TWI313184B - - Google Patents
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- TWI313184B TWI313184B TW095123875A TW95123875A TWI313184B TW I313184 B TWI313184 B TW I313184B TW 095123875 A TW095123875 A TW 095123875A TW 95123875 A TW95123875 A TW 95123875A TW I313184 B TWI313184 B TW I313184B
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- 230000006870 function Effects 0.000 claims description 63
- 239000000463 material Substances 0.000 claims description 12
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Classifications
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- A63F13/10—
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/301—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Business, Economics & Management (AREA)
- Tourism & Hospitality (AREA)
- Physics & Mathematics (AREA)
- Economics (AREA)
- Health & Medical Sciences (AREA)
- Optics & Photonics (AREA)
- General Health & Medical Sciences (AREA)
- Human Resources & Organizations (AREA)
- Marketing (AREA)
- Primary Health Care (AREA)
- Strategic Management (AREA)
- General Business, Economics & Management (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- User Interface Of Digital Computer (AREA)
Description
1313184 'rf/l IT*-- 九、發明說明 【發明所屬之技術領域】 本發明係關於可藉由電腦記錄遊戲程式的記錄媒體, •»i 尤其是關於可藉由電腦記錄用以將使移動體從顯示於接觸 輸入式之監視器之角色移動至目標位置之遊戲,於電腦執 行的遊戲程式的記錄媒體。又,關於可執行藉由該遊戲程 式所實現之遊戲的遊戲裝置,及將藉由該遊戲程式所實現 φ 之遊戲,可利用電腦加以控制之視訊遊戲控制方法。 【先前技術】 習知已提案有各種視訊遊戲。此等視訊遊戲爲於遊戲 裝置中所執行。例如,一般遊戲裝置係具有··監視器、與 監視器爲別體之遊戲機本體、及與遊戲機本體爲別體之輸 入部(例如控制器)。於控制器係配置有複數輸入按鈕。 又,攜帶型的遊戲裝置係具有:遊戲機本體、設置於遊戲 機本體的略中央部之液晶監視器、及配置於液晶監視器的 ® 兩側之輸入部(例如,複數輸入按鍵)。於如此之遊戲裝 置中係藉由操作輸入部,而可對顯示於監視器之角色指示 各種命令 作爲由習知所提案之各種視訊遊戲之一,公知有使移 動體從顯示於監視器之角色移動至目標位置之方式的遊 戲。在如此之方式的遊戲(例如棒球遊戲),可使球從顯 示於監視器之投手角色送出至所希望之投球球路(參照非 專利文獻1 )。於該棒球遊戲中,爲了使投手角色投出 球,首先,藉由操作方向指示按鍵,對投手角色指示所希 -4- (2) 1313184 望之球種。接著,藉由操作特定按鍵(例如有 鍵),使投手角色開始投球動作。此時,連續 按)X記號按鍵時’從投手角色所投出之球E 加。接著,使投手角色開始投球動作後,藉由 方向指示按鍵而指示投球球路。結果,能以已 使投手角色於已指示之投球球路投出球。 〔非專利文獻1〕 實況PAWAFURU PRO棒球11,公式Guic E d i t i ο η,日本 Κ Ο N A ΜI M e d i a En t e r t ai nm en t, 月16曰 【發明內容】 在習知的棒球遊戲,藉由操作輸入按鍵, 顯示於監視器之投手角色送出至所希望之投球 此之棒球遊戲,爲了使球從投手角色送出至所 球路,必須複數次操作方向指示按鍵及X記號 是使投手角色開始投球動作,至使投手角色投 間之間,必須反覆操作X記號按鍵及方向指: 此,玩家如不迅速地進行球速的決定及投球球 操作X記號方按鍵及向指示按鍵的時間將變少 藉由X記號按鍵及方向指示按鍵完全指示所希 投球球路的問題。在另一方面,投手角色之投 x記號按鍵及方向指示按鍵的重複操作係因爲 X記號按 地操作(連 約球速會增 連續地操作 指示之球種 ϊ complete 2004 年 9 而可使球從 球路。在如 希望之投球 按鍵。尤其 出球之短時 承按鍵。爲 路的決定, ,而有無法 望之球速及 球動作中的 與投手角色 -5- 1313184 —如關德轉 I·-·: _ι___ s -----------j 之投球爲無關聯性的操作體系,玩家係有無法取得操作投 手角色之操作感的問題。 本發明之目的係實現可對角色迅速地指示命令。 本發明之其他目的係實現可取得操作角色之操作感。 關於申請專利範圍第1項之可藉由電腦記錄遊戲程式 的記錄媒體,係可藉由電腦記錄於可執行使移動體從顯示 於接觸輸入式的監視器之角色,移動至目標位置之遊戲的 • 電腦,用以實現以下功能的程式的記錄媒體。 (1)輸入位置辨識功能,係基於來自於接觸輸入式 之監視器的第1輸入訊號,使控制部辨識對應第1輸入訊 號的接觸輸入式之監視器上的輸入位置之座標資料。 (2 )區域顯示命令發派功能,係使控制部發派用以 將用以開始關於移動體之移動的輸入之第1區域、用以表 現角色的角色特性之第2區域、及用以輸入開始從角色至 目標位置的移動體之移動的移動開始命令之第3區域,顯 ® 示於接觸輸入式的監視器之區域顯示命令。 (3 )區域辨識功能,係使控制部辨識第1區域之顯 示範圍內的座標資料、第2區域之顯示範圍內的座標資 料、及第3區域之顯示範圍內的座標資料。 (4)第3區域移動命令發派手段,係基於第1輸入 訊號及來自於輸入部之第2輸入訊號中任一方’而使控制 部發派用以使已顯示於接觸輸入式之監視器的第3區域’ 於接觸輸入式之監視器中移動的第3區域移動命令。 (5 )位置資料判斷功能,係在接觸輸入式之監視器 -6- 13131841313184 'rf/l IT*-- IX. Description of the Invention [Technical Field of the Invention] The present invention relates to a recording medium on which a game program can be recorded by a computer, and »i especially regarding the use of a computer for recording A game in which a moving object moves from a character displayed on a contact input type monitor to a target position to a game program executed by a computer. Further, a game device which can execute a game realized by the game program and a game in which a game of φ is realized by the game program can be controlled by a computer. [Prior Art] Various video games have been proposed by the prior art. These video games are executed in the game device. For example, a general game device includes a monitor, a game machine body that is separate from the monitor, and an input unit (for example, a controller) that is separate from the game machine body. The controller system is configured with a plurality of input buttons. Further, the portable game device includes a game machine main body, a liquid crystal monitor provided at a substantially central portion of the main body of the game machine, and an input unit (for example, a plurality of input keys) disposed on both sides of the liquid crystal monitor. In such a game device, by operating the input unit, various commands can be indicated to the character displayed on the monitor as one of various video games proposed by the conventional one, and it is known to have the moving body from the role displayed on the monitor. A game that moves to the target location. In such a game (e.g., a baseball game), the ball can be sent from the pitcher character displayed on the monitor to the desired pitching path (see Non-Patent Document 1). In the baseball game, in order to cast the pitcher's character, first, by operating the direction indication button, the pitcher's character is indicated by the -4- (2) 1313184. Then, by operating a specific button (for example, with a key), the pitcher character starts the pitching action. At this time, when the X mark button is pressed continuously, the ball E thrown from the pitcher character is added. Next, after the pitcher's character starts the pitching operation, the pitching ball is instructed by the direction indicating button. As a result, the pitcher can be thrown out of the pitching path that has been instructed. [Non-Patent Document 1] Live PAWAFURU PRO Baseball 11, Formula Guic E diti ο η, Japanese Κ Ο NA ΜI M edia En tert ai nm en t, Month 16曰 [Invention] In the conventional baseball game, by operation Input button, the pitcher character displayed on the monitor is sent to the desired pitching baseball game. In order to send the ball from the pitcher character to the ball path, the direction indicator button and the X mark must be operated multiple times to make the pitcher character start the pitching action. In order to make the pitch of the pitcher, the X mark button and the direction finger must be repeatedly operated. Therefore, if the player does not quickly determine the speed of the ball and the pitching operation, the X button and the time to the button will be reduced. The X mark button and the direction indicator button completely indicate the problem of the pitching ball. On the other hand, the repeating operation of the pitcher button and the direction indicator button of the pitcher character is operated by the X mark (the ball speed will increase the continuous operation of the ball type ϊ complete 2004 9 and the ball can be made from the ball) Road. In the hope of the pitching button. Especially when the ball is short, the button is pressed. For the decision of the road, there is an unpredictable speed and ball action with the pitcher role -5-1313184 - such as Guande to I · - ·: _ι___ s -----------j The pitching is an unrelated operating system, and the player has a problem that the operational feeling of the operating pitcher cannot be obtained. The object of the present invention is to achieve a quick role The other object of the present invention is to realize the operational feeling of obtaining an operation character. The recording medium which can record a game program by a computer according to the first item of the patent application can be recorded by an computer to be executable. From the role of the monitor that is displayed in the contact input type, the computer that moves to the target position, the computer that implements the program for the following functions. (1) The input position recognition function is based on The touch control device recognizes the first input signal of the input type monitor, and causes the control unit to recognize the coordinate data of the input position on the touch input type monitor corresponding to the first input signal. (2) The area displays the command dispatch function. The control unit dispatches a first area for initiating an input regarding movement of the moving body, a second area for expressing character characteristics of the character, and a movement for inputting a moving body that starts the movement from the character to the target position. In the third area of the movement start command, the display unit displays the command in the area of the monitor of the touch input type. (3) The area identification function causes the control unit to recognize the coordinate data in the display range of the first area and the second area. The coordinate data in the display range and the coordinate data in the display range of the third area. (4) The third area mobile command dispatching means is based on either the first input signal or the second input signal from the input unit. 'The control unit sends a third area movement command for moving the third area 'displayed on the contact input type monitor' to the touch input type monitor. (5) Position data judgment Function, based on the contact input type of monitor -6-1313184
降订月(ί χ I L· ; ......·_. ,,Υ,...··, 的輸入位置之座標資料被控制部連續地辨識之狀態下,以 第1區域、第2區域、第3區域之順序,使控制部判斷輸 入位置之座標資料是否一致於第1區域範圍內的座標資 料、第2區域範圍內的座標資料、及第3區域範圍內的座 標資料之個別。 (6 )移動開始命令發派手段,係在接觸輸入式之監 視器的輸入位置之座標資料被控制部連續地辨識之狀態 下,控制部判斷輸入位置之座標資料一致於第1區域範圍 ^ 內的座標資料時,使控制部受理關於移動體之移動的輸 入,控制部判斷輸入位置之座標資料一致於第1區域範圍 內的座標資料、第2區域範圍內的座標資料、及第3區域 範圍內的座標資料時,使控制部發派移動開始命令。 (7 )移動體顯示命令發派功能,係使控制部發派用 以將從角色移動至目標位置的移動體,顯示於接觸輸入式 之監視器的移動體顯示命令。 在該遊戲程式,輸入位置辨識功能係基於來自於接觸 # 輸入式之監視器的第1輸入訊號,使控制部辨識對應第1 輸入訊號的接觸輸入式之監視器上的輸入位置之座標資 料。區域顯示命令發派功能係使控制部發派用以將用以開 始關於移動體之移動的輸入之第1區域、用以表現角色的 角色特性之第2區域、及用以輸入開始從角色至目標位置 的移動體之移動的移動開始命令之第3區域,顯示於接觸 輸入式的監視器之區域顯示命令。在此,區域顯示命令係 具有:第2區域位置設定命令,係基於角色的角色特性, 而用以設定第2區域之顯示位置;及第2區域顯示命令, 係於第2區域之顯示位置中,用以將第2區域顯示於接觸 (5) 1313184 輸入式之監視器。區域辨識功能係使控制部辨識第1區域 之顯示範圍內的座標資料、第2區域之顯示範圍內的座標 資料、及第3區域之顯示範圍內的座標資料。第3區域移 動命令發派手段係基於第1輸入訊號及來自於輸入部之第 2輸入訊號中任一方,而使控制部發派用以使已顯示於接 觸輸入式之監視器的第3區域,於接觸輸入式之監視器中 移動的第3區域移動命令。位置資料判斷功能係在接觸輸 入式之監視器的輸入位置之座標資料被控制部連續地辨識 之狀態下,使控制部判斷輸入位置之座標資料是否一致於 第1區域範圍內的座標資料、第2區域範圍內的座標資 料、及第3區域範圍內的座標資料之個別。移動開始命令 發派手段係在接觸輸入式之監視器的輸入位置之座標資料 被控制部連續地辨識之狀態下,控制部判斷輸入位置之座 標資料一致於第1區域範圍內的座標資料時,使控制部受 理關於移動體之移動的輸入,控制部判斷輸入位置之座標 資料一致於第1區域範圍內的座標資料、第2區域範圍內 的座標資料、及第3區域範圍內的座標資料時,使控制部 發派移動開始命令。移動體顯示命令發派功能係使控制部 發派用以將從角色移動至目標位置的移動體,顯示於接觸 輸入式之監視器的移動體顯示命令。 該狀況,在前述接觸輸入式之監視器的輸入位置之座 標資料被控制部連續地辨識之狀態下,控制部判斷輸入位 置之座標資料一致於前述第1區域範圍內的座標資料時, 控制部受理關於移動體的移動之輸入。然後,在接觸輸入 -8- (6) 1313184 式之監視器的輸入位置之座標資料被控制部連續地辨識之 狀態下,控制部判斷輸入位置之座.標資料一致於第1區域 範圍內的座標資料、第2區域範圍內的座標資料、及第3 區域範圍內的座標資料時,從控制部發派移動開始命令。 然後’從控制部發派用以將從角色移動至目標位置的移動 體’顯示於接觸輸入式之監視器的移動體顯示命令。藉 此’可使從角色移動至目標位置之移動體開始,並可將移 動之移動體顯示於接觸輸入式之監視器。 例如,於棒球遊戲中,想定於投手角色附近使圓形形 狀之第1區域顯示,於投手角色與本壘板之間使圓形形狀 之第2區域顯示,於本壘板上方使圓形形狀之第3區域顯 示的狀況。此時,使觸控筆位於顯示第1區域之監視器的 部分時,於控制部受理關於球之移動的輸入的開始。然 後,使觸控筆在監視器上滑動,並使觸控筆位於顯示第2 區域之監視器的部分,進而使觸控筆在監視器上滑動,並 使觸控筆位於顯示第3區域之監視器的部分時,從控制部 發派移動體的移動開始命令(例如,球送出命令)。 如此,在本發明僅使指示手段(例如,觸控筆及手指 等)在觸控面板式之監視器上滑動,即可進行關於移動體 之移動的輸入的開始及移動體的移動開始命令之輸入。藉 此,玩家係可迅速地指示對角色的命令。 另一方面,區域顯示命令發派功能使控制部發派之區 域顯示命令係具有:第2區域位置設定命令,係基於角色 的角色特性,而用以設定第2區域之顯示位置;及第2區 -9-In the state in which the coordinate data of the input position of the lowering month (ί χ IL· ; ...... _. , , Υ, ..., ·, is continuously recognized by the control unit, the first area, the first The order of the 2 area and the 3rd area causes the control unit to determine whether the coordinate data of the input position is consistent with the coordinate data in the range of the first area, the coordinate data in the range of the second area, and the individual coordinate data in the range of the third area. (6) The movement start command dispatching means determines that the coordinate data of the input position is consistent with the first area range in a state in which the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the control unit. In the coordinate data in the interior, the control unit receives an input regarding the movement of the moving body, and the control unit determines that the coordinate data of the input position matches the coordinate data in the first region, the coordinate data in the second region, and the third region. When the coordinate data in the range is used, the control unit sends a movement start command. (7) The mobile body displays the command dispatch function, and causes the control unit to send a mobile body for moving from the character to the target position, and displays it on the touch input. In the game program, the input position recognition function is based on the first input signal from the touch-input type monitor, and the control unit recognizes the contact input type corresponding to the first input signal. The coordinate data of the input position on the monitor. The area display command dispatch function causes the control unit to dispatch the first area for inputting the input regarding the movement of the mobile body, and the second character character for expressing the character. The area and the third area for inputting the movement start command for starting the movement of the moving body from the character to the target position are displayed on the area of the monitor of the touch input type display. Here, the area display command has: 2nd The area position setting command is for setting the display position of the second area based on the role characteristics of the character; and the second area display command is displayed in the display position of the second area for displaying the second area in the contact ( 5) 1313184 Input type monitor. The area identification function allows the control unit to recognize the coordinate data in the display range of the first area and the display range of the second area. The coordinate data in the display area and the coordinate data in the display range of the third area. The third area mobile command dispatching means is based on either the first input signal and the second input signal from the input unit, and the control unit sends the control unit to the control unit. The third area movement command for moving the third area that is displayed on the touch input type monitor to the touch input type monitor. The position data judging function is at the input position of the touch input type monitor. When the coordinate data is continuously recognized by the control unit, the control unit determines whether the coordinate data of the input position is consistent with the coordinate data in the first region, the coordinate data in the second region, and the coordinates in the third region. The movement start command dispatching means determines that the coordinate data of the input position is consistent with the range of the first region in a state in which the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the control unit. In the coordinate data, the control unit receives an input regarding the movement of the moving body, and the control unit determines that the coordinate data of the input position coincides with the first area. When the coordinate data within the domain, the coordinate data within the second region, and the coordinate data within the third region range, the control unit issues a move start command. The moving body display command dispatching function causes the control unit to dispatch a moving body for moving the character to the target position, and displays the moving body display command on the monitor of the touch input type. In this state, when the coordinate data of the input position of the monitor input type monitor is continuously recognized by the control unit, the control unit determines that the coordinate data of the input position matches the coordinate data in the first region range, and the control unit Accepts input about the movement of the mobile body. Then, in a state in which the coordinate data of the input position of the monitor of the input input-8-(6) 1313184 type is continuously recognized by the control unit, the control unit judges that the position of the input position is consistent with the range of the first area. When the coordinate data, the coordinate data in the second region, and the coordinate data in the third region range, the movement start command is issued from the control unit. Then, the moving body display command for displaying the moving body for moving the character to the target position from the control unit to the monitor of the touch input type is displayed. By this, the moving body moving from the character to the target position can be started, and the moving mobile body can be displayed on the touch input type monitor. For example, in a baseball game, it is intended to display a first area of a circular shape near the pitcher character, a second area of a circular shape between the pitcher character and the home plate, and a circular shape above the home plate. The situation displayed in the third area. At this time, when the stylus is placed on the portion of the monitor that displays the first area, the control unit accepts the start of the input of the movement of the ball. Then, slide the stylus on the monitor and place the stylus on the portion of the monitor that displays the second area, thereby sliding the stylus on the monitor and placing the stylus on the third area. At the time of the portion of the monitor, a movement start command (for example, a ball feed command) of the moving body is dispatched from the control unit. As described above, in the present invention, only the pointing means (for example, a stylus pen and a finger) can be slid on the touch panel type monitor, and the start of the input of the movement of the moving body and the movement start command of the moving body can be performed. Input. By this, the player can quickly indicate the command to the character. On the other hand, the area display command dispatch function causes the area display command issued by the control unit to have a second area position setting command for setting the display position of the second area based on the role characteristics of the character; and the second District-9-
1313184 域顯示命令,係於第2區域之顯示位置中,用以將第2區 域顯示於接觸輸入式之監視器。藉此,可基於角色的角色 " 特性,而設定第2區域之顯示位置,於第2區域之顯示位 ‘ 眞中,可將第2區域顯示於接觸輸入式之監視器。 例如,於棒球遊戲中,區域顯示命令藉由控制部發派 時,基於的角色特性(例如,投手角色的投球姿勢資料及 慣用手(左撇子或右撇子)資料等),第2區域的顯示位 | 虞係藉由控制部設定,藉由第2區域顯示命令,於第2區 域的顯示位置中,第2區域係顯示於觸控面板之監視器。 更具體來說,投手角色爲上壓式之狀況係第2區域顯示於 '第1區域之上方,投手角色爲下勾式之狀況係第2區域顯 示於第1區域之下方。又,投手角色爲右撇子之狀況係第 2區域顯示於第1區域之左方,投手角色爲左撇子之狀況 係第2區域顯示於第1區域之右方。 如此,在本發明係可因應角色特性而使第2區域之顯 Φ 示位置變化。然後,藉由以第1區域、因應角色特性而顯 示位置變化之第2區域、及第3區域之順序,使指示手段 (例如,觸控筆及手指等)在觸控面板式之監視器上滑 動’因爲可將在觸控面板式之監視器上的操作,作爲類似 角色的動作(例如,投手角色的投球動作),玩家係可取 得正操作角色之操作感。 關於申請專利範圍第2項之可藉由電腦記錄遊戲程式 的記錄媒體係於第1項之可藉由電腦記錄遊戲程式中的記 錄媒體,記錄更用以使電腦實現以下功能之程式。 -10- 1313184 明年jr月丨ί丨:..人…义頁 _________—一…一_ (8 )第1設定功能,係在接觸輸入式之監視器的輸 入位置之座標資料被控制部連續地辨識之狀態下,控制部 判斷輸入位置之座標資料一致於第2區域範圍內的座標資 料時,因應與輸入位置之座標資料一致之第2區域範圍內 的座標資料,使控制部設定移動體的第1移動體特性。 在該遊戲程式,第1設定功能係在接觸輸入式之監視 器的輸入位置之座標資料被控制部連續地辨識之狀態下, φ 控制部判斷輸入位置之座標資料一致於第2區域範圍內的 座標資料時,因應與輸入位置之座標資料一致之第2區域 範圍內的座標資料,使控制部設定移動體的第1移動體特性。 此時,在接觸輸入式之監視器的輸入位置之座標資料 被控制部連續地辨識之狀態下,控制部判斷輸入位置之座 標資料一致於第2區域範圍內的座標資料時,因應與輸入 位置之座標資料一致之第2區域範圍內的座標資料,藉由 控制部設定移動體的第1移動體特性。 # 例如於棒球遊戲中,一邊使觸控筆在觸控面板上滑 動,一邊使觸控筆位於顯示第1區域之監視器的部分、顯 示第2區域之監視器的部分、及顯示第3區域之監視器的 部分時,因應第2區域內的觸控筆之位置,藉由控制部設 定移動體的第1移動體特性(例如’球威特性)。 如此,在本發明因爲僅使指示手段(例如,觸控筆及 手指等)從第1區域至第3區域而在觸控面板式之監視器 上滑動,即可設定移動體的第1移動體特性(例如,球威 特性),故玩家係可迅速指市移動體特性之輸入。 -11 - I J 1 a *— 1^- .- „! .1 „„ Ι||···|||||Μ 呢年1月U日修(1)正替換頁The 1313184 field display command is displayed in the display position of the second area to display the second area on the touch input type monitor. Thereby, the display position of the second area can be set based on the role " characteristic of the character, and the second area can be displayed on the touch input type monitor in the display position ‘ 第 of the second area. For example, in a baseball game, when the area display command is issued by the control unit, based on the character characteristics (for example, the pitching posture information of the pitcher character and the dominant hand (left-handed or right-handed) material, etc.), the display of the second area The bit | is set by the control unit, and the second area is displayed on the monitor of the touch panel in the display position of the second area by the second area display command. More specifically, in the case where the pitcher character is in the up-pressure type, the second region is displayed above the 'first region, and the pitcher character is in the lower hook mode. The second region is displayed below the first region. Further, in the case where the pitcher character is the right-hander, the second region is displayed on the left of the first region, and the position of the pitcher is left-handed. The second region is displayed on the right of the first region. As described above, in the present invention, the display position of the second region can be changed in accordance with the character characteristics. Then, by means of the first region, the second region in which the position changes according to the character characteristics, and the third region, the pointing means (for example, a stylus pen, a finger, etc.) are placed on the touch panel type monitor. Sliding 'Because the operation on the touch panel type monitor can be used as a character-like action (for example, the pitching action of the pitcher character), the player can obtain the operational feeling of the positive operation character. The recording medium for recording the game program by computer is the first item in the second item of the patent application. The recording medium in the game program can be recorded by the computer, and the program for realizing the following functions can be recorded. -10- 1313184 Next year jr月丨丨丨:..人...义页_________—一...一_ (8) The first setting function is that the coordinate data of the input position of the touch-sensitive monitor is continuously controlled by the control unit. In the state of the ground recognition, when the control unit determines that the coordinate data of the input position coincides with the coordinate data in the range of the second region, the control unit sets the moving body in accordance with the coordinate data in the second region in accordance with the coordinate data of the input position. The first mobile body characteristic. In the game program, the first setting function is in a state in which the coordinate data of the input position of the monitor of the touch-in type monitor is continuously recognized by the control unit, and the φ control unit determines that the coordinate data of the input position coincides with the range of the second region. In the coordinate data, the control unit sets the first moving body characteristic of the moving body in accordance with the coordinate data in the second region in accordance with the coordinate data of the input position. At this time, in a state in which the coordinate data of the input position of the monitor of the touch-in type monitor is continuously recognized by the control unit, the control unit determines that the coordinate data of the input position coincides with the coordinate data in the range of the second region, and the input position The coordinate data in the second region in which the coordinate data is identical is set by the control unit to set the first moving body characteristic of the moving body. # For example, in a baseball game, while the stylus is slid on the touch panel, the stylus is placed on the portion of the monitor that displays the first area, the portion of the monitor that displays the second area, and the third area is displayed. In the portion of the monitor, the first moving body characteristic (for example, 'balloon characteristic') of the moving body is set by the control unit in response to the position of the stylus in the second area. As described above, in the present invention, the first moving body of the moving body can be set by sliding only the pointing means (for example, a stylus pen and a finger) from the first area to the third area on the touch panel type monitor. Features (for example, ball-and-ball characteristics), so the player can quickly refer to the input of the city's mobile body characteristics. -11 - I J 1 a *- 1^- .- „! .1 „„ Ι||···||||Μ 1 In January, U-day repair (1) is replacing page
- **··'^·'*^·-' W'--..‘m ·.··>»*>-*·-·…· -「! . .,L.J 在關於申請專利範圍第3項之可藉由電腦記錄遊戲程 _ 式的記錄媒體,係於第1項之可藉由電腦記錄遊戲程式的 ^ 記錄媒體中,記錄更用以使電腦實現以下功能之程式。 (9 )判斷時間計算功能,係在接觸輸入式之監視器 的輸入位置之座標資料被控制部連續地辨識之狀態下,控 制部判斷輸入位置之座標資料一致於第1區域範圍內的座 標資料、第2區域範圍內的座標資料、及第3區域範圍內 • 的座標資料時,使控制部計算控制部用以判斷輸入位置之 座標資料一致於第1至第3區域範圍內之座標資料所需時間。 (1 〇 )第2設定功能,係因應控制部用以判斷輸入位 置之座標資料一致於第1至第3區域範圍內之座標資料所 需時間,使控制部設定移動體的第2移動體特性。 在該遊戲程式,判斷時間計算功能係在接觸輸入式之 監視器的輸入位置之座標資料被控制部連續地辨識之狀態 下,控制部判斷輸入位置之座標資料一致於第1區域範圍 # 內的座標資料、第2區域範圍內的座標資料、及第3區域 範圍內的座標資料時,使控制部計算控制部用以判斷輸入 位置之座標資料一致於第1至第3區域範圍內之座標資料 所需時間。第2設定功能係因應控制部用以判斷輸入位置 之座標資料一致於第1至第3區域範圍內之座標資料所需 時間,而使控制部設定移動體的第2移動體特性。 此時,因應控制部用以判斷輸入位置之座標資料一致 於第1至第3區域範圍內之座標資料所需時間,係藉由控 制部所計算。然後,因應控制部用以判斷輸入位置之座標 -12- 1313184 @年f月丨$日修(.€)- **··'^·'*^·-' W'--..'m ·.··>»*>-*·-·...· - "! . . , LJ in the patent application The third section of the scope can be recorded by the computer. The recording medium of the game can be recorded in the recording medium of the first computer by means of a computer recording program, and the program for realizing the following functions can be recorded. 9) determining the time calculation function, in a state in which the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the control unit, the control unit determines that the coordinate data of the input position is consistent with the coordinate data in the range of the first region, When the coordinate data in the second region and the coordinate data in the third region are included, the control unit calculation control unit determines that the coordinate data of the input position is required to be consistent with the coordinate data in the range of the first to third regions. (1 〇) The second setting function causes the control unit to set the second movement of the moving body in response to the time required for the control unit to determine that the coordinate data of the input position coincides with the coordinate data in the range of the first to third regions. Body characteristics. In this game program, the judgment time calculation function is connected. When the coordinate data of the input position of the touch-sensitive monitor is continuously recognized by the control unit, the control unit determines that the coordinate data of the input position coincides with the coordinate data in the first region range # and the coordinate data in the second region range. And the coordinate data in the third region, the control unit calculation control unit determines that the coordinate data of the input position coincides with the time required for the coordinate data in the range of the first to third regions. The second setting function is controlled according to the control. The unit determines that the coordinate data of the input position matches the time required for the coordinate data in the range of the first to third regions, and causes the control unit to set the second moving body characteristic of the moving body. At this time, the control unit determines the input. The time required for the coordinate data of the position to be consistent with the coordinate data in the range of the first to third regions is calculated by the control department. Then, in response to the coordinates of the input position used by the control unit, the coordinates of the input position are -12-1313184 @年月月月丨$日修(.€)
。替埃頁I 資料一致於第1至第3區域範圍內之座標資料所需時間’ _ 而藉由控制部設定移動體的第2移動體特性。 例如於棒球遊戲中,一邊使觸控筆在觸控面板上滑 動,一邊使觸控筆位於顯7Γ:第1區域之監視器部分、顯示 第2區域之監視器部分、及顯示第3區域之監視器部分 時,計算從觸控筆位於顯示第1區域之監視器部分開始, 至觸控筆位於顯示第3區域之監視器部分時的時間。然 • 後,因應該時間,藉由控制部設定移動體的第2移動體特 性(例如,球速特性)。 如此,在本發明因爲僅使指示手段(例如,觸控筆及 手指等)從第1區域至第3區域而在觸控面板式之監視器 上滑動,即可設定移動體的第2移動體特性(例如,球速 特性),故玩家係可迅速指示移動體特性之輸入。 在關於申請專利範圍第4項之可藉由電腦記錄遊戲程 式的記錄媒體,係於第1項之可藉由電腦記錄遊戲程式的 • 記錄媒體中,區域顯示命令係具有:第2區域範圍設定命 令,係基於角色的角色特性,而用以設定第2區域之顯示 範圍;及第2區域顯示命令,係於第2區域之顯示範圍 中,用以將第2區域顯示於接觸輸入式之監視器。 此時,區域顯示命令係因爲具有第2區域範圍設定命 令與第2區域顯示命令,故藉由控制部發派區域顯示命令 時,藉由第2區域範圍設定命令而基於角色的角色特性, 利用控制部設定第2區域之顯示範圍,藉由第2區域顯示 命令而第2區域顯示於接觸輸入式之監視器上的顯示範圍。 -13-. The second page characteristics of the moving body are set by the control unit in accordance with the time required for the coordinate data in the range of the first to third regions. For example, in a baseball game, while the stylus is slid on the touch panel, the stylus is placed in the display area: the monitor portion of the first area, the monitor portion of the second area, and the third area. In the monitor section, the time from when the stylus is placed on the monitor portion displaying the first area to when the stylus is located on the monitor portion of the third area is calculated. Then, the second moving body characteristic (for example, the ball speed characteristic) of the moving body is set by the control unit in response to the time. As described above, in the present invention, the second moving body of the moving body can be set by sliding only the pointing means (for example, a stylus pen and a finger) from the first area to the third area on the touch panel type monitor. Characteristics (for example, ball speed characteristics), so the player can quickly indicate the input of the characteristics of the mobile body. In the recording medium in which the computer program is recorded by the computer in the fourth item of the patent application, the recording medium of the first item can be recorded by the computer. The area display command system has: the second area range setting The command is based on the role characteristics of the character, and is used to set the display range of the second area; and the second area display command is displayed in the display range of the second area to display the second area on the contact input type. Device. In this case, since the area display command has the second area range setting command and the second area display command, when the control unit transmits the area display command, the second area range setting command is utilized based on the role characteristics of the character. The control unit sets the display range of the second area, and the second area is displayed on the display range of the touch input type monitor by the second area display command. -13-
1313184 例如,在棒球遊戲,區域顯示命令藉由控制部發派 時,基於的角色特性(例如,角色的能力資料及狀態資料 等),第2區域的顯示位置係藉由控制部設定,藉由第2 區域顯示命令,第2區域係顯示於觸控面板之監視器上的 顯示範圍。更具體來說,投手角色的能力越高,第2區域 係顯示爲越大,投手角色的能力越低’第2區域係顯示爲 越小。又,投手角色的狀態越好,第2區域係顯示爲越 大,投手角色的狀態越差,第2區域係顯示爲越小。 如此,在本發明係因爲可因應角色特性而使第2區域 之顯示位置變化,玩家係可取得因應角色特性之操作感。 關於申請專利範圍第5項之可藉由電腦記錄遊戲程式 的記錄媒體係於第1項之可藉由電腦記錄遊戲程式的記錄 媒體中,記錄更用以使電腦實現以下功能之程式。 (1 1 )判斷時間辨識功能,係使控制部辨識控制部判 斷輸入位置之座標資料是否一致於第1至第3區域範圍內 之座標資料的允許時間。 (1 2 )顯示子顯示功能,使控制部發派用以將表示控 制部所辨識之允許時間的顯示子,顯示於接觸輸入式之監 視器的顯示子顯示命令。 (1 3 )第2顯示子顯示功能,係使控制部發派用以將 表示從輸入位置之座標資料一致於第1至第3區域中任一 範圍內之座標資料至一致於第1至第3區域所有範圍內之 座標資料的實際時間之第2顯示子,顯示於接觸輸入式之 監視器的第2顯示子顯币命令。 在該遊戲程式,於判斷時間辨識功能中,控制部係辨 -14- (12)1313184 識控制部判斷輸入位置之座 區域範圍內之座標資料的允 能中,係藉由控制部發派用 時間的第1顯示子,顯示於 示子顯示命令。於第2顯示 派用以將表示從輸入位置之 域中任一範圍內之座標資料 範圍內之座標資料的實際時 輸入式之監視器的第2顯示 此時,表示爲控制部戶/ 子,係顯示於接觸輸入式之 第2顯示子亦顯示於接觸輸 明因爲表示允許時間之第1 第2時間顯示子係顯示於接 以第1時間顯示子爲基準一 時間顯示子,一邊可使指月 等)於允許時間內以通過第 之方式,使觸控筆在觸控面 關於申請專利範圍第6 體從顯示於接觸輸入式之監 遊戲的遊戲裝置。該遊戲裝 段,係基於來自於接觸輸入 使控制部辨識對應第1輸入 器上的輸入位置之座標資料 標資料是否一致於第1至第3 許時間。於第1顯示子顯示功 以將表示控制部所辨識之允許 接觸輸入式之監視器的第1顯 :子顯示功能中,係使控制部發 座標資料一致於第1至第3區 至一致於第〗至第3區域所有 間之第2顯示子’顯示於接觸 子顯不命令。 ί辨識之允許時間的第1顯示 監視器。又,表示實際時間的 入式之監視器。如此,在本發 時間顯示子及表示實際時間之 觸輸入式之監視器,故玩家係 邊比較第1時間顯示子與第2 民手段(例如,觸控筆及手指 1區域、第2區域及第3區域 板式之監視器上滑動。 項之遊戲裝置係可執行使移動 視器的角色移動至目標位置之 置’係具備:輸入位置辨識手 式之監視器的第1輸入訊號, 訊號的前述接觸輸入式之監視 •’區域顯不命令發派手段,係 -15- 1313184 咖年I月儀).ί潜換頁 *·~~-Ί. ^Τ^ιπΐπ»ΚΓ·τ~ν,--ν·:ΓΓ.-·>---νν?«Ι 使控制部發派用以將用以開始關於移動體之 第1區域、用以表現角色的角色特性之第2 輸入開始從角色至目標位置的移動體之移動 令之第3區域,顯示於接觸輸入式的監視器 令;區域辨識手段,係使控制部辨識第1區 內的座標資料、第2區域之顯示範圍內的座 3區域之顯示範圍內的座標資料;第3區域 Φ 手段,係基於第1輸入訊號及來自於輸入部 號中任一方,而使控制部發派用以使已顯示 之監視器的第3區域,於接觸輸入式之監視 3區域移動命令;位置資料判斷手段,係在 監視器的輸入位置之座標資料被控制部連續 下,以第1區域、第2區域、第3區域之順 判斷輸入位置之座標資料是否一致於第1區 標資料、第2區域範圍內的座標資料、及第 # 的座標資料之個別;移動開始命令發派手段 入式之監視器的輸入位置之座標資料被控制 之狀態下’控制部判斷輸入位置之座標資料 域範圍內的座標資料時,使控制部受理關於 移動的輸入’控制部判斷輸入位置之座標資 區域範圍內的座標資料、第2區域範圍內的 第3區域範圍內的座標資料時,使控制部發 令;及移動體顯示命令發派手段,係使控制 從角色移動至目標位置的前述移動體,顯示 移動的輸入之 區域、及用以 的移動開始命 之區域顯示命 域之顯示範圍 標資料、及第 移動命令發派 之第2輸入訊 於接觸輸入式 器中移動的第 接觸輸入式之 地辨識之狀態 序,使控制部 域範圍內的座 3區域範圍內 ,係在接觸輸 部連續地辨識 一致於第1區 前述移動體之 料一致於第1 座標資料、及 派移動開始命 部發派用以將 於前述接觸輸 -16- 1313184 一一™ #年 rmse 修绍μ ――'— — —.—_、. 入式之監視器的移動體顯示命令。在該遊戲裝置,區域顯 不命令係具有:第2區域位置設定命令,係基於角色的角 色特性,而用以設定第2區域之顯示位置;及第2區域顯 示命令’係於第2區域之顯示位置中,用以將第2區域顯 示於接觸輸入式之監視器。 ’ 關於申請專利範圍第7項之遊戲控制方法係用以於電 腦執行使移動體從顯示於接觸輸入式的監視器之角色移動 φ 至目標位置之遊戲的遊戲控制方法。該遊戲控制方法係具 備:輸入位置辨識步驟,係基於來自於接觸輸入式之監視 器的第1輸入訊號,使控制部辨識對應第1輸入訊號的接 觸輸入式之監視器上的輸入位置之座標資料;區域顯示命 令發派步驟,係使控制部發派用以將用以開始關於移動體 之移動的輸入之第1區域、用以表現角色的角色特性之第 2區域、及用以輸入開始從角色至目標位置的移動體之移 動的移動開始命令之第3區域,顯示於接觸輸入式的監視 # 器之區域顯示命令;區域辨識步驟’係使控制部辨識第1 區域之顯示範圍內的座標資料、第2區域之顯不範圍內的 座標資料、及第3區域之顯示範圍內的座標資料;第3區 域移動命令發派步驟’係基於第1輸入訊號及來自於輸入 部之第2輸入訊號中任一方’而使控制部發派用以使已顯 示於接觸輸入式之監視器的第3區域’於接觸輸入式之監 視器中移動的第3區域移動命令;位置資料判斷步驟,係 在接觸輸入式之監視器的輸入位置之座標資料被控制部連 續地辨識之狀態下,以第1區域、第2區域、第3區域之 -17- 1313184 「一一一― qg年 y 月 奠 J.上·:¾ β _____________________________…---—ί 順序,使控制部判斷輸入位置之座標資料是否一致於第1 區域範圍內的座標資料、第2區域範圍內的座標資料、及 第3區域範圍內的座標資料之個別;移動開始命令發派步 驟,係在接觸輸入式之監視器的輸入位置之座標資料被控 制部連續地辨識之狀態下,控制部判斷輸入位置之座標資 料一致於第1區域範圍內的座標資料時’使控制部受理關 於移動體之移動的輸入,控制部判斷輸入位置之座標資料 H 一致於第1區域範圍內的座標資料、第2區域範圍內的座 標資料、及第3區域範圍內的座標資料時’使控制部發派 移動開始命令;及移動體顯示命令發派步驟,係使控制部 發派用以將從角色移動至目標位置的前述移動體,顯示於 接觸輸入式之監視器的移動體顯币命令’在該遊戲方法, 區域顯示命令係具有:第2區域位置設定命令,係基於角 色的角色特性’而用以設定第2區域之顯示位置;及第2 區域顯示命令’係於第2區域之顯示位置中,用以將第2 # 區域顯示於接觸輸入式之監視器。 【實施方式】 〔遊戲裝置之構造〕 圖1係作爲可適用於本發明之遊戲程式的電腦之一例 的攜帶型遊戲機1之外觀圖。又’圖2係作爲攜帶型遊戲 機1之一例的控制區塊圖。 攜帶遊戲機1係如圖1所示,主要具有本體2、液晶 監視器部3、輸入部4、卡匣安裝部5、及通訊部23。本 體2係具有上部筐體2a與下部筐體2b。上部筐體2a與下 部筐體2b係相互可開閉地連結。液晶監視器部3係由設 -18- (16) 1313184 器 部 3 a > 式 5 在 資 所 之 下 2b 側 右 〇 23 23 網 整 即 之 之 ess 置於上部筐體2 a之第1液晶監視器(即上部液晶監視 3 a )’與設置於下部筐體2b之第2液_監視器(即下 液晶監視器3 b )所構成。在此,例如上部液晶監視器 爲非接觸輸入式的監視器(即非觸控面板式的監視器) 下部液晶監視器3 b爲接觸輸入式的監視器即觸控面板 的監視器。非觸控面板式的監視器係由液晶面板所構成 觸控面板式的監視器係由液晶面板與觸控面板所構成。 觸控面板式的監視器係液晶面板之顯示面與觸控面板的 料輸入面係構成爲層積一體型。輸入部4係由以下構造 構成:十字狀之方向指示按鍵4a,配置於下部筐體2b 左側中央部、選擇按鍵4b及開始按鍵4c,左右配置於 部筐體2b之左側上部、指示按鍵4d,配置於下部筐體 之右側中央部、電源按鍵4e,配置於下部筐體2b之右 上部、L按鍵4f及R按鍵4g,配置於下部筐體2b之左 的角落部。卡匣安裝部5係設置於下部筐體2 b之下部 於該卡匣安裝部5係例如可安裝遊戲用卡匣。通訊部 係內藏於本體2 (例如上部筐體2a )。於該通訊部 中,例如提供區域無線網路功能、及利用無線LAN之 際網路連接功能等。再者,於遊戲機1又設置有音量調 用按鍵及耳機插孔等,但是,針對此等係省略說明。 攜帶遊戲機1係如圖2所示,於內部具有控制部( 控制裝置1 〇 )。控制裝置1 0係具有:利用微處理器 CPU (Central Processing Unit) 11、作爲主記憶裝置 ROM ( Read Only Memory ) 12 ' RAM ( Random Acc -19- (17) 13131841313184 For example, in a baseball game, when the area display command is issued by the control unit, based on the character characteristics (for example, the character's ability data and status data, etc.), the display position of the second area is set by the control unit. The second area displays the command, and the second area is displayed on the monitor of the touch panel. More specifically, the higher the ability of the pitcher character, the larger the second region is displayed, and the lower the ability of the pitcher character is, and the second region is displayed as smaller. Further, the better the state of the pitcher character is, the larger the second region is displayed, and the worse the state of the pitcher character is, and the smaller the second region is displayed. As described above, in the present invention, since the display position of the second area can be changed in accordance with the character characteristics, the player can obtain an operational feeling in response to the character characteristics. The recording medium that can be recorded by the computer to record the game program in item 5 of the patent application is the record of the game program recorded by the computer in the first item. The program for recording the following functions is also recorded in the medium. (1 1) The time recognition function is determined such that the control unit identification control unit determines whether or not the coordinate data of the input position coincides with the allowable time of the coordinate data in the range of the first to third regions. (1 2) The sub-display function is displayed, and the control unit transmits a display sub-display command for displaying the display time indicating the allowable time recognized by the control unit to the monitor of the touch input type. (1 3) The second display sub-display function is configured to cause the control unit to transmit the coordinate data indicating the coordinate data from the input position to any of the first to third regions to be consistent with the first to the first The second display of the actual time of the coordinate data in all areas of the 3 area is displayed on the second display sub-note command of the touch-in type monitor. In the game program, in the judgment time identification function, the control unit recognizes that the control unit determines the permission of the coordinate data in the range of the seat area of the input position, and uses the control unit to dispatch The first display of the time is displayed on the display display command. In the second display, the second display, which is used to display the actual time input type of the coordinate data in the range of the coordinate data in any range from the input position, is represented as a control unit/sub. The second display displayed on the touch input type is also displayed on the contact output. The display unit is displayed on the first and second time indicating the allowable time. The display is displayed on the first time display. In the allowable time, the stylus is passed from the touch surface to the game device displayed on the contact input type game on the touch surface. The game component is based on whether the coordinate data of the input position corresponding to the first input device is recognized by the control unit based on the contact input from the first to third time intervals. In the first display sub-display function of the first display sub-display function to display the monitor that allows the contact input type recognized by the control unit, the control unit sends the coordinate data to the first to third regions to be consistent with The second display sub- of the first to third regions is displayed on the contact sub-display. ί Identify the first display monitor for the allowed time. Also, a monitor that shows the actual time. In this way, at the time of the present time display and the touch input type display indicating the actual time, the player compares the first time display and the second civil means (for example, the stylus and the finger 1 area, the second area and The slide is slid on the monitor of the third area panel. The game device of the item can be configured to move the character of the mobile image to the target position. The system has the first input signal of the monitor for inputting the position recognition hand, and the signal is as described above. Contact input type monitoring • 'Regional display is not ordered to send means, is -15- 1313184 coffee year I month instrument.) 潜潜换页*·~~-Ί. ^Τ^ιπΐπ»ΚΓ·τ~ν,-- ν·:ΓΓ.-·>---νν?«Ι causes the control unit to dispatch the second input to start the character of the character used to represent the first region of the moving object, starting from the character to The third region of the movement of the moving object at the target position is displayed on the contact input type monitor command; and the region identification means causes the control unit to recognize the coordinate data in the first region and the seat in the display region of the second region. Coordinate data within the display range of the area; the third area Φ means, In the first input signal and from the input unit number, the control unit dispatches a third area for displaying the displayed monitor, and moves the command in the contact input type monitoring area; the position data determining means, The coordinate data of the input position of the monitor is continuously controlled by the control unit, and whether the coordinate data of the input position of the first region, the second region, and the third region coincides with the first region data and the second region The coordinate data of the coordinates and the coordinate data of the ##; the coordinates of the coordinate data of the input position of the control unit when the movement start command is sent to the control unit is controlled. When the control unit receives the input of the movement, the control unit determines the coordinate data in the range of the coordinate area of the input position and the coordinate data in the range of the third area in the second area, and causes the control unit to issue the command; Displaying a command dispatching means for controlling the moving body that moves from the character to the target position, displaying the input area of the movement, and the shift used The start-up area displays the display range of the target range, and the second input of the second input signal transmitted by the touch command input in the contact input device, so that the control unit is within the range of the control unit. In the area of the seat 3, the material in the contact area is continuously identified and consistent with the first moving object in the first area, and the first coordinate data is sent in the contact area, and the dispatching part of the mobile part is dispatched for use in the above-mentioned contact loss-16-1313184 One-to-one TM #年rmse 修绍μ ——'------_,. The mobile body of the monitor displays the command. In the game device, the regional display command system has a second region position setting command for setting a display position of the second region based on character characteristics of the character, and a second region display command 'being for the second region. In the display position, the second area is displayed on the touch input type monitor. The game control method of claim 7 is for a game control method for a computer to execute a game for moving a moving object from a character displayed on a contact input type monitor to a target position. The game control method includes an input position identification step for causing the control unit to recognize the coordinates of the input position on the touch input type monitor corresponding to the first input signal based on the first input signal from the touch input type monitor. The area display command dispatching step causes the control unit to dispatch a first area for inputting the movement of the moving body, a second area for character characteristics of the character, and for inputting The third area of the movement start command of the movement of the moving body from the character to the target position is displayed in the area display command of the contact input type monitoring device; the area identification step ' is such that the control part recognizes the display area of the first area The coordinate data, the coordinate data in the range of the second area, and the coordinate data in the display range of the third area; the third area mobile command dispatching step is based on the first input signal and the second input from the input unit. Input any one of the signals' and cause the control unit to send the third area of the monitor that has been displayed on the touch input type to the touch input type monitor The third area movement command for the middle movement; the position data determination step is based on the first area, the second area, and the third area in a state where the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the control unit. -17- 1313184 "一一一- qg年月 y J.上·:3⁄4 β _____________________________...---- ί sequence, so that the control unit determines whether the coordinate data of the input position is consistent with the coordinates within the range of the first region The data, the coordinate data in the second region, and the coordinate data in the third region; the mobile start command dispatching step is that the coordinate data at the input position of the touch-sensitive monitor is continuously recognized by the control portion. In the state where the control unit determines that the coordinate data of the input position coincides with the coordinate data in the first region range, the control unit accepts the input regarding the movement of the moving body, and the control unit determines that the coordinate data H of the input position coincides with the first region. When the coordinate data in the range, the coordinate data in the area of the second area, and the coordinate data in the range of the third area, the control unit sends the movement to start. And the mobile body displaying the command dispatching step, causing the control unit to dispatch the mobile body for moving the character to the target position, and displaying the mobile body coin command of the touch input type monitor in the game method The area display command system has a second area position setting command for setting the display position of the second area based on the role character characteristic of the character, and a second area display command 'in the display position of the second area. [Embodiment] [Structure of Game Device] FIG. 1 is an external view of a portable game machine 1 as an example of a computer that can be applied to the game program of the present invention. Fig. 2 is a control block diagram showing an example of the portable game machine 1. The portable game machine 1 mainly includes a main body 2, a liquid crystal monitor unit 3, an input unit 4, and a cassette mounting portion as shown in Fig. 1 . 5. And the communication department 23. The body 2 has an upper casing 2a and a lower casing 2b. The upper casing 2a and the lower casing 2b are connected to each other in an openable and closable manner. The liquid crystal monitor unit 3 is provided with -18-(16) 1313184 unit 3 a > 5 5 under the capital 2b side right 〇 23 23, which is the ess placed in the upper housing 2 a The liquid crystal monitor (ie, the upper liquid crystal monitor 3 a ) ' is composed of a second liquid monitor (that is, the lower liquid crystal monitor 3 b ) provided in the lower casing 2 b. Here, for example, the upper liquid crystal monitor is a non-contact input type monitor (i.e., a non-touch panel type monitor). The lower liquid crystal monitor 3b is a monitor that touches an input type monitor, that is, a touch panel. The non-touch panel type monitor is composed of a liquid crystal panel. The touch panel type monitor is composed of a liquid crystal panel and a touch panel. The display panel of the touch panel type monitor liquid crystal panel and the material input surface of the touch panel are formed in a laminated integrated type. The input unit 4 is configured by a cross-shaped direction indication button 4a, and is disposed at a left central portion of the lower casing 2b, a selection button 4b, and a start button 4c, and is disposed on the left upper portion of the partial casing 2b and the instruction button 4d. The power supply button 4e is disposed at the right central portion of the lower casing, and is disposed at the upper right portion of the lower casing 2b, the L button 4f, and the R button 4g, and is disposed at a left corner portion of the lower casing 2b. The cassette mounting portion 5 is provided below the lower housing 2b. The cassette mounting portion 5 is, for example, a game cassette. The communication unit is housed in the body 2 (for example, the upper casing 2a). In the communication unit, for example, a regional wireless network function and a network connection function using a wireless LAN are provided. Further, the game machine 1 is provided with a volume adjustment button, a headphone jack, and the like, but the description thereof will be omitted. As shown in FIG. 2, the portable game machine 1 has a control unit (control device 1 〇) therein. The control device 10 has a microprocessor CPU (Central Processing Unit) 11 and a main memory device ROM (Read Only Memory) 12 'RAM (Randry Acc -19- (17) 1313184
Memory )13、畫像處理電路14、及音效處理電路15。該 等係經由匯流排1 6個別連接。 CPU 1 1係解釋來自於遊戲程式的命令,進行各種資料 處理及控制。R Ο Μ 1 2係儲存遊戲機1之基本控制(例如起 動控制)所需之程式等。R Α Μ 1 3係確保對於C P U 1 1之作 業區域。畫像處理電路1 4係因應來自於c P U 1 1的描繪指 示而控制液晶監視器部3 ’於上部液晶監視器3 a及下部液 晶監視器3 b之至少任一方顯示特定畫像。又,於畫像處 理電路1 4係包含觸控輸入檢測電路1 4 a。於觸控面板使指 示手段(例如觸控筆及手指等)直接接觸時,接觸位置的 座標資料係由觸控輸入檢測電路14a供給至CPU11,而於 CPU11辨識接觸位置。又,顯示於液晶面板之對象物的位 置中’於觸控面板使指示手段直接接觸時,對象物的座標 資料係由觸控輸入檢測電路14a供給至CPU11,於CPU11 辨識對象物。音效處理電路15係產生因應來自於CPU 1 1 之發音指示的類比聲音訊號而輸出至揚聲器22。通訊控制 電路20及通訊介面21係包含於通訊部23,用以將遊戲機 1以無線之方式連接其他遊戲機等。通訊控制電路20及通 訊介面2 1係經由匯流排1 6而連接於C P U 1 1。通訊控制電 路20及通訊介面21係因應來自於CPU11的命令,控制 用以將遊戲機1連接利用區域無線網路或無線LAN之網 際網路的連接訊號並發訊。 於匯流排1 6係連接有與控制裝置1 〇爲別體之外部記 憶裝置1 7。例如,於外部記憶裝置1 7係於本體2 (例如 -20- (18) 1313184 下部筐體2b)可自由裝卸地安裝有遊戲用卡匣等。於外部 記憶裝置1 7之內部係設置有作爲記憶媒體的ROM 1 8 ’與 作爲可改寫之用戶用記憶體之記憶體1 9。於ROM 1 8係預 先記錄有用以使作爲電腦的遊戲機作用之遊戲程式’與遊 戲程式之執行所需之各種資料。於該各種資料係包含有各 種畫像資料。於記憶體1 9係使用例如快寫記憶體之可改 寫的記億體。於該記憶體1 9係例如因應遊戲的存檔資料 等所需而記錄。再者,於外部記憶裝置1 7之記憶媒體係 不限於半導體記憶元件,使用磁性記憶媒體、光學式記憶 媒體、光磁性記憶媒體等之各種記億媒體亦可。再者,於 匯流排1 6與各要素間係因應其必要而介在有介面電路, 但是,於此係省略其等之圖示。 在如以上之構造的遊戲機1係藉由載入記錄於外部記 憶裝置17之ROM 18的遊戲程式,並以CPU11執行所載 入之遊戲程式,玩家係在液晶監視器部3上遊玩各式各樣 之類型的遊戲。又,藉由通訊控制電路20,以於無線網路 連接遊戲機1或經由通訊纜線等與其他遊戲機連接,可與 其他遊戲機之間進行資料交換及對戰型的遊戲。 〔於遊戲裝置中各種手段之說明〕 於遊戲機1中所執行之遊戲係例如有棒球遊戲。在遊 戲機1 ’係可使球從顯示於接觸輸入式之監視器(即液晶 監視器部3之下部液晶監視器3b )的投手角色70投出至 所希望之投球球路。 -21 - (19) 1313184 圖3係用以說明在本發明達成主要作用之投球輸入系 . 統的各種功能之功能區塊圖。在此所說明之投球輸入系統 . 的各種功能(手段)係例如於後述之棒球遊戲中所執行。 ^ 角色顯示手段5 0係具備使控制部發派用以將投手角 色70顯示於下部液晶監視器3b的角色顯示命令之功能。 在角色顯示手段5 0,係藉由控制部發派用以將投手角色 7〇顯示於下部液晶監視器3b的角色顯示命令。 • 在該手段,角色顯示命令係從CPU1 1發派。該角色 顯示命令從CPU1 1發派時,進行以下之處理。首先,對 應投手角色70之投手用畫像資料係於遊戲程式之載入 時,從外部記憶裝置1 7 (例如,ROM 1 8 )供給至控制裝置 1〇 (例如,RAM13 ),並儲存於RAM13。然後,用以將 投手用畫像資料顯示於下部液晶監視器3 b之位置座標資 料係從外部記億裝置1 7 (例如,R ο Μ 1 8 )供給至控制裝置 10 (例如,RAM 13 ),並儲存於RAMI 3。於此時,投手 ® 用畫像資料與位置座標資料係爲控制裝置1 0 (例如, CPU1 1 )所辨識。於是,儲存於RΑΜ 1 3之投手用畫像資 ' 料係基於來自於CPU 1 1的指示,經由畫像處理電路1 4而 . 供給至下部液晶監視器3b。然後,投手用畫像資料係基於 位置座標資料,顯示於下部液晶監視器3 b。 輸入位置辨識手段51係具備基於來自於下部液晶監 視器3 b的第1輸入訊號,使控制部辨識對應第1輸入訊 號之下部液晶監視器3 b上的輸入位置之座標資料的功 能。在輸入位置辨識手段5 1,基於來自於下部液晶監視器 -22- (20) 1313184 3 b的第1輸入訊號,對應第丨輸入訊號之下部液晶監視器 3 b上的輸入位置之座標資料係爲控制部所辨識。 在該手段,於指示手段(例如,觸控筆及手指等)接 觸下部液晶監視器3 b時,來自於下部液晶監視器3 b之觸 控面板的輸入訊號係發派至控制裝置10(例如,CPU11) 而爲其所辨識。於是,於下部液晶監視器3b之觸控面板 中之指示手段的接觸位置係爲控制裝置 1 〇 (例如, CPU 1 1 )所辨識。具體來說,表示指示手段接觸下部液晶 監視器3 b的觸控面板之位置的位置座標資料,係從觸控 輸入檢測電路1 4a供給至控制裝置1 0 (例如,CPU 1 1 ), 爲控制裝置1 〇 (例如,CPU 11 )所辨識。 區域顯示命令發派手段52係具備使控制部發派用以 將用以開始關於球之移動的輸入之第1區域、用以表現投 手角色70的角色特性之第2區域、及用以輸入開始從投 手角色70至目標位置(例如,投球球路)的球之移動的 移動開始命令之第3區域’顯示於下部液晶監視器3b之 區域顯示命令的功能。在區域顯示命令發派手段52,係藉 由控制部發派用以將用以開始關於球之移動的輸入之第1 區域、用以表現投手角色70的角色特性之第2區域、及 用以輸入開始從投手角色7 0至投球球路的球之移動的移 動開始命令之第3區域’顯示於下部液晶監視器3 b之區 域顯示命令。該區域顯示命令係具有:第2區域位置設定 命令,係基於投手角色70的角色特性,而用以設定第2 區域之顯示位置;及第2區域顯示命令’係於第2區域之 -23- (21) 1313184 顯示位置中,用以將第2區域顯示於下部液晶監視器3 b。 又,區域顯示命令係具有:第2區域範圍設定命令,係基 於投手角色70的角色特性,而用以設定第2區域之顯示 範圍;及第2區域顯示命令,係於第2區域之顯示範圍 中,用以將第2區域顯示於下部液晶監視器3 b。 在該手段,區域顯示命令係從CPU11發派。該區域 顯示命令從CPU1 1發派時,進行以下之處理。首先,對 應用以將用以開始關於球之移動的輸入之第1區域的第1 區域用畫像資料、對應用以表現投手角色70的角色特性 之第2區域的第2區域用畫像資料、及對應用以輸入開始 從投手角色70至投球球路的球之移動的移動開始命令之 第3區域的第3區域用畫像資料,係於遊戲程式之載入 時’從外部記憶裝置1 7 (例如RO Μ 1 8 )供給至控制裝置 10 (例如RAM13 ),並儲存於RAM1 3。該等第1區域用 畫像資料、第2區域用畫像資料及第3區域用畫像資料之 個別係具有用以規定各區域的顯示範圍,即大小的區域範 圍資料。尤其是包含於第2區域用畫像資料之第2區域用 範圍資料係基於從外部記憶裝置1 7 (例如,R 〇 μ 1 8 )供給 至控制裝置10 (例如,RAM13 )之投手角色70的角色特 性資料Κ,藉由控制裝置1 〇 (例如,CPU 1 1 )所補正。在 此’投手角色70的角色特性資料κ (例如,角色的能力 資料及狀態資料等)係被CPU 1 1所參照,第2區域用畫 像資料的第2區域用範圍資料係藉由控制裝置1 〇 (例如, CPU 1 1 )補正。例如’投手角色7〇的能力資料及狀態資 -24- (22) 1313184 料的數値較大之狀況係以第2區域用畫像資料較大地顯示 於下部液晶監視器3 b之方式’補正第2區域用範圍資 料。然後,投手角色7 0的能力資料及狀態資料的數値較 小之狀況係以第2區域用畫像資料較小地顯示於下部液晶 監視器3b之方式,補正第2區域用範圍資料。 然後’用以將第1及第3區域用畫像資料顯示於下部 液晶監視器3 b之位置座標資料係從外部記憶裝置1 7 (例 如’ R Ο Μ 1 8 )供給至控制裝置1 〇 (例如,r a Μ 1 3 ),並 儲存於RAM13。又’第2區域用畫像資料用的初始位置座 標資料係從外部記億裝置1 7 (例如,R 〇 Μ 1 8 )供給至控制 裝置1 〇 (例如,RAM 1 3 ),並儲存於RAM 1 3。該初始位 置座標資料係基於從外部記憶裝置1 7 (例如,R 〇 Μ 1 8 )供 給至控制裝置1 0 (例如,R Α Μ 1 3 )之投手角色7 0的角色 特性資料Κ,藉由控制裝置1 〇 (例如,c P U 1 1 )補正。在 此,投手角色7 0的角色特性(例如,投手角色7 0的投球 姿勢資料及慣用手資料等)係被c P U 1 1所參照,以投手 用畫像資料的位置座標資料與第1區域用畫像資料的位置 座標資料爲基準,藉由於投手用畫像資料的位置座標資料 及第1區域用畫像資料的位置座標資料中至少任一方(例 如’第1區域用畫像資料)’加上座標補正用數値,而求 出初始位置座標資料。再者,表示座標補正用數値與投手 角色70之角色特性資料Κ的對應之對應表格係於遊戲程 式之載入時’從外部記憶裝置1 7 (例如,R 〇 Μ 1 8 )供給至 控制裝置10 (例如,RAM13 ),並儲存於RAM13。然 -25- (23) 1313184 後,基於儲存於R A Μ 1 3之對應表格’補正初始位置座標 資料。如此所補正之初始位置座標資料係作爲用以將第2 區域用畫像資料顯示於下部液晶監視器3 b的位置座標資 料而儲存於RAM 1 3。於此時’第1至第3區域用畫像資料 與該等畫像資料的位置座標資料係爲控制裝置1 0 (例如, CPU11 )所辨識。 於是,儲存於RAM13之第1及第3區域用畫像資料 係基於來自於C P U 1 1的指示,經由畫像處理電路1 4而供 給至下部液晶監視器3 b。然後’第1及第3區域用畫像資 料係基於個別之位置座標資料,顯示於下部液晶監視器 3b。又,關於儲存於RAM13之第2區域用畫像資料,首 先,藉由 CPU1 1參照補正後之第2區域範圍資料,接 著’第2區域用畫像資料係基於來自於CPU 1 1的指示, 經由畫像處理電路1 4而供給至下部液晶監視器3 b。然 後’第2區域用畫像資料係基於第2區域範圍資料及位置 座標資料,顯示於下部液晶監視器3 b。 區域辨識手段5 3係具備使控制部辨識第1區域之顯 示範圍內的座標資料 '第2區域之顯示範圍內的座標資 料、及第3區域之顯示範圍內的座標資料之功能。在區域 辨識手段’第1區域之顯示範圍內的座標資料、第2區域 之顯示範圍內的座標資料、及第3區域之顯示範圍內的座 標資料係爲控制部所辨識。 在該手段,第1至第3區域用畫像資料顯示於下部液 晶監視器3 b時,顯示於下部液晶監視器3 b之第1至第3 -26- (24) 1313184 區域用畫像資料個別之內部的複數座標資料係爲控制裝置 1 〇 (例如,C P U 1 1 )所辨識。 第3區域移動命令發派手段54係具備基於第1輸入 訊號及來自於輸入部之第2輸入訊號中任一方,而使控制 部發派用以使已顯示於下部液晶監視器3b的第3區域, 於下部液晶監視器3 b中移動的第3區域移動命令之功 能。在第3區域移動命令發派手段54,係基於第1輸入訊 號及來自於輸入部之第2輸入訊號中任一方,而藉由控制 部發派用以使已顯示於下部液晶監視器3b的第3區域, 於下部液晶監視器3 b中移動的第3區域移動命令之功 能。 在該手段,第3區域移動命令係從CPU11發派。該 第3區域移動命令從CPU1 1發派時,進行以下之處理。 基於弟1輸入訊號’使已顯不於下部液晶監視器3b之第3 區域,於下部液晶監視器3b中移動時,輸入位置的座標 資料係藉由CPU 1 1判斷是否一致於第3區域範圍內的座 標資料。然後’藉由CPU11判斷輸入位置之座標資料是 否一致於第3區域範圍內之座標資料。然後,藉由CPU 1 1 判斷輸入位置之座標資料一致於第3區域範圍內之座標資 料時,藉由C P U 1 1判斷輸入位置的座標資料是否於下部 液晶監視器3b中變化。然後,藉由CPU1 1判斷輸入位置 的座標資料於下部液晶監視器3 b中變化時,輸入位置的 座標資料之變化量係爲c p u 11計算並辨識。然後,已顯 示於下部液晶監視器3b之第3區域用畫像資料因應輸入 -27- (25) 1313184 位置之座標資料的變化量’第3區域用畫像資料係藉由 CPU 1 1而被移動。即’在使於下部液晶監視器3 b之指示 手段(例如’觸控筆及手指等)的接觸位置,位於第3區 域的顯示區域內部之狀態下’而使其於下部液晶監視器3 b 中移動時’因應觸控筆的移動量,第3區域用畫像資料係 於下部液晶監視器3b中移動。 另一方面’基於來自於輸入部之第2輸入訊號,使已 顯示於下部液晶監視器3 b之第3區域,於下部液晶監視 器3b中移動之狀況,來自於輸入部之第2輸入訊號係爲 CPU 1 1所辨識’對應該第2輸入訊號之下部液晶監視器 3b的第3區域用畫像資料之移動量亦爲CPU11所辨識。 然後,基於該移動量,已顯示於下部液晶監視器3 b之第3 區域用畫像資料係藉由 CPU11而被移動。再者,對應該 第2輸入訊號之移動量係預先設定於遊戲程式中。即,藉 由操作輸入部(例如’方向指示按鍵),因應方向指示按 鍵的按下次數’第3區域用畫像資料係於下部液晶監視器 3b中移動。 位置資料判斷手段5 5係具備在下部液晶監視器3 b的 輸入位置之座標資料被控制部連續地辨識之狀態下,使控 制部判斷輸入位置之座標資料是否一致於第1區域範圍內 的座標資料、第2區域範圍內的座標資料、及第3區域範 圍內的座標資料之個別的功能。在位置資料判斷手段5 5, 係在下部液晶監視器3 b的輸入位置之座標資料被控制部 連續地辨識之狀態下,藉由控制部判斷輸入位置之座標資 -28- (26) 1313184 料是否一致於第1區域範圍內的座標資料、第2 內的座標資料、及第3區域範圍內的座標資料之 在該手段,於表示指示手段(例如,觸控 等)接觸下部液晶監視器3 b的觸控面板之位置 置座標資料連續性變化之狀態下,藉由CPU 1 1 位置座標資料是否一致於被CPU11辨識之第1 內之座標資料、被CPU 1 1辨識之第2區域範圍 資料、及被CPU 1 1辨識之第3區域範圍內之座標 在此首先,表示觸控筆及手指等接觸下部液 3 b的觸控面板之位置的接觸位置座標資料係藉I 判斷是否一致於已被CPU11辨識之第1區域範 標資料。接下來,在表示觸控筆及手指等接觸下 視器3b的觸控面板之位置的接觸位置座標資料 變化被CPU 1 1辨識之狀態下,接觸位置座標資 CPU11判斷是否一致於被CPU1 1辨識之第2區 的座標資料。最後,在表示觸控筆及手指等接觸 監視器3b的觸控面板之位置的座標資料的連續 CPU 1 1辨識之狀態下,接觸位置座標資料係藉| 判斷是否一致於已被CPU 1 1辨識之第3區域範 標資料。 移動開始命令發派手段5 6係具備在下部液 3 b的輸入位置之座標資料被控制部連續地辨識之 控制部判斷輸入位置之座標資料一致於第1區域 座標資料時,使控制部受理關於球之移動的輸入 區域範圍 固別。 筆及手指 的接觸位 判斷接觸 區域範圍 內之座標 資料。 晶監視器 CPU11 圍內的座 部液晶監 的連續性 料係藉由 域範圍內 下部液晶 性變化被 白 CPU11 圍內的座 晶監視器 狀態下, 範圍內的 ,控制部 -29- (27) (27)Memory 13 , image processing circuit 14 , and sound processing circuit 15 . These lines are individually connected via bus bars 16. The CPU 1 1 interprets commands from the game program and performs various data processing and control. R Ο Μ 1 2 is a program for storing basic controls (such as start control) of the game machine 1. R Α Μ 1 3 ensures the working area for C P U 1 1. The image processing circuit 14 controls the liquid crystal monitor unit 3' to display a specific image on at least one of the upper liquid crystal monitor 3a and the lower liquid crystal monitor 3b in response to the drawing instruction from c P U 1 1 . Further, the image processing circuit 14 includes a touch input detecting circuit 14a. When the touch panel directly contacts the pointing means (for example, a stylus pen, a finger, etc.), the coordinate data of the contact position is supplied to the CPU 11 by the touch input detecting circuit 14a, and the CPU 11 recognizes the contact position. Further, when the touch panel causes the pointing means to directly contact the touch panel, the coordinate data of the object is supplied to the CPU 11 by the touch input detecting circuit 14a, and the CPU 11 recognizes the object. The sound effect processing circuit 15 generates an analog sound signal in response to the sounding instruction from the CPU 1 1 and outputs it to the speaker 22. The communication control circuit 20 and the communication interface 21 are included in the communication unit 23 for wirelessly connecting the game machine 1 to other game machines and the like. The communication control circuit 20 and the communication interface 2 1 are connected to the C P U 1 1 via the bus bar 16. The communication control circuit 20 and the communication interface 21 control the connection signal for connecting the game machine 1 to the Internet using the regional wireless network or the wireless LAN in response to a command from the CPU 11 and transmitting the signal. An external memory device 17 that is separate from the control device 1 is connected to the busbar 16 system. For example, the external memory device 17 is attached to the main body 2 (for example, the -20-(18) 1313184 lower casing 2b), and a game cassette or the like is detachably attached. Inside the external memory device 17, a ROM 1 8 ' as a memory medium and a memory 1 9 as a rewritable user memory are provided. The ROM 1 8 system pre-records various materials necessary for the execution of the game program as a game machine of a computer and the execution of the game program. Various materials are included in the various materials. For the memory, a rewritable memory such as a flash memory is used. The memory is recorded in accordance with, for example, the archived material of the game. Further, the memory medium of the external memory device 17 is not limited to a semiconductor memory element, and various types of media such as a magnetic memory medium, an optical memory medium, and a magneto-optical memory medium may be used. In addition, the interface circuit is interposed between the bus bar 16 and each element as necessary, but the illustration thereof is omitted here. In the game machine 1 having the above configuration, the game program is loaded in the ROM 18 recorded in the external storage device 17, and the loaded game program is executed by the CPU 11, and the player plays various games upstream of the liquid crystal monitor unit 3. Various types of games. Further, by the communication control circuit 20, the game machine 1 is connected to the wireless network or connected to other game machines via a communication cable or the like, and data exchange and battle type games can be performed with other game machines. [Description of Various Means in Game Device] The game executed in the game machine 1 is, for example, a baseball game. In the game machine 1', the ball can be ejected from the pitcher 70 displayed on the touch input type monitor (i.e., the liquid crystal monitor 3b below the liquid crystal monitor unit 3) to the desired pitching path. -21 - (19) 1313184 Fig. 3 is a functional block diagram for explaining various functions of the pitching input system which achieves the main function of the present invention. The various functions (means) of the pitching input system described herein are performed, for example, in a baseball game to be described later. The character display means 506 has a function of causing the control unit to dispatch a character display command for displaying the pitcher character 70 on the lower liquid crystal monitor 3b. In the character display means 50, a character display command for displaying the pitcher character 7 to the lower liquid crystal monitor 3b is dispatched by the control unit. • At this point, the character display command is dispatched from CPU1. When the character display command is dispatched from CPU1 1, the following processing is performed. First, the image data of the pitcher corresponding to the pitcher character 70 is supplied from the external storage device 17 (for example, the ROM 1 8) to the control device 1 (for example, the RAM 13) and stored in the RAM 13 when the game program is loaded. Then, the coordinate data for displaying the image data for the pitcher on the lower liquid crystal monitor 3b is supplied from the external device 1 7 (for example, R ο Μ 18) to the control device 10 (for example, the RAM 13). And stored in RAMI 3. At this time, the portrait data and the position coordinate data of the pitcher ® are recognized by the control device 10 (for example, the CPU 1 1). Then, the image for the pitcher stored in the R ΑΜ 1 3 is supplied to the lower liquid crystal monitor 3b via the image processing circuit 14 based on an instruction from the CPU 1 1 . Then, the image data for the pitcher is displayed on the lower liquid crystal monitor 3b based on the position coordinate data. The input position identifying means 51 has a function of causing the control unit to recognize the coordinate data corresponding to the input position on the lower liquid crystal monitor 3b of the first input signal based on the first input signal from the lower liquid crystal monitor 3b. The input position identifying means 5 1, based on the first input signal from the lower liquid crystal monitor-22-(20) 1313184 3b, corresponds to the coordinate data of the input position on the liquid crystal monitor 3b under the second input signal Recognized by the control department. In this method, when the pointing means (for example, a stylus pen, a finger, etc.) contacts the lower liquid crystal monitor 3b, the input signal from the touch panel of the lower liquid crystal monitor 3b is sent to the control device 10 (for example, , CPU11) is recognized for it. Thus, the contact position of the pointing means in the touch panel of the lower liquid crystal monitor 3b is recognized by the control means 1 (for example, the CPU 1 1). Specifically, the position coordinate data indicating the position of the touch panel that the pointing means contacts the lower liquid crystal monitor 3b is supplied from the touch input detecting circuit 14a to the control device 10 (for example, the CPU 1 1) for control. Device 1 is recognized by (for example, CPU 11). The area display command dispatch means 52 includes a first area for causing the input to start the movement of the ball, a second area for expressing the character characteristics of the pitcher character 70, and an input for the input. The third region 'the movement start command from the pitcher character 70 to the target position (for example, the pitching ball path) is displayed in the area display command of the lower liquid crystal monitor 3b. The command display means 52 is displayed in the area by the control unit for transmitting a first area for starting input regarding the movement of the ball, a second area for expressing the character characteristics of the pitcher character 70, and The third region of the movement start command that starts the movement of the ball from the pitcher character 70 to the pitching ball is displayed in the area display command of the lower liquid crystal monitor 3b. The area display command system has a second area position setting command for setting the display position of the second area based on the character characteristics of the pitcher character 70, and the second area display command 'being the second area -23- (21) 1313184 The display position is used to display the second area on the lower LCD monitor 3b. Further, the area display command has a second area range setting command for setting the display range of the second area based on the character characteristics of the pitcher character 70, and a second area display command for displaying the display area of the second area. The second area is displayed on the lower liquid crystal monitor 3b. In this means, the area display command is dispatched from the CPU 11. When the area display command is dispatched from CPU1 1, the following processing is performed. First, the image data for the first region for the first region for inputting the movement of the ball, and the image data for the second region for the second region for expressing the character characteristics of the pitcher character 70, and The image data for the third region in the third region of the movement start command for inputting the movement of the ball from the pitcher character 70 to the ball of the pitching ball is applied to the time when the game program is loaded' from the external memory device 7 (for example The RO Μ 1 8 ) is supplied to the control device 10 (for example, the RAM 13) and stored in the RAM 13. The individual image data for the first region, the image data for the second region, and the image data for the third region have area ranges for specifying the display range of each region, that is, the size. In particular, the second area range data included in the second area image data is based on the role of the pitcher character 70 supplied from the external memory device 17 (for example, R 〇μ 1 8 ) to the control device 10 (for example, the RAM 13). The characteristic data is corrected by the control device 1 (for example, CPU 1 1). Here, the role characteristic data κ (for example, the character data and status data of the character) of the pitcher character 70 is referred to by the CPU 1 1 , and the second area range data for the second area image data is controlled by the control device 1 〇 (for example, CPU 1 1 ) is corrected. For example, the 'capacity data of the pitcher's character and the number of the state's capital -24-(22) 1313184 are larger than the image data of the second area is displayed on the lower liquid crystal monitor 3b. 2 area use range information. Then, the situation in which the number of the capability data and the state data of the pitcher character 70 is small is displayed in such a manner that the image data of the second region is displayed on the lower liquid crystal monitor 3b to be smaller, and the data for the second region is corrected. Then, the position coordinate data for displaying the image data for the first and third regions on the lower liquid crystal monitor 3b is supplied from the external memory device 17 (for example, 'R Ο Μ 1 8 ) to the control device 1 (for example) , ra Μ 1 3 ), and stored in RAM13. Further, the initial position coordinate data for the second area image data is supplied from the external memory device 1 7 (for example, R 〇Μ 18) to the control device 1 (for example, RAM 13), and stored in the RAM 1 3. The initial position coordinate data is based on the character characteristic data of the pitcher character 70 supplied from the external memory device 17 (for example, R 〇Μ 18) to the control device 10 (for example, R Α Μ 1 3 ). The control device 1 〇 (for example, c PU 1 1 ) is corrected. Here, the character characteristics of the pitcher character 70 (for example, the pitching posture data and the dominant hand data of the pitcher character 70) are referred to by the c PU 1 1 , and the positional coordinates of the image data for the pitcher and the first region are used. At least one of the position coordinate data of the image data for the pitcher and the position coordinate data of the image data for the first region (for example, the image data for the first region) is added to the coordinates of the image data. Count the number and find the coordinates of the initial position. Furthermore, the correspondence table indicating the correspondence between the coordinate correction number 値 and the character property data of the pitcher character 70 is supplied to the control from the external memory device 1 7 (for example, R 〇Μ 18) when the game program is loaded. The device 10 (for example, the RAM 13) is stored in the RAM 13. After -25- (23) 1313184, the initial position coordinate data is corrected based on the corresponding table stored in R A Μ 1 3 . The initial position coordinate data thus corrected is stored in the RAM 13 as position coordinate information for displaying the second area image data on the lower liquid crystal monitor 3b. At this time, the image data of the first to third regions and the position coordinate data of the image data are recognized by the control device 10 (for example, the CPU 11). Then, the image data for the first and third regions stored in the RAM 13 is supplied to the lower liquid crystal monitor 3b via the image processing circuit 14 based on an instruction from C P U 1 1 . Then, the image data for the first and third regions are displayed on the lower liquid crystal monitor 3b based on the individual position coordinate data. In addition, the image data of the second region stored in the RAM 13 is first referred to by the CPU 1 1 for the corrected second region range data, and then the second region image data is based on the instruction from the CPU 1 1 . The processing circuit 14 is supplied to the lower liquid crystal monitor 3b. Then, the image data for the second region is displayed on the lower liquid crystal monitor 3b based on the second region range data and the position coordinate data. The area identifying means 531 has a function of causing the control unit to recognize the coordinate data in the display range of the coordinate area 'the second area in the display range of the first area and the coordinate data in the display range of the third area. The coordinate data in the display range of the first region of the area identification means, the coordinate data in the display range of the second area, and the coordinate data in the display range of the third area are recognized by the control unit. In this case, when the image data for the first to third regions is displayed on the lower liquid crystal monitor 3b, the image data for the first to third -26-(24) 1313184 regions of the lower liquid crystal monitor 3b are displayed. The internal complex coordinate data is recognized by the control device 1 (for example, CPU 1 1). The third area movement command dispatching means 54 is provided with one of the first input signal and the second input signal from the input unit, and causes the control unit to transmit the third display to the lower liquid crystal monitor 3b. The function of the third area movement command moved in the lower liquid crystal monitor 3b. The third area movement command dispatching means 54 is based on the first input signal and the second input signal from the input unit, and is distributed by the control unit to be displayed on the lower liquid crystal monitor 3b. The third area is a function of the third area movement command moved in the lower liquid crystal monitor 3b. In this means, the third area move command is dispatched from the CPU 11. When the third area move command is dispatched from the CPU 1 1, the following processing is performed. When the input signal of the lower portion of the lower liquid crystal monitor 3b is moved to the third area of the lower liquid crystal monitor 3b, the coordinate data of the input position is judged by the CPU 1 1 to be consistent with the third area. Coordinate information inside. Then, the CPU 11 judges whether or not the coordinate data of the input position coincides with the coordinate data within the range of the third region. Then, when the CPU 1 1 judges that the coordinate data of the input position coincides with the coordinate information in the range of the third region, it is judged by C P U 1 1 whether or not the coordinate data of the input position is changed in the lower liquid crystal monitor 3b. Then, when the CPU 1 1 judges that the coordinate data of the input position is changed in the lower liquid crystal monitor 3b, the amount of change in the coordinate data of the input position is calculated and recognized as cpu11. Then, the image data for the third region of the lower liquid crystal monitor 3b is input, and the image data for the third region is moved by the CPU 1 1 in response to the change amount of the coordinate data at the position of -27-(25) 1313184. In other words, the contact position of the lower liquid crystal monitor 3b (for example, the touch position of the stylus pen and the finger) is located inside the display area of the third area, and is made on the lower liquid crystal monitor 3b. When moving in the middle, the image data for the third region is moved in the lower liquid crystal monitor 3b in response to the amount of movement of the stylus pen. On the other hand, based on the second input signal from the input unit, the third input region of the lower liquid crystal monitor 3b is displayed in the third region of the lower liquid crystal monitor 3b, and the second input signal from the input portion is displayed. The amount of movement of the image data for the third region corresponding to the lower liquid crystal monitor 3b corresponding to the second input signal is also recognized by the CPU 11. Then, based on the amount of movement, the image data for the third region already displayed on the lower liquid crystal monitor 3b is moved by the CPU 11. Further, the amount of movement corresponding to the second input signal is set in advance in the game program. In other words, the image data for the third region is moved by the operation input unit (for example, the 'direction instruction button'), and the image data for the third region is moved in the lower liquid crystal monitor 3b. In the state where the coordinate data of the input position of the lower liquid crystal monitor 3b is continuously recognized by the control unit, the position data judging means 5 determines whether or not the coordinate data of the input position coincides with the coordinates in the first region range. The data, the coordinate data in the second region, and the individual functions of the coordinate data in the third region. In the position data judging means 55, in the state where the coordinate data of the input position of the lower liquid crystal monitor 3b is continuously recognized by the control unit, the control unit judges the position of the input position by the control unit -28-(26) 1313184 Whether or not the coordinate data in the range of the first region, the coordinate data in the second region, and the coordinate data in the third region are in contact with the lower liquid crystal monitor 3 are indicated by means of indicating means (for example, touch control) In the state where the position of the touch panel of the b touch panel changes continuously, whether the coordinate data of the position of the CPU 1 1 is consistent with the coordinate data of the first inside identified by the CPU 11 and the second area range data recognized by the CPU 1 1 And the coordinates in the range of the third region recognized by the CPU 1 first. Here, the contact position coordinate data indicating the position of the touch panel such as the stylus pen and the finger contacting the lower liquid 3 b is determined by the I to judge whether it is consistent with The first area norm data identified by the CPU 11. Next, in a state in which the change in the contact position coordinate data indicating the position of the touch panel such as the stylus pen and the finger contacting the lower view viewer 3b is recognized by the CPU 1 1 , the contact position coordinate asset CPU 11 determines whether it is consistent with the CPU 1 1 identification. The coordinates of the second district. Finally, in a state in which the continuous CPU 1 1 indicating the coordinate data of the position of the touch panel such as the stylus pen and the finger contacting the monitor 3b is touched, the contact position coordinate data is used to determine whether it is consistent with the CPU 1 1 The third regional standard data. When the control unit that continuously recognizes the coordinate data of the input position of the lower liquid 3 b by the control unit determines that the coordinate data of the input position matches the first region coordinate data, the control unit accepts the control unit. The range of input areas for the movement of the ball is fixed. The contact position of the pen and the finger determines the coordinate data within the contact area. The continuous material of the liquid crystal monitor in the periphery of the crystal monitor CPU11 is controlled by the white crystal CPU within the range of the liquid crystal in the lower range of the domain, and the control unit -29-(27) (27)
1313184 判斷輸入位置之座標資料一致於第1區域範圍 料、第2區域範圍內的座標資料、及第3區域 標資料時,使控制部發派移動開始命令的功能 始命令發派手段5 6,係在下部液晶監視器3 b 之座標資料被控制部連續地辨識之狀態下’控 入位置之座標資料一致於第〗區域範圍內的座 關於球之移動的輸入的開始係爲控制部所辨識 斷輸入位置之座標資料一致於第1區域範圍 料、第2區域範圍內的座標資料、及第3區域 標資料時,藉由控制部發派移動開始命令。 在該手段,於表示指示手段(例如,觸 等)接觸下部液晶監視器3 b的觸控面板之位 置座標資料連續性變化之狀態下,於CPU 1 1 置座標資料一致於已被CPU11辨識之第1區 座標資料時,關於球之移動的輸入之開始係 辨識’於 CPU1 1判斷接觸位置座標資料 CPU11辨識之第1區域範圍內之座標資料、 辨識之第2區域範圍內之座標資料、及已被 之第3區域範圍內之座標資料時,移動開 CPU1 1發派。 例如,於CPU 1 1判斷表示觸控筆及手指 液晶監視器3 b的觸控面板之位置的接觸位置 致於第1區域範圍內的座標資料時,關於球之 之開始係爲CPU 1 1所辨識。然後,在接觸位 內的座標資 範圍內的座 。在移動開 的輸入位置 制部判斷輸 .標資料時, ,控制部判 內的座標資 :範圍內的座 控筆及手指 置的接觸位 判斷接觸位 :域範圍內之 I CPU11 所 一致於已被 已被 c P u 1 1 CPU11辨識 始命令係從 等接觸下部 座標資料― 移動的輸入 置座標資料 -30- (28) 1313184 之連續性變化爲CPU 1 1所辨識之狀態下,於CPU 1 1判斷 接觸位置座標資料一致於已被C P U 1 1辨識之第2區域範 圍內之座標資料時,於後述之第1設定手段5 7中’球的 第1特性(例如,球威特性)係藉由C P U11設定。然 後,在接觸位置座標資料之連續性變化爲CPU 1 1所辨識 之狀態下,於CPU 1 1判斷接觸位置座標資料一致於已被 CPU 1 1辨識之第3區域範圍內之座標資料時,於後述之判 斷時間計算手段5 8及第2設定手段5 9中,球的第2特性 (例如,球速特性)係藉由CP U1 1設定,而移動開始命 令係藉由CPU11發派。在此,移動開始命令藉由CPU11 發派時,則執行後述之球顯示命令發派手段60。 第1設定手段57係具備在接觸輸入式之監視器的輸 入位置之座標資料被CPU 1 1連續地辨識之狀態下’ CPU 1 1 判斷輸入位置之座標資料一致於第2區域範圍內的座標資 料時,因應與輸入位置之座標資料一致之第2區域範圍內 的座標資料,使CPU 1 1設定球的第1特性之功能。在第1 設定手段5 7,係在接觸輸入式之監視器的輸入位置之座標 資料被CPU11連續地辨識之狀態下,CPU11判斷輸入位 置之座標資料一致於第2區域範圍內的座標資料時,因應 與輸入位置之座標資料一致之第2區域範圍內的座標資 料,藉由CPU1 1設定球的第1特性。 在該手段,係在表示指示手段(例如,觸控筆及手指 等)接觸下部液晶監視器3 b的觸控面板之位置的接觸位 置座標資料被CPU11連續地辨識之狀態下,CPU11判斷 -31 - (29) 1313184 輸入位置之座標資料一致於第2區域範圍內的座標資料 時,因應與輸入位置之座標資料一致之第2區域範圍內的 座標資料’藉由c P U1 1設定移動體的第1特性(例如, 球威特性)。 例如,在接觸位置座標資料被CPU 1 1連續地辨識之 狀態下’而接觸位置座標資料一致於第1區域範圍內的座 標資料、第2區域範圍內的座標資料 '及第3區域範圍內 的座標資料之順序時,與輸入位置之座標資料一致之第2 區域範圍內之座標資料係爲C P U11所辨識。然後,爲 CPU11所辨識之第2區域範圍內的座標資料與第2區域範 圍內的中心座標資料之偏離程度,即通過最短距離係藉由 CPU1 1所計算。然後,因應該通過最短距離,藉由CPU U 設定球的球威特性資料B1。通過最短距離資料L與球的 球威特性資料B 1之對應關係係於遊戲程式中預先建立關 聯。在此,表示通過最短距離資料L與球的球威特性資料 B 1的對應之對應表格係於遊戲程式之載入時,從外部記 憶裝置1 7 (例如,R 〇 Μ 1 8 )供給至控制裝置1 0 (例如’ RAM13) ’並儲存於RAM13。然後,基於儲存於RAM13 之對應表格,對應通過最短距離之球威係藉由CPU 1 1選 擇。 判斷時間計算手段5 8係具備在下部液晶監視器3 b的 輸入位置之座標資料被控制部連續地辨識之狀態下,控制 部判斷輸入位置之座標資料一致於第1區域範圍內的座標 資料、第2區域範圍內的座標資料、及第3區域範圍內的 -32 - (30) J313184 座標資料時,使控制部計算控制部用以判斷輸入位置之座 棒資料一致於第1至第3區域範圍內之座標資料所需時間 的功能。在判斷時間計算手段5 8,係在下部液晶監視器 ' 3 b的輸入位置之座標資料被控制部連續地辨識之狀態下, 控制部判斷輸入位置之座標資料一致於第1區域範圍內的 座標資料、第2區域範圍內的座標資料、及第3區域範圍 內的座標資料時,藉由控制部計算控制部用以判斷輸入位 | 置之座標資料一致於第1至第3區域範圍內之座標資料所 需時間。 在該手段,係在表示觸控筆接觸下部液晶監視器3 b 的觸控面板之位置的接觸位置座標資料被CPU11連續地 辨識之狀態下,CPU 1 1判斷輸入位置之座標資料一致於第 1區域範圍內的座標資料、第2區域範圍內的座標資料、 及第3區域範圍內的座標資料時,藉由 C P U1 1計算 C P U 1 1用以判斷輸入位置之座標資料—致於第1至第3區 > 域範圍內之座標資料所需時間。 例如’在接觸位置座標資料被CPU 1 1連續地辨識之 狀態下’而接觸位置座標資料一致於第1區域範圍內的座 標資料、第2區域範圍內的座標資料、及第3區域範圍內 的座標資料之順序時’從一致於第1區域範圍內之座標資 料’一致於第2區域範圍內之座標資料,而至第3區域範 圍內之座標資料所需實際時間係藉由CPU 1 1計算。 第2設定手段5 9係具備因應控制部用以判斷輸入位 置之座標資料一致於第1至第3區域範圍內之座標資料所 -33- (31) 1313184 需時間,而使控制部設定球的第2特性之功能。在第2設 定手段59,係因應控制部用以判斷輸入位置之座標資料一 致於第1至第3區域範圍內之座標資料所需時間,而藉由 控制部設定球的第2特性。 在該手段,因應C P U 1 1用以判斷表示指示手段(例 如,觸控筆及手指等)接觸下部液晶監視器3 b的觸控面 板之位置的接觸位置座標資料一致於第1至第3區域範圍 內的座標資料所需要之實際時間,球的第2特性(例如, 球速特性)係藉由CPU1 1設定。 例如,在接觸位置座標資料被C P U 1 1連續地辨識之 狀態下,而接觸位置座標資料一致於第1區域範圍內的座 標資料、第2區域範圍內的座標資料、及第3區域範圍內 的座標資料之順序時,因應於判斷時間計算手段5 8中所 計算之實際時間資料,球的第2特性(例如,球速特性資 料B2 )係藉由CPU 1 1設定。實際時間資料與球速特性資 料B2之對應關係係於遊戲程式中預先建立關聯。在此, 表示通過實際時間資料與球速特性資料B 2的對應之對應 表格係於遊戲程式之載入時,從外部記憶裝置1 7 (例如, R0M18 )供給至控制裝置1〇 (例如,RAM13 ),並儲存 於RAM13。然後,基於儲存於RAM13之對應表格,對應 實際時間之球速係藉由CPU1 1選擇。 球顯示命令發派手段60係具備使控制部發派用以將 從投手角色70移動至投球球路之球,顯示於下部液晶監 視器3b的球顯示命令之功能。又,球顯示命令發派功能 -34- (32) 1313184 係具備基於第2特性,使控制部發派用以將從投手角色7 〇 移動至投球球路之球,顯示於下部液晶監視器3b的球顯 示命令之功能。在球顯示命令發派手段60,係基於第2特 性,藉由控制部發派用以將從投手角色7 0移動至投球球 路之球,顯示於下部液晶監視器3 b的球顯示命令。 在該手段,係基於球速特性資料B2,藉由CPU11發 派用以將從投手角色70移動至投球球路之球,顯示於下 部液晶監視器3b的球顯示命令。該球顯示命令從CPU11 發派時,進行以下之處理。首先,對應球之球用畫像資料 係於遊戲程式之載入時,從外部記憶裝置1 7 (例如, ROM 1 8 )供給至控制裝置1 〇 (例如,RAM 1 3 ),並儲存 於RAM 1 3。然後,用以將球用畫像資料顯示於下部液晶監 視器3 b之動畫用座標資料係基於球速特性資料B 2,藉由 CPU11計算。此時,球用畫像資料與座標資料係爲控制裝 置10 (例如,CPU1 1 )所辨識。於是,儲存於RAM13之 球用畫像資料係基於來自於CPU 1 1的指示,經由畫像處 理電路1 4而供給至下部液晶監視器3b。然後,球用畫像 資料係基於動畫用座標資料,於下部液晶監視器3 b作爲 動畫而連續地顯示。 判斷時間辨識手段61係具備使控制部辨識控制部判 斷輸入位置之座標資料是否一致於第1至第3區域範圍內 之座標資料的允許時間之功能。在判斷時間辨識手段6 1, 控制部係辨識控制部判斷輸入位置之座標資料是否一致於 第1至第3區域範圍內之座標資料的允許時間。 -35- (33) 1313184 在該手段,CPU1 1係辨識CPU1 1判斷輸入位置之座 標資料是否一致於第1至第3區域範圍內之座標資料的允 許時間。該允許時間資料係設定於遊戲程式中。在此,允 許時間資料係於遊戲程式之載入時,從外部記憶裝置1 7 (例如,R0M18 ) 供給至控制裝置 10 (例如, RAM13),並儲存於RAM13。然後,儲存於RAM13之允 許時間資料係爲CPU 1 1所辨識。 φ 第1顯示子顯示手段62,係具備使控制部發派用以將 表示控制部所辨識之允許時間的第1時間顯示子,顯示於 下部液晶監視器3 b的第1顯示子顯示命令之功能。在第1 顯示子顯示手段6 2,係藉由控制部發派用以將表示控制部 所辨識之允許時間的第1時間顯示子,顯示於下部液晶監 視器3b的第1顯示子顯示命令。 在該手段,係藉由CPU11發派用以將表示CPU11所 辨識之允許時間的第1時間顯示子,顯示於下部液晶監視 鲁 ts 3b的桌1顯不子顯不命令。第1顯示子顯示命令藉由 C P U 1 1發派時係進行以下之處理。例如,第}時間顯示子 - 爲條(bar )形式之狀況下’矩形狀之畫像資料係於遊戲 • 程式之載入時’從外部記憶裝置1 7 (例如,R〇m 1 8 )供給 至控制裝置10(例如,RAM13),並儲存於RAM13。然 後,儲存於R Α Μ 1 3之矩形狀的畫像資料係基於來自於 C P U 1 1的指示’經由畫像處理電路丨4而基於允許時間資 料連續地供給至下部液晶監視器3 b。於是,矩形狀的畫像 資料係作爲伸縮於下部液晶監視器3 b之特定位置的動畫 -36- (34) 1313184 而連續地顯示。再者,儲存於HAM13之矩形狀的畫像資 料連續地供給至下部液晶監視器3 b之時間間隔係例如允 許時間爲5秒之狀況下,以將允許時間資料分割爲丨〇份 之時間(即0.5秒)之方式加以設定。 第2顯示子顯示手段6 3係具備使控制部發派用以將 表示從輸入位置之座標資料一致於第1至第3區域中任一 範圍內之座標資料至一致於第1至第3區域所有範圍內之 座標資料的實際時間之第2時間顯示子,顯示於接觸輸入 式之監視器的第2顯示子顯示命令之功能。在第2顯示子 顯示手段63,係藉由控制部發派用以將表示從輸入位置之 座標資料一致於第1至第3區域中任一範圍內之座標資料 至一致於第1至第3區域所有範圍內之座標資料的實際時 間之第2時間顯示子’顯示於接觸輸入式之監視器的第2 顯示子顯示命令。 在該手段,係藉由CPU11發派CPU11用以判斷輸入 位置之座標資料一致於第1至第3區域範圍內之座標資料 所需時間’即’用以將表示從輸入位置之座標資料一致於 桌1至桌3區域中任一範圍內之座標資料至一致於第1至 第3區域所有範圍內之座標資料的實際時間之第2時間顯 示子’顯示於接觸輸入式之監視器的第2顯示子顯示命 令。第2顯示子顯示命令藉由CPU1 1發派時係進行以下 之處理。例如’第1時間顯示子爲條形式之狀況下,矩形 狀之畫像資料係於遊戲程式之載入時,從外部記憶裝置i 7 (例如,R0M18 )供給至控制裝置10 (例如, -37- (35) 1313184 RAM13) ’並儲存於RAM13。然後,儲存於RA]yIi3之矩 形狀的畫像資料係基於來自於C P U 1 1的指示,經由畫像 處理電路1 4而因應實際時間資料連續地供給至下部液晶 監視器3 b。於是,矩形狀的畫像資料係作爲一方向延伸於 下部液晶監視器3b之特定位置的動畫而連續地顯示。 即’使指示手段(例如’觸控筆及手指等)接觸第1至第 3區域時所需時間係於下部液晶監視器3 b中,作爲於一方 向延伸之動畫而連續地顯示。 〔於棒球遊戲中之投球輸入系統的槪要說明〕 接著’針對例如於棒球遊戲中之投球輸入系統的具體 內容加以說明。投球輸入系統係用以使球角色從顯示於下 部液晶監視器3b之投手角色70移動至投球球路者。該投 球輸入系統係主要藉由前述之各種功能或各種手段而實 現。 圖4係揭示對投手角色70指示關於球種之命令時的 畫面。該畫面係於下部液晶監視器3 b。 於下部液晶監視3 b的中央上部係顯示有投手角色 7 0 ’於下部液晶監視器3 b的左下部係顯示有打者角色 7 1。於下部液晶監視器3 b的中央下部(即,打者角色7 i 之右方)’藉由C P U 1 1判斷爲好球之好球範圍7 2係以矩 形狀的實線加以顯示。又,於表示好球範圍72之實線 上’投手角色70所能投之複數球種(即,投手角色7〇持 有球種)係以複數箭頭記號加以顯示。例如,在圖4,於 -38- (36) 1313184 好球範圍72之上邊係顯示有表示直球之箭頭記號72a,於 好球範圍72之下邊係顯示有表示下墜球之箭頭記號72b。 又,於好球範圍7 2之右邊係顯示有表示滑球之箭頭記號 72c’於好球範圍72之右下角落部係顯示有表示曲球之箭 頭記號72d。即’投手角色70所能投出之複數球種之個別 係於複數箭頭記號72a、72b、72c、72d之個別,藉由 CPU1 1建立關聯。藉由於該等複數箭頭記號72a、72b、 7 2 c、7 2 d之任一 ’使指示手段(例如,觸控筆及手指等) 接觸’而選擇投手角色70之投球時的球種。即,藉由於 該等複數箭頭記號72a、72b、72c、72d之任一,使指示 手段(例如’觸控筆及手指等)接觸,而可使CPU】丨辨 識對應使觸控筆接觸之箭頭記號的球種資料。藉此,可對 投手角色70指示關於球種之命令。 圖5至圖7係揭示對投手角色70指示關於球的移動 之命令時的畫面。該畫面係關於前述球種之命令對投手角 色7 〇指示時,顯示於下部液晶監視器3 b。 如圖5至圖7所示,於顯示於下部液晶監視器3b之 投手角色7 0的右方係顯示有第1區域(例如,第1圓形 記號80) ’於投手角色70的左方係顯示有第2區域(例 如’第2圓形記號8 1 ),於打者角色7 1的右方係顯示有 第3區域(例如’第3圓形記號8 2 )。 在此’第2圓形記號7 1之顯示位置係基於投手角色 7 0的角色特性資料(例如,投手角色7 0的投球姿勢資料 及慣用手資料),而藉由CPU 1 1設定。例如,投手角色 -39- (37) 1313184 70爲右投上壓式之狀況下,第2圓形記號8 1係較投 色70的左方之第1圓形記號80爲上方而顯示於下部 監視器3b(參照圖6)。又,投手角色70爲左投上 之狀況下,第2圓形記號8 1係較投手角色70的右方 1圓形記號80爲上方而顯示於下部液晶監視器3b ( 示)。例如,投手角色70爲右投下勾式之狀況下, 圓形記號81係較投手角色70的左方之第1圓形記€ 爲下方而顯示於下部液晶監視器3 b (參照圖7 )。又 手角色70爲左投下勾式之狀況下,第2圓形記號81 投手角色70的右方之第1圓形記號80爲下方而顯示 部液晶監視器3 b (未圖示)。如此,顯示於下部液晶 器3b的第2圓形記號81之顯示位置係基於表示座標 用數値與投手角色7 0的角色特性資料K之對應的對 格(參照圖9 ),而藉由CPU1 1設定。 首先,使觸控筆位於第3圓形記號8 2內部,且 控筆在下部液晶監視器3 b上滑動時,顯示於下部液 視器3b之第3圓形記號82係因應觸控筆的移動量 動。即,第3圓形記號8 2係一邊追隨觸控筆的監視 觸位置,一邊移動於下部液晶監視器3 b上。然後, 控筆從下部液晶監視器3 b離開時’移動後之第3圓 號82的位置(即,投球球路)係爲CPU11所辨識。 如此使第3圓形記號8 2移動’可將投球球路設定於 望之位置。於是’於下部液晶監視器3 b之下部係顯 第1顯示子(例如,於橫方向較長之允許時間用 手角 液晶 壓式 之第 未圖 第2 n so ,投 係較 於下 監視 補正 應表 使觸 晶監 而移 器接 使觸 形記 藉由 所希 示有 計條 -40- (38) 1313184 83 )。該允許時間用計條83係用以報知於使觸控筆從第1 圓形記號80滑動至第3圓形記號82時之允許時間者。該 允許時間用計條83係於允許時間用計條83顯示於下部液 晶監視器3b時,計條從左端開始延伸至右端,如經過允 許時間而計條到達右端。然後,計條到達右端時,則計條 再度從左端至右端延伸。如此,允許時間用計條8 3係反 覆從左端延伸至右端。藉由該允許時間用計條8 3,玩家係 可目視使觸控筆從第1區域滑動至第3區域時之允許時 間。又,於下部液晶監視器3 b之下部(例如,允許時間 用計條83之下部)係顯示有第2顯示子(例如,於橫方 向較長之實際時間用計條84 )。該實際時間用計條84係 用以報知於使觸控筆從第1圓形記號80滑動至第3圓形 記號82時之實際時間者。 接著,使觸控筆位於第1圓形記號8 0內部時,則輸 入投球開始命令。即,用以使投手角色70開始投球之投 球開始命令係爲CPU 1 1所辨識。然後,投球開始命令爲 CPU 1 1所辨識之時間點係作爲實際時間資料T的基準,亦 即時間資料T = 0而爲CPU 1 1所辨識。此時,實際時間用 計條84係使觸控筆位於第1圓形記號80內部時(即,τ =〇時),從左端開始延伸至右端。然後,使觸控筆如後 述般位於第3圓形記號8 2內部時,則停止計條的移動。 接下來,在觸控筆接觸下部液晶監視器3b之狀態 下,使觸控筆從第1圓形記號80滑動至第2圓形記號 8 1,而通過第2圓形記號81內部。於是,觸控筆所通過 -41 - (39) 1313184 之第2圓形記號8 1內部的複數座標資料係爲c p U 1 1所辨 識。此時,觸控筆所通過之第2圓形記號8 1內部的複數 座標資料之個別與第2圚形記號8 1之中心座標資料的距 離係藉由CPU11計算,而表示藉由CPU11計算之複數距 離的距離資料中之最短距離資料係爲CPU 11所辨識。於 是,表不最短距離資料L與球的球威特性資料B 1的對應 之對應表格(參照圖1 0 )係爲C P U 1 1所參照,基於對應 表格’而對應最短距離資料L的球威資料係爲c P U 1 1所 辨識。球威資料係表示數値越大球威越高,並設定爲於最 短距離資料L較小時,球威變高。在此,在圖1 〇係第2 圓形記號的半徑設定爲R。 接下來’在觸控筆接觸下部液晶監視器3b之狀態 下,使觸控筆從第2圓形記號81滑動至第3圓形記號 82’而位於或通過第3圓形記號82內部。於是,觸控筆 初始所位於之第3圓形記號82內部的座標資料係爲 CPU1 1所辨識。此時,觸控筆從第1圓形記號8〇通過第 2圓形記號8 1而位於第3圓形記號8 2所需實際時間係藉 由CPU11計算’實際時間資料τ係儲存於RAM13。然 後’表示實際時間資料T與球的球速特性資料B2的對應 之對應表格(參照圖1 1 )係爲CPU Π所參照,基於對應 表格’而對應實際時間資料T的球速資料係爲CPU 1 1所 辨識。球速資料係表示數値越大球速越快,並設定爲於實 際時間資料T較小時,球速變快。在此,在圖11係實際 時間資料T的最大値(即,允許時間資料)設定爲5秒。 -42- (40) 1313184 又,觸控筆初始所位於之第3圓形記號82內部 標資料爲C P U 1 1所辨識時係如前述般停止計條的移 藉此,玩家可掌握使觸控筆從第1圓形記號80滑動至 圓形記號82時之實際時間。再者,在實際時間用計伯 '之上部係因爲允許時間用計條8 3從左端至右端反 ‘縮,故可一邊參考該允許時間用計條83,一邊使觸控 允許時間範圍,從第1圓形記號8 0滑動至第3圓形 φ 82 ° 最後,觸控筆所位於之第3圓形記號82內部的 資料爲CPU1 1所辨識時,則從投手角色70釋出球, 手角色7 〇所釋出之球係作爲球角色而顯示於下部液 視器3b。基於CPU1 1所辨識之球速資料,朝投球球 動之球角色係顯示於下部液晶監視器3b。此時,朝投 路移動之球角色因應CPU11所辨識之球種資料而一 化一邊移動之狀態係顯示於下部液晶監視器3b。 # 例如,球速資料的數値較大時,係藉由 C P U 1 1 而使朝投球球路移動之球角色的移動速度快於基準速 • 球速資料的數値較小時,係藉由 CPU 1 1控制而使朝 . 球路移動之球角色的移動速度低於基準速度。再者, 速度資料係預先設定於遊戲程式中,於遊戲程式載入 從外部記憶裝置1 7 (例如,ROM )儲存至RAM 1 3。 準速度資料係藉由CPU 1 1而被參照,藉由於基準速 料加算對應球速資料的數値之補正用速度資料,或於 速度資料加算對應球速資料的數値之補正用速度資料 的座 動。 第3 I 84 覆伸 筆在 記號 座標 從投 晶監 路移 球球 邊變 控制 度, 投球 基準 時, 該基 度資 基準 ’球 -43 - (41) 1313184 速資料係藉由CPU11而被求出。 再者,從投手角色70所釋出之球係作爲球角色而顯 示於下部液晶監視器3b時,基於爲CPU1 1所辨識之球威 資料,而朝投球球路移動之球角色顯示於下部液晶監視器 3 b亦可。例如,球威資料的數値較大時,係使朝投球球路 移動之球角色的大小係顯示爲較小,球威資料的數値較小 時,係使朝投球球路移動之球角色的大小係顯示爲較大亦 可。 在此,爲CPU 1 1所辨識之球威資料係利用於投出之 球藉由打者角色7 1被擊回時。例如,球威資料的數値較 大時,藉由CPU1 1控制爲藉由打者角色71被擊回之球的 飛距離變得較短。又,球威資料的數値較小時,藉由 CPU 11控制爲藉由打者角色71被擊回之球的飛距離變得 較長。 〔關於棒球遊戲中之投球輸入系統的處理流程〕 使用圖1 2所示之流程圖說明關於本實施形態的棒球 遊戲中之投球輸入變更系統的處理流程。 首先,投手角色70與打者角色7 1係顯示於下部液晶 監視器3 b ( S 1 )。此時’好球範圍72係以矩形狀之實線 顯示,對應投手角色7〇之持有球種的複數箭頭記號係顯 示於表示好球範圍72之實線上(S2 )。在該狀況下,複 數箭頭記號任一藉由觸控筆被選擇時,對應使觸控筆接觸 之箭頭記號的球種資料係爲CPU 11所辨識而選擇球種 -44 - (42) 1313184 (S3 ) 〇 於是,第1圓形記號8 Ο及第3圓形記號8 2的顯示位 置係爲CPU1 1所辨識(S4 )。然後,表示投手角色70之 角色特性資料Κ與座標補正用數値的對應之第1對應表格 係被CPU 1 1所參照(S 5 ),投手角色7 0之角色特性資料 K (例如,投手角色7 0的投球姿勢資料及對應慣用手資料 的座標補正用數値)係爲CPU1 1所辨識(S6 )。然後, 使用該座標補正用數値,第2圓形記號8 1的顯示位置係 藉由CPU11設定並爲CPU11所辨識(S7)。然後,第1 至第3圓形記號8 0、8 1、8 2係顯示於下部液晶監視器3 b 之第1至3圓形記號80、81、82的顯示位置(S8)。 接著,使觸控筆位於第3圓形記號82內部並滑動 時,第3圓形記號82係因應觸控筆的移動量而在下部液 晶監視器3 b上移動(S 9 )。然後,使觸控筆從下部液晶 監視器3 b離開時,移動後之第3圓形記號8 2的位置 (即,投球球路)係爲CPU 1 1所辨識並決定(S丨〇 )。於 是’於下部液晶監視器3b之下部係顯示有允許時間用計 條8 3。此時,允許時間用計條8 3係從左端至右端開始延 伸,之後重複從’左端至右端的伸張。然後,於下部液晶監 視器3 b之下部係於允許時間用計條8 3之下部並排並顯示 有實際時間用計條84 ( SI 1 )。 接下來’藉由CPU11判斷觸控筆是否位於第1圓形 記號8 0 ( S 1 2 )。然後’藉由C P U 1 1判斷觸控筆位於第i 圓形記號80時(在S12爲Yes),用以使投手角色70開 -45- (43) 1313184 始投球之投球開始命令係爲CPU 1 1所辨識(S 1 3 )。然 後,投球開始命令爲CPU 1 1所辨識時係作爲實際時間資 料T的基準,亦即時間資料T = 0而爲 CPU 1 1所辨識 (S 1 4 )。然後,於允許時間用計條8 3之下方並排並顯示 之實際時間用計條84係從左端至右端開始延伸(S 1 5 )。 ^ 接下來,在使觸控筆接觸下部液晶監視器3b之狀態 下,藉由CPU 1 1判斷觸控筆是否位於第2圓形記號81 φ ( S16 )。藉由CPU 1 1判斷觸控筆位於第2圓形記號81 時(在S 1 6爲Y e s ),觸控筆所位於之第2圓形記號8 1 內部的複數座標資料之個別與第2圓形記號8 1之中心座 標資料的距離係藉由CPU 1 1計算,而最短距離資料L係 爲CPU 1 1所辨識(S 1 7 )。於是,表示最短距離資料L與 球的球威特性資料B1的對應之第2對應表格係爲CPU11 所參照(S 1 8 ),基於對應表格,而對應最短距離資料L 的球威資料係爲CPU1 1所辨識並決定(S19)。 • 接下來,在使觸控筆接觸下部液晶監視器3 b之狀態 下,藉由c P U1 1判斷觸控筆是否位於第3圓形記號82 » (S20)。藉由CPU11判斷觸控筆位於第3圓形記號82 • 時(在S 2 0爲Y e s )’觸控筆初始所位於之第3圓形記號 8 2內部的座標資料係爲C P U 1 1所辨識。此時,實際時間 係藉由C P U 1 1計算,實際時間資料T則儲存於R Α Μ 1 3 (S 2 1 )。於是,表示實際時間資料Τ與球速特性資料β 2 的對應之第3對應表格係爲CPU1 1所參照(S22 ),基於 對應表格,而對應實際時間資料τ的球速資料係爲C P U 1 1 -46- (44) 1313184 所辨識並決疋(S 2 3 )。然後’桌3圓形記號8 2內部的座 標資料爲CPU 1 1所辨識時’係停止實際時間用計條84的 移動(S24 )。 最後’觸控筆所位於之第3圓形記號8 2內部的座標 資料爲CPU1 1所辨識時’則從投手角色70釋出球,而球 角色係而顯7K於下部液晶監視器3b。然後,基於 epuil 所辨識之球速資料’朝投球球路移動之球角色係顯示於下 部液晶監視器3b ( S25 )。 〔其他實施形態〕 (a)在前述實施型態’係揭示有使用作爲可適用於 遊戲程式之電腦之一例的攜帶遊戲機1之狀況的範例,但 是,具有觸控面板式之監視器的電腦(例如,遊戲裝置) 係不爲前述實施型態所限定’亦可同樣適用於監視器作爲 別體構成之遊戲裝置、監視器與遊戲裝置本體爲一體構成 之業務用遊戲裝置、藉由執行遊戲程式而作爲遊戲裝置作 用之個人電腦及工作站等。 (b )在前述實施形態,係揭示使用棒球遊戲時之範 例,但是’採用本發明之遊戲係只要爲使移動體從顯示於 接觸輸入式之監視器的角色移動至目標位置之遊戲,爲任 何類型皆可。 (c )於本發明亦包含甩以執行如前述之遊戲的程 式、用以實行遊戲之程式方法及記錄該程式之電腦可讀取 之記錄媒體。作爲該記錄媒體,卡匣以外可舉出,例如, -47- (45) (45)1313184 電腦可讀取之可撓性碟、半導體記憶體、CD — ROM、 DVD、MO、ROM卡匣、其他者。 〔產業上之利用可能性〕 在本發明係僅使指示手段(例如,觸控筆及手指等) 在觸控面板式之監視器上滑動,即可進行關於移動體之移 動的輸入的開始及移動體的移動開始命令之輸入。藉此, 玩家係可迅速地指示對角色的命令。又,在本發明係可因 應角色特性而使第2區域之顯示位置變化。然後,藉由以 第1區域、因應角色特性而顯示位置變化之第2區域、及 第3區域之順序,使指示手段(例如,觸控筆及手指等) 在觸控面板式之監視器上滑動,因爲可將在觸控面板式之 監視器上的操作,作爲類似角色的動作者,玩家係可取得 正操作角色之操作感。 又,在本發明因爲僅使指示手段(例如,觸控筆及手 指等)從第1區域至第3區域而在觸控面板式之監視器上 滑動,即可設定移動體的第1移動體特性,故玩家係可迅 速指示移動體特性之輸入。 又,在本發明因爲僅使指示手段(例如,觸控筆及手 指等)從第1區域至第3區域而在觸控面板式之監視器上 滑動’即可設定移動體的第2移動體特性,故玩家係可迅 速指示移動體特性之輸入。 又,在本發明係因爲可因應角色特性而使第2區域之 顯示位置變化,玩家係可取得因應角色特性之操作感。 -48- (46) 1313184 進而,在本發明因爲表示允許時間之第1時間顯示子 及表示實際時間之第2時間顯示子係顯示於接觸輸入式之 監視器,故玩家係以第1時間顯示子爲基準一邊比較第1 時間顯示子與第2時間顯示子,一邊可使指示手段(例 如,觸控筆及手指等)於允許時間內以通過第1區域、第 2區域及第3區域之方式,使觸控筆在觸控面板式之監視 器上滑動。 【圖式簡單說明】 〔圖1〕作爲可適用於本發明之遊戲程式的電腦之一 例的攜帶型遊戲機之外觀圖。 〔圖2〕用以說明關於前述攜帶型遊戲機之控制的內 容的控制區塊圖。 〔圖3〕用以說明於棒球遊戲中作用之手段的功能區 塊圖。 ® 〔圖4〕揭示對投手角色指示關於球種之命令時的畫 面圖。 上 〔圖5〕用以說明顯示於監視器之第1至第3區域 • (上壓式:第3區域之移動前)。 〔圖6〕用以說明顯示於監視器之第1至第3區域 (上壓式:第3區域之移動後)。 〔圖7〕用以說明顯示於監視器之第1至第3區域 (下勾式:第3區域之移動後)。 〔圖8〕用以說明允許時間用計條與實際時間用計的 -49- (47) 1313184 圖。 _ 〔圖9〕揭示座標補正用數値與投手角色之角色特性 資料之對應的對應表格。 〔圖1 0〕揭示最短距離資料與球之球威特性資料之對 應的對應表格。 〔圖11〕揭示實際時間資料與球速特性資料之對應的 對應表格。 • 〔圖12〕用以說明本棒球遊戲中的投球輸入系統之流 程圖 〔圖1 3〕用以說明本棒球遊戲中的投球輸入系統之流 程圖。 【主要元件符號說明】 1 :攜帶型遊戲機 3 :液晶監視器 • 3 a :上部液晶監視器(非觸控面板式的監視器) 3 b :下部液晶監視器(觸控面板式的監視器) ▲ 4 :輸入部 . 1 〇 :控制裝置 1 1 : CPU (控制部) 5 〇 :角色顯示手段 5 1 :輸入位置辨識手段 5 2 :區域顯示命令發派手段 53 :區域辨識手段 -50- (48) 1313184 5 4 :第3區域移動命令發派手段 5 5 :位置資料判斷手段 5 6 =移動開始命令發派手段 5 7 :第1設定手段 5 8 :判斷時間計算手段 5 9 :第2設定手段 6 0 :球顯示命令發派手段 φ 6 1 :判斷時間辨識手段 62:第1顯示子顯示手段 63:第2顯示子顯示手段 7 0 :投手角色 8 0 :第1圓形記號(第1區域) 8 1 :第2圓形記號(第2區域) 8 2 :第3圓形記號(第3區域) 83 :允許時間用計條(第1顯示子) # 84 :實際時間用計條(第2顯示子) K :角色特性資料(角色特性) . B 1 :球威特性資料(第1移動體特性) _ B2 :球速特性資料(第2移動體特性) T :實際時間資料 -51 -1313184 When the coordinate data of the input position is determined to be consistent with the first area range material, the coordinate data of the second area range, and the third area standard data, the control unit sends a function of the movement start command to the dispatching means 5 6 In the state in which the coordinate data of the lower liquid crystal monitor 3 b is continuously recognized by the control unit, the start of the input of the coordinate position of the control position in the range of the position in the range of the ball is recognized by the control unit. When the coordinate data of the disconnected input position is consistent with the first region range material, the coordinate data within the second region range, and the third region standard data, the control unit sends a move start command. In this state, in a state in which the indication coordinate means (for example, touch or the like) contacts the positional coordinate data of the touch panel of the lower liquid crystal monitor 3b, the coordinates of the coordinates of the CPU 1 1 are consistent with those recognized by the CPU 11. In the first area coordinate data, the start of the input of the movement of the ball is identified as "the coordinate data in the range of the first region identified by the CPU 1 1 to determine the contact position coordinate data CPU11, the coordinate data in the range of the second region identified, and When the coordinate data in the range of the third area has been used, move the CPU1 1 to send it. For example, when the CPU 1 1 determines that the contact position of the position of the touch panel indicating the stylus pen and the finger liquid crystal monitor 3 b is the coordinate data in the range of the first region, the start of the ball is the CPU 1 1 Identification. Then, in the seat of the coordinate position within the contact position. In the input position of the mobile open, the system determines the loss. When the data is marked, the coordinates of the seat in the control department: the contact position of the seat pen and the finger in the range determine the contact position: the I CPU11 in the domain is consistent with the recognition by the CPU 1 The command system determines that the contact position coordinate data is consistent with the CPU by the CPU 1 1 in the state that the continuity of the input contact coordinate data -30- (28) 1313184 is recognized by the CPU 1 1 . When the coordinate data in the range of the second region is identified, the first characteristic (for example, the ballistic characteristics) of the ball is set by the CP U11 in the first setting means 57 described later. Then, when the continuity change of the contact position coordinate data is recognized by the CPU 1 1 , when the CPU 1 1 determines that the contact position coordinate data is consistent with the coordinate data within the third region that has been recognized by the CPU 1 1 , In the judgment time calculating means 58 and the second setting means 59, which will be described later, the second characteristic of the ball (for example, the ball speed characteristic) is set by the CP U1 1, and the movement start command is dispatched by the CPU 11. Here, when the movement start command is dispatched by the CPU 11, the ball display command dispatching means 60 to be described later is executed. The first setting means 57 is provided in a state in which the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the CPU 1 1. The CPU 1 1 determines that the coordinate data of the input position coincides with the coordinate data in the range of the second area. At this time, the CPU 1 1 sets the function of the first characteristic of the ball in accordance with the coordinate data in the range of the second region in accordance with the coordinate data of the input position. In the first setting means 57, in a state where the coordinate data of the input position of the monitor of the touch input type is continuously recognized by the CPU 11, the CPU 11 judges that the coordinate data of the input position coincides with the coordinate data in the range of the second area, The first characteristic of the ball is set by the CPU 1 1 in accordance with the coordinate data in the range of the second region in accordance with the coordinate data of the input position. In this means, in a state where the contact position coordinate data indicating the position at which the pointing means (for example, the stylus pen and the finger or the like) contacts the touch panel of the lower liquid crystal monitor 3b is continuously recognized by the CPU 11, the CPU 11 judges -31 - (29) 1313184 When the coordinate data of the input position is consistent with the coordinate data in the range of the second area, the coordinate data in the second area corresponding to the coordinate data of the input position is set to 'set the moving body by c P U1 1 The first characteristic (for example, the ball feature). For example, in the state where the contact position coordinate data is continuously recognized by the CPU 1 1 and the contact position coordinate data is consistent with the coordinate data in the first region, the coordinate data in the second region range, and the third region. In the order of the coordinate data, the coordinate data in the second region consistent with the coordinate data of the input position is recognized by CP U11. Then, the degree of deviation of the coordinate data in the range of the second region recognized by the CPU 11 from the central coordinate data in the second region, that is, the shortest distance is calculated by the CPU 1 1. Then, the ball's ball characteristic data B1 is set by the CPU U in response to the shortest distance. The correspondence between the shortest distance data L and the ball's ball characteristic data B 1 is pre-established in the game program. Here, the correspondence table indicating the correspondence between the shortest distance data L and the ball's ball characteristic data B1 is supplied from the external memory device 17 (for example, R 〇Μ 18) to the control device when the game program is loaded. 1 0 (eg 'RAM13') and stored in RAM13. Then, based on the corresponding table stored in the RAM 13, the ball corresponding to the shortest distance is selected by the CPU 11. The determination time calculation means 58 includes a state in which the coordinate data of the input position of the lower liquid crystal monitor 3b is continuously recognized by the control unit, and the control unit determines that the coordinate data of the input position coincides with the coordinate data in the range of the first region, When the coordinate data in the second region and the -32 - (30) J313184 coordinate data in the third region range, the control unit calculation control unit determines that the stick data of the input position coincides with the first to third regions. The function of the time required for the coordinate data within the range. In the judgment time calculating means 586, in a state in which the coordinate data of the input position of the lower liquid crystal monitor '3b is continuously recognized by the control unit, the control unit determines that the coordinate data of the input position coincides with the coordinates in the range of the first area When the data, the coordinate data in the range of the second region, and the coordinate data in the third region range, the control unit calculates that the coordinate data of the input bit is consistent with the range of the first to third regions. The time required for the coordinate information. In this means, in a state in which the contact position coordinate data indicating the position of the touch pen contacting the touch panel of the lower liquid crystal monitor 3b is continuously recognized by the CPU 11, the CPU 1 1 judges that the coordinate information of the input position is identical to the first one. When the coordinate data in the area, the coordinate data in the area of the second area, and the coordinate data in the range of the third area, the CPU 1 1 calculates the coordinate information of the input position by CP U1 1 - to the first to Zone 3 > Time required for coordinate data within the domain. For example, 'the contact position data is continuously recognized by the CPU 1 1' and the contact position coordinate data is consistent with the coordinate data in the first region, the coordinate data in the second region, and the third region. In the order of the coordinate data, the 'coordinate data in the range from the first region' is consistent with the coordinate data in the second region, and the actual time required for the coordinate data in the third region is calculated by the CPU 1 1 . The second setting means 5 9 is provided with a time required by the control unit to determine that the coordinate data of the input position coincides with the coordinate data -33-(31) 1313184 in the range of the first to third regions, and the control unit sets the ball. The function of the second feature. In the second setting means 59, the second characteristic of the ball is set by the control unit in response to the time required for the control unit to determine the coordinate data of the input position in the range of the coordinate data in the first to third regions. In this means, the contact position coordinate data for determining the position of the touch panel indicating that the pointing means (for example, the stylus pen and the finger) contacts the lower liquid crystal monitor 3 b is consistent with the first to third regions in response to the CPU 1 1 The actual time required for the coordinate data in the range, the second characteristic of the ball (for example, the ball speed characteristic) is set by the CPU 11. For example, in the state where the contact position coordinate data is continuously recognized by the CPU 1 1 , the contact position coordinate data is consistent with the coordinate data in the first region, the coordinate data in the second region, and the third region. In the order of the coordinate data, the second characteristic of the ball (for example, the ball speed characteristic data B2) is set by the CPU 1 1 in accordance with the actual time data calculated in the judgment time calculating means 58. The correspondence between the actual time data and the ball speed characteristic data B2 is pre-established in the game program. Here, the correspondence table indicating the correspondence between the actual time data and the ball speed characteristic data B 2 is supplied from the external storage device 17 (for example, ROM 18) to the control device 1 (for example, RAM 13) when the game program is loaded. And stored in RAM13. Then, based on the corresponding table stored in the RAM 13, the ball speed corresponding to the actual time is selected by the CPU 11. The ball display command dispatching means 60 is provided with a function for causing the control unit to transmit a ball display command for moving the ball from the pitcher character 70 to the pitching ball and displayed on the lower liquid crystal monitor 3b. Further, the ball display command dispatch function -34-(32) 1313184 is provided with a second characteristic, and the control unit dispatches a ball for moving from the pitcher character 7 至 to the pitching ball, and displays it on the lower liquid crystal monitor 3b. The ball shows the function of the command. The ball display command dispatching means 60 is based on the second characteristic, and the control unit transmits a ball display command for moving the ball from the pitcher character 70 to the pitching ball and displayed on the lower liquid crystal monitor 3b. In this means, based on the ball speed characteristic data B2, the CPU 11 transmits a ball display command for displaying the ball from the pitcher character 70 to the pitching ball and displaying it on the lower liquid crystal monitor 3b. When the ball display command is dispatched from the CPU 11, the following processing is performed. First, when the image data for the ball corresponding to the ball is loaded into the game program, it is supplied from the external storage device 17 (for example, ROM 1 8) to the control device 1 (for example, RAM 13), and stored in the RAM 1 3. Then, the animation coordinate data for displaying the ball image data on the lower liquid crystal monitor 3b is calculated by the CPU 11 based on the ball speed characteristic data B2. At this time, the image data for the ball and the coordinate data are recognized by the control device 10 (for example, the CPU 1 1). Then, the image data for the ball stored in the RAM 13 is supplied to the lower liquid crystal monitor 3b via the image processing circuit 14 based on an instruction from the CPU 11. Then, the image data for the ball is continuously displayed as an animation on the lower liquid crystal monitor 3b based on the coordinate data for the animation. The determination time identification means 61 is provided with a function for causing the control unit identification control unit to determine whether or not the coordinate data of the input position coincides with the allowable time of the coordinate data in the first to third region ranges. In the judgment time identifying means 161, the control unit determines whether or not the coordinate data of the input position coincides with the allowable time of the coordinate data in the range of the first to third regions. -35- (33) 1313184 In this means, the CPU 1 1 recognizes that the CPU 1 1 determines whether or not the coordinate data of the input position coincides with the allowable time of the coordinate data in the range of the first to third regions. The allowed time data is set in the game program. Here, the allowable time data is supplied from the external storage device 17 (e.g., ROM 18) to the control device 10 (e.g., RAM 13) at the time of loading of the game program, and is stored in the RAM 13. Then, the allowable time data stored in the RAM 13 is recognized by the CPU 11. φ The first display sub-display means 62 includes a first display sub-display command for causing the control unit to transmit the first time display for indicating the allowable time recognized by the control unit to the lower liquid crystal monitor 3b. Features. In the first display sub-display means 6 2, the first display sub-display command for displaying the first time display indicating the allowable time recognized by the control unit is displayed by the control unit in the lower display liquid crystal monitor 3b. In this means, the CPU 1 transmits a first time display for indicating the allowable time recognized by the CPU 11, and displays it on the table 1 of the lower liquid crystal monitor Lu ts 3b. When the first display sub-display command is dispatched by C P U 1 1, the following processing is performed. For example, in the case where the time is in the form of a bar (the rectangular image data is in the game • when the program is loaded), it is supplied from the external memory device 17 (for example, R〇m 1 8 ) to The device 10 (for example, the RAM 13) is controlled and stored in the RAM 13. Then, the rectangular image data stored in R Α Μ 1 3 is continuously supplied to the lower liquid crystal monitor 3 b based on the allowable time data via the image processing circuit 丨 4 based on the instruction from C P U 1 1 . Then, the rectangular image data is continuously displayed as an animation -36-(34) 1313184 which is stretched to a specific position of the lower liquid crystal monitor 3b. Further, the time interval in which the rectangular image data stored in the HAM 13 is continuously supplied to the lower liquid crystal monitor 3b is, for example, a time period of 5 seconds to divide the allowable time data into the time (i.e., 0. 5 seconds) to set. The second display sub-display means 6.3 includes a control unit for dispatching the coordinate data indicating the coordinate data from the input position to any one of the first to third regions to be consistent with the first to third regions. The second time display of the actual time of the coordinate data in all ranges is displayed on the second display sub-display command of the touch input type monitor. In the second display sub-display means 63, the control unit transmits a coordinate data indicating that the coordinate data from the input position is in any of the first to third regions to be consistent with the first to third. The second time display of the actual time of the coordinate data in all areas of the area displays the second display sub display command displayed on the monitor of the touch input type. In this method, the CPU 11 sends the CPU 11 to determine that the coordinate data of the input position coincides with the coordinate data in the range of the first to third regions, that is, 'is used to match the coordinate data representing the input position from the input position. The second time in the range of the table 1 to the table 3 area to the actual time of the coordinate data in all ranges from the first to the third area is displayed as the second display of the touch input type monitor The sub display command is displayed. When the CPU 2 1 is dispatched, the second display sub-display command performs the following processing. For example, in the case where the first time display is in the form of a bar, the rectangular image data is supplied from the external storage device i 7 (for example, ROM18) to the control device 10 when the game program is loaded (for example, -37- (35) 1313184 RAM13) 'And stored in RAM13. Then, the image data stored in the shape of RA]yIi3 is continuously supplied to the lower liquid crystal monitor 3b via the image processing circuit 14 in response to the actual time data based on the instruction from C P U 1 1 . Then, the rectangular image data is continuously displayed as an animation in which a direction extends to a specific position of the lower liquid crystal monitor 3b. That is, the time required for the pointing means (e.g., "stylus, finger, etc." to contact the first to third regions is attached to the lower liquid crystal monitor 3b, and is continuously displayed as an animation extending in one direction. [A brief description of the pitching input system in the baseball game] Next, the specific content of the pitching input system in, for example, a baseball game will be described. The pitching input system is for moving the ball character from the pitcher character 70 displayed on the lower liquid crystal monitor 3b to the pitching ball. The pitching input system is mainly realized by various functions or various means as described above. Fig. 4 is a view showing a screen when the pitcher character 70 instructs a command regarding the ball type. This picture is attached to the lower liquid crystal monitor 3b. In the upper center portion of the lower liquid crystal monitor 3b, the player character 7 0 ' is displayed on the lower left portion of the lower liquid crystal monitor 3b. In the lower central portion of the lower liquid crystal monitor 3b (i.e., to the right of the hitter character 7i), the good sphere range 7 2 judged to be a good ball by C P U 1 1 is displayed in a solid line of a rectangular shape. Further, on the solid line indicating the good range 72, the plurality of ball types that the pitcher character 70 can cast (i.e., the pitcher character 7 holds the ball type) are displayed by a plurality of arrow symbols. For example, in Fig. 4, on the side of the -38-(36) 1313184 good ball range 72, an arrow mark 72a indicating a straight ball is displayed, and below the good ball range 72, an arrow mark 72b indicating a falling ball is displayed. Further, on the right side of the good ball range 7 2, an arrow mark 72c' indicating that the ball is displayed is displayed on the right lower corner of the good ball range 72 with an arrow mark 72d indicating the curved ball. That is, the individual of the plurality of balls that can be cast by the pitcher character 70 is associated with each of the plurality of arrow marks 72a, 72b, 72c, and 72d, and the CPU 1 1 establishes an association. The ball type at the time of pitching of the pitcher character 70 is selected by any one of the plurality of arrow marks 72a, 72b, 7 2 c, and 7 2 d that causes the pointing means (for example, a stylus pen and a finger to contact). That is, by any one of the plurality of arrow marks 72a, 72b, 72c, and 72d, the pointing means (for example, 'stylus, finger, etc.) is contacted, so that the CPU can recognize the arrow corresponding to the touch pen. The ball type information of the mark. Thereby, the commander about the ball type can be instructed to the pitcher character 70. 5 to 7 show a screen when the pitcher character 70 instructs a command regarding the movement of the ball. This screen is displayed on the lower liquid crystal monitor 3b when the command for the above ball type indicates the pitcher character 7 〇. As shown in FIGS. 5 to 7, the first region (for example, the first circular symbol 80) is displayed on the right side of the pitcher character 70 displayed on the lower liquid crystal monitor 3b. A second region (for example, 'the second circular symbol 8 1 ') is displayed, and a third region (for example, the 'third circular symbol 8 2 ) is displayed on the right side of the hitter character 7 1 . The display position of the 'second circular mark 7' is set by the CPU 1 1 based on the character characteristic data of the pitcher character 70 (for example, the pitching posture data and the dominant hand data of the pitcher character 70). For example, in the case where the pitcher character -39-(37) 1313184 70 is the right throw type, the second circular mark 8 1 is displayed above the first circular mark 80 on the left side of the color cast 70. Monitor 3b (see Fig. 6). Further, in the case where the pitcher character 70 is left-handed, the second circular symbol 8 1 is displayed on the lower liquid crystal monitor 3b (shown) above the right circular symbol 80 of the pitcher character 70. For example, in the case where the pitcher character 70 is in the right throw type, the circular mark 81 is displayed on the lower liquid crystal monitor 3b (see FIG. 7) below the first circular mark on the left side of the pitcher character 70. In the case where the hand character 70 is in the left-handed hook type, the first circular symbol 80 on the right of the second circular symbol 81 pitcher character 70 is below and the display portion liquid crystal monitor 3b (not shown) is displayed. As described above, the display position of the second circular mark 81 displayed on the lower liquid crystal device 3b is based on the correspondence between the number of coordinates 値 and the character characteristic data K of the pitcher character 70 (see FIG. 9), and the CPU 1 is used. 1 setting. First, when the stylus is placed inside the third circular mark 8 2 and the control pen slides on the lower liquid crystal monitor 3 b , the third circular mark 82 displayed on the lower liquid visual device 3 b is adapted to the stylus Move and measure. In other words, the third circular symbol 8 2 moves on the lower liquid crystal monitor 3b while following the monitoring touch position of the stylus. Then, the position of the third circle 82 after the movement of the pen from the lower liquid crystal monitor 3b (i.e., the pitching ball path) is recognized by the CPU 11. By moving the third circular mark 8 2 as described above, the pitching ball path can be set to the desired position. Therefore, the first display is displayed on the lower portion of the lower liquid crystal monitor 3b (for example, the allowable time in the horizontal direction is longer than the allowable time in the liquid crystal type, and the second is not shown in the figure. It should be noted that the contact lens is connected to the touch mark by means of the indication -40-(38) 1313184 83). The allowable time bar 83 is used to notify the allowable time when the stylus is slid from the first circular mark 80 to the third circular mark 82. When the allowable time bar 83 is attached to the lower liquid crystal monitor 3b by the allowable time bar 83, the bar extends from the left end to the right end, and the bar reaches the right end as time passes. Then, when the bar reaches the right end, the bar extends from the left end to the right end again. Thus, the allowable time strip 8 3 is reversed from the left end to the right end. With the allowable time bar 83, the player can visually allow the stylus to slide from the first area to the third area. Further, a second display (for example, the actual time bar 84 which is long in the lateral direction) is displayed on the lower portion of the lower liquid crystal monitor 3b (for example, the lower portion of the allowable time bar 83). The actual time bar 84 is used to notify the actual time when the stylus is slid from the first circular mark 80 to the third circular mark 82. Next, when the stylus is placed inside the first circular symbol 80, a pitching start command is input. That is, the pitching start command for causing the pitcher character 70 to start pitching is recognized by the CPU 11. Then, the time point recognized by the pitching start command for the CPU 1 is used as the reference of the actual time data T, that is, the time data T = 0 is recognized by the CPU 1 1. At this time, the actual time bar 84 is such that when the stylus is positioned inside the first circular mark 80 (i.e., when τ = 〇), it extends from the left end to the right end. Then, when the stylus is placed inside the third circular mark 8 2 as will be described later, the movement of the stylus is stopped. Next, in a state where the stylus touches the lower liquid crystal monitor 3b, the stylus is slid from the first circular mark 80 to the second circular mark 181, and passes through the inside of the second circular mark 81. Thus, the complex coordinate data inside the second circular mark 8 1 of the stylus passing through -41 - (39) 1313184 is recognized by c p U 1 1 . At this time, the distance between the individual coordinate data of the second circular symbol 8 1 and the central coordinate data of the second circular symbol 8 1 passed by the stylus is calculated by the CPU 11 and is calculated by the CPU 11 . The shortest distance data in the distance data of the complex distance is recognized by the CPU 11. Therefore, the corresponding table (refer to FIG. 10) indicating the correspondence between the shortest distance data L and the ball's ball characteristic data B 1 is referred to by the CPU 1 1 , and the ballistic data corresponding to the shortest distance data L based on the corresponding table ' is c PU 1 1 is recognized. The ball data system indicates that the higher the number of balls, the higher the ball is, and the higher the ball is, the higher the ball is. Here, the radius of the second circular mark in Fig. 1 is set to R. Next, in a state where the stylus touches the lower liquid crystal monitor 3b, the stylus is slid from the second circular mark 81 to the third circular mark 82' and is located inside or through the third circular mark 82. Thus, the coordinate data inside the third circular mark 82 where the stylus is initially located is recognized by the CPU 1 1. At this time, the actual time required for the stylus to pass through the second circular mark 8 1 from the first circular mark 8 1 to the third circular mark 8 2 is calculated by the CPU 11 and the actual time data τ is stored in the RAM 13. Then, the corresponding table (refer to FIG. 1 1 ) indicating the correspondence between the actual time data T and the ball speed characteristic data B2 of the ball is referred to by the CPU ,, and the ball speed data corresponding to the actual time data T based on the corresponding table ' is the CPU 1 1 Recognized. The ball speed data indicates that the higher the number, the faster the ball speed is, and the ball speed becomes faster when the actual time data T is smaller. Here, in Fig. 11, the maximum 値 (i.e., the allowable time data) of the actual time data T is set to 5 seconds. -42- (40) 1313184 In addition, when the internal standard data of the third circular mark 82 in which the stylus is initially located is recognized by the CPU 1 1, the movement of the counting is stopped as described above, and the player can grasp the touch. The actual time when the pen slides from the first circular mark 80 to the circular mark 82. Furthermore, in the actual time, the top portion of the meter is used because the allowable time bar 8 3 is reversed from the left end to the right end, so that the allowable time bar can be referenced while the touch allowable time range is The first circular mark 80 slides to the third circular shape φ 82 ° Finally, when the data inside the third circular mark 82 in which the stylus is located is recognized by the CPU 1 1 , the ball is released from the pitcher character 70, the hand The ball released by the character 7 is displayed as a ball character in the lower liquid sight 3b. Based on the ball speed data recognized by the CPU 1 1, the ball character toward the pitching ball is displayed on the lower liquid crystal monitor 3b. At this time, the state in which the ball moving toward the shooting path moves in accordance with the ball type data recognized by the CPU 11 is displayed on the lower liquid crystal monitor 3b. # For example, when the number of ball speed data is large, the movement of the ball character moving toward the pitching ball is faster than the reference speed by the CPU 1 1 • When the number of ball speed data is small, the CPU 1 is used. 1 control and make the way. The ball moving the ball moves at a lower speed than the reference speed. Further, the speed data is preset in the game program, and is loaded from the external storage device 17 (for example, ROM) to the RAM 13 in the game program. The quasi-speed data is referred to by the CPU 1 1 , and the correction speed data corresponding to the number of the ball speed data is added by the reference speed material, or the speed data of the corresponding speed data is added to the speed data. . The 3rd I 84 overhang pen is controlled by the CPU11 when the marker is moved from the pitching ball to the ball control level, and the pitching benchmark is used. The ball referenced 'ball-43-(41) 1313184 speed data is requested by the CPU11. Out. Further, when the ball released from the pitcher character 70 is displayed as a ball character on the lower liquid crystal monitor 3b, the ball character moved toward the pitching ball is displayed on the lower liquid crystal monitor based on the ball game data recognized by the CPU 1 1 . The device 3 b can also. For example, when the number of ball games is large, the size of the ball character that moves toward the pitching ball is displayed to be small, and when the number of ball games is small, the size of the ball character that moves toward the pitching ball is The system is displayed as larger. Here, the ball game data recognized by the CPU 1 1 is used when the ball to be thrown is hit back by the hitter character 71. For example, when the number of ball games is large, the flying distance of the ball that is controlled by the hitter character 71 by the CPU 1 1 becomes shorter. Further, when the number of ball games is small, the flying distance controlled by the CPU 11 to be hit by the hitter character 71 becomes longer. [Processing Flow of the Pitch Input System in the Baseball Game] The flow of the process of the pitching input changing system in the baseball game of the present embodiment will be described using the flowchart shown in Fig. 12. First, the pitcher character 70 and the hitter character 7 1 are displayed on the lower liquid crystal monitor 3b (S1). At this time, the 'good ball range 72' is displayed in a solid line in a rectangular shape, and the complex arrow mark corresponding to the hand type of the pitcher character 7 is displayed on the solid line indicating the good ball range 72 (S2). In this case, when any of the plurality of arrow marks is selected by the stylus, the ball type data corresponding to the arrow mark contacting the stylus is selected by the CPU 11 to select the ball type - 44 - (42) 1313184 ( S3) Then, the display positions of the first circular mark 8 Ο and the third circular mark 8 2 are recognized by the CPU 1 1 (S4). Then, the first correspondence table indicating the correspondence between the character attribute data of the pitcher character 70 and the coordinate correction number 系 is referred to by the CPU 1 1 (S 5 ), and the character characteristic data K of the pitcher character 70 (for example, the pitcher role) The pitching posture data of 70 and the coordinate correction number corresponding to the dominant hand data are recognized by the CPU 1 1 (S6). Then, using the coordinate correction number 値, the display position of the second circular symbol 8 1 is set by the CPU 11 and recognized by the CPU 11 (S7). Then, the first to third circular symbols 80, 8 1 and 8 2 are displayed on the display positions of the first to third circular marks 80, 81, 82 of the lower liquid crystal monitor 3b (S8). Next, when the stylus is placed inside the third circular mark 82 and slid, the third circular mark 82 moves on the lower liquid crystal monitor 3b in response to the amount of movement of the stylus (S9). Then, when the stylus is moved away from the lower liquid crystal monitor 3b, the position of the third circular mark 8 2 after moving (i.e., the pitching ball path) is recognized by the CPU 1 1 and determined (S丨〇). Then, the allowable time bar 83 is displayed below the lower liquid crystal monitor 3b. At this time, the allowable time strip 8 3 is extended from the left end to the right end, and then the stretching from the left end to the right end is repeated. Then, the lower portion of the lower liquid crystal monitor 3b is tied to the lower portion of the allowable time bar 8 3 and displayed with the actual time bar 84 (SI 1 ). Next, it is judged by the CPU 11 whether or not the stylus is located at the first circular mark 80 (S 1 2 ). Then, 'the CPU 1 1 judges that the stylus is at the ith circular mark 80 (Yes at S12), so that the pitcher character 70 is opened -45- (43) 1313184. The pitching start command is the CPU 1 1 identified (S 1 3 ). Then, when the pitching start command is recognized by the CPU 1 1 as the reference of the actual time data T, that is, the time data T = 0 is recognized by the CPU 1 1 (S 1 4 ). Then, the strip 84 is extended from the left end to the right end (S 1 5 ) at the actual time when the allowable time is arranged side by side under the strip 8 3 and displayed. Next, in a state where the stylus is brought into contact with the lower liquid crystal monitor 3b, it is judged by the CPU 1 1 whether or not the stylus pen is located at the second circular mark 81 φ (S16). When the CPU 1 1 determines that the stylus is located at the second circular mark 81 (Y es at S 16 ), the individual coordinate data of the plurality of coordinate data inside the second circular mark 8 1 where the stylus is located is the second and the second The distance of the central coordinate data of the circular mark 8 1 is calculated by the CPU 1 1 , and the shortest distance data L is recognized by the CPU 1 1 (S 1 7 ). Therefore, the second correspondence table indicating the correspondence between the shortest distance data L and the ball feature data B1 is referred to by the CPU 11 (S 18), and based on the corresponding table, the ball data corresponding to the shortest distance data L is the CPU 1 1 Identify and decide (S19). • Next, in a state where the stylus is brought into contact with the lower liquid crystal monitor 3b, it is judged by c P U1 1 whether or not the stylus is located at the third circular mark 82 » (S20). When the CPU 11 determines that the stylus is located at the third circular mark 82 • (in S 2 0 is Y es ), the coordinate data inside the third circular mark 8 2 where the stylus is initially located is the CPU 1 1 Identification. At this time, the actual time is calculated by C P U 1 1 , and the actual time data T is stored in R Α Μ 1 3 (S 2 1 ). Therefore, the third correspondence table indicating the correspondence between the actual time data Τ and the ball speed characteristic data β 2 is referred to by the CPU 1 1 (S22), and the ball speed data corresponding to the actual time data τ is the CPU 1 1 - 46 based on the corresponding table. - (44) 1313184 identified and determined (S 2 3 ). Then, when the coordinate data inside the circular mark 8 2 of the table 3 is recognized by the CPU 1 1 , the movement of the actual time bar 84 is stopped (S24). Finally, when the coordinate data inside the third circular mark 8 2 where the stylus is located is recognized by the CPU 1 1 ', the ball is released from the pitcher character 70, and the ball character is 7K to the lower liquid crystal monitor 3b. Then, the ball character moving toward the pitching ball based on the ball speed data recognized by epuil is displayed on the lower liquid crystal monitor 3b (S25). [Other Embodiments] (a) In the above-described embodiment, an example in which the portable game machine 1 as an example of a computer applicable to a game program is used is disclosed, but a computer having a touch panel type monitor is disclosed. (For example, the game device is not limited to the above-described embodiment.) The same can be applied to a game device in which a monitor is configured as a separate body, a business game device in which a monitor and a game device body are integrally formed, and a game is executed. A personal computer and workstation that functions as a game device. (b) In the foregoing embodiment, an example in which a baseball game is used is disclosed, but the game system using the present invention is any game that moves the moving body from the character displayed on the contact input type monitor to the target position. Types are OK. (c) The present invention also includes a program for executing the game as described above, a program method for executing the game, and a computer readable recording medium for recording the program. As the recording medium, the cassette may be, for example, -47-(45) (45) 1313184 computer readable flexible disc, semiconductor memory, CD-ROM, DVD, MO, ROM cassette, Others. [Industrial Applicability] In the present invention, only the pointing means (for example, a stylus pen, a finger, etc.) is slid on the touch panel type monitor, so that the start of the input of the movement of the moving body can be performed and The movement of the moving body starts the input of the command. Thereby, the player can quickly instruct the command for the character. Further, in the present invention, the display position of the second region can be changed in accordance with the character characteristics. Then, by means of the first region, the second region in which the position changes in response to the character characteristics, and the third region, the pointing means (for example, a stylus pen, a finger, etc.) are placed on the touch panel type monitor. Sliding, because the operation on the touch panel type monitor can be used as a actor of similar characters, the player can obtain the operational feeling of the positive operation character. Moreover, in the present invention, the first moving body of the moving body can be set by sliding only the pointing means (for example, a stylus pen and a finger) from the first area to the third area on the touch panel type monitor. Features, so the player can quickly indicate the input of the characteristics of the mobile body. Further, in the present invention, the second moving body of the moving body can be set by simply sliding the indication means (for example, a stylus pen and a finger) from the first area to the third area on the touch panel type monitor. Features, so the player can quickly indicate the input of the characteristics of the mobile body. Further, in the present invention, since the display position of the second region can be changed in accordance with the character characteristics, the player can obtain an operational feeling in response to the character characteristics. -48- (46) 1313184 Further, in the present invention, since the first time display indicating the allowable time and the second time display sub-display indicating the actual time are displayed on the touch input type monitor, the player displays the first time. While comparing the first time display and the second time display, the indicator means (for example, a stylus pen, a finger, etc.) can pass the first area, the second area, and the third area within the allowable time. In this way, the stylus slides on the touch panel type monitor. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] An external view of a portable game machine as an example of a computer applicable to the game program of the present invention. Fig. 2 is a control block diagram for explaining the contents of the control of the aforementioned portable game machine. Fig. 3 is a functional block diagram for explaining the means of action in a baseball game. ® [Fig. 4] reveals a picture of the commander's role indicating the command for the ball type. The above [Fig. 5] is used to explain the first to third regions displayed on the monitor. (Upper pressure type: before the movement of the third area). Fig. 6 is a view for explaining the first to third regions displayed on the monitor (upward pressure type: after the movement of the third region). Fig. 7 is a view for explaining the first to third regions displayed on the monitor (the following hook: after the movement of the third region). [Fig. 8] A diagram of -49-(47) 1313184 for explaining the allowable time bar and the actual time. _ [Fig. 9] shows a correspondence table corresponding to the coordinates of the coordinates of the coordinates of the coordinates of the pitcher. [Fig. 10] reveals the corresponding table corresponding to the data of the shortest distance and the ball characteristics of the ball. [Fig. 11] A correspondence table showing the correspondence between the actual time data and the ball speed characteristic data. • Fig. 12 is a flow chart for explaining the pitching input system in the baseball game (Fig. 13) for explaining the flow chart of the pitching input system in the baseball game. [Main component symbol description] 1 : Portable game console 3 : LCD monitor • 3 a : Upper LCD monitor (non-touch panel type monitor) 3 b : Lower LCD monitor (touch panel type monitor) ▲ 4 : Input Department . 1 〇: Control device 1 1 : CPU (control unit) 5 〇: Character display means 5 1 : Input position identification means 5 2 : Area display command dispatch means 53 : Area identification means - 50 - (48) 1313184 5 4 : The third area movement command dispatching means 5 5 : the position data judging means 5 6 = the movement start command dispatching means 5 7 : the first setting means 5 8 : the judging time calculating means 5 9 : the second setting means 6 0 : the ball display Command dispatch means φ 6 1 : Judgment time identification means 62: First display sub-display means 63: Second display sub-display means 7 0 : Pitcher character 8 0 : 1st circular mark (1st area) 8 1 : 2 circular mark (2nd area) 8 2 : 3rd circular mark (3rd area) 83 : Allowable time bar (1st display sub) # 84 : Actual time use bar (2nd display sub) K : Character characteristics data (role characteristics). B 1 : Ball characteristics data (1st moving body characteristic) _ B2 : Ball speed characteristic data (2nd moving body characteristic) T : Actual time data -51 -
Claims (1)
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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JP2005263791A JP3866752B1 (en) | 2005-09-12 | 2005-09-12 | GAME PROGRAM, GAME DEVICE, AND GAME METHOD |
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TW200718455A TW200718455A (en) | 2007-05-16 |
TWI313184B true TWI313184B (en) | 2009-08-11 |
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TW095123875A TW200718455A (en) | 2005-09-12 | 2006-06-30 | Game program, game machine, and game method |
Country Status (6)
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US (1) | US20080171595A1 (en) |
JP (1) | JP3866752B1 (en) |
KR (1) | KR100985772B1 (en) |
CN (1) | CN101262914B (en) |
TW (1) | TW200718455A (en) |
WO (1) | WO2007032135A1 (en) |
Families Citing this family (16)
Publication number | Priority date | Publication date | Assignee | Title |
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US20100062833A1 (en) * | 2008-09-10 | 2010-03-11 | Igt | Portable Gaming Machine Emergency Shut Down Circuitry |
JP5140538B2 (en) | 2008-09-30 | 2013-02-06 | 任天堂株式会社 | Start control program, start control device, start control system, and start control method |
JP2010233834A (en) * | 2009-03-31 | 2010-10-21 | Konami Digital Entertainment Co Ltd | Game program, game device, and game control method |
JP5238634B2 (en) * | 2009-07-28 | 2013-07-17 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME CONTROL PROGRAM, AND GAME CONTROL METHOD |
JP5238640B2 (en) * | 2009-08-18 | 2013-07-17 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME CONTROL PROGRAM, AND GAME CONTROL METHOD |
KR101073790B1 (en) * | 2010-09-16 | 2011-10-13 | (주)네오위즈게임즈 | Method, apparatus and recording medium for game using touch input |
US8845432B2 (en) | 2010-09-16 | 2014-09-30 | Neowiz Games Co., Ltd. | Method, apparatus and recording medium for game using touch input |
US8804148B2 (en) * | 2011-09-26 | 2014-08-12 | Brother Kogyo Kabushiki Kaisha | Image forming apparatus and non-transitory computer readable medium storing a program for controlling the same |
KR20130037827A (en) * | 2011-10-07 | 2013-04-17 | (주)네오위즈게임즈 | Method and system for pitching in baseball game |
KR101322895B1 (en) * | 2011-10-14 | 2013-11-04 | (주)네오위즈게임즈 | Method and system for pitching in baseball game |
US9028311B2 (en) * | 2013-01-29 | 2015-05-12 | DeNA Co., Ltd. | Target game incorporating strategy elements |
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 |
JP6530186B2 (en) * | 2014-12-25 | 2019-06-12 | 株式会社コロプラ | Game program |
US10328340B2 (en) * | 2015-07-20 | 2019-06-25 | Neowiz Games Corporation | Method, apparatus, and recording medium for controlling a game |
CN105194871B (en) | 2015-09-14 | 2017-03-22 | 网易(杭州)网络有限公司 | Method for controlling game role |
JP5993513B1 (en) * | 2015-11-25 | 2016-09-14 | 株式会社コロプラ | Baseball game program, game program, and computer |
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US6270413B1 (en) * | 1996-07-03 | 2001-08-07 | Sega Enterprises, Ltd. | Display method for games displays |
JPH1186038A (en) * | 1997-03-03 | 1999-03-30 | Sega Enterp Ltd | Image processor, image processing method, medium and game machine |
JP3181275B2 (en) * | 1999-07-30 | 2001-07-03 | 株式会社ケイシーイーオー | Competition method and apparatus, recording medium |
JP2001104636A (en) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | Cenesthesic ball game device |
JP2002058868A (en) * | 2000-06-07 | 2002-02-26 | Square Co Ltd | Computer-readable recording medium with ball game program recorded on it, program, and ball game processing device and method |
JP2002000939A (en) * | 2000-06-19 | 2002-01-08 | Sega Corp | Electronic game device, method therefor and storage medium |
JP2002045572A (en) * | 2000-08-01 | 2002-02-12 | Konami Computer Entertainment Osaka:Kk | Game progress control method, game system, and server |
EP1402928A4 (en) * | 2001-02-22 | 2006-01-11 | Sega Corp | Program for controlling playing of game, and game apparatus for running this program |
JP2002301267A (en) * | 2001-04-05 | 2002-10-15 | Koei:Kk | Method for controlling baseball game, game program, recoding medium and game machine |
JP3449480B2 (en) * | 2001-07-13 | 2003-09-22 | コナミ株式会社 | Controller function display on game consoles |
JP2003024639A (en) * | 2001-07-18 | 2003-01-28 | Konami Computer Entertainment Osaka:Kk | Game progress control program, device and method for controlling game progress and server device for game |
US7578742B2 (en) * | 2004-03-26 | 2009-08-25 | Nintendo Co., Ltd. | Recording medium storing video game program and video game device |
JP2006129942A (en) * | 2004-11-02 | 2006-05-25 | Namco Ltd | Program, information storage medium, and game machine |
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- 2006-06-22 KR KR1020087006738A patent/KR100985772B1/en not_active IP Right Cessation
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- 2006-06-22 WO PCT/JP2006/312509 patent/WO2007032135A1/en active Application Filing
- 2006-06-30 TW TW095123875A patent/TW200718455A/en unknown
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2008
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KR20080037101A (en) | 2008-04-29 |
TW200718455A (en) | 2007-05-16 |
KR100985772B1 (en) | 2010-10-06 |
CN101262914B (en) | 2011-07-27 |
CN101262914A (en) | 2008-09-10 |
JP2007075193A (en) | 2007-03-29 |
WO2007032135A1 (en) | 2007-03-22 |
US20080171595A1 (en) | 2008-07-17 |
JP3866752B1 (en) | 2007-01-10 |
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