WO2006103818A1 - ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 - Google Patents
ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 Download PDFInfo
- Publication number
- WO2006103818A1 WO2006103818A1 PCT/JP2006/300703 JP2006300703W WO2006103818A1 WO 2006103818 A1 WO2006103818 A1 WO 2006103818A1 JP 2006300703 W JP2006300703 W JP 2006300703W WO 2006103818 A1 WO2006103818 A1 WO 2006103818A1
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- WO
- WIPO (PCT)
- Prior art keywords
- gauge
- game
- gauge control
- operation member
- controller
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims description 38
- 238000003825 pressing Methods 0.000 claims abstract description 66
- 230000008602 contraction Effects 0.000 claims abstract description 28
- 238000010586 diagram Methods 0.000 description 11
- 230000004044 response Effects 0.000 description 3
- 230000000007 visual effect Effects 0.000 description 3
- 230000003111 delayed effect Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000006870 function Effects 0.000 description 1
- 230000003068 static effect Effects 0.000 description 1
Classifications
-
- A63F13/10—
-
- 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
- A63F13/218—Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- 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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- 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 device, a game device control method, and an information storage medium.
- a gauge is often used as a method for easily inputting an operation amount by a computer. This technique displays a gauge whose length changes over time. The computer monitors whether or not a predetermined operation is performed by the user, and when the predetermined operation is performed, processing according to the length of the gauge at that timing is executed. It has become.
- a ball object and a player object are arranged in a virtual three-dimensional space. Then, on the game screen, the viewpoint power arranged in the virtual three-dimensional space is displayed as seen from the virtual three-dimensional space. At this time, a gauge is appropriately displayed on the game screen, and the gauge expands and contracts with time.
- a predetermined operation for example, pressing or releasing a button
- the player object moves the ball object (pass, etc.) by a distance corresponding to the length of the gauge at that timing! / RU
- Patent Document 1 Japanese Patent No. 3145064
- the present invention has been made in view of the above problems, and its purpose is to allow the player to relatively easily measure the timing at which the gauge length is such that a desired process is executed.
- An object of the present invention is to provide a game device, a game device control method, and an information storage medium.
- a game device includes a gauge display means for displaying a gauge in the game device including a controller that outputs a numerical value in accordance with a pressing force on the operation member, and the operation
- a first gauge control means for extending or contracting the gauge as the pressure on the member continues, and a means for expanding or contracting the gauge as the pressure on the operation member continues, which is output from the controller
- the second gauge control means for switching the change applied to the gauge between expansion and contraction, and when the pressure on the operation member is detected, the first gauge control means
- the gauge by the second gauge control means is used.
- a gauge control switching means for starting the control, and a game process executing means for executing a game process based on the length of the gauge when release of the pressure on the operation member is detected.
- the game device control method is a game device control method including a controller that outputs a numerical value in accordance with a pressing force on the operation member, and a gauge display step for displaying a gauge on a display means. And a first gauge control step for extending or contracting the gauge as the operation member is continuously pressed, and a step for extending or contracting the gauge as the operation member is continuously pressed. A second gauge control step for switching a change applied to the gauge between expansion and contraction based on the numerical value output from the controller, and when a pressure on the operation member is detected, Gauge control by the first gauge control step is started, and the length of the gauge is reduced by the first gauge control step. Based on the length of the gauge when the gauge control switching step for starting the gauge control by the second gauge control step and the release of the pressure on the operation member are detected when the steady state is reached. And a game process execution step for executing the game process.
- the program according to the present invention includes a home game machine, a portable game machine, an arcade game machine, a mobile phone, as a game device including a controller that outputs a numerical value according to the pressing force on the operation member.
- Computers such as personal digital assistants (PDAs) and personal computers Gauge display means for displaying a gauge, which is a program for causing a computer to function
- An information storage medium is a computer-readable information storage medium storing the above-described program.
- the program distribution apparatus is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- a program distribution method is a program distribution method that includes an information storage medium storing the above-described program, reads out the program from the information storage medium, and distributes the program.
- the present invention relates to a game apparatus including a controller that outputs a numerical value according to a pressing force applied to an operation member.
- a gauge is displayed. And when the press with respect to an operation member is detected, a gauge is expanded or contracted with the continuation of the press with respect to this operation member. In addition, when the length of the gauge reaches a predetermined state, the change applied to the gauge is switched between expansion and contraction based on the numerical value output from the controller. When the release of the pressure on the operation member is detected, the game process is executed based on the gauge length. According to the present invention, the player can measure the timing at which the gauge is long enough to execute a desired process.
- the second gauge control means starts the contraction of the gauge when the numerical value output from the controller satisfies a first predetermined condition.
- the numerical value output from the above satisfies the second predetermined condition.
- FIG. 1 is a diagram showing a configuration of a game device according to the present embodiment.
- FIG. 2 is a diagram illustrating an example of a controller.
- FIG. 3 is a diagram showing an example of a virtual three-dimensional space
- FIG. 4 is a diagram showing an example of a game screen.
- FIG. 5 is an enlarged view of a gauge displayed on the game screen.
- FIG. 6 is a functional block diagram of the game device according to the present embodiment.
- FIG. 7 is a flowchart showing processing executed by the game device.
- FIG. 8 is a flowchart showing processing executed by the game device.
- FIG. 9 is a diagram showing an overall configuration of a program distribution system according to another embodiment of the present invention.
- FIG. 1 is a diagram showing a configuration of a game device according to an embodiment of the present invention.
- the game apparatus 10 shown in the figure is configured by attaching a DVD-ROM 25 and a memory card 28 as information storage media to a consumer game machine 11 and further connecting a monitor 18 and a speaker 22.
- a home television receiver is used for the monitor 18, and its built-in speaker is used for the speaker 22.
- the consumer game machine 11 includes a bus 12, a microprocessor 14, an image processing unit 16, an audio processing unit 20, a DVD-ROM playback unit 24, a main memory 26, an input / output processing unit 30, and a controller 32. It is a known computer game system. Components other than the controller 32 are accommodated in the housing.
- the node 12 is used for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 14, the image processing unit 16, the main memory 26, and the input / output processing unit 30 are connected by a bus 12 so that mutual data communication is possible.
- the microprocessor 14 is an operating system stored in a ROM (not shown).
- the main memory 26 includes, for example, RAM, and the program read from the DVD-ROM 25 and the data read from the memory card 28 are written as necessary.
- the main memory 26 is also used for the work of the microphone processor 14.
- the image processing unit 16 includes a VRAM, and draws a game screen on the VRAM based on image data sent from 14 microprocessors. Then, the content is converted into a video signal and output to the monitor 18 at a predetermined timing.
- the input / output processing unit 30 is an interface for the microprocessor 14 to access the audio processing unit 20, the DVD-ROM playback unit 24, the memory card 28, and the controller 32.
- An audio processing unit 20, a DVD-ROM playback unit 24, a memory card 28, and a controller 32 are connected to the input / output processing unit 30.
- the sound processing unit 20 is configured to include a sound buffer, and reproduces various sound data such as game music, game sound effects, and messages read from the DVD-ROM 25 and stored in the sound buffer. Output from speaker 22.
- the DVD-ROM playback unit 24 reads a program recorded on the DVD-ROM 25 in accordance with an instruction from the microprocessor 14. It should be noted that any other information storage medium such as a CD-ROM or ROM card may be used here in order to supply the program to the consumer game machine 11 using a DVD-ROM 25. Further, a remote geopower program may be supplied to the consumer game machine 11 via a data communication network such as the Internet.
- the memory card 28 includes a nonvolatile memory (for example, EEPROM).
- the home game machine 11 has a plurality of memory card slots for installing memory cards 28, and a plurality of memory cards 28 can be installed at the same time.
- the memory card 28 is configured to be removable from the memory card slot, and is used for storing various types of game data such as saved data.
- the controller 32 is a general-purpose operation input means for the player to input various game operations.
- the input / output processor 30 scans the state of each part of the controller 32 at regular intervals (for example, every 1Z60 seconds), and sends an operation signal representing the scan result to the microphone via the bus 12. Pass to mouth processor 14.
- the microprocessor 14 determines the player's game operation based on the operation signal.
- the home game machine 11 is configured so that a plurality of controllers 32 can be connected, and the microprocessor 14 performs game control based on an operation signal input from each controller 32.
- FIG. 2 is a diagram illustrating an example of the controller 32.
- the controller 32 shown in the figure is a general-purpose game controller.
- the direction buttons 34 on the surface of the controller 32 a start button 36, buttons 38X, 38Y, 38A, 38B are provided.
- buttons 42L and 42R are provided on the left and right sides of the front side, respectively, and buttons 40L and 40R are provided on the left and right sides of the back side.
- the direction button 34 has a cross shape, and is usually used to set the moving direction of the character or cursor.
- the start button 36 is a small push button having a triangular shape, and is usually used for starting a game or forcibly ending a game.
- buttons 38X, 38Y, 38A, 38B are configured as pressure-sensitive buttons. That is, the pressing force of the buttons 38X, 38Y, 38A, and 38B is detected by the controller 32, and a numerical value (specifically a numerical value between 0 and 255) corresponding to the pressing force is input to the consumer game machine 11. It has become like that. In the home-use game machine 11, whether or not the button is pressed, and when the button is pressed, the pressing force can be determined by this numerical value.
- a numerical value input according to the pressing force on the button 38B is referred to as a “pressing value of the button 38B”.
- a player object (player representing a soccer player) belonging to the team to be operated is executed by executing a soccer game program read from the DVD-ROM 25.
- a soccer game aiming to generate more scoring events than the opponent team is realized.
- a virtual three-dimensional space as shown in FIG. 3 is constructed in the main memory 26.
- static objects objects whose positions do not change
- soccer field object 52 and the goal object 51 exist in the virtual three-dimensional space 50.
- a dynamic object an object whose position changes
- a ball object 58 representing a soccer ball and a player object belonging to the operation target team or the opponent team is arranged on the soccer field object 52.
- 20 player objects are arranged on the power soccer field object 52 representing only the player objects 54 and 56.
- one player object among the player objects belonging to the operation target team is selected as the operation target.
- the player object to be operated is operated by the controller 32. For example, when the operation target player object holds the ball object 58, if the button 38B is pressed and released, the operation target player character is in the direction indicated by the direction button 34. Long object 58 is kicked to make a long pass. That is, the ball object 58 starts moving in the direction indicated by the direction button 34. At this time, the flying distance (movement distance) of the ball object 58 is determined according to the release timing of the button 38B!
- FIG. 4 is a diagram showing an example of a game screen displayed on the monitor 18.
- the game screen shown in Fig. 4 is generated by superimposing the space image and the operation guidance image.
- the spatial image is generated by setting the viewpoint and the line-of-sight direction in the virtual three-dimensional space 50 in which the soccer field object 52 is arranged, and visualizing the state of the line-of-sight viewed from the viewpoint.
- the operation guide image includes a gauge 60.
- the gauge 60 is displayed on the game screen when the player presses the button 38B to cause the operation target player object to make a long pass.
- FIG. 5 is an enlarged view showing an example of the gauge 60 displayed on a part of the game screen.
- the gauge 60 includes a rectangular frame image 64 and a stretchable image 62 that is arranged right-justified in the frame image 64 and that expands and contracts independently.
- the button 38B When the button 38B is initially pressed, the length of the expandable image 62 is zero. That is, the left end of the scaled image 62 is overlapped with the right end of the frame image 64. And button 38 If B is continuously pressed, the expandable image 62 will expand to the left at a constant speed (first speed) as time passes.
- the contraction of the expandable image 62 is started when the pressing force on the button 38B becomes a predetermined pressing force (first reference pressing force) or less.
- first reference pressing force the force that makes the length of the expansion / contraction image 62 zero or the pressing force against the button 38B is a predetermined pressing force (second reference pressing force that is larger than the first reference pressing force).
- second reference pressing force that is larger than the first reference pressing force.
- the expandable image 62 contracts at a constant speed (second speed).
- second speed is slower than the first speed.
- the expansion / contraction image 62 starts to expand.
- the force that makes the length of the expandable image 62 the maximum length (the width of the frame image 64) or the pressing force on the button 38B becomes equal to or less than the first reference pressing force.
- the stretchable image 62 is stretched at a constant speed (third speed). That is, when expansion of the expandable image 62 is started, the expansion of the expandable image 62 is continued as long as the pressing force on the button 38B is smaller than the second reference pressing force, as long as it does not fall below the first reference pressing force. It has been continued.
- the 3rd speed is slower than the 1st speed and the 2nd speed.
- the distance corresponding to the length of the stretchable image 62 at that time is determined as the moving distance of the ball object 58 during the long pass. Then, the ball object 58 is kicked out by the operation target player object at the moving distance (flying distance)!
- the player when a long pass is made to the operation subject player object, the player can adjust the moving distance of the ball object 58.
- the user interface as described above is prepared as a user interface for the adjustment. As a result, the player can complete this adjustment quickly. In situations where it is necessary to tie, the above adjustment can be completed quickly until the stretchable image 62 is first extended to the maximum length at the first speed.
- the above adjustment is carefully performed while the telescopic image 62 expands and contracts at the second speed or the third speed slower than the first speed. It is possible to do. That is, it is possible to carefully measure the operation timing (timing to release the button 38B) such that the moving distance of the ball object 58 becomes a desired distance.
- FIG. 6 is a functional block diagram of the game apparatus 10. As shown in FIG. 6, the game apparatus 10 includes a gauge control switching unit 70, a first gauge control unit 72, a second gauge control unit 74, a gauge display unit 76, a game parameter determination unit 78, A game process execution unit 80 and a determination unit 82 are functionally included.
- the determination unit 82 determines whether or not the button 38B (operation member) has been pressed and released.
- a numerical value between 0 and 255 is input from the controller 32 as the pressing value of the button 38B! /.
- “255” is input as the pressing value of button 38B
- “0” is input as the pressing value of 38B.
- the determining unit 82 determines that the button 38B is pressed.
- the determination unit 82 determines that the determination unit 82 determines that the pressing value of the button 38B input from the controller 32 is equal to or less than a predetermined release determination reference value (“12” in the present embodiment). It is determined that the pressing of is released.
- determination unit 82 in the present embodiment determines whether or not the pressed value of button 38B is equal to or less than a predetermined first reference value (“50” in the present embodiment). Further, the determination unit 82 determines whether or not the pressing value of the button 38B is greater than or equal to a predetermined second reference value (“128” in the present embodiment).
- the gauge display unit 76 includes a monitor 18. Gauge display 76 has gauge 60 indicate.
- the first gauge control unit 72 expands or contracts the expandable image 62 as the button 38B is continuously pressed. In other words, the first gauge control unit 72 gives either a change in increase or decrease to the length of the stretchable image 62 as the button 38B is continuously pressed.
- the first gauge control unit 72 in the present embodiment expands the stretched image 62 as the button 38B is continuously pressed.
- the second gauge control unit 74 expands / contracts the expansion / contraction image 62 based on the pressing value of the button 38B. More specifically, the second gauge control unit 74 switches the change applied to the expandable image 62 between expansion and contraction based on the pressed value of the button 38B.
- the second gauge control unit 74 in the present embodiment starts contraction of the expandable image 62 when the pressed value of the button 38B becomes “50” (first reference value) or less. In this case, the second gauge control unit 74 passes the time until the pressing value of the button 38B becomes “128” (second reference value) or more or the length of the expandable image 62 becomes zero. As the button 38B continues to be pressed, the expandable image 62 is contracted at the second speed.
- the second gauge control unit 74 in the present embodiment starts to expand the expandable image 62 when the pressing value of the button 38B becomes “128” (second reference value) or more. In this case, the second gauge control unit 74 keeps pressing until the pressing value of the button 38B becomes “50” (first reference value) or less or the length of the stretchable image 62 reaches the maximum length. As time elapses (button 3 8B continues to be pressed), the expandable image 62 is expanded at the third speed.
- the gauge control switching unit 70 starts the gauge control by the first gauge control unit 72 and limits the gauge control by the second gauge control unit 74. Further, the gauge control switching unit 70 restricts the gauge control by the first gauge control unit 72 when the length of the stretched image 62 is set to a predetermined state by the first gauge control unit 72, and the second gauge control unit 72 Start gauge control by 74.
- the gauge control switching unit 70 in the present embodiment starts the gauge control by the second gauge control unit 74 when the length of the stretchable image 62 is set to the maximum length by the first gauge control unit 72.
- the game parameter determination unit 78 determines the value of the game parameter based on the length of the stretchable image 62 when the determination unit 82 detects the release of the button 38B. In this embodiment, the game parameter determination unit 78 determines the movement distance of the ball object 58 when the operation target player object moves the ball object 58 (the operation target player object passes), and the length of the stretchable image 62. Determine the distance according to the.
- the game process execution unit 80 executes the game process based on the game parameter value determined by the game parameter determination unit 78.
- the game process execution unit 80 in the present embodiment executes a movement control process (pass execution process) for the ball object 58 based on the movement distance determined by the game parameter determination unit 78. More specifically, the initial velocity vector of the ball object 58 is determined based on the movement distance determined by the game parameter determination unit 78, and movement control of the ball object jet 58 based on the initial velocity vector is started.
- FIG. 7 shows a flowchart of processing executed as part of the game processing after the determination unit 82 detects that the button 38B is pressed.
- the determination unit 82 determines whether or not the pressing of the button 38B is released (S101).
- the status flag is information held in the main memory 26 and indicates the stretched state of the stretchable image 62.
- the status flag takes values of “1”, “2”, and “3”. “1” indicates “a state from when the pressing of the button 38B is detected until the expandable image 62 is first extended to the maximum length”. “2” indicates “a state in which the expandable image 62 contracts after the expandable image 62 expands to the maximum length”. “3” indicates “a state where the contracted stretchable image 62 is stretched again after the stretchable image 62 is stretched to the maximum length”. Note that the initial value of the status flag is “1”.
- variable V is set to VI (S103) and variable L is set to L + V It is updated (S104).
- the variable V is a variable indicating the degree of expansion / contraction of the expansion / contraction image 62 every predetermined time (for example, 1Z60 seconds). That is, it is a variable indicating the expansion / contraction speed of the expansion / contraction image 62.
- VI is a predetermined constant indicating the first speed.
- the variable L is a variable indicating the length of the stretchable image 62, and its initial value is zero.
- Lma X indicates the maximum length of the stretchable image 62.
- the status flag is “2” (S116). If the status flag is “2”, that is, if the expandable image 62 is contracted, it is determined whether or not the pressing value of the button 38B is “128” or more (S117). When the pressed value of the button 38B is “128” or more, the status flag is updated to “3” (S118), and the variable V is set to V3 (S119). That is, the stretched image 62 is shifted to a stretched state. V3 indicates the third speed and is a predetermined constant smaller than VI. In this case, the value of variable L is updated to L + V3 (S123). On the other hand, when the pressed value of the button 38B is not “128” or more, the expandable image 62 remains in a contracted state, the variable V is not updated, and the value of the variable L is updated to L ⁇ V2 (S123).
- the value of the variable V is set to (one V2) (S122). That is, the expansion / contraction image 62 is shifted to a contracted state.
- V2 indicates the second speed and is a predetermined constant smaller than VI.
- the value of the variable L is updated to L—V2 (S123).
- the pressing value of the button 38B is not “50” or less, the expandable image 62 remains in an expanded state, the variable V is not updated, and the value of the variable L is updated to L + V3 (S123 ).
- the main memory 26 holds a history of the value of the variable L from the present time to a predetermined time before. In this step, the oldest value of the variable L held in the main memory 26 is discarded, and the current value of the variable L is newly added and stored in the main memory 26. Details will be described later (see S114).
- the visual field image is drawn on the VRAM (S112).
- an image representing a state in which the virtual three-dimensional space 50 is viewed with a given viewpoint power is generated on the VRAM.
- the gauge 60 is drawn on the VRAM (S113).
- the length (width) of the expanded image 62 is L
- a distance corresponding to the variable value is determined as the moving distance of the ball object 58 (S114).
- the value of the variable L the “value of L before a predetermined time” held in the main memory 26 is used.
- the pressing of the button 38B is released, a certain time is required until it is determined that the pressing of the button 38B is released after the pressing force on the button 38B is weakened.
- the "L value before a predetermined time” is used in this step! /, The
- the visual field image is drawn on the VRAM (S115). That is, an image representing a state in which the virtual three-dimensional space 50 is viewed from a given viewpoint is generated on the VRAM. In this case, the visual field image shows how the ball object 58 starts to move based on the moving distance determined in S114.
- the process described above is realized by the microprocessor 14 executing a program stored in the DVD-ROM 25.
- the player object to be operated makes a long pass by pressing and releasing the button 38B. Then, the moving distance force of the ball object 58 during the long pass is determined according to the length of the gauge 60 (expandable image 62) displayed in response to the pressing of the button 38B when the button 38B is released. It is summer. As a result, the movement distance of the ball object 58 during the long pass is increased. The layer can be adjusted.
- the game device 10 includes the user interface (see FIGS. 4 and 5) as described above as a user interface for adjusting the moving distance of the ball object 58 in the long pass. It has been. For this reason, in situations where the player needs to complete the long nose instruction operation quickly (for example, during a game), after pressing the button 38B, the gauge 60 extends to the maximum length at the first speed. The above adjustment can be completed quickly. Also, for example, in a situation where a long pass instruction operation can be performed carefully, such as a free kick where the game is temporarily interrupted, wait for the gauge 60 to extend to the maximum length, and then press the button.
- the length adjustment of the expansion / contraction image 62 can be performed carefully. That is, according to the game device 10, when the player needs to complete the long pass instruction operation quickly, while ensuring that the adjustment can be completed quickly, the player can perform the long pass instruction operation carefully. It is possible to perform the above adjustment carefully.
- a long pass instruction operation (adjustment of the moving distance of the ball object 58) is required for a scene where the long pass instruction operation needs to be completed quickly and a scene where the long pass instruction operation can be performed carefully. It may be possible to change the user interface in advance. However, if this is done, there is a risk that the user may feel confused because the user interface for the long pass instruction operation varies depending on the scene.
- whether or not the long pass instruction operation can be performed carefully is influenced by the game situation (for example, the number of player objects of the opponent team located around the player object to be operated). is there. In this regard, according to the game device 10, it is determined whether or not the player is capable of performing the long pass instruction operation in consideration of the game situation, and the long pass instruction operation is completed quickly. Or you can choose to do it carefully!
- the second gauge control unit 74 may change the speed of expansion or contraction each time switching between expansion and contraction of the expandable image 62. For example, the second gauge control unit 74 Counts the number of times the state force that expands and contracts the stretchable image 62 changes to a contracted state and the number of times the state force that contracts the stretchable image 62 changes to a stretched state. May be delayed based on at least one of those times. This makes it easier for the player to adjust the length of the gauge 60 (expandable image 62). That is, it is possible to more easily measure the pressing release timing of the button 38B so that the moving distance of the ball object 58 during the long pass becomes a desired distance.
- the second gauge control unit 74 may determine the speed of expansion and contraction of the expandable image 62 based on the pressing value of the button 38B. For example, in S119 of FIG. 8, the value of the variable V may be set to V1 X (the pressing value Z255 of the button 38B). Similarly, in S121 in Fig. 8, the value of variable V should be set to (—VI) X (press value Z255 of button 38B).
- the expandable image 62 may be expanded or contracted based on an operation on an operation member other than a button.
- the controller 32 is provided with a stick (lever) -like operation member, and the numerical value corresponding to the pressing force to the stick-like operation member (in other words, the degree of inclination of the stick-like operation member) is
- the expandable image 62 should be expanded or contracted based on the pressing operation on the stick-shaped operation member.
- the present invention is not limited to a soccer game.
- the present invention can also be applied to sports games other than soccer games.
- the present invention can be applied to any device that inputs an operation amount using a gauge.
- FIG. 9 is a diagram showing the overall configuration of a program distribution system using a communication network.
- the program distribution system 100 includes a game data base 102, a server 104, a communication network 106, a personal computer 108, a home game machine 110, and a PDA (personal digital assistant) 112.
- game database 102 and server 10 4 constitutes a program distribution device 114.
- the communication network 106 includes, for example, the Internet and a cable television network.
- a game database (information storage medium) 102 stores a program similar to the storage content of the DVD-ROM 25. Then, when a consumer makes a game distribution request using the personal computer 108, the home game machine 110, the PDA 112, or the like, it is transmitted to the server 104 via the communication network 106. Then, the server 104 reads out the program from the game database 102 in response to the game distribution request, and transmits it to the game distribution request source such as the personal computer 108, the home game machine 110, the PDA 112, and the like.
- the power server 104 configured to deliver a game in response to a game delivery request may be unilaterally transmitted.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020077020176A KR100928864B1 (ko) | 2005-03-29 | 2006-01-19 | 게임 장치, 게임 장치의 제어 방법 및 정보 기억 매체 |
US11/910,326 US7993200B2 (en) | 2005-03-29 | 2006-01-19 | Game device, control method of game device, and information storage medium |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2005-095149 | 2005-03-29 | ||
JP2005095149A JP4717482B2 (ja) | 2005-03-29 | 2005-03-29 | ゲーム装置、ゲーム装置の制御方法及びプログラム |
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WO2006103818A1 true WO2006103818A1 (ja) | 2006-10-05 |
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PCT/JP2006/300703 WO2006103818A1 (ja) | 2005-03-29 | 2006-01-19 | ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 |
Country Status (5)
Country | Link |
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US (1) | US7993200B2 (ja) |
JP (1) | JP4717482B2 (ja) |
KR (1) | KR100928864B1 (ja) |
TW (1) | TWI310693B (ja) |
WO (1) | WO2006103818A1 (ja) |
Cited By (2)
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WO2009066653A1 (ja) * | 2007-11-21 | 2009-05-28 | Konami Digital Entertainment Co., Ltd. | ゲーム装置、ゲーム装置の制御方法、プログラム及び情報記憶媒体 |
US8216037B2 (en) * | 2008-06-09 | 2012-07-10 | Konami Digital Entertainment Co., Ltd. | Game device, game device control method, and information storage medium |
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JP4613559B2 (ja) * | 2004-09-22 | 2011-01-19 | 株式会社ニコン | 画像データ管理装置 |
JP4717482B2 (ja) * | 2005-03-29 | 2011-07-06 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP4653186B2 (ja) * | 2008-01-31 | 2011-03-16 | 株式会社スクウェア・エニックス | ビデオゲームプログラム及びビデオゲーム装置 |
JP5433215B2 (ja) * | 2008-11-21 | 2014-03-05 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP5745871B2 (ja) * | 2011-01-25 | 2015-07-08 | 株式会社タイトー | ブロックゲーム操作プログラム、ブロックゲームプログラム、ブロックゲーム機 |
KR101161003B1 (ko) * | 2011-12-30 | 2012-08-07 | (주)네오위즈게임즈 | 축구게임에서 최대파워게이지시 현실감있는 경기를 위한 액션정확도감소 서비스를 제공하는 방법, 서버, 단말기 및 기록매체 |
US10675532B2 (en) * | 2014-04-21 | 2020-06-09 | Steelseries Aps | Variable actuators of an accessory and methods thereof |
US10022622B2 (en) | 2014-04-21 | 2018-07-17 | Steelseries Aps | Programmable actuation inputs of an accessory and methods thereof |
JP5977859B2 (ja) * | 2015-04-30 | 2016-08-24 | 株式会社タイトー | ブロックゲーム操作プログラム、ブロックゲーム機 |
US10639543B2 (en) * | 2018-03-23 | 2020-05-05 | Valve Corporation | Handheld controllers with touch-sensitive controls |
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- 2006-01-19 WO PCT/JP2006/300703 patent/WO2006103818A1/ja not_active Application Discontinuation
- 2006-01-19 US US11/910,326 patent/US7993200B2/en not_active Expired - Fee Related
- 2006-03-15 TW TW095108681A patent/TWI310693B/zh not_active IP Right Cessation
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Also Published As
Publication number | Publication date |
---|---|
TW200642735A (en) | 2006-12-16 |
US7993200B2 (en) | 2011-08-09 |
JP4717482B2 (ja) | 2011-07-06 |
JP2006271692A (ja) | 2006-10-12 |
TWI310693B (en) | 2009-06-11 |
US20090054143A1 (en) | 2009-02-26 |
KR20070099694A (ko) | 2007-10-09 |
KR100928864B1 (ko) | 2009-11-30 |
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