WO2020184138A1 - ゲーム装置、ゲームシステム、記録媒体、及び、制御方法 - Google Patents

ゲーム装置、ゲームシステム、記録媒体、及び、制御方法 Download PDF

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Publication number
WO2020184138A1
WO2020184138A1 PCT/JP2020/006846 JP2020006846W WO2020184138A1 WO 2020184138 A1 WO2020184138 A1 WO 2020184138A1 JP 2020006846 W JP2020006846 W JP 2020006846W WO 2020184138 A1 WO2020184138 A1 WO 2020184138A1
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WO
WIPO (PCT)
Prior art keywords
game device
ball object
unit
information
pitching
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PCT/JP2020/006846
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English (en)
French (fr)
Japanese (ja)
Inventor
藤田 淳一
弘毅 細川
Original Assignee
株式会社コナミデジタルエンタテインメント
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Priority to KR1020217031639A priority Critical patent/KR102633643B1/ko
Publication of WO2020184138A1 publication Critical patent/WO2020184138A1/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a game device, a game system, a recording medium, and a control method.
  • An online baseball game in which a batter character hits back a ball object thrown by a pitcher character is known as a communication battle type game using a first game device and a second game device capable of communicating with each other (see, for example, Patent Document 1). ).
  • the first game device receives pitching operation information corresponding to the pitching operation.
  • the pitching motion information is transmitted to the second game device used for operating the hitter character.
  • the first game device displays a pitching screen including a pitcher character who has pitched based on the pitching motion information.
  • the second game device displays the pitching screen based on the pitching motion information received from the first game device. Then, when the user of the second game device performs a batting operation to hit the ball object back to the operation unit of the second game device, the second game device includes a batter character who has performed a batting operation according to the batting operation. Display the batter screen. Then, the second game device transmits the batting motion information for displaying the ball object or the like hit back by the batting motion corresponding to the batting operation to the first game device. Further, the second game device displays a defensive screen including a ball object and a defensive character that the batting character has hit back based on the batting motion information. The first game device displays the same defensive screen as the defensive screen displayed on the second game device based on the striking motion information received from the second game device.
  • the first game device Since the first game device displays the batting screen after receiving the batting motion information, in the first game device, for example, from the time the ball object thrown by the pitcher character reaches the home base object until the batting screen is displayed. There is a risk that a time lag will occur and the display after pitching will be unnatural.
  • the present invention has been made in view of the above circumstances, and one of the solutions is to provide a technique capable of reducing an unnatural display as compared with the conventional one in a communication battle type game.
  • the game device is a game device used for operating the pitcher character in a baseball game in which the pitcher character hits back a ball object thrown by the pitcher character.
  • Information that generates throwing information about the ball object thrown by the pitcher character based on the operation receiving unit that accepts the operation of throwing the ball object to the pitcher character and the content of the operation received by the operation receiving unit.
  • a display control unit Based on the pitching information on a generation unit, a display control unit that displays the ball object on a display unit corresponding to the game device, and another display unit corresponding to another game device used for operating the hitter character.
  • the information sharing processing unit that transmits the throwing information to the other game device and the moving speed of the ball object displayed on the display unit are set to the other. It is characterized by including a speed setting unit for setting a speed slower than the movement speed of the ball object displayed on the display unit.
  • the game system is a game system for executing a baseball game in which the pitcher character hits back a ball object thrown by the pitcher character, and is a first game device used for operating the pitcher character.
  • the first game device includes a second game device that can communicate with the first game device and is used for operating the pitcher character, and the first game device accepts an operation of throwing the ball object to the pitcher character.
  • the reception unit, the information generation unit that generates throwing information about the ball object thrown by the pitcher character based on the content of the operation received by the operation reception unit, and the first display corresponding to the first game device.
  • the moving speed of the information sharing processing unit and the ball object displayed on the first display unit is slower than the moving speed of the ball object displayed on the second display unit.
  • the second game device includes a first speed setting unit for setting a speed, and the second game device displays a moving speed based on the pitching information received from the first game device on the second display unit of the ball object. It is provided with a second speed setting unit set as a movement speed and a second display control unit for displaying the ball object moving at the movement speed set by the second speed setting unit on the second display unit. It is a feature.
  • the recording medium is a non-transient recording medium that records a baseball game program in which the pitcher character hits back a ball object thrown by the pitcher character, and is used for operating the pitcher character.
  • the operation reception unit that accepts the operation of throwing the ball object to the pitcher character, and the ball object that is thrown by the pitcher character based on the content of the operation received by the operation reception unit.
  • An information generation unit that generates pitching information about the pitcher, a display control unit that displays the ball object on a display unit corresponding to the game device, and another display corresponding to another game device used for operating the hitter character.
  • An information sharing processing unit that transmits the pitching information to the other game device in order to display the ball object that moves at a moving speed based on the pitching information, and the ball object displayed on the display unit.
  • a non-transient record recording a program characterized by functioning as a speed setting unit that sets the movement speed to a speed slower than the movement speed of the ball object displayed on the other display unit. It is characterized by being a medium.
  • the baseball game control method is a baseball game control method in which the pitcher character hits back a ball object thrown by the pitcher character, and is a processor of a game device used for operating the pitcher character. Accepts an operation of throwing the ball object to the pitcher character, generates throwing information about the ball object thrown by the pitcher character based on the content of the accepted operation, and displays a display unit corresponding to the game device. To display the ball object, and to display the ball object moving at a moving speed based on the pitching information on another display unit corresponding to another game device used for operating the hitter character. Information is transmitted to the other game device, and the moving speed of the ball object displayed on the display unit is set to a speed slower than the moving speed of the ball object displayed on the other display unit. It is characterized by.
  • FIG. 1 is an explanatory diagram for explaining an outline of the game system 1 according to the present embodiment. Hereinafter, an outline of the game system 1 will be described with reference to FIG.
  • the game system 1 includes a plurality of game devices 10 (10-1 to 10-M) capable of executing a competitive game, and a plurality of game devices 10 (10-1 to 10-M) provided corresponding to the plurality of game devices 10 (10-1 to 10-M). It has a display device 30 (30-1 to 30-M) (M is a natural number of 2 or more).
  • the m-th game device 10 may be referred to as a game device 10-m (m is a natural number satisfying 1 ⁇ m ⁇ M).
  • the m-th display device 30 may be referred to as a display device 30-m.
  • the game device 10 is a home-use game device.
  • the game device 10 any information processing device can be adopted.
  • the game device 10 may be a game device for business use installed in a store, a game facility, or the like, a mobile device such as a mobile phone or a smartphone, or a terminal such as a personal computer. It may be a type of information device.
  • the game device 10-m can communicate with the display device 30-m provided corresponding to the game device 10-m. Then, the game device 10-m displays an image related to the competition game being executed by the game device 10-m on the display unit 31-m provided by the display device 30-m provided corresponding to the game device 10-m. Can be displayed on.
  • the display device 30 includes, for example, a liquid crystal display, a television receiver, a touch panel, or the like.
  • the display device 30 may be a head-mounted display (HMD: Head Mounted Display). Further, the display device 30 may be included in the game device 10.
  • HMD Head Mounted Display
  • One of the plurality of game devices 10-1 to 10-M can communicate with another game device 10, for example, the game device 10-2 via the network NW.
  • the game device 10-1 transmits information about the competitive game being executed by the game device 10-1 to the game device 10-2.
  • the game device 10-2 transmits information about the competition game being executed by the game device 10-2 to the game device 10-1. Therefore, information about the competition game being executed by each game device 10-m can be shared among a plurality of game devices 10-1 to 10-M.
  • the user of the game device 10-1 and the user of the game device 10-2 can compete with each other in the competition game, or cooperate with each other in the competition game to clear the mission or the like.
  • a case where the user of the game device 10-1 and the user of the game device 10-2 compete against each other in a competitive game will be described.
  • the game devices 10 execute a competition game while communicating with each other via a network NW
  • the present invention is not limited to such an aspect.
  • the game device 10 may be able to directly communicate with another game device 10 by infrared communication or short-range wireless communication such as Bluetooth (registered trademark) without going through a network NW, or a cable. It may be possible to communicate by directly connecting with the like.
  • the game system 1 may have a server device that controls communication between a plurality of game devices 10. In this case, the server device that controls the communication between the plurality of game devices 10 may be connected to the network NW.
  • each game device 10 may be able to execute a competition game independently without communicating with another game device 10. In this case, the user of each game device 10 can play the competition game independently.
  • each game device 10 is operated by a single user, but the present invention is not limited to such an aspect, and a plurality of users are single.
  • a plurality of users who operate a single game device 10 may be able to play against each other (or cooperate with each other).
  • the competition game executed by the game device 10 is, for example, a competition in which another player who is an opponent of one player exerts a predetermined action on an object released by one player.
  • the "virtual space” is a virtual space on the game device 10, and is a space in which a virtual object or the like related to the game exists.
  • the "virtual object related to the game” is an example of the "game element", and may be a concept including, for example, a character related to the game and an object related to the game.
  • the "virtual object related to the game” is a pitcher character, a batter character, a ball object, or the like, and the "predetermined action” is to hit the ball back.
  • the "game element” is not limited to the “virtual object existing in the virtual space", and may be a “virtual camera that captures the virtual space”.
  • the "game element” may be a virtual camera that images the virtual space from the viewpoint of the pilot of the flight simulator, or may be a virtual camera that images the virtual space from the viewpoint of the main character of the survival game.
  • Competition in which one player's opponent has a predetermined effect on an object released by one player includes, for example, baseball, softball, cricket, soccer, tennis, table tennis and volleyball. This applies to all ball games such as.
  • the "predetermined action” may be, for example, hitting the ball back or blocking the ball from entering the goal.
  • the competition game executed by the game device 10 is a ball game such as a baseball game, a soft ball game, a cricket game, a soccer game, a tennis game, a table tennis game, and a volleyball game.
  • a case where the competition game executed by the game devices 10-1 and 10-2 is a baseball game will be described.
  • one of the game devices 10-1, 10-2 is an example of the "first game device”
  • the other of the game devices 10-1, 10-2 is an example of the "second game device”. .
  • the display unit 31-1 is the "first display unit”.
  • the display unit 31-2 is an example of the “second display unit”.
  • FIG. 2 is an explanatory diagram showing an example of the virtual space SP displayed on the display unit 31.
  • the virtual space SP displayed on the display unit 31 is, for example, a space that virtually realizes a baseball field. Therefore, in the virtual space SP, there are a pitcher character Cpt corresponding to the pitcher, a batter character Cbt corresponding to the batter, a ball object Obl corresponding to the ball, a plate object Opl corresponding to the pitcher plate, and the like.
  • the home base object Ohb in FIG. 2 indicates an object corresponding to the home base, and the bat object Obt indicates an object corresponding to the bat.
  • the description of the catcher character corresponding to the catcher, the referee character corresponding to the referee, and the like is omitted.
  • the virtual space SP shown in FIG. 2 is, for example, an image from a virtual camera (viewpoint) behind the pitcher character Cpt (on the back of the head side), and is a game device 10 (for example, a game device) used for operating the pitcher character Cpt. It is displayed on the display unit 31 corresponding to 10-1). Further, although not shown, the display unit 31 corresponding to the game device 10 (for example, the game device 10-2) used for operating the batter character Cbt is, for example, behind the batter character Cbt (on the back of the head side). An image from a virtual camera (viewpoint) is displayed.
  • the batter character Cbt hits back the ball object Obl thrown by the pitcher character Cpt.
  • the user of the game device 10-1 and the user of the game device 10-2 perform a defensive operation for operating the defensive character corresponding to the defensive player and an attack operation for operating the attack character corresponding to the attacking player. Execute alternately.
  • the defensive character includes a pitcher character Cpt, a catcher character, and the like, and the attack character includes a batter character Cbt and a runner character corresponding to a runner.
  • the user of the game device 10-2 when the user of the game device 10-1 performs a defensive operation, the user of the game device 10-2 performs an attack operation.
  • the user of the game device 10-1 performs an operation of selecting the pitch type and course of the ball object Obl to be pitched by the pitcher character Cpt in order to cause the pitcher character Cpt to throw the ball object Obl. 1 is used.
  • the user of the game device 10-2 uses the game device 10-2 to cause the batter character Cbt to swing the bat object Obt in order to hit back the ball object Obl thrown by the pitcher character Cpt.
  • the attack and the defense are alternated and the user of the game device 10-1 performs the attack operation, the user of the game device 10-2 performs the defensive operation.
  • the configuration and operation of the game device 10 will be described by exemplifying the operation from the pitcher character Cpt throwing the ball object Obl to the batter character Cbt hitting the ball object Obl back.
  • the explanation of the baseball game's defensive actions and other situations during other games will be omitted.
  • FIG. 3 is a functional block diagram showing an example of the configuration of the game device 10.
  • the game device 10 includes a game control unit 110, a storage unit 130 for storing various information, a communication unit 150 for executing communication between an external device such as another game device 10, and a user of the game device 10. It has an operation unit 170 such as a game controller operated by the above, and an information reading unit 190 for reading information from a recording medium such as an optical disk.
  • the communication unit 150 outputs the image data of the image IMG displayed on the display unit 31 to the display device 30.
  • the game control unit 110 controls each unit of the game device 10. Further, the game control unit 110 controls the progress of a competitive game such as a baseball game executed by the game device 10.
  • the game control unit 110 includes an operation reception unit 1101, an information generation unit 1102, a display control unit 1103, an information sharing processing unit 1104, and a ball speed setting unit 1105 (an example of a "speed setting unit").
  • the operation reception unit 1101 has a pitching operation reception unit 111 and a batting operation reception unit 121.
  • the information generation unit 1102 has a pitching information generation unit 112 and a batting information generation unit 122.
  • the display control unit 1103 includes a defensive display control unit 113 and an attack display control unit 123.
  • the information sharing processing unit 1104 has a pitching information sharing processing unit 114 and a batting information sharing processing unit 124.
  • the ball speed setting unit 1105 includes a first ball speed setting unit 115 and a second ball speed setting unit 125.
  • the display control unit 1103 of the game device 10-1 is set to the "first". 1 is an example of the display control unit, and the display control unit 1103 of the game device 10-2 is an example of the second display control unit.
  • the ball speed setting unit 1105 of the game device 10-1 is "the first”. It is an example of the "1 speed setting unit”, and the ball speed setting unit 1105 of the game device 10-2 is an example of the "second speed setting unit”.
  • the pitching operation reception unit 111, the pitching information generation unit 112, the defensive display control unit 113, the pitching information sharing processing unit 114, and the first ball speed setting unit 115 are operating targets of the game device 10 are defensive characters including the pitcher character Cpl. Works when (ie, when a defensive operation is performed). Further, the batting operation receiving unit 121, the batting information generating unit 122, the attack display control unit 123, the batting information sharing processing unit 124, and the second ball speed setting unit 125 are attack characters whose operation target of the game device 10 includes the batter character Cbt. It works in some cases (ie, when an attack operation is performed).
  • the game device 10 used for operating the pitcher character Cpl is also referred to as the pitcher-side game device 10
  • the game device 10 used for operating the batter character Cbt is also referred to as the batter-side game device 10.
  • the game device 10-1 is also referred to as the pitcher-side game device 10.
  • the game device 10-2 is also referred to as a batter-side game device 10.
  • the display unit 31 corresponding to the game device 10 on the pitcher side is also referred to as the display unit 31 on the pitcher side
  • the display unit 31 corresponding to the game device 10 on the batter side is also referred to as the display unit 31 on the batter side. ..
  • a pitching operation reception unit 111 a pitching information generation unit 112, a defensive display control unit 113, a pitching information sharing processing unit 114, and a first pitching speed setting unit 115 that operate when a defensive operation is executed will be described.
  • the pitching operation receiving unit 111 of the game device 10 on the pitcher side receives the content of the operation when the user of the game device 10 operates the operation unit 170.
  • the content of the operation received by the pitching operation receiving unit 111 may be referred to as the acceptance result of the pitching operation receiving unit 111.
  • the pitching operation receiving unit 111 receives an operation of causing the pitcher character Cpt to throw the ball object Obl (hereinafter, also referred to as “pitching operation”) via the operation unit 170.
  • the pitching operation is, for example, an operation of selecting the pitch type and course of the ball object Obl thrown by the pitcher character Cpt.
  • the ball type may include the ball speed.
  • the pitching operation reception unit 111 of the game device 10 on the pitcher side indicates that the user of the game device 10 does not operate the operation unit 170 when the user of the game device 10 does not operate the operation unit 170. The information shown may be accepted.
  • the pitching information generation unit 112 of the game device 10 on the pitcher side obtains pitching information regarding the ball object Obl thrown by the pitcher character Cpt based on the acceptance result of the pitching operation reception unit 111 (that is, the result of the pitching operation by the user). Generate.
  • the pitching information is information regarding the movement of the ball object Obl in the virtual space SP.
  • the pitching information is the ball object Obl according to the "ball type", “ball type and course”, or "ball type, ball speed and course” determined according to the reception result of the pitching operation reception unit 111. This is information for instructing the start of the action of the pitcher character Cpt (hereinafter, also referred to as “throwing action”).
  • the defensive display control unit 113 of the game device 10 on the pitcher side causes the display unit 31 to display the ball object Obl or the like.
  • the defensive display control unit 113 sets a ball object Obl that moves according to a ball type and course determined according to the reception result of the pitching operation reception unit 111 and a movement speed set by the first ball speed setting unit 115 described later. It is displayed on the display unit 31.
  • the moving speed of the ball object Obl is the speed at which the ball object Obl moves in the virtual space SP related to the baseball game, and corresponds to the ball speed. The details of the moving speed of the ball object Obl will be described when the operation of the first ball speed setting unit 115 is described.
  • the pitching information sharing processing unit 114 of the game device 10 on the pitcher side transmits the pitching information generated by the pitching information generation unit 112 to the game device 10 on the batter side.
  • the display unit 31 on the batter side displays the ball object Obl that moves at a moving speed based on the pitching information transmitted from the game device 10 on the pitcher side. That is, the pitching information sharing processing unit 114 causes the other display unit 31 corresponding to the other game device 10 used for operating the batter character Cbt to display the ball object Obl moving at the moving speed based on the pitching information.
  • the pitching information is transmitted to another game device 10.
  • the moving speed of the ball object Obl displayed on the display unit 31 on the pitcher side may be referred to as the moving speed Vpt
  • the moving speed of the ball object Obl displayed on the display unit 31 on the batter side may be referred to as the moving speed Vbt. is there.
  • the moving speed Vpt and the moving speed Vbt may be collectively referred to as the moving speed V.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 to be higher than the moving speed Vbt of the ball object Obl displayed on the display unit 31 on the batter side. Set to a slow speed.
  • the first ball speed setting unit 115 sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 to a speed slower than the ball speed determined according to the acceptance result of the pitching operation reception unit 111.
  • the ball speed determined according to the acceptance result of the pitching operation receiving unit 111 that is, the ball speed selected by the pitching operation may be referred to as a ball speed Vs.
  • the moving speed V of the ball object Obl is the speed at which the ball object Obl moves in the virtual space SP related to the baseball game, as described above.
  • the moving speed V of the ball object Obl is the time from when the ball object Obl is released from the pitcher character Cpt to when it reaches the reference position (for example, the home base object Ohb) in the virtual space SP (hereinafter, “moving time””. Also referred to as).
  • the ball object Obl is released from the pitcher character Cpt, for example, the ball object Obl leaves the pitcher character Cpt's hand.
  • the movement speed V is , "(1 / TM) * D".
  • the moving speed V may be expressed by using the number of frames. For example, if the number of frames used for displaying the ball object Obl from the release from the pitcher character Cpt to the arrival at the reference position in the virtual space SP is the required number of frames Fnum, and the frame rate is Flat, the movement time TM is It is represented by "(Fnum / Flat)”. That is, the moving speed V is represented by "(1 / (Fnum / Flat)) * D". Therefore, the setting of the moving speed V of the ball object Obl may be realized by setting the moving time TM, or may be realized by setting the required number of frames Fnum.
  • the adjustment amount (hereinafter, also referred to as “speed adjustment amount”) indicating the degree of slowing down is determined according to the communication status between the pitcher-side game device 10 and the batter-side game device 10.
  • the communication status between the pitcher-side game device 10 and the batter-side game device 10 is the time required for communication between the pitcher-side game device 10 and the batter-side game device 10, the communication speed, the presence or absence of communication delay, or communication. The degree of delay, etc. A method of determining the speed adjustment amount by the first ball speed setting unit 115 will be described later with reference to FIG.
  • the batting operation receiving unit 121 the batting information generating unit 122, the attack display control unit 123, the batting information sharing processing unit 124, and the second ball speed setting unit 125, which operate when the attack operation is executed, will be described.
  • the hitting operation receiving unit 121 of the game device 10 on the batter side receives the content of the operation when the user of the game device 10 operates the operation unit 170.
  • the content of the operation received by the batting operation receiving unit 121 may be referred to as the acceptance result of the batting operation receiving unit 121.
  • the batting operation receiving unit 121 receives an operation for the batter character Cbt to hit back the ball object Obl thrown by the pitcher character Cpt (hereinafter, also referred to as “batting operation”) via the operation unit 170. That is, the hitting operation receiving unit 121 receives the hitting operation.
  • the hitting operation receiving unit 121 of the game device 10 on the batter side indicates that the user of the game device 10 does not operate the operation unit 170 when the user of the game device 10 does not operate the operation unit 170. The information shown may be accepted.
  • the reference plane is an area where the ball object Obl thrown by the pitcher character Cpt reaches, regardless of whether the batter character Cbt hits back the ball object Obl.
  • the reference plane is an area including a part of the home base object Ohb, an area including a part of the catcher mitt object corresponding to the catcher mitt, and the like.
  • the reference plane may be set at a position on the pitcher character Cpt side of the home base object Ohb, for example.
  • the reference position used for calculating the moving speed V described above may be the same position as the reference plane or may be a position different from the reference plane.
  • a surface perpendicular to the surface on which the home base object Ohb is installed and including the side of the home base object Ohb on the pitcher character Cpt side will be described as a reference surface.
  • the batting information generation unit 122 generates batting information regarding the batting of the ball object Obl thrown by the pitcher character Cpt based on the acceptance result of the batting operation receiving unit 121 (that is, the result of the batting operation by the user).
  • the batting information is information including the result of executing a batting operation based on the batting operation executed on the batter character Cbt by the user of the batter-side game device 10 (that is, the batting operation received by the batter operation receiving unit 121). .
  • the batting information includes a batting result indicating whether the bat object Obt hits the ball object Obl or misses the ball, and the trajectory of the ball object Obl when the bat object Obt hits the ball object Obl (after hitting the bat object Obt).
  • the batting information also includes information indicating the moving direction, moving speed, and falling point of the ball object Obl. If the batting operation is not executed by the time the ball object Obl reaches the reference plane, the batting information generation unit 122 generates batting information indicating that the batting operation has not been executed.
  • the attack display control unit 123 of the game device 10 on the batter side causes the display unit 31 to display the ball object Obl and the like.
  • the attack display control unit 123 causes the display unit 31 to display the ball object Obl that moves according to the ball type, ball speed, course, etc. based on the pitching information received from the game device 10 on the pitcher side.
  • the ball speed based on the pitching information is set by the second ball speed setting unit 125, which will be described later. That is, the attack display control unit 123 causes the display unit 31 to display the ball object Obl that moves at the movement speed Vbt set by the second ball speed setting unit 125.
  • the batting information sharing processing unit 124 of the batter-side game device 10 transmits the arrival information and batting information generated by the batting information generation unit 122 to the pitcher-side game device 10.
  • the display unit 31 on the pitcher side displays a screen on which the batting is produced based on the arrival information and the batting information transmitted from the game device 10 on the batter side.
  • the storage unit 130 stores various information necessary for the progress of the baseball game executed by the game device 10 and the control program RPG of the game device 10.
  • the control program RPG is a program that controls the game device 10.
  • the control program RPG is, for example, an operation system program for controlling each part of the game device 10 and an application program for the game device 10 to execute a baseball game (an example of a "baseball game program"). )including.
  • the application program may be, for example, one that is read from the information reading unit 190 and stored in the storage unit 130 when the user of the game device 10 starts a baseball game.
  • the configuration of the game device 10 is not limited to the example shown in FIG.
  • FIG. 4 is a configuration diagram showing an example of the hardware configuration of the game device 10.
  • the game device 10 includes a processor 11 that controls each part of the game device 10, a memory 13 that stores various information, a communication device 15 for communicating with an external device existing outside the game device 10, and a game device. It has an input operation device 17 for accepting operations by 10 users, and a disk device 19 for reading information from a recording medium.
  • the memory 13 is a non-transitory recording medium, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a work area of the processor 11, a control program RPG of the game device 10, and the like. It includes a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) for storing various kinds of information, and provides a function as a storage unit 130.
  • the memory 13 is illustrated as a "recording medium" on which the control program RPG is recorded, but the present invention is not limited to such an embodiment.
  • the "recording medium" on which the control program RPG is recorded may be a storage device provided in an external device existing outside the game device 10.
  • the "recording medium” on which the control program RPG is recorded may be a storage device that exists outside the game device 10 and is provided on a distribution server that distributes the control program RPG and records the control program RPG.
  • the processor 11 is, for example, a CPU (Central Processing Unit), executes a control program RPG stored in the memory 13, and operates according to the control program RPG to function as a game control unit 110.
  • a CPU Central Processing Unit
  • the communication device 15 is hardware for communicating with an external device existing outside the game device 10 via one or both of a wired network and a wireless network, and provides a function as a communication unit 150.
  • the input operation device 17 provides a function as an operation unit 170 that accepts the user's operation of the game device 10.
  • the input operation device 17 may be composed of one or a plurality of devices including, for example, an operation button, a touch panel, a keyboard, a joystick, and a part or all of a pointing device such as a mouse.
  • the disk device 19 is, for example, an optical disk device, and provides a function as an information reading unit 190 that reads various information such as a control program RPG recorded on a recording medium such as an optical disk.
  • the processor 11 is configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to the CPU or in place of the CPU. It may be what is done. In this case, a part or all of the game control unit 110 realized by the processor 11 may be realized by hardware such as a DSP. Further, the processor 11 may be configured to include a part or all of one or more CPUs and one or more hardware elements. For example, when the processor 11 is configured to include a plurality of CPUs, some or all the functions of the game control unit 110 are realized by the plurality of CPUs operating in cooperation with each other according to a program related to a baseball game. You may.
  • a GPU Graphics Processing Unit
  • DSP Digital Signal Processor
  • FPGA Field Programmable Gate Array
  • FIG. 5 is a sequence chart showing an example of the operation of the game system 1. Note that FIG. 5 shows the game device 10-1 and the game device 10-2 when the user of the game device 10-1 operates the pitcher character Cpt and the user of the game device 10-2 operates the batter character Cbt. It is a sequence chart which shows an example of operation. In the following, the user who operates the game device 10-1 on the pitcher side is also referred to as the user on the pitcher side, and the user who operates the game device 10-2 on the batter side is also referred to as the user on the batter side.
  • the times T20, T22, T23, T50, T52 and T60 in FIG. 5 may be, for example, the times corresponding to the count values of the counters included in the game device 10-1.
  • the times T30, T32, T40 and T42 in FIG. 5 may be, for example, times corresponding to the count values of the counters included in the game device 10-2.
  • the interval of counting up the count value of the counter included in the game device 10-1 and the interval of counting up the count value of the counter included in the game device 10-2 are substantially the same. However, the distance between the two may be different.
  • There are two types of processing executed by the game device 10, game processing and drawing processing. Time T20 and the like in FIG. 5 are, for example, times related to game processing.
  • the pitching operation reception unit 111 of the game device 10-1 Accepts a pitching operation by the user (S100).
  • the above-mentioned numerical example such as "ball speed 100 km / h" indicates a virtual speed defined in the game. Therefore, the moving speed Vpt set by the first ball speed setting unit 115 and the moving speed Vbt set by the second ball speed setting unit 125 may be the actual speed or the speed different from the actual speed.
  • the pitching information generation unit 112 When the pitching operation reception unit 111 receives the pitching operation, the pitching information generation unit 112 generates pitching information based on the pitching operation received by the pitching operation reception unit 111, and throws the pitching information generated by the pitching information generation unit 112.
  • the information sharing processing unit 114 transmits to the game device 10-2 (S104).
  • the defensive display control unit 113 of the game device 10-1 causes the display unit 31 to display the pitching screen based on the pitching operation received by the pitching operation receiving unit 111 (S108).
  • the pitching screen is a screen on which the ball object Obl thrown by the pitcher character Cpt is displayed.
  • the pitching screen also includes a screen in which the pitching operation of the pitcher character Cpt is displayed.
  • the ball object Obl is released from the pitcher character Cpt at the time T23, which is the display time of the pitching operation after the time T22 when the display of the pitching screen is started.
  • the ball type and course of the ball object Obl are determined according to the acceptance result of the pitching operation reception unit 111, and the ball speed (movement speed Vpt) of the ball object Obl is set to the first ball speed. It is set by the unit 115.
  • the first ball speed setting unit 115 sets the ball speed of the ball object Obl (movement speed Vpt in which the ball object Obl moves in the virtual space SP) to 80 km / h, which is slower than the ball speed (100 km / h) selected by the pitching operation. Set.
  • the game device 10-2 receives the pitching information from the game device 10-1 (S200).
  • the second ball speed setting unit 125 of the game device 10-2 sets the ball object Obl based on the pitching information received from the game device 10-1.
  • the ball speed (moving speed Vbt) is set to the ball speed (100 km / h) selected by the pitching operation.
  • the attack display control unit 123 of the game device 10-2 causes the display unit 31 to display the pitching screen based on the pitching information received from the game device 10-1 (S204).
  • the ball speed of the ball object Obl is set to the ball speed (100 km / h) selected by the pitching operation, so that the ball object Obl is the pitching operation reception unit of the game device 10-1 on the pitcher side.
  • the ball moves in the virtual space SP according to the ball type, ball speed, and course determined according to the pitching operation received by 111.
  • the game device 10-2 since the pitching information is transmitted from the game device 10-1 to the game device 10-2 via the network NW, the game device 10-2 starts displaying the pitching screen on the game device 10-1 at the time T22. Therefore, the display of the pitching screen is started at the time T32, which is the communication time later.
  • the communication time is, for example, the time from when one game device 10 of the two game devices 10 transmits information (for example, pitching information) to when the other game device 10 receives the information.
  • the batter-side user inputs a batting operation for hitting back the ball object Obl to the operation unit 170 of the game device 10-2, the batting operation receiving unit 121 of the game device 10-2 is hit by the user. Accept the operation (S206).
  • the batter-side user inputs a striking operation so that the batter character Cbt swings the bat object Obt at the timing when the ball object Obl reaches the home base object Ohb.
  • the batting information generation unit 122 of the game device 10-2 generates batting information based on the batting operation received by the batting operation receiving unit 121 and the position of the ball object Obl in the virtual space SP.
  • the batting information generated by the batting information generation unit 122 is transmitted to the game device 10-1 by the batting information sharing processing unit 124 (S210).
  • the hit information generation unit 122 of the game device 10-2 At time T42, when the ball object Obl reaches the reference plane (home base object Ohb) of the virtual space SP displayed on the batter's display unit 31, the hit information generation unit 122 of the game device 10-2 generates arrival information. Then, the hit information sharing processing unit 124 transmits the arrival information generated by the hit information generation unit 122 to the game device 10-1 (S214). Further, when the ball object Obl reaches the reference plane of the virtual space SP displayed on the batter's display unit 31, the attack display control unit 123 of the game device 10-2 receives the batting information generated by the batting information generation unit 122. Is displayed on the display unit 31 based on the above (S216).
  • the batting screen is a screen that displays the result of executing a batting according to the batting operation received by the batting operation receiving unit 121.
  • the batting screen includes a screen in which a batting operation in which the batter character Cbt swings the bat object Obt is displayed.
  • the batting screen includes a screen in which the batter character Cbt sees off the ball object Obl when the batting operation is not input by the time the ball object Obl reaches the reference plane.
  • the game device 10-1 receives the batting information from the game device 10-2 (S120).
  • the game device 10-1 receives the arrival information from the game device 10-2 (S124).
  • the ball object Obl has not reached the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side. Therefore, the display of the batting screen is not executed until the ball object Obl reaches the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side.
  • the defensive display control unit 113 of the game device 10-1 receives a batting from the game device 10-2. Based on the information, the striking screen is displayed on the display unit 31 (S170). Then, for example, the defensive display control unit 113 of the game device 10-1 is a reference in the virtual space SP displayed on the display unit 31 when the batter character Cbt hits back the ball object Obl by a batting operation by the user on the batter side. The trajectory of the ball object Obl that has reached the surface is switched to the trajectory of the ball object Obl that has been hit back by the batter character Cbt.
  • the defensive display control unit 113 of the game device 10-1 receives the batting information indicating that the batter character Cbt has hit back the ball object Obl in the game device 10-2 from the game device 10-2, the batting information.
  • the batter character Cbt and the ball object Obl are displayed on the display unit 31 based on the above. Note that common hitting information is used for displaying the hitting screen between the game device 10-1 and the game device 10-2.
  • the pitcher After the game device 10-1 on the side receives the arrival information from the game device 10-2 on the batter side, the ball object Obl reaches the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side. .. Therefore, the game device 10-1 on the pitcher side does not execute an unnatural display such as the ball object Obl stopping at the reference plane on the home base object Ohb of the virtual space SP displayed on the display unit 31.
  • the batting screen can be displayed on the display unit 31 on the pitcher side.
  • the unnatural display displays a dummy striking motion different from the striking motion displayed on the batter's display unit 31 in addition to the display in which the ball object Obl stops on the reference plane on the home base object Ohb.
  • the dummy batting motion is a pre-programmed batting motion regardless of the batting information transmitted from the batter's game device 10-2.
  • the batting motion that results in a different result from the batting result indicating whether the bat object Obt hits or misses the ball object Obl is displayed on the pitcher side. It may be displayed on 31. In this case, since the striking result does not match the striking motion, the display becomes unnatural.
  • the batter's user usually performs a batting operation at the timing when the ball object Obl reaches the home base object Ohb.
  • the batting information and the arrival information are transmitted from the batter-side game device 10-2 to the pitcher-side game device 10-1 at the same time or almost at the same time. Therefore, in the pitcher-side game device 10-1, the ball object Obl is placed on the reference surface of the virtual space SP displayed on the pitcher-side display unit 31 before receiving the arrival information from the batter-side game device 10-2.
  • the hitting screen reflecting the hitting information may not be displayed. In this case, in the game device 10-1 on the pitcher side, the display after pitching becomes unnatural.
  • the pitcher-side game device 10-1 sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 to the moving speed of the ball object Obl displayed on the batter-side display unit 31. By making it slower than Vbt, it is possible to prevent the ball object Obl from reaching the reference plane of the virtual space SP before receiving the arrival information from the batter-side game device 10-2. Therefore, the pitcher-side game device 10-1 does not have an unnatural display after pitching.
  • the difference time TD is the ball on the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side from the time T52 when the game device 10-1 on the pitcher side receives the arrival information from the game device 10-2 on the batter side. It is the time until the time T60 when the object Obl arrives.
  • the time T52 is an example of the "first timing”
  • the time T60 is an example of the "second timing”.
  • the difference time TD is an example of "difference between the first timing and the second timing".
  • the pitcher-side game device 10-1 compares the moving speed Vpt of the ball object Obl displayed on the display unit 31 with the moving speed Vbt of the ball object Obl displayed on the batter-side display unit 31.
  • the degree of slowing down is determined according to the communication status between the pitcher-side game device 10-1 and the batter-side game device 10.
  • the pitcher-side game device 10-1 determines the speed adjustment amount for each pitch. For example, when the pitcher character Cpt executes a plurality of pitches, the first pitcher speed setting unit 115 of the game device 10-1 on the pitcher side adjusts the speed at the time of the subsequent pitching according to the communication status at the time of one pitching. Determine the amount. Next, a method of determining the speed adjustment amount will be described with reference to FIG.
  • FIG. 6 is an explanatory diagram for explaining the outline of the method for determining the speed adjustment amount.
  • FIG. 6 shows the movement of the ball object Obl in the jth pitch (j is a natural number of 2 or more) out of a plurality of pitches.
  • a reference numeral j is added to the end of the code of the distance DD corresponding to the movement time TM, the difference time TD, and the difference time TD.
  • the ball speed Vs selected by the pitching operation is the same for the j-th pitch and the (j-1)-th pitch, and in the (j-1)-th pitch, the difference time TDj in the j-th pitch
  • T0 is, for example, “0”.
  • the communication time of the pitching information from the pitcher's game device 10-1 to the batter's game device 10-2 and the batter's game device 10-2 to the pitcher's game device 10- It is assumed that the communication time of the arrival information up to 1 is the same as each other.
  • the jth pitch The difference time TDj in the above is set to "T0" according to the adjustment at the time of the (j-1) th pitch. Further, the one-way communication time (an example of "communication status") of information between the pitcher's game device 10-1 and the batter's game device 10-2 at the time of the jth pitch is (j-1). When the one-way communication time of the information between the pitcher's game device 10-1 and the batter's game device 10-2 at the time of the second pitching is shortened by ⁇ t, the difference time TDj becomes “T0 + 2 ⁇ ⁇ t”.
  • the speed adjustment amount of the (j + 1) th pitch is determined so that the difference time TD in the (j + 1) th pitch becomes “T0”.
  • the movement speed Vpt of the ball object Obl is the ball object. It is represented by "(1 / TMj) * D" using the movement time TMj and the distance D from the time T23 when the Obl is released from the pitcher character Cpt to the time T60 when the ball object Obl reaches the reference plane.
  • the moving speed Vpt of the ball object Obl in the (j + 1) th throw is "(1 / (TMj-TDj))) * because the moving time TM in the (j + 1) th throw is shorter than the moving time TMj by the difference time TDj. It is represented by "D".
  • the movement speed Vpt of the ball object Obl in the (j + 1) pitch is the jth pitch.
  • the movement speed of the ball object Obl in the pitching is faster than Vpt, and the difference time TD in the (j + 1) th pitch is shorter than the difference time TDj.
  • the difference time TD in the (j + 1) th pitch is the difference time TD when the speed adjustment amount is set so that the moving speed Vpt of the ball object Obl in the (j + 1) th pitch is slower than that in the jth pitch. Becomes longer.
  • the moving speed Vpt of the ball object Obl displayed on the pitcher's display unit 31 is displayed on the batter's display unit 31.
  • the difference time TD becomes shorter as the moving speed Vbt of the displayed ball object Obl approaches.
  • the game device 10- on the pitcher side In 1 the ball object Obl may reach the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side before receiving the arrival information from the game device 10-2 on the batter side.
  • the pitcher's game device 10-1 sets the speed adjustment amount so that the moving speed Vpt of the ball object Obl in the next pitch is slower than that at the time of the current pitch, so that the batter's game device 10- After receiving the arrival information from 2, the ball object Obl is made to reach the reference plane of the virtual space SP displayed on the display unit 31.
  • the speed adjustment amount to be used is determined based on the value obtained by multiplying the speed adjustment amount used at the time of the jth pitch by "(1 / (1- (TDj / TMj)))".
  • the speed adjustment amount may be a difference value between the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side and the ball speed Vs selected by the pitching operation.
  • the speed adjustment amount is determined based on the difference time TD.
  • the difference time TD changes according to the communication status between the pitcher-side game device 10-1 and the batter-side game device 10-2. Therefore, "calculating the difference time TD" is an example of "calculating the communication status between the game device and another game device".
  • the pitcher-side game device 10-1 is a distance between the position of the ball object Obl and the reference plane (for example, the home base object Ohb) at the time T52 when the arrival information is received from the batter-side game device 10-2. DD may be calculated instead of the difference time TD.
  • the pitcher-side game device 10-1 arrives at the time T52 when the arrival information is received from the batter-side game device 10-2 and the time when the ball object Obl arrives at the reference plane of the virtual space SP displayed on the display unit 31.
  • the speed adjustment amount is not limited to the ratio or difference value between the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side and the ball speed Vs selected by the pitching operation.
  • the ratio or difference value of the movement time TM based on the movement speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side and the movement time TM based on the ball speed Vs selected by the pitching operation may be used.
  • it may be a ratio or a difference value between the required number of frames Fnum based on the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side and the required number of frames Fnum based on the ball speed Vs selected by the pitching operation.
  • the time T60 is the time when the ball object Obl reaches the reference plane of the virtual space SP displayed on the display unit 31, and the distance DDj is the distance between the position of the ball object Obl and the reference plane at the time T52. Therefore, the following can be understood.
  • the position of the ball object Obl displayed on the display unit 31 the position of the ball object Obl in the virtual space SP according to the elapsed time from the start of the movement of the ball object Obl thrown by the pitcher character Cpt. Is calculated based on the moving speed of the ball object Obl set by the ball speed setting unit 1105.
  • some processing processing of thinning out a part of a plurality of frames or processing of duplicating a part of a plurality of frames
  • the moving speed V of the ball object Obl can be set.
  • the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side is made slower than the moving speed Vbt of the ball object Obl displayed on the display unit 31 on the batter side.
  • the operation of the game device 10 on the pitcher side will be described with reference to FIG. 7.
  • FIG. 7 is a flowchart showing an example of the operation of the game device 10 on the pitcher side. Note that FIG. 7 shows an example of the operation of the game control unit 110 from the state in which the game device 10 on the pitcher side can accept the pitching operation to the determination of the speed adjustment amount in the next pitching.
  • the steps corresponding to the operations described in FIG. 5 are designated by the same reference numerals as those in FIG.
  • step S100 the pitching operation receiving unit 111 determines whether or not the pitching operation of causing the pitcher character Cpt to throw the ball object Obl has been accepted. If the result of the determination in step S100 is affirmative, that is, when the pitching operation receiving unit 111 accepts the pitching operation, the pitching operation receiving unit 111 proceeds to the process in step S102. On the other hand, if the result of the determination in step S100 is negative, that is, if the pitching operation receiving unit 111 does not accept the pitching operation, the pitching operation receiving unit 111 returns the process to step S100. That is, the process of step S102 is executed when the pitching operation receiving unit 111 receives the pitching operation.
  • step S102 the pitching information generation unit 112 generates pitching information regarding the ball object Obl thrown by the pitcher character Cpt based on the pitching operation received by the pitching operation reception unit 111.
  • step S104 the pitching information sharing processing unit 114 transmits the pitching information generated in step S102 to the batter-side game device 10.
  • step S106 the first ball speed setting unit 115 uses the moving speed Vpt (ball speed) of the ball object Obl displayed on the display unit 31 as pitching information based on the speed adjustment amount determined at the time of the previous pitching. Set to a speed slower than the included ball speed Vs.
  • step S106 the defensive display control unit 113 causes the display unit 31 to display the pitching screen.
  • the display of the pitching screen is started.
  • the defensive display control unit 113 causes the display unit 31 to display the ball object Obl that moves at the movement speed Vpt set by the first ball speed setting unit 115.
  • step S110 the arrival time information collection process is executed.
  • the ball object Obl reaches the information indicating the time when the arrival information is received from the batter's game device 10 and the reference plane in the virtual space SP displayed on the pitcher's display unit 31. Information and the like indicating the time when the game was played are stored. Further, since the arrival time information collection process is executed, a hitting screen corresponding to the result of hitting based on the hitting operation by the batter's user is displayed. The details of the arrival time information collection process will be described with reference to FIGS. 8A and 8B. After the arrival time information collection process is executed, the process of step S180 is executed.
  • step S180 the first ball speed setting unit 115 sets the speed adjustment amount to be referred to when setting the ball speed at the time of the next pitching according to the communication status between the pitcher side game device 10 and the batter side game device 10. decide.
  • the first ball speed setting unit 115 determines the speed adjustment amount based on the difference time TD, as described with reference to FIG.
  • step S106 and step S108 may be executed in parallel with the process of step S104, or may be executed before the process of step S104.
  • step S110 of FIG. 7 the details of the arrival time information collection process (step S110 of FIG. 7) will be described with reference to FIGS. 8A and 8B.
  • step S120 is executed after the process of step S108 shown in FIG. 7 is executed.
  • step S120 the defensive display control unit 113 determines whether or not the batting information has been received from the batter's game device 10. If the result of the determination in step S120 is affirmative, that is, when the defensive display control unit 113 receives the hit information, the defensive display control unit 113 advances the process to step S122. On the other hand, if the result of the determination in step S120 is negative, that is, if the defensive display control unit 113 has not received the hit information, the defensive display control unit 113 proceeds to the process in step S140 shown in FIG. 8B.
  • the defensive display control unit 113 calculates the batting display time, which is the time when the batter character Cbt swings the bat object Obt on the display unit 31 based on the batting information. For example, the defensive display control unit 113 has the ratio of the time from when the batting motion is displayed until the ball object Obl reaches the reference plane to the movement time TM, which is the same or within a predetermined value on the pitcher side and the batter side. The hit display time is calculated so as to make a difference. When the ball object Obl hits the bat object Obt swung by the batter character Cbt, the hitting operation by the user on the batter side is executed at the same time as or almost the same time when the ball object Obl reaches the reference plane.
  • the batting display time is the same as or almost the same time as the time when the ball object Obl reaches the reference plane of the virtual space SP displayed on the display unit 31 on the pitcher side.
  • step S124 has the defensive display control unit 113 received arrival information from the batter-side game device 10 indicating that the ball object Obl has reached the reference plane in the virtual space SP displayed on the batter-side display unit 31? Judge whether or not. If the result of the determination in step S124 is affirmative, that is, when the defensive display control unit 113 receives the arrival information, the defensive display control unit 113 proceeds to the process in step S126. On the other hand, if the result of the determination in step S124 is negative, that is, if the defensive display control unit 113 has not received the arrival information, the defensive display control unit 113 proceeds to the process in step S132.
  • step S126 the defensive display control unit 113 stores the time when the arrival information is received (hereinafter, also referred to as the arrival information reception time) in the storage unit 130.
  • the arrival information reception time is an example of the "first timing”.
  • step S1208 the defensive display control unit 113 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31.
  • the result of the determination in step S128 is affirmative, that is, when the ball object Obl reaches the reference plane in the virtual space SP displayed on the display unit 31 on the pitcher side, the defensive display control unit 113 sets the process to step S130. Proceed.
  • step S128 determines whether the ball object Obl has not reached the reference plane in the virtual space SP displayed on the display unit 31 on the pitcher side.
  • step S130 the defensive display control unit 113 stores in the storage unit 130 the time when the ball object Obl arrives at the reference plane in the virtual space SP displayed on the display unit 31 on the pitcher side (hereinafter, also referred to as the arrival time). To do.
  • the arrival time is an example of the "second timing”.
  • the defensive display control unit 113 causes the display unit 31 to display the striking screen in step S170.
  • the arrival time information collection process when the results of the determinations in both steps S120 and S124 are affirmative is completed. If the result of the determination in step S124 is negative, the process of step S132 is executed as described above.
  • step S132 the defensive display control unit 113 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31. If the result of the determination in step S132 is affirmative, the defensive display control unit 113 stores the arrival time in the storage unit 130 in step S134, and proceeds to the process in step S136. On the other hand, if the result of the determination in step S132 is negative, the defensive display control unit 113 returns the process to step S124.
  • step S136 the defensive display control unit 113 determines whether or not the arrival information has been received from the batter-side game device 10. If the result of the determination in step S136 is affirmative, the defensive display control unit 113 advances the process to step S138. On the other hand, if the result of the determination in step S136 is negative, the defensive display control unit 113 returns the process to step S136.
  • step S138 the defensive display control unit 113 stores the arrival information reception time in the storage unit 130. Then, in step S170, the defensive display control unit 113 causes the display unit 31 to display the striking screen. As a result, the arrival time information collection process when the result of the determination in step S120 is affirmative and the result of the determination in step S124 is negative is completed. If the result of the determination in step S120 is negative, the process of step S140 shown in FIG. 8B is executed as described above. The processes from step S140 to step S164 will be described with reference to FIG. 8B.
  • step S140 the defensive display control unit 113 determines whether or not the arrival information has been received from the batter-side game device 10. If the result of the determination in step S140 is affirmative, the defensive display control unit 113 advances the process to step S142. On the other hand, if the result of the determination in step S140 is negative, the defensive display control unit 113 advances the process to step S150.
  • step S142 the defensive display control unit 113 stores the arrival information reception time in the storage unit 130.
  • step S144 the defensive display control unit 113 determines whether or not the batting information has been received from the batter-side game device 10. If the result of the determination in step S144 is affirmative, the defensive display control unit 113 advances the process to step S146. On the other hand, if the result of the determination in step S144 is negative, the defensive display control unit 113 returns the process to step S144.
  • the batting operation is not executed by the time the ball object Obl reaches the reference plane of the virtual space SP displayed on the batter's display unit 31, the batting operation is not executed.
  • the batting information indicating is transmitted from the batter's game device 10. Therefore, when the result of the determination in step S140 is affirmative, the defensive display control unit 113 receives the batting information at the same time as the arrival information or almost at the same time. Therefore, the determination process in step S144 may be omitted.
  • step S146 the defensive display control unit 113 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31. If the result of the determination in step S146 is affirmative, the defensive display control unit 113 advances the process to step S148. On the other hand, if the result of the determination in step S146 is negative, the defensive display control unit 113 returns the process to step S146.
  • step S148 the defensive display control unit 113 stores the arrival time in the storage unit 130. Then, the defensive display control unit 113 causes the display unit 31 to display the striking screen in step S170 shown in FIG. 8A. As a result, the arrival time information collection process is completed when the result of the determination in step S120 is negative and the result of the determination in step S140 is affirmative. If the result of the determination in step S140 is negative, the process of step S150 is executed as described above.
  • step S150 the defensive display control unit 113 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31. If the result of the determination in step S150 is affirmative, the defensive display control unit 113 stores the arrival time in the storage unit 130 in step S152, and proceeds to the process in step S154. On the other hand, if the result of the determination in step S150 is negative, the defensive display control unit 113 returns the process to step S120 shown in FIG. 8A.
  • step S154 the defensive display control unit 113 determines whether or not the batting information has been received from the batter's game device 10. If the result of the determination in step S154 is affirmative, the defensive display control unit 113 advances the process to step S156. On the other hand, if the result of the determination in step S154 is negative, the defensive display control unit 113 advances the process to step S160.
  • step S156 the defensive display control unit 113 determines whether or not the arrival information has been received from the batter-side game device 10. If the result of the determination in step S156 is affirmative, the defensive display control unit 113 advances the process to step S158. On the other hand, if the result of the determination in step S156 is negative, the defensive display control unit 113 returns the process to step S156.
  • step S158 the defensive display control unit 113 stores the arrival information reception time in the storage unit 130. Then, the defensive display control unit 113 causes the display unit 31 to display the striking screen in step S170 shown in FIG. 8A. As a result, the arrival time information collection process is completed when the determination results of both steps S120 and S140 are negative and the determination results of both steps S150 and S154 are affirmative. If the result of the determination in step S154 is negative, the process of step S160 is executed as described above.
  • step S160 the defensive display control unit 113 determines whether or not the arrival information has been received from the batter-side game device 10. If the result of the determination in step S160 is affirmative, the defensive display control unit 113 advances the process to step S162. On the other hand, if the result of the determination in step S160 is negative, the defensive display control unit 113 returns the process to step S154.
  • step S162 the defensive display control unit 113 stores the arrival information reception time in the storage unit 130.
  • step S164 the defensive display control unit 113 determines whether or not the batting information has been received from the batter-side game device 10. If the result of the determination in step S164 is affirmative, the defensive display control unit 113 causes the display unit 31 to display the striking screen in step S170 shown in FIG. 8A. On the other hand, if the result of the determination in step S164 is negative, the defensive display control unit 113 returns the process to step S164.
  • the determination process in step S164 may be omitted for the same reason as the determination process in step S144 may be omitted.
  • the defensive display control unit 113 executes the process of step S170 shown in FIG. 8A, and then proceeds to the process in step S180 shown in FIG.
  • step S180 shown in FIG. 7 the arrival information reception time stored in any of the processes of steps S126, S138, S142, S158 and S162 of FIG. 8 (FIGS. 8A and 8B) and the arrival information reception time and steps S130 and S134 , S148 and S152, the difference time TD is calculated based on the difference from the arrival time stored in any of the processes.
  • the arrival time information collection process is not limited to the example shown in FIG. 8 (FIGS. 8A and 8B).
  • the process of storing the arrival information reception time or the arrival time in the storage unit 130 may be executed in parallel with other processes.
  • the defensive display control unit 113 may store the arrival information reception time and the arrival time in a storage unit such as a register included in the game control unit 110. Next, the operation of the game device 10 on the hitter side will be described with reference to FIG.
  • FIG. 9 is a flowchart showing an example of the operation of the game device 10 on the batter side. Note that FIG. 9 shows an example of the operation of the game control unit 110 from the time the pitching operation is received by the pitching operation receiving unit 111 of the pitcher side game device 10 until the hitting screen is displayed on the batter side display unit 31. Is shown. The steps corresponding to the operations described in FIG. 5 are designated by the same reference numerals as those in FIG.
  • step S200 the attack display control unit 123 determines whether or not the pitching information has been received from the pitcher-side game device 10. If the result of the determination in step S200 is affirmative, that is, when the attack display control unit 123 receives the pitching information, the attack display control unit 123 proceeds to the process in step S202. On the other hand, if the result of the determination in step S200 is negative, that is, if the attack display control unit 123 has not received the pitching information, the attack display control unit 123 returns the process to step S200. That is, the process of step S202 is executed when the attack display control unit 123 receives the pitching information from the game device 10 on the pitcher side.
  • step S202 the second ball speed setting unit 125 sets the moving speed Vbt (ball speed) of the ball object Obl displayed on the display unit 31 to the same speed as the ball speed Vs included in the pitching information received from the game device 10 on the pitcher side. Set to.
  • step S204 the attack display control unit 123 causes the display unit 31 to display the pitching screen based on the pitching information received from the game device 10 on the pitcher side.
  • the display of the pitching screen is started.
  • the attack display control unit 123 causes the display unit 31 to display the ball object Obl that moves at the movement speed Vbt set by the second ball speed setting unit 125.
  • the attack display control unit 123 causes the display unit 31 to display the pitching screen, and then proceeds to the process in step S206.
  • step S206 the batting operation receiving unit 121 determines whether or not the batter character Cbt has accepted the batting operation for hitting back the ball object Obl thrown by the pitcher character Cpt. If the result of the determination in step S206 is affirmative, that is, when the batting operation receiving unit 121 accepts the batting operation, the batting operation receiving unit 121 advances the process to step S208. On the other hand, if the result of the determination in step S206 is negative, that is, if the striking operation receiving unit 121 does not accept the striking operation, the striking operation receiving unit 121 proceeds to the process in step S218.
  • step S208 the batting information generation unit 122 displays the result of the batting on the ball object Obl thrown by the pitcher character Cpt on the batting operation received by the batting operation receiving unit 121 and the ball object in the virtual space SP displayed on the display unit 31. Determined based on the position of the object. Then, the hit information generation unit 122 generates hit information including the result of the hit. That is, the batting information generation unit 122 generates batting information regarding the batting of the ball object Obl thrown by the pitcher character Cpt based on the batting operation received by the batting operation receiving unit 121.
  • step S210 the batting information sharing processing unit 124 transmits the batting information generated in step S208 to the game device 10 on the pitcher side.
  • the batting information sharing processing unit 124 transmits the batting information to the game device 10 on the pitcher side, and then proceeds to the process in step S212.
  • step S212 the attack display control unit 123 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31.
  • the attack display control unit 123 performs the process in step S214. Proceed.
  • the attack display control unit 123 processes. Is returned to step S212.
  • step S214 the hit information generation unit 122 generates arrival information indicating that the ball object Obl has reached the reference plane, and the hit information sharing processing unit 124 generates the arrival information generated by the hit information generation unit 122. It is transmitted to the game device 10 on the pitcher side.
  • step S216 the attack display control unit 123 causes the display unit 31 to display the batting action in which the batter character Cbt swings the bat object Obt based on the batting information generated in step S208. That is, when the result of the determination in step S206 is affirmative, when the ball object Obl reaches the reference plane, the striking motion is displayed on the display unit 31. If the result of the determination in step S206 is negative, the process of step S218 is executed as described above.
  • step S2108 the attack display control unit 123 determines whether or not the ball object Obl has reached the reference plane in the virtual space SP displayed on the display unit 31. If the result of the determination in step S218 is affirmative, the attack display control unit 123 advances the process to step S220. On the other hand, if the result of the determination in step S218 is negative, the attack display control unit 123 returns the process to step S206.
  • step S220 the batting information generation unit 122 generates batting information indicating that the batting operation was not executed because the batting operation was not executed by the time the ball object Obl reached the reference plane.
  • step S222 the batting information sharing processing unit 124 transmits the batting information generated in step S220 to the game device 10 on the pitcher side.
  • step S224 the hit information generation unit 122 generates arrival information indicating that the ball object Obl has reached the reference plane, and the hit information sharing processing unit 124 generates the arrival information generated by the hit information generation unit 122. Is transmitted to the game device 10 on the pitcher side.
  • step S226 the attack display control unit 123 causes the display unit 31 to display a send-off operation in which the batter character Cbt sees off the ball object Obl based on the batting information generated in step S220. That is, if the ball object Obl reaches the reference plane before the striking operation is executed, the see-off operation is displayed on the display unit 31.
  • the display of the see-off operation and the display of the striking motion are included in the display of the striking screen.
  • step S224 may be executed in parallel with the series of processes of step S220 and step S222, or may be executed before the process of step S220 or step S222.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side to the batter side.
  • the speed is set to be slower than the moving speed Vbt of the ball object Obl displayed on the display unit 31 of.
  • the game device 10 on the pitcher side can prevent the operation of the batter character Cbt based on the result of executing the batting operation (operation of the batter character Cbt) by the user on the batter side from being reflected on the batting screen, and after the pitching,
  • the display does not look unnatural. That is, it is possible to reduce an unnatural display in a communication battle type game.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the speed adjustment amount (movement speed Vpt of the ball object Obl displayed on the display unit 31) of the ball object Obl displayed on the batter side display unit 31.
  • the amount of adjustment (adjustment amount indicating the degree of slowing compared to the moving speed Vbt) is determined according to the communication status between the game device 10 on the pitcher side and the game device 10 on the batter side. Therefore, in the game device 10 on the pitcher side, the moving speed Vpt of the ball object Obl displayed on the display unit 31 of the game device 10 on the pitcher side is compared with the case where the speed adjustment amount is fixed regardless of the communication status. Can be set appropriately. As a result, it is possible to prevent the moving speed Vpt of the ball object Obl displayed on the display unit 31 of the game device 10 on the pitcher side from becoming slower than necessary.
  • the first pitch setting unit 115 determines the speed adjustment amount at the time of the subsequent pitching according to the communication status at the time of one pitching. In this case, even if the communication status changes while the baseball game is being executed, the pitcher-side game device 10 displays the ball object Obl on the pitcher-side display unit 31 in response to the change in the communication status.
  • the moving speed Vpt of can be set appropriately.
  • the first ball speed setting unit 115 receives the arrival information indicating that the ball object Obl has reached the reference plane in the virtual space SP displayed on the batter's display unit 31 from the batter's game device 10. , The communication status between the pitcher-side game device 10 and the batter-side game device 10 is calculated based on the timing at which the ball object Obl reaches the reference plane in the virtual space SP displayed on the display unit 31.
  • the first ball speed setting unit 115 receives arrival information from the batter-side game device 10 indicating that the ball object Obl has reached the reference plane in the virtual space SP displayed on the batter-side display unit 31.
  • the difference between the reception time and the arrival time when the ball object Obl reaches the reference plane in the virtual space SP displayed on the display unit 31 indicates the communication status between the game device 10 on the pitcher side and the game device 10 on the batter side. Calculate as information.
  • the dedicated information for calculating the communication status to the batter's game device 10 since it is not necessary to transmit the dedicated information for calculating the communication status to the batter's game device 10, when transmitting the dedicated information for calculating the communication status to the batter's game device 10. In comparison, the processing of the game device 10 on the pitcher side can be simplified.
  • the first ball speed setting unit 115 communicates the number of frames used for displaying the game screen in the period between the arrival information reception time and the arrival time between the pitcher side game device 10 and the batter side game device 10. Calculated as information indicating the situation. Also in this case, since it is not necessary to transmit the dedicated information for calculating the communication status to the batter's game device 10, the dedicated information for calculating the communication status is transmitted to the batter's game device 10. Compared with the case, the processing of the game device 10 on the pitcher side can be simplified.
  • the ball object Obl reaches the reference plane in the virtual space SP displayed on the display unit 31 on the batter side, and the batter character Cbt hits back the ball object Obl.
  • the defensive display control unit 113 receives batting information from the batter-side game device 10 indicating that the batter character Cbt has hit back the ball object Obl corresponding to the pitching information
  • the batter-side game device 10 strikes.
  • the batter character Cbt and the ball object Obl are displayed on the display unit 31. That is, the batter character Cbt and the ball object Obl are displayed on the pitcher side display unit 31 based on the hitting information received from the batter side game device 10. Therefore, it is possible to reduce the unnatural display after pitching.
  • the batter It is conceivable to increase the moving speed Vbt (ball speed) of the ball object Obl displayed on the display unit 31 on the side.
  • the moving speed Vbt (ball speed) of the ball object Obl displayed on the display unit 31 on the batter side is set for each pitch. May differ.
  • the method of increasing the moving speed Vbt (ball speed) of the ball object Obl displayed on the display unit 31 on the batter side has a drawback that the difficulty of the batting operation of the user who operates the game device 10 on the batter side increases. ..
  • the user who operates the game device 10 on the pitcher side does not feel any influence on the operation after the pitch even if the moving speed Vpt of the ball object Obl after the pitch changes. That is, in the present embodiment, the operation of both the user of the game device 10 on the pitcher side and the user of the game device 10 on the batter side is not affected at all, and the display after the pitch is reduced to be unnatural. Can be done.
  • the pitcher-side game device 10 determines the speed adjustment amount for each pitch, depending on the communication status between the pitcher-side game device 10 and the batter-side game device 10.
  • the invention is not limited to such aspects.
  • the pitcher-side game device 10 may determine the speed adjustment amount according to the communication status between the pitcher-side game device 10 and the batter-side game device 10 for each of a plurality of predetermined pitches. ..
  • the first ball speed setting unit 115 calculates the communication status between the pitcher-side game device 10 and the batter-side game device 10 each time a plurality of predetermined pitches are executed by the pitcher character Cpt. Then, the speed adjustment amount may be determined according to the calculated communication condition.
  • the pitcher-side game device 10 displays the ball on the pitcher-side display unit 31 even when the communication status changes while the baseball game is being executed.
  • the movement speed Vpt of the object Obl can be set appropriately.
  • the pitcher-side game device 10 responds to the communication status between the pitcher-side game device 10 and the hitter-side game device 10 for each predetermined number of throws of 1 or more.
  • the amount of speed adjustment is determined, but the present invention is not limited to such an embodiment.
  • the pitcher-side game device 10 may determine the speed adjustment amount according to the communication status each time the baseball game is started.
  • the first ball speed setting unit 115 calculates the communication status between the pitcher-side game device 10 and the batter-side game device 10 each time a baseball game is started, and speeds according to the calculated communication status. The adjustment amount may be determined.
  • the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side as compared with the case where the speed adjustment amount is fixed regardless of the communication status. It can be set appropriately according to the communication status at the start.
  • the pitcher-side game device 10 transmits pitching information to the batter-side game device 10 once for each pitch, but the present invention is limited to such an embodiment. It's not something.
  • the pitcher-side game device 10 may transmit pitching information to the batter-side game device 10 in a plurality of times for each pitch.
  • FIG. 10 is a sequence chart showing an example of the operation of the game system 1 according to the modification 3.
  • the pitching operation by the user on the pitcher side is executed in two steps, the first pitching operation and the second pitching operation. Therefore, the pitching information is also transmitted to the batter's game device 10 twice, that is, the transmission of the first pitching information and the transmission of the second pitching information for each pitching.
  • the game device 10 receives a pitching operation by the user (S100A).
  • the ball speed may be predetermined in association with the ball type.
  • the pitching information generation unit 112 generates the first pitching information based on the first pitching operation received by the pitching operation reception unit 111, and the pitching information generation unit 112 generates the first pitching information.
  • the pitching information sharing processing unit 114 transmits the first pitching information to the game device 10-2 (S104A).
  • the defensive display control unit 113 of the game device 10-1 displays the pitching operation of the pitcher character Cpt on the display unit 31 because the pitching operation receiving unit 111 has completed the acceptance of the first pitching operation (S108A).
  • the game device 10-2 receives the first pitching information from the game device 10-1 (S200A). Then, the attack display control unit 123 of the game device 10-2 causes the display unit 31 to display the pitching operation of the pitcher character Cpt at the time T21 when the waiting time Wm has elapsed (S204A).
  • the pitching operation of the game device 10-1 receives a pitching operation by the user (S100B). Specifically, the defensive display control unit 113 of the game device 10-1 displays the pitching operation of the pitcher character Cpt on the display unit 31, and then displays the timing gauge on the display unit 31. Then, when the user executes the second pitching operation (pressing the operation button, canceling the pressing of the operation button, etc.) at an appropriate timing indicated by the timing gauge, the ball object Obl is placed on the course selected in the first pitching operation. Be thrown in. As the timing at which the second pitching operation is executed deviates from the appropriate timing, the position at which the ball object Obl is thrown also deviates from the course selected in the first pitching operation.
  • the pitching information generation unit 112 when the pitching operation reception unit 111 receives the second pitching operation, the pitching information generation unit 112 generates the second pitching information based on the second pitching operation received by the pitching operation reception unit 111, and the pitching information generation unit 112.
  • the pitching information sharing processing unit 114 transmits the second pitching information generated in (S104B) to the game device 10-2. That is, the second pitching information includes information indicating the course on which the ball object Obl determined in response to the second pitching operation is thrown.
  • the second pitching information includes the ball object Obl determined in accordance with the second pitching operation. Information indicating the moving speed (ball speed) of is also included.
  • the defensive display control unit 113 of the game device 10-1 causes the display unit 31 to display the pitching screen based on the first pitching operation and the second pitching operation received by the pitching operation receiving unit 111 (S108B). ..
  • the pitching screen is a screen on which the pitcher character Cpt and the ball object Obl are displayed after the pitching operation of the pitcher character Cpt is completed.
  • the time from time 12 to time T22 is the pitching operation time MT1 in which the pitching operation of the pitcher character Cpt is displayed on the display unit 31 on the pitcher side.
  • the ball object Obl is released from the pitcher character Cpt.
  • the ball speed and course of the ball object Obl are determined according to the first pitching operation and the second pitching operation.
  • the first ball speed setting unit 115 sets the moving speed Vpt of the ball object Obl (the speed at which the ball object Obl moves in the virtual space SP) displayed on the display unit 31 based on the first pitching operation and the second pitching operation. And set. Specifically, the first ball speed setting unit 115 sets the moving speed Vpt of the ball object Obl to 80 km / h, which is slower than the ball speed Vs (100 km / h) determined according to the first pitching operation and the second pitching operation. Set.
  • the game device 10-2 receives the second pitching information from the game device 10-1 (S200B).
  • the second ball speed setting unit 125 of the game device 10-2 receives the first pitching information and the second pitching information received from the game device 10-1.
  • the ball speed of the ball object Obl is set to the ball speed (100 km / h) determined by the first pitching operation and the second pitching operation.
  • the attack display control unit 123 of the game device 10-2 receives the first pitching information and the first pitching information received from the game device 10-1.
  • the pitching screen is displayed on the display unit 31 based on the second pitching information (S204B).
  • the ball speed of the ball object Obl is set to the ball speed (100 km / h) determined by the first pitching operation and the second pitching operation, so that the ball object Obl is the game device 10 on the pitcher side.
  • the pitching operation reception unit 111 of -1 moves in the virtual space SP according to the ball type, ball speed, and course determined according to the first pitching operation and the second pitching operation received.
  • the pitching operation time MT2 on the batter side is the same as the pitching operation time MT1 on the pitcher side.
  • the attack display control unit 123 of the game device 10-2 throws the pitcher character Cpt at the time T21 when the waiting time Wm elapses from the time T14 when the first pitching information is received from the game device 10-1. Is displayed on the display unit 31. Therefore, in the game device 10-2, even if the communication time of the second pitching information is longer than the communication time of the first pitching information, the difference between the communication time of the second pitching information and the communication time of the first pitching information is large.
  • the standby time Wm may be fixed or variably set. Since the operation after the time T32 is the same as the operation shown in FIG. 5, the description thereof will be omitted.
  • the defensive display control unit 113 of the game device 10 causes the pitching operation of the pitcher character Cpt to the display unit 31 when the pitching operation receiving unit 111 completes the acceptance of the first pitching operation.
  • the present invention is not limited to such an embodiment.
  • the pitcher-side game device 10 receives the first pitching operation response, which is a response to the first pitching information, from the pitcher-side game device 10, and the pitcher character Cpt The pitching motion may be displayed on the display unit 31.
  • FIG. 11 is a sequence chart showing an example of the operation of the game system 1 according to the modified example 4.
  • the operation shown in FIG. 11 is the same as the operation shown in FIG. 10 except for the timing of displaying the pitching operation of the pitcher character Cpt on the display unit 31 on the pitcher side.
  • the description of the operation similar to the operation described with reference to FIG. 10 will be omitted.
  • the game device 10-2 transmits the first pitch operation response, which is a response to the first pitch information, to the game device 10-1. (S201A). Then, the attack display control unit 123 of the game device 10-2 causes the display unit 31 to display the pitching operation of the pitcher character Cpt at the time T21 when the preset variable standby time VWm has elapsed (S204A).
  • the value (standby time) of the variable standby time VWm can be set variably.
  • the game device 10-1 receives the first pitching operation response from the game device 10-2 (S105A).
  • the defensive display control unit 113 of the game device 10-1 received the first pitching operation response from the game device 10-2, so that the pitching operation of the pitcher character Cpt is displayed on the display unit 31 (S108A). Since the operation after the time T20 is the same as the operation shown in FIG. 5, the description thereof will be omitted. In the modified example 4, the same effect as that of the modified example 3 can be obtained.
  • the first ball speed setting unit 115 of the pitcher-side game device 10 determines the speed adjustment amount according to the communication status between the pitcher-side game device 10 and the batter-side game device 10.
  • the speed adjustment amount may be fixed regardless of the communication status between the pitcher-side game device 10 and the batter-side game device 10.
  • the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side is set to a speed slower than the moving speed Vbt of the ball object Obl displayed on the display unit 31 on the batter side. ..
  • the game device 10 on the pitcher side is a game device on the batter side as compared with the case where the moving speed V of the ball object Obl displayed on the display unit 31 is set to the same speed on the pitcher side and the batter side. It is possible to reduce the arrival of the ball object Obl at the reference plane of the virtual space SP before receiving the arrival information from 10. As a result, the game device 10 on the pitcher side can reduce that the operation of the batter character Cbt based on the result of executing the batting operation (operation of the batter character Cbt) by the user on the batter side is not reflected on the batting screen, and after the pitching, It is possible to reduce the unnatural display.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side to the display unit 31 on the batter side.
  • the moving speed of the displayed ball object Obl is set to be slower than Vbt, but the present invention is not limited to such an embodiment.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side to the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the batter side. It may be set to a speed faster than the moving speed Vbt.
  • the first ball speed setting unit 115 of the game device 10 on the pitcher side sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side to the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the batter side. It may be set to a speed different from the moving speed Vbt.
  • the defensive display control unit 113 of the game device 10-1 displays the pitching screen.
  • the first ball speed setting unit 115 sets the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side to the movement speed Vpt of the ball object Obl displayed on the display unit 31 on the batter side. It may be set to a speed faster than the moving speed Vbt.
  • the moving speed Vpt of the ball object Obl displayed on the display unit 31 on the pitcher side is displayed on the display unit 31 on the batter side.
  • the difference time TD can be shortened by setting the speed of the ball object Obl to be faster than the moving speed Vbt.
  • the game device 10-1 may accept the cancellation of the pitch from the game device 10-2 while waiting for a predetermined time.
  • the hitting information generation unit 122 of the batter-side game device 10 does not perform the hitting operation if the hitting operation is not executed before the ball object Obl reaches the reference plane.
  • hitting information indicating that is generated the present invention is not limited to such an aspect.
  • the batting information generation unit 122 of the batter-side game device 10 does not have to generate batting information if the batting operation is not executed by the time the ball object Obl reaches the reference plane. In this case, as shown in FIGS. 12A and 12B, if the game device 10 on the pitcher side receives the arrival information before receiving the batting information, it may determine that the batting operation has not been executed. Good.
  • FIGS. 12A and 12B are flowcharts showing an example of the operation of the pitcher-side game device 10 according to the modified example 7.
  • FIG. 12 is a flowchart showing an example of the arrival time information collection process according to the modified example 7.
  • the determination process of receiving the impact information in steps S144 and S164 is omitted from the operation shown in FIG. 8B, and instead of the impact screen display in step S170 shown in FIG. 8A. , Step S172, S174, S176 and S178 are executed.
  • the other operations shown in FIGS. 12A and 12B are similar to the operations shown in FIGS. 8A and 8B. The same operation as that described with reference to FIGS. 8A and 8B will be omitted.
  • step S172 shown in FIG. 12A and step S176 shown in FIG. 12B is executed when the batting information is received before the game device 10 on the pitcher side receives the arrival information.
  • the defensive display control unit 113 of the pitcher-side game device 10 hits the batter character Cbt to swing the bat object Obt based on the hit information received from the batter-side game device 10.
  • the operation is displayed on the display unit 31.
  • the send-off operation display of steps S174 and S178 shown in FIG. 12B is executed when the game device 10 on the pitcher side receives the arrival information before receiving the hit information.
  • the defensive display control unit 113 of the game device 10 on the pitcher side causes the display unit 31 to display a send-off operation in which the batter character Cbt sees off the ball object Obl.
  • the same effect as that of the above-described embodiment can be obtained.
  • the pitcher character for example, the pitcher character Cpt
  • the hitter character for example, the hitter character Cbt
  • an operation reception unit for example, operation reception unit 1101 that is a game device used for operating the pitcher character and accepts an operation of throwing the ball object to the pitcher character
  • An information generation unit for example, information generation unit 1102 that generates pitching information about the ball object thrown by the pitcher character based on the content of the operation received by the pitcher character, and a display unit corresponding to the game device (for example, for example).
  • a display control unit for example, display control unit 1103 for displaying the ball object on the display unit 31
  • another display unit corresponding to another game device used for operating the hitter character.
  • An information sharing processing unit (for example, information sharing processing unit 1104) that transmits the pitching information to the other game device in order to display the ball object that moves at the moving speed, and the ball displayed on the display unit. It is characterized by including a speed setting unit (for example, a ball speed setting unit 1105) that sets the movement speed of the object to a speed slower than the movement speed of the ball object displayed on the other display unit.
  • the speed setting unit sets the moving speed of the ball object displayed on the display unit to a speed slower than the moving speed of the ball object displayed on the other display unit. Therefore, according to this aspect, the movement speed of the ball object displayed on the display unit is displayed on the display unit as compared with the case where the movement speed of the ball object displayed on the display unit is set to the same speed as the movement speed of the ball object displayed on the other display unit. Reduced the timing at which the ball object to be reached reaches a predetermined area (for example, the home base object corresponding to the home base) earlier than the timing at which the ball object displayed on another display unit reaches the predetermined area. it can. As a result, according to this aspect, it is possible to reduce that the movement of the batter character operated by using another game device is not reflected in the display unit, and it is possible to reduce that the display after pitching becomes unnatural.
  • a predetermined area for example, the home base object corresponding to the home base
  • "accepting the operation of causing the pitcher character to pitch” means receiving the operation information (information indicating the operation itself) indicating the content of the operation of causing the pitcher character to pitch (the operation reception unit).
  • the operation reception unit receives the operation information corresponding to the "operation to make the pitcher character throw” from the operation unit. ..
  • the “operation of causing the pitcher character to pitch” is an operation of selecting the pitch type and course of the ball object thrown by the pitcher character.
  • the "operation of causing the pitcher character to pitch” may include an operation of instructing the timing at which the pitcher character releases the ball object.
  • operation information including information indicating the timing (time) when the operation for instructing the release timing (pressing the operation button or releasing the pressing of the operation button, etc.) is executed is transmitted from the operation unit to the operation reception unit. Is output to.
  • the "throwing information” is information indicating the processing related to the game executed according to the content of the operation received by the operation reception unit.
  • the "process related to the game executed in response to the pitching operation information” is, for example, information related to the movement (processing) of the ball object in the virtual space related to the game.
  • the "information regarding the movement (processing) of the ball object in the virtual space related to the game” is, for example, the “ball type” and “ball speed” determined according to the content (operation result) of the operation received by the operation reception unit. And the start of the pitcher character's motion (pitching motion) to pitch according to the "course” and the like.
  • the “course” may be a course determined based on the operation of selecting a course, or may be a course adjusted according to the accuracy of control from the course based on the operation of selecting a course.
  • the accuracy of the control is, for example, the timing (time) when the operation for instructing the release timing (pressing the operation button or releasing the pressing of the operation button, etc.) is executed, and the operation for instructing the release timing. It may be determined according to the timing indicated by the timing gauge displayed on the display unit.
  • the "moving speed of the ball object” is the speed at which the ball object representing the ball moves in the virtual space related to the baseball game.
  • the “virtual space” is a virtual space in which a pitcher character corresponding to a pitcher, a batter character corresponding to a batter, a ball object corresponding to a ball, and the like exist.
  • the "movement speed of the ball object” is the time from when the ball object is released from the pitcher character to when it reaches a reference position (for example, a home base object) in the virtual space (hereinafter, also referred to as "movement time"). It is the speed calculated accordingly.
  • the movement speed is "(1 / TM) * D". It is represented by.
  • the movement time is converted into the number of frames, the number of frames used for displaying the ball object from the release from the pitcher character to the arrival at the reference position in the virtual space is defined as the required number of frames Fnum, and the frame rate is defined as Flat. Then, the moving speed is represented by "(1 / (Fnum / Flat)) * D".
  • the game device is the game device according to Appendix 1, and the speed setting unit displays the moving speed of the ball object displayed on the display unit on the other display unit. It is characterized in that the adjustment amount indicating the degree of slowing down with respect to the moving speed of the ball object is determined according to the communication status between the game device and the other game device.
  • the speed setting unit of the game device is a ball object displayed on the display unit as compared with the case where the adjustment amount is fixed regardless of the communication status between the game device and another game device.
  • the movement speed can be appropriately set according to the communication status between the game device and another game device. As a result, according to this aspect, it is possible to reduce the unnatural display after pitching.
  • the "adjustment amount” means, for example, “difference value (or ratio) of the moving speed of the ball object in the virtual space” and “the number of frames until the ball object reaches the reference position in the virtual space”. Difference value (or ratio) of, “difference value (or ratio) of time until the ball object reaches the reference position in the virtual space”, and the like.
  • the "communication status between the game device and another game device” is used for the game device (the game device used for operating the pitcher character) and the other game device (for the operation of the hitter character). It is the “communication status” with the game device).
  • the “communication status” is the time required for communication, the communication speed, the presence or absence of communication delay, the degree of communication delay, and the like.
  • the game device is the game device described in Appendix 2, and the speed setting unit calculates the communication status each time the baseball game is started, and the calculated communication status is calculated.
  • the adjustment amount is determined according to the above.
  • the speed setting unit of the game device is a ball object displayed on the display unit as compared with the case where the adjustment amount is fixed regardless of the communication status between the game device and another game device.
  • the movement speed can be appropriately set according to the communication status between the game device and another game device at the start of the baseball game. As a result, according to this aspect, it is possible to reduce the unnatural display after pitching.
  • the game device is the game device according to the appendix 2, and the speed setting unit is described every time a predetermined number of pitches of 1 or more are executed by the pitcher character.
  • the feature is that the communication status is calculated and the adjustment amount is determined according to the calculated communication status.
  • the speed setting unit of the game device can use the game device and the other game device even if the communication status between the game device and the other game device changes while the baseball game is being executed.
  • the movement speed of the ball object displayed on the display unit can be appropriately set according to the change in the communication status with the player. As a result, according to this aspect, it is possible to reduce the unnatural display after pitching.
  • the game device is the game device described in Appendix 4, and the speed setting unit determines the communication status at the time of one pitch when the pitcher character executes a plurality of pitches. It is characterized in that the adjustment amount at the time of subsequent pitching is determined according to the above.
  • the speed setting unit of the game device can use the game device and the other game device even if the communication status between the game device and the other game device changes while the baseball game is being executed.
  • the movement speed of the ball object displayed on the display unit can be appropriately set according to the change in the communication status with the player. As a result, according to this aspect, it is possible to reduce the unnatural display after pitching.
  • the game device is the game device according to the appendix 4 or 5, and the speed setting unit is the ball object in a predetermined area in the virtual space displayed on the other display unit.
  • the difference between the first timing when the arrival information indicating that the ball object has arrived is received from the other game device and the second timing when the ball object arrives at a predetermined area in the virtual space displayed on the display unit. It is characterized in that it is calculated as information indicating the communication status.
  • the difference between the first timing and the second timing is used as information indicating the communication status between the game device and another game device. Therefore, in the game device of this aspect, it is not necessary to transmit the dedicated information for calculating the communication status between the game device and the other game device to the other game device, so that the communication status can be calculated.
  • the processing of the game device can be simplified as compared with the case of transmitting the dedicated information to another game device.
  • the "predetermined area” is an area reached by the ball object thrown by the pitcher character regardless of whether or not the batter character hits the ball object back.
  • the “predetermined area” is, for example, an area including a part of the home base object, an area including a part of the catcher mitt object, and the like. Further, the "predetermined area” may be located on the pitcher character side of the home base object, for example.
  • the game device is the game device according to the appendix 4 or 5, and the speed setting unit is the ball object in a predetermined area in the virtual space displayed on the other display unit.
  • the period between the first timing when the arrival information indicating that the ball object has arrived is received from the other game device and the second timing when the ball object arrives at a predetermined area in the virtual space displayed on the display unit.
  • the number of frames used for displaying the game screen in the above is calculated as information indicating the communication status.
  • the number of frames in the period between the first timing and the second timing is used as information indicating the communication status between the game device and another game device. Therefore, according to this aspect, the processing of the game device can be simplified as compared with the case where the dedicated information for calculating the communication status is transmitted to another game device.
  • the game device is the game device according to the appendix 6 or 7, and the display control unit is the ball object in a predetermined area in the virtual space displayed on the other display unit. Reached and the batter character hit the ball object back, the ball object was thrown by the pitcher character displayed on the display unit and reached a predetermined area in the virtual space displayed on the display unit. The trajectory is switched to the trajectory of the ball object hit back by the batter character.
  • the display control unit uses the pitcher character displayed on the display unit to move on the trajectory of the ball object that moves based on the result of performing a batting operation (batter character operation) by a user of another game device. It can be switched according to the timing when the thrown ball object reaches a predetermined area. Therefore, according to this aspect, it is possible to reduce the unnatural display after pitching.
  • the "predetermined area” is an area where the ball object thrown by the pitcher character reaches regardless of whether or not the batter character hits the ball object back, and the batter character hits the ball object. It is a boundary that changes the trajectory of the ball object depending on whether the ball is hit back or not.
  • the "boundary” may include a side of the home base object on the pitcher character side and be a plane perpendicular to the plane on which the home base object is placed.
  • the game device is the game device according to any one of Supplementary note 6 to 8, wherein the predetermined area is one of a home base object (for example, a home base object Ohb). It is characterized by including a part.
  • a home base object for example, a home base object Ohb.
  • the "part of the home base object” is, for example, the side of the home base object on the pitcher character side.
  • the "predetermined area” is, for example, a surface perpendicular to the surface on which the home base object is placed and including a side of the home base object on the pitcher character side.
  • the "part of the home base object” is not limited to the side of the home base object on the pitcher character side.
  • the "part of the home base object” may be the apex on the side opposite to the pitcher character side of the home base object, or may be the center of the home base object.
  • the "predetermined area” is a plane that touches a part of the home base object, is perpendicular to the plane on which the home base object is placed, and is parallel to the side of the home base object on the pitcher character side.
  • the game device is the game device according to any one of Supplementary Provisions 1 to 9, and the display control unit is such that the batter character has the throwing information in the other game device.
  • the hit information indicating that the ball object corresponding to the above has been hit back is received from the other game device, the batter character and the ball object are displayed on the display unit based on the hit information. It is a feature.
  • the batter character and the ball object are displayed on the display unit based on the hitting information received from other game devices. Therefore, it is possible to reduce the unnatural display after pitching.
  • the "hit information” is the result of hitting based on the hitting operation performed on the batter character by the user of another game device (game device used for operating the batter character).
  • the batting operation is an operation for the batter character to hit back the ball object.
  • the hit result indicating whether the bat object hits or misses the ball object, the trajectory of the ball object when the bat object hits the ball object (the ball object after hitting the bat object)
  • Information indicating the orbit is included. That is, the "hit information” also includes information indicating the moving direction, moving speed, and falling point of the ball object. Further, the “striking information” also includes information indicating that the striking operation was not executed when the striking operation was not executed.
  • the game device is a game device used for operating the pitcher character in a baseball game in which the pitcher character hits back a ball object thrown by the pitcher character, and the ball object is used as the pitcher character.
  • An operation reception unit that accepts an operation to be thrown by a pitcher
  • an information generation unit that generates throwing information about the ball object thrown by the pitcher character based on the content result of the operation received by the operation reception unit, and the game device.
  • the ball moves at a movement speed based on the pitching information to a display control unit that displays the ball object on the display unit corresponding to the above and another display unit corresponding to another game device used for operating the hitter character.
  • the information sharing processing unit that transmits the pitching information to the other game device in order to display the object, and the movement speed of the ball object displayed on the display unit are displayed on the other display unit. It is characterized by including a speed setting unit that sets a speed different from the movement speed of the ball object.
  • the game system is a game system for executing a baseball game in which a pitcher character hits back a ball object thrown by a pitcher character, and includes a first game device used for operating the pitcher character and the above.
  • An operation reception unit that can communicate with the first game device and includes a second game device used for operating the hitter character, and the first game device accepts an operation of throwing the ball object to the pitcher character.
  • the information generation unit that generates the pitching information about the ball object thrown by the pitcher character and the first display unit corresponding to the first game device.
  • the pitching information is displayed.
  • the movement speed of the information sharing processing unit transmitted to the second game device and the ball object displayed on the first display unit is set to a speed slower than the movement speed of the ball object displayed on the second display unit.
  • the second game device includes a first speed setting unit to be set, and the second game device sets the movement speed based on the pitching information received from the first game device as the movement speed of the ball object displayed on the second display unit. It is characterized by including a second speed setting unit set as, and a second display control unit for displaying the ball object moving at the movement speed set by the second speed setting unit on the second display unit.
  • the recording medium is a non-transient recording medium that records a baseball game program in which the pitcher character hits back a ball object thrown by the pitcher character, and is used for operating the pitcher character.
  • the processor of the game device throws the ball object related to the ball object thrown by the pitcher character based on the operation reception unit that accepts the operation of throwing the ball object to the pitcher character and the content of the operation received by the operation reception unit.
  • An information generation unit that generates information, a display control unit that displays the ball object on a display unit corresponding to the game device, and another display unit corresponding to another game device used for operating the pitcher character.
  • An information sharing processing unit that transmits the pitching information to the other game device in order to display the ball object that moves at a moving speed based on the pitching information, and a moving speed of the ball object displayed on the display unit.
  • a speed setting unit that sets the speed slower than the movement speed of the ball object displayed on the other display unit, and a non-transient recording medium on which a program is recorded.
  • it is a memory 13).
  • the game device is a game device used for operating the first character in a game in which the second character exerts a predetermined action on an object released by the first character.
  • the operation receiving unit that accepts the operation for releasing the object by the first character, and the movement information about the object released by the first character is generated based on the content of the operation received by the operation receiving unit.
  • the movement information is displayed on a movement information generation unit, a display control unit for displaying the object on a display unit corresponding to the game device, and another display unit corresponding to another game device used for operating the second character.
  • the information sharing processing unit that transmits the movement information to the other game device and the movement speed of the object displayed on the display unit are set to the other. It is characterized by including a speed setting unit for setting a speed slower than the movement speed of the object displayed on the display unit.
  • the "game” is a game in which a game element is used in a virtual space in which another player who is an opponent of one player exerts a predetermined action on an object released by one player. It is a game to run.
  • the "virtual space” is a virtual space on the game device, and is a space in which a virtual object or the like related to the game exists.
  • the "virtual object related to the game” is an example of the "game element”, and may be a concept including, for example, a character related to the game and an object related to the game.
  • the first character and the second character are examples of characters related to the game.
  • the "game element” is not limited to the above-mentioned "virtual object existing in the virtual space", and may be a “virtual camera that captures the virtual space”.
  • the competition is baseball, softball or cricket
  • the "first character” is the pitcher character corresponding to the pitcher
  • the "second character” is the batter character corresponding to the batter
  • the "object” is.
  • the "object released by the first character” corresponds to the ball thrown by the pitcher.
  • the predetermined action is, for example, to hit back the object.
  • the object corresponding to the home base object of the baseball game is, for example, the wicket object corresponding to the wicket.
  • the "first character” is the character corresponding to the PK kicker
  • the “second character” is the character corresponding to the goalkeeper
  • the "object” is the ball corresponding to the ball. It is an object.
  • the "object released by the first character” corresponds to the ball kicked by the kicker.
  • the predetermined action is, for example, to stop the object from entering the goal.
  • the "game” corresponds to all ball game games such as baseball games, softball games, cricket games, soccer games, tennis games, table tennis games and volleyball games.
  • the game device is a game device used for operating the pitcher character in a baseball game in which the hitter character hits back a ball object thrown by the pitcher character, and the ball object is used as the pitcher character.
  • the ball thrown by the pitcher character based on the operation receiving unit that receives information indicating the user's operation for throwing the ball from the operation unit operated by the user and the information received by the operation information input unit.
  • An information generation unit that generates throwing information about an object, a display control unit that displays the ball object on a display unit corresponding to the game device, and a virtual space displayed on another display unit corresponding to the other game device.
  • the information sharing processing unit that transmits the throwing information to another game device used for operating the hitter character and the display unit display the throwing information. It is characterized by including a speed setting unit that sets the moving speed of the ball object in the virtual space to be slower than the moving speed of the ball object in the virtual space displayed on the other display unit.
  • the control method is a control method of a baseball game in which the pitcher character hits back a ball object thrown by the pitcher character, and the processor of the game device used for operating the pitcher character is the ball object. Is received by the pitcher character, and based on the content of the accepted operation, pitching information regarding the ball object thrown by the pitcher character is generated, and the ball object is displayed on a display unit corresponding to the game device. In order to display the ball object moving at a moving speed based on the pitching information on another display unit corresponding to the other game device used for operating the hitter character, the pitching information is displayed on the other display unit. It is characterized in that the moving speed of the ball object transmitted to the game device and displayed on the display unit is set to a speed slower than the moving speed of the ball object displayed on the other display unit.

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PCT/JP2020/006846 2019-03-12 2020-02-20 ゲーム装置、ゲームシステム、記録媒体、及び、制御方法 WO2020184138A1 (ja)

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JP2003010549A (ja) * 2001-06-28 2003-01-14 Konami Computer Entertainment Osaka:Kk ネットワークゲーム進行制御システム、ネットワークゲーム進行制御方法及びネットワークゲーム進行制御プログラム
JP2006263069A (ja) * 2005-03-23 2006-10-05 Konami Digital Entertainment:Kk ゲームプログラム、ゲーム装置及びゲーム制御方法
JP2011143104A (ja) * 2010-01-15 2011-07-28 Konami Digital Entertainment Co Ltd ゲームシステム及びゲーム端末
JP2015082180A (ja) * 2013-10-22 2015-04-27 任天堂株式会社 情報処理システム、情報処理装置、情報処理プログラム、および情報処理方法
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JP2006263069A (ja) * 2005-03-23 2006-10-05 Konami Digital Entertainment:Kk ゲームプログラム、ゲーム装置及びゲーム制御方法
JP2011143104A (ja) * 2010-01-15 2011-07-28 Konami Digital Entertainment Co Ltd ゲームシステム及びゲーム端末
JP2015082180A (ja) * 2013-10-22 2015-04-27 任天堂株式会社 情報処理システム、情報処理装置、情報処理プログラム、および情報処理方法
WO2017110384A1 (ja) * 2015-12-24 2017-06-29 株式会社コロプラ 対戦型ゲームの制御方法、及びプログラム

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