TW201938240A - Game system, game control apparatus, computer program product, and game control method - Google Patents

Game system, game control apparatus, computer program product, and game control method Download PDF

Info

Publication number
TW201938240A
TW201938240A TW108108647A TW108108647A TW201938240A TW 201938240 A TW201938240 A TW 201938240A TW 108108647 A TW108108647 A TW 108108647A TW 108108647 A TW108108647 A TW 108108647A TW 201938240 A TW201938240 A TW 201938240A
Authority
TW
Taiwan
Prior art keywords
game
action
evaluation
ball
game operation
Prior art date
Application number
TW108108647A
Other languages
Chinese (zh)
Other versions
TWI772624B (en
Inventor
早川大輔
Original Assignee
日商科樂美數碼娛樂股份有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 日商科樂美數碼娛樂股份有限公司 filed Critical 日商科樂美數碼娛樂股份有限公司
Publication of TW201938240A publication Critical patent/TW201938240A/en
Application granted granted Critical
Publication of TWI772624B publication Critical patent/TWI772624B/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/80Special 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
    • 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
    • A63F13/825Fostering virtual characters

Abstract

A game system (S) executes a game in which a game object performs a series of operations including a first partial operation and a second partial operation performed after the first partial operation. A first accepting means (101) accepts a first game operation corresponding to the first partial action. A first evaluation means (103) evaluates the success or failure of the first game operation. The second accepting means (105) accepts a second game operation corresponding to the second partial action based on the evaluation result of the first evaluation means (103). The second evaluation means (107) evaluates the success or failure of the second game operation.

Description

遊戲系統、遊戲控制裝置、電腦程式產品及遊戲控制方法 Game system, game control device, computer program product and game control method

本發明係關於一種遊戲系統、遊戲控制裝置、電腦程式產品及遊戲控制方法。 The invention relates to a game system, a game control device, a computer program product, and a game control method.

以往,已知有一種根據遊戲操作使遊戲物件動作的遊戲。例如,專利文獻1揭示一種投手人物根據用以指示球種、球路的投球操作來投球,當對戰對手的跑者人物盜壘時,接到球的捕手人物根據指示傳球目的地的傳球操作進行傳球的棒球遊戲。 Conventionally, a game is known in which a game object is operated in accordance with a game operation. For example, Patent Document 1 discloses a pitcher character who throws a ball according to a pitching operation to indicate a ball type and a ball path. When a runner character against an opponent steals a base, the catcher character who receives the ball passes the ball to the destination of the pass according to the instruction. Operate a baseball game for passing.

[先前技術文獻] [Prior technical literature] [專利文獻] [Patent Literature]

專利文獻1:日本特開2018-000364號公報。 Patent Document 1: Japanese Patent Application Laid-Open No. 2018-000364.

然而,在專利文獻1的技術中,係切換如投手人物與捕手人物之不同的人物而進行不同的遊戲操作者,而並非進行用於一個人物的一連串動作中的各個局部動作的遊戲操作,並詳細地評價一連貫的動作者。 However, in the technology of Patent Document 1, a game operator is switched to perform different game operators such as different characters of a pitcher character and a catcher character, instead of performing a game operation for each local motion in a series of motions of a character, Evaluate a coherent actor in detail.

本發明有鑑於上述課題所研創者,目的在於提供一種可詳細地評價一連貫的動作並提升遊戲的興趣性的遊戲系統、遊戲控制裝置、電腦程式產品及遊戲控制方法。 The present invention has been made in view of the above-mentioned problems, and an object thereof is to provide a game system, a game control device, a computer program product, and a game control method that can evaluate a continuous action in detail and enhance the interest of the game in detail.

為解決上述課題,本發明之一態樣的遊戲系統係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲系統係包含:第一受理手段,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價手段,係評價前述第一遊戲操作的成功與否;第二受理手段,係根據前述第一評價手段的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段,係評價前述第二遊戲操作的成功與否。 In order to solve the above problems, a game system of one aspect of the present invention is a game in which a game object performs a continuous action including a first partial action and a second partial action performed after the first partial action. The game system The system includes: the first acceptance means, which accepts the first game operation corresponding to the first partial action; the first evaluation means, which evaluates the success of the first game operation; the second acceptance method, which is based on the first An evaluation result of an evaluation means accepts a second game operation corresponding to the second partial action; and a second evaluation means evaluates the success of the second game operation.

本發明之一態樣的遊戲控制裝置係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲控制裝置係包含:第一受理手段,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價手段,係評價前述第一遊戲操作的成功與否;第二受理手段,係根據前述第一評價手段的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段,係評價前述第二遊戲操作的成功與否。本發明之一態樣的遊戲的控制方法為由 遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲的控制方法,該控制方法係包含:第一受理步驟,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價步驟,係評價前述第一遊戲操作的成功與否;第二受理步驟,係根據前述第一評價步驟的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價步驟,係評價前述第二遊戲操作的成功與否。 According to one aspect of the present invention, a game control device executes a game in which a game object performs a continuous action including a first partial action and a second partial action performed after the first partial action. The game control device includes: The first acceptance means is to accept the first game operation corresponding to the first partial action; the first evaluation means is to evaluate the success of the first game operation; the second acceptance method is based on the first evaluation means The result of the evaluation is to accept a second game operation corresponding to the second partial action; and the second evaluation means is to evaluate the success of the second game operation. One aspect of the present invention is a method for controlling a game. A control method for a game object to perform a game including a first partial action and a continuous action of a second partial action performed after the first partial action, the control method includes: a first acceptance step, which accepts and interacts with the first The first game operation corresponding to the local action; the first evaluation step is to evaluate the success of the first game operation; the second acceptance step is to accept the second local action according to the evaluation result of the first evaluation step The corresponding second game operation; and the second evaluation step is to evaluate the success of the foregoing second game operation.

10‧‧‧遊戲終端機 10‧‧‧Game Terminal

30‧‧‧伺服器 30‧‧‧Server

11、31‧‧‧控制部 11, 31‧‧‧ Control Department

12、32‧‧‧記憶部 12, 32‧‧‧Memory Department

13、33‧‧‧通信部 13, 33‧‧‧ Ministry of Communications

14‧‧‧操作部 14‧‧‧Operation Department

15‧‧‧顯示部 15‧‧‧Display

100‧‧‧資料記憶部 100‧‧‧Data Memory Department

101‧‧‧第一受理部 101‧‧‧First Reception Department

102‧‧‧第一設定部 102‧‧‧First setting department

103‧‧‧第一評價部 103‧‧‧First Evaluation Department

104‧‧‧第一動作控制部 104‧‧‧First motion control unit

105‧‧‧第二受理部 105‧‧‧Second Reception Department

106‧‧‧第二設定部 106‧‧‧Second setting section

107‧‧‧第二評價部 107‧‧‧Second Evaluation Department

108‧‧‧第二動作控制部 108‧‧‧Second operation control unit

109‧‧‧第一報酬決定部 109‧‧‧First remuneration decision department

110‧‧‧第二報酬決定部 110‧‧‧Second Remuneration Decision Department

111‧‧‧模擬部 111‧‧‧Simulation Department

A11、A12、A13、A14、A15、A16‧‧‧顯示區域 A11, A12, A13, A14, A15, A16‧‧‧ display area

A30、A31、A32、A33、A50、A51、A52、A53‧‧‧區域 A30, A31, A32, A33, A50, A51, A52, A53‧‧‧Area

B‧‧‧球 B‧‧‧ball

C1、C4‧‧‧野手人物 C1, C4‧‧‧‧ character

C2‧‧‧投手人物 C2‧‧‧ Pitcher Character

C3‧‧‧打者人物 C3‧‧‧Batterer

C54、C70‧‧‧游標 C54, C70‧‧‧ cursors

DT1‧‧‧人物資料 DT1‧‧‧Character Information

DT2‧‧‧遊戲狀況資料 DT2‧‧‧Game Status Information

G1、G1A、G1B、G1C、G1D、G1E、G1F、G1H、G1I、G1J、G1K、 G1L、G1M、G1N、G1P、G1Q、G1R、G1S、G1U、G1W、G1X、 G1Y、G1Z‧‧‧遊戲圖像 G1, G1A, G1B, G1C, G1D, G1E, G1F, G1H, G1I, G1J, G1K, G1L, G1M, G1N, G1P, G1Q, G1R, G1S, G1U, G1W, G1X, G1Y, G1Z‧‧‧Game images

G2‧‧‧標記圖像 G2‧‧‧ tagged images

G3、G5、G6‧‧‧導引圖像 G3, G5, G6‧‧‧ guide images

G4‧‧‧導向圖像 G4‧‧‧ guided image

G7‧‧‧球圖像 G7‧‧‧ball image

N‧‧‧網路 N‧‧‧Internet

M10‧‧‧訊息 M10‧‧‧Message

M60、M60B、M60C、M60D‧‧‧指標 M60, M60B, M60C, M60D‧‧‧ indicators

S‧‧‧遊戲系統 S‧‧‧Game System

VC‧‧‧虛擬攝影機 VC‧‧‧Virtual Camera

第1圖係顯示遊戲系統的整體構成之圖。 FIG. 1 is a diagram showing the overall configuration of the game system.

第2圖係顯示比賽進行樣子的畫面遷移圖。 Figure 2 is a screen transition diagram showing how the game progresses.

第3圖為當防守機會到來時的遊戲圖像的畫面遷移圖。 FIG. 3 is a screen transition diagram of a game image when a defense opportunity comes.

第4圖為當移動操作進行時的遊戲圖像的畫面遷移圖。 FIG. 4 is a screen transition diagram of a game image when a moving operation is performed.

第5圖顯示導引圖像的詳細之圖。 Figure 5 shows a detailed view of the guide image.

第6圖係顯示腳程參數與導引圖像區域的關係之圖。 Fig. 6 is a graph showing the relationship between the footstep parameters and the guidance image area.

第7圖為接球操作進行時的遊戲圖像的畫面遷移圖。 FIG. 7 is a screen transition diagram of a game image when a catch operation is performed.

第8圖係顯示導引圖像的詳細之圖。 Fig. 8 is a detailed view showing a guide image.

第9圖係顯示接球參數與導引圖像區域的關係之圖。 Fig. 9 is a graph showing the relationship between the catching parameters and the guidance image area.

第10圖係顯示虛擬攝影機於野手人物接球後移動的樣子之圖。 Fig. 10 is a diagram showing how a virtual camera moves after a fielder character receives the ball.

第11圖係傳球操作進行時的遊戲圖像的畫面遷移圖。 FIG. 11 is a screen transition diagram of a game image when a passing operation is performed.

第12圖顯示導引圖像的詳細之圖。 Figure 12 shows a detailed view of the guide image.

第13圖係顯示技能參數與導引圖像大小的關係之圖。 Figure 13 is a graph showing the relationship between the skill parameters and the size of the guide image.

第14圖為野手人物接球後的畫面遷移圖。 Figure 14 shows the screen transition of the fielder character after receiving the ball.

第15圖係顯示利用遊戲系統實現的功能當中,與本發明相關的功能的功能方塊圖。 FIG. 15 is a functional block diagram showing functions related to the present invention among functions realized by the game system.

第16圖係顯示人物資料的資料儲存例之圖。 FIG. 16 is a diagram showing a data storage example of person data.

第17圖係顯示遊戲狀況資料的資料儲存例之圖。 FIG. 17 is a diagram showing a data storage example of game status data.

第18圖係顯示利用遊戲系統執行之處理的一例的流程圖。 Fig. 18 is a flowchart showing an example of processing executed by the game system.

第19圖係顯示移動處理的詳細之圖。 Fig. 19 is a detailed diagram showing the movement processing.

第20圖係顯示接球處理的詳細之圖。 Fig. 20 is a detailed diagram showing a catching process.

第21圖係顯示傳球處理的詳細之圖。 Fig. 21 is a detailed diagram showing the pass processing.

[1.遊戲系統及遊戲控制裝置的硬體構成] [1. Hardware configuration of game system and game control device]

以下,根據圖式說明本發明的實施形態。第1圖顯示遊戲系統的整體構成。如第1圖所示,本實施形態的遊戲系統S係包含:遊戲終端機10及伺服器30。遊戲終端機10及伺服器30與網際網路等網路N連接。因此,在遊戲終端機10與伺服器30之間能夠彼此資料通信。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 shows the overall configuration of the game system. As shown in FIG. 1, the game system S of this embodiment includes a game terminal 10 and a server 30. The game terminal 10 and the server 30 are connected to a network N such as the Internet. Therefore, data communication can be performed between the game terminal 10 and the server 30.

遊戲終端機10係執行遊戲的電腦。例如,遊戲終端機10為可攜式資訊終端機(例如,智慧型手機(smartphone)等之行動電話或平板(tablet)型電腦)、個人電腦、可攜式遊戲機、靜置型遊戲機、業務用遊戲機或者具備有資訊處理功能的多功能型電視接收機(智慧電視)等。 The game terminal 10 is a computer that executes a game. For example, the game terminal 10 is a portable information terminal (for example, a mobile phone such as a smartphone or a tablet-type computer), a personal computer, a portable game machine, a stationary game machine, business Use a game console or a multifunctional TV receiver (smart TV) with information processing functions.

如第1圖所示、遊戲終端機10係包含:控制部11、記憶部12、通信部13、操作部14及顯示部15。控制部11係包含至少一個微處 理器(microprocessor)。例如,控制部11亦可包含複數個微處理器。控制部11係根據作業系統或其他的程式來執行處理。記憶部12係包含主記憶部(例如RAM(Random Access Memory;隨機存取記憶體)及輔助記憶部(例如,非揮發性之半導體記憶體。記憶部12係記憶程式或資料。又例如,遊戲終端機10為個人電腦等的情形,記憶部12例如亦可包含硬碟機(hard disk drive)或固態硬碟機(solid state drive)等輔助記憶部。通信部13包含通信模組或通信介面。通信部13係經由網路N進行資料通信。 As shown in FIG. 1, the game terminal 10 includes a control unit 11, a memory unit 12, a communication unit 13, an operation unit 14, and a display unit 15. The control unit 11 contains at least one micropoint Processor (microprocessor). For example, the control unit 11 may include a plurality of microprocessors. The control unit 11 executes processing in accordance with an operating system or other programs. The memory section 12 includes a main memory section (for example, Random Access Memory (RAM)) and an auxiliary memory section (for example, nonvolatile semiconductor memory. The memory section 12 is for storing programs or data. For example, games In the case where the terminal 10 is a personal computer or the like, the memory unit 12 may include, for example, an auxiliary memory unit such as a hard disk drive or a solid state drive. The communication unit 13 includes a communication module or a communication interface. The communication unit 13 performs data communication via the network N.

操作部14為輸入裝置,例如亦可包含:按鍵(key)、搖桿(lever)、遊戲控制器(遊戲握把(game pad))、滑鼠(mouse)或觸控面板(touch panel)等指向裝置(pointing device)或鍵盤等。例如,操作部14亦可包含藉由聲音或手勢(gesture)來進行輸入操作的麥克風或攝影機等。顯示部15例如為液晶顯示板或有機EL(Electro Luminescence;電致發光)顯示器等,根據控制部11的指示來顯示畫面。另外,操作部14及顯示部15亦可不內建於遊戲終端機10,而亦可為連接於遊戲終端機10的外部裝置。 The operation unit 14 is an input device, and may include, for example, a key, a lever, a game controller (game pad), a mouse, or a touch panel. A pointing device or a keyboard. For example, the operation unit 14 may include a microphone, a camera, or the like that performs input operations by sound or gesture. The display unit 15 is, for example, a liquid crystal display panel or an organic EL (Electro Luminescence) display, and displays a screen in accordance with an instruction from the control unit 11. In addition, the operation unit 14 and the display unit 15 may not be built in the game terminal 10, but may be external devices connected to the game terminal 10.

伺服器30為伺服器電腦。如第1圖所示,伺服器30包含:控制部31、記憶部32及通信部33。控制部31、記憶部32及通信部33的硬體構成可分別與控制部11、記憶部12及通信部13同樣。 The server 30 is a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a memory unit 32, and a communication unit 33. The hardware configuration of the control unit 31, the memory unit 32, and the communication unit 33 may be the same as those of the control unit 11, the memory unit 12, and the communication unit 13, respectively.

另外,作為記憶於記憶部21、32而進行說明的程式或資料,例如亦可經由網路N而供給至遊戲終端機10或伺服器30。此外,遊戲終端機10或伺服器30亦可包含讀取部(例如,光碟機或記憶卡插槽(memory card slot)等)來供以讀取記憶於資料記憶媒體(例如光碟或記憶卡(memory card)等)的程式或資料。並且,程式或資料亦可經由資料記憶媒體來供給至 遊戲終端機10或伺服器30。 In addition, programs and data described as being stored in the memory sections 21 and 32 may be supplied to the game terminal 10 or the server 30 via the network N, for example. In addition, the game terminal 10 or the server 30 may also include a reading section (for example, an optical disc drive or a memory card slot, etc.) for reading and storing in a data storage medium (for example, an optical disc or a memory card ( memory card), etc.). Also, programs or data can be supplied to Game terminal 10 or server 30.

[2.遊戲的概要] [2. Overview of the game]

遊戲系統S係執行包含第一局部動作與於第一局部動作之後執行的第二局部動作的一連貫的動作的遊戲。在說明遊戲的具體內容之前,說明局分動作及遊戲物件等的各用語的涵義。 The game system S is a game that executes a continuous action including a first partial action and a second partial action performed after the first partial action. Before explaining the specific content of the game, the meanings of the terms such as the game action and game objects will be described.

局部動作係指例如構成一連貫動作的各個動作。例如,局部動作係與其他的局部動作相關的動作。例如,依序進行局部動作藉此完成一連貫動作。例如,複數個局部動作分別為處理球或群體等共通的遊戲物件的動作。 A local action means, for example, individual actions constituting a continuous action. For example, local actions are actions related to other local actions. For example, perform local actions in sequence to complete a continuous action. For example, the plurality of local actions are actions of processing common game objects such as a ball or a group.

例如棒球遊戲中的守備動作,如使人物移動而將球接起、將球傳出,在前後的動作皆為處理如球之物件的一連貫動作中的移動、接球、傳球的各個動作即為局部動作的一例。又例如足球遊戲中的射門動作,如使人物移動而對球的控球、對所控球的球射門,在前後的動作皆為處理如球之物件的一連貫動作中的移動、控球、射門的各個動作即為局部動作的一例。 For example, in defensive actions in baseball games, such as moving a character to pick up the ball and pass the ball, the previous and subsequent actions are all actions that deal with the movement, catching, and passing of a continuous action such as a ball. This is an example of a local action. Another example is a shooting action in a football game, such as moving a character to control the ball on the ball, or to shoot the ball under control. The actions before and after are all moving in a continuous action that handles objects such as the ball, controlling the ball, Each action of a shot is an example of a local action.

又例如籃球遊戲中的投籃動作,如使人物移動而接球、將已接的球投籃,在前後的動作皆為處理如球之物件之動作中的移動、接球、投籃的各個動作即為局部動作的一例。又例如戰鬥遊戲中的反制攻擊(counter attack)動作,如使人物防禦敵人的攻擊,並對敵人進行反制,在前後的動作皆為處理敵人之物件的一連貫的動作的防禦、反制的各個動作即為局部動作的一例。 Another example is the shooting action in a basketball game. If you move the character to catch the ball, shoot the ball you have received, the previous and subsequent actions are the movements in the movement of the object such as the ball, the ball receiving, and the shooting. An example of local action. Another example is a counter attack action in a combat game. For example, to make a character defend against an enemy ’s attack and counter the enemy, the actions before and after are a series of defensive and countermeasures that deal with the enemy ’s objects. Each of the actions is an example of a local action.

第一局部動作例如為比第二局部動作還先進行的局部動作。 例如,第一局部動作為一連貫動作中的最初所進行的局部動作。另外,第一局部動作亦可不是最初的局部動作,亦可為一連貫動作之局部動作當中,於最後進行之局部動作以外的局部動作。也就是,當n(n為2以上的整數)個局部動作依序進行時,第一個至第n-1個中的任一個局部動作為第一局部動作。 The first local motion is, for example, a local motion performed before the second local motion. For example, the first partial action is the first partial action performed in a consecutive action. In addition, the first partial action may not be the initial partial action, and may also be a partial action other than the last partial action among the consecutive partial actions. That is, when n (n is an integer of 2 or more) local actions are performed sequentially, any one of the first to n-1th local actions is the first local action.

第二局部動作係例如比第一局部動作更晚進行的局部動作。例如,亦可在剛進行第一局部動作後就進行第二局部動作,亦可在第一局部動作與第二局動作之間存在有其他的動作。另外,第二局部動作亦可不是最後的局部動作,只要為一連串的動作中的局部動作當中,較第一局部動作更晚進行的局部動作即可。也就是,當n個局部動作依序進行時,若第一局部動作為依照k(k為1至n-1個自然數)的順序所進行的局部動作,則第k+1個至第n個中的任一個局部動作為第二局部動作。 The second local action is, for example, a local action performed later than the first local action. For example, the second partial motion may be performed immediately after the first partial motion is performed, or there may be other motions between the first partial motion and the second round motion. In addition, the second partial action may not be the last partial action, as long as it is a partial action performed later than the first partial action among a series of actions. That is, when the n local actions are performed sequentially, if the first local action is a local action performed in the order of k (k is 1 to n-1 natural numbers), then the k + 1th to nth Any one of the local actions is a second local action.

例如,在棒球遊戲中,若第一局部動作為移動,則第二局部動作為接球或傳球。又例如,若第一局部動作為接球,則第二局部動作為傳球。又例如,在足球遊戲中,若第一局部動作為移動,則第二局部動作為控球或射門。又例如,若第一局部動作為控球,則第二局部動作為射門。又例如,在籃球遊戲中,若第一局部動作為移動,則第二局部動作為接球或投籃。又例如,若第一局部動作為接球,則第二局部動作為投籃。又例如,在戰鬥遊戲中,若第一局部動作為防禦,則第二局部動作為反制(反擊)。 For example, in a baseball game, if the first partial action is a move, the second partial action is a catch or a pass. As another example, if the first partial action is a catch, the second partial action is a passing. As another example, in a football game, if the first partial action is movement, the second partial action is controlling the ball or shooting. As another example, if the first partial action is controlling the ball, the second partial action is shooting. For another example, in a basketball game, if the first partial action is movement, the second partial action is catching or shooting. As another example, if the first partial action is a catch, the second partial action is a shot. As another example, in a battle game, if the first partial action is defense, the second partial action is countermeasure (counterattack).

一連貫的動作係例如為至少包含第一局部動作與第二局部動作的動作。例如,一連貫的動作亦可包含三個以上的局部動作,亦可包含第一局部動作與第二局部動作以外的局部動作。又例如,一連貫的動作 為各個的局部動作為處理球、群體或敵人等之共通的遊戲物件的動作。上述的棒球遊戲中的防守動作、足球遊戲中的射門動作、籃球遊戲中的投籃動作為處理如球之共通的遊戲物件的動作,且為一連貫動作的一例。又,上述的戰鬥遊戲中的反制攻擊為處理敵人之共通的遊戲物件,且為一連貫動作的一例。 A continuous motion is, for example, an motion including at least a first partial motion and a second partial motion. For example, a continuous motion may include more than three local motions, and may also include local motions other than the first local motion and the second local motion. Another example, a continuous action Each local action is an action for dealing with a common game object such as a ball, a group, or an enemy. The above-mentioned defensive action in a baseball game, a shooting action in a football game, and a shooting action in a basketball game are actions that deal with common game objects such as balls, and are examples of a continuous action. The counter-attack in the above-mentioned battle game is a common game object that deals with the enemy, and is an example of a continuous action.

遊戲物件係指例如遊戲人物、遊戲卡片、遊戲道具。例如,遊戲物件為於遊戲空間所配置的三維模型,或於二維平面所配置的圖像。 Game objects refer to, for example, game characters, game cards, and game items. For example, the game object is a three-dimensional model arranged in a game space, or an image arranged in a two-dimensional plane.

在本實施形態中,茲舉棒球遊戲為例,來說明遊戲係統S的處理。此外,說明在比賽中防守機會到來時,野手人物進行移動、接球、傳球的一連貫動作之情形。因此,在本實施形態中,野手人物相當於遊戲物件。移動、接球、傳球各個相當於局部動作。包含移動、接球、傳球的防守動作相當於一連貫的動作。 In the present embodiment, a baseball game is taken as an example to describe the processing of the game system S. In addition, a description will be given of a case where a fielder character performs a continuous movement of moving, receiving, and passing when a defensive opportunity comes in the game. Therefore, in this embodiment, the wild player character is equivalent to a game object. Each of moves, catches, and passes corresponds to a local action. A defensive action consisting of moving, receiving, and passing is equivalent to a consistent action.

第2圖顯示比賽進行之樣子的畫面遷移圖。在本實施形態中,原則上,比賽不需用戶的操作而進行,如第2圖所示,遊戲圖像G1僅顯示比賽粗略的戰況。另外,在本實施形態中,雖然於「G1」的符號的末尾如以「G1A」的方式標示字母來說明遊戲圖像G1的顯示改變的樣子,但不須具體區別時,只標示「G1」的符號來說明。 Figure 2 shows a screen transition diagram of how the game progresses. In this embodiment, in principle, the game is performed without a user's operation. As shown in FIG. 2, the game image G1 displays only a rough game situation. In addition, in the present embodiment, although the letter "G1A" is used to indicate the change of the display of the game image G1 at the end of the "G1" symbol, only the "G1" is marked when there is no specific difference. To illustrate.

如遊戲圖像G1A所示,當比賽開始時,於比賽出場的人物的一覽上顯示著顯示比賽開始的訊息。在本實施形態中,根據兩隊伍的人物參數,執行簡易的模擬,藉此進行比賽。模擬本身能夠應用各種的手段,例如,根據打者人物的參數、投手人物的參數,來決定打擊結果。又,模擬可不僅依據屬於從比賽最初出場的人物的先發成員(regular members), 亦可根據預先決定為隊伍的候補人物(於G1未顯示)的參數。 As shown in the game image G1A, when the game starts, a message showing the start of the game is displayed on the list of characters who played in the game. In this embodiment, a simple simulation is performed based on the character parameters of the two teams, and the game is played. The simulation itself can use various means, for example, to determine the strike result according to the parameters of the hitter character and the pitcher character. In addition, simulations can be based not only on regular members who belong to the character who first appeared in the game, It can also be based on parameters determined in advance as candidates for the team (not shown in G1).

如遊戲圖像G1B所示,若為比賽剛開始後,根據屬於先攻之「隊伍A」的第一棒打者的「田中」之打者人物的參數,與屬於後攻之「隊伍B」的投手的「菊地」之投手人物的參數,來決定打擊結果。之後的打者亦同樣地執行模擬,而進行比賽。 As shown in the game image G1B, immediately after the match, according to the parameters of the hitter character of "Tanaka" who belongs to the first striker of "Team A" and the pitcher of "Team B" who belongs to the later attack The parameters of the pitcher characters of "Kikuchi" determine the strike result. Subsequent hitters also perform simulations to compete.

如遊戲圖像G1C所示,當一局上半結束時,攻守交替並開始一局下半。若為遊戲圖像G1C之例,根據屬於後攻之「隊伍B」的第一棒打者的「池田」之打者人物的參數,與屬於先攻之「隊伍A」的投手的「木山」之投手人物的參數,來決定打擊結果,而擊出的擊球會根據「隊伍A」之野手的參數來決定安打、失誤或出局。以後的打者亦同樣地執行模擬。 As shown in game image G1C, when the first half of a game ends, the offense and defense alternate and start the second half of the game. In the case of the game image G1C, according to the parameters of the hitter character of "Ikeda" who belongs to the first striker of "Team B" and the pitcher character of "Kiyama" who belongs to the first striker of "Team A" Parameters to determine the result of the strike, and the hits will be determined by the fielder's parameters of "Team A" for hits, turnovers or outs. Subsequent hitters also perform simulations.

在本實施形態中,當我方隊伍的守備機會到來時,成為能夠進行遊戲操作的狀態。也就是,當守備機會到來時,操作機會會到來。例如,可為當球飛到我方隊伍的野手人物的守備範圍時能夠進行遊戲操作,又可在預定的出局數或預定的上壘狀況中打者人物進行打擊時能夠進行遊戲操作。另外,就操作機會到來的野手人物的對象而言,亦可排除投手、捕手及一壘手之守備機會較少的人物。如遊戲圖像G1D所示,當守備機會到來時,會於顯示部15顯示表示比賽狀況的訊息M10,且切換遊戲圖像G1的顯示。 In this embodiment, when the defense opportunity of our team comes, the game operation is enabled. That is, when the guard opportunity comes, the operation opportunity comes. For example, the game operation can be performed when the ball reaches the defensive range of the field player characters of our team, and the game operation can be performed when the player character strikes in a predetermined number of outs or a predetermined upper base situation. In addition, as far as the target of the fielder character who comes to the operation opportunity is concerned, the pitcher, the catcher and the first baseman who have less defense opportunities can be excluded. As shown in the game image G1D, when a defensive opportunity arrives, a message M10 indicating the game status is displayed on the display unit 15 and the display of the game image G1 is switched.

第3圖為守備機會到來時之遊戲圖像G1的畫面遷移圖。如第3圖所示,遊戲圖像G1E顯示遊戲空間的樣子。遊戲空間為配置人物的虛擬空間,三維或二維均可。例如,在遊戲空間配置有球場(field),且在球 場上配置有野手人物C1、投手人物C2及打者人物C3等。 FIG. 3 is a screen transition diagram of the game image G1 when the defense opportunity comes. As shown in FIG. 3, the game image G1E shows the state of the game space. The game space is a virtual space in which characters are arranged. It can be 3D or 2D. For example, a field is arranged in the game space, and Field players C1, pitcher characters C2, and hitter characters C3 are placed on the field.

除此之外,例如在遊戲空間亦可配置有捕手人物、跑者人物、及裁判人物等。另外,在本實施形態中假設為:打者人物C3未打擊,而跑者人物雖不進行盜壘但積極地跑壘的情形。又例如,於遊戲空間設定虛擬攝影機。例如,虛擬攝影機亦可設定於野手人物C1的背後的位置,俾使在視野中包含野手人物C1。 In addition, for example, a catcher character, a runner character, and a referee character may be arranged in the game space. In addition, in this embodiment, it is assumed that the hitter character C3 is not hit, and the runner character actively runs the base although he does not steal the base. As another example, a virtual camera is set in the game space. For example, the virtual camera may be set at a position behind the fielder character C1 so that the fielder character C1 is included in the field of vision.

例如,遊戲圖像G1E係包含用以顯示打者人物的姓名、能力等之資訊的顯示區域A11,用以顯示比賽狀況的顯示區域A12,及用以顯示在這一次守備機會產生的獎勵(bonus)的顯示區域A13。在本實施形態中,當守備動作中的移動、接球、傳球的各個的遊戲操作成功時會賦予分數,且在顯示區域A13顯示賦予分數的獎勵。 For example, the game image G1E includes a display area A11 for displaying information such as the name and ability of the player character, a display area A12 for displaying the status of the game, and a bonus generated at this defensive opportunity. Display area A13. In this embodiment, points are awarded when the game operation of each of the movement, the catch, and the passing in the defensive action is successful, and the reward for the points is displayed in the display area A13.

例外,獎勵亦可因應守備機會到來的野手人物的能力參數而決定。例如,詳細茲容後數,但如變形例利用第一遊戲部分培育人物的情形,亦可產生因應培育出的人物的能力參數的獎勵。例如,亦可為能力參數愈高則愈提高獎勵。此時,預先培育能力參數較高的人物,藉此能夠獲得更多的分數。 Exceptionally, the reward can also be determined based on the ability parameters of the fielder's character when the guard opportunity comes. For example, the number is described in detail. However, in the case of using the first game part to cultivate characters in the modified example, a reward corresponding to the ability parameters of the cultivated characters may be generated. For example, the higher the ability parameter, the higher the reward can be. At this time, people with higher ability parameters can be cultivated in advance, so that they can get more points.

顯示遊戲圖像G1E後,如遊戲圖像G1F、G1G,我方隊伍的投手人物C2開始球動作而投出球B。另外,在此投手人物C2設為與遊戲操作無關地開始投球動作。如遊戲圖像G1H所示,當對手隊伍的打者人物C3打擊球B時,成為受理用以使野手人物C1移動的移動操作的狀態。 After displaying the game image G1E, such as game images G1F, G1G, our team's pitcher character C2 starts the ball action and throws the ball B. Here, it is assumed that the pitcher character C2 starts the pitching operation regardless of the game operation. As shown in the game image G1H, when the hitter character C3 of the opponent team strikes the ball B, a movement operation for moving the fielder character C1 is received.

第4圖為移動操作進行時之遊戲圖像G1的畫面遷移圖。如第4圖所示,於遊戲圖像G1I顯示打者人物C3打擊球B,且以圍繞球B 的方式顯示標記圖像G2。標記圖像G2為影強調球B的位置的圖像,例如利用紅色或黃色等顯目的顏色來表示,標記圖像G2會隨著球B而移動。 FIG. 4 is a screen transition diagram of the game image G1 when the moving operation is performed. As shown in FIG. 4, in the game image G1I, the player character C3 is shown striking the ball B, and the ball B is surrounded by the player character C3. The marker image G2 is displayed. The marker image G2 is an image that highlights the position of the ball B. For example, the marker image G2 is displayed with a prominent color such as red or yellow. The marker image G2 moves with the ball B.

當顯示遊戲圖像G1I時,操作部14受理移動操作。在本實施形態中,移動操作為用以指示野手人物C1的移動方向的操作,例如滑動(flick)操作部14的觸控面板來進行。另外,移動操作可為滑動以外的任意的操作,例如可為撥動(swipe),亦可於顯示部15顯示虛擬握把(虛擬控制器),並使該虛擬握把滑動(slide)的操作。如遊戲圖像G1I所示,在野手人物C1的腳下顯示有導引圖像G3,其係用來導引移動操作要指示的方向。 When the game image G1I is displayed, the operation unit 14 accepts a movement operation. In this embodiment, the movement operation is an operation for instructing the movement direction of the wild player character C1, and is performed by, for example, flicking the touch panel of the operation unit 14. In addition, the movement operation may be any operation other than sliding. For example, it may be swipe, or a virtual grip (virtual controller) may be displayed on the display unit 15 and the virtual grip may be slid. . As shown in the game image G1I, a guide image G3 is displayed under the feet of the fielder character C1, which is used to guide the direction to be indicated by the movement operation.

第5圖顯示導引圖像G3的詳細之圖。如第5圖所示,本實施形態的導引圖像G3在遊戲空間之中呈圓形,但畫面上受到虛擬攝影機的角度的關係,以橢圓形顯示。例如,導引圖像G3包含區域A30至A33,各區域區分為不同的顏色。在第5圖中示意性地以網點的濃度表現區域A30至A33的顏色差異。另外,導引圖像G3所包含的區域的數量不限定為四個,亦可包含兩個、三個或五個以上的區域。 FIG. 5 shows a detailed view of the guidance image G3. As shown in FIG. 5, the guide image G3 in this embodiment is circular in the game space, but is displayed as an ellipse on the screen depending on the angle of the virtual camera. For example, the guidance image G3 includes areas A30 to A33, and each area is distinguished into different colors. In FIG. 5, the color differences of the regions A30 to A33 are schematically represented by the density of the halftone dots. In addition, the number of regions included in the guide image G3 is not limited to four, and may include two, three, or five or more regions.

例如,移動操作的成功與否是根據由移動操作所指示的方向,與區域A30至A33的關係來評價。例如,根據從導引圖像G3的中心點O觀看,指定區域A30至A33當中的哪一個區域示,來決定移動操作的評價結果。若換句話說,根據以中心點O為基準,而朝由移動操作所指示的方向延伸的直線所通過的區域,來評價移動操作的成功與否。例如,觸控面板好比是遊戲空間內的球場,並對在觸控面板上所指示的方向轉換成遊戲空間上的方向,而評價移動操作的成功與否。 For example, the success of the movement operation is evaluated based on the relationship between the directions indicated by the movement operation and the areas A30 to A33. For example, the evaluation result of the movement operation is determined based on which one of the designated areas A30 to A33 is viewed from the center point O of the guidance image G3. In other words, the success of the moving operation is evaluated based on the area through which a straight line extending in the direction indicated by the moving operation takes the center point O as a reference. For example, a touch panel is like a court in a game space, and the direction indicated on the touch panel is converted to the direction in the game space to evaluate the success of the movement operation.

由移動操作所指示的方向可為自觸碰(觸碰開始)觸控面板 的位置往不碰觸(碰觸結束)的位置的方向,亦可為滑動的方向。而且,亦可為碰觸之後,於預定時間不碰觸的情形中的碰觸位置(觸碰的開始位置)至目前的碰觸位置的方向。碰觸的位置可為畫面中的任何位置,但是以儘量在觸控面板的中心進行可確保充分地朝左右上下方向的移動距離,所以使操作性良好。 The direction indicated by the movement operation can be a self-touch (start of touch) touch panel The direction of the position toward the position where it is not touched (end of touch) may also be a sliding direction. Moreover, it may be the direction from the touch position (starting position of touch) to the current touch position in a case where no touch is made for a predetermined time after the touch. The touched position may be any position in the screen, but it is ensured that the moving distance in the left, right, up, and down directions is sufficiently ensured by performing as much as possible in the center of the touch panel, so that the operability is good.

例如,區域A30顯示藉由移動操作要指示之方向的區域,當由移動操作指示區域A30時,會獲得最高的評價。此時,野手人物C1跟上球B的機率(移動成功的機率)為最高。導引圖像G3中的區域A30的位置亦可根據野手人物C1與球B的位置關係決定,亦可還考慮野手人物C1的腳程參數來決定。例如,當球B朝野手人物C1的右前飛時,區域A30成為右上,而球B朝野手人物C1的左後飛時,區域A30成為左下。也就是,以從野手人物C1觀看球B飛的方向,與從中心點O觀看區域A30的某方向為相同的方式,決定區域A30的位置。另外,亦可會有球B朝野手人物C1的正面飛的情形,此時,區域A30配置於上側。 For example, the area A30 shows an area in which a direction is to be indicated by a moving operation. When the area A30 is indicated by a moving operation, the highest evaluation is obtained. At this time, the probability of the fielder character C1 following the ball B (the probability of successful movement) is the highest. The position of the area A30 in the guidance image G3 may also be determined according to the positional relationship between the fielder character C1 and the ball B, and may also be determined in consideration of the foot course parameters of the fielder character C1. For example, when the ball B flies to the right of the fielder character C1, the area A30 becomes the upper right, and when the ball B flies to the left of the fielder character C1, the area A30 becomes the lower left. That is, the position of the area A30 is determined in the same way that the direction in which the ball B is viewed from the field player character C1 is viewed from the center point O in a certain direction of the area A30. In addition, the ball B may fly toward the front of the fielder character C1. At this time, the area A30 is arranged on the upper side.

此外,根據移動操作而指示區域A31時,成為第二高的評價。此時,野手人物C1追上球B的機率就會些微提高。例如,以隔著區域A30的方式配置區域A31。又例如,根據移動操作而指定區域A32時,成為第三高的評價。此時,野手人物C1追上球B的機率就不太會提高。例如,以隔著區域A30、A31的方式配置區域A32。再者,例如,根據移動操作而指定區域A33時為最低的評價。此時,野手人物C1追上球B的機率會相當低。區域A33成為區域A30至A32以外的區域。 In addition, when the area A31 is instructed based on the movement operation, it becomes the second highest evaluation. At this point, the probability of the fielder C1 catching up with the ball B will slightly increase. For example, the area A31 is arranged so as to face the area A30. As another example, when the area A32 is designated based on the movement operation, it becomes the third highest evaluation. At this point, the probability of fielder C1 catching up with Ball B is unlikely to increase. For example, the area A32 is arranged so as to face the areas A30 and A31. In addition, for example, when the area A33 is designated based on the movement operation, the evaluation is the lowest. At this point, the chance of the fielder C1 catching up with the ball B will be quite low. The area A33 becomes an area other than the areas A30 to A32.

根據移動操作指示區域A30時,野手人物C1的移動最容易 成功,所以移動操作為區域A30愈寬闊則愈容易成功,而區域A30愈狹窄則愈容易失敗。若換句話說,移動操作是區域A33愈狹窄則愈容易成功,而區域A33愈寬闊則愈容易失敗。在本實施形態中,區域A30至A33的各個區域的寬闊度系根據顯示野手人物C1的腳的快慢的腳程參數而決定。 It is easiest to move the fielder character C1 when the area A30 is indicated by the movement operation. Success, so the wider the area A30, the easier it will be to move, and the narrower the area A30, the more likely it will fail. In other words, the smaller the area A33, the easier it is to move, and the wider the area A33, the more likely it is to fail. In this embodiment, the width of each of the areas A30 to A33 is determined according to the footstep parameters that show the speed of the foot of the fielder character C1.

第6圖係顯示腳程參數與導引圖像G3的區域A30至A33的關係之圖。如第6圖所示,在本實施形態中,野手人物C1的腳程參數愈高則區域A30愈寬闊,野手人物C1的腳程參數愈低則區域A30愈狹窄。若換言之,野手人物C1的腳程參數愈高則區域A33愈狹窄,野手人物C1的腳程參數愈低則區域A33愈寬闊。另外,區域A33的寬闊度既可為固定,且可藉由區域A30至A32的比率來調整難易度。 FIG. 6 is a diagram showing the relationship between the footstep parameters and the areas A30 to A33 of the guidance image G3. As shown in FIG. 6, in this embodiment, the higher the field parameter of the field character C1 is, the wider the area A30 is, and the lower the field parameter of the field character C1 is, the narrower the area A30 is. In other words, the higher the footwork parameter of the fielder character C1, the narrower the area A33, and the lower the footwork parameter of the fielder character C1, the wider the area A33. In addition, the width of the area A33 can be fixed, and the difficulty can be adjusted by the ratio of the areas A30 to A32.

此外,當腳程參數極端地低時,區域A30亦可消失。此外,當根據腳程參數所計算的區域A30的比率未滿閾值時,亦可將區域A30的比率設為零,將區域A30的比率與區域A31的比率加算。再者,當區域A31的比率未滿閾值時,亦可使區域A32確保預定比率。當區域A30的比率與區域A31加算時,亦可根據加算後的A30的比率判定是否未滿閾值。 In addition, when the footstep parameters are extremely low, the area A30 may also disappear. In addition, when the ratio of the area A30 calculated according to the footstep parameter is less than the threshold, the ratio of the area A30 may be set to zero, and the ratio of the area A30 and the ratio of the area A31 may be added. In addition, when the ratio of the area A31 is less than the threshold value, the area A32 may be secured at a predetermined ratio. When the ratio of the area A30 and the area A31 are added, it is also possible to determine whether the threshold is not reached based on the ratio of the added A30.

返回第4圖,當導引圖像G3顯示於遊戲圖像G1I時,在畫面上進行滑動,進行移動操作以指示區域A30。例如,當由移動操作指示區域A30時,如遊戲圖像GIJ所示,於顯示區域A14顯示「MOVE EXCELLENT!!」之較高的評價結果。此外,在移動操作中或移動操作後,亦可顯示導向圖像G4,該導向圖像G4係顯示由移動操作所指示的方向。在遊戲圖像GIJ的例中,導向圖像G4以指向區域A30的方式顯示。 Returning to FIG. 4, when the guidance image G3 is displayed on the game image G1I, slide on the screen to perform a movement operation to indicate the area A30. For example, when the area A30 is instructed to move, as shown by the game image GIJ, a higher evaluation result of "MOVE EXCELLENT!" Is displayed in the display area A14. In addition, during or after the movement operation, a guidance image G4 may also be displayed, and the guidance image G4 shows the direction indicated by the movement operation. In the example of the game image GIJ, the guidance image G4 is displayed so as to point to the area A30.

例如,由移動操作指示區域A31時,於顯示區域A14顯示 「MOVE GOOD!」之第二高的評價結果,且以指示區域A31的方式顯示導向圖像G4。又例如,由移動操作指示區域A32時,於顯示區域A14顯示「MOVE NORMAL!」之第三高的評價結果,且以指向區域A32的方式顯示導向圖像G4。又例如,由移動操作指示區域A33時,於顯示區域A14顯示「MOVE BAD!」之最低的評價結果,且以指向區域A33的方式顯示導向圖像G4。 For example, when the area A31 is instructed to move, it is displayed in the display area A14. The second highest evaluation result of "MOVE GOOD!", And the guidance image G4 is displayed in a manner to indicate the area A31. For another example, when the operation area A32 is moved, the third highest evaluation result of "MOVE NORMAL!" Is displayed in the display area A14, and the guidance image G4 is displayed in a manner of pointing to the area A32. For another example, when the operation area A33 is moved, the lowest evaluation result of "MOVE BAD!" Is displayed in the display area A14, and the guidance image G4 is displayed in a manner of pointing to the area A33.

另外,在受理移動操作時(也就是,顯示導引圖像G3時),亦可使影像的播放速度不特別地變化,亦可使影像暫時停止,在本實施形態中,設為影像的播放速度變慢。因此,當受理移動操作時,野手人物C1及球B便慢慢地移動。再者,影像的播放速度亦可為固定值,但在本實施形態中,移動操作的播放速度係設為根據野手人物C1的守備力參數及技巧(skill)參數的至少一方來決定。例如,亦可為守備力參數愈高則播放速度愈慢,守備力參數愈低則播放速度愈快。又例如,當野手人物C1具有關於守備的特殊技巧時,播放速度亦可變慢。 In addition, when the mobile operation is accepted (that is, when the guidance image G3 is displayed), the playback speed of the video may not be changed specifically, and the video may be temporarily stopped. In this embodiment, the playback of the video is set. Slower. Therefore, when a move operation is accepted, the fielder character C1 and the ball B move slowly. In addition, the playback speed of the video may be a fixed value, but in this embodiment, the playback speed of the mobile operation is determined based on at least one of the defensive force parameter and the skill parameter of the field player character C1. For example, the higher the defensive force parameter, the slower the playback speed, and the lower the defensive force parameter, the faster the playback speed. As another example, when the fielder character C1 has a special skill regarding defense, the playback speed may also become slow.

此外,亦可不具體設置進行移動操作的限制時間,但在本實施形態中,對移動操作設置有限制時間,將到球B越過野手人物C1的守備範圍為止設為限制時間。因此,影像的播放速度變得愈慢則限制時間愈加長,愈可謹慎進行移動操作,所以移動操作的難易度下降。另一面,影像的播放速度愈快則限制時間愈縮短,且必須立刻進行移動操作,所以移動操作的難易度上升。如此,亦可藉由限制時間(重現速度)來調整移動操作的難易度。 In addition, the time limit for moving operation may not be specifically set, but in this embodiment, the time limit for moving operation is set, and the time limit is set until the ball B crosses the defense range of the fielder character C1. Therefore, the slower the playback speed of the video is, the longer the limit time is and the more cautious the mobile operation is, the easier the mobile operation is. On the other hand, the faster the playback speed of the image, the shorter the limit time, and the mobile operation must be performed immediately, so the difficulty of the mobile operation increases. In this way, it is also possible to adjust the difficulty of the movement operation by limiting the time (reproduction speed).

當進行移動操作時,如第4圖的遊戲圖像G1K、G1L所示, 野手人物C1朝球B側移動。野手人物C1亦可往顯示移動操作的方向移動,亦可為移動操作僅利用於遊戲操作的評價,而野手人物C1的移動方向為根據比賽狀預先確定者。例如,若為往野手人物C1的正面的滾地球,也會有與移動操作的方向無關地,往正面移動的情形,若為往右側的滾地球,也會有往右側移動的情形,若為高飛球,也會有野手人物C1跳躍的情形。在第4圖中,由於根據移動操作來指示區域A30,所以野手人物的移動成功,且追上球B成為可接球的狀態。成為該狀態時,受理使野手人物C1接球的接球操作。 When moving, as shown in the game images G1K and G1L in Figure 4, The fielder character C1 moves toward the ball B side. The fielder character C1 can also move in the direction showing the mobile operation, or the evaluation of the mobile operation can only be used for game operations, and the direction of the fielder character C1 is determined in advance based on the game situation. For example, if you roll the earth toward the front of the fielder character C1, there will be cases where you move to the front regardless of the direction of the movement operation. If you roll the earth to the right, you will also move to the right. If it is Goofy ball, there may be situations where the fielder character C1 jumps. In FIG. 4, since the area A30 is indicated based on the movement operation, the movement of the fielder character is successful, and the ball B catches up with the ball. When in this state, a catch operation for receiving the fielder character C1 is accepted.

第7圖為接球操作進行時之遊戲圖像G1的畫面遷移圖。如第7圖所示,遊戲圖像G1M係顯示野手人物C1進入接球姿勢的樣子,且從操作部14受理接球操作。 FIG. 7 is a screen transition diagram of the game image G1 when the catch operation is performed. As shown in FIG. 7, the game image G1M shows how the wild player character C1 enters the catching posture, and receives the catching operation from the operation unit 14.

在本實行形態中,接球操作為用以指示野手人物C1的接球時序的操作,例如,藉由碰觸操作部14的觸控面板來進行。另外,接球操作亦可以碰觸以外的任意操作,例如,既可以為滑動或撥動,亦可為於顯示部15顯示虛擬的按鍵,而與該按鍵接觸的操作。如遊戲圖像G1M所示,於野手人物C1的附近,顯示有導引圖像G5,該導引圖像G5係用來導引要以接球操作指示的時序。 In this implementation form, the ball receiving operation is an operation for instructing the wild player character C1 to receive the ball, and for example, it is performed by touching the touch panel of the operation unit 14. In addition, the operation of catching the ball may be any operation other than touching, for example, it may be a sliding or flicking operation, or an operation in which a virtual key is displayed on the display section 15 and the key is in contact with the key. As shown in the game image G1M, a guide image G5 is displayed near the fielder character C1, and the guide image G5 is used to guide the timing to be instructed by the catch operation.

第8圖係顯示導引圖像G5的詳細之圖。如第8圖所示,導引圖像G5包含區域A50至A53,各區域區分為不同的顏色。在第8圖中示意性地以網點的濃度表現區域A50至A53的顏色差異。導引圖像G5中區域A50至A53係區分成四個顏色。另外,導引圖像G5所包含的區域的數量不限定為四個,亦可包含兩個、三個、或五個以上的區域。 FIG. 8 is a detailed view showing the guidance image G5. As shown in FIG. 8, the guidance image G5 includes areas A50 to A53, and each area is distinguished into different colors. In FIG. 8, the color differences of the regions A50 to A53 are schematically expressed as the density of the dots. The areas A50 to A53 in the guide image G5 are distinguished into four colors. In addition, the number of regions included in the guide image G5 is not limited to four, and may include two, three, or five or more regions.

在本實施形態中,雖對導引圖像G5的橫方向(水平方向)較長的情形說明,惟導引圖像G5亦可為縱方向(垂直方向)較長。例如,亦可如在滾地球的接球的情形設為橫方向較長的導引圖像G5,而高飛球的接球的情形設為縱方向較長的導引圖像G5,設為因應動作的內容的導引圖像G5。 In the present embodiment, a case where the horizontal direction (horizontal direction) of the guide image G5 is long is explained, but the guide image G5 may be long in the vertical direction (vertical direction). For example, it is also possible to use a long guide image G5 in the horizontal direction when the ball is rolled over the earth, and a long guide image G5 in the vertical direction to receive the ball. Guide image G5 of the content of the action.

如導引圖像G5所示,區域A50的一端(例如,左端部)顯示游標C54,而朝向另一端(例如,右端部)漸漸地移動。在此,游標C54的移動速度設為一定,但亦可改變游標C54的移動速度。再者,雖說明游標C54的移動方向為一定的情形,惟亦可使游標C54途中暫時停止,或朝相反方向移動。例如,當接球操作進行時,游標C54會停止。例如,區域A50至A53當中,根據游標C54停止的區域,來評價接球操作的成功與否。 As shown in the guidance image G5, one end (for example, the left end) of the area A50 displays a cursor C54, and gradually moves toward the other end (for example, the right end). Here, the moving speed of the cursor C54 is fixed, but the moving speed of the cursor C54 may be changed. In addition, although the case where the moving direction of the cursor C54 is constant is described, the cursor C54 may be temporarily stopped on the way or moved in the opposite direction. For example, when the catch operation is performed, the cursor C54 will stop. For example, among the areas A50 to A53, the success of the catch operation is evaluated based on the area where the cursor C54 stops.

例如,區域A52為游標C54要停止的區域,當根據接球操作使游標C54停止在區域A52上時,為最高的評價。此時,接球的成功的機率為最高。又例如,根據接球操作使游標C54停止在區域A51上時,為第二高的評價。此時,接球的成功的機率就會些微提高。此外,根據接球操作使游標C54停止在區域A50上時,為第三高的評價。此時,接球的成功的機率就不太會提高。又例如,根據接球操作使游標C54停止在區域A53上時為最低的評價。此時,接球的成功機率會相當低。 For example, the area A52 is the area to be stopped by the cursor C54. When the cursor C54 is stopped on the area A52 according to the catch operation, it is the highest evaluation. At this point, the chance of success in catching the ball is the highest. As another example, when the cursor C54 is stopped on the area A51 according to the catch operation, it is the second highest evaluation. At this point, the chance of success in catching the ball will increase slightly. In addition, when the cursor C54 is stopped on the area A50 according to the catch operation, it is the third highest evaluation. At this point, the probability of a successful catch is unlikely to increase. As another example, when the cursor C54 is stopped on the area A53 according to the catch operation, the evaluation is the lowest. At this point, the chance of success in catching the ball will be quite low.

當游標C54停止在區域A52上時,接球最容易成功,所以接球操作為區域A52愈寬闊則愈容易成功,而區域A52愈狹窄則愈容易失敗。換句話說,接球操作為區域A53愈狹窄則愈容易成功,而區域A53愈寬闊則愈容易失敗。在本實施形態中,區域A50至A53的寬闊度係根據顯 示野手人物C1的接球能力的接球參數來決定。另外,區域A53的寬闊度亦可為固定,亦可根據區域A50至A52的比率來調整難易度。 When the cursor C54 stops on the area A52, the catch is most likely to succeed. Therefore, the wider the area A52 is, the easier it is to succeed, and the narrower the area A52, the more likely it is to fail. In other words, the narrower the area A53, the easier it is to catch the ball, and the wider the area A53, the more likely it is to fail. In this embodiment, the width of the areas A50 to A53 is based on the display The catching parameters of the fielder's catching ability C1 are determined. In addition, the width of the area A53 may be fixed, and the difficulty level may also be adjusted according to the ratio of the areas A50 to A52.

第9圖係顯示接球參數與導引圖像G5的區域A50至A53的關係之圖。如第9圖所示,在本實施形態中,野手人物C1的接球參數愈高則區域A52愈寬闊,而野手人物C1的接球參數愈低則區域A52愈狹窄。換句話說,野手人物C1的接球參數愈高則區域A53愈狹窄,而野手人物C1的接球參數愈低則區域A53愈寬闊。如第9圖所示,當接球參數極端地低時,亦可區域A52完全消失,而幾乎成為區域A53。 FIG. 9 is a diagram showing the relationship between the catching parameters and the areas A50 to A53 of the guidance image G5. As shown in FIG. 9, in this embodiment, the higher the field player C1's receiving parameters, the wider the area A52, and the lower field player C1's receiving parameters, the lower the area A52 becomes narrower. In other words, the higher the field player C1's receiving parameters, the narrower the area A53, and the lower field player C1's receiving parameters lower, the wider the area A53. As shown in FIG. 9, when the catch parameter is extremely low, the area A52 may completely disappear, and it may become the area A53.

返回第7圖,當於遊戲圖像G1M顯示導引圖像G5時,如遊戲圖像G1N、G1O所示,游標C54漸漸地往右方向移動。如遊戲圖像G1P所示,當以較佳時序進行接球操作,游標C54停止在區域A52上時,於顯示區域A15顯示「CATCH EXCELLENT!!」之較高的評價結果。 Returning to FIG. 7, when the guide image G5 is displayed on the game image G1M, as shown in the game images G1N and G1O, the cursor C54 gradually moves to the right. As shown in the game image G1P, when the ball receiving operation is performed at a better timing, and the cursor C54 stops on the area A52, a higher evaluation result of "CATCH EXCELLENT !!!" is displayed in the display area A15.

例如,當根據接球操作使游標C54停止在區域A51上時,於顯示區域A15顯示「CATCH GOOD!」之第二高的評價結果。又例如,根據接球操作使游標C54停止在區域A50上時,於顯示區域A14顯示「CATCH NORMAL!」之第三高的評價結果。又例如,當根據接球操作使游標C54停止在區域A53上時,於顯示區域A14顯示「MOVE BAD!」之最低的評價結果。 For example, when the cursor C54 is stopped on the area A51 according to the catch operation, the second highest evaluation result of "CATCH GOOD!" Is displayed in the display area A15. For another example, when the cursor C54 is stopped on the area A50 according to the catch operation, the third highest evaluation result of "CATCH NORMAL!" Is displayed in the display area A14. For another example, when the cursor C54 is stopped on the area A53 according to the catch operation, the lowest evaluation result of "MOVE BAD!" Is displayed in the display area A14.

另外,當受理接球操作時(也就是,顯示導引圖像G5時),亦可使影像的重現速度不特別地變化,亦可使影像暫時停止,在本實施形態中,設為影像的播放速度變慢。因此,當受理接球操作時,野手人物C1及球B便慢慢地移動。再者,接球操作時的播放速度亦可根據野手人物C1 的技巧參數等來決定,惟在本實施形態中,設為與野手人物C1無關係的固定值。 In addition, when the ball receiving operation is accepted (that is, when the guidance image G5 is displayed), the reproduction speed of the image may not be particularly changed, and the image may be temporarily stopped. In this embodiment, the image is set as an image. Playback speed becomes slower. Therefore, when receiving the ball receiving operation, the field player characters C1 and the ball B move slowly. In addition, the playback speed during the catch operation can also be based on the fielder character C1. It is determined by the skill parameters and the like, but in this embodiment, it is set to a fixed value which has no relationship with the field character C1.

而且,亦可不具體設置進行移動操作的限制時間,但在本實施形態中,對移動操作設置有限制時間,將球B接觸到野手人物C1的手套為止設為限制時間。游標C54到達至右端的時序係配合直至球B與野手人物C1的手套接觸為止的時序來設定,當不進行接球操作而游標C54到達至右端時,判定接球操作失敗。另外,當未具體設置限制時間時,游標C54亦可在到達至右端時返回至左端(初期位置),且多次重複移動而在導引圖像G5中循環。此時,影像亦可暫時停止。 In addition, the time limit for moving operation may not be specifically set, but in this embodiment, the time limit for moving operation is set, and the time limit is set until the ball B touches the glove of the fielder character C1. The timing when the cursor C54 reaches the right end is set in accordance with the timing until the ball B comes in contact with the glove of the fielder character C1. When the cursor C54 reaches the right end without performing a catch operation, it is determined that the catch operation has failed. In addition, when the time limit is not specifically set, the cursor C54 can also return to the left end (initial position) when it reaches the right end, and repeats the movement multiple times to cycle through the guidance image G5. At this time, the image can also be temporarily stopped.

如第7圖所示,由於到野手人物C1接到球為止,虛擬攝影機會位於野手人物C1的背後,會有未於畫面顯示傳球目的地的情形,所以在野手人物C1進行了接球後,虛擬攝影機會移動,以顯示傳球目的地之壘。另外,傳球目的地之壘,會因應比賽的狀況而預先設定。例如,有跑者的情形,以跑者的前一個或前兩個之壘為傳球目的地,當沒有跑者的情形,亦可以一壘或二壘為傳球目的地。 As shown in Figure 7, until the fielder character C1 receives the ball, the virtual camera is located behind the fielder character C1, and the destination of the pass may not be displayed on the screen. Therefore, after the fielder character C1 receives the ball, The virtual camera moves to show the barriers of the pass destination. In addition, the base of the passing destination is set in advance according to the situation of the game. For example, in the case of a runner, the first or two bases of the runner are used as the passing destination. When there is no runner, the first or second base can also be used as the passing destination.

第10圖係顯示在野手人物C1接球之後,移動虛擬攝影機的樣子之圖。在此,說明野手人物C1為二壘手,而傳球目的地為二壘的情形。如第10圖所示,位於野手人物C1的背後的虛擬攝影機VC往野手人物C2的左側移動,俾以朝向傳球目的地的二壘方向。也就是,虛擬攝影機VC以將傳球目的地的二壘與野手人物C1兩方都被包括至視野內的方式移動。 Fig. 10 is a diagram showing how the virtual camera is moved after the field player character C1 receives the ball. Here, a case where the fielder character C1 is a second baseman and the passing destination is a second base will be described. As shown in FIG. 10, the virtual camera VC located behind the fielder character C1 moves to the left of the fielder character C2, and moves toward the second base of the passing destination. That is, the virtual camera VC moves so that both the second base of the passing destination and the fielder character C1 are included in the field of view.

虛擬攝影機VC移動之間,亦可使影像的播放速度變慢,影 像亦可暫時停止,影像的播放速度亦可返回至通常的速度。如第10圖的遊戲圖像G1Q、G1R所示,在野手人物C1接球之後,虛擬攝影機VC以繞轉野手人物C1的方式移動,從而可對遊戲賦予臨場感。另外,標記圖像G2亦可在野手人物C1接到球的時序消除,亦可在顯示導引圖像G5的時序消除。在如第10圖的方式使虛擬攝影機VC移動時,受理用以使野手人物C1進行傳球的傳球操作。 The movement of the virtual camera VC can also slow down the playback speed of the video. The image can also be temporarily stopped, and the playback speed of the image can be returned to the normal speed. As shown in the game images G1Q and G1R in FIG. 10, after the fielder character C1 receives the ball, the virtual camera VC moves around the fielder character C1, thereby giving the game a sense of presence. In addition, the marker image G2 may be eliminated at the timing when the fielder character C1 receives the ball, or may be eliminated at the timing when the guidance image G5 is displayed. When the virtual camera VC is moved as shown in FIG. 10, a passing operation for passing a fielder character C1 is accepted.

第11圖係傳球操作進行時之遊戲圖像G1的畫面遷移圖。如第11圖所示,於遊戲圖像G1S顯示有傳球目的地之壘與作為傳球的接收者的野手人物C4(在此為游擊手),且從操作部14受理傳球操作。 FIG. 11 is a screen transition diagram of the game image G1 when the passing operation is performed. As shown in FIG. 11, the game destination G1S displays the base of the pass destination and the fielder character C4 (here, the shortstop) as the receiver of the pass, and a pass operation is received from the operation unit 14.

在本實施形態中,傳球操作係用以指示畫面上的位置的操作,例如,利用操作部14的觸控面板,並以在導引圖像G6上拖曳(drag and drop)球圖像G7的方式來進行。球圖像G7的顯示位置(初期位置)亦可為固定位置,亦可隨機決定,亦可根據顯示野手人物C1的肩部的強度的肩力參數來決定。例如,球圖像G7的顯示位置,亦可設為肩力參數愈高則愈靠近導引圖像G6,而肩力參數愈低則愈遠離導引圖像G6。 In this embodiment, the pass operation is an operation for indicating a position on the screen. For example, the touch panel of the operation unit 14 is used to drag and drop the ball image G7 on the guide image G6. Way to proceed. The display position (initial position) of the ball image G7 may be a fixed position or may be randomly determined, or may be determined based on a shoulder force parameter showing the strength of the shoulder of the fielder character C1. For example, the display position of the ball image G7 can also be set to be higher as the shoulder force parameter is closer to the guide image G6, and lower as the shoulder force parameter is farther away from the guide image G6.

另外,傳球操作可為拖曳以外任意的操作,例如既可為滑動、撥動或碰觸,又可為在顯示部15顯示虛擬滑墊(Virtual pad),並挪動該虛擬滑墊的操作。如遊戲圖像G1S所示,於傳球目的地之壘上顯示用來導引要以傳球操作指示之位置的導引圖像G6。 In addition, the passing operation may be any operation other than dragging, for example, it may be an operation of sliding, flicking, or touching, or displaying a virtual pad on the display portion 15 and moving the virtual pad. As shown in the game image G1S, a guidance image G6 for guiding a position to be instructed by the passing operation is displayed on the base of the passing destination.

第12圖係顯示導引圖像G6之詳細的圖。如第12圖所示,以導引圖像G6為圓形的情形加以說明,惟導引圖像G6可為四角形或三角形等任意的形狀。而且,亦可不具體設置移動操作進行的限制時間,但在 本實施形態中,對傳球操作設置有限制時間,導引圖像G6包含用以導引限制時間的指標M60。 FIG. 12 is a detailed view showing the guidance image G6. As shown in FIG. 12, the case where the guide image G6 is circular is described, but the guide image G6 may be any shape such as a quadrangle or a triangle. Moreover, it is not necessary to specifically set the time limit for the movement operation, but in In this embodiment, a time limit is set for the passing operation, and the guidance image G6 includes an index M60 for guiding the time limit.

例如,指標M60隨著時間經歷顏色會改變,藉由指標M60的顏色的變化,來導引限制時間的剩餘時間。如第12圖的指標M60A所示,例如在傳球操作之受理開始的時間點,設為第一顏色(例如,黑色),而如指標M60B至M60D所示,隨著時間經歷,第二顏色(例如,白色)的區域增加而第一顏色的區域減少,當限制時間到來時,全部變為第二顏色。 For example, the color of the indicator M60 changes with time, and the remaining time of the limited time is guided by the change of the color of the indicator M60. As shown by the indicator M60A in FIG. 12, for example, at the time point when the acceptance of the passing operation is started, it is set to the first color (for example, black), and as shown by the indicators M60B to M60D, as time passes, the second color The area (for example, white) increases and the area of the first color decreases, and when the time limit comes, all of them become the second color.

另外,在此以藉由第一顏色及第二顏色的比例來導引限制時間的情形加以說明,惟亦可藉由指標M60的面積的變化來導引限制時間。例如,亦可設為隨著時間經歷指標M60的面積會漸漸減少,當限制時間到來時指標M60會消失。反之,亦可設為隨著時間經歷指標M60的面積會漸漸增加,當限制時間到來時會全部顯示指標M60。 In addition, here is described a case where the time limit is guided by the ratio of the first color and the second color, but the time limit may also be guided by a change in the area of the index M60. For example, it can also be set that the area of the indicator M60 will gradually decrease with time, and the indicator M60 will disappear when the time limit comes. Conversely, it can also be set that the area of the indicator M60 will gradually increase with time, and the indicator M60 will all be displayed when the time limit comes.

例如,在限制時間內,當球圖像G7拖曳至導引圖像G6內時,傳球操作為成功。因此,傳球操作為導引圖像G6愈大則愈容易成功,而導引圖像G6愈小則愈容易失敗。在本實施形態中,導引圖像G6的大小係根據顯示野手人物C1的傳球技巧的技巧參數來決定。 For example, when the ball image G7 is dragged into the guide image G6 within the limited time, the passing operation is successful. Therefore, the larger the pass image is, the easier it is to succeed, and the smaller the pass image G6 is, the easier it is to fail. In the present embodiment, the size of the guidance image G6 is determined based on the skill parameters showing the passing skill of the fielder character C1.

第13圖係顯示技巧參數、導引圖像G6之大小的關係之圖。如第13圖所示,在本實施形態中,野手人物C1所具有的傳球技巧愈高則導引圖像G6愈大,而野手人物C1所具有的傳球技巧愈低則導引圖像G6愈小。例外,導引圖像G6的大小,亦可影響野手人物C1與傳球目的地的距離。此時,亦可為距離愈近則導引圖像G6愈大,而距離愈遠則導引圖像G6愈小。 FIG. 13 is a diagram showing the relationship between the technical parameters and the size of the guide image G6. As shown in FIG. 13, in this embodiment, the higher the passing skill of the fielder character C1 is, the larger the guidance image G6 is, and the lower the passing skill of the fielder character C1 is, the larger the guidance image is. The smaller the G6. Exceptionally, the size of the guidance image G6 can also affect the distance between the fielder character C1 and the passing destination. At this time, the closer the distance, the larger the guidance image G6, and the farther the distance, the smaller the guidance image G6.

返回第11圖,當於遊戲圖像G1S顯示導引圖像G6時,進行傳球操作俾使球圖像G7移動至導引圖像G6內。如遊戲圖像G1S至G1U所示,於球圖像G7附近,以指示導引圖像G6之方式的方式,顯示游標C70。如遊戲圖像G1U所示,當球圖像G7超過了導引圖像G6時,游標C70係變化顯示位置俾以顯示原本的方向。 Returning to FIG. 11, when the guide image G6 is displayed on the game image G1S, a pass operation is performed to move the ball image G7 into the guide image G6. As shown in the game images G1S to G1U, a cursor C70 is displayed near the ball image G7 in such a manner as to instruct the guidance image G6. As shown in the game image G1U, when the ball image G7 exceeds the guide image G6, the cursor C70 changes the display position 俾 to display the original direction.

例如,根據傳球操作,球圖像G7在些許超出導引圖像G6的狀態被拖曳時,於顯示區域A16顯示「THROW GOOD!」之第二高的評價結果。又例如,根據傳球操作,球圖像G7在完全容納在導引圖像G6內的狀態被拖曳時,於顯示區域A16顯示「THROW EXCELLENT!!」之最高的評價結果。於顯示區域A16顯示「THROW EXCELLENT!!」之最高的評價結果,於顯示區域A16顯示「THROW NORMAL!!」之第三高的評價結果。又例如,根據傳球操作,球圖像G7在完全未容納在導引圖像G6內的狀態被拖曳時,或無法在限制時間內拖曳時,於顯示區域A16顯示「THROW BAD!」之最低的評價結果。 For example, according to the pass operation, when the ball image G7 is dragged slightly beyond the guidance image G6, the second highest evaluation result of "THROW GOOD!" Is displayed in the display area A16. For another example, according to the passing operation, when the ball image G7 is dragged completely in the guide image G6, the highest evaluation result of "THROW EXCELLENT !!!" is displayed in the display area A16. The highest evaluation result of "THROW EXCELLENT !!!" is displayed in the display area A16, and the third highest evaluation result of "THROW NORMAL !!!!" is displayed in the display area A16. For another example, according to the pass operation, when the ball image G7 is dragged in a state that is not completely contained in the guide image G6, or when it cannot be dragged within a limited time, the lowest display of "THROW BAD!" Is displayed in the display area A16. Evaluation results.

另外,當受理傳球作時(也就是,顯示導引圖像G3時),亦可使影像的播放速度不特別第變化,亦可使影像暫時停止,在本實施形態中,設為影像的播放速度變慢。因此,當受理傳球操作時,野手人物C1及球B便慢慢地移動。再者,傳球操作時的播放速度亦可根據野手人物C1的肩力參數來決定,惟在本實施形態中,設為與野手人物C1無關係的固定值。 In addition, when a pass is accepted (that is, when the guide image G3 is displayed), the playback speed of the image may not be particularly changed, and the image may be temporarily stopped. In this embodiment, it is assumed that the Playback speed becomes slower. Therefore, when a pass operation is accepted, the fielder characters C1 and the ball B move slowly. In addition, the playback speed during the pass operation may also be determined based on the shoulder force parameter of the fielder character C1, but in this embodiment, it is set to a fixed value that has no relationship with the fielder character C1.

此外,傳球操作的限制時間亦可設為與野手人物C1無關係的固定值,但在此,設為根據野手人物C1的肩力參數等來決定。例如,肩 力參數愈高則限制時間愈加長,肩力參數愈低則限制時間愈縮短。傳球操作的限制時間愈加長,則愈可謹慎進行移動操作,所以傳球操作的難易度下降。另一面,傳球操作的限制時間愈縮短,則必須立刻進行傳球操作,所以傳球操作的難易度上升。如此,亦可藉由限制時間,來調整傳球操作的難易度。 In addition, the limit time of the passing operation may be a fixed value that is not related to the fielder character C1. However, it is determined here based on the shoulder force parameter of the fielder character C1. For example, shoulder The higher the force parameter, the longer the limit time, and the lower the shoulder force parameter, the shorter the limit time. The longer the time limit for the passing operation, the more cautious the movement operation can be, so the difficulty of the passing operation decreases. On the other hand, the shorter the time limit for the passing operation, the faster the passing operation must be performed, so the difficulty of the passing operation increases. In this way, the difficulty of passing operation can also be adjusted by limiting the time.

而且,在本實施形態中,由於傳球操作時的播放時間為固定時間,所以當使傳球操作的限制時間變化時,亦可並不是以影像中之時間序列的後面部分來延長,而是在影像的時間序列前側延長,而使限制時間結束配合傳球完成。當進行傳球操作時,野手人物C1會傳球至傳球目的地之壘。 Moreover, in this embodiment, since the playback time during the pass operation is a fixed time, when the limit time of the pass operation is changed, it may not be extended by the latter part of the time series in the video, but rather Extend the front of the time series of the image, so that the end of the time limit is completed in conjunction with the pass. When a passing operation is performed, the fielder character C1 passes to the base of the passing destination.

第14圖為野手人物C1傳球後之畫面遷移圖。如第14圖所示,在遊戲圖像G1W顯示野手人物C1對傳球目的地之壘傳球的樣子。如遊戲圖像G1X所示,當野手人物C4接到傳球時,顯示出局(out)或安全(safe)之判定結果。之後,如遊戲圖像G1Y、G1Z所示,野手人物C4亦可傳球至一壘而完成雙殺(double play)(打者人物C3也出局)。例如,當完成雙殺時,亦可使獲得的分數增加。 Figure 14 is the picture transition of the fielder character C1 after passing. As shown in FIG. 14, the game image G1W shows how the wild player character C1 passes to the base of the passing destination. As shown in the game image G1X, when the fielder character C4 receives the pass, the judgment result of out or safe is displayed. After that, as shown in the game images G1Y and G1Z, the fielder character C4 can also pass to the first base to complete a double play (the player character C3 is also out). For example, when completing a double kill, you can also increase the score obtained.

如上述之方式,本實施形態的遊戲系統S係形成能夠詳細地評價守備動作中之移動、接球、傳球之一連貫的動作並提升遊戲的興趣性的構成。以下,對該構成的細節加以說明。 As described above, the game system S of the present embodiment has a structure capable of evaluating in detail a continuous movement of movement, catching, and passing during the defensive movement, and enhancing the interest of the game. Details of this configuration will be described below.

[3.在遊戲系統中所實現的功能] [3. Functions implemented in the game system]

第15圖係顯示在遊戲系統S所實現的功能當中,與本發明有關聯之功能的功能方塊圖。在本實施形態中,係以在遊戲終端機10中實現遊戲中 的主要功能之情形加以說明。因此,遊戲終端機10中實現:資料記憶部100、第一受理部101、第一設定部102、第一評價部103、第一動作控制部104、第二受理部105、第二設定部106、第二評價部107、第二動作控制部108、第一報酬決定部109、第二報酬決定部110及模擬部111。 Fig. 15 is a functional block diagram showing functions related to the present invention among the functions implemented by the game system S. In this embodiment, the game terminal 10 is used to implement in-game The main function of the case is explained. Therefore, in the game terminal 10, the data storage unit 100, the first receiving unit 101, the first setting unit 102, the first evaluation unit 103, the first operation control unit 104, the second receiving unit 105, and the second setting unit 106 are implemented. , Second evaluation unit 107, second operation control unit 108, first reward determination unit 109, second reward determination unit 110, and simulation unit 111.

[3-1.資料記憶部] [3-1. Data Memory Department]

資料記憶部100主要由記憶部12來實現。資料記憶部100係記憶用來執行遊戲所需的資料。在此,就資料記憶部100所記憶的資料的一例,對人物資料DT1及遊戲狀況資料DT2加以說明。 The data storage unit 100 is mainly implemented by the storage unit 12. The data memory section 100 stores data necessary for executing a game. Here, the character data DT1 and the game situation data DT2 will be described as an example of the data stored in the data storage unit 100.

第16圖係顯示人物資料DT1的資料儲存例之圖。如第16圖所示,人物資料DT1為關於人物的資料,例如,儲存有對人物唯一辨識用的人物ID、姓名、位置及參數。另外,於人物資料DT1亦可儲存關於人物的其他資訊,例如,亦可儲存人物的圖像。 FIG. 16 is a diagram showing a data storage example of the character data DT1. As shown in FIG. 16, the character data DT1 is data about a character, and for example, a character ID, a name, a position, and a parameter for uniquely identifying the character are stored. In addition, other information about the person may be stored in the character data DT1, for example, an image of the person may also be stored.

人物亦可僅與一個參數相關聯,但在本實施形態中,人物係與第一參數及第二參數相關聯。也就是,以人物與複數個參數相關聯的情形加以說明。 The character may also be associated with only one parameter, but in this embodiment, the character system is associated with the first parameter and the second parameter. That is, a case where a person is associated with a plurality of parameters will be described.

參數係指例如顯示能力高低的參數。參數並不限定為顯示能力值之數值,亦可為顯示有無技巧(特殊能力)的參數。技巧參數亦可準備有與各局部動作有關係的技巧。例如,若為在實施形態中所說明的守備動作,亦可如關於移動的技巧、關於接球的技巧、及關於傳球的技巧的方式,來依照每個局部動作準備技巧。 The parameter refers to, for example, a parameter showing the level of capability. The parameter is not limited to the value showing the ability value, but may also be a parameter showing whether there is skill (special ability). Skill parameters can also be prepared with skills related to each local action. For example, if it is the defensive action described in the embodiment, the technique may be prepared for each partial action, such as a technique regarding movement, a technique regarding receiving the ball, and a technique regarding passing.

例如,若為棒球遊戲,亦可準備:腳程參數、肩力參數、守備力參數、接球力參數及技巧參數。又例如,若為足球遊戲,亦可準備: 腳程參數、技術力參數、射門力參數及技巧參數之參數。又例如,若為籃球遊戲,亦可準備:腳程參數、接球力參數、投籃力參數及技巧參數之參數。又例如,若為戰鬥遊戲,亦可準備:防禦力參數、攻擊力參數及技巧參數之參數。 For example, if it is a baseball game, you can also prepare: foot stroke parameters, shoulder force parameters, defensive force parameters, ball receiving force parameters, and skill parameters. As another example, if it is a football game, you can also prepare: Parameters of foot stroke parameters, technical force parameters, shooting force parameters and technical parameters. For another example, if it is a basketball game, it is also possible to prepare: parameters of foot stroke parameters, catching force parameters, shooting force parameters and skill parameters. For another example, if it is a battle game, parameters of defense parameter, attack parameter and skill parameter may also be prepared.

第17圖係顯示遊戲狀況資料DT2的資料儲存例之圖。如第17圖所示,遊戲狀況資料DT2為關於遊戲之狀況的資料,例如儲存有:遊戲空間的狀況或比賽的狀況。 FIG. 17 is a diagram showing a data storage example of the game status data DT2. As shown in FIG. 17, the game status data DT2 is data about the status of the game, for example, the status of the game space or the status of the game is stored.

就遊戲空間的狀況而言,儲存有於遊戲空間中之人物的位置、方向、姿勢、移動速度等。遊戲空間內的位置係藉由設定於遊戲空間的座標軸的座標值來顯示。而遊戲空間的狀況既可儲存有球的位置及移動速度,亦可儲存有虛擬攝影機的位置及視線方向。就比賽的狀況而言,例如儲存有:現在的局數、各隊伍的得分、壞球數、好球數、出局數等。其他亦可於遊戲狀況資料DT2儲存例如各壘的上壘狀況等。 As far as the status of the game space is concerned, the position, orientation, posture, movement speed, etc. of the characters in the game space are stored. The position in the game space is displayed by the coordinate value set in the coordinate axis of the game space. The status of the game space can store not only the position and speed of the ball, but also the position and direction of the virtual camera. As for the state of the game, for example, the current number of games, the scores of each team, the number of bad goals, the number of good goals, and the number of games out are stored. Alternatively, the game situation data DT2 may store, for example, the base situation of each base.

另外,於資料記憶部100所記憶的資料不限定為上述之例。資料記憶部100只要記憶遊戲所需的資料即可。例如,資料記憶部100既可記憶移動、接球、傳球之局部動作的動作資料(motion data),且可記憶包含複數個局部動作之一連貫動作的動作資料。動作資料係定義人物的動態(3D模型的頂點座標的變化)的資料,藉由播放動作資料,從而在遊戲空間使人物動作。其他,例如資料記憶部100亦可記憶要顯示於顯示部15的各圖像的圖像資料。 The data stored in the data storage unit 100 is not limited to the example described above. The data storage unit 100 only needs to store data required for the game. For example, the data storage unit 100 can store motion data of local movements of movement, catching, and passing, and can also store motion data including one continuous movement of a plurality of local movements. Action data is data that defines the character's dynamics (changes in the vertex coordinates of the 3D model), and plays the action data to move the character in the game space. Alternatively, for example, the data storage unit 100 may store image data of each image to be displayed on the display unit 15.

[3-2.第一受理部] [3-2. The first reception department]

第一受理部101主要由控制部11來實現。第一受理部101係受理與 第一局部動作相對應的第一遊戲操作。例如,第一受理部101係根據操作部14的檢測信號,來受理第一遊戲操作。 The first reception unit 101 is mainly implemented by the control unit 11. The first acceptance department 101 A first game operation corresponding to a first local action. For example, the first receiving unit 101 receives a first game operation based on a detection signal from the operation unit 14.

遊戲操作係例如於遊戲的執行中由操作部14所進行的操作。例如,遊戲操作係用來使遊戲物件動作的操作。又例如,亦可依每個局部動作,準備不同的遊戲操作。又例如,若操作部14為觸控面板,滑動、碰觸、拖曳之操作為遊戲操作的一例。又例如,若操作部14為遊戲控制器,按壓十字鍵的操作、傾倒桿子的操作、按壓按鍵的操作為遊戲操作的一例。又例如,當利用檢測人或遊戲控制器之運動的感測器時,將手或遊戲控制器高舉至預定位置的操作,將手或遊戲控制器往預定方向移動的操作等為遊戲操作的一例。又例如,當利用聲音輸入時,發出預定的聲音為遊戲操作的一例。 The game operation is, for example, an operation performed by the operation unit 14 during execution of a game. For example, a game operation is an operation for making a game object move. As another example, different game operations may be prepared for each local action. For another example, if the operation unit 14 is a touch panel, the operations of sliding, touching, and dragging are examples of game operations. As another example, if the operation unit 14 is a game controller, the operation of pressing the cross key, the operation of tilting the lever, and the operation of pressing the keys are examples of the game operation. As another example, when a sensor that detects the movement of a person or a game controller is used, an operation of raising a hand or a game controller to a predetermined position and an operation of moving the hand or the game controller in a predetermined direction are examples of game operations . As another example, when a voice input is used, a predetermined sound is an example of a game operation.

第一遊戲操作係例如當第一局動作進行時所要輸入的遊戲操作。又例如,第一遊戲操作為要於第一局部動作時的遊戲操作。又例如,第一遊戲操作係用來使第一局部動作成功所進行的遊戲操作。又例如,第一遊戲操作係第二遊戲操作之前所進行的操作。另外,於第一遊戲作與第二遊戲操作之間亦可有其他的遊戲操作,且可於剛結束第一遊戲操作後進行第二遊戲操作。 The first game operation is, for example, a game operation to be input when the first game action is performed. As another example, the first game operation is a game operation to be performed when the first partial action is performed. For another example, the first game operation is a game operation performed to make the first partial action successful. As another example, the first game operation is an operation performed before the second game operation. In addition, there may be other game operations between the first game operation and the second game operation, and the second game operation may be performed immediately after the first game operation is ended.

第二遊戲操作係例如當第二局動作進行時所要輸入的遊戲操作。又例如,第二遊戲操作為要於第二局部動作時的遊戲操作。又例如,第二遊戲操作係用來使第二局部動作成功所進行的遊戲操作。第一遊戲操作與第二遊戲操作既可為不同的操作,亦可為相同的操作。也就是,亦可反復相同種類的遊戲操作,藉此進行第一遊戲操作與第二遊戲操作。 The second game operation is, for example, a game operation to be input when the second game action is performed. As another example, the second game operation is a game operation to be performed during the second partial action. As another example, the second game operation is a game operation performed to make the second partial action successful. The first game operation and the second game operation may be different operations or the same operation. That is, the same kind of game operation may be repeated, thereby performing the first game operation and the second game operation.

例如,在棒球遊戲中,若第一局部動作為移動,而第二局部動作為接球或傳球,則第一遊戲操作為移動操作,第二遊戲操作為接球操作或傳球操作。又例如,若第一局部動作為接球,第二局部動作為傳球,則第一遊戲操作為接球操作,而第二遊戲操作為傳球操作。 For example, in a baseball game, if the first partial action is a move and the second partial action is a catch or pass, the first game operation is a move operation, and the second game action is a catch operation or a pass operation. For another example, if the first partial action is a catching ball and the second partial action is a passing ball, the first game operation is a catching operation and the second game operation is a passing operation.

又例如,在足球遊戲中,若第一局部動作為移動,第二局部動作為控球或射門,則第一遊戲操作為移動操作,而第二遊戲操作為接控球操作或射門操作。又例如,若第一局部動作為控球,且第二局部動作為射門,則第一遊戲操作為控球操作,而第二遊戲操作為射門操作。 For another example, in a football game, if the first partial action is a move, and the second partial action is a ball control or a shot, the first game operation is a move operation, and the second game operation is a ball control operation or a shot operation. For another example, if the first partial action is controlling the ball and the second partial action is shooting, the first game operation is a ball controlling operation and the second game operation is a shooting operation.

又例如,在籃球遊戲中,若第一局部動作為移動,第二局部動作為接球或投籃,則第一遊戲操作為移動操作,而第二遊戲操作為接球操作或投籃操作。又例如,若第一局部動作為接球,而第二局部動作為投籃,則第一遊戲操作為接球操作,而第二局部動作為投籃操作。又例如,在戰鬥遊戲中,若第一局部動作為防禦,第二局部動作為反制,則第一遊戲操作為防禦操作,而第二遊戲操作為反制攻擊操作。 For another example, in a basketball game, if the first partial action is a move and the second partial action is a catch or a shot, the first game operation is a move operation, and the second game operation is a catch operation or a shot operation. For another example, if the first partial action is a catching ball and the second partial action is a shooting, the first game operation is a catching operation and the second partial action is a shooting operation. For another example, in a combat game, if the first partial action is defense and the second partial action is countermeasure, the first game operation is a defensive operation and the second game operation is a counterattack operation.

例如,操作部14為觸控面板時,若第一遊戲操作為滑動,則第二遊戲操作為碰觸或拖曳。又例如,若第一遊戲操作為碰觸,則第二遊戲操作為拖曳。又例如,操作部14為遊戲控制器時,若第一遊戲操作為按壓十字鍵的第一方向的操作,則第二遊戲操作為按壓十字鍵的第二方向的操作。又例如,若第一遊戲操作為將桿子往第一方向傾倒的操作,則第二遊戲操作為將桿子往第二方向傾倒的操作。又例如,若第一遊戲操作為按壓第一按鍵的操作,則第二遊戲操作為第二按鍵的操作。 For example, when the operation unit 14 is a touch panel, if the first game operation is sliding, the second game operation is touching or dragging. For another example, if the first game operation is a touch, the second game operation is a drag. For another example, when the operation unit 14 is a game controller, if the first game operation is an operation in a first direction of pressing the cross key, the second game operation is an operation in a second direction of pressing the cross key. For another example, if the first game operation is an operation of dumping the rod in the first direction, the second game operation is an operation of dumping the rod in the second direction. For another example, if the first game operation is an operation of pressing a first button, the second game operation is an operation of a second button.

又例如,當利用檢測人或遊戲控制器之運動的感測器時,若 第一遊戲操作為將手或遊戲控制器舉高至第一位置的操作,則第二遊戲操作為將手或遊戲控制器舉高至第二位置的操作。又例如,若第一遊戲操作為使手或遊戲控制器往第一方向移動的操作,則第二遊戲操作為使手或遊戲控制器往第二方向移動的操作。又例如,當利用聲音輸入時,若第一遊戲操作為輸入第一聲音的操作,則第二遊戲操作為輸入第二聲音的操作。 As another example, when using a sensor that detects movement of a person or a game controller, if The first game operation is an operation of raising a hand or a game controller to a first position, and the second game operation is an operation of raising a hand or a game controller to a second position. For another example, if the first game operation is an operation to move the hand or the game controller in the first direction, the second game operation is an operation to move the hand or the game controller in the second direction. As another example, when using sound input, if the first game operation is an operation to input a first sound, the second game operation is an operation to input a second sound.

[3-3.第一設定部] [3-3. First setting section]

第一設定部102主要由控制部11來實現。第一設定部102根據第一參數,來執行用來設定第一遊戲操作之難易度的處理。 The first setting section 102 is mainly implemented by the control section 11. The first setting unit 102 executes processing for setting the difficulty level of the first game operation based on the first parameter.

第一參數為用來設定第一遊戲操作之難易度的參數,且為與第一局部動作相關聯的參數。換句話說,第一參數為顯示關於第一局部動作之能力的參數。例如,在棒球遊戲中,若第一局部動作為移動,第一參數既可為腳程參數,且可為關於移動的技巧參數。又例如,第一局部動作為接球,則第一參數既可為接球參數,且可為關於接球的技巧參數。 The first parameter is a parameter used to set the difficulty of the first game operation, and is a parameter associated with the first local action. In other words, the first parameter is a parameter showing the ability about the first local action. For example, in a baseball game, if the first local action is movement, the first parameter may be both a foot parameter and a skill parameter regarding movement. For another example, if the first local action is a catching ball, the first parameter may be a catching ball parameter and may be a skill parameter about catching the ball.

又例如,在足球遊戲中,若第一局部動作為移動,則第一參數既可為腳程參數,且可為關於移動的技巧參數。又例如,第一局部動作為控球,則第一參數既可為技術力參數,亦可為關於控球的技巧參數。又例如,在籃球遊戲中,若第一局部動作為移動,則第一參數既可為腳程參數,亦可為關於移動的技巧參數。又例如,若第一局部動作為接球,則第一參數既可為接球力參數,亦可為關於接球的技巧參數。又例如,在戰鬥遊戲中,若第一局部動作為防禦,則第一參數既可為守備力參數,亦可為關於防禦的技巧參數。 As another example, in a football game, if the first local action is movement, the first parameter may be both a foot parameter and a skill parameter regarding movement. For another example, if the first local action is to control the ball, the first parameter may be both a technical force parameter and a technical parameter regarding ball control. For another example, in a basketball game, if the first local action is movement, the first parameter may be either a footstep parameter or a skill parameter regarding movement. For another example, if the first local action is a catching ball, the first parameter may be a catching force parameter or a skill parameter about catching the ball. As another example, in a battle game, if the first local action is defense, the first parameter may be either a defense force parameter or a defense parameter.

用來設定遊戲操作之難易度的處理係例如用來改變遊戲操 作的難易度的處理。又例如,既可為用來改變遊戲操作之成功的容易度的處理,亦可為用來改變遊戲操作之失敗的容易度的處理。例如,若為指示方向的遊戲操作,為改變要以遊戲操作指示的預定方向。此時,預定方向愈寬闊則難易度愈降低,預定方向愈狹窄則難易度愈上升。在本實施形態中,區域A30的某一方向相當於預定方向。換句話說,預定方向愈寬闊則遊戲操作愈容易成功,預定方向愈狹窄則遊戲操作愈容易失敗。 The processing used to set the difficulty of the game operation is, for example, used to change the game operation The difficulty of making. For another example, it may be a process for changing the ease of success of a game operation, or a process for changing the ease of failure of a game operation. For example, if it is a game operation indicating a direction, it is to change a predetermined direction to be instructed by a game operation. At this time, as the predetermined direction is wider, the difficulty is reduced, and as the predetermined direction is narrower, the difficulty is increased. In this embodiment, a certain direction of the area A30 corresponds to a predetermined direction. In other words, the wider the predetermined direction, the easier the game operation is to succeed, and the narrower the predetermined direction, the easier the game operation to fail.

又例如,若為在預定的時序進行操作的遊戲操作,則為改變應要進行遊戲操作的時序。此時,應要進行遊戲操作的時序愈延遲則難易度愈下降,應要進行遊戲操作的時序愈快則難易度愈上升。換句話說,應要進行遊戲操作的時序愈延遲則遊戲操作愈容易成功,應要進行遊戲操作的時序愈快則遊戲操作愈容易失敗。又例如,受理遊戲操作的期間愈長則難易度愈下降,受理遊戲操作的期間愈短則難易度愈上升。換句話說,受理遊戲操作的期間愈長則遊戲操作愈容易成功,受理遊戲操作的期間愈短則遊戲操作愈容易失敗。 For another example, if it is a game operation performed at a predetermined timing, it is to change the timing of a game operation to be performed. In this case, the more the timing of the game operation should be delayed, the more difficult the difficulty will be, and the faster the time when the game operation should be performed, the more the difficulty will increase. In other words, the delayed the timing of the game operation, the easier it is to succeed, and the faster the timing of the game operation, the more likely the game operation to fail. For another example, the longer the period during which a game operation is accepted, the lower the difficulty, and the shorter the period during which a game operation is accepted, the higher the difficulty. In other words, the longer the period during which the game operation is accepted, the easier the game operation is to succeed, and the shorter the period during which the game operation is accepted, the more the game operation is more likely to fail.

又例如,亦可改變導引應進行遊戲操作之時序的圖像的移動速度,藉此改變應進行遊戲操作的時序。此時,圖像的移動速度愈慢則難易度愈下降,圖像的移動速度愈快則難易度愈上升。換句話說,圖像的移動速度愈慢則遊戲操作愈容易成功,圖像的移動速度愈快則遊戲操作愈容易失敗。例如,當縮短遊戲操作的可能期間時,圖像的移動速度會變快,當延長操作的可能期間時,圖像的移動速度會變慢。在本實施形態中,游標C54在區域A52上移動的期間相當於應進行遊戲操作的時序,游標C54相當於上述移動的圖像。 As another example, the moving speed of an image that guides the timing at which a game operation should be performed can be changed, thereby changing the timing at which a game operation should be performed. At this time, the slower the moving speed of the image, the lower the difficulty, and the faster the moving speed of the image, the higher the difficulty. In other words, the slower the moving speed of the image, the easier the game operation is to succeed, and the faster the moving speed of the image, the easier the game operation to fail. For example, when the possible period of the game operation is shortened, the moving speed of the image becomes faster, and when the possible period of the operation is extended, the moving speed of the image becomes slower. In the present embodiment, the period during which the cursor C54 moves over the area A52 corresponds to the timing at which a game operation should be performed, and the cursor C54 corresponds to the moving image.

又例如,若為指示位置的遊戲操作,為改變應藉由遊戲操作來指示的位置。此時,應進行遊戲操作的區域愈寬闊則難易度愈下降,應進行遊戲操作的區域愈狹窄則難易度愈上升。換句話說,遊戲操作要進行的區域愈寬闊則遊戲操作愈容易成功,遊戲操作要進行的區域愈狹窄則遊戲操作愈容易失敗。在本實施形態中,導引圖像G6內的區域相當於應藉由遊戲操作來指示的位置。又例如,亦可藉由改變所要求的遊戲操作的數量,來改變難易度。例如,亦可為藉由增加遊戲操作來提高難易度,藉由減少遊戲操作來降低難易度。 For another example, if it is a game operation indicating a position, it is necessary to change the position indicated by the game operation. At this time, the wider the area where the game operation should be performed, the lower the difficulty, and the narrower the area where the game operation should be performed, the higher the difficulty. In other words, the wider the area to be performed by the game operation, the easier it is to succeed, and the narrower the area to be performed by the game operation, the more likely it is to fail. In the present embodiment, the area in the guidance image G6 corresponds to a position to be designated by a game operation. As another example, the difficulty can be changed by changing the number of required game operations. For example, the difficulty level may be increased by increasing game operations, and the difficulty level may be decreased by reducing game operations.

另外,第一參數與難易度的關係可為數學式形式、表格形式或作為程式碼的一部分來預先決定。第一設定部102係以達成與第一參數相關聯的難易度的方式執行處理。例如,第一設定部102亦可為以第一參數所顯示的能力愈高則難易度愈低的方式執行處理,且以第一參數所顯示的能力愈低則難易度愈高的方式執行處理。換句話說,第一設定部102亦可為以第一參數所顯示的能力愈高則第一遊戲操作愈容易成功的方式執行處理,且以第一參數所顯示的能力愈低則第一遊戲操作愈容易失敗的方式執行處理。反之,第一設定部102亦可為以第一參數所顯示的能力愈高則難易度愈高的方式執行處理,且以第一參數所顯示的能力愈低則難易度愈低的方式執行處理。換句話說,第一設定部102亦可為以第一參數所顯示的能力愈高則第一遊戲操作愈容易失敗的方式執行處理,且以第一參數所顯示的能力愈低則第一遊戲操作愈容易成功的方式執行處理。 In addition, the relationship between the first parameter and the difficulty level may be determined in a mathematical form, a table form, or as a part of a code. The first setting unit 102 performs processing so as to achieve a degree of difficulty associated with the first parameter. For example, the first setting unit 102 may perform processing in a manner that the higher the capability displayed by the first parameter is, the lower the difficulty, and perform processing in a manner that the lower the capability displayed by the first parameter, the higher the difficulty. . In other words, the first setting unit 102 may also perform processing in a manner that the higher the capability displayed by the first parameter is, the easier the first game operation is to be successful, and the lower the capability displayed by the first parameter is, the first game is. The more easily the operation fails, the process is performed. Conversely, the first setting unit 102 may execute processing in a manner that the higher the capability displayed by the first parameter is, the higher the difficulty, and execute the processing in a manner that the lower the capability displayed by the first parameter, the lower the difficulty. . In other words, the first setting unit 102 may also perform processing in such a manner that the higher the capability displayed by the first parameter, the easier the first game operation to fail, and the lower the capability displayed by the first parameter, the first game The easier it is to execute the process in a successful manner.

在本實施形態中,第一設定部102係根據野手人物C1的腳程參數,來設定導引圖像G3的區域A30至A33。例如,第一設定部102 係設定為腳程參數愈高則區域A30愈寬闊,且設定為腳程參數愈低則區域A30愈狹窄。又例如,第一設定部102係根據野手人物C1的接球參數,來設定導引圖像G5的區域A50至A53。例如,第一設定部102係設定成接球參數愈高則區域A52愈寬闊,且設定為接球參數愈低則區域A52愈狹窄。 In the present embodiment, the first setting unit 102 sets the areas A30 to A33 of the guidance image G3 based on the footstep parameters of the wild player character C1. For example, the first setting section 102 The higher the foot distance parameter is, the wider the area A30 is, and the lower the foot distance parameter is, the narrower the area A30 is. For another example, the first setting unit 102 sets the areas A50 to A53 of the guidance image G5 according to the catching parameters of the fielder character C1. For example, the first setting unit 102 is set such that the higher the catching parameter, the wider the area A52, and the lower the catching parameter, the narrower the area A52.

[3-4.第一評價部] [3-4. First evaluation department]

第一評價部103主要由控制部11來實現。第一評價部103係評價第一遊戲操作的成功與否。 The first evaluation unit 103 is mainly implemented by the control unit 11. The first evaluation unit 103 evaluates the success of the first game operation.

遊戲操作的成功與否係例如為由遊戲操作所進行之指示內容是否為預定內容。例如,若為指示方向的遊戲操作,為藉由遊戲操作所指示的方向是否為預定方向。又例如,若為在預定的時序進行操作的遊戲操作,為進行遊戲操作的時序是否為包含在預定期間內。又例如,若為指示位置的遊戲操作,為遊戲操作所指示的位置是否在預定區域內。 The success or failure of the game operation is, for example, whether the instruction content performed by the game operation is a predetermined content. For example, if it is a game operation indicating a direction, it is whether the direction indicated by the game operation is a predetermined direction. For another example, if it is a game operation performed at a predetermined timing, whether the timing for performing a game operation is included in a predetermined period. For another example, if it is a game operation indicating a position, whether the position indicated by the game operation is within a predetermined area.

評價係指:例如,判定遊戲操作為成功還是失敗。例如,評價為判定遊戲操作的好壞。例如,若為指示方向的遊戲操作,則判定遊戲操作是否指示了預定方向。又例如,判定藉由遊戲操作所指示的方向與預定方向之偏差(角度)是否為未滿閾值。又例如,若為在預定的時序進行操作的遊戲操作,為判定進行遊戲操作的時序是否為包含於預定期間內。又例如,為判定進行遊戲操作的時序與應進行遊戲操作的時序的偏差時間是否為未滿閾值。 Evaluation refers to, for example, determining whether the game operation succeeded or failed. For example, the evaluation is to determine whether the game operation is good or bad. For example, if it is a game operation indicating a direction, it is determined whether the game operation indicates a predetermined direction. As another example, it is determined whether a deviation (angle) between the direction indicated by the game operation and a predetermined direction is less than a threshold. For another example, if it is a game operation performed at a predetermined timing, it is determined whether the timing for performing a game operation is included in a predetermined period. For another example, to determine whether the time difference between the timing of performing a game operation and the timing of performing a game operation is an under-threshold value.

又例如,若為指示位置的遊戲操作,為判定藉由遊戲操作是否指示了預定區域內之位置。又例如,為判定藉由遊戲操作所指示的位置、 與預定位置的偏差(距離)是否為未滿閾值。例如,當第一遊戲操作成功時,會受理第二遊戲操作,當第一遊戲操作失敗時,不會受理第二遊戲操作。又例如,當第一遊戲操作成功時,亦可為較第一遊戲操作失敗時,更提高第二遊戲操作的難易度。又例如,亦可為:第一遊戲操作的評價愈高則第二遊戲操作的難易度愈低。 For another example, if it is a game operation indicating a position, it is to determine whether a position in a predetermined area is indicated by the game operation. As another example, to determine the position indicated by the game operation, Whether the deviation (distance) from the predetermined position is an underfill threshold. For example, when the first game operation is successful, the second game operation is accepted, and when the first game operation fails, the second game operation is not accepted. For another example, when the first game operation is successful, the difficulty of the second game operation may be further increased than when the first game operation fails. For another example, the higher the evaluation of the first game operation, the lower the difficulty of the second game operation.

第一評價部103可根據預定的評價基準,來評價第一遊戲操作。在本實施形態中,移動操作相當於第一遊戲操作時,第一評價部103係根據由移動操作所指示的方向,來評價移動操作。例如,第一評價部103係藉由判定是否由移動操作來指示了區域A30,來評價移動操作。又例如,當接球操作相當於第一遊戲操作時,第一評價部103係根據進行接球操作的時序,來評價接球操作。例如,第一評價部103係判定進行接球操作使游標C54是否會停止在區域A52上,藉此評價接球操作。又例如,第一評價部103係判定接球操作所進行的時序,是否為游標C54通過區域A52上的期間內,藉此評價接球操作。 The first evaluation unit 103 may evaluate the first game operation based on a predetermined evaluation criterion. In this embodiment, when the movement operation corresponds to the first game operation, the first evaluation unit 103 evaluates the movement operation based on the direction indicated by the movement operation. For example, the first evaluation unit 103 evaluates the movement operation by determining whether or not the area A30 is instructed by the movement operation. As another example, when the catch operation is equivalent to the first game operation, the first evaluation unit 103 evaluates the catch operation according to the timing of the catch operation. For example, the first evaluation unit 103 determines whether or not the cursor C54 will stop on the area A52 by performing a catch operation, thereby evaluating the catch operation. For another example, the first evaluation unit 103 determines whether the timing of the catch operation is within a period during which the cursor C54 passes over the area A52, thereby evaluating the catch operation.

除上述之外,還有例如,在足球遊戲中,若第一局部動作為移動,則第一評價部103係藉由判定移動操作是否為預定的內容,來評價移動操作。又例如,若第一局部動作為控球,則第一評價部103係藉由判定控球操作是否為預定內容,來評價控球操作。又例如,在籃球遊戲中,若第一局部動作為移動,則第一評價部103係藉由判定移動操作是否為預定內容,來評價移動操作。又例如,若第一局部動作為接球,則第一評價部103係藉由判定接球操作是否為預定的內容,來評價接球操作。又例如,在戰鬥遊戲中,若第一局部動作為防禦,則第一評價部103係藉由判定防 禦操作是否為預定的內容,來評價防禦操作。 In addition to the above, for example, in a football game, if the first partial action is movement, the first evaluation unit 103 evaluates the movement operation by determining whether the movement operation is a predetermined content. For another example, if the first partial action is ball control, the first evaluation unit 103 evaluates the ball control operation by determining whether the ball control operation is a predetermined content. As another example, in a basketball game, if the first partial action is movement, the first evaluation unit 103 evaluates the movement operation by determining whether the movement operation is a predetermined content. As another example, if the first partial action is a catch, the first evaluation unit 103 evaluates the catch operation by determining whether the catch operation is a predetermined content. As another example, in a combat game, if the first partial action is defense, the first evaluation unit 103 determines the defense by Whether the defense operation is a predetermined content to evaluate the defense operation.

[3-5.第一動作控制部] [3-5. First operation control section]

第一動作控制部104主要由控制部11來實現。第一動作控制部104係根據第一遊戲操作的評價結果,來決定第一局部動作的成功與否。 The first operation control section 104 is mainly implemented by the control section 11. The first motion control unit 104 determines the success of the first partial motion based on the evaluation result of the first game operation.

局部動作的成功與否係例如局部動作為成功還是失敗。例如,若為棒球遊戲中的守備動作,為移動、接球、傳球之各個動作為成功還是失敗。例如,若為移動,則野手人物C1追上球B的情形為成功,野手人物C1未追上球B的情形為失敗。又例如,若為接球,則野手人物C1接住球B的情形為成功,野手人物C1未能接觸球B,或球B彈走的情形為失敗。又例如,若為傳球,則野手人物C1將球B投出至傳球目的地之壘(接收者之野手人物C4的可接球範圍)的情形為成功,野手人物C1所投出的球偏離而野手人物C4無法接球的情形為失敗。 The success of the local action is, for example, whether the local action is successful or failed. For example, if it is a defensive action in a baseball game, is the success or failure of each of the actions of moving, receiving, and passing. For example, if it is moving, the case where the fielder character C1 catches up to the ball B is success, and the case where the fielder character C1 does not catch up to the ball B is failure. For another example, if the ball is received, the situation in which the fielder character C1 catches the ball B is successful, the situation in which the fielder character C1 fails to contact the ball B, or the ball B bounces off is failure. For another example, if it is a pass, the situation where the fielder character C1 throws the ball B to the base of the passing destination (the receiver's fielder character C4 can receive the ball) is a success, and the fielder character C1's ball Departure and failure of fielder character C4 cannot catch the ball.

又例如,若為足球遊戲中的射門動作,為移動、控球、射門之各個的動作為成功還是失敗。例如,若為移動,則人物成功移動至球的落下點的情形為成功,人物無法移動至球的落下點的情形為失敗。又例如,若為控球,則人物成功使球落至自己的腳下的情形為成功,人物未能接觸到球或球彈走的情形為失敗。又例如,若為射門,則人物可踢到球的情形為成功,人物踢落空的情形為失敗。 For another example, if it is a shooting action in a football game, whether the action for moving, controlling the ball, or shooting is successful or failed. For example, if it is a movement, the case where the character successfully moves to the ball's drop point is success, and the case where the character cannot move to the ball's drop point is failure. For another example, if the ball is in control, the situation where the character successfully makes the ball fall under his feet is success, and the situation where the character fails to contact the ball or the ball bounces off is failure. For another example, if it is a shot, the situation in which the character can kick the ball is successful, and the situation in which the character fails to kick is failure.

又例如,若為籃球中的投籃動作,為移動、接球、投籃之各個的動作為成功還是失敗。例如,若為移動,則人物追上球的情形為成功,人物未追上球的情形為失敗。又例如,若為接球,則人物抓住球的情形為成功,人物未能接觸到球或球彈走的情形為失敗。又例如,若為投籃,則 人物成功使球飛入至球籃(goal)的框內的情形為成功,人物未能使球飛入至球籃的框內的情形為失敗。 For another example, if it is a shooting action in basketball, whether the action for each of moving, receiving, and shooting is successful or failed. For example, if it is moving, the situation where the character catches up to the ball is success, and the situation where the character does not catch up to the ball is failure. For another example, if the ball is received, the situation where the character catches the ball is successful, and the situation where the character fails to touch the ball or the ball bounces off is failure. As another example, if it is a shot, then The case where the character successfully makes the ball fly into the frame of the goal is success, and the case where the character fails to make the ball fly into the frame of the goal is failure.

又例如,若為戰鬥遊戲的反制攻擊動作,為防禦、反制之各個的動作為成功還是失敗。例如,若為防禦,則躲開或防禦攻擊的情形為成功,未能躲開或未能防禦攻擊的情形為失敗。又例如,若為反制,人物的攻擊擊中敵人的情形為成功,人物的攻擊擊中敵人的情形為失敗。 For another example, if it is a counter-attack action in a combat game, whether the action for defense or counter-measure is successful or failed. For example, if it is a defense, the situation of avoiding or defending an attack is success, and the situation of failing to avoid or defend an attack is failure. For another example, if it is countermeasure, a character's attack hits an enemy as success, and a character's attack hits an enemy as failure.

另外,第一遊戲操作的評價結果與第一局部動作的成功與否的關係可為數學式形式、表格形式或程式碼的一部分來預先確定。例如,第一動作控制部104亦可根據與第一遊戲操作的評價結果相關聯的機率,來決定第一局部動作的成功與否。此時,可設為第一遊戲操作的評價愈高則愈提高第一局部動作成功的機率,而第一遊戲操作的評價愈低則愈降低第一局部動作成功的機率。又例如,預先直接地對第一遊戲操作的評價結果與第一局部動作的成功與否賦予相關聯,第一動作控制部104亦可將與第一遊戲操作的評價結果相關聯的成功與否決定為第一局部動作的成功與否。 In addition, the relationship between the evaluation result of the first game operation and the success of the first local action may be determined in advance in a mathematical formula form, a table form, or a part of a code. For example, the first motion control unit 104 may also determine the success of the first partial motion based on the probability associated with the evaluation result of the first game operation. At this time, it can be set that the higher the evaluation of the first game operation is, the higher the probability of success of the first local action is, and the lower the evaluation of the first game operation is, the lower the probability of the first local action is. For another example, the evaluation result of the first game operation is directly associated with the success or failure of the first local action in advance, and the first action control unit 104 may also associate the success or failure with the evaluation result of the first game operation The decision is the success of the first partial action.

在本實施形態中,當移動相當於第一局部動作時,第一動作控制部104係根據移動操作的成功與否,來決定移動的成功與否。例如,第一動作控制部104係根據移動操作的成功與否來取得移動成功的機率,且根據該機率,來決定移動的成功與否。又例如,第一動作控制部104係根據接球操作的成功與否,來決定接球的成功與否。例如,第一動作控制部104係根據接球操作的成功與否來取得接球成功的機率,且根據該機率,來決定接球的成功與否。 In this embodiment, when the movement corresponds to the first partial movement, the first movement control unit 104 determines the success of the movement based on the success of the movement operation. For example, the first motion control unit 104 obtains the probability of success of the movement based on the success of the movement operation, and determines the success of the movement based on the probability. For another example, the first motion control unit 104 determines the success or failure of the catching operation according to the success or failure of the catching operation. For example, the first motion control unit 104 obtains the probability of receiving a ball successfully according to the success or failure of the catching operation, and determines the success of receiving a ball based on the probability.

除上述之外,還有例如,在足球遊戲中,若第一局部動作為移動,第一動作控制部104係根據移動操作的評價結果,來決定移動的成功與否。又例如,若第一局部動作為控球,則第一動作控制部104係根據控球操作的評價結果,來決定控球的成功與否。又例如,在籃球遊戲中,若第一局部動作為移動,第一動作控制部104係根據移動操作的評價結果,來決定移動的成功與否。又例如,若第一局部動作為接球,則第一動作控制部104係根據接球操作的評價結果,來決定接球的成功與否。又例如,在戰鬥遊戲中,若第一局部動作為防禦,則第一動作控制部104係根據防禦操作的評價結果,來決定防禦的成功與否。 In addition to the above, for example, in a football game, if the first partial action is movement, the first action control unit 104 determines the success of the movement based on the evaluation result of the movement operation. For another example, if the first partial action is ball control, the first action control unit 104 determines whether the ball control is successful or not based on the evaluation result of the ball control operation. For another example, in a basketball game, if the first partial action is movement, the first action control unit 104 determines the success of the movement based on the evaluation result of the movement operation. For another example, if the first partial action is a catch, the first action control unit 104 determines the success of the catch based on the evaluation result of the catch operation. For another example, in a battle game, if the first local action is defense, the first action control unit 104 determines the success of the defense based on the evaluation result of the defense operation.

[3-6.第二受理部] [3-6. Second acceptance department]

第二受理部105主要由控制部11來實現。第二受理部105係根據第一評價部103的評價結果,來受理與第二局部動作相對應的第二遊戲操作。第二遊戲操作的涵義如上所述。例如,第二受理部105係根據操作部14的檢測信號,來受理第二遊戲操作。 The second reception unit 105 is mainly implemented by the control unit 11. The second receiving unit 105 receives a second game operation corresponding to the second partial action based on the evaluation result of the first evaluating unit 103. The meaning of the second game operation is as described above. For example, the second receiving unit 105 receives a second game operation based on a detection signal from the operation unit 14.

例如,第二受理部105亦可根據第一評價部103的評價結果,來決定是否受理第二遊戲操作。例如,第二受理部105係於第一評價部103的評價為預定評價以上時,決定第二遊戲操作的受理,而於第一評價部103的評價未滿預定評價時,決定第二遊戲操作的不受理。 For example, the second acceptance unit 105 may decide whether to accept the second game operation based on the evaluation result of the first evaluation unit 103. For example, the second acceptance unit 105 determines the acceptance of the second game operation when the evaluation of the first evaluation unit 103 is greater than or equal to the predetermined evaluation, and determines the second game operation when the evaluation of the first evaluation unit 103 is less than the predetermined evaluation. Not accepted.

又例如,第二受理部105係亦可根據藉由第一評價部103的評價結果所決定的第一局部動作的成功與否,來決定是否受理第二遊戲操作。例如,第二受理部105係於第一局部動作為成功的情形,決定第二遊戲操作的受理,於第一局部動作為失敗的情形,決定第二遊戲操作的不受 理。換句話說,第二受理部105係於第一局部動作為預定評價以上的情形,決定第二遊戲操作的受理,而於第一局部動作為未滿預定評價時,決定第二遊戲操作的不受理。 For another example, the second acceptance unit 105 may also decide whether to accept the second game operation based on the success of the first partial action determined by the evaluation result of the first evaluation unit 103. For example, the second accepting unit 105 determines the acceptance of the second game operation when the first partial action is successful, and determines the unacceptability of the second game operation when the first partial action is failed. Management. In other words, the second acceptance unit 105 determines the acceptance of the second game operation when the first partial action is more than a predetermined evaluation, and determines the second game operation when the first partial action is less than the predetermined evaluation. Accepted.

在本實施形態中,移動操作相當於第一遊戲操作時,第二受理部105係根據移動操作的評價結果,來決定是否受理接球操作或傳球操作。又例如,接球操作相當於第一遊戲操作時,第二受理部105係根據接球操作的評價結果,來決定是否受理傳球操作。 In the present embodiment, when the movement operation is equivalent to the first game operation, the second receiving unit 105 determines whether to accept the ball receiving operation or the passing operation based on the evaluation result of the movement operation. For another example, when the ball receiving operation is equivalent to the first game operation, the second receiving unit 105 determines whether to accept the ball passing operation based on the evaluation result of the ball receiving operation.

除上述之外,還有例如,在足球遊戲中,移動操作相當於第一遊戲操作情形,第二受理部105係根據移動操作的評價結果,來決定受理接控球操作或射門操作。又例如,控球操作相當於第一遊戲操作的情形,第二受理部105係根據控球操作的評價結果,來決定是否受理射門操作。又例如,在籃球遊戲中,移動操作相當於第一局部動作的情形,第二受理部105係根據移動操作的評價結果,來決定是否受理接球操作或投籃操作。又例如,接球操作相當於第一遊戲操作的情形,第二受理部105係根據投籃操作的評價結果,來決定是否受理投籃操作。又例如,在戰鬥遊戲中,若防禦操作為第一遊戲操作,則第二受理部105係根據防禦操作的評價結果,來決定是否是受理反制攻擊操作。 In addition to the above, for example, in a football game, a mobile operation is equivalent to a first game operation situation, and the second receiving unit 105 decides to accept a ball receiving operation or a shooting operation based on the evaluation result of the mobile operation. As another example, when the ball control operation is equivalent to the first game operation, the second receiving unit 105 determines whether to accept the shooting operation based on the evaluation result of the ball control operation. As another example, in a basketball game, a movement operation corresponds to a first partial action, and the second receiving unit 105 determines whether to accept a ball receiving operation or a shooting operation based on the evaluation result of the movement operation. As another example, when the ball receiving operation is equivalent to the first game operation, the second receiving unit 105 determines whether to accept the shooting operation based on the evaluation result of the shooting operation. For another example, in a battle game, if the defense operation is the first game operation, the second receiving unit 105 determines whether to accept a counterattack operation based on the evaluation result of the defense operation.

[3-7.第二設定部] [3-7. Second setting section]

第二設定部106主要由控制部11來實現。第二設定部106係根據第二參數,來執行用來設定第二遊戲操作的難易度。 The second setting section 106 is mainly implemented by the control section 11. The second setting unit 106 executes the difficulty level for setting the second game operation based on the second parameter.

第二參數例如為用來設定第二遊戲操作的難易度參數,且為與第二局部動作相關聯的參數。換言之,第二參數係例如為顯示與第二局 部動作相關的能力之參數。例如,在棒球遊戲中,若第二局部動作為接球,則第二參數既可為接球參數,亦可為關於接球的技巧參數。又例如,若第二局部動作為傳球,則第二參數既可為肩力參數,亦可為關於傳球的技巧參數。 The second parameter is, for example, a parameter for setting the difficulty level of the second game operation, and is a parameter associated with the second local action. In other words, the second parameter is, for example, the display and the second game. Parameters related to the ability of the action. For example, in a baseball game, if the second local action is a catch, the second parameter may be either a catch parameter or a skill parameter related to the catch. For another example, if the second local action is a pass, the second parameter may be either a shoulder force parameter or a skill parameter related to passing.

又例如,在足球遊戲中,第二局部動作若為控球,第二參數既可為技術力參數,亦可為關於控球的技巧參數。又例如,第二局部動作若為射門,第二參數既可為射門力參數,亦可為關於射門的技巧參數。又例如,在籃球遊戲中,第二局部動作若為接球,第二參數既可為接球力參數,亦可為關於接球的技巧參數。又例如,第二局部動作若為投籃,第二參數既可為投籃力參數,亦可為關於投籃的技巧參數。又例如,在戰鬥遊戲中,第二局部動作若為反制攻擊,第二參數既可為攻擊力參數,亦可為關於攻擊的技巧參數。 For another example, in a football game, if the second local action is controlling the ball, the second parameter can be either a technical force parameter or a skill parameter about controlling the ball. For another example, if the second local action is a shot, the second parameter may be either a shot force parameter or a skill parameter related to the shot. For another example, in a basketball game, if the second local action is a catching ball, the second parameter may be a catching force parameter or a skill parameter about catching the ball. For another example, if the second local action is shooting, the second parameter may be either a shooting force parameter or a shooting parameter. For another example, in a battle game, if the second local action is a counterattack attack, the second parameter may be either an attack power parameter or an attack skill parameter.

另外,用來設定遊戲操作的難易度之處理的涵義,如第一設定部102所說明。第二參數與難易度的關係可為數學式形式、表格形式、或程式碼的一部分來預先確定。第二設定部106係以達成與第二參數相關聯的難易度的方式執行處理。例如,第二設定部106亦可為以第二參數所顯示的能力愈高則難易度愈低的方式執行處理,且以第二參數所顯示的能力愈低則難易度愈高的方式執行處理。換句話說,第二設定部106亦可為以第二參數所顯示的能力愈高則第二遊戲操作愈容易成功的方式執行處理,且以第二參數所顯示的能力愈低則第二遊戲操作愈容易失敗的方式執行處理。與上述相反地,第二設定部106亦可為以第二參數所顯示的能力愈高則難易度愈高的方式執行處理,且以第二參數所顯示的能力愈低則難 易度愈低的方式執行處理。換句話說,第二設定部106亦可為以第二參數所顯示的能力愈高則第二遊戲操作愈容易失敗的方式執行處理,且以第二參數所顯示的能力愈低則第二遊戲操作愈容易成功的方式執行處理。 The meaning of the processing for setting the difficulty of the game operation is as described by the first setting unit 102. The relationship between the second parameter and the difficulty can be determined in advance in a mathematical form, a table form, or a part of a code. The second setting unit 106 executes processing to achieve a degree of difficulty associated with the second parameter. For example, the second setting unit 106 may perform processing in a manner that the higher the capability displayed by the second parameter is, the lower the difficulty, and execute the processing in a manner that the lower the capability displayed by the second parameter, the higher the difficulty. . In other words, the second setting unit 106 may also perform processing in a manner that the higher the capability displayed by the second parameter is, the easier the second game operation is to succeed, and the lower the capability displayed by the second parameter is the second game. The more easily the operation fails, the process is performed. Contrary to the above, the second setting unit 106 may also perform processing in a manner that the higher the capability displayed by the second parameter, the higher the difficulty, and the lower the capability displayed by the second parameter, the more difficult it is. The less susceptible the process is performed. In other words, the second setting unit 106 may also perform processing in a manner that the higher the ability displayed by the second parameter is, the more likely the second game operation fails, and the lower the ability displayed by the second parameter is, the second game is. The easier it is to execute the process in a successful manner.

在本實施形態中,第二設定部106係根據野手人物C1的接球參數,來設定導引圖像G5之區域A50至A53。例如,第二設定部106係設定為接球參數愈高則區域A52愈寬闊,且設定為接球參數愈低則區域A52愈狹窄。又例如,第二設定部106係根據野手人物C1的技巧參數,來設定導引圖像G6的大小。例如,第二設定部106係設定成技巧參數愈高則導引圖像G6愈大,且設定為技巧參數愈低則導引圖像G6愈小。 In this embodiment, the second setting unit 106 sets the areas A50 to A53 of the guidance image G5 based on the catching parameters of the fielder character C1. For example, the second setting unit 106 is set such that the higher the catching parameter, the wider the area A52, and the lower the catching parameter, the narrower the area A52. As another example, the second setting unit 106 sets the size of the guidance image G6 according to the skill parameters of the fielder character C1. For example, the second setting unit 106 is set such that the higher the skill parameter is, the larger the guide image G6 is, and the lower the skill parameter is set, the smaller the guide image G6 is.

另外,第二設定部106亦可根據第一遊戲操作的評價結果,來執行用來設定第二遊戲操作的難易度的處理。此時,第二設定部106亦可為執行第一遊戲操作的評價愈高則第二遊戲操作的難易度愈低的處理,並執行第一遊戲操作的評價愈低則第二遊戲操作的難易度愈高的處理。除上述之外,還有例如,第二設定部106亦可根據第一遊戲操作的評價結果,來強制地將第二遊戲操作設為失敗。例如,第二設定部106亦可為當第一遊戲操作的評價較高時,設定成進行第二遊戲操作的評價,當第一遊戲操作的評價較低時,雖會受理第二遊戲操作,但不進行評價就強制性地設為失敗。 In addition, the second setting unit 106 may execute a process for setting the difficulty level of the second game operation based on the evaluation result of the first game operation. At this time, the second setting unit 106 may also perform processing in which the higher the evaluation of performing the first game operation is, the lower the difficulty of the second game operation, and the lower the evaluation of performing the first game operation is, the easier the second game operation is. The higher the degree of processing. In addition to the above, for example, the second setting unit 106 can also force the second game operation to fail based on the evaluation result of the first game operation. For example, the second setting unit 106 may be configured to perform the evaluation of the second game operation when the evaluation of the first game operation is high, and may accept the second game operation when the evaluation of the first game operation is low, However, it is mandatory to fail without evaluation.

[3-8.第二評價部] [3-8. Second Evaluation Department]

第二評價部107主要由控制部11來實現。第二評價部107係評價第二遊戲操作的成功與否。遊戲操作的成功與否及評價的涵義如第一評價部103所說明。 The second evaluation unit 107 is mainly implemented by the control unit 11. The second evaluation unit 107 evaluates the success of the second game operation. The success or failure of the game operation and the meaning of the evaluation are as described by the first evaluation unit 103.

第二評價部107只要根據預定的評價基準,來評價第二遊戲操作即可。在本實施形態中,當接球操作相當於第二遊戲操作的情形,第二評價部107係根據進行接球操作的時序,來評價接球操作。例如,第二評價部107係判定進行了接球操作是否使游標C54停止在區域A52上,藉此評價接球操作。又例如,第二評價部107係判定接球操作所進行的時序,是否為游標C54通過區域A52上的期間內,藉此評價接球操作。 The second evaluation unit 107 only needs to evaluate the second game operation based on a predetermined evaluation criterion. In the present embodiment, when the catch operation is equivalent to the second game operation, the second evaluation unit 107 evaluates the catch operation based on the timing of the catch operation. For example, the second evaluation unit 107 determines whether or not the cursor C54 has been stopped on the area A52 by performing the catch operation, thereby evaluating the catch operation. For another example, the second evaluation unit 107 determines whether the timing of the catch operation is within a period during which the cursor C54 passes over the area A52, thereby evaluating the catch operation.

又例如,當傳球操作相當於第二遊戲操作的情形,第二評價部107會根據遊傳球操作所指示的位置,來評價傳球操作。例如,第二評價部107係判定球圖像G7是否由傳球操作拖曳導引圖像G6上,藉此傳球操作。例如,第二評價部107亦可根據已拖曳的球圖像G7與導引圖像G6的重疊程度(重疊的面積),來評價傳球操作。第二評價部107亦可為球圖像G7與導引圖像G6的重疊愈大則愈提高評價,而球圖像G7與導引圖像G6的重疊愈小則愈降低評價。又例如,第二評價部107亦可為根據已拖曳之球圖像G7的位置與導引圖像G6的位置的距離,來評價傳球操作。第二評價部107亦可為該距離愈短則愈提高評價,而該距離愈長則愈降低評價。 For another example, when the passing operation is equivalent to the second game operation, the second evaluation unit 107 evaluates the passing operation according to the position indicated by the passing operation. For example, the second evaluation unit 107 determines whether or not the ball image G7 is dragged onto the guide image G6 by the passing operation, thereby performing the passing operation. For example, the second evaluation unit 107 may evaluate the passing operation based on the degree of overlap (the area of overlap) between the dragged ball image G7 and the guide image G6. The second evaluation unit 107 may also increase the evaluation as the overlap between the ball image G7 and the guide image G6 increases, and decrease the evaluation as the overlap between the ball image G7 and the guide image G6 decreases. For another example, the second evaluation unit 107 may evaluate the passing operation based on the distance between the position of the dragged ball image G7 and the position of the guide image G6. The second evaluation unit 107 may also increase the evaluation as the distance is shorter, and decrease the evaluation as the distance is longer.

除上述之外,還有例如,在足球遊戲中,第二局部動作若為控球,則第二評價部107係判定控球操作是否為預定的內容,藉此評價控球操作。又例如,第二局部動作若為射門,則第二評價部107係判定射門操作是否為預定的內容,藉此評價射門操作。又例如,在籃球遊戲中,第二局部動作若為接球,則第二評價部107係判定接球操作是否為預定的內容,藉此評價接球操作。又例如,第二局部動作若為投籃,第二評價部107係判定投籃操作是否預定的內容,藉此評價投籃操作。又例如,在戰鬥遊 戲中,第二局部動作若為反制攻擊,則第二評價部107係判定反制攻擊操作是否預定的內容,藉此評價反制攻擊操作。 In addition to the above, for example, in a football game, if the second partial action is ball control, the second evaluation unit 107 determines whether the ball control operation is a predetermined content, thereby evaluating the ball control operation. For another example, if the second partial action is a shot, the second evaluation unit 107 determines whether the shot operation is a predetermined content, thereby evaluating the shot operation. For another example, in a basketball game, if the second partial action is a catch, the second evaluation unit 107 determines whether the catch operation is a predetermined content, and thereby evaluates the catch operation. For another example, if the second local action is a shot, the second evaluation unit 107 determines whether the shot operation is scheduled, thereby evaluating the shot operation. Another example, in a combat tour In the play, if the second local action is a counterattack attack, the second evaluation unit 107 determines whether the counterattack operation is scheduled, thereby evaluating the counterattack operation.

[3-9.第二動作控制部] [3-9. Second motion control section]

第二動作控制部108主要由控制部11來實現。第二動作控制部108係根據第二遊戲操作的評價結果,來決定第二局部動作的成功與否。局部動作的成功與否的涵義,係如第一動作控制部104所說明。 The second operation control unit 108 is mainly implemented by the control unit 11. The second motion control unit 108 determines the success of the second local motion based on the evaluation result of the second game operation. The meaning of the success of the local action is as described by the first action control section 104.

另外,第二遊戲操作的評價結果與第二局部動作的成功與否的關係可為數學式形式、表格形式或程式碼的一部分來預先確定。例如,第二動作控制部108亦可為根據與第二遊戲操作的評價結果相關聯的機率,來決定第二局部動作的成功與否。此時,只要設為第二遊戲操作的評價愈高則愈提高第二局部動作成功的機率,而第二遊戲操作的評價愈低則愈降低第二局部動作成功的機率即可。又例如,亦可直接地對第二遊戲操作的評價結果與第二局部動作的成功與否賦予關聯性,且第二動作控制部108將與第二遊戲操作的評價結果所關聯的成功與否決定為第二局部動作的成功與否。 In addition, the relationship between the evaluation result of the second game operation and the success of the second partial action may be determined in advance in a mathematical form, a table form, or a part of a code. For example, the second motion control unit 108 may determine the success of the second local motion based on the probability associated with the evaluation result of the second game operation. At this time, as long as the evaluation of the second game operation is higher, the probability of success of the second local action is increased, and the evaluation of the second game operation is lower, the probability of success of the second local action may be reduced. For another example, the evaluation result of the second game operation may be directly related to the success of the second local action, and the second motion control unit 108 may determine whether the second game operation is related to the success of the second game operation. The decision is the success of the second partial action.

在本實施形態中,當接球相當於第二局部動作的情形,第二動作控制部108係根據接球操作的成功與否,來決定接球的成功與否。例如,第二動作控制部108係根據接球操作的成功與否來取得接球成功的機率,且根據該機率,來決定接球的成功與否。又例如,當傳球相當於二局部動作的情形,第二動作控制部108係根據傳球操作的成功與否,來決定傳球成功與否。例如,第二動作控制部108係根據傳球操作的成功與否來取得傳球成功的機率,且根據該機率,來決定傳球的成功與否。 In the present embodiment, when receiving a ball corresponds to a second partial action, the second action control unit 108 determines whether the ball is successful or not according to the success of the catch operation. For example, the second motion control unit 108 obtains the probability of success of the ball reception based on the success or failure of the catch operation, and determines the success of the ball reception based on the probability. As another example, when the passing is equivalent to two partial actions, the second action control unit 108 determines whether the passing is successful or not according to the success of the passing operation. For example, the second motion control unit 108 obtains the probability of success of the pass based on the success or failure of the pass operation, and determines the success of the pass based on the probability.

除上述之外,還有例如,在足球遊戲,第二局部動作若為控球,則第二動作控制部108係根據控球操作的評價結果,來決定控球的成功與否。又例如,第二局部動作若為射門,則第二動作控制部108係根據射門操作的評價結果,來決定射門的成功與否。又例如,在籃球遊戲中,第二局部動作若為接球,則第二動作控制部108係根據接球的評價結果,來決定接球成功與否。又例如,第二局部動作若為投籃,則第二動作控制部108係根據投籃操作的評價結果,來決定投籃的成功與否。又例如,在戰鬥遊戲中,第二局部動作若為反制攻擊,則第二動作控制部108係根據反制攻擊操作的評價結果,來決定反制攻擊的成功與否。 In addition to the above, for example, in a football game, if the second partial action is ball control, the second action control unit 108 determines the success of the ball control based on the evaluation result of the ball control operation. For another example, if the second partial action is a shot, the second action control unit 108 determines the success of the shot based on the evaluation result of the shot operation. For another example, in a basketball game, if the second partial action is a catch, the second action control unit 108 determines whether the catch is successful or not based on the evaluation result of the catch. For another example, if the second partial action is a shot, the second action control unit 108 determines whether the shot is successful or not based on the evaluation result of the shot operation. For another example, in a battle game, if the second partial action is a counterattack attack, the second action control unit 108 determines the success of the counterattack attack based on the evaluation result of the counterattack operation.

[3-10.第一報酬決定部] [3-10. First compensation decision department]

第一報酬決定部109主要由控制部11來實現。第一報酬決定部109係根據第一評價部103的評價結果,來決定第一報酬。報酬係指在遊戲內具有價值者,例如為分數或硬幣等之遊戲內貨幣、遊戲道具、遊戲物件等。 The first reward determination unit 109 is mainly implemented by the control unit 11. The first reward determination unit 109 determines the first reward based on the evaluation result of the first evaluation unit 103. Reward refers to those who have value in the game, such as in-game currency such as points or coins, game items, game objects, etc.

第一評價部103的評價結果與第一報酬的關係可為數學式形式、表格形式或程式碼的一部分來預先確定。第一報酬決定部109係決定與第一評價結果相關聯的第一報酬為要賦予的報酬。例如,亦可設為第一遊戲操作的評價愈高則第一報酬愈高,而第一遊戲操作的評價愈低則第一報酬愈低。另外,報酬較高係指:分數或硬幣等之遊戲內貨幣的獲得量變,且賦予的遊戲道具或遊戲物件的價值(稀有度或參數)變高。例外,第一報酬決定部109亦可為當不進行第一遊戲操作的情形,不會賦予第一報酬。 The relationship between the evaluation result of the first evaluation unit 103 and the first reward may be determined in advance in a mathematical formula form, a table form, or a part of a code. The first reward determination unit 109 determines that the first reward associated with the first evaluation result is the reward to be given. For example, the higher the evaluation of the first game operation, the higher the first reward, and the lower the evaluation of the first game operation, the lower the first reward. In addition, a higher reward means that the amount of money obtained in the game, such as points or coins, changes, and the value (rareness or parameters) of the game items or game objects given increases. Exceptionally, the first reward determination unit 109 may not give the first reward when the first game operation is not performed.

[3-11.第二報酬決定部] [3-11. Second remuneration decision department]

第二報酬決定部110主要由控制部11來實現。第二報酬決定部110係 根據第二評價部107的評價結果,來決定第二報酬。 The second reward determination unit 110 is mainly implemented by the control unit 11. Department of Second Remuneration Decision 110 The second reward is determined based on the evaluation result of the second evaluation unit 107.

第二評價部107的評價結果與第一報酬的關係可為數學式形式、表格形式或程式碼的一部分來預先確定。第二報酬決定部110係決定與第二評價結果相關聯的第二報酬為要賦予的報酬。例如,亦可設為第二遊戲操作的評價愈高則第二報酬愈高,而第二遊戲操作的評價愈低則第二報酬愈低。另外,第二報酬決定部110亦可設為當不進行第二遊戲操作的情形,第二遊戲操作的評價本身未進行,而不賦予第二報酬。 The relationship between the evaluation result of the second evaluation unit 107 and the first reward may be determined in advance in a mathematical formula form, a table form, or a part of a code. The second reward determination unit 110 determines that the second reward associated with the second evaluation result is the reward to be given. For example, the higher the evaluation of the second game operation, the higher the second reward, and the lower the evaluation of the second game operation, the lower the second reward. In addition, the second reward determination unit 110 may be set in a case where the second game operation is not performed, and the evaluation of the second game operation itself is not performed, and the second reward is not given.

[3-12.模擬部] [3-12. Simulation Department]

模擬部111主要由控制部11來實現。模擬部111係執行遊戲的模擬。例如,模擬部111係根據模擬的演算法,來執行遊戲的模擬。 The simulation section 111 is mainly implemented by the control section 11. The simulation unit 111 performs simulation of a game. For example, the simulation unit 111 executes a simulation of a game based on a simulation algorithm.

模擬係指:例如,預測遊戲世界中之狀況的變化。換句話說,預測遊戲的進行,與不需操作而使遊戲進行。例如,在對戰形式的遊戲中,電腦執行對根據複數個參數之各者所能獲得的數值進行比較的簡易的模擬處理,藉此決定對戰的經過或結果。例如,若為隊伍彼此對戰的遊戲,則根據第一隊伍的參數與第二隊五的參數來執行模擬處理。例如,在對戰形式的遊戲中,電腦執行使一個或複數個第一遊戲物件與一個或複數個第二遊戲物件根據參數而在虛擬空間內虛擬性且自動性地動作的模擬處理,藉此決定對戰的經過或結果。 Simulation means, for example, predicting changes in conditions in the game world. In other words, predict the progress of the game, and make the game progress without action. For example, in a game in the form of a battle, the computer executes a simple simulation process that compares the values obtained by each of the plurality of parameters, thereby determining the progress or result of the battle. For example, in a game where teams compete with each other, simulation processing is performed according to the parameters of the first team and the parameters of the second team five. For example, in a game in the form of a battle, a computer executes a simulation process that causes one or more first game objects and one or more second game objects to act virtually and automatically in a virtual space according to parameters. The process or result of a battle.

在本實施形態中,第一局部動作與第二局部動作係在遊戲成為預定的狀況之情形下會進行。模擬部111會反復執行模擬至遊戲成為預定的狀況為止。模擬部111亦可為執行模擬至成為從複數個狀況中隨機地選出的狀況。 In this embodiment, the first partial action and the second partial action are performed when the game is in a predetermined condition. The simulation unit 111 repeatedly executes the simulation until the game becomes a predetermined condition. The simulation unit 111 may perform a simulation until the situation is randomly selected from a plurality of situations.

預定的狀況係指例如遊戲世界的狀況為屬於預定的類型。例如,顯示遊戲世界之狀況的狀況資料的數值成為預定的數值。例如,若為得分變化的遊戲,為得分成為預定值。例如,遊戲物件成為預定的位置、預定的方向、預定的速度。例如,於遊戲中的世界的時間成為預定時間。例如,若為棒球遊戲中的守備動作,為在守備中跑者出現在預定之壘的情形(成為預定上壘狀況)。又例如,好球數、壞球數、出局數成為預定值的情形。又例如,成為預定之局數的情形。又例如,下一個打者擊出至野手人物的守備範圍的狀況。又例如,若為足球遊戲中之射門動作,為於比賽中在球門(goal)前傳球的情形。又例如,球被傳球至選手人物的移動範圍的狀況。又例如,若為籃球遊戲中之投籃動作,為在比賽中在球籃附近傳球的情形。又例如,球被傳球至選手人物的移動範圍的狀況。又例如,若為戰鬥遊戲的反制攻擊動作,為被對戰對手攻擊的情形。又例如,選手人物在可防禦的時序被對戰對手攻擊的情形。 The predetermined condition refers to, for example, a condition of the game world as belonging to a predetermined type. For example, the numerical value of the situation data showing the state of the game world becomes a predetermined value. For example, in a game where the score changes, the score becomes a predetermined value. For example, the game object becomes a predetermined position, a predetermined direction, and a predetermined speed. For example, the time in the world in the game becomes a predetermined time. For example, if it is a defensive action in a baseball game, it is a situation in which a runner appears at a predetermined base during the defensive (a predetermined upper base situation). As another example, a case where the number of good goals, the number of bad goals, and the number of exits becomes a predetermined value. As another example, it is the case of a predetermined number of rounds. As another example, the situation where the next hitter hits the defender's range. For another example, if it is a shooting action in a football game, it is a situation of passing a ball in front of a goal in a game. As another example, a situation where a ball is passed to a moving range of a player character. For another example, if it is a shooting action in a basketball game, it is a situation of passing a ball near the basket during a game. As another example, a situation where a ball is passed to a moving range of a player character. As another example, if it is a counter-attack action in a combat game, it is a situation where it is attacked by a rival. As another example, a situation where a player character is attacked by a rival opponent at a defensive timing.

[4.在遊戲系統執行的處理] [4. Processing executed in the game system]

第18圖係顯示利用遊戲系統S執行之處理的一例的流程圖。於第18圖所示的處理係由控制部11根據記憶於記憶部12的程式進行動作來執行。第18圖所示的處理係功能方塊執行處理的一例。 Fig. 18 is a flowchart showing an example of processing executed by the game system S. The processing shown in FIG. 18 is executed by the control unit 11 according to a program stored in the memory unit 12. The processing shown in FIG. 18 is an example of processing performed by a functional block.

如第18圖所示,首先,當比賽開始時,控制部11係根據人物資料DT1與遊戲狀況資料DT2,來執行比賽的模擬(S1)。在S1中,控制部11係根據模擬的演算法、各人物的參數、各人物的位置及亂數等,來執行人物的動作或球的移動等之簡易的模擬。 As shown in FIG. 18, first, when the game starts, the control unit 11 executes a simulation of the game based on the character data DT1 and the game situation data DT2 (S1). In S1, the control unit 11 executes a simple simulation such as a movement of a character, a movement of a ball, and the like based on a simulation algorithm, parameters of each character, positions and random numbers of each character, and the like.

控制部11係根據模擬結果,判定於我方隊伍是否為守備機 會發生之預定的狀況(S3)。在S3中,控制部11係判定擊球是否飛到我方隊伍的野手人物的守備範圍。判定為預定之狀況時(S3;是(Y)),控制部11係於遊戲圖像G1顯示到成為預定之狀況為止的模擬結果(S5)。於S5中的遊戲圖像G1係顯示成為如第2圖中之遊戲圖像G1A至G1C的狀態,且比賽不需用戶之操作而進行的樣子。 The control department 11 determines whether our team is a defensive aircraft based on the simulation results. A predetermined situation will occur (S3). In S3, the control unit 11 determines whether the hit ball has flown into the defensive range of the field player characters of our team. When it is determined that it is a predetermined condition (S3; Yes (Y)), the control unit 11 is a simulation result until the game image G1 is displayed until the predetermined condition is reached (S5). The game image G1 in S5 is displayed in a state as shown in the game images G1A to G1C in FIG. 2, and the game is performed without a user's operation.

當顯示成為預定之狀況的模擬結果時,控制部11係使顯示我方隊伍的守備機會到來的訊息顯示(S7)。在S7中,成為第2圖中之遊戲圖像G1D的狀態,且使比賽的進行停止。控制部11會切換顯示,於遊戲圖像G1顯示遊戲空間的樣子(S9),且執行野手人物C1的移動處理(S11)。在S9中,成為第3圖中之遊戲圖像G1E的狀態。 When the simulation result of the predetermined situation is displayed, the control unit 11 displays a message indicating that the defense opportunity of our team is coming (S7). In S7, the state of the game image G1D in the second figure is reached, and the progress of the game is stopped. The control unit 11 switches the display, displays the state of the game space on the game image G1 (S9), and executes the movement process of the field character C1 (S11). In S9, the state of the game image G1E in FIG. 3 is obtained.

第19圖係顯示移動處理的詳細之圖。如第19圖所示,控制部11係決定移動操作的限制時間(S111)。在S111中,控制部11係根據野手人物C1的守備力參數,決定移動時的播放速度,藉此決定限制時間。控制部11係在守備力參數愈高時,就愈放慢播放速度而將限制時間設定成較長,而在守備力參數愈低時,就愈加快播放速度而將限制時間設定成較短。又例如,控制部11亦可根據野手人物C1的技巧參數,來決定移動時的播放速度。控制部11係於野手人物C1具有預定的守備技巧時,放慢播放速度而將限制時間設定成較長。 Fig. 19 is a detailed diagram showing the movement processing. As shown in FIG. 19, the control unit 11 determines the time limit for moving operation (S111). In S111, the control unit 11 determines the playback time when moving based on the defensive force parameter of the fielder character C1, thereby determining the time limit. When the defensive force parameter is higher, the control unit 11 slows down the playback speed and sets the limit time longer, and when the defensive force parameter is lower, it increases the playback speed and sets the limit time shorter. For another example, the control unit 11 may determine the playback speed when moving based on the technical parameters of the field character C1. When the field player character C1 has a predetermined defensive skill, the control unit 11 slows down the playback speed and sets the time limit to a long time.

之後,投手人物投球,打者人物進行打擊。投手人物的投球、打者人物的打擊及擊球的行踪係在S1中完成模擬。控制部11當打者人物打擊時,根據在S111所決定的播放速度,以慢動作播放影像(S113),且於球B的周圍顯示標記圖像G2(S115)。標記圖像G2會與球B一起移動。 After that, the pitcher characters pitched the ball and the hitter characters hit. The pitching of the pitcher character, the hit of the hitter character, and the whereabouts of the ball are simulated in S1. When the hitter character strikes, the control unit 11 plays the video in slow motion according to the playback speed determined in S111 (S113), and displays a marker image G2 around the ball B (S115). The marker image G2 moves with the ball B.

控制部11係根據野手人物C1的腳程參數,於腳下顯示導引圖像G3(S117)。在S117中,控制部11係根據腳程參數來決定區域A30至A33之各個區域的比例。並且,控制部11係根據野手人物C1的位置及球B的軌道,來決定區域A30至A33的位置。 The control unit 11 displays a guide image G3 under the foot according to the foot course parameters of the field player character C1 (S117). In S117, the control unit 11 determines the proportion of each of the areas A30 to A33 based on the footstep parameters. The control unit 11 determines the positions of the areas A30 to A33 based on the position of the fielder character C1 and the trajectory of the ball B.

控制部11係判定是否已經歷移動操作的限制時間(S119)。控制部11係從移動操作的受理開始(導引圖像G3的顯示開始)進行計時,且於S119中,判定從計時開始的經歷時間是否超過在S111所設定的限制時間。 The control unit 11 determines whether or not the time limit for the movement operation has elapsed (S119). The control unit 11 starts timing from the acceptance of the movement operation (the start of the display of the guidance image G3), and determines in S119 whether the elapsed time from the start of the timing exceeds the limit time set in S111.

當判定為尚未經歷限制時間的情形(S119;否(N)),控制部11係根據操作部14的檢測信號,來判定是否進行了移動操作(S121)。在S121中,控制部11係判定操作部14的觸控面板是否進行了滑動。 When it is determined that the time limit has not elapsed (S119; No (N)), the control unit 11 determines whether a movement operation has been performed based on the detection signal of the operation unit 14 (S121). In S121, the control unit 11 determines whether the touch panel of the operation unit 14 is slid.

當判定已進行移動操作的情形(S121;是(Y)),控制部11係進行移動操作的評價(S123)。在S123中,控制部11係將移動操作所示之觸控面板上的方向轉換至遊戲空間,在區域A30至A33當中,依據野手人物C的站立位置(導引圖像G3的中心點O),具體指定位在該轉換之方向所指出的方向上的區域。控制部11係根據經具體指定的區域,來決定評價。 When it is determined that the movement operation has been performed (S121; Yes (Y)), the control unit 11 performs evaluation of the movement operation (S123). In S123, the control unit 11 converts the direction on the touch panel shown by the movement operation to the game space, and in the areas A30 to A33, according to the standing position of the fielder character C (the center point O of the guide image G3) , Specifying the area in the direction indicated by the direction of the transition. The control unit 11 determines the evaluation based on the specified area.

控制部11係決定移動操作的獲得分數(S125)。在S125中,控制部11係在移動操作的評價愈高時獲得分數設成愈高,而在移動操作的評價愈低時將獲得分數設成愈低。另外,當沒有進行移動操作,而判定為已經歷限制時間的情形(S119;是(Y)),會執行S123、S125的處理。另外,該情形亦可為不會執行S123、S125的處理,且移動操作的評價本身不會 進行而不賦予移動操作的分數。 The control unit 11 determines the obtained score of the movement operation (S125). In S125, the control unit 11 sets a higher score when the evaluation of the mobile operation is higher, and sets a lower score when the evaluation of the mobile operation is lower. In addition, when it is determined that the limited time has elapsed without performing a movement operation (S119; Yes (Y)), the processing of S123 and S125 is performed. In addition, in this case, the processing of S123 and S125 will not be executed, and the evaluation of the mobile operation itself will not be performed. Performed without giving a score to the move operation.

控制部11係決定野手人物C1之移動的成功與否(S127)。在S127中,當進行移動操作的情形,控制部11係根據S125中之評價結果與野手人物C1的腳程參數,取得移動成功的機率,並根據該機率,來決定移動是否成功。另一面,未進行移動操作的情形,控制部11係根據野手人物C1的腳程參數,來決定移動是否成功。當野手人物C1的腳程參數非常高的情形,亦可即使不進行移動操作移動也會成功。 The control unit 11 determines whether the movement of the fielder character C1 is successful (S127). In S127, when a movement operation is performed, the control unit 11 obtains the probability of successful movement based on the evaluation result in S125 and the foot parameters of the field player character C1, and determines whether the movement is successful based on the probability. On the other hand, when no movement operation is performed, the control unit 11 determines whether the movement is successful based on the foot parameters of the fielder character C1. When the field parameter of the fielder character C1 is very high, the movement can be successful even without moving.

返回第18圖,控制部11係根據利用S11執行之移動處理,來判定人物的移動是否成功(S13)。當未判定為人物的移動成功的情形(S13;否(N)),就不執行S15至S19的處理,且遷移至S21。此時,不進行接球操作及傳球操作,野手人物C1會自動地動作並使守備機會結束。由於未進行接球操作及傳球操作,所以不可獲得接球操作的分數及傳球操作的分數。另外,亦可即使移動時發生失誤時,亦不會造成移動失敗的情形。 Returning to FIG. 18, the control unit 11 determines whether the movement of the person has succeeded based on the movement processing performed in S11 (S13). When it is not determined that the movement of the character is successful (S13; No (N)), the processes of S15 to S19 are not executed, and the process shifts to S21. At this time, without receiving and passing the ball, the fielder character C1 will automatically move and end the defending opportunity. Because the ball receiving operation and the passing operation are not performed, it is not possible to obtain the points of the ball receiving operation and the ball passing operation. In addition, even if an error occurs during the movement, the failure of the movement will not be caused.

另一方面,當判定人物的移動成功的情形(S13;是(Y)),控制部11會執行人物的接球處理(S15)。 On the other hand, when it is determined that the movement of the character is successful (S13; Yes (Y)), the control unit 11 executes the catching process of the character (S15).

第20圖係顯示接球處理的詳細之圖。如第20圖所示,控制部11係決定接球操作的限制時間(S151)。在S151中,控制部11係將記憶於記憶部12的預定速度決定為接球時的播放速度,藉此決定接球操作的限制時間。控制部11係根據在S151所決定的播放速度,以慢動作播放影像(S153)。 Fig. 20 is a detailed diagram showing a catching process. As shown in FIG. 20, the control unit 11 determines the time limit for catching the ball (S151). In S151, the control unit 11 determines the predetermined speed stored in the memory unit 12 as the playback speed at the time of catching the ball, thereby determining the time limit for catching the ball. The control unit 11 plays the video in slow motion based on the playback speed determined in S151 (S153).

控制部11係根據野手人物C1的接球參數,來顯示導引圖像G5(S155)。在S155中,控制部11係根據接球參數,來決定區域A50 至A53之各個區域的比率。並且,控制部11係開始游標C54的移動並受理接球操作。例外,在S155的時序亦可消除標記圖像G2。 The control unit 11 displays the guidance image G5 based on the catching parameters of the fielder character C1 (S155). In S155, the control unit 11 determines the area A50 based on the catch parameter. Ratio of each area to A53. Then, the control unit 11 starts the movement of the cursor C54 and accepts the ball receiving operation. Exceptionally, the marker image G2 can also be eliminated at the timing of S155.

控制部11係判定是否已經歷接球操作的限制時間(S157)。控制部11係從接球操作的受理開始進行計時,在S157中,判定從計時開始的經歷時間是否超過在S151所設定的限制時間。當判定為未經歷限制時間的情形(S157;否(N)),控制部11係根據操作部14的檢測信號,來判定是否進行了接球操作(S159)。在S159中,控制部11係判定操作部14的觸控面板是否進行了碰觸。 The control unit 11 determines whether or not the time limit for catching operation has elapsed (S157). The control unit 11 counts the time from the reception of the catch operation. In S157, it is determined whether the elapsed time from the start of the timing exceeds the limit time set in S151. When it is determined that the time limit has not elapsed (S157; No (N)), the control unit 11 determines whether or not a catch operation has been performed based on the detection signal of the operation unit 14 (S159). In S159, the control unit 11 determines whether the touch panel of the operation unit 14 has been touched.

當判定已進行接球操作的情形(S159;是(Y)),控制部11係使游標C54停止,並進行接球操作的評價(S161)。在S161中,控制部11係根據游標C54的停止位置,來評價接球操作。 When it is determined that a catch operation has been performed (S159; Yes (Y)), the control unit 11 stops the cursor C54 and performs an evaluation of the catch operation (S161). In S161, the control unit 11 evaluates the catch operation based on the stop position of the cursor C54.

控制部11係決定接球操作的獲得分數(S163)。在S163中,控制部11係在接球操作的評價愈高時將獲得分數設成愈高,而在接球操作的評價愈低時將獲得分數設成愈低。另外,當沒有進行接球操作,而判定為已經歷限制時間的情形(S157;是(Y)),會執行S161、S163的處理。另外,該情形亦可不執行S161、S163的處理,且接球操作的評價本身不會進行而不賦予接球操作的分數。 The control unit 11 determines the score of the catch operation (S163). In S163, the control unit 11 sets the score to be higher when the evaluation of the catch operation is higher, and sets the score to be lower when the evaluation of the catch operation is lower. In addition, when it is determined that the time limit has elapsed without performing a catch operation (S157; Yes (Y)), the processes of S161 and S163 are executed. In addition, in this case, the processes of S161 and S163 may not be performed, and the evaluation of the catch operation itself will not be performed without giving a score of the catch operation.

控制部11係決定接球的成功與否(S165)。在S165中,當進行接球操作的情形,控制部11係根據S161中之評價結果與野手人物C1的接球參數,取得接球成功的機率,並根據該機率,來決定接球是否成功。另一面,未進行接球操作的情形,控制部11係根據野手人物C1的接球參數,來決定接球是否成功。當野手人物C1的接球參數非常高的情形,亦可 即使不進行接球操作接球也會成功。 The control unit 11 determines whether the ball is successfully received (S165). In S165, when a catching operation is performed, the control unit 11 obtains the probability of successful catching based on the evaluation result in S161 and the catching parameters of the fielder character C1, and determines whether the catching is successful based on the probability. On the other hand, in the case where the ball receiving operation is not performed, the control unit 11 determines whether the ball is successfully received according to the ball receiving parameters of the field player character C1. When the field player C1's catching parameters are very high, Even if the ball is not received, it will succeed.

返回第18圖,控制部11係根據在S15執行之接球處理,來判定人物的接球是否成功(S17)。當未判定為人物的接球成功的情形(S17;否(N)),就不執行S19的處理,且遷移至S21。此時,沒有進行傳球操作,野手人物C1會自動地動作並使守備機會結束。由於沒有進行傳球操作,所以不可獲得傳球操作的分數。另外,亦可即使接球發生失誤時,亦不會成為接球失敗的情形。 Returning to FIG. 18, the control unit 11 determines whether the character has successfully received the ball based on the ball receiving process performed in S15 (S17). When it is not determined that the character has successfully received the ball (S17; No (N)), the process of S19 is not executed, and the process moves to S21. At this time, no pass operation is performed, and the fielder character C1 will automatically move and end the defending opportunity. Since no pass operation was performed, no score for the pass operation can be obtained. In addition, even if a mistake occurs in the catch, it will not be a situation where the catch fails.

另一方面,當判定人物的移動成功的情形(S17;是(Y)),控制部11會執行人物的傳球處理(S19)。 On the other hand, when it is determined that the movement of the character is successful (S17; Yes (Y)), the control unit 11 executes the pass processing of the character (S19).

第21圖係顯示傳球處理的詳細之圖。如第21圖所示,控制部11係使虛擬攝影機移動(S191)。在S191中,如第10圖,控制部11會以使虛擬攝影機的視線方向朝向傳球目的地之壘的方式,來使虛擬攝影機移動。 Fig. 21 is a detailed diagram showing the pass processing. As shown in FIG. 21, the control unit 11 moves the virtual camera (S191). In S191, as shown in FIG. 10, the control unit 11 moves the virtual camera so that the direction of the virtual camera's line of sight is toward the barrier of the passing destination.

控制部11係根據野手人物C1的肩力參數,來決定傳球操作的限制時間(S193)。在S193中,控制部11係根據野手人物C1的肩力參數,來決定限制時間。控制部11係決定為肩力參數愈高則愈延長限制時間,而肩力參數愈低則愈縮短限制時間。例外,如上述,播放速度可為固定值。控制部11係根據該播放速度,以慢動作播放影像(S195)。 The control unit 11 determines the limit time of the passing operation based on the shoulder force parameter of the fielder character C1 (S193). In S193, the control unit 11 determines the time limit based on the shoulder force parameter of the fielder character C1. The control unit 11 decides that the higher the shoulder force parameter, the longer the limit time, and the lower the shoulder force parameter, the shorter the limit time. Exception, as mentioned above, the playback speed can be a fixed value. The control unit 11 plays back the video in slow motion based on the playback speed (S195).

控制部11係根據野手人物C1的技巧參數,來顯示導引圖像G6(S197)。在S197中,控制部11係根據技巧參數,來決定導引圖像G6的大小。例如,當野手人物C1具有傳球技巧時,控制部11係較不具有該傳球技巧的情形,更放大導引圖像G6。例外,如上述之方式,控制部11 亦可根據野手人物C1或球B與傳球目的地之壘的距離,來決定導引圖像G6的靜止。 The control unit 11 displays the guidance image G6 based on the skill parameters of the fielder character C1 (S197). In S197, the control unit 11 determines the size of the guidance image G6 based on the skill parameter. For example, when the fielder character C1 has a passing skill, the control section 11 enlarges the guidance image G6 more than the case where the passing skill does not have the passing skill. Exception, as described above, the control section 11 The stillness of the guidance image G6 may also be determined according to the distance between the fielder character C1 or the ball B and the base of the passing destination.

控制部11係判定是否已經歷了傳球操作的限制時間(S199)。控制部11係從傳球操作的受理開始進行計時,在S199中,判定從計時開始的經歷時間是否超過在S141所設定的限制時間。 The control unit 11 determines whether or not the time limit for the passing operation has elapsed (S199). The control unit 11 starts timing from the acceptance of the passing operation. In S199, it is determined whether the elapsed time from the start of the timing exceeds the limit time set in S141.

當判定為沒有經歷限制時間的情形(S199;否(N)),控制部11係根據操作部14的檢測信號,來判定是否進行了傳球操作(S201)。在S201中,控制部11係判定操作部14是否進行了球圖像G7的拖曳。 When it is determined that the time limit has not elapsed (S199; No (N)), the control unit 11 determines whether a pass operation has been performed based on the detection signal of the operation unit 14 (S201). In S201, the control unit 11 determines whether the operation unit 14 has dragged the ball image G7.

當判定已進行傳球操作的情形(S201;是(Y)),控制部11係進行傳球操作的評價(S203)。在S203中,控制部11係根據被拖曳的球圖像G7與導引圖像G6的重疊程度,來評價傳球操作。 When it is determined that the passing operation has been performed (S201; Yes (Y)), the control unit 11 performs evaluation of the passing operation (S203). In S203, the control unit 11 evaluates the passing operation based on the degree of overlap between the dragged ball image G7 and the guide image G6.

控制部11係決定傳球操作的分數(S205)。在S205中,控制部11係進行:傳球操作的評價愈高則愈增加獲得分數,而傳球操作的評價愈低則愈降低獲得分數。另外,當沒有進行傳球操作,而判定為已經歷限制時間的情形(S199;是(Y)),會執行S203,S205的處理。另外,該情形亦可為不會執行S203,S205的處理,且傳球操作的評價本身不會進行而不賦予傳球操作的分數。 The control unit 11 determines the score of the passing operation (S205). In S205, the control unit 11 performs: the higher the evaluation of the passing operation, the more points are obtained, and the lower the evaluation of the passing operation, the lower is the point. In addition, when the pass operation is not performed and it is determined that the time limit has elapsed (S199; Yes (Y)), the processes of S203 and S205 are executed. In addition, in this case, the processing of S203 and S205 may not be performed, and the evaluation of the passing operation itself will not be performed without giving a score for the passing operation.

控制部11係根據傳球操作的評價結果,來決定傳球的成功與否(S207)。在S207中,當進行了傳球操作的情形,控制部11係根據S203中之評價結果與野手人物C1的肩力參數,來取得傳球成功的機率,且根據該機率,來決定傳球是否成功。另一面,未進行傳球操作的情形,控制部11係根據野手人物C1的肩力參數,來決定傳球是否成功。當野手人物C1 的肩力參數非常高的情形,即使不進行傳球操作也可有傳球成功之情形。 The control unit 11 determines the success of the pass based on the evaluation result of the pass operation (S207). In S207, when a passing operation is performed, the control unit 11 obtains the probability of successful passing based on the evaluation result in S203 and the shoulder force parameter of the fielder character C1, and determines whether the passing is based on the probability. success. On the other hand, when the passing operation is not performed, the control unit 11 determines whether the passing is successful based on the shoulder force parameter of the fielder character C1. Become a wild player character C1 In the case of a very high shoulder force parameter, even if the pass operation is not performed, the pass may be successful.

返回第18圖,控制部11係決定利用一連貫的守備動作的獲得分數(S21),且返回S1的處理,執行剩餘之比賽的模擬。此時,會播放傳球後的動畫(animation),在顯示S21所決定的獲得分數後,遊戲圖像G1返回至第2圖的狀態。另外,亦可於每當進行移動、接球、傳球之各個的局部動作時顯示獲得分數。 Returning to FIG. 18, the control unit 11 decides to obtain a score by using a continuous defensive action (S21), and returns to the processing of S1 to execute the simulation of the remaining matches. At this time, an animation after passing the ball is played, and after the score obtained in S21 is displayed, the game image G1 returns to the state shown in FIG. 2. In addition, the score can also be displayed every time a local action such as moving, receiving, or passing is performed.

在S3中,當判定為即使比賽結束還沒有發生守備機會的情形(S3;否(N)),控制部11會判定在比賽中是否守備機會到來了預定次數(S23)。預定次數只要為預先決定的次數即可,例如既可為兩次或三次左右,亦可為三次以上。 In S3, when it is determined that a defensive opportunity has not occurred even after the game is over (S3; No (N)), the control unit 11 determines whether a defensive opportunity has come a predetermined number of times during the game (S23). The predetermined number of times may be a predetermined number of times, and may be, for example, about two or three times, or three or more.

當未判定為守備機會到來了預定次數的情形(S23;否(N)),返回S1的處理,且從過去的預定時間點重複模擬。過去的預定時間點係指:若守備機會一次也沒有到來而為比賽開始的時間點,若有守備機會到來,為最近一次守備機會的結束時間點。另一方面,當判定為守備機會到來預定次數的情形(S23;是(Y)),本處理結束。 When it is not determined that the defensive opportunity has come a predetermined number of times (S23; No (N)), the process returns to S1, and the simulation is repeated from a predetermined time point in the past. The past scheduled time point refers to the point in time when the defensive opportunity has not yet arrived and the starting point of the game; if there is a defensive opportunity to come, the end point of the latest defensive opportunity. On the other hand, when it is determined that the defensive opportunity has come a predetermined number of times (S23; Yes (Y)), this process ends.

根據以上說明的遊戲系統,根據移動或接球等之與第一局部動作相對應的第一遊戲操作的評價結果,受理接球或傳球等之與第二局部動作相對應的第二遊戲操作,藉此可詳細地評價一連貫的動作並提升遊戲的興趣性。 According to the game system described above, the second game operation corresponding to the second local action, such as a ball receiving or passing, is accepted based on the evaluation result of the first game operation corresponding to the first local action such as moving or catching the ball. , So you can evaluate a consistent action in detail and increase the interest of the game.

此外,根據第一遊戲操作的評價結果決定是否受理第二遊戲操作,而會有依據第一遊戲操作的評價結果而不受理第二遊戲操作之情形,所以可對遊戲賦予緊迫感。 In addition, whether to accept the second game operation is determined based on the evaluation result of the first game operation, and there may be cases where the second game operation is not accepted according to the evaluation result of the first game operation, so a sense of urgency can be given to the game.

此外,根據第一遊戲操作的評價結果來決定第一報酬,且根據第二遊戲操作的評價結果來決定第二報酬,藉此每個遊戲操作會產生報酬,所以可有效地提升遊戲的興趣性。 In addition, the first reward is determined according to the evaluation result of the first game operation, and the second reward is determined according to the evaluation result of the second game operation, whereby each game operation will generate a reward, so the interest of the game can be effectively improved .

此外,根據第一遊戲操作的評價結果來決定第一局部動作的成功與否,且根據第二遊戲操作的評價結果來決定第二局部動作的成功與否,藉此使各遊戲操作的評價結果會影響各個的局部動作的成功與否,所以可有效地提升遊戲的興趣性。 In addition, the success of the first partial action is determined according to the evaluation result of the first game operation, and the success of the second partial action is determined according to the evaluation result of the second game operation, thereby making the evaluation result of each game operation It will affect the success of each local action, so it can effectively increase the interest of the game.

此外,根據第一參數來執行用來設定第一遊戲操作的難易度的處理,且根據第二參數來執行用來設定第二遊戲操作的難易度的處理,藉此帶給遊戲操作的難易度影響的參數會不同,所以可有效地提升遊戲的興趣性。 In addition, the processing for setting the difficulty level of the first game operation is performed according to the first parameter, and the processing for setting the difficulty level of the second game operation is performed according to the second parameter, thereby bringing the difficulty of the game operation. The affected parameters will be different, so it can effectively increase the interest of the game.

此外,反復進行模擬到第一局部動作與第二局部動作的各個局動作所要進行的預定的狀況為止,所以可防止沒有預定的狀況的發生遊戲就結束。 In addition, the simulation is repeated until a predetermined condition to be performed in each of the first partial movement and the second partial movement is performed. Therefore, it is possible to prevent the game from ending without a predetermined situation occurring.

[5.變形例] [5. Modification]

另外,本發明不限定為以上說明之實施形態。在不脫離本發明之目的之範圍,可適當變更。 The present invention is not limited to the embodiments described above. Changes can be made without departing from the scope of the present invention.

例如,利用遊戲系統S執行的遊戲亦可包含根據第一遊戲物件培育第二遊戲物件的第一遊戲部分,及利用第一遊戲部分培育的第二遊戲物件進行第一局部動作與第二局部動作的第二遊戲部分。 For example, a game executed by using the game system S may also include a first game part in which a second game object is cultivated based on the first game object, and a first local action and a second local action are generated using the second game object cultivated in the first game part. The second game section.

第一遊戲物件係用來支援第二遊戲物件之培育的遊戲物件。例如,第一遊戲物件係用來使第一遊戲部分中之事件發生的遊戲物件。例 如,當第一遊戲部分使用第一遊戲物件時發生的效果亦可依據第一遊戲物件而不同。又例如,第一遊戲物件既可為培育第二遊戲物件(所謂合成)時之素材的物件,亦可為與第二遊戲物件合作的物件。第二遊戲物件係第一遊戲部分中之成為培育對象的遊戲物件。 The first game object is a game object used to support the cultivation of the second game object. For example, the first game item is a game item used to cause an event in the first game part to occur. example For example, the effect that occurs when the first game object is used in the first game part may also vary according to the first game object. For another example, the first game object may be an object that is used to cultivate the second game object (so-called synthesis) or an object that cooperates with the second game object. The second game object is a game object to be cultivated in the first game part.

培育係指:例如提升第二遊戲物件的能力。培育係指:例如,既可為提高能力參數的數值,且可為獲得特殊技巧,還可為獲得經驗值。例如,既可為在預定的遊戲故事中使事件發生,藉此培育第二遊戲物件,且可為對第二遊戲物件施予練習或訓練,藉此培育之。又例如,亦可執行所謂合成的處理,藉此培育第二遊戲物件。 Cultivation means, for example, improving the ability of a second game object. Cultivation means, for example, both to increase the value of ability parameters, and to gain special skills, as well as to gain experience. For example, the second game object may be cultivated by making an event occur in a predetermined game story, and the second game object may be cultivated by practicing or training. As another example, a so-called synthesis process may be performed to cultivate a second game object.

遊戲部分係例如遊戲的一部分。第一遊戲部分係遊玩第二遊戲部分時,要先前遊玩的遊戲部分。例如,第一遊戲部分亦可為第二遊戲物件成為主角的故事。在該故事中,第一遊戲物件亦可作為第二遊戲物件的夥伴登場。在第一遊戲部分中,亦可發生關於第一遊戲物件的事件。另外,在具有複數個第一遊戲物件的情形,亦可指定在第一遊戲部分使用的第一遊戲物件的組合(牌組)。又例如,第一遊戲部分,亦可執行所謂合成之處理的遊戲部分。 The game part is, for example, a part of a game. The first game part is a game part to be played previously when playing the second game part. For example, the first game part may also be a story in which the second game object becomes the protagonist. In this story, the first game object can also appear as a partner of the second game object. In the first game part, an event about the first game object may also occur. In addition, in the case where there are a plurality of first game items, a combination (card group) of the first game items used in the first game part may be specified. As another example, the first game part may also be a game part that performs a so-called synthesis process.

第二遊戲部分係指:例如,在利用第一遊戲部分培育遊戲物件後,進行遊玩的遊戲部分。例如,第二遊戲部分既可為期間限定的事件,且可沒有具體決定期間。例如,亦可為於事前預先告知第二遊戲部分的舉行,在第二遊戲部分的開始為止,使守備的擅長的第一遊戲物件在第一遊戲部分中進行培育。 The second game part refers to, for example, a game part to be played after the game object is cultivated by using the first game part. For example, the second game part may be a time-limited event, and there may be no specific decision period. For example, the second game part may be notified in advance of the holding of the second game part in advance, and the first game object that is good at guarding is cultivated in the first game part until the start of the second game part.

例如,第一受理部101亦可在第二遊戲部分中,受理第一遊 戲操作。又例如,第一評價部103亦可在第二遊戲部分中,評價第一遊戲操作。又例如,第二受理部105亦可在第二遊戲部分中,受理第二遊戲操作。又例如,第二評價部107亦可在第二遊戲部分中,評價第二遊戲操作。在實施形態所說明的處理為利用第二遊戲部分執行的處理。 For example, the first reception section 101 may also accept the first game in the second game section. Opera operation. As another example, the first evaluation unit 103 may evaluate the first game operation in the second game portion. As another example, the second receiving unit 105 may also accept a second game operation in the second game section. As another example, the second evaluation unit 107 may evaluate the second game operation in the second game section. The processing described in the embodiment is processing executed by the second game section.

根據上述變形例,遊戲包含:根據地一遊戲物件來培育第二遊戲物件的第一遊戲部分,及利用第一遊戲部分培育的第二遊戲物件進行複數個局部動作之各個動作的第二遊戲部分,藉此可使遊戲的內容多樣化,有效地提升遊戲的興趣性。此外,當如實施形態所說明之遊戲操作不擅長的情形,可利用第一遊戲部分來培育守備能力較高的人物,藉此增加獲得分數。而且,預先提升與第二遊戲部分的複數個局部動作當中之不擅長的局部動作相對應的參數,藉此可在第二遊戲部分來獲得較高的評價。而且,根據第一遊戲部分之培育的步驟遊戲而會有操作的好壞不同,所以存在有第二遊戲部分,藉此產生第一遊戲部分的多樣性。而且,為了利用第二遊戲部分獲得更多的分數,亦可一面檢討要在第一遊戲部分如何培育第二遊戲物件,一面進行遊玩第一遊戲部分。因此,具有第二遊戲部分,藉此可防止第一遊戲部分的培育變得單調,可有效地提升遊戲的興趣性。 According to the above modification, the game includes: a first game part for cultivating a second game object according to a local game object, and a second game part for each of a plurality of partial actions using the second game object cultivated by the first game part This can diversify the content of the game and effectively increase the interest of the game. In addition, when the game operation is not good as described in the embodiment, the first game part can be used to cultivate characters with higher defense ability, thereby increasing the score. Furthermore, the parameters corresponding to the local motions that are not good among the plurality of local motions of the second game part are previously raised, thereby obtaining a higher evaluation in the second game part. Moreover, the operation may be different depending on the steps of the first game part, so there is a second game part, thereby generating the diversity of the first game part. Moreover, in order to use the second game part to obtain more points, it is also possible to play the first game part while reviewing how to cultivate the second game object in the first game part. Therefore, having the second game portion can prevent the cultivation of the first game portion from becoming monotonous, and can effectively increase the interest of the game.

又例如,在遊戲終端機10實現的各功能,亦可在伺服器30實現。例如,在伺服器30中,亦可執行遊戲的主要處理。此時,伺服器30係相當於本發明之遊戲控制裝置。例如,資料記憶部100利用伺服器30實現時,資料記憶部100主要由記憶部32來實現。又例如,利用伺服器30實現:第一受理部101、第一設定部102、第一評價部103、第一動作控制部104、第二受理部105、第二設定部106、第二評價部107、第二動作控 制部108、第一報酬決定部109、第二報酬決定部110以及模擬部111時,主要由控制部31來實現諸者。 As another example, each function implemented in the game terminal 10 may also be implemented in the server 30. For example, the server 30 may also execute main processing of the game. At this time, the server 30 is equivalent to the game control device of the present invention. For example, when the data storage unit 100 is implemented by the server 30, the data storage unit 100 is mainly implemented by the storage unit 32. As another example, the server 30 is used to implement the first receiving unit 101, the first setting unit 102, the first evaluation unit 103, the first operation control unit 104, the second reception unit 105, the second setting unit 106, and the second evaluation unit 107.Second motion control When the control unit 108, the first remuneration decision unit 109, the second remuneration decision unit 110, and the simulation unit 111 are implemented, the control unit 31 is mainly implemented.

此時,遊戲終端機10係從伺服器30接收圖像資料5並於顯示部15顯示各圖像。而且,遊戲終端機10係對伺服器30傳送顯示操作部14受理之指示的資料。伺服器30只要接收該資料,藉此具體指定指示並執行遊戲即可。又例如,亦可利用遊戲終端機10及伺服器30來分擔各功能。此時,只要各功能方塊的處理結果為在遊戲終端機10與伺服器30之間傳送接收即可。又例如,在實施形態或上述變形例說明的各功能當中,亦可省略第一受理部101、第一評價部103、第二受理部105以及第二評價部107以外的功能。 At this time, the game terminal 10 receives the image data 5 from the server 30 and displays each image on the display unit 15. Further, the game terminal 10 transmits to the server 30 data indicating the instructions received by the operation unit 14. The server 30 only needs to receive the data, thereby specifying instructions and executing the game. As another example, the game terminal 10 and the server 30 may be used to share the functions. At this time, as long as the processing result of each functional block is transmitted and received between the game terminal 10 and the server 30. For another example, among the functions described in the embodiment or the modification, functions other than the first receiving unit 101, the first evaluating unit 103, the second receiving unit 105, and the second evaluating unit 107 may be omitted.

又例如,雖然以執行棒球遊戲的情形進行說明,惟亦可在其他的遊戲應用本發明的處理。例如,亦可於棒球遊戲以外的運動遊戲(例如,以足球(soccer)、網球(tennis)、美式足球(american football)、籃球(basketball)、排球(volleyball)等作為題材的遊戲)應用本發明的處理。又例如,亦可於運動遊戲以外,於各種各樣的遊戲(如動作遊戲(action game)、角色扮演遊戲(role-playing game)、戰鬥遊戲等)不論遊戲形式及類型(genre)均可應用本發明的處理。 As another example, although a case where a baseball game is executed will be described, the process of the present invention may be applied to other games. For example, the present invention can also be applied to sports games other than baseball games (for example, games using soccer, tennis, american football, basketball, volleyball, etc.) as the theme. Processing. For another example, it can be applied to various games (such as action games, role-playing games, and combat games) in addition to sports games, regardless of the game form and type (genre). The treatment of the present invention.

[6.附記] [6. Postscript]

根據如上之記載,本發明係例如能掌握如下。 As described above, the present invention can be grasped as follows, for example.

1)本發明之一態樣的遊戲系統(S),係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲系統係包含:第一受理手段(101),係受理與前述第 一局部動作相對應的第一遊戲操作;第一評價手段(103),係評價前述第一遊戲操作的成功與否;第二受理手段(105),係根據前述第一評價手段(103)的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段(107),係評價前述第二遊戲操作的成功與否。 1) A game system (S) according to an aspect of the present invention is a game that executes a continuous action including a first partial action and a second partial action performed after the first partial action by a game object. The game The system includes: the first acceptance means (101), The first game operation corresponding to a local action; the first evaluation means (103) is used to evaluate the success of the foregoing first game operation; the second acceptance means (105) is based on the first evaluation means (103). As a result of the evaluation, a second game operation corresponding to the second partial action is accepted; and a second evaluation means (107) evaluates the success of the second game operation.

8)本發明之一態樣的遊戲控制裝置(10,30),係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲控制裝置係包含:第一受理手段(101),係受理與前述第一局部動作相對應的第一遊戲操作;第一評價手段(103),係評價前述第一遊戲操作的成功與否;第二受理手段(105),係根據前述第一評價手段(103)的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段(107),係評價前述第二遊戲操作的成功與否。 8) A game control device (10, 30) according to one aspect of the present invention is a game that executes a continuous action including a first partial action and a second partial action performed by the game object after the first partial action. The game control device includes: a first acceptance means (101), which accepts a first game operation corresponding to the first partial action; and a first evaluation means (103), which evaluates the success and the first game operation. No; the second acceptance means (105) accepts a second game operation corresponding to the second partial action according to the evaluation result of the first evaluation means (103); and the second evaluation means (107) is an evaluation The success of the foregoing second game operation.

9)本發明之一態樣的電腦程式產品,係使電腦作為於1)至7)中之任一者所述的遊戲系統(S),或於8)所述之遊戲控制裝置(10,30)而發揮功能。 9) A computer program product according to an aspect of the present invention, which uses a computer as the game system (S) described in any one of 1) to 7) or the game control device (10, 30) and function.

10)本發明之一態樣的資訊記憶媒體,係電腦可讀取記錄9)之電腦程式產品的資訊記憶媒體。11)本發明之一態樣的遊戲控制方法,為由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲的控制方法,該控制方法係包含:第一受理步驟,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價步驟,係評價前述第一遊戲操作的成功與否;第二受理步驟,係根據前述第一評價步驟的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價步驟,係評價前述第二遊戲操作的成功與否。 10) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium of the computer program product of 9). 11) A game control method according to one aspect of the present invention is a game control method for a game object to perform a continuous action including a first partial action and a second partial action performed after the first partial action. The method includes: a first acceptance step, which accepts a first game operation corresponding to the first local action; a first evaluation step, which evaluates the success of the first game operation; a second acceptance step, which is based on the foregoing The evaluation result of the first evaluation step accepts a second game operation corresponding to the second partial action; and the second evaluation step evaluates the success of the second game operation.

根據上述1)或8)至11)所述的發明,係根據與第一局部動作相對應的第一遊戲操作的評價結果,受理與第二局部動作相對應的第二遊戲操作,藉此可詳細地評價一連貫的動作並提升遊戲的興趣性。 According to the inventions described in 1) or 8) to 11) above, the second game operation corresponding to the second partial action is accepted based on the evaluation result of the first game operation corresponding to the first partial action. Evaluate a consistent action in detail and increase the interest of the game.

2)在本發明的一態樣中,前述第二受理手段(105)係根據前述第一評價手段(103)的評價結果,決定是否受理前述第二遊戲操作。根據2)態樣,係根據第一遊戲操作的評價結果來決定是否受理第二遊戲操作,藉此依據第一遊戲操作的評價結果而會有不受理第二遊戲操作之情形,所以可對遊戲賦予緊迫感。 2) In one aspect of the present invention, the second acceptance means (105) determines whether or not to accept the second game operation based on an evaluation result of the first evaluation means (103). According to the aspect 2), whether to accept the second game operation is determined according to the evaluation result of the first game operation, so that the second game operation may not be accepted according to the evaluation result of the first game operation, so the game may be accepted. Gives a sense of urgency.

3)在本發明的一態樣中,前述遊戲系統更包含:第一報酬決定手段(109),係根據前述第一評價手段(103)的評價結果,來決定第一報酬;以及第二報酬決定手段(110),係根據前述第二評價手段(107)的評價結果,來決定第二報酬。根據3)態樣,根據第一遊戲操作的評價結果來決定第一報酬,且根據第二遊戲操作的評價結果來決定第二報酬,而依照每個遊戲操作產生報酬,所以可有效地提升遊戲的興趣性。 3) In one aspect of the present invention, the aforementioned game system further includes: a first reward determining means (109) for determining a first reward based on an evaluation result of the first evaluating means (103); and a second reward The determination means (110) determines the second reward based on the evaluation result of the second evaluation means (107). According to 3) aspect, the first reward is determined according to the evaluation result of the first game operation, and the second reward is determined according to the evaluation result of the second game operation, and the reward is generated according to each game operation, so the game can be effectively improved Interest.

4)在本發明的一態樣中,前述遊戲系統更包含:第一動作控制手段(104),係根據前述第一遊戲操作的評價結果,來決定前述第一局部動作的成功與否;以及第二動作控制手段(108),係根據前述第二遊戲操作的評價結果,來決定前述第二局部動作的成功與否。根據4)態樣,根據第一遊戲操作的評價結果來決定第一局部動作的成功與否,且根據第二遊戲操作的評價結果來決定第二局部動作的成功與否,藉此使各遊戲操作的評價結果會影響各個的局部動作的成功與否,所以可有效地提升遊戲的興趣性。 4) In one aspect of the present invention, the game system further includes: a first action control means (104), which determines the success of the first partial action based on an evaluation result of the first game operation; and The second action control means (108) determines the success of the second local action based on the evaluation result of the second game operation. According to the aspect 4), the success of the first partial action is determined according to the evaluation result of the first game operation, and the success of the second partial action is determined according to the evaluation result of the second game operation, thereby enabling each game The evaluation result of the operation will affect the success of each local action, so it can effectively increase the interest of the game.

5)在本發明的一態樣中,前述遊戲物件係與第一參數及第二參數相關連,且前述遊戲系統更包含:第一設定手段(102),係根據前述第一參數,執行用來設定前述第一遊戲操作的難易度的處理;以及第二設定手段(106),係根據前述第二參數,執行用來設定前述第二遊戲操作的難易度的處理。根據5)態樣,根據第一參數來執行用來設定第一遊戲操作的難易度的處理,且根據第二參數來執行用來設定第二遊戲操作的難易度的處理,藉此帶給遊戲操作的難易度影響的參數會不同,所以可有效地提升遊戲的興趣性。 5) In one aspect of the present invention, the game object is related to the first parameter and the second parameter, and the game system further includes: a first setting means (102), which is executed according to the first parameter. A process for setting the difficulty level of the first game operation; and a second setting means (106), performing a process for setting the difficulty level of the second game operation according to the second parameter. According to the aspect 5), the processing for setting the difficulty level of the first game operation is performed according to the first parameter, and the processing for setting the difficulty level of the second game operation is performed according to the second parameter, thereby bringing the game The parameters that affect the difficulty of operation will be different, so it can effectively increase the interest of the game.

6)在本發明的一態樣中,前述遊戲系統更包含:執行前述遊戲之模擬的模擬手段(111),其中,前述第一局部動作與前述第二局部動作係於前述遊戲成為預定之狀況時進行,前述模擬手段係反復執行模擬至前述遊戲成為成為前述預定之狀況為止。根據6)態樣,反復進行模擬到第一局部動作與第二局部動作的各個局部動作所要進行的預定的狀況為止,所以可防止沒有預定的狀況的發生遊戲就結束之情形。 6) In one aspect of the present invention, the game system further includes: a simulation means (111) for executing the simulation of the game, wherein the first partial action and the second partial action are in a predetermined condition in the game. The simulation means is repeatedly performed until the game becomes the predetermined condition. According to the aspect 6), the simulation is repeatedly performed until a predetermined condition to be performed in each of the first partial movement and the second partial movement is performed, so that it is possible to prevent a situation where the game ends without a predetermined situation occurring.

7)在本發明的一態樣中,前述遊戲係包含:根據第一遊戲物件來培育第二遊戲物件的第一遊戲部分,以及利用前述第一遊戲部分培育的第二遊戲物件進行前述第一局部動作及前述第二局部動作的第二遊戲部分;前述第一受理手段(101)係在前述第二遊戲部分中受理前述第一遊戲操作;前述第一評價手段(103)係在前述第二遊戲部分中評價前述第一遊戲操作;前述第二受理手段(105)係在前述第二遊戲部分中受理前述第二遊戲操作;前述第二評價手段(107)係在前述第二遊戲部分中評價前述第二遊戲操作。根據7)態樣,係構成為遊戲係包含:第一遊戲部分,係根據第一遊戲 物件來培育第二遊戲物件;以及第二遊戲部分,係利用第一遊戲部分培育的第二遊戲物件進行複數個局部動作的各個局部動作,藉此可使遊戲內容多樣化,且有效地提升遊戲的興趣性。特別是,可使第一遊戲部分之培育的多樣化,提供不會厭煩的遊戲。 7) In one aspect of the present invention, the aforementioned game includes: a first game part for cultivating a second game object based on the first game object, and performing the first for the second game object using the second game object cultivated by the first game object. Local action and the second game part of the second local action; the first acceptance means (101) accepts the first game operation in the second game part; the first evaluation means (103) is in the second The game section evaluates the first game operation; the second acceptance means (105) receives the second game operation in the second game section; the second evaluation means (107) evaluates in the second game section The aforementioned second game operation. According to the aspect 7), the system is constituted as a game system including: a first game part, which is based on the first game Objects to cultivate a second game object; and a second game part, which uses the second game object cultivated by the first game part to perform each of a plurality of local actions, thereby diversifying game content and effectively improving the game Interest. In particular, it is possible to diversify the cultivation of the first game part, and to provide a game that is not tiresome.

Claims (10)

一種遊戲系統,係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲系統係包含:第一受理手段,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價手段,係評價前述第一遊戲操作的成功與否;第二受理手段,係根據前述第一評價手段的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段,係評價前述第二遊戲操作的成功與否。 A game system for executing a game including a first partial action and a second consecutive action performed after the first partial action is performed by a game object. The game system includes: a first acceptance means for accepting The first game operation corresponding to the first partial action; the first evaluation means is to evaluate the success of the first game operation; the second acceptance means is to accept the first game operation according to the evaluation result of the first evaluation means. A second game operation corresponding to the second partial action; and a second evaluation means for evaluating the success of the foregoing second game operation. 如申請專利範圍第1項所述之遊戲系統,其中,前述第二受理手段係根據前述第一評價手段的評價結果,決定是否受理前述第二遊戲操作。 The game system according to item 1 of the scope of patent application, wherein the second acceptance means determines whether to accept the second game operation based on the evaluation result of the first evaluation means. 如申請專利範圍第1或2項所述之遊戲系統,前述遊戲系統更包含:第一報酬決定手段,係根據前述第一評價手段的評價結果,來決定第一報酬;以及第二報酬決定手段,係根據前述第二評價手段的評價結果,來決定第二報酬。 According to the game system described in item 1 or 2 of the patent application scope, the aforementioned game system further includes: a first reward determination means for determining the first reward based on the evaluation result of the first assessment means; and a second reward determination means Based on the evaluation results of the aforementioned second evaluation means, the second reward is determined. 如申請專利範圍第1或2項所述之遊戲系統,前述遊戲系統更包含:第一動作控制手段,係根據前述第一遊戲操作的評價結果,來決定前述第一局部動作的成功與否;以及 第二動作控制手段,係根據前述第二遊戲操作的評價結果,來決定前述第二局部動作的成功與否。 According to the game system described in item 1 or 2 of the patent application scope, the game system further includes: a first action control means for determining the success of the first partial action according to the evaluation result of the first game operation; as well as The second action control means determines the success of the second partial action according to the evaluation result of the second game operation. 如申請專利範圍第1或2項所述之遊戲系統,其中,前述遊戲物件係與第一參數及第二參數相關聯,且前述遊戲系統更包含:第一設定手段,係根據前述第一參數,執行用來設定前述第一遊戲操作的難易度的處理;以及第二設定手段,係根據前述第二參數,執行用來設定前述第二遊戲操作的難易度的處理。 The game system according to item 1 or 2 of the scope of patent application, wherein the game object is associated with the first parameter and the second parameter, and the game system further includes: a first setting means based on the first parameter To execute the processing for setting the difficulty level of the first game operation; and the second setting means is to execute the processing for setting the difficulty level of the second game operation according to the second parameter. 如申請專利範圍第1或2項所述之遊戲系統,前述遊戲系統更包含:執行前述遊戲之模擬的模擬手段,其中前述第一局部動作與前述第二局部動作係於前述遊戲成為預定之狀況時進行,前述模擬手段係反復執行模擬至前述遊戲成為預定之狀況為止。 According to the game system described in item 1 or 2 of the scope of patent application, the game system further includes: a simulation means for executing the simulation of the game, wherein the first partial action and the second partial action are in a predetermined condition in the game. The simulation means is repeatedly performed until the game becomes a predetermined condition. 如申請專利範圍第1或2項所述之遊戲系統,前述遊戲係包含根據第一遊戲物件來培育第二遊戲物件的第一遊戲部分,以及利用前述第一遊戲部分培育的第二遊戲物件進行前述第一局部動作及前述第二局部動作的第二遊戲部分;前述第一受理手段係在前述第二遊戲部分中受理前述第一遊戲操作;前述第一評價手段係在前述第二遊戲部分中評價前述第一遊戲操作;前述第二受理手段係在前述第二遊戲部分中受理前述第二遊戲操作;前述第二評價手段係在前述第二遊戲部分中評價前述第二遊戲操作。 According to the game system described in item 1 or 2 of the patent application scope, the aforementioned game includes a first game part for cultivating a second game object based on the first game object, and a second game object for cultivating the second game object using the first game object. The first game action of the first partial action and the second game action of the second partial action; the first acceptance means accepts the first game operation in the second game part; the first evaluation means is in the second game part Evaluating the first game operation; the second acceptance means accepts the second game operation in the second game section; and the second evaluation means evaluates the second game operation in the second game section. 一種遊戲控制裝置,係執行由遊戲物件進行包含第一局部動作及於前述第一局部動作後進行之第二局部動作的一連貫的動作的遊戲,該遊戲控制裝置係包含:第一受理手段,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價手段,係評價前述第一遊戲操作的成功與否;第二受理手段,係根據前述第一評價手段的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價手段,係評價前述第二遊戲操作的成功與否。 A game control device that executes a game including a first partial action and a second continuous action performed after the first partial action by a game object. The game control device includes: a first acceptance means, It accepts the first game operation corresponding to the first local action; the first evaluation means evaluates the success of the first game operation; the second acceptance means accepts the evaluation based on the evaluation result of the first evaluation means. A second game operation corresponding to the second local action; and a second evaluation means for evaluating the success of the second game operation. 一種電腦程式產品,係使電腦作為如申請專利範圍第1或2項所述之遊戲系統,或如請專利範圍第8項所述之遊戲控制裝置而發揮功能。 A computer program product that enables a computer to function as a game system as described in item 1 or 2 of the scope of patent application, or as a game control device as described in item 8 of the scope of patent application. 一種遊戲的控制方法,該遊戲係由遊戲物件進行包含第一局部動作以及於前述第一局部動作後進行之第二局部動作的一連貫的動作,該控制方法係包含:第一受理步驟,係受理與前述第一局部動作相對應的第一遊戲操作;第一評價步驟,係評價前述第一遊戲操作的成功與否;第二受理步驟,係根據前述第一評價步驟的評價結果,受理與前述第二局部動作相對應的第二遊戲操作;以及第二評價步驟,係評價前述第二遊戲操作的成功與否。 A method for controlling a game. The game involves a game object performing a continuous action including a first partial action and a second partial action performed after the first partial action. The control method includes: a first acceptance step. Accept the first game operation corresponding to the first partial action; the first evaluation step is to evaluate the success of the first game operation; the second acceptance step is to accept the and based on the evaluation result of the first evaluation step. A second game operation corresponding to the second partial action; and a second evaluation step, which evaluates whether the second game operation is successful or not.
TW108108647A 2018-03-15 2019-03-14 Game system, game control apparatus, computer program product, and game control method TWI772624B (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2018047952A JP6696077B2 (en) 2018-03-15 2018-03-15 Game system, game control device, and program
JP2018-047952 2018-03-15

Publications (2)

Publication Number Publication Date
TW201938240A true TW201938240A (en) 2019-10-01
TWI772624B TWI772624B (en) 2022-08-01

Family

ID=67907886

Family Applications (1)

Application Number Title Priority Date Filing Date
TW108108647A TWI772624B (en) 2018-03-15 2019-03-14 Game system, game control apparatus, computer program product, and game control method

Country Status (5)

Country Link
JP (1) JP6696077B2 (en)
KR (1) KR102430682B1 (en)
CN (1) CN111683722A (en)
TW (1) TWI772624B (en)
WO (1) WO2019176735A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI780595B (en) * 2020-02-21 2022-10-11 日商科樂美數碼娛樂股份有限公司 Program, information processing device, and information processing method

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114270122B (en) 2019-08-27 2024-04-02 普和希株式会社 Sealing structure of cold insulation box and cold insulation box

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3866750B2 (en) * 2005-03-23 2007-01-10 株式会社コナミデジタルエンタテインメント GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
JP2008033521A (en) * 2006-07-27 2008-02-14 Namco Bandai Games Inc Program, information storage medium and image generation system
JP2008200295A (en) * 2007-02-20 2008-09-04 Namco Bandai Games Inc Game device, program and information storage medium
JP6176718B2 (en) * 2013-09-06 2017-08-09 株式会社コナミデジタルエンタテインメント Game program, game system
JP5898169B2 (en) * 2013-12-12 2016-04-06 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME SYSTEM, AND PROGRAM
JP6557901B2 (en) * 2015-02-27 2019-08-14 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM
US20170151485A1 (en) * 2015-05-11 2017-06-01 John McHenry Fast-paced golf game with risk/reward-based scoring system
KR101572526B1 (en) * 2015-05-19 2015-12-14 주식회사 리얼야구존 A screen baseball game apparatus without Temporal and spatial limitations
JP6960221B2 (en) * 2016-05-16 2021-11-05 グリー株式会社 Programs, control methods, and information processing equipment
JP6374909B2 (en) 2016-06-29 2018-08-15 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME CONTROL DEVICE, AND PROGRAM

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI780595B (en) * 2020-02-21 2022-10-11 日商科樂美數碼娛樂股份有限公司 Program, information processing device, and information processing method

Also Published As

Publication number Publication date
JP2019154911A (en) 2019-09-19
KR20200106954A (en) 2020-09-15
CN111683722A (en) 2020-09-18
TWI772624B (en) 2022-08-01
WO2019176735A1 (en) 2019-09-19
JP6696077B2 (en) 2020-05-20
KR102430682B1 (en) 2022-08-09

Similar Documents

Publication Publication Date Title
US10821366B2 (en) Game system, game control device, and information storage medium
KR100552868B1 (en) Computer readable storage medium for storing game procedure control program thereon, game procedure control device, game procedure control method, and server device for game
KR102021307B1 (en) Gaming management device, gaming system, and program
TWI772624B (en) Game system, game control apparatus, computer program product, and game control method
JP6360942B1 (en) GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
JP2018117927A (en) Game program, method and information processor
JP6496781B2 (en) GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
JP6278482B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP6277474B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP6727497B2 (en) Game control device, game system, and program
JP6914560B2 (en) Game systems, game controls, and programs
JP6974261B2 (en) Game programs, methods, and information processing equipment
JP6718629B2 (en) Program, game control method, game control device, and game system
JP6395330B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP6217010B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP7191395B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP7390025B2 (en) Game control device, game system, and program
JP6472008B2 (en) GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP7266982B2 (en) program
JP6807533B2 (en) Programs, game control methods, game controls and game systems
JP6479942B1 (en) GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
JP6807532B2 (en) Programs, control methods, controls, and systems
JP2024060722A (en) Game system, game control device and program
JP2024027966A (en) Game control device, game system and program
JP2022121770A (en) Program, method, and information processor