U.S. patent application number 12/334078 was filed with the patent office on 2009-07-02 for method of controlling movement of moving object, storage medium, and game device.
This patent application is currently assigned to NAMCO BANDAI GAMES INC.. Invention is credited to Kentaro ISHII, Ryouichi KIKUCHI, Tomohiro MAKI, Tamaki NODA.
Application Number | 20090170579 12/334078 |
Document ID | / |
Family ID | 40799151 |
Filed Date | 2009-07-02 |
United States Patent
Application |
20090170579 |
Kind Code |
A1 |
ISHII; Kentaro ; et
al. |
July 2, 2009 |
METHOD OF CONTROLLING MOVEMENT OF MOVING OBJECT, STORAGE MEDIUM,
AND GAME DEVICE
Abstract
A player brings a stylus pen into contact with a batting
position mark 32 displayed on a second liquid crystal display that
includes a touch panel, and inputs a batting start timing and a
hitting direction by inputting a stroke operation along the
direction of a hitting direction guide 34R, 34C, or 34L.
Inventors: |
ISHII; Kentaro; (Kanagawa,
JP) ; MAKI; Tomohiro; (Tokyo, JP) ; NODA;
Tamaki; (Tokyo, JP) ; KIKUCHI; Ryouichi;
(Funabashi-shi, JP) |
Correspondence
Address: |
OLIFF & BERRIDGE, PLC
P.O. Box 19928
Alexandria
VA
22320
US
|
Assignee: |
NAMCO BANDAI GAMES INC.
Tokyo
JP
|
Family ID: |
40799151 |
Appl. No.: |
12/334078 |
Filed: |
December 12, 2008 |
Current U.S.
Class: |
463/2 |
Current CPC
Class: |
A63F 13/10 20130101;
A63F 13/2145 20140902; A63F 2300/8011 20130101; A63F 2300/1075
20130101; A63F 2300/646 20130101; A63F 2300/204 20130101; A63F
13/812 20140902; A63F 2300/6045 20130101; A63F 2300/638 20130101;
A63F 13/44 20140902; A63F 13/42 20140902; A63F 13/92 20140902 |
Class at
Publication: |
463/2 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 14, 2007 |
JP |
2007-324088 |
Claims
1. A method comprising: determining a hitting direction of a moving
object based on a stroke operation performed on a touch panel, the
moving object that is displayed in a moving state being hit in the
hitting direction; determining a hitting timing based on a timing
of the stroke operation; and calculating a moving direction of the
moving object that has been hit using at least the hitting
direction and the hitting timing, and controlling a movement of the
moving object that has been hit.
2. The method as defined in claim 1, further comprising: setting
the moving direction of the moving object that has been hit to be
the hitting direction with high probability when the hitting timing
coincides with a given contact timing.
3. The method as defined in claim 1, further comprising: selecting
a character that hits the moving object from a plurality of
characters, a hitting parameter being defined for each of the
plurality of characters; and variably controlling the movement of
the moving object based on the hitting parameter of the selected
character.
4. The method as defined in claim 1, further comprising: setting a
given hitting parameter that is changed based on a time elapsed
until the stroke operation starts after a touch operation has been
performed; and controlling the movement of the moving object
further using the given hitting parameter.
5. The method as defined in claim 1, further comprising: displaying
a touch start position indicator on the touch panel; detecting an
operation that drags the touch start position indicator; displaying
a hitting character that hits the moving object while changing a
position of the hitting character corresponding to a display
position of the touch start position indicator; and calculating the
moving direction of the moving object that has been hit further
using a positional relationship between the hitting character and
the moving object.
6. The method as defined in claim 1, further comprising: detecting
whether or not a direction of the stroke operation has been
reversed; and preventing the moving object from being hit when the
direction of the stroke operation has been reversed.
7. The method as defined in claim 1, further comprising: executing
a baseball game using the moving object as a ball; determining
whether a direction of the stroke operation is a direction (forward
direction) that is opposite to the moving direction of the moving
object or a direction (reverse direction) that coincides with the
moving direction of the moving object; and performing hitting
moving object control when the direction of the stroke operation
has been determined to be the forward direction, and performing
bunt moving object control when the direction of the stroke
operation has been determined to be the reverse direction.
8. The method as defined in claim 1 , further comprising: executing
a baseball game using the moving object as a ball; detecting
whether or not a direction of the stroke operation has been
reversed; and performing hitting moving object control when the
direction of the stroke operation has not been reversed, and
performing bunt moving object control when the direction of the
stroke operation has been reversed.
9. A computer-readable storage medium storing a program that causes
a computer to execute the method as defined in claim 1.
10. A game device comprising: a hitting direction determination
section that determines a hitting direction of a moving object
based on a stroke operation performed on a touch panel, the moving
object that is displayed in a moving state being hit in the hitting
direction; a hitting timing determination section that determines a
hitting timing based on a timing of the stroke operation; and a
movement control section that calculates a moving direction of the
moving object that has been hit using at least the hitting
direction and the hitting timing, and controls a movement of the
moving object that has been hit.
Description
[0001] Japanese Patent Application No. 2007-324088 filed on Dec.
14, 2007, is hereby incorporated by reference in its entirety.
BACKGROUND
[0002] A baseball game that allows the player to select a team and
play a match against a computer-controlled team or a team of
another player is a popular video game. A game screen of the
baseball game generally has a configuration in which the pitcher's
mound is viewed across the catcher. When the player's team plays
defense, player characters of the player's team are disposed as the
pitcher and the catcher, and a player character of the opposing
team is disposed within the batter's box. When the player's team
plays offense, a player character of the player's team is disposed
within the batter's box, and player characters of the opposing team
are disposed as the pitcher and the catcher.
[0003] When the player's team plays defense, the player inputs a
pitching operation such as the pitch, the ball speed, the pitching
direction, and the pitching start timing by operating an arrow key
and a button switch of a game controller. When the player's team
plays offense, the player inputs the batting (hitting or bunt)
start timing, the hitting direction, and the like at an appropriate
timing by operating the arrow key and the button switch while
watching an image in which a ball pitched by the pitcher of the
opposing team travels toward the batter.
[0004] In recent years, a game device provided with a touch panel
has been put on the market. A baseball game that allows the player
to input a pitching operation utilizing a touch panel (see Japanese
Patent No. 3866752, for example) and a baseball game that allows
the player to input a batting operation utilizing a touch panel
(see Japanese Patent No. 3822215, for example) have been known.
[0005] According to the technology disclosed in Japanese Patent No.
3822215, when the player touches a contact position on the touch
panel, the player can input a batting start operation at the touch
timing. Since the contact position can be changed by moving the
touch position without canceling the touch state, an intuitive
batting operation input can be implemented. However, the technology
disclosed in Japanese Patent No. 3822215 does not allow the player
to input the hitting direction.
SUMMARY
[0006] According to one aspect of the invention, there is provided
a method comprising:
[0007] determining a hitting direction of a moving object based on
a stroke operation performed on a touch panel, the moving object
that is displayed in a moving state being hit in the hitting
direction;
[0008] determining a hitting timing based on a timing of the stroke
operation; and
[0009] calculating a moving direction of the moving object that has
been hit using at least the hitting direction and the hitting
timing, and controlling a movement of the moving object that has
been hit.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a view showing a configuration example of a
portable game device.
[0011] FIGS. 2A and 2B are views showing examples of a game screen
and a pitching operation input screen when the player's team plays
defense.
[0012] FIGS. 3A and 3B are views illustrative of a pitching
operation input process.
[0013] FIG. 4 is a view illustrative of a pitching operation input
process.
[0014] FIGS. 5A and 5B are views showing examples of a game screen
and a batting operation input screen when the player's team plays
offense.
[0015] FIGS. 6A and 6B are views illustrative of a batting
operation input process.
[0016] FIG. 7 is a view illustrative of a batting operation input
process.
[0017] FIG. 8 is a view illustrative of a bunt operation input
method.
[0018] FIG. 9 is a functional block diagram showing an example of
the functional configuration according to a first embodiment.
[0019] FIG. 10 is a view showing a data configuration example of
pitching parameters.
[0020] FIG. 11 is a view showing a data configuration example of
batting parameters.
[0021] FIG. 12 is a flowchart illustrative of the flow of the main
processes according to the first embodiment.
[0022] FIG. 13 is a flowchart illustrative of the flow of a
pitching operation determination process according to the first
embodiment.
[0023] FIG. 14 is a flowchart illustrative of the flow of the main
processes according to the first embodiment.
[0024] FIG. 15 is a flowchart illustrative of the flow of a batting
operation determination process according to the first
embodiment.
[0025] FIGS. 16A to 16D are views illustrative of a pitching
operation method according to a second embodiment.
[0026] FIG. 17 is a flowchart illustrative of the flow of a
pitching operation determination process B according to the second
embodiment.
[0027] FIGS. 18A to 18E are views illustrative of a pitching
operation method according to a third embodiment.
[0028] FIG. 19 is a flowchart illustrative of the flow of a
pitching operation determination process C according to the third
embodiment.
[0029] FIG. 20 is a view illustrative of a modification of a bunt
operation input method.
[0030] FIG. 21 is a flowchart illustrative of the flow of a batting
operation determination process B.
[0031] FIG. 22 is a flowchart illustrative of the flow of a batting
operation determination process C.
[0032] FIG. 23 shows a screen example that displays a magnitude
value determined based on an operation input performed on a touch
panel.
[0033] FIG. 24 is a functional block diagram showing a functional
configuration example that outputs sound based on a magnitude value
determined based on an operation input performed on a touch
panel.
[0034] FIG. 25 is a perspective external view showing a
configuration example of an arcade game device that includes a
touch panel.
[0035] FIG. 26 is a view showing a display example when displaying
a pitching operation input screen on a game screen.
[0036] FIG. 27 is a functional block diagram showing a modification
of a functional configuration.
[0037] FIG. 28 is a view showing a modification of a data
configuration example of batting parameters.
[0038] FIG. 29 is a flowchart illustrative of the flow of a batting
operation determination process B.
[0039] FIG. 30 is a flowchart illustrative of the flow of a batted
ball calculation process.
DESCRIPTION OF EXEMPLARY EMBODIMENTS
[0040] The invention may implement an easy and intuitive hitting
direction instruction input in a game in which the player enjoys
hitting a moving object that is displayed in a moving state.
[0041] According to one embodiment of the invention, there is
provided a method comprising:
[0042] determining a hitting direction of a moving object based on
a stroke operation performed on a touch panel, the moving object
that is displayed in a moving state being hit in the hitting
direction;
[0043] determining a hitting timing based on a timing of the stroke
operation; and
[0044] calculating a moving direction of the moving object that has
been hit using at least the hitting direction and the hitting
timing, and controlling a movement of the moving object that has
been hit.
[0045] According to another embodiment of the invention, there is
provided a game device comprising:
[0046] a hitting direction determination section that determines a
hitting direction of a moving object based on a stroke operation
performed on a touch panel, the moving object that is displayed in
a moving state being hit in the hitting direction;
[0047] a hitting timing determination section that determines a
hitting timing based on a timing of the stroke operation; and
[0048] a movement control section that calculates a moving
direction of the moving object that has been hit using at least the
hitting direction and the hitting timing, and controls a movement
of the moving object that has been hit.
[0049] According to the above configuration, the hitting timing and
the hitting direction can be input by inputting the slide operation
(stroke operation) after the touch operation.
[0050] The method may further comprise:
[0051] setting the moving direction of the moving object that has
been hit to be the hitting direction with high probability when the
hitting timing coincides with a given contact timing.
[0052] The above configuration is effective when using the moving
object as a ball in a baseball game.
[0053] The method may further comprise:
[0054] selecting a character that hits the moving object from a
plurality of characters, a hitting parameter being defined for each
of the plurality of characters; and
[0055] variably controlling the movement of the moving object based
on the hitting parameter of the selected character.
[0056] According to the above configuration, the moving object can
be moved corresponding to the capability of the hitting character
(e.g., the moving speed of the moving object is increased (i.e.,
the moving object is caused to travel over a long distance) as the
power of the hitting character increases).
[0057] The method may further comprise:
[0058] setting a given hitting parameter that is changed based on a
time elapsed until the stroke operation starts after a touch
operation has been performed; and
[0059] controlling the movement of the moving object further using
the given hitting parameter.
[0060] According to the above configuration, the hitting parameter
can be set based on the time until the stroke operation starts
after the touch operation has been performed, and the movement of
the moving object can be controlled using the hitting parameter.
Therefore, operability can be further improved.
[0061] The method may further comprise:
[0062] displaying a touch start position indicator on the touch
panel;
[0063] detecting an operation that drags the touch start position
indicator;
[0064] displaying a hitting character that hits the moving object
while changing a position of the hitting character corresponding to
a display position of the touch start position indicator; and
[0065] calculating the moving direction of the moving object that
has been hit further using a positional relationship between the
hitting character and the moving object.
[0066] According to the above configuration, the position of the
hitting character can be changed by an easy and intuitive drag
operation of the touch start position indicator.
[0067] The method may further comprise:
[0068] detecting whether or not a direction of the stroke operation
has been reversed; and
[0069] preventing the moving object from being hit when the
direction of the stroke operation has been reversed.
[0070] According to the above configuration, the player can stop
hitting the moving object by reversing the direction of the stroke
operation. This configuration is particularly effective for a
baseball game since an operation input that stops in mid-swing can
be implemented as if to actually operate a bat, for example,
[0071] The method may further comprise:
[0072] executing a baseball game using the moving object as a
ball;
[0073] determining whether a direction of the stroke operation is a
direction (forward direction) that is opposite to the moving
direction of the moving object or a direction (reverse direction)
that coincides with the moving direction of the moving object;
and
[0074] performing hitting moving object control when the direction
of the stroke operation has been determined to be the forward
direction, and performing bunt moving object control when the
direction of the stroke operation has been determined to be the
reverse direction.
[0075] According to the above configuration, the hitting operation
and the bunt operation can be input by a series of stroke
operations following the touch operation.
[0076] The method may further comprise:
[0077] executing a baseball game using the moving object as a
ball;
[0078] detecting whether or not a direction of the stroke operation
has been reversed; and
[0079] performing hitting moving object control when the direction
of the stroke operation has not been reversed, and performing bunt
moving object control when the direction of the stroke operation
has been reversed.
[0080] According to another embodiment of the invention, there is
provided a computer-readable storage medium storing a program that
causes a computer to execute the above method.
[0081] The term "storage medium" used herein includes a magnetic
disk, an optical disk, an IC memory, and the like.
[0082] Embodiments of the invention are described below with
reference to the drawings. Note that the following embodiments do
not in any way limit the scope of the invention defined by the
claims laid out herein. Note that all elements of the following
embodiments should not necessarily be taken as essential
requirements for the invention.
First Embodiment
[0083] A first embodiment to which the invention is applied is
described below taking an example of playing a baseball game using
a portable game device provided with a touch panel.
[0084] Configuration of Game Device
[0085] FIG. 1 is a view illustrative of a configuration example of
a portable game device. A portable game device 1400 according to
this embodiment includes an arrow key 1402 and a button switch 1404
that allow the player to input a game operation, a first liquid
crystal display 1406, a second liquid crystal display 1408, a
speaker 1410, a wireless communication module 1412, a control unit
1450, and a flip-top main body 1401 that can be opened and closed
through a hinge 1414. Touch panels 1407 and 1409 that allow the
player to perform an operation input by touching an arbitrary
position within a display range using a stylus pen 1416 or the like
are provided on the surfaces of the first liquid crystal display
1406 and the second liquid crystal display 1408, respectively.
[0086] The main body 1401 includes a reader 1418 that reads data
from a memory card 1440 (i.e., computer-readable information
storage medium). The memory card 1440 stores a program and setting
data necessary for the control unit 1450 of the portable game
device 1400 to execute various calculation processes. The main body
1401 is also provided with a built-in battery, a power button, a
volume control button, and the like (not shown).
[0087] The control unit 1450 includes various microprocessors
(e.g., central processing unit (CPU), graphics processing unit
(GPU), and digital signal processor (DSP)), an application-specific
integrated circuit (ASIC), an IC memory, a liquid crystal display
driver circuit, a sound-output amplifier circuit, and the like.
[0088] The control unit 1450 executes various calculation processes
based on the program and data stored in the memory card 1440 and
read by the reader 1418. The control unit 1450 controls each
section of the portable game device 1400 based on operation inputs
performed using the arrow key 1402, the button switch 1404, and the
touch panels 1407 and 1409.
[0089] The portable game device 1400 also includes a microphone
1420 and a triaxial acceleration sensor 1422.
[0090] The microphone 1420 collects sound or voice produced by the
player during play, and outputs a signal of the collected sound to
the control unit 1450. Note that the microphone 1420 is not limited
to a microphone incorporated in the portable game device 1400. The
portable game device 1400 may include a connection terminal to
which an external microphone can be connected.
[0091] The triaxial acceleration sensor 1422 detects accelerations
in an X-axis direction, a Y-axis direction, and a Z-axis direction
that perpendicularly intersect to detect a change in posture or
position of the portable game device 1400, and outputs detection
signals to the control unit 1450. Note that the portable game
device 1400 may include a gyrosensor instead of, or in addition to,
the acceleration sensor. When detecting a change in position or
posture of the portable game device 1400 based on terrestrial
magnetism, the acceleration sensor may be replaced by a magnetic
sensor.
[0092] In this embodiment, the portable game device 1400 reads a
necessary program, setting data, and contents data from the memory
card 1440. Note that the portable game device 1400 may connect to a
communication line 1 (e.g., Internet, local area network (LAN), or
wide area network (WAN)) through the wireless communication module
1412, and acquire a necessary program, setting data, and contents
data from an external device via data communication.
[0093] Pitching Operation
[0094] A pitching operation input method according to this
embodiment is described below.
[0095] FIG. 2 is a view showing a game screen example according to
this embodiment when the player's team plays defense. FIG. 2A shows
a game screen W2 displayed on the first liquid crystal display
1406, and FIG. 2B shows a pitching operation input screen W4
displayed on the second liquid crystal display 1408.
[0096] The game screen W2 is displayed on the first liquid crystal
display 1406 when the player inputs a pitching operation. The game
screen W2 shows a field when viewing a pitcher 4 from above across
a catcher 2. In FIG. 2A in which the player's team plays defense,
the catcher 2 and the pitcher 4 are player characters of the
player's team, and a batter 8 that stands within a batter's box 6
is a player character of an opposing team (non-player character
(NPC; computer-controlled character) in this embodiment).
[0097] When the batter 8 has hit a ball, the game screen changes to
a fielding screen in which the field is viewed from above at a
wider viewing angle in the same manner as in a known baseball
game.
[0098] The pitching operation input screen W4 displayed on the
second liquid crystal display 1408 serves as a guide to a touch
operation (i.e., pitching operation instruction input). The
pitching operation input screen W4 is designed to imitate a
pitcher's mound that is viewed from above so that a home plate is
positioned in the downward direction with respect to the screen. A
pitcher's plate 10 is drawn at a given position at the top of the
screen. A pitching position mark 12 that indicates a pitching
position is displayed over the pitcher's plate 10. The position of
the pitching position mark 12 displayed over the pitcher's plate 10
corresponds to the position of the pitcher 4, and serves as a
pitching start position indicator when the players inputs a
pitching operation using the stylus pen 1416. Three pitching
direction guides 14R, 14L, and 14C that extend from the pitching
position mark 12 in a lower right direction, a lower left
direction, and a right under direction are integrally displayed
with the pitching position mark 12.
[0099] FIGS. 3 and 4 are views illustrative of a pitching operation
input process according to this embodiment.
[0100] The player sets the pitching position as shown in FIG. 3.
Specifically, the player brings the stylus pen 1416 into contact
with the screen within the range of the pitching position mark 12
(FIG. 3A; pitching operation input screen W6), and slides the
stylus pen 1416 sideways along the pitcher's plate 10 without
removing the stylus pen 1416 from the pitching position mark 12
(drag operation). The pitching position mark 12 and the pitching
direction guides 14R, 14C, and 14L follow the tip of the stylus pen
1416 (FIG. 3B; pitching operation input screen W8). When the player
has dragged the stylus pen 1416 to the desired pitching position,
the player removes the stylus pen 1416 from the pitching position
mark 12 at the desired pitching position so that the pitching
position of the pitcher 4 is changed (set) to the desired pitching
position.
[0101] The player then successively performs a ball speed input
operation, a pitching start input operation, a pitching direction
input operation, and a ball direction change input operation using
the stylus pen 1416, as shown in FIG. 4.
[0102] Specifically, the player performs the speed input operation
by bringing the stylus pen 1416 into contact with the screen within
the range of the pitching position mark 12 (W10), and holding the
stylus pen 1416 at an identical position for a period of time
corresponding to the desired ball speed. The player then performs a
first stroke operation in the downward direction with respect to
the screen at a speed equal to or higher than a given reference
speed over a distance equal to or greater than a reference distance
along the pitching direction guide 14R, 14C, or 14L corresponding
to the desired pitching direction without removing the stylus pen
1416 from the screen. The pitching start input operation and the
direction input operation are implemented by the first stroke
operation (W12). The player then performs a second stroke operation
in the direction in which the player desires to change the pitching
direction to perform the ball direction change input operation
(W14).
[0103] Specifically, regarding the ball speed input operation
according to this embodiment, the ball speed is set in three stages
corresponding to the touch (contact) position holding time from the
first contact with the area of the pitching position mark 12 to the
commencement of the first stroke operation (i.e., the ball speed is
set to be low when the touch position holding time is shorter than
a first reference time (e.g., shorter than one second), is set to
be normal when the touch position holding time is equal to or
longer than the first reference time and shorter than a second
reference time (e.g., equal to or longer than one second and
shorter than three seconds), and is set to be high when the touch
position holding time is longer than the second reference time
(e.g., equal to or longer than three seconds)). Note that the ball
speed may be set in four or more stages or two or less stages, or
may be set in proportion to the touch position holding time.
[0104] When a change in the touch position from the first touch
position corresponds to a value less than a given distance, the
touch position is considered to be maintained. It is preferable
from the viewpoint of visibility that the given distance correspond
to the diameter of a circle displayed at the center of the pitching
position mark 12 shown in FIG. 4 in a display form differing from
the pitching position mark 12.
[0105] Regarding the pitching start input operation according to
this embodiment, the portable game device 1400 determines that the
player has performed the pitching start input operation when a
change in the touch position corresponds to movement in the
downward direction with respect to the screen at a speed equal to
or higher than a reference speed in a moving amount equal to or
greater than a reference distance. This operation is the first
stroke operation. Note that the reference speed may be
appropriately set so that the player moves the stylus pen 1416 to
imitate the movement of the arm of the pitcher. It is preferable
that the reference distance approximately correspond to the
diameter of the pitching position mark 12 from the viewpoint of
visibility, for example.
[0106] Determination areas 16R, 16C, and 16L (approximately
fan-shaped areas that are defined by broken lines and extend in
three directions from the pitching position mark 12 in FIG. 4)
respectively formed along the pitching direction guides 14R, 14C,
and 14L are set in the downward direction from the center position
of the pitching position mark 12. The portable game device 1400
determines that the player has performed the pitching direction
input operation in the direction of the determination area that
includes the touch position based on the determination area 16R,
16C, or 16L that includes the touch position when the portable game
device 1400 has determined that the player has performed the
pitching start input operation.
[0107] Regarding the ball direction change input operation
according to this embodiment, the portable game device 1400
determines that the player has performed the second stroke
operation when a sideways change in stroke direction corresponding
to a value equal to or greater than an allowable value has been
detected, and sets change direction determination areas 18R and 18L
(areas enclosed by a dash-dotted line on the screen W14 shown in
FIG. 4) on either side of the touch position at a position under
the touch position when the portable game device 1400 has
determined that the player has performed the second stroke
operation. The ball path change direction is determined based on
the change direction determination area 18R or 18L that includes
the end position of the second stroke operation.
[0108] The portable game device 1400 determines that the player
does not desire to change the pitching direction when only a change
in stroke direction corresponding to a value less than the
allowable value has been detected so that the pitching direction
does not change. In this case, the pitcher throws a fastball.
[0109] Note that the determination areas 18R and 18L are not
limited to the example shown in FIG. 4. The determination areas 18R
and 18L may be simply set on either side of the center of the
screen, or small rectangular areas may be set in the lower right
area and the lower left area of the screen.
[0110] The pitching operation input method according to this
embodiment enables the player to input the ball speed, the pitching
start timing, the pitching direction, and the ball path change
direction by performing a series of operations including bringing
the stylus pen 1416 into contact with the touch panel 1409, holding
the stylus pen 1416 in a stationary state for a given period of
time, and moving the stylus pen 1416 without removing the stylus
pen 1416 from the touch panel 1409. The series of operations is
intuitive and smooth as if to forcefully swing the arm in the
pitching direction and twist the wrist in the desired ball path
change direction. Therefore, an operation input that is
significantly intuitive and refreshing as compared with a pitching
operation input method that operates the arrow key 1402 and the
button switch 1404 is implemented. Moreover, since the player need
not change the stroke speed in order to input the ball speed, a
burden imposed on the player due to the operation input is
significantly reduced even when the player repeats the pitching
operation.
[0111] Batting Operation
[0112] A batting operation input method is described below.
[0113] FIG. 5 is a view showing a game screen example according to
this embodiment when the player's team plays offense. FIG. 5A shows
a game screen W20 displayed on the first liquid crystal display
1406, and FIG. 5B shows a batting operation input screen W22
displayed on the second liquid crystal display 1408.
[0114] The game screen W20 basically has the same configuration as
the game screen W2 displayed on the first liquid crystal display
1406 when the player inputs the pitching operation. However, since
the player's team plays offense, the batter 8 is a player character
of the player's team, and the catcher 2 and the pitcher 4 are
player characters of the opposing team.
[0115] The batting operation input screen W22 is designed to
imitate an area around the home plate that is viewed from above so
that the center field is positioned in the upward direction with
respect to the screen. The home plate 30 is displayed at the bottom
of the screen. A batting position mark 32 is displayed over the
home plate 30. The batting position mark 32 is a batting start
position indicator that indicates the first touch position of the
batting operation. Hitting direction guides 34R, 34C, and 34L that
extend from the batting position mark 32 in an upper right
direction, a right above direction, and an upper left direction are
integrally displayed with the batting position mark 32.
[0116] FIGS. 6 and 7 are views illustrative of a batting operation
input process according to this embodiment.
[0117] When the player performs the batting operation according to
this embodiment, the player inputs a batter's position (i.e., the
position of the batter 8 within the batter's box 6) as indicated by
a batting operation input screen W24 shown in FIG. 6A.
[0118] Specifically, the player brings the stylus pen 1416 into
contact with the batting position mark 32 (FIG. 6A), and slides the
stylus pen 1416 over the home plate 30 without removing the stylus
pen 1416 from the batting position mark 32 (drag operation) so that
the batting position mark 32 and the hitting direction guides 34R,
34C, and 34L are displayed at the position of the stylus pen 1416,
as indicated by a batting operation input screen W26 shown in FIG.
6B. In the game screen W20, the position of the batter 8 within the
batter's box 6 is changed.
[0119] Specifically, a rectangular area including the home plate 30
is defined corresponding to the batter's box 6. The dimension of
the rectangular area in the vertical direction of the screen
corresponds to the dimension of the batter's box 6 in the vertical
direction of the screen, and the dimension of the rectangular area
in the horizontal direction of the screen corresponds to the
dimension of the batter's box 6 in the horizontal direction of the
screen. When the player stops the stylus pen 1416 at the desired
position, the position of the batter 8 within the batter's box 6 is
changed and set corresponding to the position after movement.
[0120] When the player hits the ball, the player brings the stylus
pen 1416 into contact with the batting position mark 32, and weighs
the batting operation input timing, as indicated by a batting
operation input screen W28 shown in FIG. 7. In this case, a game
screen in which the pitcher 4 pitches the ball and the pitched ball
(moving object) moves toward the catcher 2 is displayed on the
first liquid crystal display 1406 (see FIG. 5) in the same manner
as in a known baseball game.
[0121] The player slides the stylus pen 1416 along the hitting
direction guide 34R, 34C, or 34L that indicates the desired hitting
direction at an appropriate timing without removing the stylus pen
1416 from the screen (stroke operation) to perform a batting start
input operation and a hitting direction input operation as a series
of operations, as indicated by a batting operation input screen W30
shown in FIG. 7.
[0122] Specifically, the portable game device 1400 determines that
the player has performed the batting start input operation when
contact of the stylus pen 1416 with the batting position mark 32
has been detected and a stroke operation in the direction toward
the top of the screen (i.e., a direction opposite to the moving
direction of the pitched ball: forward direction) at a speed equal
to or higher than a reference speed in an amount equal to or
greater than a reference distance has been detected. When a change
in position from the first touch position corresponds to a value
less than a given distance, the touch position is considered to be
maintained. It is preferable from the viewpoint of visibility that
the given distance correspond to the diameter of a circle displayed
at the center of the batting position mark 32 shown in FIG. 7 in a
display form differing from the batting position mark 32. It is
preferable that the reference distance approximately correspond to
the diameter of the batting position mark 32 from the viewpoint of
visibility, for example.
[0123] Determination areas 36R, 36C, and 36L (approximately
fan-shaped areas that are defined by broken lines and extend upward
in three directions from the batting position mark 32 in FIG. 7)
respectively formed along the pitching direction guides 34R, 34C,
and 34L are set from the center position of the batting position
mark 32. The portable game device 1400 determines that the player
has performed the hitting direction input operation in the
direction of the determination area that includes the touch
position based on the determination area 36R, 36C, or 36L that
includes the touch position when the portable game device 1400 has
determined that the player has performed the batting start input
operation.
[0124] When the player has performed the batting start input
operation and the hitting direction input operation, the portable
game device 1400 determines whether or not the bat has hit the ball
(ball hit determination) and determines the direction and the
travel distance of the batted ball when the bat has hit the ball to
proceed with the game.
[0125] For example, the portable game device 1400 may determine
whether or not the bat has hit the ball by determining whether the
player has made an infield hit, hit the ball outside the foul line,
or missed the ball based on the difference between the time
difference between the pitching start input operation and the
batting start input operation and a reference time difference
defined as the time difference from the time when the player gets
good wood on the ball.
[0126] When the portable game device 1400 has determined that the
player has made an infield hit, the portable game device 1400 may
determine the direction and the travel distance of the batted ball
the combination of the pitching position, the pitching direction,
the batter's position, and the input timing of the batting start
input operation.
[0127] In this embodiment, an infield batted ball is selected by
lottery using one of the directions (right, center, and left)
indicated by the ball direction guides 34R, 34C, and 34L as a basic
direction. The direction input by the player's hitting direction
input operation is selected with an appropriate weight so that the
direction input by the player is selected with high probability.
When the basic direction has been determined, the batted ball
direction is determined by adding a random variation to the basic
direction. In this embodiment, calculations are performed so that
the moving direction of the batted ball (moving object) accurately
coincides with the hitting direction as the batting start timing is
closer to given contact timing.
[0128] The hit determination method, the ball direction
determination method, and the ball travel distance determination
method are not limited to the above-described methods. Other
methods employed in a known baseball game may also be used.
[0129] When the player bunts a ball, the player performs a stroke
operation downward from the batting position mark 32 (direction
along the moving direction of a pitched ball: reverse direction),
as indicated by a batting operation input screen W32 shown in FIG.
8. When the portable game device 1400 has determined that the
player has performed a stroke operation at a speed equal to or
higher than a reference speed over a distance equal to or greater
than a reference distance, the portable game device 1400 determines
that the player has performed the batting start input operation by
a bunt operation.
[0130] In this embodiment, the hitting direction is automatically
and randomly determined when the player has performed a bunt
operation.
[0131] Functional Blocks
[0132] A functional configuration that implements this embodiment
is described below.
[0133] FIG. 9 is a functional block diagram showing an example of
the functional configuration of the portable game device 1400
according to this embodiment. As shown in FIG. 9, the portable game
device 1400 according to this embodiment includes an operation
input section 100, a processing section 200, a sound output section
350, an image display section 360, a communication section 370, and
a storage section 500. The image display section 360 includes a
first image display section 362 and a second image display section
364.
[0134] The operation input section 100 is implemented by an input
device and a sensor such as a push button, a lever, a touch panel,
a dial, a keyboard, a mouse, a pointer, an acceleration sensor, or
a tilt sensor. The operation input section 100 outputs an operation
input signal to the processing section 200 corresponding to an
operation input performed by the player. In this embodiment, the
operation input section 100 includes a first contact position
detection section 102 and a second contact position detection
section 104 that detect the player's contact position.
[0135] In the example shown in FIG. 1, the arrow key 1402, the
button switch 1404, and the touch panels 1407 and 1409 correspond
to the operation input section 100. The touch panel 1407
corresponds to the first contact position detection section 102,
and the touch panel 1409 corresponds to the second contact position
detection section 104.
[0136] The processing section 200 is implemented by an electronic
component such as a microprocessor, an application-specific
integrated circuit (ASIC), and an IC memory. The processing section
200 exchanges data with each functional section, and controls the
operation of the portable game device 1400 by performing various
calculation processes based on a given program, data, and the
operation input signal from the operation input section 100. In
FIG. 1, the control unit 1450 corresponds to the processing section
200.
[0137] The processing section 200 according to this embodiment
includes a game calculation section 210, a sound generation section
250, an image generation section 260, and a communication control
section 270.
[0138] The game calculation section 210 performs a process relating
to the progress of the baseball game. For example, the game
calculation section 210 causes the players of the player's team and
the computer-controlled opposing team to pitch, bat, defend, or
run, controls the movement of the ball (moving object), determines
the count and the number of outs, and counts the team score.
[0139] In this embodiment, the game calculation section 210
includes a pitching position determination section 212, a pitching
start determination section 214, a ball speed determination section
216, a pitching direction determination section 218, and a ball
direction change determination section 220 as functional sections
relating to the pitching operation. The game calculation section
210 includes a batter's position determination section 222, a
batting start determination section 224, and a hitting direction
determination section 226 as functional sections relating to the
batting operation.
[0140] The pitching position determination section 212 determines
the position (pitching position) of the pitcher 4 with respect to
the pitcher's plate 10 based on a touch operation performed in a
given area that is set in the detection range of the second contact
position detection section 104 and corresponds to the pitcher's
plate 10 and the subsequent drag operation.
[0141] The pitching start determination section 214 determines the
pitching start input timing based on detection of the contact
position by the second contact position detection section 104.
Specifically, when the player's team plays defense, the pitching
start determination section 214 detects the first stroke operation
in the downward direction at a speed equal to or higher than the
reference speed over a distance equal to or greater than the
reference distance based on a continuous change in the position of
the touch operation on the touch panel 1409, and determines the
detection timing to be the pitching start timing.
[0142] The ball speed determination section 216 determines the
speed of the ball to be pitched based on detection of the contact
position by the second contact position detection section 104.
Specifically, the ball speed determination section 216 measures the
touch position holding time within a period of time from the touch
operation to determination of the start of the first stroke
operation, and determines the pitching operation input value (i.e.,
ball speed) based on the measured time. More specifically, the ball
speed determination section 216 includes a ball speed setting
counter section 217. The ball speed setting counter section 217
measures the time elapsed after the player has brought the stylus
pen into contact with the pitching position mark 12 when performing
the pitching operation until the stroke operation that satisfies
the pitching start condition is detected (i.e., the pitching start
determination section 214 determines that the player has started
the pitching operation).
[0143] The pitching direction determination section 218 determines
the direction of the ball to be pitched based on detection of the
contact position by the second contact position detection section
104. Specifically, the pitching direction determination section 218
determines the determination area 16R, 16C, or 16L that is set in
the detection range of the second contact position detection
section 104 and corresponds to the touch position when the pitching
start determination section 214 has detected a stroke operation at
a speed equal to or higher than the reference speed over a distance
equal to or greater than the reference distance.
[0144] The ball direction change determination section 220
determines the change direction of the moving path of a pitched
ball based on detection of the contact position by the second
contact position detection section 104. Specifically, the ball
direction change determination section 220 determines that the
second stroke has been input when a change in stroke direction
sideways from the moving direction of the first stroke in an amount
equal to or larger than a reference value has been detected. The
ball direction change determination section 220 sets the
determination areas 18R and 18L in the detection area of the second
contact position detection section 104 below the touch position
when the ball direction change determination section 220 has
determined that the second stroke has been input, the determination
areas 18R and 18L being positioned on either side of the touch
position, and determines a second direction input by determining
the determination area 18R or 18L that includes the end position of
the second stroke. In this embodiment, the second direction input
is determined to be the change direction of the moving path of a
pitched ball.
[0145] The batter's position determination section 222 determines
the position of the batter 8 within the batter's box 6 based on
detection of the contact position by the second contact position
detection section 104. Specifically, the batter's position
determination section 222 changes the position of the batter 8
based on the drag operation of the batting position mark 32.
[0146] The batting start determination section 224 determines the
batting start input timing based on detection of the contact
position by the second contact position detection section 104.
Specifically, when the player's team plays defense, the batting
start determination section 224 detects a stroke operation in the
upward direction at a speed equal to or higher than the reference
speed over a distance equal to or greater than the reference
distance based on a continuous change in the position of the touch
operation on the touch panel 1409, and determines the detection
timing to be the batting start timing.
[0147] The hitting direction determination section 226 determines
the hitting direction based on detection of the contact position by
the second contact position detection section 104. Specifically,
the hitting direction determination section 226 sets the
determination areas 36R, 36C, and 36L that extend upward in
different directions based on the position coordinates of the
batting position mark 32 when the batting start determination
section 224 has detected a stroke operation at a speed equal to or
higher than the reference speed over a distance equal to or greater
than the reference distance, and determines the hitting direction
by determining the determination area 36R, 36C, or 36L that
includes the touch position at the batting start timing.
[0148] The sound generation section 250 is implemented by a sound
generation LSI, a processor such as a digital signal processor
(DSP), its control program, and the like. The sound generation
section 250 generates a sound signal of game sound such as effect
sound, background music (BGM), or operation sound based on the
processing results of the game calculation section 210, and outputs
the generated sound signal to the sound output section 350.
[0149] The sound output section 350 is implemented by a device that
outputs sound such as effect sound or BGM based on the sound signal
output from the sound generation section 250. The speaker 1410
shown in FIG. 1 corresponds to the sound output section 350.
[0150] The image generation section 260 is implemented by an LSI
such as a graphics processing unit (GPU) or a digital signal
processor (DSP), its control program, a drawing frame IC memory
such as a frame buffer, and the like. The image generation section
260 generates an image (game screen) based on the processing
results of the game calculation section 210. The image generation
section 260 generates the game image, the pitching operation input
screen, or the batting operation input screen shown in FIGS. 2 to 8
in frame time ( 1/60 sec) units, and outputs an image signal of the
generated image to the image display section 360.
[0151] The image display section 360 displays various game screens
based on the image signal output from the image generation section
260. The image display section 360 may be implemented by an image
display device such as a flat panel display, a cathode-ray tube
(CRT), a projector, or a head mount display. The image display
section 360 according to this embodiment includes the first image
display section 362 and the second image display section 364. The
first image display section 362 corresponds to the first liquid
crystal display 1406 shown in FIG. 1, and the second image display
section 364 corresponds to the second liquid crystal display
1408.
[0152] The communication control section 270 performs data
processing relating to data communication, and exchanges data with
an external device via the communication section 370.
[0153] The communication section 370 connects to a communication
line to implement communication. The communication section 370 is
implemented by a transceiver, a modem, a terminal adapter (TA), a
jack for a communication cable, a control circuit, and the like. In
FIG. 1, the wireless communication module 1412 corresponds to the
communication section 370.
[0154] The storage section 500 stores a program and data defined in
advance, and serves as a work area for the processing section 200.
The storage section 500 temporarily stores the results of
calculations performed by the processing section 200 according to
various programs, data input from the operation input section 100,
and the like. The function of the storage section 500 is
implemented by an IC memory (e.g., RAM or ROM), a magnetic disk
(e.g., hard disk), an optical disk (e.g., CD-ROM or DVD), or the
like.
[0155] The storage section 500 according to this embodiment stores
a system program 501 that implements a function for causing the
processing section 200 to control the portable game device 1400, a
game program 502 necessary for causing the processing section 200
to execute the game, various types of data, and the like. The
function of the game calculation section 210 may be implemented by
the processing section 200 by causing the processing section 200 to
read and execute the game program 502. The game program 502
includes an NPC control program 504 used to automatically control
the movement of the non-player character (NPC) that is the player
character of the opposing team.
[0156] The storage section 500 also stores game screen background
data 510, player character setting data 512, moving object image
data 514, pitching operation input screen setting data 516, and
batting operation input screen setting data 518 as data provided in
advance.
[0157] In this embodiment, the game screen and the defense screen
are generated by synthesizing two-dimensional bitmap images. The
player character and the ball (moving object) are moved by
selectively displaying given bitmap images.
[0158] Background image data of the game screen W2, the defense
screen, and the like is stored as the game screen background data
510 according to this embodiment. A display image of each player
character of the player's team and the opposing team during
pitching, fielding, and batting and initial setting data (e.g.,
various capability parameters of each player), are stored as the
player character setting data 512. An image that indicates the
travel state of a pitched ball and an image that indicates the
travel state of a batted ball are stored as the moving object image
data 514.
[0159] When generating the game screen and the like by 3D CG,
three-dimensional model data and texture data relating to a stadium
and a field are stored as the game screen background data 510, and
three-dimensional model data, texture data, and motion data
relating to each character are stored as the player character
setting data 512. Three-dimensional model data and the like
relating to the ball are stored as the moving object image data
514.
[0160] A background image in which the pitcher's plate 10 and the
like are drawn and images of the pitching position mark 12 and the
pitching direction guides 14R, 14C, and 14L used when displaying
the pitching operation input screen W4 are stored as the pitching
operation input screen setting data 516.
[0161] A background image in which the home plate 30 and the
batter's box are drawn and images of the batting position mark 32
and the hitting direction guides 34R, 34C, and 34L used when
displaying the batting operation input screen W22 are stored as the
batting operation input screen setting data 518.
[0162] The storage section 500 also stores a batting/fielding
identification flag 520, pitching parameters 522, and batting
parameters 524 as data stored with the progress of the game.
[0163] "1" is stored as the batting/fielding identification flag
520 when the player's team plays offense, and "0" is stored as the
batting/fielding identification flag 520 when the player's team
plays defense.
[0164] As shown in FIG. 10, the pitching parameters 522 include a
pitching start flag 532, a pitching start time 534, pitching
position coordinates 538, ball speed data 540, a pitching direction
542, pitching start determination coordinates 544, and a ball path
change direction 546, for example.
[0165] Specifically, "1" is stored as the pitching start flag 532
when the player has performed the pitching operation and has been
determined to have started pitching, or when the pitcher 4 of the
opposing team has started pitching by automatic control when the
player performs the batting operation.
[0166] A system time when the player has performed the pitching
operation and has been determined to have started pitching is
stored as the pitching start time 534. The pitching start time 534
is used for ball-bat hit determination and the like by comparing
the pitching start time 534 with the system time when the batter
has been determined to have started batting.
[0167] The coordinate values of the detection coordinates of the
second image display section 364 that indicate the position of the
pitcher 4 on the pitcher's plate 10 are stored as the pitching
position coordinates 538.
[0168] Information that indicates the speed (i.e., slow, average,
or fast) of a pitched ball is stored as the ball speed data
540.
[0169] Information that indicates the pitching direction is stored
as the pitching direction 542.
[0170] The coordinates of the touch position when the player has
been determined to have started pitching are stored as the pitching
start determination coordinates 544.
[0171] Information that indicates the change direction of the
moving path of a pitched ball is stored as the ball path change
direction 546.
[0172] As shown in FIG. 11, the batting parameters 524 include
batting position coordinates 550, a batting start flag 552, a
batting start time 554, a bunt flag 556, and a hitting direction
558, for example.
[0173] Specifically, the coordinates of the position of the batter
8 within the batter's box 6 are stored as the batting position
coordinates 550. The coordinates of the center of the batter's box
6 are initially stored as the batting position coordinates 550.
[0174] "0" is initially stored as the batting start flag 552. "1"
is stored as the batting start flag 552 when the player has been
determined to have input a batting start operation (i.e., swung the
bat).
[0175] The system time when the player has been determined to have
input a batting start operation is stored as the batting start time
554.
[0176] "0" is initially stored as the bunt flag 556. When "0" is
stored as the bunt flag 556, the player does not bunt a ball (i.e.,
hitting). "1" is stored as the bunt flag 556 when the player has
input a given bunt operation.
[0177] The storage section 500 may further appropriately store
various types of data necessary for the game process in the same
manner as in a known baseball game.
[0178] Process Flow
[0179] The process flow according to this embodiment is described
below. A series of processes described below is implemented by
causing the processing section 200 to read the system program 501
and the game program 502 from the storage section 500 and execute
these programs. The series of processes is repeated in a cycle
sufficiently shorter than the refresh rate of the image display
section 360.
[0180] A process that allows the player to select a team, a process
that allows the player to select the opposing team, a process that
determines the team that takes to the field first, and the like are
appropriately executed before the following processes in the same
manner as in a known baseball game. The following description
focuses on the processes after the game has started.
[0181] FIG. 12 is a flowchart illustrative of the flow of the main
processes according to this embodiment. The processing section 200
initializes the pitching parameters 522 and the batting parameters
524 (step S2). Specifically, the processing section 200 stores "0"
(non-input state) as the pitching start flag 532 included in the
pitching parameter 522. The processing section 200 resets the
pitching start time 534, and stores given coordinate values that
correspond to the center position of the pitcher's plate 10 in the
longitudinal direction as the pitching position coordinates 538.
The processing section 200 sets "average" as the ball speed data
540, and sets "front" as the pitching direction 542. The processing
section 200 stores given coordinate values that correspond to the
center position of the pitcher's plate 10 in the longitudinal
direction as the pitching start determination coordinates 544, and
sets "front" as the ball path change direction 546 to initialize
the ball path change direction 546 (i.e., the path of a pitched
ball is not changed).
[0182] The processing section 200 stores the coordinates of the
center position of the batter's box 6 as the batting position
coordinates 550 included in the batting parameters 524, and sets
"0" as the batting start flag 552. The processing section 200
resets the batting start time 554, and stores "0" as the bunt flag
556. The processing section 200 sets "front" as the hitting
direction 558 to initialize the hitting direction 558.
[0183] The processing section 200 refers to the batting/fielding
identification flag 520. When the player's team plays defense (YES
in step S4), the processing section 200 causes the first liquid
crystal display 1406 to display a game screen in which the player's
team plays defense and the opposing team plays offense (see the
screen W2 shown in FIG. 2A) (step S6), causes the second liquid
crystal display 1408 to display a pitching operation input screen
(see the screen W4 shown in FIG. 2B) (step S8), and executes a
pitching operation determination process (step S10).
[0184] FIG. 13 is a flowchart illustrative of the flow of the
pitching operation determination process according to this
embodiment. The processing section 200 determines whether or not
the player has performed a touch operation within the pitching
position mark 12 (step S60). When the processing section 200 has
determined that the player has not performed a touch operation
within the pitching position mark 12 (NO in step S60), the
processing section 200 finishes the pitching operation
determination process, and returns to the flowchart shown in FIG.
12.
[0185] When the processing section 200 has determined that the
player has performed a touch operation within the pitching position
mark 12 (YES in step S60), the processing section 200 causes the
ball speed setting counter section 217 to start a counter operation
that measures the time elapsed after the touch operation has been
detected (step S64) in case the ball speed setting counter section
217 has not operated (NO in step S62).
[0186] The processing section 200 determines whether or not the
player drags the pitching position mark 12 sideways (step S66).
When the player has performed a slide operation along the pitcher's
plate 10 while maintaining the touch state, the processing section
200 determines that the player has performed the drag operation
(YES in step S66), and stops and resets the ball speed setting
counter section 217 (step S68). The processing section 200 stores
the coordinates of the current touch position as the pitching
position coordinates 538 (one of the pitching parameters) (step
S70), and moves the pitching position mark 12 and the pitching
direction guides 14R, 14C, and 14L to the drag position (step S72).
The movable range of the pitching position corresponds to the range
of the pitcher's plate 10.
[0187] The processing section 200 repeats the process in the steps
S70 and S72 until the player cancels the touch state and stops the
drag operation (NO in step S74) so that the player can easily and
intuitively set the desired pitching position by the touch
operation using the stylus pen 1416. When the player has stopped
the drag operation (YES in step S74), the processing section 200
finishes the pitching operation determination process.
[0188] When the processing section 200 has determined that the
player has performed a touch operation within the pitching position
mark 12 without performing a drag operation in the step S66 (NO in
step S66) and has canceled the touch state within the pitching
position mark 12, the processing section 200 determines that the
player has stopped the pitching start input operation, stops and
resets the ball speed setting counter section 217 (step S78), and
finishes the pitching operation determination process.
[0189] When the processing section 200 has determined that the
player has performed a touch operation within the pitching position
mark 12 in the step S66 and determined that the player has not
canceled the touch state (NO in step S76), the processing section
200 determines whether or not the player has performed a stroke
operation in the downward direction with respect to the pitching
position mark 12 at a speed equal to or higher than the reference
speed over a distance equal to or greater than the reference
distance (step S80). The speed and the distance of the stroke
operation may be determined using a known touch panel input
technology.
[0190] When the processing section 200 has detected that the player
has performed a stroke operation at a speed equal to or higher than
the reference speed over a distance equal to or greater than the
reference distance (YES in step S80), the processing section 200
determines the determination area 16R, 16C, or 16L that is set
along the pitching direction guide 14R, 14C, or 14L and includes
the coordinates of the touch position when the processing section
200 has detected that the player has performed the stroke operation
(origin: the coordinates of the pitching position mark 12),
determines the direction of the determination area that includes
the coordinates of the touch position to be the pitching direction,
and stores direction instruction information that indicates the
pitching direction in the storage section 500 as the pitching
direction 542 (step S82).
[0191] The processing section 200 causes the ball speed setting
counter section 217 to stop measurement (step S84), determines the
ball speed based on the counter value of the ball speed setting
counter section 217, and stores ball speed identification
information in the storage section 500 as the ball speed data 540
(step S86).
[0192] The processing section 200 resets the ball speed setting
counter section 217 (step S88), stores "1" as the pitching start
flag 532 (step S90), and stores the coordinate values of the touch
position as the pitching start determination coordinates 544 (step
S92). Specifically, the processing section 200 has determined that
the player has performed the pitching start operation input by the
touch operation within the pitching position mark 12 and the stroke
operation along the pitching direction guide 14R, 14C, or 14L.
[0193] The processing section 200 determines whether or not the
direction of the stroke operation has changed sideways in an amount
equal to or larger than a reference value (step S94). When the
processing section 200 has detected a change in the direction of
the stroke operation in an amount equal to or larger than the
reference value (YES in step S94), the processing section 200
determines that the player has input the second stroke operation,
and sets the determination areas 18R and 18L at the bottom of the
screen (origin: pitching start determination coordinates 544). The
processing section 200 determines the direction corresponding to
the determination area in which the end of the stroke is positioned
to be the ball path change direction, stores information that
indicates the determined direction in the storage section 500 as
the ball path change direction 546 (step S96), and finishes the
pitching operation determination process.
[0194] When the processing section 200 has not detected a change in
the direction of the stroke operation in an amount equal to or
larger than the reference value in the step S94, the processing
section 200 finishes the pitching operation determination process
in a state in which the ball path change direction 546 is
initialized. In this case, the pitcher pitches a fastball that
substantially does not change in moving path.
[0195] According to this embodiment, the player can input the ball
speed, the pitching start instruction, and the pitching direction
by one stroke as if to pitch a ball using the tip of the stylus pen
1416 by bringing the stylus pen 1416 into contact with the pitching
position mark 12, maintaining the touch position by the image as if
to accumulate the pitching force, and performing the first stroke
operation downward along the pitching direction guide 14R, 14C, or
14L that corresponds to the desired pitching direction.
[0196] The player can input the change direction of the moving path
of a pitched ball (i.e., can pitch a breaking ball) by performing
the second stroke operation sideways after the first stroke
operation.
[0197] Again referring to FIG. 12, when the processing section 200
has finished the pitching operation determination process, the
processing section 200 refers to the pitching start flag 532. When
the pitching start flag 532 is "0" (NO in step S12), since the
player has not performed a pitching instruction input, the
processing section 200 again executes the pitching operation
determination process. When the pitching start flag 532 is "1" (YES
in step S12), the processing section 200 determines whether or not
the pitching motion of the pitcher 4 has been displayed (step S14).
When the pitching motion of the pitcher 4 has not been displayed
(NO in step S14), the processing section 200 causes the pitching
motion of the pitcher 4 to be displayed (step S116).
[0198] When the pitching motion of the pitcher 4 has been displayed
(YES in step S14), the processing section 200 calculates the
current position of the pitched ball (step S18). The processing
section 200 calculates the current position of the pitched ball
referring to the pitching parameters 522.
[0199] When the processing section 200 has determined that the ball
has not reached the catcher 2 as a result of calculations (NO in
step S20), the processing section 200 executes a ball-bat hit
determination process (i.e., whether or not the pitched ball has
been hit by the batter 8 of the opposing team) (step S22) in the
same manner as in a known baseball game. When the processing
section 200 has determined that the pitched ball has not been hit
by the bat (NO in step S24), the processing section 200 displays
the ball at the calculated position (step S26).
[0200] When the processing section 200 has determined that the ball
has not reached the catcher 2 and hit by the bat (YES in step S24),
the processing section 200 executes a batted ball calculation
process to calculate the direction and the travel distance of the
batted ball (step S28) in the same manner as in a known baseball
game. The processing section 200 then executes a fielding process
(step S30), and executes a play result determination process (step
S32). In the play result determination process, the processing
section 200 determines a strike, a ball, a catch, the number of
outs, and the like in the same manner as in a known baseball
game.
[0201] The processing section 200 determines whether or not the
play result satisfies a given game finish condition (step S34).
When the processing section 200 has determined that the play result
does not satisfy the game finish condition (NO in step S34), the
processing section 200 determines whether or not a batting-fielding
change condition is satisfied (step S36). When the processing
section 200 has determined that the batting-fielding change
condition is not satisfied (NO in step S36), the processing section
200 returns to the step S2. When the processing section 200 has
determined that the batting-fielding change condition is satisfied
(YES in step S36), the processing section 200 reverses the setting
of the batting/fielding identification flag 520 (step S38), and
returns to the step S2.
[0202] When the processing section 200 has determined that the game
finish condition is satisfied (YES in step S34), the processing
section 200 performs a given game finish process such as displaying
an ending image (step S40), and finishes the series of game
processes.
[0203] The process flow when the player's team plays offense is
described below.
[0204] The processing section 200 refers to the batting/fielding
identification flag 520 in the step S4. When the player's team
plays offense (NO in step S4), the processing section 200
transitions to a flowchart shown in FIG. 14. The processing section
200 causes the first liquid crystal display 1406 to display a game
screen in which the player's team plays offense and the opposing
team plays defense (see the screen W20 shown in FIG. 5A), and
causes the second liquid crystal display 1408 to display the
batting operation input screen W22 (step S100).
[0205] The processing section 200 executes a pitching start process
of the pitcher of the opposing team, and automatically determines
the ball speed, the pitching start timing, the pitching direction,
and the ball path change direction (step S102).
[0206] When the pitching motion of the pitcher of the opposing team
has not been displayed (NO in step S104), the processing section
200 causes the pitching motion of the pitcher of the opposing team
to be displayed on the game screen (step S106).
[0207] The processing section 200 then calculates the current
position (moving path) of the pitched ball (step S108) in the same
manner as in a known baseball game. The processing section 200 then
executes a batting operation determination process in order to
detect the batting operation of the player (step S112).
[0208] FIG. 15 is a flowchart illustrative of the flow of the
batting operation determination process according to this
embodiment. In the batting operation determination process
according to this embodiment, the processing section 200 determines
whether or not the player has performed a touch operation within
the batting position mark 32. When the processing section 200 has
determined that the player has performed a touch operation within
the batting position mark 32 (YES in step S140), the processing
section 200 determines whether or not the player has performed a
stroke operation at a speed equal to or higher than the reference
speed over a distance equal to or greater than the reference
distance (step S142).
[0209] When the speed of the stroke operation is lower than the
reference speed or the moving distance of the stroke operation is
shorter than the reference distance (NO in step S142), the
processing section 200 determines whether or not the player drags
the batting position mark 32 within the home plate 30 (step
S144).
[0210] When the processing section 200 has determined that the
player drags the batting position mark 32 within the home plate 30
(YES in step S144), the processing section 200 changes the
coordinates stored in the storage section 500 as the batting
position coordinates 550 corresponding to the drag operation to
change the position of the batter 8 within the batter's box 6 (step
S146), and moves the batting position mark 32 and the hitting
direction guides 34R, 34C, and 34L to the drag position (step
S148).
[0211] The processing section 200 repeats the process in the steps
S146 and S148 until the player has canceled the touch state and
stopped the drag operation. When the player has stopped the drag
operation (YES in step S150), the processing section 200 finishes
the batting operation determination process.
[0212] When the processing section 200 has determined that the
player has performed a touch operation within the batting position
mark 32 and performed a stroke operation at a speed equal to or
higher than the reference speed over a distance equal to or greater
than the reference distance (YES in step S142), the processing
section 200 determines that the player has input a batting start
operation (i.e., the bat has been swung), stores "1" as the batting
start flag 552, and stores the system time when the player has
input the batting start operation as the batting start time 554
(step S152).
[0213] When the moving direction of the stroke operation at a speed
equal to or higher than the reference speed over a distance equal
to or greater than the reference distance is a direction along the
movement display direction of the moving object (reverse direction)
(i.e., lower than the batting position mark 32 (YES in step S154),
the processing section 200 determines that the player has bunted
the ball, stores "1" as the bunt flag 556 (step S156), and finishes
the batting operation determination process.
[0214] When the moving direction of the stroke operation is a
direction upward from the batting position mark 32 (forward
direction) (NO in step S154), the processing section 200 determines
that the player has hit the ball, stores "0" as the bunt flag 556,
sets the determination areas 36R, 36C, and 36L (see FIG. 7) at the
top of the screen with respect to the batting position mark 32,
stores identification information relating to the determined
hitting direction as the hitting direction data 558 (step S158),
and finishes the batting operation determination process.
[0215] Again referring to FIG. 14, when the processing section 200
has finished the batting operation determination process, the
processing section 200 refers to the batting start flag 552. When
the batting start flag 552 is "1" (i.e., the bat has been swung)
(YES in step S114), the processing section 200 determines whether
or not the ball has been hit by the bat (step S116). For example,
the processing section 200 may determine that the ball has been hit
by the bat when the difference between the difference between the
pitching start time 534 and the batting start time 554 and the
reference time difference defined as the time difference from the
time when the player gets good wood on the ball is within a given
range.
[0216] When the batting start flag 552 is "0" (NO in step S114) or
the processing section 200 has determined that the ball has not
been hit by the bat (NO in step S116), the processing section 200
displays the movement of the ball (step S118), and determines
whether or not the ball has reached the catcher (step S119). When
the processing section 200 has determined that the ball has not
reached the catcher (NO in step S119), the processing section 200
transitions to the step S112, and again executes the batting
operation determination process. When the processing section 200
has determined that the ball has reached the catcher (YES in step
S119), the processing section 200 transitions to the step S32 shown
in FIG. 12.
[0217] When the processing section 200 has determined that the ball
has been hit by the bat (YES in step S116), the processing section
200 executes the batted ball calculation process to calculate the
direction and the travel distance of the batted ball (step S120),
and executes the fielding process (step S122) in the same manner as
in a known baseball game. In this case, the processing section 200
refers to the batting parameters 524. When "1" is stored as the
bunt flag 556, the processing section 200 calculates the direction
and the travel distance of the bunted ball.
[0218] Again referring to the flowchart shown in FIG. 12, the
processing section 200 then executes the play result determination
process (step S32).
[0219] The batting operation determination process according to
this embodiment enables the player to easily change and set the
position of the batter 8 by an intuitive operation merely by
bringing the stylus pen 1416 into contact with the batting position
mark 32 within the display range of the home plate 30 and dragging
the stylus pen 1416. The player can sequentially input the batting
start operation and the hitting direction input operation by
bringing the stylus pen 1416 into contact with the batting position
mark 32 and performing a stroke operation in the direction of the
hitting direction guide 36R, 36C, or 36L at the desired timing.
Specifically, an intuitive operation as if to swing the tip of the
stylus pen 1416 as a bat can be implemented.
Second Embodiment
[0220] A second embodiment to which the invention is applied is
described below. The configuration according to this embodiment is
basically the same as the configuration according to the first
embodiment, but differs from the configuration according to the
first embodiment as to the ball speed input method used for the
pitching operation. Note that the elements described in the first
embodiment are indicated by the same symbols. Description of these
elements is omitted.
[0221] FIG. 16 is a schematic view illustrative of the ball speed
input method according to this embodiment. As indicated by a
pitching operation input screen W40 shown in FIG. 16A, a pitching
position mark 12B according to this embodiment has a small circle
section 42, a medium circle section 44, and a large circle section
46 that are positioned concentrically.
[0222] In this embodiment, when inputting the ball speed "slow", as
shown in FIG. 16B, the player brings the stylus pen 1416 into
contact with the small circle section 42 of the pitching position
mark 12B, draws a small circular path within the small circle
section 42, performs the pitching start input operation by
performing the first stroke operation along the pitching guide 14R,
14C, or 14L that corresponds to the desired pitching direction in
the same manner as in the first embodiment, and then performs the
ball direction change input operation by performing the second
stroke operation, as required. The processing section 200
determines the size of the circular path that is drawn in a period
from detection of contact with the pitching position mark 12B to
detection of the first stroke operation. When the player has drawn
a circular path having a diameter equal to or less than the
diameter of the small circle section 42, the processing section 200
determines that the player has input the ball speed "slow".
[0223] Note that the term "circular path" is not limited to a
perfect circle, but may be distorted or may not form a completely
closed curve.
[0224] Likewise, when inputting the ball speed "average", the
player brings the stylus pen 1416 into contact with the pitching
position mark 12B, and performs the first stroke operation so as to
draw a circular path having a diameter equal to or less than the
diameter of the medium circle section 44 that is larger than the
small circle section 42, as shown in FIG. 16C. When inputting the
ball speed "fast", the player brings the stylus pen 1416 into
contact with the pitching position mark 12B, and performs the first
stroke operation so as to draw a circular path having a diameter
equal to or larger than the diameter of the medium circle section
44 and is equal to or less than the diameter of the large circle
section 44 that is larger than the medium circle section 44, as
shown in FIG. 16D.
[0225] The shape and the size of the path drawn on the touch panel
1409 may be determined using a known touch panel graphical input
technology, character input identification technology, or the
like.
[0226] FIG. 17 is a flowchart illustrative of the flow of a
pitching operation determination process B according to this
embodiment. The flow of the pitching operation determination
process B is basically the same as the flow of the pitching
operation determination process according to the first embodiment,
except that the process relating to the ball speed setting counter
section 217 is omitted and step S79a and S79b are executed before
the step S80. Specifically, the processing section 200 determines
the size of the circular path drawn within the pitching position
mark 12B (step S79a), and determines the ball speed based on the
size of the circular path (step S79b).
[0227] According to this embodiment, since the player can input the
ball speed by adjusting the size of a figure drawn after bringing
the stylus pen 1416 into contact with the pitching position mark
12B, a more intuitive operation input can be implemented. Since the
player need not perform a stroke operation at a speed corresponding
to the ball speed, the player can quite easily perform the pitching
operation even when the player repeats the pitching operation.
Third Embodiment
[0228] In the second embodiment, the player draws a circular path
within the pitching position mark when inputting the ball speed.
Note that the path drawn by the player is not limited thereto.
Moreover, a plurality of types of paths may be used.
[0229] In a third embodiment, a pitching position mark 12C is
formed as a rectangular area, and a drawing position guide 48 is
displayed at the lower center of the rectangular area, as indicated
by a ball operation input screen W42 shown in FIG. 18A, for
example. The drawing position guide 48 is a drawing indicator
appropriate for starting the pitching touch operation. A plurality
of path guides 50 and 52 are drawn in the pitching position guide
12C over the rectangular area. In example shown in FIG. 18A, the
guide 50 indicates a circular path guide, and the guide 52
indicates a downward triangular path guide.
[0230] As shown in FIG. 18B, when the player has drawn a circular
path almost equal to the guide 50 within the pitching position mark
12C, the processing section 200 determines that the player has
performed a high fastball input. As shown in FIG. 18C, when the
player has drawn a circular path having a medium size, the
processing section 200 determines that the player has performed a
high fastball input. When the player has drawn a smaller circular
path (not shown), the processing section 200 determines that the
player has performed a high and slow ball input.
[0231] When the player has drawn a downward triangular path within
the pitching position mark 12C, the processing section 200
determines that the player has performed a low ball input. The
processing section 200 determines the ball speed based on the size
of the path.
[0232] Specifically, when the player has drawn a downward
triangular path almost equal to the guide 52 within the pitching
position mark 12C (see FIG. 18D), the processing section 200
determines that the player has performed a low fastball input. As
shown in FIG. 18E, when the player has drawn a small downward
triangular path, the processing section 200 determines that the
player has performed a slow ball input even if the type of path is
identical. When the player has drawn a medium downward triangular
path (not shown), the processing section 200 determines that the
player has performed a low and average speed ball input.
[0233] FIG. 19 shows the flow of a pitching operation determination
process C according to the third embodiment, for example.
Specifically, the processing section 200 executes a process that
determines the type of path drawn within the pitching position mark
12C (step S77a) and a process that determines the pitch (high or
low) based on the determined type of path (step S77b) before the
step S79a of the pitching operation determination process according
to the second embodiment. The process in the steps S79a and S79b of
the pitching operation determination process according to the
second embodiment is replaced by a process that determines the size
of the path (step S78a) and determines the ball speed based on the
size of the path (step S78b).
[0234] The movement control pattern set based on the type of path
drawn within the pitching position mark may be appropriately set
instead of the height/of a pitched ball.
[0235] Modification
[0236] The first to third embodiments to which the invention is
applied have been described above. Note that the invention is not
limited thereto. Various modifications may be appropriately made,
such as adding other elements, omitting some of the elements, or
changing some of the elements. Although the above embodiments have
been described taking an example of executing the baseball game,
the invention may be similarly applied to a game that requires the
player to input size and direction when controlling the movement of
a moving object, or a game in which the player hits a moving
object. For example, the invention may be applied to a tennis game,
a hockey game, a penalty kick sequence in a soccer game, and a golf
game. The invention may also be applied to a role-playing game
(RPG) that includes similar elements.
[0237] The bunt operation input method utilized in the batting
operation method according to the above embodiments is not limited
to the method that inputs a downward stroke operation from the home
plate 30 using the stylus pen 1416.
[0238] For example, as indicated by a batting operation input
screen W44 shown in FIG. 20, the processing section 200 may
determine that the player has input a bunt operation when the
player has input the second stroke operation by reversing the
stroke direction when inputting the first stroke operation along
the hitting direction guide 34R, 34C, or 34L. In this case, since
the hitting direction can be determined when determining the
batting start input operation using the first stroke operation, the
player can input the hitting direction even when bunting a
ball.
[0239] Specifically, as indicated by the flowchart of the batting
operation determination process B shown in FIG. 21, a stroke
direction reversal detection process is executed instead of the
step S154 according to the first embodiment (step S155). When the
processing section 200 has determined that the player has reversed
the stroke direction (YES in step S155), the processing section 200
determines that the player has input a bunt operation (step
S156).
[0240] The batting start operation may be canceled by utilizing the
detection of the second stroke operation in the direction opposite
to that of the first stroke operation.
[0241] Specifically, as indicated by the flowchart of the batting
operation determination process C shown in FIG. 22, when the
processing section 200 has detected that the player has input the
second stroke operation in the direction opposite to that of the
first stroke operation after inputting the first stroke operation
(YES in step S155), the first stroke operation determines that the
player has stopped in mid-swing, sets the batting start flag 556 at
"0" so that the batting start operation is canceled (step S158),
disables batted ball movement control, and displays the movement of
the ball (moving object) that travels from the pitcher to the
catcher.
[0242] As indicated by a pitching operation input screen W46 shown
in FIG. 23, when the player inputs the ball speed input operation
according to the above embodiments, a gauge 60 that indicates the
magnitude of the pitching operation input by a touch operation on
the touch panel 1409, and a bar graph 70 that indicates the stroke
length input by the first stroke operation, may be displayed.
[0243] In the first embodiment, a step that displays the gauge 60
so that the value increases corresponding to the counter value of
the ball speed setting counter section 217 is added to the pitching
operation determination process so that the magnitude of the
currently input pitching operation is displayed, for example. The
background of the gauge 60 is divided into three sections 62, 64,
and 66 ("slow", "average", and "fast") corresponding to the
distance from the starting point (left end in FIG. 23). Therefore,
the player can visually observe the ball speed that can be selected
by the current input state. In the second and third embodiments,
the brightness of the section corresponding to the ball speed
determined in the pitching operation determination process may be
increased, or the section corresponding to the determined ball
speed may be caused to blink.
[0244] A process that calculates the distance between the operation
position mark 12 and the current touch position and a process that
displays the bar graph 70 corresponding to the calculated distance
are added to the pitching operation determination process so that
the player can observe the magnitude of the current stroke
operation. It is desirable to display a target line 72 over the bar
graph 70 at a position that corresponds to the reference distance
(i.e., the determination reference of the pitching start input
operation). In the example shown in FIG. 23, the bar graph 70 is
displayed so that a black bar extends downward along a white
frame.
[0245] The magnitude of the pitching operation may be output using
effect sound.
[0246] For example, pitching level sound data 519 is stored in the
storage section 500 in advance, as shown in FIG. 24. A plurality of
types of sound source data such as effect sound that differs in
interval and tempo corresponding to the ball speed or pitching
effect sound are stored as the pitching level sound data 519. The
sound generation section 250 reads the sound source data
corresponding to the ball speed determined in the pitching
operation determination process, reproduces the sound source data
to generate a sound signal, and outputs the sound signal to the
sound output section 350. The sound output section 350 outputs
sound corresponding to the magnitude of the pitching operation
(i.e., ball speed) from the speaker 1410. This allows the player to
aurally determine the ball speed corresponding to the current
pitching operation input so that the operability is improved.
[0247] In the above embodiments, a plurality of image display
devices (liquid crystal displays) are used, the game screen is
displayed on one image display device, and the pitching operation
input screen and the batting operation input screen are displayed
on the other image display device. Note that the invention is not
limited thereto. The game screen, the pitching operation input
screen, and the batting operation input screen may be displayed on
one liquid crystal display.
[0248] As shown in FIG. 25, an arcade game device 1300 that
includes a single image display device 1302 in which the touch
panel 1409 is integrally provided may be used, for example. The
arcade game device 1300 includes the image display device 1302 that
corresponds to the image display section 360, a speaker 1304 that
corresponds to the sound output section 350, a joystick 1306 and a
button switch 1308 that correspond to the operation input section
100, the touch panel 1409 provided on the image display surface of
the image display device 1302, and a stylus pen 1416 used to input
an operation on the touch panel 1409.
[0249] A control board 1320 that corresponds to the control unit
1450 according to the first embodiment is provided in a housing.
The control board 1320 includes a CPU that executes game
calculations and the like, an LSI (e.g., sound generation LSI and
GPU), and an IC memory (e.g., RAM and ROM), and controls the
operation of the entire arcade game device 1300. The control board
1320 corresponds to the processing section 200 and the storage
section 500. The system program, the game program, and various
types of data may be stored in the IC memory. Alternatively, a
wireless communication module that corresponds to the communication
section 370 may be provided in the same manner as in the first
embodiment, and the system program and the like may be downloaded
from an external device through a communication line.
[0250] The player enjoys the game by inputting various operations
using the joystick 1306, the button switch 1308, and the stylus pen
1416 (for touch operation) while watching a game screen displayed
on the image display device 1302 and listening to effect sound
output from the speaker 1304, for example.
[0251] When the player's team plays defense, the pitching position
mark 12 and the pitching direction guides 14R, 14C, and 14L may be
displayed near the pitcher 4 displayed on the game screen W2 (see
FIG. 2A) according to the first embodiment, as shown in FIG. 26.
When the player's team plays offense, the batting position mark 32
and the hitting direction guides 34R, 34C, and 34L may be displayed
near the home plate displayed on the game screen W20 (see FIG.
5A).
[0252] As hardware that executes the game, a consumer game device,
a personal computer, a portable telephone, a PDA, and the like may
be used insofar as a touch panel is provided.
[0253] A configuration that reflects various amounts of the
pitching operation in the ball movement control method may be
employed.
[0254] Specifically, as indicated by a functional block diagram
shown in FIG. 27, the processing section 200 includes a batting
power setting counter section 229 that measures the time in which
the touch position is maintained within the batting position mark
32 in a period from the touch operation to determination of the
start of the stroke operation, and a batting power setting section
228 that sets a batting power (corresponding to bat swing power) as
a given batting parameter that is changed corresponding to the time
measured by the batting power setting counter section 229.
[0255] The player character setting data 512 includes a batting
capability value as the batting capability of each player in the
same manner as in a known baseball game. The batting capability
value indicates the capability of swinging a bat and hitting a ball
over a long distance.
[0256] The processing section 200 executes a batting operation
determination process D shown in FIG. 29.
[0257] The batting operation determination process D is basically
the same as the pitching operation determination process (see FIG.
13) according to the first embodiment, except that the term
"pitching" is replaced by the term "batting".
[0258] Specifically, the batting power setting counter section 229
measures the touch position holding time after the player has
brought the stylus pen 1416 into contact with the batting position
mark 32 in the step S300 until input of a stroke operation at a
speed equal to or higher than the reference speed over a distance
equal to or greater than the reference distance is detected in the
step S306 (steps S302 and S304). The stop/reset timing of the
batting power setting counter section 229 corresponds to the timing
of the touch release operation within the batting position mark 32
during the drag operation of the batting position mark 32 (steps
S308, S316, and S318). The batting power ("weak", "average", or
"strong") is determined based on the time measured by the batting
power setting counter section 229 (step S322). The determined
batting power is stored in the storage section 500 as batting power
data 559 included in the batting parameters 524 (FIG. 28).
[0259] The step S112 (see FIG. 14) according to the first
embodiment is executed as shown in FIG. 30. In a batted ball
calculation process, the processing section 200 refers to the
player character setting data 512 for the batting capability value
of the player character currently set to be the batter (step
S400).
[0260] The processing section 200 determines the speed of the
batted ball based on information that indicates the batting power
stored as the batting power data 559 and the batting capability
value (step S402). For example, when the batting power is "weak",
the processing section 200 calculates a speed corresponding to 30%
of the maximum batted ball speed based on the batting capability
value as the reference speed. When the batting power is "average",
the processing section 200 calculates a speed corresponding to 50%
of the maximum batted ball speed as the reference speed. When the
batting power is "strong", the processing section 200 calculates a
speed corresponding to 80% of the maximum batted ball speed as the
reference speed. The processing section 200 sets a given change
value range corresponding to the maximum batted ball speed,
determines the applied change value within the change value range
based on random numbers, and determines the batted ball speed by
adding the determined change value to the reference speed or
subtracting the determined change value from the reference speed,
for example.
[0261] The processing section 200 then determines the batted ball
direction based on information that indicates the batting power
stored as the batting power data 559, information that indicates
the pitching direction stored as the pitching direction 542 (see
FIG. 10), and the batting capability value (step S404).
[0262] For example, the processing section 200 determines the basic
direction based on the information stored as the hitting direction
558. The processing section 200 sets a batted ball direction change
angle range so that the change angle range increases as the batting
power and the batting capability value increase, determines the
applied change angle within the change angle range based on random
numbers, and determines the batted ball direction by adding the
determined change angle to the reference direction or subtracting
the determined change angle from the reference direction, for
example.
[0263] The processing section 200 calculates the position
coordinates and the speed of the batted ball based on the batted
ball speed and the batted ball direction determined in the steps
S402 and S404 (step S410) in the same manner as in a known baseball
game, and finishes the batted ball calculation process. A physical
calculation expression may be used as a calculation expression, or
a simple expression that is appropriately created may be used.
[0264] Although only some embodiments of the invention have been
described in detail above, those skilled in the art would readily
appreciate that many modifications are possible in the embodiments
without materially departing from the novel teachings and
advantages of the invention. Accordingly, such modifications are
intended to be included within the scope of the invention.
* * * * *