TW201023947A - Game apparatus, method for controlling game apparatus and information recording media - Google Patents

Game apparatus, method for controlling game apparatus and information recording media Download PDF

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Publication number
TW201023947A
TW201023947A TW098126887A TW98126887A TW201023947A TW 201023947 A TW201023947 A TW 201023947A TW 098126887 A TW098126887 A TW 098126887A TW 98126887 A TW98126887 A TW 98126887A TW 201023947 A TW201023947 A TW 201023947A
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Taiwan
Prior art keywords
game
game character
switching
character
user
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TW098126887A
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Chinese (zh)
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TWI394607B (en
Inventor
Ippei Kondo
Tatsuya Tanaka
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Konami Digital Entertainment
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    • 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
    • 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
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • 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
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking 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
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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

Abstract

In the present invention, a content recorded in a parameter recording means (74) recording parameters in correlation with combinations of game characters is retrieved. A switching means (76) switches an object to be operated by a user between a plurality of game characters. A switching restricting means (78) restricts a switching of the objected to be operated by the user from a first game character of the plurality of game characters to a second game character of the plurality of game characters based on the parameter correlating to the combination of the first game character and the second game character. Thereby, the present invention provides a game apparatus allowing users to actually sense whether cooperative actions between the game characters can be smoothly performed or not due to relationship between the game characters (such as cooperation capability and affinity).

Description

201023947 六、發明說明: 【發明所屬之技術領域】 • 本發明係關於遊廓## # 記億媒體。 、、遊戲裝置的控制方法及資訊 【先前技術】 ❹ 對象魏個遊戲角色之中切換之操作 用者之隊伍中所屬 匕知有使用者對在對應該使 進行操作的運動遊戲(例如之中切換之操作對象 棍球遊戲、物球軸、或棒球賴=球遊戲、冰上曲 例如,足球遊戲等運動遊戲中 之操作對象的第i選手角色t從作為使用者 將使用者之操作對象、肖色之傳球時,係 手角色,而讓使用mr1選手角色切換至第2選 第2選手角色。=可,作接受傳球時及接愛傳球後的 如此,前述運動遊戲係藉由將使用去 ❿作對象迅速地從第!選手角色切換至第2選手,之操 使用者可以操作第1選手角色及第2選手角色。而讓 (先前技術文獻) (專利文獻) (專利文獻1)日本特開2007_259989號公報 【發明内容】 (發明所欲解決的課題) 然而,於實際之運動比賽中,選手間之聯蘩動作 繫行動)是否可順利進行係由該選手彼此之關得、(例如聯= 321425 3 201023947 度或配合性等)所影響。因此,於上述遊戲中若可讓使用者 · 感受到因遊戲角色彼此間之關係(例如聯繫度或配合性等) ‘ 而使該等遊戲角色間之聯繫動作可順利進行或無法順利進 行,則可更提昇使用者之滿足度。 本發明係有鑑於上述課題而研發者,其目的為提供一 種遊戲裝置、遊戲裝置的控制方法及資訊記憶媒體,其係 讓使用者感受到因遊戲角色彼此間之關係(例如聯繫度或 配合性等)而使該等遊戲角色間之聯繫動作可順利進行或 無法順利進行。 © (解決課題的手段) 為了解決上述課題,本發明之遊戲裝置係含有:取得 令參數與遊戲角色之組合對應而加以記憶所構成的參數記 憶手段之記憶内容的手段;於複數個遊戲角色之中切換使 用者之操作對象的切換手段;以及根據對應於前述複數個 遊戲角色中的第1遊戲角色與前述複數個遊戲角色中的第 2遊戲角色間之組合的前述參數而限制從前述第1遊戲角 q 色切換至前述第2遊戲角色的前述使用者之前述操作對象 之切換的切換限制手段。 另外,本發明的遊戲裝置之控制方法,係含有:取得 令參數與遊戲角色之組合對應而加以記憶所構成的參數記 憶手段之記憶内容的步驟;於複數個遊戲角色之中切換使 用者之操作對象的切換步驟;以及根據對應於前述複數個 遊戲角色中的第1遊戲角色與前述複數個遊戲角色中的第 2遊戲角色間之組合的前述參數而限制從前述第1遊戲角 4 321425 201023947 ' 色切換至前述第2遊戲角色的前述使用者之前述操作對象 之切換的切換限制步驟。 ' 另外,本發明之程式係用以使家庭用遊戲機(擺置型 遊戲機)、行動遊戲機、營業用遊戲機、行動電話機、行動 資訊終端機(PDA)、或個人電腦等電腦作為遊戲裝置之下述 手段而發揮功能:取得令參數與遊戲角色之組合對應而加 以記憶所構成的參數記憶手段之記憶内容的手段;於複數 個遊戲角色之中切換使用者之操作對象的切換手段;以及 ®根據對應於前述複數個遊戲角色中的第1遊戲角色與前述 複數個遊戲角色中的第2遊戲角色間之組合的前述參數而 限制從前述第1遊戲角色切換至前述第2遊戲角色的前述 使用者之前述操作對象之切換的切換限制手段。 本發明之資訊記憶媒體係記載有上述程式的電腦可 讀取之資訊記憶媒體。 依據本發明,可讓使用者感受到因遊戲角色彼此之關 @係(例如聯繫度或配合性等)而使前述遊戲角色間之聯繫動 作可以順暢地進行或無法順暢地進行。 另外,本發明之一態樣中,前述切換限制手段亦可根 據對應於前述第1遊戲角色與前述第2遊戲角色之組合的 前述參數而使從前述第1遊戲角色切換至前述第2遊戲角 色的前述切換待機。 於此態樣中,前述切換限制手段亦可包含根據對應於 前述第1遊戲角色與前述第2遊戲角色之組合的前述參數 而控制從前述第1遊戲角色切換至前述第2遊戲角色的前 5 321425 201023947 述切換之待機時間之長短的待機時間控制手段。 ' 於此態樣中,前述待機時間控制手段亦可依據對應於 ^ 前述第1遊戲角色與前述第2遊戲角色之組合的前述參 — 數、和前述第1遊戲角色與前述第2遊戲角色間之距離而 控制前述待機時間之長短。 另外,於本發明之一態樣中,前述切換手段亦可為包 含:當於前述第1遊戲角色成為前述使用者之前述操作對 象的狀態下使移動物體從前述第1遊戲角色移動時,使前 述使用者之前述操作對象從前述第1遊戲角色切換至依據 ❹ 前述移動物體之移動方向而從前述複數個遊戲角色之中選 出的前述第2遊戲角色的手段。前述切換限制手段係包 含:待機手段,使從前述第1遊戲角色切換至前述第2遊 戲角色之前述切換待機;待機解除手段,當前述移動物體 之移動開始位置或前述第1遊戲角色、與前述移動物體間 之距離滿足關於前述移動物體之移動開始位置或前述第1 遊戲角色、與前述移動物體間之距離的距離條件時,解除 q 由前述待機手段所執行的待機;以及距離條件控制手段, 係根據對應於前述第1遊戲角色與前述第2遊戲角色之組 合的前述參數而控制前述距離條件。 另外,於本發明之一態樣中,前述切換手段亦可為包 含:當於前述第1遊戲角色成為前述使用者之前述操作對 象的狀態下使移動物體進行移動時,使前述使用者之前述 操作對象從前述第1遊戲角色切換至依據前述移動物體之 移動方向而從前述複數個遊戲角色之中選出的前述第2遊 6 321425 201023947 w 戲角色的手段。前述切換限制手段係包含:待機手段,使 從前述第1遊戲角色切換至前述第2遊戲角色之前述切換 ’待機;待機解除手段,當前述移動物體之移動標的位置或 前述第2遊戲角色、與前述移動物體間之距離滿足關於前 述移動物體之移動目的地位置或前述第2遊戲角色、與前 述移動物體間之距離的距離條件時,解除由前述待機手段 所執行的待機;以及距離條件控制手段,係根據對應於前 述第1遊戲角色與前述第2遊戲角色之組合的前述參數而 ®控制前述距離條件。 另外,於本發明之一態樣中,前述距離條件控制手段 亦可根據對應於前述第1遊戲角色與前述第2遊戲角色之 組合的前述參數、和前述第1遊戲角色和前述第2遊戲角 色間之距離而控制前述距離條件。 另外,於本發明之一態樣中,前述切換手段亦可為包 含:當於前述第1遊戲角色成為前述使用者之前述操作對 @象的狀態下使移動物體進行移動時,使前述使用者之前述 操作對象從前述第1遊戲角色切換至依據前述移動物體之 移動方向而從前述複數個遊戲角色之中選出的前述第2遊 戲角色的手段。前述切換限制手段係包含:待機手段,使 從前述第1遊戲角色切換至前述第2遊戲角色之前述切換 待機;待機解除手段,當前述移動物體之移動目的地位置 或前述第2遊戲角色、與前述移動物體間之距離滿足關於 前述移動物體之移動目的地位置或前述第2遊戲角色、與 前述移動物體間之距離的距離條件之前的剩餘時間成為基 7 321425 201023947 手:=待機手段所執行的待機;以及 诚笛9㈣& 據對應於前述第1遊戲角色與前 " 肖色之組合的前述參數而控㈣縣準時間之 長短。 卜於本發明之-態樣中’前述基準時間控制手段 亦可根據對應於前述第1遊戲角色與前述第2遊戲角色之 組合的前述參數、和前述第1遊戲角色和前述第2遊戲角 色間之距離而控制前述基準時間的長短。 另外於本發明之一態樣中,前述切換限制手段亦可 根據對應於前述第1遊戲角色與前述第2遊戲角色之組合 的前述參數而抑制從前述第丨遊戲角色切換至前述第2遊 戲角色的前述切換。 【實施方式】 以下係根據圖式對於本發明實施形態之—例進行詳 細說明。本發明之實施形態的遊戲裝置係例如藉由家庭用 遊戲機(擺置型遊戲機)、行動遊戲機、行動電話機、行動 資訊終端機(PDA)、或個人電腦等電腦而實現。在此,對於 本4月之實施^^的遊戲裝置係藉由家庭用遊戲機而實現 之情形進行說明。 第1圖為表示本發明實施形態之遊戲裝置的硬體構成 的圖。於第1圖所示的遊戲裝置10係包含家庭用遊戲機 11、監視器32、揚聲器34、以及光碟36(資訊記憶媒體)。 例如可使用家用電視機作為監視器32,使用内建於家用電 視機的揚聲器作為揚聲器34。 321425 8 201023947 \ 紐用遊戲機U為習知的電腦遊戲系統 •戲機11係包含匯流排(bus)12、微處理器14、主 晝像處理部18、輸出輸入處理部2〇、聲音處理部:、6、 碟讀取部24、硬碟26、通訊介面28、以及控 批 制器30以外之構成要素係收容於家庭用遊戲仙之框^ 内0 微處理器Η係根據儲存於未圖示之職的作業系統 (operating system)、從光碟36或硬碟%所讀取的程式 霤而控制蒙庭用遊戲機U之各部。主記憶體16係包含例: RAM。視需要而將從光碟36或硬碟26讀出的程式及資料寫 入於主記憶體16。主記憶體16亦可作為微處理器14之作 業用5己憶體使用。匯流排12係用以在家庭用遊戲機丨丨之 各部間將位址(address)及資料((1犲幻進行收送。微處理器 14、主s己憶體16、晝像處理部18以及輸出輸入處理部2〇 係耩由匯流排12而連接為可互相進行資料通訊。 〇 畫像處理部18係包含VRAM。晝像處理部18係根據從 微處理器14所送來的畫像資料而在VRAM上描繪遊戲晝 像。然後’晝像處理部18係將描繪於VRAM上的遊戲晝面 變換為視訊(video)訊號而以預定的時序(timing)輸出至 監視器32。 輸出入處理部20係用以供微處理器14對聲音處理部 22、光碟讀取部24、硬碟26、通訊介面28、以及控制器 30進行存取用的介面(interface)。聲音處理部22係包含 聲音緩衝器(sound buffer)且將從光碟36或硬碟26讀取 321425 9 201023947 至聲音緩衝器的遊戲音樂、遊戲音效、訊息等各種聲音資 料再生而從揚聲器34輸出。通訊介面28為用以將家庭用 遊戲機11有線或無線連接於網際網路等通訊網路上的介 面。 光碟讀取部24係讀取紀錄於光碟36的程式和資料。 又,在此雖為了將程式和資料供給至家庭用遊戲機11而使 用光碟36,但也可使用記憶卡等其他資訊記憶媒體。此 外,亦可經由例如網際網路等通訊網路從遠端將程式和資 料供給至家庭用遊戲機11。硬碟26為一般的硬碟裝‘置(輔 助記憶裝置)。又,被說明為記憶於光碟36的程式和資料 亦可記憶於硬碟26。 控制器30係用以接受使用者之各種遊戲操作的泛用 操作手段。家庭用遊戲機11可有線或無線地連接複數個控 制器30。輸出輸入處理部20每隔一定週期(例如每1/60 秒)即掃描控制器30之狀態,並將表示其掃描結果的操作 訊號經由匯流排12傳給微處理器14。微處理器14即根據 該操作訊號判定使用者的遊戲操作。 遊戲裝置10係例如執行模擬第1隊伍與第2隊伍之 間的足球比賽的足球遊戲。該足球遊戲係藉由執行從光碟 36所讀取的程式而實現。以下,係以第1隊伍係由1個使 用者操作、第2隊伍係由電腦操作為例進行說明。又,第 1隊伍亦可為由複數個使用者合作而進行操作。另外,第2 隊伍亦可由其他使用者進行操作。 於主記憶體16構築有實現足球遊戲所需的遊戲空 10 321425 201023947 .間。第2圖表示遊戲空間(虛擬3維空間)之—例。於第2 .圖所示之虛擬3維空間40中配置有用以表示足球球場 (field)之物件(〇bject)的球場42。於球場42上配置有: 表示足球球Η之物件的球Η 44;表示屬於第〗隊伍的足球 選手之物件的選手角色46;表示屬於第2隊伍的足球選手 之物件的選手角色48;以及表示足球之物件的球5〇。又, 雖於第2圖省略,但於球場42上配置有η位屬於第i隊 伍的選手角色46、和屬於第2隊伍的η位選手角色48。 參 球門44之一方係對應於第1隊伍,另-方則對應於 第2隊伍。當球50移動至對應於任一方隊伍之球門44内 時,將產生另一方隊伍的得分事件。 屬於第1隊伍的複數個選手角色46之中的任—個係 被設定為使用者之操作對象。使用者之操作對象係根據例 如球50之位置或使用者之切換指示操作而於屬於第i隊伍 的選手角色46之中切換。例如使用者之操作對象係以使屬 ❿於第1隊伍的選手角色46之中接近球5〇的選手角色舖 成為使用者之操作對象的方式,根據球5〇之位置切換使用 者之操作對象。此外,例如#使用者進行切換指稍作時, 使用者之操作對象將會切換為其他選手角色46。 被故定為使用者之操作對象的選手角色46係依循使 用者之操作而動作。此外,屬於第1隊伍的遽手角色46 之中未被設定為使用者之操作對象的選手角色46、和屬於 第2隊伍的選手角色48係由電腦進行操作。 若選手角色46(48)接近球50,則於預定條件下,該 11 321425 201023947 選手角色46⑽將與球50產生關聯。此時,球5〇係依循 該選手角色46(48)之移動而移動。亦即,此時的選手角色 46⑽之移動動作即成為盤球動作。以下,係將球5〇關聯 於選手角色46(48)的狀態記載為「選手角色46(48)持有球 50」。 此外,於虛擬3維空間40係設定有虛擬攝影機52(視 點)°於監視H 32顯示有表示從虛擬攝影機52觀看虛擬3 維空間40所見之樣子的遊戲晝面。例如,為了經常使球 50顯示於遊戲畫面内’虛擬攝影機52係依據球別之移動 而於虛擬3維空間40内移動。 第3圖係表示遊戲畫面之一例。於第3圖所示之遊戲 晝面60係顯示有屬於第〗隊伍的2位選手角色恤、他; 和屬於第2隊伍的2位選手角色48a、傷。另外,於第3 圖所示之遊戲晝面60係將三角形狀的游標62顯示於選手 角色46a之頭上。游標62係有指引使用者之目前操作對象 =選手角色46的作用。亦即,於第3圖所示之狀態中選手 色術為使用者之操作對象。χ,於第3圖所示之狀態 中選手角色46a係持有球50。 “ 时於第3圖所示之狀態中,例如使用者若一邊利 之操作桿指示從選手角色46a往選手角色他的 1 °邊按下控制器3〇之預定按紐(以下記載為「傳球 」)’則將執行從選手角色恤往選手角& 4201023947 VI. Description of the invention: [Technical field to which the invention pertains] • The present invention relates to a profile ###记亿传媒. Control method and information of the game device [Prior Art] ❹ The object of the player who switches between the game characters and the game player belongs to the user who is in the game (for example, switching) The i-th player character t of the operation object in the sports game such as the game of the club, the ball, or the baseball game, the ice game, the ice game, for example, a soccer game, etc. When passing the ball, the character is used, and the mr1 player character is used to switch to the second and second player characters. = Yes, after accepting the pass and after receiving the pass, the aforementioned sports game will be By the use of the target, the first player character and the second player character can be operated by the user. The prior art document (patent document) (Patent Document 1) Japanese Laid-Open Patent Publication No. 2007-259989 (Summary of the Invention) (The problem to be solved by the invention) However, in the actual sports competition, whether the joint action between the players can be smoothly performed The shut another player, (e.g. United = 3,214,253,201,023,947 degrees or complex, etc.) are affected. Therefore, in the above game, if the user can feel the relationship between the game characters (for example, the degree of connection or the fit), and the connection between the game characters can be smoothly performed or cannot be performed smoothly, then Can improve the satisfaction of users. The present invention has been made in view of the above problems, and an object of the present invention is to provide a game device, a control method for a game device, and an information memory medium, which allow a user to feel a relationship between game characters (e.g., degree of association or cooperation). Etc.) so that the connection between the game characters can proceed smoothly or not smoothly. © (Means for Solving the Problem) In order to solve the above problems, the game device of the present invention includes means for acquiring a memory content of a parameter memory means formed by storing a parameter in association with a combination of game characters; The means for switching the operation target of the user is switched; and the first parameter is restricted based on the parameter corresponding to the combination of the first game character among the plurality of game characters and the second game character of the plurality of game characters The game corner q color is switched to the switching restriction means for switching the aforementioned operation target of the user of the second game character. Further, the control method of the game device of the present invention includes the step of acquiring the memory content of the parameter memory means formed by the combination of the parameter and the game character, and switching the user operation among the plurality of game characters. a step of switching the object; and restricting from the aforementioned first game corner 4 321425 201023947 ' according to the aforementioned parameter corresponding to a combination of the first game character of the plurality of game characters and the second game character of the plurality of game characters The color is switched to a switching restriction step of switching the aforementioned operation target of the user of the second game character. Further, the program of the present invention is used as a game device for a home game machine (playing type game machine), a mobile game machine, a business game machine, a mobile phone, a mobile information terminal (PDA), or a personal computer. The following means: a means for obtaining a memory content of a parameter memory means formed by storing a parameter in association with a combination of game characters; and means for switching a user's operation target among a plurality of game characters; The restriction of switching from the first game character to the second game character is performed based on the parameter corresponding to the combination of the first game character among the plurality of game characters and the second game character among the plurality of game characters A switching restriction means for switching the aforementioned operation object of the user. The information memory medium of the present invention is a computer readable information memory medium in which the above program is recorded. According to the present invention, the user can feel that the connection between the game characters can be smoothly performed or not smoothly performed due to the close relationship between the game characters (e.g., degree of association or cooperation). Further, in one aspect of the invention, the switching restriction means may switch from the first game character to the second game character based on the parameter corresponding to a combination of the first game character and the second game character. The aforementioned switching standby. In this aspect, the switching restriction means may include controlling switching from the first game character to the first game character based on the parameter corresponding to the combination of the first game character and the second game character. 321425 201023947 The standby time control means for the length of the standby time of switching. In this aspect, the standby time control means may be based on the parameter corresponding to the combination of the first game character and the second game character, and between the first game character and the second game character. The distance of the aforementioned standby time is controlled by the distance. Further, in one aspect of the invention, the switching means may include: when the moving object is moved from the first game character while the first game character is in the operation target of the user The operation target of the user is switched from the first game character to the second game character selected from the plurality of game characters in accordance with the moving direction of the moving object. The switching restriction means includes: a standby means for switching from the first game character to the switching standby of the second game character; and a standby release means for moving the movement start position of the moving object or the first game character, and the aforementioned When the distance between the moving objects satisfies the distance condition of the movement start position of the moving object or the distance between the first game character and the moving object, the standby performed by the standby means is released q; and the distance condition control means is The distance condition is controlled based on the aforementioned parameter corresponding to the combination of the first game character and the second game character. Further, in one aspect of the invention, the switching means may include: causing the user to move the moving object when the first game character is in the operation target of the user The operation target switches from the first game character to the second game 6 321425 201023947 w character selected from the plurality of game characters in accordance with the moving direction of the moving object. The switching restriction means includes: a standby means for switching from the first game character to the switching "standby" of the second game character; a standby release means for moving the target position of the moving object or the second game character, and When the distance between the moving objects satisfies a distance condition between the moving destination position of the moving object or the distance between the second game character and the moving object, the standby performed by the standby means is released; and the distance condition controlling means The distance condition is controlled based on the parameter corresponding to the combination of the first game character and the second game character. Further, in one aspect of the invention, the distance condition control means may be based on the parameter corresponding to the combination of the first game character and the second game character, and the first game character and the second game character. The distance between the above is controlled by the distance between them. Further, in one aspect of the invention, the switching means may include: causing the user to move the moving object while the first game character is in the state of the user's operation of the @image The operation target is switched from the first game character to the second game character selected from the plurality of game characters in accordance with the moving direction of the moving object. The switching restriction means includes: a standby means for switching the switching from the first game character to the second game character; and a standby release means for moving the target position of the moving object or the second game character and The distance between the moving objects satisfies the distance between the moving destination position of the moving object or the distance between the second game character and the moving object, and the remaining time becomes the base 7 321425 201023947 Hand: = executed by the standby means Standby; and Chengdi 9 (four) & According to the aforementioned parameters of the combination of the first game character and the former " Xiao color, control (4) the length of the county time. In the aspect of the present invention, the reference time control means may be based on the parameter corresponding to the combination of the first game character and the second game character, and between the first game character and the second game character. The distance of the aforementioned reference time is controlled by the distance. Further, in one aspect of the invention, the switching restriction means may be configured to switch from the first game character to the second game character based on the parameter corresponding to the combination of the first game character and the second game character. The aforementioned switch. [Embodiment] Hereinafter, an embodiment of the present invention will be described in detail based on the drawings. The game device according to the embodiment of the present invention is realized by, for example, a home game machine (playing game machine), a mobile game machine, a mobile phone, a mobile information terminal (PDA), or a personal computer. Here, the case where the game device of the present invention is implemented by the home game machine will be described. Fig. 1 is a view showing a hardware configuration of a game device according to an embodiment of the present invention. The game device 10 shown in Fig. 1 includes a home game machine 11, a monitor 32, a speaker 34, and a disc 36 (information memory medium). For example, a home television set can be used as the monitor 32, and a speaker built in the home television set can be used as the speaker 34. 321425 8 201023947 \ New game machine U is a conventional computer game system. The game machine 11 includes a bus 12, a microprocessor 14, a main image processing unit 18, an output input processing unit 2, and a sound processing. Part: 6, the disc reading unit 24, the hard disk 26, the communication interface 28, and the components other than the control batch device 30 are housed in the family game fairy box ^ 0 microprocessor based on the storage The operating system (operating system) shown in the figure, the program read from the optical disk 36 or the hard disk% slips and controls each part of the gaming machine U. The main memory 16 includes an example: RAM. Programs and materials read from the optical disk 36 or the hard disk 26 are written in the main memory 16 as needed. The main memory 16 can also be used as a work memory for the microprocessor 14. The bus bar 12 is for placing addresses and data between the respective units of the home game machine ((1), the microprocessor 14, the main suffix 16, and the image processing unit 18 The output/output processing unit 2 is connected by the bus bar 12 so as to be able to perform data communication with each other. The image processing unit 18 includes a VRAM, and the image processing unit 18 is based on image data sent from the microprocessor 14. The game image is drawn on the VRAM. The image processing unit 18 converts the game surface drawn on the VRAM into a video signal and outputs it to the monitor 32 at a predetermined timing. 20 is an interface for the microprocessor 14 to access the sound processing unit 22, the optical disk reading unit 24, the hard disk 26, the communication interface 28, and the controller 30. The sound processing unit 22 includes sound. A sound buffer is used to read and output various sound data such as game music, game sound effects, and messages from the optical disk 36 or the hard disk 26 to the sound buffer 26, and output the information from the speaker 34. The communication interface 28 is for Home game console 11 The line or wireless connection is connected to a interface on a communication network such as the Internet. The optical disk reading unit 24 reads the program and data recorded on the optical disk 36. Here, the program and the data are used to supply the home game machine 11 to the home game machine 11. The disc 36, but other information storage media such as a memory card can also be used. Further, the program and the data can be supplied from the far end to the home game machine 11 via a communication network such as the Internet. The hard disk 26 is a general hard disk. The device is also configured to store the program and data stored on the optical disk 36 on the hard disk 26. The controller 30 is a general-purpose operating means for accepting various game operations of the user. A plurality of controllers 30 can be connected by wire or wirelessly using the gaming machine 11. The output input processing unit 20 scans the state of the controller 30 every predetermined period (for example, every 1/60 second), and displays an operation signal indicating the scanning result thereof. It is transmitted to the microprocessor 14 via the bus bar 12. The microprocessor 14 determines the user's game operation based on the operation signal. The game device 10 performs, for example, simulation of the first team and the second team. A soccer game between football games. The soccer game is realized by executing a program read from the optical disc 36. Hereinafter, the first team is operated by one user and the second team is operated by a computer as an example. In addition, the first team can also operate by a plurality of users. In addition, the second team can also be operated by other users. The main memory 16 is constructed with the game space required to realize the soccer game. 321425 201023947 . Fig. 2 shows an example of a game space (virtual 3-dimensional space). An object useful for representing a soccer field (〇bject) is arranged in the virtual three-dimensional space 40 shown in Fig. 2 . Course 42. The player 42 is provided with: a player character 44 indicating an object of a soccer ball player; a player character 46 indicating an object belonging to the soccer player of the second team; a player character 48 indicating an object belonging to the soccer player of the second team; The ball of the football object is 5 〇. Further, although omitted in Fig. 2, the player character 46 belonging to the i-th team and the n-sport player character 48 belonging to the second team are placed on the court 42. One side of the goal gate 44 corresponds to the first team, and the other side corresponds to the second team. When the ball 50 moves into the goal 44 corresponding to either party, a scoring event for the other team will be generated. Any one of the plurality of player characters 46 belonging to the first team is set as the operation target of the user. The user's operation target is switched among the player characters 46 belonging to the i-th team in accordance with the position of the ball 50 or the user's switching instruction operation. For example, the user's operation target is such that the player character that is close to the ball 5 among the player characters 46 belonging to the first team is placed on the user's operation target, and the user's operation target is switched according to the position of the ball 5〇. . Further, for example, when the user performs a switching operation, the user's operation object is switched to the other player character 46. The player character 46, which is determined to be the user's operation target, operates in accordance with the operation of the user. Further, among the player characters 46 belonging to the first team, the player character 46 not set as the operation target of the user and the player character 48 belonging to the second team are operated by the computer. If the player character 46 (48) approaches the ball 50, the 11 321 425 201023947 player character 46 (10) will be associated with the ball 50 under predetermined conditions. At this time, the ball 5 moves in accordance with the movement of the player character 46 (48). That is, the movement operation of the player character 46 (10) at this time becomes the circling action. Hereinafter, the state in which the ball 5〇 is associated with the player character 46 (48) is described as "the player character 46 (48) holds the ball 50". Further, a virtual camera 52 (viewpoint) is set in the virtual three-dimensional space 40. On the monitor H32, a game face indicating that the virtual three-dimensional space 40 is viewed from the virtual camera 52 is displayed. For example, in order to constantly display the ball 50 in the game screen, the virtual camera 52 moves within the virtual three-dimensional space 40 in accordance with the movement of the ball. Fig. 3 is a diagram showing an example of a game screen. In the game shown in Fig. 3, there are two player character shirts belonging to the first team, and two players characters 48a and injuries belonging to the second team. Further, in the game face 60 shown in Fig. 3, a triangular cursor 62 is displayed on the head of the player character 46a. The cursor 62 has the function of guiding the user's current operation object = player character 46. That is, in the state shown in Fig. 3, the player color is the user's operation object. That is, in the state shown in Fig. 3, the player character 46a holds the ball 50. "In the state shown in Fig. 3, for example, the user presses the predetermined button of the controller 3 from the player character 46a to the player character 1° while the user's lever is instructed (hereinafter referred to as "passing" ")" will be executed from the player character shirt to the player's corner & 4

St選手角色-向選手角色-卿踢出二 '球50離開選手角色46a之腳的時間點)將使用者之 321425 12 201023947 ♦钻作對象從選手角色46a切換至選手角色46b。另外,若 * 者之操作對象切換至選手角色46b,則如第4圖所示 將於垃手角色46b之頭上顯示游標62。如上所述,藉由將 使用者的操作對象從選手角色46a切換至選手角色46b而 :吏用者可以進行發出傳球之操作與接收傳球之操作兩 、下對於遊戲裝置10用以讓使用者感受到因遊戲 φ 彼此間之關係(例如聯繫度或配合性等)而使該等 遊戲角色46間之聯繫動作可順利進行或無法 技術進行說明。 旳 ,第5圖為用以說明上述技術概要的圖。在此,以當執 行了從屬於第1隊的某一選手角色46(在此記載為「選手 角色X」。)至其他選手角色46(在此稱為「選手角色γ」) 之傳球時’謀求讓使用者感受到因選手角色χ、γ彼此間之 關係(例如聯繫度或配合性等)而使選手角^^之聯繫動 ❹=(聯繫行動)可糊騎或無朗利進行的情形為例進行 "兒明。又,第5圖中的τ軸表示時間軸。 當執行了從選手角色!至選手角“之傳球時,從選 手角色X執行傳球的時間點(例如,選手角色χ踢球㈤的 時間點’或選手角色!的卿從球5〇離開的時間點)起至絲 過待機時間⑽為止,使使用者從選手角色χ切換至選; 角色Υ的减操作對象的操作待機。料,__ 係依據選手角色1奴_(例如聯繫度或配合性等)而決 定。例如’當選手角色Χ、Υ之間的聯繫度較低時,待機時 321425 13 201023947 間(wt)係被設定為較長。此時,藉由延長待機時間(wt)而 ' 延緩操作對象的切換時間點。若如上所述地延缓操作對象 ' 之切換時間點,例如將成為直到剛好接受傳球前為止操作 ' 對象仍未切換至選手角色Y的狀況,結果,即可讓使用者 感受到選手角色X與選手角色Y之間的聯繫動作並未順暢 進行。 又,當選手角色X、Y之間的聯繫度非常低時,使用 者操作對象的切換將被抑制。此時,使用者無法操作接受 傳球時及接受傳球後之選手角色Y,而可以感受到選手角 © 色X、Y之間的聯繫動作無法順暢進行。 另外,當選手角色X、Y之間的聯繫度非常高時,待 機時間(wt)將被設定為非常短的時間(例如0)。此時,使 用者之操作對象的切換將迅速地進行,結果,從使用者操 作對象的切換進行時起至選手角色Y接受傳球為止的時間 將變長。因此,使用者可以充裕地進行接受傳球時及接受 傳球後之選手角色Y之操作。結果,即可讓使用者感受到 八 選手角色X、Y之聯繫動作順暢地進行。 第6圖為於遊戲裝置10實現的功能中已與本發明相 關之功能為主所示的功能方塊圖。如第6圖所示,遊戲裝 置10係包含遊戲資料記憶部70、切換部76、以及切換限 制部78。例如,遊戲資料記憶部70係藉由主記憶體16及 光碟36而實現,切換部76及切換限制部78係以微處理器 14為主而實現。 遊戲資料記憶部70係記憶有實現足球遊戲所需的遊 14 321425 201023947 ,戲資料。遊戲資料記憶部70係包含遊戲狀況資料記憶部 72以及參數記憶部74。 遊戲狀況資料記憶部72係記憶有表示足球遊戲現在 狀況的遊戲狀況資料。例如,遊戲狀況資料係包含有如下 所述之資料。 C1)表示各選手角色46、48之現在狀態的資料。 (2)表不球50之現在狀態(位置、移動方向及移動速度等) 的資料。 ❹⑶表示虛擬攝影機52之現在狀態(位置及視線方 資料。 (4) 表示兩隊伍之得分的資料。 (5) 表示經過時間的資料。 之為表,角色46、48之現在狀態的選手狀 於第7 _示的選手狀態資料係包含:「選 選手iD」搁位係表示專門辨識選手角色46、48的 育訊。於第7圖中,「P1〇1 「 48的 選手角色46之選手ID,「P2G1 柄於第1隊伍的 伍的選手角色48之選手11}。「心P211」為屬於第2隊 Μ之現-置’「㈣」二」= 二示選手角色 之現在姿勢。 糸表不選手角色46、48 「操作對象旗標」攔位係表示 用者之操作對象,為〇5iu之值。值 ,46_疋否為使 」係表示目前選手 321425 15 201023947 角色46並非使用者操作對象,值「^」係表示目前選手角 色46為使用者操作對f「持球旗標」襴位絲示選手角 色_16、48是否持有球50而為〇或1之值。值「0」係表示 目則選手角色46、48並未持有球5〇,值係表示目前 選手角色46、48正持有球5〇。 參數記億部74係記億有關於選手角色46、仏的各種 參數。尤其,茶數記憶部74係對應於屬於第工隊伍的2 位選手角色46之組合而記憶關於該等選手角色扣之關係 (例如聯繫度或配合性等)的參數。 第8圖係表示記憶於參數記憶部74的聯繫度參數資 料之-例。於第8 _示的聯繫度參數資料係包含「選手 角=組合」及「聯繫度參數」欄位。「選手角色組合」棚位 係表不屬於第丨隊㈣2位選手角色46之選手㈣組合。 聯繫度參數」欄位係記憶有聯繫度參數。聯繫度來數係 表不2位選手角色46之聯繫度的高低。具體而言,聯繫度 麥數為〇至⑽之數值,膽度參數越高騎* 2位選 角色46之聯繫度越高。 ,換部76係於屬於第i隊伍的u位選手角色4 =換操作對象。例如’切換部76係依據球5()之3維座標 ^士;軸座標:參照第2圖)的位置選出未 、 用者操作對象的選手角色46(以下記載為「我方選手角為色使 ^中的任-者作為使用者操作對象之切換標的候補1 50之U球5〇以在球場42上滾動的方式踢出時,位於球 之移動方向的我方選手角色將被選為切換標的候補。另 321425 16 201023947 .外,以於空中移動的方式將球50踢出時,係依據球5〇之 移動方向預測球50之著地點’而選出距該著地點最近的我 方選手角色作為切換標的候補。由於切換標的候補係如上 所述之方式選出,故例如於執行從被設定為使用者之操作 對象的我方選手角色46往我方選手角色之傳球時,選出屬 於傳球對象的我方選手角色作為切換標的候補。 當選出任一我方選手角色作為切換標的候補時,原則 上’切換部76係將被選出作為切換標的候補的我方選手角 ®色設定為新的使用者之操作對象。 然而,切換部76亦可為依據使用者之切換指示操作 而切換使用者之操作對象。例如,亦可為當使用者進行切 ϊίΓ操作時,切換部76即選出離球5Q最近的我方選手 角色作為切換標的候補。 角色S’;:換了 〇用者之操作對I寸/ 外的10位選手角色46中切換使 的11位選手 或著,切換部76亦可為在屬於第1隊伍 角色46(^作^ 46之中的使用者事先選擇的複數位選手 象候補)中切換使用者之操作對象。 刀換限制部# 而記憶於表數^係依據與選手角色X、Y之組合相對應 用者操作對象^部74的參數,限制使用者從被設定為使 往被選出作士選手角色铛的選手角色咖選手角色) γ (箆?、里主’、刀換標的候補的我方選手角色之選手角色 例:t色)的操作對象切換。 切換限制部78係依據對應於選手角色X、Y之 17 321425 201023947 組合的聯繫度參數之值而抑制使用者進行從選手角色 選手角色γ之操作對象的切換。亦即,所謂「限制切 奥」。例如,切換限制部酬康對應於 ^ γ之纟 1合的聯繫度參數之值、與預定基準 結果而抑制從選手角色x往選手角色γ的使 繫度參數值未達預色之組合的聯 角色X往撰丰^ )時,將使用者從選手 、角色Y的操作對象切換予以抑制。 匕卜例如’切換限制部78係依據對應於選手 合的輕度參難者從射 3 :::對象切換待機。亦即,所謂「限制切心 已3不立即進行切換而使其待機」。The St player character - kicks the player character - Qing two - the time point when the ball 50 leaves the player's character 46a. The user's 321425 12 201023947 ♦ drills the object from the player character 46a to the player character 46b. Further, if the operation target of the * is switched to the player character 46b, the cursor 62 is displayed on the head of the hand character 46b as shown in Fig. 4. As described above, by switching the user's operation object from the player character 46a to the player character 46b, the user can perform the operation of issuing the pass and receiving the pass, and the game device 10 is used for use. It is felt that the relationship between the game characters 46 can be smoothly performed or cannot be technically explained due to the relationship between the game φ (for example, the degree of connection or the fit).旳 , Fig. 5 is a view for explaining the outline of the above technology. Here, when a pass of a certain player character 46 (herein referred to as "player character X") belonging to the first team is executed to another player character 46 (herein referred to as "player character γ") 'Improve the user to feel the relationship between the player's role γ, γ (such as contact degree or cooperation), so that the contact angle of the player's corner ^^ (contact action) can be carried out or not. The situation is as follows. Further, the τ axis in Fig. 5 represents the time axis. When executed from the player character! When passing the ball to the player's corner, the time point at which the player character X performs the pass (for example, the time when the player character χ kicks the ball (five) or the time when the player character! Until the standby time (10), the user is switched from the player character χ to the selection; the action 减 减 操作 操作 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 。 _ 。 。 。 。 'When the relationship between the player characters Χ and Υ is low, the standby time 321425 13 201023947 (wt) is set to be longer. At this time, by extending the standby time (wt), the operation object is delayed. At the time point, if the switching time point of the operation object is delayed as described above, for example, the operation is not performed until the player just accepts the pass, and the object is still not switched to the player character Y. As a result, the user can feel the player. The connection between the character X and the player character Y is not smooth. Also, when the degree of contact between the player characters X and Y is very low, the switching of the user's operation object is suppressed. At this time, the user cannot operate When accepting the pass and accepting the player character Y after passing the ball, you can feel that the contact between the player's corners and the color X and Y cannot be smoothly performed. In addition, when the relationship between the player's character X and Y is very high. The standby time (wt) will be set to a very short time (for example, 0). At this time, the switching of the user's operation object will be performed quickly, and as a result, from the time when the user operates the object is switched to the player character Y The time until the pass is accepted will be longer. Therefore, the user can perform the operation of accepting the pass and accepting the player's character Y after passing the ball. As a result, the user can feel the character of the eight players X and Y. The connection operation is smoothly performed. Fig. 6 is a functional block diagram showing the functions related to the present invention among the functions realized by the game device 10. As shown in Fig. 6, the game device 10 includes a game data storage unit. 70. The switching unit 76 and the switching restriction unit 78. For example, the game data storage unit 70 is realized by the main memory 16 and the optical disk 36, and the switching unit 76 and the switching restriction unit 78 are mainly implemented by the microprocessor 14. . The game data storage unit 70 stores the game 14 321425 201023947 required for realizing the soccer game. The game data storage unit 70 includes the game status data storage unit 72 and the parameter storage unit 74. The game status data storage unit 72 is stored with The game status data indicating the current state of the soccer game. For example, the game status data includes the following information: C1) Information indicating the current status of each player character 46, 48. (2) Present status of the table ball 50 ( Information on position, moving direction, moving speed, etc. ❹ (3) indicates the current state of the virtual camera 52 (location and line of sight data. (4) Information indicating the scores of the two teams. (5) Information indicating the elapsed time. In the table, the players in the current state of the characters 46 and 48 are in the seventh state. The player status data includes: "Select player iD" The placement system indicates the education of the player characters 46, 48. In Fig. 7, "P1〇1 "48 player ID of player character 46, "P2G1 handle player 11 of player character 48 of the first team". "Heart P211" belongs to the second team. - Set '"(4)" 2" = 2 shows the current posture of the player character.糸Table player characters 46, 48 "Operation object flag" is the operator's operation object, which is the value of 〇5iu. Value, 46_疋No for "" indicates that the current player 321425 15 201023947 The character 46 is not the user's operation object, and the value "^" indicates that the current player character 46 is the user's operation for the "ball flag" position display. Whether the player characters _16, 48 hold the ball 50 is a value of 〇 or 1. A value of "0" indicates that the player characters 46, 48 do not hold the ball 5, and the value indicates that the current player characters 46, 48 are holding the ball 5 〇. There are various parameters related to the player's role 46 and 仏. In particular, the tea number storage unit 74 stores parameters relating to the relationship (e.g., degree of association, fit, etc.) of the player character buckles in accordance with the combination of the two player characters 46 belonging to the team. Fig. 8 is a diagram showing an example of the communication parameter data stored in the parameter storage unit 74. The contact parameter data shown in the 8th _ includes the "player angle = combination" and "contact degree parameter" fields. The "player character combination" shed is not a member of the third team (four) two player characters 46 (four) combination. The “Contact Parameter” field is a memory connection parameter. The degree of connection is not the level of contact between the two player characters 46. Specifically, the contact degree is the value of 〇 to (10), and the higher the biliary parameter is, the higher the degree of contact is. The change unit 76 is tied to the u-player character 4 belonging to the i-th team. For example, the 'switching unit 76 selects the player character 46 that is not used by the user in accordance with the position of the three-dimensional coordinate of the ball 5 (the axis coordinate: see the second figure) (hereinafter referred to as "the player's angle is color When the U-ball 5 of the candidate of the user's operation target is kicked out in a manner of scrolling on the court 42, the player character in the moving direction of the ball will be selected as the switch. The candidate of the target. Another 321425 16 201023947 . In addition, when the ball 50 is kicked out in the air, the position of the ball 50 is predicted based on the direction of movement of the ball 5', and the player character closest to the place is selected. As a candidate for the switching target, since the candidate for the switching target is selected as described above, for example, when the passing of the player character 46 set as the operation target of the user to the character of the player is performed, the selection is a pass. The opponent character of the object is used as the candidate for the switching target. When any of our player characters is selected as the candidate for the switching target, in principle, the switching unit 76 will be selected as the candidate for the switching target. The switching unit 76 can also switch the operation object of the user according to the switching instruction operation of the user. For example, the switching unit 76 can also be used when the user performs the switching operation. That is, the player's character closest to the ball 5Q is selected as the candidate for the switching target. The character S';: the player's operation is switched to the 11 players who switch between the 10 player characters 46 of the inch/out, and the switch is switched. The unit 76 may also switch the user's operation target in the plural player icon candidate selected in advance by the user belonging to the first team role 46. The knife change restriction unit # is stored in the table number ^ Based on the combination of the player characters X and Y with respect to the parameters of the user operation target portion 74, the user is restricted from being selected as the player character player character to be selected as the role of the player player. γ (箆?,里The operation object switching of the player character role of the player character of the candidate of the master's character, the t-color is switched. The switching restriction unit 78 is based on the value of the contact degree parameter corresponding to the combination of the player character X, Y, 17321425 201023947. inhibition Switching operation target γ of the player character from the player characters are used. That is, the so-called "limit cut Austrian." For example, the switching restriction unit corresponds to the value of the contact degree parameter of the combination of ^γ and the combination of the predetermined reference result and the suppression of the combination of the player parameter x and the player character γ from the pre-color. When the character X is written to ^), the user is suppressed from switching between the player and the operation object of the character Y. For example, the "switching restriction unit 78" switches the standby from the shot 3::: object in accordance with the light participant who corresponds to the player. In other words, the so-called "restriction of the heart has not been switched immediately and is allowed to stand by".

s ’切換限制部78係依據對應 Y之組合的縣度參數值 用色X 使使用者從選手角色x往,登丰=基準值間的比較結果而 機。例如,當對應於選手的操作對象切換待 未達預定基準值(例 數值 手角色γ的操作對象切換待機吏使用者從選手角色x往選 為止,二係年於:基準時間點起經過待機時間(wt) 切換待機,而當從:準=往選手角色γ的操作對象之 除待機。所謂點起經過待機時間⑽時則解 球的時間點(選/角色球^指例如選手角色X進行傳The s ' switching restriction unit 78 is based on the county parameter value corresponding to the combination of Y. The color X is used to cause the user to go from the player character x to the comparison result between the Dengfeng=reference values. For example, when the operation object corresponding to the player is switched to the predetermined reference value (the operation object of the value hand character γ is switched to wait until the user selects from the player character x, the second year is at the base time: the standby time elapses from the reference time point (wt) Switching standby, and when it is from: quasi = to the operation object of the player character γ, the standby point is called. When the standby time (10) is passed, the time point of the ball is released (selection / character ball ^ for example, the player character X is transmitted.

的腳離開球5〇 拉的時間點,或選手角色X 夺間點)或按下傳球紅的時間點等。又, 321425 18 201023947 \ 切換限制部78(待機時間控制手段)亦可依據對應於選手 •角色Χ、Υ之組合的聯繫度參數值而將待機時間(wt)之長度 加以控制。例如,亦可控制成當對應於選手角色χ、γ之組 合的聯繫度參數值較低時使待機時間(wt)較長。 Ο 在此,對於貫現切換部76以及切換限制部78用的處 行說明。在此,係以執行被設定為使用者操作對象的 ^,二色46(選手角色X)往我方選手角色之傳球的情形為 為表八對使用者之操作對象的切換處理進行說明。第9圖 取的^本處理的流程圖。微處理器14係依據從光碟36讀 如1/=式而執行於第9圖所示的處理。又,每預定時間(例 選手〇 #、)即與第9圖所示之處理同步地執行例如更新各 置等色46、48、和球50、以及虛擬攝影機52之狀態(位 且進行更新遊戲晝面6〇的處理。 謇 時,^作為使用者操作對象的選手角色X執行了傳球動作 向(摻ί 9圖所示’微處理器14(切換部76)係依據傳球方 象的^話說即球5G被踢去的方向)而特定出屬於傳球對 的候補方選手角色,且將該我方選手角色選出作為切換標 對應= (Sl〇1)。之後,微處理器14(切換限制部78)係取得 角色7手角色X與被選出作為切換標的候補的我方選手 即,^選手角色γ)間之組合的聯繫度參數(P)(S102)。亦 角色可坆聯繫度參數資料(參照第8圖)讀取出對應於選手 x、γ組合的聯繫度參數(p)。 得的^使,微處理器14(切換限制部78)係判定於S102取 、聯繁度參數(p)之值是否未達預定值(3Q)(S1Q3)。當聯 321425 19 201023947 繫度參數(P)之值未達預定值時則結束本處理。此時,不合 執打使用者從選手角色χ往選手^ γ 曰 如上所述’當選手角色χ、γ之組合所對應的 之值非常低時,從選手离 又/数(Ρ) 對象切換將會被抑制。此時,選手角色γ將保持由電= Ϊ = ?的::者無法進行接受傳球時及接受傳球後之選 手角色Υ的操作。 < …另π方面,虽聯繫度參數(ρ)之值為預定值以上時, 微处理③14(切換限制部78)係取得對應於聯繫度參數(ρ) 之值的待機時間(wt)(si〇4)。 於此步驟中,係從光碟36讀取使聯繫度參數(P)與待 =間(Wt)相對應而構成的待機時間資料。第w圖表示待 機8^*間資料之一例。於第】f)国w — 、 圖所示的待機時間資料為工作 表形式的資料,於該待機時門次 參數⑻值範圍「㈣p<60」^料中,係將對應於聯繫度 ❹ 將對應於聯繫度參數(p)值範^「機時間⑻設定為「T1」; ⑽設定為「Τ2」。此夕卜&園叫<80」的待機時間 ^ u」、「Τ2」係「ΤΙ >Τ2」的關 ==圖所:的待機時間 二數待機時間(Wt)係設定為比當聯繫 :圖? 圖所不之待機時間資料 尺贫 範圍「說ρ」的待機時間(w=設定「◦」作為對應於值 待機時間資料中,聯繫度參 亦即’於第10圖所不的 (wt)係設定為之值非常高時的待機时間 321425 20 201023947 又 待機時間===可為_形式之資料。亦即, 料亦可作為程式 '之周科。另外,待機時間資 备跑々而被持有。 係監視從二處 之後,當⑽撕了=日=认飾)。 即將使用者操作對象從選手角色H14(切換部76) 0議)。此時,選手角,x:「x切換至選手角色γ 1更新為〇,且、彦车a 操作對象旗標」攔位係從 從〇更新角色¥之「操作對象旗標」攔位之值係 朴…、。之後,使用者即可操作選手角色Y。The foot leaves the ball 5 〇 pull time point, or the player character X smashes the point) or presses the red time point. Further, 321425 18 201023947 \ switching restriction unit 78 (standby time control means) can also control the length of the standby time (wt) in accordance with the degree of connection parameter value corresponding to the combination of the player character Χ and Υ. For example, it is also possible to control that the standby time (wt) is made longer when the value of the contact degree parameter corresponding to the combination of the player character χ, γ is low. Here, the description of the use of the switching unit 76 and the switching restriction unit 78 will be described. Here, the case where the user's operation target is executed, and the two-color 46 (player character X) passes to the player's character is executed, and the switching process of the user's operation target is described in Table 8. Figure 9 is a flow chart of the processing of this method. The microprocessor 14 executes the processing shown in Fig. 9 in accordance with reading from the optical disc 36 as 1/=. Further, every predetermined time (example player 〇 #,), that is, in synchronization with the processing shown in Fig. 9, for example, updating the states of the respective colors 46, 48, and the ball 50, and the virtual camera 52 (bits and updating the game) The processing of the face is 6〇. When the player character X, which is the user's operation target, performs the pass operation (the microprocessor 14 (switching unit 76) shown in Fig. 9 is based on the passing image. ^In other words, the direction in which the ball 5G is kicked), the candidate player character belonging to the passing pair is specified, and the player character of the player is selected as the switching target = (S1〇1). Thereafter, the microprocessor 14 ( The switching restriction unit 78) acquires the connection degree parameter (P) of the combination of the character 7 hand character X and the opponent player who is selected as the candidate of the switching target, that is, the player character γ) (S102). Also, the role can select the contact degree parameter (p) corresponding to the player x, γ combination by referring to the parameter data (refer to Fig. 8). In the case of the microprocessor 14, the switching restriction unit 78 determines whether or not the value of the joint complexity parameter (p) has not reached the predetermined value (3Q) (S1Q3). This process is terminated when the value of the 321425 19 201023947 system parameter (P) does not reach the predetermined value. At this time, the unsuccessful user moves from the player character to the player ^ γ 曰 As described above, when the value corresponding to the combination of the player character χ and γ is very low, the player switches from the player to the number/(Ρ) object. Will be suppressed. At this time, the player character γ will remain by the electric = Ϊ = ?:: The player cannot perform the operation of accepting the pass and accepting the pass character after the pass. < ... another π aspect, when the value of the degree of contact parameter (ρ) is equal to or greater than a predetermined value, the microprocessor 314 (switching restriction unit 78) obtains a standby time (wt) corresponding to the value of the degree of contact parameter (ρ) ( Si〇4). In this step, the standby time data which is formed by associating the contact degree parameter (P) with the wait (Wt) is read from the optical disk 36. The figure w shows an example of the data between the standby 8^*. In the first] f) country w — , the standby time data shown in the figure is the data in the form of a worksheet. In the standby time, the parameter (8) value range “(4) p<60” will correspond to the contact degree. Corresponding to the contact degree parameter (p) value, the "machine time (8) is set to "T1"; (10) is set to "Τ2". The standby time ^ u" and "Τ2" of the & & &园;&; 」 系 80 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Contact: Figure? In the standby time of the data, the standby time of the data meter lean range "say ρ" (w = set "◦" as the data corresponding to the value of the standby time, the contact degree is the same as the (wt) of the 10th figure. Set the standby time to a very high value. 321425 20 201023947 The standby time === can be the data of the _ form. That is, the material can also be used as the program's weekly section. In addition, the standby time is runby. Hold. After monitoring from two places, when (10) tears = day = accusation). That is, the user operation target is from the player character H14 (switching unit 76). At this time, the player's angle, x: "x is switched to the player character γ 1 is updated to 〇, and the Yan car a operation target flag" is the value of the "operating object flag" from the 〇 update character ¥ Simple.... After that, the user can operate the player character Y.

2執行如上所述之處理,當對應於選手角色χ、Y 〈^口,聯繫度參數(ρ)值範圍滿心⑽a 气It’因應聯繫度參數(p)值所屬的值範圍而使使用者 攸=角色X往選手角色γ的操作對象切換待機,而令使 ❿用者之操作對象切換延遲。此時,從使用者可以操作選手 角色γ時起到選手角色γ接收球50為止之時間會縮短,而 讓使用者無法充裕地進行接受傳球時以及接受傳球後的選 手角色Y之操作。結果,即可讓使用者感受到選手角色χ、 γ之聯繫動作難以順暢進行。 另外’當對應於選手角色X、Υ之組合的聯繫度參數 (Ρ)之值滿足「8〇gp」時,亦即,當聯繫度參數(Ρ)之值非 丰同時’待機時間(wt)將被设疋為0。因此,從選手角色X 往選手角色γ的使用者操作對象切換將不會待機而迅速地 321425 21 201023947 執行使用者操作對象之切換。此時,使用者可 接文傳球時及接受傳球後之選手角色仃 可讓使用者感受到選手角色χ、γ 乍,果’即 如以上所朗,軸裝置1G你^作地進行。 往我方選手角色之傳球時,依據與選心η巧行 應的聯做參數⑻之值㈣❹麵射之 對象的我方選手角色(選手角色γ)之操作對換傳球 :制。依據職置1〇,例如當執行從選手角色χ往力:: 角色Υ之傳球時’可讓使用者感受到因選手角色= 之關係(例如聯繫度或配合性 ,此 動作可以順暢地進行或無法順暢地進:色χ、γ之聯繫 色461而直他以覺上手11執行從作為使用者操作對象的選手角 例進行說操作對象切換為 ==::?:,例如亦可—執= 二作對象切換。此外,本發明不限 之選手角色#作的隊伍)進行攻擊時(當第1隊伍 二呆持有球5〇時)的操作對象切換,亦可適用 有備時(當第2隊伍之選手角色48保持 有球50時)之操作對象切換。 [第1又變:明不限定於以上所說明的實施形態。 更加色χ、γ収距離而 用邑X彺選手角色γ的使用者操作對象切 321425 22 201023947 換之待機時間(Wt)的長短。亦即,第!變形例之特徵 =限制部78係依據對應於選手角色χ、γ之组合的聯繫 度參數(Ρ)、和選手角色X、γ之間的距離而控制使用者從 選:角色X往選手角色Υ之操作對象之切換的待機時間 之長短。 7 於第1變形例中,例如於第U圖所示的處理係取代 弟9圖之S1〇4的處理而執行。亦即,當對應於選 Y之組合的聯繫度參數(P)之值為私值⑽)以 、 (S103 : N),微處理器14(切換限制部78)係取得選2 Execute the processing as described above, and when the player character χ, Y 〈 mouth is corresponding, the range of the degree of contact parameter (ρ) is full (10) a gas It' is made to the user according to the value range to which the contact degree parameter (p) value belongs. = The character X switches to the operation target of the player character γ, and the operation target switching of the user is delayed. At this time, the time from when the user can operate the player character γ to the time when the player character γ receives the ball 50 is shortened, and the user cannot sufficiently perform the operation of accepting the pass and accepting the pass character Y after the pass. As a result, the user can feel that the player's role χ, γ linkage action is difficult to smooth. In addition, when the value of the contact degree parameter (Ρ) corresponding to the combination of the player character X and Υ satisfies "8〇gp", that is, when the value of the contact degree parameter (Ρ) is not abundant, the standby time (wt) Will be set to 0. Therefore, the switching of the user operation object from the player character X to the player character γ will not be performed, and the user operation object switching will be performed 321425 21 201023947 quickly. At this time, the user can accept the character passing the ball and accept the character of the player after passing the ball, so that the user can feel the player character χ, γ 乍, and the result is as described above, and the axis device 1G is performed. When passing the ball to our player's character, the opponent's character (player character γ) is replaced by the opponent's role (the player's role γ) based on the value of the parameter (8). According to the position of the player, for example, when performing the action from the player character:: When the character passes the ball, the user can feel the relationship of the player character = (for example, the degree of contact or cooperation, the action can be smoothly performed. Or it is not possible to smoothly enter: color χ, γ contact color 461 and straight to him to feel the hand 11 to execute from the player's operation object as the user's operation, the operation object is switched to ==::?:, for example, = Two objects are switched. In addition, the player who is not limited to the player character # in the present invention performs the attack (when the first team has two balls holding the ball 5), and the operation object can be switched. When the player character 48 of the second team holds the ball 50, the operation object is switched. [First Modification: It is not limited to the embodiment described above. The user's operation target of the 彺X彺 player character γ is cut by the color γ, γ 收 distance 321425 22 201023947 The length of the standby time (Wt) is changed. That is, the first! The feature of the modification = the restriction portion 78 controls the user from the selection: the character X to the player character based on the contact degree parameter (Ρ) corresponding to the combination of the player character χ, γ, and the distance between the player characters X, γ. The length of the standby time for switching the operation object. In the first modification, for example, the processing shown in Fig. 5 is executed in place of the processing of S1〇4 in Fig. 9 . That is, when the value of the degree of contact parameter (P) corresponding to the combination of Y is selected as the private value (10)), (S103: N), the microprocessor 14 (the switching restriction unit 78) obtains the selection.

χ、γ間之距離(dx_)。而且,微處理器14係取^ 應於聯繫度參數(P)之值與距離(dxy)之組合的待機 (wt)(S202) 。 S 於本步驟中,係從光碟36中讀取使聯繫度參數(p)與 距離(dxy)間之組合和待機時間(wt)相對應而成的待機時 間資料。第12圖表示第1變形例的待機時間資料之一例'。 ❹於第12圖所示之待機時間資料中,係設定為距離(dxy)較 長時的待機時間(wt)比距離(dXy)較低時的待機時間(wt) 長。 在取得待機時間(wt)後,監視是否從基準時間點起已 經過待機時間(wt)(S105),當經過了待機時間(wt)時,使 用者操作對象將從選手角色X切換為選手角色Y(Sl〇6)。 依據第1變形例’係可將選手角色χ、γ間之距離(dxy) 納入考慮而設定待機時間(Wt)。但若選手角色X、γ之間的 距離(dxy)、與待機時間(wt)之間不均衡,則可能有無法讓 321425 23 201023947 =者感受到因選手角色χ、γ彼此之關係(例如聯繫度或 :己口性等)而使選手角色χ、γ之聯繫動作可順暢進行或益 法順暢進行㈣形。在此,設想為#對應於選手角色X、γ ==度參數之值較低之情形、亦即欲讓使用者感 手角色χ、γ之聯繫動作難以順暢進行的情形。 手=Χ、γ間之距離(dxy)較長時,球50到達選手角色 傳=幻為止的時間也會變長。當該時間遠比待機時間 (:t)長時,由於從待機時間⑽經過起至球5〇到達選手 、、色、γ(傳球對象)為止的時間也會變長,故使用 受傳球時及接受傳球後之選手角色¥之操作。 ,,、。果,即無法讓使用者感受到選手角色χ 以順暢進行。關於此點,依據第1 萍=, 手鱼多Y 夂々例,由於例如在選 d之距離(dxy)較長時可使待機 對象切換至選手角“(傳侧的時 .,,°又疋為5亥廷手角色y剛好接受傳球之前。 [第2變形例] ❹ 第、13圖為用以說明第2變形例之概要的圖 係5又想為執行成為使用者操 手角色之㈣選手角色X往我方選 读丰2 時,如上料,作為傳球對象的 二=他")係被選出作為切換標咖^ 選手角色_㈣之=位 為基準距離(rxb)以上 曰的距離(_成 手角色Y的操作對象之⑽2使用者仗選手角色X往選 切換待機。且於第2變形例中,上 321425 24 201023947 •述基準距離(rxb)係依據對應於選手角色χ、γ之組合的聯 繫度參數(ρ)之值而決定β例如,當對應於選手角色X、γ 之組合的聯繫度參數(Ρ)之值較低時,前述基準距離(rxb) 係被設定為較長。若基準距離(rxb)變長,則由於球5〇與 選手角色X(或球50之移動開始位置)之間的距離(dxb)成 為基準距離(rxb)以上所需的時間也會變長,故會使切換操 作對象的時間點延遲。若如上所述地使切換操作對象的時 間點延遲,則例如會成為直到剛好接受傳球之前為止操作 ❹對象才切換到選手角色Y的狀況,結果,即可讓使用者感 ,到選手角色χ與選手角色γ之間的聯繫動作無法順暢^ 球50之換限制部78係於選手角色Χ(或 切換待機,而當選手角色選手角色γ之操作對象 ❿5〇之間的距離滿足距離條移動開始位置)與球 手段)即解除待機。更且,、械、限制部78(待機解除 段)係依據對應於選手角&制部78(距離條件控制手 之值而控制上述距離條件。,之、、且合的聯繫度參數(Ρ) 之移動開始位置)與球5〇 彳如選手角色Χ(或球50 離(neb)以上的條件係相是否為基準距 代第:=s變二 14圖恤 選手角色χ、γ之組合的聯繫度參二 321425 201023947 以上時(S103:N),微處理器14(切換限制部78)係取得對應 於聯繫度參數(P)之值的基準距離(rxb)(S301)。 · 於此步驟中,係從光碟36讀取出使聯繫度參數(p)與 — 基準距離(rxb)相對應而成的基準距離資料。第15圖係表 示基準距離資料之一例。於第15圖所示之基準距離資料為 工作表形式之資料,於該基準距離資料中,係設定為聯繫 度參數資料(P)之值較低時的基準距離(rxb)比聯繫度參數 (P)之值較高時的基準距離(rxb)長。又,基準距離資料可 為數學式形式之資料,亦可作為程式之一部份而被持有。 © 當取得基準距離(rxb)後,微處理器14(切換限制部 78)係監視選手角色X與球50之間的距離(dxb)是否成為基 準距離(rxb)以上(S302)。又,例如亦可取得執行傳球之時 間點的選手角色X之位置與球50之現在位置間的距離作為 選手角色X與球50之間的距離(dxb)。此外,球50之位 置係每預定時間(例如1/60秒)更新,故選手角色X與球 50之間的距離(dxb)是否為基準距離(rxb)以上的判定也 心 是每預定時間執行。當選手角色X與球50之間的距離(dxb) 成為基準距離(rxb)以上時,使用者之操作對象係從選手角 色X切換至選手角色Y(S106)。 藉由以上所說明的第2變形例,例如,於執行從選手 角色X往選手角色Y之傳球的情形時,亦可讓使用者感受 到因選手角色X、Y彼此間之關係(例如聯繫度或配合性等) 而使選手角色X、Υ之聯繫動作可以順暢地進行或無法順暢 地進行。 26 321425 201023947 又,亦可將第1變形例之特徵組合於第2變形例。亦 即,切換限制部78亦可依據對應於選手角色X、Y之組合 .的聯繫度參數(p)之值與選手角色X、Y之間的距離(dxy) 而控制基準距離(rxb)之長度。第16圖表示此時之基準距 離資料之一例。於第16圖所示之基準距離資料中,係設定 為距離(dxy)較長時之基準距離(rxb)比距離(dxy)較短時 之基準距離(rxb)長。若將第1變形例之特徵組合於第2 變形例,則可將選手角色X、Y間之距離(dxy )納入考慮而 ®設定基準距離(rxb)。 [第3變形例] 第17圖為用以說明第3變形例之概要的圖。在此, 蓓以執行成為使用者操作對象的選手角色X往我方選手角 色之傳球的情形為例進行說明。此時,如上所述,係選出 為傳球對象的選手角色46(選手角色Y)作為切換標的候 補。 φ 於第3變形例中,在從選手角色X移動出的球50與 選手角色Y之間的距離(dyb)成為基準距離(ryb)以下之 前,係使使用者從選手角色X往選手角色Y的操作對象之 切換待機。且於第3變形例中,上述基準距離(ryb)係依據 對應於選手角色X、Y之組合的聯繫度參數(p)之值而決 定。例如,當對應於選手角色Χ、Υ之組合的聯繫度參數(ρ) 之值較低時,前述基準距離(ryb)係被設定為較短。此時, 由於基準距離(r y b)變短,故會使切換操作對象的時間點延 遲。若如上所述切換操作對象的時間點延遲,則例如會成 27 321425 201023947 為直到剛好接受傳球之前為止操作對象才切換到選手角色、 γ的狀況’結果,即可讓使用者感受騎手角色X與選手. 角色Y之間的聯繫動作無法順暢進行。 又例如當來自選手角色x的傳球為高飛球傳球時, 亦即,當球50於空中移動時,亦可於球50之現在位置斑 球50之預測著地點(移動榡的位置)之間的距離成為基準 距離以下之前使使用者從選手角色χ往選手角色γ的操作 對象之切換待機。 第3變__換限制部78(待機手段)係於球5〇與❹ 選手角色Υ(或球50之移動標的位置)之間的距離(柳)滿 足距離條件之前’令使用者從選手角色χ往選手角色丫之 操作對象之切換待機,而當球50與選手角色γ (或球5〇之 移動標的位置)之_雜(咖)滿足距離條件時,切換限 制部78(待機解除手段)即解除待機。更且,切換限制部 78(距離條件控制手段)係依據對應於選手角色χ、γ之組合 的聯繫度參數(Ρ)之值而控制上述距離條件。又,例如選手 角色Υ(或球50之移動標的位置)與球5〇之間的距離(dyb) © 是否為基準距離(ryb)以下的條件係相當於「距離條件」。 於第3變形例中,例如於第18圖所示之處理係可取 代第9圖之S104及S105之處理而執行。亦即,當對應於 選手角色X、Y之組合的聯繫度參數(p)之值為預定值(3〇) 以上時(S103:N)’微處理器14(切換限制部π)係取得對應 於聯繫度參數(p)之值的基準距離(ryb)(S4〇1)。 於此步驟中,係從光碟36讀取出使聯繫度參數(p)與 28 321425 201023947 • 基準距離(ryb)相對應而成的基準距離資料。第19圖係表 _ 示第3變形例的基準距離資料之一例。於第19圖所示之基 • 準距離資料為工作表形式之資料,於該基準距離資料中, 係設定為聯繫度參數資料(P)之值較低時的基準距離(ryb) 比聯繫度參數(P)之值較高時的基準距離(ryb)短。又,基 準距離資料可為數學式形式之資料,亦可作為程式之一部 份而被持有。 當取得基準距離(ryb)後,微處理器14(切換限制部 ® 78)係監視選手角色Y與球50之間的距離(dyb)是否成為基 準距離(ryb)以下(S402)。此外,由於球50之位置係每預 定時間(例如1/60秒)更新,故選手角色Y與球50之間的 距離(dyb)是否為基準距離(ryb)以下的判定也是每預定時 間執行。當選手角色Y與球50之間的距離(dyb)成為基準 距離(ryb)以下時,使用者之操作對象係從選手角色X切換 至選手角色Y(S106)。 φ 藉由以上所說明的第3變形例,例如,當執行從選手 角色X往選手角色Y之傳球時,亦可讓使用者感受到因選 手角色X、Y彼此間之關係(例如聯繫度或配合性等)而使選 手角色Χ、Υ之聯繫動作可以順暢地進行或無法順暢地進 行。 又,亦可將第1變形例之特徵組合於第3變形例。亦 即,切換限制部78亦可依據對應於選手角色X、Υ之組合 的聯繫度參數(Ρ)之值與選手角色Χ、Υ之間的距離(dxy) 而控制基準距離(ryb)之長度。第20圖表示此時之基準距 29 321425 201023947 離資料之一例。於第20圖所示之基準距離資料中,係設定 ' 為選手角色X、Y間之距離(dxy)較短時之基準距離(ryb) ’ 比距離(dxy)較長時之基準距離(ryb)長。若將第1變形例 · 之特徵組合於第3變形例,則可將選手角色X、Y間之距離 (dxy)納入考慮而設定基準距離(ryb)。 [第4變形例] 第21圖為用以說明第4變形例之概要的圖。在此, 係設想為執行成為使用者操作對象的選手角色X往我方選 手角色之傳球的情形。此時,如上所述,作為傳球對象的 © 選手角色46(選手角色Y)係被選出作為切換標的候補。 於第4變形例中,在選手角色Y接受傳球之前的剩餘 時間成為基準時間(rt)以下之前,係使使用者從選手角色 X往選手角色Y的操作對象之切換待機。且於第4變形例 中,上述基準時間(rt)係依據對應於選手角色X、Y之組合 的聯繫度參數(Ρ)之值而決定。例如,當對應於選手角色 X、Υ之組合的聯繫度參數(Ρ)之值較低時,前述基準時間 (rt)係被設定為較短。此時,由於基準時間(rt)變短,故 會使切換操作對象的時間點延遲。若如上所述切換操作對 象的時間點延遲,則例如會成為直到剛好接受傳球之前為 止操作對象才切換到選手角色Y的狀況,結果,即可讓使 用者感受到選手角色X與選手角色Y之間的聯繫動作無法 順暢進行。 又,例如當來自選手角色X的傳球為高飛球傳球時, 亦即,當球50於空中移動時,亦可於球50到達預測著地 30 321425 201023947 ' 點(移動標的位置)為止的剩餘時間成為基準時間以下之 " 前,使從選手角色X往選手角色Y之使用者操作對象之切 換待機。 第4變形例的切換限制部78係於球50與選手角色 Y(或球50之移動標的位置)之間的距離(dyb)滿足距離條 件為止之剩餘時間成為基準時間(rt)以下之前,使從選手 角色X往選手角色Y之使用者操作對象之切換待機,而當 至球50與選手角色Y(或球50之移動標的位置)之間的距 ❿離滿足距離條件為止之剩餘時間成為基準時間(rt)以下 時,切換限制部78(待機解除手段)即解除待機。更且,切 換限制部78係依據對應於選手角色X、Y之組合的聯繫度 參數(P)之值而控制基準時間(rt)的長短。又,例如選手角 色Y(或球50之移動標的位置)與球50之間的距離是否為 基準距離(例如0)以下的條件係相當於「距離條件」。 於第4變形例中,例如於第22圖所示之處理係可取 ^代第9圖之S104及S105之處理而執行。亦即,當對應於 選手角色X、Y之組合的聯繫度參數(P)之值為預定值(30) 以上時(S103:N),微處理器14(切換限制部78)係取得對應 於聯繫度參數(P)之值的基準時間(rt)(S501)。 於此步驟中,係從光碟36讀取出使聯繫度參數(p)與 基準時間(rt)相對應而成的基準時間資料。第23圖係表示 基準時間資料之一例。於第23圖所示之基準時間資料為工 作表形式之資料,於該基準時間資料中,係設定為聯繫度 參數資料(P)之值較低時的基準時間(rt)比聯繫度參數(p) 31 321425 201023947 之值較高時的基準時間(rt)短。又,基準時 學朗式之資料,亦可作為程式之—部份而被持有 侍監後’微處理器]4(切換 到達選手角色Μ止之剩餘時間 =Τ:Γ )。又,前述剩餘編 =、與球50及選手角色γ之現在位置而推測。此外, ^更Χ新故2手角色Υ之位置係每預定時間(例如i/60 時間是否成為基準時間⑻以 ❹ 用T執行。當前述剩餘時間成為基準時間⑻ 者— 藉 角色X 手角色 手角色 行。 由以上所說明的第4變形例,例如,當執行從選手 f選手之傳料,亦可讓使料歧到因選 、Υ彼此間之關係(例如聯繫度或配合性等)而使選 χ、υ之«動作可以順暢地進行或無法順暢地進 又,亦可將第1變形例之特徵組合於第4變形例。亦 即,切換限制部78亦可依據對應於選手角IX、γ之組合 的聯繫度參數(Ρ)之值與選手角色χ、γ之_距離(^) =控制基準時間(rt)之長短。第24圖表減時之基準時間 貝料之-.於第24圖所示之基準時間資料中,係設定為 選手角色X、Y間之距離(dxy)較短時之基準時間⑻比距 離Wxy)較長時之鲜時間(⑴短。若將第丨變形例之特徵 組合於第4變形例,則可將選手角色X、Y間之距離(dxy) 321425 32 201023947 納入考慮而設定基準時間(rt)。 [其他變形例] * 於遊戲裝置10執行的遊戲亦可為於遊戲晝面顯示由2 個座標要素構成的2維遊戲空間的遊戲。 另外,於遊戲裝置10執行的遊戲亦可為足球遊戲以 外的運動遊戲。例如,亦可將本發明適用於利用球(移動物 體)進行的籃球、美式足球遊戲;或利用球盤(移動物體) 進行的冰上曲棍球遊戲。另外,本發明亦可應用於棒球遊 ©戲。更且,本發明亦可應用於運動遊戲以外之遊戲(動作遊 戲等)。本發明亦可應用於在複數個遊戲角色之中切換使用 者操作對象的遊戲。例如,本發明亦可應用在移動物體於 複數個遊戲角色之間往返,且隨著移動物體之移動而切換 使用者之操作對象的遊戲。 【圖式簡單說明】 第1圖係顯示本實施形態之遊戲裝置之硬體構成的χ, the distance between γ (dx_). Further, the microprocessor 14 takes the standby (wt) of the combination of the value of the contact degree parameter (P) and the distance (dxy) (S202). In this step, the standby time data obtained by associating the combination of the degree of contact parameter (p) and the distance (dxy) with the standby time (wt) is read from the optical disk 36. Fig. 12 is a view showing an example of the standby time data of the first modification. In the standby time data shown in Fig. 12, the standby time (wt) when the distance (dxy) is long is set to be longer than the standby time (wt) when the distance (dXy) is low. After the standby time (wt) is acquired, it is monitored whether the standby time (wt) has elapsed since the reference time point (S105), and when the standby time (wt) has elapsed, the user operation object is switched from the player character X to the player character. Y (Sl〇6). According to the first modification, the standby time (Wt) can be set in consideration of the player character χ and the distance (dxy) between γ. However, if the distance between the player's character X and γ (dxy) and the standby time (wt) are not balanced, there may be some 321425 23 201023947 = people who feel the relationship between the player's role and γ (for example, contact Degree or: singularity, etc.) so that the player's role χ, γ can be smoothly carried out or the benefit method smoothly (four) shape. Here, it is assumed that # corresponds to a case where the value of the player character X and the γ == degree parameter is low, that is, a situation in which the user's hand gesture χ and γ are difficult to perform smoothly. When the distance between hand = Χ and γ (dxy) is long, the time until the ball 50 reaches the player character will be longer. When the time is longer than the standby time (:t), the time from the waiting time (10) to the time when the ball reaches the player, the color, and the gamma (the passing object) becomes longer, so the pass is used. The operation of the player's character ¥ after passing the pass. ,,,. If you don't let the user feel the player's character, you can do it smoothly. In this regard, according to the 1st Ping =, the hand fish is more than the Y example, because for example, when the distance d (dxy) is long, the standby object can be switched to the player's angle "(the time of passing the side.,疋 5 亥 亥 亥 亥 亥 角色 角色 角色 [ [ [ [ [ [ [ [ [ [ [ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ ❹ (4) When the player character X chooses to read Feng 2 from us, as mentioned above, the second = he ") as the passing object is selected as the switching target coffee ^ player character _ (four) = the reference distance (rxb) or more 曰The distance (_10) 2 user 仗 player character X is switched to standby. In the second modification, upper 321425 24 201023947 • The reference distance (rxb) is based on the player role χ The value of the contact degree parameter (ρ) of the combination of γ is determined by, for example, when the value of the degree of contact parameter (Ρ) corresponding to the combination of the player characters X and γ is low, the aforementioned reference distance (rxb) is set. It is longer. If the reference distance (rxb) becomes longer, the ball 5〇 and the player character X (or the ball 50 shift) The time required for the distance (dxb) between the start position to become the reference distance (rxb) or longer becomes longer, so that the time point at which the operation target is switched is delayed. If the time point of the switching operation object is delayed as described above For example, it will become a situation in which the player's character Y is switched until the player's character Y is operated until the pass is received. As a result, the user feels that the connection between the player character and the player character γ cannot be smooth. The 50-replacement restriction unit 78 is in the player character Χ (or switching standby, and the distance between the operation target ❿ 5 选手 of the player character player character γ satisfies the distance bar movement start position) and the ball means), that is, the standby is canceled. The mechanical and restriction unit 78 (standby release section) controls the movement of the contact degree parameter (Ρ) according to the player angle & unit 78 (the distance control condition is controlled by the value of the distance control unit). The starting position) is related to the ball 5 such as the player character Χ (or the conditional phase above the ball 50 (neb) is the reference distance generation: = s = 2 14 t-shirt player role χ, γ combination of the degree of contact two 321425 201023947 or more (S103: N), the microprocessor 14 (switching restriction unit 78) acquires the reference distance (rxb) corresponding to the value of the degree of contact parameter (P) (S301). The optical disc 36 reads the reference distance data obtained by associating the contact degree parameter (p) with the reference distance (rxb). Fig. 15 shows an example of the reference distance data. The reference distance data shown in Fig. 15 is The data in the form of the worksheet is set as the reference distance when the reference distance (rxb) when the value of the contact degree parameter data (P) is lower than the value of the contact degree parameter (P) is higher in the reference distance data ( Rxb) is long. Also, the reference distance data can be in the form of a mathematical form or can be held as part of the program. © When the reference distance (rxb) is obtained, the microprocessor 14 (switching restriction unit 78) monitors whether or not the distance (dxb) between the player character X and the ball 50 is equal to or greater than the reference distance (rxb) (S302). Further, for example, the distance between the position of the player character X at the time of passing the ball and the current position of the ball 50 may be obtained as the distance (dxb) between the player character X and the ball 50. Further, the position of the ball 50 is updated every predetermined time (for example, 1/60 second), so whether or not the distance (dxb) between the player character X and the ball 50 is equal to or greater than the reference distance (rxb) is also performed every predetermined time. . When the distance (dxb) between the player character X and the ball 50 becomes equal to or greater than the reference distance (rxb), the user's operation target is switched from the player character X to the player character Y (S106). According to the second modification described above, for example, when the passing of the player character X to the player character Y is performed, the user may feel the relationship between the player characters X and Y (for example, contact). The degree of cooperation, such as degree or fit, can make the contact movement of the player character X and Υ smooth or impossible. 26 321425 201023947 Further, the features of the first modification can be combined with the second modification. That is, the switching restriction unit 78 can also control the reference distance (rxb) according to the distance (dxy) between the value of the contact degree parameter (p) corresponding to the combination of the player characters X, Y and the player character X, Y. length. Fig. 16 shows an example of the reference distance data at this time. In the reference distance data shown in Fig. 16, the reference distance (rxb) when the distance (dxy) is long is set to be longer than the reference distance (rxb) when the distance (dxy) is short. When the features of the first modification are combined with the second modification, the distance (dxy) between the player characters X and Y can be taken into consideration and the reference distance (rxb) can be set. [Third Modification] FIG. 17 is a view for explaining an outline of a third modification. Here, the case where the player character X that is the user's operation target is executed to pass the ball to the player's character is described as an example. At this time, as described above, the player character 46 (player character Y) which is the passing target is selected as the candidate for the switching target. φ In the third modification, the user is caused to move from the player character X to the player character Y before the distance (dyb) between the ball 50 and the player character Y moved from the player character X is equal to or less than the reference distance (ryb). The switching of the operation object is standby. Further, in the third modification, the reference distance (ryb) is determined based on the value of the degree of contact parameter (p) corresponding to the combination of the player characters X and Y. For example, when the value of the degree of contact parameter (ρ) corresponding to the combination of the player characters Χ and Υ is low, the aforementioned reference distance (ryb) is set to be short. At this time, since the reference distance (r y b) becomes short, the time point at which the operation target is switched is delayed. If the time point of the operation object is switched as described above, for example, it will become 27 321 425 201023947 until the operation object is switched to the player character, the condition of γ is just before the acceptance of the pass, and the user can feel the rider character X. The connection between the player and the character Y cannot be smoothly performed. For another example, when the pass from the player character x is a high-flying ball pass, that is, when the ball 50 moves in the air, the predicted position of the spot ball 50 at the current position of the ball 50 (the position of the moving cymbal) Before the distance between the distances becomes equal to or less than the reference distance, the user is switched from the player character to the operation target of the player character γ. The third change __change restriction unit 78 (standby means) is the distance between the ball 5 〇 and the player character Υ (or the position of the movement target of the ball 50) (the stalk) satisfies the distance condition before the user is from the player character. When the player 50 is locked to the operation target of the player character ,, and when the ball 50 and the player character γ (or the position of the moving target of the ball 5) satisfy the distance condition, the switching restriction unit 78 (standby release means) That is, the standby is released. Further, the switching restriction unit 78 (distance condition control means) controls the above-described distance condition in accordance with the value of the degree of contact parameter (Ρ) corresponding to the combination of the player character χ and γ. Further, for example, the distance between the player character Υ (or the position of the movement target of the ball 50) and the ball 5 ( (dyb) © whether or not the condition is equal to or less than the reference distance (ryb) corresponds to the "distance condition". In the third modification, for example, the processing shown in Fig. 18 can be executed by the processing of S104 and S105 in Fig. 9. In other words, when the value of the degree of contact parameter (p) corresponding to the combination of the player characters X and Y is a predetermined value (3〇) or more (S103: N), the microprocessor 14 (switching restriction unit π) obtains a correspondence. The reference distance (ryb) (S4〇1) of the value of the contact degree parameter (p). In this step, the reference distance data obtained by associating the contact degree parameter (p) with the reference distance (ryb) of 28 321425 201023947 is read from the optical disc 36. Fig. 19 is a diagram showing an example of the reference distance data of the third modification. The basis distance data shown in Fig. 19 is the data in the form of a worksheet. In the reference distance data, the reference distance (ryb) ratio is lower when the value of the contact degree parameter data (P) is lower. The reference distance (ryb) when the value of the parameter (P) is high is short. Also, the reference distance data can be in the form of a mathematical form or can be held as part of the program. When the reference distance (ryb) is obtained, the microprocessor 14 (switching restriction unit 78) monitors whether or not the distance (dyb) between the player character Y and the ball 50 is equal to or less than the reference distance (ryb) (S402). Further, since the position of the ball 50 is updated every predetermined time (e.g., 1/60 second), the determination as to whether or not the distance (dyb) between the player character Y and the ball 50 is equal to or less than the reference distance (ryb) is also performed every predetermined time. When the distance (dyb) between the player character Y and the ball 50 becomes equal to or less than the reference distance (ryb), the user's operation target is switched from the player character X to the player character Y (S106). φ According to the third modification described above, for example, when the passing of the player character X to the player character Y is performed, the user may feel the relationship between the player characters X and Y (for example, the degree of contact). In addition, the matching action of the player character Χ, Υ, or the like can be smoothly performed or cannot be smoothly performed. Further, the features of the first modification can be combined with the third modification. That is, the switching restriction unit 78 can also control the length of the reference distance (ryb) according to the distance (dxy) between the value of the contact degree parameter (Ρ) corresponding to the combination of the player characters X and Υ and the player character Χ, Υ. . Figure 20 shows an example of the reference distance at this time 29 321425 201023947. In the reference distance data shown in Fig. 20, the reference distance (ryb) when the distance between the player character X and Y (dxy) is short is set as the reference distance (ryb) when the distance (dxy) is long. )long. When the features of the first modification are combined with the third modification, the reference distance (ryb) can be set in consideration of the distance (dxy) between the player characters X and Y. [Fourth Modification] FIG. 21 is a view for explaining an outline of a fourth modification. Here, it is assumed that the player character X who is the user's operation target is executed to pass the ball to the opponent character. At this time, as described above, the © player character 46 (player character Y) as the passing target is selected as the candidate for the switching target. In the fourth modification, the user is switched from the player character X to the operation target of the player character Y until the remaining time before the player character Y receives the pass is equal to or less than the reference time (rt). Further, in the fourth modification, the reference time (rt) is determined based on the value of the degree of contact parameter (Ρ) corresponding to the combination of the player characters X and Y. For example, when the value of the degree of contact parameter (Ρ) corresponding to the combination of the player characters X and Υ is low, the aforementioned reference time (rt) is set to be short. At this time, since the reference time (rt) becomes short, the time point at which the operation target is switched is delayed. When the time point of the operation target is delayed as described above, for example, the operation target is switched to the player character Y until the passage of the pass is received. As a result, the user can feel the player character X and the player character Y. The connection between the actions cannot be carried out smoothly. Further, for example, when the pass from the player character X is a high-flying ball pass, that is, when the ball 50 moves in the air, the ball 50 may reach the predicted position 30 321425 201023947 'point (moving target position). When the remaining time is below the reference time, the user's operation target from the player character X to the player character Y is switched on. The switching restriction unit 78 of the fourth modification is such that the distance (dyb) between the ball 50 and the player character Y (or the position of the movement target of the ball 50) satisfies the distance condition until the reference time (rt) or less The switching from the player character X to the user operation target of the player character Y is on standby, and the remaining time between the ball 50 and the player character Y (or the position of the moving target of the ball 50) is the reference for the remaining time until the distance condition is satisfied. When the time (rt) or less is reached, the switching restriction unit 78 (standby release means) cancels the standby. Further, the switching restriction unit 78 controls the length of the reference time (rt) in accordance with the value of the degree of contact parameter (P) corresponding to the combination of the player characters X and Y. Further, for example, the condition that the distance between the player character Y (or the position of the moving target of the ball 50) and the ball 50 is equal to or less than the reference distance (for example, 0) corresponds to the "distance condition". In the fourth modification, for example, the processing shown in Fig. 22 can be executed by the processing of S104 and S105 in Fig. 9. That is, when the value of the degree of contact parameter (P) corresponding to the combination of the player characters X and Y is a predetermined value (30) or more (S103: N), the microprocessor 14 (switching restriction unit 78) obtains a correspondence corresponding to The reference time (rt) of the value of the connection parameter (P) (S501). In this step, the reference time data obtained by associating the degree of contact parameter (p) with the reference time (rt) is read from the optical disk 36. Figure 23 shows an example of reference time data. The reference time data shown in Fig. 23 is the data in the form of a worksheet, and in the reference time data, the reference time (rt) is compared with the contact degree parameter when the value of the contact degree parameter data (P) is low ( p) 31 321425 201023947 The reference time (rt) is short when the value is high. In addition, the data of the benchmark time can also be held as a part of the program. After the servant, the 'microprocessor' 4 (the remaining time after switching to the player's role = Τ: Γ). Further, the remaining code =, and the current position of the ball 50 and the player character γ are estimated. In addition, the position of the newer 2 hand character is every predetermined time (for example, whether i/60 time becomes the reference time (8) to be executed with T. When the aforementioned remaining time becomes the reference time (8) - by the character X hand character hand In the fourth modification described above, for example, when the material is transferred from the player f, the relationship between the selection and the relationship (for example, the degree of connection or the fit) may be caused. The action of the selection and the « can be smoothly performed or cannot be smoothly performed, and the features of the first modification can be combined with the fourth modification. That is, the switching restriction portion 78 can also be adapted to correspond to the player's angle IX. The value of the contact degree parameter (Ρ) of the combination of γ and the player's role χ, γ _ distance (^) = the length of the control reference time (rt). The 24th chart minus the base time of the time--- In the reference time data shown in Fig. 24, it is set to a time when the reference time (8) is shorter than the distance Wxy when the distance (dxy) between the player characters X and Y is short ((1) is short. If the third 丨 is deformed The characteristics of the example are combined with the fourth modification, and the player character X and Y can be The distance (dxy) 321425 32 201023947 is set as the reference time (rt). [Other Modifications] * The game executed by the game device 10 may be a two-dimensional game space in which two coordinate elements are displayed on the game surface. In addition, the game executed by the game device 10 may be a sports game other than a soccer game. For example, the present invention may be applied to a basketball or an American football game using a ball (moving object); or using a ball disk (moving) The object is also applied to an ice hockey game. In addition, the present invention can also be applied to a baseball game. Moreover, the present invention can also be applied to games other than sports games (action games, etc.). The present invention can also be applied to plural games. Among the game characters, the game in which the user operates the object is switched. For example, the present invention is also applicable to a game in which a moving object reciprocates between a plurality of game characters and switches the user's operation object as the moving object moves. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing the hardware configuration of the game device of the embodiment.

第2圖係顯示虛擬3維空間之一例的圖。 第3圖係顯示遊戲晝面之一例的圖。 第4圖係顯示遊戲晝面之一例的圖。 第5圖為用以說明本實施形態之概要的圖。 第6圖為遊戲裝置之功能方塊圖。 第7圖為顯示選手狀態資料之一例的圖。 第8圖為顯示聯繫度參數資料之一例的圖。 第9圖係表示於遊戲裝置執行之處理的流程圖。 33 321425 201023947 第l 〇圖倍* _ 第11圖係時間資料之一例的圖。 第12圖係^厂、$ 1變形例中執行之處理的圖。 圖。 1變开》例的待機時間資料之一例的 第13圖倍用|、, 第14圖係表示二月第2變形例之概要的圖。 第15圖係表ί 2變形例中執行之處理的圖。Fig. 2 is a diagram showing an example of a virtual three-dimensional space. Figure 3 is a diagram showing an example of a game face. Fig. 4 is a view showing an example of a game face. Fig. 5 is a view for explaining the outline of the embodiment. Figure 6 is a functional block diagram of the game device. Fig. 7 is a view showing an example of player status data. Fig. 8 is a view showing an example of the contact degree parameter data. Fig. 9 is a flow chart showing the processing executed by the game device. 33 321425 201023947 The first picture is a picture of one of the time data. Fig. 12 is a diagram showing the processing performed in the modification of the factory and the $1. Figure. In the first example of the standby time data of the example of the "opening", Fig. 13 is a diagram showing the outline of the second modification of February. Fig. 15 is a diagram showing the processing executed in the modification of the table ί 2 .

圖。 、丁 2變形例的基準距離資料之一例的 丨第16圖係表示第2變形例的基準距離資料之另J ==以說明第3變形例之概要的圖。 第19圖=於第第33,形剩 圖 圖 '' ’、 變形例的基準距離資料之一例的 的圖。 第20圖係表示第3變形例的基準距離資料之另〆例 第21圖為用以說明第4變形例之概要的圖。 ^ 22圖係表示於第4變形例中執行之處理的圖。 弟23圖係表示第4變形例的基準時間資料之一例的 第24圖係表示第4變形例的基準時 例 的圖。 刀 f主要元件符號說明】 10 遊戲裝置 11 家庭用遊戲機 321425 34 201023947 12 匯流排 14 微處理器 * 16 主記憶體 18 晝像處理部 ’ 20 輸出輸入處理部 22 聲音處理部 24 光碟讀取部 26 硬碟 28 通訊介面 30 控制器 32 監視器 34 揚聲器 36 光碟 40 虛擬3維空間 42 球場 ® 46, 46a, 46b, 48, 48a, 48b 選手角色 50 球 52 虛擬攝影機 60 遊戲晝面 62 游標 70 遊戲資料記憶部 72 遊戲狀況資料記憶部 74 參數記憶部 76 切換部 78 切換限制部 35 321425Figure. In the example of the third embodiment, the reference distance data of the second modification is shown in Fig. 16 to show the outline of the third modification. Fig. 19 is a view showing an example of the reference distance data of the modification of the figure 33'. Fig. 20 is a view showing another example of the reference distance data in the third modification. Fig. 21 is a view for explaining the outline of the fourth modification. The figure 22 shows a diagram of the processing executed in the fourth modification. Fig. 24 is a view showing an example of the reference time data of the fourth modification, and Fig. 24 is a view showing a reference example of the fourth modification. Knife f main component symbol description] 10 Game device 11 Home game machine 321425 34 201023947 12 Bus 14 microprocessor* 16 Main memory 18 Key processing unit '20 Output input processing unit 22 Sound processing unit 24 Optical disc reading unit 26 Hard Disk 28 Communication Interface 30 Controller 32 Monitor 34 Speaker 36 Disc 40 Virtual 3D Space 42 Course® 46, 46a, 46b, 48, 48a, 48b Player Character 50 Ball 52 Virtual Camera 60 Game Mask 62 Cursor 70 Game Data storage unit 72 Game state data storage unit 74 Parameter storage unit 76 Switching unit 78 Switching restriction unit 35 321425

Claims (1)

201023947 七、中請專利範圍: 1. 一種遊戲裝置,係含有: 取得令參數與遊戲角色之組合對應而加以記憶所 構成的參數記憶手段之記憶内容的手段; 於複數個遊戲角色之中切換使用者之操作對象的 切換手段;以及 根據對應於削述複數個遊戲角色中的第1遊戲角 色與前述複數個遊戲角色中的第2遊戲角色之組合的 前述參數而限制從前述第丨遊戲角色切換至前述第2 遊戲角色的前述使用者之前述操作對象之切換的切換 限制手段。 ' 2. 如申請專利範圍第丨項之遊戲裝置,其中, 前述切換限制手段係根據對應於前述第丨遊戲角 色與前述第2遊戲角色之組合的前述參數而使從前述 第1遊戲角色切換至前述第2遊戲角色的前述切換待 機。 3. 如申請專利範圍第2項之遊戲裝置,其中, 月’J述切換限制手段係包含待機日相控制手段,該 機時間控制手段係根據對應於前述第1遊戲角色與前 述第2遊戲角色之组合的前述參數而控制從前述第1 遊裁角色切換至前述第?游铧& A 時間之長短 弟2遊戲角色的别述切換之待機 如申哨專利H圍第3項之遊戲裝置,其中, 前述待機時間控制手段係根據對應於前述第i遊 321425 36 201023947 * 戲角色與前述第2遊戲角色之組合的前述參數、和前述 " 第1遊戲角色與前述第2遊戲角色間之距離而控制前述 待機時間之長短。 5. 如申請專利範圍第2項之遊戲裝置,其令, 前述切換手段係包含:當於前述第1遊戲角色成為 前述使用者之前述操作對象的狀態下使移動物體從前 述第1遊戲角色移動時,使前述使用者之前述操作對象 從前述第1遊戲角色切換至依據前述移動物體之移動 ® 方向而從前述複數個遊戲角色之中選出的前述第2遊 戲角色的手段; 前述切換限制手段係包含: 待機手段,使從前述第1遊戲角色切換至前述第2 遊戲角色之前述切換待機; 待機解除手段,當前述移動物體之移動開始位置或 前述第1遊戲角色、與前述移動物體間之距離滿足關於 Φ 前述移動物體之移動開始位置或前述第1遊戲角色、與 前述移動物體間之距離的距離條件時,解除由前述待機 手段所執行的待機;以及 距離條件控制手段,係根據對應於前述第1遊戲角 色與前述第2遊戲角色之組合的前述參數而控制前述 距離條件。 6. 如申請專利範圍第2項之遊戲裝置,其中, 前述切換手段係包含:當於前述第1遊戲角色成為 前述使用者之前述操作對象的狀態下使移動物體進行 37 321425 201023947 移動時,使前述使用者之前述操作對象從前述第1遊戲 角色切換至依據前述移動物體之移動方向而從前述複 ’ 數個遊戲角色之中選出的前述第2遊戲角色的手段; _ 前述切換限制手段係包含: 待機手段,使從前述第1遊戲角色切換至前述第2 遊戲角色之前述切換待機; 待機解除手段,當前述移動物體之移動目的地位置 或前述第2遊戲角色、與前述移動物體間之距離滿足關 於前述移動物體之移動目的地位置或前述第2遊戲角 © 色、與前述移動物體間之距離的距離條件時,解除由前 述待機手段所執行的待機;以及 距離條件控制手段,係根據對應於前述第1遊戲角 色與前述第2遊戲角色之組合的前述參數而控制前述 距離條件。 7. 如申請專利範圍第5項或第6項之遊戲裝置,其中, 前述距離條件控制手段係根據對應於前述第1遊 1 Q 戲角色與前述第2遊戲角色之組合的前述參數、和前述 第1遊戲角色和前述第2遊戲角色間之距離而控制前述 距離條件。 8. 如申請專利範圍第2項之遊戲裝置,其中, 前述切換手段係包含:當於前述第1遊戲角色成為 前述使用者之前述操作對象的狀態下使移動物體進行 移動時,使前述使用者之前述操作對象從前述第1遊戲 角色切換至依據前述移動物體之移動方向而從前述複 38 321425 201023947 ^ 數個遊戲角色之中選出的前述第2遊戲角色的手段; 前述切換限制手段係包含: ' 待機手段,使從前述第1遊戲角色切換至前述第2 遊戲角色之前述切換待機; 待機解除手段,當前述移動物體之移動目的地位置 或前述第2遊戲角色、與前述移動物體間之距離滿足關 於前述移動物體之移動目的地位置或前述第2遊戲角 色、與前述移動物體間之距離的距離條件之前的剩餘時 〇 間成為基準時間以下時,解除由前述待機手段所執行的 待機;以及 基準時間控制手段,係根據對應於前述第1遊戲角 色與前述第2遊戲角色之組合的前述參數而控制前述 基準時間之長短。 9. 如申請專利範圍第8項之遊戲裝置,其中, 前述基準時間控制手段係根據對應於前述第1遊 φ 戲角色與前述第2遊戲角色之組合的前述參數、和前述 第1遊戲角色和前述第2遊戲角色間之距離而控制前述 基準時間的長短。 10. 如申請專利範圍第1項之遊戲裝置,其中, 前述切換限制手段係根據對應於前述第1遊戲角 色與前述第2遊戲角色之組合的前述參數而抑制從前 述第1遊戲角色切換至前述第2遊戲角色的前述切換。 11. 一種遊戲裝置之控制方法,係含有: 取得令參數與遊戲角色之組合對應而加以記憶所 39 321425 201023947 參 構成的參數記憶手段之記憶内容的步驟; 於複數個遊戲角色之中切換使用者之操作對象的 切換步驟;以及 根據對應於刖述複數個遊戲角色中的第1遊戲角 色與前述複數個遊戲角色中的第2遊戲角色間之組合 的前述參數而限制從前述第丨遊戲角色切換至前述第2 遊戲角色的前述使用者之前述操作對象之切換的切換 限制步驟。 、201023947 VII. Scope of Patent Application: 1. A game device comprising: means for obtaining the memory content of the parameter memory means formed by remembering the combination of parameters and game characters; switching among a plurality of game characters The means for switching the operation object; and restricting switching from the first game character according to the parameter corresponding to the combination of the first game character of the plurality of game characters and the second game character of the plurality of game characters A switching restriction means for switching the aforementioned operation target to the user of the second game character. 2. The game device according to claim 2, wherein the switching restriction means switches the first game character to the first game character based on the parameter corresponding to the combination of the second game character and the second game character The aforementioned switching of the second game character is standby. 3. The game device of claim 2, wherein the month restriction means includes a standby day phase control means, wherein the machine time control means is based on the first game character corresponding to the first game character and the second game character The above parameters of the combination are controlled to switch from the first game role to the aforementioned first?游铧& A time long brother 2 game character alternative switching standby such as the whistle patent H circumference 3 item game device, wherein the aforementioned standby time control means according to the aforementioned i-th tour 321425 36 201023947 * The aforementioned parameters of the combination of the play character and the second game character and the distance between the first game character and the second game character control the length of the standby time. 5. The game device of claim 2, wherein the switching means includes moving the moving object from the first game character while the first game character is in the operation target of the user a means for switching the operation target of the user from the first game character to the second game character selected from the plurality of game characters in accordance with the movement direction of the moving object; the switching restriction means The method includes: a standby means for switching between the first game character and the second game character; and a standby release means for moving the movement start position of the moving object or the distance between the first game character and the moving object When the distance condition of the movement start position of the moving object or the distance between the first game character and the moving object is satisfied, the standby performed by the standby means is released; and the distance condition control means is based on the The aforementioned combination of the first game character and the aforementioned second game character The above distance conditions are controlled by parameters. 6. The game device according to claim 2, wherein the switching means includes: when the moving object is moved by 37 321 425 201023947 while the first game character is in the operation target of the user; The operation target of the user switches from the first game character to the second game character selected from the plurality of game characters in accordance with the moving direction of the moving object; _ the switching restriction means includes a standby means for switching between the first game character and the second game character; and a standby release means for a distance between the moving target position of the moving object or the second game character and the moving object When the distance condition of the moving destination position of the moving object or the distance between the second game corner and the moving object is satisfied, the standby performed by the standby means is released; and the distance condition control means is based on the correspondence In the first game character and the second game character Bonding the parameters controlling the distance condition. 7. The game device of claim 5, wherein the distance condition control means is based on the aforementioned parameter corresponding to the combination of the first play and the second game character, and the aforementioned The distance condition is controlled by the distance between the first game character and the second game character. 8. The game device according to claim 2, wherein the switching means includes: causing the user to move the moving object while the first game character is in the operation target of the user The operation target is switched from the first game character to the second game character selected from the plurality of game characters in accordance with the moving direction of the moving object; the switching restriction means includes: a standby means for switching the standby from the first game character to the second game character; the standby release means, the distance between the moving destination of the moving object, the second game character, and the moving object When the remaining time period before the distance condition between the moving destination position of the moving object or the distance between the second game character and the moving object is equal to or shorter than the reference time, the standby performed by the standby means is released; The reference time control means is based on the aforementioned The length of the aforementioned reference time is controlled by the aforementioned parameters of the combination of the game character and the aforementioned second game character. 9. The game device of claim 8, wherein the reference time control means is based on the parameter corresponding to the combination of the first game character and the second game character, and the first game character and The length of the reference time is controlled by the distance between the second game characters. 10. The game device according to claim 1, wherein the switching restriction means suppresses switching from the first game character to the aforementioned based on the parameter corresponding to the combination of the first game character and the second game character The aforementioned switching of the second game character. 11. A method of controlling a game device, comprising: obtaining a memory content of a parameter memory means configured by a parameter corresponding to a combination of a game character and a game character; switching the user among the plurality of game characters a switching step of the operation object; and restricting switching from the aforementioned third game character according to the aforementioned parameter corresponding to a combination of the first game character of the plurality of game characters and the second game character of the plurality of game characters a switching restriction step of switching the aforementioned operation target to the user of the second game character. , 12·—種資訊記憶媒體,可供電腦讀取且記錄有用以使電腦 作為遊戲裝置㈣揮魏的錢前述電腦 作為下述手段而發揮功能: 取得令參數與遊㈣色之組合對應而加以記憶所 構成的參數記憶手段之記憶内容的手段; 換使用者之操作對象的 於複數個遊戲角色之中切 切換手段;以及12·--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Means for storing the content of the parameter memory means; switching the switching means among the plurality of game characters for the user's operation object; 根據對應於前述複數個遊戲角色中的第i遊 色與前述複數個遊戲角色中的第2遊戲角色間之植合 的前述參數而限制從前述第丨遊戲角色切換 遊戲角色的前述使用者之前述操作對象之切換的切換 321425 40Restricting the aforementioned user of the user who switches the game character from the aforementioned second game character according to the aforementioned parameters corresponding to the planting of the i-th game color among the plurality of game characters and the second game character among the plurality of game characters Switching of the switching of the operating object 321425 40
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