U.S. patent application number 09/748357 was filed with the patent office on 2001-08-02 for amusement game system and a computer-readable storage medium.
This patent application is currently assigned to KONAMI CORPORATION. Invention is credited to Sugimoto, Norihide.
Application Number | 20010011035 09/748357 |
Document ID | / |
Family ID | 18538199 |
Filed Date | 2001-08-02 |
United States Patent
Application |
20010011035 |
Kind Code |
A1 |
Sugimoto, Norihide |
August 2, 2001 |
Amusement game system and a computer-readable storage medium
Abstract
A player inputs the first, second and third instructions
utilizing an input device, to move an object toward a target in a
virtual field. A power for moving the object is displayed by a
graph and a cursor within a range not exceeding the maximum power
value. The cursor moves according to lapsed time after the first
instruction detection, to make an optical transmission of change in
power to the player. When the second instruction is given, the
power is determined based on lapsed time from the first instruction
detection to the second instruction detection. The cursor moves
toward the standard position on the graph. The player perceives the
cursor reaching the standard position and inputs the third
instruction. Factors for the object direction is determined
according to the timing at which the cursor actually reaches the
standard position and the player inputs the third instruction. The
object moves in the field according to the determined power and the
factors. The continuous input of the second instruction, exceeding
a prescribed period, causes the power to increase beyond its
maximum. The continuous input of the second instruction causes the
power to further increase beyond its maximum in the normal
mode.
Inventors: |
Sugimoto, Norihide;
(Nagoya-shi, JP) |
Correspondence
Address: |
Jordan and Hamburg
122 East 42nd Street
New York
NY
10168
US
|
Assignee: |
KONAMI CORPORATION
|
Family ID: |
18538199 |
Appl. No.: |
09/748357 |
Filed: |
December 26, 2000 |
Current U.S.
Class: |
463/3 ;
463/31 |
Current CPC
Class: |
A63F 13/10 20130101;
A63F 2300/638 20130101; A63F 13/44 20140902; A63F 2300/303
20130101; A63F 13/537 20140902; A63F 13/812 20140902; A63F
2300/8011 20130101; A63F 13/577 20140902 |
Class at
Publication: |
463/3 ;
463/31 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 14, 2000 |
JP |
P2000-10157 |
Claims
What is claimed is:
1. An amusement game system comprising: a display device for a
picture; an input device for outputting signals according to
operation by a player; and a control device for causing an
amusement game to progress and displaying the picture according to
a progress of the amusement game on a screen of said display
device, said amusement game including a step for moving an object
in a virtual field while making reference to output from said input
device, wherein: said control device comprises: a first-instruction
detection device for detecting first instruction, which has been
input by the player with a use of said input device; a movement
power display device for displaying movement power of said object
within a range up to a predetermined maximum value of movement
power by means of a graph and a cursor movable on said graph; a
first cursor-movement device for moving said cursor on said graph
in a direction indicating said maximum value of movement power in
accordance with a lapse of time from a point of time when said
first instruction has been detected; a second-instruction detection
device for detecting second instruction, which has been input by
the player with the use of said input device; a movement power
determination device for determining the movement power of said
object on a basis of a lapse of time from the point of time when
said first instruction has been detected to a point of time when
said second instruction has been detected; a movement device for
moving said object in the virtual field in accordance with the
movement power thus determined; and a movement power increase
device for increasing said movement power beyond said maximum value
of movement power when said second instruction is continuously
input for at least a prescribed period of time.
2. The amusement game system as claimed in claim 1, further
comprising: a second cursor-movement device for moving said cursor
toward a standard position on said graph, after detection of said
second instruction; a third-instruction detection device for
detecting third instruction, which has been input by the player
with the use of said input device; and a movement direction factor
determination device for determining a factor associated with a
movement direction of said object, in accordance with timing at
which said cursor reaches said standard position and with timing at
which said third instruction is input, said movement device moving
said object in said virtual field in accordance with said movement
power as determined and said factor associated with the movement
direction of said object.
3. The amusement game system as claimed in claim 1, wherein: said
movement power increase device determines an increased amount of
said movement power in accordance with a period of time during
which said second instruction is continuously input.
4. The amusement game system as claimed in claim 3, wherein: said
movement power increase device increases a value of said movement
power by the increased amount thereof corresponding to said period
of time, when a period of time during which said second instruction
is continuously input, exceeds said prescribed period of time.
5. The amusement game system as claimed in claim 1, wherein: said
movement power increase device increases said movement power only
in case where said second instruction is input when said cursor
indicates a power value between a predetermined power value and
said maximum value of movement power.
6. The amusement game system as claimed in claim 2, wherein: in
case where said movement power increase device increases the
movement power, said second cursor-movement device moves said
cursor in a higher velocity than when said movement power increase
device does not increase the movement power.
7. The amusement game system as claimed in claim 6, wherein: said
second cursor-movement device increases a movement velocity of said
cursor at a rate corresponding to the amount of the movement power,
which is increased by said movement power increase device.
8. The amusement game system as claimed in claim 1, wherein: said
graph indicates a power value within a range of from 0% to 100%,
said maximum value of movement power corresponds to the power value
of 100% and said movement power increase device increases said
movement power beyond 100%.
9. The amusement game system as claimed in claim 8, wherein: said
movement power display device displays a value of the movement
power after increase therein on said graph, when said movement
power increase device increases the movement power to at least
100%.
10. An amusement game system comprising: a display device for a
picture; an input device outputting signals according to operation
by a player; and a control device for causing a golf amusement game
to progress and displaying the picture according to a progress of
the amusement game on a screen of said display device, said golf
amusement game including a step for hitting a ball to send it
flying toward a target in a virtual field while making reference to
the output of said input device, wherein: said control device
comprises: a first-instruction detection device for detecting first
instruction, which has been input by the player with a use of said
input device; a hit power display device for displaying hit power
of said ball within a range up to a predetermined maximum value of
hit power by means of a graph and a cursor movable on said graph; a
first cursor-movement device for moving said cursor on said graph
in a direction indicating said maximum value of hit power in
correspondence with a lapse of time from a point of time when said
first instruction has been detected; a second-instruction detection
device for detecting second instruction, which has been input by
the player with the use of said input device; a hit power
determination device for determining the hit power of said ball on
a basis of a lapse of time from the point of time when said first
instruction has been detected to a point of time when said second
instruction has been detected; a movement device for moving said
ball in the virtual field in accordance with the hit power thus
determined; and a hit power increase device for increasing said hit
power beyond said maximum value of hit power when said second
instruction is continuously input for at least a prescribed period
of time.
11. The amusement game system as claimed in claim 10, further
comprising: a second cursor-movement device for moving said cursor
toward a standard position on said graph, after detection of said
second instruction; a third-instruction detection device for
detecting third instruction, which has been input by the player
with the use of said input device; and a hit direction factor
determination device for determining a factor associated with a hit
direction of said ball, in accordance with timing at which said
cursor reaches said standard position and with timing at which said
third instruction is input, said movement device moving said ball
in said virtual field in accordance with said hit power as
determined and said factor associated with the hit direction of
said ball.
12. A computer-readable storage medium comprising a program stored
therein, said program causing an amusement game to progress and
displaying a picture according to a progress of the amusement game
on a screen of a display device, said amusement game including a
step for moving an object in a virtual field while making reference
to output from an input device of an amusement game apparatus,
wherein: said program causes a computer provided in said amusement
game apparatus to function respectively as: a first-instruction
detection device for detecting first instruction, which has been
input by a player with a use of said input device; a movement power
display device for displaying movement power of said object within
a range up to a predetermined maximum value of movement power by
means of a graph and a cursor movable on said graph; a first
cursor-movement device for moving said cursor on said graph in a
direction indicating said maximum value of movement power in
accordance with a lapse of time from a point of time when said
first instruction has been detected; a second-instruction detection
device for detecting second instruction, which has been input by
the player with the use of said input device; a movement power
determination device for determining the movement power of said
object on a basis of a lapse of time from the point of time when
said first instruction has been detected to a point of time when
said second instruction has been detected; a movement device for
moving said object in the virtual field in accordance with the
movement power thus determined; and a movement power increase
device for increasing said movement power beyond said maximum value
of movement power when said second instruction is continuously
input for at least a prescribed period of time.
13. A computer-readable storage medium comprising a program stored
therein, said program causing a golf amusement game to progress and
displaying a picture according to a progress of the amusement game
on a screen of a display device, said golf amusement game including
a step for hitting a ball to send it flying toward a target in a
virtual field while making reference to output from an input device
of an amusement game apparatus, wherein: said program causes a
computer provided in said amusement game apparatus to function
respectively as: a first-instruction detection device for detecting
first instruction, which has been input by a player with a use of
said input device; a hit power display device for displaying hit
power of said ball within a range up to a predetermined maximum
value of hit power by means of a graph and a cursor movable on said
graph; a first cursor-movement device for moving said cursor on
said graph in a direction indicating said maximum value of hit
power in accordance with a lapse of time from a point of time when
said first instruction has been detected; a second-instruction
detection device for detecting second instruction, which has been
input by the player with the use of said input device; a hit power
determination device for determining the hit power of said ball on
a basis of a lapse of time from the point of time when said first
instruction has been detected to a point of time when said second
instruction has been detected; a movement device for moving said
ball in the virtual field in accordance with the hit power thus
determined; and a hit power increase device for increasing said hit
power beyond said maximum value of hit power when said second
instruction is continuously input for at least a prescribed period
of time.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a kind of amusement game
system such as a throw amusement game, a golf amusement game or the
like, which can move an object in a virtual field.
[0003] 2. Description of the Related Art
[0004] There is known as such a kind of amusement game, for
example, a golf amusement game by which a player can have a virtual
reality experience in playing golf utilizing a computer. According
to the conventional golf amusement game, a player selects a golf
club by preference and hits a ball with it (such hit will also be
hereinafter referred to as "shot") on a virtual golf course so as
to cause a golf play to progress in a virtual reality manner.
[0005] A player can control power, timing and the like for hitting
a virtual ball by manipulating a controller or the like, which is
attached to an amusement game system, when making a shot. With
respect to the most typical procedure for making a shot, the power
of shot is expressed by a gauge displayed on a game screen. For
example, the game screen has the gauge displayed thereon, which
indicates the power of from 0% to 100%, so that a cursor in the
gauge can move from the position of 0% to 100% in response to a
starting operation for the shot by the player. The player can
determine the power of shot by operating the controller when the
cursor reaches a prescribed position. The amusement game
system-side computer determines a driving distance and a direction
of the virtual ball in accordance with the power and timing thus
determined so as to move the ball on the virtual golf course. The
player can make a shot with a prescribed power to make progress of
the play of golf.
[0006] The conventional golf amusement game is designed so as not
to be capable of making a shot with power exceeding 100%, which is
previously set in the amusement game side. A usual proper selection
of the golf club permits to increase the driving distance of the
ball. A shot with the power of 100% has to be made with the use of
a driver, when the maximum driving distance is required. It is
however impossible to obtain the distance exceeding the
above-mentioned maximum driving distance.
[0007] However, in the actual golf play, a further distance drive
of a ball than the other player leads to one of great pleasures. It
is preferable to provide a device for making a further drive of a
ball than the normal state also in a golf amusement game, when the
player wishes.
SUMMARY OF THE INVENTION
[0008] An object of the present invention, which has been made in
view of the above-described matters, is to provide an amusement
game system, in which a device for increasing further the movement
distance of an object than the normally set distance is given to a
kind of amusement game system for moving the object on a virtual
field.
[0009] In order to attain the aforementioned object, an amusement
game system of the present invention comprises:
[0010] a display device for a picture;
[0011] an input device for outputting signals according to
operation by a player; and
[0012] a control device for causing an amusement game to progress
and displaying the picture according to a progress of the amusement
game on a screen of said display device, said amusement game
including a step for moving an object in a virtual field while
making reference to output from said input device,
[0013] wherein:
[0014] said control device comprises:
[0015] a first-instruction detection device for detecting first
instruction, which has been input by the player with a use of said
input device;
[0016] a movement power display device for displaying movement
power of said object within a range up to a predetermined maximum
value of movement power by means of a graph and a cursor movable on
said graph;
[0017] a first cursor-movement device for moving said cursor on
said graph in a direction indicating said maximum value of movement
power in accordance with a lapse of time from a point of time when
said first instruction has been detected;
[0018] a second-instruction detection device for detecting second
instruction, which has been input by the player with the use of
said input device;
[0019] a movement power determination device for determining the
movement power of said object on a basis of a lapse of time from
the point of time when said first instruction has been detected to
a point of time when said second instruction has been detected;
[0020] a movement device for moving said object in the virtual
field in accordance with the movement power thus determined;
and
[0021] a movement power increase device for increasing said
movement power beyond said maximum value of movement power when
said second instruction is continuously input for at least a
prescribed period of time.
[0022] According to the amusement game system of the present
invention having the above-described structural elements, a player
inputs the first and second instructions with the use of the input
device in order to move the object on the virtual field. The
movement power for moving the object is displayed in the form of
combination of the graph with the cursor within a range, which does
not exceed the maximum value of movement power. The cursor moves in
accordance with the lapse of time after detection of the first
instruction so as to make an optical transmission of change in
movement power to the player. When the second instruction is given,
the movement power is determined on the basis of the lapse of time
between the point of time when the first instruction has been
detected and the point of time when the second instruction has been
detected. The movement power is increased beyond the maximum value
of movement power when the second instruction is continuously input
for at least a prescribed period of time. Accordingly, the
continuous input of the second instruction permits to increase
further the movement power beyond the maximum movement power in the
normal state. It is therefore possible to obtain the further
movement distance than the normal state in a kind of amusement game
in which the object can be moved by an action such as throwing,
kicking, hitting of the object to send it flying.
[0023] The amusement game system may further comprises:
[0024] a second cursor-movement device for moving said cursor
toward a standard position on said graph, after detection of said
second instruction;
[0025] a third-instruction detection device for detecting third
instruction, which has been input by the player with the use of
said input device; and
[0026] a movement direction factor determination device for
determining a factor associated with a movement direction of said
object, in accordance with timing at which said cursor reaches said
standard position and with timing at which said third instruction
is input,
[0027] said movement device moving said object in said virtual
field in accordance with said movement power as determined and said
factor associated with the movement direction of said object.
[0028] According to the amusement game system as described above,
the cursor further moves in turn toward the standard position on
the graph, after completion of input of the second instruction by
the player. The player inputs the third instruction, at the time
when he perceives that the cursor reaches the standard position.
The factor associated with the movement direction of the object is
determined in accordance with the timing at which the cursor
actually reaches the standard position and with the timing at which
the third instruction is input by the player. The object moves in
the virtual field in accordance with the movement power as
determined and the factor associated with the movement direction of
the object. It is therefore possible to make an accurate movement
of the object toward the position or direction of target in
progress of the amusement game.
[0029] The above-mentioned movement power increase device may
determine an increased amount of said movement power in accordance
with a period of time during which said second instruction is
continuously input. According to this feature, the player can
control the increased amount of movement power in accordance with
the period of time during which the second instruction is
continuously input, thus permitting increase in movement power by a
desired level.
[0030] The above-mentioned movement power increase device may
increase a value of said movement power by the increased amount
thereof corresponding to said period of time, when a period of time
during which said second instruction is continuously input, exceeds
said prescribed period of time. According to this feature, it is
possible to provide the upper limit for the increased amount of
movement power.
[0031] The above-mentioned movement power increase device may
increase said movement power only in case where said second
instruction is input when said cursor indicates a power value
between a predetermined power value and said maximum value of
movement power. According to this feature, it is possible to adjust
difficulty of operation to increase the movement power.
[0032] In case where said movement power increase device increases
the movement power, said second cursor-movement device may move
said cursor in a higher velocity than when said movement power
increase device does not increase the movement power. According to
this feature, it is possible to make determination of movement
direction of the object difficult so as to enhance the strategy of
amusement game.
[0033] The above-mentioned second cursor-movement device may
increase a movement velocity of said cursor at a rate corresponding
to the amount of the movement power, which is increased by said
movement power increase device. According to this feature,
adjustment of the movement direction becomes difficult according as
the increased amount of movement power becomes larger, thus
permitting to enhance further the strategy of amusement game.
[0034] There may be adapted a structure in which said graph
indicates a power value within a range of from 0% to 100%, said
maximum value of movement power corresponds to the power value of
100% and said movement power increase device increases said
movement power beyond 100%. According to this feature, it is
possible to grasp the movement power in a ratio even when different
kinds of procedures are taken to move the object, thus leading to
easy adjustment and determination of the movement power by the
player.
[0035] The above-mentioned movement power display device may
display a value of the movement power after increase therein on
said graph, when said movement power increase device increases the
movement power to at least 100%. According to this feature, it is
possible for the player to recognize easily the movement power as
increased, by means of its value in an optical manner.
[0036] An amusement game system of the present invention
comprises:
[0037] a display device for a picture;
[0038] an input device outputting signals according to operation by
a player; and
[0039] a control device for causing a golf amusement game to
progress and displaying the picture according to a progress of the
amusement game on a screen of said display device, said golf
amusement game including a step for hitting a ball to send it
flying toward a target in a virtual field while making reference to
the output of said input device, wherein:
[0040] said control device comprises:
[0041] a first-instruction detection device for detecting first
instruction, which has been input by the player with a use of said
input device;
[0042] a hit power display device for displaying hit power of said
ball within a range up to a predetermined maximum value of hit
power by means of a graph and a cursor movable on said graph;
[0043] a first cursor-movement device for moving said cursor on
said graph in a direction indicating said maximum value of hit
power in correspondence with a lapse of time from a point of time
when said first instruction has been detected;
[0044] a second-instruction detection device for detecting second
instruction, which has been input by the player with the use of
said input device;
[0045] a hit power determination device for determining the hit
power of said ball on a basis of a lapse of time from the point of
time when said first instruction has been detected to a point of
time when said second instruction has been detected;
[0046] a movement device for moving said ball in the virtual field
in accordance with the hit power thus determined; and
[0047] a hit power increase device for increasing said hit power
beyond said maximum value of hit power when said second instruction
is continuously input for at least a prescribed period of time.
[0048] According to the amusement game system of the present
invention having the above-described structural elements, a player
inputs the first and second instructions with the use of the input
device in order to send the ball flying on the virtual field. The
hit power for sending the ball flying is displayed in the form of
combination of the graph with the cursor within a range, which does
not exceed the maximum value of hit power. The cursor moves in
accordance with the lapse of time after detection of the first
instruction so as to make an optical transmission of change in hit
power to the player. When the second instruction is given, the hit
power is determined on the basis of the lapse of time between the
point of time when the first instruction has been detected and the
point of time when the second instruction has been detected. The
hit power is increased beyond the maximum value of hit power when
the second instruction is continuously input for at least a
prescribed period of time. Accordingly, the continuous input of the
second instruction permits to increase further the hit power beyond
the maximum hit power in the normal state. It is therefore possible
to obtain the further driving distance than the normal state in a
golf amusement game.
[0049] The above-mentioned amusement game system may further
comprises:
[0050] a second cursor-movement device for moving said cursor
toward a standard position on said graph, after detection of said
second instruction;
[0051] a third-instruction detection device for detecting third
instruction, which has been input by the player with the use of
said input device; and
[0052] a hit direction factor determination device for determining
a factor associated with a hit direction of said ball, in
accordance with timing at which said cursor reaches said standard
position and with timing at which said third instruction is
input,
[0053] said movement device moving said bail in said virtual field
in accordance with said hit power as determined and said factor
associated with the hit direction of said ball.
[0054] According to the amusement game system as described above,
the cursor further moves in turn toward the standard position on
the graph, after completion of input of the second instruction by
the player. The player inputs the third instruction, at the time
when he perceives that the cursor reaches the standard position.
The factor associated with the hit direction of the ball is
determined in accordance with the timing at which the cursor
actually reaches the standard position and with the timing at which
the third instruction is input by the player. The ball moves in the
virtual field in accordance with the hit power as determined and
the factor associated with the hit direction of the ball. It is
therefore possible to make an accurate drive of the ball toward the
position or direction of target in progress of the golf amusement
game.
[0055] A computer-readable storage medium of the present invention
comprises a program stored therein, said program causing an
amusement game to progress and displaying a picture according to a
progress of the amusement game on a screen of a display device,
said amusement game including a step for moving an object in a
virtual field while making reference to output from an input device
of an amusement game apparatus,
[0056] wherein:
[0057] said program causes a computer provided in said amusement
game apparatus to function respectively as:
[0058] a first-instruction detection device for detecting first
instruction, which has been input by a player with a use of said
input device;
[0059] a movement power display device for displaying movement
power of said object within a range up to a predetermined maximum
value of movement power by means of a graph and a cursor movable on
said graph;
[0060] a first cursor-movement device for moving said cursor on
said graph in a direction indicating said maximum value of movement
power in accordance with a lapse of time from a point of time when
said first instruction has been detected;
[0061] a second-instruction detection device for detecting second
instruction, which has been input by the player with the use of
said input device;
[0062] a movement power determination device for determining the
movement power of said object on a basis of a lapse of time from
the point of time when said first instruction has been detected to
a point of time when said second instruction has been detected;
[0063] a movement device for moving said object in the virtual
field in accordance with the movement power thus determined;
and
[0064] a movement power increase device for increasing said
movement power beyond said maximum value of movement power when
said second instruction is continuously input for at least a
prescribed period of time.
[0065] A computer-readable storage medium of the present invention
comprises a program stored therein, said program causing a golf
amusement game to progress and displaying a picture according to a
progress of the amusement game on a screen of a display device,
said golf amusement game including a step for hitting a ball to
send it flying toward a target in a virtual field while making
reference to output from an input device of an amusement game
apparatus,
[0066] wherein:
[0067] said program causes a computer provided in said amusement
game apparatus to function respectively as:
[0068] a first-instruction detection device for detecting first
instruction, which has been input by a player with a use of said
input device;
[0069] a hit power display device for displaying hit power of said
ball within a range up to a predetermined maximum value of hit
power by means of a graph and a cursor movable on said graph;
[0070] a first cursor-movement device for moving said cursor on
said graph in a direction indicating said maximum value of hit
power in accordance with a lapse of time from a point of time when
said first instruction has been detected;
[0071] a second-instruction detection device for detecting second
instruction, which has been input by the player with the use of
said input device;
[0072] a hit power determination device for determining the hit
power of said ball on a basis of a lapse of time from the point of
time when said first instruction has been detected to a point of
time when said second instruction has been detected;
[0073] a movement device for moving said ball in the virtual field
in accordance with the hit power thus determined; and
[0074] a hit power increase device for increasing said hit power
beyond said maximum value of hit power when said second instruction
is continuously input for at least a prescribed period of time.
[0075] According to the storage media of the present invention, it
is possible to cause the computer to function as the control device
in the amusement game system of the present invention by reading
the program by means of the computer so as to make execution of the
program. The storage media may include magnetic storage medium,
optical storage medium, photo-electro-magnetic storage medium,
semiconductor storage element and other storage device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0076] FIG. 1 is a block diagram of a control system of a golf
amusement game system to which the present invention is
applied;
[0077] FIG. 2 is a schematic descriptive view illustrating a
controller, which can be used in the golf amusement game system as
shown in FIG. 1;
[0078] FIG. 3 is a view illustrating an example of a displayed
picture when making a shot in accordance with the golf amusement
game system as shown in FIG. 1;
[0079] FIG. 4 is a view illustrating displayed examples of a power
gauge when making a normal shot;
[0080] FIG. 5 is a view illustrating displayed examples of the
power gauge when making a power shot;
[0081] FIG. 6 is a flowchart illustrating a shot process in the
golf amusement game system as shown in FIG. 1; and
[0082] FIG. 7 is a flowchart illustrating a power determination
process included in the shot process as shown in FIG. 6.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0083] Now, preferred embodiments of the present invention will be
described with reference to the accompanying drawings.
[0084] FIG. 1 is a block diagram of a control system of a home golf
amusement game system to which the present invention is applied.
The home game system executes a predetermined game in accordance
with game programs stored in a CD-ROM 15 functioning as a memory
medium.
[0085] The game system includes a CPU 1 mainly configured by a
microprocessor, a ROM 2 and a RAM 3 serving as main memory devices
for the CPU 1, a graphics processing unit (GPU) 104 and a sound
processing unit (SPU) 6 for executing processing needed to output
visual images and sound, buffers 5 and 7 for the above units 4 and
6, and a CD-ROM reader 8. The ROM 2 stores operating system, which
functions as necessary program for the overall control of the game
device. Game programs and data read out from the CD-ROM 15 are
written into the RAM 3, if necessary. The GPU 4 receives picture
data from the CPU 1 and writes them into the frame buffer 5,
converts the picture data to prescribed video reproduction signals
and outputs them to the monitor 9 at appropriate timings. The SPU 6
reproduces voice and music data as well as music-source data, which
are read out from the CD-ROM 15 and then stored in the sound buffer
7, so that corresponding sound is outputted by the speaker 10. The
CD-ROM reader 8 reads out necessary programs and data, which are
stored in the CD-ROM 15 according to the instruction by the CPU 1,
and outputs signals corresponding to the programs and data thus
read out. The CD-ROM 15 stores programs and data necessary for the
execution of the game. These programs and data will be described
later in detail. Generally, a television receiver for home use is
used as the monitor 9, and a loudspeaker provided in the television
receiver is used as the loudspeaker 10.
[0086] Moreover, a communication control device 11 is connected via
a bus 14 to the CPU 1, and a play controller 12 and an auxiliary
storage device 13 are detachably connected to the communication
control device 11. The play controller 12 functions as an input
device manipulated by a user who plays the game. The play
controller 12 includes operation members, which are to be
manipulated by the user. The communication control device 11 scans
the state of the operation members of the play controller 12 at a
fixed cycle (e.g. {fraction (1/60)} second), and outputs signals in
correspondence with the scanning result to the CPU 1. Based on
these signals, the CPU 1 judges the state of the play controller
12. A plurality of controllers 12 and auxiliary storage units 13
may be connected to the communication control device 11 in
parallel, at the same time.
[0087] With the above-described configuration, the components other
than the monitor 9, the speaker 10, the play controller 12, the
CD-ROM 15 and the auxiliary storage unit 13 are all accommodated in
a single housing to constitute the home game device 16.
[0088] Controllers of various designs may be used as the controller
12. For example, a general type controller 12A shown in FIG. 2 may
be used.
[0089] The general type controller 12A as shown in FIG. 2 may
generally be used irrespective of the type of the game that the
user plays. The controller 12A includes a main body MB, which is
formed of synthetic resin, four push switches PB1 to PB4 and four
push switches PB5 to PB8 respectively locating on the opposite
sides of the main face of the main body MB, two push switches PB9
and PB10 and two push switches PB11 and PB12 respectively locating
on the opposite sides of the front face of the main body MB, and
small push switches PB13 and PB14 locating in the middle of the
main face of the main body MB. The push switches PB1 to PB4
locating on the left-hand side are manipulated to designate the
movement directions of a game character or cursor upward, downward,
leftward, and rightward, respectively. These switches PB1 to PB8
may also be called as direction designation switches. Various
command for playing game are assigned to the switches PB5 to PB8
locating on the right-hand side, and appropriate signs are provided
on or around the push switches PB5 to PB8 so that they can be
visually distinguished. In the example shown here, symbols
".DELTA.", "X ", ".quadrature.", ".largecircle." are indicated on
the push switches PB5 to PB8 respectively. Numeral "1" is indicated
on each of the push switches PB9 and PB11 locating on the front
side, numeral "2" is indicated on each of the push switches PB10
and PB12, a letter "L" is indicated above the push switch PB1, and
a letter "R" is indicated above the push switch PB5. The switch PB9
is called as "L1 button", the switch PB10 is called as "L2 button",
the switch PBL1 is called as "R1 button", and the switch PB12 is
called as "R2 button". The push switch PB13 is called as "select
button", and the push switch PB14 is called as "start button".
[0090] FIG. 3 illustrates an example of a displayed picture in a
shot scene in accordance with the golf amusement game system to
which the present invention is applied.
[0091] The shot scene as shown in FIG. 3 is so-called a "tee shot"
scene. In FIG. 3, a golfer 20 is displayed in the middle on a
teeing ground 21 and a golf course spreads ahead of the golfer 20.
A target point indication 24 is shown in the almost middle of the
course. The target point indication 24 shows a position that a ball
may reach provided that a shot is made with idealistic power and
timing with the use of a golf club as currently selected.
[0092] The scene as shown in FIG. 3 has on its upper and left-hand
side indicative information displayed, which includes the number of
a golf course hole, the score standard therefor, the distance
thereof and the like. The scene also has on its lower and
right-hand side a selected-club indication portion 22 in which a
driver (1W) as currently selected is highlighted by hatching. A box
23 locating above the selected-club indication portion 22 shows a
distance from the golfer to a pin of the hole.
[0093] A power gauge 25, which can indicate power of shot in the
form of a bar graph, locates below the golfer 20. FIG. 4 is an
enlarged view of the power gauge 25. The power gauge serves as a
gauge used for the purpose of determining power and timing of a
shot when making the shot. The player makes a shot by operating the
push button of the controller, while watching the power gauge 25.
FIGS. 4(a) to 4(d) show the power gauge when making a normal shot
and FIGS. 5(a) and 5(b) show the power gauge when making a power
shot. The normal shot means a shot mode in which the shot is made
to obtain a driving distance within standard ranges that are
previously set in accordance with the respective golf clubs. On the
contrary, the power shot, which is a significant feature of the
present invention, means a shot mode provided as a device for
increasing further the driving distance of a ball than the normal
shot.
[0094] First, description will be given below of the power gauge
when making the normal shot, with reference to FIGS. 4(a) to 4(d).
The power gauge 25 can indicate the power value within the range of
from 0% to 100% when making the normal shot. The driving distance
of a ball has previously been determined for the respective kind of
gold clubs (i.e., a driver, a 3-iron club or the like, which will
hereinafter be referred to as the "club number") in accordance with
the game system. Accordingly, in case where the maximum driving
distance for the driver is determined to be 250 yards, a shot with
the power of 100% leads to the driving distance of 250 yards, but a
shot with the power of 50% leads to the driving distance of 125
yards.
[0095] The player has to push the push button switch PB8 of the
controller as shown for example in FIG. 2(a), totally three times
in order to make a shot. The first push operation corresponds to a
starting operation of the shot, the second push operation
corresponds to a power determination operation and the third push
operation corresponds to a shot-timing determination operation.
More specifically, the first push operation causes the cursor 28 to
start moving in the leftward direction from the position of 0% at a
constant velocity as shown in FIGS. 4(a) to 4(c). The player
watches the position of the cursor on the power gauge 25 and
carries out the second push operation when the cursor reaches his
desired position. In case where the player wishes to make a shot
with the power of 80% for example, the second push operation is
carried out when the cursor 28 reaches nearly the position of 80%
on the power gauge 25. The power of shot is determined in this
manner.
[0096] After the completion of the second push operation, the
cursor 28 reaches once the left-hand end of the power gauge 25 and
then starts returning in the rightward direction (i.e., toward the
position of 0%) as shown in FIG. 4(d) at a constant velocity. In
this case, the cursor 28 moves beyond the position of 0% of the
power gauge to the right-hand end thereof unless the player carries
out the third push operation. The position of 0% of the power gauge
25 also shows an optimum timing for the shot (hereinafter also
referred to as the "best timing point") as shown in FIGS. 4(a) to
4(d). The player preferably carries out the third push operation
when the cursor reaches the best timing point. In case where the
third push operation is carried out when the cursor just reaches
the best timing point, a ball is sent flying straight. In case
where the third push operation is carried out after or before the
cursor reaches the best timing point, a ball curves left or right
to fly accordingly. Three push operations carried out by the player
make a single shot in this manner.
[0097] Now, description of the power shot will be given below.
FIGS. 5(a) and 5(b) illustrate displayed examples of the power
gauge 25 when making a power shot. An operation for the power shot
is carried out to increase further the driving distance of the ball
beyond the driving distance, which is obtained by the shot with the
power of 100% set for the respective golf club. More specifically,
the player gives instructions on the start for a shot by carrying
out the first push operation, then continues pushing the push
button switch when the cursor enters the power shot range. The
normal shot and the power shot are different from each other in
that push of the push button switch is released immediately after
the second push in the former case and, on the contrary, the push
button switch is kept pushed for a while even after the second push
in the latter case. The power shot range, which has previously been
determined, is set for example between 85% and 100% of the power
gauge as shown in FIG. 5(a). The push of the push button switch
maintaining its pushed state for a while does not permit to provide
shift to the power shot mode, so long as the cursor 28 is outside
the power shot range. The power shot range may be set in accordance
with the player's preference, thus making it possible to change
difficulty in execution of the power shot.
[0098] When the cursor enters the power shot range and the player
pushes the push button switch to carry out the second push
operation, maintaining its pushed state for a while, the power
value (which is 100% in a normal state) appearing on the left-hand
end of the power gauge 25 increases as shown in FIG. 5(b) (the
power value is increased to 114% in the example as shown in FIG.
5(b)). In this case, the power value increases in correspondence
with a period of time during which the push button switch is kept
pushed after the second push. The subsequent operations are carried
out in the same manner as the normal shot. More specifically,
release of push of the push button switch by the player causes the
cursor 28 to turn at the left-hand end of the power gauge 25 to
return rightward to the best timing point. Then, the player carries
out the third push operation to determine the timing of shot when
the cursor reaches nearly the best timing point. Accordingly, it is
possible to obtain the driving distance beyond the maximum driving
distance of the ball, which has previously determined in accordance
with the club number of the respective golf club (in the example as
shown in FIG. 5(b), the driving distance is increased by 14%).
[0099] It is however possible to make the constant velocity, at
which the cursor 28 returns toward the best timing point after the
completion of the second push for the power shot, higher than that
as in the normal shot. This system is based on the concept that it
is difficult to make an appropriate adjustment for impact timing
against a ball according as the power with which the shot is made
becomes larger. With respect to one of measures for this system,
the constant velocity, at which the cursor 28 returns in the power
shot mode, may be increased in a prescribed ratio to the constant
velocity as in the normal shot mode. There may be adopted a system
that, in the power shot mode, the cursor can return at a velocity,
which is always increased further by 10% than that as in the normal
shot. Alternatively, the return velocity of the cursor may be
determined for example in accordance with the power value, which
has been determined by the power shot. More specifically, there may
be adopted a system that, when the power value determined by the
power shot is 105%, the cursor returns at the velocity increased by
5%, and the power value determined thereby is 115%, the cursor
returns at the velocity increased by 15%. In such a system, a
timing adjustment for shot becomes difficult, according as the
power increases. There may be applied many applicable measures to
determine the return velocity of the cursor. There may also be
adopted a measure that the amusement game system includes a
plurality of procedure modes previously prepared, one of which can
voluntarily be selected by the player, so that the return velocity
of the cursor is determined on the basis of the selected mode.
[0100] In addition, it is possible to provide the power value
increased by the power shot with its upper limit. There may be
adopted a mode in which, even when the player pushes the push
button switch for a long period of time after the second push, the
power value does not increase over 115%, for example. In this case,
the power value appearing on the left-hand end of the power gauge
as shown in FIG. 5(b) does not increase over 115%, with the result
that the player can recognize the power value of 115% to be the
upper limit.
[0101] Thus, the adoption of the power shot mode makes it possible
to obtain the driving distance exceeding the maximum driving
distance, which is obtained in the normal shot mode, resulting in
realization of a golf play satisfying the desire of an actual
golfer of sending a golf ball flying as further as possible. On the
other hand, when the return velocity of the cursor is set to be
higher in the power shot mode so as to make determination of timing
for the shot difficult, there is provided a risky mode in which a
long drive of a ball may be achieved with an increased probability
of making a miss shot, thus enhancing a strategic interest in the
amusement game.
[0102] Now, a shot processing by the player will be described below
with reference to flowcharts as shown in FIGS. 6 and 7. FIG. 6
shows a main routine for the shot processing and FIG. 7 shows a sub
routine for the power determination processing as shown in FIG. 6.
The processing described below is read out from the CD-ROM 15 as
shown in FIG. 1 and is executed on the game program loaded into the
RAM 3. More specifically, the communication control device 11
detects the instruction and determination, which are mainly carried
out by operating the controller 12A by the player. The CPU 1
processes the detected results on the basis of the program and data
stored in the RAM 3 to carry out execution.
[0103] With reference to FIG. 6, the player first selects a club
(Step S2). Operation of the prescribed push button switch of the
controller 12A by the player carries out this step. Operation of
the controller 12A permits to make a change in club, which is
selected currently (i.e., highlighted by hatching) in the
selected-club indication portion 22 as shown in FIG. 3. The player
operates the controller 12A to select and determine his desired
club. The CPU 1 makes reference to data for designating the
selected club, which data have previously been loaded into the RAM
3. These date include information such as the maximum driving
distance corresponding to the selected club.
[0104] Then, the player makes a change in direction of the golfer
20 to determine the direction of a shot, while watching the
displayed picture as shown in FIG. 3 (Step S4). Operation of the
prescribed push button switch of the controller 12A by the player
also carries out this step. The CPU 1 causes the RAM 3 to store
temporarily the data for designating the direction thus
determined.
[0105] Then, the player carries out the power determination
processing (Step S6). The power determination processing, which
determines the power of a shot, will be described in detail with
reference to FIG. 7. First, the CPU 1 judges as whether or not the
first push operation of the prescribed push button switch of the
controller 12A has been carried out (Step S20). The first push
operation corresponds to the start operation for the shot. As a
result, when the first push operation has not been carried out as
yet, the CPU 1 stands by until the first push operation is carried
out. After detection of completion of the first push operation, the
CPU 1 controls the GPU 4 and the like as shown in FIG. 4(b) to move
the cursor 28 leftward on the power gauge 25 at a constant velocity
(Step S22).
[0106] The player watches the cursor 28 moving on the power gauge
25, and carries out the second push operation when the cursor 28
reaches nearly the prescribed value of power. The second push
operation corresponds to the power determination operation. The CPU
1 judges as whether or not the second push operation has been
carried out (Step S24). No detection of the second push operation
is regarded as an operation failure occurred, to carry out a
prescribed error processing (Step S26), resulting in return to Step
S20 in the processing. After detection of the second push
operation, there is judged on the other hand as whether the second
push operation continues for at least a prescribed period of time
(i.e., the push button switch is kept pushed) (Step S28).
[0107] When the second push operation continues for at least the
prescribed period of time, then the CPU 1 judges as whether or not
the second push operation is carried out when the cursor 28 enters
the power shot range (Step S30). In case where the second push
operation continues for at least the prescribed period of time when
the cursor 28 enters the power shot range, the CPU 1 judges that
the player gives the instruction on the power shot. The CPU 1
judges as whether the period of time, during which the second push
operation is carried out, exceeds the prescribed period of time
(Step S32). It is possible to provide the upper limit for the
increased amount of power value for the power shot, as described
above. Accordingly, when the continuous time for the second push
operation exceeds the prescribed period of time, the power value
for the power shot is set as the prescribed maximum power value
(i.e., 115% in the above-described example) (Step S36). When the
continuous time for the second push operation does not exceeds the
prescribed period of time, the power value is increased by a value
corresponding to the continuous time for the second push operation
(Step S34). The power value (i.e. the displayed value) appearing on
the left-hand end of the power gauge increases as shown in FIG.
5(b) during the continuous operation of the second push by the
player in the power shot mode, as described above. Accordingly, the
player can release the push of the push button switch when the
desired power value is obtained. The power value for the power shot
is determined in this manner.
[0108] Then, the CPU 1 determines the return velocity of the cursor
on the basis of the increased amount of power value as determined
(Step S38). This step is to make the return velocity of the cursor
in the power shot mode higher than that as in the normal shot mode.
Determination measures of the velocity are described above. The
power value in the power shot mode is determined in this manner and
a processing for making the return velocity of the cursor higher is
carried out, resulting in completion of the power determination
processing.
[0109] When there is made a judgement that the continuous time for
the second push operation does not exceed the prescribed period of
time in Step S28, or a judgement that the second push operation is
carried out outside the power shot range in Step S30, shift to the
power shot mode is not provided and the process is executed in the
form of the normal shot mode. Accordingly, the corresponding power
value is determined during the second push operation (Step S40),
resulting in completion of the power determination processing.
[0110] Completion of the power determination processing results in
return to the main routine as shown in FIG. 6 in the processing and
the CPU 1 carries out the timing determination processing (Step
S8). The timing determination processing is to detect the third
push operation by the player and determine time difference between
the detected timing and the timing of the best timing point.
[0111] After the determination of the shot direction, the power
value and the time difference in timing for the shot, the CPU 1
calculates and determines the driving distance and the direction of
a virtual ball (Step S10) and controls the GPU 4 and the like to
carry out a processing for displaying a scene in which the ball is
flying, on the game screen on the basis of the results obtained
(Step S 12). The driving distance of the ball is normally
calculated on the basis of the maximum distance corresponding to
the club currently selected and the power of shot. A calculation is
made so that the detected timing being behind the best timing point
causes the ball to turn left and the detected timing being before
it causes the ball to turn right. Such a calculation is known and
description thereof in further detail will be omitted. The
processing for the single shot is completed in this manner. The
player repeats the shot processing described above to advance the
amusement game.
[0112] According to the golf amusement game of the present
invention as described above in detail, it is possible to realize
the long drive of the ball, which cannot be provided in the normal
shot mode, by adopting the power shot mode. The power shot mode
includes a risk that a long drive of the ball may be achieved,
although it is difficult to make a shot with a good timing, thus
further enhancing a strategic interest in the amusement game.
[0113] In the above-mentioned embodiment, the present invention is
applied to a shot of the golf amusement game. Application of the
present invention is not limited only to it and the present
invention can be applied to the other kind of amusement game. A
throwing system utilizing the same power gauge is adopted for
example in the discus throw, the shot-put or the like in the sports
amusement game including athletics. It is also applied to an
amusement game of a competition such as archery, quoits or the like
in which an object is sent flying to a prescribed target. In
addition, the power gauge system of the present invention may be
applied for example to casting in an amusement fishing game.
[0114] With respect to application to a game other than the golf
amusement game, when the movement direction of an object is
previously determined and competition is to be made only for the
movement distance, operation for moving the object may comprise
only two operations, i.e., an initial start operation and a
movement power determination operation.
[0115] In the above-described embodiment, the power gauge is
displayed in the form of combination of the bar graph extending
horizontally with the cursor movable leftward or rightward on the
bar graph. The power gauge may however be displayed for example in
the form of combination of a circle graph with a cursor capable of
turning, like the second hand, on the circle graph, or in the other
form.
[0116] According to the present invention as described in detail,
it is possible to obtain the movement distance, which cannot be
obtained by the normal operation, in a type of amusement game, in
which an object is moved for example by a shot in a golf amusement
game. When timing determination is set to be difficult in return
for a long movement distance obtainable, the strategy of amusement
game can be enhanced.
* * * * *