WO2006033243A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム方法 Download PDFInfo
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- WO2006033243A1 WO2006033243A1 PCT/JP2005/016623 JP2005016623W WO2006033243A1 WO 2006033243 A1 WO2006033243 A1 WO 2006033243A1 JP 2005016623 W JP2005016623 W JP 2005016623W WO 2006033243 A1 WO2006033243 A1 WO 2006033243A1
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- Prior art keywords
- character
- moving
- game
- monitor
- runner
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/301—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game in which a plurality of characters are displayed on a touch panel type monitor.
- the present invention also relates to a game device and a game method realized by the game program.
- a general game device has a monitor, a game machine main body separate from the monitor, and a controller separate from the game machine main body.
- the controller has a plurality of input buttons.
- the portable game device has a game machine body, a liquid crystal monitor provided at a substantially central part of the game machine body, and a plurality of input buttons arranged on both sides of the liquid crystal monitor. In such a game device, various instructions can be given to the character displayed on the monitor by operating at least one of the plurality of input buttons.
- a battle video game for example, a baseball game, in which a player character is displayed on a monitor to play a game is known as one of video games in which an instruction to a character is performed from an input button.
- the player when the player runs the runner, the player selectively presses the up / down / left / right direction instruction buttons for instructing the direction of the run and the button corresponding to the forward run instruction.
- the runner character can be moved forward in the desired direction, for example, from 1st to 2nd, 2nd power, 3rd, 3rd to main.
- the player can select a desired direction, for example, 2 to 1 km,
- the runner character can move backwards from 3rd base to 2nd base and from main base to 3rd base. Disclosure of the invention
- the runner direction of the runner character is selected when the up / down / left / right direction instruction buttons for indicating the runaway direction are selectively pressed. Is done. Then, when the button corresponding to the forward running instruction or the reverse running instruction is pressed, the runner character starts to move in the selected running direction. For example, when the player presses the upward direction button corresponding to 2 ⁇ and presses the forward instruction button, the runner character can be advanced from 1 ⁇ to 2 ⁇ . At this time, if the player presses the right direction instruction button corresponding to the first base and presses the reverse direction instruction button, the runner character can be retreated from the second base to the first base.
- the player when the runner character is strung, the player must blind-touch the direction indicating button corresponding to 2 ⁇ or 1 ⁇ while checking the play status on the monitor. Further, the player must selectively press different buttons such as the advance instruction button and the withdrawal instruction button depending on whether the runner character is advanced or retreated. In particular, the player must perform these operations within a limited time during the play, so the player may press a button different from the desired direction indicator button or leave the advance indicator button. There is a risk of mistakenly pressing the ⁇ instruction button.
- An object of the present invention is to enable an instruction for moving a character to be accurately executed.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game in which a plurality of characters are displayed on a touch panel monitor to realize the following functions.
- a character display function for displaying on a monitor a first character located at a first position and a second character located at a second position.
- a moving character display function for displaying on the monitor a moving character that is movable between the first character and the second character.
- a moving character selection function that selects a moving character when the instruction means is brought into contact with the moving character.
- the moving character is set to the first key according to the number of times the pointing means is brought into contact with the moving character.
- Character movement function that moves the character and the second character in one direction
- the character display function the first character located at the first position and the second character located at the second position are displayed on the monitor.
- a moving character that can move between the first character and the second character is displayed on the monitor.
- the moving character selection function the moving character is selected when the instruction means is brought into contact with the moving character.
- the moving character is moved in one direction of the first character and the second character according to the number of times the instruction means is brought into contact with the moving character.
- a first character located at the first position and a second character located at the second position are displayed on the monitor, and movement between the first character and the second character is not allowed.
- the moving character is displayed on the monitor. In this state, if a moving character is selected when the pointing means is brought into contact with the moving character, the moving character is either the first character or the second character depending on the number of times the pointing means is touched to the moving character. Or move in one direction.
- the game program according to claim 2 is the game program according to claim 1, wherein when the pointing means is brought into contact with the moving character an odd number of times by the character moving function, the moving character is changed to the first character and the second character. Move in either direction When the moving character is contacted an even number of times, the moving character is moved in the other direction of the first character and the second character.
- the moving character when the instruction means is brought into contact with the moving character an odd number of times, the moving character is moved in one direction of the first character and the second character. Further, when the instruction means is brought into contact with the moving character an even number of times, the moving character is moved in the other direction of the first character and the second character. For this reason, for example, in a baseball game, if a player makes an instruction means once contact with, for example, a 1st runner character, the player can advance the runner character from 1st to 2nd base. At this time, the player can cause the runner character in the running base to retreat from the second base to the first base by bringing the instruction means into contact again with the running character in the base. In this way, the player can accurately and easily execute instructions when moving the runner character.
- the game program according to claim 3 is the game program according to claim 1 or 2, wherein the moving direction of the moving character is reversed each time the character moving function causes the moving means to contact the moving means. Includes the function to make it.
- each time the pointing means is brought into contact with a moving character that is moving the direction in which the moving character moves is reversed. Therefore, for example, in a baseball game, when the runner character advances from 1st base to 2nd base and the player touches the instructing means to the progressing runner character, You can retreat a character from 2nd to 1st. In this way, the player can accurately and easily execute an instruction for moving the runner character.
- the game device is a game device capable of realizing a game in which a plurality of characters are displayed on a touch panel type monitor.
- This game apparatus includes a character display means, a moving character display means, a moving character selection means, and a character movement means.
- the character display means the first character located at the first position and the second character located at the second position are displayed on the monitor.
- the moving character display means a moving character that can move between the first character and the second character is displayed on the monitor.
- the moving character selection means the instruction means touches the moving character. When this is done, the moving character is selected.
- the character moving means the moving character is moved in one direction of the first character and the second character depending on the number of times the instruction means is brought into contact with the moving character.
- the game method according to claim 5 is a game method capable of realizing a game in which a plurality of characters are displayed on a touch panel type monitor.
- This game method includes a character display step, a moving character display step, a moving character selection step, and a character movement step.
- the character display step the first character located at the first position and the second character located at the second position are displayed on the monitor.
- the moving character display step a moving character that can move between the first character and the second character is displayed on the monitor.
- the moving character selection step the moving character is selected when the pointing device is brought into contact with the moving character.
- the character movement step the movement character is moved in either the first character or the second character according to the number of times the instruction means is brought into contact with the moving character.
- FIG. 1 is an external view of a portable game machine as an example of a computer to which a game program according to the present invention can be applied.
- FIG. 2 is a control block diagram as an example of the portable game machine.
- FIG. 3 is a functional block diagram as an example of the portable game machine.
- FIG. 4 A diagram for explaining a running system in a baseball game (example 1 when advancing).
- FIG. 5 A diagram for explaining a running system in a baseball game (example 1 when retreating).
- FIG. 6 A diagram for explaining a running system in a baseball game (example 2 when advancing).
- FIG. 7 A diagram for explaining a running system in a baseball game (example 2 when retreating).
- FIG. 8 is a flowchart for explaining a running system in a baseball game.
- FIG. 1 is an external view of a portable game machine 1 as an example of a computer to which the game program according to the present invention can be applied.
- FIG. 2 is a control block diagram as an example of the portable game machine 1.
- the portable game machine 1 mainly includes a main body 2, a liquid crystal monitor unit 3, an input unit 4, a cartridge mounting unit 5, and a communication unit (not shown). ing.
- the main body 2 has an upper housing 2a and a lower housing 2b.
- the upper housing 2a and the lower housing 2b are connected to each other so as to be openable and closable.
- the liquid crystal monitor unit 3 includes an upper liquid crystal monitor 3a provided in the upper housing 2a and a lower liquid crystal monitor 3b provided in the lower housing 2b.
- the upper liquid crystal monitor 3a is a non-touch panel type monitor
- the lower liquid crystal monitor 3b is a touch panel type monitor.
- a non-touch panel type monitor consists of a liquid crystal panel
- a touch panel type monitor consists 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 configured in a stacked and integrated type.
- the input unit 4 includes a cross-shaped direction indicating button 4a arranged at the left center of the lower housing 2b, a select button 4b and a start button 4c arranged on the left and right at the upper left side of the lower housing 2b, The instruction button 4d arranged at the right center of the lower housing 2b, the power button 4e arranged at the upper right of the lower housing 2b, and the L button 4f arranged at the left and right corners of the lower housing 2b And R button 4g.
- Cartridge mounting part 5 is lower housing 2 It is provided at the bottom of b.
- a game cartridge can be mounted on the cartridge mounting portion 5.
- the communication unit is built in the main body 2, for example, the upper casing 2a. In this communication unit, for example, a local wireless network function, an Internet connection function using a wireless LAN, and the like are provided.
- the game machine 1 is also provided with a volume adjustment button, an earphone jack, and the like, which will not be described.
- the portable game machine 1 has a control device 10 inside as shown in FIG. Control device
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- image processing circuit 14 an image processing circuit 14
- sound processing circuit 20 a communication control circuit 20
- the CPU 11 interprets instructions from the game program and performs various data processing and control.
- the ROM 12 stores programs and the like necessary for basic control (for example, startup control) of the game machine 1.
- the RAM 13 secures a work area for the CPU 11.
- the image processing circuit 14 controls the liquid crystal monitor unit 3 in accordance with a drawing instruction from the CPU 11, and displays a predetermined image on at least one of the upper liquid crystal monitor 3a and the lower liquid crystal monitor 3b.
- the image processing circuit 14 includes a touch input detection circuit 14a. When a touch means such as a touch pen or a finger is brought into direct contact with the touch panel, the coordinate data of the touch position is supplied from the touch input detection circuit 14a to the CPU 11, and the touch position is recognized by the CPU 11.
- the pointing means when the pointing means is brought into direct contact with the touch panel at the position of the object displayed on the liquid crystal panel, the coordinate data of the object is supplied from the touch input detection circuit 14a to the CPU 11, and the object is transferred to the CPU 11 Recognized.
- the sound processing circuit 15 generates an analog audio signal corresponding to the sound generation instruction from the CPU 11 and outputs it to the speaker 22.
- the communication control circuit 20 is included in the communication unit, and is used to connect the game machine 1 to other game machines and the like wirelessly.
- the communication control circuit 20 is connected to the CPU 11 via the bus 16.
- the communication control circuit 20 controls and transmits a connection signal for connecting the game machine 1 to the Internet by a local wireless network or a wireless LAN in accordance with a command from the CPU 11.
- An external storage device 17 that is separate from the control device 10 is connected to the bus 16.
- the external storage device 17 includes a game force cartridge that is detachably attached to the main body 2 such as the lower housing 2b.
- a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided inside the external storage device 17, a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided inside the external storage device 17, a ROM 18 as a storage medium and a memory 19 as a rewritable user memory are provided.
- ROM 18 a game program for causing the game machine 1 as a computer to function and various data necessary for executing the game program are recorded in advance.
- the various data includes various character image data such as various panel image data and attribute image data.
- a rewritable memory such as a flash memory is used. In the memory 19, for example, game save data and the like are recorded as necessary.
- the storage medium of the external storage device 17 is not limited to a semiconductor storage element, and various storage media such as a magnetic storage medium, an optical storage medium, and a magneto-optical storage medium may be used. It should be noted that an interface circuit is interposed between the bus 16 and each element as necessary, and illustration thereof is omitted here.
- the game machine 1 configured as described above, the game program recorded in the ROM 18 of the external storage device 17 is loaded, and the loaded game program is executed by the CPU 11, so that the player can play various genres. Can be played on the LCD monitor unit 3.
- the game machine 1 is connected to a wireless network via the communication control circuit 20, or data is exchanged with other game machines by connecting to other game machines via a communication cable or the like. And can play a battle game.
- FIG. 3 is a functional block diagram for explaining functions that play a major role in the present invention.
- This game apparatus mainly includes a character display means 50, a moving character display means 51, a moving character selection means 52, a character movement means 53, and a character movement display means 54.
- the character display means 50 is a means realized by the function of displaying on the monitor the first character located at the first position and the second character located at the second position.
- Character table In the indicating means 50 the first character that is read from the ROM 18 and stored at the coordinates of the first position stored in the RAM 13 and the second character that is read from the ROM 18 and stored in the RAM 13 are positioned at the second position.
- the character is displayed on the monitor 3, for example, the lower monitor 3b. More specifically, the first character and the second character are displayed on the touch panel liquid crystal panel of the lower monitor 3b.
- the first character data and the second character data are supplied from the RAMI 3 to the image processing circuit 14 based on the instruction signal of the CPU 11, and the image processing circuit 14 uses the first position and the second position of the liquid crystal panel. Is displayed.
- the moving character display means 51 is a means realized by a function of displaying a runner character movable between the first character and the second character on the monitor.
- a runner character that can move between the first character and the second character is displayed on the monitor 3, for example, the lower monitor 3b.
- the runner character is displayed on the liquid crystal panel for the touch panel of the lower monitor 3b.
- the runner character data is read from the ROM 18 force and stored in the RAM 13.
- This runner character data is supplied from the RAMI 3 to the image processing circuit 14 based on an instruction signal from the CPU 11, and is displayed between the first position and the second position of the liquid crystal panel for the touch panel by the image processing circuit 14.
- the moving character selection means 52 is a means realized by a function of selecting a runner character when the instruction means is brought into contact with the runner character.
- the instruction means such as a touch pen or a finger
- the coordinate data of the runner character is transferred from the touch input detection circuit 14a to the CPU 11. Supplied.
- the position of the runner character indicated by the instruction means is recognized by the CPU 11, and the runner character is recognized by the CPU 11.
- the character moving means 53 is a means realized by a function of moving the runner character in either the first character or the second character according to the number of times the instruction means is brought into contact with the runner character. is there.
- an instruction means such as a touch pen or a finger is tapped.
- An instruction signal power for moving the runner character in one direction of the first character and the second character is issued from the CPU 11 to the image processing circuit 14 in accordance with the number of times the touch panel is touched.
- the character moving means 53 is also a means realized by a function of reversing the direction in which the runner character moves each time the instruction means is brought into contact with the moving runner character.
- this character moving means 53 every time the instruction means such as a touch pen or a finger is brought into contact with the touch panel at the position of the runner character displayed on the liquid crystal panel, the instruction signal power for reversing the moving direction of the runner character is displayed from the CPU 11. Issued to processing circuit 14.
- the character moving means 53 when the instruction means such as a touch pen or a finger is brought into contact with the touch panel an odd number of times at the position of the runner character displayed on the liquid crystal panel, the runner character is changed to the first character and the first character. Instruction signal power to move the two characters in either the left or right direction
- the CPU 11 issues the signal power to the image processing circuit 14.
- the pointing means such as a touch pen or a finger is brought into contact with the touch panel an even number of times, the runner character is moved in the direction of either the first character or the second character.
- An instruction signal for movement is issued from the CPU 11 to the image processing circuit 14.
- the character movement display means 54 is a means realized by a function of displaying the movement state of the runner character on the monitor.
- the movement state of the runner character is displayed on the monitor 3, for example, the lower monitor 3b by the image processing circuit 14. More specifically, the moving state of the runner character is displayed on the touch panel liquid crystal panel of the lower monitor 3b.
- This baseball game mainly includes a batting system for instructing a batter character regarding batting, a defensive system for instructing a fielder character regarding catching and throwing, and a pitching system for instructing a pitcher character about pitching. And a running system that gives instructions to the runner character regarding running.
- a batting system for instructing a batter character regarding batting
- a defensive system for instructing a fielder character regarding catching and throwing
- a pitching system for instructing a pitcher character about pitching.
- a running system that gives instructions to the runner character regarding running.
- the scissor system is for enabling a scolding operation by instructing a runner character to perform scolding with an instruction means such as a touch pen or a finger.
- the defensive character 70 In the baseball game, when the player operates the runner, as shown in FIG. 4, the defensive character 70, the batter character 71, the runner character 72, the ball character 73, and the base characters 74 are mainly used. It can be displayed on the touch panel type monitor on the lower side.
- the defensive character 70 includes, for example, a pitcher character, a catcher character, and a plurality of fielder characters.
- the runner character 72 When the runner character 72 is present on at least one of the first to third base characters, if the player touches the runner character 72, the runner character 72 is selected and the runner Character 72 runs to the next base character. If the player touches the runner character 72 again while the runner character 72 is running to the next base character, the runner character 72 is reversed to the base character before the run. Send it to me. In this way, each time the player touches the runner character 72 with the touch pen, the runner character 72 reverses the running direction.
- this corresponds to the player touching up to 3rd on the second base when the center fly. Then, the player who is running with touch-up will respond to the situation where the touch-up is canceled and the player returns to 2nd base.
- the player uses a touch pen 1 When touching the runner character 72a on the base, the runner character 72a is selected, and the runner character 72a starts to run from the first base character 74b to the second base character 74c. Then, as shown in FIG.
- a defensive character 70 When the player operates the runner, first, a defensive character 70, a batter character 71, a runner character 72, a ball character 73, and each base character 74 are displayed on the lower touch panel type monitor. (Sl). Then, it is determined whether or not the touch pen contacts the runner character 72 during play (S2). When it is determined that the touch pen has not touched the runner character 72 (No in S2), the runner character 72 is kept stationary on the heel (S4). If it is determined that the touch pen has touched the runner character 72 (Yes in S2), the runner character 72 is selected (S3). The number of times the touch pen touches the runner character 72 is counted (S4). Here, when the touch pen comes into contact with the runner character 72, the number of times of contact is incremented.
- the portable game machine 1 As an example of a computer to which the game program can be applied has been shown.
- the game device is not limited to the above embodiment, and the monitor is a separate body.
- the present invention can be similarly applied to a game device configured as described above, an arcade game device configured integrally with a monitor, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention also includes a program and method for executing the game as described above, and a computer-readable recording medium on which the program is recorded.
- the recording medium include a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like in addition to the cartridge.
- the first character located at the first position and the second character located at the second position are displayed on the monitor, and the movable character is movable between the first character and the second character. Is displayed on the monitor.
- the moving character is either the first character or the second character depending on the number of times the pointing means is touched with the moving character. It can be moved in one direction.
- the player can move the moving character S only by an operation of bringing the instruction means into contact with the moving character. That is, the player can accurately and easily execute an instruction for moving the movement character.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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CN2005800318579A CN101022865B (zh) | 2004-09-21 | 2005-09-09 | 游戏装置及游戏控制方法 |
EP05781968A EP1800718A4 (en) | 2004-09-21 | 2005-09-09 | GAME PROGRAM, GAME DEVICE, AND GAME METHOD |
US11/685,785 US20070155456A1 (en) | 2004-09-21 | 2007-03-14 | Game program, game device, and game method |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2004273574A JP3822218B2 (ja) | 2004-09-21 | 2004-09-21 | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
JP2004-273574 | 2004-09-21 |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/685,785 Continuation US20070155456A1 (en) | 2004-09-21 | 2007-03-14 | Game program, game device, and game method |
Publications (1)
Publication Number | Publication Date |
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WO2006033243A1 true WO2006033243A1 (ja) | 2006-03-30 |
Family
ID=36090006
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2005/016623 WO2006033243A1 (ja) | 2004-09-21 | 2005-09-09 | ゲームプログラム、ゲーム装置及びゲーム方法 |
Country Status (7)
Country | Link |
---|---|
US (1) | US20070155456A1 (ja) |
EP (1) | EP1800718A4 (ja) |
JP (1) | JP3822218B2 (ja) |
KR (1) | KR20070043054A (ja) |
CN (1) | CN101022865B (ja) |
TW (1) | TWI290061B (ja) |
WO (1) | WO2006033243A1 (ja) |
Families Citing this family (1)
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JP4688473B2 (ja) * | 2004-11-02 | 2011-05-25 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
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JP3119608B2 (ja) * | 1997-11-19 | 2000-12-25 | コナミ株式会社 | 競争ビデオゲーム装置、競争ビデオゲームにおけるキャラクタ移動制御方法及びキャラクタ移動制御プログラムが記録された記録媒体 |
JP2002000939A (ja) * | 2000-06-19 | 2002-01-08 | Sega Corp | 電子ゲーム装置、その方法及び記憶媒体 |
JP2002315962A (ja) | 2001-04-23 | 2002-10-29 | Square Co Ltd | ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体及びビデオゲームのプログラム及びビデオゲーム処理方法及びビデオゲーム処理装置 |
JP3513089B2 (ja) * | 2000-08-11 | 2004-03-31 | コナミ株式会社 | ゴルフゲームシステム及びそれに用いる記憶媒体 |
Family Cites Families (2)
Publication number | Priority date | Publication date | Assignee | Title |
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CN1149465C (zh) * | 1995-10-09 | 2004-05-12 | 任天堂株式会社 | 三维图像显示游戏机系统和三维图像处理方法 |
JP3163496B2 (ja) * | 1999-08-20 | 2001-05-08 | 株式会社光栄 | 集団キャラクタ移動方法、記録媒体及びゲーム装置 |
-
2004
- 2004-09-21 JP JP2004273574A patent/JP3822218B2/ja active Active
-
2005
- 2005-09-09 CN CN2005800318579A patent/CN101022865B/zh not_active Expired - Fee Related
- 2005-09-09 KR KR1020077006374A patent/KR20070043054A/ko active Search and Examination
- 2005-09-09 EP EP05781968A patent/EP1800718A4/en not_active Withdrawn
- 2005-09-09 WO PCT/JP2005/016623 patent/WO2006033243A1/ja active Application Filing
- 2005-09-16 TW TW094132151A patent/TWI290061B/zh active
-
2007
- 2007-03-14 US US11/685,785 patent/US20070155456A1/en not_active Abandoned
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
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JP3119608B2 (ja) * | 1997-11-19 | 2000-12-25 | コナミ株式会社 | 競争ビデオゲーム装置、競争ビデオゲームにおけるキャラクタ移動制御方法及びキャラクタ移動制御プログラムが記録された記録媒体 |
JP2002000939A (ja) * | 2000-06-19 | 2002-01-08 | Sega Corp | 電子ゲーム装置、その方法及び記憶媒体 |
JP3513089B2 (ja) * | 2000-08-11 | 2004-03-31 | コナミ株式会社 | ゴルフゲームシステム及びそれに用いる記憶媒体 |
JP2002315962A (ja) | 2001-04-23 | 2002-10-29 | Square Co Ltd | ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体及びビデオゲームのプログラム及びビデオゲーム処理方法及びビデオゲーム処理装置 |
Non-Patent Citations (2)
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"Jokkyo Powerful Pro-Yakyu Basic Ban 2001 Perfect Guide.", KONAMI CO., LTD., 1ST EDITION., 27 June 2001 (2001-06-27), pages 8 TO 9 - 12 TO 15, XP002998496 * |
See also references of EP1800718A4 |
Also Published As
Publication number | Publication date |
---|---|
EP1800718A1 (en) | 2007-06-27 |
EP1800718A4 (en) | 2013-01-02 |
US20070155456A1 (en) | 2007-07-05 |
CN101022865B (zh) | 2010-08-18 |
JP3822218B2 (ja) | 2006-09-13 |
TW200631630A (en) | 2006-09-16 |
TWI290061B (en) | 2007-11-21 |
KR20070043054A (ko) | 2007-04-24 |
JP2006087494A (ja) | 2006-04-06 |
CN101022865A (zh) | 2007-08-22 |
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