TW200738306A - Game program, game device, and game control method - Google Patents

Game program, game device, and game control method

Info

Publication number
TW200738306A
TW200738306A TW095147963A TW95147963A TW200738306A TW 200738306 A TW200738306 A TW 200738306A TW 095147963 A TW095147963 A TW 095147963A TW 95147963 A TW95147963 A TW 95147963A TW 200738306 A TW200738306 A TW 200738306A
Authority
TW
Taiwan
Prior art keywords
passing
ball
game
trajectory
estimate
Prior art date
Application number
TW095147963A
Other languages
Chinese (zh)
Other versions
TWI316866B (en
Inventor
Yuichi Yokoyama
Original Assignee
Konami Digital Entertainment Co Ltd
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 filed Critical Konami Digital Entertainment Co Ltd
Publication of TW200738306A publication Critical patent/TW200738306A/en
Application granted granted Critical
Publication of TWI316866B publication Critical patent/TWI316866B/zh

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
    • A63F13/55Controlling 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • 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

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The power of a moving object released from a character can be varied depending on the position where the moving object reaches. In a game program, the following steps are instructed. A first trajectory (K11) of a ball is computed from the release position (Bo) of a ball and the target passing position (Mo). The intersection of the first trajectory (K11) and an estimate passing area (80) is determined as a first passing position (To1). A second trajectory (K21) of the ball is computed from the release position (Bo) and the first passing position (To1). The intersection of the second trajectory (K21) and an estimate passing area (80) is determined as a final passing position (S). An estimate passing position (YB2) is computed of the ball corresponding to the release position (Bo) and the moving position (B2) of the ball on the second trajectory (K21). Indication images showing the passing positions of the ball are continuously displayed in the estimate passing position (YB2) and the final passing position (S) on an image display unit (3).
TW095147963A 2006-03-16 2006-12-20 Game program, game device, and game control method TW200738306A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2006073384A JP3965198B1 (en) 2006-03-16 2006-03-16 GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD

Publications (2)

Publication Number Publication Date
TW200738306A true TW200738306A (en) 2007-10-16
TWI316866B TWI316866B (en) 2009-11-11

Family

ID=38498649

Family Applications (1)

Application Number Title Priority Date Filing Date
TW095147963A TW200738306A (en) 2006-03-16 2006-12-20 Game program, game device, and game control method

Country Status (4)

Country Link
JP (1) JP3965198B1 (en)
KR (1) KR101028336B1 (en)
TW (1) TW200738306A (en)
WO (1) WO2007108174A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI831992B (en) * 2019-07-29 2024-02-11 日商科樂美數碼娛樂股份有限公司 Programs, game control methods and game devices

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5140101B2 (en) * 2010-03-08 2013-02-06 株式会社コナミデジタルエンタテインメント GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4955873B2 (en) 2001-09-07 2012-06-20 株式会社バンダイナムコゲームス Program, information storage medium, and game device
JP3789919B2 (en) * 2004-02-19 2006-06-28 コナミ株式会社 GAME PROGRAM, GAME DEVICE, AND GAME METHOD

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI831992B (en) * 2019-07-29 2024-02-11 日商科樂美數碼娛樂股份有限公司 Programs, game control methods and game devices

Also Published As

Publication number Publication date
KR101028336B1 (en) 2011-04-11
WO2007108174A1 (en) 2007-09-27
TWI316866B (en) 2009-11-11
KR20080114797A (en) 2008-12-31
JP3965198B1 (en) 2007-08-29
JP2007244695A (en) 2007-09-27

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Legal Events

Date Code Title Description
MM4A Annulment or lapse of patent due to non-payment of fees