US20070197284A1 - Game program, game device, and game method - Google Patents

Game program, game device, and game method Download PDF

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Publication number
US20070197284A1
US20070197284A1 US11/685,781 US68578107A US2007197284A1 US 20070197284 A1 US20070197284 A1 US 20070197284A1 US 68578107 A US68578107 A US 68578107A US 2007197284 A1 US2007197284 A1 US 2007197284A1
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United States
Prior art keywords
moving object
contact position
trajectory
pass
contact
Prior art date
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Abandoned
Application number
US11/685,781
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English (en)
Inventor
Kenji Fujioka
Naoki Nishikawa
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: FUJIOKA, KENJI, NISHIKAWA, NAOKI
Publication of US20070197284A1 publication Critical patent/US20070197284A1/en
Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNEE'S ADDRESS CHANGE Assignors: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input 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
    • A63F13/2145Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/041Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/1068Features 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
    • A63F2300/1075Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • Japan Patent Application No. 2004-273569 This application claims priority to Japan Patent Application No. 2004-273569.
  • the entire disclosure of Japan Patent Application No. 2004-273569 is hereby incorporated herein by reference.
  • the present invention relates to a game program, and in particular to a game program for causing a computer to implement a game that displays a moving object on a touch panel type of monitor.
  • the present invention relates to a game device and a game method that is implemented by this game program.
  • Various video games have been proposed in the past.
  • Various video games now allow one to issue various commands to a character displayed on a monitor by operating an input unit that is separate from a game unit, e.g., various input buttons on a controller, or by operating various input buttons that are integrally provided on the game unit.
  • a standard game device has a monitor, a game unit that is separate from the monitor, and a controller that is separate from the game unit.
  • a plurality of input buttons are arranged on the controller.
  • a portable game device has a game unit, a liquid crystal monitor arranged in the approximate central portion of the game unit, and a plurality of input buttons that are arranged on both sides of the liquid crystal monitor. With this type of game device, various commands can be issued to a character displayed on the monitor by operating at least one of the plurality of input buttons.
  • one known video game in which commands to a character are performed from input buttons includes a competitive video game, e.g., a baseball game, in which athlete characters are displayed on a monitor and a competition takes place.
  • a competitive video game e.g., a baseball game
  • athlete characters are displayed on a monitor and a competition takes place.
  • the ball thrown from the pitcher character will be displayed on the monitor in the position at which it will arrive at home base, i.e., the expected pass position of the ball.
  • the expected pass position of the ball will move on the monitor in response to changes in the trajectory of the ball thrown from the pitcher character.
  • the player will view the moving expected pass position, while continuously operating directional command buttons so that a ball contact cursor on the bat will match the expected pass position.
  • the batter character will initiate a bat swing.
  • the expected pass position of the ball matches the ball contact cursor on the bat within a predetermined range, the batter character can strike the ball with the bat.
  • a player can operate a batter character by operating input buttons comprising directional command buttons, an enter button, and the like.
  • input buttons comprising directional command buttons, an enter button, and the like.
  • the player when a player commands a batter character to hit the ball, the player must continuously operate the input buttons, such as the direction command buttons and the enter button, in the short period of time from when the pitcher character releases the ball to when the ball arrives at the expected pass position. Because of this, the input operations when issuing commands to the batter character become complicated, and thus the player may erroneously operate the input buttons.
  • One method that has been considered for making the input operation executable in a short period of time is a method in which commands are issued to the batter character displayed on the monitor by employing a touch panel type of monitor, and using a command means such as a touch pen, a finger, or the like instead of input buttons.
  • commands are issued to the batter character displayed on the monitor by employing a touch panel type of monitor, and using a command means such as a touch pen, a finger, or the like instead of input buttons.
  • the ball contact cursor of the bat can be set to the expected pass position of the ball, and the ball can be hit by the batter character.
  • the ball contact cursor can be set, and the ball can be instantly hit by the batter character.
  • a player that operates the batter character can easily cause the batter character to hit the ball by sufficiently ascertaining the movement of the expected pass position of the ball. Because of this, the pleasure of operating the batter character by a player may be lost.
  • a game program is a program for implementing the following functions on a computer capable of implementing a game in which a moving object is displayed on a touch panel type of monitor.
  • a pass area setting function that sets an expected pass display area of a moving object in a predetermined position between a dispatch position of the moving object and an arrival position of the moving object.
  • a pass position setting function that sets an expected pass position of the moving object in the expected pass display area.
  • a first trajectory setting function that sets the trajectory of the moving object that passes through the expected pass display area to a predetermined trajectory.
  • a contact position identification function that identifies a contact position of contact means on a monitor when the contact means is placed in contact with the monitor.
  • a final contact position identification function that identifies the contact position as a final contact position between a point in time in which the contact position was identified to a point in time at which the moving object arrived at the expected pass position.
  • a positional relationship identification function that identifies the positional relationship between a pass position of the moving object that will pass through the expected pass display area and the final contact position.
  • a second trajectory setting function that sets the trajectory of the moving object after the moving object has arrived at the expected pass position to a predetermined trajectory or a trajectory that differs from the predetermined trajectory.
  • the expected pass display area of the moving object will be set in a predetermined position between the dispatch position of the moving object and the arrival position of the moving object with the pass area setting function.
  • the pass position setting function the expected pass position of the moving object will be set in the expected pass display area.
  • the first trajectory setting function the trajectory of the moving object that passes through the expected pass display area will be set to a predetermined trajectory.
  • the contact position identification function the contact position of the command means on a monitor will be identified when the command means is placed in contact with the monitor.
  • the contact position movement function the contact position will be made moveable in the expected pass display area by means of the command means.
  • the contact position With the final contact position identification function, the contact position will be identified as the final contact position between a point in time in which the contact position was identified to a point in time at which the moving object arrived at the expected pass position.
  • the positional relationship identification function the positional relationship between the pass position of the moving object that will pass through the expected pass display area and the final contact position will be identified.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that differs from the predetermined trajectory.
  • the contact position of the command means on a monitor will be identified when a player places the command means in contact with the monitor. Then, the contact position that is movable by the command means in the expected pass display area will be identified as the final contact position, during the time period from when the contact position was identified to when the moving object arrived at the expected pass position. Then, the positional relationship between the pass position of the moving object that will pass through the expected pass display area and the final contact position will be identified.
  • the contact position of the command means can be identified, and a bat swing can be initiated. Then, the final contact position can be identified, and the position of the ball contact cursor can be set, from the point in time at which the contact position was identified until the point in time at which the ball arrived at the expected pass position.
  • a player can easily issue commands to a character.
  • a player by making it possible to command a batter character in two steps to initiate a bat swing and set the ball contact cursor, a player must take the time lag between the point at which the batter begins to swing the bat to the point at which the ball is hit into consideration, while setting the ball contact cursor, i.e., setting the position at which the batter will hit the ball. In this way, a player can take the time lag during the swing into consideration while experiencing the pleasure of setting the position at which the ball will be hit.
  • a game program according to a second aspect of the present invention is the game program of the first aspect, in which the final contact position identification function includes a contact position movement determination function and a monitor separation determination function.
  • the contact position movement determination function will determine whether or not the contact position has moved. With the contact movement determination function, if it has been determined that the contact movement has moved, the contact position after movement will be identified as a first contact position. Then, if it is determined that the contact position has not moved, the contact position identified by the contact position identification function will be identified as a second contact position.
  • the monitor separation determination function will determine whether or not the command means has been separated from the monitor. With the monitor separation determination function, if it is determined that the command means has been separated from the monitor, the first contact position or the second contact position will be identified as the final contact position at the point at which the command means is separated from the monitor. With the monitor separation determination function, if it is determined that the command means has not been separated from the monitor, the first contact position or the second contact position will be identified as the final contact position when the moving object has arrived at the expected pass position.
  • identification of the first contact position or the second contact position will be performed with the contact position movement determination function, and the first contact position or the second contact position will be identified as the final contact position with the monitor separation determination function.
  • identification of the moved position of the ball contact cursor or the unmoved position of the ball contact cursor, i.e., the initial position will be performed with the contact position movement determination function. Then, the moved position of the ball contact cursor or the initial position of the ball contact cursor will be identified as the final set position of the ball contact cursor.
  • identification of the moved position of the ball contact cursor and the initial position of the ball contact cursor will be performed in response to the contact position of the command means, and identification of the final set position of the ball contact cursor will be performed in response to the contact state of the command means.
  • the setting of the ball contact cursor can be performed from the command means.
  • a game program according to a third aspect of the present invention is the game program according to the first or second aspects, in which the positional relationship identification function includes a gap identification function.
  • the gap identification function it will be determined whether or not a gap between the pass position of the moving object that passes through the expected pass display area, and the final contact position, is within a predetermined range.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a trajectory that differs from the predetermined trajectory with the second trajectory setting function.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory with the second trajectory setting function.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that differs from the predetermined trajectory, depending upon whether or not the gap between the pass position of the moving object that passes through the expected pass display area and the final contact position is within a predetermined range.
  • a batter character in a baseball game, it will be determined whether or not a batter character can hit the ball character, depending upon whether or not the gap between the expected pass position of the ball character and the final set position of the ball contact cursor is within a distance in which the ball can be contacted with the bat. In other words, if the gap between the expected pass position of the ball character and the final set position of the ball contact cursor is within a distance in which the ball can be contacted with the bat, then a batter character can hit the ball.
  • a game program is the game program according to the first or second aspects, in which the positional relationship identification function includes a gap identification function. With the gap identification function, it will be determined whether or not a gap between the pass position of the moving object that passes through the expected pass display area, and the final contact position, is within a predetermined range.
  • the second trajectory setting function further includes a function that will set the trajectory of the ball character after the ball character has arrived at the expected pass position to a predetermined trajectory or a trajectory that is different than a predetermined trajectory, in response to the time from the point at which the contact position is identified.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a trajectory that differs from the predetermined trajectory with the second trajectory setting function when the moving object has arrived at the expected pass position within a predetermined time period after the contact position was identified. Then, when the moving object has arrived at the expected pass position outside the predetermined time period after the contact position has been identified, the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to the predetermined trajectory with the second trajectory setting function.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory with the second trajectory setting function.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that differs from the predetermined trajectory, depending upon whether or not the gap between the pass position of the moving object that passes through the expected pass display area and the final contact position is within a predetermined range.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a trajectory that differs from the predetermined trajectory or the predetermined trajectory, depending upon whether or not the moving object has arrived at the expected pass position within a predetermined time period after the contact position was identified.
  • the batter character can hit the ball.
  • the gap between the expected pass position of the ball character and the final set position of the ball contact cursor is within a distance in which the ball can be contacted, and the ball has arrived at the expected pass position within a time period in which the ball can be contacted after the batter has initiated a bat swing, the batter character can hit the ball.
  • the gap between the expected pass position of the ball character and the final set position of the ball contact cursor is within a distance in which the ball can be contacted, when the ball has arrived at the expected pass position outside a time period in which the ball can be contacted after the batter has initiated a bat swing, the batter character cannot hit the ball.
  • the batter character cannot hit the ball.
  • it will be determined whether or not a batter character can hit the ball, depending upon the relationship between the position of the ball contact cursor set by the command means and the expected pass position.
  • it will be determined whether or not the batter character can hit the ball within the time period in which the ball can be contacted, depending upon the timing at which the command means is placed into contact with the monitor.
  • a game program according to a fifth aspect of the present invention is the game program according to the fourth aspect, in which the predetermined time period is set to be from the point in time at which the contact position is identified to the point in time at which a predetermined amount of time has elapsed.
  • the predetermined time period e.g., the time period in which the ball can be contacted
  • the predetermined time period is set to be from the point in time at which the contact position is identified, i.e., the point in time at which the command means has been placed in contact with the monitor, to the point in time at which a predetermined amount of time has elapsed.
  • a game program according to a sixth aspect of the present invention is the game program disclosed in the fourth aspect, in which the predetermined time period is set to be after the point in time at which the contact position is identified.
  • the predetermined time period e.g., the time period in which the ball can be contacted
  • the predetermined time period is set to be after the point in time at which the contact position is identified, i.e., the point in time at which the command means has been placed in contact with the monitor.
  • a game device is a game device that can implement a game in which a moving object is displayed on a touch panel type of monitor.
  • the game unit comprises pass area setting means, pass position setting means, first trajectory setting means, contact position identification means, contact position movement means, final contact position identification means, position relationship differentiation means, and second trajectory setting means.
  • the pass area setting means the expected pass display area of a moving object will be set in a predetermined position between a dispatch position of the moving object and an arrival position of the moving object.
  • the pass position setting means the expected pass position of the moving object will be set in the expected pass display area.
  • the first trajectory setting means the trajectory of the moving object that passes through the expected pass display area will be set to a predetermined trajectory.
  • the contact position identification means With the contact position identification means, the contact position of the command means on a monitor will be identified when the command means is placed in contact with the monitor. With the contact position movement means, the contact position will be made moveable in the expected pass display area by means of the command means. With the final contact position identification means, the contact position will be identified as the final contact position between a point in time in which the contact position was identified to a point in time at which the moving object arrived at the expected pass position. With the positional relationship identification means, the positional relationship between the pass position of the moving object that will pass through the expected pass display area and the final contact position will be identified. With the second trajectory setting means, the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that differs from the predetermined trajectory.
  • a game method is a game method that can implement a game in which a moving object is displayed on a touch panel type of monitor.
  • the game method comprises a pass area setting step, a pass position setting step, a first trajectory setting step, a contact position identification step, a contact position movement step, a final contact position identification step, a position relationship differentiation step, and a second trajectory setting step.
  • the pass area setting step an expected pass display area of a moving object will be set in a predetermined position between a dispatch position of the moving object and an arrival position of the moving object.
  • the pass position setting step the expected pass position of the moving object will be set in the expected pass display area.
  • the trajectory of the moving object that passes through the expected pass display area will be set to a predetermined trajectory.
  • the contact position identification step the contact position of the command means on a monitor will be identified when the command means is placed in contact with the monitor.
  • the contact position movement step the contact position will be made moveable in the expected pass display area by means of the command means.
  • the final contact position identification step the contact position will be identified as the final contact position between a point in time in which the contact position was identified to a point in time at which the moving object arrived at the expected pass position.
  • the positional relationship identification step the positional relationship between the pass position of the moving object that will pass through the expected pass display area and the final contact position will be identified.
  • the trajectory of the moving object after the moving object has arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that differs from the predetermined trajectory.
  • FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention.
  • FIG. 2 is an example of a control block diagram of the portable game unit.
  • FIG. 3 is an example of a function block diagram of the portable game unit.
  • FIG. 4 is an explanation of the batting system in a baseball game.
  • FIG. 5 is an explanation of the time lag in the batting system.
  • FIG. 6 is a flow chart that explains the batting system in a baseball game.
  • FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention.
  • FIG. 2 is one example of a control block diagram of the portable game unit.
  • the portable game unit 1 primarily has a main case 2 , a liquid crystal monitor unit 3 , an input unit 4 , a cartridge mounting unit 5 , and a communication unit (not shown in the drawings).
  • the main case 2 has an upper case 2 a and a lower case 2 b .
  • the upper case 2 a and the lower case 2 b are connected to each other such that they can be opened and closed.
  • the liquid crystal monitor unit 3 comprises an upper liquid crystal monitor 3 a provided in the upper case 2 a , and a lower liquid crystal monitor 3 b provided in the lower case 2 b .
  • the upper liquid crystal monitor 3 a is a non-touch panel type monitor
  • the lower liquid crystal monitor 3 b is a touch panel type monitor.
  • the non-touch panel type monitor is comprised of a liquid crystal panel
  • the touch panel type monitor is comprised of a liquid crystal panel and a touch panel.
  • the display surface of the liquid crystal panel and the data input surface of the touch panel are laminated together so as to be integral with each other.
  • the input unit 4 comprises a cross-shaped directional command button 4 a that is arranged on the central portion of the left side of the lower case 2 b , a select button 4 b and a start button 4 c arranged from left to right on the upper portion of the left side of the lower case 2 b , command buttons 4 d that are arranged in the central portion of the right side of the lower case 2 b , a power button 4 e that is arranged on the upper portion of the right side of the lower case 2 b , and an L button 4 f and a R button 4 g arranged on the left and right corners of the lower case 2 b .
  • the cartridge mounting unit 5 is provided in the lower portion of the lower case 2 b .
  • a game cartridge or the like can be mounted in the cartridge mounting unit 5 .
  • the communication unit is built into the main case 2 , e.g., the lower case 2 a .
  • a local wireless network function, internet connection via wireless LAN function, or the like are provided by the communication unit.
  • the portable game unit 1 has a control device 10 in the interior thereof.
  • a CPU (Central Processing Unit) 11 which uses a microprocessor, a ROM (Read Only Memory) 12 as a main storage device, a RAM (Random Access Memory) 13 , an image processing circuit 14 , a sound processing circuit 15 , and a communication control circuit 20 of the control device 10 are connected to each other via a bus 16 .
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 will interpret instructions from a game program, and will perform various types of data processing and control.
  • the ROM 12 will store programs and the like needed for basic control of the game unit 1 (e.g., start-up control).
  • the RAM 13 will maintain a working area for the CPU 11 .
  • the image processing circuit 14 controls the liquid crystal monitor unit 3 in response to rendering commands from the CPU 11 , and displays predetermined images on at least one of the upper liquid crystal monitor 3 a and the lower liquid crystal monitor 3 b .
  • a touch input detection circuit 14 a is included in the image processing circuit 14 .
  • a command means e.g., a touch pen, a finger, or the like
  • coordinate date of the contact position will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the contact position will be identified by the CPU 11 .
  • coordinate data of the target object will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the target object will be identified by the CPU.
  • the sound processing circuit 15 will produce analog audio signals in response to sound generation commands from the CPU 11 , and will output the same to a speaker 22 .
  • the communication control circuit 20 is included in the communication unit, and is employed in order to wirelessly connect the game unit 1 to another game unit or the like.
  • the communication control circuit 20 is connected to the CPU 11 via the bus 16 .
  • the communication control circuit 20 will control and dispatch connection signals for connecting the game unit 1 to the internet via a local wireless network or a wireless LAN.
  • An external storage device 17 that is separate from the control device 11 is connected to the bus 16 .
  • the external storage device 17 is a game cartridge that is removably mounted in the main case 2 , e.g., the lower case 2 b .
  • a ROM 18 as a storage medium, and a memory 19 as a rewriteable user memory, are provided in the interior of the external storage device 17 .
  • a game program that causes the game unit 1 to function as a computer, and various types of data needed in the execution of the game program, are stored in advance in the ROM 18 .
  • the various types of data include various types of character image data, e.g., various types of panel image data, attribute image data, and the like.
  • Rewriteable memory such as flash memory is used in the memory 19 .
  • the storage medium of the external storage device 17 is not limited to a semiconductor memory element, and various other types of storage media may be used, such as a magnetic storage medium, an optical storage medium, a magneto-optical storage medium, or the like.
  • an interface circuit is interposed between the bus 16 and each element, but illustration of these will be omitted here.
  • a player can play various game genres on the liquid crystal monitor unit 3 by loading a game program stored in the ROM 18 of the external storage device 17 , and executing the loaded game program with the CPU 11 .
  • a game program stored in the ROM 18 of the external storage device 17
  • executing the loaded game program with the CPU 11 .
  • data can be exchanged with another game unit or a competition type game can be played via the communication control circuit 10 .
  • FIG. 3 is a function block diagram for explaining the functions that play an essential role in the present invention.
  • a moving object e.g., a ball character
  • the game unit 1 comprises pass area setting means 50 , pass position setting means 51 , first trajectory setting means 52 , contact position identification means 53 , contact position movement means 54 , final contact position identification means 55 , positional relationship identification means 56 , and second trajectory setting means 57 .
  • the pass area setting means 50 is implemented by a function that sets the expected pass display area, e.g., the hitting plane, of a ball character in a predetermined position between the dispatch position of the ball character and the arrival position of the ball character.
  • the coordinate data of the predetermined position between the dispatch position of the ball character and the arrival position of the ball character e.g., the position coordinate data of home base
  • the expected pass display area e.g., the hitting plane
  • the hitting plane is the virtual plane where a batter character will hit a ball character with a bat character.
  • a strike zone 75 for the batter is set in the hitting plane by the CPU 11 .
  • the coordinate data of the dispatch position of the ball character shown here is the position coordinate data of the pitcher character, and the coordinate data of the arrival position of the ball character is the position coordinate data of the catcher character.
  • the position coordinate data of the pitcher character can be employed in the coordinate data of the dispatch position of the ball character.
  • the position coordinate data of the catcher character or the coordinate data of the mitt position of the catcher character that indicates the target position at which the catcher character will catch the ball character, will be employed in the coordinate data of the arrival position of the ball character.
  • the position coordinate data of the pitcher character and the position coordinate data of the catcher character is stored in the ROM 18 .
  • the command signals from the input unit 11 or the command means will be identified by the CPU 11 .
  • the coordinate data of the release position of the ball character and the coordinate data of the mitt position of the catcher character will be calculated by the CPU 11 and stored in the RAM 13 .
  • the command means includes, for example, a touch pen, a finger, or the like.
  • the pass position setting means 51 is implemented by a function that sets the expected pass position of the ball character in the hitting plane.
  • the coordinate data of the expected pass position of the ball character will be calculated by the CPU 11 based upon the coordinate data of the dispatch position of the ball character and the coordinate data of the arrival position of the ball character, and associated with the hitting plane 40 .
  • the coordinate data of the expected pass position will be stored in the RAM 13 .
  • the expected path position will move in the hitting plane in response to changes in the trajectory of the ball character (described below).
  • the coordinate data of the expected path position in the hitting plane will be recalculated by the CPU 11 in response to changes in the trajectory of the ball character, and stored in the RAM 13 .
  • the first trajectory setting means 52 is implemented by a function that sets the trajectory of the ball character that will pass through the hitting plane to a predetermined trajectory.
  • the trajectory of the ball character that will pass through the hitting plane will be calculated by the CPU 11 based upon the coordinate data of the dispatch position of the ball character, the coordinate data of the arrival position of the ball character, and characteristic data of the ball character, e.g., ball type data of the ball character.
  • the trajectory calculated by the CPU 11 will become the predetermined trajectory.
  • the characteristic data of the ball character is stored in the ROM 18 , and is stored in the RAM 13 by the CPU 11 .
  • the characteristic data of the ball character stored in the RAM 13 will be entered by means of the input unit 11 or the command means and set prior to the pitching character initiating a pitching operation.
  • the set characteristic data of the ball character is held in the RAM 13 by the CPU 11 that identified the command signals from the input unit 11 or the command means.
  • the contact position identification means 53 is implemented by a function that identifies the contact position of the command means on the monitor when the contact means, e.g., a touch pen, a finger, or the like, is placed in contact with the monitor.
  • the contact position identification means 53 by bringing a touch pen, a finger, or the like into direct contact with the touch panel, the coordinate data of the contact position of the touch pen will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the contact position of the touch pen will be identified by the CPU 11 .
  • the contact position movement means 54 is implemented by a function that makes the contact position moveable in the hitting plane by means of a command means such as a touch pen, a finger, or the like.
  • a command means such as a touch pen, a finger, or the like.
  • the final contact position identification means 55 is implemented by a function that identifies a contact position as the final contact position, between the point in time at which a contact position is identified to the point in time at which the ball character has arrived at the expected pass position.
  • the coordinate data of the position at which the command means e.g., a touch pen, a finger, or the like, is in contact is identified by the CPU 11 as the coordinate data of the final contact position.
  • the final contact position identification means 55 includes contact position movement determination means 55 a , and monitor separation determination means 55 b.
  • the contact position movement means 55 a is implemented by a function that determines whether or not a contact position has moved. With the contact position movement determination means 55 a , whether or not the coordinate data of a contact position has changed will be determined by the CPU 11 . When the CPU 11 has determined that the coordinate data of the contact position has changed, the coordinate data of the contact position after the change will be identified by the CPU 11 as the coordinate data of a first contact position. Then, the coordinate data of the first contact position is stored in the RAM 13 . In contrast, when the CPU 11 has determined that the coordinate data of the contact position has changed, the coordinate data of the contact position identified by the contact position identification means 53 will be identified by the CPU 11 as the coordinate data of a second contact position. Then, the coordinate data of the second contact position is stored in the RAM 13 .
  • the monitor separation determination means 55 b is implemented by a function that will determine whether or not the touch pen is separated from the monitor. With the monitor separation determination means 55 b , whether or not the touch pen is separated from the monitor 3 , e.g., the touch panel, will be determined by the CPU 11 via the touch input detection circuit 14 a . When the CPU 11 has determined that the touch pen is separated from the touch panel, the coordinate data of the first contact position or the coordinate data of the second contact position at the point in time that the touch pen separates from the touch panel will be identified by the CPU 11 as the final contact position and stored in the RAM 13 .
  • the coordinate data of the first contact position or the coordinate data of the second contact position will be stored in the RAM 13 as the coordinate data of the final contact position when the CPU 11 has determined that the ball character has arrived at the expected pass position.
  • the positional relationship identification means 56 is implemented by a function that identifies the positional relationship between the pass position of the ball character that passes through the hitting plane and the final contact position. With the positional relationship identification means 56 , the positional relationship between the coordinate data of the pass position of the ball character that passes through the hitting plane and the coordinate data of the final contact position will be identified by the CPU 11 .
  • the positional relationship identification means 56 includes gap identification means 56 a.
  • the gap identification means 56 a is implemented by a function that identifies whether or not a gap between the pass position of the ball character that passes through the hitting plane and the final contact position is within a predetermined range. With the gap identification means 56 , whether or not a gap between the coordinate data of the pass position of the ball character that passes through the hitting plane and the coordinate data of the final contact position is within a predetermined range will be identified by the CPU 11 .
  • the trajectory of the ball character after arrival at the expected pass position will be reset by the CPU 11 to a trajectory different than the predetermined trajectory with second trajectory setting means 57 (described below) when the CPU 11 recognizes that the ball character has arrived at the expected pass position within a predetermined time period after the CPU 11 has identified the coordinate data of the contact position.
  • the trajectory of the ball character after arrival at the expected pass position will be maintained by the CPU 11 at the predetermined trajectory with second trajectory setting means 57 (described below) when the CPU 11 recognizes that the ball character has arrived at the expected pass position outside a predetermined time period after the CPU 11 has identified the coordinate data of the contact position.
  • the trajectory of the ball character after arrival at the expected pass position will be maintained by the CPU 11 at the predetermined trajectory with second trajectory setting function described below.
  • the second trajectory setting means 57 is implemented by a function that will set the trajectory of the ball character after the ball character has arrived at the expected pass position to a predetermined trajectory or a trajectory that is different than a predetermined trajectory, in response to the positional relationship between the pass position of the ball character that passes through the hitting plane and the final contact position.
  • the trajectory of the ball character after the ball character has been recognized by the CPU 11 as having arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that is different than a predetermined trajectory, in response to the positional relationship between the coordinate data of the pass position of the ball character that passes through the hitting plane and the coordinate data of the final contact position.
  • the second trajectory setting means 57 is implemented by a function that will set the trajectory of the ball character after the ball character has arrived at the expected pass position to a predetermined trajectory or a trajectory that is different than a predetermined trajectory, in response to the time from the point at which the contact position is identified.
  • the trajectory of the ball character after the ball character has been recognized by the CPU 11 as having arrived at the expected pass position will be set to a predetermined trajectory or a trajectory that is different than a predetermined trajectory by the CPU, in response to the time from the point at which the contact position is identified by the CPU 11 .
  • a predetermined time period is set after the point at which it is recognized by the CPU 11 that a predetermined amount of time has passed from when the contact position was identified by the CPU 11 .
  • This baseball game primarily comprises a batting system that issues commands with regard to batting to a batter character, a defense system that issues commands with regard to catching and throwing to a fielder character, a pitching system that issues commands with regard to pitching to a pitcher character, and a base running system that issues commands with regard to base running to a base running character.
  • a batting system that issues commands with regard to batting to a batter character
  • a defense system that issues commands with regard to catching and throwing to a fielder character
  • a pitching system that issues commands with regard to pitching to a pitcher character
  • a base running system that issues commands with regard to base running to a base running character.
  • the batting system serves to make a batting operation possible by issuing commands with a command means, e.g., a touch pen, a finger, or the like, regarding the swing initiation and the ball contact point of a batter.
  • a command means e.g., a touch pen, a finger, or the like
  • a player when a player operates a batter character that includes a bat character, as shown in FIG. 4 , a pitcher character 70 , a catcher character 71 , a hitting plane 72 , a batter character 73 , and a ball character 74 will be primarily displayed on the lower touch panel type monitor.
  • the pitcher character 70 will be displayed in the approximate central portion of the screen, the catcher character 71 will be displayed in the upper portion of the screen, and the batter character 73 will be displayed in the right side portion of the screen.
  • a strike zone 75 will be displayed on the hitting plane 72 above home base.
  • the expected pass position of the ball character 74 will be displayed on the monitor.
  • the expected pass position is displayed on the strike zone 75 of the hitting plane 72 with an asterisk mark 76 .
  • the ball character will be displayed between the pitcher character 70 and the home base character.
  • the asterisk mark 76 that represents the expected pass position of the ball will move on the hitting plane 72 in response to changes in the trajectory of the ball.
  • the player While referring to the asterisk mark 76 that represents the expected pass position of the ball, the player will ascertain the course of the ball dispatched from the pitcher character 70 , and will cause the batter character 73 to hit the ball. For example, after the asterisk mark 76 is displayed on the monitor, the ball contact point of the batter character 73 will be set to the contact position of the touch pen by contacting the touch pen with the monitor. Here, the ball contact point is displayed as a cross mark 77 . Then, while referring to the movement of the asterisk mark 76 , the player will move the touch pen on the monitor while in contact therewith.
  • the ball character 74 when the ball character 74 has arrived at the hitting plane 72 , if the arrival point of the ball character 74 has entered a predetermined range around the ball contact point of the batter character 73 , the ball will be struck by the bat of the batter character 73 , and the ball character 74 will fly.
  • the batter character 73 will swing with a timing that is different than the ball when the timing at which the touch pen is contacted with the monitor is too quick or when the timing at which the touch pen is contacted with the monitor is too slow. At this point, the batter character 73 will swing and miss, and not strike the ball with the bat. Because of this, in order to cause the batter character 73 to hit the ball, the touch pen must be contacted with the monitor at an appropriate timing such that the arrival point of the ball character 74 will enter the predetermined range around the bat hitting point of the batter character 73 .
  • FIG. 5 shows a state in which a bat is swung from point A, through point B and point C, and up to point D, when the touch pen is placed in contact with the monitor.
  • the time at each point is set to 0, t 1 , t 2 , and t 3 .
  • the position at the point in time at which the touch pen is placed into contact with the monitor is A, and the time is 0.
  • FIG. 6 The flowchart shown in FIG. 6 will be used to explain the batting system in the baseball game of the present embodiment.
  • the hitting plane 72 that includes the strike zone 75 will be set in a predetermined position between the dispatch position of the ball character 74 and the arrival position of the ball character 74 (S 1 ).
  • the hitting plane 72 that includes the strike zone 75 will be set in a position above home base between the position of the pitcher character 70 and the position of the catcher character 71 .
  • the expected pass position that is the target for the pitcher on the hitting plane 72 will be set (S 2 ).
  • the trajectory of a ball that will pass through the expected pass position will be set to a predetermined trajectory (S 3 ), and the ball character 74 will be dispatched from the pitcher character 70 toward the expected pass position of the hitting plane 72 (S 4 ).
  • the contact position of the touch pen on the monitor will be identified (S 5 ). This corresponds to identifying the initiation of a bat swing by a batter in a baseball game.
  • the contact position on the monitor has moved (S 6 ). If it is determined that the contact position on the monitor has moved (S 6 is yes), then the contact position after the movement will be identified as the first contact position (S 7 ). This corresponds to the ball contact point of the batter being changed to a first contact position in a baseball game. In contrast, if it is determined that the contact position on the monitor has not moved (S 6 is no), then the contact position at which the touch pen was first placed on the monitor will be identified as the second contact position (S 8 ). This corresponds to the ball contact point of the batter not being changed in a baseball game.
  • the touch pen it will be determined whether or not the touch pen has been separated from the monitor (S 9 ). If it is determined that the touch pen has been separated from the monitor (S 9 is yes), then the first contact position or the second contact position will be identified as the final contact position at the point in time (the first point in time) at which the touch pen was separated from the monitor (S 10 ). If it is determined that the touch pen has not been separated from the monitor (S 9 is no), then the first contact position or the second contact position will be identified as the final contact position at the point in time (the second point in time) at which the ball character 74 arrives at the expected pass position of the hitting plane 72 (S 11 ). These correspond to the ball contact point of the batter being finally determined in a baseball game.
  • a gap between the pass position of the ball character 74 that will pass through the hitting plane 72 and the final contact position of the touch pen is within a predetermined range (S 12 ).
  • a predetermined range it will be determined whether or not the ball will be struck by the bat in a baseball game. If it is determined that the gap between the pass position of the ball character 74 that will pass through the hitting plane 72 and the final contact position of the touch pen is within a predetermined range (S 12 is yes), it will be determined whether or not the ball character 74 has arrived at the expected pass position within a predetermined time period after the contact position was identified (S 13 ).
  • the position at which the ball contact point will strike the ball is set in a baseball game, it will be determined whether or not the batter can hit the ball by determining whether or not the bat was swung by the batter at a correct timing.
  • the trajectory of the ball character 74 after it arrived at the expected pass position will be set to a trajectory that is different from the predetermined trajectory (S 14 ) at the point in time (the second point in time) that the ball character 74 arrived at the expected pass position, and the setting of the trajectory of the ball character 74 will be completed (S 16 ).
  • the state in which a ball flies in a direction different than the direction of the catcher character 71 indicates a state in which the ball flies into the infield, the outfield, or the like.
  • the ball will fly between the fielders in the infield, and without being caught by a fielder in the infield.
  • the ball will fly into the infield or outfield, and will be caught by a fielder in the infield or the outfield.
  • the trajectory of the ball character 74 after it has arrived at the expected pass position will be maintained at the predetermined trajectory (S 15 ), and the setting of the trajectory of the ball character 74 will be completed (S 16 ).
  • the state in which the ball character 74 flies in the direction of the catcher character 71 indicates a state in which the batter swings and misses, and the ball is caught by the catcher.
  • the trajectory of the ball character 74 after it has arrived at the expected pass position will be set to the predetermined trajectory (S 15 ), and the setting of the trajectory of the ball character 74 will be completed (S 16 ).
  • the state in which the ball character 74 flies in the direction of the catcher character 71 indicates a state in which the batter swings and misses, and the ball is caught by the catcher.
  • the time lag from when the batter begins to swing the bat until the ball is hit is achieved by means of the time period between the point in time at which the contact position of the touch pen is identified to the point in time at which the final contact position of the touch pen is identified.
  • the range in which a ball can be struck with the bat is achieved by means of the predetermined time period that occurs after a predetermined amount of time from the point at which the contact position of the touch pen was identified expires.
  • the portable game unit 1 was used as an example of a computer that can utilize the game program
  • the game device is not limited to the aforementioned embodiment, and can also utilize in the same way a game device formed separately from a monitor, a game device for commercial use that is formed integrally with a monitor, and a personal computer, a workstation, or the like that functions as a game device by executing a game program.
  • the present invention also includes a program and method for executing the game described above, and a computer readable storage medium on which the program is stored.
  • examples of recording media include computer readable flexible disks, semiconductor memory, CD-ROM, DVD, MO, ROM cassettes, and the like.
  • the contact position of a command means on a monitor will be identified when a player places the command means in contact with the monitor. Then, the contact position that is movable by the command means in the expected pass display area will be identified as the final contact position, during the time period from when the contact position was identified to when the moving object arrived at the expected pass position. Then, the positional relationship between the pass position of the moving object that will pass through the expected pass display area and the final contact position will be identified. In this way, a player can easily set the contact position and the final contact position with the command means. In addition, the loss of pleasure a player feels when operating a character can be prevented because a player can set the contact position and the final contact position, during the time period from when the contact position was identified to when the moving object arrives at the expected pass position.

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