US20110319159A1 - Game device, method for controlling game device, program and information storing medium - Google Patents

Game device, method for controlling game device, program and information storing medium Download PDF

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Publication number
US20110319159A1
US20110319159A1 US13/142,206 US200913142206A US2011319159A1 US 20110319159 A1 US20110319159 A1 US 20110319159A1 US 200913142206 A US200913142206 A US 200913142206A US 2011319159 A1 US2011319159 A1 US 2011319159A1
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United States
Prior art keywords
game
game character
switching
character
combination
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Abandoned
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US13/142,206
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English (en)
Inventor
Ippei Kondo
Tatsuya Tanaka
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KONDO, IPPEI, TANAKA, TATSUYA
Publication of US20110319159A1 publication Critical patent/US20110319159A1/en
Abandoned legal-status Critical Current

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/306Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game device, a method of controlling a game device, a program, and an information storage medium.
  • a game configured such that a user operates an operation subject which is switched among a plurality of game characters.
  • a sports game for example, soccer game, basketball game, ice hockey game, American football game, or baseball game
  • a user operates an operation subject which is switched among a plurality of player characters belonging to a team corresponding to the user.
  • a sports game such as a soccer game
  • the user's operation subject when a first player character as a user's operation subject executes a pass toward a second player character, the user's operation subject is quickly switched from the first player character to the second player character, and the user can operate the second player character at the time of receiving the pass and after receiving the pass.
  • the user's operation subject is quickly switched from the first player character to the second player character, which allows the user to operate the first player character and the second player character.
  • a combination action (combination play) is performed smoothly between players depends on a relationship between the players (for example, combination degree or compatibility). Therefore, even in the game as described above, when the user can experience that the combination action is or is not performed smoothly between the game characters depending on the relationship between the game characters (for example, combination degree or compatibility), the user's satisfaction can further be enhanced.
  • the present invention has been made in view of the above-mentioned problem, and therefore an object thereof is to provide a game device, a method of controlling a game device, a program, and an information storage medium which allow a user to experience that a combination action is or is not performed smoothly between game characters depending on a relationship between the game characters (for example, combination degree or compatibility).
  • a game device includes: means for acquiring a storage content of parameter storage means storing a parameter in association with a combination of game characters; switching means for switching an operation subject of a user among a plurality of the game characters; and switching restriction means for restricting switching of the operation subject of the user from a first game character of the plurality of the game characters to a second game character of the plurality of the game characters, based on the parameter associated with a combination of the first game character and the second game character.
  • a method of controlling a game device includes: acquiring a storage content of parameter storage means storing a parameter in association with a combination of game characters; switching an operation subject of a user among a plurality of the game characters; and restricting switching of the operation subject of the user from a first game character of the plurality of the game characters to a second game character of the plurality of the game characters, based on the parameter associated with a combination of the first game character and the second game character.
  • a program causes a computer, such as a consumer game machine (stationary game machine), a portable game machine, an arcade game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer, to function as a game device.
  • the program further causes the computer to function as: means for acquiring a storage content of parameter storage means storing a parameter in association with a combination of game characters; switching means for switching an operation subject of a user among a plurality of the game characters; and switching restriction means for restricting switching of the operation subject of the user from a first game character of the plurality of the game characters to a second game character of the plurality of the game characters, based on the parameter associated with a combination of the first game character and the second game character.
  • an information storage medium is a computer-readable information storage medium storing the above-mentioned program.
  • the user is allowed to experience that the combination action is or is not performed smoothly between the game characters depending on the relationship between the game characters (for example, combination degree or compatibility).
  • the switching restriction means may suspend the switching from the first game character to the second game character, based on the parameter associated with the combination of the first game character and the second game character.
  • the switching restriction means may include waiting time control means for controlling a length of a waiting time to be taken until the switching from the first game character to the second game character, based on the parameter associated with the combination of the first game character and the second game character.
  • the waiting time control means may control the length of the waiting time, based on the parameter associated with the combination of the first game character and the second game character, and a distance between the first game character and the second game character.
  • the switching means may include means for switching, in a case where a moving object moves from the first game character under a state in which the first game character is set as the operation subject of the user, the operation subject of the user from the first game character to the second game character, which is selected from among the plurality of the game characters based on a moving direction of the moving object.
  • the switching restriction means may include: suspension means for suspending the switching from the first game character to the second game character; suspension cancellation means for canceling suspension performed by the suspension means in a case where a distance between a movement start position of the moving object or the first game character and the moving object satisfies a distance condition regarding the distance between the movement start position of the moving object or the first game character and the moving object; and distance condition control means for controlling the distance condition, based on the parameter associated with the combination of the first game character and the second game character.
  • the switching means may include means for switching, in a case where a moving object moves under a state in which the first game character is set as the operation subject of the user, the operation subject of the user from the first game character to the second game character, which is selected from among the plurality of the game characters based on a moving direction of the moving object.
  • the switching restriction means may include: suspension means for suspending the switching from the first game character to the second game character; suspension cancellation means for canceling suspension performed by the suspension means in a case where a distance between a movement destination position of the moving object or the second game character and the moving object satisfies a distance condition regarding the distance between the movement destination position of the moving object or the second game character and the moving object; and distance condition control means for controlling the distance condition, based on the parameter associated with the combination of the first game character and the second game character.
  • the distance condition control means may control the distance condition, based on the parameter associated with the combination of the first game character and the second game character, and a distance between the first game character and the second game character.
  • the switching means may include means for switching, in a case where a moving object moves under a state in which the first game character is set as the operation subject of the user, the operation subject of the user from the first game character to the second game character, which is selected from among the plurality of the game characters based on a moving direction of the moving object.
  • the switching restriction means may include: suspension means for suspending the switching from the first game character to the second game character; suspension cancellation means for canceling suspension performed by the suspension means in a case where a remaining time before a distance between a movement destination position of the moving object or the second game character and the moving object satisfies a distance condition regarding the distance between the movement destination position of the moving object or the second game character and the moving object is equal to or shorter than a reference time; and reference time control means for controlling a length of the reference time, based on the parameter associated with the combination of the first game character and the second game character.
  • the reference time control means may control the length of the reference time, based on the parameter associated with the combination of the first game character and the second game character, and a distance between the first game character and the second game character.
  • the switching restriction means may include means for inhibiting the switching from the first game character to the second game character, based on the parameter associated with the combination of the first game character and the second game character.
  • FIG. 1 A diagram illustrating a hardware configuration of a game device according to an embodiment of the present invention.
  • FIG. 2 A diagram illustrating an example of a virtual three-dimensional space.
  • FIG. 3 A diagram illustrating an example of a game screen.
  • FIG. 4 A diagram illustrating an example of the game screen.
  • FIG. 5 An explanatory diagram illustrating an overview of the embodiment of the present invention.
  • FIG. 6 A functional block diagram of the game device.
  • FIG. 7 A table illustrating an example of player state data.
  • FIG. 8 A table illustrating an example of combination degree parameter data.
  • FIG. 9 A flow chart illustrating processing executed by the game device.
  • FIG. 10 A table illustrating an example of waiting time data.
  • FIG. 11 A flow chart illustrating processing executed in a first modified example.
  • FIG. 12 A table illustrating an example of waiting time data in the first modified example.
  • FIG. 13 An explanatory diagram illustrating an overview of a second modified example.
  • FIG. 14 A flow chart illustrating processing executed in the second modified example.
  • FIG. 15 A table illustrating an example of reference distance data in the second modified example.
  • FIG. 16 A table illustrating another example of the reference distance data in the second modified example.
  • FIG. 17 An explanatory diagram illustrating an overview of a third modified example.
  • FIG. 18 A flow chart illustrating processing executed in the third modified example.
  • FIG. 19 A table illustrating an example of reference distance data in the third modified example.
  • FIG. 20 A table illustrating another example of the reference distance data in the third modified example.
  • FIG. 21 An explanatory diagram illustrating an overview of a fourth modified example.
  • FIG. 22 A flow chart illustrating processing executed in the fourth modified example.
  • FIG. 23 A table illustrating an example of reference time data in the fourth modified example.
  • FIG. 24 A table illustrating another example of the reference time data in the fourth modified example.
  • a game device is implemented by, for example, a consumer game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Description is herein given of a case where the game device according to the embodiment of the present invention is implemented by using a consumer game machine.
  • FIG. 1 is a diagram illustrating a hardware configuration of the game device according to the embodiment of the present invention.
  • a game device 10 includes a consumer game machine 11 , a monitor 32 , a speaker 34 , and an optical disc 36 (information storage medium).
  • the monitor 32 and the speaker 34 are connected to the consumer game machine 11 .
  • Used as the monitor 32 is, for example, a consumer television set.
  • Used as the speaker 34 is, for example, a speaker built into the consumer television set.
  • the consumer game machine 11 is a known computer game system.
  • the consumer game machine 11 includes a bus 12 , a microprocessor 14 , a main memory 16 , an image processing unit 18 , an input/output processing unit 20 , an audio processing unit 22 , an optical disc reading unit 24 , a hard disk 26 , a communication interface 28 , and a controller 30 .
  • the components other than the controller 30 are accommodated in a casing of the consumer game machine 11 .
  • the microprocessor 14 controls each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown), or a program read from the optical disc 36 or the hard disk 26 .
  • the main memory 16 includes, for example, a RAM. The program and data read from the optical disc 36 or the hard disk 26 are written to the main memory 16 if necessary.
  • the main memory 16 is also used as a working memory for the microprocessor 14 .
  • the bus 12 is used for exchanging addresses and data among the units of the consumer game machine 11 .
  • the microprocessor 14 , the main memory 16 , the image processing unit 18 , and the input/output processing unit 20 are connected via the bus 12 so as to communicate data with one another.
  • the image processing unit 18 includes a VRAM, and renders a game screen in the VRAM based on image data transmitted from the microprocessor 14 . Further, the image processing unit 18 converts the game screen rendered in the VRAM into a video signal and outputs the video signal to the monitor 32 at a predetermined timing.
  • the input/output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22 , the optical disc reading unit 24 , the hard disk 26 , the communication interface 28 , and the controller 30 .
  • the audio processing unit 22 includes a sound buffer and reproduces various kinds of audio data, for example, game music, game sound effects, and messages, that have been read from the optical disc 36 or the hard disk 26 into the sound buffer to output the audio data from the speaker 34 .
  • the communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network such as the Internet by wire or wireless.
  • the optical disc reading unit 24 reads a program or data recorded on the optical disc 36 .
  • the optical disc 36 is used herein for supplying the program or the data to the consumer game machine 11 .
  • another information storage medium such as a memory card, may be used.
  • the program or the data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet, for example.
  • the hard disk 26 is a commonly-used hard disk device (auxiliary storage device). Note that the program and the data, which are supposed to be stored in the optical disc 36 in the following description, may be stored in the hard disk 26 .
  • the controller 30 is general-purpose operation means for receiving various kinds of game operations of a user.
  • a plurality of the controllers 30 may be connected to the consumer game machine 11 by wire or wirelessly.
  • the input/output processing unit 20 scans a state of the controller 30 every predetermined cycle (for example, every 1/60 th of a second), and then transfers an operation signal indicating a result of the scanning to the microprocessor 14 via the bus 12 .
  • the microprocessor 14 determines the player's game operation based on the operation signal.
  • a soccer game simulating a soccer match between a first team and a second team is executed.
  • the soccer game is implemented by executing the program read from the optical disc 36 .
  • the description is given by assuming that the first team is operated by one user while the second team is operated by a computer. Note that the first team may be operated by a plurality of users in cooperation. Further, the second team may be operated by another user.
  • FIG. 2 illustrates an example of the game space (virtual three-dimensional space).
  • a virtual three-dimensional space 40 illustrated in FIG. 2 there is disposed a field 42 , which is an object representing a soccer field.
  • goals 44 which are objects representing soccer goals
  • a player character 46 which is an object representing a soccer player belonging to the first team
  • a player character 48 which is an object representing a soccer player belonging to the second team
  • a ball 50 which is an object representing a soccer ball.
  • eleven player characters 46 belonging to the first team and eleven player characters 48 belonging to the second team are disposed on the field 42 .
  • One of the goals 44 is associated with the first team, whereas the other goal 44 is associated with the second team.
  • a scoring event occurs for the other team.
  • Any one of the plurality of player characters 46 belonging to the first team is set as a user's operation subject.
  • the user's operation subject is switched among the player characters 46 belonging to the first team based on, for example, a position of the ball 50 or a switching instruction operation of the user.
  • the user's operation subject is switched based on the position of the ball 50 so that, of the player characters 46 belonging to the first team, the player character 46 close to the ball 50 is set as the user's operation subject.
  • the user's operation subject is switched to another player character 46 in a case where the user performs the switching instruction operation.
  • the player character 46 set as the user's operation subject takes an action in response to a user's operation. Further, of the player characters 46 belonging to the first team, player characters 46 which are not set as the user's operation subject are operated by the computer as well as the player characters 48 belonging to the second team.
  • the player character 46 ( 48 ) and the ball 50 come close to each other, the player character 46 ( 48 ) and the ball 50 are associated with each other under a predetermined condition.
  • the ball 50 moves in accordance with the movement of the player character 46 ( 48 ).
  • the moving action of the player character 46 ( 48 ) in this case is a dribbling action.
  • the state in which the ball 50 is associated with the player character 46 ( 48 ) is hereinafter referred to as a state in which “the player character 46 ( 48 ) is keeping the ball 50 ”.
  • a virtual camera 52 (viewpoint) is set in the virtual three-dimensional space 40 .
  • a game screen showing a situation of the virtual three-dimensional space 40 viewed from the virtual camera 52 is displayed on the monitor 32 .
  • the virtual camera 52 moves around within the virtual three-dimensional space 40 based on the movement of the ball 50 .
  • FIG. 3 illustrates an example of the game screen.
  • two player characters 46 a and 46 b belonging to the first team and two player characters 48 a and 48 b belonging to the second team are displayed.
  • a triangular cursor 62 is displayed over the head of the player character 46 a .
  • the cursor 62 serves to guide the user to find the player character 46 which is set as a current operation subject of the user.
  • the player character 46 a is set as the user's operation subject.
  • the player character 46 a is keeping the ball 50 .
  • a pass button of the controller 30 while using an operation stick of the controller 30 to designate a direction from the player character 46 a to the player character 46 b .
  • a pass button is executed from the player character 46 a toward the player character 46 b .
  • the user's operation subject is switched from the player character 46 a to the player character 46 b .
  • the cursor 62 is displayed over the head of the player character 46 b .
  • the user's operation subject is switched from the player character 46 a to the player character 46 b , which allows the user to perform both the operation of making a pass and the operation of receiving a pass.
  • FIG. 5 is an explanatory diagram illustrating an overview of the technology described above.
  • the description is herein given of a case aiming to allow the user to experience that, when a pass is executed from one player character 46 belonging to the first team (in this case, referred to as “player character X”) toward another player character 46 (in this case, referred to as “player character Y”), a combination action (combination play) is or is not performed smoothly between the player characters X and Y depending on a relationship between the player characters X and Y (for example, combination degree or compatibility).
  • the T-axis of FIG. 5 represents a time base.
  • the switching of the user's operation subject from the player character X to the player character Y is suspended until a waiting time (wt) elapses since a time when the player character X executed the pass (for example, a time when the player character X kicked the ball 50 , or a time when the player character X released the ball 50 from the foot).
  • the waiting time (wt) is determined based on the relationship between the player characters X and Y (for example, combination degree or compatibility). For example, if the combination degree between the player characters X and Y is relatively low, the waiting time (wt) is set relatively long.
  • the waiting time (wt) is long, a switching time of the operation subject becomes late. If the switching time of the operation subject is late as described above, the operation subject is not switched to the player character Y until a time immediately before the player character Y receives the pass, for example. As a result, the user is allowed to experience that the combination action is not performed smoothly between the player character X and the player character Y.
  • the waiting time (wt) is set extremely short (for example, 0). In this case, the switching of the user's operation subject is quickly executed, and as a result, a longer period of time is secured for the player character Y to receive the pass after the switching of the user's operation subject is performed. Therefore, the user has enough time to operate the player character Y at the time of receiving the pass and after receiving the pass. As a result, the user is allowed to experience that the combination action is performed smoothly between the player characters X and Y.
  • FIG. 6 is a functional block diagram mainly illustrating functions related to the present invention among the functions implemented by the game device 10 .
  • the game device 10 includes a game data storage section 70 , a switching section 76 , and a switching restriction section 78 .
  • the game data storage section 70 is implemented mainly by the main memory 16 and the optical disc 36
  • the switching section 76 and the switching restriction section 78 are implemented mainly by the microprocessor 14 .
  • the game data storage section 70 stores game data necessary to execute the soccer game.
  • the game data storage section 70 includes a game situation data storage section 72 and a parameter storage section 74 .
  • the game situation data storage section 72 stores game situation data, which indicates a current situation of the soccer game.
  • the game situation data includes the following data:
  • FIG. 7 illustrates an example of player state data indicating the current state of each of the player characters 46 and 48 .
  • the player state data illustrated in FIG. 7 contains, for example, a “player ID” field, a “position” field, a “posture” field, an “operation subject flag” field, and a “ball keeping flag” field.
  • the “player ID” field indicates information for uniquely identifying the player characters 46 and 48 .
  • items “P 101 ” to “P 111 ” are player IDs of the player characters 46 belonging to the first team
  • items “P 201 ” to “P 211 ” are player IDs of the player characters 48 belonging to the second team.
  • the “position” field indicates current positions of the player characters 46 and 48
  • the “posture” field indicates current postures of the player characters 46 and 48 .
  • the “operation subject flag” field indicates whether or not the player character 46 is the user's operation subject, and takes a value of 0 or 1.
  • the value “0” indicates that the player character 46 is not currently the user's operation subject, while the value “1” indicates that the player character 46 is currently the user's operation subject.
  • the “ball keeping flag” field indicates whether or not the player character 46 or the player character 48 is keeping the ball 50 , and takes a value of 0 or 1.
  • the value “0” indicates that the player character 46 or the player character 48 is not currently keeping the ball 50
  • the value “1” indicates that the player characters 46 or the player character 48 is currently keeping the ball 50 .
  • the parameter storage section 74 stores various parameters regarding the player characters 46 and 48 .
  • the parameter storage section 74 stores, in association with a combination of two player characters 46 belonging to the first team, a parameter regarding a relationship between those player characters 46 (for example, combination degree or compatibility).
  • FIG. 8 illustrates an example of combination degree parameter data stored in the parameter storage section 74 .
  • the combination degree parameter data illustrated in FIG. 8 contains a “player character combination” field and a “combination degree parameter” field.
  • the “player character combination” field indicates combinations of player IDs of two player characters 46 belonging to the first team.
  • the “combination degree parameter” field stores combination degree parameters.
  • the combination degree parameter indicates a level of the combination degree between the two player characters 46 . Specifically, the combination degree parameter takes a numerical value of from 0 to 100, and indicates that the combination degree between the two player characters 46 is higher as the value of the combination degree parameter is higher.
  • the switching section 76 switches the user's operation subject among the eleven player characters 46 belonging to the first team. For example, the switching section 76 selects any one of player characters 46 which are not set as the user's operation subject (hereinafter, referred to as “teammate player characters”) as a switchover candidate of the user's operation subject, based on the position of the ball 50 represented by three-dimensional coordinates (Xw-axis, Yw-axis, and Zw-axis coordinates: see FIG. 2 ). For example, if the ball 50 is kicked out to roll on the field 42 , the teammate player character which is positioned along the moving direction of the ball 50 is selected as the switchover candidate.
  • teammate player characters which is positioned along the moving direction of the ball 50 is selected as the switchover candidate.
  • a landing point of the ball 50 is predicted based on the moving direction of the ball 50 , and the teammate player character closest to the landing point is selected as the switchover candidate.
  • the switchover candidate is selected in the manner as described above, and hence, for example, if the player character 46 set as the user's operation subject executes a pass toward the teammate player character, the teammate player character as a passing target is selected as the switchover candidate.
  • the switching section 76 sets the teammate player character selected as the switchover candidate as a new user's operation subject.
  • the switching section 76 may switch the user's operation subject based on the switching instruction operation of the user. For example, if the user performs the switching instruction operation, the switching section 76 may select the teammate player character closest to the ball 50 as the switchover candidate.
  • the switching section 76 may switch the user's operation subject among ten player characters 46 other than the goalkeeper, of the eleven player characters 46 belonging to the first team. Alternatively, the switching section 76 may switch the user's operation subject among a plurality of player characters 46 (operation subject candidates) which are selected by the user in advance from among the eleven player characters 46 belonging to the first team.
  • the switching restriction section 78 restricts, based on the parameter stored in the parameter storage section 74 in association with the combination of the player characters X and Y, the switching of the user's operation subject from the player character X (first player character), which is the player character 46 set as the user's operation subject, to the player character Y (second player character), which is the teammate player character selected as the switchover candidate.
  • the switching restriction section 78 inhibits the switching of the user's operation subject from the player character X to the player character Y based on the value of the combination degree parameter associated with the combination of the player characters X and Y.
  • “restricting the switching” includes “inhibiting the switching”.
  • the switching restriction section 78 inhibits the switching of the user's operation subject from the player character X to the player character Y based on a result of comparing the value of the combination degree parameter associated with the combination of the player characters X and Y to a predetermined reference value.
  • the value of the combination degree parameter associated with the combination of the player characters X and Y is smaller than the predetermined reference value (for example, 30), the switching of the user's operation subject from the player character X to the player character Y is inhibited.
  • the switching restriction section 78 suspends the switching of the user's operation subject from the player character X to the player character Y based on the value of the combination degree parameter associated with the combination of the player characters X and Y.
  • “restricting the switching” includes “suspending the switching instead of immediately performing the switching”.
  • the switching restriction section 78 suspends the switching of the user's operation subject from the player character X to the player character Y based on a result of comparing the value of the combination degree parameter associated with the combination of the player characters X and Y to a predetermined reference value. For example, when the value of the combination degree parameter associated with the combination of the player characters X and Y is smaller than the predetermined reference value (for example, 80), the switching of the user's operation subject from the player character X to the player character Y is suspended.
  • the predetermined reference value for example, 80
  • the switching restriction section 78 suspends the switching of the user's operation subject from the player character X to the player character Y until the waiting time (wt) elapses from a reference time, and if the waiting time (wt) has elapsed from the reference time, the suspension is cancelled.
  • the “reference time” refers to, for example, the time when the player character X has executed the pass (time when the player character X has kicked the ball 50 , or time when the player character X has released the ball 50 from the foot), or the time when the pass button has been depressed.
  • the switching restriction section 78 may control a length of the waiting time (wt) based on the value of the combination degree parameter associated with the combination of the player characters X and Y. For example, when the value of the combination degree parameter associated with the combination of the player characters X and Y is relatively low, the switching restriction section 78 may control the waiting time (wt) to be relatively long.
  • FIG. 9 is a flow chart illustrating this processing.
  • the microprocessor 14 executes the processing illustrated in FIG. 9 according to the program read from the optical disc 36 . Note that in parallel with the processing illustrated in FIG.
  • the microprocessor (switching section 76 ) specifies a teammate player character as a passing target based on a passing direction (in other words, a direction in which the ball 50 is kicked out), and selects the teammate player character as a switchover candidate (S 101 ). Then, the microprocessor 14 (switching restriction section 78 ) acquires a combination degree parameter (p) associated with the combination of the player character X and the teammate player character selected as the switchover candidate (player character Y) (S 102 ). Specifically, the combination degree parameter (p) associated with the combination of the player characters X and Y is read from the combination degree parameter data (see FIG. 8 ).
  • the microprocessor 14 determines whether or not the value of the combination degree parameter (p) acquired in S 102 is smaller than a predetermined value (30) (S 103 ). If the value of the combination degree parameter (p) is smaller than the predetermined value, this processing ends. In this case, the switching of the user's operation subject from the player character X to the player character Y is not executed. In this manner, when the value of the combination degree parameter (p) associated with the combination of the player characters X and Y is extremely low, the switching of the user's operation subject from the player character X to the player character Y is inhibited. In this case, the player character Y maintains the state of being operated by the computer, and hence the user cannot operate the player character Y at the time of receiving the pass and after receiving the pass.
  • the microprocessor 14 acquires a waiting time (wt) associated with the value of the combination degree parameter (p) (S 104 ).
  • FIG. 10 illustrates an example of the waiting time data.
  • the waiting time data illustrated in FIG. 10 is data in a table format.
  • a value “T 1 ” is set as a waiting time (wt) associated with a value range “30 ⁇ p ⁇ 60” of the combination degree parameter (p)
  • a value “T 2 ” is set as a waiting time (wt) associated with a value range “60 ⁇ p ⁇ 80”.
  • the values “T 1 ” and “T 2 ” have a relationship of “T 1 >T 2 ”.
  • the waiting time (wt) in the case where the value of the combination degree parameter (p) is relatively low is longer than the waiting time (wt) in the case where the value of the combination degree parameter (p) is relatively high.
  • a value “0” is set as the waiting time (wt) associated with a value range “80 ⁇ p”.
  • the waiting time (wt) in the case where the value of the combination degree parameter (p) is extremely high is set to 0.
  • the waiting time data may be data in a format of mathematical expressions.
  • the waiting time data may be data in a format of mathematical expressions in which the waiting time (wt) is calculated by substitution of the value of the combination degree parameter (p). Further, the waiting time data may be held as part of a program.
  • the microprocessor 14 After acquiring the waiting time (wt), the microprocessor 14 (switching restriction section 78 ) monitors whether or not the waiting time (wt) has elapsed from a reference time (S 105 ). Then, if the waiting time (wt) has elapsed, the microprocessor 14 (switching section 76 ) switches the user's operation subject from the player character X to the player character Y (S 106 ). In this case, the value of the “operation subject flag” field of the player character X is updated from 1 to 0, while the value of the “operation subject flag” field of the player character Y is updated from 0 to 1. From then on, the user is allowed to operate the player character Y.
  • the processing executed as described above if the value of the combination degree parameter (p) associated with the combination of the player characters X and Y satisfies “30 ⁇ p ⁇ 60” or “60 ⁇ p ⁇ 80”, the switching of the user's operation subject from the player character X to the player character Y is suspended depending on the value range to which the value of the combination degree parameter (p) belongs, and thus the switching of the user's operation subject becomes late.
  • only a short period of time is secured for the player character Y to receive the ball 50 after the user is allowed to operate the player character Y, and hence the user has little time to operate the player character Y at the time of receiving the pass and after receiving the pass.
  • the user is allowed to experience that the combination action is hard to perform smoothly between the player characters X and Y.
  • the waiting time (wt) is set to 0. Therefore, the switching of the user's operation subject from the player character X to the player character Y is not suspended, and thus the switching of the user's operation subject is executed quickly. In this case, the user has enough time to operate the player character Y at the time of receiving the pass and after receiving the pass. As a result, the user is allowed to experience that the combination action is performed smoothly between the player characters X and Y.
  • the switching of the user's operation subject from the player character X to the teammate player character as the passing target (player character Y) is restricted based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y.
  • the game device 10 for example, if a pass is executed from the player character X toward the player character Y, the user is allowed to experience that the combination action is or is not performed smoothly between the player characters X and Y depending on the relationship between the player characters X and Y (for example, combination degree or compatibility).
  • the description above is directed to the example of the switching of the operation subject in the case where a pass is executed from the player character 46 as the user's operation subject toward another player character 46 .
  • the present invention is not limited to the switching of the operation subject in the case where a pass is executed between the player characters 46 .
  • the present invention is also applicable to the switching of the operation subject in a case where the user executes the switching instruction operation.
  • the present invention is not limited to the switching of the operation subject in the case where the first team (team that the user is operating) is offensive (case where the player character 46 of the first team is in possession of the ball 50 ).
  • the present invention is also applicable to the switching of the operation subject in the case where the first team is defensive (case where the player character 48 of the second team is in possession of the ball 50 ).
  • a first modified example has a feature in that the length of the waiting time (wt) to be taken until the switching of the user's operation subject from the player character X to the player character Y is further controlled based on a distance between the player characters X and Y.
  • the first modified example has a feature in that the switching restriction section 78 controls the length of the waiting time (wt) to be taken until the switching of the user's operation subject from the player character X to the player character Y based on the combination degree parameter (p) associated with the combination of the player characters X and Y, and the distance between the player characters X and Y.
  • processing illustrated in FIG. 11 is executed in place of the processing in S 104 of FIG. 9 .
  • the microprocessor 14 (switching restriction section 78 ) acquires a distance (dxy) between the player characters X and Y (S 201 ).
  • the microprocessor 14 acquires a waiting time (wt) associated with a combination of the value of the combination degree parameter (p) and the distance (dxy) (S 202 ).
  • FIG. 12 illustrates an example of the waiting time data in the first modified example.
  • the waiting time data illustrated in FIG. 12 is set so that the waiting time (wt) in the case where the distance (dxy) is relatively large is longer than the waiting time (wt) in the case where the distance (dxy) is relatively small.
  • the waiting time (wt) can be set in consideration of the distance (dxy) between the player characters X and Y. If the distance (dxy) between the player characters X and Y and the waiting time (wt) are imbalanced, there may be a case where the user cannot experience that the combination action is or is not performed smoothly between the player characters X and Y depending on the relationship between the player characters X and Y (for example, combination degree or compatibility). Therefore, there is assumed a case where the value of the combination degree parameter associated with the combination of the player characters X and Y is relatively low, that is, a case where it is desired that the user experience that the combination action is hard to perform smoothly between the player characters X and Y.
  • the distance (dxy) between the player characters X and Y is relatively large, a longer period of time is also required for the ball 50 to reach the player character Y (passing target). If the period of time is much longer than the waiting time (wt), the period of time to be taken for the ball 50 to reach the player character Y (passing target) after the waiting time (wt) has elapsed becomes longer as well. Hence, the user has enough time to operate the player character Y at the time of receiving the pass and after receiving the pass. As a result, the user cannot experience that the combination action is hard to perform smoothly between the player characters X and Y.
  • the waiting time (wt) can also be set relatively long. Accordingly, the switching timing of the operation subject to the player character Y (passing target) can be set to a time immediately before the player character Y receives the pass.
  • FIG. 13 is an explanatory diagram illustrating an overview of a second modified example. Also in the second modified example, there is assumed a case where the player character X as the user's operation subject executes a pass toward the teammate player character. In this case, as described above, the player character 46 (player character Y) as the passing target is selected as the switchover candidate.
  • the switching of the user's operation subject from the player character X to the player character Y is suspended until a distance (dxb) between the ball 50 moving apart from the player character X and the player character X (or movement start position of the ball 50 ) becomes equal to or larger than a reference distance (rxb).
  • the above-mentioned reference distance (rxb) is determined based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y. For example, if the value of the combination degree parameter (p) associated with the combination of the player characters X and Y is relatively low, the above-mentioned reference distance (rxb) is set relatively large.
  • the switching timing of the operation subject becomes late. If the switching timing of the operation subject is late as described above, the operation subject is not switched to the player character Y until a time immediately before the player character Y receives the pass, for example. As a result, the user is allowed to experience that the combination action is not performed smoothly between the player character X and the player character Y.
  • the switching restriction section 78 in the second modified example suspends the switching of the user's operation subject from the player character X to the player character Y until the distance between the player character X (or movement start position of the ball 50 ) and the ball 50 satisfies the distance condition. If the distance between the player character X (or movement start position of the ball 50 ) and the ball 50 satisfies the distance condition, the switching restriction section 78 (suspension cancellation means) cancels the suspension. In addition, the switching restriction section 78 (distance condition control means) controls the above-mentioned distance condition based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y.
  • the “distance condition” refers to, for example, a condition of whether or not the distance (dxb) between the player character X (or movement start position of the ball 50 ) and the ball 50 is equal to or larger than the reference distance (rxb).
  • processing illustrated in FIG. 14 is executed in place of the processing in S 104 and S 105 of FIG. 9 .
  • the microprocessor 14 (switching restriction section 78 ) acquires the reference distance (rxb) associated with the value of the combination degree parameter (p) (S 301 ).
  • FIG. 15 illustrates an example of the reference distance data.
  • the reference distance data illustrated in FIG. 15 is data in a table format.
  • the reference distance data is set so that the reference distance (rxb) in the case where the value of the combination degree parameter (p) is relatively low is larger than the reference distance (rxb) in the case where the value of the combination degree parameter (p) is relatively high.
  • the reference distance data may be data in a format of mathematical expressions or may be held as part of a program.
  • the microprocessor 14 After acquiring the reference distance (rxb), the microprocessor 14 (switching restriction section 78 ) monitors whether or not the distance (dxb) between the player character X and the ball 50 has become equal to or larger than the reference distance (rxb) (S 302 ). Note that, as the distance (dxb) between the player character X and the ball 50 , for example, a distance between a position of the player character X at a time of executing the pass and a current position of the ball 50 may be acquired.
  • the position of the ball 50 is updated every predetermined period (for example, 1/60 th of a second), and hence the determination of whether or not the distance (dxb) between the player character X and the ball 50 has become equal to or larger than the reference distance (rxb) is also executed every predetermined period. If the distance (dxb) between the player character X and the ball 50 has become equal to or larger than the reference distance (rxb), the user's operation subject is switched from the player character X to the player character Y (S 106 ).
  • the user when a pass is executed from the player character X toward the player character Y, the user is allowed to experience that the combination action is or is not performed smoothly between the player characters X and Y depending on the relationship between the player characters X and Y (for example, combination degree or compatibility).
  • the switching restriction section 78 may control the value of the reference distance (rxb) based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y, and the distance (dxy) between the player characters X and Y.
  • FIG. 16 illustrates an example of the reference distance data in this case.
  • the reference distance data illustrated in FIG. 16 is set so that the reference distance (rxb) in the case where the distance (dxy) is relatively large is larger than the reference distance (rxb) in the case where the distance (dxy) is relatively small.
  • the reference distance (rxb) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • FIG. 17 is an explanatory diagram illustrating an overview of a third modified example. Also in the third modified example, description is given by assuming a case where the player character X as the user's operation subject executes a pass toward the teammate player character. In this case, as described above, the player character 46 (player character Y) as the passing target is selected as the switchover candidate.
  • the switching of the user's operation subject from the player character X to the player character Y is suspended until a distance (dyb) between the ball 50 moving apart from the player character X and the player character Y becomes equal to or smaller than a reference distance (ryb).
  • the above-mentioned reference distance (ryb) is determined based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y. For example, if the value of the combination degree parameter (p) associated with the combination of the player characters X and Y is relatively low, the above-mentioned reference distance (ryb) is set relatively short.
  • the reference distance (ryb) is short, and hence the switching timing of the operation subject becomes late. If the switching timing of the operation subject is late as described above, the operation subject is not switched to the player character Y until a time immediately before the player character Y receives the pass, for example. As a result, the user is allowed to experience that the combination action is not performed smoothly between the player character X and the player character Y.
  • the pass from the player character X is a chip pass, that is, if the ball 50 moves in the air
  • the switching of the user's operation subject from the player character X to the player character Y may be suspended until a distance between the current position of the ball 50 and the predicted landing point (movement destination position) of the ball 50 becomes equal to or smaller than the reference distance.
  • the switching restriction section 78 in the third modified example suspends the switching of the user's operation subject from the player character X to the player character Y until the distance (dyb) between the ball 50 and the player character Y (or movement destination position of the ball 50 ) satisfies the distance condition.
  • the switching restriction section 78 (suspension cancellation means) cancels the suspension.
  • the switching restriction section 78 (distance condition control means) controls the above-mentioned distance condition based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y.
  • the “distance condition” refers to, for example, a condition of whether or not the distance (dyb) between the player character Y (or movement destination position of the ball 50 ) and the ball 50 is equal to or smaller than the reference distance (ryb).
  • processing illustrated in FIG. 18 is executed in place of the processing in S 104 and S 105 of FIG. 9 .
  • the microprocessor 14 (switching restriction section 78 ) acquires the reference distance (ryb) associated with the value of the combination degree parameter (p) (S 401 ).
  • FIG. 19 illustrates an example of the reference distance data in the third modified example.
  • the reference distance data illustrated in FIG. 19 is data in a table format.
  • the reference distance data is set so that the reference distance (ryb) in the case where the value of the combination degree parameter (p) is relatively low is smaller than the reference distance (ryb) in the case where the value of the combination degree parameter (p) is relatively high.
  • the reference distance data may be data in a format of mathematical expressions or may be held as part of a program.
  • the microprocessor 14 After acquiring the reference distance (ryb), the microprocessor 14 (switching restriction section 78 ) monitors whether or not the distance (dyb) between the player character Y and the ball 50 has become equal to or smaller than the reference distance (ryb) (S 402 ). Note that, the positions of the ball 50 and the player character Y are updated every predetermined period (for example, 1/60th of a second), and hence the determination of whether or not the distance (dyb) between the player character Y and the ball 50 has become equal to or smaller than the reference distance (ryb) is also executed every predetermined period. When the distance (dyb) between the player character Y and the ball 50 has become equal to or smaller than the reference distance (ryb), the user's operation subject is switched from the player character X to the player character Y (S 106 ).
  • the user when a pass is executed from the player character X toward the player character Y, the user is allowed to experience that the combination action is or is not performed smoothly between the player characters X and Y depending on the relationship between the player characters X and Y (for example, combination degree or compatibility).
  • the switching restriction section 78 may control the value of the reference distance (ryb) based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y, and the distance (dxy) between the player characters X and Y.
  • FIG. 20 illustrates an example of the reference distance data in this case.
  • the reference distance data illustrated in FIG. 20 is set so that the reference distance (ryb) in the case where the distance (dxy) between the player characters X and Y is relatively small is smaller than the reference distance (ryb) in the case where the distance (dxy) is relatively large.
  • the reference distance (ryb) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • FIG. 21 is an explanatory diagram illustrating an overview of a fourth modified example. Also in the fourth modified example, there is assumed a case where the player character X as the user's operation subject executes a pass toward the teammate player character. In this case, as described above, the player character 46 (player character Y) as the passing target is selected as the switchover candidate.
  • the switching of the user's operation subject from the player character X to the player character Y is suspended until a remaining time before the player character Y receives the pass becomes equal to or shorter than a reference time (rt).
  • the above-mentioned reference time (rt) is determined based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y. For example, when the value of the combination degree parameter (p) associated with the combination of the player characters X and Y is relatively low, the above-mentioned reference time (rt) is set relatively short. In this case, if the reference time (rt) is short, the switching timing of the operation subject becomes late.
  • the operation subject is not switched to the player character Y until a time immediately before the player character Y receives the pass, for example. As a result, the user is allowed to experience that the combination action is not performed smoothly between the player character X and the player character Y.
  • the pass from the player character X is a chip pass, that is, if the ball 50 moves in the air
  • the switching of the user's operation subject from the player character X to the player character Y may be suspended until a remaining time before the ball 50 reaches the predicted landing point (movement destination position) becomes equal to or shorter than the reference time.
  • the switching restriction section 78 in the fourth modified example suspends the switching of the user's operation subject from the player character X to the player character Y until the remaining time before the distance between the ball 50 and the player character Y (or movement destination position of the ball 50 ) satisfies a predetermined distance condition becomes equal to or shorter than the reference time (rt). If the remaining time before the distance between the ball 50 and the player character Y (or movement destination position of the ball 50 ) satisfies the distance condition becomes equal to or shorter than the reference time (rt), the switching restriction section 78 (suspension cancellation means) cancels the suspension.
  • the switching restriction section 78 controls the length of the reference time (rt) based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y.
  • the “distance condition” refers to, for example, a condition of whether or not the distance between the player character Y (or movement destination position of the ball 50 ) and the ball 50 is equal to or smaller than the reference distance (for example, 0).
  • processing illustrated in FIG. 22 is executed in place of the processing in S 104 and S 105 of FIG. 9 .
  • the microprocessor 14 (switching restriction section 78 ) acquires the reference time (rt) associated with the value of the combination degree parameter (p) (S 501 ).
  • FIG. 23 illustrates an example of the reference time data.
  • the reference time data illustrated in FIG. 23 is data in a table format.
  • the reference time data is set so that the reference time (rt) in the case where the value of the combination degree parameter (p) is relatively low is shorter than the reference time (rt) in the case where the value of the combination degree parameter (p) is relatively high.
  • the reference time data may be data in a format of mathematical expressions or may be held as part of a program.
  • the microprocessor 14 After acquiring the reference time (rt), the microprocessor 14 (switching restriction section 78 ) monitors whether or not the remaining time before the ball 50 reaches the player character Y has become equal to or shorter than the reference time (rt) (S 502 ).
  • the above-mentioned remaining time is estimated based on the moving speed of the ball 50 and the current positions of the ball 50 and the player character Y. Further, the positions of the ball 50 and the player character Y are updated every predetermined period (for example, 1/60th of a second), and hence the determination of whether or not the above-mentioned remaining time has become equal to or shorter than the reference time (rt) is also executed every predetermined period. If the above-mentioned remaining time has become equal to or shorter than the reference time (rt), the user's operation subject is switched from the player character X to the player character Y (S 106 ).
  • the user is allowed to experience that the combination action is or is not performed smoothly between the player characters X and Y depending on the relationship between the player characters X and Y (for example, combination degree or compatibility).
  • the switching restriction section 78 may control the value of the reference time (rt) based on the value of the combination degree parameter (p) associated with the combination of the player characters X and Y, and the distance (dxy) between the player characters X and Y.
  • FIG. 24 illustrates an example of the reference time data in this case.
  • the reference time data illustrated in FIG. 24 is set so that the reference time (rt) in the case where the distance (dxy) between the player characters X and Y is shorter than the reference time (rt) in the case where the distance (dxy) is relatively large.
  • the reference time (rt) can be set in consideration of the distance (dxy) between the player characters X and Y.
  • the game executed on the game device 10 may be a game configured such that a two-dimensional game space constituted by two coordinate elements is displayed on the game screen.
  • the game executed on the game device 10 may be a sports game other than the soccer game.
  • the present invention is also applicable to a game of basketball or American football that is played by using a ball (moving object), or a game of ice hockey that is played by using a puck (moving object).
  • the present invention is also applicable to a baseball game.
  • the present invention is also applicable to a game other than sports games (for example, action game).
  • the present invention is applicable to a game configured such that a user's operation subject is switched among a plurality of game characters.
  • the present invention is applicable to a game configured such that a moving object moves around among a plurality of game characters, and a user's operation subject is switched in accordance with the movement of the moving object.
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