Program, game processing method, and game device

JP2024103591A5Active Publication Date: 2025-03-14KONAMI DIGITAL ENTERTAINMENT CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2024086666
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2019-08-20
Filing Date
2024-05-28
Publication Date
2025-03-14
Estimated Expiration
2040-03-13

AI Technical Summary

Technical Problem

Existing baseball games do not effectively require players to perform movement operations at the earliest possible timing, which reduces game interest.

Method used

A program and game device that includes a reception unit for user operations, a display control unit for directional indicators, and a determination unit to gradually decrease the acceptable direction range, changing the display mode to increase difficulty over time.

Benefits of technology

Enhances game interest by requiring players to perform movement operations at the earliest possible timing, adjusting difficulty based on player ability and performance, and improving operability through intuitive directional guidance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To realize a game in which a request can be made to a user to perform movement operation at a timing as early as possible.SOLUTION: A program is executed by a computer that performs processing of a game on the basis of an operation by a user. The program causes the computer to function as: a reception unit configured to receive the operation by the user; a display control unit configured to display an object having an indicator indicating an indication direction to be operated by the user; a determination unit configured to determine whether or not an operation direction of the user to the indication direction is included in a predetermined direction range corresponding to the indication direction; and a changing unit configured to gradually decrease the direction range in a reception range in which the operation of the user to the indication direction can be received. The display control unit displays the indicator in a display mode indicating the direction range, and changes the display mode of the indicator to correspond to the gradual decrease in the direction range.SELECTED DRAWING: Figure 4
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a program, a game processing method, and a game device. [Background technology]

[0002] For example, in a baseball game, when a fielder is moved in the direction in which the ball will land to catch it, it is known that an area specifying the direction in which the fielder should move is displayed and the degree of success of the movement operation performed by the user is evaluated (for example, see non-patent document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] GameWith, [Power Pro App] Tips for Defensive Controls Charestal League 3 [Power Pro], [online], June 7, 2019, Power Pro Strategy Team, [Searched August 19, 2019], Internet〈URL:https: / / Power Pro.gamewith.jp / article / show / 105948〉 Summary of the Invention [Problem to be solved by the invention]

[0004] For example, in comparison with the play of a real fielder, a fielder is required to move in the direction of the batted ball as quickly as possible. In consideration of this, it is preferable to require the user to perform a movement operation as soon as possible after the batter hits the ball in order to increase the interest of the game.

[0005] One of the objectives of some aspects of the present invention is to provide a program, a game processing method, and a game device that can enable the realization of a game that requires the user to perform a movement operation as quickly as possible.

[0006] Another aspect of the present invention has an object to provide a program, a game processing method, and a game device that enable the effects described in the embodiments described below to be achieved. [Means for solving the problem]

[0007] One aspect of the present invention for solving the above-mentioned problems is a program executed on a computer included in an apparatus that processes a game based on a user's operation, the program causing the computer to function as a reception unit that receives the user's operation, a display control unit that displays an object having an indicator that indicates the direction in which the user should operate, a determination unit that determines whether the user's operation direction relative to the instruction direction is within a predetermined direction range corresponding to the instruction direction, and a change unit that gradually reduces the direction range during a reception period in which the user's operation relative to the instruction direction can be accepted, and the display control unit displays the indicator in a display mode that indicates the direction range and changes the display mode of the indicator in response to the gradual reduction in the direction range.

[0008] One aspect of the present invention is a game processing method executed by a computer included in a device that processes a game based on a user's operation, the game processing method comprising the steps of: accepting a user's operation; displaying an object having an indicator that indicates a direction in which the user should operate; determining whether the user's operation direction relative to the instruction direction is within a predetermined direction range corresponding to the instruction direction; and gradually reducing the direction range within an acceptance period in which the user's operation relative to the instruction direction can be accepted, wherein in the displaying step, the indicator is displayed in a display mode that indicates the direction range, and the display mode of the indicator is changed in response to the gradual reduction in the direction range.

[0009] One aspect of the present invention is a game device that processes a game based on a user's operation, and includes a reception unit that receives the user's operation, a display control unit that displays an object having an indicator that indicates the direction in which the user should operate, a determination unit that determines whether the user's operation direction relative to the instruction direction is included in a predetermined direction range corresponding to the instruction direction, and a change unit that gradually reduces the direction range during a reception period in which the user's operation relative to the instruction direction can be accepted, and the display control unit displays the indicator in a display mode that indicates the direction range and changes the display mode of the indicator in response to the gradual reduction in the direction range. [Brief description of the drawings]

[0010] [Figure 1] FIG. 2 is a diagram showing an example of a home screen according to the first embodiment. [Diagram 2] FIG. 4 is a diagram showing an example of a game image of the knock practice game according to the first embodiment. [Diagram 3] FIG. 4 is a diagram showing directional regions in the first embodiment. [Figure 4] 5A to 5C are diagrams showing examples of changes in a region over time in the first embodiment. [Diagram 5] 1 is a block diagram showing an example of the configuration of a game system according to a first embodiment. [Figure 6] FIG. 2 is a diagram showing an example of a hardware configuration of a terminal device according to the first embodiment. [Figure 7] FIG. 2 is a diagram showing an example of the functional configuration of a terminal device according to the first embodiment. [Figure 8] FIG. 4 is a diagram showing an example of character information according to the first embodiment. [Figure 9] FIG. 4 is a diagram showing an example of directional region setting information according to the first embodiment. [Figure 10] 5 is a flowchart showing an example of a process procedure executed in relation to the knock practice game according to the first embodiment. [Figure 11] 13 is a basic flowchart showing an example of a processing procedure executed in relation to a knock practice game according to the second embodiment. [Figure 12]13 is a flowchart showing an example of a normal ball process according to the second embodiment. [Figure 13] 10 is a flowchart showing an example of a jump ball process according to the second embodiment. [Figure 14] 13 is a flowchart showing an example of a spike ball process according to the second embodiment. [Figure 15] 13 is a flowchart showing an example of a moving ball process according to the second embodiment. [Figure 16] FIG. 13 is a diagram showing an example of a guide image according to a second modified example. [Figure 17] FIG. 13 is a diagram showing an example of a guide image according to a third modified example. [Figure 18] FIG. 13 is a diagram showing a first example of a guide image according to a fourth modified example. [Figure 19] FIG. 13 is a diagram showing a second example of a guide image according to the fourth modified example. [Figure 20] FIG. 13 is a diagram showing a third example of a guide image according to the fourth modified example. [Figure 21] FIG. 23 is a diagram showing a first example of an arc-shaped guide image according to a sixth modified example. [Figure 22] FIG. 23 is a diagram showing a second example of an arc-shaped guide image according to the sixth modified example. [Diagram 23] FIG. 23 is a diagram showing a first example of a linear guide image according to the sixth modified example. [Figure 24] FIG. 23 is a diagram showing a second example of a linear guide image according to the sixth modified example. [Diagram 25] FIG. 23 is a diagram showing a third example of a linear guide image according to the sixth modified example. [Figure 26] FIG. 23 is a diagram showing a fourth example of a linear guide image according to the sixth modified example. [Figure 27] FIG. 23 is a diagram showing an example of a polygonal guide image according to the sixth modified example. [Figure 28] FIG. 23 is a diagram showing an example of a change in a guide image according to the seventh modified example. [Figure 29] FIG. 23 is a diagram showing an example of a change in a guide image according to the eighth modified example. [Diagram 30] FIG. 23 is a diagram showing a first example of a change in a guide image according to a ninth modified example. [Diagram 31] FIG. 23 is a diagram showing a second example of a change in a guide image according to the ninth modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] [First embodiment] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [1. Game Overview] First, an overview of an example of a game executed in the game system according to this embodiment will be described. The game according to this embodiment is a game played using a plurality of characters. The characters are game characters such as people, animals, and objects (e.g., vehicles) that appear in the game, and are displayed as images (character images) on the game screen. Specifically, the example of the game according to this embodiment is a baseball game that includes a training part and a competition part.

[0012] The training part is a game part in which characters corresponding to players are trained. In the training part, the abilities of the characters can be improved by training the characters. The competition part is a game part in which a team including the characters trained in the training part as players plays a baseball match against an opposing team.

[0013] 1 is a diagram showing an example of a home screen. The home screen is a screen on which a home image corresponding to a main menu from which the game starts is displayed. The home screen G100 shown in the figure displays icons P110, P120, P130, P140, P150, P160, P170, and P180 that function as operators that accept user operations. Each icon is associated with a process that is executed in response to accepting an operation to select the icon.

[0014] Icon P110 is displayed as "development" and is associated with a process related to the development part. When icon P110 is selected, the process of the development part is executed. Icon P120 displays "Match" and is associated with a process related to the battle part. When icon P120 is selected, the process of the battle part is executed. Icon P130 is displayed as "Character List" and is associated with a character display process for displaying a list of owned characters. The user can acquire and own characters through a lottery process, which will be described later. When icon P130 is selected, the character display process is executed.

[0015] Icon P140 displays "My Team" and is associated with team processing for displaying information about the team that the user has trained in the training part and for performing various settings for the team. When icon P140 is selected, team processing is executed. Icon P150 is displayed as "lottery" and is associated with a lottery process that determines the character that the user will acquire by lottery. When icon P150 is selected, the lottery process is executed. Icon P160 displays "Shop" and is associated with a purchase process for purchasing and acquiring items, etc., by consuming game value, such as points. When icon P160 is selected, the purchase process is executed. When an operation to end the game is performed, the game ends.

[0016] Icon P170 displays "Special" and executes processing of the special part where a specific game that constitutes a part of the game can be played. For example, the special part includes games that focus on specific elements of baseball (such as a knock practice game) and games that combine gameplay that is not directly related to the rules of baseball (such as bingo). Games in this special part are small-scale games (mini-games, mini-battles) compared to the battle part and training part. When icon P170 is selected, processing of the special part is executed.

[0017] Icon P180 displays "Tournament" and is associated with the process of the tournament part in which a match is played in a tournament. When icon P180 is selected, the process of the tournament part is executed. For example, players are ranked (for example, national ranking) according to the results of playing the knock practice game in the special part, and if a player ranks high in this national ranking, he or she is granted the right to participate in the tournament.

[0018] [2. About the knock practice game] The special part includes a knocking practice game as a part of the game. In the knocking practice game, the user makes the character selected as the target to be trained perform knocking practice. In the knocking practice game, the user operates the character selected as the target to be trained to play so as to catch the ball hit by the knocker.

[0019] FIG. 2 shows an example of a game screen G200 of the knock practice game. A game space simulating a baseball field is displayed on the game screen G200. A fielder character C1 and a knocker character C2 are displayed in the game space. The viewpoint for the game space is set so that the knocker character C2 is viewed from behind the fielder character C1. In the game space, a batter's box is arranged on the upper side of the game screen G200 and on the back side of the game space, and a defensive area is arranged on the lower side of the game screen G200 and on the front side of the game space. In other words, the knocker character C2 is displayed on the upper side of the game screen G200, and the fielder character C1 is displayed on the lower side of the game screen G200. The ball B hit by the knocker character C2 is displayed as if it moves from the back side of the game space to the front side, that is, from the direction of the knocker character C2 on the upper side of the game screen G200 to the direction of the fielder character C1 on the lower side of the game screen G200.

[0020] The game screen G200 is provided with an information presentation area AR10. Game information related to the knock practice game is displayed in the information presentation area AR10. For example, as the game information, information indicating that it is a knock practice game, points acquired in the game, and the number of balls remaining in the game are displayed. The points acquired are points awarded according to an evaluation of the operation performed by the user to catch the knocked ball B.

[0021] The information presentation area AR10 may display, for example, a cumulative value of points given according to the evaluation of each catch made up to now (a point cumulative value). The point cumulative value is given to the fielder character C1, but since the user is operating the fielder character C1, it can be seen as a parameter given to the user.

[0022] The number of remaining balls indicates the number of knocks that can be received from now on out of a total of 30 knocks that can be received in a knock practice game, for example.

[0023] The direction of arrival of the ball B hit by the knocker character C2 with a knock is, for example, any lateral direction based on the front of the fielder character C1. The direction of arrival of the ball B is determined, for example, randomly, for each knock. The user determines the direction from which the ball B comes in response to the ball B being hit by the knocker character C2. Then, the user performs an operation (movement operation) to specify the direction in which the fielder character C1 should move in response to the direction from which the ball B comes in order to have the fielder character C1 catch the ball B. The movement operation becomes available in response to the ball B being hit by the knocker character C2.

[0024] In this embodiment, the movement operation is a flick operation on the game screen G200 displayed on the touch panel monitor. The movement operation may be a swipe operation or a slide operation other than the flick operation. In other words, any operation means for the movement operation may be used as long as the operation specifies the direction in which the fielder character C1 should be moved. The starting point of the touch operation such as a flick operation is preferably the position where the fielder character C1 is arranged on the game screen G200, but may be different from the position where the fielder character C1 is arranged, or may be both the position where the fielder character C1 is arranged and a position different from the position.

[0025] As described above, the ball B hit by the knocker character C2 is displayed as moving from the top of the game screen G200 toward the fielder character C1 at the bottom. Therefore, by adopting touch operations starting from the position where the fielder character C1 is positioned, the user's touch operations are less likely to block the upper side of the fielder character C1 on the game screen G200, and the user's visibility of the display of the ball B moving through the game space can be improved, resulting in improved operability for the game.

[0026] The movement operation will now be described in more detail. The game screen G200 in the figure shows the state of the ball B at the timing when it is knocked by the knocker character C2 in one knock. When the ball B is knocked by the knocker character C2 and starts to move toward the fielder character C1, a guide image G starts to be displayed on the game screen G200 at the feet of the fielder character C1 to guide the direction to be indicated by the movement operation. The guide image G guides the direction (optimum direction) that is required to be specified by a movement operation according to the direction of arrival of the ball B hit by the knocker character C2. The guide image G has a circular (donut-shaped) shape to visually make it easy to understand the optimum direction centered on the feet of the fielder character C1. In the figure, the guide image G is displayed in an elliptical shape due to the viewpoint relationship with the game space, but is circular when viewed from above the ground surface.

[0027] 3 is a diagram of the guide image G arranged in the game screen G200, viewed from above the ground surface. The guide image G includes four areas, a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14, which are color-coded to divide the circumference of a circular ring (donut-shaped), and each area is color-coded. As an example, the first area AR11 is color-coded white, the second area AR12 is color-coded yellow, the third area AR13 is color-coded green, and the fourth area AR14 is color-coded red. In the figure, the color coding is represented diagrammatically by the density of halftone dots.

[0028] One first area AR11 is arranged. Two second areas AR12 are arranged so as to sandwich the first area AR11 from both sides. Two third areas AR13 are provided so as to sandwich the area consisting of the first area AR11 and the two second areas AR12 from both sides. At least one of the first area AR11, the second area AR12, and the third area AR13 is displayed as an indicator indicating the direction in which the user should operate. The area in the guide image G other than the first area AR11, the second area AR12, and the third area AR13 becomes the fourth area AR14.

[0029] The first area AR11 is an area indicating a direction (optimum direction) that is required to be specified by a movement operation with the center point O as a reference, corresponding to the arrival direction of the ball B hit by the knocker character C2. When the direction indicated by the user's movement operation is included in the first area AR11, it is determined that the ball has been successfully caught in the best possible condition, and the evaluation of the movement operation (operation evaluation) is the first level, which is the highest level among five levels. In this case, the fielder character C1 is displayed on the game screen G200 as an image imitating, for example, the state of catching the ball B in front. In other words, the first area AR11 corresponds to a determination area in which the operation evaluation is determined to be the first level. The first area AR11 is assigned the highest points (an example of a parameter) out of five levels. In response to the first area AR11 being designated by a movement operation, the points assigned to the first area AR11 are given to the fielder character C1.

[0030] The second area AR12 is an area that indicates the direction closest to the optimal direction as a direction deviated from the optimal direction. When the direction indicated by the user's movement operation is included in the second area AR12, it is determined that the ball has been successfully caught in the second best condition, and the operation evaluation is the second highest level out of five levels. In this case, the fielder character C1 is displayed on the game screen G200 as an image imitating, for example, jumping to catch the ball B. In other words, the second area AR12 corresponds to a determination area for determining the operation evaluation as the second level. The second area AR12 is assigned the second highest points (an example of a parameter) out of five levels. In response to the second area AR12 being designated by a movement operation, the points assigned to the second area AR12 are given to the fielder character C1.

[0031] The third area AR13 is an area indicating a direction deviating from the optimal direction, which is the second closest direction to the optimal direction after the direction indicated by the second area AR12. If the direction indicated by the user's movement operation is included in the third area AR13, it is determined that the ball was not caught but was close, and the operation evaluation is the third level out of five levels. In this case, an image is displayed on the game screen G200 that imitates the fielder character C1 dropping the ball B forward without being able to catch it. In other words, the third area AR13 corresponds to a determination area for determining the operation evaluation as the third level. The third area AR13 is assigned the third point (an example of a parameter) out of five levels. In response to the third area AR13 being designated by a movement operation, the points assigned to the third area AR13 are given to the fielder character C1.

[0032] The fourth area AR14 is an area indicating a direction deviating from the optimal direction. If the direction indicated by the user's movement operation is included in the fourth area AR14, the catching is determined to be a complete failure, and the operation evaluation is set to the fourth level out of five levels. In this case, in the game screen G200, the fielder character C1 is displayed as an image imitating a state in which the fielder character C1 is unable to catch up with the ball B, for example. In other words, the fourth area AR14 corresponds to a determination area in which the operation evaluation is determined to be the fourth level. The fourth area AR14 is assigned the fourth point (an example of a parameter) out of five levels. When the fourth area AR14 is designated by a movement operation, the fielder character C1 is given the points assigned to the fourth area AR14.

[0033] In the game screen G200, each determination area of ​​the guide image G is set so that the center of the direction from the center point O to the first area AR11 faces the arrival direction of the ball B hit by the knocker character C2. For example, when the direction from which the ball B arrives is to the right of the fielder character C1, each determination area of ​​the guide image G is set in the game screen G200 so that the center of the direction from the center point O to the first area AR11 points to the upper right according to the direction from which the ball B arrives. Also, when the direction from which the ball B arrives is in front of the fielder character C1, each determination area of ​​the guide image G is set in the game screen G200 so that the center of the direction from the center point O to the first area AR11 points directly upward.

[0034] In addition, in this embodiment, a time limit (operation time limit) is set for the movement operation. This operation time limit corresponds to the time from when the ball B is hit by the knocker character C2 to when the ball B passes through the fielding range of the fielder character C1. In other words, the operation time limit is a period during which the user's movement operation for the ball B from the knocker character C2 can be accepted. If the movement operation is not performed within the operation time limit, the operation evaluation is the lowest level 5 out of 5. The lowest point (one example of a parameter) out of 5 is assigned to the fact that the movement operation is not performed within the operation time limit. The lowest point is awarded to the fielder character C1 in response to the fact that the movement operation is not performed within the operation time limit. For example, the lowest point may be "zero" (no points awarded).

[0035] Furthermore, in this embodiment, the judgment area for each level of the operation evaluation is changed according to the passage of time within the operation time limit. Therefore, each area AR11 to AR14 in the guide image G is changed according to the passage of time. For example, by reducing the judgment area for determining that the operation evaluation is at the first level according to the passage of time, it becomes more difficult for the direction specified by the user's movement operation to match the first area AR11 (optimum direction) according to the passage of time. This makes it more difficult to successfully perform a movement operation that specifies the optimum direction as time passes.

[0036] Furthermore, the judgment area determined to be the second level and the judgment area determined to be the third level may be made to shrink over time. In this case, the judgment area determined to be the fourth level expands relatively as the other judgment areas shrink. The concept of shrinking a judgment area also includes the disappearance (disappearance) of a judgment area. Also, it is sufficient for the guide image G1 to include at least one judgment area that shrinks over time.

[0037] The following is an example of how the first area AR11, the second area AR12, and the third area AR13 in the guide image G are changed so as to shrink over time. In this example, the fourth area AR14 is changed so as to relatively expand over time as the other areas AR11 to AR13 shrink.

[0038] 4 shows an example of how the areas AR11 to AR14 in the guide image G change with time within the operation time limit. In this example, four guide images G1 to G5 that change in time series are shown. Guide image G1 shows the state of each of areas AR11 to AR14 at time t0 when the operation time limit starts. Guide image G2 shows the state of each of areas AR11 to AR14 at a certain time t1 after time t0, when the operation time limit started. Guide image G3 shows the state of each of areas AR11 to AR14 at time t2, which is a certain amount of time that has elapsed since time t1. Guide image G4 shows the state of each of areas AR11 to AR14 at time t3, which is a certain amount of time that has elapsed since time t2. Guide image G5 shows the state of each of areas AR11 to AR14 at time t4 when the operation time limit expires.

[0039] As time passes from time t0 to time t1, the state of guide image G1 changes to the state of guide image G2. That is, the first area AR11, the second area AR12, and the third area AR13 change so as to gradually shrink around the optimal direction. Meanwhile, the remaining fourth area AR14 changes so as to expand in accordance with the shrinkage of the first area AR11, the second area AR12, and the third area AR13.

[0040] Then, at time t2 when a certain amount of time has elapsed from time t1, as shown as guide image G3, the first area AR11 disappears, and only the second area AR12, the third area AR13, and the fourth area AR14 remain.

[0041] At time t3, when a certain amount of time has elapsed since time t2, the second area AR12 further disappears, and only the third area AR13 and the fourth area AR14 remain, as shown in guide image G4.

[0042] Then, when a certain amount of time has elapsed from time t3 and it reaches time t4 when the operation time limit expires, as shown as a guide image G4, the third area AR13 disappears and only the fourth area AR14 remains. In this way, the judgment area contributing to the operation evaluation is gradually reduced according to the passage of time within the operation time limit, so that the more time passes, the more difficult it becomes to successfully perform a movement operation that specifies the optimal direction. The judgment area contributing to the operation evaluation includes at least the first area AR11, and in some embodiments, includes the second area AR12 and the third area AR13.

[0043] In the figure, the first area AR11 disappears before the end of the operation time limit, but depending on the embodiment, the first area AR11 may or may not disappear when the operation time limit is reached. Even if the first area AR11 disappears before the end of the operation time limit, the timing of disappearance can be determined arbitrarily. In this case, after the first area AR11 disappears, the remaining second area AR12 and third area AR13 may be further reduced, and for example, when the operation time limit is reached, the second area AR12 may disappear, and the third area AR13 and fourth area AR14 may remain.

[0044] The first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 described above are determination areas (areas for determining the operation direction) for determining whether or not the direction indicated by the user's movement operation is included in the direction range corresponding to the indicated direction to be operated by the user. As an example of a display mode indicating the above-mentioned direction range, the areas AR11 to AR14 shown in Figs. 3 and 4 are displayed. The circumference of the guidance image G is divided into a plurality of areas AR11 to AR14, and the above-mentioned direction range is divided into a plurality of areas corresponding to the area divisions. In other words, in the guidance image G, the divided areas AR11 to AR14 are displayed as a display mode indicating each of the divided direction ranges. Hereinafter, the areas AR11 to AR14 are referred to as "direction areas" since they are areas indicating the direction ranges.

[0045] [3. Setting the area division of the directional area in the initial state] In this embodiment, the setting of the area divisions into the areas AR11 to AR14 in the guide image G at the start of display (initial state) will be described with reference to FIG. 3 again.

[0046] In FIG. 3, central angles θ1, θ2, θ3, and θ4 are shown as directional ranges corresponding to each of the regions AR11 to AR14 with respect to the center point O. The central angle θ1 is a central angle corresponding to the arc of the first region AR11 on the circumference of the guide image G. The central angle θ2 is a central angle corresponding to the arc when the second region AR12 arranged to sandwich the first region AR11 therebetween is viewed as a continuous region. The central angle θ3 is a central angle corresponding to the arc when the third region AR13 arranged to sandwich the first region AR11 and the second region AR12 therebetween is viewed as a continuous region. The central angle θ4 is a directional range that does not include any of the central angles θ1, θ2, and θ3 on the circumference of the guide image G, and is a central angle corresponding to the arc of the fourth region AR14. As for the setting of the area division of the directional area in the initial state (at the time of starting display) of the guide image G, the initial values ​​of the central angles θ1, θ2, θ3, and θ4 of the areas AR11 to AR14 are set.

[0047] For example, the initial value of the central angle θ1 is calculated using the basic ability and special ability of the character information of the fielder character C1 and the number of consecutive successful catches (one example of the result of the operation) as parameters for calculation. Specifically, a value obtained by multiplying 360° by a multiplier set based on the total value of the defensive ability and catching in the basic ability, a multiplier set according to the special ability, and a multiplier set according to the number of consecutive successful catches is set as the initial value of the central angle θ1.

[0048] In calculating the initial value of the central angle θ2, a value obtained by multiplying a multiplier set based on the defensive ability and running ability in the basic abilities, a multiplier set based on the special ability, and a multiplier set based on the number of consecutive successful catches is set as the initial value of the central angle θ2. Furthermore, in calculating the initial value of the central angle θ3, a value obtained by multiplying a multiplier set based on the defensive ability and running ability, a multiplier set based on the special ability, and a multiplier set based on the number of consecutive successful catches is set as the initial value of the central angle θ3. At least one of the initial values ​​of the central angles θ1, θ2, and θ3 may be calculated using a parameter different from that used for the other initial values. The initial value of the central angle θ4 is calculated by subtracting the value of the central angle θ3 from 360°.

[0049] Furthermore, for any of the central angles θ1, θ2, and θ3, the higher the basic ability, the higher the set magnification is. Furthermore, for any of the central angles θ1, θ2, and θ3, the higher the special ability, the higher the set magnification. In addition, for any of the central angles θ1, θ2, and θ3, the magnification, which is set according to the number of consecutive successful catching attempts, is set to decrease as the number of consecutive successful catching attempts increases. In other words, the higher the basic ability and the special ability of the fielder character C1, the wider the first area AR11, the second area AR12, and the third area AR13 are set in the initial state, and the narrower the fourth area AR14 is set, making it easier to successfully catch the ball. On the other hand, the more times the ball is successfully caught in succession, the narrower the areas AR11, AR12, and AR13 are set in the initial state, making it more difficult to successfully catch the ball and increasing the difficulty level.

[0050] [4. Setting the speed of change of directional area] As explained with reference to FIG. 4, as time passes within the operation time limit, the guide image G gradually reduces the directional area (directional range) contributing to the operation evaluation by causing the first area AR11, the second area AR12, and the third area AR13 (i.e., central angles θ1, θ2, θ3) to shrink and the fourth area AR14 (i.e., central angle θ4) to expand. Furthermore, the speed at which the directional area (directional range) contributing to the operation evaluation gradually decreases over time (area change speed) is set according to a predetermined parameter (e.g., ability parameter) set for the fielder character C1. The area change speed is the amount of change in the central angle of each of the areas AR11 to AR14 per unit time.

[0051] For example, the area change speed is changed according to a predetermined basic ability of the fielder character C1 and the number of times the ball is successfully caught in succession. As a specific example, the area change speed is set as follows. The area change speed of the fourth area AR14 is calculated based on the total value of the defensive ability, running ability, and arm strength in the basic abilities. This is set as the basic expansion speed, and the value obtained by multiplying the basic expansion speed by a magnification (coefficient) set according to the number of times the ball is successfully caught in succession is calculated as the expansion speed of the fourth area AR14.

[0052] After the start of the operation time limit, the fourth area AR14 changes so as to increase the central angle θ4 in accordance with the calculated increase speed. In response to this change in the fourth area AR14, the first area AR11, the second area AR12, and the third area AR13 may change so as to decrease the central angles θ1, θ2, and θ3 uniformly. In other words, as the central angle θ4 increases by 3°, the central angles θ1, θ2, and θ3 may each decrease by 3°. That is, the area change speed, which is the amount of change in the central angle of each of the areas AR11 to AR14 per unit time, is determined by the expansion speed of the fourth area AR14.

[0053] By changing the area change speed in this way, the operation time limit is also changed. In the knocking practice game, by changing the operation time limit in this way, the moving speed of the ball B hit by the knocker character C2 may be changed.

[0054] 5. Game System Configuration Next, the configuration of the game system 1 according to this embodiment will be described. 5 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. The game system 1 is composed of multiple terminal devices 10-1, 10-2, ..., 10-n (n is a natural number) and a server device 30, and these devices are connected via a communication network NW. Since the terminal devices 10-1, 10-2, ..., 10-n have the same configuration, they will be described simply as terminal device 10 unless otherwise distinguished.

[0055] The terminal device 10 functions as a game device by executing a game control program. For example, the terminal device 10 is a computer device used by a user, and may be a game machine, a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, or the like.

[0056] The server device 30 manages game data and game control programs required to execute the game control programs on the terminal devices 10. For example, the server device 30 is a computer device managed by a game operating company, and can also be regarded as a system composed of multiple server machines, storage, network switches, routers, firewalls, etc. The game data managed by the server device 30 is used when the terminal device 10 executes the game control program, or is transmitted in advance to the terminal device 10 and used. The game data may also include advertisement data (information about other games) that is displayed during the game. For example, an image displayed on the screen of the terminal device 10 is part of the game data. The game control program managed by the server device 30 includes a part of the game control program. The game control program includes not only a program downloaded to the terminal device 10 before the start of the game, but also a program downloaded to the terminal device 10 after the start of the game. The game control program downloaded to the terminal device 10 before the start of the game may be managed not by the server device 30 but by a server device that distributes the program that runs on the terminal device 10.

[0057] [5-1. Hardware configuration of game terminal] Next, the configuration of the terminal device 10 according to this embodiment will be described in detail. FIG. 6 is a diagram showing an example of the hardware configuration of the terminal device 10 according to the present embodiment. The terminal device 10 includes, for example, a communication unit 11, an input unit 12, a display unit 13, an audio output unit 14, a storage unit 15, and a CPU (Central Processing Unit) 16. The terminal device 10 can be a general-purpose smartphone, and does not require special hardware for executing the game control program as long as the processing power of the CPU is not an issue. In other words, as long as a program created appropriately in accordance with the hardware configuration of the terminal device 10 on which the game control program is executed is used, a part of the hardware configuration may be different from that of the present embodiment.

[0058] The communication unit 11 is a device that performs communication in accordance with the communication standards of a communication network NW, such as a wireless LAN, a wired LAN, or a mobile communication (LTE), that allows the terminal device 10 and the server device 30 to communicate with each other.

[0059] The input unit 12 is a device capable of receiving interactive information during game execution. The interactive information is, for example, operation information of the user on the terminal device 10. Examples of the input unit 12 include physical devices that are mechanically operated, such as buttons, keyboards, and levers, pointing devices using a GUI (mouse and touch panel), and recognition devices using voice and gestures (microphone and camera). The input unit 12 may be configured integrally with the terminal device 10, or may be configured as a separate entity that is connected by wire or wirelessly. The input unit 12 outputs an operation signal input based on the operation.

[0060] The display unit 13 is a display that displays information such as images and text, and is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, etc. The display unit 13 may be configured as a separate entity from the terminal device 10, and may be, for example, a television, an external monitor, or a head-mounted display (HMD).

[0061] The audio output unit 14 includes, for example, a speaker, an audio output terminal for outputting audio to headphones, and the like.

[0062] The storage unit 15 includes, for example, a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM), a read-only memory (ROM), a random access memory (RAM), and the like, and stores various information, images, programs, and the like used for processing by the terminal device 10. Note that the storage unit 15 is not limited to being built into the terminal device 10, and may be an external storage device connected via a digital input / output port such as a USB.

[0063] The CPU 16 executes various programs stored in the storage unit 15 and controls each unit of the terminal device 10. The CPU 16 is an example of a processor that executes processes in the terminal device 10.

[0064] The terminal device 10 may be configured to include a camera, a gyro sensor, a GPS (Global Positioning System) chip, an acceleration sensor, a magnetic sensor, an ambient light sensor, a proximity sensor, and a fingerprint sensor, all of which are not shown.

[0065] [5-2. Functional configuration of game terminal] Fig. 7 is a diagram showing an example of the functional configuration of the terminal device 10 according to this embodiment. In this diagram, a data storage unit 150 and a control unit 160 are shown as the functional configuration of the terminal device 10. The data storage unit 150 is a functional configuration corresponding to the storage unit 15 shown in Fig. 7. The control unit 160 is a functional configuration realized by the CPU 16 executing a game control program stored in the storage unit 15.

[0066] The data storage unit 150 includes a character information storage unit 151 and an area information storage unit 152 as units for storing information required when executing game processing corresponding to the knock practice game of this embodiment.

[0067] The character information storage unit 151 stores information on a plurality of characters that can be used in the game. FIG. 8 shows an example of the character information D151 stored in the character information storage unit 151. The character information D151 is associated with a character ID, a character name, data indicating the character's abilities, and the like. The character ID is identification information for identifying each character. The character name is the name of the character. Data indicating the abilities of a character includes basic ability data indicating "basic abilities", special ability data indicating "special abilities", etc. "Basic ability" is a basic ability that a character has. The basic ability data includes the ability parameters of "rank" and "ability value" corresponding to "defensive ability", "running ability", "shoulder strength", "catching", etc. "Defensive ability" is an ability related to defense. For example, the higher the ability value of defensive ability, the faster the character can catch and throw the ball. "Running ability" is the running speed. For example, the higher the ability value of "running ability", the faster the character can run, and in offense, the probability of an infield hit and the success rate of stealing bases increase, making it easier to advance to the base, and in defense, the defensive range becomes wider. "Shoulder strength" is the strength of the shoulder. For example, the higher the ability value of "shoulder strength", the faster the ball the character throws and the longer the distance it can be thrown. "Catching" is the ability to avoid errors. The higher the ability value of "catching", the less likely the character is to make errors. "Special abilities" are abilities that a character can have other than basic abilities. The special ability data includes ability parameters that indicate whether or not a character has each specific special ability, such as "Special Ability #1," "Special Ability #2," "Special Ability #3," etc. These ability parameters are parameters that affect the progress of the game. Note that these pieces of information are merely examples, and the character information D151 may be associated with various pieces of information about each character, such as a character image of each character, a defensive position, a form, and the like.

[0068] Let us return to the explanation given in FIG. The area information storage unit 152 stores area setting information. The area setting information is information used in relation to settings related to the guide image G. The settings related to the guide image G here include settings of the initial states of the areas AR11 to AR14 in the guide image G, and settings of the area change speed during the operation time limit.

[0069] FIG. 9 shows an example of the region setting information D152 stored in the region information storage unit 152. As shown in FIG. Region setting information D152 in the figure includes first region setting information, second region setting information, third region setting information, and fourth region setting information.

[0070] The first area setting information is information used to set the central angle θ1 of the first area AR11 in the initial state of the guide image G. The first area setting information includes continuous magnification information, basic magnification information, and special magnification information. The continuous magnification information is information indicating a magnification that is set according to the number of times the ball is successfully caught in succession when setting the central angle θ1. The basic multiplier information is information indicating a multiplier set according to a predetermined basic ability (defensive ability, ball catching) in the character information when setting the central angle θ1. The basic multiplier information may indicate an arithmetic expression for calculating the multiplier using the predetermined basic ability as a variable. The special magnification information is information that indicates a magnification that is set according to a special ability in the character information when setting the central angle θ1.

[0071] The second area setting information is information used to set the central angle θ2 of the second area AR12 in the initial state of the guide image G. The second area setting information includes continuous magnification information, basic magnification information, and special magnification information. The continuous magnification information is information that indicates a magnification that is set according to the number of times the ball is successfully caught in succession when setting the central angle θ2. The basic multiplier information is information indicating a multiplier set according to a predetermined basic ability (defensive ability, running ability) in the character information when setting the central angle θ2. The basic multiplier information may indicate an arithmetic expression for calculating the multiplier using the predetermined basic ability as a variable. The special magnification information is information that indicates a magnification that is set according to a special ability in the character information when setting the central angle θ2.

[0072] The third area setting information is information used to set the central angle θ3 of the third area AR13 in the initial state of the guide image G. The third area setting information includes continuous magnification information, basic magnification information, and special magnification information. The continuous magnification information is information indicating a magnification that is set according to the number of times the ball is successfully caught in succession when setting the central angle θ3. The basic magnification information is information indicating a magnification set according to a predetermined basic ability (defensive ability, running ability) in the character information when setting the central angle θ3. The basic magnification information may indicate an arithmetic expression for calculating the magnification using the predetermined basic ability as a variable. The special magnification information is information that indicates a magnification that is set according to a special ability in the character information when setting the central angle θ3.

[0073] The central angle θ4 of the fourth area AR14 in the initial state of the guide image G is relatively determined by the central angles θ1, θ2, and θ3 being set. The fourth area setting information is information used to set the enlargement speed of the fourth area AR 14. The fourth area setting information includes enlargement speed information and magnification setting information. The expansion speed information is information for setting a basic expansion speed. The expansion speed information may indicate, for example, an arithmetic expression for calculating the basic expansion speed using predetermined basic abilities (defensive ability, running ability, arm strength) in the character information as variables. The magnification setting information is information for setting a magnification by which the calculated basic magnification speed is multiplied. The magnification setting information is, for example, information in which a predetermined magnification value is associated with the number of times the ball has been successfully caught in succession.

[0074] Returning to Fig. 7 for the explanation, the control unit 160 includes an operation receiving unit 161, an initial setting unit 162, a display control unit 163, a determination unit 164, an evaluation unit 165, and a change unit 166 as functional units for realizing game processing corresponding to the knock practice game of this embodiment.

[0075] The operation acceptance unit 161 accepts an operation to the input unit 12. The operation acceptance unit 161 acquires an operation signal input to the input unit 12 based on a user's operation on the various game screens described above. In response to the game processing of the knock practice game, the operation acceptance unit 161 accepts a movement operation.

[0076] The initial setting unit 162 sets the direction area in the initial state of the guide image G. For example, the initial setting unit 162 refers to the character information D151 (see FIG. 8) and the area setting information D152 (see FIG. 9) and determines the direction area initial value based on the ability parameters such as the basic ability and special ability of the character information of the fielder character C1. As a specific example, as described above with reference to FIG. 3, the initial setting unit 162 determines the initial values ​​of the central angles θ1, θ2, and θ3 of the first area AR11, the second area AR12, and the third area AR13 based on the basic ability and special ability of the fielder character C1 and the number of times the ball has been successfully caught in succession. In addition, the initial setting unit 162 determines the initial value of the central angle θ4 of the fourth area AR14 based on the determined initial values ​​of the central angles θ1, θ2, and θ3.

[0077] The display control unit 163 displays an image corresponding to the above-mentioned home screen G100, game screen G200 (see Figs. 1 and 2) on the display unit 13. For example, as shown in Fig. 2, the display control unit 163 displays an image of a knock practice game including a guide image G on the display unit 13 as an image corresponding to the game screen G200. As described above, the guide image G is displayed as an object having a direction area as an indicator indicating the instruction direction to be operated by the user. The display control unit 163 displays the guide image G including a direction area as an example of a display mode indicating a direction range corresponding to the instruction direction to be operated by the user. For example, the display control unit 163 displays a plurality of direction areas (a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14) indicating each of a plurality of direction ranges divided based on the central angles θ1, θ2, θ3, and θ4.

[0078] Here, the direction range corresponding to the first region AR11 is the direction range corresponding to the central angle θ1. The direction range corresponding to the second region AR12 is the direction range corresponding to the remainder obtained by subtracting the central angle θ1 from the central angle θ2. The direction range corresponding to the third region AR13 is the direction range corresponding to the remainder obtained by subtracting the central angle θ2 from the central angle θ3. The direction range corresponding to the fourth region AR14 is the direction range corresponding to the central angle θ4.

[0079] The determination unit 164 determines whether the user's operation direction (operation direction of the movement operation) with respect to the instruction direction to be operated by the user is included in a predetermined direction range corresponding to the instruction direction. For example, the predetermined direction range is a direction range corresponding to the instruction direction to be operated by the user, and is a direction range corresponding to at least one of the first area AR11, the second area AR12, and the third area AR13. For example, the determination unit 164 determines whether the direction instructed by the movement operation by the user is included in any one of the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14, thereby determining the user's operation direction with respect to the instruction direction to be operated by the user. In addition, the determination unit 164 determines whether the movement operation is performed within the operation time limit.

[0080] The evaluation unit 165 evaluates the operation direction of the movement operation by the user based on the determination result of the determination unit 164. When the evaluation unit 165 determines that the user's operation direction is not included in the first area AR11, the evaluation unit 165 gives a lower evaluation than when the operation direction is determined to be included in the first area AR11. When the operation direction is determined to be not included in the first area AR11, it is determined to be included in the second area AR12, the third area AR13, or the fourth area AR14. Furthermore, when the evaluation unit 165 determines that the user's operation direction is not included in the first area AR11 and the second area AR12, it gives a lower evaluation than when it is determined that the operation direction is included in the first area AR11 and the second area AR12. When it is determined that the operation direction is not included in either the first area AR11 or the second area AR12, it means when it is determined that the operation direction is included in the third area AR13 or the fourth area AR14. Furthermore, when the evaluation unit 165 determines that the user's operation direction is not included in the first area AR11, the second area AR12, and the third area AR13, the evaluation unit 165 gives a lower evaluation than when the operation direction is determined to be included in any of the first area AR11, the second area AR12, and the third area AR13. When the evaluation unit 165 determines that the operation direction is not included in the first area AR11, the second area AR12, and the third area AR13, it means that the operation direction is determined to be included in the fourth area AR14.

[0081] That is, when the evaluation unit 165 determines that the user's operation direction is included in the first area AR11, it gives the highest evaluation (first level). When the evaluation unit 165 determines that the user's operation direction is included in the second area AR12, it gives the second highest evaluation (second level) among the five levels. When the evaluation unit 165 determines that the user's operation direction is included in the third area AR13, it gives the third highest evaluation (third level) among the five levels. When the evaluation unit 165 determines that the user's operation direction is included in the fourth area AR14, it gives the fourth highest evaluation (fourth level) among the five levels. When the evaluation unit 165 determines that the movement operation was not performed within the operation time limit by the determination unit 164, it gives the lowest evaluation (fifth level) among the five levels. For example, the evaluation unit 165 gives the user higher points for higher evaluations and lower points for lower evaluations according to these evaluation results. In addition, the evaluation unit 165 may assign "zero" points in the case of the lowest evaluation (fifth level). That is, the evaluation unit 165 may not assign any points in the case of the lowest evaluation (fifth level). Furthermore, the evaluation unit 165 may assign the same evaluation to the fourth highest evaluation (fourth level) and the lowest evaluation (fifth level) because both are failures to catch the ball, and may assign low-valued points to the user, or may assign "zero" points.

[0082] The points are an example of a reward given to a user in accordance with the operation evaluation, and may be a parameter other than points. For example, the reward given to a user in accordance with the operation evaluation may be a parameter such as points or coins instead of points.

[0083] The change unit 166 executes control regarding the change of the display mode in the guidance image G. For example, the change unit 166 gradually reduces the direction range during an operation time limit (acceptance period) during which a user operation (movement operation) on the guidance image G can be accepted. Specifically, the change unit 166 gradually reduces a part or all of the central angles θ1, θ2, and θ3 according to the passage of time within the operation time limit. For example, the change unit 166 gradually reduces any or all of the central angles θ1, θ2, and θ3 so that they become zero by the time the operation time limit ends, and the change unit 166 gradually increases the central angle θ4 in response to the gradual reduction of a part or all of the central angles θ1, θ2, and θ3. For example, the change unit 166 controls the gradual decrease of a part or all of the central angles θ1, θ2, and θ3, and the gradual increase of the central angle θ4, at a speed corresponding to the expansion speed based on the expansion speed information of the fourth region AR14 set in the fourth region setting information of the region setting information D152 (FIG. 9). Here, the change unit 166 determines the value of the expansion speed to be set in the expansion speed information based on ability parameters such as basic ability and special ability in the character information of the fielder character C1. Note that this expansion speed (gradual increase speed of the central angle θ4) corresponds to the gradual decrease speed (region change speed) of the central angles θ1, θ2, and θ3.

[0084] Furthermore, the display control unit 163 changes the display mode of each directional region in response to the gradual decrease in the directional range by the change unit 166 according to the passage of time within the operation time limit (see FIG. 4). For example, the display control unit 163 changes the first region AR11, the second region AR12, and the third region AR13 so as to reduce at least a part of them in response to the gradual decrease in a part or all of the central angles θ1, θ2, and θ3. Furthermore, the display control unit 163 changes the fourth region AR14 so as to enlarge it in response to the gradual decrease in the central angle θ4.

[0085] [6. Processing procedure example] An example of a processing procedure executed by the terminal device 10 of the present embodiment in relation to the knocking practice game will be described with reference to the flowchart of FIG. For example, in response to a user performing a predetermined operation on the terminal device 10 to instruct execution of a game based on a knocking practice game, the CPU 16 causes the display unit 13 to display a game screen G200 corresponding to the knocking practice game (step S101). Moreover, the CPU 16 assigns "1" as an initial value to a variable n indicating the number of times knocks have been performed in the knocking practice game (step S103).

[0086] The CPU 16 performs control so that the fielder character C1 is displayed waiting for a knock on the game screen G200 (step S105). At this time, the fielder character C1 is placed, for example, in a predetermined defensive position on the ground.

[0087] The CPU 16 generates an image of the guide image G in the initial state (step S121). At this time, the CPU 16 acquires information on predetermined parameters in the basic abilities and special abilities of the fielder character C1 stored in the character information D151. The CPU 16 also acquires the number of times the ball has been successfully caught in succession in the current knock practice game. Based on the acquired information and the region setting information D152, the CPU 16 calculates the initial values ​​of the central angles θ1, θ2, and θ3 for determining the first region AR11, the second region AR12, and the third region AR13 in the initial state. The CPU 16 calculates the central angle θ4 of the fourth region AR14 using the initial values ​​of the central angles θ1, θ2, and θ3. The CPU 16 generates an image of the guide image G based on the central angles θ1, θ2, θ3, and θ4 calculated as described above.

[0088] The CPU 16 sets the area change speed (step S123). As described above, the area change speed is the amount of change in the central angle corresponding to each of the areas AR11 to AR14 per unit time, and is determined by the expansion speed of the fourth area AR14. That is, the CPU 16 calculates the expansion speed of the fourth area AR14 when setting the area change speed. For example, the CPU 16 calculates a basic expansion speed based on the total value of predetermined basic abilities (defensive ability, running ability, arm strength) stored in the character information of the fielder character C1 and the area setting information D152. The CPU 16 calculates the expansion speed by multiplying the calculated basic expansion speed by a magnification (indicated in the area setting information D152) according to the number of times the ball has been successfully caught in succession. The order of steps S121 and S123 may be changed, or steps S121 and S123 may be executed in parallel.

[0089] The CPU 16 starts the operation time limit during which the user's movement operation is accepted (step S125). When starting to count the operation time limit, the CPU 16 calculates the operation time limit. The operation time limit may be calculated based on the initial value of the central angle θ4 of the fourth area AR14 calculated in step S121 and the expansion speed of the fourth area AR14 calculated in step S123. That is, the CPU 16 calculates the time from the initial state of the guide image G until only the fourth area AR14 appears on the screen, based on the initial value of the central angle θ4 and the enlargement speed. The time calculated in this manner becomes the operation time limit.

[0090] Further, the CPU 16 starts displaying the movement of the ball B (step S127). At this time, the CPU 16 determines the moving direction of the ball B (the coming direction of the ball B when viewed from the fielder character C1) and calculates the moving speed of the ball B. The moving direction of the ball B may be determined in advance according to the number of knocks, or may be determined randomly, for example. The movement speed of ball B can be calculated, for example, based on the operation time limit calculated in response to step S125 and the distance from the position of ball B to the time when ball B passes through the defensive range of fielder character C1, which is determined according to the determined movement direction. The CPU 16 starts displaying the movement of the ball B by moving the ball B in the moving direction determined as above and at the moving speed calculated as above.

[0091] The CPU 16 starts displaying the guide image G (step S129). The CPU 16 first displays the guide image G in the initial state generated in step S121 so as to be arranged at a position corresponding to the fielder character C1. At this time, the CPU 16 arranges the guide image G in the initial state so that the first region AR11 indicates the moving direction of the ball B determined in step S106. Then, after arranging the guide image G in the initial state, the CPU 16 displays the guide image G so that each of the areas AR11 to AR14 is reduced or enlarged at the area change speed set in step S123. The order of steps S127 and S129 may be changed. Alternatively, steps S127 and S129 may be executed in parallel. In the game screen G200, the timing when the movement of the ball B is started in step S127 and the timing when the display of the guide image G is started in step S129 are recognized by the user as being simultaneous.

[0092] After the movement of the ball B and the display of the guide image G are started as described above, the CPU 16 determines whether or not a movement operation has been performed (step S141). If it is determined that the moving operation is not performed (step S141: NO), the CPU 16 determines whether or not the operation time limit started in step S125 has ended (step S143). If it is determined that the operation time limit has not ended (step S143: NO), the CPU 16 returns to the process of step S141.

[0093] Instead of determining whether the operation time limit started in step S125 has ended, it may be determined whether all of the directional regions of the guidance image G have become the fourth region AR14 (red region). That is, in the process of step S143, it may be determined that the timing when the operation time limit has ended is the same as when all of the directional regions of the guidance image G have become the fourth region AR14 (red region). Also, it may be determined that the timing when the operation time limit has ended is the same as when a predetermined ratio or more of the directional regions of the guidance image G have become the fourth region AR14 (red region).

[0094] When it is determined that a move operation has been performed (step S141: YES), the CPU 16 determines the directional area specified by the move operation (step S147). That is, the CPU 16 determines which area of ​​each of the areas AR11 to AR14 the operation direction by the move operation is included in. At this time, the CPU 16 determines which area of ​​each of the areas AR11 to AR14 the operation direction by the move operation is included in, in the arrangement state of each of the areas AR11 to AR14 in the guide image G at the time the move operation is performed. In this way, the directional area specified by the move operation is determined.

[0095] In step S147, the CPU 16 judges which directional area the operation direction of the movement operation is included in, and evaluates the operation direction of the movement operation by the user based on the judgment result. For example, as described above, if the CPU 16 judges that the operation direction is included in the first area AR11, it evaluates the operation direction as the first level, and if the CPU 16 judges that the operation direction is included in the second area AR12, it evaluates the operation direction as the second level. If the CPU 16 judges that the operation direction is included in the third area AR13, it evaluates the operation direction as the third level, and if the CPU 16 judges that the operation direction is included in the fourth area AR14, it evaluates the operation direction as the fourth level.

[0096] The CPU 16 displays a ball catching image according to the determination result of step S147 (i.e., the operation direction of the movement operation) (step S151). The ball catching image is an image of the fielder character C1 catching the ball B on the game screen G200. For example, when the CPU 16 determines that the operation direction of the movement operation is included in the first area AR11, the CPU 16 displays a ball catching image of the fielder character C1 catching the ball B in front (successful catching). When the CPU 16 determines that the operation direction of the movement operation is included in the second area AR12, the CPU 16 displays a ball catching image of the fielder character C1 jumping on the ball B to catch it (successful catching). When the CPU 16 determines that the operation direction of the movement operation is included in the third area AR13, the CPU 16 displays a ball catching image of the fielder character C1 missing the ball B and dropping it in front of him (failed catching). Furthermore, when the CPU 16 determines that the operation direction of the movement operation is included in the fourth area AR14, it displays a catching image of the fielder character C1 failing to catch the ball B (failed catching).

[0097] Furthermore, the CPU 16 gives points to the user according to the evaluation based on the determination result of the operation direction in step S147 (step S153). For example, the CPU 16 gives higher points to the higher evaluation, and gives lower points to the lower evaluation. The CPU 16 adds the value of the points to be given to the user to the accumulated point value of the user so far, and updates the accumulated point value.

[0098] On the other hand, if it is determined in step S143 that the operation time limit has expired (step S143: YES), the movement operation was not performed within the operation time limit. In this case, the CPU 16 evaluates the movement operation as a mistake (failure to catch the ball) (step S145). For example, the CPU 16 displays information indicating that the movement operation was a mistake (failure to catch the ball) and does not award points.

[0099] The CPU 16 updates the display of the information presentation area AR10 arranged on the game screen G200 in response to the user's operation for the current knock (step S171). Specifically, the CPU 16 changes the display contents of the points and the number of remaining balls in the information presentation area AR10 in response to the current knock. For example, the CPU 16 changes the display contents to the point value updated in step S153. Also, the CPU 16 changes the display contents to decrease the number of remaining balls by one.

[0100] The CPU 16 increments the variable n (step S601). The CPU 16 determines whether the variable n incremented in step S601 is greater than a maximum value (step S603). The maximum value of the variable n corresponds to the number of knock practice sessions. If the variable n is equal to or smaller than the maximum value (step S603: NO), there are still balls remaining to be knocked, in which case the process returns to step S103. On the other hand, if the variable n is greater than the maximum value (step S603: YES), the process in the figure ends. In this case, the knock practice game may end.

[0101] 7. Summary of the First Embodiment As described above, the terminal device 10 (an example of a game device) according to the present embodiment includes the operation reception unit 161 (an example of a reception unit), the display control unit 163, the determination unit 164, and the change unit 166. The operation reception unit 161 receives a user's operation. The display control unit 163 displays a guide image G (an example of an object) having a direction area (for example, a first area AR11) that is an example of an indicator that indicates a direction in which the user should operate. The determination unit 164 determines whether the user's operation direction (operation direction by a moving operation) with respect to the instruction direction is included in a predetermined direction range (for example, a central angle θ1) corresponding to the instruction direction. The change unit 166 gradually reduces the direction range (for example, a central angle θ1) within an operation limit time that is a reception period during which the user's operation with respect to the instruction direction can be accepted. The display control unit 163 displays the direction area (e.g., the first area AR11) in a display mode that indicates the direction range, and changes the display mode of the direction area (e.g., the first area AR11) in response to the gradual decrease of the direction range.

[0102] According to the above configuration, the terminal device 10 gradually reduces the direction range corresponding to the instruction direction to be operated by the user during the acceptance period in which the user's operation can be accepted, and changes the direction area (for example, the first area AR11) indicating the direction range in response to the gradual reduction in the direction range, so that it is possible to change the difficulty of the user's movement operation. As a result, the terminal device 10 has an effect of realizing a game that requires the user to perform a movement operation as early as possible by gradually reducing the direction range of the operation direction to be operated by the movement operation.

[0103] For example, the above-mentioned direction range is divided into a plurality of direction ranges (e.g., direction ranges based on central angles θ1, θ2, and θ3) in stages as the user moves away from the designated direction in which the user should operate. The determination unit 164 determines whether the user's operation direction is included in any of the divided direction ranges. The change unit 166 gradually reduces a part or all of the divided direction ranges (e.g., direction ranges based on central angles θ1, θ2, and θ3) according to the passage of time within an acceptance period (e.g., an operation time limit) in which the user's operation (movement operation) can be accepted. At this time, the display control unit displays a first area AR11, a second area AR12, and a third area AR13 (an example of a pointer) as a display mode indicating each of the divided direction ranges, and changes at least a part of the first area AR11, the second area AR12, and the third area AR13 in response to the gradual reduction of the divided direction ranges.

[0104] According to the above configuration, the terminal device 10 gradually reduces the multiple directional ranges divided in stages as the user moves away from the designated direction in which the user should operate during the acceptance period in which the user's operation (movement operation) can be accepted over time, and changes at least a part of the first area AR11, the second area AR12, and the third area AR13 indicating the multiple directional ranges, respectively, over time in response to this gradual reduction, thereby making it possible to change the difficulty of the user's movement operation. As a result, the terminal device 10 gradually reduces the directional range of the operation direction in which the user should operate by the movement operation over time, thereby achieving an effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0105] The terminal device 10 also includes an evaluation unit 165 that evaluates the operation direction (operation direction by a moving operation) based on the determination result of the determination unit 164. When the evaluation unit 165 determines that the operation direction is not included in the direction range (for example, central angle θ1), the evaluation unit 165 evaluates the operation direction lower than when the operation direction is determined to be included in the direction range. For example, when the evaluation unit 165 determines that the operation direction is not included in the first region AR11, the evaluation unit 165 evaluates the operation direction lower than when the operation direction is determined to be included in the first region AR11.

[0106] According to the above configuration, the terminal device 10 gives a lower evaluation to the direction of the user's movement operation as it moves away from the direction (optimal direction) in which the user should operate, so the user is more likely to receive a high evaluation if he or she performs the movement operation while the directional range corresponding to the optimal direction is as wide as possible. Therefore, the terminal device 10 has an effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0107] For example, the change unit 166 gradually reduces the direction range (for example, the central angle θ1) so that the direction range becomes zero by the time the acceptance period (for example, the operation time limit) ends. For example, the change unit 166 gradually reduces the first area AR11 so that the first area AR11 becomes zero by the time the acceptance period (for example, the operation time limit) ends.

[0108] According to the above configuration, when the user's movement operation exceeds the acceptance period (e.g., operation time limit), the terminal device 10 has no direction range corresponding to the indicated direction (optimum direction) in which the user should operate, thereby achieving the effect of realizing a game that requires the user to perform a movement operation as early as possible.

[0109] Furthermore, a skill parameter (an example of a first parameter) that affects the progress of the game is set for the fielder character C1 (an example of a game object related to a user's operation). The change unit 166 determines a gradual decrease speed when gradually decreasing a direction range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3) according to the skill parameter. For example, the change unit 166 determines a region change speed when gradually decreasing at least a part of the first region AR11, the second region AR12, and the third region AR13 according to the skill parameter.

[0110] According to the above configuration, the ability of the fielder character C1 affects the speed at which the directional range (for example, the central angle θ1) is gradually decreased. This allows the terminal device 10 to change the difficulty level of the game depending on the training result of the fielder character C1, thereby making it possible to increase the interest of the game.

[0111] The terminal device 10 also includes an initial setting unit 162. The initial setting unit 162 determines initial values ​​of the directional ranges (for example, at least a part of the central angles θ1, θ2, and θ3) based on the ability parameters of the fielder character C1.

[0112] According to the above configuration, the ability of the fielder character C1 affects the initial value of the directional range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3). This allows the terminal device 10 to change the difficulty level of the game depending on the training result of the fielder character C1, thereby making it possible to increase the interest of the game.

[0113] Furthermore, a unit game (e.g., one knock in a knock practice game) including an acceptance period (e.g., an operation time limit) during which a user's operation for one instruction of the above instruction direction can be accepted is repeatedly played multiple times, and the initial setting unit 162 determines the initial values ​​of the above direction range (e.g., at least a part of the central angle θ1, the central angle θ2, and the central angle θ3) in the "next unit game" or "some or all of the unit games thereafter" based on the result of a certain unit game.

[0114] According to the above configuration, the terminal device 10 changes the initial value of the directional range from the next time onwards depending on the user's operation result (e.g., the result of catching the ball), making it possible to change the difficulty level of the game depending on the user's operation result, thereby making it possible to increase the interest of the game.

[0115] Furthermore, a unit game (e.g., one knock in a knock practice game) including an acceptance period (e.g., operation time limit) during which a user's operation can be accepted in response to one instruction of the instruction direction is repeatedly played multiple times, and the change unit 166 determines a gradual decrease speed when gradually decreasing the above-mentioned direction range (e.g., at least a part of the central angles θ1, θ2, and θ3) in the "next unit game" or "a part or all of the next or subsequent unit games" based on the result of a certain unit game. For example, the change unit 166 determines an area change speed when gradually decreasing at least a part of the first area AR11, the second area AR12, and the third area AR13 in the "next unit game" or "a part or all of the next or subsequent unit games" based on the result of a certain unit game.

[0116] According to the above configuration, the terminal device 10 changes the rate at which the directional range decreases from the next time onwards depending on the user's operation result (e.g., the result of catching the ball), making it possible to change the difficulty level of the game depending on the user's operation result, thereby making it possible to increase the interest of the game.

[0117] In addition, a unit game (e.g., one knock in a knock practice game) including an acceptance period (e.g., an operation time limit) during which a user's operation for one instruction of the above instruction direction can be accepted is repeatedly played multiple times, and the instruction direction instructed for each unit game is selected arbitrarily from a number of predetermined directions.

[0118] According to the above configuration, the terminal device 10 randomly determines the direction in which the user should operate (the direction in which the ball B will arrive) each time, so the user must instantly determine the direction in which the user should operate each time. This makes the game more entertaining.

[0119] In a knock practice game (an example of a game) in which a fielder character C1 (an example of a game object) is moved in a game space (for example, a baseball field) based on a user's operation, the display control unit 163 displays a guide image G (an example of an object) centered on a ground position where the fielder character C1 is on the ground surface (for example, a ground) in the game space. The operation acceptance unit 161 is capable of accepting a user's operation (movement operation) at least for the ground position.

[0120] According to the above configuration, the terminal device 10 indicates the direction in which the user should operate, centering on the grounding position of the fielder character C1, which is the object of the user's operation. For example, since the guide image G is displayed, the user can intuitively operate, and operability can be improved.

[0121] [Second embodiment] Next, a second embodiment of the present invention will be described. In this embodiment, a detailed example of the knocking practice game will be described. The knocking practice game may include multiple types of knocking practice in which the operation contents to be operated differ depending on the type of ball hit by the knocker, restrictions on catching, etc. As described in the first embodiment, the knocking practice in which the ball hit by the knocker is caught by moving the ball in the direction of the ball's arrival is called a "normal ball" knocking practice game. In the knocking practice game of this embodiment, in addition to the "normal ball", there are three types of balls: "jump ball", "spiky ball", and "don't move ball". The "jump ball" is a ball that is hit by the knocker and jumps to be caught, and the direction of the movement operation to be operated by the user is limited to only the first area AR11. The "spiky ball" is a ball hit by the knocker that has thorns and needs to be avoided from the incoming ball. That is, the "spiky ball" is highly evaluated when the direction to be operated is reversed from the "normal ball" and the user's operation direction is opposite to the designated direction. In "Don't move ball", the fielder character C1 must not move for a certain time until the ball hit by the knocker arrives. That is, in "Don't move ball", if the user does not operate even when the ball arrives, it is scored high, and if the user operates, it is scored low (miss). Since the user cannot know in advance whether the ball hit by the knocker is a "normal ball", a "jump ball", a "spike ball", or a "don't move ball", the user must instantly determine the type of ball arriving from the knocker and respond appropriately. This can improve the interest of the knock practice game and prevent it from becoming monotonous.

[0122] An example of a process procedure executed by the terminal device 10 of the present embodiment in relation to the knocking practice game will be described with reference to the flowcharts of FIGS. [Basic flow] Fig. 11 shows an example of a basic flowchart of the knock practice game according to this embodiment. The processes of steps S101, S103, S105, S601, and S603 in this figure are the same as those denoted by the same reference numerals in Fig. 10, and the description thereof will be omitted.

[0123] The CPU 16 selects the type of ball to be hit by the knocker (step S111). For example, the CPU 16 randomly selects from among a "normal ball", a "jump ball", a "spiky ball", and a "do not move ball". If the selected ball is not a "jump ball", a "spike ball", or a "don't move ball" (steps S113, S115, S117: NO), the CPU 16 determines that a "normal ball" has been selected and executes normal ball processing (step S200). If "jump ball" is selected (step S113: YES), the CPU 16 executes a jump ball process (step S300). If "spiky ball" is selected (step S115: YES), the CPU 16 executes a spiky ball process (step S400). When "Don't move the ball" is selected (step S117: YES), the CPU 16 executes a "Don't move the ball" process (step S500).

[0124] [Normal ball processing flow] Fig. 12 is a flow chart showing a detailed example of the normal ball process (step S200). The processes of steps S221, S223, S225, S227, and S229 in this figure correspond to the processes of steps S121, S123, S125, S127, and S129 in Fig. 10, and are similar processes, so the explanation will be omitted. The guide image G displayed in the normal ball process includes a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14 (see Fig. 3).

[0125] 10. Moreover, the processes of steps S241, S243, S245, and S247 in FIG. 12 correspond to the processes of steps S141, S143, S145, and S147 in FIG. When it is determined that a movement operation has been performed (step S241: YES), the CPU 16 determines which of the regions AR11 to AR14 the operation direction of the movement operation is included in (step S247). Furthermore, the CPU 16 evaluates the operation direction of the movement operation by the user based on the determination result. For example, as described above, when the CPU 16 determines that the operation direction is included in the first region AR11 (white region), it evaluates the operation at the first level, and when the CPU 16 determines that the operation direction is included in the second region AR12 (yellow region), it evaluates the operation at the second level. Furthermore, when the CPU 16 determines that the operation direction is included in the third region AR13 (green region), it evaluates the operation at the third level, and when the CPU 16 determines that the operation direction is included in the fourth region AR14 (red region), it evaluates the operation at the fourth level.

[0126] When it is determined that the operation direction of the movement operation is included in the first area AR11 (white area) (step S247: first area (white)), CPU 16 displays a ball catching image corresponding to the first area AR11 (white area) (step S251). For example, CPU 16 displays a state in which ball B is caught from the front (successful catching) as the ball catching image. CPU 16 also awards points corresponding to the first area AR11 (white area) to the user (step S253). For example, CPU 16 awards the maximum points corresponding to the first level, and updates the accumulated point value.

[0127] When it is determined that the operation direction of the movement operation is included in the second area AR12 (yellow area) (step S247: second area (yellow)), the CPU 16 displays a ball catching image corresponding to the second area AR12 (yellow area) (step S255). For example, the CPU 16 displays, as the ball catching image, a state in which the fielder character C1 jumps for and catches the ball B (successful catch). The CPU 16 also awards points corresponding to the second area AR12 (yellow area) to the user (step S257). For example, the CPU 16 awards the second highest points corresponding to the second level, and updates the point accumulation value.

[0128] When it is determined that the operation direction of the movement operation is included in the third region AR13 (green region) (step S247: third region (green)), the CPU 16 displays a ball catching image corresponding to the third region AR13 (green region) (step S259). For example, the CPU 16 displays, as the ball catching image, an image in which the fielder character C1 misses catching the ball B and drops it in front (failed catching). The CPU 16 also awards points corresponding to the third region AR13 (green region) to the user (step S261). For example, the CPU 16 awards the third highest points corresponding to the third level, and updates the accumulated point value. It should be noted that the CPU 16 does not have to award any points since the ball was not caught.

[0129] A ball catching image corresponding to the fourth region AR14 (red region) is displayed (step S263). For example, when it is determined that the operation direction by the movement operation is included in the ball catching image (step S247: fourth region (red)), the CPU 16 displays a ball catching image corresponding to the fourth region AR14 (red region) (step S263). For example, the CPU 16 displays, as the ball catching image, a state in which the fielder character C1 is unable to catch the ball B and fails to catch it (failed to catch the ball). The CPU 16 also awards points corresponding to the fourth region AR14 (red region) to the user (step S265). For example, the CPU 16 awards the fourth highest points corresponding to the fourth level, and updates the point accumulation value. It should be noted that the CPU 16 does not have to award any points since the ball was not caught.

[0130] On the other hand, if it is determined in step S243 that the operation time limit has expired (step S243: YES), that is, if the movement operation is not performed within the operation time limit, the CPU 16 evaluates the movement operation as a mistake (failure to catch the ball) (step S245). For example, the CPU 16 displays information indicating that the movement operation is a mistake (failure to catch the ball) (for example, "late timing") and does not award points.

[0131] Instead of determining whether the operation time limit started in step S225 has ended, it may be determined whether all of the directional areas of the guidance image G have become the fourth area AR14 (red area). That is, in the process of step S243, it may be determined that the timing when the operation time limit has ended is the same as when all of the directional areas of the guidance image G have become the fourth area AR14 (red area). Also, it may be determined that the timing when the operation time limit has ended is the same as when a predetermined ratio or more of the directional areas of the guidance image G have become the fourth area AR14 (red area).

[0132] The process of step S271 corresponds to the process of step S171 in FIG. 10, and the CPU 16 updates the display of the information presentation area AR10 arranged on the game screen G200 in response to the user's operation in response to the current knock.

[0133] [Jump ball processing flow] FIG. 13 is a flowchart showing a detailed example of the jump ball process (step S300). The processes of steps S321, S323, S325, S327, and S329 in this figure correspond to the processes of steps S121, S123, S125, S127, and S129 in FIG. 10. The guide image G displayed in the jump ball process includes only the first area AR11 and the fourth area AR14. For example, the first area AR11 may be an area including all of the first area AR11, the second area AR12, and the third area AR13 by changing the second area AR12 and the third area AR13 of the first area AR11, the second area AR12, and the third area AR13 shown in FIG. 3 to white.

[0134] In the jump ball process, the CPU 16 displays a jump icon on the game screen G200 to allow the user to recognize that it is a "jump ball" (step S331). The jump icon is an icon that displays "jump". The order of the processes of steps S327, S329, and S331 may be changed. Alternatively, the processes of steps S327, S329, and S331 may be executed in parallel. For example, the timing of displaying the jump icon on the game screen G200 is a timing that is recognized by the user as being simultaneous with the timing at which the movement of the ball B starts in step S327 and the timing at which the display of the guide image G starts in step S329.

[0135] 10. Moreover, the processes of steps S341, S343, S345, and S347 in FIG. 13 correspond to the processes of steps S141, S143, S145, and S147 in FIG. When it is determined that a movement operation has been performed (step S341: YES), the CPU 16 determines whether the operation direction of the movement operation is included in the first area AR11 or the fourth area AR14 (step S347). Furthermore, the CPU 16 evaluates the operation direction of the movement operation by the user based on the determination result. For example, as described above, when the CPU 16 determines that the operation direction is included in the first area AR11 (white area), it evaluates the operation as a first level, and when the CPU 16 determines that the operation direction is included in the fourth area AR14 (red area), it evaluates the operation as a fourth level.

[0136] When it is determined that the operation direction of the movement operation is included in the first area AR11 (white area) (step S347: first area (white)), CPU 16 displays a ball catching image corresponding to the first area AR11 (white area) (step S351). For example, CPU 16 displays a state in which ball B is caught from the front (successful catch) as the ball catching image. CPU 16 also awards points corresponding to the first area AR11 (white area) to the user (step S353). For example, CPU 16 awards points corresponding to the first level and updates the point accumulation value.

[0137] When it is determined that the operation direction of the movement operation is included in the fourth region AR14 (red region) (step S347: fourth region (red)), the CPU 16 displays a ball catching image corresponding to the fourth region AR14 (red region) (step S363). For example, the CPU 16 displays, as the ball catching image, a state in which the fielder character C1 is unable to catch the ball B and fails to catch it (failed to catch). In addition, the CPU 16 awards points corresponding to the fourth region AR14 (red region) to the user (step S365). For example, the CPU 16 awards points corresponding to the fourth level and updates the point accumulation value. It should be noted that the CPU 16 does not have to award any points since the ball was not caught.

[0138] On the other hand, if it is determined in step S343 that the operation time limit has expired (step S343: YES), that is, if a movement operation is not performed within the operation time limit, the CPU 16 evaluates the movement operation as a mistake (failure to catch the ball) (step S345). For example, the CPU 16 displays information indicating that the movement operation is a mistake (failure to catch the ball) (for example, "late timing") and does not award points.

[0139] Instead of determining whether the operation time limit started in step S325 has ended, it may be determined whether all of the directional areas of the guidance image G have become the fourth area AR14 (red area). That is, in the process of step S343, it may be determined that the timing is the same as the end of the operation time limit when all of the directional areas of the guidance image G have become the fourth area AR14 (red area). Also, it may be determined that the timing is the same as the end of the operation time limit when a predetermined ratio or more of the directional areas of the guidance image G have become the fourth area AR14 (red area).

[0140] The process of step S371 corresponds to the process of step S171 in FIG. 10, and the CPU 16 updates the display of the information presentation area AR10 arranged on the game screen G200 in response to the user's operation in response to the current knock.

[0141] As with normal ball processing, a guide image G including a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14 may be displayed, and when determining and evaluating the operation direction of a movement operation, the second area AR12 and the third area AR13 may also be determined and evaluated as the first area AR11 (white area).

[0142] [Spike ball processing flow] Fig. 14 is a flowchart showing a detailed example of the thorn ball processing (step S400). The processing of steps S421, S423, S425, S427, and S429 in this figure corresponds to the processing of steps S121, S123, S125, S127, and S129 in Fig. 10. The guide image G displayed in the thorn ball processing includes a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14, similar to the normal ball processing.

[0143] In the spiky ball process, the CPU 16 displays a spiky ball icon on the game screen G200 to allow the user to recognize that it is a "spiky ball" (step S431). The spiky ball icon is an icon on which an image of a "spiky ball" with thorns is displayed. In addition, in the spiky ball process, the user can also recognize that the ball B arriving from the knocker has thorns. The order of the processes of steps S427, S429, and S431 may be changed. Alternatively, the processes of steps S427, S429, and S431 may be executed in parallel. For example, the timing of displaying the spiky ball icon on the game screen G200 is a timing that is recognized by the user as being simultaneous with the timing at which the movement of ball B (a ball with thorns) starts in step S427 and the timing at which the display of the guide image G starts in step S429.

[0144] 10. Moreover, the processes of steps S441, S443, S445, and S447 in FIG. 14 correspond to the processes of steps S141, S143, S145, and S147 in FIG. When it is determined that a movement operation has been performed (step S441: YES), the CPU 16 determines which of the regions AR11 to AR14 the operation direction of the movement operation is included in (step S447). Furthermore, the CPU 16 evaluates the operation direction of the movement operation by the user based on the determination result. In the spike ball process, when the CPU 16 determines that the operation direction is included in any of the first region AR11 (white region), the second region AR12 (yellow region), and the third region AR13 (green region), it evaluates the operation as the fourth level, and when it determines that the operation direction is included in the fourth region AR14 (red region), it evaluates the operation as the first level.

[0145] When it is determined that the operation direction of the movement operation is included in any one of the first area AR11 (white area), the second area AR12 (yellow area), and the third area AR13 (green area) (step S447: first area (white), second area (yellow), or third area (green)), the CPU 16 displays an image corresponding to the fourth area AR14 (red area) (step S451). For example, the CPU 16 displays an image showing a state in which the ball B (spiky ball) hits the fielder character C1 (escape failure). In addition, the CPU 16 grants points corresponding to the fourth area AR14 (red area) to the user (step S453). For example, the CPU 16 grants points corresponding to the fourth level, and updates the point accumulation value. Note that the CPU 16 may not grant points because the escape has failed. Alternatively, the CPU 16 may subtract points from the accumulated points because the escape has failed.

[0146] When it is determined that the operation direction of the movement operation is included in the fourth region AR14 (step S447: fourth region (red)), the CPU 16 displays an image corresponding to the first region AR11 (white region) (step S463). For example, the CPU 16 displays an image showing that the fielder character C1 has been able to avoid the ball B (spiky ball) (escape successful). In addition, the CPU 16 awards points corresponding to the first region AR11 (white region) to the user (step S465). For example, the CPU 16 awards points corresponding to the first level and updates the point accumulation value.

[0147] On the other hand, if it is determined in step S443 that the operation time limit has expired (step S443: YES), that is, if a movement operation is not performed within the operation time limit, the CPU 16 evaluates that the movement operation is a mistake (failed escape) (step S445). For example, the CPU 16 displays information indicating that the movement operation is a mistake (failed escape) (for example, "late timing") and an image showing the ball B (spiky ball) hitting the fielder character C1, and does not award points.

[0148] Instead of determining whether the operation time limit started in step S425 has ended, it may be determined whether all of the directional areas of the guidance image G have become the fourth area AR14 (red area). That is, in the process of step S443, it may be determined that the timing when the operation time limit has ended is the same as when all of the directional areas of the guidance image G have become the fourth area AR14 (red area). Also, it may be determined that the timing when the operation time limit has ended is the same as when a predetermined ratio or more of the directional areas of the guidance image G have become the fourth area AR14 (red area).

[0149] The process of step S471 corresponds to the process of step S171 in FIG. 10, and the CPU 16 updates the display of the information presentation area AR10 arranged on the game screen G200 in response to the user's operation in response to the current knock.

[0150] [Don't move the ball flow] Fig. 15 is a flow chart showing a detailed example of the "Don't move the ball" process (step S500). The processes of steps S521, S523, S525, S527, and S529 in this figure correspond to the processes of steps S121, S123, S125, S127, and S129 in Fig. 10. The guide image G displayed in the "Don't move the ball" process includes only the fourth area AR14. For example, the fourth area AR14 may be the entire area of ​​the circumference of the guide image G in which the first area AR11, the second area AR12, and the third area AR13 shown in Fig. 3 are also changed to white and red.

[0151] In the "Don't move" ball process, the CPU 16 displays a "Don't move" icon on the game screen G200 to make the user recognize that the ball is a "Don't move" ball (step S531). The "Don't move" icon is an icon that displays "Don't move." The order of the processes of steps S527, S529, and S531 may be changed. Alternatively, the processes of steps S527, S529, and S531 may be executed in parallel. For example, the timing of displaying the "Don't move" icon on the game screen G200 is a timing that is recognized by the user as being simultaneous with the timing at which the movement of the ball B starts in step S527 and the timing at which the display of the guide image G starts in step S529.

[0152] The process of step S541 in Fig. 15 corresponds to the process of step S141 in Fig. 10. When it is determined that a movement operation has been performed (step S541: YES), the fielder character C1 has moved, and therefore the CPU 16 evaluates that the movement operation is a mistake (failure to catch the ball) (step S545). For example, the CPU 16 displays information (for example, "Miss") indicating that the movement operation is a mistake (failure to catch the ball) and does not award points.

[0153] On the other hand, if it is determined in step S541 that a moving operation has not been performed (step S541: NO), the CPU 16 determines whether or not a certain time has elapsed since the guide image G was displayed (step S549). If the certain time has not elapsed (step S549: NO), the process returns to step S541. If it is determined that the certain time has elapsed (step S549: YES), the CPU 16 determines the evaluation as a first level based on the determination result, and displays a ball catching image corresponding to the first area AR11 (white area) (step S551). For example, the CPU 16 displays a state in which the ball B is caught in front (successful catching) as the ball catching image. The CPU 16 also grants points corresponding to the first area AR11 (white area) to the user (step S553). For example, the CPU 16 grants points corresponding to the first level, and updates the point accumulation value. Here, the certain time may be an operation limit time.

[0154] The process of step S571 corresponds to the process of step S171 in FIG. 10, and the CPU 16 updates the display of the information presentation area AR10 arranged on the game screen G200 in response to the user's operation in response to the current knock.

[0155] In addition, similar to normal ball processing, the CPU 16 may display a guide image G including a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14, and if a certain amount of time has passed since the guide image G was displayed without any movement operation being performed, it may evaluate this as the first level and display a ball catching image corresponding to the first area AR11 (white area) and award points.

[0156] As described above, in the terminal device 10 according to the present embodiment, a unit game (e.g., one knock in a knock practice game) including an acceptance period (e.g., operation time limit) during which a user's operation can be accepted in response to an instruction of a direction to be operated by the user once is repeatedly played multiple times, and each of the multiple unit games includes a "normal ball" (an example of a normal game) that should be operated in the indicated direction, and a "spiky ball" (an example of a first special game) that should not be operated in the indicated direction. The evaluation unit 165 gives a high evaluation to a "spiky ball" that causes a display of a spiky ball icon (an example of a first notification) that cannot occur with a "normal ball" when the user's operation direction is opposite to the indicated direction.

[0157] According to the above configuration, the terminal device 10 includes not only a "normal ball" that should be operated in the instructed direction, but also a "spiky ball" that is highly rated when the user operates in the opposite direction to the instructed direction, making it possible to make the game highly diverse and to increase the interest of the game.

[0158] Each of the multiple unit games includes a "normal ball" (an example of a normal game) that the user should operate according to the indicated direction, and a "don't move ball" (an example of a second special game) that the user should not operate. The evaluation unit 165 gives a high evaluation when the operation reception unit 161 does not accept the user's operation during the reception period (e.g., operation time limit) in which the user's operation can be accepted for the "don't move ball" that has caused the display of a "don't move" icon (an example of a second notice) that cannot occur with the "normal ball."

[0159] According to the above configuration, the terminal device 10 includes not only a "normal ball" that should be operated in the indicated direction, but also a "do not move ball" that is highly evaluated if the user does not operate it, making it possible to make the game highly diverse and increasing the interest of the game.

[0160] [Variations] Although the embodiment of the present invention has been described in detail with reference to the drawings, the specific configuration is not limited to the above-mentioned embodiment, and the present invention also includes designs within the scope of the gist of the present invention. For example, the configurations or processes described in the above-mentioned embodiment can be combined in any combination.

[0161] [First Modification] In setting the initial value of the central angle of each of the regions AR11 to AR14 in the guide image G of the above embodiment, the magnification may be changed according to the number of knocks made instead of the number of times the ball is successfully caught in succession. Since the user is given an opportunity to perform one movement operation every time a knock is made, the number of knocks made is an example of the result of the operation.

[0162] [Second Modification] The guide image G of the above embodiment may be configured to include only a part of each of the regions AR11 to AR14. For example, the guide image G may be configured to include only the first region AR11, the second region AR12, and the fourth region AR14, or only the first region AR11 and the fourth region AR14. FIG. 16 is a diagram showing an example of the guide image G including only the first region AR11 and the fourth region AR14. The guide image G11 shows the state of the first region AR11 and the fourth region AR14 at the start of display. As time passes, the first region AR11 gradually shrinks around the optimal direction, and the fourth region AR14 gradually expands with the shrinkage, changing from the state of the guide image G11 to the state of the guide image G12. When the operation time limit ends after further time has passed, the first region AR11 may disappear, and the state of the guide image G13 may change to one in which only the fourth region AR14 remains. The guide image G including only the first region AR11 and the fourth region AR14 corresponds to an example of the guide image G displayed in the jump ball process. In a typical example of jump ball processing, the first area AR11, the second area AR12, and the third area AR13 shown in FIG. 3 are all designated as the first area AR11 (white area), and a guide image G including only the first area AR11 and the fourth area AR14 is displayed.

[0163] [Third Modification] The number of directional regions (regions AR11 to AR14) included in the guide image G is not particularly limited. In this case, the number of directional regions included in the guide image G may be one. As an example, only one first region AR11 corresponding to the optimal direction may be arranged in the game screen G200. FIG. 17 is a diagram showing an example of the guide image G displaying only the first region AR11. The guide image G21 shows the state of the first region AR11 at the start of display. Note that the dashed line portion shows the portion of the guide image G corresponding to the portion other than the first region AR11 for reference, but is not actually displayed. As time passes, the first region AR11 gradually shrinks around the optimal direction, and changes from the state of the guide image G21 to the state of the guide image G22. When the operation time limit ends after further time has passed, the first region AR11 disappears, and the guide image G itself is no longer displayed. In this case, the region in which the first region AR11 is not arranged may be assigned, for example, a minimum predetermined point (an example of a parameter).

[0164] [Fourth Modification] In the example of the game screen G200 shown in FIG. 2, the guide image G is arranged in a circular (donut-shaped) shape centered around the feet of the fielder character C1 (i.e., so as to contain the fielder character C1), but the guide image G may be arranged in a position that does not contain the fielder character C1 as long as the user can recognize the target direction. 18 and 19 show examples of game screens of the knock practice game in which the positions of the guide image G are different. In the game screen G300 shown in FIG. 18, the guide image G is arranged in a lower left position (not at the feet of the fielder character C1) that does not overlap with the fielder character C1. In addition, in the game screen G400 shown in FIG. 19, the guide image G is arranged in a lower left position that does not overlap with the fielder character C1, similar to the example shown in FIG. 18, but the guide image G is displayed in a circular shape viewed from above, not in an oval shape as shown in FIG. 18. This allows for flexible game expression without restricting the display position of the guide image G to the position of the fielder character C1.

[0165] Also, the guide image G may be displayed around the game screen, not around the fielder character C1. Fig. 20 shows an example in which the guide image G is displayed around the game screen. In the game screen G500 shown in Fig. 20, the areas AR11 to AR14 are arranged along the four sides of the periphery of the screen (the innermost edge of the screen). In this case, since they are arranged around the periphery of the screen, the guide image G is in the shape of a rectangular band.

[0166] [Fifth Modification] At least one of the areas AR11 to AR14 may be displayed in the guide image G. The one directional area displayed is not limited to the first area AR11 corresponding to the optimal direction, but may be another directional area. This allows the user to play the game by predicting the other directional areas from the displayed directional area and performing a movement operation.

[0167] [Sixth Modification] The guide image G is not limited to a circular shape, but may be an arc, a straight line, or a polygon, and does not have to be strip-shaped. In the case of an arc or a straight line, the first area AR11, the second area AR12, and the third area AR13 may be set as the guide image G, and the area other than the guide image G may be set as the fourth area AR14. In this case, at least a part of the first area AR11, the second area AR12, and the third area AR13 may be changed over time, as in the case of a circle. 21 shows an example of an arc-shaped guide image G. The shape of the guide image G31 shown in the figure is an arc band including only the first area AR11, the second area AR12, and the third area AR13. From the state of the guide image G31, the first area AR11, the second area AR12, and the third area AR13 gradually decrease over time, and the state of the guide image G32 is changed. In this case, the fourth region AR14 may be displayed outside the first region AR11, the second region AR12, and the third region AR13 as time passes. Fig. 22 shows an example in which the fourth region AR14 is displayed as time passes in an arc-shaped guide image G. The shape of the illustrated guide image G33 is an arc band shape including only the first region AR11, the second region AR12, and the third region AR13, similar to the shape of the guide image G31 in Fig. 21. When the first region AR11, the second region AR12, and the third region AR13 gradually decrease as time passes from the state of the guide image G33, the fourth region AR14 is gradually displayed in the gradually decreased portion in accordance with the gradual decrease, and the state of the guide image G34 is changed.

[0168] 23 shows an example of a linear guide image G. The shape of the guide image G41 shown in the figure is a strip shape in which the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 are arranged horizontally in a straight line. From the state of the guide image G41, the first area AR11, the second area AR12, and the third area AR13 gradually decrease over time, and the fourth area AR14 gradually increases with the gradual decrease, changing to the state of the guide image G42. Also, in the linear guide image G, similar to the example of the arc shape in Fig. 21, the guide image G may include only the first region AR11, the second region AR12, and the third region AR13, and the fourth region AR14 may not be displayed and may be an area other than the guide image G. Fig. 24 shows an example of a linear guide image G in which the fourth region AR14 is not displayed. The shape of the illustrated guide image G43 is a linear band including only the first region AR11, the second region AR12, and the third region AR13. From the state of the guide image G43, the first region AR11, the second region AR12, and the third region AR13 gradually decrease over time, and the state of the guide image G44 is changed. In this case, the fourth region AR14 may be displayed outside the first region AR11, the second region AR12, and the third region AR13 as time passes. Fig. 25 shows an example in which the fourth region AR14 is displayed as time passes in a linear guide image G. The shape of the illustrated guide image G45 is a linear band including only the first region AR11, the second region AR12, and the third region AR13, similar to the shape of the guide image G43 in Fig. 24. When the first region AR11, the second region AR12, and the third region AR13 gradually decrease as time passes from the state of the guide image G45, the fourth region AR14 is gradually displayed in the gradually decreased portion in accordance with the gradual decrease, and the state of the guide image G46 is changed. FIG. 26 is an example in which the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 are arranged in a straight line in a band shape, as in the example of FIG. 23, but only the areas other than the first area AR11 change over time. The illustrated guide image G47 is a band shape in which the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 are arranged in a straight line in a band shape, as in the shape of the guide image G41 of FIG. 23. From the state of the guide image G47, the second area AR12 and the third area AR13 gradually decrease over time, and the fourth area AR14 gradually increases with the gradual decrease, changing to the state of the guide image G48. In this way, a part of the direction area does not need to change over time.

[0169] When the guide image G is polygonal, the directional region may be set in a strip-shaped region on the side of the polygon, and the directional region may be changed over time in the same manner as in the case of a circle. 27 shows an example of a polygonal guide image G. The guide image G51 shown in the figure is an example of a triangular guide image G. In the guide image G51, a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14 are set in a strip-shaped area on three sides. From the state of the guide image G51, the first area AR11, the second area AR12, and the third area AR13 gradually decrease over time, and the fourth area AR14 gradually increases in accordance with the gradual decrease, changing to the state of the guide image G52. It should be noted that the guide image G is not limited to a triangle, but may be a rectangle, a pentagon, a hexagon, or the like.

[0170] [Seventh Modification] The speed of change of the area of ​​the central angle θ4 in the guide image G may change over time. FIG. 28 shows an example of the change in the area change speed in the guide image G. The guide images G61 to G65 show an example of the change in the guide image G according to the passage of time when the area change speed is constant. In the guide images G61 to G65, the first area AR11, the second area AR12, and the third area AR13 gradually decrease at a constant area change speed according to the passage of time from time t0 when the operation time limit starts to time t4 when the operation time limit ends, and the fourth area AR14 gradually increases in accordance with the gradual decrease. On the other hand, the guide images G71 to G75 show an example of the change in the guide image G according to the passage of time when the area change speed gradually increases. According to the passage of time from time t0 to time t4, the first area AR11, the second area AR12, and the third area AR13 gradually decrease, and the gradual decrease speed gradually increases. The gradual decrease speed of the fourth area AR14 gradually increases in accordance with the gradual decrease. This allows the user to enjoy the game in that an earlier movement operation is more advantageous when the speed of change is increased over time, while allowing the user to enjoy the game in that a better result can be obtained by specifying an accurate direction even if the movement operation is delayed when the speed of change is decreased over time.

[0171] [Eighth Modification] The central angle θ4 in the guide image G may reflect a stepwise change in angle at regular intervals based on the calculated enlargement speed. 29 shows an example in which the direction area in the guide image G changes stepwise. In the guide images G81 to G85, the first area AR11, the second area AR12, and the third area AR13 gradually decrease at a constant area change speed as time passes from time t0 to time t4, and the fourth area AR14 gradually increases in accordance with the gradual decrease. Meanwhile, the guide images G91 to G95 change stepwise from the state of guide image G91 at time t0 to the state of guide image G92 at time t1, the state of guide image G93 at time t2, the state of guide image G94 at time t3, and the state of guide image G95 at time t4. That is, in the guide images G91 to G95, the first area AR11, the second area AR12, and the third area AR13 gradually decrease stepwise at regular intervals, and the fourth area AR14 gradually increases stepwise at each time in accordance with the gradual decrease. This allows the direction area to change in stages, providing the user with a gaming experience in which they can perform a movement operation while it is still advantageous.

[0172] [Ninth Modification] In addition, when the change in the directional region is made gradual as in the above eighth modified example, the guide image G may be a polygon with one side being a straight line representing any one of the central angles θ1, θ2, or θ3, and the number of sides of the polygon may be increased according to the step. This changes the shape of the guide image G, allowing the user to more visually recognize the gradual change.

[0173] [Tenth Modification] Also, only a portion of the directional regions included in the guide image G may change over time, and some directional regions may remain unchanged. 30 shows an example of a guide image G in which the first region AR11 does not change over time. In the example shown, as time passes, the second region AR12 and third region AR13 gradually decrease, and the fourth region AR14 gradually increases, in the order of guide images G101 to G104. The first region AR11 does not change. 31 shows an example of a guide image G in which the second region AR12 does not change over time. In the example shown, as time passes, the first region AR11 and the third region AR13 gradually decrease, and the fourth region AR14 gradually increases, in the order of guide images G111 to G114. The second region AR12 does not change.

[0174] [Eleventh Modification] The operation time limit may be set separately, without depending on the change in the directional area. For example, the operation time limit may be set to end before or after all of the directional areas in the guide image G change to the fourth area AR14. This allows the user to have a game-like experience of performing a movement operation within the operation time limit other than the change in the directional area.

[0175] [Twelfth Modification] When the operation time limit is set without depending on the change in the directional area, the operation time limit may be changed according to at least one of the basic ability and special ability of the fielder character or the number of times the ball has been successfully caught in succession. This allows the user to have a game-like quality of performing a movement operation within an operation time limit that is different from the change in the directional area.

[0176] [Thirteenth Modification] Instead of allocating points (an example of a parameter) corresponding to each of the areas AR11 to AR14 to the directional areas of the guide image G, points may be awarded according to the state of catching the ball that results from the character performing a catching action corresponding to the directional area specified by the movement operation.

[0177] [Modified Example 14] In the above embodiment, an example was described in which the speed (area change speed) at which the direction area (direction range) gradually decreases is determined according to the ability parameters of the fielder character C1, but it may be determined according to the ability parameters of the knocker character C2 instead of or in addition to the fielder character C1. Similarly, in the above embodiment, an example was described in which the initial value of the direction area is determined according to the ability parameters of the fielder character C1, but it may be determined according to the ability parameters of the knocker character C2 instead of or in addition to the fielder character C1.

[0178] The ability parameters of the knocker character C2 are parameters that affect the game progress, similar to the ability parameters of the fielder character C1. However, the ability parameters of the knocker character C2 are ability parameters related to hitting. The ability parameters related to hitting include "power" which indicates the hitting force when hitting the ball with a bat, and "meet" which indicates the accuracy when hitting the ball with a bat. For example, the ability parameters of the knocker character C2 are set to the same value as the ability parameters set in the training part. In addition, the ability parameters of the knocker character C2 may be set uniformly in advance, or may be set in advance for each type of character. In addition, the ability parameters of the knocker character C2 may be randomly determined for each game. For example, the gradual decrease speed (area change speed) of the direction area (direction range) or the initial value of the direction area (direction range) may be determined according to the total value of the power and meet of the knocker character C2. The ability parameters of the knocker character C2 are not limited to power and meat, and other ability parameters may be used.

[0179] In this way, there is a knocker character C2 (an example of an opponent game object) facing the fielder character C1, and the knocker character C2 is set with an ability parameter (an example of a second parameter) that affects the progress of the game. The change unit 166 may determine a gradual decrease speed when gradually decreasing the direction range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3) according to the ability parameter of the knocker character C2. For example, the change unit 166 may determine a region change speed when gradually decreasing at least a part of the first region AR11, the second region AR12, and the third region AR13 according to the ability parameter of the knocker character C2.

[0180] According to the above configuration, the terminal device 10 affects the speed at which the ability of the knocker character C2 gradually decreases the directional range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3). This allows the difficulty of the game to change depending on the training result of the opponent game object (for example, the knocker character C2), making it possible to increase the interest of the game.

[0181] As described above, the fielder character C1 (an example of a game object related to a user's operation) is set with an ability parameter (an example of a first parameter) that affects the progress of the game. There is a knocker character C2 (an example of an opponent game object) that faces the fielder character C1, and the knocker character C2 is set with an ability parameter (an example of a second parameter) that affects the progress of the game. The initial setting unit 162 determines an initial value of the direction range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3) based on at least one of the ability parameters of the fielder character C1 and the ability parameters of the knocker character C2.

[0182] According to the above configuration, the terminal device 10 allows either or both of the ability of the fielder character C1 and the ability of the knocker character C2 to affect the initial value of the direction range (for example, at least a part of the central angle θ1, the central angle θ2, and the central angle θ3). As a result, the terminal device 10 changes the difficulty level of the game depending on either or both of the training results of the fielder character C1 and the training results of the knocker character C2, making it possible to increase the interest of the game.

[0183] [Fifteenth Modification] The evaluation unit 165 may give a bonus evaluation in response to a predetermined evaluation (for example, a first level evaluation) being given by the user's operation a predetermined number of times in succession. The bonus evaluation is an evaluation higher than the first level evaluation given by a normal single operation. The evaluation unit 165 may give, as the bonus evaluation, points (bonus points) higher than the first level evaluation. At this time, the change unit 166 may increase the gradual decrease speed (area change speed) of the directional area (directional range) for the next knock or for some or all knocks thereafter.

[0184] That is, in the terminal device 10 in which a unit game (e.g., one knock in a knock practice game) including an acceptance period (e.g., operation time limit) during which a user's operation can be accepted in response to an instruction for a direction to be instructed by the user for one operation is repeatedly played multiple times, the evaluation unit 165 gives a bonus evaluation in accordance with a predetermined evaluation being given a predetermined number of times in succession in multiple unit games. Also, the change unit 166 increases the speed of decrease (area change speed) when gradually decreasing the direction range (directional area) in the "next unit game" or "a part or all of the next or subsequent unit games".

[0185] According to the above configuration, the terminal device 10 can increase the interest of the game by allowing the user to continuously perform operations that can be highly rated, thereby increasing the level of difficulty of the game and thereby increasing the level of interest of the game.

[0186] [Modified Example 16] In the above embodiment, an example in which the present invention is applied to a baseball game has been mainly described, but the configuration of this embodiment can also be applied to games other than baseball games. For example, in a music game in which operations (timing operations) are performed in accordance with timing specified in accordance with the rhythm of a piece of music, a direction designation element may be combined with the timing operations, as in the movement operations of the above embodiment. The configurations of the above embodiment can also be applied to sports games other than baseball games, such as soccer games, basketball games, and ice hockey games. Games to which the present invention is applied can also be used in esports (e-sports).

[0187] In addition, a program for realizing the functions of the above-mentioned control unit 160 may be recorded in a computer-readable recording medium, and the program recorded in the recording medium may be read into a computer system and executed to perform the processing of the above-mentioned control unit 160. Here, "reading a program recorded in a recording medium into a computer system and executing it" includes installing the program into a computer system. The "computer system" here includes hardware such as an OS and peripheral devices. The "computer system" may also include a plurality of computer devices connected via a network including the Internet, a WAN, a LAN, a dedicated line, and other communication lines. The "computer-readable recording medium" refers to a portable medium such as a flexible disk, an optical magnetic disk, a ROM, a CD-ROM, and a storage device such as a hard disk built into a computer system. In this way, the recording medium storing the program may be a non-transient recording medium such as a CD-ROM. The recording medium also includes a recording medium provided inside or outside the distribution server that can be accessed from the distribution server in order to distribute the program. The code of the program stored in the recording medium of the distribution server may be different from the code of the program in a format executable by the terminal device. In other words, the format in which the program is stored in the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a format executable by the terminal device. The program may be divided into several parts, downloaded at different times, and then combined on a terminal device, or each divided program may be distributed by a different distribution server. Furthermore, the term "computer-readable recording medium" includes a program that is stored for a certain period of time, such as a volatile memory (RAM) in a computer system that is a server or client when a program is transmitted over a network. The program may be for implementing part of the above-mentioned functions. Furthermore, the program may be a so-called differential file (differential program) that can realize the above-mentioned functions in combination with a program already recorded in the computer system.

[0188] In addition, some or all of the functions of the control unit 160 described above may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above functions may be individually processed, or some or all of them may be integrated into a processor. The integrated circuit method is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor. In addition, when an integrated circuit technology that replaces LSI appears due to the progress of semiconductor technology, an integrated circuit based on that technology may be used.

[0189] [Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently written in parentheses, but the present invention is not limited to the illustrated embodiments.

[0190] (Appendix A1) One aspect of the present invention is a program executed by a computer included in an apparatus for processing a game based on a user's operation, the program including: a reception unit (161, S141) for receiving a user's operation; a display control unit (163, S129, S229, S329, S429, S529) for displaying an object (e.g., a guide image G) having an indicator (e.g., a first area AR11) indicating a direction in which the user should operate; and a determination unit (164, S129, S229, S329, S429, S529) for determining whether the user's operation direction with respect to the indicated direction is within a predetermined direction range (e.g., a central angle θ1) corresponding to the indicated direction. 64, S147, S247, S347, S447) and a change unit (166, S123, S129, S223, S229, S323, S329, S423, S429, S523, S529) that gradually reduces the directional range (e.g., central angle θ1) during an acceptance period (e.g., operation time limit) during which a user's operation in the indicated direction can be accepted, and the display control unit displays the indicator in a display mode (e.g., first area AR11) that indicates the directional range, and changes the display mode of the indicator in response to the gradual reduction in the directional range.

[0191] According to the above configuration, during the acceptance period in which the user's operation can be accepted, the directional range corresponding to the instruction direction to be operated by the user is gradually decreased, and the display mode indicating the directional range changes in response to the gradual decrease in the directional range, so that it is possible to change the difficulty of the user's movement operation. As a result, by gradually decreasing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve an effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0192] (Appendix A2) One aspect of the present invention is the program described in Appendix A1, in which the directional range is divided into a plurality of directional ranges in stages as it moves away from the indicated direction, the determination unit determines whether the operation direction is included in any of the plurality of divided directional ranges, the change unit gradually reduces a part or all of the plurality of divided directional ranges (e.g., directional ranges based on central angles θ1, θ2, and θ3) according to the passage of time within the acceptance period (e.g., operation time limit), and the display control unit displays the indicator in a display mode (e.g., a first area AR11, a second area AR12, and a third area AR13) indicating each of the plurality of divided directional ranges, and changes at least a part of the display mode indicating each of the plurality of divided directional ranges of the indicator in response to the gradual reduction of the plurality of divided directional ranges.

[0193] According to the above configuration, during the acceptance period in which the user's operation can be accepted, the multiple directional ranges divided into stages are gradually reduced over time as the user moves away from the designated direction in which the user should operate, and the display mode indicating each of the multiple directional ranges changes over time in response to this gradual reduction, making it possible to change the difficulty of the user's movement operation. This provides the effect of gradually reducing the directional range of the operation direction to be operated by the movement operation over time, thereby realizing a game that requires the user to perform the movement operation as early as possible.

[0194] (Appendix A3) One aspect of the present invention is a program as described in Appendix A1 or Appendix A2, which further causes the computer to function as an evaluation unit (165, S147, S247, S347, S447) that evaluates the operation direction based on the judgment result of the judgment unit, and when the evaluation unit judges that the operation direction is not included in the direction range (e.g., central angle θ1, first area AR11), it evaluates the operation direction lower than when it is judged to be included in the direction range.

[0195] According to the above configuration, since the user's moving operation direction is evaluated lower as it moves away from the direction (optimal direction) in which the user should operate, it is easier to obtain a high evaluation by performing the moving operation while the directional range corresponding to the optimal direction is as wide as possible. Therefore, it is possible to realize a game that requires the user to perform the moving operation as early as possible.

[0196] (Appendix A4) One aspect of the present invention is a program described in any one of Appendices A1 to A3, wherein the change unit gradually reduces the directional range (e.g., central angle θ1, first area AR11) so that the directional range becomes zero by the time the acceptance period (e.g., operation time limit) ends.

[0197] According to the above configuration, when a user's movement operation exceeds the acceptance period (e.g., operation time limit), the directional range corresponding to the indicated direction (optimum direction) in which the user should operate disappears, thereby achieving the effect of realizing a game that requires the user to perform a movement operation as soon as possible.

[0198] (Appendix A5) One aspect of the present invention is a program described in any one of Appendices A1 to A4, in which a first parameter (e.g., an ability parameter) that affects the progress of the game is set for a game object (e.g., a fielder character C1) related to a user's operation, and the change unit determines the speed of gradual decrease when gradually decreasing the directional range (e.g., central angle θ1, first area AR11) in accordance with the first parameter.

[0199] According to the above configuration, the ability of a game object (e.g., fielder character C1) related to the user's operation affects the speed of gradual decrease when the directional range (e.g., central angle θ1, first area AR11) is gradually decreased. This allows the difficulty level of the game to change depending on the result of training the game object (e.g., fielder character C1), making the game more interesting.

[0200] (Appendix A6) One aspect of the present invention is the program described in Appendix A5, in which there is an opponent game object (e.g., a knocker character C2) that confronts the game object, and a second parameter (e.g., an ability parameter) that affects the game progress is set for the opponent game object, and the change unit determines the gradual reduction speed (area change speed) when gradually reducing the directional range (e.g., central angle θ1, first area AR11) in accordance with the second parameter.

[0201] According to the above configuration, the ability of the opponent game object (e.g., the knocker character C2) affects the speed at which the directional range (e.g., the central angle θ1, the first area AR11) is gradually decreased. This allows the difficulty of the game to change depending on the results of training the opponent game object (e.g., the knocker character C2), making the game more interesting.

[0202] (Appendix A7) One aspect of the present invention is a program described in any one of Appendices A1 to A4, in which a first parameter (e.g., ability parameter) that affects the progress of the game is set for a game object (e.g., fielder character C1) related to a user's operation, an opponent game object (e.g., knocker character C2) exists that faces the game object, a second parameter (e.g., ability parameter) that affects the progress of the game is set for the opponent game object, and the computer is further made to function as an initial setting unit that determines an initial value of the directional range (e.g., central angle θ1, central angle θ2, central angle θ3) based on at least one of the first parameter (e.g., ability parameter of fielder character C1) or the second parameter (e.g., ability parameter of knocker character C2).

[0203] According to the above configuration, either or both of the ability of the game object (e.g., the fielder character C1) related to the user's operation and the ability of the opponent game object (e.g., the knocker character C2) affect the initial value of the direction range (e.g., the central angle θ1, the first area AR11). This makes it possible to increase the interest of the game since the difficulty level of the game changes depending on either or both of the development result of the game object (e.g., the fielder character C1) and the development result of the opponent game object (e.g., the knocker character C2).

[0204] (Appendix A8) One aspect of the present invention is a program as set forth in any one of Appendices A1 to A6, in which a unit game (e.g., one knock in a knock practice game) including the acceptance period (e.g., operation time limit) during which a user's operation for one instruction of the instruction direction can be accepted is repeated multiple times, and the computer is further made to function as an initial setting unit that determines initial values ​​of the directional range (e.g., central angle θ1, central angle θ2, central angle θ3) in a "next unit game" or "some or all of the unit games thereafter" based on a result of a certain unit game.

[0205] According to the above configuration, the initial value of the directional range from the next time onwards changes depending on the user's operation result (e.g., the result of catching the ball), making it possible to change the difficulty level of the game depending on the user's operation result, thereby making the game more interesting.

[0206] (Appendix A9) One aspect of the present invention is a program as set forth in any one of Appendices A1 to A8, in which a unit game (e.g., one knock in a knock practice game) including the acceptance period (e.g., operation time limit) during which a user's operation for one instruction of the instruction direction can be accepted is repeated multiple times, and the change unit determines the gradual reduction speed (area change speed) for gradually reducing the directional range in the "next unit game" or "some or all of the unit games thereafter" based on a result of a certain unit game.

[0207] According to the above configuration, the rate at which the directional range decreases from the next time onwards changes depending on the user's operation result (e.g., the result of catching the ball), making it possible to change the difficulty level of the game depending on the user's operation result, thereby making the game more entertaining.

[0208] (Appendix A10) One aspect of the present invention is a program described in any one of Appendices A1 to A9, in which a unit game (e.g., one knock in a knock practice game) including the acceptance period (e.g., operation time limit) during which a user's operation for one instruction of the instruction direction can be accepted is repeated multiple times, and the instruction direction instructed for each unit game is selected arbitrarily from a plurality of predetermined directions.

[0209] According to the above configuration, the direction in which the user should operate (the direction in which the ball B will arrive) is randomly determined each time, so the user must instantly determine the direction in which to operate each time, which makes the game more entertaining.

[0210] (Appendix A11) One aspect of the present invention is the program described in Appendix A3, in which a unit game (e.g., one knock in a knock practice game) including the acceptance period (e.g., operation time limit) during which a user's operation in response to one instruction of the instruction direction can be accepted is repeated multiple times, the evaluation unit awards a bonus evaluation in accordance with a predetermined evaluation being given a predetermined number of times in succession in the multiple unit games, and the change unit increases the speed of decrease (area change speed) when gradually decreasing the directional range in the "next unit game" or "some or all of the unit games thereafter."

[0211] According to the above configuration, by continuously performing operations that earn a high score, a higher score can be obtained and the difficulty level of the game can be increased, thereby making it possible to increase the interest of the game.

[0212] (Appendix A12) One aspect of the present invention is a program as described in Appendix A3, in which a unit game (e.g., one knock in a knock practice game) including the acceptance period (e.g., operation time limit) during which a user's operation in response to one instruction of the instruction direction can be accepted is repeatedly played a plurality of times, and each of the plurality of unit games includes a normal game (e.g., "normal ball") in which the operation should be performed in the instruction direction, and a first special game (e.g., "spiky ball") in which the operation should not be performed in the instruction direction, and the evaluation unit gives a high evaluation to the first special game in which a first notification (e.g., display of a spiky ball icon) that cannot occur in the normal game occurs, when the user's operation direction is opposite to the instruction direction.

[0213] According to the above configuration, in addition to the normal game in which the user must operate in the indicated direction, a special game that is highly rated when the user operates in the opposite direction to the indicated direction is included, making it possible to make the game highly diverse and to increase the interest of the game.

[0214] (Appendix A13) One aspect of the present invention is a program as described in Appendix A3, in which a unit game (e.g., one knock in a knock practice game) including the reception period (e.g., operation time limit) during which a user's operation in response to one instruction of the instruction direction can be accepted is repeatedly played a plurality of times, and each of the plurality of unit games includes a normal game (e.g., "normal ball") in which an operation should be performed in accordance with the instruction direction, and a second special game (e.g., "don't move ball") in which no operation should be performed, and the evaluation unit gives a high evaluation when the reception unit does not accept a user's operation during the reception period in the second special game in which a second notification (e.g., display of a "don't move" icon) that cannot occur in the normal game occurs.

[0215] According to the above configuration, in addition to the normal game in which the user must operate in the indicated direction, the game includes a special game in which no operation by the user is highly evaluated, making it possible to make the game highly diverse and to increase the interest of the game.

[0216] (Appendix A14) One aspect of the present invention is a program described in any one of Appendices A1 to A13, in which in a game in which a game object (e.g., a fielder character C1) is moved in a game space (e.g., a baseball field) based on a user's operation, the display control unit displays the object (e.g., a guide image G) centered on a ground position where the game object is grounded on a ground surface (e.g., a ground) in the game space, and the reception unit is capable of receiving a user's operation at least with respect to the ground position.

[0217] According to the above configuration, an object (e.g., a guide image G) indicating the direction in which the user should operate is displayed centered on the ground contact position of the game object (e.g., a fielder character C1) that is the target of the user's operation, allowing the user to operate intuitively and improving operability.

[0218] (Appendix A15) One aspect of the present invention is a game processing method executed by a computer included in an apparatus that processes a game based on a user's operation, the method including: a step of accepting a user's operation (S141); a step of displaying an object (e.g., a guide image G) having an indicator (e.g., a first area AR11) that indicates a direction in which the user should operate (S129, S229, S329, S429, S529); and a step of determining whether the user's operation direction with respect to the indicated direction is included in a predetermined direction range (e.g., a central angle θ1) corresponding to the indicated direction. This is a game processing method comprising steps of: (S147, S247, S347, S447); and (S123, S129, S223, S229, S323, S329, S423, S429, S523, S529) gradually decreasing the directional range (e.g., central angle θ1) during an acceptance period (e.g., operation time limit) during which a user's operation in the indicated direction can be accepted, wherein in the displaying step, the indicator is displayed in a display mode (e.g., a first area AR11) that indicates the directional range, and the display mode of the indicator is changed in response to the gradual decrease in the directional range.

[0219] According to the above configuration, during the acceptance period in which the user's operation can be accepted, the directional range corresponding to the instruction direction to be operated by the user is gradually decreased, and the display mode indicating the directional range changes in response to the gradual decrease in the directional range, so that it is possible to change the difficulty of the user's movement operation. As a result, by gradually decreasing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve an effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0220] (Appendix A16) One aspect of the present invention is a game device that processes a game based on a user's operation, and includes a reception unit (161) that receives the user's operation, a display control unit (163) that displays an object (e.g., a guide image G) having an indicator (e.g., a first region AR11) that indicates the direction in which the user should operate, a determination unit (164) that determines whether the user's operation direction with respect to the instruction direction is included in a predetermined direction range (e.g., central angle θ1) corresponding to the instruction direction, and a change unit (166) that gradually reduces the direction range (e.g., central angle θ1) within a reception period (e.g., operation time limit) in which the user's operation with respect to the instruction direction can be accepted, and the display control unit displays the indicator in a display mode (e.g., first region AR11) that indicates the direction range, and changes the display mode of the indicator in response to the gradual reduction in the direction range.

[0221] According to the above configuration, during the acceptance period in which the user's operation can be accepted, the directional range corresponding to the instruction direction to be operated by the user is gradually decreased, and the display mode indicating the directional range changes in response to the gradual decrease in the directional range, so that it is possible to change the difficulty of the user's movement operation. As a result, by gradually decreasing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve an effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0222] The present invention can also be understood as follows, for example. (Appendix B1) One aspect of the present invention is a program for causing a computer to execute the steps of: accepting an operation to specify a direction (S141); arranging within the screen the area (areas AR11 to AR14) to be specified by the operation (S129); and changing the area over time while the operation is possible (S123, S129).

[0223] According to the above configuration, the difficulty of the movement operation can be changed over time by changing the area over time, which has the effect of making it possible to realize a game that requires the user to perform a movement operation as quickly as possible by reducing the area designated by the movement operation over time.

[0224] (Appendix B2) One aspect of the present invention is the program described in Appendix B1, in which the changing step changes the speed at which the area is changed over time (area change speed) based on the result of the movement operation (e.g., the number of consecutive successful catches) (step S123).

[0225] According to the above configuration, the speed at which the area is changed is changed depending on the result of the movement operation, which allows the user to change the difficulty level of the game depending on the result of the movement operation, thereby making it possible to increase the interest of the game.

[0226] (Appendix B3) One aspect of the present invention is a program as described in Appendix B1 or Appendix B2, in which the changing step changes the speed at which the area is changed over time based on predetermined parameters (e.g., defensive ability, running ability, arm strength, etc., special abilities in basic information) set for a character (fielder character C1) associated with the movement operation (step S123).

[0227] According to the above configuration, the speed at which the area is changed is changed according to the parameters of the character. This makes it possible to change the difficulty of the game according to the parameters of the character, making it possible to increase the interest of the game. In addition, this also leads to the user enthusiastically cultivating the character, which in turn increases the opportunities for the user to play the game.

[0228] (Appendix B4) One aspect of the present invention is a program according to any one of Appendices B1 to B3, further causing a computer to execute the steps of assigning a parameter (e.g., points) to each of the areas, and changing a user's parameter (e.g., accumulated point value) based on the parameter assigned to the area according to the direction specified by the operation (S153, S171).

[0229] According to the above configuration, the parameters of the user are changed based on the parameters assigned to the area designated by the user's operation. This allows the user to perform an operation to designate an area with the goal of changing the parameters as advantageously as possible, thereby making the game more entertaining.

[0230] (Appendix B5) One aspect of the present invention is a program described in any one of Appendices B1 to B4, wherein the changing step shrinks at least one area (first area AR11, second area AR12, third area AR13) over time, and expands an area other than the area being reduced (fourth area AR14) over time (S129).

[0231] According to the above configuration, for example, among the regions, a region that will bring about advantageous results for the user when specified by an operation can be made to shrink over time, while a region that will bring about disadvantageous results for the user when specified by an operation can be made to expand over time. In this case, since the possibility that the user will be at a disadvantage increases over time, the user can be further strongly encouraged to perform a movement operation at an early timing.

[0232] (Appendix B6) One aspect of the present invention is a program according to any one of Appendices B1 to B5, in which the changing step changes an initial state of the area based on a result of the operation (S121).

[0233] According to the above configuration, the initial state of the area is changed according to the result of the movement operation. By changing the initial state of the area, it is possible to change the difficulty level of the game, and it is possible to increase the entertainment value of the game.

[0234] (Appendix B7) One aspect of the present invention is a game processing method including a step (S141) of accepting an operation for specifying a direction, a step (S129) of arranging within a screen an area to be specified by the operation, and a step (S123, S129) of changing the area over time during a time when the operation is possible.

[0235] (Appendix B8) One aspect of the present invention is a game device including an operation receiving unit (161) that receives an operation to specify a direction, a placement unit (163) that places an area to be specified by the operation on a screen, and a change unit (166) that changes the area over time while the operation is possible. [Explanation of symbols]

[0236] 1 Game system, 10 (10-1, 10-2) terminal device, 11 communication unit, 12 input unit, 13 display unit, 14 audio output unit, 15 storage unit, 16 CPU, 30 server device, 150 data storage unit, 151 character information storage unit, 152 area information storage unit, 160 control unit, 161 operation reception unit, 162 initial setting unit, 163 display control unit, 164 determination unit, 165 evaluation unit, 166 change unit

Claims

1. A program executed by a computer included in a device that processes a game based on a user's operation, A reception unit that receives a user's operation; a display control unit that displays an object having a pointer that indicates a direction in which a user should operate; a determination unit that determines whether a user operation has been performed within a period during which a user operation in the specified direction can be accepted, and determines whether the user operation direction in the specified direction is included in a predetermined direction range corresponding to the specified direction; an evaluation unit that evaluates a user's operation based on a result of the determination by the determination unit; and causing the computer to function as The display control unit is The indicator is displayed in a display mode indicating the directional range. program.

2. The characters appearing in the game are set with parameters that affect the progress of the game, a setting unit that sets the reception period based on the parameters that are set for a character operated by a user among characters appearing in the game; and further causing the computer to function as: The program according to claim 1.

3. The characters appearing in the game are set with parameters that affect the progress of the game, an initial setting unit that sets an initial value of the direction range based on the parameters that are set for a character appearing in the game; and further causing the computer to function as: The program according to claim 1 or 2.

4. A game processing method executed by a computer included in a device that processes a game based on a user's operation, comprising: accepting a user operation; displaying an object having an indicator indicating a direction in which the user should operate; determining whether or not a user operation in the instruction direction has been performed within a period during which the user operation in the instruction direction can be accepted; determining whether a user's operation direction with respect to the instruction direction is within a predetermined direction range corresponding to the instruction direction; evaluating a user's operation based on a result of the determination; having In the step of displaying, The indicator is displayed in a display mode indicating the directional range. Game processing method.

5. A game device that processes a game based on a user's operation, A reception unit that receives user operations; a display control unit that displays an object having a pointer that indicates a direction in which a user should operate; a determination unit that determines whether a user's operation in the specified direction is performed within a period during which the user's operation in the specified direction can be accepted, and determines whether the user's operation direction in the specified direction is included in a predetermined direction range corresponding to the specified direction; an evaluation unit that evaluates a user's operation based on a result of the determination by the determination unit; Equipped with The display control unit is The indicator is displayed in a display mode indicating the directional range. Gaming device.