U.S. patent application number 13/054710 was filed with the patent office on 2011-05-19 for game device, method for controlling game device, program, and information storage medium.
This patent application is currently assigned to Konami Digital Entertainment Co. Ltd. Invention is credited to Naohiro Iizuka, Ippei Kondo, Keiichiro Kurashige, Atsushi Omura, Shuji Yamamoto.
Application Number | 20110118019 13/054710 |
Document ID | / |
Family ID | 41550246 |
Filed Date | 2011-05-19 |
United States Patent
Application |
20110118019 |
Kind Code |
A1 |
Kondo; Ippei ; et
al. |
May 19, 2011 |
GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM, AND
INFORMATION STORAGE MEDIUM
Abstract
To provide a game device capable of allowing a user to predict
whether or not the user is to operate a game character if a state
of the game character is changed from a first state of being
operated by a computer to a second state of being operated by any
one of a plurality of users. A storage section (80) stores
selection control data for selecting the any one of the plurality
of users. A setting section (82a) sets, if the state of the game
character is changed from the first state to the second state, the
game character as an operation subject of a user selected based on
the selection control data from among the plurality of users. A
display control section (84) sets, if the state of the game
character is the first state, a display mode for the game character
or a display mode for a related image displayed in association with
the game character based on the selection control data.
Inventors: |
Kondo; Ippei; (Tokyo,
JP) ; Kurashige; Keiichiro; (Tokyo, JP) ;
Yamamoto; Shuji; ( Tokyo, JP) ; Omura; Atsushi;
(Tokyo, JP) ; Iizuka; Naohiro; (Tokyo,
JP) |
Assignee: |
Konami Digital Entertainment Co.
Ltd
Minato-ku Tokyo
JP
|
Family ID: |
41550246 |
Appl. No.: |
13/054710 |
Filed: |
June 3, 2009 |
PCT Filed: |
June 3, 2009 |
PCT NO: |
PCT/JP2009/060173 |
371 Date: |
January 18, 2011 |
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 2300/65 20130101;
A63F 2300/8011 20130101; A63F 2300/306 20130101; A63F 13/55
20140902; A63F 13/812 20140902; A63F 2300/6623 20130101; A63F
13/5372 20140902; A63F 13/10 20130101; A63F 2300/8088 20130101 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 16, 2008 |
JP |
2008185436 |
Claims
1. A game device for executing a game configured such that a state
of a game character is changed from a first state of being operated
by a computer to a second state of being operated by any one of a
plurality of users, the game device comprising: storage means for
storing selection control data for selecting the any one of the
plurality of users; setting means for setting, if the state of the
game character is changed from the first state to the second state,
the game character as an operation subject of a user selected based
on the selection control data from among the plurality of users;
and display control means for setting, if the state of the game
character is the first state, a display mode for the game character
or a display mode for a related image displayed in association with
the game character based on the selection control data.
2. A game device according to claim 1, wherein if the state of the
game character is the first state, the display control means sets
the display mode for the game character or the display mode for the
related image displayed in association with the game character to a
display mode corresponding to the user selected based on the
selection control data from among the plurality of users.
3. A game device according to claim 1, wherein: the selection
control data comprises priority data that indicates a priority of
each of the plurality of users; if the state of the game character
is the first state, the display control means sets the display mode
for the related image displayed in association with the game
character based on the selection control data; the related image
comprises a partial region corresponding to the each of the
plurality of users; and a position, an area, or a display mode of
the partial region is set based on the priority of the user
corresponding to the partial region.
4. A control method for a game device for executing a game
configured such that a state of a game character is changed from a
first state of being operated by a computer to a second state of
being operated by any one of a plurality of users, the control
method comprising: a step of reading storage contents of storage
means for storing selection control data for selecting the any one
of the plurality of users; a setting step of setting, if the state
of the game character is changed from the first state to the second
state, the game character as an operation subject of a user
selected based on the selection control data from among the
plurality of users; and a display control step of setting, if the
state of the game character is the first state, a display mode for
the game character or a display mode for a related image displayed
in association with the game character based on the selection
control data.
5. (canceled)
6. A computer-readable information storage medium storing a program
in non-transitory form, the program causing a computer to function
as a game device for executing a game configured such that a state
of a game character is changed from a first state of being operated
by the computer to a second state of being operated by any one of a
plurality of users, the program further causing the computer to
function as: storage means for storing selection control data for
selecting the any one of the plurality of users; setting means for
setting, if the state of the game character is changed from the
first state to the second state, the game character as an operation
subject of a user selected based on the selection control data from
among the plurality of users; and display control means for
setting, if the state of the game character is the first state, a
display mode for the game character or a display mode for a related
image displayed in association with the game character based on the
selection control data.
7. A game device for executing a game configured such that a state
of a game character is changed from a first state of being operated
by a computer to a second state of being operated by any one of a
plurality of users, the game device comprising: setting means for
setting, if the state of the game character is changed from the
first state to the second state, the game character as an operation
subject of the any one of the plurality of users; and display
control means for performing display, on a game screen with the
state of the game character being the first state, so as to guide
which of the plurality of users the game character is to be set as
the operation subject of in a case where the state of the game
character is changed to the second state.
8. A control method for a game device for executing a game
configured such that a state of a game character is changed from a
first state of being operated by a computer to a second state of
being operated by any one of a plurality of users, the control
method comprising: a setting step of setting, if the state of the
game character is changed from the first state to the second state,
the game character as an operation subject of the any one of the
plurality of users; and a display control step of performing
display, on a game screen with the state of the game character
being the first state, so as to guide which of the plurality of
users the game character is to be set as the operation subject of
in a case where the state of the game character is changed to the
second state.
9. (canceled)
10. A computer-readable information storage medium storing a
program in non-transitory form, the program causing a computer to
function as a game device for executing a game configured such that
a state of a game character is changed from a first state of being
operated by the computer to a second state of being operated by any
one of a plurality of users, the program further causing the
computer to function as: setting means for setting, if the state of
the game character is changed from the first state to the second
state, the game character as an operation subject of the any one of
the plurality of users; and display control means for performing
display, on a game screen with the state of the game character
being the first state, so as to guide which of the plurality of
users the game character is to be set as the operation subject of
in a case where the state of the game character is changed to the
second state.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game device, a method for
controlling a game device, a program, and an information storage
medium.
BACKGROUND ART
[0002] There is known a game configured such that a state of a game
character is changed from a first state of being operated by a
computer to a second state of being operated by any one of a
plurality of users. For example, in a game (soccer game, basketball
game, ice hockey game, or the like) that simulates a sports match
between an operation subject team and an opposing team, the
plurality of users may cooperate in operating the operation subject
team. Such a sports game is configured such that, for example, if a
player character being operated by the computer among player
characters belonging to the operation subject team comes into a
state of being in possession of a ball (or puck), the player
character is set to an operation subject of any one of the
plurality of users.
Prior Art Document
Patent Document
[0003] Patent Document 1: JP 2007-260157 A
DISCLOSURE OF THE INVENTION
Problems to be Solved by the Invention
[0004] However, in such a game as described above, it is difficult
for a user to predict which of the user and another user is to
operate a game character if a state of the game character is
changed from the above-mentioned first state to the above-mentioned
second state. As a result, there may be a case where a user becomes
confused when the user is to operate the game character and becomes
unable to start operating the game character smoothly.
[0005] The present invention has been made in view of the
above-mentioned problem, and therefore an object thereof is to
provide a game device, a method for controlling a game device, a
program, and an information storage medium capable of allowing a
user to predict whether or not the user is to operate a game
character if a state of the game character is changed from a state
of being operated by a computer to a state of being operated by any
one of a plurality of users.
Means for Solving the Problems
[0006] In order to solve the above-mentioned problem, a game device
according to the present invention is a game device for executing a
game configured such that a state of a game character is changed
from a first state of being operated by a computer to a second
state of being operated by any one of a plurality of users. The
game device includes: storage means for storing selection control
data for selecting the any one of the plurality of users; setting
means for setting, if the state of the game character is changed
from the first state to the second state, the game character as an
operation subject of a user selected based on the selection control
data from among the plurality of users; and display control means
for setting, if the state of the game character is the first state,
a display mode for the game character or a display mode for a
related image displayed in association with the game character
based on the selection control data.
[0007] Further, a control method for a game device according to the
present invention is a control method for a game device for
executing a game configured such that a state of a game character
is changed from a first state of being operated by a computer to a
second state of being operated by any one of a plurality of users.
The control method includes: a step of reading storage contents of
storage means for storing selection control data for selecting the
any one of the plurality of users; a setting step of setting, if
the state of the game character is changed from the first state to
the second state, the game character as an operation subject of a
user selected based on the selection control data from among the
plurality of users; and a display control step of setting, if the
state of the game character is the first state, a display mode for
the game character or a display mode for a related image displayed
in association with the game character based on the selection
control data.
[0008] Further, a program according to the present invention is a
program for causing a computer, such as a consumer game machine
(stationary game machine), a portable game machine, an arcade game
machine, a mobile phone, a personal digital assistant (PDA), a
personal computer, or a server computer, to function as a game
device for executing a game configured such that a state of a game
character is changed from a first state of being operated by the
computer to a second state of being operated by any one of a
plurality of users. The program further causes the computer to
function as: storage means for storing selection control data for
selecting the any one of the plurality of users; setting means for
setting, if the state of the game character is changed from the
first state to the second state, the game character as an operation
subject of a user selected based on the selection control data from
among the plurality of users; and display control means for
setting, if the state of the game character is the first state, a
display mode for the game character or a display mode for a related
image displayed in association with the game character based on the
selection control data.
[0009] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0010] According to the present invention, it becomes possible to
allow the user to predict whether or not the user is to operate the
game character in a case where the state of the game character is
changed from the state of being operated by the computer to the
state of being operated by the any one of the plurality of
users.
[0011] Further, according to an aspect of the present invention, if
the state of the game character is the first state, the display
control means may set the display mode for the game character or
the display mode for the related image displayed in association
with the game character to a display mode corresponding to the user
selected based on the selection control data from among the
plurality of users.
[0012] Further, according to another aspect of the present
invention, the selection control data may include priority data
that indicates a priority of each of the plurality of users. If the
state of the game character is the first state, the display control
means may set the display mode for the related image displayed in
association with the game character based on the selection control
data. The related image may include a partial region corresponding
to the each of the plurality of users. A position, an area, or a
display mode of the partial region may be set based on the priority
of the user corresponding to the partial region.
[0013] Further, a game device according to the present invention is
a game device for executing a game configured such that a state of
a game character is changed from a first state of being operated by
a computer to a second state of being operated by any one of a
plurality of users. The game device includes: setting means for
setting, if the state of the game character is changed from the
first state to the second state, the game character as an operation
subject of the any one of the plurality of users; and display
control means for performing display, on a game screen with the
state of the game character being the first state, so as to guide
which of the plurality of users the game character is to be set as
the operation subject of in a case where the state of the game
character is changed to the second state.
[0014] Further, a control method for a game device according to the
present invention is a control method for a game device for
executing a game configured such that a state of a game character
is changed from a first state of being operated by a computer to a
second state of being operated by any one of a plurality of users.
The control method includes: a setting step of setting, if the
state of the game character is changed from the first state to the
second state, the game character as an operation subject of the any
one of the plurality of users; and a display control step of
performing display, on a game screen with the state of the game
character being the first state, so as to guide which of the
plurality of users the game character is to be set as the operation
subject of in a case where the state of the game character is
changed to the second state.
[0015] Further, a program according to the present invention is a
program for causing a computer, such as a consumer game machine
(stationary game machine), a portable game machine, an arcade game
machine, a mobile phone, a personal digital assistant (PDA), a
personal computer, or a server computer, to function as a game
device for executing a game configured such that a state of a game
character is changed from a first state of being operated by the
computer to a second state of being operated by any one of a
plurality of users. The program further causes the computer to
function as: setting means for setting, if the state of the game
character is changed from the first state to the second state, the
game character as an operation subject of the any one of the
plurality of users; and display control means for performing
display, on a game screen with the state of the game character
being the first state, so as to guide which of the plurality of
users the game character is to be set as the operation subject of
in a case where the state of the game character is changed to the
second state.
[0016] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0017] According to the present invention, in the game configured
such that the state of the game character is changed from the state
of being operated by the computer to the state of being operated by
the any one of the plurality of users, it becomes possible to allow
the user to predict whether or not the user is to operate the game
character.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a diagram illustrating a hardware configuration of
a game device according to an embodiment of the present
invention.
[0019] FIG. 2 is a diagram illustrating a flow of a soccer
game.
[0020] FIG. 3 is a diagram illustrating an example of a screen for
causing a user to select an operation subject candidate.
[0021] FIG. 4 is a diagram illustrating an example of a virtual
three-dimensional space.
[0022] FIG. 5 is a diagram illustrating an example of a game screen
during a match.
[0023] FIG. 6 is a diagram for describing a marker image.
[0024] FIG. 7 is a diagram for describing the marker image.
[0025] FIG. 8 is a diagram illustrating another example of the game
screen during the match.
[0026] FIG. 9 is a diagram for describing the marker image.
[0027] FIG. 10 is a diagram for describing the marker image.
[0028] FIG. 11 is a functional block diagram of the game
device.
[0029] FIG. 12 is a diagram illustrating an example of selection
result data.
[0030] FIG. 13 is a diagram illustrating an example of operation
subject data.
[0031] FIG. 14 is a diagram illustrating an example of priority
data.
[0032] FIG. 15 is a flowchart illustrating processing executed by
the game device.
[0033] FIG. 16 is a flowchart illustrating processing executed by
the game device.
[0034] FIG. 17 is a diagram for describing the marker image.
[0035] FIG. 18 is a diagram for describing the marker image.
BEST MODE FOR CARRYING OUT THE INVENTION
[0036] Hereinafter, detailed description is given of an example of
an embodiment of the present invention with reference to the
drawings. A game device according to the embodiment of the present
invention is implemented by, for example, a consumer game machine
(stationary game machine), a portable game machine, a mobile phone,
a personal digital assistant (PDA), a personal computer, a server
computer, or the like. Herein, description is given of a case where
the game device according to the embodiment of the present
invention is implemented by using a consumer game machine.
[0037] FIG. 1 is a diagram illustrating an overall configuration of
a game device 10 according to the embodiment of the present
invention. As illustrated in FIG. 1, the game device 10 includes a
consumer game machine, a monitor 32, a speaker 34, and an optical
disk 36 (information storage medium). The monitor 32 and the
speaker 34 are connected to the consumer game machine 11. For
example, a house-use television set is used as the monitor 32, and
a speaker built into the house-use television set is used as the
speaker 34.
[0038] The consumer game machine 11 is a computer game system and
includes a bus 12, a microprocessor 14, a main memory 16, an image
processing unit 18, an input/output processing unit 20, an audio
processing unit 22, an optical disk reading unit 24, a hard disk
26, a communication interface 28, and a controller 30.
[0039] The microprocessor 14 controls the individual sections of
the consumer game machine 11 based on an operating system stored in
a ROM (not shown), or a program read from the optical disk 36. The
main memory 16 includes, for example, a RAM. The program and data
read from the optical disk 36 are written to the main memory 16 if
necessary. The main memory 16 is also used as a working memory for
the microprocessor 14. The bus 12 is used for exchanging addresses
and data among the sections of the consumer game machine 11.
[0040] The image processing unit 8 includes a VRAM, and renders a
game screen in the VRAM based on image data supplied from the
microprocessor 14. The game screen rendered in the VRAM is
converted into a video signal and output to the monitor 32 at a
predetermined timing.
[0041] The input/output processing unit 20 is an interface for the
microprocessor 14 to access the audio processing unit 22, the
optical disk reading unit 24, the hard disk 26, the communication
interface 28, and the controller 30. The audio processing unit 22
includes a sound buffer and outputs, from the speaker 34, various
types of audio data (for example, game music, game sound effect,
and message) that has been read from the optical disk 36 into the
sound buffer. The communication interface 28 is an interface for
connecting the consumer game machine 11 to a communication network
by wire or wireless.
[0042] The optical disk reading unit 24 reads a program or data
recorded on the optical disk 36. Herein, the optical disk 36 is
used for supplying the program or the data to the consumer game
machine 11. Alternatively, another information storage medium, such
as a memory card, may be used. Alternatively, the program or the
data may be supplied to the consumer game machine 11 from a remote
place via a communication network such as the Internet, for
example. The hard disk 26 is a commonly-used hard disk device
(auxiliary storage device). The program and the data, which are
supposed to be stored in the optical disk 36 in the following
description, may be stored in the hard disk 26.
[0043] The controller 30 is general-purpose operation input means
for a user to input various types of game operations. A plurality
of the controllers 30 may be connected to the consumer game machine
11. The input/output processing unit 20 scans an operation state of
the controller 30 every predetermined cycle (for example, every
1/60.sup.th of a second), and then transfers an operation signal
indicating a result of the scanning to the microprocessor 14 via
the bus 12. The microprocessor 14 determines the user's game
operation based on the operation signal. Note that the controller
30 may be connected to the consumer game machine 11 by wire or
wireless.
[0044] On the game device 10, for example, a soccer game that
simulates a soccer match between a first team and a second team is
executed. Hereinafter, the description is given by assuming that
three users A, B, and C cooperate in operating the first team while
the computer operates the second team. Note that the second team
may be operated by one or a plurality of users.
[0045] FIG. 2 is a diagram illustrating an example of a flow of the
soccer game. As illustrated in FIG. 2, first, the users A, B, and C
select their own team (first team) to operate from among a
plurality of teams prepared in advance (S101).
[0046] After that, the users A, B, and C set tactics for their own
team (S102). For example, a formation and an operation of the team
are set. Specifically, any one of a plurality of formations
prepared in advance is selected so as to decide a deployment of
forwards (FW), midfielders (MF), and defenders (DF). In addition,
any one of a plurality of operations prepared in advance is
selected. The operations that can be selected include, for example,
a "counter attack". The "counter attack" refers to an operation in
which an offensive player character is left in a front line, and
immediately after a ball is taken from the opposing team, a pass is
made to the player character to thereby quickly perform an
attack.
[0047] After that, the users A, B, and C select player characters
that are to participate in the match from among the player
characters belonging to their own team (S103). In this step, a
screen for selecting the player characters that are to participate
in the match is displayed on the monitor 32. On this screen, the
users A, B, and C select the player characters to be assigned to
respective positions of the formation set in Step S102. For
example, in a case where eighteen player characters belong to the
team, eleven player characters are selected from among those
eighteen player characters.
[0048] After that, the users A, B, and C individually select one or
a plurality of player characters as their own operation subject
candidates from among the player characters that are to participate
in the match (S104). During the match, the user A can operate only
the player character selected by the user A as the operation
subject candidate. In the same manner, during the match, the user B
can operate only the player character selected by the user B as the
operation subject candidate, and the user C can operate only the
player character selected by the user C as the operation subject
candidate. That is, the users A, B, and C are each set to be able
to concentrate on the operation of the player character selected by
themselves as the operation subject candidate.
[0049] In this step, a screen (hereinafter, referred to as
"selection screen") for selecting, as the operation subject
candidates, one or a plurality of player characters from among the
player characters that are to participate in the match, is
displayed on the monitor 32. FIG. 3 illustrates an example of the
selection screen. A selection screen 40 illustrated in FIG. 3
includes of a formation field 42 and a participating player field
44.
[0050] A formation selected in Step S102 is displayed in the
formation field 42. The formation displayed on the formation field
42 of FIG. 3 is a formation generally called "4-3-3", in which four
defenders (DF1, DF2, DF3, and DF4), three midfielders (MF1, MF2,
and MF3), three forwards (FW1, FW2, and FW3), and a goalkeeper (GK)
are deployed.
[0051] A list of the player characters selected in Step S103, in
other words, the player characters that are to participate in the
match, is displayed in the participating player field 44. The users
A, B, and C each select one or a plurality of player characters
from among the player characters displayed in the participating
player field 44. On the selection screen 40 illustrated in FIG. 3,
the player characters assigned to "DF1", "DF2", and "MF1" are
selected by the user A. The player characters assigned to "MF1",
"MF2", "MF3", and "FW2" are selected by the user B. The player
characters assigned to "MF1", "FW1", "FW2", and "FW3" are selected
by the user C. For example, the player characters assigned to "DF1"
or "DF2" are selected only by the user A, and hence those player
characters are able to be operated only by the user A. In addition,
the player character assigned to "FW2" is selected by the users B
and C, and hence this player character is able to be operated by
the users B and C. In addition, the player character assigned to
"MF1" is selected by the users A, B, and C, and hence this player
character is able to be operated by the users A, B, and C.
[0052] Note that on the selection screen 40, the users A, B, and C
may be set to select the operation subject candidate by specifying
a player character name, or may be set to select the operation
subject candidate by specifying a position name (for example, "DF1"
or "MF1").
[0053] If the selection of the operation subject candidate is
completed, the users A, B, and C issue an instruction with a
decision button 46. If the instruction is issued with the decision
button 46, the match is started (S105).
[0054] When the match is started, a virtual three-dimensional space
is built in the main memory 16 in order to generate a game screen
during the match. FIG. 4 illustrates an example of the virtual
three-dimensional space. As illustrated in FIG. 4, a field 52 that
is an object representing a soccer field is located in a virtual
three-dimensional space 50. Goals 54 that are each an object
representing a soccer goal, a player character 56 that is an object
representing a soccer player, and a ball 58 that is an object
representing a soccer ball, are Located on the field 52. One of the
goals 54 is associated with the first team, and the other is
associated with the second team. When the ball 58 moves to an
inside of the goal 54 associated with any one of the teams, a
scoring event for the other team occurs.
[0055] Although omitted in FIG. 4, eleven player characters 56
belonging to the first team and eleven player characters 56
belonging to the second team are located on the field 52. For
example, eleven player characters 56 selected from among the player
characters belonging to the first team in Step S103 of FIG. 2 and
eleven player characters 56 selected by the computer from among the
player characters belonging to the second team, are located on the
field 52 at a time a match is started.
[0056] When a player character 56 and the ball 58 come close to
each other, the player character 56 and the ball 58 are associated
with each other under a predetermined condition. In this case, the
ball 58 moves according to movement of the player character 56.
This state is represented by a dribbling action of the player
character 56. The state in which the ball 58 is associated with the
player character 56 is hereinafter referred to as "the player
character 56 is in possession of the ball 58".
[0057] Further, in the state in which a given player character 56
is in possession of the ball 58, if another player character 56 and
the ball 58 come close to each other, the other player character 56
and the ball 58 are associated with each other under a
predetermined condition. The player character 56 thus takes the
ball 58 held by the another player character 56.
[0058] A virtual camera 59 (viewpoint) is set in the virtual
three-dimensional space 50. A game screen showing a situation of
the virtual three-dimensional space 50, which is viewed from the
virtual camera 59, is displayed on the monitor 32. For example, in
order to constantly display the ball 58 on the game screen, the
virtual camera 59 moves around within the virtual three-dimensional
space 50 based on movement of the ball 58.
[0059] FIG. 5 illustrates an example of the game screen during the
match. Seven player characters 56a, 56b, 56c, 56d, 56e, 56f, and
56g are displayed on a game screen 60 illustrated in FIG. 5. The
six player characters 56a to 56f are the player characters 56
belonging to the first team, and the remaining player character 56g
is the player character 56 belonging to the second team. Note that
the description is made here assuming that the player characters
56a, 56b, 56c, 56d, 56e, and 56f are the player character 56
assigned to "DF1", "MF2", "FW1", "MF1", "FW2", and "DF2",
respectively.
[0060] On the game screen 60 illustrated in FIG. 5, cursor images
62a, 62b, and 62c are displayed above heads of the player
characters 56a, 56b, and 56c, respectively. The cursor images 62a,
62b, and 62c indicate that the player characters 56a, 56b, and 56c
are being operation subjects of the users A, B, and C,
respectively. For example, the cursor image 62a indicates that the
player character 56a is being operated by the user A. In this case,
the player character 56a performs an action based on an operation
by the user A. Further, the player character 56b performs an action
based on an operation by the user B, and the player character 56c
performs an action based on an operation by the user C. Note that
the player characters 56d, 56e, 56f, and 56g that are not being the
operation subjects of the users A, B, and C each perform an action
based on an operation by the computer (microprocessor 4).
[0061] Further, on the game screen 60 illustrated in FIG. 5, marker
images 64a, 64b, 64c, 64d, 64e, and 64f are displayed at the feet
of the player characters 56a, 56b, 56c, 56d, 56e, and 56f,
respectively. Those marker images 64a, 64b, 64c, 64d, 64e, and 64f
play a role of indicating one or a plurality of users selecting the
player characters 56a, 56b, 56c, 56d, 56e, and 56f, respectively,
as the operation subject candidates. Note that no marker image is
displayed at the feet of the player characters 56 not selected by
any user as the operation subject candidate.
[0062] If the number of users selecting the player character 56 as
the operation subject candidate is one, a color of the marker image
corresponding to the player character 56 is set to a color
corresponding to the user. For example, only the user A selects the
player characters 56a and 56f assigned to "DF1" and "DF2",
respectively, as the operation subject candidates (see FIG. 3), and
hence the color of the marker images 64a and 64f is set to the
color corresponding to the user A. In a similar manner, only the
user B selects the player character 56b assigned to "MF2" as the
operation subject candidate (see FIG. 3), and hence the color of
the marker image 64b is set to the color corresponding to the user
B. Further, only the user C selects the player character 56c
assigned to "FW1" as the operation subject candidate (see FIG. 3),
and hence the color of the marker image 64c is set to the color
corresponding to the user C.
[0063] Meanwhile, if the number of the users selecting the player
character 56 as the operation subject candidate is a plural number,
partial regions whose number is equal to the number of those users
are set in the marker image corresponding to the player character
56. The partial regions and the users are associated with each
other on a one-to-one basis.
[0064] FIG. 6 is a diagram for describing the marker image 64d
illustrated in FIG. 5. The marker image 64d is a marker image
corresponding to the player character 56d assigned to "MF1".
Further, the users selecting the player character 56d assigned to
"MF1" as the operation subject candidate are the three users A, B,
and C (see FIG. 3). Therefore, the marker image 64d includes a
partial region 70a corresponding to the user A, a partial region
70b corresponding to the user B, and a partial region 70c
corresponding to the user C. In the example illustrated in FIG. 6,
the marker image 64d is divided into three fan-shaped regions 72,
74, and 76. Of those three fan-shaped regions 72, 74, and 76, the
fan-shaped region 76 on the right side is set as the partial region
70a for the user A. The color of the partial region 70a for the
user A is set to the color corresponding to the user A (in other
words, the same color as the marker images 64a and 64f). Further,
the fan-shaped region 72 on the bottom is set as the partial region
70b for the user B. The color of the partial region 70b for the
user B is set to the color corresponding to the user B (in other
words, the same color as the marker image 64b). In the same manner,
the fan-shaped region 74 on the left side is set as the partial
region 70c for the user C. The color of the partial region 70c for
the user C is set to the color corresponding to the user C (in
other words, the same color as the marker image 64c). Note that
FIG. 6 illustrates a case where the marker image 64d is viewed from
an upwardly slanting direction, and hence the marker image 64d has
an oval shape. If the marker image 64d is viewed from directly
above, the marker image 64d has a circular shape. The same holds
true for the marker image 64d illustrated in FIGS. 9, 7, and 8
described later, and also the same holds true for the marker image
64e in FIGS. 7 and 10 described later.
[0065] FIG. 7 is a diagram for describing the marker image 64e
illustrated in FIG. 5. The marker image 64e is a marker image
corresponding to the player character 56e assigned to "FW2".
Further, the users selecting the player character 56e assigned to
"FW2" as the operation subject candidate are the two users B and C
(see FIG. 3). Therefore, the marker image 64e includes the partial
region 70b corresponding to the user B and the partial region 70c
corresponding to the user C. In the example illustrated in FIG. 7,
the marker image 64e is divided into two fan-shaped regions
(semi-circular regions) 78 and 79. Of those two fan-shaped regions
78 and 79, the fan-shaped region 78 on the bottom is set as the
partial region 70b for the user B. The color of the partial region
70b for the user B is set to the color corresponding to the user B
(in other words, the same color as the marker image 64b). Further,
the fan-shaped region 79 on the upper side is set as the partial
region 70c for the user C. The color of the partial region 70c for
the user C is set to the color corresponding to the user C (in
other words, the same color as the marker image 64c).
[0066] On the game screen 60 illustrated in FIG. 5, the player
character 56a is in possession of the ball 58. In this state, if
the user A performs a passing operation toward the player character
56d, a pass is executed from the player character 56a to the player
character 56d. In this case, the player character 56d is in a state
of being operated by the computer (in other words, state of being
the operation subject of none of the users), and hence the user
that is to operate the player character 56d is selected from among
the users A, B, and C selecting the player character 56d as the
operation subject candidate.
[0067] The user that is to operate the player character 56d is
selected based on a given priority order. In the state illustrated
in FIG. 5, the priority order of the users A, B, and C is set to,
for example, "B, C, A". The priority order "B, C, A" indicates a
state in which the user B has the highest priority and the user A
has the lowest priority. In this case, the user B having the
highest priority is chosen as the user that is to operate the
player character 56d, and the operation subject of the user B is
changed from the player character 56b to the player character 56d.
FIG. 8 illustrates the game screen 60 in this case. On the game
screen 60 illustrated in FIG. 8, the cursor image 62b that
indicates the operation subject of the user B is displayed above
the head of the player character 56d, and the player character 56d
performs an action according to the operation by the user B.
[0068] With regard to the priority order, in a case where the
player character 56 operated by any one of the users is in
possession of the ball 58, the priority of the user is set to be
lowest. For example, in the state illustrated in FIG. 5, the player
character 56a operated by the user A is in possession of the ball
58, and hence the priority order is set to, for example, "B, C, A"
so that the user A has the lowest priority. Further, if the state
shifts from the state illustrated in FIG. 5 to the state
illustrated in FIG. 8, the player character 56d operated by the
user B comes into a state of being in possession of the ball 58,
and hence the priority order is updated from "B, C, A" to "C, A, B"
so that the user B has the lowest priority. For example, in the
state illustrated in FIG. 5, if the user A is in charge of the
operation of the player character 56d as well in the case where a
pass is performed from the player character 56a to the player
character 56d, the users B and C may become unhappy. In this
respect, as in this embodiment, by performing such a setting that
the priority of the user that is operating the player character 56
in possession of the ball 58 becomes lowest, it becomes possible to
prevent an occurrence of such an inconvenience as described
above.
[0069] Note that on the game screen 60 illustrated in FIG. 5, if a
pass is executed from the player character 56a to the player
character 56e, the user B having the higher priority of the users B
and C selecting the player character 56e as the operation subject
candidate is chosen as the user that is to operate the player
character 56e. Alternatively, on the game screen 60 illustrated in
FIG. 5, if a pass is executed from the player character 56a to the
player character 56f, the user A is chosen as the user that is to
operate the player character 56f because only the user A selects
the player character 56f as the operation subject candidate.
[0070] Here, description is given of another role played by the
marker images 64d and 64e. The marker image displayed at the feet
of the player character 56 selected by the plurality of users as
the operation subject candidate plays a role of indicating the
priority order of those plurality of users. Specifically, in the
marker image displayed at the feet of the player character 56
selected by the plurality of users as the operation subject
candidate, the positions of the partial regions corresponding to
the respective users are set so as to indicate the priority order
of those plurality of users. For example, in the marker image, the
respective fan-shaped regions are associated with priorities in a
clockwise order in which a fan-shaped region closest to the virtual
camera 59 is set to the first region.
[0071] For example, in the marker image 64d, the fan-shaped region
72 on the bottom which is closest to the virtual camera 59 is
associated with the priority "1". In other words, the fan-shaped
region 72 is associated with the user having the highest priority.
Further, the fan-shaped region 74 on the upper left side of the
fan-shaped region 72 is associated with the priority "2". In other
words, the fan-shaped region 74 is associated with the user having
the second highest priority. Further, the fan-shaped region 76 on
the right side of the fan-shaped region 74 is associated with the
priority "3". In other words, the fan-shaped region 76 is
associated with the user having the third highest priority.
Therefore, if the priority order of the users A, B, and C is "B, C,
A", the marker image 64d appears as illustrated in FIG. 6. Note
that FIG. 9 illustrates the marker image 64d in a case where the
priority order of the users A, B, and C is "C, B, A", in other
words, in a case where the priorities of the users B and C are
exchanged. In the marker image 64d illustrated in FIG. 9, the
fan-shaped region 72 is set as the partial region 70c corresponding
to the user C, and the fan-shaped region 74 is set as the partial
region 70b corresponding to the user B. In other words, in the
marker image 64d in this case, in comparison with the marker image
64d illustrated in FIG. 6, the position of the partial region 70b
corresponding to the user B and the position of the partial region
70c corresponding to the user C are exchanged.
[0072] By referencing the marker image 64d, the users A, B, and C
are able to grasp the current priority order. For example, by
referencing the color of the fan-shaped region 72 associated with
the priority "1", the users A, B, and C are able to predict which
of the users is to operate the player character 56d in a case where
a pass to the player character 56d is executed. For example, the
user B is able to predict that the user B himself/herself is to
operate the player character 56d in a case where the pass to the
player character 56d is executed. Therefore, even if the pass to
the player character 56d is executed in actuality, the user B is
able to start the operation of the player character 56d without
rushing. Further, the user C makes a reference as to which of the
fan-shaped regions 72, 74, and 76 is set as the partial region 70c
in which the color corresponding to the user C himself/herself is
set, to thereby grasp their current priority. In other words, the
user C references the position of the partial region 70c in which
the color corresponding to the user C himself/herself is set, to
thereby grasp their current priority.
[0073] Note that the marker image 64d is displayed in a vicinity of
the player character 56d, and hence, by looking toward the player
character 56d, the users A, B, and C are able to immediately grasp
which user is to operate the player character 56d in a case where
the pass to the player character 56d is executed.
[0074] Further, for example, in the marker image 64e, the
fan-shaped region 78 on the bottom side which is closest to the
virtual camera 59 is associated with the priority "1". In other
words, the fan-shaped region 78 is associated with the user having
the highest priority. Further, the fan-shaped region 79 on the
upper side of the fan-shaped region 78 is associated with the
priority "2". In other words, the fan-shaped region 79 is
associated with the user having the second highest priority.
Therefore, if the priority order of the users A, B, and C is "B, C,
A", the marker image 64e appears as illustrated in FIG. 7. Note
that FIG. 10 illustrates the marker image 64e in the case where the
priority order of the users A, B, and C is "C, B, A", in other
words, in the case where the priorities of the users B and C are
exchanged. In the marker image 64e illustrated in FIG. 10, the
fan-shaped region 78 is set as the partial region 70c corresponding
to the user C, and the fan-shaped region 79 is set as the partial
region 70b corresponding to the user B. In other words, in the
marker image 64e in this case, in comparison with the marker image
64e illustrated in FIG. 7, the position of the partial region 70b
corresponding to the user B and the position of the partial region
70c corresponding to the user C are exchanged.
[0075] By referencing the marker image 64e, the users A, B, and C
are able to grasp the current priority order. For example, by
referencing the color of the fan-shaped region 78 associated with
the priority "1", the users A, B, and C are able to predict which
of the users is to operate the player character 56e in a case where
a pass to the player character 56e is executed. For example, the
user B is able to grasp in advance that the user B himself/herself
is to operate the player character 56e in a case where the pass to
the player character 56e is executed. Therefore, even if the pass
to the player character 56e is executed in actuality, the user B is
able to start the operation of the player character 56e without
rushing. Further, the user C makes a reference as to which of the
fan-shaped regions 78 and 79 is set as the partial region 70c in
which the color corresponding to the user C himself/herself is set,
to thereby grasp their current priority. In other words, the user C
references the position of the partial region 70c in which the
color corresponding to the user C himself/herself is set, to
thereby grasp their current priority.
[0076] Note that the marker image 64e is displayed in the vicinity
of the player character 56e, and hence, by looking toward the
player character 56e, the users A, B, and C are able to immediately
grasp which user is to operate the player character 56e in a case
where the pass to the player character 56e is executed.
[0077] Incidentally, on the game screen 60 illustrated in FIG. 8,
in accordance with the player character 56d becoming the operation
subject of the user B, the entirety of the marker image 64d is set
to have a color corresponding to the user B (in other words, color
of the marker image 64b). Further, if the state shifts from the
state illustrated in FIG. 5 to the state illustrated in FIG. 8, the
priority order is updated from "B, C, A" to "C, A, B", and hence
the marker image 64e is updated to the state illustrated in FIG. 10
on the game screen 60 illustrated in FIG. 8.
[0078] Next, description is given of a configuration for
implementing the above-mentioned soccer game. FIG. 11 is a
functional block diagram mainly illustrating functions related to
the present invention among the functions implemented by the game
device 10. As illustrated in FIG. 11, the game device 10 includes a
game data storage section 80, a game situation data update section
82, and a display control section 84. The game data storage section
80 is implemented mainly by, for example, the main memory 16 and
the optical disk 36. The game situation data update section 82 and
the display control section 84 are implemented mainly by, for
example, the microprocessor 14.
[0079] The game data storage section 80 stores data necessary to
execute a soccer game. For example, the game data storage section
80 stores a plurality of team data items, a plurality of formation
data items, and a plurality of operation data items. Each of the
team data items includes a list of the player characters belonging
to a team corresponding thereto. Data indicating selection results
obtained in Steps S101 and S102 of FIG. 2 is also stored in the
game data storage section 80.
[0080] Further, data indicating selection results obtained in Steps
S103 and S104 of FIG. 2 (hereinafter, referred to as "selection
result data") is stored in the game data storage section 80. FIG.
12 is a diagram illustrating an example of the selection result
data. The selection result data illustrated in FIG. 12 includes a
"player ID", a "participation flag", a "position", and an
"operation subject candidate flag".
[0081] The "player ID" represents information that uniquely
identifies the player character belonging to the first team. The
"participation flag" takes on values of 0, 1, and 2. The value "0"
indicates that the player character has not participated in the
match. The value "1" indicates that the player character is
participating in the match. The value "2" indicates that the player
character has participated in the match but is not currently
participating in the match after another player character took its
place. The "position" indicates the position to which the player
character is assigned. The "operation subject candidate flag"
indicates whether or not the player character is selected as the
operation subject candidate. The value "0" indicates that the
player character is not selected as the operation subject
candidate, and the value "1" indicates that the player character is
selected as the operation subject candidate.
[0082] Further, the game data storage section 80 includes a game
situation data storage section 80a. The game situation data storage
section 80a stores game situation data that indicates a current
situation of the soccer game. For example, data indicating the
current state of the respective player characters 56 and the ball
58 that are located in the virtual three-dimensional space 50 is
stored in the game situation data storage section 80a.
Specifically, the current position, posture, moving direction,
moving velocity, and the like of the respective player characters
56 are stored therein. Further, the current position, moving
direction, moving velocity, and the like of the ball 58 are stored
therein. Further, the player ID of the player character 56 that is
in possession of the ball 58 at the present time is stored therein.
Further, for example, data indicating the current state (for
example, position and viewing direction) of the virtual camera 59
is stored in the game situation data storage section 80a. Data
indicating scores of both of the teams and data indicating an
elapsed time period are also stored in the game situation data
storage section 80a.
[0083] Further, for example, operation subject data that indicates
the player character 56 which is the current operation subject of
each of the users A, B, and C is stored in the game situation data
storage section 80a. FIG. 13 illustrates an example of the
operation subject data. In the operation subject data illustrated
in FIG. 13, an "operation subject player ID" represents the player
ID of the player character 56 that is being operated by the user of
the present time.
[0084] Further, for example, priority data that indicates the
current priority of the users A, B, and C is also stored in the
game situation data storage section 80a. FIG. 4 illustrates an
example of the priority data. The priority data illustrated in FIG.
14 represents data indicating the priority order of the users A, B,
and C. The priority data illustrated in FIG. 14 indicates the state
in which the user B has the highest priority, the user C has the
second highest priority, and the user A has the lowest priority.
The priority data and the above-mentioned selection result data
(see FIG. 12) play a role of data (selection control data) for
selecting one of the plurality of users A, B, and C as the user
that is to operate the player character 56.
[0085] The game situation data update section 82 updates the game
situation data. For example, the game situation data update section
82 updates state data on the player character 56, the ball 58, and
the virtual camera 59. Further, for example, the game situation
data update section 82 updates the operation subject data and the
priority data. The game situation data update section 82 includes
an operation subject setting section 82a (setting means) as a
functional block for updating the operation subject data.
[0086] The operation subject setting section 82a determines whether
or not a time to switch the state of the player character 56, which
is selected by one or the plurality of users as the operation
subject candidate, from a state in which the player character 56 is
operated by the computer to a state in which the player character
56 is operated by the user, has arrived. For example, it is
determined that the above-mentioned time has arrived if the state
occurs in which the player character 56 being selected by one or
the plurality of users as the operation subject candidate is in
possession of the ball 58 or if it is predicted that the state may
occur in which the player character 56 being selected by one or the
plurality of users as the operation subject candidate is in
possession of the ball 58.
[0087] If the above-mentioned time arrives, the operation subject
setting section 82a switches the state of the player character 56
from the state in which the player character 56 is operated by the
computer to the state in which the player character 56 is operated
by the user selected based on the selection result data (see FIG.
12) and the priority data (see FIG. 14) described above. If the
player character 56 is being selected by only one user as the
operation subject candidate, the operation subject setting section
82a sets the player character 56 as the operation subject of the
user. Meanwhile, if the player character 56 is being selected by
the plurality of users as the operation subject candidate, the
operation subject setting section 82a sets the player character 56
as the operation subject of the user selected based on the priority
data from among those plurality of users. Note that, for example,
if the player character 56 is set as the operation subject of the
user B, the "operation subject player ID" of the user B is updated
to the player ID of the player character 56.
[0088] The display control section 84 displays the game screen 60
as illustrated in, for example, FIG. 5 or FIG. 8 on the monitor 32.
In the case of this embodiment, the marker image is displayed in
association with the player character 56 being selected by one or
the plurality of users as the operation subject candidate. Further,
the marker image is set based on the selection result data (see
FIG. 12) and the priority data (see FIG. 14) described above. For
example, a display mode for the marker image displayed in
association with the player character 56 being selected by only one
user as the operation subject candidate is set to a display mode
corresponding to the user. Further, the display mode for the marker
image displayed in association with the player character 56 being
selected by the plurality of users as the operation subject
candidate is set based on the priorities of those plurality of
users. Note that the display mode for the marker image is, for
example, the color, pattern, design, or shape of the marker
image.
[0089] For example, on the game screen 60 illustrated in FIG. 5,
the marker image 64f is displayed in a position decided based on
the position of the player character 56f being selected by only the
user A as the operation subject candidate, and the color of the
marker image 64f is set to the color corresponding to the user A.
Further, the marker image 64d is displayed in a position decided
based on the position of the player character 56d being selected by
the users A, B, and C as the operation subject candidate, and the
design of the marker image 64d is set based on the priorities of
the users A, B, and C. Specifically, the marker image 64d includes
the partial region 70a having the display mode (in this embodiment,
color) corresponding to the user A, the partial region 70b having
the display mode corresponding to the user B, and the partial
region 70c having the display mode corresponding to the user C. In
addition, the positions of the partial regions 70a, 70b, and 70c
are decided based on the priority order of the users A, B, and
C.
[0090] Next, description is given of processing executed by the
game device 10. FIG. 15 is a flowchart mainly illustrating
processing related to the present invention from among processing
executed by each game device 10 during the match every
predetermined cycle (for example, 1/60.sup.th of a second). The
microprocessor 14 executes the processing illustrated in FIG. 15
according to a program stored in the optical disk 36. By execution
of the processing illustrated in FIG. 15, the game situation data
update section 82 and the display control section 84 are
realized.
[0091] As illustrated in FIG. 15, first, the microprocessor 14
(game situation data update section 82) updates the state data on
the player character 56, the ball 58, and the virtual camera 59
(S201). For example, the state (for example, position or posture)
of the player character 56 which is the operation subject of the
user A is updated based on the operation by the user A. In the same
manner, the state of the player character 56 which is the operation
subject of the user B is updated based on the operation by the user
B, and the state of the player character 56 which is the operation
subject of the user C is updated based on the operation by the user
C. The states of the other player characters 56, in other words,
the player characters 56 being played by the computer, are updated
based on a predetermined algorithm. Further, the state (for
example, position or moving direction) of the ball 58 is updated.
Further, the state (for example, position) of the virtual camera 59
is updated based on the position of the ball 58.
[0092] Further, the microprocessor 14 (operation subject setting
section 82a) updates the operation subject data (S202). FIG. 6 is a
flowchart illustrating an example of a processing executed in this
step.
[0093] As illustrated in FIG. 16, it is first determined whether or
not there a time to set the player character 56 (hereinafter,
referred to as "player character X"), which is being selected by
one or the plurality of users as the operation subject candidate
and which is being operated by the computer at the present time, as
the operation subject of any one of the users (S301), has arrived.
For example, it is determined that the above-mentioned time has
arrived in a case where a player character X comes into the state
of being in possession of the ball 58 or in a case where it is
predicted that the player character X may come into the state of
being in possession of the ball 58. The case where the player
character X comes into the state of being in possession of the ball
58 refers to a case where, for example, a distance between the
current position of the player character X and the current position
of the ball 58 becomes smaller than a predetermined distance.
Further, the case where it is predicted that the player character X
may come into the state of being in possession of the ball 58
refers to a case where, for example, a distance between the current
position or a predicted future position of the player character X
and a predicted future position of the ball 58 becomes smaller than
a predetermined distance.
[0094] If it is determined that the above-mentioned time has
arrived, it is determined whether or not the player character X is
being selected by the plurality of users as the operation subject
candidate (S302). If the player character X is being selected by
the plurality of users as the operation subject candidate, one of
those plurality of users is selected based on the priority data
(S303). Specifically, the user having the highest priority among
those plurality of users is selected. Then, the "operation subject
player ID" of the selected user is updated to the ID of the player
character X (S304).
[0095] Meanwhile, if the player character X is not being selected
by the plurality of users as the operation subject candidate, in
other words, if the player character X is selected by only one user
as the operation subject candidate, the "operation subject player
ID" of the user is updated to the ID of the player character X
(S305).
[0096] After execution of the update processing for the operation
subject data, the microprocessor 14 (game situation data update
section 82) executes the update processing for the priority data.
In other words, as illustrated in FIG. 15, it is determined whether
or not the player character 56 in possession of the ball 58 has
been changed to another player character 56 (S203). If it is
determined that the player character 56 in possession of the ball
58 has been changed to another player character 56, it is
determined whether or not the player character 56 that is now in
possession of the ball 58 is being operated by any one of the users
A, B, and C (S204). If the player character 56 that is now in
possession of the ball 58 is being operated by any one of the users
A, B, and C, the priority data is updated so that the priority of
the user is set to be lowest (S205).
[0097] After execution of the update processing for the priority
data, the microprocessor 14 (display control section 84) updates
the game screen 60 (S206).
[0098] In this step, first, a field-of-view image representing the
virtual three-dimensional space 50 is viewed from the virtual
camera 59 is formed in the VRAM. At this case, in order to display
the cursor images 62a to 62c on the game screen 60, in the virtual
three-dimensional space 50, the objects corresponding to the cursor
images 62a, 62b, and 62c are located above the heads of the player
characters 56 as the operation subjects of the users A, B, and C,
respectively. Further, in order to display the marker images 64a to
64f on the game screen 60, the objects corresponding to the marker
images 64a, 64b, 64c, 64d, 64e, and 64f are located at the feet of
the player characters 56a, 56b, 56c, 56d, 56e, and 56f,
respectively. Note that instead of locating the objects
corresponding to the cursor images 62a to 62c and the marker images
64a to 64f in the virtual three-dimensional space 50, the cursor
images 62a to 62c and the marker images 64a to 64f may be displayed
on the game screen 60 by rendering the cursor images 62a to 62c and
the marker images 64a to 64f in the field-of-view image formed in
the VRAM.
[0099] A scoring situation and the elapsed time period are rendered
in the image rendered in the VRAM, and the game screen 60 is formed
in the VRAM. The game screen 60 formed in the VRAM is displayed on
the monitor 32 at a predetermined time.
[0100] On the game device 10 described above, if the player
character 56 that can be operated by the user (in other words,
player character 56 being selected by one or the plurality of users
as the operation subject candidate) is in the state of being
operated by the computer, the marker images (marker images 64d,
64e, and 64f of FIG. 5) are displayed in association with the
player character 56. The marker image indicates which of the users
is to operate the player character 56 in a case where the state of
the player character 56 is caused to change from the state in which
the player character 56 is operated by the computer to the state in
which the player character 56 is operated by the user. The user
references the marker image to thereby predict whether or not the
player character 56 is to be operated by himself/herself in a case
where the state of the player character 56 shifts from the state of
being operated by the computer to the state of being operated by
the user.
[0101] Note that the present invention is not limited to the
foregoing embodiment.
[0102] For example, as described below, the marker image is not
limited to the modes illustrated in FIG. 5 to FIG. 10.
[0103] For example, on the game screen 60 illustrated in FIG. 5,
the color of the entire marker image 64d may be set to the color
corresponding to the user having the highest priority among the
users A, B, and C selecting the player character 56d as the
operation subject candidate. For example, if the priority order of
the users A, B, and C is "B, A, C", the color of the entire marker
image 64d may be set to the color corresponding to the user B. The
marker image 64d in this case becomes the same as the marker image
64b of FIG. 5. This even allows the users A, B, and C to predict
which of the users is to operate the player character 56d in a case
where a pass to the player character 56d is executed. For example,
the user B is able to predict that the user B is to operate the
player character 56d in a case where a pass to the player character
56d is executed.
[0104] Further, for example, in the marker images 64d and 64e, the
partial regions 70a to 70c may not be the fan-shaped regions. In
other words, the partial regions 70a, 70b, and 70c may be set in a
mode different from the modes illustrated in FIG. 5 to FIG. 10.
[0105] Further, for example, in the marker images 64d and 64e, the
area of the partial region corresponding to a user may be set based
on the priority of the user. FIGS. 17 and 18 are diagrams
illustrating examples of the marker image 64d in this case. FIG. 17
illustrates the example of the marker image 64d in the case where
the priority order of the users A, B, and C is "B, C, A". In the
marker image 64d illustrated in FIG. 17, the partial region 70b for
the user B having the highest priority has the largest area, and
the partial region 70a for the user A having the lowest priority
has the smallest area. FIG. 18 illustrates the example of the
marker image 64d in the case where the priority order of the users
A, B, and C is "C, B, A". In the marker image 64d illustrated in
FIG. 18, the partial region 70c for the user C having the highest
priority has the largest area.
[0106] Further, for example, in the marker images 64d and 64e, the
display mode (for example, density or transparency) of the partial
region corresponding to a user may be set based on the priority of
the user. For example, in the case where the priority order of the
users A, B, and C is "B, C, A", the partial region 70b
corresponding to the user B having the highest priority may be set
to have a higher density than any other partial regions 70a and
70c. Further, the partial region 70a corresponding to the user A
having the lowest priority may be set to have a lower density than
any other partial regions 70b and 70c.
[0107] Further, for example, the marker image may be set as an
image other than that having an oval shape. Further, as long as the
marker image is displayed in the position based on the position of
the player character 56, the marker image 64 may be displayed in a
position other than at the feet of the player character 56. For
example, the marker image may be a balloon image. In this case, the
marker image may be displayed in the vicinity of the face of the
player character 56. Further, in this case, the display mode (for
example, contents or shape of a balloon) for the marker image may
be set based on the selection result data (see FIG. 12) and the
priority data (see FIG. 14) described above. For example, the
contents of the balloon of the marker image may indicate the user
having the highest priority among the users selecting the player
character 56 corresponding to the marker image as the operation
subject candidate. Alternatively, inside the balloon of the marker
image corresponding to the player character 56 being selected by
the plurality of users as the operation subject candidate, a
character string that indicates the priority order of those
plurality of users, for example, "B, C, A" may be displayed.
[0108] Further, for example, the marker image may be displayed in
association with only the player character 56 being operated by the
computer at that time among the player characters 56 selected by
one or the plurality of users as the operation subject candidates.
In other words, with regard to the player characters 56 which are
the operation subjects of the users A, B, and C, the marker image
may not be displayed. For example, on the game screen 60
illustrated in FIG. 5, the marker images 64a, 64b, and 64c may not
be displayed.
[0109] Further, for example, instead of displaying the marker
image, the display mode for the player character 56 itself may be
changed. For example, on the game screen 60 illustrated in FIG. 5,
the colors of the player characters 56a to 56f may be set based on
the selection result data (see FIG. 12) and the priority data (see
FIG. 14) described above. Specifically, the color of the player
character 56f may be set based on the color corresponding to the
user A selecting the player character 56f as the operation subject
candidate. Further, the colors of the player characters 56d and 56e
being selected by the plurality of users as the operation subject
candidates may be set based on the color corresponding to the user
having the highest priority among those plurality of users. This
even allows the users A, B, and C to predict which of the users is
to operate the player character 56 in a case where a pass to one of
the player characters 56d, 56e, and 56f is executed. For example,
the user B is able to predict that the user B is to operate the
player character 56d in a case where a pass to the player character
56d is executed.
[0110] Further, for example, if a pass to the player character 56d
is executed on the game screen 60 illustrated in FIG. 5, instead of
selecting the user having the highest priority from among the users
A, B, and C as the user that is to operate the player character
56d, one of the users A, B, and C may be selected based on a
probability set based on the priority data. For example, if the
priority order of the users A, B, and C is "B, C, A", the
probabilities of the users A, B, and C are set so that the user B
has the highest probability, the user C has the second highest
probability, and the user A has the lowest probability.
[0111] Further, for example, at least one user may not select the
operation subject candidate. For example, the users A and B may
select the operation subject candidate, and the user C may not
select the operation subject candidate. In this case, the operation
subject of the user C may be switched among the player characters
56 not selected by the user A or B as the operation subject
candidate. In other words, in this case, it is assumed that the
user C selects, as the operation subject candidate, the player
characters 56 not selected by the user A or B as the operation
subject candidate.
[0112] Further, for example, the selection of the operation subject
candidate (S104 of FIG. 2) may be omitted. In this case, the
operation subjects of the users A, B, and C are switched among the
player characters 56 belonging to the first team. In other words,
in this case, for example, if a pass to the player character 56
being operated by the computer among the player characters 56
belonging to the first team is executed, one of the users A, B, and
C is selected based on the priority data as the user that is to
operate the player character 56.
[0113] Further, for example, the game executed on the game device
10 is not limited to the game in which a three-dimensional game
space constituted of three coordinate elements is displayed on the
game screen. The game executed on the game device 10 may be a game
in which a two-dimensional game space constituted of two coordinate
elements is displayed on the game screen. In other words, the game
executed on the game device 10 may be a game in which the positions
and the like of a ball and player characters are managed by the two
coordinate elements.
[0114] Further, for example, the soccer game may be a network
soccer game in which the users A, B, and C participate via a
network. In this case, the configuration for providing the soccer
game may include the game device of the user A, the game device of
the user B, and the game device of the user C, and the game device
of one of the users may be configured to function as a game server
device. Alternatively, the configuration for providing the soccer
game may include a game server device, a game terminal of the user
A, a game terminal of the user B, and a game terminal of the user
C.
[0115] Further, for example, the game executed on the game device
10 may be another sports game instead of the soccer game. For
example, the present invention is also applicable to a game that
simulates basketball that is played using a ball (moving object),
or a game that simulates ice hockey that is played using a puck
(moving object). Further, the present invention is also applicable
to another game instead of the sports game. For example, the
present invention is also applicable to an action game in which the
state of a game character is changed from a first state of being
operated by a computer to a second state of being operated by one
of a plurality of users.
* * * * *