WO2006033248A1 - 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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- WO2006033248A1 WO2006033248A1 PCT/JP2005/016631 JP2005016631W WO2006033248A1 WO 2006033248 A1 WO2006033248 A1 WO 2006033248A1 JP 2005016631 W JP2005016631 W JP 2005016631W WO 2006033248 A1 WO2006033248 A1 WO 2006033248A1
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- Prior art keywords
- character
- game
- monitor
- reverse rotation
- rotation
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims description 12
- 230000006870 function Effects 0.000 description 25
- 239000004973 liquid crystal related substance Substances 0.000 description 18
- 238000012545 processing Methods 0.000 description 12
- 238000004891 communication Methods 0.000 description 10
- 238000010586 diagram Methods 0.000 description 9
- 238000001514 detection method Methods 0.000 description 4
- 238000013459 approach Methods 0.000 description 2
- 239000002184 metal Substances 0.000 description 2
- 238000012544 monitoring process Methods 0.000 description 2
- 239000004065 semiconductor Substances 0.000 description 2
- 238000011161 development Methods 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 230000001771 impaired effect Effects 0.000 description 1
- PWPJGUXAGUPAHP-UHFFFAOYSA-N lufenuron Chemical compound C1=C(Cl)C(OC(F)(F)C(C(F)(F)F)F)=CC(Cl)=C1NC(=O)NC(=O)C1=C(F)C=CC=C1F PWPJGUXAGUPAHP-UHFFFAOYSA-N 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 230000005236 sound signal Effects 0.000 description 1
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- 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
-
- 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
-
- 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
- A63F13/80—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
- A63F13/25—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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- 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 rotatable character is displayed on a touch panel monitor. Also, background technology related to a game device and a game method realized by the game program
- a typical analog type game is a baseball board, for example.
- recesses are formed in the fielder's defensive position except the pitcher and the outfield fence position.
- the recess in the defensive position corresponds to out.
- a plurality of recesses are arranged at predetermined intervals along the fence. Each of these multiple recesses corresponds to one of a draw, a hit, a two-stroke, a three-stroke, and a home run.
- a ball storage section capable of storing a plurality of metal balls is formed at the defensive position of the pitcher.
- the balls stored in the ball storage section are sent out to the concave portion of the catcher position when the player pulls and releases the lever installed on the back of the baseball board.
- a rotatable metal bat is placed at the batter's position. The tip of the bat is urged so that its tip can rotate from the catcher side to the pitcher side with the base end as the center. With the bat engaged with a protrusion installed on the catcher side, when the player presses a cylindrical button on the board surface, the protrusion moves down the board surface. Then, the bat rotates from the catcher side to the pitcher side.
- each fielder character is displayed at each fielder's defensive position.
- the hit result of the batter is determined to be out.
- a plurality of rectangular areas corresponding to any one of out, hit, double strike, triple strike, and home run are displayed at predetermined intervals along the fence.
- the batter's hitting result is determined to be one of Out, Hit, Double Strike, Triple Strike, and Home Run.
- a bat character is displayed at the batter's position.
- the pitcher character power ball character is sent out when the first button is pressed.
- the ball type may be selected with the second button before the ball is sent out.
- the ball speed of the ball may be changed by continuously pressing the first button.
- assigning a function corresponding to the cylindrical button on the baseball board to the third button the bat character is swung when the third button is pressed.
- an analog game such as a baseball board can be reproduced by a video game.
- the ball type can be selected or the ball speed can be changed with various buttons. Therefore, the player can send the ball character from the pitcher character in various modes.
- the player if the player is on the attack side, he simply presses the third button to swing the bat character. For this reason, when a player is an attacking side, there is a possibility that it may lack interest as compared with a case where a player is a defensive side.
- An object of the present invention is to prevent the interest when the character is rotated from being impaired. It is in.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game in which a rotatable character is displayed on a touch panel monitor to realize the following functions.
- a first position recognition function for recognizing the first position of the character when the instruction means is brought into contact with the character.
- a second position recognition function for recognizing a second position when the character is rotated around a predetermined fulcrum while the instruction means is in contact with the character.
- a rotation characteristic setting function that sets a character characteristic according to the amount of rotation when the character is rotated to the first position force to the second position.
- a reverse rotation state display function for displaying the reverse rotation state of the character on the monitor.
- the first position of the character when the pointing means is brought into contact with the character is recognized in the first position recognition function.
- the second position recognition function recognizes the second position when the character is rotated around a predetermined fulcrum with the pointing means in contact with the character.
- the rotation characteristic setting function the character of the character is set according to the amount of rotation when the character is rotated to the first position and the second position.
- the reverse rotation function the character is rotated backward to the second position force and the first position based on the characteristic set for the character by the rotation characteristic setting function.
- the reverse rotation state display function the reverse rotation state of the character is displayed on the monitor.
- a touch panel type monitor is used, and the character rotates on the first position force to the second position by the instruction unit while the instruction unit is in contact with the character displayed on the touch panel type monitor. Be made. Then, based on the characteristic set for the character according to the amount of rotation, the character is rotated backward to the second position force and the first position.
- a game like a baseball board is reproduced and played on a touch panel type monitor.
- the instruction means moves the bat character to the first position force second position with the base end of the bat character as a fulcrum while the instruction means is in contact with the tip of the bat character. Can be rotated. Depending on the amount of rotation at this time, characteristics such as swing speed can be set for the pad character. Based on this characteristic, the bat character can be rotated backward to the second position force first position. In this way, by reproducing a baseball game such as a baseball board on a touch panel type monitor, the player can easily rotate the bat character with the pointing means.
- the player can experience the interest of rotating the bat character with the instruction means while taking into account the amount of rotation of the bat character.
- the operation of rotating the bat character with the instruction means is to be realized with an input button such as a direction instruction button, the amount of rotation of the bat character may be set slightly compared to the operation with the instruction means. Is thought to be difficult.
- the game program according to claim 2 is the game program according to claim 1, wherein the character is reversely rotated to the second position force first position when the instruction means is released by the reverse rotation function.
- the character is rotated backward to the second position force first position.
- the player is in the second position.
- the instruction means is also released, the player can reversely rotate the bat character to the first position with the second position force.
- a game device is a game device capable of realizing a game in which a rotatable character is displayed on a touch panel monitor.
- the game apparatus includes first position recognition means, second position recognition means, rotation characteristic setting means, reverse rotation means, and reverse rotation state display means.
- the first position recognition means recognizes the first position of the character when the instruction means is brought into contact with the character.
- the second position recognition means recognizes the second position when the character is rotated around a predetermined fulcrum with the instruction means in contact with the character.
- the rotation characteristic setting means the character characteristic is set according to the amount of rotation when the character is also rotated to the second position.
- the reverse rotation means the character is reversely rotated to the second position force first position based on the characteristic set for the character by the rotation characteristic setting means.
- Reverse rotation state table In the display means, the reverse rotation state of the character is displayed on the monitor.
- the game method according to claim 4 is a game method capable of realizing a game in which a rotatable character is displayed on a touch panel type monitor.
- This game method includes a first position recognition step, a second position recognition step, a rotation characteristic setting step, a reverse rotation step, and a reverse rotation state display step.
- the first position recognition step the first position of the character when the pointing means is brought into contact with the character is recognized.
- the second position recognition step the second position when the character is rotated around a predetermined fulcrum with the pointing means in contact with the character is recognized.
- the rotation characteristic setting step the character characteristics are set according to the amount of rotation when the character is rotated to the second position.
- the reverse rotation step the character also rotates the second positional force back to the first position based on the characteristic set for the character in the rotation characteristic setting step.
- the reverse rotation state display step the reverse rotation state of the character is displayed on the motor.
- 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 various characters displayed on a monitor in a baseball game (before a batting operation).
- FIG. 5 is a diagram for explaining various characters displayed on a monitor in a baseball game (after a bat operation).
- FIG. 8 is a flowchart for explaining a bat operation method 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.
- the cartridge mounting part 5 is provided in the lower part of the lower housing 2b.
- the cartridge mounting portion 5 has, for example, a game cartridge. Can be installed.
- 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.
- the control device 10 includes a central processing unit (CPU) 11 using a microprocessor, a read only memory (ROM) 12 as a main storage device, a random access memory (RAM) 13, an image processing circuit 14, and a sound.
- a processing circuit 15 and a communication control circuit 20 are connected to each other through a nose 16.
- 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 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 target displayed on the liquid crystal panel, the coordinate data of the target is supplied from the touch input detection circuit 14a to the CPU 11, and the target is transferred to the CPU. 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 via a oral wireless network or a wireless LAN according to 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 partial storage device 17 includes a game force cartridge or the like 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 various players can be used. Games of 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 processing executed mainly by the control device 10 shown in FIG. 2 in the baseball game. Using this functional block diagram, the functions of the game machine 1 that plays the main role in the present invention will be described.
- a rotatable character is displayed on a touch panel type monitor, for example, the lower monitor 3b.
- This game machine 1 mainly includes first position recognition means 50, second position recognition means 51, rotation characteristic setting means 52, reverse rotation means 53, and reverse rotation state display means 54. .
- the first position recognizing means 50 provides the first position of the character when the instruction means is brought into contact with the character. This is a means realized by the function of recognizing the position.
- the first position recognition means 50 when the pointing means such as a touch pen or a finger is brought into contact with the touch panel at the character position displayed on the touch panel liquid crystal panel, the coordinate data of the touch position of the pointing means is input. It is supplied from the detection circuit 14a to the CPU 11 and recognized by the CPU 11. If the coordinate data of the touch position is included in the coordinate data of the character display area of the touch panel liquid crystal panel, and the CPU 11 determines that the position of the character at this time is the first position, the CPU 11 Be recognized.
- the second position recognizing means 51 is a means realized by a function of recognizing the second position when the character is rotated around a predetermined fulcrum while the instruction means is in contact with the character.
- the pointing means when the pointing means is moved on the touch panel in a state where the pointing means such as a touch pen or a finger is in contact with the touch panel in the character display area of the touch panel liquid crystal panel, the touch position of the pointing means
- the CPU 11 that recognizes the change in the coordinate data causes the CPU 11 to recognize it in advance, and then rotates the character on the touch panel liquid crystal panel based on the coordinate data indicating the predetermined fulcrum position. Then, the position of the rotated character is recognized by the CPU 11 as the second position.
- the rotation characteristic setting means 52 is a means realized by a function of setting the character characteristics according to the amount of rotation when the character is rotated from the first position to the second position.
- the CPU 11 calculates the rotation amount. Then, the CPU 11 refers to the character characteristics stored in the RAM I 3 from the ROM 18, such as the swing speed, and the CPU 11 sets the character characteristics corresponding to the calculated amount of rotation.
- the reverse rotation means 53 is a means realized by a function of reversely rotating the character to the second position force and the first position based on the characteristic set for the character by the rotation characteristic setting means 52. is there.
- the instruction signal power for causing the character to reversely rotate the second position force to the first position from the CPU 11 to the image processing circuit 14 as well. publish.
- the reverse rotation state display means 54 has a function of displaying the reverse rotation state of the character on the monitor. This is a means realized.
- the reverse rotation state of the character is displayed on the monitor 3, for example, the lower monitor 3 b by the image processing circuit 14 that has received an instruction signal for reversely rotating the character from the second position to the first position. Is displayed.
- the reverse rotation state of the character is displayed on the touch panel liquid crystal panel of the lower monitor 3b.
- each fielder character 70, bat character 71, and ball character 72 are mainly composed of the upper non-touch panel type. Displayed on the monitor. Then, as shown in FIGS. 6 and 7, the home base character 73, the bat character 71, the ball character 72, and the touch panel monitor on the lower side are enlarged and displayed.
- the bat character 71 can be rotated by a touch pen with the clip portion (first portion) as a fulcrum.
- the player makes contact with the portion (second portion) on the side where the grip partial force of the bat character 71 is also separated. Then, with the touch pen in contact with the second portion of the bat character 71, the touch pen is moved in the counterclockwise direction to stop the rotational movement of the touch pen. Then, the bat character 71 also rotates the first position A force to the second position B, and this rotation state is displayed on the upper monitor and the lower monitor.
- a characteristic such as a swing speed is set for the bat character 71 in accordance with the rotation amount of the note character 71 such as a rotation angle.
- the swing speed increases as the rotation angle when the bat character 71 is rotated in the counterclockwise direction is larger.
- the sent ball character 72 is displayed on the upper monitor.
- the ball character 72 approaches the vicinity of the home base character 73, the ball character 72 is displayed on the lower monitor as shown in FIG.
- the bat character 71 rotates clockwise at the set swing speed, The rotation state of the character 71 in the clockwise direction is displayed on the lower monitor.
- the bat character 71 can catch the ball character 72, the ball character 72 moves to the front of the position where the ball character 72 hits the bat character 71.
- the lower monitor displays a state in which the ball character 72 moves in the vicinity of the home base character 73.
- a state where the ball character 72 moves near the home base character 73 and a state where the force near the home base character 73 also moves far away are displayed. For example, when the ball character 72 is caught directly by the fielder character 70, it is out, and when the ball character 72 flies between the fielder characters 70, it becomes a hit.
- the bat character 71 cannot catch the ball character 72, the ball character 72 moves on the home base character 73 and moves toward the catcher character. At this time, a state in which the ball character 72 moves in the direction of the catcher character through the home base character 73 is displayed on the upper motor and the lower monitor. For example, there is an idling corresponding to this state. If the player does not remove the touch pen from the bat character 71, the not character 71 does not rotate in the clockwise direction. At this time, the ball character 72 passes over the home base character 73 and moves in the direction of the catcher character, and the state of! / Swing is displayed on the upper monitor and the lower monitor. One example of what corresponds to this condition is see-through.
- the touch pen is brought into contact with the bat character 71 (S1)
- the initial position of the bat character 71 is recognized as the first position (S2).
- the bat character 71 is rotated counterclockwise by the touch pen with the touch pen in contact with the bat character 71 (S3)
- the position after the rotation of the bat character 71 is recognized as the second position ( S4).
- the bat character 71 has various characteristics such as the swing speed according to the rotation amount of the bat character 71, for example, the rotation angle. Set (S5).
- the bat character 71 is maintained at the second position (S11), and the non-rotating state of the bat character 71 is displayed on the monitor (S12).
- the ball character 72 passes over the home base character 73 and moves in the direction of the catcher character, and the state is displayed on the motor (S15).
- 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 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.
- C In the above-described embodiment, an example is shown in which when the instruction means such as the touch pen is separated from the monitoring force, the non-character rotates backward in the counterclockwise direction, but the bat character rotates backward.
- the instruction method for instructing the timing to be performed is not limited to the above-described embodiment, and the bat character may be rotated in the counterclockwise direction when a predetermined button is pressed.
- a touch panel type monitor is used, and the character is rotated to the first position force and the second position by the instruction unit in a state where the instruction unit is in contact with the character displayed on the touch panel type monitor. It is done. Then, based on the characteristics set for the character according to the amount of rotation, the character is rotated backward to the second position force and the first position.
- the player can easily rotate the character by the instruction means.
- the player can experience the excitement by rotating the character with the instruction means while considering the amount of rotation of the character.
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Abstract
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Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN2005800318475A CN101022864B (zh) | 2004-09-21 | 2005-09-09 | 游戏装置及游戏控制方法 |
US11/685,780 US7695368B2 (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 |
---|---|---|---|
JP2004273570A JP3822216B2 (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 |
JP2004-273570 | 2004-09-21 |
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US11/685,780 Continuation US7695368B2 (en) | 2004-09-21 | 2007-03-14 | Game program, game device, and game method |
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WO2006033248A1 true WO2006033248A1 (ja) | 2006-03-30 |
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PCT/JP2005/016631 WO2006033248A1 (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 (6)
Country | Link |
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US (1) | US7695368B2 (ja) |
JP (1) | JP3822216B2 (ja) |
KR (1) | KR20070042202A (ja) |
CN (1) | CN101022864B (ja) |
TW (1) | TWI289466B (ja) |
WO (1) | WO2006033248A1 (ja) |
Families Citing this family (5)
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KR20130037826A (ko) * | 2011-10-07 | 2013-04-17 | (주)네오위즈게임즈 | 야구 게임의 타격 방법 및 시스템 |
JP5740700B2 (ja) * | 2011-11-28 | 2015-06-24 | 株式会社セガゲームス | ゲーム装置及びゲームプログラム |
JP5859298B2 (ja) * | 2011-12-08 | 2016-02-10 | 任天堂株式会社 | 情報処理システム、情報処理装置、情報処理方法及び情報処理プログラム |
JP6281079B2 (ja) * | 2014-06-30 | 2018-02-21 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲームシステム及びプログラム |
JP6715539B2 (ja) * | 2019-03-25 | 2020-07-01 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲームシステム及びプログラム |
Citations (6)
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JPH0531256A (ja) * | 1991-07-26 | 1993-02-09 | Sony Corp | 打撃模擬装置 |
JPH07182092A (ja) * | 1993-12-22 | 1995-07-21 | Sega Enterp Ltd | ベクトル入力装置 |
WO1998043715A1 (fr) * | 1997-04-03 | 1998-10-08 | Sega Enterprises, Ltd. | Procede de presentation d'une image de jeu et procede de commande associe |
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 |
JP2005192986A (ja) * | 2003-12-10 | 2005-07-21 | Nintendo Co Ltd | ゲームプログラムおよびゲーム装置 |
JP2005279165A (ja) * | 2004-03-31 | 2005-10-13 | Nintendo Co Ltd | 入力位置との関係でゲームオブジェクトの動作を変化させるゲームプログラム |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
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US5435554A (en) * | 1993-03-08 | 1995-07-25 | Atari Games Corporation | Baseball simulation system |
US6270413B1 (en) * | 1996-07-03 | 2001-08-07 | Sega Enterprises, Ltd. | Display method for games displays |
JP3312018B2 (ja) * | 2000-01-14 | 2002-08-05 | コナミ株式会社 | ゲームシステムおよびコンピュータ読み取り可能な記憶媒体 |
EP1402928A4 (en) * | 2001-02-22 | 2006-01-11 | Sega Corp | PROGRAM FOR CONTROLLING THE CONDUCT OF A GAME AND GAME APPARATUS FOR EXECUTING THIS PROGRAM |
-
2004
- 2004-09-21 JP JP2004273570A patent/JP3822216B2/ja active Active
-
2005
- 2005-09-09 KR KR1020077005643A patent/KR20070042202A/ko active Search and Examination
- 2005-09-09 WO PCT/JP2005/016631 patent/WO2006033248A1/ja active Application Filing
- 2005-09-09 CN CN2005800318475A patent/CN101022864B/zh active Active
- 2005-09-15 TW TW094131886A patent/TWI289466B/zh not_active IP Right Cessation
-
2007
- 2007-03-14 US US11/685,780 patent/US7695368B2/en active Active
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH0531256A (ja) * | 1991-07-26 | 1993-02-09 | Sony Corp | 打撃模擬装置 |
JPH07182092A (ja) * | 1993-12-22 | 1995-07-21 | Sega Enterp Ltd | ベクトル入力装置 |
WO1998043715A1 (fr) * | 1997-04-03 | 1998-10-08 | Sega Enterprises, Ltd. | Procede de presentation d'une image de jeu et procede de commande associe |
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 |
JP2005192986A (ja) * | 2003-12-10 | 2005-07-21 | Nintendo Co Ltd | ゲームプログラムおよびゲーム装置 |
JP2005279165A (ja) * | 2004-03-31 | 2005-10-13 | Nintendo Co Ltd | 入力位置との関係でゲームオブジェクトの動作を変化させるゲームプログラム |
Also Published As
Publication number | Publication date |
---|---|
CN101022864A (zh) | 2007-08-22 |
CN101022864B (zh) | 2010-11-10 |
KR20070042202A (ko) | 2007-04-20 |
JP3822216B2 (ja) | 2006-09-13 |
JP2006087490A (ja) | 2006-04-06 |
TWI289466B (en) | 2007-11-11 |
US20070155454A1 (en) | 2007-07-05 |
US7695368B2 (en) | 2010-04-13 |
TW200618847A (en) | 2006-06-16 |
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