US20070155453A1 - Game program, game device, and game method - Google Patents
Game program, game device, and game method Download PDFInfo
- Publication number
- US20070155453A1 US20070155453A1 US11/686,921 US68692107A US2007155453A1 US 20070155453 A1 US20070155453 A1 US 20070155453A1 US 68692107 A US68692107 A US 68692107A US 2007155453 A1 US2007155453 A1 US 2007155453A1
- Authority
- US
- United States
- Prior art keywords
- character
- dispatch
- ball
- game
- origin
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/307—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game program, and in particular to a game program for causing a computer to implement a game that will dispatch a moving object from a character displayed on a touch panel type of monitor.
- the present invention relates to a game device and a game method that is actualized by this game program.
- Various video games have been proposed in the past.
- Various video games now allow one to issue various commands to a character displayed on a monitor by operating an input unit that is independent of a game unit, e.g., various input buttons on a controller, or by operating various input buttons that are integrally provided on the game unit.
- a standard game device has a monitor, a game unit that is separate from the monitor, and a controller that is separate from the game unit.
- a plurality of input buttons are arranged on the controller.
- a portable game device has a game unit, a liquid crystal monitor arranged in the approximate central portion of the game unit, and a plurality of input buttons that are arranged on both sides of the liquid crystal monitor. With this type of game device, various commands can be issued to a character displayed on the monitor by operating at least one of the plurality of input buttons.
- one known video game in which commands to a character are performed from input buttons includes a competitive video game, e.g., a baseball game, in which athlete characters are displayed on a monitor and a competition takes place.
- a competitive video game e.g., a baseball game
- athlete characters are displayed on a monitor and a competition takes place.
- the ball will be dispatched from the fielder character who caught the ball to a selected destination if a button corresponding to the destination of the ball, e.g., home base, first base, second base, or third base, is pushed, and a button corresponding to a ball dispatch command is pushed.
- a game program is a program for implementing the following functions on a computer capable of implementing a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor.
- a dispatch origin display function that will display a character dispatch origin of a moving object.
- a button operation determination function that will determine whether or not a predetermined button of an operation means has been operated.
- a dispatch destination character identification function that will, after it has been determined by the button operation determination function that the predetermined button of the operation means has been operated, identify a character as the dispatch destination when a command means is placed into contact with a character that is the dispatch destination.
- a moving object dispatch function that will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification function.
- the character dispatch origin of the moving object will be displayed on the monitor with the dispatch origin display function.
- the dispatch destination display function will display the character dispatch destination of the moving object on at least one monitor. It will be determined whether or not a predetermined button of the operation means has been operated with the button operation determination function.
- the dispatch destination character identification function will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination function.
- the moving object dispatch function will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification function.
- the dispatch destination character will be identified when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated. At this point, the moving object will be dispatched from the dispatch origin character to the identified dispatch destination character.
- the command means is placed into contact with the character dispatch destination, e.g., the home base, first base, second base, or third base characters, while a predetermined button of the operation means is pushed or after the predetermined button of the operation means has been pushed, the home base, first base, second base, or third base characters will be identified.
- the ball character can be dispatched from the fielder character that caught the ball to the home base, first base, second base, or third base characters.
- a player can dispatch the ball character from the fielder character that caught the ball to the home base, first base, second base, or third base characters with a simple operation, in which a predetermined button of the operation means is pushed, and the command means is placed into contact with the dispatch destination character, e.g., the home base, first base, second base, or third base characters.
- the player can accurately and easily input commands for causing the fielder character to dispatch the ball character.
- a game program according to a second aspect of the present invention is the game program of the first aspect, and is a program for further implementing the following function in a computer.
- a dispatch origin character movement function that will, after it has been determined by the button operation determination function that the predetermined button of the operation means has not been operated, move the dispatch origin character to the dispatch destination character when the command means is placed into contact with the dispatch destination character.
- the dispatch origin character movement function will, after it has been determined by the button operation determination function that the predetermined button of the operation means has not been operated, move the dispatch origin character to the dispatch destination character when the command means is placed into contact with the dispatch destination character.
- the dispatch origin character will be moved to the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has not been operated. Because of this, with a baseball game for example, if the command means is placed into contact with the dispatch destination character, e.g., the home base, first base, second base, or third base character, in a state in which the predetermined button of the operation means has not been pushed when a fielder character caught the ball, the fielder character that caught the ball can be moved toward the first base, second base, or third base characters. In this way, a player can also accurately input commands when moving a fielder character.
- the dispatch destination character e.g., the home base, first base, second base, or third base character
- a game device is a game device that can implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor.
- This game device comprises dispatch origin display means, dispatch destination display means, button operation determination means, dispatch destination character identification means, and moving object dispatch means.
- the dispatch origin display will display the dispatch origin character of the moving object on the monitor.
- the dispatch destination display means will display the character dispatch destination of the moving object on at least one monitor.
- the button operation determination means will determine whether or not a predetermined button of the operation means has been operated.
- the dispatch destination character identification means will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination means.
- the moving object dispatch means will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification means.
- a game method is a game method that can implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor.
- the game method comprises a dispatch origin display step, a dispatch destination display step, a button operation determination step, a dispatch destination character identification step, and a moving object dispatch step.
- the dispatch origin display step will display the dispatch origin character of the moving object on the monitor.
- the dispatch destination display step will display the character dispatch destination of the moving object on at least one monitor.
- the button operation determination step will determine whether or not a predetermined button of the operation means has been operated.
- the dispatch destination character identification step will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination step.
- the moving object dispatch step will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification step.
- FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention.
- FIG. 2 is an example of a control block diagram of the portable game unit.
- FIG. 3 is an example of a function block diagram of the portable game unit.
- FIG. 4 is a flowchart for explaining the defense system in a baseball game.
- FIG. 5 is an explanation of the defense system in a baseball game (dispatch example 1).
- FIG. 6 is an explanation of the defense system in a baseball game (dispatch example 2).
- FIG. 7 is an explanation of the defense system in a baseball game (movement example 1).
- FIG. 8 is a flowchart for explaining the defense system in a baseball game.
- FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention.
- FIG. 2 is one example of a control block diagram of the portable game unit.
- the portable game unit 1 primarily has a main case 2 , a liquid crystal monitor unit 3 , an input unit 4 , a cartridge mounting unit 5 , and a communication unit (not shown in the drawings).
- the main case 2 has an upper case 2 a and a lower case 2 b.
- the upper case 2 a and the lower case 2 b are connected to each other such that they can be opened and closed.
- the liquid crystal monitor unit 3 comprises an upper liquid crystal monitor 3 a provided in the upper case 2 a, and a lower liquid crystal monitor 3 b provided in the lower case 2 b.
- the upper liquid crystal monitor 3 a is a non-touch panel type monitor
- the lower liquid crystal monitor 3 b is a touch panel type monitor.
- the non-touch panel type monitor is comprised of a liquid crystal panel
- the touch panel type monitor is comprised of a liquid crystal panel and a touch panel.
- the display surface of the liquid crystal panel and the data input surface of the touch panel are laminated together so as to be integral with each other.
- the input unit 4 comprises a cross-shaped directional command button 4 a that is arranged on the central portion of the left side of the lower case 2 b, a select button 4 b and a start button 4 c arranged from left to right on the upper portion of the left side of the lower case 2 b, command buttons 4 d that are arranged in the central portion of the right side of the lower case 2 b, a power button 4 e that is arranged on the upper portion of the right side of the lower case 2 b, and an L button 4 f and a R button 4 g arranged on the left and right corners of the lower case 2 b.
- the cartridge mounting unit 5 is provided in the lower portion of the lower case 2 b.
- a game cartridge or the like can be mounted in the cartridge mounting unit 5 .
- the communication unit is built into the main case 2 , e.g., the lower case 2 a.
- a local wireless network function, internet connection via wireless LAN function, or the like are provided by the communication unit.
- the portable game unit 1 has a control device 10 in the interior thereof.
- a CPU (Central Processing Unit) 11 which uses a microprocessor, a ROM (Read Only Memory) 12 as a main storage device, a RAM (Random Access Memory) 13 , an image processing circuit 14 , a sound processing circuit 15 , and a communication control circuit 20 of the control device 10 are connected to each other via a bus 16 .
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- the CPU 11 will interpret instructions from a game program, and will perform various types of data processing and control.
- the ROM 12 will store programs and the like needed for basic control of the game unit 1 (e.g., start-up control).
- the RAM 13 will maintain a working area for the CPU 11 .
- the image processing circuit 14 controls the liquid crystal monitor unit 3 in response to rendering commands from the CPU 11 , and displays predetermined images on at least one of the upper liquid crystal monitor 3 a and the lower liquid crystal monitor 3 b.
- a touch input detection circuit 14 a is included in the image processing circuit 14 .
- a command means e.g., a touch pen, a finger, or the like
- coordinate date of the contact position will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the contact position will be identified by the CPU 11 .
- coordinate data of the target object will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the target object will be identified by the CPU.
- the sound processing circuit 15 will produce analog audio signals in response to sound generation commands from the CPU 11 , and will output the same to a speaker 22 .
- the communication control circuit 20 is included in the communication unit, and is employed in order to wirelessly connect the game unit 1 to another game unit or the like.
- the communication control circuit 20 is connected to the CPU 11 via the bus 16 .
- the communication control circuit 20 will control and dispatch connection signals for connecting the game unit 1 to the internet via a local wireless network or a wireless LAN.
- An external storage device 17 that is separate from the control device 11 is connected to the bus 16 .
- the external storage device 17 is a game cartridge that is removably mounted in the main case 2 , e.g., the lower case 2 b.
- a ROM 18 as a storage medium, and a memory 19 as a rewriteable user memory, are provided in the interior of the external storage device 17 .
- a game program that causes the game unit 1 to function as a computer, and various types of data needed in the execution of the game program, are stored in advance in the ROM 18 .
- the various types of data include various types of character image data, e.g., various types of panel image data, attribute image data, and the like.
- Rewriteable memory such as flash memory is used in the memory 19 .
- the storage medium of the external storage device 17 is not limited to a semiconductor memory element, and various other types of storage media may be used, such as a magnetic storage medium, an optical storage medium, a magneto-optical storage medium, or the like.
- an interface circuit is interposed between the bus 16 and each element, but illustration of these will be omitted here.
- a player can play various game genres on the liquid crystal monitor unit 3 by loading a game program stored in the ROM 18 of the external storage device 17 , and executing the loaded game program with the CPU 11 .
- a game program stored in the ROM 18 of the external storage device 17
- executing the loaded game program with the CPU 11 .
- data can be exchanged with another game unit or a competition type game can be played via the communication control circuit 10 .
- FIG. 3 is a function block diagram for explaining the functions that play an essential role in the present invention.
- a moving object will be dispatched from a character displayed on a touch panel type of monitor.
- a ball character will be dispatched from a fielder character displayed on a touch panel type of monitor.
- the game device 1 primarily comprises dispatch origin display means 50 , dispatch destination display means 51 , button operation determination means 52 , dispatch destination character identification means 53 , moving object dispatch means 54 , dispatch origin character movement means 55 , and moving state display means 56 .
- the dispatch origin display means 50 is implemented by a function that will display a fielder character of the ball dispatch origin on the monitor. With the dispatch origin display means 50 , the fielder character of the ball dispatch origin identified by the CPU 11 will be displayed on the monitor, e.g., the liquid crystal monitor.
- the dispatch origin display means 51 is implemented by a function that will display a fielder character of the ball dispatch origin on at least one monitor. With the dispatch destination display means 51 , the fielder character of the ball dispatch origin identified by the CPU 11 will be displayed on at least one monitor, e.g., the lower monitor 3 b. More particularly, the fielder character of the ball dispatch origin will be displayed on the touch panel liquid crystal panel of the lower monitor 3 b.
- the button operation determination means 52 is implemented by a function that determines whether or not a predetermined button of the operation means has been operated. With the button operation determination means 52 , it will be determined by the CPU 11 whether or not a predetermined button of the operation means, e.g., the input unit 4 , has been operated. More specifically, it will be determined by the CPU 11 whether or not the input signals when a predetermined button has been operated have been issued from the input unit 4 to the CPU 11 .
- the dispatch destination character identification means 53 is implemented by a function that will identify the fielder character of the ball dispatch destination, when the command means has been placed into contact with the fielder character of the ball dispatch destination after it has been determined that a predetermined button of the operation means has been operated by the button operation determination means 52 .
- the dispatch destination character identification means 53 in the event that it has been determined that a predetermined button of the operation means, e.g., the input unit 4 , has been operated by means of the button operation determination means 52 , then if the command means, e.g., a touch pen, finger, etc., is placed into contact with the touch panel in the position of the character of the ball dispatch destination displayed on the liquid crystal panel, the coordinate data of the fielder character of the ball dispatch destination will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the fielder character of the ball dispatch destination will be identified by the CPU 11 .
- the command means e.g., a touch pen, finger, etc.
- the moving object dispatch means 54 is implemented by a function that will dispatch the ball character from the character of the ball dispatch origin to the character of the ball dispatch destination identified by the ball dispatch destination character identification function. With the moving object dispatch means 54 , command signals for causing the ball to be dispatched from a fielder character of the ball dispatch origin identified by the CPU 11 , to the fielder character of the ball dispatch destination identified by the dispatch destination character identification function, will be issued from the CPU 11 to the monitor.
- a trajectory that connects the fielder character of the ball dispatch origin with the fielder character of the ball dispatch destination will be calculated by the CPU 11 , and command signals for causing the ball character to move on this trajectory will be issued from the CPU 11 to the image processing circuit 14 .
- the dispatch origin character movement means 55 is implemented by a function that will move the fielder character of the ball dispatch origin to the fielder character of the ball dispatch destination, when the command means has been placed into contact with the fielder character of the ball dispatch destination after it has been determined that a predetermined button of the operation means has not been operated by the button operation determination means 52 .
- the dispatch destination character identification means 55 in the event that it has been determined that a predetermined button of the operation means, e.g., the input unit 4 , has not been operated by means of the button operation determination means 52 , then if the command means, e.g., a touch pen, finger, etc., is placed into contact with the touch panel in the position of the fielder character of the ball dispatch destination displayed on the liquid crystal panel, the coordinate data of the fielder character of the ball dispatch origin will be supplied from the touch input detection circuit 14 a to the CPU 11 , and the fielder character of the ball dispatch origin will be identified by the CPU 11 .
- the command means e.g., a touch pen, finger, etc.
- command signals for causing the fielder character of the ball dispatch origin to move toward the fielder character of the ball dispatch destination will be issued from the CPU 11 to the monitor.
- a trajectory that connects the fielder character of the ball dispatch origin with the fielder character of the ball dispatch destination will be calculated by the CPU 11 , and command signals for causing the fielder character of the ball dispatch origin to move on this trajectory will be issued from the CPU 11 to the image processing circuit 14 .
- the movement state display means 56 is implemented by a function that will display the movement states of the ball character and the fielder character of the ball dispatch origin on the monitor. With the movement state display means 56 , the movement states of the ball character and the fielder character of the ball dispatch origin will be displayed on the monitor, e.g., the lower monitor 3 b, by the image processing circuit 14 that received the command signals from the CPU 11 . More particularly, the movement states of the ball character and the fielder character of the ball dispatch origin will be displayed on the liquid crystal panel of the touch panel on the lower monitor 3 b.
- This baseball game primarily comprises a batting system that issues commands with regard to batting to a batter character, a defense system that issues commands with regard to catching and throwing to a fielder character, a pitching system that issues commands with regard to pitching to a pitcher character, and a base running system that issues commands with regard to base running to a base running character.
- a batting system that issues commands with regard to batting to a batter character
- a defense system that issues commands with regard to catching and throwing to a fielder character
- a pitching system that issues commands with regard to pitching to a pitcher character
- a base running system that issues commands with regard to base running to a base running character.
- the defense system makes defensive operations possible by commanding the dispatch of balls to fielders and the movement of fielders with the command means, e.g., a touch pen, a finger, or the like.
- defense characters 70 if a player is to operate defense characters, then defense characters 70 , a batter character 71 , and base characters 72 , will be primarily displayed on the lower touch panel type of monitor.
- the defense characters 70 includes a pitcher character, a catcher character, and a plurality of fielder characters
- the base characters 72 include a home base character and first to third base characters.
- the ball character 73 When the ball character 73 is caught by one of the fielder characters of the defense characters 70 , if the player places the touch pen into contact with a character other than the one fielder character of the defense characters after operating a predetermined button of the input unit 4 , the ball character 73 will be dispatched from the one fielder character of the defense characters to a character other than the one fielder character of the defense characters 70 .
- the character that is in contact with the touch pen is a base character 72
- the ball character 73 will be dispatched from the one fielder character of the defense characters 70 to the base character 72 , as if a fielder character is present on the base.
- the ball character 73 may be dispatched from the one fielder character of the defense characters 70 to a base character 72 , as if the fielder character is on the base.
- the ball character 73 has been caught by one of the fielder characters of the defense characters 70 , if the player places the touch pen into contact with a character other than the one fielder character of the defense characters without operating a predetermined button of the input unit 4 , the one fielder character of the defense characters 70 will move to a character other than the one fielder character of the defense characters 70 .
- the ball character 73 in the event that the ball character 73 hit by the batter character 71 has been caught by the fielder character 70 a at shortstop, if the player has pushed the L button 4 f of the input unit 4 and places the touch pen into contact with the base character 72 a at first base, the ball character 73 will be dispatched from the fielder character 70 a at shortstop to the base character 72 a at first base. This corresponds to a state in a baseball game when the shortstop that caught the ball dispatches the ball to first base.
- the ball character 73 in the event that the ball character 73 hit by the batter character 71 has been caught by the fielder character 70 b in right field, if the player has pushed the L button 4 f of the input unit 4 and places the touch pen into contact with the fielder character 70 c at second base, the ball character 73 will be dispatched from the fielder character in right field to the fielder character 70 c at second base. Furthermore, if a player has pushed the L button 4 f of the input unit 4 and places the touch pen into contact with the home base character 72 , the ball character 73 will be dispatched from the fielder character 70 c at second base to the home base character 72 .
- the fielder character 70 d in left field will move to the fielder character 70 e at shortstop. This corresponds to a state in which the left fielder that caught the ball brings the ball to the shortstop in order to avoid the risk of dispatching the ball.
- FIG. 8 The flowchart shown in FIG. 8 will be used to explain the defense system in the baseball game of the present embodiment.
- a plurality of defense characters 70 and each base character 72 will be displayed on the lower touch panel type of monitor (S 1 ).
- the plurality of defense characters 70 include, for example, a pitcher character, a catcher character, and fielder characters.
- the base characters 72 include the home base character 72 and first to third base characters 72 .
- the defense character 70 that caught the ball will be identified as the ball dispatch origin character (S 2 ).
- it will be determined whether or not a predetermined button of the input unit 4 has been operated (S 3 ).
- the L button 4 f corresponds to the predetermined button, and it will be determined whether or not the L button 4 f of the input unit 4 has been pushed.
- the ball will be maintained in a state in which the ball dispatch origin character holds the ball, and will not be dispatched from the ball dispatch origin character to the ball dispatch destination character (S 8 ). Then, the ball dispatch origin character will be displayed on the monitor in a state in which it is holding the ball (S 7 ).
- the portable game unit 1 was used as an example of a computer that can utilize the game program
- the game device is not limited to the aforementioned embodiment, and can also utilize in the same way a game device formed separately from a monitor, a game device for commercial use that is formed integrally with a monitor, and a personal computer, a workstation, or the like that functions as a game device by executing a game program.
- the present invention also includes a program and method for executing the game described above, and a computer readable storage medium on which the program is stored.
- examples of recording media include computer readable flexible disks, semiconductor memory, CD-ROM, DVD, MO, ROM cassettes, and the like.
- the dispatch destination character will be identified when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated.
- the moving object will be dispatched from the dispatch origin character to the identified dispatch destination character.
- a player can dispatch a moving object from the dispatch origin character to the dispatch destination character with a simple operation in which a command means is placed into contact with the dispatch destination character.
- a player can accurately and easily input commands that cause a moving object to be dispatched to a character.
Abstract
Description
- This application is a continuation application of International Application No. PCT/JP2005/016632 filed on Sep. 9, 2005. The entire disclosure of International Patent Application No. PCT/JP2005/016632 is hereby incorporated herein by reference.
- This application claims priority to Japanese Patent Application No. 2004-273571. The entire disclosure of Japanese Patent Application No. 2004-273571 is hereby incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a game program, and in particular to a game program for causing a computer to implement a game that will dispatch a moving object from a character displayed on a touch panel type of monitor. In addition, the present invention relates to a game device and a game method that is actualized by this game program.
- 2. Background Information
- Various video games have been proposed in the past. Various video games now allow one to issue various commands to a character displayed on a monitor by operating an input unit that is independent of a game unit, e.g., various input buttons on a controller, or by operating various input buttons that are integrally provided on the game unit. For example, a standard game device has a monitor, a game unit that is separate from the monitor, and a controller that is separate from the game unit. A plurality of input buttons are arranged on the controller. In addition, a portable game device has a game unit, a liquid crystal monitor arranged in the approximate central portion of the game unit, and a plurality of input buttons that are arranged on both sides of the liquid crystal monitor. With this type of game device, various commands can be issued to a character displayed on the monitor by operating at least one of the plurality of input buttons.
- Thus, one known video game in which commands to a character are performed from input buttons includes a competitive video game, e.g., a baseball game, in which athlete characters are displayed on a monitor and a competition takes place. With this baseball game, if a player causes the ball to be dispatched to a defender and a fielder character catches the ball, the ball will be dispatched from the fielder character who caught the ball to a selected destination if a button corresponding to the destination of the ball, e.g., home base, first base, second base, or third base, is pushed, and a button corresponding to a ball dispatch command is pushed.
- With conventional baseball games, when a fielder character has caught a ball, the ball will be dispatched from the fielder character to home base, first base, second base, or third base, if a button corresponding to home base, first base, second base, or third base is pushed and a button corresponding to a dispatch command is pushed. At this point, after confirming the play situation on the monitor while blindly touching the buttons corresponding to each base, e.g., four directional command buttons arranged in a cross shape, the player must push a button corresponding to the dispatch command. Generally, after the fielder character has caught the ball, the player must issue a ball dispatch destination command to the fielder in response to the play situation. Because of this, when the player blindly touches the buttons corresponding to each base, the player may accidentally push a button that is different from the desired button.
- In view of the above, it will be apparent to those skilled in the art from this disclosure that there exists a need to make it possible to correctly input a command when dispatching a moving object to a character. This invention addresses this need in the art as well as other needs, which will become apparent to those skilled in the art from this disclosure.
- A game program according to a first aspect of the present invention is a program for implementing the following functions on a computer capable of implementing a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor.
- (1) A dispatch origin display function that will display a character dispatch origin of a moving object.
- (2) A dispatch destination display function that will display a character dispatch destination of the moving object.
- (3) A button operation determination function that will determine whether or not a predetermined button of an operation means has been operated.
- (4) A dispatch destination character identification function that will, after it has been determined by the button operation determination function that the predetermined button of the operation means has been operated, identify a character as the dispatch destination when a command means is placed into contact with a character that is the dispatch destination.
- (5) A moving object dispatch function that will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification function.
- With a game implemented by this program, the character dispatch origin of the moving object will be displayed on the monitor with the dispatch origin display function. The dispatch destination display function will display the character dispatch destination of the moving object on at least one monitor. It will be determined whether or not a predetermined button of the operation means has been operated with the button operation determination function. The dispatch destination character identification function will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination function. The moving object dispatch function will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification function.
- With this game program, the dispatch destination character will be identified when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated. At this point, the moving object will be dispatched from the dispatch origin character to the identified dispatch destination character.
- For example, consider a case in which a baseball game is implemented on a touch panel type of monitor, and a player causes a defender to dispatch the ball. Here, with the aforementioned program, when a fielder character has caught a ball, if the command means is placed into contact with the character dispatch destination, e.g., the home base, first base, second base, or third base characters, while a predetermined button of the operation means is pushed or after the predetermined button of the operation means has been pushed, the home base, first base, second base, or third base characters will be identified. At this time, the ball character can be dispatched from the fielder character that caught the ball to the home base, first base, second base, or third base characters. Thus, a player can dispatch the ball character from the fielder character that caught the ball to the home base, first base, second base, or third base characters with a simple operation, in which a predetermined button of the operation means is pushed, and the command means is placed into contact with the dispatch destination character, e.g., the home base, first base, second base, or third base characters. In this way, the player can accurately and easily input commands for causing the fielder character to dispatch the ball character.
- A game program according to a second aspect of the present invention is the game program of the first aspect, and is a program for further implementing the following function in a computer.
- (6) A dispatch origin character movement function that will, after it has been determined by the button operation determination function that the predetermined button of the operation means has not been operated, move the dispatch origin character to the dispatch destination character when the command means is placed into contact with the dispatch destination character.
- With a game implemented by this program, the dispatch origin character movement function will, after it has been determined by the button operation determination function that the predetermined button of the operation means has not been operated, move the dispatch origin character to the dispatch destination character when the command means is placed into contact with the dispatch destination character.
- With this game program, the dispatch origin character will be moved to the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has not been operated. Because of this, with a baseball game for example, if the command means is placed into contact with the dispatch destination character, e.g., the home base, first base, second base, or third base character, in a state in which the predetermined button of the operation means has not been pushed when a fielder character caught the ball, the fielder character that caught the ball can be moved toward the first base, second base, or third base characters. In this way, a player can also accurately input commands when moving a fielder character.
- A game device according to a third aspect of the present invention is a game device that can implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor. This game device comprises dispatch origin display means, dispatch destination display means, button operation determination means, dispatch destination character identification means, and moving object dispatch means. The dispatch origin display will display the dispatch origin character of the moving object on the monitor. The dispatch destination display means will display the character dispatch destination of the moving object on at least one monitor. The button operation determination means will determine whether or not a predetermined button of the operation means has been operated. The dispatch destination character identification means will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination means. The moving object dispatch means will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification means.
- A game method according to a fourth aspect of the present invention is a game method that can implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor. The game method comprises a dispatch origin display step, a dispatch destination display step, a button operation determination step, a dispatch destination character identification step, and a moving object dispatch step. The dispatch origin display step will display the dispatch origin character of the moving object on the monitor. The dispatch destination display step will display the character dispatch destination of the moving object on at least one monitor. The button operation determination step will determine whether or not a predetermined button of the operation means has been operated. The dispatch destination character identification step will identify the dispatch destination character when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated by the button operation determination step. The moving object dispatch step will dispatch the moving object from the dispatch origin character to the dispatch destination character identified by the dispatch destination character identification step.
- These and other objects, features, aspects and advantages of the present invention will become apparent to those skilled in the art from the following detailed description, which, taken in conjunction with the annexed drawings, discloses a preferred embodiment of the present invention.
- Referring now to the attached drawings which form a part of this original disclosure:
-
FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention. -
FIG. 2 is an example of a control block diagram of the portable game unit. -
FIG. 3 is an example of a function block diagram of the portable game unit. -
FIG. 4 is a flowchart for explaining the defense system in a baseball game. -
FIG. 5 is an explanation of the defense system in a baseball game (dispatch example 1). -
FIG. 6 is an explanation of the defense system in a baseball game (dispatch example 2). -
FIG. 7 is an explanation of the defense system in a baseball game (movement example 1). -
FIG. 8 is a flowchart for explaining the defense system in a baseball game. - Selected embodiments of the present invention will now be explained with reference to the drawings. It will be apparent to those skilled in the art from this disclosure that the following descriptions of the embodiments of the present invention are provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.
- Construction of the Game Device
-
FIG. 1 is an external view of a portable game unit (an example of a computer) that can use a game program according to the present invention. In addition,FIG. 2 is one example of a control block diagram of the portable game unit. - As shown in
FIG. 1 , theportable game unit 1 primarily has amain case 2, a liquidcrystal monitor unit 3, aninput unit 4, acartridge mounting unit 5, and a communication unit (not shown in the drawings). Themain case 2 has anupper case 2 a and alower case 2 b. Theupper case 2 a and thelower case 2 b are connected to each other such that they can be opened and closed. The liquidcrystal monitor unit 3 comprises an upper liquid crystal monitor 3 a provided in theupper case 2 a, and a lower liquid crystal monitor 3 b provided in thelower case 2 b. Here, for example, the upper liquid crystal monitor 3 a is a non-touch panel type monitor, and the lower liquid crystal monitor 3 b is a touch panel type monitor. The non-touch panel type monitor is comprised of a liquid crystal panel, and the touch panel type monitor is comprised of a liquid crystal panel and a touch panel. On the touch panel type monitor, the display surface of the liquid crystal panel and the data input surface of the touch panel are laminated together so as to be integral with each other. Theinput unit 4 comprises a cross-shapeddirectional command button 4 a that is arranged on the central portion of the left side of thelower case 2 b, aselect button 4 b and astart button 4 c arranged from left to right on the upper portion of the left side of thelower case 2 b,command buttons 4 d that are arranged in the central portion of the right side of thelower case 2 b, apower button 4 e that is arranged on the upper portion of the right side of thelower case 2 b, and anL button 4 f and aR button 4 g arranged on the left and right corners of thelower case 2 b. Thecartridge mounting unit 5 is provided in the lower portion of thelower case 2 b. A game cartridge or the like can be mounted in thecartridge mounting unit 5. The communication unit is built into themain case 2, e.g., thelower case 2 a. A local wireless network function, internet connection via wireless LAN function, or the like are provided by the communication unit. Note that a sound volume adjustment button, an earphone jack, and the like are provided in thegame unit 1, but an explanation of these will be omitted. - As shown in
FIG. 2 , theportable game unit 1 has acontrol device 10 in the interior thereof. A CPU (Central Processing Unit) 11 which uses a microprocessor, a ROM (Read Only Memory) 12 as a main storage device, a RAM (Random Access Memory) 13, animage processing circuit 14, asound processing circuit 15, and acommunication control circuit 20 of thecontrol device 10 are connected to each other via abus 16. - The
CPU 11 will interpret instructions from a game program, and will perform various types of data processing and control. TheROM 12 will store programs and the like needed for basic control of the game unit 1 (e.g., start-up control). TheRAM 13 will maintain a working area for theCPU 11. Theimage processing circuit 14 controls the liquidcrystal monitor unit 3 in response to rendering commands from theCPU 11, and displays predetermined images on at least one of the upper liquid crystal monitor 3 a and the lower liquid crystal monitor 3 b. In addition, a touchinput detection circuit 14 a is included in theimage processing circuit 14. When a command means, e.g., a touch pen, a finger, or the like is brought into direct contact with the touch panel, coordinate date of the contact position will be supplied from the touchinput detection circuit 14 a to theCPU 11, and the contact position will be identified by theCPU 11. In addition, when the command means is brought into direct contact with the touch panel at the position of a target object displayed on the liquid crystal panel, coordinate data of the target object will be supplied from the touchinput detection circuit 14 a to theCPU 11, and the target object will be identified by the CPU. Thesound processing circuit 15 will produce analog audio signals in response to sound generation commands from theCPU 11, and will output the same to aspeaker 22. Thecommunication control circuit 20 is included in the communication unit, and is employed in order to wirelessly connect thegame unit 1 to another game unit or the like. Thecommunication control circuit 20 is connected to theCPU 11 via thebus 16. In response to instructions from theCPU 11, thecommunication control circuit 20 will control and dispatch connection signals for connecting thegame unit 1 to the internet via a local wireless network or a wireless LAN. - An
external storage device 17 that is separate from thecontrol device 11 is connected to thebus 16. For example, theexternal storage device 17 is a game cartridge that is removably mounted in themain case 2, e.g., thelower case 2 b. AROM 18 as a storage medium, and amemory 19 as a rewriteable user memory, are provided in the interior of theexternal storage device 17. A game program that causes thegame unit 1 to function as a computer, and various types of data needed in the execution of the game program, are stored in advance in theROM 18. The various types of data include various types of character image data, e.g., various types of panel image data, attribute image data, and the like. Rewriteable memory such as flash memory is used in thememory 19. Saved game data or the like will be stored in thememory 19 in response to need. Note that the storage medium of theexternal storage device 17 is not limited to a semiconductor memory element, and various other types of storage media may be used, such as a magnetic storage medium, an optical storage medium, a magneto-optical storage medium, or the like. Note also that an interface circuit is interposed between thebus 16 and each element, but illustration of these will be omitted here. - With the
game unit 1 constructed as described above, a player can play various game genres on the liquidcrystal monitor unit 3 by loading a game program stored in theROM 18 of theexternal storage device 17, and executing the loaded game program with theCPU 11. In addition, by connecting thegame unit 1 with another game unit with a wireless network, or connecting thegame unit 1 with another game unit via a communication cable or the like, data can be exchanged with another game unit or a competition type game can be played via thecommunication control circuit 10. - Summary of Various Types of Processes in the Game Device
- A game that can be executed in the
present game unit 1 is, for example, a baseball game.FIG. 3 is a function block diagram for explaining the functions that play an essential role in the present invention. - With the
game unit 1, a moving object will be dispatched from a character displayed on a touch panel type of monitor. For example, with thepresent game unit 1, a ball character will be dispatched from a fielder character displayed on a touch panel type of monitor. Thegame device 1 primarily comprises dispatch origin display means 50, dispatch destination display means 51, button operation determination means 52, dispatch destination character identification means 53, moving object dispatch means 54, dispatch origin character movement means 55, and moving state display means 56. - The dispatch origin display means 50 is implemented by a function that will display a fielder character of the ball dispatch origin on the monitor. With the dispatch origin display means 50, the fielder character of the ball dispatch origin identified by the
CPU 11 will be displayed on the monitor, e.g., the liquid crystal monitor. - The dispatch origin display means 51 is implemented by a function that will display a fielder character of the ball dispatch origin on at least one monitor. With the dispatch destination display means 51, the fielder character of the ball dispatch origin identified by the
CPU 11 will be displayed on at least one monitor, e.g., thelower monitor 3 b. More particularly, the fielder character of the ball dispatch origin will be displayed on the touch panel liquid crystal panel of thelower monitor 3 b. - The button operation determination means 52 is implemented by a function that determines whether or not a predetermined button of the operation means has been operated. With the button operation determination means 52, it will be determined by the
CPU 11 whether or not a predetermined button of the operation means, e.g., theinput unit 4, has been operated. More specifically, it will be determined by theCPU 11 whether or not the input signals when a predetermined button has been operated have been issued from theinput unit 4 to theCPU 11. - The dispatch destination character identification means 53 is implemented by a function that will identify the fielder character of the ball dispatch destination, when the command means has been placed into contact with the fielder character of the ball dispatch destination after it has been determined that a predetermined button of the operation means has been operated by the button operation determination means 52. With the dispatch destination character identification means 53, in the event that it has been determined that a predetermined button of the operation means, e.g., the
input unit 4, has been operated by means of the button operation determination means 52, then if the command means, e.g., a touch pen, finger, etc., is placed into contact with the touch panel in the position of the character of the ball dispatch destination displayed on the liquid crystal panel, the coordinate data of the fielder character of the ball dispatch destination will be supplied from the touchinput detection circuit 14 a to theCPU 11, and the fielder character of the ball dispatch destination will be identified by theCPU 11. - The moving object dispatch means 54 is implemented by a function that will dispatch the ball character from the character of the ball dispatch origin to the character of the ball dispatch destination identified by the ball dispatch destination character identification function. With the moving object dispatch means 54, command signals for causing the ball to be dispatched from a fielder character of the ball dispatch origin identified by the
CPU 11, to the fielder character of the ball dispatch destination identified by the dispatch destination character identification function, will be issued from theCPU 11 to the monitor. Here, based upon the coordinate data of the fielder character of the ball dispatch origin and the coordinate data of the fielder character of the ball dispatch destination, a trajectory that connects the fielder character of the ball dispatch origin with the fielder character of the ball dispatch destination will be calculated by theCPU 11, and command signals for causing the ball character to move on this trajectory will be issued from theCPU 11 to theimage processing circuit 14. - The dispatch origin character movement means 55 is implemented by a function that will move the fielder character of the ball dispatch origin to the fielder character of the ball dispatch destination, when the command means has been placed into contact with the fielder character of the ball dispatch destination after it has been determined that a predetermined button of the operation means has not been operated by the button operation determination means 52. With the dispatch destination character identification means 55, in the event that it has been determined that a predetermined button of the operation means, e.g., the
input unit 4, has not been operated by means of the button operation determination means 52, then if the command means, e.g., a touch pen, finger, etc., is placed into contact with the touch panel in the position of the fielder character of the ball dispatch destination displayed on the liquid crystal panel, the coordinate data of the fielder character of the ball dispatch origin will be supplied from the touchinput detection circuit 14 a to theCPU 11, and the fielder character of the ball dispatch origin will be identified by theCPU 11. Then, command signals for causing the fielder character of the ball dispatch origin to move toward the fielder character of the ball dispatch destination will be issued from theCPU 11 to the monitor. Here, based upon the coordinate data of the fielder character of the ball dispatch origin and the coordinate data of the fielder character of the ball dispatch destination, a trajectory that connects the fielder character of the ball dispatch origin with the fielder character of the ball dispatch destination will be calculated by theCPU 11, and command signals for causing the fielder character of the ball dispatch origin to move on this trajectory will be issued from theCPU 11 to theimage processing circuit 14. - The movement state display means 56 is implemented by a function that will display the movement states of the ball character and the fielder character of the ball dispatch origin on the monitor. With the movement state display means 56, the movement states of the ball character and the fielder character of the ball dispatch origin will be displayed on the monitor, e.g., the
lower monitor 3 b, by theimage processing circuit 14 that received the command signals from theCPU 11. More particularly, the movement states of the ball character and the fielder character of the ball dispatch origin will be displayed on the liquid crystal panel of the touch panel on thelower monitor 3 b. - Summary of the Baseball Game
- Next, the specific content of the baseball game of the present embodiment will be explained.
- This baseball game primarily comprises a batting system that issues commands with regard to batting to a batter character, a defense system that issues commands with regard to catching and throwing to a fielder character, a pitching system that issues commands with regard to pitching to a pitcher character, and a base running system that issues commands with regard to base running to a base running character. Each of these systems is realized by a game program stored in the
ROM 18, for example, and is executed in thegame unit 1. - A summary of the pitching system that plays an essential role in the present invention will be explained below.
- The defense system makes defensive operations possible by commanding the dispatch of balls to fielders and the movement of fielders with the command means, e.g., a touch pen, a finger, or the like.
- With the present baseball game, as shown in
FIG. 4 , if a player is to operate defense characters, thendefense characters 70, abatter character 71, andbase characters 72, will be primarily displayed on the lower touch panel type of monitor. For example, thedefense characters 70 includes a pitcher character, a catcher character, and a plurality of fielder characters, and thebase characters 72 include a home base character and first to third base characters. - For example, in the event that a player causes the
ball character 73 to be dispatched from the pitcher character, and the opposing player or an AI player causes abatter character 71 to move, then if theball character 73 hit by thebatter character 71 flies to one of the fielder characters of thedefense characters 70, theball character 73 will be caught by one of the fielder characters of thedefense characters 70. - When the
ball character 73 is caught by one of the fielder characters of thedefense characters 70, if the player places the touch pen into contact with a character other than the one fielder character of the defense characters after operating a predetermined button of theinput unit 4, theball character 73 will be dispatched from the one fielder character of the defense characters to a character other than the one fielder character of thedefense characters 70. Here, in the event that the character that is in contact with the touch pen is abase character 72, theball character 73 will be dispatched from the one fielder character of thedefense characters 70 to thebase character 72, as if a fielder character is present on the base. In addition, in the event that the character in contact with the touch pen is a fielder character, and that fielder character is positioned near a base character, theball character 73 may be dispatched from the one fielder character of thedefense characters 70 to abase character 72, as if the fielder character is on the base. In contrast, when theball character 73 has been caught by one of the fielder characters of thedefense characters 70, if the player places the touch pen into contact with a character other than the one fielder character of the defense characters without operating a predetermined button of theinput unit 4, the one fielder character of thedefense characters 70 will move to a character other than the one fielder character of thedefense characters 70. - For example, as shown in
FIG. 5 , in the event that theball character 73 hit by thebatter character 71 has been caught by thefielder character 70 a at shortstop, if the player has pushed theL button 4 f of theinput unit 4 and places the touch pen into contact with the base character 72 a at first base, theball character 73 will be dispatched from thefielder character 70 a at shortstop to the base character 72 a at first base. This corresponds to a state in a baseball game when the shortstop that caught the ball dispatches the ball to first base. - For example, as shown in
FIG. 6 , in the event that theball character 73 hit by thebatter character 71 has been caught by thefielder character 70 b in right field, if the player has pushed theL button 4 f of theinput unit 4 and places the touch pen into contact with thefielder character 70 c at second base, theball character 73 will be dispatched from the fielder character in right field to thefielder character 70 c at second base. Furthermore, if a player has pushed theL button 4 f of theinput unit 4 and places the touch pen into contact with thehome base character 72, theball character 73 will be dispatched from thefielder character 70 c at second base to thehome base character 72. This corresponds to a state in which the right fielder that caught the ball dispatches the ball to the second baseman, and the second baseman dispatches the ball to home base. In other words, this corresponds to a situation in which the right fielder dispatches the ball to home base via the second baseman. - For example, as shown in
FIG. 7 , in the event that theball character 73 hit by thebatter character 71 has been caught by thefielder character 70 d in left field, if the player has not pushed theL button 4 f of theinput unit 4 and places the touch pen into contact with thefielder character 70 e at shortstop, thefielder character 70 d in left field will move to thefielder character 70 e at shortstop. This corresponds to a state in which the left fielder that caught the ball brings the ball to the shortstop in order to avoid the risk of dispatching the ball. - Each Process Flow During Execution of the Defense System
- The flowchart shown in
FIG. 8 will be used to explain the defense system in the baseball game of the present embodiment. - If a player is to operate defense characters, a plurality of
defense characters 70 and eachbase character 72 will be displayed on the lower touch panel type of monitor (S1). The plurality ofdefense characters 70 include, for example, a pitcher character, a catcher character, and fielder characters. Thebase characters 72 include thehome base character 72 and first tothird base characters 72. In this state, if one of the plurality ofdefense characters 70 catches a ball hit by thebatter character 71, thedefense character 70 that caught the ball will be identified as the ball dispatch origin character (S2). At this point, it will be determined whether or not a predetermined button of theinput unit 4 has been operated (S3). Here, for example, theL button 4 f corresponds to the predetermined button, and it will be determined whether or not theL button 4 f of theinput unit 4 has been pushed. - If it is determined that the
L button 4 f of theinput unit 4 has been pushed (S3 is yes), then it will be determined whether or not the touch pen has been placed into contact with a character other than the ball dispatch origin character (S4). If it has been determined that the touch pen has been placed into contact with a character other than the ball dispatch origin character (S4 is yes), the character other than the ball dispatch origin character will be identified as the ball dispatch destination character (S5). Then, the ball will be dispatched from the ball dispatch origin character to the ball dispatch destination character (S6). Then, the movement state of theball character 73 from the ball dispatch origin character to the ball dispatch destination character will be displayed on the monitor (S7). In contrast, if it has been determined that the touch pen has not been placed into contact with a character other than the ball dispatch origin character (S4 is no), the ball will be maintained in a state in which the ball dispatch origin character holds the ball, and will not be dispatched from the ball dispatch origin character to the ball dispatch destination character (S8). Then, the ball dispatch origin character will be displayed on the monitor in a state in which it is holding the ball (S7). - If it is determined that the
L button 4 f of theinput unit 4 has not been pushed (S3 is no), then it will be determined whether or not the touch pen has been placed into contact with a character other than the ball dispatch origin character (S9). Then, if it has been determined that the touch pen has been placed into contact with a character other than the ball dispatch origin character (S9 is yes), the character other than the ball dispatch origin character will be identified as the movement destination character (S10). Then, the ball dispatch origin character will move toward the movement destination character (S11). Then, the ball dispatch origin character will be displayed on the monitor in a state in which it is moving toward the movement destination character (S7). In contrast, if it has been determined that the touch pen has not been placed into contact with a character other than the ball dispatch origin character (S9 is no), the ball will be maintained in a state in which it is not dispatched from the ball dispatch origin character to the ball dispatch destination character, and will be held by the ball dispatch origin character (S8). Then, the ball dispatch origin character will be displayed on the monitor in a state in which it is holding the ball (S7). - (a) With the aforementioned embodiment, an example was illustrated in which the
portable game unit 1 was used as an example of a computer that can utilize the game program, however the game device is not limited to the aforementioned embodiment, and can also utilize in the same way a game device formed separately from a monitor, a game device for commercial use that is formed integrally with a monitor, and a personal computer, a workstation, or the like that functions as a game device by executing a game program. - (b) The present invention also includes a program and method for executing the game described above, and a computer readable storage medium on which the program is stored. Other than the cartridge, examples of recording media include computer readable flexible disks, semiconductor memory, CD-ROM, DVD, MO, ROM cassettes, and the like.
- In the present invention, the dispatch destination character will be identified when the command means has been placed into contact with the dispatch destination character after it has been determined that a predetermined button of the operation means has been operated. At this point, the moving object will be dispatched from the dispatch origin character to the identified dispatch destination character. In this way, a player can dispatch a moving object from the dispatch origin character to the dispatch destination character with a simple operation in which a command means is placed into contact with the dispatch destination character. In this way, a player can accurately and easily input commands that cause a moving object to be dispatched to a character.
Claims (4)
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-273571 | 2004-09-21 | ||
JP2004273571A JP3791690B2 (en) | 2004-09-21 | 2004-09-21 | GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD |
PCT/JP2005/016632 WO2006033249A1 (en) | 2004-09-21 | 2005-09-09 | Game program, game device, and game method |
Related Parent Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/016632 Continuation WO2006033249A1 (en) | 2004-09-21 | 2005-09-09 | Game program, game device, and game method |
Publications (1)
Publication Number | Publication Date |
---|---|
US20070155453A1 true US20070155453A1 (en) | 2007-07-05 |
Family
ID=36090012
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/686,921 Abandoned US20070155453A1 (en) | 2004-09-21 | 2007-03-15 | Game program, game device, and game method |
Country Status (7)
Country | Link |
---|---|
US (1) | US20070155453A1 (en) |
EP (1) | EP1800719A4 (en) |
JP (1) | JP3791690B2 (en) |
KR (1) | KR100874903B1 (en) |
CN (1) | CN101022868B (en) |
TW (1) | TWI270399B (en) |
WO (1) | WO2006033249A1 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090248881A1 (en) * | 2006-11-30 | 2009-10-01 | Tencent Technology (Shenzhen) Company Limited | Method, Server And System For Controlling A Virtual Role |
US20100131192A1 (en) * | 2008-11-21 | 2010-05-27 | Nicholas Clark | Method and System for Plotting a User's Position on a Display |
US20130143653A1 (en) * | 2011-02-25 | 2013-06-06 | Masatoshi Yamaoka | Game device, computer-readable recording medium, and game control method |
Families Citing this family (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4589971B2 (en) | 2008-01-11 | 2010-12-01 | 株式会社コナミデジタルエンタテインメント | GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD |
KR101356479B1 (en) | 2012-03-21 | 2014-02-19 | 주식회사 네오위즈인터넷 | Method for providing on-line baseball game, recording medium implementing the same and the system thereof, and apparatus for providing baseball game |
Citations (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6152821A (en) * | 1998-06-03 | 2000-11-28 | Konami Co., Ltd. | Video game machine, method for guiding designation of character position, and computer-readable recording medium on which game program implementing the same method is recorded |
US6196917B1 (en) * | 1998-11-20 | 2001-03-06 | Philips Electronics North America Corp. | Goal directed user interface |
US6334813B1 (en) * | 2000-05-15 | 2002-01-01 | Square Co., Ltd. | Computer readable recording medium and program recorded with ball game program, and ball game processing apparatus and method |
US6340332B1 (en) * | 2000-05-19 | 2002-01-22 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game apparatus and method |
US6394894B1 (en) * | 1998-09-30 | 2002-05-28 | Kabushiki Kaisha Sega Enterprises | Game device, collision determination method and information storing medium |
US6461237B1 (en) * | 2000-01-28 | 2002-10-08 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game processing apparatus and method |
US6503144B1 (en) * | 2000-01-28 | 2003-01-07 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game processing apparatus and method |
US20030171146A1 (en) * | 2001-05-15 | 2003-09-11 | Umrao Mayer | Quick passing feature for sports video games |
US20040110560A1 (en) * | 2002-12-05 | 2004-06-10 | Nintendo Co., Ltd. | Game apparatus and recording medium |
US20050113158A1 (en) * | 2003-04-10 | 2005-05-26 | Nintendo Of America Inc. | Baseball videogame having pitching meter, hero mode and user customization features |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2502473B2 (en) * | 1993-12-13 | 1996-05-29 | コナミ株式会社 | TV game device |
JP3424701B2 (en) * | 1994-07-19 | 2003-07-07 | 株式会社ナムコ | Video game console |
US6270413B1 (en) * | 1996-07-03 | 2001-08-07 | Sega Enterprises, Ltd. | Display method for games displays |
JP4087943B2 (en) * | 1997-03-14 | 2008-05-21 | 株式会社バンダイナムコゲームス | Image generating apparatus and information storage medium |
JP2002000939A (en) * | 2000-06-19 | 2002-01-08 | Sega Corp | Electronic game device, method therefor and storage medium |
-
2004
- 2004-09-21 JP JP2004273571A patent/JP3791690B2/en active Active
-
2005
- 2005-09-09 WO PCT/JP2005/016632 patent/WO2006033249A1/en active Application Filing
- 2005-09-09 EP EP05782342A patent/EP1800719A4/en not_active Withdrawn
- 2005-09-09 CN CN2005800318668A patent/CN101022868B/en active Active
- 2005-09-09 KR KR1020077008189A patent/KR100874903B1/en not_active IP Right Cessation
- 2005-09-15 TW TW094131888A patent/TWI270399B/en not_active IP Right Cessation
-
2007
- 2007-03-15 US US11/686,921 patent/US20070155453A1/en not_active Abandoned
Patent Citations (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6152821A (en) * | 1998-06-03 | 2000-11-28 | Konami Co., Ltd. | Video game machine, method for guiding designation of character position, and computer-readable recording medium on which game program implementing the same method is recorded |
US6394894B1 (en) * | 1998-09-30 | 2002-05-28 | Kabushiki Kaisha Sega Enterprises | Game device, collision determination method and information storing medium |
US6196917B1 (en) * | 1998-11-20 | 2001-03-06 | Philips Electronics North America Corp. | Goal directed user interface |
US6461237B1 (en) * | 2000-01-28 | 2002-10-08 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game processing apparatus and method |
US6503144B1 (en) * | 2000-01-28 | 2003-01-07 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game processing apparatus and method |
US6334813B1 (en) * | 2000-05-15 | 2002-01-01 | Square Co., Ltd. | Computer readable recording medium and program recorded with ball game program, and ball game processing apparatus and method |
US6340332B1 (en) * | 2000-05-19 | 2002-01-22 | Square Co., Ltd. | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game apparatus and method |
US20030171146A1 (en) * | 2001-05-15 | 2003-09-11 | Umrao Mayer | Quick passing feature for sports video games |
US20040110560A1 (en) * | 2002-12-05 | 2004-06-10 | Nintendo Co., Ltd. | Game apparatus and recording medium |
US20050113158A1 (en) * | 2003-04-10 | 2005-05-26 | Nintendo Of America Inc. | Baseball videogame having pitching meter, hero mode and user customization features |
Cited By (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090248881A1 (en) * | 2006-11-30 | 2009-10-01 | Tencent Technology (Shenzhen) Company Limited | Method, Server And System For Controlling A Virtual Role |
US8909790B2 (en) | 2006-11-30 | 2014-12-09 | Tencent Technology (Shenzhen) Company Limited | Method, server and system for controlling a virtual role |
US20100131192A1 (en) * | 2008-11-21 | 2010-05-27 | Nicholas Clark | Method and System for Plotting a User's Position on a Display |
US8600662B2 (en) * | 2008-11-21 | 2013-12-03 | Nicholas Clark | Method and system for plotting a user's position on a display |
US20130143653A1 (en) * | 2011-02-25 | 2013-06-06 | Masatoshi Yamaoka | Game device, computer-readable recording medium, and game control method |
US9089769B2 (en) * | 2011-02-25 | 2015-07-28 | Konami Digital Entertainment Co., Ltd. | Game device, computer-readable recording medium, and game control method |
Also Published As
Publication number | Publication date |
---|---|
WO2006033249A1 (en) | 2006-03-30 |
JP2006087491A (en) | 2006-04-06 |
CN101022868A (en) | 2007-08-22 |
EP1800719A1 (en) | 2007-06-27 |
TWI270399B (en) | 2007-01-11 |
KR20070067128A (en) | 2007-06-27 |
TW200621340A (en) | 2006-07-01 |
JP3791690B2 (en) | 2006-06-28 |
CN101022868B (en) | 2010-07-07 |
KR100874903B1 (en) | 2008-12-19 |
EP1800719A4 (en) | 2013-01-02 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7867087B2 (en) | Game program, game device, and game method | |
US20070197284A1 (en) | Game program, game device, and game method | |
US7695356B2 (en) | Game program, game device, and game method | |
US20070155453A1 (en) | Game program, game device, and game method | |
US7938718B2 (en) | Game program, game device, and game method | |
US7704134B2 (en) | Game program, game device, and game method | |
US7695368B2 (en) | Game program, game device, and game method | |
US8147331B2 (en) | Video game program, video game device, and video game method | |
US8715049B2 (en) | Game device, method of controlling a game device, and information storage medium | |
US20070155456A1 (en) | Game program, game device, and game method | |
JP5072937B2 (en) | GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD | |
JP2006181244A (en) | Game program, game device and game method |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: KONAMI DIGITAL ENTERTAINMENT CO., LTD., JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:FUJIOKA, KENJI;NISHIKAWA, NAOKI;REEL/FRAME:019066/0675 Effective date: 20070222 |
|
AS | Assignment |
Owner name: KONAMI DIGITAL ENTERTAINMENT CO., LTD., JAPAN Free format text: ASSIGNEE'S ADDRESS CHANGE;ASSIGNOR:KONAMI DIGITAL ENTERTAINMENT CO., LTD.;REEL/FRAME:020493/0272 Effective date: 20080207 Owner name: KONAMI DIGITAL ENTERTAINMENT CO., LTD.,JAPAN Free format text: ASSIGNEE'S ADDRESS CHANGE;ASSIGNOR:KONAMI DIGITAL ENTERTAINMENT CO., LTD.;REEL/FRAME:020493/0272 Effective date: 20080207 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |