U.S. patent application number 12/031170 was filed with the patent office on 2008-07-17 for game program, game device, and game method.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Noboru Nakasaka.
Application Number | 20080171595 12/031170 |
Document ID | / |
Family ID | 37691728 |
Filed Date | 2008-07-17 |
United States Patent
Application |
20080171595 |
Kind Code |
A1 |
Nakasaka; Noboru |
July 17, 2008 |
GAME PROGRAM, GAME DEVICE, AND GAME METHOD
Abstract
In a present invention, a display position of a second circular
mark is set by a CPU based on the character property data K of a
game character, and the second circular mark is displayed on the
display position of the second circular mark on the touch panel
monitor. Then, when a stylus is positioned in a portion on the
monitor on which a first circular mark is displayed, a moving start
command is received by a control unit. Next, when the stylus is
positioned in a portion on the monitor on which the second circular
mark is displayed by sliding the stylus on the monitor and then the
stylus is positioned in a portion on the monitor on which a third
circular mark is displayed by sliding the stylus on the monitor, an
object release command is issued by the control unit to move the
object.
Inventors: |
Nakasaka; Noboru; (Tokyo,
JP) |
Correspondence
Address: |
GLOBAL IP COUNSELORS, LLP
1233 20TH STREET, NW, SUITE 700
WASHINGTON
DC
20036-2680
US
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Tokyo
JP
|
Family ID: |
37691728 |
Appl. No.: |
12/031170 |
Filed: |
February 14, 2008 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
PCT/JP2006/312509 |
Jun 22, 2006 |
|
|
|
12031170 |
|
|
|
|
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/2145 20140902;
A63F 2300/8011 20130101; A63F 13/5372 20140902; A63F 2300/1075
20130101; A63F 13/812 20140902; A63F 2300/301 20130101; A63F
2300/303 20130101; A63F 13/42 20140902; A63F 13/10 20130101; A63F
2300/6045 20130101 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 12, 2005 |
JP |
2005-263791 |
Claims
1. A computer readable medium storing a computer game program for
moving an object on a contact input type monitor, the computer game
program comprising: code for recognizing where an input position
is, the input position at which an instruction means touches the
contact input type monitor; code for displaying a first region, a
second region, and a third region on the contact input type
monitor, the first region for starting inputting a command to move
the object, the second region for representing a characteristic of
a game character, and the third region for inputting the command to
start moving the object from the game character to the third
region; code for recognizing where the first region is, the second
region is, and the third region is, in the contact input type
monitor, the second region being decided where to be on the basis
of the characteristic of the game character; code for moving the
third region; code for starting moving the object, if the input
position is within the third region after being within the second
region after being within the first region, while the input
position is consecutively recognized; and code for displaying the
object that moves from the game character to the third region.
2. The computer readable medium according to claim 1, wherein the
third region is moved by using the instruction means or an
instruction button.
3. The computer readable medium according to claim 1, the computer
game program further comprising code for setting a first object
property of the object on the basis of where the input position is
within the second region, if the input position is within the
second region, while the input position on the contact input type
monitor is consecutively recognized.
4. The computer readable medium according to claim 1, the computer
game program further comprising code for calculating elapsed time
between when the input position is within the first region and when
the input position is within the third region, if the input
position moves to the third region after being within the second
region after being within the first region, while the input
position on the contact input type monitor is consecutively
recognized, code for setting a second object property of the object
on the basis of the elapsed time, and code for displaying the
object that moves from the game character to the third region on
the contact input type monitor, based on the second object
property.
5. The computer readable medium according to claim 1, the computer
game program further comprising code for setting bounds of the
second region based on the characteristic of the game
character.
6. The computer readable medium according to claim 1, the computer
game program further comprising code for recognizing a
permissible-time in which the input position moves to the third
region after being within the second region after being within the
first region, and code for displaying a first indicator on the
contact input type monitor to indicate the permissible-time, and
code for displaying a second indicator on the contact input type
monitor to indicate between when the input position is within the
first region and when the input position is within the third
region, if the input position moves to the third region after being
within the second region after being within the first region, while
the input position on the contact input type monitor is
consecutively recognized.
7. A computer game device having a contact input type monitor, the
computer game devise comprising: an input position recognition
means for recognizing where an input position is on the contact
input type monitor; a region display means for displaying a first
region, a second region, and a third region, the first region for
starting inputting a command to move an object, the second region
for representing a characteristic of a game character, the third
region for inputting the command to start moving the object from a
game character to the third region; a region recognition means for
recognizing where the first region is, the second region is, and
the third region is, in the contact input type monitor, the second
region being decided where to be on the basis of the characteristic
of the game character; a third region moving means for moving the
third region; a movement start means for starting moving the
object, if the input position is within the third region after
being within the second region after being within the first region,
while the input position is consecutively recognized; and an object
display means for displaying the object that moves from the
character to the third region.
8. A method for moving an object in a computer game on a contact
input type monitor, the method comprising: recognizing where an
input position is, the input position at which an instruction means
touches the contact input type monitor; displaying a first region,
a second region, and a third region on the contact input type
monitor, the first region for starting inputting a command to move
the object, the second region for representing a characteristic of
a game character, and the third region for inputting the command to
start moving the object from the game character to the third
region; recognizing where the first region is, the second region
is, and the third region is, in the contact input type monitor, the
second region being decided where to be on the basis of the
characteristic of the game character; moving the third region;
starting moving the object, if the input position is within the
third region after being within the second region after being
within the first region, while the input position is consecutively
recognized; and displaying the object that moves from the game
character to the third region.
Description
CROSS-REFERENCE TO THE RELATED APPLICATIONS
[0001] This application claims priority to Japanese Patent
Application No. 2005-263791 and International Pant Application No.
PCT/JP2006/312509. The entire disclosure of Japanese Patent
Application No. 2005-263791 and International Pant Application No.
PCT/JP2006/312509 is hereby incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The preset invention relates to a game program, particularly
to a game program for causing a computer to execute a game in which
an object is moved from a character to a target position on a
screen displayed on a touch panel type monitor. Furthermore, the
present invention relates to a game device for executing a game to
be realized by the game program, and a video game method by which a
computer is capable of controlling the game realized by the game
program.
[0004] 2. Background Art
[0005] A variety of video games have been proposed in the past. The
video games are configured to be executed on the game devices. For
example, a general game device (or a game console) has a monitor, a
core unit that is manufactured separately from the monitor, and an
input unit such as a controller, which is manufactured separately
from the core unit. A plurality of input buttons are arranged on
the controller. Also, a portable game device (or a portable game
console) has a core unit, a liquid crystal display monitor
(hereinafter called "LCD monitor") provided on approximately the
central portion of the core unit, and an input unit such as a
plurality of input buttons, which is arranged on both sides of the
LCD monitor. This type of game device is configured such that a
player can instruct a character displayed on the monitor to execute
a variety of commands by controlling the input unit.
[0006] As one of the plurality of video games that have been
proposed in the past, a game has been known in which an object is
moved from a character to a target position on a screen displayed
on a monitor. This type of game, such as a baseball game, is
configured such that a ball is allowed to be released from a
pitcher character to a pitching course on a screen displayed on a
monitor. JIKKYOU PAWAFURU PURO YAKYU 11, Official Guide Complete
Edition, Japan, Konami Media Entertainment, Sep. 16, 2004,
discloses such game, as an example. For the purpose of causing the
pitcher character to release a ball in the baseball game, first of
all, the pitcher character is instructed to release a game player's
desired pitch by controlling a direction instruction button. Next,
the pitcher character is caused to start a pitching motion by
controlling a predetermined button such as an X-marked button.
Here, when the X-marked button is consecutively controlled (i.e.,
repeatedly hit), the velocity of a ball released from the pitcher
character is increased. Next, after the pitcher character is caused
to start a pitching motion, the pitcher character is instructed a
pitching course by consecutively controlling the direction
instruction button. Accordingly, it is possible to cause the
pitcher character to release a ball with the instructed pitch to
the instructed pitching course.
SUMMARY OF THE INVENTION
[0007] The conventional baseball game is configured to make it
possible to cause a pitcher character to release a ball to a
desired pitching course on a screen displayed on a monitor by
controlling an input button. In this type of baseball game, it is
necessary to control a direction instruction button and an X-marked
button a plurality of times for the purpose of causing a pitcher
character to release a ball to a desired pitching course.
Especially, it is necessary to repeatedly control the X-marked
button and the direction instruction button in a short period of
time since the pitcher character is caused to start a pitching
motion until the pitcher character is caused to release a ball.
Because of this, unless a game player does not quickly decide the
ball velocity and the pitching course, the player runs out of time
for controlling the X-marked button and the direction instruction
button. Thus, a problem that the game player cannot completely
instruct the desired ball velocity and pitching course by
controlling the X-marked button and the direction instruction
button arises. On the other hand, repeatedly controlling the
X-marked button and the direction instruction button during the
pitching motion of a pitcher character is classified as a system of
controlling that is irrelevant to the pitch of the pitcher
character. Accordingly, a problem that a game player cannot have an
operational feeling of controlling the pitcher character
arises.
[0008] An object of the present invention is to make it possible to
readily instruct a character to execute a command.
[0009] Another object of the present invention is to make it
possible to have an better operational feeling of controlling a
character.
[0010] A game program according to a first aspect of the present
invention is a game program for causing a computer to execute the
following functions, the computer which is capable of executing a
game that an object is moved from a character to a target position
on a screen displayed on a contact input type monitor.
[0011] (1) An input position recognition function for causing a
control unit to recognize the coordinate data of an input position
on the contact input type monitor that corresponds to a first input
signal from the contact input type monitor, based on the first
input signal.
[0012] (2) A region display command issue function for causing the
control unit to issue a region display command for displaying a
first region for starting an input for moving the object, a second
region for expressing a character property of the character, and a
third region for inputting a movement start command for starting
movement of the object from the character to the target position,
on the contact input type monitor.
[0013] (3) A region recognition function for causing the control
unit to recognize the coordinate data within the display bounds of
the first region, the coordinate data within the display bounds of
the second region, and the coordinate data within the display
bounds of the third region.
[0014] (4) A third region movement command issue function for
causing the control unit to issue a third region movement command
for moving the third region on the touch input type monitor while
the third region is displayed on the touch input monitor based on
either of the first input signal and a second input signal from an
input unit.
[0015] (5) A position data judgment function for causing the
control unit to judge if the coordinate data of the input position
corresponds to the coordinate data within the bounds of the first
region, the coordinate data within the bounds of the second region,
and the coordinate data within the bounds of the third region,
respectively, while the coordinate data of the input position on
the contact input type monitor is consecutively recognized by the
control unit.
[0016] (6) A movement start command issue function for causing the
control unit to receive the input for moving the object in case
that the coordinate data of the input position is judged to
correspond to the coordinate data within the bounds of the first
region by the control unit, and for causing the control unit to
issue the movement start command in case that the coordinate data
of the input position is judged to correspond to the coordinate
data within the bounds of the first region, the coordinate data
within the bounds of the second region, and the coordinate data
within the bounds of the third region, while the coordinate data of
the input position on the contact input type monitor is
consecutively recognized by the control unit.
[0017] (7) An object display command issue function for causing the
control unit to issue an object display command for displaying the
object that moves from the character to the target position on the
contact input type monitor.
[0018] In this game program, the input position recognition
function causes the control unit to recognize the coordinate data
of an input position on the contact input type monitor, which
corresponds to a first input signal from the contact input type
monitor, based on the first input signal. The region display
command issue function causes the control unit to issue the region
display command for displaying the first region for starting the
input for moving the object, the second region for expressing the
character property of the character, and the third region for
inputting the movement start command for starting movement of the
object from the character to the target position, on the contact
input type monitor. Here, the region display command includes the
second region position setting command for setting the display
position of the second region based on the character property of
the character, and the second region display command for displaying
the second region on the display position of the second region on
the contact input type monitor. The region recognition function
causes the control unit to recognize the coordinate data within the
display bounds of the first region, the coordinate data within the
display bounds of the second region, and the coordinate data within
the display bounds of the third region. The third region movement
command issue function causes the control unit to issue the third
region movement command for moving the third region displayed on
the contact input type monitor based on either of the first input
signal or the second input signal from the input unit, while the
third region is displayed on the contact input type monitor. The
position data judgment function causes the control unit to judge if
the coordinate data of the input position corresponds to the
coordinate data within the bounds of the first region, the
coordinate data within the bounds of the second region, the
coordinate data within the bounds of the third region,
respectively, while the coordinate data of the input position on
the contact input type monitor is consecutively recognized by the
control unit. The movement start command issue function causes the
control unit to receive the input for moving the object in case
that the coordinate data of the input position is judged to
correspond to the coordinate data within the bounds of the first
region by the control unit, and causes the control unit to issue
the movement start command in case that the coordinate data of the
input position is judged to correspond to the coordinate data
within the bounds of the first region, the coordinate data within
the bounds of the second region, and the coordinate data within the
bounds of the third region by the control unit, while the
coordinate data of the input position on the contact input type
monitor is consecutively recognized by the control unit. The object
display command issue function causes the control unit to issue the
object display command for displaying the object that moves from
the character to the target position on the contact input type
monitor.
[0019] In this case, the input for moving the object is received by
the control unit when the coordinate data of the input position is
judged to correspond to the coordinate data within the bounds of
the first region by the control unit while the coordinate data of
the input position on the contact input type monitor is
consecutively recognized by the control unit. Then, the movement
start command is issued by the control unit when the coordinate
data of the input position is judged to correspond to the
coordinate data within the bounds of the first region, the
coordinate data within the bounds of the second region, the
coordinate data within the bounds of the third region,
respectively, by the control unit, while the coordinate data of the
input position on the contact input type monitor is consecutively
recognized by the control unit. Next, the object display command
for displaying the object that moves from the character to the
target position on the contact input type monitor is issued by the
control unit. Because of this, it is possible to start movement of
the object that moves from the character to the target position and
it is also possible to display the object on the contact input type
monitor while the object is moved.
[0020] For example, the following situation will be herein
considered. In a baseball game, a round-shaped first region is
displayed in the vicinity of a pitcher character, and a
round-shaped second region is displayed between the pitcher
character and a home plate, and a round-shaped third region is
displayed above the home plate. In this case, when a stylus is
positioned on a portion of the monitor on which the first region is
displayed, start of an input for moving a ball is allowed to be
received by the control unit. Next, when the stylus is moved to and
positioned on a portion on the monitor on which the second region
is displayed by sliding the stylus on the monitor, and then the
stylus is moved to and positioned on a portion on the monitor on
which the third region is displayed by further sliding the stylus
on the monitor, a movement start command of the object (e.g., a
ball releasing command) is issued by the control unit.
[0021] As described above, according to the present invention, it
is possible to start an input for moving an object and to input a
movement start command of the object only by sliding an instruction
means (e.g., a stylus or a finger) on a touch panel monitor.
Accordingly, it becomes possible for a game player to readily
instruct a character to execute a command.
[0022] On the other hand, the region display command that the
region display command issue function causes the control unit to
issue includes the second region position setting command for
setting the display position of the second region based on the
character property of the character, and the second region display
command for displaying the second region on the display position of
the second region on the contact input type monitor. Accordingly,
it is possible to set the display position of the second region
based on the character property of the character, and it is also
possible to display the second region on the set display position
of the second region on the contact input type monitor.
[0023] For example, in a baseball game, when the region display
command is issued by the control unit, the display position of the
second region is set by the control unit based on the character
property (e.g., the pitching form data and the dominant arm data of
a pitcher character), and the second region is displayed on the
display position of the second region on the contact input type
monitor by the second region display command. More specifically,
when the pitcher character is an overhand pitcher, the second
region is displayed above the first region. Also, when the pitcher
character is an underhand pitcher, the second region is displayed
below the first region. In addition, when the pitcher character is
a right-handed pitcher, the second region is displayed on the left
of the first region. Also, when the pitcher character is a
left-handed pitcher, the second region is displayed on the right of
the first region.
[0024] Thus, according to the present invention, it is possible to
change the display position of the second region according to the
character property. Also, it is possible to make an operation of
the instruction means (e.g., a stylus or a finger) on the touch
panel monitor similar to movement of a character (e.g., a pitching
motion of a pitcher character) by sliding the instruction means on
the touch panel monitor such that it sequentially passes a first
region, a second region whose display position is changed according
to a character property, and a third region in this order.
Accordingly, it is possible for a game player to have an
operational feeling that he/she operates the character.
[0025] A game program according to a second aspect is the game
program according to a first aspect for causing the computer to
execute the following functions.
[0026] (8) A first setting function for causing the control unit to
set a first object property of the object in case that the
coordinate data of the input position is judged to correspond to
the coordinate data within the bounds of the second region by the
control unit while the coordinate data of the input position on the
contact input type monitor is consecutively recognized by the
control unit depending on the coordinate data within the bounds of
the second region to which the coordinate data of the input
position corresponds.
[0027] In the game program, the first setting function causes the
control unit to set the first object property of the object in case
that the coordinate data of the input position is judged to
correspond to the coordinate data within the bounds of the second
region by the control unit while the coordinate data of the input
position on the contact input type monitor is consecutively
recognized by the control unit, depending on the coordinate data
within the bounds of the second region to which the coordinate data
of the input position corresponds.
[0028] In this case, the first object property of the object is set
by the control unit when the coordinate data of the input position
is judged to correspond to the coordinate data within the bounds of
the second region by the control unit while the coordinate data of
the input position on the contact input type monitor is
consecutively recognized by the control unit, depending on the
coordinate data within the bounds of the second region to which the
coordinate data of the input position corresponds.
[0029] For example, in a baseball game, if a stylus is positioned
in a portion on a touch panel monitor on which a first region is
displayed, a portion on the touch panel monitor on which a second
region is displayed, and a portion on the touch panel monitor on
which a third region is displayed while the stylus is slid on the
touch panel monitor, a first object property of an object (e.g., a
ball-power property) is set by the control unit when the stylus is
positioned on a portion on the touch panel monitor on which the
second region is displayed depending on the position of the stylus
within the second region.
[0030] Thus, according to the present invention, it is possible to
set a first object property of an object (e.g., a ball-power
property) only by sliding the instruction means (e.g., a stylus or
a finger) from the first region to the third region on the touch
panel monitor. Accordingly, it becomes possible for a game player
to readily instruct an input of a property of an object.
[0031] A game program according to a third aspect is the game
program according to one of a first aspect and a second aspect for
causing the computer to execute the following functions.
[0032] (9) A judgment time calculation function for causing the
control unit to calculate elapsed time required to judge that the
coordinate data of the input position corresponds to the coordinate
data within the bounds from the first region to third region, in
case that the control unit judges that the coordinate data of the
input position corresponds to the coordinate data within the bounds
of the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region, while the coordinate data of the input position on
the contact input type monitor is consecutively recognized by the
control unit.
[0033] (10) A second setting function for causing the control unit
to set a second object property of the object depending on the
elapsed time.
[0034] In the game program, the judgment time calculation function
causes the control unit to calculate the elapsed time required to
judge that the coordinate data of the input position corresponds to
the coordinate data within the bounds from the first region to
third region, the coordinate data within the bounds of the second
region, and the coordinate data within the bounds of the third
region in case that the coordinate data of the input position is
judged to correspond to the coordinate data in the bounds of the
first to third regions by the control unit while the coordinate
data of the input position on the contact input type monitor is
consecutively recognized by the control unit.
[0035] The second setting function causes the control unit to set
the second object property of the object depending on the elapsed
time.
[0036] In this case, the elapsed time required to judge that the
coordinate data of the input position corresponds to the coordinate
data within the bounds from the first region to third region. Then,
the second object property of the object is set by the control unit
depending on the elapsed time.
[0037] For example, in a baseball game, if a stylus is positioned
in a portion on a touch panel monitor on which a first region is
displayed, a portion on the touch panel monitor on which a second
region is displayed, and a portion on the touch panel monitor on
which a third region is displayed while the stylus is slid on the
touch panel monitor, the elapsed time since the stylus is
positioned on the portion on the touch panel monitor on which the
first region is displayed until the stylus is positioned on the
portion on the touch panel monitor on which the third region is
displayed is calculated. Next, the second object property of the
object (e.g., a ball-velocity property) is set by the control unit
according to the above described time.
[0038] Thus, according to the present invention, it is possible to
set the second object property of the object (e.g., a ball-velocity
property) only by sliding the instruction means (e.g., a stylus or
a finger) from the first region to the third region on the touch
panel monitor. Accordingly, it becomes possible for a game player
to readily instruct an input of a property of an object.
[0039] A game program according to a fourth aspect is the game
program according to one of a first aspect to a third aspect, and
the region display command includes a second region bounds setting
command for setting display bounds of the second region based on
the character property of the character, and a second region
display command for displaying the second region on the contact
input type monitor.
[0040] In this case, the region display command includes the second
region bounds setting command and the second region display
command. Therefore, when the region display command is issued by
the control unit, the control unit is caused to set the display
bounds of the second region by the second region bounds setting
command based on the character property of the character, and the
second region is displayed within the display bounds on the contact
input type monitor by the second region display command.
[0041] For example, in a baseball game, when the region display
command is issued by the control unit, the display bounds of the
second region is set by the control unit based on a character
property (e.g., the ability data and the condition data of a
character) and the second region is displayed within the display
bounds on the contact input type monitor by the second region
display command. More specifically, when the ability of the pitcher
character is set to be high, the display bound of the second region
is accordingly displayed in a large size. On the other hand, when
the ability of the pitcher character is set to be low, the display
bound of the second region is accordingly displayed in a small
size. In addition, when the condition of the pitcher character is
set to be good, the display bound of the second region is
accordingly displayed in a large size. On the other hand, when the
condition of the pitcher character is set to be bad, the display
bound of the second region is accordingly displayed in a small
size.
[0042] Thus, according to the present invention, it is possible to
change the display bounds of the second region according to a
character property. Accordingly, it is possible for a game player
to have an operational feeling in accordance with the character
properties.
[0043] A game program according to a fifth aspect is the game
program according to one of a first aspect to a fourth aspect for
causing the computer to execute the following functions.
[0044] (11) A judgment time recognition function for causing the
control unit to recognize a permissible-time that is allowed for
causing the control unit to judge if the coordinate data of the
input position corresponds to the coordinate data within the bounds
of the first to third regions.
[0045] (12) A first indicator display function for causing the
control unit to issue a first indicator display command, which
displays a first indicator for indicating the permissible-time
recognized by the control unit, on the contact input type
monitor.
[0046] (13) A second indicator display function for causing the
control unit to issue a second indicator display command for
displaying a second indicator, which indicates the elapsed
real-time since the coordinate data of the input position
corresponds to the coordinate data within one of the bounds of the
first to third regions until the coordinate data of the input
position corresponds to the coordinate data of all of the bounds of
the first to third regions, on the contact input type monitor.
[0047] According to the game program, in the judgment time
recognition function, the permissible-time for causing the control
unit to judge if the coordinate data of the input position
corresponds to the coordinate data within the bounds of the first
to third regions is recognized by the control unit. In the first
indicator display function, the first indicator display command for
displaying the first indicator for displaying the permissible-time
recognized by the control unit on the contact input type monitor is
issued by the control unit. In the second indicator display
function, the second indicator display command for displaying the
second indicator for indicating the real-time since the coordinate
data of the input position corresponds to the coordinate data
within one of the bounds of the first to third regions until the
coordinate data of the input position corresponds to the coordinate
data within all of the bounds of the first to third regions on the
contact input type monitor is issued by the control unit.
[0048] In this case, the first indicator for indicating the
permissible-time recognized by the control unit is displayed on the
contact input type monitor.
[0049] In addition, the second indicator for indicating the
real-time is displayed on the contact input type monitor. As
described above, according to the present invention, the first
time-indicator for indicating the permissible-time and the second
time-indicator for indicating the real-time are configured to be
displayed on the contact input type monitor. Accordingly, it is
possible for a game player to slide an instruction means (e.g., a
stylus or a finger) on the touch panel monitor such that the
instruction means is passed through the first region, the second
region, and the third region within the permissible-time while
he/she looks at the first time indicator as a guide and compares
the first time indicator with the second time indicator.
[0050] A game device according to a sixth aspect is a game device
being capable of executing a game that an object is moved from a
character to a target position on a screen displayed on a contact
input type monitor. The game device includes an input position
recognition means for causing a control unit to recognize the
coordinate data of an input position on the contact input type
monitor that corresponds to a first input signal from the contact
input type monitor based on the first input signal, a region
display command issue means for causing the control unit to issue a
region display command for displaying a first region for starting
an input for moving the object, a second region for expressing a
character property of the character, and a third region for
inputting a movement start command for starting movement of the
object from the character to the target position, on the contact
input type monitor, a region recognition means for causing the
control unit to recognize the coordinate data within the display
bounds of the first region, the coordinate data within the display
bounds of the second region, and the coordinate data within the
display bounds of the third region, a third region movement command
issue means for causing the control unit to issue a third region
movement command for moving the third region on the touch input
type monitor while the third region is displayed on the touch input
monitor based on either of the first input signal and a second
input signal from an input unit, a position data judgment means for
causing the control unit to judge if the coordinate data of the
input position corresponds to the coordinate data within the bounds
of the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region, respectively, while the coordinate data of the input
position on the contact input type monitor is consecutively
recognized by the control unit, a movement start command issue
means for causing the control unit to receive the input for moving
the object when the coordinate data of the input position is judged
to correspond to the coordinate data within the bounds of the first
region by the control unit and for causing the control unit to
issue the movement start command when the coordinate data of the
input position is judged to correspond to the coordinate data
within the bounds of the first region, the coordinate data within
the bounds of the second region, and the coordinate data within the
bounds of the third region while the coordinate data of the input
position on the contact input type monitor is consecutively
recognized by the control unit, and an object display command issue
function for causing the control unit to issue an object display
command for displaying the object that moves from the character to
the target position on the contact input type monitor. In the game
device, the region display command includes a second region
position setting command for setting a display position of the
second region based on the character property of the character, and
a second region display command for displaying the second region in
the display position of the second region on the contact input type
monitor.
[0051] A game method according to a seventh aspect is a game method
for causing a computer to execute a game that an object is moved
from a character to a target position on a screen displayed on a
contact input type monitor. The game method includes an input
position recognition step for causing a control unit to recognize
the coordinate data of an input position on the contact input type
monitor, which corresponds to a first input signal from the contact
input type monitor, based on the first input signal from the
contact input type monitor, a region display command issue step for
causing the control unit to issue a region display command for
displaying a first region for starting an input for moving the
object, a second region for expressing a character property of the
character, and a third region for inputting a movement start
command for starting movement of the object from the character to
the target position, on the contact input type monitor, a region
recognition step for causing the control unit to recognize the
coordinate data within the display bounds of the first region, the
coordinate data within the display bounds of the second region, and
the coordinate data within the display bounds of the third region,
a third region movement command issue step for causing the control
unit to issue a third region movement command for moving the third
region on the touch input type monitor while the third region is
displayed on the touch input monitor based on either of the first
input signal and a second input signal from an input unit, a
position data judgment step for causing the control unit to judge
if the coordinate data of the input position corresponds to the
coordinate data within the bounds of the first region, the
coordinate data within the bounds of the second region, and the
coordinate data within the bounds of the third region,
respectively, while the coordinate data of the input position on
the contact input type monitor is consecutively recognized by the
control unit, a movement start command issue step for causing the
control unit to receive the input for moving the object when the
coordinate data of the input position is judged to correspond to
the coordinate data within the bounds of the first region by the
control unit and for causing the control unit to issue the movement
start command when the coordinate data of the input position is
judged to correspond to the coordinate data within the bounds of
the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region while the coordinate data of the input position on the
contact input type monitor is consecutively recognized by the
control unit, and an object display command issue step for causing
the control unit to issue an object display command for displaying
the object that moves from the character to the target position on
the contact input type monitor. In the game method, the region
display command includes a second region position setting command
for setting a display position of the second region based on the
character property of the character, and a second region display
command for displaying the second region in the display position of
the second region on the contact input type monitor.
BRIEF DESCRIPTION OF THE DRAWINGS
[0052] Referring now to the attached drawings which form a part of
this original disclosure:
[0053] FIG. 1 is an outline view of a portable game console as an
example of a computer to which a game program according to the
present invention is allowed to be applied.
[0054] FIG. 2 is a control block diagram for illustrating contents
of controlling the portable game console.
[0055] FIG. 3 is a functional block diagram for illustrating a
variety of means that functions in a baseball game.
[0056] FIG. 4 is a screen shot displayed when a pitcher character
is instructed to execute an order of a pitch.
[0057] FIG. 5 is a screen shot for illustrating first to third
regions displayed on a monitor (an overarm pitch: before movement
of the third region).
[0058] FIG. 6 is a screen shot for illustrating the first to third
regions displayed on the monitor (an overarm pitch: after movement
of the third region).
[0059] FIG. 7 is a screen shot for illustrating the first to third
regions displayed on the monitor (an underarm pitch: after movement
of the third region).
[0060] FIG. 8 is a screen shot for illustrating a permissible-time
gauge and a real-time gauge.
[0061] FIG. 9 is a table for illustrating correspondence relation
between coordinate correction numeric value and character property
data of a pitcher character.
[0062] FIG. 10 is a table for illustrating correspondence relation
between the shortest-distance data and the ball-power property data
of a ball.
[0063] FIG. 11 is a table for illustrating correspondence relation
between the real-time data and the ball-velocity property data.
[0064] FIG. 13 is a flowchart for explaining a pitching input
system in the present baseball game.
[0065] FIG. 13 is a flowchart for explaining a pitching input
system in the present baseball game.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
Configuration of Game Device
[0066] 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.
[0067] FIG. 1 is an outline view of a portable game console 1 as an
example of a computer to which a game program in accordance with
the present invention is allowed to be applied. Also, FIG. 2 is a
control block diagram as an example of the portable game console
1.
[0068] As shown in FIG. 1, the portable game console 1 mainly
includes a core unit 2, a liquid crystal display (LCD) monitor unit
3, an input unit 4, a cartridge slot 5, and a communication unit
23. The core unit 2 includes a top chassis 2a and a bottom chassis
2b. The top chassis 2a and the bottom chassis 2b are
openably/closably connected to each other. The LCD monitor unit 3
is made up of a first LCD monitor provided in the top chassis 2a
(i.e., a top LCD monitor 3a) and a second LCD monitor provided in
the bottom chassis 2b (i.e., a bottom LCD monitor 3b). Here, for
example, the top LCD monitor 3a is a non-contact input type monitor
(i.e., a non-touch panel type monitor), and the bottom LCD monitor
3b is a contact input type monitor (i.e., a touch panel type
monitor). The non-touch panel type monitor is made up of a LCD
panel, and the touch panel type monitor is made up of a LCD panel
and a touch panel. In the touch panel type monitor, a screen
surface of the LCD panel and a data input surface of the touch
panel are integrally formed to be laminated one above the other.
The input unit 4 is made up of a cross-shape direction instruction
button (instruction button) 4a, a select button 4b, a start button
4c, instruction buttons 4d, a power button 4e, a L button 4f, and a
R button 4g. Here, the cross-shape direction instruction button 4a
is arranged in the central portion of the left side of the bottom
chassis 2b. The select button 4b and the start button 4c are
arranged right and left in the upper portion of the left side of
the bottom chassis 2b. The instruction buttons 4d are arranged in
the central portion of the right side of the bottom chassis 2b. The
power button 4e is arranged in the upper portion of the right side
of the bottom chassis 2b. The L button 4f and the R button 4g are
respectively arranged in the right and left corners of the bottom
chassis 2b. The cartridge slot 5 is provided in the bottom portion
of the bottom chassis 2b. For example, the cartridge slot 5 is
configured such that a video game cartridge is allowed to be
attached thereto. The communication unit 23 is incorporated in the
core unit 2 (e.g., the top chassis 2a). The communication unit 23
is provided with functions, such as the local wireless network
function and the internet connection function with the wireless
LAN. Note that the game console 1 is provided with a volume
adjustment button, an earphone jack, and the like. However,
explanation of these members will be hereinafter omitted.
[0069] As illustrated in FIG. 2, the portable game console 1
includes a control unit (i.e., a control device 10) in its inside.
The control device 10 includes a central processing unit (CPU) 11
in which a micro processor is used, a read only memory (ROM) 12
functioning as a main storage device, a random access memory (RAM)
13, an image processing circuit 14, and a sound processing circuit
15. These devices/units are connected to each other through a bus
16.
[0070] The CPU 11 interprets a command from a game program and
performs a variety of data processing and data control. The ROM 12
stores a program necessary for the basic control (e.g., activation
control) of the game console 1, and the like. The RAM 13 secures a
work area with respect to the CPU 11. The image processing circuit
14 controls the LCD monitor unit 3 depending on a drawing
instruction from the CPU 11, and displays a predetermined image on
at least either of the top LCD monitor 3a and the bottom LCD
monitor 3b. Also, the image processing circuit 14 includes a touch
input detection circuit 14a. When an instruction means (e.g., a
stylus and a finger) is directly contacted with the touch panel,
the coordinate data of the contact position is provided from the
touch input detection circuit 14a to the CPU 11, and the contact
position is recognized by the CPU 11. Also, when the instruction
means is directly contacted with the touch panel in a position of
an object displayed on the LCD panel, the coordinate data of the
object is provided from the touch input detection circuit 14a to
the CPU 11, and then the object is recognized by the CPU. The sound
processing circuit 15 generates an analogue audio signal depending
on a sound producing instruction by the CPU 11, and then outputs
the signal to a speaker 22. The communication control circuit 20
and a communication interface 21 are included in the communication
unit 23. They are used for wirelessly connecting the game console 1
to other game console(s) and the like. The communication control
unit 20 and the communication interface 21 are connected to the CPU
11 through the bus 16. In response to a command from the CPU 11,
the communication control circuit 20 and the communication
interface 21 control and transmit a connection signal for
connecting the game console 1 to the internet with the local
wireless network or the wireless LAN.
[0071] The external storage device 17, which is provided separately
from the control unit 10, is connected to the bus 16. For example,
a game cartridge detachably/reattachably attached to the core unit
2 (e.g., the bottom chassis 2b) is classified as the external
storage device 17. A ROM 18 functioning as a storage medium and a
memory 19 functioning as a rewritable user memory are provided in
the inside of the external storage device 17. A game program for
causing the game console 1 to function as a computer and a variety
of data necessary for executing the game program are preliminarily
stored in the ROM 18. The variety of data include a variety of
image data and the like. A rewritable memory (e.g., a flash memory)
is used as the memory 19. The game save data and the like are
stored in the memory 19 as needed, Note that not only a
semiconductor storage device but also a variety of storage medium
(e.g., a magnetic storage media, an optical storage media, and a
magneto-optical storage media) may be used as the storage media of
the external storage device 17. Also, note that an interface
circuit is provided between the bus 16 and each of the elements as
needed. However, illustration of these elements is hereinafter
omitted.
[0072] In the game console 1 with the above described
configuration, a game program stored in the ROM 18 of the external
storage device 17 is loaded, and the loaded game program is
executed by the CPU 11. Accordingly, a game player can play various
genres of games on the LCD monitor unit 3. Also, the game console 1
is connected to the wireless network through the communication
control unit 20 and/or connected to other game console(s) through a
communication cable and the like. Accordingly, it is possible to
perform data transfer between the game console 1 and other game
console(s) and play a versus-type game.
Explanation of Various Means in the Game Device]
[0073] A baseball game is an example of the games executed in the
game console 1. The game console 1 is configured to make it
possible to cause a pitcher character 70 (game character) to throw
a ball on a screen displayed on the contact input type monitor
(i.e., the bottom LCD monitor 3b of the LCD monitor unit 3).
[0074] FIG. 3 is a functional block diagram for illustrating a
variety of functions of a pitching input system that plays a main
role in the present invention. Here, the variety of functions
(means) of the pitching input system are performed in a baseball
game to be described, for instance.
[0075] A character display means 50 has a function of causing the
control unit to issue a character display command for displaying
the pitcher character 70 on the bottom LCD monitor 3b. In the
character display means 50, a character display command for
displaying the pitcher character 70 on the bottom LCD monitor 3b is
issued by the control unit.
[0076] In this means, a character display command is issued by the
CPU 11. When the character display command is issued by the CPU 1,
the following process is performed. First, when the game program is
loaded, the pitcher image data corresponding to the pitcher
character 70 is provided from the external storage device 17 (e.g.,
the ROM 18) to the control device 10 (e.g., the RAM 13), and is
stored in the RAM 13. Then, the position coordinate data for
displaying the pitcher image data on the bottom LCD monitor 3b is
provided from the external storage device 17 (e.g., the ROM 18) to
the control device 10 (e.g., the RAM 13), and is stored in the RAM
13. Here, the pitcher image data and the position coordinate date
are recognized by the control device 10 (e.g., the CPU 11). Then,
the pitcher image data stored in the RAM 13 is provided to the
bottom LCD monitor 3b through the image processing circuit 14,
based on the instruction by the CPU 11. Next, the pitcher image
data is displayed in a predetermined position of the bottom LCD
monitor 3b based on the position coordinate data.
[0077] An input position recognition means 51 has a function of
causing the control unit to recognize the coordinate data of an
input position 1001 on the bottom LCD monitor 3b that corresponds
to a first input signal from the bottom LCD monitor 3b, based on
the first input signal. In the input position recognition means 51,
based on the first input signal from the bottom LCD monitor 3b, the
coordinate data of the input position 1001 on the bottom LCD
monitor 3b that corresponds to the first input signal is recognized
by the control unit.
[0078] In this means, when an instruction means 100 (e.g., a stylus
and a finger) was contacted with the bottom LCD monitor 3b, an
input signal from the touch panel of the bottom LCD monitor 3b is
issued to and recognized by the control device 10 (e.g., the CPU
11). Accordingly, a contact position in which the instruction means
100 is contacted with the touch panel of the bottom LCD monitor 3b
is recognized by the control device 10 (e.g., the CPU 11).
Specifically, the position coordinate data, which indicates a
position in which the instruction means 100 is contacted with the
touch panel of the bottom LCD monitor 3b, is provided from the
touch input detection circuit 14a to the control device 10 (e.g.,
the CPU 11), and is recognized by the control device 10 (e.g., the
CPU 11).
[0079] A region display command issue means (region display means)
52 has a function of causing the control unit to issue a region
display command for displaying a first region, a second region, and
a third region on the bottom LCD monitor 3b. Here, the first region
is a region in which an input for moving a ball is started. The
second region is a region for expressing a character property
(characteristic) of the pitcher character 70. The third region is a
region through which a movement start command for starting movement
of a ball from the pitcher character 70 to a target position (e.g.,
pitching course) is inputted. In the region display command issue
means 52, the region display command for displaying the first
region in which an input of moving a ball is started, the second
region for expressing a character property of the pitcher character
70, and the third region through which a movement start command for
starting movement of a ball from the pitcher character 70 to a
target position (e.g., pitching course) is inputted, on the bottom
LCD monitor 3b, is issued by the control unit. The region display
command includes a second region position setting command and a
second region display command. Here, the second region position
setting command is a command for setting a display position of a
second region based on a character property of the pitcher
character 70. The second region display command is a command for
displaying the second region in the display position of the second
region on the bottom LCD monitor 3b. Also, the region display
command includes a second region bounds setting command and a
second region display command. Here, the second region bounds
setting command is a command for setting display bounds of a second
region based on a character property of the pitcher character 70.
The second region display command is a command for displaying the
second region in the display bounds of the second region on the
bottom LCD monitor 3b.
[0080] In this means, a region display command is issued by the CPU
11. When the region display command is issued by the CPU 1, the
following process is performed. First, when the game program is
loaded, the first region image data, the second region image data,
and the third region image data are provided from the external
storage device 17 (e.g., the ROM 18) to the control device 10
(e.g., the RAM 13), and are stored in the RAM 13. Here, the first
region image data corresponds to a first region in which an input
for moving a ball is started. The second region image data
corresponds to a second region for expressing a character property
of the pitcher character 70. The third region image data
corresponds to a third region through which a movement start
command for starting movement of a ball from the pitcher character
70 to a pitching course is inputted. The first region image data,
the second region image data, and the third region image data,
respectively, include region bounds data for demarcating a display
bound (i.e., size) of each region. Especially, the second region
bounds data included in the second region image data is corrected
by the control device 10 (e.g., CPU 11) based on a character
property data K of the pitcher character 70, which is provided from
the external storage device 17 (e.g., the ROM 18) to the control
device 10 (e.g., the RAM 13). Here, the character property data K
of the pitcher character 70 (e.g., ability data and condition data
of a character) is referred by the CPU 11, and the second region
bounds data of the second region image data is corrected by the
control device 10 (e.g., the CPU 11). For example, when the value
of the ability data and the condition data of the pitcher character
70 is large, the second region bounds data is corrected for
displaying the second region image data on the bottom LCD monitor
3b in a large size. On the other hand, when the value of the
ability data and the condition data of the pitcher character 70 is
small, the second region bounds data is corrected for displaying
the second region image data on the bottom LCD monitor 3b in a
small size.
[0081] Then, the position coordinate data for displaying the first
and third region image data on the bottom LCD monitor 3b is
provided from the external storage device 17 (e.g., the ROM 18) to
the control device 10 (e.g., the RAM 13), and is stored in the RAM
13. In addition, the initial position coordinate data for the
second region image data is provided from the external storage
device 17 (e.g., the ROM 18) to the control device 10 (e.g., the
RAM 13), and is stored in the RAM 13. The initial position
coordinate data is corrected by the control device 10 (e.g., the
CPU 11) based on the character property data K of the pitcher
character 70, which is provided from the external storage device 17
(e.g., the ROM 18) to the control device 10 (e.g., the RAM 13).
Here, the character property of the pitcher character 70, such as
the pitching form data and the dominant arm data of the pitcher
character 70, is referred by the CPU 11, and the initial position
coordinate data is calculated by adding the coordinate correction
value to at least either of the position coordinate data of the
pitcher image data and the position coordinate data of the first
region image data (e.g., by adding the coordinate correction value
to the position coordinate data of the first region image data)
based on the position coordinate data of the pitcher image data and
the position coordinate data of the first region image data. Note
that when the game program is loaded, a corresponding table
indicating the correspondence relation between the coordinate
correction value and the character property data K of the pitcher
character 70 is provided from the external storage device 17 (e.g.,
the ROM 18) to the control device 10 (e.g., the RAM 13), and is
stored in the RAM 13. Then, the initial position coordinate data is
corrected based on the correspondence table stored in the RAM 13.
The above described corrected initial position coordinate data is
stored in the RAM 13 as the position coordinate data for displaying
the second region image data on the bottom LCD monitor 3b. At this
time, the first to third region image data and the position
coordinate data thereof are recognized by the control device 10
(e.g., the CPU 11).
[0082] Then, the first and third region image data stored in the
RAM 13 is provided to the bottom LCD monitor 3b through the image
processing circuit 14 based on the instruction by the CPU 11. Next,
the first and third region image data are displayed on the bottom
LCD monitor 3b based on the respective position coordinate data.
Also, as to the second region image data stored in the RAM 13,
first, the corrected second region bounds data is referred by the
CPU 11, and then the second region image data is provided to the
bottom LCD monitor 3b through the image processing circuit 14 based
on the instruction by the CPU 11. Next, the second region image
data is displayed on the bottom LCD monitor 3b based on the second
region bounds data and the position coordinate data.
[0083] A region recognition means 53 has a function of causing the
control unit to recognize the coordinate data within the display
bounds of the first region, the coordinate data within the display
bounds of the second region, and the coordinate data within the
display bounds of the third region. In the region recognition means
53, the coordinate data within the display bounds of the first
region, the coordinate data within the display bounds of the second
region, and the coordinate data within the display bounds of the
third region are recognized by the control unit.
[0084] In this means, when the first to third region image data are
displayed on the bottom LCD monitor 3b, a plurality of coordinate
data included in each of the first to third region image data
displayed on the bottom LCD monitor 3b are recognized by the
control device 10 (e.g., the CPU 11).
[0085] A third region movement command issue means (third region
moving means) 54 has a function of causing the control unit to
issue a third region movement command for moving the third region
on the bottom LCD monitor 3b while it is displayed on the bottom
LCD monitor 3b based on either of the first input signal and the
second input signal outputted from the input unit.
[0086] In the third region movement command issue means 54, the
third region movement command for moving the third region on the
bottom LCD monitor 3b while it is displayed on the bottom LCD
monitor 3b based on either of the first input signal and the second
input signal outputted from the input unit is issued by the control
unit.
[0087] In this means, the third region movement command is issued
by the CPU 11. When the third region movement command is issued by
the CPU 11, the following process is performed. When the third
region is moved on the bottom LCD monitor 3b while it is displayed
on the bottom LCD monitor 3b based on the first input signal, a
condition whether the coordinate data of an input position 101
corresponds to the coordinate data within the bounds of the third
region is judged by the CPU 11. Then, a condition whether the
coordinate data of the input position 101 corresponds to the
coordinate data within the bounds of the third region is judged by
the CPU 11. Next, when the coordinate data of the input position
101 is judged to correspond to the coordinate data within the
bounds of the third region by the CPU 11, a condition whether the
coordinate data of the input position 101 changed on the bottom LCD
monitor 3b is judged by the CPU 11. Here, when the coordinate data
of the input position 101 was judged to have changed on the bottom
LCD monitor 3b by the CPU 11, the amount of change of the
coordinate data of the input position 101 is calculated and
recognized by the CPU 11. Then, the third region image data
displayed on the bottom LCD monitor 3b is moved by the CPU 11
depending on the amount of change of the coordinate data of the
input position 101. In other words, when a position of the
instruction means 100 (e.g., a stylus or a finger) is moved on the
bottom LCD monitor 3b while it is contacted with the bounds of the
display region of the third region on the bottom LCD monitor 3b,
the third region image data is moved on the bottom LCD monitor 3b
according to the amount of movement of the stylus.
[0088] On the other hand, when the third region is moved on the
bottom LCD monitor 3b while it is displayed on the bottom LCD
monitor 3b based on the second input signal outputted from the
input unit, the second input signal from the input unit is
recognized by the CPU 11, and the amount of movement of the third
region image data on the bottom LCD monitor 3b, which corresponds
to the second input signal, is recognized by the CPU 11. Then, the
third region image data displayed on the bottom LCD monitor 3b is
moved by the CPU 11 based on the amount of movement. Note that the
amount of movement corresponding to the second input signal is
preliminarily set in the game program. In other words, when the
input unit such as the direction instruction button is controlled,
the third region image data is moved on the bottom LCD monitor 3b
depending on how many times the direction instruction button is
pressed.
[0089] A position data judgment means (position judgment means) 55
has a function of causing the control unit to judge a condition
whether the coordinate data of an input position 101 on the bottom
LCD monitor 3b corresponded to the coordinate data within the
bounds of the first region, the coordinate data within the bounds
of the second region, and the coordinate data within the bounds of
the third region, respectively, while the coordinate data of the
input position 101 on the bottom LCD monitor 3b is consecutively
recognized by the control unit. In the position data judgment means
55, the condition whether the coordinate data of an input position
101 on the bottom LCD monitor 3b corresponded to the coordinate
data within the bounds of the first region, the coordinate data
within the bounds of the second region, and the coordinate data
within the bounds of the third region, respectively, while the
coordinate data of the input position 101 on the bottom LCD monitor
3b is consecutively recognized by the control unit, is judged by
the control unit.
[0090] In this means, while the contact position coordinate data,
which indicates a position that the instruction means 100 (e.g., a
stylus or a finger) is contacted with the touch panel of the bottom
LCD monitor 3b, consecutively changes, the condition whether the
contact position coordinate data corresponded to the coordinate
data within the bounds of the first region recognized by the CPU
11, the coordinate data within the bounds of the second region
recognized by the CPU 11, and the coordinate data within the bounds
of the third region recognized by the CPU 11 is judged by the CPU
11.
[0091] Here, first, the condition whether the contact position
coordinate data, which indicates a position that a stylus is
contacted with the touch panel of the bottom LCD monitor 3b,
corresponded to the coordinate data within the bounds of the first
region recognized by the CPU 11 is judged by the CPU 11. Next,
while the consecutive change of the contact position coordinate
data indicating a position in which a stylus is contacted with the
touch panel of the bottom LCD monitor 3b is recognized by the CPU
11, the condition whether the contact position coordinate data
corresponded to the coordinate data within the bounds of the second
region recognized by the CPU 11 is judged by the CPU 11. Finally,
while the consecutive change of the coordinate data indicating a
position in which a stylus is contacted with the touch panel of the
bottom LCD monitor 3b is recognized by the CPU 11, the condition
whether the contact position coordinate data corresponded to the
coordinate data within the bounds of the third region recognized by
the CPU 11 is judged by the CPU 11.
[0092] A movement start command issue means (movement start means)
56 has a function of causing the control unit to receive an input
for moving a ball when the coordinate data of an input position 101
was judged to have corresponded to the coordinate data within the
bounds of the first region by the control unit, and a function of
causing the control unit to issue a movement start command when the
coordinate data of the input position 101 was judged to have
corresponded to the coordinate data within the bounds of the first
region, the coordinate data within the bounds of the second region,
and the coordinate data within the bounds of the third region by
the control unit, while the coordinate data of the input position
101 on the bottom LCD monitor 3b is consecutively recognized by the
control unit. In the movement start command issue means 56, start
of an input for moving a ball is recognized by the control unit
when the coordinate data of an input position 101 was judged to
have corresponded to the coordinate data within the bounds of the
first region by the control unit, and a movement start command is
issued by the control unit when the coordinate data of the input
position 101 was judged to have corresponded to the coordinate data
within the bounds of the first region, the coordinate data within
the bounds of the second region, and the coordinate data within the
bounds of the third region by the control unit, while the
coordinate data of the input position 101 on the bottom LCD monitor
3b is consecutively recognized by the control unit.
[0093] In this means, while the contact position coordinate data,
which indicates a position that the instruction means 100 (e.g., a
stylus or a finger) is contacted with the touch panel of the bottom
LCD monitor 3b, consecutively changes, start of an input of ball
movement is recognized by the CPU 11 when the contact position
coordinate data was judged by the CPU 11 that it corresponds to the
coordinate data within the bounds of the first region recognized by
the CPU 11, and a movement start command is issued by the CPU 11
when the contact position coordinate data was judged by the CPU 11
that it corresponds to the coordinate data within the bounds of the
first region recognized by the CPU 11, the coordinate data within
the bounds of the second region recognized by the CPU 11, and the
coordinate data within the bounds of the third region recognized by
the CPU 11.
[0094] For example, when the contact position coordinate data,
which indicates a position that the stylus is contacted with the
bottom LCD monitor 3b, was judged to have corresponded to the
coordinate data within the bounds of the first region by the CPU
11, start of an input for moving a ball is recognized by the CPU
11. Then, in a first setting means 57 to be described, a first
property (first object property) of a ball (e.g., a ball-power
property) is set by the CPU 11 when the contact position coordinate
data was judged by the CPU 11 that it corresponded to the
coordinate data within the bounds of the second region recognized
by the CPU 11 while the consecutive change of the contact position
coordinate data was recognized by the CPU 11. Next, in a judgment
time calculation means 58 and a second setting means 59, a second
property (second object property) of a ball (e.g., a ball-velocity
property) is set by the CPU 11 and a movement start command is
issued by the CPU 11 when the contact position coordinate data was
judged by the CPU 11 that it corresponded to the coordinate data
within the bounds of the third region recognized by the CPU 11
while the consecutive change of the contact position coordinate
data was recognized by the CPU 11. Here, when the movement start
command is issued by the CPU 11, a ball display command issue means
(object display means) 60 to be described is performed.
[0095] The first setting means 57 has a function of causing the CPU
11 to set the first property of a ball depending on the coordinate
data within the bounds of the second region to which the coordinate
data of the input position 101 corresponded, when the coordinate
data of the input position 101 was judged to have corresponded to
the coordinate data within the bounds of the second region by the
CPU 11 while the coordinate data of the input position 101 on the
contact input type monitor is consecutively recognized by the CPU
11. In the first setting means 57, the first property of a ball is
set by the CPU 11 depending on the coordinate data within the
bounds of the second region to which the coordinate data of the
input position 101 corresponded, when the coordinate data of the
input position 101 was judged to have corresponded to the
coordinate data within the bounds of the second region by the CPU
11 while the coordinate data of the input position 101 on the
contact input type monitor is consecutively recognized by the CPU
11.
[0096] In this means, the first property of an object (e.g., a
ball-power property) is set by the CPU 11 depending on the
coordinate data within the bounds of the second region to which the
coordinate data of the input position 101 corresponded, when the
coordinate data of the input position 101 was judged to have
corresponded to the coordinate data within the bounds of the second
region by the CPU 11 while the contact position coordinate data
indicating a position in which the instruction means 100 (e.g., a
stylus or a finger) is contacted with the touch panel of the bottom
LCD monitor 3b is consecutively recognized by the CPU 11.
[0097] For example, when the contact position coordinate data
sequentially corresponded to the coordinate data within the bounds
of the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region in this order while the contact position coordinate
data is consecutively recognized by the CPU 11, if the contact
position coordinate data corresponded to the coordinate data within
the bounds of the second region, the coordinate data within the
bounds of the second region to which the coordinate data of the
input position 101 corresponded is recognized by the CPU 11. Then,
an extent how the coordinate data within the bounds of the second
region recognized by the CPU 11 is different from the central
coordinate data within the bounds of the second region, that is,
the shortest passing distance is calculated by the CPU 11. Next, a
ball-power property data B1 of a ball is set by the CPU 11
depending on the shortest passing distance data L. The
correspondence relation between the shortest passing distance data
L and the ball-power property data B1 is preliminarily made in the
game program. Here, when the game program is loaded, a
correspondence table indicating the correspondence between the
shortest passing distance data L and the ball-power property data
B1 of a ball is provided to the control device 10 (e.g, the RAM 13)
from the external storage device 17 (e.g., the ROM 18), and is
stored in the RAM 13. Then, a ball-power corresponding to the
shortest passing distance is selected by the CPU 11 based on the
correspondence table stored in the RAM 13.
[0098] The judgment time calculation means 58 has a function of
causing the control unit to calculate the elapsed time required to
judge that the coordinate data of the input position 101
corresponds to the coordinate data within the bounds from the first
region to third region, when the coordinate data of the input
position 101 was judged to have corresponded to the coordinate data
within the bounds of the first region, the coordinate data within
the bounds of the second region, and the coordinate data within the
bounds of the third region by the control unit while the coordinate
data of the input position 101 on the bottom LCD monitor 3b is
consecutively recognized by the control unit. In the judgment time
calculation means 58, the elapsed time required to judge that the
coordinate data of the input position 101 corresponds to the
coordinate data within the bounds from the first region to third
region is calculated by the control unit, when the coordinate data
of the input position 101 was judged to have corresponded to the
coordinate data within the bounds of the first region, the
coordinate data within the bounds of the second region, and the
coordinate data within the bound of the third region by the control
unit while the coordinate data of the input position 101 on the
bottom LCD monitor 3b is consecutively recognized by the control
unit.
[0099] In this means, the elapsed time when the CPU 11 judges that
the contact position coordinate data corresponded to the coordinate
data within the bounds of the first to third regions is calculated
by the CPU 11, when the contact position coordinate data was judged
to have corresponded to the coordinate data within the bounds of
the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region by the CPU 11 while the contact position coordinate
data indicating a position in which the stylus is contacted with
the touch panel of the bottom LCD monitor 3b is consecutively
recognized by the CPU 11.
[0100] For example, when the contact position coordinate data
sequentially corresponded to the coordinate data within the bounds
of the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region in this order while the contact position coordinate
data is consecutively recognized by the CPU 11, the elapsed
real-time when the contact position coordinate data firstly
corresponded to the coordinate data within the first region, and
secondly corresponded to the coordinate data within the second
region, and finally corresponded to the coordinate data within the
third region, is calculated by the CPU 11.
[0101] The second setting means 59 has a function of causing the
control unit to set a second property of a ball depending on the
elapsed real-time when the control unit judges that the coordinate
data of an input position 101 corresponded to the coordinate data
within the bounds of the first to third regions. In the second
setting means 59, the second property of a ball is set by the
control unit depending on the elapsed real-time when the control
unit judges that the coordinate data of an input position 101
corresponded to the coordinate data within the bounds of the first
to third regions.
[0102] In this means, the second property of a ball (e.g., a
ball-velocity property) is set by the CPU 11 depending on the
elapsed real-time when the CPU 11 judges that the contact position
coordinate data indicating a position in which the instruction
means 100 (e.g., a stylus or a finger) is contacted with the touch
panel of the bottom LCD monitor 3b corresponded to the coordinate
data within the bounds of the first to third regions.
[0103] For example, when the contact position coordinate data
sequentially corresponded to the coordinate data within the bounds
of the first region, the coordinate data within the bounds of the
second region, and the coordinate data within the bounds of the
third region in this order while the contact position coordinate
data is consecutively recognized by the CPU 11, the second property
of a ball (e.g., the ball-velocity property data B2) is set by the
CPU 11 depending on the real-time data calculated in the judgment
time calculation means 58. The correspondence relation between the
real-time data and the ball-velocity property data B2 is
preliminarily made in the game program. Here, when the game program
is loaded, a correspondence table indicating the correspondence
between the real-time data and the ball-velocity property data B2
is provided to the control device 10 (e.g., the RAM 13) from the
external storage device 17 (e.g., the ROM 18), and is stored in the
RAM 13. Then, a ball-velocity corresponding to the real-time is
selected by the CPU 11 based on the correspondence table stored in
the RAM 13.
[0104] A ball display command issue means 60 has a function of
causing the control unit to issue a ball display command for
displaying a ball that moves from the pitcher character 70 to a
pitching course on the bottom LCD monitor 3b. In addition, the ball
display command issue function has a function of causing the
control unit to issue a ball display command for displaying a ball
that moves from the pitcher character 70 to a pitching course on
the bottom LCD monitor 3b based on the second property. In the ball
display command issue means 60, a ball display command for
displaying a ball that moves from the pitcher character 70 to a
pitching course on the bottom LCD monitor based on the second
property is issued by the control unit.
[0105] In this means, based on the ball-velocity property data B2,
a ball display command for displaying a ball character, which moves
from the pitcher character 70 to a pitching course, on the bottom
LCD monitor 3b, is issued by the CPU 11. When the ball display
command is issued by the CPU 11, the following process is
performed. First, when the game program is loaded, the ball image
data corresponding to a ball is provided from the external storage
device 17 (e.g., the ROM 18) to the control device 10 (e.g., the
RAM 13), and is stored in the RAM 13. Then, the moving-image
coordinate data for displaying the ball image data on the bottom
LCD monitor 3b is calculated by the CPU 11 based on the
ball-velocity property data B2. Here, the ball image data and the
coordinate data are recognized by the control device 10 (e.g., the
CPU 11). Then, the ball image data stored in the RAM 13 is provided
to the bottom LCD monitor 3b through the image processing circuit
14 based on the instruction by the CPU 11. Next, the ball image
data is consecutively displayed on the bottom LCD monitor 3b as a
moving image based on the calculated moving-image coordinate
data.
[0106] A judgment time recognition means 61 has a function of
causing the control unit to recognize a permissible-time that is
allowed for the control unit to judge that the coordinate data of
an input position 101 corresponded to the coordinate data within
the bounds of the first to third regions. In the judgment time
recognition means 61, the permissible-time, which is allowed for
the control unit to judge that the coordinate data of an input
position 101 corresponded to the coordinate data within the bounds
of the first to third regions, is recognized by the control
unit.
[0107] In this means, the permissible-time, which is allowed for
the control unit to judge that the contact position coordinate data
corresponded to the coordinate data within the bounds of the first
to third regions, is recognized by the CPU 11. The permissible-time
data is preliminarily set in the game program. Here, when the game
program is loaded, the permissible-time data is provided from the
external storage device 17 (e.g., the ROM 18) to the control device
10 (e.g., the RAM 13), and is stored in the RAM 13. Then, the
permissible-time data stored in the RAM 13 is recognized by the CPU
11.
[0108] A first indicator display means 62 has a function of causing
the control unit to issue a first indicator display command for
displaying a first time-indicator (first indicator) indicating a
permissible-time recognized by the control unit on the bottom LCD
monitor 3b. In the first indicator display means 62, a first
indicator display command for displaying a first time-indicator,
which indicates a permissible-time recognized by the control unit,
on the bottom LCD monitor 3b, is issued by the control unit.
[0109] In this means, the first indicator display command for
displaying the first time-indicator, which indicates the
permissible-time recognized by the CPU 11, on the bottom LCD
monitor 3b, is issued by the CPU 11. When the first indicator
display command is issued by the CPU 11, the following process is
performed. For example, in a case that the first time-indicator is
a bar-type indicator, when the game program is loaded, a
rectangular-shaped image data is provided from the external storage
device 17 (e.g., the ROM 18) to the control device 10 (e.g., the
RAM 13), and is stored in the RAM 13. Then, in response to the
instruction by the CPU 11, the rectangular-shaped image data stored
in the RAM 13 is consecutively provided to the bottom LCD monitor
3b through the image processing circuit 14 based on the
permissible-time data. Accordingly, the rectangular-shaped image
data is consecutively displayed as an expanding and contracting
moving image in a predetermined position on the bottom LCD monitor
3b. Note that when the permissible-time is 5 seconds, the time
interval at which the rectangular-shaped image data stored in the
RAM 13 is consecutively provided to the bottom LCD monitor 3b is
configured to be the time obtained by dividing the permissible-time
by 10 (i.e., 0.5 seconds).
[0110] A second indicator display means 63 has a function of
causing the control unit to issue a second indicator display
command for displaying a second time-indicator on the contact input
type monitor. Here, the second time-indicator indicates the elapsed
real-time since the coordinate data of an input position 101
corresponds to the coordinate data within one of the bounds of the
first to third regions until it corresponds to the coordinate data
within all the bounds in the first to third regions. In the second
indicator display means 63, the second indicator display command
for displaying the second time-indicator for indicating the elapsed
real-time since the coordinate data of an input position 101
corresponds to the coordinate data within one of the bounds of the
first to third regions until it corresponds to the coordinate data
within all the bounds of the first to third regions on the contact
input type monitor.
[0111] In this means, the second indicator display command for
displaying the second time-indicator for indicating the elapsed
real-time when the CPU 11 judges that the coordinate data of an
input position 101 corresponds to the coordinate data in the bounds
of the first to third regions, that is, for displaying the second
time-indicator for indicating the elapsed real-time since the
coordinate data of the input position 101 corresponds to the
coordinate data within one of the bounds of the first to third
regions until it corresponds to the coordinate data within all the
bounds in the first to third regions, on the contact input type
monitor, is issued by the CPU 11. When the second indicator display
command is issued by the CPU 11, the following process is
performed. For example, in a case that the first time-indicator is
a bar-type indicator, when the game program is loaded, a
rectangular-shaped image data is provided from the external storage
device 17 (e.g., the ROM 18) to the control device 10 (e.g., the
RAM 13), and is stored in the RAM 13. Then, in response to the
instruction by the CPU 11, the rectangular-shaped image data stored
in the RAM 13 is consecutively provided to the bottom LCD monitor
3b through the image processing circuit 14 depending on the
real-time. Accordingly, the rectangular-shaped image data is
consecutively displayed as a moving image extending in one
direction in a predetermined position on the bottom LCD monitor 3b.
In other words, the elapsed time when the instruction means 100
(e.g., a stylus or a finger) is contacted with the first to third
regions is consecutively displayed as a moving image extending in
one direction on the bottom LCD monitor 3b.
Summary of Pitching Input System in Baseball Game
[0112] Next, the content of a pitching input system, for example,
in a baseball game, will be hereinafter specifically explained. The
pitching input system is a system for moving a ball character from
the pitcher character 70 to a pitching course on a screen displayed
on the bottom LCD monitor 3b. The pitching input system is mainly
realized by the above described variety of functions or means.
[0113] FIG. 4 is a screen shot displayed when a command of a pitch
is instructed to the pitcher character 70. The screen shot is
displayed on the bottom LCD monitor 3b.
[0114] The pitcher character 70 is displayed on the center upper
portion of the bottom LCD monitor 3b, and a batter character 71 is
displayed on the left lower portion of the bottom LCD monitor 3b. A
strike zone 72 is displayed with a rectangular-shaped solid-line on
the center lower portion of the bottom LCD monitor 3b, that is, on
the right of the batter character 71. The strike zone 72 is an area
to be judged as "strike" by the CPU 11. In addition, a plurality of
pitches that the pitcher character 70 is allowed to throw, that is,
stuffs of the pitcher character 70, are displayed with a plurality
of arrow marks on the solid line illustrating the strike zone 72.
As illustrated in FIG. 4, for example, an arrow mark illustrating a
straight fastball 72a is displayed on the top side of the strike
zone 72, and an arrow mark illustrating a forkball 72b is displayed
on the bottom side of the strike zone 72. In addition, an arrow
mark 72c illustrating a slider is displayed on the right side of
the strike zone 72, and an arrow mark 72d illustrating a curveball
is displayed on the lower right angle of the strike zone 72. In
other words, each of the plurality of pitches that the pitcher
character 70 is allowed to throw is corresponded to each of the
plurality of arrow marks 72a, 72b, 72c, and 72d, by the CPU 11. A
pitch of the pitcher character 70 in throwing a ball is configured
to be selected by contacting the instruction means 100 (e.g., a
stylus or a finger) with one of the plurality of arrow marks 72a,
72b, 72c, and 72d. In other words, it is configured that contacting
the instruction means 100 (e.g., a stylus or a finger) with one of
the plurality of arrow marks 72a, 72b, 72c, and 72d makes it
possible to cause the CPU 11 to recognize the pitch data
corresponding to the arrow mark with which the stylus is contacted.
Thus, a command of a pitch is allowed to be instructed to the
pitcher character 70.
[0115] FIGS. 5 to 7 illustrate screen shots displayed when a
command for moving a ball is instructed to the pitcher character
70. The screens are configured to be displayed on the bottom LCD
monitor 3b when the above described command of a pitch is
instructed to the pitcher character 70.
[0116] As illustrated in FIGS. 5 to 7, a first region (e.g., a
first circular mark 80) is displayed on the right of the pitcher
character 70 displayed on the bottom LCD monitor 3b. In addition, a
second region (e.g., a second circular mark 81) is displayed on the
left of the pitcher character 70, and a third region (e.g., a third
circular mark 82) is displayed on the right of the butter character
71.
[0117] Here, the display position of the second circular mark 81 is
set by the CPU 11 based on the character property data K of the
pitcher character 70 (e.g., the pitching form data or the dominant
arm data of the pitcher character 70). For example, when the
pitcher character 70 is a right-handed overhand pitcher, the second
circular mark 81 is displayed above the first circular mark 80 on
the left of the pitcher character 70 on the bottom LCD monitor 3b
(see FIG. 6). Also, when the pitcher character 70 is a left-handed
overhand pitcher, the second circular mark 81 is displayed above
the first circular mark 80 on the right of the pitcher character 70
on the bottom LCD monitor 3b (not illustrated in the figure). For
example, when the pitcher character 70 is a right-handed underhand
pitcher, the second circular mark 81 is displayed below the first
circular mark 80 on the left of the pitcher character 70 on the
bottom LCD monitor 3b (see FIG. 7). Also, when the pitcher
character 70 is a left-handed underhand pitcher, the second
circular mark 81 is displayed below the first circular mark 80 on
the right of the pitcher character 70 on the bottom LCD monitor 3b
(not illustrated in the figure). Thus, the display position of the
second circular mark 81 to be displayed on the bottom LCD 3b is set
by the CPU 11 based on a correspondence table (see FIG. 9) that
indicates correspondence between the coordinate correction value
and the character property data K of the pitcher character 70.
[0118] First, when the stylus is positioned within the bounds of
the third circular mark 82 and is then slid on the bottom LCD
monitor 3b, the third circular mark 82 displayed on the bottom LCD
monitor 3b is moved according to the amount of movement of the
stylus. In other words, the third circular mark 82 is moved on the
bottom LCD monitor 3b while it follows the contact position of the
stylus with the monitor. Then, when the stylus is removed away from
the bottom LCD monitor 3b, the position of the third circular mark
82 after movement, that is, the pitching course, is recognized by
the CPU 11. Thus, it is possible to set the pitching course to be a
desired position by moving the third circular mark 82.
[0119] Accordingly, a first indicator (e.g., a horizontally-long
permissible-time gauge 83) is displayed on the lower portion on the
bottom LCD monitor 3b. The permissible-time gauge 83 is an
indicator for reporting the permissible-time that is allowed to
slide the stylus from the first circular mark 80 to the third
circular mark 82. The permissible-time gauge 83 is configured to
start extending from the left edge toward the right edge when it
was displayed on the bottom LCD monitor 3b, and is also configured
to reach the right edge when the permissible-time was elapsed.
Then, when the gauge reaches the right edge, it is configured to
extend again from the left edge toward the right edge. Thus, the
permissible-time gauge 83 is configured to repeatedly extend from
the left edge toward the right edge. The permissible-time gauge 83
makes it possible for a game player to see and confirm the
permissible-time that is allowed to slide the stylus from the first
region to the third region. Also, a second indicator (e.g., a
horizontally long real-time gauge 84) is displayed in a lower
portion of the bottom LCD monitor 3b (e.g., below the
permissible-time gauge 83). The permissible-time gauge 84 is an
indicator for reporting the real-time when the stylus is slid from
the first circular mark 80 to the third circular mark 82.
[0120] Next, when the stylus is positioned within the bounds of the
first circular mark 80, a pitching start command is inputted. In
other words, a pitching start command for causing the pitcher
character 70 to start pitching is recognized by the CPU 11. Then,
the time when the pitching start command was recognized by the CPU
11 is recognized by the CPU 11 as the time data "T=0" to be the
reference point of the real-time data T. Here, the real-time gauge
84 starts extending from the left edge toward the right edge when
the stylus was positioned within the bounds of the first circular
mark 80, that is, when the value of the real-time data T equals
zero (T=0). Then, when the stylus was positioned within the bounds
of the third circular mark 82 as described below, movement of the
gauge is configured to be stopped.
[0121] Next, while the stylus is contacted with the bottom LCD
monitor 3b, it is slid from the first circular mark 80 to the
second circular mark 81, and thus it is passed through the inside
of the second circular mark 81. Accordingly, a plurality of
coordinate data within the bounds of the second circular mark 81
through which the stylus is passed are recognized by the CPU 11.
Here, distance between each of the plurality of coordinate data
within the bounds of the second circular mark 81 through which the
stylus is passed and the central coordinate data of the second
circular mark 81 is calculated by the CPU 11, and the shortest
distance data L of the distance data indicating a plurality of
distance calculated by the CPU 11 is recognized by the CPU 11.
Accordingly, a correspondence table (see FIG. 10) indicating the
correspondence between the shortest distance data L and the
ball-power property data B1 of a ball is referenced by the CPU 11,
and the ball-power data corresponding to the shortest distance data
L is recognized by the CPU 11 based on the correspondence table.
The ball-power data indicates that the greater the value, the
greater the power. Here, the ball-power is configured to be large
when the value of the shortest distance data L is small. Here, in
FIG. 10, the radius of the second circular mark is configured to be
R.
[0122] Next, while the stylus is contacted with the bottom LCD
monitor 3b, it is slid from the second circular mark 81 to the
third circular mark 82, and then it is positioned in or passed
through the inside of the third circular mark 82. Accordingly, the
coordinate data within the bounds of the third circular mark 82 in
which the stylus is initially positioned is recognized by the CPU
11. Here, the elapsed real-time when the stylus is moved from the
first circular mark 80 and is then passed through the second
circular mark 81 and finally positioned in the third circular mark
82 is calculated by the CPU 11, and the real-time data T is stored
in the RAM 13. Then, a correspondence table (see FIG. 1) indicating
the correspondence between the real-time data T and the
ball-velocity property data B2 is referenced by the CPU 11, and the
ball-velocity data corresponding to the real-time data T is
recognized by the CPU 11 based on the correspondence table. The
ball-velocity data indicates that the greater the value, the
greater the velocity. Here, the ball-velocity is configured to be
greater when the value of the real-time data T is small. Here, in
FIG. 11, the maximum of the real-time data T, that is, the
permissible-time data, is set to be 5 seconds.
[0123] Also, when the coordinate data within the bounds of the
third circular mark 82 in which the stylus was initially positioned
was recognized by the CPU 1, movement of the gauge is stopped as
described above. Thus, it is possible for a game player to grasp
the elapsed real-time when the stylus is slid from the first
circular mark 80 to the third circular mark 82. Note that the
permissible-time gauge 83 displayed above the real-time gauge 84
repeatedly extends and contracts from the left edge toward the
right edge, and thus it is possible to slide the stylus from the
first circular mark 80 to the third circular mark 82 within the
permissible-time by reference to the permissible-time gauge 83.
[0124] Finally, when the coordinate data within the bounds of the
third circular mark 82 in which the stylus is positioned is
recognized by the CPU 11, a ball is released from the pitcher
character 70 and the ball released from the pitcher character 70 is
displayed as a ball character on the bottom LCD monitor 3b. The
ball character moving toward a pitching course is displayed on the
bottom LCD monitor 3b based on the ball-velocity data recognized by
the CPU 11. Here, the ball character moving toward a pitching
course is displayed on the bottom LCD monitor 3b while it changes
and moves in accordance with the pitch data recognized by the CPU
11.
[0125] For example, when the value of the ball-velocity data is
large, the moving velocity of the ball character moving toward the
pitching course is controlled to be faster than the reference
velocity by the CPU 11. On the other hand, when the value of the
ball-velocity is small, the moving velocity of the ball character
moving toward the pitching course is controlled to be slower than
the reference velocity by the CPU 11. Note that the reference
velocity data is preliminarily set in the game program, and is
outputted from the external storage device 17 (e.g., the ROM 18) to
and is then stored in the RAM 13 when the game program is loaded.
The reference velocity data is referenced by the CPU 11, and the
ball-velocity data is calculated by the CPU 11 by
adding/subtracting the correction velocity data corresponding to
the value of the ball-velocity data to/from the reference velocity
data.
[0126] Note that when the ball released from the pitcher character
70 is displayed as the ball character on the bottom LCD monitor 3b,
the ball character moving toward the pitching course may be
configured to be displayed on the bottom LCD monitor 3b based on
the ball-power data recognized by the CPU 11. For example, when the
value of the ball-power data is large, the ball character moving
toward the pitching course may be configured to be displayed in a
small size. On the other hand, when the value of the ball-power
data is small, the ball character moving toward the pitching course
may be configured to be displayed in a large size.
[0127] Here, the ball-power data recognized by the CPU 11 is used
when the thrown ball is hit back by the batter character 71. For
example, when the value of the ball-power data is large, distance
of the ball that is hit back by the batter character 71 is
configured to be short by the control of the CPU 11. In addition,
when the value of the ball-power data is small, distance of the
ball that is hit back by the batter character 71 is configured to
be long by the control of the CPU 11.
Process Flow of Pitching Input System in Baseball Game
[0128] A process flow of the pitching input system in the baseball
game of the present embodiment will be explained with reference to
a flowchart illustrated in FIG. 12.
[0129] First, a pitcher character 70 and a batter character 71 are
displayed on the bottom LCD monitor 3b (Step S1). Here, a strike
zone 72 is displayed with a rectangular-shaped solid-line, and a
plurality of arrow marks corresponding to stuffs of the pitcher
character 70 are displayed on the solid line showing the strike
zone 72 (Step S2). When one of the plurality of arrow marks is
selected by a stylus in this state, the pitch data corresponding to
the arrow mark on which the stylus is touched is recognized by the
CPU 11, and the pitch is selected (Step S3).
[0130] Accordingly, display positions of a first circular mark 80
and a third circular mark 82 are recognized by the CPU 11 (Step
S4). Then, a first correspondence table indicating correspondence
between the character property data K of the pitcher character 70
and the coordinate correction value is referenced by the CPU 11
(Step S5), and the coordinate correction value corresponding to the
character property data K of the pitcher character 70 (e.g., the
pitching form data and the dominant arm data of the pitcher
character 70) is recognized by the CPU 11 (Step S6). Then, with the
coordinate correction value, the display position of the second
circular mark 81 is set and recognized by the CPU 11 (Step S7).
Next, the first to third circular marks 80, 81 and 82 are displayed
on the display positions of the first to third circular marks 80,
81 and 82 on the bottom LCD monitor 3b (Step S8).
[0131] Next, when the stylus is positioned on the third circular
mark 82 and is then slid, the third circular mark 82 is moved on
the bottom LCD monitor 3b depending on the amount of movement of
the stylus (Step S9). Then, when the stylus is removed away from
the bottom LCD monitor 3b, the position of the third circular mark
82 after movement, that is, the pitching course is recognized and
determined by the CPU 11 (Step S10). Accordingly, a
permissible-time gauge 83 is displayed in a lower portion on the
bottom LCD monitor 3b. Here, the permissible-time gauge 83 starts
extending from the left edge toward the right edge, and then
repeatedly extends and contracts from the left edge toward the
right edge. Then, a real-time gauge 84 is displayed below the
permissible-time gauge 83 in a lower portion of the bottom LCD
monitor 3b (Step S11).
[0132] Next, a condition whether the stylus was positioned on the
first circular mark 80 is judged by the CPU 11 (Step S12). Then,
when the stylus is judged to have been positioned on the first
circular mark 80 by the CPU 11 (Yes in Step S12), a pitching start
command for causing the pitcher character 70 to start pitching is
recognized by the CPU 11 (Step S13). Here, the time when the
pitching start command was recognized by the CPU 11 is recognized
by the CPU 11 as the time data "T=0" to be the reference point of
the real-time data T (Step S14). Then, the real-time gauge 84
displayed to be aligned below the permissible-time gauge 83 starts
extending from the left edge toward the right edge (Step S15).
[0133] Next, while the stylus is contacted with the bottom LCD
monitor 3b, a condition whether the stylus was positioned on the
second circular mark 81 is judged by the CPU 11 (Step S116). When
the stylus is judged to have been positioned on the second circular
mark 81 by the CPU 11 (Yes in Step S16), distance between each of a
plurality of coordinate data within the bounds of the second
circular mark 81 on which the stylus was positioned and the central
coordinate data of the second circular mark 81 is calculated by the
CPU 11, and the shortest distance data L is recognized by the CPU
11 (Step S117). Accordingly, a second correspondence table
indicating the correspondence between the shortest distance data L
and the ball-power property data B1 of a ball is referenced by the
CPU 11 (Step S18), and the ball-power data corresponding to the
shortest distance data L is recognized and determined by the CPU 11
based on the correspondence table (Step S19).
[0134] Next, while the stylus is contacted with the bottom LCD
monitor 3b, a condition whether the stylus was positioned on the
third circular mark 82 is judged by the CPU 11 (Step S20). When the
stylus is judged to have been positioned on the third circular mark
82 by the CPU 11 (Yes in Step S20), the coordinate data within the
bounds of the third circular mark 82 on which the stylus was
initially positioned is recognized by the CPU 11. Here, the
real-time is calculated by the CPU 11, and the real-time data T is
stored in the RAM 13 (Step S21). Then, a third correspondence table
indicating correspondence between the real-time data T and the
ball-velocity property data B2 is referenced by the CPU 11 (Step
S22), and the ball-velocity data corresponding to the real-time
data T is recognized and determined by the CPU 11 based on the
correspondence table (Step S23). Then, when the coordinate data
within the bounds of the third circular mark 82 was recognized by
the CPU 11, movement of the real-time gauge 84 is stopped (Step
S24).
[0135] Finally, when the coordinate data within the bounds of the
third circular mark 82 on which the stylus was positioned is
recognized by the CPU 11, a ball is released from the pitcher
character 70 and the ball character is displayed on the bottom LCD
monitor 3b. Then, the ball character that moves to a pitching
course is displayed on the bottom LCD monitor 3b based on the
ball-velocity data recognized by the CPU 11 (Step S25).
Other Embodiments
[0136] (a) In the above described embodiment, a case is described
in which the portable game console 1 is used as an example of a
computer to which a game program is allowed to be applied. However,
the computer (e.g., game device) having a touch panel monitor is
not limited to the above described embodiment, and may be applied
to a game device with which a monitor is separately provided, a
monitor-integrated arcade game device, a personal computer or a
workstation which functions as a game device when a game program is
executed therein, and the like, as well.
[0137] (b) In the above described embodiment, a case that a
baseball game is used is explained. However, a game applied to the
present invention may be any type of game, as long as it is a game
in which an object is moved from a character to a target position
on a screen displayed on a contact input type monitor.
[0138] (c) The present invention includes a program to execute the
above described type of game, a program method for executing the
game, and a computer-readable recording medium in which the program
is recorded. For example, a computer-readable flexible disk, a
semiconductor memory, a CD-ROM, a DVD, a MO, a ROM cassette, and
the like may be suggested as the recording medium other than the
cartridge.
INDUSTRIAL APPLICABILITY
[0139] According to the present invention, it is possible to
perform starting of an input for moving an object and an input of a
movement start command of the object only by sliding an instruction
means 100 (e.g., a stylus or a finger) on a touch panel monitor.
Accordingly, it becomes possible for a game player to readily
instruct a character to execute a command. In addition, according
to the present invention, it is possible to change a display
position of a second region according to a character property.
Also, it is possible to make an operation of the instruction means
100 (e.g., a stylus or a finger) on the touch panel monitor similar
to movement of a character by sliding the instruction means 100 on
the touch panel monitor such that it sequentially passes a first
region, a second region whose display position is changed according
to a character property, and a third region in this order.
Accordingly, it is possible for a game player to have an
operational feeling that he/she operates the character.
[0140] Also, according to the present invention, it is possible to
set a first object property of an object only by sliding the
instruction means 100 (e.g., a stylus or a finger) from the first
region to the third region on the touch panel monitor. Accordingly,
it becomes possible for a game player to readily instruct an input
of a property of an object.
[0141] Also, according to the present invention, it is possible to
set a second object property of an object only by sliding the
instruction means 100 (e.g., a stylus or a finger) from the first
region to the third region on the touch panel monitor. Accordingly,
it becomes possible for a game player to readily instruct an input
of a property of an object.
[0142] Also, according to the present invention, it is possible to
change the display bounds of a second region according to a
character property. Accordingly, it is possible for a game player
to have an operational feeling in accordance with the character
properties.
[0143] Furthermore, according to the present invention, a first
time indicator indicating the permissible-time and a second time
indicator indicating the real-time are configured to be displayed
on the touch input monitor. Accordingly, it is possible for a game
player to slide the instruction means 100 (e.g., a stylus or a
finger) on the touch panel monitor such that the instruction means
100 is passed through the first region, the second region, and the
third region within the permissible-time while he/she looks at the
first time indicator as a guide and compares the first time
indicator with the second time indicator.
[0144] The terms of degree such as "substantially", "about" and
"approximately" as used herein mean a reasonable amount of
deviation of the modified term such that the end result is not
significantly changed. These terms should be construed as including
a deviation of at least .+-.5% of the modified term if this
deviation would not negate the meaning of the word it modifies.
[0145] While only selected embodiments have been chosen to
illustrate the present invention, it will be apparent to those
skilled in the art from this disclosure that various changes and
modifications can be made herein without departing from the scope
of the invention as defined in the appended claims. Furthermore,
the foregoing descriptions of the embodiments according to 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.
[0146] The term "configured" as used herein to describe a
component, section or part of a device includes hardware and/or
software that is constructed and/or programmed to carry out the
desired function.
[0147] Moreover, terms that are expressed as "means-plus function"
in the claims should include any structure that can be utilized to
carry out the function of that part of the present invention.
* * * * *