WO2006033246A1 - Game program, game device, and game method - Google Patents

Game program, game device, and game method Download PDF

Info

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
Application number
PCT/JP2005/016629
Other languages
French (fr)
Japanese (ja)
Inventor
Kenji Fujioka
Original Assignee
Konami Digital Entertainment Co., Ltd
Nishikawa, Naoki
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd, Nishikawa, Naoki filed Critical Konami Digital Entertainment Co., Ltd
Priority to CN2005800318672A priority Critical patent/CN101022869B/en
Priority to KR1020077005533A priority patent/KR100900747B1/en
Publication of WO2006033246A1 publication Critical patent/WO2006033246A1/en
Priority to US11/685,781 priority patent/US20070197284A1/en

Links

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/426Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/041Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/1068Features 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
    • A63F2300/1075Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features 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
    • A63F2300/204Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods 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
    • A63F2300/646Methods 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8011Ball

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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Abstract

In a game realized by this game program, when a pointing means is touched to a monitor, the position, on the monitor, touched by the pointing means is recognized. Further, the position touched is moved in a planned-passing display region (72) by the pointing means. Then, during a period from the time point at which the position touched is recognized to the time point at which a ball character (74) pitched reaches a planned passing point, the touch position moved is recognized as the final touch position. Finally, the positional relationship between the final touch position and a passing point of the ball character (74) passing the planned-passing display region (72) is determined.

Description

明 細 書  Specification
ゲームプログラム、ゲーム装置及びゲーム方法  GAME PROGRAM, GAME DEVICE, AND GAME METHOD
技術分野  Technical field
[0001] 本発明は、ゲームプログラム、特に、タツチパネル式のモニタに移動体が表示され るゲームをコンピュータに実現させるためのゲームプログラムに関する。また、このゲ ームプログラムによって実現されるゲーム装置及びゲーム方法に関する。 背景技術  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. Background art
[0002] 従来から種々のビデオゲームが提案されて 、る。種々のビデオゲームは、ゲーム機 本体とは独立した入力部たとえばコントローラの各種入力釦ゃゲーム機本体に一体 に設けられた各種入力釦を操作することにより、モニタに表示されたキャラクタに各種 の指示を与えることができるようになつている。たとえば、一般的なゲーム装置は、モ ユタと、モニタとは別体のゲーム機本体と、ゲーム機本体とは別体のコントローラを有 している。コントローラには、複数の入力釦が配置されている。また、携帯型のゲーム 装置は、ゲーム機本体と、ゲーム機本体の略中央部に設けられた液晶モニタと、液 晶モニタの両側に配置された複数の入力釦とを有している。このようなゲーム装置で は、複数の入力釦の少なくともいずれか 1つを操作することによって、モニタに表示さ れたキャラクタに各種の指示を与えることができるようになつている。  [0002] Various video games have been proposed. In various video games, 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. Have been able to give. For example, 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. Further, 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. In such a game apparatus, various instructions can be given to the character displayed on the monitor by operating at least one of the plurality of input buttons.
[0003] このように、キャラクタへの指示が入力釦カも行われるビデオゲームの 1つとして、モ ユタに選手キャラクタを表示させて競技を行わせる対戦ビデオゲームたとえば野球ゲ ームが知られている。この野球ゲームにおいてプレイヤが打者キャラクタを操作する 場合、投手キャラクタ力 投球されたボールがホームベース上に到達する位置すな わちボールの予定通過位置が、モニタに表示される。このボールの予定通過位置は 、投手キャラクタ力 投球されたボールの軌道変化に応じて、モニタにおいて移動す る。このとき、プレイヤは、移動する予定通過位置を見ながら、この予定通過位置に ノ ノトのミートカーソルが合うように、方向指示釦を連続的に操作する。そして、プレイ ャによって決定釦が押されたときに、打者キャラクタがバットスイングを開始する。そし て、ボールの予定通過位置とバットのミートカーソルとが所定の範囲内で一致すると、 打者キャラクタがバットでボールをとらえることができるようになって!/、る。 発明の開示 [0003] In this way, as one of the video games in which an instruction to a character is also performed by an input button, a battle video game in which a player character is displayed on a motor to perform a game, for example, a baseball game is known. Yes. When the player operates the batter character in this baseball game, the pitcher character power is the position at which the pitched ball reaches the home base, that is, the planned passing position of the ball is displayed on the monitor. The planned passing position of the ball moves on the monitor in accordance with the change in the trajectory of the pitched character. At this time, the player continuously operates the direction indicating button while looking at the planned passing position to move so that the note's meat cursor is aligned with the planned passing position. When the determination button is pressed by the player, the batter character starts the bat swing. Then, if the expected passing position of the ball and the meat cursor of the bat match within a predetermined range, The batter character can now catch the ball with the bat! Disclosure of the invention
[0004] 従来の野球ゲームでは、プレイヤが方向指示釦ゃ決定釦等力 なる入力釦を操作 することによって、プレイヤが打者キャラクタを操作することができるようになって!/、る。 しかしながら、プレイヤが打者キャラクタに打撃指示をするときには、投手キャラクタが ボールをリリースして力もボールが予定通過位置に到達するまでの短時間の間に、 プレイヤは方向指示釦ゃ決定釦等の入力釦を連続的に操作しなければならな 、。こ のため、プレイヤが打者キャラクタに指示を与えるときの入力操作が繁雑になり、プレ ィャは入力釦を誤操作してしまうおそれがある。  [0004] In the conventional baseball game, the player can operate the batter character by operating the input button having the power of the direction instruction button or the determination button. However, when the player gives a batting instruction to the batter character, 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. Must be operated continuously. For this reason, the input operation when the player gives an instruction to the batter character becomes complicated, and the player may erroneously operate the input button.
[0005] このような問題を解決するためには、入力操作を短時間で行うことのできる入力方 法を採用することが考えられる。入力操作を短時間で実行可能にするための 1つの 方法としては、モニタにタツチパネル式のモニタを採用することにより、入力釦の代わ りにタツチペンや指等の指示手段で、モニタに表示された打者キャラクタに指示を与 えるという方法が考えられる。この場合では、ボールの予定通過位置に指示手段を直 接的に接触させることにより、バットのミートカーソルをボールの予定通過位置に設定 し、打者キャラクタにボールを打たせることができる。すなわち、指示手段を予定通過 位置に接触させるという一回の操作で、ミートカーソルを設定でき、打者キャラクタに 瞬時にボールを打たせることができる。つまり、打者キャラクタを操作するプレイヤは、 ボールの予定通過位置の移動状況を十分に見極めた上で、打者キャラクタに容易に ボールを打たせることができてしまう。このため、プレイヤが打者キャラクタを操作する ときの興趣性が損なわれてしまうおそれがある。  [0005] In order to solve such a problem, it is conceivable to adopt an input method capable of performing an input operation in a short time. 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. In this case, by directly contacting the instruction means to the planned passing position of the ball, 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. In other words, 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.
[0006] 本発明の目的は、プレイヤがキャラクタに対する指示を容易に実行することができよ うにするとともに、プレイヤがキャラクタを操作するときの興趣性が損なわれな 、ように することにある。  [0006] 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.
[0007] 請求項 1に係るゲームプログラムは、タツチパネル式のモニタに移動体が表示され るゲームを実現可能なコンピュータに、以下の機能を実現させるためのプログラムで ある。  [0007] 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.
[0008] (1)移動体の送出位置と移動体の到達位置との間の所定位置にお!、て移動体の 予定通過表示領域を設定する通過領域設定機能。 [0008] (1) A predetermined position between the delivery position of the mobile body and the arrival position of the mobile body! Passing area setting function to set the expected passing display area.
[0009] (2)予定通過表示領域に移動体の予定通過位置を設定する通過位置設定機能。  [0009] (2) A passing position setting function for setting the planned passing position of the moving body in the planned passing display area.
[0010] (3)予定通過表示領域を通る移動体の軌道を所定の軌道に設定する第 1軌道設 定機能。 [0010] (3) A first trajectory setting function for setting the trajectory of the moving object passing through the planned pass display area to a predetermined trajectory.
[0011] (4)指示手段をモニタに接触させたときにモニタにおける指示手段の接触位置を認 識する接触位置認識機能。  [0011] (4) 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.
[0012] (5)指示手段により接触位置を予定通過表示領域において移動可能にする接触 位置移動機能。 [0012] (5) A contact position movement function that allows the contact position to be moved in the planned passage display area by the instruction means.
[0013] (6)接触位置が認識された時点から移動体が予定通過位置に到達した時点までの 間で、接触位置を最終接触位置として認識する最終接触位置認識機能。  [0013] (6) 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.
[0014] (7)予定通過表示領域を通る移動体の通過位置と最終接触位置との位置関係を 判別する位置関係判別機能。  [0014] (7) 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.
[0015] (8)予定通過表示領域を通る移動体の通過位置と最終接触位置との位置関係に 応じて、移動体が予定通過位置に到達した後の移動体の軌道を、所定の軌道又は 所定の軌道と異なる軌道に設定する第 2軌道設定機能。  [8] (8) Depending on 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 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.
[0016] このプログラムによって実現されるゲームでは、通過領域設定機能において、移動 体の送出位置と移動体の到達位置との間の所定位置において移動体の予定通過表 示領域が設定される。通過位置設定機能においては、予定通過表示領域に移動体 の予定通過位置が設定される。第 1軌道設定機能においては、予定通過表示領域 を通る移動体の軌道が所定の軌道に設定される。接触位置認識機能においては、 指示手段をモニタに接触させたときに、モニタにおける指示手段の接触位置が認識 される。接触位置移動機能においては、指示手段により接触位置を予定通過表示領 域において移動可能にする。最終接触位置認識機能においては、接触位置が認識 された時点力 移動体が予定通過位置に到達した時点までの間で、接触位置が最 終接触位置として認識される。位置関係判別機能においては、予定通過表示領域を 通る移動体の通過位置と最終接触位置との位置関係が判別される。第 2軌道設定機 能にお 1、ては、予定通過表示領域を通る移動体の通過位置と最終接触位置との位 置関係に応じて、移動体が予定通過位置に到達した後の移動体の軌道力 所定の 軌道又は所定の軌道と異なる軌道に設定される。 In the game realized by this program, in the passing area setting function, 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. In the passing position setting function, the planned passing position of the moving object is set in the planned passing display area. In the first trajectory setting function, the trajectory of the moving body that passes through the planned passage display area is set as a predetermined trajectory. In 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. In the contact position movement function, the contact position can be moved in the expected passage display area by the instruction means. In the final contact position recognition function, 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. In 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. According to the second trajectory setting function 1, 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.
[0017] このゲームプログラムでは、プレイヤが指示手段をモニタに接触させたときに、モ- タにおける指示手段の接触位置が認識される。そして、接触位置が認識された時点 力 移動体が予定通過位置に到達した時点までの間で、予定通過表示領域にお 、 て指示手段により移動可能な接触位置が最終接触位置として認識される。そして、 予定通過表示領域を通る移動体の通過位置と最終接触位置との位置関係が判別さ れる。  [0017] In this game program, when the player makes the instruction means contact the monitor, the contact position of the instruction means on the motor is recognized. Then, when the contact position is recognized, the contact position that can be moved by the instruction means is recognized as the final contact position in the planned passage display area until the time when the moving body reaches the planned passage position. 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.
[0018] たとえば、野球ゲームでは、ボールの予定通過位置に指示手段を接触させたとき に、指示手段の接触位置が認識され、バットスイングを開始させることができる。そし て、接触位置が認識された時点からボールが予定通過位置に到達した時点までの 間で、最終接触位置が認識され、ミートカーソルの位置を設定することができる。この ように、バットスイングの開始とミートカーソルの設定とを、指示手段によって指示する ことができるので、プレイヤは、キャラクタに対する指示を容易に行うことができる。ま た、バットスイングの開始とミートカーソルの設定とを、打者キャラクタに 2段階で指示 するようにしたことで、プレイヤは、打者がバットを振り始めて力もボールをとらえるま での間のタイムラグを考慮しながら、ミートカーソルの設定すなわち打者がボールをと らえる位置の設定をしなければならない。これにより、プレイヤは、スイング中のタイム ラグを考慮しながらボールをとらえる位置を設定するという興趣性を体験することがで きる。  [0018] For example, in a baseball game, when the pointing means is brought into contact with the planned passing position of the ball, 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. Thus, 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. In addition, by giving the batter character the start of the bat swing and setting the meet cursor in two stages, the player can take into account the time lag until the batter starts swinging the bat and catches the ball. However, 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.
[0019] 請求項 2に係るゲームプログラムは、請求項 1のゲームプログラムにおいて、最終接 触位置認識機能が、接触位置移動判断機能と、モニタ離反判断機能とを含んでいる  [0019] 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.
[0020] 接触位置移動判断機能にぉ ヽては、接触位置が移動したカゝ否かが判断される。接 触位置移動判断機能において、接触位置が移動したと判断された場合は、移動後 の接触位置が第 1接触位置として認識される。そして、接触位置が移動しなカゝつたと 判断された場合は、接触位置認識機能により認識された接触位置が第 2接触位置と して認識される。 [0020] For 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.
[0021] モニタ離反判断機能においては、指示手段がモニタ力 離れた否かが判断される 。モニタ離反機能において、指示手段がモニタ力も離れたと判断された場合は、指示 手段がモニタから離れた時点で、第 1接触位置又は第 2接触位置が最終接触位置と して認識される。モニタ離反機能において、指示手段がモニタ力も離れていないと判 断された場合は、移動体が予定通過位置に到達したときに、第 1接触位置又は第 2 接触位置が最終接触位置として認識される。 [0021] In the monitor separation determination function, it is determined whether or not the instruction means has separated the monitoring force. . In the monitor separation function, when it is determined that the instruction means is also away from 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. In the monitor separation function, when it is determined that the indication means is not separated from the monitoring force, 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. .
[0022] ここでは、接触位置移動判断機能にぉ ヽて第 1接触位置又は第 2接触位置の認識 が行われ、モニタ離反判断機能にぉ ヽて第 1接触位置又は第 2接触位置が最終接 触位置として認識される。たとえば、野球ゲームでは、接触位置移動判断機能にお V、て、ミートカーソルの移動位置又はミートカーソルの非移動位置すなわち初期位置 の認識が行われる。そして、モニタ離反判断機能において、ミートカーソルの移動位 置又はミートカーソルの初期位置がミートカーソルの最終設定位置として認識される 。ここで、ミートカーソルの移動位置およびミートカーソルの初期位置の認識は、指示 手段の接触位置に応じて行われ、ミートカーソルの最終設定位置の認識は、指示手 段の接触状態に応じて行われる。このようにして、ミートカーソルの設定を指示手段か ら行うことができるようになつている。  Here, 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. For example, in a baseball game, 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. In 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. Here, 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.
[0023] 請求項 3に係るゲームプログラムは、請求項 1又は 2に記載のゲームプログラムにお いて、位置関係判別機能が、間隔判別機能を含んでいる。間隔判別機能において は、予定通過表示領域を通る移動体の通過位置と最終接触位置との間隔が所定の 範囲内にある力否かが判別される。間隔判別機能において、予定通過表示領域を 通る移動体の通過位置と最終接触位置との間隔が所定の範囲内にあると判別され た場合、第 2軌道設定機能において、移動体が予定通過位置に到達した後の移動 体の軌道が所定の軌道と異なる軌道に設定される。間隔判別機能において、予定通 過表示領域を通る移動体の通過位置と最終接触位置との間隔が所定の範囲内にな V、と判別された場合、第 2軌道設定機能にぉ 、て移動体が予定通過位置に到達し た後の移動体の軌道が所定の軌道に設定される。  [0023] 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. In 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. In the interval determination function, when it is determined that the interval between the passing position of the moving object that passes the planned passage display area and the final contact position is within a predetermined range, 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. If the interval discriminating function determines that the interval between the passing position and the final contact position of the moving object passing through the scheduled pass display area is V within the predetermined range, 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.
[0024] ここでは、予定通過表示領域を通る移動体の通過位置と最終接触位置との間隔が 所定の範囲内にある力否かによって、予定通過位置に到達した後の移動体の軌道 力 所定の軌道と異なる軌道又は所定の軌道に設定される。 [0025] たとえば、野球ゲームでは、ボールキャラクタの予定通過位置とミートカーソルの最 終設定位置との間隔がミート可能距離内にあるカゝ否かによって、打者キャラクタがボ ールキャラクタをとらえることができるかどうかが判断される。すなわち、ボールキャラク タの予定通過位置とミートカーソルの最終設定位置との間隔がミート可能距離内であ れば、打者キャラクタはボールをとらえることができる。一方で、ボールキャラクタの予 定通過位置とミートカーソルの最終設定位置との間隔がミート可能距離内でなけれ ばば、打者キャラクタはボールをとらえることができずに、ボールキャラクタは捕手キヤ ラクタに捕球される。このように、指示手段により設定されたミートカーソルの位置と予 定通過位置との関係によって、打者キャラクタがボールをとらえることができる力否か が判断される。 [0024] Here, 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. [0025] For example, in a baseball game, can a batter character 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. On the other hand, if the distance between the ball character's predicted passing position and the final position of the meet cursor is not 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.
[0026] 請求項 4に係るゲームプログラムは、請求項 1又は 2に記載のゲームプログラムにお いて、位置関係判別機能が、間隔判別機能を含んでいる。間隔判別機能において は、予定通過表示領域を通る移動体の通過位置と最終接触位置との間隔が所定の 範囲内にあるカゝ否カゝが判別される。第 2軌道設定機能は、接触位置が認識された時 点からの時間に応じて、移動体が予定通過位置に到達した後の移動体の軌道を、所 定の軌道又は所定の軌道と異なる軌道に設定する機能をさらに含んでいる。  [0026] 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. In 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.
[0027] 間隔判別機能にお!、て、予定通過表示領域を通る移動体の通過位置と最終接触 位置との間隔が所定の範囲内にあると判別された場合、接触位置が認識された後の 所定の時間帯内で移動体が予定通過位置に到達したときには、第 2軌道設定機能 において、移動体が予定通過位置に到達した後の移動体の軌道が所定の軌道と異 なる軌道に設定される。そして、接触位置が認識された後の所定の時間帯外で移動 体が予定通過位置に到達したときには、第 2軌道設定機能において、移動体が予定 通過位置に到達した後の移動体の軌道が所定の軌道に設定される。一方で、間隔 判別機能において予定通過表示領域を通る移動体の通過位置と最終接触位置との 間隔が所定の範囲内にないと判別された場合、第 2軌道設定機能において、移動体 が予定通過位置に到達した後の移動体の軌道が所定の軌道に設定される、 ここでは、予定通過表示領域を通る移動体の通過位置と最終接触位置との間隔が 所定の範囲内にある力否かによって、予定通過位置に到達した後の移動体の軌道 力 所定の軌道と異なる軌道又は所定の軌道に設定される。特に、予定通過表示領 域を通る移動体の通過位置と最終接触位置との間隔が所定の範囲内にあるときには 、接触位置が認識された後の所定の時間帯内で移動体が予定通過位置に到達した か否かによって、予定通過位置に到達した後の移動体の軌道力 所定の軌道と異な る軌道又は所定の軌道に設定される。 [0027] When it is determined that the interval between the passing position of the moving object passing through the expected passing display area and the final contact position is within a predetermined range, the interval determination function is performed after the contact position is recognized. When the moving body reaches the planned passing position within the specified time zone, 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. Then, when the moving body reaches the planned passing position outside the predetermined time zone after the contact position is recognized, 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. On the other hand, if it is determined in the interval determination function that the interval between the passing position of the moving object that passes through the expected passing display area and the final contact position is not within the predetermined range, 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. Here, 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. In particular, 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.
[0028] たとえば、野球ゲームでは、ボールキャラクタの予定通過位置とミートカーソルの最 終設定位置と間隔がミート可能距離内にあり、かつ、打者がバットスイングを開始した 後のミート可能時間帯内でボールが予定通過位置に到達したときには、打者キャラク タはボールをとらえることができる。また、ボールキャラクタの予定通過位置とミート力 一ソルの最終設定位置との間隔がミート可能距離内にあっても、打者がバットスイン グを開始した後のミート可能時間帯外でボールが予定通過位置に到達したときには 、打者キャラクタはボールをとらえることができない。一方で、ボールキャラクタの予定 通過位置とミートカーソルの最終設定位置との間隔がミート可能距離外にあると、打 者キャラクタはボールをとらえることができない。このように、指示手段により設定され たミートカーソルの位置と予定通過位置との関係によって、打者キャラクタがボールを とらえることができる力否かが判断される。また、指示手段をモニタに接触させたタイミ ングによって、ミート可能時間帯内において、打者キャラクタがボールをとらえることが できる力否かが判断される。  [0028] For example, in a baseball game, 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. When the ball reaches the expected passing position, the batter character can catch the ball. In addition, even if the distance between the ball character's planned passing position and the final setting position of the meet force is within the meetable distance, the ball passes the planned pass position after the batter starts bat swing. When reaching the batter character, the batter character cannot catch the ball. On the other hand, if 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. In this manner, 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.
[0029] 請求項 5に係るゲームプログラムは、請求項 4に記載のゲームプログラムにお 、て、 所定の時間帯が、接触位置が認識された時点から所定時間が経過した時点から後 に設定されている。たとえば、野球ゲームでは、所定の時間帯たとえばミート可能時 間帯が、接触位置が認識された時点すなわち指示手段をモニタに接触させた時点 から、所定時間が経過した時点力 後に設定されている。これにより、指示手段をモ ユタに接触させるタイミングが早すぎたり、指示手段をモニタに接触させるタイミング が遅すぎたりすると、打者キャラクタがボールをとらえることができない。  [0029] 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. For example, in a baseball game, 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. As a result, if the timing when the instruction means is brought into contact with the monitor is too early or the timing when the instruction means is brought into contact with the monitor is too late, the batter character cannot catch the ball.
[0030] 請求項 6に係るゲームプログラムは、請求項 4に記載のゲームプログラムにお 、て、 所定の時間帯が、接触位置が認識された時点から後に設定されている。たとえば、 野球ゲームでは、所定の時間帯たとえばミート可能時間帯が、接触位置が認識され た時点すなわち指示手段をモニタに接触させた時点力 後に設定されている。これ により、指示手段をモニタに接触させるタイミングが早すぎると、打者キャラクタがボー ルをとらえることができな 、。 [0030] In the game program according to claim 6, in the game program according to claim 4, the predetermined time zone is set after the contact position is recognized. For example, in a baseball game, 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.
[0031] 請求項 7に係るゲーム装置は、タツチパネル式のモニタに移動体が表示されるゲー ムを実現可能なゲーム装置である。このゲーム装置は、通過領域設定手段と、通過 位置設定手段と、第 1軌道設定手段と、接触位置認識手段と、接触位置移動手段と 、最終接触位置認識手段と、位置関係判別手段と、第 2軌道設定手段とを備えてい る。通過領域設定手段においては、移動体の送出位置と移動体の到達位置との間 の所定位置において移動体の予定通過表示領域が設定される。通過位置設定手段 においては、予定通過表示領域に移動体の予定通過位置が設定される。第 1軌道 設定手段においては、予定通過表示領域を通る移動体の軌道が所定の軌道に設定 される。接触位置認識手段においては、指示手段をモニタに接触させたときにモニタ における指示手段の接触位置が認識される。接触位置移動手段においては、指示 手段により接触位置を予定通過表示領域において移動可能にする。最終接触位置 認識手段にぉ 、ては、接触位置が認識された時点力 移動体が予定通過位置に到 達した時点までの間で、接触位置が最終接触位置として認識される。位置関係判別 手段にお 1、ては、予定通過表示領域を通る移動体の通過位置と最終接触位置との 位置関係が判別される。第 2軌道設定手段においては、予定通過表示領域を通る移 動体の通過位置と最終接触位置との位置関係に応じて、移動体が予定通過位置に 到達した後の移動体の軌道が、所定の軌道又は所定の軌道と異なる軌道に設定さ れる。  [0031] The game device according to claim 7 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. In 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. In the passing position setting means, the planned passing position of the moving body is set in the planned passing display area. In the first trajectory setting means, the trajectory of the moving body that passes through the scheduled pass display area is set to a predetermined trajectory. In 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. In the contact position moving means, the contact position can be moved in the planned passage display area by the instruction means. For the final contact position recognition 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. In the second trajectory setting means, 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.
[0032] 請求項 8に係るゲーム方法は、タツチパネル式のモニタに移動体が表示されるゲー ムを実現可能なゲーム方法である。このゲーム方法は、通過領域設定ステップと、通 過位置設定ステップと、第 1軌道設定ステップと、接触位置認識ステップと、接触位置 移動ステップと、最終接触位置認識ステップと、位置関係判別ステップと、第 2軌道設 定ステップとを備えている。通過領域設定ステップにおいては、移動体の送出位置と 移動体の到達位置との間の所定位置において移動体の予定通過表示領域が設定 される。通過位置設定ステップにおいては、予定通過表示領域に移動体の予定通過 位置が設定される。第 1軌道設定ステップにおいては、予定通過表示領域を通る移 動体の軌道が所定の軌道に設定される。接触位置認識ステップにおいては、指示手 段をモニタに接触させたときにモニタにおける指示手段の接触位置が認識される。接 触位置移動ステップにお!/、ては、指示手段により接触位置を予定通過表示領域に おいて移動可能にする。最終接触位置認識ステップにおいては、接触位置が認識さ れた時点力 移動体が予定通過位置に到達した時点までの間で、接触位置が最終 接触位置として認識される。位置関係判別ステップにおいては、予定通過表示領域 を通る移動体の通過位置と最終接触位置との位置関係が判別される。第 2軌道設定 ステップにお 、ては、予定通過表示領域を通る移動体の通過位置と最終接触位置と の位置関係に応じて、移動体が予定通過位置に到達した後の移動体の軌道が、所 定の軌道又は所定の軌道と異なる軌道に設定される。 [0032] 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. In 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. In the passing position setting step, the mobile object will pass through the planned passing display area. The position is set. In the first trajectory setting step, the trajectory of the moving body that passes through the planned passing display area is set to a predetermined trajectory. In 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. In the contact position moving step, the contact position can be moved in the expected passing display area by the instruction means. In the final contact position recognition step, 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. In 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. In the second trajectory setting step, 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.
図面の簡単な説明  Brief Description of Drawings
[0033] [図 1]本発明に係るゲームプログラムを適用しうるコンピュータの一例としての携帯ゲ ーム機の外観図。  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.
[図 2]前記携帯ゲーム機の一例としての制御ブロック図。  FIG. 2 is a control block diagram as an example of the portable game machine.
[図 3]前記携帯ゲーム機の一例としての機能ブロック図。  FIG. 3 is a functional block diagram as an example of the portable game machine.
[図 4]野球ゲームにおけるバッティングシステムを説明するための図。  FIG. 4 is a diagram for explaining a batting system in a baseball game.
[図 5]ノ ッティングシステムにおけるタイムラグを説明するための図。  FIG. 5 is a diagram for explaining the time lag in the notting system.
[図 6]野球ゲームにおけるバッティングシステムを説明するためのフローチャート。 符号の説明  FIG. 6 is a flowchart for explaining a batting system in a baseball game. Explanation of symbols
[0034] 1 携帯ゲーム機 [0034] 1 Portable game machine
3 液晶モニタ  3 LCD monitor
3b タツチパネノレ式のモニタ  3b Touch panel nore type monitor
4 入力部  4 Input section
50 通過領域設定手段  50 Passing area setting means
51 通過位置設定手段  51 Passing position setting means
52 第 1軌道設定手段  52 First trajectory setting means
53 接触位置認識手段 54 接触位置移動手段 53 Contact position recognition means 54 Contact position moving means
55 最終接触位置認識手段  55 Final contact position recognition means
56 位置関係判別手段  56 Positional relationship determination means
57 第 2軌道設定手段  57 Second trajectory setting means
70 投手キャラクタ  70 pitcher character
71 捕手キャラクタ  71 catcher character
73 打者キャラクタ  73 batter character
72 ヒッティング面  72 Hitting surface
76 予定通過位置  76 Planned passing position
77 指示手段の接触位置  77 Contact position of indicator
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0035] [ゲーム装置の構成] [Configuration of Game Device]
図 1は、本発明に係るゲームプログラムを適用しうるコンピュータの一例としての携 帯ゲーム機 1の外観図である。また、図 2は、携帯ゲーム機 1の一例としての制御プロ ック図である。  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.
[0036] 携帯ゲーム機 1は、図 1に示すように、主に、本体 2と、液晶モニタ部 3と、入力部 4と 、カートリッジ装着部 5と、通信部(図示しない)とを有している。本体 2は、上部筐体 2 aと下部筐体 2bとを有している。上部筐体 2aと下部筐体 2bとは、互いに開閉自在に 連結されている。液晶モニタ部 3は、上部筐体 2aに設けられた上部液晶モニタ 3aと、 下部筐体 2bに設けられた下部液晶モニタ 3bとからなっている。ここでは、たとえば、 上部液晶モニタ 3aが非タツチパネル式のモニタになっており、下部液晶モニタ 3bが タツチパネル式のモニタになって 、る。非タツチパネル式のモニタは液晶パネルから なっており、タツチパネル式のモニタは液晶パネルとタツチパネルとからなつている。 タツチパネル式のモニタでは、液晶パネルの表示面とタツチパネルのデータ入力面と は、積層一体型に構成されている。入力部 4は、下部筐体 2bの左側中央部に配置さ れた十字状の方向指示釦 4aと、下部筐体 2bの左側上部に左右に配置されたセレク ト釦 4bおよびスタート釦 4cと、下部筐体 2bの右側中央部に配置された指示釦 4dと、 下部筐体 2bの右側上部に配置された電源釦 4eと、下部筐体 2bの左右の隅角部に 配置された L釦 4fおよび R釦 4gとからなって 、る。カートリッジ装着部 5は下部筐体 2 bの下部に設けられている。このカートリッジ装着部 5には、たとえばゲーム用カートリ ッジが装着可能になっている。通信部は、本体 2たとえば上部筐体 2aに内蔵されて いる。この通信部においては、たとえば、ローカルワイヤレスネットーワーク機能や、ヮ ィャレス LANによるインターネット接続機能等が提供される。なお、ゲーム機 1には、 音量調整用釦ゃイヤホンジャック等も設けられているが、これらについては説明を省 略する。 As shown in FIG. 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. Here, for example, the upper liquid crystal monitor 3a is a non-touch panel type monitor, and the lower liquid crystal monitor 3b is a touch panel type monitor. A non-touch panel type monitor consists of a liquid crystal panel, and a touch panel type monitor consists of a liquid crystal panel and a touch panel. In the touch panel type monitor, 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, and 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. For example, 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.
[0037] 携帯ゲーム機 1は、図 2に示すように、制御装置 10を内部に有している。制御装置 10は、マイクロプロセッサを利用した CPU (Central Processing Unit) 11と、主記憶装 置としての ROM (Read Only Memory) 12と、 RAM (Random Access Memory) 13と、 画像処理回路 14と、サウンド処理回路 15と、通信制御回路 20とが、ノ ス 16を介して それぞれ接続されている。  [0037] As shown in FIG. 2, 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.
[0038] CPU11は、ゲームプログラムからの命令を解釈し、各種のデータ処理や制御を行 う。 ROM12は、ゲーム機 1の基本的な制御(たとえば起動制御)に必要なプログラム 等を格納する。 RAM 13は、 CPU 11に対する作業領域を確保する。画像処理回路 1 4は、 CPU11からの描画指示に応じて液晶モニタ部 3を制御して、上部液晶モニタ 3 aおよび下部液晶モニタ 3bの少なくともいずれか一方に所定の画像を表示する。また 、画像処理回路 14にはタツチ入力検出回路 14aが含まれている。タツチパネルに指 示手段たとえばタツチペンや指等を直接的に接触させたときに、接触位置の座標デ 一タがタツチ入力検出回路 14aから CPU11へと供給され、接触位置が CPU 11に認 識される。また、液晶パネルに表示された対象物の位置において、タツチパネルに指 示手段を直接的に接触させると、対象物の座標データがタツチ入力検出回路 14aか ら CPU11へと供給され、対象物が CPUに認識される。サウンド処理回路 15は、 CP U11からの発音指示に応じたアナログ音声信号を生成してスピーカ 22に出力する。 通信制御回路 20は、通信部に含まれており、ゲーム機 1を他のゲーム機等にワイヤ レスで接続するために用いられる。通信制御回路 20は、バス 16を介して CPU11に 接続されている。通信制御回路 20は、 CPU11からの命令に応じて、ゲーム機 1を口 一カルワイヤレスネットーワーク又はワイヤレス LANによるインターネットに接続する ための接続信号を制御し発信する。 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. . In addition, 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.
[0039] バス 16には、制御装置 10とは別体の外部記憶装置 17が接続される。たとえば、外 部記憶装置 17には本体 2たとえば下部筐体 2bに着脱自在に装着されるゲーム用力 ートリッジ等がある。外部記憶装置 17の内部には、記憶媒体としての ROM18と、書 き換え可能なユーザ用メモリとしてのメモリ 19が設けられる。 ROM18には、コンビュ ータとしてのゲーム機 1を機能させるためのゲームプログラムと、ゲームプログラムの 実行に必要な各種データとが予め記録されている。この各種データには、各種キャラ クタ画像データたとえば各種パネル画像データや属性画像データ等が含まれている 。メモリ 19には、たとえばフラッシュメモリのような書き換え可能なメモリが使用される。 このメモリ 19には、たとえば、ゲームのセーブデータ等が必要に応じて記録される。 なお、外部記憶装置 17の記憶媒体には、半導体記憶素子に限らず、磁気記憶媒体 、光学式記憶媒体、光磁気記憶媒体等の各種の記憶媒体を使用してもよい。なお、 バス 16と各要素との間には必要に応じてインターフェース回路が介在している力 こ こではそれらの図示は省略した。  An external storage device 17 that is separate from the control device 10 is connected to the bus 16. For example, 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. Inside the external storage device 17, a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided. In the 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. As the memory 19, 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.
[0040] 以上のような構成のゲーム機 1では、外部記憶装置 17の ROM 18に記録されたゲ ームプログラムがロードされ、ロードされたゲームプログラムが CPU11で実行されるこ とにより、プレイヤは様々なジャンルのゲームを液晶モニタ部 3上で遊戯することがで きる。また、通信制御回路 20を介して、ワイヤレスネットワークにゲーム機 1を接続した り、他のゲーム機と通信ケーブル等を介して接続したりすることで、他のゲーム機との 間でデータのやり取りや対戦型のゲームを行うことができる。  [0040] In 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. In addition, 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.
[0041] [ゲーム装置における各種処理概要]  [0041] [Outline of various processing in game device]
本ゲーム機 1において実行されるゲームは、たとえば野球ゲームである。図 3は、本 発明で主要な役割を果たす機能を説明するための機能ブロック図である。  The game executed on the game machine 1 is, for example, a baseball game. FIG. 3 is a functional block diagram for explaining functions that play a major role in the present invention.
[0042] ゲーム機 1では、タツチパネル式のモニタに移動体たとえばボールキャラクタが表示 される。このゲーム機 1は、通過領域設定手段 50と、通過位置設定手段 51と、第 1軌 道設定手段 52と、接触位置認識手段 53と、接触位置移動手段 54と、最終接触位置 認識手段 55と、位置関係判別手段 56と、第 2軌道設定手段 57とを備えている。  [0042] In the game machine 1, 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.
[0043] 通過領域設定手段 50は、ボールキャラクタの送出位置とボールキャラクタの到達位 置との間の所定位置においてボールキャラクタの予定通過表示領域たとえばヒッティ ング面を設定する機能によって実現される手段である。通過領域設定手段 50では、 ボールキャラクタの送出位置の座標データとボールキャラクタの到達位置の座標デ ータとに基づいて、 CPU11によって、ボールキャラクタの送出位置とボールキャラク タの到達位置との間の所定位置の座標データたとえばホームベースの位置座標デ ータが計算処理される。そして、ホームベースの位置座標データに基づいて、 CPU1 1によって、予想通過表示領域たとえばヒッティング面がホームベース上方に設定さ れる。ここで、ヒッティング面とは、バッターキャラクタがボールキャラクタをバットキャラ クタでとらえるときの仮想面のことである。このヒッティング面には、 CPU11によって、 バッターのストライクゾーン 75が設定される。なお、ここに示したボールキャラクタの送 出位置の座標データは投手キャラクタの位置座標データであり、ボールキャラクタの 到達位置の座標データは捕手キャラクタの位置座標データである。 [0043] 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. In the passing area setting means 50, 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. Here, 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.
[0044] なお、ボールキャラクタの送出位置の座標データには、たとえば、投手キャラクタの 位置座標データ、又は投手キャラクタがボールをリリースする位置を示すボールキヤ ラクタのリリース位置の座標データが用いられる。また、ボールキャラクタの到達位置 の座標データには、たとえば、捕手キャラクタの位置座標データ、又は投手キャラクタ がボールを投げ込む目標位置を示す捕手キャラクタのミット位置の座標データが用 いられる。ここで、投手キャラクタの位置座標データおよび捕手キャラクタの位置座標 データは、 ROM 18に格納されている。また、ボールキャラクタのリリース位置および 捕手キャラクタのミット位置が入力部 4又は指示手段によって指示されたときには、入 力部 11又は指示手段からの指示信号力 CPU11に認識される。そして、ボールキヤ ラクタのリリース位置の座標データおよび捕手キャラクタのミット位置の座標データが 、 CPU11により計算処理され、 RAM13に格納される。指示手段には、たとえばタツ チペンや指等が含まれる。  [0044] Note that 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. As 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. Here, the position coordinate data of the pitcher character and the position coordinate data of the catcher character are stored in the ROM 18. Further, when the release position of the ball character and the mitt position of the catcher character are instructed by the input unit 4 or the instruction unit, the instruction signal power CPU11 from the input unit 11 or the instruction unit recognizes it. Then, 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. Examples of the instruction means include a touch pen and a finger.
[0045] 通過位置設定手段 51は、ヒッティング面にボールキャラクタの予定通過位置を設定 する機能によって実現される手段である。通過位置設定手段 51では、ボールキャラ クタの送出位置の座標データとボールキャラクタの到達位置の座標データとに基づ いて、ボールキャラクタの予定通過位置の座標データ力 CPU11によって計算処理 されヒッティング面 40に関連付けられる。この予定通過位置の座標データは、 RAM 13に格納される。なお、予定通過位置は、後述するボールキャラクタの軌道の変化 に応じて、ヒッティング面において移動するようになっている。すなわち、ヒッティング 面における予定通過位置の座標データは、ボールキャラクタの軌道の変化に応じて 、 CPU11によって再計算され RAM13に格納される。 [0045] 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. In 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.
[0046] 第 1軌道設定手段 52は、ヒッティング面を通るボールキャラクタの軌道を所定の軌 道に設定する機能によって実現される手段である。第 1軌道設定手段 52では、ボー ルキャラクタの送出位置の座標データと、ボールキャラクタの到達位置の座標データ と、ボールキャラクタの特性データたとえばボールキャラクタの球種データとに基づ!/ヽ て、ヒッティング面を通るボールキャラクタの軌道力 CPU11によって計算処理される 。ここで CPU11によって計算処理された軌道力 所定の軌道となる。なお、ボールキ ャラクタの特性データは、 ROM18に格納されており、 CPU 11によって RAM 13に格 納される。 RAM13に格納されたボールキャラクタの特性データは、投手キャラクタが 投球動作を開始する前に、入力部 11又は指示手段によって指示され設定される。設 定されたボールキャラクタの特性データは、入力部 11又は指示手段からの指示信号 を認識した CPU11によって、 RAM13に保持される。  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. Here, 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.
[0047] 接触位置認識手段 53は、指示手段たとえばタツチペンや指等をモニタに接触させ たときに、モニタにおける指示手段の接触位置を認識する機能によって実現される手 段である。接触位置認識手段 53では、たとえばタツチペンや指等をタツチパネルに 接触させることにより、タツチペンの接触位置の座標データがタツチ入力検出回路 14 aから CPU11へと供給され、タツチペンの接触位置が CPU 11に認識される。  [0047] 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. In 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.
[0048] 接触位置移動手段 54は、指示手段たとえばタツチペンや指等により接触位置をヒ ッティング面において移動可能にする機能によって実現される手段である。接触位置 移動手段 54では、たとえばタツチペンや指等をタツチパネルに接触させ移動させると 、接触位置の座標データが、タツチペンの接触移動に応じてタツチ入力検出回路 14 aから CPU11へと連続的に供給される。そして、移動後の接触位置の座標データが 、 CPU11に認識され、 CPU11によって RAM13に格納される。  [0048] 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. In 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.
[0049] 最終接触位置認識手段 55は、接触位置が認識された時点カゝらボールキャラクタが 予定通過位置に到達した時点までの間で、接触位置を最終接触位置として認識す る機能によって実現される手段である。最終接触位置認識手段 55では、接触位置の 座標が CPU11に認識された時点から、ボールキャラクタが予定通過位置に到達した と CPU11に認識される時点までの間で、指示手段たとえばタツチペンや指等が接触 して ヽる位置の座標データが、最終接触位置の座標データとして CPU 11に認識さ れる。この最終接触位置認識手段 55は、接触位置移動判断手段 55aと、モニタ離反 判断手段 55bとを含んで ヽる。 [0049] 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. In the final contact position recognizing means 55, 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.
[0050] 接触位置移動判断手段 55aは、接触位置が移動した力否かを判断する機能によつ て実現される手段である。接触位置移動判断手段 55aでは、接触位置の座標データ が変化した力否かが CPU11によって判断される。接触位置の座標データが変化し たと CPU11に判断された場合、変化後の接触位置の座標データが第 1接触位置の 座標データとして CPU11に認識される。そして、第 1接触位置の座標データが RAM 13に格納される。一方で、接触位置の座標データが変化しな力つたと CPU11に判 断された場合、接触位置認識手段 53で認識された接触位置の座標データが第 2接 触位置の座標データとして CPU 11に認識される。そして、第 2接触位置の座標デー タが RAM 13に格納される。  [0050] The contact position movement determination means 55a is a means realized by a function of determining whether or not the contact position has moved. In the contact position movement determining means 55a, the CPU 11 determines whether or not the force at which the coordinate data of the contact position has changed. When the CPU 11 determines that 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. Then, the coordinate data of the first contact position is stored in the RAM 13. On the other hand, if the CPU 11 determines that the coordinate data of the contact position does not change, 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.
[0051] モニタ離反判断手段 55bは、タツチペンがモニタ力も離れた否かを判断する機能に よって実現される手段である。モニタ離反判断手段 55bでは、タツチペンがモニタ 3た とえばタツチパネル力 離れた否力が、タツチ入力検出回路 14aを介して CPU11に よって判断される。タツチペン力 Sタツチパネル力も離れたと CPU11に判断された場合 は、タツチペンがタツチパネル力 離れた時点で、第 1接触位置の座標データ又は第 2接触位置の座標データ力 最終接触位置の座標データとして、 CPU11に認識さ れ RAM13に格納される。一方で、タツチペンがタツチパネルから離れていないと CP U11に判断された場合、ボールキャラクタが予定通過位置に到達したと CPU11に 判断されたときに、第 1接触位置の座標データ又は第 2接触位置の座標データが最 終接触位置の座標データとして RAM 13に格納される。  [0051] 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. In the monitor separation determination means 55b, 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. On the other hand, if 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.
[0052] 位置関係判別手段 56は、ヒッティング面を通るボールキャラクタの通過位置と最終 接触位置との位置関係を判別する機能によって実現される手段である。位置関係判 別手段 56では、ヒッティング面を通るボールキャラクタの通過位置の座標データと最 終接触位置の座標データとの位置関係が CPU11によって判別される。位置関係判 別手段 56は、間隔判別手段 56aを含んで 、る。 [0052] 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.
[0053] 間隔判別手段 56aは、ヒッティング面を通るボールキャラクタの通過位置と最終接触 位置との間隔が所定の範囲内にある力否かを判別する機能によって実現される手段 である。間隔判別手段 56aでは、ヒッティング面を通るボールキャラクタの通過位置の 座標データと最終接触位置の座標データとの間隔が所定の範囲内にあるか否かが CPU11によって判別される。  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. In the interval determining means 56a, 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.
[0054] ヒッティング面を通るボールキャラクタの通過位置の座標データと最終接触位置の 座標データとの間隔が所定の範囲内にあると CPU11に判別された場合、接触位置 の座標データが CPU11に認識された後の所定の時間帯内で、ボールキャラクタが 予定通過位置に到達したと CPU11に認識されたときに、後述する第 2軌道設定手 段 57において、予定通過位置に到達した後のボールキャラクタの軌道が所定の軌 道と異なる軌道に CPU11により再設定される。また、ヒッティング面を通るボールキヤ ラクタの通過位置の座標データと最終接触位置の座標データとの間隔が所定の範 囲内にあると CPU 11に判別された場合、接触位置の座標データが CPU 11に認識 された後の所定の時間帯外で、ボールキャラクタが予定通過位置に到達したと CPU 11に認識されたときに、後述する第 2軌道設定手段 57において、予定通過位置に 到達した後のボールキャラクタの軌道が所定の軌道で CPU11により維持される。  [0054] When 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. When 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. When the CPU 11 recognizes that the ball character has reached the planned passing position outside the predetermined time zone after being recognized, the second trajectory setting means 57 (to be described later) uses the ball after reaching the planned passing position. The trajectory of the character is maintained by the CPU 11 in a predetermined trajectory.
[0055] 一方で、ヒッティング面を通るボールキャラクタの通過位置の座標データと最終接触 位置の座標データとの間隔が所定の範囲内にないと判別された場合、後述する第 2 軌道設定機能において、予定通過位置に到達した後のボールキャラクタの軌道が所 定の軌道で CPU 11により維持される。  [0055] On the other hand, when it is determined 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 not within a predetermined range, The trajectory of the ball character after reaching the expected passing position is maintained by the CPU 11 in a predetermined trajectory.
[0056] 第 2軌道設定手段 57は、ヒッティング面を通るボールキャラクタの通過位置と最終 接触位置との位置関係に応じて、ボールキャラクタが予定通過位置に到達した後の ボールキャラクタの軌道を、所定の軌道又は所定の軌道と異なる軌道に設定する機 能によって実現される手段である。第 2軌道設定手段 57では、ヒッティング面を通る ボールキャラクタの通過位置の座標データと最終接触位置の座標データとの位置関 係に応じて、予定通過位置に到達したと CPU 11に認識された後のボールキャラクタ の軌道が、 CPU11によって、所定の軌道又は所定の軌道と異なる軌道に設定され る。 [0056] 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.
[0057] また、第 2軌道設定手段 57は、接触位置が認識された時点力もの時間に応じて、 ボールキャラクタが予定通過位置に到達した後のボールキャラクタの軌道を、所定の 軌道又は所定の軌道と異なる軌道に設定する機能によって実現される手段でもある 。第 2軌道設定手段 57では、接触位置が CPU11に認識された時点力ゝらの時間に応 じて、ボールキャラクタが予定通過位置に到達したと CPU11に認識された後のボー ルキャラクタの軌道力 CPUによって、所定の軌道又は所定の軌道と異なる軌道に 設定される。ここで、所定の時間帯は、接触位置が CPU11に認識されたとき力ゝら所 定時間が経過したと CPU 11に認識された時点力も後に設定されて!、る。  [0057] 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. In the second trajectory setting means 57, 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. Depending on the CPU, it is set to a predetermined trajectory or a trajectory different from the predetermined trajectory. Here, in the predetermined time zone, when the contact position is recognized by the CPU 11, the force at which the CPU 11 recognizes that the predetermined time has elapsed is also set later!
[0058] [野球ゲームの概要]  [0058] [Overview of baseball game]
次に、本実施形態の野球ゲームの具体的な内容について説明する。  Next, specific contents of the baseball game of this embodiment will be described.
[0059] この野球ゲームは、主に、打者キャラクタに打撃に関する指示をするノ ッティングシ ステムと、野手キャラクタに捕球や送球に関する指示をする守備システムと、投手キヤ ラクタに投球に関する指示をする投球システムと、走者キャラクタに走塁に関する指 示をする走塁システムとを備えている。これら各システムは、たとえば ROM18に格納 されたゲームプログラムによって実現され、ゲーム機 1において実行処理される。  [0059] 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. Each of these systems is realized by, for example, a game program stored in the ROM 18, and is executed on the game machine 1.
[0060] 以下では、本発明で主要な役割を果たすバッティングシステムの概要を説明する。  [0060] In the following, an outline of a batting system that plays a major role in the present invention will be described.
[0061] ノ ッティングシステムは、打者のスイング開始とミートポイントとを指示手段たとえば タツチペンや指等によって指示することで打撃操作ができるようにするためのもので ある。  [0061] 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.
[0062] 本野球ゲームにおいて、プレイヤがバットキャラクタを含む打者キャラクタを操作す るときには、図 4に示すように、主に、投手キャラクタ 70と、捕手キャラクタ 71と、ヒッテ イング面 72と、打者キャラクタ 73と、ボールキャラクタ 74と力 下側のタツチパネル式 のモニタに表示される。  [0062] In this baseball game, when the player operates a batter character including a bat character, as shown in FIG. 4, the pitcher character 70, the catcher character 71, the hitting surface 72, and the batter character 73, the ball character 74, and the touch panel monitor on the lower side.
[0063] 投手キャラクタ 70は画面の略中央部に、捕手キャラクタ 71は画面の上部に、打者 キャラクタ 73は画面の右側部に、表示されている。ホームベース上方のヒッティング 面 72上には、ストライクゾーン 75が表示されて!、る。 [0063] 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!
[0064] 投手キャラクタ 70が投球動作に入ると、ボールキャラクタ 74の予定通過位置がモ- タに表示される。ここでは、予定通過位置がヒッティング面 72上のストライクゾーン 75 にアスタリスク状のマーク 76で表示されている。そして、投手キャラクタ 70からボール が送出されると、ボールキヤラタが投手キャラクタ 70とホームべスキャラクタとの間に 表示される。このとき、ボールの軌道の変化に応じて、ボールの予定通過位置を示す アスタリスク状のマーク 76がヒッティング面 72上を移動する。  [0064] When the pitcher character 70 enters a pitching motion, the expected passing position of the ball character 74 is displayed on the motor. Here, the expected passing position is displayed as an asterisk mark 76 in a strike zone 75 on the hitting surface 72. When the ball is sent out from the pitcher character 70, 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.
[0065] プレイヤは、ボールの予定通過位置を示すアスタリスク状のマーク 76を参照しなが ら、投手キャラクタ 70から送出されたボールのコースを把握し、打者キャラクタ 73にボ ールを打たせる。たとえば、アスタリスク状のマーク 76がモニタに表示された後に、タ ツチペンをモニタに接触させることで、打者キャラクタ 73のミートポイントがタツチペン の接触位置に設定される。ここでは、ミートポイントが十字状のマーク 77で表示されて いる。そして、アスタリスク状のマーク 76の移動を参照しながら、タツチペンをモニタに 接触させた状態で移動させる。そして、ボールキャラクタ 74がヒッティング面 72に到 達したとき、打者キャラクタ 73のミートポイントを中心とした所定の範囲内に、ボールキ ャラクタ 74の到達位置が入っていれば、打者キャラクタ 73のバットにボールが当たり 、ボールキャラクタ 74が飛んで!/、くようになって!/、る。  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. For example, after the asterisk-shaped mark 76 is displayed on the monitor, 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. Here, 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. 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!
[0066] し力しながら、打者キャラクタ 73のミートポイントを中心とした所定の範囲内にボー ルキャラクタ 74の到達位置が入って!/、ても、タツチペンをモニタに接触させるタイミン グが早すぎた場合ゃタツチペンをモニタに接触させるタイミングが遅すぎた場合は、 打者はボールとのタイミングがずれたスイングをしたことになる。このときは、打者キヤ ラクタ 73のバットにボールが当たらず、打者キャラクタ 73が空振りをすることになる。こ のことから、打者キャラクタ 73にボールを打たせるためには、タツチペンをモニタに適 切なタイミングで接触させた上で、打者キャラクタ 73のミートポイントを中心とした所定 の範囲内にボールキャラクタ 74の到達位置が入るようにする必要がある。  [0066] Although 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.
[0067] ここで、打者のバットスイングとボールとのタイミング設定について、図 5のバットスィ ングの位置と時刻との関係を示す概念図を用いて説明する。この図 5では、タツチべ ンをモニタに接触させたときに、バットが A点力も B点と C点とを経て D点までスイング する状態を示している。このときの各点における時刻が 0, tl, t2, t3と設定されてい る。タツチペンをモニタに接触させた時点の位置は Aで時刻は 0である。 Here, the timing setting of the batter's bat swing and the ball will be described with reference to the conceptual diagram showing the relationship between the position and time of the bat swing in FIG. In Fig. 5, when the touchben is brought into contact with the monitor, the bat swings from point A to point D via points B and C. It shows the state to do. The time at each point at this time is set to 0, tl, t2, and t3. The position when the touch pen is brought into contact with the monitor is A and the time is 0.
[0068] ノ ノトが A点から B点に至るまでの間に、すなわちタツチペンをモニタに接触させた 時刻(t = 0)から時刻 tlまでの間に、ボール力ヒッティング面 72に到達すると、打者 は空振りすることになる。これは、タツチペンをモニタに接触させるのが遅すぎたため に、野球においては打者が振り遅れて空振りをしたことになる。また、ノ ノトが C点から D点に至るまでの間に、すなわち時刻 t2から時刻 t3の間に、ボールがヒッティング面 72に到達すると、打者は空振りすることになる。これは、タツチペンをモニタに接触さ せるのが早すぎたために、野球にぉ 、ては打者がおよ 、だ状態で空振りをしたことに なる。一方で、バットが B点力も C点に至るまでの間に、すなわち時刻 tlから時刻 t2 の間に、ボール力ヒッティング面 72に到達すると、打者はボールを打つことができる。 これは、タツチペンをモニタに適切に接触させたために、野球においては打者がボー ノレを打てることになる。  [0068] When the ball reaches the ball force hitting surface 72 between the point No point and the point B, that is, between the time when the touch pen is brought into contact with the monitor (t = 0) and the time point tl, The batter will be missed. This is because the batter was late and swung in baseball because the touch pen was too late to touch the monitor. In addition, if the ball reaches the hitting surface 72 during the period from the point C to the point D, that is, from the time t2 to the time t3, the batter swings away. This is because the touch pen was brought into contact with the monitor too early, so that the baseball player hit the baseball player and then hit the baseball. On the other hand, if 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.
[0069] [バッティングシステム実行時の各種処理フロー]  [0069] [Various processing flows when executing the batting system]
本実施形態の野球ゲームにおけるバッティングシステムを、図 6に示すフローチヤ ートを用いて説明する。  The batting system in the baseball game of this embodiment will be described using the flowchart shown in FIG.
[0070] この野球ゲームでは、プレイヤがバットキャラクタを含む打者キャラクタ 73を操作す る場合、まず、ボールキャラクタ 74の送出位置とボールキャラクタ 74の到達位置との 間の所定位置において、ストライクゾーン 75を含むヒッティング面 72が設定される (S D oすなわち、投手キャラクタ 70の位置と捕手キャラクタ 71の位置との間のホームべ ース上方位置において、ストライクゾーン 75を含むヒッティング面 72が設定される。そ して、ヒッティング面 72に投手の送出目標である予定通過位置が設定される(S2)。 さらに、予定通過位置を通るボールの軌道が所定の軌道に設定され (S3)、ボール キャラクタ 74が投手キャラクタ 70からヒッティング面 72の予定通過位置に向けて送出 される(S4)。  In this baseball game, when the player operates the batter character 73 including the bat character, first, 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. Then, 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).
[0071] 次に、投手キャラクタ 70から送出されたボールキャラクタ 74がヒッティング面 72の予 定通過位置に到達する時点までの間で、プレイヤが指示手段すなわちタツチペンを モニタに接触させると、モニタにおけるタツチペンの接触位置が認識される(S5)。こ のことは、野球ゲームにおいて、打者のバットのスイング開始が認識されたということ に対応する。 [0071] Next, until the ball character 74 sent out from the pitcher character 70 reaches the predetermined passing position of the hitting surface 72, if the player brings the pointing means, that is, the touch pen, into contact with the monitor, The contact position of the touch pen is recognized (S5). This This corresponds to the fact that the batter's bat swing start was recognized in the baseball game.
[0072] 続、て、モニタ上の接触位置が移動した力否かが判断される (S6)。モニタ上の接 触位置が移動したと判断された場合 (S6で Yes)、移動後の接触位置が第 1接触位 置として認識される(S7)。このことは、野球ゲームにおいて、打者のヒッティングボイ ントが第 1接触位置に変更されたということに対応する。一方で、モニタ上の接触位置 が移動しな力つたと判断された場合 (S6で No)、タツチペンを最初にモニタに接触さ せた接触位置が第 2接触位置として認識される(S8)。このことは、野球ゲームにおい て、打者のヒッティングポイントが変更されて 、な ヽと 、うことに対応する。  [0072] Subsequently, it is determined whether or not the contact position on the monitor has moved (S6). If it is determined that the contact position on the monitor has moved (Yes in S6), the contact position after the movement is recognized as the first contact position (S7). This corresponds to the batter hitting point being changed to the first contact position in the baseball game. On the other hand, when it is determined that the contact position on the monitor does not move (No in S6), the contact position where the touch pen is first contacted with the monitor is recognized as the second contact position (S8). This corresponds to the fact that the hitting point of the batter is changed in the baseball game.
[0073] 続 、て、タツチペンがモニタ力 離れた否かが判断される (S9)。タツチペンがモ- タカ 離れたと判断された場合 (S9で Yes)、タツチペンがモニタ力 離れた時点(第 1時点)で、第 1接触位置又は第 2接触位置が最終接触位置として認識される (S10) 。タツチペンがモニタ力 離れていないと判断された場合(S9で No)、ボールキャラク タ 74がヒッティング面 72の予定通過位置に到達した時点 (第 2時点)で、第 1接触位 置又は第 2接触位置が最終接触位置として認識される(Sl l)。これらのことは、野球 ゲームにおいて、打者のヒッティングポイントが最終的に確定されたということに対応 する。  [0073] Subsequently, it is determined 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.
[0074] 続いて、ヒッティング面 72を通るボールキャラクタ 74の通過位置とタツチペンの最終 接触位置との間隔が所定の範囲内にある力否かが判別される(S12)。ここでは、野 球ゲームにおいて、バットにボールが当たるかどうかが判断される。ヒッティング面 72 を通るボールキャラクタ 74の通過位置とタツチペンの最終接触位置との間隔が所定 の範囲内にあると判別された場合 (S12で Yes)、接触位置が認識された後の所定の 時間帯内でボールキャラクタ 74が予定通過位置に到達したか否かが判断される(S1 3)。ここでは、野球ゲームにおいて、ヒッティングポイントがボールに当たる位置にセ ットされていても、打者にバットを適切なタイミングで振らせた力どうかで、打者がボー ルを打つことができるかどうかが判断される。  Subsequently, it is determined whether or not the force between the passing position of the ball character 74 passing through the hitting surface 72 and the final contact position of the touch pen is within a predetermined range (S12). Here, it is determined whether or not the ball hits the bat in the field game. When it is determined that the distance between the passing position of the ball character 74 passing through the hitting surface 72 and the final touch position of the touch pen is within a predetermined range (Yes in S12), a predetermined time after the contact position is recognized It is determined whether or not the ball character 74 has reached the planned passing position within the belt (S13). Here, in a baseball game, even if the hitting point is set at the position where it hits the ball, whether or not the batter can hit the ball with the force that caused the batter to swing the bat at the appropriate timing. To be judged.
[0075] 接触位置が認識された後の所定の時間帯内でボールキャラクタ 74が予定通過位 置に到達したと判断された場合 (S13で Yes)、ボールキャラクタ 74が予定通過位置 に到達した時点(第 2時点)で、予定通過位置に到達した後のボールキャラクタ 74の 軌道が所定の軌道と異なる軌道に設定され (S14)、ボールキャラクタ 74の軌道の設 定が終了する(S16)。このことは、野球ゲームにおいて、打者にバットを適切なタイミ ングで振らせて打者がボールを打つことができ、ボールが捕手キャラクタ 71の方向と は異なる方向に飛んでいく状態に対応している。ここで、ボールが捕手キャラクタ 71 の方向とは異なる方向に飛んでいく状態とは、フィールド内やフィールド外等にボー ルが飛んでいく状態のこと示している。たとえば、ヒットの場合は、ボールはフィールド 内の野手に捕球されずに、フィールド内の野手間に飛んでいく。アウトの場合は、ボ ールはフィールド内外に飛んで 、き、フィールド内外の野手に捕球される。 [0075] 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. . Here, 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.
[0076] 接触位置が認識された後の所定の時間帯内でボールキャラクタ 74が予定通過位 置に到達しなカゝつたと判断された場合、すなわち接触位置が認識された後の所定の 時間帯外でボールキャラクタ 74が予定通過位置に到達した場合 (S13で No)、ボー ルキャラクタ 74が予定通過位置に到達した後のボールキャラクタ 74の軌道が所定の 軌道で維持され(S15)、ボールキャラクタ 74の軌道の設定が終了する(S16)。この ことは、野球ゲームにおいて、打者にバットを適切なタイミングで振らせられなくて打 者がボールを打つことができず (空振り)、ボールキャラクタ 74が捕手キャラクタ 71の 方向に飛んでいく状態に対応している。ここで、ボールキャラクタ 74が捕手キャラクタ 71の方向に飛んでいく状態とは、打者が空振りをして、ボールが捕手に捕球される 状態のこと示している。 [0076] 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. When the ball character 74 reaches the planned passing position outside the belt (No in S13), 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). This means that in a baseball game, 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. Here, 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.
[0077] 一方で、ヒッティング面 72を通るボールキャラクタ 74の通過位置とタツチペンの最終 接触位置との間隔が所定の範囲内にないと判別された場合 (S12で No)、予定通過 位置に到達した後のボールキャラクタ 74の軌道が所定の軌道に設定され (S15)、ボ ールキャラクタ 74の軌道の設定が終了する(S 16)。このことは、野球ゲームにおいて 、ヒッティングポイントがボールに当たらない位置にセットされたので、打者がバットを 振るタイミングに関係なく打者がボールを打つことができず (空振り)、ボールキャラク タ 74が捕手キャラクタ 71の方向に飛んでいく状態に対応している。ここで、ボールキ ャラクタ 74が捕手キャラクタ 71の方向に飛んでいく状態とは、打者が空振りをして、ボ ールが捕手に捕球される状態のこと示して 、る。 [0078] このように処理される野球ゲームでは、打者がバットを振り始めて力 ボールを打つ までの間のタイムラグ力 タツチペンの接触位置が認識された時点力 タツチペンの 最終接触位置が認識される時点までの間の時間によって実現されている。また、この 野球ゲームでは、バットでボールをとらえることができる範囲力 タツチペンの接触位 置が認識された時点力 所定時間が経過した後の所定の時間帯によって実現され ている。 [0077] On the other hand, if it is determined that the interval between the passing position of the ball character 74 passing through the hitting surface 72 and the final contact position of the touch pen is not within the predetermined range (No in S12), the planned passing position is reached. After this, 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. Here, 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. [0078] In the baseball game processed in this way, 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. Further, in this baseball game, 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.
[0079] [他の実施形態] [0079] [Other Embodiments]
(a) 前記実施形態では、ゲームプログラムを適用しうるコンピュータの一例としての 携帯ゲーム機 1を用いた場合の例を示したが、ゲーム装置は、前記実施形態に限定 されず、モニタが別体に構成されたゲーム装置、モニタが一体に構成された業務用 ゲーム装置、ゲームプログラムを実行することによってゲーム装置として機能するパ 一ソナルコンピュータやワークステーションなどにも同様に適用することができる。  (a) In the above embodiment, an example of using the portable game machine 1 as an example of a computer to which the game program can be applied has been shown. However, 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.
[0080] (b) 本発明には、前述したようなゲームを実行するためのプログラムおよび方法、 およびこのプログラムを記録したコンピュータ読み取り可能な記録媒体も含まれる。こ の記録媒体としては、カートリッジ以外に、たとえば、コンピュータ読み取り可能なフレ キシブルディスク、半導体メモリ、 CD-ROM, DVD, MO、 ROMカセット、その他 のものが挙げられる。 産業上の利用可能性  (B) 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. Examples of 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. Industrial applicability
[0081] 本発明では、プレイヤが指示手段をモニタに接触させたときに、モニタにおける指 示手段の接触位置が認識される。そして、接触位置が認識された時点カゝら移動体が 予定通過位置に到達した時点までの間で、予定通過表示領域にお!、て指示手段に より移動可能な接触位置が最終接触位置として認識される。そして、予定通過表示 領域を通る移動体の通過位置と最終接触位置との位置関係が判別される。これによ り、プレイヤは、接触位置と最終接触位置とを指示手段により容易に設定することが できる。また、プレイヤは、接触位置が認識された時点力も移動体が予定通過位置に 到達する時点までの間で、接触位置と最終接触位置とを設定することになるので、キ ャラクタを操作するときの興趣性が損なわれな ヽようにすることができる。 In the present invention, when the player causes the instruction means to contact the monitor, 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. In addition, 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.

Claims

請求の範囲 The scope of the claims
[1] タツチパネル式のモニタに移動体が表示されるゲームを実現可能なコンピュータに 前記移動体の送出位置と前記移動体の到達位置との間の所定位置において前記 移動体の予定通過表示領域を設定する通過領域設定機能と、  [1] In a computer capable of realizing a game in which a moving object is displayed on a touch panel type monitor, a planned passing display area of the moving object is set at a predetermined position between the sending position of the moving object and the arrival position of the moving object. A passing area setting function to be set,
前記予定通過表示領域に前記移動体の予定通過位置を設定する通過位置設定 機能と、  A passing position setting function for setting a planned passing position of the mobile body in the planned passing display area;
前記予定通過表示領域を通る前記移動体の軌道を所定の軌道に設定する第 1軌 道設定機能と、  A first trajectory setting function for setting the trajectory of the moving body passing through the planned passing display area to a predetermined trajectory;
指示手段を前記モニタに接触させたときに前記モニタにおける前記指示手段の接 触位置を認識する接触位置認識機能と、  A contact position recognition function for recognizing a contact position of the instruction means on the monitor when the instruction means is brought into contact with the monitor;
前記指示手段により前記接触位置を前記予定通過表示領域において移動可能に する接触位置移動機能と、  A contact position moving function for enabling the contact position to be moved in the scheduled passage display area by the instruction means;
前記接触位置が認識された時点から前記移動体が前記予定通過位置に到達した 時点までの間で、前記接触位置を最終接触位置として認識する最終接触位置認識 機能と、  A final contact position recognition function for recognizing the contact position as a final contact position between the time when the contact position is recognized and the time when the mobile body reaches the planned passing position;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係を判別する位置関係判別機能と、  A positional relationship determination function for determining a positional relationship between the passing position of the moving body passing through the planned passing display area and the final contact position;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係に応じて、前記移動体が前記予定通過位置に到達した後の前記移動体の軌 道を、前記所定の軌道又は前記所定の軌道と異なる軌道に設定する第 2軌道設定 機能と、  The trajectory of 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 that passes through the planned passing display area and the final contact position. A second trajectory setting function for setting the trajectory of the trajectory or a trajectory different from the predetermined trajectory,
を実現させるためのゲームプログラム。  A game program to make it happen.
[2] 前記最終接触位置認識機能は、 [2] The final contact position recognition function is
前記接触位置が移動したか否かを判断する接触位置移動判断機能と、 前記指示手段が前記モニタから離れた否かを判断するモニタ離反判断機能と、 を含み、  A contact position movement determination function for determining whether or not the contact position has moved; and a monitor separation determination function for determining whether or not the instruction means has moved away from the monitor;
前記接触位置移動判断機能にお!ヽて、前記接触位置が移動したと判断された場 合は移動後の接触位置が第 1接触位置として認識され、前記接触位置が移動しなか つたと判断された場合は前記接触位置認識機能により認識された前記接触位置が 第 2接触位置として認識され、 In the contact position movement judgment function! If the contact position is determined to have moved The contact position after movement is recognized as the first contact position, and when 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. ,
前記モニタ離反機能において、前記指示手段が前記モニタから離れたと判断され た場合は、前記指示手段が前記モニタから離れた時点で、前記第 1接触位置又は前 記第 2接触位置が前記最終接触位置として認識され、  In the monitor separation function, when it is determined that the instruction unit is separated from the monitor, the first contact position or the second contact position is the final contact position when the instruction unit is separated from the monitor. Recognized as
前記モニタ離反機能にお!、て、前記指示手段が前記モニタから離れて!/ヽな!ヽと判 断された場合は、前記移動体が前記予定通過位置に到達したときに、前記第 1接触 位置又は前記第 2接触位置が前記最終接触位置として認識される、  For the monitor separation function! The instruction means is away from the monitor! / Cunning! If it is determined as ヽ, the first contact position or the second contact position is recognized as the final contact position when the moving body reaches the planned passing position.
請求項 1に記載のゲームプログラム。  The game program according to claim 1.
[3] 前記位置関係判別機能は、前記予定通過表示領域を通る前記移動体の通過位置 と前記最終接触位置との間隔が所定の範囲内にあるか否かを判別する間隔判別機 能を含み、 [3] The positional relationship determining function includes an interval determining function for determining whether or not an interval between the passing position of the moving body that passes through the scheduled passing display area and the final contact position is within a predetermined range. ,
前記間隔判別機能において前記予定通過表示領域を通る前記移動体の通過位 置と前記最終接触位置との間隔が所定の範囲内にあると判別された場合、前記第 2 軌道設定機能において前記移動体が前記予定通過位置に到達した後の前記移動 体の軌道が前記所定の軌道と異なる軌道に設定され、  When it is determined in the interval determination function that the interval between the passing position of the moving body passing through the scheduled passage display area and the final contact position is within a predetermined range, the moving body is determined in the second trajectory setting function. Is set to a different trajectory from the predetermined trajectory after the vehicle has reached the planned passing position,
前記間隔判別機能において前記予定通過表示領域を通る前記移動体の通過位 置と前記最終接触位置との間隔が所定の範囲内にないと判別された場合、前記第 2 軌道設定機能において前記移動体が前記予定通過位置に到達した後の前記移動 体の軌道が前記所定の軌道に設定される、  When it is determined in the interval determination function that the interval between the passing position of the moving body passing through the scheduled passage display area and the final contact position is not within a predetermined range, the moving body is determined in the second trajectory setting function. The trajectory of the moving body after reaching the planned passing position is set to the predetermined trajectory.
請求項 1又は 2に記載のゲームプログラム。  The game program according to claim 1 or 2.
[4] 前記位置関係判別機能は、前記予定通過表示領域を通る前記移動体の通過位置 と前記最終接触位置との間隔が所定の範囲内にあるか否かを判別する間隔判別機 能を含み、 [4] The positional relationship determining function includes an interval determining function for determining whether or not an interval between the passing position of the moving body that passes through the scheduled passing display area and the final contact position is within a predetermined range. ,
前記第 2軌道設定機能は、前記接触位置が認識された時点からの時間に応じて、 前記移動体が前記予定通過位置に到達した後の前記移動体の軌道を、前記所定の 軌道又は前記所定の軌道と異なる軌道に設定する機能をさらに含み、 前記間隔判別機能において前記予定通過表示領域を通る前記移動体の通過位 置と前記最終接触位置との間隔が所定の範囲内にあると判別された場合、前記接触 位置が認識された後の所定の時間帯内で前記移動体が前記予定通過位置に到達 したときに前記第 2軌道設定機能において前記移動体が前記予定通過位置に到達 した後の前記移動体の軌道が前記所定の軌道と異なる軌道に設定され、前記接触 位置が認識された後の所定の時間帯外で前記移動体が前記予定通過位置に到達 したときに前記第 2軌道設定機能において前記移動体が前記予定通過位置に到達 した後の前記移動体の軌道が前記所定の軌道に設定され、 The second trajectory setting function is configured such that the trajectory of the moving body after the moving body has reached the planned passing position is the predetermined trajectory or the predetermined trajectory according to the time from when the contact position is recognized. Further includes a function to set a different orbit from When it is determined in the interval determination function that the interval between the passing position of the moving body that passes through the scheduled passing display area and the final contact position is within a predetermined range, the predetermined position after the contact position is recognized The trajectory of the mobile body after the mobile body reaches the planned passing position in the second trajectory setting function when the mobile body reaches the planned passing position within the time zone of When the moving body reaches the planned passing position outside the predetermined time zone after the contact position is recognized, the moving body reaches the planned passing position in the second trajectory setting function. The trajectory of the moving body after being set to the predetermined trajectory,
前記間隔判別機能において前記予定通過表示領域を通る前記移動体の通過位 置と前記最終接触位置との間隔が所定の範囲内にないと判別された場合、前記第 2 軌道設定機能において前記移動体が前記予定通過位置に到達した後の前記移動 体の軌道が前記所定の軌道に設定される、  When it is determined in the interval determination function that the interval between the passing position of the moving body passing through the scheduled passage display area and the final contact position is not within a predetermined range, the moving body is determined in the second trajectory setting function. The trajectory of the moving body after reaching the planned passing position is set to the predetermined trajectory,
請求項 1又は 2に記載のゲームプログラム。  The game program according to claim 1 or 2.
[5] 前記所定の時間帯は、前記接触位置が認識された時点から所定時間が経過した 時点から後に設定されている、 [5] The predetermined time zone is set after a predetermined time has elapsed since the time when the contact position was recognized.
請求項 4に記載のゲームプログラム。  The game program according to claim 4.
[6] 前記所定の時間帯は、前記接触位置が認識された時点から後に設定されている、 請求項 4に記載のゲームプログラム。 6. The game program according to claim 4, wherein the predetermined time period is set after the point in time when the contact position is recognized.
[7] タツチパネル式のモニタに移動体が表示されるゲームを実現可能なゲーム装置で あって、 [7] A game device capable of realizing a game in which a moving object is displayed on a touch panel type monitor,
前記移動体の送出位置と前記移動体の到達位置との間の所定位置において前記 移動体の予定通過表示領域を設定する通過領域設定手段と、  Passing area setting means for setting a planned passing display area of the moving body at a predetermined position between the sending position of the moving body and the arrival position of the moving body;
前記予定通過表示領域に前記移動体の予定通過位置を設定する通過位置設定 手段と、  Passing position setting means for setting a planned passing position of the mobile body in the planned passing display area;
前記予定通過表示領域を通る前記移動体の軌道を所定の軌道に設定する第 1軌 道設定手段と、  First trajectory setting means for setting a trajectory of the moving object passing through the scheduled passage display area to a predetermined trajectory;
指示手段を前記モニタに接触させたときに前記モニタにおける前記指示手段の接 触位置を認識する接触位置認識手段と、 前記指示手段により前記接触位置を前記予定通過表示領域において移動可能に する接触位置移動手段と、 Contact position recognition means for recognizing a contact position of the instruction means on the monitor when the instruction means is brought into contact with the monitor; Contact position moving means for enabling movement of the contact position in the planned passage display area by the instruction means;
前記接触位置が認識された時点から前記移動体が前記予定通過位置に到達した 時点までの間で、前記接触位置を最終接触位置として認識する最終接触位置認識 手段と、  Final contact position recognition means for recognizing the contact position as a final contact position between the time when the contact position is recognized and the time when the moving body reaches the scheduled passage position;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係を判別する位置関係判別手段と、  A positional relationship determining means for determining a positional relationship between the passing position of the moving body passing through the scheduled passing display area and the final contact position;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係に応じて、前記移動体が前記予定通過位置に到達した後の前記移動体の軌 道を、前記所定の軌道又は前記所定の軌道と異なる軌道に設定する第 2軌道設定 手段と、  The trajectory of 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 that passes through the planned passing display area and the final contact position. Or a second trajectory setting means for setting a trajectory different from the predetermined trajectory,
を備えるゲーム装置。 A game device comprising:
タツチパネル式のモニタに移動体が表示されるゲームを実現可能なゲーム方法で あって、  A game method capable of realizing a game in which a moving object is displayed on a touch panel type monitor,
前記移動体の送出位置と前記移動体の到達位置との間の所定位置において前記 移動体の予定通過表示領域を設定する通過領域設定ステップと、  A passing area setting step of setting a planned passing display area of the moving body at a predetermined position between the sending position of the moving body and the arrival position of the moving body;
前記予定通過表示領域に前記移動体の予定通過位置を設定する通過位置設定 ステップと、  A passing position setting step for setting a planned passing position of the moving body in the planned passing display area;
前記予定通過表示領域を通る前記移動体の軌道を所定の軌道に設定する第 1軌 道設定ステップと、  A first trajectory setting step for setting a trajectory of the moving object passing through the planned passing display area to a predetermined trajectory;
指示手段を前記モニタに接触させたときに前記モニタにおける前記指示手段の接 触位置を認識する接触位置認識ステップと、  A contact position recognition step for recognizing a contact position of the instruction means on the monitor when the instruction means is brought into contact with the monitor;
前記指示手段により前記接触位置を前記予定通過表示領域において移動可能に する接触位置移動ステップと、  A contact position moving step for enabling the contact position to move in the planned passage display area by the instruction means;
前記接触位置が認識された時点から前記移動体が前記予定通過位置に到達した 時点までの間で、前記接触位置を最終接触位置として認識する最終接触位置認識 ステップと、  A final contact position recognition step for recognizing the contact position as a final contact position between the time when the contact position is recognized and the time when the mobile body reaches the planned passing position;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係を判別する位置関係判別ステップと、 The position of the moving body passing through the scheduled passage display area and the final contact position A positional relationship determination step for determining a positional relationship;
前記予定通過表示領域を通る前記移動体の通過位置と前記最終接触位置との位 置関係に応じて、前記移動体が前記予定通過位置に到達した後の前記移動体の軌 道を、前記所定の軌道又は前記所定の軌道と異なる軌道に設定する第 2軌道設定 ステップと、  The trajectory of 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, Or a second trajectory setting step for setting a trajectory different from the predetermined trajectory,
を備えるゲーム方法。 A game method comprising:
PCT/JP2005/016629 2004-09-21 2005-09-09 Game program, game device, and game method WO2006033246A1 (en)

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