(1) 1285128 九、發明說明 【發明所屬之技術領域】 本發明係有關於遊戲程式,尤其有關用以使電腦實現 在觸控面板式螢幕顯示有移動體之遊戲的遊戲程式。又, 有關於可執行以此遊戲程式所實現之遊戲的遊戲裝置及可 藉由電腦控制以此遊戲程式所實現之遊戲的遊戲控制方法 【先前技術】 先前係提案有各種視訊遊戲。各種視訊遊戲,係藉由 操作與遊戲機本體獨立之輸入部,例如控制器之各種輸入 按鈕,或操作與遊戲機本體一體化設置之各種輸入按鈕, 而可對顯示於螢幕之角色賦予各種指示。例如一般遊戲裝 置,係具有螢幕、與螢幕分開之遊戲機本體,和與遊戲機 本體分開的控制器。控制器係配置有複數輸入按鈕。又, 攜帶型遊戲裝置係具有遊戲機本體,和設置於遊戲機本體 略中央部的液晶螢幕,和配置於液晶螢幕兩側的複數輸入 按鈕。此種遊戲裝置中,藉由操作複數輸入按鈕中最少一 個,則可對顯示於螢幕之角色賦予各種指示。 如此一來,作爲由輸入按鈕進行對角色之指示之視訊 遊戲的一種,係熟知有於螢幕顯示選手角色來進行比賽的 對戰視訊遊戲,例如棒球遊戲(參考非專利文獻1)。此棒 球戲中玩家操作打者角色時,從投手角色被投出之球到達 本壘上的位置亦即球的預定通過位置會顯示在螢幕上。此 -4 - (2) 1285128 球之預定通過位置,會配合從投手所投出之球的軌道變化 ’而於螢幕中移動。此時玩家一邊看著移動的預定通過位 置’一邊使球棒之打擊游標對準此預定通過位置地,連續 操作方向指示按鈕。然後由玩家按下決定按鈕時,打者角 色則開始揮棒。然後當球之預定通過位置和球棒之打擊游 標,於特定範圍內爲一致時,打者角色即可以球棒捕捉到 球。 〔非專利文獻1〕 實況PAWAFURU職業棒球11,公式guide complete edition,曰本 KONAMI 股份有限公司 media entertainment ,2004年9月16曰 【發明內容】 先前之棒球遊戲中,玩家係藉由操作方向指示按鈕或 決定按鈕等輸入按鈕,而使玩家可操作打者角色。然而玩 φ 家對打者角色做打擊指示時,在從投手角色投出球到球到 達預定通過位置爲止的短時間之間,玩家必須連續操作方 向指示按鈕或決定按鈕等輸入按鈕。因此,玩家對打者角 色賦予指示時的輸入操作較繁雜,而有玩家錯誤操作輸入 按鈕之虞。 爲了解決如此問題,考慮採用可以短時間進行輸入操 作的輸入方法。作爲可以短時間進行輸入操作的一個方法 ,有藉由於螢幕採用觸控面板式螢幕,以觸控筆或手指等 指示手段代替輸入按鈕,來對顯示於螢幕之打者角色賦予 -5- (3) 1285128 指示的方法。此時,藉由使指示手段接觸預定通過位置時 的一次操作,即可設定打擊游標,而打者角色可瞬間打出 球。亦即操作打者玩家之只要充分看穿球之預定通過位置 的移動狀況,則打者角色可輕易打到球。因此,有損害玩 家操作打者角色時之趣味性之虞。 本發明之目的,係使玩家可輕易執行對角色的指示, 同時無損玩家操作角色時的趣味性者。 申請專利範圍第1項之記錄遊戲程式的記憶媒體,係 用以使可實現在觸控面板式螢幕顯示移動體之遊戲的電腦 ,實現以下功能的程式。 (1 )使控制部計算移動體的送出位置與移動體的到 達位置之間的特定位置的座標,並使控制部計算包含藉由 控制部計算之特定位置的座標之平面內的特定範圍,將特 定範圍作爲移動體的預定通過顯示區域而使控制部辨識的 通過區域設定功能。 (2)使控制部計算通過預定通過顯示區域的移動體 之軌道,將藉由控制部計算之移動體的軌道作爲特定軌道 而使控制部辨識的第1軌道設定功能。 (3 )使控制部計算移動體的特定軌道通過預定通過 顯示區域之位置,將藉由控制部計算之位置作爲移動體的 預定通過位置而使控制部辨識的通過位置設定功能。 (4 )使控制部辨識於使指示手段接觸螢幕時的螢幕 中指示手段之初始接觸位置之座標的接觸位置辨識功能。 (5 )於使上述指示手段接觸上述螢幕時,使控制部 -6 - (4) 1285128 辨識移動後之上述螢幕的上述指示手段之接觸位置的座標 的接觸位置移動功能。 (6 )在從初始接觸位置的座標被控制部辨識之時間 點開始,到被控制部辨識移動體到達預定通過位置之時間 點爲止之間,將初始接觸位置的座標或移動後的接觸位置 之座標作爲最後接觸位置之座標而使控制部辨識的最後接 觸位置辨識功能。 (7 )使控制部判別通過上述預定通過顯示區域之上 述移動體之通過位置的座標,與上述最後接觸位置的座標 之位置關係的位置關係判別功能。 (8 )因應控制部對於通過預定通過顯示區域之移動 體之通過位置的座標與最後接觸位置之座標的位置關係之 判別結果,對於移動體到達預定通過位置後移動體之軌道 ,不使控制部變更爲與特定軌道不同的軌道,或使控制部 變更爲與特定軌道不同的軌道的第2軌道設定功能。 以此程式實現之遊戲,於通過區域設定功能,係使控 制部計算移動體的送出位置與移動體的到達位置之間的特 定位置的座標,並使控制部計算包含藉由控制部計算之特 定位置的座標之平面內的特定範圍,將特定範圍作爲移動 體的預定通過顯示區域而使控制部辨識。於第1軌道設定 功能,係使控制部計算通過預定通過顯示區域的移動體之 軌道。然後,藉由控制部計算之移動體的軌道係作爲特定 軌道被控制部辨識。於通過位置設定功能,係使控制部計 算移動體的特定軌道通過預定通過顯示區域之位置。然後 (5) 1285128 ,藉由控制部計算之位置係作爲移動體的預定通過位置被 控制部辨識。於接觸位置辨識功能,係於使指示手段接觸 螢幕時的螢幕中指示手段之初始接觸位置之座標被控制部 辨識。於接觸位置移動功能,係使上述指示手段接觸上述 螢幕時,移動後之上述螢幕的上述指示手段之接觸位置的 座標被控制部辨識。於最後接觸位置辨識功能,係在從初 始接觸位置的座標被控制部辨識之時間點開始,到被控制 部辨識移動體到達預定通過位置之時間點爲止之間,初始 接觸位置的座標或移動後的接觸位置之座標作爲最後接觸 位置之座標而被控制部辨識。於位置關係判別功能,係藉 由控制部判別通過上述預定通過顯示區域之上述移動體之 通過位置的座標,與上述最後接觸位置的座標之位置關係 。於第2軌道設定功能,係因應控制部對於通過預定通過 顯示區域之移動體之通過位置的座標與最後接觸位置之座 標的位置關係之判別結果,對於移動體到達預定通過位置 後移動體之軌道,不藉由控制部變更爲與特定軌道不同的 軌道,或藉由控制部變更爲與特定軌道不同的軌道。 此遊戲程式中,玩家使指示手段接觸螢幕時,則藉由 控制部辨識螢幕中指示手段之接觸位置。然後,控制部辨 識從接觸位置被控制部辨識之時間點開始,到移動體到達 預定通過位置之時間點爲止之間,會將預定通過顯示區域 中可藉由指示手段移動的接觸位置作爲最後接觸位置被控 制部辨識。然後,會判別通過預定通過顯示區域之移動體 之通過位置,與最後接觸位置的位置關係。 -8- (6) 1285128 例如棒球遊戲中,使指示手段接觸球之預定通過位置 時,指示手段之接觸位置會被辨識,而開始揮棒。然後從 接觸位置被辨識之時間點開始,到移動體到達預定通過位 置之時間點爲止之間,最後接觸位置會被辨識,而可設定 打擊游標的位置。如此一來,可藉由指示手段來指示揮棒 的開始和打擊游標的設定,故可輕易進行對角色的指示。 又藉由二階段對打者角色指示揮棒的開始和打擊游標的設 定,必須一邊考慮打者開始揮棒到打中球爲止之間的時間 差,一邊進行打擊游標設定,亦即進行打者打中球的設定 。依此,玩家可體驗一邊考慮揮棒中時間差異邊設定打中 球之位置的趣味性。 申請專利範圍第2項之記錄遊戲程式的記憶媒體,係 針對申請專利範圍第1項之記錄遊戲程式的記憶媒體,其 中,最後接觸觸位置辨識功能,係包含接觸位置移動判斷 功能及螢幕離開判斷功能。 於接觸位置移動判斷功能中,藉由控制部判斷初始接 觸位置的座標是否移動。於接觸位置移動判斷功能中,藉 由控制部判斷初始接觸位置的座標有移動時,則移動後之 接觸位置的座標作爲第1接觸位置而被控制部辨識;藉由 控制部判斷接觸位置的座標未移動時,則初始接觸位置的 座標作爲第2接觸位置而被控制部辨識。 於螢幕離開判斷功能中,藉由控制部判斷接觸位置的 座標是否被控制部辨識。於螢幕離開判斷功能中,藉由控 制部判斷接觸位置的座標不被控制部辨識的狀況下,則在 (7) 1285128 接觸位置的座標不被控制部辨識之時間點,第1接觸位置 的座標或第2接觸位置的座標會作爲最後接觸位置的座標 而被控制部辨識,又,螢幕離開判斷功能中,藉由控制部 判斷接觸位置的座標被控制部辨識的狀況下,在被控制部 辨識移動體到達預定通過位置之時間點,則第1接觸位置 的座標或第2接觸位置的座標會作爲最後接觸位置的座標 而被控制部辨識。 在此,接觸位置移動功能中係進行有第1接觸位置或 第2接觸位置之辨識,而於螢幕離開判斷功能中,第1接 觸位置或第2接觸位置會被辨識爲最後接觸位置。例如棒 球遊戲中,於接觸位置移動判斷功能,係進行有打擊游標 之移動位置,或打擊游標之非移動位置亦即初期位置的辨 識。然後螢幕離開判斷功能中,打擊游標之移動位置或打 擊游標之初期位置,會被辨識爲打擊游標之最後設定位置 。在此,打擊游標之移動位置或打擊游標之初期位置的辨 識,係配合指示手段之接觸位置來進行;打擊游標之最後 設定位置的辨識,則配合指示手段之接觸狀態來進行。如 此一來,可由指示手段進行打擊游標之設定。 申請專利範圍第3項之記錄遊戲程式的記憶媒體,係 針對申請專利範圍第1項或第2項之記錄遊戲程式的記憶 媒體,其中位置關係判別功能係包含間隔判別功能。於間 隔判別功能,係使控制部判別通過預定通過顯示區域之移 動體之通過位置的座標與最後接觸位置的座標之間隔是否 在特定範圍內。於間隔判別功能中,藉由控制部判別通過 -10- (8) (8)1285128 預定通過顯示區域之移動體之通過位置的座標與最後接觸 位置的座標之間隔在特定範圍內時,則於第2軌道設定功 能中,移動體到達預定通過位置後的移動體的軌道,會藉 由控制部變更爲與特定軌道不同的軌道。於間隔判別功能 中,藉由控制部判別通過預定通過顯示區域之移動體之通 過位置的座標與最後接觸位置的座標之間隔不在特定範圍 內時,則於第2軌道設定功能中,移動體到達預定通過位 置後的移動體的軌道,不會藉由控制部變更爲與特定軌道 不同的軌道。 在此,根據通過預定通過顯示區域之移動體之通過位 置,與最後接觸位置之間隔是否在特定範圍內,使到達預 定通過位置後之移動體的軌道,會被設定爲與特定軌道不 同之軌道或是特定軌道。 例如棒球遊戲中,依據球角色之預定通過位置和打擊 游標之最後設定位置的間隔,是否在可打擊之距離內,來 判斷打者角色是否能捕捉到球。亦即球角色之預定通過位 置和打擊游標之最後設定位置的間隔,若在可打擊之距離 內,則打者角色可捕捉到球。另一方面,球角色之預定通 過位置和打擊游標之最後設定位置的間隔,若不在可打擊 之距離內,則打者角色就無法捕捉到球,而球角色會被捕 手角色接球。如此一來,係依據指示手段所設定之打撃游 標位置和預定通過位置的關係,來判斷打者角色是否能捕 捉到球。 申請專利範圍第4項之記錄遊戲程式的記憶媒體,係 -11 - (9) 1285128 針對申請專利範圍第1項或第2項之記錄遊戲程式的記憶 媒體,其中位置關係判別功能係包含間隔判別功能。於間 隔判別功能中,係使控制部判別通過預定通過顯示區域之 移動體之通過位置的座標與最後接觸位置的座標之間隔是 否在特定範圍內。於第2軌道設定功能中,更包含:因應 從初始接觸位置的座標被控制部辨識之時間點開始之時間 ,對於移動體到達預定通過位置後移動體的軌道,不使控 制部變更爲與特定軌道不同的軌道,或使控制部變更爲與 特定軌道不同的軌道的功能。 於間隔判別功能中,藉由控制部判別通過預定通過顯 示區域之移動體之通過位置的座標與最後接觸位置的座標 之間隔在特定範圍內的狀況下,被控制部辨識在從初始接 觸位置的座標被控制部辨識之時間點開始的特定時間帶內 移動體到達預定通過位置時,則於第2軌道設定功能中, 移動體到達預定通過位置後之移動體的軌道,會藉由控制 部變更爲與特定軌道不同的軌道。然後,被控制部辨識在 從初始接觸位置的座標被控制部辨識之時間點開始的特定 時間帶外移動體到達預定通過位置時,則於第2軌道設定 功能中,移動體到達預定通過位置後之移動體的軌道,不 會藉由控制部變更爲與特定軌道不同的軌道。另一方面, 於間隔判別功能中,藉由控制部判別通過預定通過顯示區 域之移動體之通過位置的座標與最後接觸位置的座標之間 隔不在特定範圍內時,則於第2軌道設定功能中,移動體 到達預定通過位置後之移動體的軌道,不會藉由控制部變 12- (10) 1285128 更爲與特定軌道不同的軌道。 在此,根據通過預定通過顯示區域之移動體之通過位 置,與最後接觸位置之間隔是否在特定範圍內,使到達預 定通過位置後之移動體的軌道,會被設定爲與特定軌道不 同之軌道或是特定軌道。尤其通過預定通過顯示區域之移 動體之通過位置,與最後接觸位置之間隔是在特定範圍內 時,則根據移動體是否在接觸位置被辨識後之特定時間帶 內到達預定通過位置,使到達預定通過位置後之移動體的 軌道,被設定爲與特定軌道不同之軌道或是特定軌道。 例如棒球遊戲中,球角色之預定通過位置和打擊游標 之最後設定位置的間隔,若在可打擊之距離內,且球在打 者揮棒開始後之可打擊時間帶內到達預定通過位置時,則 打者角色可捕捉到球。又即使球角色之預定通過位置和打 擊游標之最後設定位置的間隔,在可打擊之距離內,只要 當球在打者揮棒開始後之可打擊時間帶外到達預定通過位 置時,打者角色也無法捕捉球。另一方面,球角色之預定 通過位置和打擊游標之最後設定位置的間隔,若不在可打 擊之距離內,則打者角色就無法捕捉到球。如此一來,係 依據指示手段所設定之打擊游標位置和預定通過位置的關 係,來判斷打者角色是否能捕捉到球。又根據使指示手段 接觸螢幕之時機,針對可打擊時間帶內,來判斷打者角色 是否能捕捉到球。 申請專利範圍第5項之記錄遊戲程式的記憶媒體,係 針對申請專利範圍第4項之記錄遊戲程式的記憶媒體,其 •13- (11) 1285128 中,從控制部辨識從初始接觸位置的座標被控制部辨識之 時間點經過特定時間的時間點後之時間帶,係作爲特定時 間帶而被控制部辨識。例如棒球遊戲中,特定時間帶例如 可打擊時間帶,係從接觸位置被辨識的時間點亦即使指示 手段接觸螢幕的時間點開始,而經過特定時間的時間點之 後被設定。依此,若使指示手段接觸螢幕之時機過早,或 使指示手段接觸螢幕之時機過晚,打者角色就無法捕捉到 球。 申請專利範圍第6項之記錄遊戲程式的記憶媒體,係 針對申請專利範圍第4項之記錄遊戲程式的記憶媒體,其 中,從初始接觸位置的座標被控制部辨識之時間點之後的 時間帶,係作爲特定時間帶而被控制部辨識。例如棒球遊 戲中,特定時間帶例如可打擊時間帶,係被設定在接觸位 置被辨識的時間點亦即使指示手段接觸螢幕的時間點之後 。依此,若使指示手段接觸螢幕之時機過早,打者角色就 無法捕捉到球。 申請專利範圍第7項之遊戲裝置,係可執行在觸控面 板式螢幕顯示移動體之遊戲的遊戲裝置。此遊戲裝置,係 具備:使控制部計算移動體的送出位置與移動體的到達位 置之間的特定位置的座標,並使控制部計算包含藉由控制 部計算之特定位置的座標之平面內的特定範圍,將特定範 圍作爲移動體的預定通過顯示區域而使控制部辨識的通過 區域設定手段;和使控制部計算通過預定通過顯示區域的 移動體之軌道,將藉由控制部計算之移動體的軌道作爲特 -14- (12) 1285128 定軌道而使控制部辨識的第1軌道設定手段;和使控制部 計算移動體的特定軌道通過預定通過顯示區域之位置,將 藉由控制部計算之位置作爲移動體的預定通過位置而使控 制部辨識的通過位置設定手段;和使控制部辨識於使指示 手段接觸螢幕時的螢幕中指示手段之初始接觸位置之座標 的接觸位置辨識手段;和於使指示手段接觸螢幕時,使控 制部辨識移動後之螢幕的指示手段之接觸位置的座標的接 觸位置移動手段;和在從初始接觸位置的座標被控制部辨 識之時間點開始,到被控制部辨識移動體到達預定通過位 置之時間點爲止之間,將初始接觸位置的座標或移動後的 接觸位置之座標作爲最後接觸位置之座標而使控制部辨識 的最後接觸位置辨識手段;和使控制部判別通過預定通過 顯示區域之移動體之通過位置的座標,與最後接觸位置的 座標之位置關係的位置關係判別手段;和因應控制部對於 通過預定通過顯示區域之移動體之通過位置的座標與最後 接觸位置之座標的位置關係之判別結果,對於移動體到達 預定通過位置後的移動體之軌道,不使控制部變更爲與特 定軌道不同的軌道,或使控制部變更爲與特定軌道不同的 軌道的第2軌道設定手段。 申請專利範圍第8項之遊戲控制方法,係可藉由電腦 控制在觸控面板式螢幕顯示移動體之遊戲的遊戲控制方法 。此遊戲控制方法,係具備:使控制部計算移動體的送出 位置與移動體的到達位置之間的特定位置的座標,並使控 制部計算包含藉由控制部計算之特定位置的座標之平面內 -15- (13) 1285128 的特定範圍,將特定範圍作爲移動體的預定通過顯示區域 而使控制部辨識的通過區域設定步驟;和使控制部計算通 過預定通過顯示區域的移動體之軌道,將藉由控制部計算 之移動體的軌道作爲特定軌道而使控制部辨識的第1軌道 設定步驟;和使控制部計算移動體的特定軌道通過預定通 過顯示區域之位置,將藉由控制部計算之位置作爲移動體 的預定通過位置而使控制部辨識的通過位置設定步驟;和 使控制部辨識於使指示手段接觸螢幕時的螢幕中指示手段 之初始接觸位置之座標的接觸位置辨識步驟;和於使指示 手段接觸螢幕時,使控制部辨識移動後之螢幕的指示手段 之接觸位置的座標的接觸位置移動步驟;和在從初始接觸 位置的座標被控制部辨識之時間點開始,到被控制部辨識 移動體到達預定通過位置之時間點爲止之間,將初始接觸 位置的座標或移動後的接觸位置之座標作爲最後接觸位置 之座標而使控制部辨識的最後接觸位置辨識步驟;和使控 制部判別通過預定通過顯示區域之移動體之通過位置的座 標,與最後接觸位置的座標之位置關係的位置關係判別步 驟;和因應控制部對於通過預定通過顯示區域之移動體之 通過位置的座標與最後接觸位置之座標的位置關係之判別 結果,對於移動體到達預定通過位置後的移動體之軌道’ 不使控制部變更爲與特定軌道不同的軌道,或使控制部變 更爲與特定軌道不同的軌道的第2軌道設定步驟 【實施方式】 -16- (14) 1285128 〔遊戲裝置之構造〕 第1圖,係作爲適用本發明之遊戲程式之電腦範例 攜帶遊戲機1的外觀圖。又第2圖,係作爲攜帶遊戲機 之範例的控制方塊圖。 攜帶遊戲機1係如第1圖所示,主要具有本體2, 液晶螢幕部3,和輸入部4,和卡匣裝配部5,和通訊部 未圖示)。本體2,係具有上部殼體2a和下部殼體2b 上部殻體2a和下部殼體2b,係互相可自由開關地連接 。液晶螢幕部3,係由設置於上部殻體2a之上部液晶螢 3 a,和設置於下部殻體2b之下部液晶螢幕3b所構成。 此,例如上部液晶螢幕3 a係非觸控面板式螢幕,而下 液晶螢幕3b係觸控面板式螢幕。非觸控面板式螢幕由 晶面板所構成,而觸控面板式螢幕則由液晶面板和觸控 板所構成。觸控面板式螢幕中,液晶面板之顯示面和觸 面板之資料輸入面,係構成層積一體型。輸入部4,係 配置於下部殼體2b之左側中央部的十字狀方向指示按 4a,和於下部殼體2b之左側上部被左右配置之選擇按 4b及開始按鈕4c,和配置於下部殻體2b之右側中央部 指示按鈕4d,和配置於下部殻體2b之右側上部的電源 鈕4e,和配置於下部殼體2b之左右邊角部的L按鈕4f R按鈕4g,所構成。卡匣裝配部5係設置於下部殼體 之下部。此卡匣裝配部5中,例如可裝配遊戲用卡匣。 訊部係內裝於本體2,例如上部殻體2a中。此通訊部, 提供例如區域無線網路功能,或經由無線LAN之網際 和 著 幕 在 部 液 面 控 由 鈕 鈕 的 按 和 2b 通 係 網 17- (15) 1285128 路連接功能等。另外遊戲機1中,也設置有音量調整用 鈕或耳機插孔等,但在此省略此等說明。 攜帶遊戲機1,係如第2圖所示,內部具有控制裝 1 〇。控制裝置1 〇,係經由匯流排1 6分別連接有利用了 處理器之 CPU ( Central Processing Unit) 11,和作爲主 憶裝置之 ROM ( Read Only Memory) 12,和 RAM Random Access Memory) 13,和畫像處理電路 14,和 音處理電路1 5,和通訊控制電路20。 CPU11,係解釋來自遊戲程式之命令’進行各種資 處理或控制。ROM 1 2係收容有遊戲機1之基本控制(例 啓動控制)所需的程式等。RAM13係確保對CPU1 1之 作區域。畫像處理電路14,係配合來自CPU11之描繪 示來控制液晶螢幕部3,於上部液晶螢幕3 a及下部液晶 幕3b之最少一方顯示特定畫像。又,畫像處理電路14 係包含觸控輸入檢測電路1 4a。當指示手段例如觸控筆 接接觸觸控面板時,接觸位置之座標資料會從觸控輸入 測電路14a輸入至CPU1 1,而在CPU1 1辨識接觸位置 又,於顯示於液晶面板之對象物的位置,若使指示手段 接接觸觸控面板,則對象物之座標資料會從觸控輸入檢 電路14a被供給至CPU11,而在CPU辨識對象物。聲 處理電路15,係產生配合來自CPU11之發聲指示的類 聲音,而輸出至揚聲器22。通訊控制電路20,係被包 於通訊部,用來將遊戲機1無線連結至其他遊戲機。通 電路20,係經由匯流排16連接於CPU1 1。通訊控制電 按 置 微 記 ( 聲 料 如 工 指 螢 直 檢 〇 直 測 音 比 含 訊 路 18· (16) 1285128 係配合來自CPU11之命令,控制發訊出將遊戲機1連接 至區域無線網路或以無線LAN連接至網際網路的連接訊 號。 匯流排1 6,係連接有與控制裝置1 0分開的外部控制 裝置1 7。例如,外部記憶裝置1 7有可自由裝卸地裝配於 本體2中例如下部殼體2b的遊戲用卡匣等。外部記憶裝 置1 7之內部,設置有作爲記憶媒體之ROM 1 8,和作爲可 複寫之使用者用記憶體的記憶體1 9。ROM 1 8中,預先記 錄有使作爲電腦之遊戲機1工作的遊戲程式,和執行遊戲 程式所必須之各種資料。此等各種資料中,包含有各種角 色畫像資料,例如各種面板畫像資料或屬性畫像資料等。 記憶體1 9,係使用快閃記憶體般可複寫之記憶體。記憶體 1 9中’例如因應必要而記錄有遊戲的記錄資料等。另外外 部記憶裝置1 7之記憶媒體,並不限於半導體記憶元件, 也可使用磁性記憶媒體、光學式記憶媒體、光磁性記憶媒 體等各種記憶媒體。另外,匯流排1 6與各要素之間雖然 因應必要而存在有介面電路,但在此省略該等圖示。 以上構造之遊戲機1,係讀取記錄於外部記憶裝置1 7 之ROM18的遊戲程式,以CPU1 1執行被讀取之遊戲程式 ,使玩家可藉此在液晶螢幕部3上由玩各種種類的遊戲。 又,可經由通訊控制電路20將遊戲機1連接至無線網路 ’或經由通訊纜線等與其他遊戲機連接,而與其他遊戲機 之間進行資料交換或進行對戰型遊戲。 -19- (17) 1285128 〔遊戲裝置中各種處理槪要〕 本遊戲機1所執行之遊戲,係例如棒球遊戲。第 ’係用來說明以本發明達成主要目的之功能的功能方 〇 遊戲機1中,係於觸控面板式螢幕顯示有移動體 如球角色。此遊戲機1,係具備通過區域設定手段50 通過位置設定手段5 1,和第1軌道設定手段52,和 位置辨識手段53,和接觸位置移動手段54,和最後 位置辨識手段55,和位置關係判別手段56,和第2 設定手段5 7。 通過區域設定手段50,係藉由於球角色之送出位 球角色之到達位置之間之特定位置,設定球角色之預 過顯示區域,例如打擊面的功能,來實現的手段。通 域設定手段50中,係依據球角色之送出位置座標資 球角色之到達位置座標資料,藉由CPU1 1,計算出球 之送出位置和球角色之到達位置之間的特定位置座標 ,例如計算處理出本壘之位置座標資料。然後依據本 位置座標資料,藉由CPU11,使預測通過顯示區域, 打擊面,被設定在本壘上方。在此所謂打擊面,係打 色以球棒角色捕捉到球角色時的假想面。於此打擊面 以CPU11設定有打者之好球帶75。另外在此所示之 色之送出位置座標資料係投手角色的位置座標資料, 角色之到達位置座標資料係捕手角色的位置座標資料 另外,球角色之送出位置座標資料中,係例如使 3圖 塊圖 ,例 ,和 接觸 接觸 軌道 置與 定通 過區 料和 角色 資料 壘之 例如 者角 ,係 球角 而球 〇 用投 -20- (18) 1285128 手角色的位置座標資料,或表示投手角色釋出球角色之位 置的球角色釋出位置座標資料。又球角色之到達位置座標 資料,係例如使用捕手角色的位置座標資料,或表示投手 角色投入球之目標位置的捕手角色手套位置座標資料。在 此,投手角色的位置座標資料和捕手角色的位置座標資料 ,係收容於ROM 1 8。又,以輸入部4或指示手段指示了球 角色釋放位置及捕手角色手套位置時,來自輸入部4或指 示手段之指示訊號會於CPU11被辨識。然後球角色釋出 位置座標資料及捕手角色手套位置座標資料,會以CPU 1 1 被計算處理,而收容於RAM 1 3。指示手段,係例如包含觸 控筆或手指等。 通過位置設定手段5 1,係藉由於打擊面設定球角色之 預定通過位置的功能,來實現的手段。通過位置設定手段 5 1,係依據球角色之送出位置座標資料和球角色之到達位 置座標資料,使球角色之送出位置和球角色之到達位置之 間的特定位置座標資料,藉由CPU11來算出並關聯至打 擊面40。此預定通過位置之座標資料,係收容於RAM13 。另外預定通過位置係配合後述之球角色軌道變化,而可 於打擊面移動。亦即打擊面中預定通過位置之座標資料, 會配合球角色之軌道變化,以CPU11重新計算並收容於 RAM13。 第1軌道設定手段52,係藉由將通過打擊面之球角色 之軌道設定爲特定軌道的功能,來實現的手段。第1軌道 設定手段52中,係依據球角色之送出位置座標資料、和 -21 - (19) 1285128 球角色之到達位置座標資料、和球角色之特性資料例如球 角色之球種資料,以CPU11計算處理出通過打擊面之球 角色的軌道。在此以CPU11計算處理出之軌道,則成爲 特定軌道。另外球角色之特性資料,係收容於ROM 1 8,並 藉由CPU11收容於RAM13。收容於RAM13之球角色之特 性資料,係於投手角色開始投球動作之前,以輸入部4或 指示手段來指示設定。被設定的球角色之特性資料,會藉 由辨識了來自輸入部4或指示手段之指示訊號的CPU1 i, 而保存於RAM13。 接觸位置辨識手段53,係藉由於使指示手段例如觸控 筆或手指等接觸螢幕時,辨識螢幕中指示手段之接觸位置 的功能,來實現的手段。接觸位置辨識手段5 3中,藉由 使例如觸控筆或手指等接觸螢幕,觸控筆之接觸位置座標 資料會從觸控輸入電路14a被供給至CPU11,而於CPU 11 辨識出觸控筆的接觸位置。 接觸位置移動手段54,係藉由以指示手段例如觸控筆 或手指等,而可使接觸位置在打擊面中移動的功能,來實 現的手段。接觸位置移動手段54中,若使例如觸控筆或 手指等接觸螢幕並移動,則接觸位置之座標資料會配合觸 控筆之移動,從觸控輸入電路14a被連續供給至CPU11。 然後移動後之接觸位置座標資料,會於CPU11被辨識, 並以CPU11收容於RAM13。 最後接觸位置辨識手段55,係藉由在從接觸位置被辨 識之時間點開始,到球角色到達預定通過位置之時間點爲 -22· (20) 1285128 止之間,將接觸位置辨識爲最後接觸位置的功能,來實現 的手段。最後接觸位置辨識手段55中,從接觸位置座標 被CPU11辨識的時間點開始,到CPU11辨識球角色到達 預定通過位置的時間點爲止之間,指示手段例如觸控筆或 手指等所接觸之位置的座標資料,會於CPU11被辨識爲 最後接觸位置之座標資料。此最後接觸位置辨識手段5 5, 係包含接觸位置移動判斷手段5 5 a,和螢幕離開判斷手段 55b ° 接觸位置移動判斷手段55a,係藉由判斷接觸位置是 否有移動之功能,來實現的手段。接觸位置移動判斷手段 5 5a中,係以CPU11判斷接觸位置之座標資料是否有變化 。若CPU 1 1判斷接觸位置之座標資料有變化,則變化後 之接觸位置座標資料會於CPU11被辨識爲第1接觸位置 的座標資料。然後,第1接觸位置之座標資料會被收容於 RAM13。另一方面,若CPU1 1判斷接觸位置之座標資料 沒有變化時,於接觸位置辨識手段5 3被辨識之接觸位置 座標資料,會於CPU1 1被辨識爲第2接觸位置的座標資 料。然後,第2接觸位置之座標資料會被收容於RAM1 3。 螢幕離開判斷手段55b,係藉由判斷觸控筆是否從螢 幕離開之功能,來實現的手段。螢幕離開判斷手段5 5b中 ,係經由觸控輸入檢測電路1 4a,以CPU 1 1判斷觸控筆是 否從螢幕3例如觸控面板離開。當CPU11判斷觸控筆自 觸控面板離開時,則在觸控筆自觸控面板離開的時間點, 第1接觸位置之座標資料或第2接觸位置之座標資料會被 -23- (21) 1285128 當作最後接觸位置的座標資料,於CPU11被 於RAM13。另一方面,在CPU11判斷觸控筆 板離開的情況下,當CPU 1 1判斷球角色到達 置時,第1接觸位置之座標資料或第2接觸位 料會被當作最後接觸位置的座標資料而收容於 位置關係判別手段5 6,係藉由判別通過打 色之通過位置與最後接觸位置之位置關係的功 的手段。位置關係判別手段56中,通過打擊 之通過位置座標資料,和最後接觸位置之座標 關係,會以CPU 1 1判明。位置關係判別手段 間隔判別手段56a。 間隔判別手段56a,係藉由判別通過打擊 之通過位置,與最後接觸位置之間隔是否在特 功能,來實現的手段。間隔判別手段56a中, 判別通過打擊面之球角色之通過位置,與最後 間隔是否在特定範圍內。 以 CPU11判別通過打擊面之球角色之通 最後接觸位置之間隔在特定範圍內時,若球角 置之座標資料被CPU11辨識後之特定時間帶 通過位置而被CPU 11辨識,則於後述第2軌 57中,會將到達預定通過位置後球角色β CPU11重新設定爲與特定軌道不同的軌道。又 判別通過打擊面之球角色之通過位置,與最後 間隔在特定範圍內時,若球角色在接觸位置之 辨識並收容 未自觸控面 預定通過位 置之座標資 RAM13。 擊面之球角 能,來實現 面之球角色 資料的位置 5 6,係包含 面之球角色 定範圍內的 係以CPU11 接觸位置之 過位置,與 色在接觸位 內到達預定 道設定功能 勺軌道,以 ,以 CPU11 接觸位置之 座標資料被 -24- (22) 1285128 CPU 1 1辨識後之特定時間帶外到達預定通過位置而被 CPU1 1辨識,Μ於後述第2軌道設定功能57中,會將到 達預定通過位置後球角色的軌道,以CPU11維持爲特定 軌道。 另一方面,判別通過打擊面之球角色之通過位置,與 最後接觸位置之間隔不在特定範圍內時,則於後述第2軌 道設定功能5 7中,會將到達預定通過位置後球角色的軌 道,以CPU1 1維持爲特定軌道。 第2軌道設定手段57,係藉由配合通過打擊面之球角 色之通過位置,與最後接觸位置之位置關係,將球角色到 達預定通過位置後球角色之軌道設定爲特定軌道,或設定 爲不同於特定軌道之軌道的功能,來實現的手段。 又第2軌道設定手段57,係藉由配合從接觸位置被辨 識之時間點開始之時間,將球角色到達預定通過位置後球 角色之軌道設定爲特定軌道,或設定爲不同於特定軌道之 軌道的功能,來實現的手段。第2軌道設定手段5 7中, 係配合從接觸位置被CPU 1 1辨識之時間點開始的時間, 將CPU11辨識出球角色到達預定通過位置後球角色的軌 道設定爲特定軌道,或設定爲不同於特定軌道之軌道。在 此所謂特定時間帶,係設定在從接觸位置被CPUU辨識 開始,而於CPU 1 1辨識出經過特定時間的時間點之後。 〔棒球遊戲之槪要〕 其次,說明本實施方式之棒球遊戲的具體內容。 -25- (23) 1285128 此棒球遊戲,主要係具備對打者角色進行打擊相關指 示的打擊系統,和對野手角色進行接球或傳球相關指示的 守備系統,和對投手角色進行投球相關指示的投球系統, 和對跑者角色進行跑壘相關指示的跑壘系統。此等各系統 ,係例如由收容於ROM 1 8之遊戲程式來實現,而於遊戲 機1被執行處理。 以下,說明本發明中達成主要目的之打擊系統的槪要 〇 打擊系統,係以指示手段例如觸控筆或手指等,指示 打者之揮棒開始和打擊點,藉以可打擊操作者。 本棒球遊戲中,玩家要操作包含球棒角色之打者角色 時,係如第4圖所示,於下側之觸控面板式螢幕主要顯示 有投手角色70,和捕手角色71,和打擊面72,和打者角 色73,和球角色74。 投手角色70係在畫面約略中央部,捕手角色71在畫 面上部,而打者角色73則顯示在畫面右側。本壘上方之 打擊面72上,顯示有好球帶75。 當投手角色70進入投球動作,球角色74之預定通過 位置就會顯示於螢幕。在此,預定通過位置係以星狀之標 誌76顯示於打擊面72上的好球帶75。然後當投手角色 70送出球角色,則球角色會被顯示於投手角色7〇和本壘 角色之間。此時,配合球之軌道變化,表示球之預定通過 位置的星狀之標誌76會在底及面72上移動。 玩家係一邊參考表示球之預定通過位置的星狀之標誌 -26· (24) 1285128 76,一邊掌握從投手角色70送出之球的路徑,使打者角 色73打中球。例如於螢幕顯示星狀標誌76後,藉由使觸 控筆接觸螢幕,將打者角色73之打擊點設定在觸控筆的 接觸位置。在此,打擊點係以十字狀標誌77顯示。然後 一邊參考星狀標誌76之移動,一邊以接觸螢幕之狀態移 動觸控筆。然後球角色到達打擊面72時,球角色之到達 位置若進入以打者角色73之打擊點爲中心的特定範圍內 ,打者角色73之球棒就會打中球,而球角色74飛出。 然而,即使球角色之到達位置進入以打者角色73之 打擊點爲中心的特定範圍內,若使觸控筆接觸螢幕之時機 過早或使觸控筆接觸螢幕之時機過晚的情況下,打者也會 做出偏離球時機的揮棒。此時,打者角色73之球棒不會 打中球,使打者角色73揮空。因此爲了使打者角色73打 中球,除了以適當時機使觸控筆接觸螢幕之外,更必須使 球角色之到達位置進入以打者角色73之打擊點爲中心的 特定範圍內。 在此’關於打者揮棒與球的時機設定,係使用第5圖 表示揮棒位置與時間之關係的槪念圖來說明。第5圖中, 表示有使觸控筆接觸螢幕時,球棒從A點經過B點和C 點,到D點爲止的揮棒狀態。將此時於各點的時間,設定 爲0、tl、t2、t3。使觸控筆接觸螢幕之時間點的位置爲A ,時間爲〇。 球棒從A點到B點爲止之間,亦即從使觸控筆接觸螢 幕之時間(t = 0 )開始到時間t!爲止之間,球若到達打擊 -27- (25) 1285128 面72,打者就會揮空。這是因爲使觸控筆太慢接觸螢幕, 故在棒球中就是打者太慢揮棒而揮空。又球棒從C點到D 點爲止之間,亦即從時間12到時間13之間,球若到達打 擊面72’打者就會揮空。這是因爲使觸控筆太快接觸螢幕 ,故在棒球中就是打者太快揮棒而揮空。另一方面,又球 棒從B點到C點爲止之間,亦即從時間t2到時間t3之間 ,球若到達打擊面72,打者就會擊中球。這是因爲觸控筆 適當接觸了螢幕,故在棒球中就是打者擊中球。 〔打擊系統執行時之各種流程〕 使用第6圖所示之流程圖,說明本實施方式之棒球遊 戲中的打擊系統。 此棒球遊戲中,玩家操作包含球棒角色之打者角色73 時,首先於球角色74之送出位置和球角色74之到達位置 之間的特定位置,設定有包含好球帶75之打擊面72 ( S1 )。亦即在投手角色70位置和捕手角色7 1位置之間的本 壘上方位置,設定有包含好球帶75之打擊面72。然後, 於打擊面72設定投手送出目標,亦即預定通過位置(S2 )。更且將通過預定通過位置之球軌道設定爲特定軌道( S3 ),而球角色74則從投手角色70向著打擊面72之預 定通過位置被送出(S4)。 其次,在從投手角色70被送出之球角色74到達打擊 面72之預定通過位置的時間點爲止之間,玩家若使指示 手段亦即觸控筆接觸螢幕,則螢幕中觸控筆之接觸位置就 -28 - (26) 1285128 會被辨識(S 5 )。此者在棒球中,係對應打者認知到球棒 的揮棒開始。 接著判斷螢幕上之接觸位置是否有移動(S6 )。判斷 螢幕上之接觸位置有移動時(S6爲Yes ),則將移動後之 接觸位置辨識爲第1接觸位置(S 1 )。此者在棒球中,係 對應打者將打擊點改變至第1接觸位置。另一方面,判斷 螢幕上之接觸位置未移動時(S6爲No),則將觸控筆一 開始接觸螢幕之接觸位置辨識爲第2接觸位置(S 8 )。此 者在棒球中,係對應打者沒有改變打擊點。 接著,判斷觸控筆是否自螢幕離開(S9 )。判斷觸控 筆自螢幕離開時(S9爲Yes),則於觸控筆自螢幕離開之 時間點(第1時間點),第1接觸位置或第2接觸位置會 被辨識爲最後接觸位置(S 1 0 )。判斷觸控筆未自螢幕離 開時(S9爲No ),則於球角色74到達打擊面72之預定 通過位置的時間點(第2時間點),第1接觸位置或第2 接觸位置會被辨識爲最後接觸位置(S 1 1 )。此等情事, 在棒球中係對應最後確定打者之打擊點。 接著判別通過打擊面72之球角色74的通過位置,與 觸控筆之最後接觸位置的間隔是否在特定範圍內(S 1 2 ) 。在此於棒球遊戲中,係判斷球棒是否擊中球。判別通過 打擊面72之球角色74的通過位置,與觸控筆之最後接觸 位置的間隔在特定範圍內時(S 1 2爲Yes ),則判斷球角 色74是否在接觸位置被辨識後之特定時間帶內到達預定 通過位置(S 1 3 )。在此於棒球遊戲中,即使打擊點被設 -29 - (27) 1285128 定於能打到球的位置,還是會依據打者是否以適當時機揮 棒,來判斷打者是否能打中球。 判斷球角色74在接觸位置被辨識後之特定時間帶內 到達預定通過位置時(S1 3爲Yes),則於球角色74到達 預定通過位置之時間點(第2時間點),到達預定通過位 置後之球角色74的軌道,會被設定爲與特定軌道不同的 軌道(S 1 4 ),而結束球角色74之軌道設定(S 1 6 )。此 者在棒球中,係對應打者以適當時機揮棒使打者可打中球 ’而球往與捕手角色71方向不同之方向飛去的狀態。在 此’所謂球往與捕手角色7 1方向不同之方向飛去的狀態 ’係表示球飛往內野或外野等的狀態。例如按打之情況下 ’球係沒有被內野手接球,而飛往內野手之間。出局的情 況下,球係飛往內外野,而被內外野手接球。 判斷球角色74未在接觸位置被辨識後之特定時間帶 內到達預定通過位置時,也就是球角色74在接觸位置被 Φ 辨識後之特定時間帶外到達預定通過位置時(S 1 3爲No ) ’球角色7 4到達預定通過位置後之球角色7 4的軌道,會 被維持爲特定軌道(S15),而結束球角色74之軌道設定 (S 1 6 )。此者在棒球中,係對應打者沒有以適當時機揮 棒使打者無法打中球(揮空),而球角色74飛往捕手角 色7 1之方向的狀態。在此,所謂球角色74飛往捕手角色 7 1之方向的狀態,係表示打者揮空而球被捕手接球的狀態 〇 另一方面,判別通過打擊面72之球角色74的通過位 -30- (28) 1285128 置,與觸控筆之最後接觸位置的間隔未在特定範圍內時( S 12爲No),則到達預定通過位置後之球角色74的軌道 ,會被維持爲特定軌道(S15),而結束球角色74之軌道 設定(S 1 6 )。此者在棒球中,係對應打擊點被設定在打 不到球之位置,與打者揮棒時機無關使打者無法打中球( 揮空),而球角色74飛往捕手角色71之方向的狀態。在 此,所謂球角色74飛往捕手角色71之方向的狀態,係表 示打者揮空而球被捕手接球的狀態。 如此被處理之棒球遊戲中,從打者揮棒開始到打中球 爲止之間的時間差,係以從觸控筆接觸位置被辨識之時間 點開始,到觸控筆最後接觸位置被辨識之時間點爲止的時 間,來實現之。又此棒球遊戲中,可用球棒捕捉到球之範 圍,係以從觸控筆接觸位置被辨識之時間點開始,經過特 定時間之後的特定時間帶來實現之。 〔其他實施方式〕 (a)上述實施方式中,雖例舉使用攜帶遊戲機1作 爲適用遊戲程式之電腦範例,但遊戲裝置並不限於上述實 施方式,也同樣適用於螢幕被另外構成之遊戲裝置,或螢 幕被一體構成之營業用遊戲裝置,或藉由執行遊戲程式而 工作爲遊戲裝置之個人電腦或工作站等。 (b )本發明亦包含用以執行前述遊戲之程式及方法 ,以及記錄有此程式的電腦可讀取媒體。作爲此記錄媒體 ,除了卡匣之外,例如可舉出電腦可讀取之軟式磁碟、半 -31 - (29) 1285128 導體記憶體、CD-ROM、DVD、MO、ROM卡匣,以及其 他物品。 產業上之可利用性 本發明中,係於使指示手段接觸角色時,辨識螢幕中 指示手段的接觸位置。然後在從接觸未至被辨識之時機點 開始,到移動體到達預定通過位置的時間點爲止之間,預 定通過顯示區域中可由指示手段來移動的接觸位置,會被 辨識爲最後接觸位置。然後,判別通過預定通過顯示區域 之移動體通過位置,和最後接觸位置的位置關係。依此, 玩家可藉由指示手段來輕易設定接觸位置和最後接觸位置 。又,因爲玩家係在從接觸未至被辨識之時機點開始,到 移動體到達預定通過位置的時間點爲止之間,設定接觸位 置和最後接觸位置,故可不損失操作角色時之趣味性。 【圖式簡單說明】 〔第1圖〕作爲適用本發明之遊戲程式之電腦範例,· 攜帶遊戲機的外觀圖 〔第2圖〕作爲上述攜帶遊戲機之範例的控制方塊圖 〔第3圖〕作爲上述攜帶遊戲機之範例的功能方塊圖 〔第4圖〕用以說明棒球遊戲中打擊系統的圖 〔第5圖〕用以說明打擊系統中時間差的圖 〔第6圖〕用以說明棒球遊戲中打擊系統的流程圖 -32- (30) (30)1285128 【主要元件符號說明】 1 :攜帶遊戲機 3 :液晶營幕 3b :觸控面板式螢幕 4 :輸入部 5 0 :通過區域設定手段 5 1 :通過位置設定手段 52 :第1軌道設定手段 53 :接觸位置辨識手段 54 :接觸位置移動手段 55 :最後接觸位置辨識手段 56 :位置關係判別手段 57 :第2軌道設定手段 70 :投手角色 7 1 :捕手角色 7 2 :打擊面 73 :打者角色 76 :預定通過位置 77 :指示手段之接觸位置 -33(1) 1285128 IX. [Technical Field] The present invention relates to a game program, In particular, a game program for causing a computer to display a game in which a mobile body is displayed on a touch panel type screen. also, A game device for executing a game realized by the game program and a game control method capable of controlling a game realized by the game program by a computer. [Prior Art] Various video games have been proposed in the past. Various video games, By operating an input unit independent of the main body of the game machine, For example, various input buttons of the controller, Or operate various input buttons that are integrated with the game machine body, Various indications can be given to the characters displayed on the screen. Such as a general game device, Have a screen, a game console body separate from the screen, And a controller separate from the game machine body. The controller is configured with a plurality of input buttons. also, The portable game device has a game machine body, And a liquid crystal screen that is disposed at the center of the game machine body. And a plurality of input buttons arranged on both sides of the LCD screen. In such a game device, By operating at least one of the plural input buttons, Various indications can be given to the characters displayed on the screen. As a result, As a kind of video game in which an instruction is given to a character by an input button, It is familiar with the video game that has the player's character on the screen to play the game. For example, a baseball game (refer to Non-Patent Document 1). In this baseball game, when the player operates the hitter character, The position from the pitcher's ball that is thrown to the homeboard, that is, the predetermined passing position of the ball, is displayed on the screen. This -4 - (2) 1285128 The scheduled passing position of the ball, It will move in the screen in conjunction with the track change from the ball thrown by the pitcher. At this time, the player looks at the moving through position ‘ while the bat's strike cursor is aligned with the predetermined passing position. Continuous operation of the direction indicator button. Then when the player presses the decision button, The hitter's role begins to swing. Then when the ball is scheduled to pass the position and the bat strikes the cursor, When they are consistent within a specific range, The hitter character can catch the ball with a bat. [Non-Patent Document 1] Live PAWAFURU Professional Baseball 11, Formula guide complete edition, 曰本KONAMI Co., Ltd. media entertainment , September 16, 2004 [Invention] In the previous baseball game, The player enters a button by operating a direction indicator button or a decision button. And allows the player to operate the hitter character. However, when playing the φ home to strike the player’s character, Between a short time from when the pitcher throws the ball to the ball to the scheduled passing position, The player must continuously operate the direction button such as the direction indicator button or the decision button. therefore, The input operation when the player gives an indication to the player's character is complicated. And there are players who mistakenly enter the button. In order to solve such problems, Consider an input method that can perform input operations for a short time. As a method that can perform input operations for a short time, There are touch screen panels on the screen. Replace the input button with a stylus or finger. The method of giving the -5- (3) 1285128 indication to the hitter character displayed on the screen. at this time, By making the indicating means touch an operation at a predetermined passing position, You can set the strike cursor. The hitter character can instantly play the ball. That is, as long as the player who operates the player is fully seen through the movement of the predetermined passing position of the ball, Then the hitter character can easily hit the ball. therefore, There is a sense of interest in damaging the player's role as a hitter. The purpose of the present invention, It allows the player to easily perform instructions on the character. At the same time, it does not detract from the fun of the player when the character is operated. The memory medium for recording the game program of the first application of the patent scope, A computer for enabling a game that displays a moving body on a touch panel screen, A program that implements the following functions. (1) causing the control unit to calculate a coordinate of a specific position between the delivery position of the moving body and the arrival position of the moving body, And causing the control unit to calculate a specific range in a plane including coordinates of a specific position calculated by the control unit, The specific range is defined as a passing area setting function for the control unit to recognize the passage through the display area of the moving body. (2) causing the control unit to calculate the trajectory of the moving body passing through the predetermined display area, The first track setting function that the control unit recognizes by the track of the moving body calculated by the control unit as a specific track. (3) causing the control unit to calculate a position of the specific track of the moving body passing through the predetermined display area, The passing position setting function that the control unit recognizes by the position calculated by the control unit as the predetermined passing position of the moving body. (4) The control unit recognizes the contact position recognizing function of the coordinates of the initial contact position of the pointing means in the screen when the pointing means is brought into contact with the screen. (5) when the above indication means is brought into contact with the above screen, The control unit -6 - (4) 1285128 recognizes the contact position shift function of the coordinates of the contact position of the above-mentioned pointing means on the screen after the movement. (6) at a point in time when the coordinates of the initial contact position are recognized by the control unit, When the controlled portion recognizes that the moving body has reached the predetermined passing position, The coordinate of the initial contact position or the coordinate of the contact position after the movement is used as the coordinate of the last contact position to identify the last contact position recognition function recognized by the control unit. (7) causing the control unit to determine the coordinates passing through the above-described predetermined passing position of the moving body through the display area, A positional relationship discrimination function of the positional relationship with the coordinates of the last contact position described above. (8) a result of discriminating the positional relationship between the coordinates of the passing position of the moving body passing through the display area and the coordinates of the last contact position by the control unit, For the track of the moving body after the moving body reaches the predetermined passing position, Do not change the control unit to a track different from the specific track. Alternatively, the control unit may be changed to a second track setting function of a track different from the specific track. a game implemented with this program, Through the area setting function, The control unit calculates a coordinate of a specific position between the delivery position of the moving body and the arrival position of the moving body. And causing the control unit to calculate a specific range in the plane including the coordinates of the specific position calculated by the control unit, The control unit is identified by passing the specific range as a predetermined passage of the moving body through the display area. In the first track setting function, The control unit is caused to calculate the trajectory of the moving body passing through the predetermined display area. then, The track system of the moving body calculated by the control unit is recognized as a specific track by the control unit. Through the position setting function, The control unit calculates the position of the specific track of the moving body through the predetermined display area. Then (5) 1285128, The position calculated by the control unit is recognized as a predetermined passing position of the moving body by the control unit. For contact location recognition, The coordinates of the initial contact position of the pointing means in the screen when the pointing means is brought into contact with the screen are recognized by the control unit. Move function at the contact position, When the above indication means is brought into contact with the above screen, The coordinates of the contact position of the above-described pointing means on the screen after the movement are recognized by the control unit. In the final contact position recognition function, Starting at a point in time when the coordinates of the initial contact position are recognized by the control unit, When the controlled portion recognizes that the moving body has reached the predetermined passing position, The coordinates of the initial contact position or the coordinates of the contact position after the movement are recognized by the control portion as the coordinates of the last contact position. For the position relationship discrimination function, The control unit determines the coordinates of the passing position of the moving body passing through the display area by the predetermined passage. The positional relationship with the coordinates of the last contact position described above. In the second track setting function, A determination result of the positional relationship between the coordinate of the coordinate passing through the passing position of the moving body passing through the display area and the coordinates of the last contact position by the control unit, For the track of the moving body after the moving body reaches the predetermined passing position, It is not changed to a different track from a specific track by the control unit, Or, the control unit changes to a track different from the specific track. In this game program, When the player touches the indicator to the screen, Then, the control unit identifies the contact position of the indication means in the screen. then, The control unit recognizes that the contact position is recognized by the control unit, Between the time point when the mobile body reaches the predetermined passing position, The contact position that is predetermined to pass through the display area and can be moved by the pointing means is recognized as the last contact position by the control unit. then, The passing position of the moving body passing through the display area is determined, The positional relationship with the last contact position. -8- (6) 1285128 For example, in a baseball game, When the indicating means is in contact with the predetermined passing position of the ball, The contact position of the indicating means will be recognized. And start to swing. Then from the point in time when the contact location is recognized, Between the time point when the mobile body reaches the predetermined passing position, The final contact position will be recognized. You can set the position to hit the cursor. As a result, The indication can be used to indicate the start of the swing and the setting of the strike cursor. Therefore, the indication of the character can be easily performed. In addition, the second stage is used to indicate the start of the swing and the setting of the strike cursor. It is necessary to consider the time difference between when the hitter starts to swing and hits the ball. While striking the cursor setting, That is to say, the hitter hits the ball. Accordingly, Players can experience the fun of setting the position of the ball while considering the time difference in the swing. The memory medium for recording the game program of the second application of the patent scope, A memory medium for recording a game program in the first application of the patent scope, among them, The last contact touch position recognition function, It includes the contact position movement judgment function and the screen departure judgment function. In the contact position movement judgment function, It is judged by the control unit whether or not the coordinates of the initial contact position are moved. In the contact position movement judgment function, When the control unit determines that the coordinates of the initial contact position are moving, Then, the coordinate of the contact position after the movement is recognized as the first contact position by the control unit; When the control unit determines that the coordinates of the contact position have not moved, Then, the coordinates of the initial contact position are recognized by the control unit as the second contact position. In the screen departure judgment function, The control unit determines whether the coordinates of the contact position are recognized by the control unit. In the screen departure judgment function, By the control unit determining that the coordinates of the contact position are not recognized by the control unit, Then at (7) 1285128, the coordinates of the contact position are not recognized by the control unit. The coordinates of the first contact position or the coordinates of the second contact position are recognized by the control unit as the coordinates of the last contact position. also, Screen departure judgment function, When the control unit determines that the coordinates of the contact position are recognized by the control unit, When the controlled portion recognizes that the moving body reaches the predetermined passing position, Then, the coordinates of the first contact position or the coordinates of the second contact position are recognized by the control unit as the coordinates of the last contact position. here, In the contact position moving function, the identification of the first contact position or the second contact position is performed. In the screen departure judgment function, The first contact position or the second contact position is recognized as the last contact position. For example, in a baseball game, Move the judgment function at the contact position, Perform a moving position with a strike cursor. Or to combat the non-moving position of the cursor, that is, the identification of the initial position. Then the screen leaves the judgment function, The position where the cursor is moved or the initial position of the cursor is hit, Will be recognized as the last set position of the hit cursor. here, Identifying the moving position of the cursor or the initial position of the hitting cursor, It is carried out in conjunction with the contact position of the indicating means; The last position of the hit cursor, the identification of the set position, Then, it is carried out in accordance with the contact state of the indication means. As a result, The setting of the strike cursor can be performed by the indication means. The memory medium for recording the game program of the third application patent scope, For the memory of the recorded game program for the first or second application of the patent scope, The position relationship discriminating function includes an interval discriminating function. For the interval discrimination function, The control unit determines whether or not the interval between the coordinates passing through the passing position of the moving body passing through the display region and the coordinates of the last contact position is within a specific range. In the interval discrimination function, When the control unit discriminates that the interval between the coordinates of the passing position of the moving body scheduled to pass through the display area by -10- (8) (8) 1285128 and the coordinates of the last contact position is within a specific range, In the second track setting function, The track of the moving body after the moving body reaches the predetermined passing position, It is changed by the control unit to a track different from the specific track. In the interval discrimination function, When the control unit determines that the interval between the coordinates passing through the passing position of the moving body passing through the display area and the coordinates of the last contact position is not within the specific range, In the second track setting function, The moving body reaches the orbit of the moving body after the predetermined passing position, It is not changed to a different track from a specific track by the control unit. here, According to the passing position of the moving body passing through the display area through the reservation, Whether the interval from the last contact position is within a certain range, To make the orbit of the moving body after reaching the predetermined passing position, It will be set to a different track or a specific track than a specific track. For example, in a baseball game, According to the predetermined position of the ball character and the interval between the last set position of the striking cursor, Whether it is within the strikeable distance, To determine if the hitter character can capture the ball. That is, the predetermined passing position of the ball character and the interval between the last set position of the striking cursor, If it is within the strikeable distance, Then the hitter character can capture the ball. on the other hand, The predetermined position of the ball character through the position and the last set position of the striking cursor, If it is not within the strikeable distance, Then the hitter character can't capture the ball. The ball character will be caught by the catcher character. As a result, According to the relationship between the position of the snoring cursor and the predetermined passing position set by the indication means, To determine if the hitter character can catch the ball. The memory medium for recording the game program of the fourth application patent scope, -11 - (9) 1285128 For the memory of the recorded game program of claim 1 or 2, The position relationship discriminating function includes an interval discriminating function. In the interval discrimination function, The control unit determines whether or not the interval between the coordinates passing through the passing position of the moving body passing through the display area and the coordinates of the last contact position is within a specific range. In the second track setting function, More include: The time from the point in time when the coordinates of the initial contact position are recognized by the control unit, For the track of the moving body after the moving body reaches the predetermined passing position, Do not change the control to a different track than a specific track, Or the function of changing the control unit to a track different from the specific track. In the interval discrimination function, The control unit determines that the interval between the coordinates passing through the passing position of the moving body passing through the display area and the coordinates of the last contact position is within a specific range, The controlled portion recognizes that when the moving body reaches the predetermined passing position at a specific time from the point of time when the coordinates of the initial contact position are recognized by the control portion, In the second track setting function, The track of the moving body after the moving body reaches the predetermined passing position, It will be changed to a different track from a specific track by the control unit. then, The controlled portion recognizes that when the out-of-band moving body reaches the predetermined passing position at a specific time from the point of time when the coordinates of the initial contact position are recognized by the control portion, In the second track setting function, The track of the moving body after the moving body reaches the predetermined passing position, It is not changed by the control unit to a track different from the specific track. on the other hand, In the interval discrimination function, When the control unit discriminates that the coordinates of the coordinates passing through the passing position of the moving body passing through the display area and the coordinates of the last contact position are not within a specific range, In the second track setting function, The track of the moving body after the moving body reaches the predetermined passing position, It will not be changed by the control section 12- (10) 1285128 to a track different from a specific track. here, According to the passing position of the moving body passing through the display area through the reservation, Whether the interval from the last contact position is within a certain range, To make the orbit of the moving body after reaching the predetermined passing position, It will be set to a different track or a specific track than a specific track. In particular, by passing the passing position of the moving body passing through the display area, When the interval between the last contact position is within a certain range, Then, according to whether the moving body reaches the predetermined passing position within a certain time zone after the contact position is recognized, To make the orbit of the moving body after reaching the predetermined passing position, It is set to be a different track or a specific track than a specific track. For example, in a baseball game, The interval between the predetermined passing position of the ball character and the last set position of the striking cursor, If it is within the strikeable distance, And when the ball reaches the predetermined passing position within the strikeable time band after the start of the swing of the player, Then the hitter character can capture the ball. Even if the predetermined passing position of the ball character and the last set position of the hitting cursor are separated, Within the strikeable distance, As long as the ball reaches the predetermined passing position after the hitter's swing starts, The hitter character can't catch the ball either. on the other hand, The ball character's reservation is the interval between the position and the last set position of the strike cursor. If it is not within the distance that can be struck, Then the hitter character can't capture the ball. As a result, The relationship between the position of the strike cursor and the predetermined passing position set by the indication means. To determine if the hitter character can capture the ball. According to the timing of making the indication means touch the screen, For the strikeable time band, To determine if the hitter character can capture the ball. The memory medium for recording the game program of the fifth application patent scope, a memory medium for recording a game program in the fourth application of the patent scope, In • 13- (11) 1285128, The time zone after the time point at which the coordinate point recognized by the control unit is recognized by the control unit from the time point of the specific time is recognized from the control unit. It is recognized by the control unit as a specific time zone. For example, in a baseball game, A specific time zone, for example, can strike the time zone. The point in time at which the contact position is recognized is also started at the point in time when the pointing means touches the screen. It is set after a certain time. Accordingly, If the timing of the means of touching the screen is too early, Or the timing of the means of touching the screen is too late, The hitter character cannot capture the ball. The memory medium for recording the game program of claim 6 of the patent scope, a memory medium for recording a game program in the fourth application of the patent scope, among them, The time band from the point in time when the coordinates of the initial contact position are recognized by the control unit, It is recognized by the control unit as a specific time zone. For example, in a baseball game, A specific time zone, for example, can strike a time zone, It is set at the point in time when the contact position is recognized even after the point in time when the indication means touches the screen. Accordingly, If the timing of the means of touching the screen is too early, The hitter character cannot capture the ball. Applying for the game device of the seventh item of the patent scope, A game device that can display a game of a moving body on a touch panel screen. This game device, Department has: The control unit calculates a coordinate of a specific position between the delivery position of the moving body and the arrival position of the moving body, And causing the control unit to calculate a specific range in a plane including coordinates of a specific position calculated by the control unit, The specific range is used as a passing area setting means for the control unit to recognize the passing portion of the moving body through the display area; And causing the control unit to calculate a track passing through the moving body predetermined to pass through the display area, a first track setting means for identifying the track of the moving body calculated by the control unit as a special -14-(12) 1285128 orbit and identifying the control unit; And causing the control unit to calculate a specific track of the moving body through a predetermined position passing through the display area, a passing position setting means for recognizing the position determined by the control unit as a predetermined passing position of the moving body; And a contact position identifying means for identifying the coordinate of the initial contact position of the indication means in the screen when the control means contacts the screen; And when the means of indication is touched to the screen, a contact position moving means for causing the control unit to recognize the coordinate of the contact position of the pointing means of the screen after the movement; And at the point in time when the coordinates from the initial contact position are recognized by the control unit, When the controlled portion recognizes that the moving body has reached the predetermined passing position, The coordinate of the initial contact position or the coordinate of the contact position after the movement is used as the coordinate of the last contact position to identify the last contact position of the control portion; And causing the control unit to determine a coordinate passing through a passing position of the moving body that is predetermined to pass through the display area, a positional relationship discriminating means for the positional relationship with the coordinates of the last contact position; And a result of discriminating the positional relationship between the coordinates of the coordinates of the passing position of the moving body passing through the display area and the coordinates of the last contact position by the control unit, For the track of the moving body after the moving body reaches the predetermined passing position, The control unit is not changed to a track different from a specific track. Or a second track setting means for changing the control unit to a track different from the specific track. Applying for the game control method of item 8 of the patent scope, A game control method for displaying a game of a moving body on a touch panel type screen by a computer. This game control method, The system has: The control unit calculates a coordinate of a specific position between the delivery position of the moving body and the arrival position of the moving body, And causing the control unit to calculate a specific range of -15-(13) 1285128 in the plane including the coordinates of the specific position calculated by the control unit, a specific range is used as a passing area setting step of the moving body to pass through the display area to identify the control unit; And causing the control unit to calculate a track through the moving body that is intended to pass through the display area, a first track setting step of identifying a track of the moving body calculated by the control unit as a specific track and identifying the control unit; And causing the control unit to calculate a specific track of the moving body through a predetermined position through the display area, a passing position setting step of identifying a position calculated by the control unit as a predetermined passing position of the moving body to the control unit; And a contact position recognizing step of identifying a coordinate of the initial contact position of the indication means in the screen when the control means contacts the screen; And when the indication means is touched to the screen, a step of moving the contact position of the coordinate of the contact position of the indication means of the screen after the movement is recognized by the control unit; And at the point in time when the coordinates from the initial contact position are recognized by the control unit, When it is recognized by the control unit that the moving body reaches the predetermined passing position, a final contact position recognizing step of identifying the coordinates of the initial contact position or the coordinates of the moved contact position as the coordinates of the last contact position to identify the control portion; And causing the control unit to discriminate the coordinates passing through the passing position of the moving body that is intended to pass through the display area, a positional relationship determining step of the positional relationship with the coordinates of the last contact position; And a result of discriminating the positional relationship between the coordinates of the coordinates of the passing position of the moving body passing through the display area and the coordinates of the last contact position by the control unit, The track of the moving body after the moving body reaches the predetermined passing position does not change the control unit to a track different from the specific track. Or the second track setting step of changing the control unit to a track different from the specific track. [Embodiment] -16- (14) 1285128 [Structure of game device] Fig. 1, As an example of a computer to which the game program of the present invention is applied, the appearance of the game machine 1 is carried. And the second picture, It is a control block diagram that is an example of a portable game machine. The portable game machine 1 is as shown in Fig. 1, Mainly has a body 2, LCD screen 3, And the input unit 4, And the cassette assembly part 5, And the communication department is not shown). Ontology 2, The upper housing 2a and the lower housing 2b have an upper housing 2a and a lower housing 2b, They are connected to each other freely. LCD screen 3, The liquid crystal firefly 3 a is disposed on the upper portion of the upper casing 2a. And a liquid crystal screen 3b disposed at a lower portion of the lower casing 2b. this, For example, the upper LCD screen 3 a is a non-touch panel type screen. The lower LCD screen 3b is a touch panel type screen. The non-touch panel type screen is composed of a crystal panel. The touch panel screen is composed of a liquid crystal panel and a touch panel. In the touch panel screen, The display surface of the liquid crystal panel and the data input surface of the touch panel, It is a laminated type. Input unit 4, The cross-shaped direction of the left side of the lower casing 2b is indicated by 4a, And the left and right upper portions of the lower casing 2b are arranged to be left and right by pressing 4b and the start button 4c, And a button 4d disposed at a center of the right side of the lower casing 2b, And a power button 4e disposed on the upper right side of the lower casing 2b, And an L button 4f R button 4g disposed at the left and right corners of the lower casing 2b, Composition. The cassette fitting portion 5 is provided at a lower portion of the lower casing. In the cassette mounting portion 5, For example, a game cassette can be assembled. The information system is installed in the body 2, For example, in the upper casing 2a. This communication department, Provides regional wireless network capabilities, for example. Or via the wireless LAN, the Internet and the screen are controlled by the button and the 2b communication network 17- (15) 1285128 connection function. In addition to the game machine 1, A volume adjustment button or a headphone jack is also provided. However, these explanations are omitted here. Carrying game machine 1, As shown in Figure 2, The interior has a control unit 1 〇. Control device 1 〇, A CPU (Central Processing Unit) 11 that utilizes a processor is connected via a busbar 16 And ROM (Read Only Memory) 12 as the main memory device, And RAM Random Access Memory) 13, And image processing circuit 14, And sound processing circuit 15 5, And a communication control circuit 20. CPU11, Explain the commands from the game program' to perform various processing or control. The ROM 1 2 accommodates programs and the like necessary for basic control of the game machine 1 (for example, start control). The RAM 13 is an area for ensuring the CPU 1 1. Image processing circuit 14, The liquid crystal screen unit 3 is controlled in cooperation with the drawing from the CPU 11. A specific image is displayed on at least one of the upper liquid crystal panel 3a and the lower liquid crystal panel 3b. also, The image processing circuit 14 includes a touch input detecting circuit 14a. When an indication means such as a stylus is in contact with the touch panel, The coordinate data of the contact position is input from the touch input circuit 14a to the CPU 1 1. And the CPU1 1 recognizes the contact position, At the position of the object displayed on the liquid crystal panel, If the pointing means is connected to the touch panel, Then, the coordinate data of the object is supplied from the touch input detecting circuit 14a to the CPU 11, The CPU recognizes the object. Sound processing circuit 15, Produces a class-like sound that matches the audible indication from the CPU 11. And output to the speaker 22. Communication control circuit 20, Is included in the Ministry of Communications. It is used to wirelessly connect the game machine 1 to other game machines. Through circuit 20, It is connected to the CPU 1 1 via the bus bar 16. The communication control power is set to micro-record (sound material such as the direct detection of the direct-detection 〇 direct measurement ratio than the signal 18· (16) 1285128 is coordinated with the command from the CPU11, Controls the connection signal that connects the game console 1 to the regional wireless network or to the Internet via a wireless LAN. Busbars 1,6 An external control unit 17 separate from the control unit 10 is connected. E.g, The external memory device 17 has a game cartridge or the like that is detachably attached to the main body 2, for example, the lower casing 2b. The inside of the external memory device is 7 Set up ROM 1 as a memory medium And memory as a rewritable user memory. In ROM 18, A game program for operating the game machine 1 as a computer is recorded in advance. And the various materials necessary to execute the game program. Among these various materials, Contains a variety of portrait images. For example, various panel image materials or attribute image materials. Memory 1 9, A flash memory-like rewritable memory. In the memory, the recorded material of the game or the like is recorded, for example, as necessary. In addition, the memory medium of the external memory device, Not limited to semiconductor memory components, Magnetic memory media can also be used, Optical memory media, Various memory media such as photomagnetic memory media. In addition, There is an interface circuit between the bus bar 16 and each element, although necessary, However, the illustrations are omitted here. The game machine 1 constructed as above, Reading the game program recorded in the ROM 18 of the external memory device 1 7 Executing the read game program with CPU1 1 This allows the player to play various kinds of games on the LCD screen section 3. also, The game machine 1 can be connected to the wireless network via the communication control circuit 20 or connected to other game machines via a communication cable or the like. And exchange data or play a game with other game consoles. -19- (17) 1285128 [A variety of processing in the game device] The game executed by this game machine 1, For example, a baseball game. The first aspect is used to explain the function of the main purpose of the present invention. In the gaming machine 1, It is displayed on the touch panel screen with a moving body such as a ball character. This game machine 1, The position setting means 51 is provided by the area setting means 50. And the first track setting means 52, And position identification means 53, And the contact position moving means 54, And the last position identification means 55, And positional relationship discriminating means 56, And the second setting means 5 7 . Through the area setting means 50, By the specific position between the arrival positions of the ball characters due to the ball character, Set the pre-display area of the ball character, Such as the function of the face, The means to achieve. In the domain setting means 50, According to the coordinates of the arrival position of the ball character, the coordinates of the arrival position coordinates of the character role. With CPU1 1, Calculate the coordinates of the specific position between the delivery position of the ball and the arrival position of the ball character. For example, calculate the location coordinates of the home base. Then based on the coordinates of this location, With CPU11, Make the prediction pass through the display area, Face, It is set above the home base. In this so-called hit surface, The imaginary face is captured when the character is captured by the bat character. In this face, the CPU 11 sets a good ball 75 of the hitter. In addition, the coordinates of the position of the delivery position shown here are the coordinates of the position of the pitcher character. Position of the character at the location of the character is the position coordinate information of the catcher character. In the coordinates of the position of the ball character, For example, make a 3 block diagram, example , And the contact contact track is set to pass through the zone and the role of the data barrier, for example, The ball angle is used and the ball is used to vote for the position coordinates of the -20- (18) 1285128 hand character. Or the ball character that indicates the position of the pitcher's character to release the ball character releases the position coordinate data. The coordinates of the arrival position of the ball character, For example, using the location coordinates of the catcher character, Or the position information of the catcher's role glove indicating the position of the pitcher's character in the ball. here, The location coordinates of the pitcher's character and the position coordinates of the catcher's character, It is housed in ROM 1 8. also, When the ball character release position and the catcher character glove position are indicated by the input unit 4 or the pointing means, The indication signal from the input unit 4 or the pointing means is recognized by the CPU 11. Then the ball character releases the position coordinates and the coordinates of the position of the catcher's glove. Will be calculated by CPU 1 1 , And stored in RAM 1 3. Means of instruction, For example, it includes a stylus or a finger. By position setting means 5 1, By setting the position of the ball character through the position of the face, The means to achieve. By location setting means 5 1, According to the coordinates of the position of the ball character and the coordinates of the arrival of the ball character, a specific position coordinate data between the position of the ball character and the arrival position of the ball character, It is calculated by the CPU 11 and associated with the hitting surface 40. This reservation is based on the coordinate information of the location. It is housed in RAM13. In addition, it is predetermined that the positional relationship is matched with the ball character orbital change described later. It can move on the face. That is, the coordinate information of the planned passing position in the face. Will match the track of the ball character, It is recalculated by the CPU 11 and stored in the RAM 13. First track setting means 52, By setting the track of the ball character through the face to a specific track function, The means to achieve. In the first track setting means 52, Based on the location coordinates of the ball character, And -21 - (19) 1285128 The arrival position coordinates of the ball character, And the characteristics of the ball character, such as the ball type of the ball character, The track of the character passing through the face of the face is calculated by the CPU 11. Here, the CPU 11 calculates the processed track, Then become a specific track. In addition, the characteristics of the ball character, Retained in ROM 18 It is housed in the RAM 13 by the CPU 11. The characteristics of the ball character contained in RAM13, Before the pitcher's character starts the pitching action, The setting is indicated by the input unit 4 or an instruction means. The characteristics of the ball character that is set, The CPU1 i that recognizes the indication signal from the input unit 4 or the indication means, It is saved in RAM13. Contact position identification means 53, By touching an indication means such as a stylus or a finger, Identify the function of the contact position of the indicator in the screen, The means to achieve. In the contact position identification means 5 3, By touching, for example, a stylus or a finger, The touch position coordinate data of the stylus is supplied from the touch input circuit 14a to the CPU 11, The CPU 11 recognizes the contact position of the stylus. Contact position moving means 54, By means of instructions such as a stylus or a finger, etc. And the function of moving the contact position in the face, The means to achieve it. In the contact position moving means 54, If you touch a screen such as a stylus or a finger, and move it, The coordinate data of the contact position will cooperate with the movement of the touch pen. The touch input circuit 14a is continuously supplied to the CPU 11. Then move the contact position coordinate data, Will be recognized on the CPU11, The CPU 11 is housed in the RAM 13. Finally, the contact location identification means 55, By starting at the point in time when the contact position is recognized, The time point until the ball character reaches the scheduled passing position is -22· (20) 1285128, Identify the contact position as the function of the last contact position, The means to achieve. In the last contact position identification means 55, Starting from the point in time when the contact position coordinates are recognized by the CPU 11, When the CPU 11 recognizes that the ball character has reached the predetermined passing position, Indication means such as a stylus or a finger to contact the location of the coordinates, The CPU 11 is recognized as the coordinate data of the last contact position. This last contact position identification means 5 5, The system includes a contact position movement determining means 5 5 a, And the screen leaving determination means 55b ° contact position movement determining means 55a, By judging whether the contact position has a function of movement, The means to achieve. Contact position movement determining means 5 5a, It is determined by the CPU 11 whether or not the coordinate data of the contact position has changed. If the CPU 1 1 determines that the coordinate data of the contact position has changed, Then, the contact position coordinate data after the change is recognized by the CPU 11 as the coordinate data of the first contact position. then, The coordinate data of the first contact position is accommodated in the RAM 13. on the other hand, If the CPU 1 1 determines that the coordinate data of the contact position has not changed, The contact position identification means 5 3 is identified by the contact position coordinate data, The coordinates of the second contact position are recognized by the CPU 1 1. then, The coordinate data of the second contact position is accommodated in the RAM 13. The screen leaves the judging means 55b, By judging whether the stylus is moving away from the screen, The means to achieve. The screen leaves the judgment means 5 5b , Through the touch input detection circuit 14a, It is judged by the CPU 1 1 whether or not the stylus is separated from the screen 3 such as the touch panel. When the CPU 11 determines that the stylus is away from the touch panel, Then, at the time when the stylus leaves the touch panel, The coordinate data of the first contact position or the coordinate data of the second contact position will be regarded as the coordinate information of the last contact position by -23-(21) 1285128. The CPU 11 is used in the RAM 13. on the other hand, In the case where the CPU 11 judges that the stylus pen is left, When the CPU 1 1 determines that the ball character has arrived, The coordinate data of the first contact position or the second contact material is received as the coordinate data of the last contact position and is accommodated in the positional relationship discriminating means 5 6, It is a means of discriminating the work by the positional relationship between the passing position of the coloring and the last contact position. In the positional relationship discriminating means 56, By striking through the position coordinates data, The coordinate relationship with the last contact location, Will be identified by CPU 1 1. Position relationship discriminating means interval discriminating means 56a. Interval discrimination means 56a, By judging the passing position of the strike, Whether the interval between the last contact position is special or not, The means to achieve. In the interval discriminating means 56a, Judging the passing position of the character passing the face of the face, Whether the last interval is within a certain range. When the CPU 11 discriminates the passage of the character passing through the face, the interval of the last contact position is within a specific range, If the coordinates of the ball corner are recognized by the CPU 11, the specific time is recognized by the CPU 11 by the position. In the second track 57, which will be described later, The ball character β CPU 11 is reset to a track different from the specific track after reaching the predetermined passing position. Also discriminating the passing position of the character passing the hitting face, When the last interval is within a certain range, If the ball character is recognized at the contact position and accommodates the seat RAM RAM13 that is not intended to pass the touch surface. The ball corner of the face can To achieve the role of the face ball data 5 5 The position of the ball containing the face is within the range of the CPU11 contact position. And the color reaches the predetermined channel setting function in the contact position. To The coordinate data of the CPU11 contact position is recognized by the CPU1 1 at a specific time after being recognized by the -24- (22) 1285128 CPU 1 1 to the predetermined passing position. In the second track setting function 57 to be described later, Will reach the track of the ball character who is scheduled to pass the position. The CPU 11 is maintained as a specific track. on the other hand, Judging the passing position of the character passing the face of the face, When the interval between the last contact position is not within a certain range, Then, in the second track setting function 57 described later, Will reach the track of the ball character who is scheduled to pass the position. The CPU 1 1 is maintained as a specific track. Second track setting means 57, By coordinating the passing position of the ball through the face of the face, Positional relationship with the final contact position, Set the track of the ball character to a specific track after the ball character reaches the predetermined passing position. Or set to a function different from the track of a particular track, The means to achieve. Further, the second track setting means 57, By cooperating with the time from the point in time at which the contact position is recognized, After the ball character reaches the predetermined passing position, the track of the ball character is set to a specific track. Or set to a function different from the track of a particular track, The means to achieve. In the second track setting means 57, Matching the time from the point in time when the contact position is recognized by the CPU 1 1 The CPU 11 recognizes that the track of the ball character is set to a specific track after the ball character reaches the predetermined passing position. Or set to a track different from a specific track. In this so-called specific time zone, The system is set to be recognized by the CPUU from the contact position. The CPU 1 1 recognizes the time point after a certain time has elapsed. [The key to baseball games] Second, The specific content of the baseball game of the present embodiment will be described. -25- (23) 1285128 This baseball game, Mainly with a combat system that combats the role of the hitter, a garrison system for catching or passing instructions on the wilderness character, a pitching system that directs the pitching instructions to the pitcher character, A running system that performs instructions related to the running of the runner character. These systems, For example, it is implemented by a game program stored in ROM 18. The game machine 1 is executed. the following, A brief description of the striking system of the main purpose of the present invention 打击 striking system, By means of instructions such as a stylus or a finger, etc. Instruct the hitter to start and hit the point, It can be used to strike the operator. In this baseball game, When the player wants to operate the hitter character that contains the bat character, As shown in Figure 4, The touch panel screen on the lower side mainly displays the pitcher character 70. And the catcher character 71, And the blow surface 72, And hitter character 73, And the ball character 74. The pitcher character 70 is in the approximate center of the screen. The catcher character 71 is on the upper side of the picture. The hitter character 73 is displayed on the right side of the screen. On the hitting surface 72 above the home base, A good ball strap 75 is shown. When the pitcher character 70 enters the pitching action, The predetermined passing position of the ball character 74 is displayed on the screen. here, The predetermined passing position is indicated by a star-shaped sign 76 on the striking face 72. Then when the pitcher character 70 sends the ball character, The ball character will be displayed between the pitcher character 7〇 and the home base character. at this time, Matching the track of the ball, A star-shaped sign 76 indicating the predetermined passing position of the ball will move on the bottom and face 72. The player refers to the star-shaped sign indicating the predetermined passing position of the ball -26· (24) 1285128 76, While grasping the path of the ball sent from the pitcher character 70, Make the hitter role 73 hit the ball. For example, after the star sign 76 is displayed on the screen, By touching the touch pen to the screen, Set the hit point of the hitter character 73 to the touch position of the stylus. here, The strike point is indicated by a cross mark 77. Then, while referring to the movement of the star sign 76, Move the stylus while touching the screen. Then when the ball character reaches the face 72, The arrival of the ball character enters a specific range centered on the hit point of the hitter character 73, The bat of the hitter character 73 will hit the ball. The ball character 74 flies out. however, Even if the arrival position of the ball character enters a specific range centered on the hit point of the hitter character 73, If the timing of touching the stylus to the screen is too early or the timing of touching the stylus to the screen is too late, The hitter will also make a swing from the timing of the ball. at this time, The bat of the hitter character 73 will not hit the ball. The hitter character 73 is emptied. So in order to hit the hitter character 73, In addition to bringing the stylus into contact with the screen at the appropriate time, It is more necessary to bring the arrival position of the ball character into a specific range centered on the hit point of the hitter character 73. Here, the timing setting for the hitter and the ball, A diagram showing the relationship between the swing position and time is illustrated using Fig. 5. In Figure 5, Indicates that when the stylus is touched, The bat passes from point A through point B and point C. The swing state up to point D. Will be at this point in time, Set to 0, Tl, T2 T3. The position at which the stylus touches the screen is A, Time is 〇. The bat is between point A and point B, That is, from the time when the stylus touches the screen (t = 0) to the time t! So far, If the ball reaches the strike -27- (25) 1285128 face 72, The hitter will be vacant. This is because the stylus is too slow to touch the screen, Therefore, in baseball, the hitter is too slow and swings. And the bat is between C and D. That is, from time 12 to time 13, If the ball reaches the attack surface 72', the player will be emptied. This is because the stylus is too fast to touch the screen, Therefore, in baseball, the hitter is too fast and swings. on the other hand, And the ball sticks from point B to point C, That is, from time t2 to time t3, If the ball reaches the face 72, The hitter will hit the ball. This is because the stylus is properly in contact with the screen. Therefore, in baseball, the hitter hits the ball. [A variety of processes to combat system execution] Using the flowchart shown in Figure 6, The striking system in the baseball game of the present embodiment will be described. In this baseball game, When the player operates the hitter character 73 that contains the bat character, First, at a specific position between the delivery position of the ball character 74 and the arrival position of the ball character 74, A striking surface 72 (S1) containing the ball 75 is set. That is, above the home base between the position of the pitcher 70 and the position of the catcher 7 1 , A striking face 72 including a good ball 75 is set. then, Set the pitcher to send the target on the face 72, That is, the predetermined passing position (S2). Further, the ball track is set to a specific track (S3) by a predetermined passing position, The ball character 74 is sent from the pitcher character 70 toward the predetermined passing position of the striking face 72 (S4). Secondly, Between the time when the ball character 74 sent from the pitcher character 70 reaches the predetermined passing position of the striking face 72, If the player makes the indication means that the stylus touches the screen, Then the contact position of the stylus in the screen is -28 - (26) 1285128 will be recognized (S 5 ). This one is in baseball, The corresponding player recognizes the start of the swing of the bat. Next, it is judged whether or not the contact position on the screen is moved (S6). Judging when the contact position on the screen is moving (S6 is Yes), Then, the contact position after the movement is recognized as the first contact position (S 1 ). This one is in baseball, The corresponding hitter changes the hit point to the first contact position. on the other hand, Judging when the contact position on the screen has not moved (S6 is No), Then, the contact position at which the stylus starts to contact the screen is recognized as the second contact position (S 8 ). This is in baseball, The corresponding hitter did not change the hit point. then, Determine if the stylus is left from the screen (S9). Determine when the touch pen leaves the screen (S9 is Yes), Then at the time point when the stylus leaves the screen (1st time), The first contact position or the second contact position is recognized as the last contact position (S 1 0 ). When it is judged that the stylus is not separated from the screen (S9 is No), Then, at the time point when the ball character 74 reaches the predetermined passing position of the striking face 72 (the second time point), The first contact position or the second contact position is recognized as the last contact position (S 1 1 ). Such a thing, In the baseball, it corresponds to the final hit point of the hitter. Next, the passing position of the ball character 74 passing through the striking face 72 is discriminated. Whether the interval from the last contact position of the stylus is within a specific range (S 1 2 ). Here in the baseball game, It is determined whether the bat hits the ball. Judging the passing position of the ball character 74 passing through the striking face 72, When the interval between the last contact position with the stylus is within a certain range (S 1 2 is Yes), Then, it is judged whether or not the ball color 74 reaches the predetermined passing position within the specific time band after the contact position is recognized (S 1 3 ). Here in the baseball game, Even if the hit point is set -29 - (27) 1285128 is set to the position where the ball can be hit, Still depending on whether the hitter is swinging at the right time, To determine if the hitter can hit the ball. Determining that the ball character 74 reaches the predetermined passing position within a certain time zone after the contact position is recognized (S1 3 is Yes), Then, at the time point when the ball character 74 reaches the predetermined passing position (the second time point), Arriving at the orbit of the ball character 74 after the predetermined passing position, Will be set to a different track (S 1 4 ) than a specific track, The track setting of the ball character 74 is ended (S 16 6). This is in baseball, The player is in a state in which the player can swing the ball at an appropriate timing so that the player can hit the ball ‘and the ball flies in a direction different from the direction of the catcher character 71. Here, the state in which the ball flies in a direction different from the direction of the catcher character 7 1 indicates a state in which the ball flies to the infield or the outfield. For example, if the game is played, the ball is not caught by the infielder. And flew between infielders. In the case of an exit, The ball system flies to the inner and outer fields. The ball was caught by the inside and outside fielders. Determining that the ball character 74 has not reached the predetermined passing position within a certain time zone after the contact position is recognized, That is, when the ball character 74 reaches the predetermined passing position outside the band at a specific time after the contact position is recognized by Φ (S 1 3 is No), the track of the ball character 7 4 after the ball character 7 4 reaches the predetermined passing position, Will be maintained as a specific track (S15), The track setting of the ball character 74 is ended (S 16 6). This one is in baseball, The corresponding hitter did not swing at the appropriate time so that the hitter could not hit the ball (swing). The ball character 74 flies to the state of the catcher's character 7 1 direction. here, The state of the so-called ball character 74 flying to the direction of the catcher character 7 1 It means that the player is vacant and the ball is caught by the catcher. 〇 On the other hand, It is determined that the passing position of the ball character 74 passing through the striking face 72 is -30-(28) 1285128, When the interval between the last contact position with the stylus is not within the specific range (S 12 is No), Then the track of the ball character 74 after the predetermined passing position is reached, Will be maintained as a specific track (S15), The track setting of the ball character 74 is ended (S 16 6). This one is in baseball, The corresponding hit point is set at the position where the ball is not hit. It has nothing to do with the hitter's swing timing, so that the hitter can't hit the ball (swing). The state in which the ball character 74 flies to the direction of the catcher character 71. here, The state in which the ball character 74 flies to the direction of the catcher character 71, It shows the state in which the hitter is vacant and the ball is caught by the catcher. In the baseball game so handled, The time difference between the start of the hitter and the hitting of the ball, Starting from the point at which the stylus contact position is recognized, The time until the last contact position of the stylus is recognized, To achieve it. In this baseball game, You can use the bat to capture the range of the ball. Starting at the point in time when the stylus contact position is recognized. The specific time after a specific time is brought about. [Other Embodiments] (a) In the above embodiment, Although a portable computer 1 is used as an example of a computer for a game program, However, the game device is not limited to the above embodiment. The same applies to game devices in which the screen is additionally constructed. Or a business game device in which the screen is integrated, Or a personal computer or workstation that works as a game device by executing a game program. (b) The present invention also includes a program and method for performing the aforementioned game, And the computer that can record the program can read the media. As this recording medium, In addition to the card, For example, a computer-readable floppy disk can be cited. Half -31 - (29) 1285128 Conductor memory, CD-ROM, DVD, MO, ROM card, And other items. Industrial Applicability In the present invention, When the means of instruction is brought into contact with the character, Identify the contact location of the indicator in the screen. Then, from the point of time when the contact is not recognized, Between the time point when the moving body reaches the predetermined passing position, It is predetermined that the contact position in the display area that can be moved by the indicating means is Will be recognized as the last contact location. then, Judging the passing position of the moving body through the display area by the predetermined time, The positional relationship with the last contact position. Accordingly, The player can easily set the contact position and the final contact position by means of instructions. also, Because the player is starting from the point where the contact is not recognized, Between the time point when the moving body reaches the predetermined passing position, Set the contact position and the last contact position, Therefore, the fun of operating the role can be avoided. [Simple description of the drawing] [Fig. 1] As an example of a computer to which the game program of the present invention is applied, · An external view of the portable game machine (Fig. 2) as a control block diagram of the above-mentioned example of carrying the game machine (Fig. 3) as a functional block diagram of the example of the portable game machine (Fig. 4) for explaining a baseball game Figure of the striking system [Fig. 5] is used to illustrate the time difference in the striking system [Fig. 6] Flowchart for explaining the striking system in a baseball game -32- (30) (30) 1285128 [Description of main component symbols] 1 : Carrying the game console 3 : LCD screen 3b: Touch panel screen 4 : Input section 5 0 : By area setting means 5 1 : By location setting means 52: First track setting means 53: Contact location identification means 54: Contact position moving means 55: Last contact location identification means 56: Position relationship discriminating means 57 : Second track setting means 70: Pitcher role 7 1 : Catcher role 7 2 : Face 73: Hitler role 76 : Scheduled through location 77: Contact location of indicating means -33