
- the characteristic data of the ball character is stored in the ROM 18 and stored in the RAM 13 by the CPU 11.
- the characteristic data of the ball character stored in the RAM 13 is instructed and set by the input unit 11 or the instructing means before the pitcher character starts the pitching motion.
- the characteristic data of the set ball character is held in the RAM 13 by the CPU 11 that has recognized the instruction signal from the input unit 11 or the instruction means.
- the contact position recognition means 53 is a means realized by a function of recognizing the contact position of the instruction means on the monitor when the instruction means such as a touch pen or a finger is brought into contact with the monitor.
- the contact position recognition means 53 for example, when a touch pen or finger is brought into contact with the touch panel, the coordinate data of the touch position of the touch pen is supplied from the touch input detection circuit 14a to the CPU 11, and the touch position of the touch pen is recognized by the CPU 11. Is done.
- the contact position moving means 54 is a means realized by a function that enables the contact position to be moved on the hitting surface by an instruction means such as a touch pen or a finger.
- the contact position moving means 54 for example, when a touch pen or finger is brought into contact with the touch panel and moved, the coordinate data of the contact position is continuously supplied from the touch input detection circuit 14a to the CPU 11 in accordance with the touch movement of the touch pen. The Then, the coordinate data of the contact position after the movement is recognized by the CPU 11 and stored in the RAM 13 by the CPU 11.
- the final contact position recognizing means 55 determines whether the ball character at the time when the contact position is recognized This means is realized by the function of recognizing the contact position as the final contact position until the scheduled passage position is reached.
- the instruction means such as a touch pen or a finger between the time when the coordinates of the contact position are recognized by the CPU 11 and the time when the CPU 11 recognizes that the ball character has reached the expected passing position.
- the coordinate data of the position where the contact is made is recognized by the CPU 11 as the coordinate data of the final contact position.
- the final contact position recognizing means 55 includes a contact position movement determining means 55a and a monitor separation determining means 55b.
- the contact position movement determination means 55a is a means realized by a function of determining whether or not the contact position has moved.
- the CPU 11 determines whether or not the force at which the coordinate data of the contact position has changed.
- the coordinate data of the contact position after the change is recognized by the CPU 11 as the coordinate data of the first contact position.
- the coordinate data of the first contact position is stored in the RAM 13.
- the coordinate data of the contact position recognized by the contact position recognition means 53 is sent to the CPU 11 as the coordinate data of the second contact position. Be recognized. Then, the coordinate data of the second contact position is stored in the RAM 13.
- the monitor separation determination means 55b is a means realized by a function for determining whether or not the touch pen has also disengaged the monitoring power.
- the CPU 11 determines whether or not the touch pen is separated from the touch panel force by the touch input detection circuit 14a. Touch pen force S If the touch panel force is determined to be separated from the CPU 11, the CPU 11 determines that the coordinate data of the first contact position or the coordinate data force of the second contact position is the coordinate data of the final contact position when the touch pen leaves the touch panel force. Recognized and stored in RAM13.
- the CPU 11 determines that the touch pen is not separated from the touch panel and the CPU 11 determines that the ball character has reached the expected passing position, the coordinate data of the first contact position or the second contact position Coordinate data is stored in RAM 13 as coordinate data of the final contact position.
- the positional relationship determination means 56 is a means realized by a function of determining the positional relationship between the passing position of the ball character passing through the hitting surface and the final contact position. Position relation In another means 56, the CPU 11 determines the positional relationship between the coordinate data of the passing position of the ball character passing through the hitting surface and the coordinate data of the final contact position.
- the positional relationship determining means 56 includes an interval determining means 56a.
- the interval discriminating means 56a is a means realized by a function for discriminating whether or not the distance between the passing position of the ball character passing through the hitting surface and the final contact position is within a predetermined range.
- the CPU 11 determines whether or not the interval between the coordinate data of the passing position of the ball character passing through the hitting surface and the coordinate data of the final contact position is within a predetermined range.
- the CPU 11 determines that the interval between the coordinate data of the passing position of the ball character passing through the hitting surface and the coordinate data of the final contact position is within a predetermined range, the coordinate data of the contact position is recognized by the CPU 11.
- the CPU 11 recognizes that the ball character has arrived at the planned passing position within a predetermined time zone after being released, the ball character after reaching the planned passing position in the second trajectory setting means 57 to be described later.
- the CPU11 resets the trajectory to a trajectory different from the predetermined trajectory. If the CPU 11 determines that the distance between the coordinate data of the ball character passing through the hitting surface and the coordinate data of the final contact position is within a predetermined range, the coordinate data of the contact position is transferred to the CPU 11.
- the second trajectory setting means 57 uses the ball after reaching the planned passing position.
- the trajectory of the character is maintained by the CPU 11 in a predetermined trajectory.
- the second trajectory setting means 57 determines the trajectory of the ball character after the ball character has reached the expected pass position according to the positional relationship between the pass position of the ball character passing through the hitting plane and the final contact position. This means is realized by the function of setting a predetermined trajectory or a trajectory different from the predetermined trajectory. In the second trajectory setting means 57, the positional relationship between the coordinate data of the passing position of the ball character passing through the hitting surface and the coordinate data of the final contact position. Depending on the relationship, the trajectory of the ball character after the CPU 11 recognizes that the scheduled passage position has been reached is set by the CPU 11 to a predetermined trajectory or a trajectory different from the predetermined trajectory.
- the second trajectory setting means 57 determines the trajectory of the ball character after the ball character has reached the expected passing position according to the time of the force at the time when the contact position is recognized. It is also a means realized by the function of setting the trajectory different from the trajectory.
- the trajectory force of the ball character after the CPU 11 recognizes that the ball character has reached the expected passing position according to the time of the momentary force when the contact position is recognized by the CPU 11.
- it is set to a predetermined trajectory or a trajectory different from the predetermined trajectory.
- the force at which the CPU 11 recognizes that the predetermined time has elapsed is also set later!
- This baseball game mainly includes a notching system for instructing a batter character regarding batting, a defensive system for instructing a fielder character regarding catching and throwing, and a pitching system for instructing a pitcher character about pitching. And a running system that gives instructions to the runner character regarding running.
- a notching system for instructing a batter character regarding batting
- a defensive system for instructing a fielder character regarding catching and throwing
- a pitching system for instructing a pitcher character about pitching.
- a running system that gives instructions to the runner character regarding running.
- the notting system is for enabling a batting operation by instructing a batter's swing start and a meet point by an instruction means such as a touch pen or a finger.
- the pitcher character 70 is displayed at the approximate center of the screen, the catcher character 71 is displayed at the top of the screen, and the batter character 73 is displayed at the right side of the screen. Hitting above home base On face 72, strike zone 75 is displayed!
- the expected passing position of the ball character 74 is displayed on the motor.
- the expected passing position is displayed as an asterisk mark 76 in a strike zone 75 on the hitting surface 72.
- a ball character is displayed between the pitcher character 70 and the home base character. At this time, the asterisk-shaped mark 76 indicating the expected passing position of the ball moves on the hitting surface 72 in accordance with the change in the trajectory of the ball.
- the player grasps the course of the ball sent out from the pitcher character 70 while referring to the asterisk mark 76 indicating the expected passing position of the ball, and causes the batter character 73 to hit the ball.
- the contact point of the batter character 73 is set to the contact position of the touch pen by bringing the touch pen into contact with the monitor.
- the meet point is displayed with a cross-shaped mark 77. Then, while referring to the movement of the asterisk mark 76, the touch pen is moved in contact with the monitor.
- the ball character 74 When the ball character 74 reaches the hitting surface 72 and the arrival position of the ball character 74 is within a predetermined range centered on the meet point of the batter character 73, the ball character 74 hits the bat of the batter character 73. The ball hits and the ball character 74 flies!
- the ball character 74 has reached the position within a predetermined range centered on the batter character 73's meat point! /, The timing to contact the touch pen with the monitor is too early. If the timing when the touch pen is brought into contact with the monitor is too late, the batter has swung out of time with the ball. At this time, the batter character 73 does not hit the bat of the batter character 73 and the batter character 73 swings idle. For this reason, in order to make the batter character 73 hit the ball, the touch pen is brought into contact with the monitor at an appropriate timing, and the ball character 74 falls within a predetermined range centered on the meet point of the batter character 73. It is necessary to make the arrival position enter.
- the bat reaches the ball force hitting surface 72 until the point B reaches the point C, that is, from the time tl to the time t2, the batter can hit the ball. This is because the batter hits a bow in baseball because the touch pen is in proper contact with the monitor.
- the strike zone 75 is set at a predetermined position between the sending position of the ball character 74 and the reaching position of the ball character 74.
- the hitting surface 72 including the strike zone 75 is set at the position above the home base between the positions of the pitcher character 70 and the catcher character 71.
- the planned passing position which is the pitcher's sending target, is set on the hitting surface 72 (S2), and the ball trajectory passing through the planned passing position is set to a predetermined trajectory (S3).
- 74 is sent from the pitcher character 70 toward the expected passing position of the hitting surface 72 (S4).
- the touch pen determines whether or not the touch pen has left the monitoring force (S9). If it is determined that the touch pen has moved away (Yes in S9), the first contact position or the second contact position is recognized as the final contact position when the touch pen leaves the monitoring force (first time) (S10). ) When it is determined that the touch pen is not separated (No in S9), when the ball character 74 reaches the expected passing position of the hitting surface 72 (second time point), the first contact position or the second position The contact position is recognized as the final contact position (Sl l). These correspond to the fact that the hitting point of the batter was finally confirmed in the baseball game.
- the ball character 74 When it is determined that the ball character 74 has reached the planned passing position within a predetermined time period after the contact position is recognized (Yes in S13), the ball character 74 is moved to the planned passing position. (S14), the trajectory of the ball character 74 after reaching the expected passing position is set to a trajectory different from the predetermined trajectory (S14). S16). This corresponds to a state in which the batter can hit the ball at an appropriate timing and the batter can hit the ball in a baseball game, and the ball flies in a direction different from the direction of the catcher character 71. .
- the state in which the ball flies in a direction different from the direction of the catcher character 71 indicates a state in which the ball flies inside or outside the field. For example, in the case of a hit, the ball flies between fielders in the field without being caught by the fielders in the field. When out, the ball flies into and out of the field and is caught by fielders inside and outside the field.
- the ball character 74 If it is determined that the ball character 74 has not reached the expected passing position within a predetermined time period after the contact position is recognized, that is, a predetermined time after the contact position is recognized.
- the trajectory of the ball character 74 after the ball character 74 reaches the planned passing position is maintained in the predetermined trajectory (S15), and the ball The setting of the trajectory of the character 74 is completed (S16).
- the batter cannot fly the bat at an appropriate timing, so the batter cannot hit the ball (skipping), and the ball character 74 flies in the direction of the catcher character 71. It corresponds.
- the state in which the ball character 74 flies in the direction of the catcher character 71 indicates a state in which the batter swings idle and the ball is caught by the catcher.
- the planned passing position is reached.
- the trajectory of the ball character 74 is set to a predetermined trajectory (S15), and the trajectory setting of the ball character 74 is completed (S16). This is because in the baseball game, the hitting point is set at a position where it does not hit the ball, so the batter cannot hit the ball regardless of the timing when the batter swings the bat (empty swing). This corresponds to the state of flying in the direction of the catcher character 71.
- the state in which the ball character 74 flies in the direction of the catcher character 71 indicates a state in which the batter swings away and the ball is caught by the catcher.
- the time lag force until the batter starts swinging the bat and hits the power ball The time force at which the touch position of the touch pen is recognized Until the time when the final touch position of the touch pen is recognized Is realized by the time between.
- the range force that can catch the ball with a bat is realized by a predetermined time zone after a predetermined time has elapsed when the contact position of the touch pen is recognized.
- the portable game machine 1 As an example of a computer to which the game program can be applied has been shown.
- the game device is not limited to the above embodiment, and the monitor is a separate body.
- the present invention can be similarly applied to a game device configured as described above, an arcade game device configured integrally with a monitor, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention also includes a program and method for executing the game as described above, and a computer-readable recording medium on which the program is recorded.
- the recording medium include a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like in addition to the cartridge.
- the contact position of the instruction means on the monitor is recognized.
- the contact position that can be moved by the instruction means is the final contact position until the mobile object reaches the planned passing position from the time when the contact position is recognized. Be recognized. Then, the positional relationship between the passing position of the moving body passing through the scheduled passing display area and the final contact position is determined. Thereby, the player can easily set the contact position and the final contact position by the instruction means.
- the player since the player sets the contact position and the final contact position until the time point at which the contact position is recognized until the moving body reaches the expected passing position, the player can set the contact position and the final contact position. You can make sure that your interests are not impaired.
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- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
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Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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CN2005800318672A CN101022869B (en) | 2004-09-21 | 2005-09-09 | Game device and game control method |
KR1020077005533A KR100900747B1 (en) | 2004-09-21 | 2005-09-09 | Computer readable medium on which game program is recorded, game device, and game control method |
US11/685,781 US20070197284A1 (en) | 2004-09-21 | 2007-03-14 | Game program, game device, and game method |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2004-273569 | 2004-09-21 | ||
JP2004273569A JP3822215B2 (en) | 2004-09-21 | 2004-09-21 | GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
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US11/685,781 Continuation US20070197284A1 (en) | 2004-09-21 | 2007-03-14 | Game program, game device, and game method |
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WO2006033246A1 true WO2006033246A1 (en) | 2006-03-30 |
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Family Applications (1)
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PCT/JP2005/016629 WO2006033246A1 (en) | 2004-09-21 | 2005-09-09 | Game program, game device, and game method |
Country Status (6)
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US (1) | US20070197284A1 (en) |
JP (1) | JP3822215B2 (en) |
KR (1) | KR100900747B1 (en) |
CN (1) | CN101022869B (en) |
TW (1) | TWI285128B (en) |
WO (1) | WO2006033246A1 (en) |
Cited By (2)
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JP2011024856A (en) * | 2009-07-28 | 2011-02-10 | Konami Digital Entertainment Co Ltd | Game device, game control program, and game control method |
JP2011036588A (en) * | 2009-08-18 | 2011-02-24 | Konami Digital Entertainment Co Ltd | Game device, game control program, and game control method |
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JP5436773B2 (en) * | 2007-12-14 | 2014-03-05 | 株式会社バンダイナムコゲームス | Program and game device |
JP5436772B2 (en) * | 2007-12-14 | 2014-03-05 | 株式会社バンダイナムコゲームス | Program and game device |
KR101606834B1 (en) * | 2008-07-10 | 2016-03-29 | 삼성전자주식회사 | An input apparatus using motions and operations of a user, and an input method applied to such an input apparatus |
JP4705180B2 (en) * | 2009-03-31 | 2011-06-22 | 株式会社コナミデジタルエンタテインメント | GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD |
JP5443832B2 (en) * | 2009-05-29 | 2014-03-19 | 任天堂株式会社 | GAME PROGRAM AND GAME DEVICE |
JP5258710B2 (en) * | 2009-09-09 | 2013-08-07 | 株式会社コナミデジタルエンタテインメント | GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD |
JP5103538B2 (en) | 2011-02-25 | 2012-12-19 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME CONTROL PROGRAM, AND GAME CONTROL METHOD |
JP6176731B2 (en) * | 2014-03-11 | 2017-08-09 | 株式会社コナミデジタルエンタテインメント | GAME MANAGEMENT DEVICE, GAME SYSTEM, AND PROGRAM |
JP6265426B2 (en) * | 2014-06-30 | 2018-01-24 | 株式会社コナミデジタルエンタテインメント | GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM |
JP6787721B2 (en) * | 2016-08-08 | 2020-11-18 | 任天堂株式会社 | Information processing device, game program and game control method |
JP6966836B2 (en) * | 2016-11-21 | 2021-11-17 | 株式会社コーエーテクモゲームス | Game program, recording medium, game processing method |
JP6715539B2 (en) * | 2019-03-25 | 2020-07-01 | 株式会社コナミデジタルエンタテインメント | Game control device, game system and program |
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- 2005-09-09 CN CN2005800318672A patent/CN101022869B/en not_active Expired - Fee Related
- 2005-09-09 KR KR1020077005533A patent/KR100900747B1/en active IP Right Grant
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JP2011036588A (en) * | 2009-08-18 | 2011-02-24 | Konami Digital Entertainment Co Ltd | Game device, game control program, and game control method |
Also Published As
Publication number | Publication date |
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KR20070033484A (en) | 2007-03-26 |
CN101022869B (en) | 2010-10-06 |
KR100900747B1 (en) | 2009-06-05 |
US20070197284A1 (en) | 2007-08-23 |
JP3822215B2 (en) | 2006-09-13 |
CN101022869A (en) | 2007-08-22 |
TW200626212A (en) | 2006-08-01 |
JP2006087489A (en) | 2006-04-06 |
TWI285128B (en) | 2007-08-11 |
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