Computer program, game system used for the same, and control method
The computer program allows for varied soccer shots by determining speed and angle based on instruction duration, overcoming the limitations of traditional skill-based shot execution in existing games.
Patent Information
- Application Number
- JP2025101194
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-17
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2041-06-18
AI Technical Summary
Existing soccer games limit the variety of shots available by requiring delicate skill to adjust the angle and speed of a shot through separate operations, making it difficult to reproduce different types of shots with varying angle and speed relationships.
A computer program that determines the movement speed and rise angle of a ball based on the duration of a single instruction, allowing for multiple types of shots by applying different rules for each shot type, and controlling the display of the ball accordingly.
Enhances the variety of shots in a soccer game by enabling different angle and speed combinations through a single instruction, providing a more dynamic and skill-less way to execute varied shots.
Smart Images

Figure 2025123400000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated into a game system that provides a soccer game connected to an input device into which a user inputs multiple types of instructions, and a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is controlled through the actions of the character, and when a user executes a shoot instruction that includes a speed instruction as an instruction for the movement speed and rise angle of the ball, the character operates to execute a first shot in accordance with a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction as a shot moving in a predetermined direction. [Background technology]
[0002] There is a game system that provides a soccer game, which is connected to an input device into which a user inputs multiple types of instructions and a display device that displays a game screen including a character that is operated through the multiple types of instructions and a ball that is controlled through the actions of the character, and in which, when a user executes a shoot instruction that includes a speed instruction as an instruction for the movement speed and rise angle of the ball, the character operates to execute a first shot that moves in a predetermined direction according to a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction. For example, a computer program that causes a computer of the game system to provide a soccer game including such players as user characters is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-327751 Summary of the Invention [Problem to be solved by the invention]
[0004] In the soccer game of Patent Document 1, the direction of the shot is determined by operating the analog stick, the vertical angle (height) by the length of time the shoot button is pressed, and the speed by the force with which the shoot button is pressed. In this case, delicate adjustment of the force with which the shoot button is pressed is required, and a certain level of skill is required to adjust the angle and speed. As a result, skill is also required to reproduce a shot with the same angle and speed. On the other hand, in similar soccer games, both the angle and speed may be determined simultaneously based on the operation time (duration) of a single operation. In this case, the relationship between angle and speed in a shot is kept constant based on a predetermined rule. This makes it relatively easy to reproduce the same type of shot with the same angle and speed. On the other hand, different types of shots with different angle and speed relationships cannot be achieved with just one operation. As a result, the types of shots available may be limited.
[0005] Therefore, an object of the present invention is to provide a computer program or the like that can increase the variety of shots in a soccer game in which both the moving speed and rising angle of the ball are determined by the duration of a single instruction. [Means for solving the problem]
[0006] The computer program of the present invention is connected to an input device into which a user inputs multiple types of instructions and a display device that displays a game screen including a character that is operated through the multiple types of instructions and a ball that is controlled through the actions of the character, and is incorporated into a game system that provides a soccer game in which, when a shoot instruction including a speed instruction as an instruction for the movement speed and rise angle of the ball is executed by the user, the character operates to execute a first shot in accordance with a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction as a shot moving in a predetermined direction; and causes the computer to function as: a speed determination means that, when a specific instruction associated with a second shot as a shot moving in the predetermined direction similar to the first shot is executed as part of the shoot instruction, determines the movement speed and rise angle of the ball in the second shot so that the movement speed and rise angle of the ball increase according to a second rule that is different from the first rule according to the duration of the speed instruction; and a display control means that controls the display of the ball so that the ball moves as the second shot at the movement speed and rise angle determined according to the second rule.
[0007] On the other hand, the game system of the present invention is a game system that provides a soccer game, connected to an input device into which multiple types of instructions are input by a user and a display device that displays a game screen including a character that is operated through the multiple types of instructions and a ball that is controlled through the actions of the character, and in which, when a shoot instruction including a speed instruction as an instruction for the movement speed and rise angle of the ball is executed by the user, the character operates to execute a first shot in accordance with a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction as a shot moving in a predetermined direction, and is equipped with: a speed determination means that determines the movement speed and rise angle of the ball in the second shot so that, when a specific instruction associated with a second shot as a shot moving in the predetermined direction similar to the first shot is executed as part of the shoot instruction, the movement speed and rise angle of the ball increase according to a second rule that is different from the first rule according to the duration of the speed instruction; and a display control means that controls the display of the ball so that the ball moves at the movement speed and rise angle determined according to the second rule as the second shot.
[0008] Furthermore, the control method of the present invention is a computer incorporated into a game system for providing a soccer game in which the computer is connected to an input device into which multiple types of instructions are input by a user and a display device that displays a game screen including a character that is operated through the multiple types of instructions and a ball that is controlled through the actions of the character, and in which, when the user executes a shoot instruction including a speed instruction as an instruction for the movement speed and rise angle of the ball, the character operates to execute a first shot in accordance with a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction as a shot moving in a predetermined direction, the computer executes the following control method: a speed determination procedure in which, when a specific instruction associated with a second shot as a shot moving in the predetermined direction similar to the first shot is executed as part of the shoot instruction, the movement speed and rise angle of the ball increase according to a second rule that is different from the first rule according to the duration of the speed instruction; and a display control procedure in which the display of the ball is controlled so that the ball moves at the movement speed and rise angle determined according to the second rule as the second shot. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of a specific configuration of a controller. [Figure 3] FIG. 2 is a diagram schematically illustrating an example of an entire screen. [Figure 4] FIG. 10 is an explanatory diagram for explaining an example of a type of shot. [Figure 5] FIG. 10 is an explanatory diagram for explaining an example of a rule for increasing height and speed according to the type of shot. [Figure 6] FIG. 10 is an explanatory diagram illustrating an example of a type designation operation. [Figure 7] FIG. 10 is an explanatory diagram for explaining an example of height and speed increase rules for realizing a power shot. [Figure 8] 10A to 10C are diagrams schematically showing examples of shooting movements according to types of shots. [Figure 9] FIG. 2 is a functional block diagram showing the main parts of a control system of the game device. [Figure 10] 10 is a flowchart showing an example of a procedure for a shot decision process. [Figure 11] 10 is a flowchart showing an example of a procedure for a display control process. DETAILED DESCRIPTION OF THE INVENTION
[0010] A game system according to one embodiment of the present invention will be described below. Fig. 1 shows an example of the overall configuration of a game system 1 according to one embodiment of the present invention. The game system 1 is configured as a client-server system including a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (for example, the Internet).
[0011] The game device 2 is a device provided for users to play games, and is a type of information communication terminal device equipped with an information communication function via the network NT. Any suitable computer device that provides games may be used as the game device 2. For example, a commercial game device (often installed in a designated facility) that allows users to play games within a range corresponding to the payment of a predetermined play fee may be used as the game device 2, but in the example of FIG. 1, a user terminal device is used as the game device 2.
[0012] A user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. Examples of such computer devices include desktop or notebook personal computers, as well as mobile terminal devices such as mobile phones (including smartphones), portable game consoles, and portable tablet terminal devices. While various such computer devices may be used as appropriate as the game device 2, the example in FIG. 1 uses a desktop home game console. Such a game device 2 may be configured as appropriate, but includes, for example, a desktop game console main unit 5, a controller 6 as an example of an input device connected to the game console main unit 5, and a monitor 7 as an example of an output device.
[0013] The game machine main body 5 is configured primarily for the purpose of providing games, and is sometimes called a consumer game machine or a game console. The input device is not limited to the controller 6, and may be any appropriate input device for inputting various play actions (multiple types of instructions), such as a camera for inputting actions as the user's play actions (various instructions). The output device may include a speaker unit for audio output in addition to the monitor 7, but is not shown in the figure. Multiple monitors 7 may be connected to the game machine main body 5.
[0014] The server 3 may be configured by appropriately combining multiple server units, or may be configured by a single server unit. The server 3 may be configured as a cloud server using cloud computing technology. The server 3 provides various services related to the game to the game devices 2, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between the game devices 2. Note that various information communication terminal devices, such as mobile phones, smartphones, and commercial game machines, may be added to the game system 1 as appropriate. For example, the commercial game machine may be used as a client that provides a game linked to the game provided by the game device 2.
[0015] FIG. 2 shows an example of a specific configuration of the controller 6. The controller 6 has a main housing 10 whose shape and size are selected on the assumption that the user will hold it with both hands. The main housing 10 is equipped with grips 11L and 11R for holding with the left and right hands. Four directional keys 12 are provided on the upper front surface of the left grip 11L, and four operation buttons 13 are provided on the upper front surface of the right grip 11R. A pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R are neutrally positioned when not in operation, and can be operated in any direction from this neutral position, i.e., in any direction within a 360° range. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R. In the following, the left stick 14L may be referred to as the L stick 14L, the right stick 14R as the R stick 14R, the left operation buttons 15L1 and 15L2 may be referred to as the L1 button 15L1 and the L2 button 15L2 from the front side of the controller 6, and the right operation buttons 15R1 and 15R2 may be referred to as the R1 button 15R1 and the R2 button 15R2 from the front side of the controller 6. On the other hand, the sticks 14L and 14R may be collectively referred to as the stick 14, and the operation buttons 15L1, 15L2, 15R1, and 15R2 may be collectively referred to as the operation buttons 15.
[0016] The directional key 12, the operation buttons 13, the stick 14, and the operation buttons 15 of the controller 6 each function as an example of an operation unit of an input device. At least some of these operation units are provided as operation amount detection type operation units in which the amount of operation by the user is detected and an output signal changes depending on the amount of operation. For example, the stick 14 and the operation buttons 15 are provided as this type of operation unit. Therefore, with respect to the operation of the stick 14, the operation direction and operation amount (angle of tilt from the neutral position) are detected and reflected in an output signal. With respect to the operation of the operation button 15, the amount of depression operation is detected and reflected in an output signal. On the other hand, the directional key 12 and the operation buttons 13 are both provided as on-off type operation units in which the presence or absence of a depression operation is detected and reflected in an output signal. However, this distinction is merely an example, and appropriate settings are possible. Even operation amount detection type operation units may be switchable in software, for example, by user settings, to function as on-off type operation units in which only the presence or absence of an operation is detected.
[0017] Next, a game provided via the game device 2 will be described with reference to FIG. 3. The game system 1 of this embodiment provides a competitive soccer game in which a user of the game device 2 plays soccer against an opponent (opponent) user. The opponent may be a real user using one of the game devices 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. The match does not necessarily have to be one-on-one. For example, soccer may be played in a so-called group match format in which a group including at least one user plays against another group.
[0018] FIG. 3 is a diagram showing a schematic example of an entire screen. In a soccer game, various game screens can be used as appropriate, but the entire screen 50 is a game screen for displaying the entire soccer game field. Specifically, in a soccer game, the viewpoint is automatically switched to an optimal position depending on the situation of the match, and a game screen corresponding to that viewpoint can be displayed on the monitor 7, but the entire screen 50 is observed from a predetermined viewpoint that includes the entire field. In this case, as shown in FIG. 3, the entire screen 50 includes players PL (reference numbers are assigned to only some of the players), the ball BI, and the field FD.
[0019] The players PL and the ball BI are both examples of objects that operate within the virtual space of the game, and the players PL correspond to the players that make up a soccer team. Each team includes multiple players PL, and is formed into a user team associated with the user and an opponent team associated with the opponent. For this reason, the soccer game is configured as a team-based game in which the user team competes against the opponent team.
[0020] On the other hand, the ball BI is an object equivalent to a soccer ball, and is operated to move etc. in accordance with the actions of the player PL. The field FD is an area equivalent to the soccer field (pitch), and is the main area of activity for the player PL. The field FD is delimited by various lines such as touchlines or goal lines. The player PL may also act outside these lines, but in most cases, he or she uses the field FD as the area of activity. As is well known, in soccer games, the match progresses as the user and opposing players PL act within the virtual field FD in the same way as in real soccer.
[0021] Some of the players on the field FD are set as players PL to be operated by the user. One player PL is selected for each user as the operation target. For example, if the user is on the offensive side, the player PL who should control the ball BI is set as the operation target for that user, and for the user on the defensive side, the player PL who should play defense against the player PL who controls the ball BI is set as the operation target. The operation target player PL is switched as appropriate in response to a user operation (an instruction to change the target). The operation of the operation target player PL may include various operations on appropriate operation units, and one example is operation using the stick 14L. Specifically, the operation target player PL moves in the direction in which the stick 14L is operated on the full screen 50. On the full screen 50, the operation target player PL can be identified, for example, by a cursor 52.
[0022] The cursor 52 may be displayed only on the currently-operated player PL, but as an example, it is displayed on the currently-operated player PL and the player PL that will be changed to the next operation target in response to a target change instruction. These cursors 52 may be distinguishable as appropriate, but in the example of FIG. 3, the cursor 52 of the currently-operated player PL is displayed in white, and the cursor 52 indicating the player PL that will be changed to the next operation target is displayed in black. In other words, these cursors 52 are displayed so that they can be distinguished by their different color schemes. In addition, an information section 53 indicating the name, etc., of the operation target player PL may be added to the full-screen 50. The operation target player PL's movement is controlled based on the user's operation of the controller 6. On the other hand, the movement of players PL that are not operation targets is automatically controlled according to the situation of the match.
[0023] The full screen 50 may also include various other objects or information as appropriate, and in the example of FIG. 3 includes a map 54. The map 54 is an image (information) that indicates the position of the player PL within the entire field FD. The map 54 may be placed in any appropriate position on the full screen 50, and in the example of FIG. 3, it is placed in the center at the bottom. Furthermore, information indicating the status of the match, such as the team names of the user and opponent, the score, and the elapsed time, may be displayed in any appropriate position on the full screen 50.
[0024] Next, with reference to FIGS. 4 to 8, the types of shots available in a soccer game will be described. FIG. 4 is an explanatory diagram illustrating an example of a type of shot. In a soccer game, each player PL may be allowed to perform various kicks and appropriate actions similar to those in real soccer, such as accompanying passes, including a shot. Various types of shots may be available in a soccer game, and the example in FIG. 4 shows four types of shots. The characteristics of these shots may be explained from various perspectives, but the example in FIG. 4 illustrates a case where the characteristics of each shot are explained from the perspective of height and distance. Specifically, the example in FIG. 4 shows typical trajectories (trajectories perpendicular to the field FD) that occur for four types of shots. In the example in FIG. 4, the horizontal axis represents distance, and the vertical axis represents height (angle). In this case, as shown in FIG. 4, the shots executed by each player PL include a loop shot LP, a normal shot NS, a control shot CO, and a power shot PS, which are set to follow different trajectories from each other.
[0025] Specifically, a loop shot LP is a shot that follows a gentle parabolic trajectory. The loop shot LP has the highest trajectory of the four types of shots. In a loop shot LP, the ball BI is high immediately after being shot by the player PL (immediately after the kick), but there is a large drop depending on the distance it travels horizontally. For this reason, it is often used when a trajectory that goes over the goalkeeper's head is required.
[0026] Both a normal shot NS and a power shot PS are shots that occur on a similar linear trajectory. Naturally, they may also trace a parabolic trajectory that drops depending on the distance, but they are the same type of shots with trajectories that move straight in a predetermined direction. In other words, both a normal shot NS and a power shot PS do not deviate horizontally, but move straight in a predetermined direction. The difference between a normal shot NS and a power shot PS is their height and speed. Specifically, a power shot PS is a shot that occurs lower and at a faster speed than a normal shot NS. For this reason, a power shot PS occurs on a lower trajectory than a normal shot NS. In this example, a normal shot NS and a power shot PS function as the first and second shots of the present invention, respectively.
[0027] On the other hand, a controlled shot (CO) is a shot characterized by its course rather than its trajectory. A controlled shot (CO) is executed as a shot with high control accuracy. Specifically, a controlled shot (CO) follows a course that is set depending on the goalkeeper's position, making it difficult for the goalkeeper to save. However, because accuracy is prioritized, the ball BI travels slower than a normal shot (NS). In addition, the ball often moves horizontally, taking appropriate curves to tailor its course. As a result, if a controlled shot (CO) is kicked at the same height as a normal shot (NS), the controlled shot (CO) will not travel as far as a normal shot (NS) and is likely to end up shorter than the normal shot's (NS) destination.
[0028] The instructions for the loop shot LP, the standard shot NS, the control shot CO, and the power shot PS may be implemented as appropriate, but as an example, they share the same operation for determining the speed and height of the shot (hereinafter, sometimes referred to as a speed determination operation) and the operation for instructing the direction of movement (hereinafter, sometimes referred to as a direction instruction operation). The speed determination operation may be performed by any appropriate operation on the controller 6. As an example, the speed determination operation may be performed by pressing the left-side operation button 13 (hereinafter, sometimes referred to as the left operation button 13) of the two operation buttons 13 arranged side by side among the four operation buttons 13. Specifically, for the loop shot LP, the standard shot NS, the control shot CO, and the power shot PS, both the height (angle of rise) and the speed are determined according to a predetermined rule depending on the length of the operation of pressing the left operation button 13 (duration of the pressing operation). However, the rule for determining how the height and speed increase differs depending on the type of shot. As an example of the predetermined rule, the height and speed increase rules for the standard shot NS, the control shot CO, and the power shot PS will be described later. In this example, pressing the left operation button 13 functions as a speed instruction of the present invention.
[0029] The direction instruction operation is an operation for instructing a horizontal direction. Appropriate operations on the various operation sections of the controller 6 may be used as the direction instruction operation, but an example is an operation on the L stick 14L. Specifically, a loop shot LP, a normal shot NS, a control shot CO, and a power shot PS all result in movement in the direction in which the L stick 14L is operated (the direction in which it is tilted). That is, the horizontal movement direction for each shot is realized by a directional instruction to the L stick 14L. More specifically, the horizontal movement direction is determined by a directional instruction to the L stick 14L during the period from when the left operation button 13 is pressed until the ball BI is shot by the player PL, or by a directional instruction to the L stick 14L at a predetermined timing within that period. However, for a control shot CO, after the horizontal movement direction is determined, horizontal changes such as a curve may occur automatically based on a directional instruction to the L stick 14L after the ball BI is shot by the player PL. Therefore, although the ball initially moves in the direction instructed by the directional instruction operation, that direction is not necessarily maintained; the direction is automatically corrected as appropriate. For this reason, the control shot CO differs from other shots in the extent to which the instruction for the movement direction is reflected. In this example, the operation of the L stick 14L functions as the direction instruction of the present invention.
[0030] Furthermore, the types of loop shot LP, normal shot NS, control shot CO, and power shot PS may be determined as appropriate, but as an example, when only the left operation button 13 is operated, it is determined to be determining the height and speed of a normal shot NS. In other words, when only the left operation button 13 is pressed, that pressing operation (speed determination operation) is determined to be an instruction for a normal shot NS, and a normal shot NS with speed etc. according to the duration of that pressing operation is realized.
[0031] Meanwhile, the loop shot LP, the control shot CO, and the power shot PS are distinguished based on a type-specifying operation that actively specifies the type of shot. In other words, the commands for these shots LP, CO, and PS are realized by a combination of three operations: a direction-specifying operation (which may be omitted as appropriate, in which case the player may move in a pre-specified direction), a speed-determining operation, and a type-specifying operation. Various operations on the controller 6's operation units may be used as the type-specifying operation, but as an example, operations on the L1 button 15L1 and the R2 button 15R2 are used. Specifically, pressing the L1 button 15L1 functions as a type-specifying operation for specifying a loop shot LP, and pressing the R2 button 15R2 functions as a type-specifying operation for specifying a control shot CO or a power shot PS, depending on the amount of operation. In other words, the same active operation on the R2 button 15R2 is used to specify the type of a control shot CO or a power shot PS, and the command for a control shot CO or a power shot PS is used depending on the amount of operation. In this example, the R2 button 15R2 functions as the shooting operation unit of the present invention. Also, the two operations of the direction indication operation and the speed determination operation in a normal shot NS, or the three operations of the direction indication operation, the speed determination operation, and the type specification operation in other shots, function as shooting operations of the present invention.
[0032] As described above, the rising angle and movement speed of the ball BI in the loop shot LP, normal shot NS, control shot CO, and power shot PS depend on the length of time the left operation button 13 is pressed. Therefore, the height relationship between each shot in the example of FIG. 4 is merely an example for ease of explanation and may change depending on the user's operation. Furthermore, while the example of FIG. 4 shows four types of shots LP, CO, NS, and PS, similar passes may also be prepared. Alternatively, the four types of shots LP, CO, NS, and PS may function as passes if a teammate player PL is present in the trajectory. Therefore, the four types of shots LP, CO, NS, and PS are not limited to shots, but may also function as four types of passes.
[0033] FIG. 5 is an explanatory diagram illustrating an example of height and speed increase rules for normal shots (NS), control shots (CO), and power shots (PS). Different rules may be applied to these shots (NS, CO, and PS) as the rules for increasing the rise angle and movement speed of the ball (BI) depending on the duration of the left operation button 13 press. For example, a quadratic (parabolic) increase rule, an exponential increase rule, or a stepwise increase rule may be applied. However, the example in FIG. 5 illustrates a case where a linear increase rule is applied to all of these. In the example in FIG. 5, the horizontal axis represents the speed (movement speed) of the ball (BI) in each shot, and the vertical axis represents the height (rise angle) of the ball (BI) in each shot. Note that the linear changes in the example in FIG. 5 are merely examples for convenience of explanation, and the slope of the speed change (the rise angle of each linear change relative to the speed axis) is not limited to the example in FIG. 5. Furthermore, in the graph in the example in FIG. 5, each arrow corresponds to a line (trend) showing an example of the rule for each shot, but for convenience of explanation, a symbol corresponding to each shot is attached to the line corresponding to each shot. The same applies to FIG. 7.
[0034] As shown in FIG. 5, the height and speed increase rules for a normal shot NS, a controlled shot CO, and a power shot PS all have different linear profiles, but are set so that the rate of change in height relative to a change in speed increases in the order of power shot PS, normal shot NS, and control shot CO. In other words, the increase rules for a normal shot NS, a controlled shot CO, and a power shot PS all show an increase trend corresponding to a linear function, but the slope of the linear function (in other words, the constant by which speed is multiplied) increases in the order of power shot PS, normal shot NS, and control shot CO. For this reason, for shots with the same speed, the power shot PS, normal shot NS, and control shot CO will have a lower angle of ascent and a lower trajectory (ball flight) in that order. In other words, for shots with the same duration of pressing the left operation button 13, the moving speed of the ball BI increases in the order of power shot PS, normal shot NS, and control shot CO.
[0035] 6 is an explanatory diagram illustrating an example of a type designation operation for instructing a control shot CO and a power shot PS. Specifically, the example in FIG. 6 shows a case where the instruction for a control shot CO and the instruction for a power shot PS are selectively used depending on the amount of pressing of the R2 button 15R2. In this case, as shown in FIG. 6, the R2 button 15R2 changes from a no-operation state to a maximum operation state (may change in any suitable step, including a continuous step) depending on the user's pressing operation (which is often performed with the index finger of the right hand), and the amount of operation (pressing amount) OV from the no-operation state to the maximum operation state is set to three ranges, a first range OV1 to a third range OV3.
[0036] The first range OV1 is a range associated with no operation. The range associated with no operation may be omitted, but in the example of FIG. 6, it is provided as a play range (an appropriately small range is sufficient) that falls within the category of no operation in order to prevent erroneous operation. Also, as described above, a normal shot NS is commanded by pressing the left operation button 13 without the need to operate the R2 button 15R2. As a result, no operation also functions as a command for a normal shot NS, so the first range OV1 also functions as the amount of operation to which a normal shot NS is assigned.
[0037] On the other hand, the second range OV2 and the third range OV3 are both ranges determined as active operations. Specifically, the second range OV2 and the third range OV3 are ranges associated with the commands for a control shot CO and a power shot PS, respectively. That is, the second range OV2 functions as an operation amount assigned to an instruction for a control shot CO, and the third range OV3 functions as an operation amount assigned to an instruction for a power shot PS. The second range OV2 and the third range OV3 may be set appropriately between a state of no operation and a state of maximum operation. As an example, the third range OV3 is set as an operation amount determined as a range of operation determined as a state of maximum operation, and the second range OV2 is set as an operation amount determined as an operation other than maximum operation when the R2 button 15R2 is actively operated. That is, the maximum operation of pressing the R2 button 15R2 to the maximum amount (an operation belonging to the third range OV3) is assigned to a power shot PS, and an intermediate operation of pressing the R2 button 15R2 less than the maximum amount (an operation belonging to the second range OV2) is assigned to a control shot CO. In this example, the controlled shot CO functions as the third shot of the present invention. Furthermore, the maximum operation of the R2 button 15R2 (an operation belonging to the third range OV3) functions as the specific instruction and second operation of the present invention, and the intermediate operation (an operation belonging to the second range OV2) functions as the third operation of the present invention.
[0038] Figure 7 is an explanatory diagram illustrating an example of height and speed increase rules for achieving a power shot PS. Although power shots PS and normal shots NS differ in their height and speed increase rules, they are classified as the same type of shot, tracing a similar linear trajectory in the horizontal direction. For this reason, the example in Figure 7 contrasts the increase rules for power shots PS with those for normal shots NS. Specifically, appropriate rules that result in lower height and faster speed portions than those in the increase rules for normal shots NS can be applied to power shots PS. However, the example in Figure 7 shows cases where (1) angle-common rules and (2) speed-common rules are applied as increase rules for power shots PS. The (1) angle-common rules are rules that share the increase rules for the rise angle with the increase rules for normal shots NS. On the other hand, the (2) speed-common rules are rules that share the increase rules for the rise angle with the increase rules for normal shots NS. In Figure 7 (1), the upper graph shows the increase rules for the rise angle of the ball BI, and the lower graph shows the increase rules for the movement speed. On the other hand, in FIG. 7(2), the upper graph shows the increasing rule regarding the moving speed of the ball BI, and the lower graph shows the increasing rule regarding the rising angle.
[0039] As shown in Figure 7 (1), when the angle-common rule is applied to the increase rule for a power shot PS, the rate of increase in the moving speed of the ball BI with respect to the duration of the pressing operation on the left operation button 13 is higher than that of a normal shot NS, resulting in a power shot PS that is slower and faster than a normal shot NS. Specifically, in the upper graph of example (1) in Figure 7, the horizontal axis represents the duration of the pressing operation on the left operation button 13, and the vertical axis represents the rising angle (height) of the ball BI, but the rate of increase (increase speed) of the rising angle of the ball BI with respect to the duration of the pressing operation is set to a linear increase for both a power shot PS and a normal shot NS, just like for a normal shot NS. For example, if the height Hg in this linear relationship corresponds to the height of the goal GO (the height of the crossbar, the vertical width of the goal frame), then both a power shot PS and a normal shot NS will reach the height Hg in the same time (duration of the pressing operation) th.
[0040] Meanwhile, in the lower graph of example (1) in Figure 7, the vertical axis represents the speed (travel speed) of the ball BI, and the horizontal axis, like the upper graph, represents the duration of the pressing operation on the left operation button 13, but the rate of increase (slope) of speed for a power shot PS is set to be greater than that for a normal shot NS. Furthermore, the initial value (the value corresponding to the intercept of the linear function) for the rate of increase for a power shot PS may be set as appropriate, and may be set smaller than the initial value for the rate of increase for a normal shot NS. As a result, for example, the travel speeds for a normal shot NS and a power shot PS reach travel speeds v1 and v2, respectively, over the duration th of the pressing operation (the time it takes to reach height Hg corresponding to the height of the goal GO), but the travel speed v2 for a power shot PS exceeds the travel speed v1 for a normal shot NS. As a result, when the angle common rule (1) is applied to the increase rule for a power shot PS, a power shot PS with a faster movement speed (e.g., movement speed v2) than a normal shot NS is realized for the same duration (e.g., duration th). Also, since the power shot PS reaches movement speed v1 for duration te, for example, for the duration between duration th and duration te, the power shot PS functions as a shot that is slower and faster than a normal shot NS.
[0041] Similarly, as shown in (2) of FIG. 7, when the speed-common rule is applied to the increase rule for a power shot PS, the rate of increase in the angle of rise of the ball BI with respect to the duration of the pressing operation of the left operation button 13 is suppressed compared to that of a normal shot NS, resulting in a power shot PS that is slower and faster than a normal shot NS. Specifically, in the example (2) of FIG. 7, the upper graph has the same vertical and horizontal axes as the lower graph of (1), but the rate of increase in the movement speed of the ball BI with respect to the duration of the pressing operation is set to a linear increase for both power shots PS and normal shots NS. With this linearity, when the pressing operation of the left operation button 13 is continued until time th, the movement speed of the ball BI reaches speed v1, as in the lower graph of (1). In other words, an operation with duration th is realized as a shot with the same movement speed v1 for both power shots PS and normal shots NS.
[0042] Meanwhile, in the example (2) of Figure 7, the lower graph has the same vertical and horizontal axes as the upper graph (1), but the rate of increase (slope) of the rising angle of the power shot PS is set to be smaller than that of the normal shot NS. Furthermore, the initial value (the value corresponding to the intercept of the linear function) for the rate of increase of the power shot PS may be set arbitrarily and may differ from the initial value for the rate of increase of the normal shot NS. For example, the initial value is set to "0," the same as the initial value for the rate of increase of the normal shot NS. Therefore, for example, during the duration th of the pressing operation, the heights of the normal shot NS and power shot PS reach heights Hg and Hl, respectively, but the height Hl of the power shot PS is smaller than the height Hg of the normal shot NS. Since height Hg corresponds to the height of the goal GO (the height of the crossbar, the vertical width of the goal frame), for a normal shot NS, pressing the left operation button 13 for longer than the duration th is not possible in order for the ball to fit within the goal GO frame. However, for a power shot PS, pressing the left operation button 13 for longer than the duration th is possible. As a result, when the speed common type rule (2) is applied to the power shot PS increase rule, a power shot PS with a lower height (e.g., height Hl) than a normal shot NS is realized for the same duration (e.g., duration th). Also, since a normal shot NS reaches height Hl in duration tl, for example, for the duration between duration tl and duration th, the power shot PS functions as a shot that is lower and faster than a normal shot NS. In this example, the combination of the normal shot NS increase rules shown in the upper graphs of (1) and (2) functions as the first rule of the present invention. On the other hand, the power shot PS rule shown in (1) or (2) functions as the second rule of the present invention.
[0043] FIG. 8 is a diagram showing an example of the movements of a player PL when performing a power shot PS and a normal shot NS. Specifically, in the example of FIG. 8, (1) shows the shooting motion performed by the player PL when performing a normal shot NS, and (2) shows the shooting motion performed by the player PL when performing a power shot PS. The shooting motions may be the same for a power shot PS and a normal shot NS, but the example of FIG. 8 shows a case where they are different. In the example of FIG. 8, of the series of movements from the start to the end of the shooting motion, the left side shows the movement at the start of the shooting motion in both (1) and (2), and the right side shows the movement of kicking the ball BI. Also, in the example of FIG. 8, each player PL is displayed enlarged on the full screen 50. In this case, as shown in FIG. 8, the series of shooting movements includes the movement at the start and the kicking motion, but these movements are different between a power shot PS and a normal shot NS.
[0044] Specifically, in both a power shot PS and a normal shot NS, the player PL approaches the ball BI at the start of the kick (a running-up motion), but compared to a normal shot NS, in a power shot PS, the player approaches the ball BI from a farther away (taking a longer running-up motion). As a result, it takes longer for a power shot PS to start the kicking motion than a normal shot NS. Similarly, in both a power shot PS and a normal shot NS, the player PL is attempting to kick the ball BI, but the kicking motion is larger in a power shot PS than in a normal shot NS. For this reason, even in the kicking motion, it takes longer for the ball BI to actually be kicked in a power shot PS than in a normal shot NS. In other words, the shooting motion in a power shot PS is executed in a way that takes longer than in a normal shot NS.
[0045] The time difference between the start and end of a power shot PS and a normal shot NS may be set as appropriate. For example, it may vary depending on the user's operation, such as the duration of pressing the left operation button 13. However, as an example, it is set to a uniform value of approximately 0.3 seconds regardless of the user's operation. Specifically, for example, a normal shot NS completes the entire shooting sequence up to the kicking motion in approximately 0.3 seconds, while a power shot PS is set to require approximately 0.6 seconds to complete a similar sequence. Naturally, a similar delay also occurs when the ball BI begins to move as a shot. Furthermore, whether it is a normal shot NS or a power shot PS, various defensive actions, such as a tackle, are permitted by the defensive player PL (opposing player PL) during the shooting motion, potentially resulting in an interception. Therefore, the longer the shooting motion, the greater the likelihood of it being intercepted (interrupted). As described above, a power shot PS is lower and faster than a normal shot NS, making it more likely to be an effective shot. Therefore, by lengthening the time required for the shooting motion (increasing the possibility of an interception), a balance is achieved between the power shot PS and the normal shot NS. Although it is not necessary to have such a disadvantage for the power shot PS, as an example, it can be established through the time required for the shooting motion.
[0046] In the example of FIG. 8 , a speed gauge SG is provided below the player PL for both a power shot PS and a normal shot NS. The speed gauge SG increases in accordance with the duration of the pressing of the left operation button 13. In other words, the speed gauge SG is a gauge that indicates a guide for determining the height (rise angle) and speed of the ball BI in a power shot PS or a normal shot NS. The speed gauge SG, i.e., the guide for the duration of the pressing operation, may be omitted, but as an example, it is displayed below the player PL who has (controls) the ball BI at least as soon as the pressing of the left operation button 13 begins. The speed at which the speed gauge SG increases may differ between a power shot PS and a normal shot NS to reflect the rules for increasing speed, etc., but as an example, it is the same between a power shot PS and a normal shot NS so that it increases in accordance with the duration.
[0047] Next, the main parts of the control system of the game device 2 will be described with reference to Figure 9. The game device 2 is provided with a control unit 21 as a computer and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, with internal memory and other peripheral devices required for its operation. The control unit 21 is provided with various logical devices that are realized by combining the hardware resources of the control unit 21 with the game program PG, which is a software resource. In the example of Figure 9, a matching unit 23, a progress control unit 24, and a display control unit 25 are shown.
[0048] The matching unit 23 is a logical device that executes various processes related to matching between a user and an opponent. For example, when a user plays against another user (opponent) who is playing a soccer game using another game device 2, matching via the server 3 is required, and the matching unit 23 executes various well-known processes related to the matching.
[0049] The progress control unit 24 is a logical device that executes various processes for controlling the progress of the game. Such processes include appropriately switching between various game screens for playing the soccer game, measuring various times, and making decisions regarding various rules, etc. As an example of such processes, the progress control unit 24 executes a shot decision process. The details of the steps of the shot decision process will be described later.
[0050] The display control unit 25 is a logical device that executes various processes for controlling the display of various objects included in the game screen. Such processes include, for example, causing the player PL operated by the user to perform an action corresponding to the result of the user's operation on the full screen 50, or acquiring the result of the opponent's operation via the server 3 and causing the player PL operated by the opponent to perform an action based on the result of the operation. For example, the processes executed by the display control unit 25 include displaying the movement of various balls BI corresponding to shots, etc., and moving the player PL to perform shots, etc. The display control unit 25 executes a display control process as an example of such processes. The details of the procedure of the display control process will be described later.
[0051] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various types of data are recorded in the storage unit 22 along with the above-mentioned game program PG, and the example in FIG. 9 shows game data GD. The game data GD is data for allowing the user to play a soccer game in accordance with the game program PG. The game data GD may include various types of data, such as image data for displaying various images for the soccer game and background music data for playing various types of background music, and the example in FIG. 9 shows player data GD1.
[0052] The player data GD1 is data for defining various characters included in a soccer game. Such characters include players PL, and the player data GD1 records, for example, various parameters that define each player PL. Such parameters include, for example, name, image, running ability, kicking power, etc.
[0053] The storage unit 22 may also store various other data, such as play data or ID data, as appropriate. The play data is data describing information about each user's past play results. The play data is used, for example, to carry over play results up to the previous time (past results) to the next time or to carry over settings specific to each user. For example, when each player PL in a soccer game grows according to the playing situation, information on the parameters of the growth may be managed as appropriate, but as an example, it is managed by play data as past results. In this case, the parameters of each player PL are reproduced by combining the play data (changes) and player data GD1 (initial values). ID data is data for managing various IDs. Such data includes a user ID for identifying each user. Since the play data is managed via the user ID, the user ID is used to generate or acquire the play data. The play data, ID data, etc. may be stored in the storage unit 22 as appropriate, but as an example, they are provided from the server 3 so that they include necessary parts.
[0054] Various output devices and input devices can be appropriately connected to the control unit 21, but the example in FIG. 9 shows the above-mentioned controller 6 and monitor 7. The monitor 7 is a well-known display device for displaying various game screens for a soccer game, such as a full screen 50 or a match-up screen 60. The monitor 7 displays various game screens (images) for providing a soccer game in accordance with output signals from the control unit 21. Similarly, the controller 6 is a well-known input device provided with various operation units. The controller 6 outputs signals to the control unit 21 in accordance with various operations on each operation unit.
[0055] Next, the shot decision process and the display control process will be described with reference to FIGS. 10 and 11. The shot decision process is a process for determining the type and speed of a shot based on a user's instruction to shoot. The example in FIG. 10 shows the shot decision process when a shot is instructed based on a speed determination operation and a type designation operation. In this case, the progress control unit 24 starts the shot decision process in FIG. 10 each time a speed determination operation (e.g., an operation of pressing the left operation button 13) is performed on a game screen that allows the player PL to shoot (in other words, a user's instruction to shoot), such as the full screen 50, and first determines whether a type designation operation is performed (step S101). The type designation operation is, for example, realized by pressing the L1 button 15L1 or the R2 button 15R2. Therefore, in step S101, the progress control unit 24 determines whether a pressing operation of the L1 button 15L1 or the R2 button 15R2 is performed. If the L1 button 15L1 or the R2 button 15R2 has not been pressed, that is, if there has been no type designation operation, the progress control unit 24 proceeds to step S103.
[0056] On the other hand, if a pressing operation is being performed on the L1 button 15L1 or the R2 button 15R2, that is, if a type designation operation is being performed, the progress control unit 24 determines the details of the type designation operation (step S102). The details of the type designation operation include, for example, the target of the pressing operation, that is, the L1 button 15L1 and the R2 button 15R2. Furthermore, if the target of the pressing operation is the R2 button 15R2, the details of the type designation operation further include the amount of the pressing operation. That is, in step S102, the progress control unit 24 determines details such as the target of the pressing operation or the amount of the pressing operation on the R2 button 15R2.
[0057] After determining the details in step S102, or after determining in step S101 that no type-designating operation has been performed, the progress control unit 24 determines the type of shot (step S103). Specifically, if the progress control unit 24 determines that no type-designating operation has been performed in step S101, it determines the type of shot as a normal shot (NS). Furthermore, if the type-designating operation corresponds to pressing the L1 button 15L1, the progress control unit 24 determines the type of shot as a loop shot (LP). On the other hand, if the type-designating operation corresponds to pressing the R2 button 15R2, the progress control unit 24 determines the type of shot based on the amount of operation of the pressing operation. For example, if the amount of operation of pressing the R2 button 15R2 falls within the first range OV1, the progress control unit 24 determines that no type-designating operation has been performed, and also determines the type of shot as a normal shot (NS). On the other hand, if the amount of operation of pressing the R2 button 15R2 falls within the second range OV2, the progress control unit 24 determines the type of shot as a control shot (CO). Furthermore, when the amount of operation of pressing the R2 button 15R2 falls within the third range OV3, the progress control unit 24 determines the type of shot to be a power shot PS.
[0058] Next, the progress control unit 24 determines the speed and rise angle of the ball BI for each shot based on the duration of the speed determination operation (step S104). This determination is made in accordance with the increase rules for the speed and rise angle set for each type of shot. For example, in the case of a normal shot NS, the progress control unit 24 first determines the duration of the pressing operation on the left operation button 13, and then determines the speed and angle corresponding to that duration in accordance with the increase rules for normal shots NS shown by the upper graphs in the examples (1) and (2) of FIG. 7. In the case of a power shot PS, either of the power shot PS rules shown by the lower graphs in the examples (1) and (2) of FIG. 7 may be applied. For example, a rule combining the increase rules for power shots PS shown by the lower graphs in both (1) and (2) may be applied. However, as an example, the increase rule (1) is applied. Therefore, the progress control unit 24 determines the speed and angle corresponding to the duration in accordance with the increase rules for the power shot PS shown by the lower graph in the example of FIG. 7. The same applies to loop shots LP and control shots CO. That is, the progress control unit 24 determines the speed and angle corresponding to the duration in accordance with a predetermined increase rule applied to a loop shot LP or a predetermined increase rule applied to a control shot CO (for example, the rule in the example of FIG. 5, which is different from the rule for both a normal shot NS and a power shot PS). After determining the speed and angle of the ball BI, the progress control unit 24 ends the current shot determination process.
[0059] 10, the speed and angle of the ball BI in four types of shots are determined based on the user's instructions. Specifically, the type of shot is determined by the type designation operation, and the speed and height of the ball BI are determined based on the increase rule applied to each type and the duration of the speed determination operation. In other words, the speed and height of the ball BI are determined according to the increase rule applied to each type so that four types of shots can be realized in response to the user's instructions.
[0060] The display control process is a process for controlling the display of the player PL and the ball BI so that the shot is executed based on a shooting instruction from the user. The display control unit 25 starts the display control process of FIG. 11 each time the speed and angle of the ball BI are determined in the process of FIG. 10 (each time the process of FIG. 10 is completed), and first causes the player PL holding the ball BI to start a series of shooting movements (S201). That is, the display control unit 25 controls the movements of the player PL so that the player PL executes a series of shooting movements. The series of shooting movements may differ depending on the type of shot. In this case, the display control unit 25 first identifies the type of shot based on the processing result of FIG. 10 and starts a series of shooting movements corresponding to the type of shot. For example, if the type of shot corresponds to a normal shot NS, the display control unit 25 starts the series of shooting movements shown in (1) of the example of FIG. 8. Alternatively, if the type of shot corresponds to a power shot PS, the display control unit 25 starts the series of shooting movements shown in (2) of the example of FIG. 8.
[0061] Next, the display control unit 25 determines whether or not the ball BI has been seized by the defending player PL through a defensive action before the series of shooting actions is completed (for example, before the kicking action is completed) (step S202). If the ball BI has been seized by the defending player PL, the display control unit 25 controls the action of the player PL so that the player PL performs a predetermined failure action (for example, a stumbling action) to create the illusion of a failed shot. After this control, the display control unit 25 ends the current display control process.
[0062] On the other hand, if the ball BI is not seized by the defensive player PL until the end of the series of shooting movements, the display control unit 25 starts moving the ball BI (step S204). That is, the display control unit 25 controls the display of the ball BI so that a shot (movement of the ball BI) accompanying the series of shooting movements is realized. Furthermore, if a direction instruction operation is being performed, the result of the instruction is reflected in the movement of the ball BI. For this reason, the display control unit 25 acquires the result of the direction instruction operation and reflects the result in the movement of the ball BI. More specifically, the display control unit 25 controls the display of the ball BI so that the ball BI moves in the direction indicated by the direction instruction operation at the speed and height determined in the processing of FIG. 10. Furthermore, this movement is executed so as to start in synchronization with the kicking movement in the series of shooting movements. However, if there is a difference in the time until the end of the kicking movement, such as in a normal shot NS and a power shot PS, for example, the movement is executed in synchronization with the end of the kicking movement (in other words, the kicking movement is executed in synchronization with the start of the movement of the ball BI). For this reason, the period from when the speed, etc. of the ball BI is determined to when the movement of the ball BI actually starts may differ depending on the type of shot (for example, a power shot PS is slower than a normal shot NS).
[0063] Next, the display control unit 25 controls the movement of the player PL so that the player PL executes a predetermined post-action (step S205). The post-action may be set as appropriate or may be omitted. For example, a post-action may be a movement of swinging the player's foot after kicking the ball BI. After this control, the display control unit 25 ends the current display control process. As a result, the display of the player PL and the BI is controlled so that a shot is realized on a game screen such as the full screen 50. More specifically, the movement of the player PL is controlled so that the player PL executes a series of movements according to the type of shot, and the display of the ball BI is controlled so that the ball BI moves at a speed or the like according to the type of shot. As a result, an effect according to the shot is realized, such as the end of the shooting movement (e.g., kicking movement) of a power shot PS being slower than the end of the shooting movement of a normal shot NS, and the start of movement of the ball BI being slower.
[0064] As explained above, according to this embodiment, when an instruction to execute a power shot PS is given, for example, the movement speed and rise angle of the ball BI are determined according to an increase rule different from that applied to a normal shot NS, depending on the duration of pressing the left operation button 13, and the ball BI is displayed moving at that movement speed and rise angle. In other words, by instructing a power shot PS, a power shot PS is realized in which the relationship between movement speed and rise angle differs from that of a normal shot NS. This makes it possible to increase the variety of shots, such as normal shots NS and power shots PS, when both the movement speed and rise angle of the ball BI are determined by the duration of pressing the left operation button 13.
[0065] More specifically, when the R2 button 15R2 is not operated, a normal shot NS is executed, whereas when the R2 button 15R2 is pressed to its maximum extent, a power shot PS is executed. In other words, even if the left operation button 13 is pressed for the same length of time, a normal shot NS or a power shot PS is executed depending on whether the R2 button 15R2 is pressed to its maximum extent. A boost rule is applied to the power shot PS, resulting in a shot that is lower and faster than the boost rule applied to a normal shot NS when the left operation button 13 is pressed for the same length of time. Therefore, two types of shots with different boost rules can be prepared as similar straight shots that move horizontally in a predetermined direction (the direction specified by the user). More specifically, a power shot PS can be executed as a similar straight shot that moves horizontally in a predetermined direction (the direction specified by the user), but that is lower and faster than a normal shot NS.
[0066] Furthermore, if the same initial values for the movement speed and the initial value for the rise angle as those in the increase rules for a normal shot NS are applied to the initial values for the movement speed and the initial value for the rise angle in the increase rules for a power shot PS, respectively, the movement speed and rise angle of the ball BI between a power shot PS and a normal shot NS can be made to match (or be made nearly equal) when the duration of the left operation button 13 is pressed relatively shortly. Because a low and fast shot is more likely to be effective as a shot, the usefulness of a power shot PS is thought to be greater than that of a normal shot NS. By matching the initial values in the increase rules, it is possible to reduce the difference in the movement speed, etc. of the ball BI between a power shot PS and a normal shot NS, and therefore it is possible to prevent the effect of a power shot PS from occurring even when the duration of the left operation button 13 is pressed relatively shortly.
[0067] Similarly, if a power shot PS is slower than a normal shot NS, the power shot PS will have the disadvantage of being more likely to be intercepted. This disadvantage can also reduce the effectiveness of the power shot PS, preventing an increase in reliance on the power shot PS, or in other words, a decrease in the frequency of use of the normal shot NS.
[0068] Furthermore, if a similar operation of the R2 button 15R2 functions as an instruction for two types of shots, a controlled shot CO and a power shot PS, depending on the amount of operation, then the single operation of pressing the R2 button 15R2 can be used to instruct the two types of shots, and one of the two can be used to instruct the power shot PS. This makes it possible to use the two types of shots with an intuitive operation that depends only on the amount of operation.
[0069] In the above embodiment, the progress control unit 24 of the game device 2 functions as the speed determination means of the present invention by executing step S104 of the procedure in Fig. 10. Furthermore, the display control unit 25 of the game device 2 functions as the display control means and character control means of the present invention by executing the procedure in Fig. 11. Specifically, the display control unit 25 functions as the display control means by executing step S204 of the procedure in Fig. 11, and as the character control means by executing step S201.
[0070] The present invention is not limited to the above-described embodiment and may be embodied in various modified or altered forms. For example, in the above-described embodiment, the first range OV1 of the R2 button 15R2 is set to correspond to no operation. However, the present invention is not limited to this embodiment. For example, the first range OV1 of the R2 button 15R2 may be set to an operation amount corresponding to an active operation, and a normal shot NS may be instructed by actively pressing the R2 button 15R2 by an operation amount corresponding to the first range OV1. In other words, a single R2 button 15R2 may function as an operation to specify three types of shots depending on the operation amount. In this case, an operation of actively pressing the R2 button 15R2 by an operation amount corresponding to the first range OV1 functions as the first operation of the present invention.
[0071] In the above-described embodiment, a slower shooting motion (hereinafter sometimes referred to as a delay motion) is employed for the power shot PS than for the normal shot NS. However, the present invention is not limited to this embodiment. For example, appropriate exceptions to the delay motion may be set. Specifically, if a power shot PS is instructed while the player PL is moving quickly toward the ball BI, the delay motion may be avoided because the ball's speed is inevitably faster. In other words, in this case, the power shot PS may be realized by a motion similar to that of a normal shot NS, or a motion that differs from that of a normal shot NS but completes the kicking motion in the same manner. Alternatively, the delay motion may be applied only in specific situations. For example, if a power shot PS is instructed while facing the opposite direction from the goal GO (toward the player's own goal GO), an adjustment motion to face the goal GO (opponent's side) for the shot may be automatically applied, and the delay motion may be executed only when such an adjustment motion is applied. In other words, the delay motion may be applied only when a power shot PS is instructed in a situation that is not suitable for various types of shots. In other words, a shooting motion of approximately the same duration as that of a normal shot NS may be applied to the power shot PS in other cases. In these cases, the power shoot PS instruction can be strategic, such as whether to accept the delay action or to take action to avoid the delay action.
[0072] In the above-described embodiment, the game device 2 executes the processes of FIGS. 10 to 11. As a result, the game device 2 alone (or the control unit 21 of the game device 2 alone) functions as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the server 3 may execute all or part of the role of the game device 2 (e.g., the processes of FIGS. 10 to 11, etc.). Therefore, for example, when the server 3 executes all of the processes of FIGS. 10 to 11, the server 3 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game device 2 may execute all or part of the role of the server 3. In this case, the server 3 may be omitted.
[0073] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.
[0074] The computer program of the present invention is a game program for providing a soccer game that is connected to an input device (6) into which a user inputs a plurality of types of instructions, and a display device (7) that displays a game screen (50) including a character (PL) that is operated through the plurality of types of instructions, and a ball (BI) that is controlled through the movement of the character, and when a shoot instruction including a speed instruction as an instruction for the movement speed and rise angle of the ball is executed by the user, the character operates to execute a first shot (NS) that moves in a predetermined direction and follows a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction. The computer (21) incorporated in the system (2) functions as a speed determination means (24) that determines the movement speed and rise angle of the ball in the second shot so that the movement speed and rise angle of the ball increase according to a second rule that is different from the first rule depending on the duration of the speed instruction when a specific instruction associated with a second shot (PS) as a shot that moves in the specified direction similar to the first shot is executed as part of the shot instruction, and a display control means (25) that controls the display of the ball so that the ball moves at the movement speed and rise angle determined according to the second rule as the second shot.
[0075] According to this invention, when a specific instruction is executed, the ball's movement speed and rise angle are determined according to a second rule different from the first rule in accordance with the duration of the speed instruction, and the ball is displayed moving at that movement speed and rise angle. In other words, a second shot, in which the relationship between movement speed and rise angle differs from that of the first shot, is realized through the specific instruction. This makes it possible to increase the variety of shots, such as first shots and second shots, in a soccer game in which both the ball's movement speed and rise angle are determined by the duration of the speed instruction.
[0076] The second shot may be any of a variety of shots that move in the same predetermined direction as the first shot. The predetermined direction may be set as appropriate, for example, a fixed direction set in advance, or a direction set in response to a user instruction. For example, in one aspect of the computer program of the present invention, the shot instruction includes a direction instruction (14L) input via the input device to indicate the direction of movement of the ball, and the first shot and the second shot may both be configured as the same type of shot that moves straight toward the direction of movement specified by the user via the direction instruction. In this case, multiple shots that move straight toward the direction of movement specified by the user may be prepared, each with different relationships between the ball's speed and lift angle depending on the duration of the speed instruction.
[0077] Multiple types of instructions, including a specific instruction, may be implemented as appropriate. For example, the specific instruction may be a specific action by the user. In this case, a detection device that detects the user's action may function as the input device. Alternatively, each instruction may be input via an appropriate operation unit. In this case, the input device may be provided with an operation unit that executes each instruction as appropriate. For example, in one aspect of the computer program of the present invention, the input device is provided with a shoot operation unit (15R2) that executes the specific instruction, and operations on the shoot operation unit include a first operation and a second operation that are set according to the amount of operation of the operation, and the specific instruction may be assigned to the second operation. In this case, one shoot operation unit can be used as two operations depending on the amount of operation, and one of them can be used as a specific instruction.
[0078] An appropriate role may be assigned to the first operation. For example, a role other than shooting, such as dribbling, may be assigned to the first operation. Alternatively, a shooting instruction other than the second shooting instruction may be assigned to the first operation. For example, in an aspect in which the input device is provided with a shoot operation unit, the first operation may be assigned an instruction for either a third shot (CO) other than the first shot and the second shot, or the first shot, when an operation of an operation amount belonging to the second operation is executed on the shoot operation unit, and the speed determination means may determine the movement speed and rise angle of the ball in accordance with the second rule when an operation of the operation amount belonging to the second operation is executed on the shoot operation unit, and may determine the movement speed and rise angle of the ball in the first shot or the third shot so that the movement speed and rise angle of the ball increase in accordance with the first rule based on the instruction for the first shot assigned to the first operation when the first operation is executed, or so that the movement speed and rise angle of the ball increase in accordance with a third rule that is different from both the first rule and the second rule based on the instruction for the third shot assigned to the first operation depending on the duration of the speed instruction, and the display control means may control the display of the ball so that the ball moves as the first shot or the third shot at the movement speed and rise angle determined in accordance with the first rule or the third rule when the first operation is executed. In this case, one shooting operation section can be used to instruct two different types of shooting depending on the amount of operation.
[0079] The first shot may be instructed appropriately. For example, a speed instruction alone may be determined to be an instruction for the first shot. In other words, the first shot may be instructed only by a speed instruction, without any specific instruction for the type of shot. Alternatively, an active instruction for the first shot, like the second shot, may be provided. In this case, such an instruction may be implemented appropriately, for example, by the first operation as described above. The same applies to an instruction for the third shot. For example, in an embodiment in which the input device is provided with a shoot operation unit, the operation of the shoot operation unit may further include a third operation set according to the amount of operation of the shoot operation unit. The first and third shots may be assigned instructions for the first and third shots, respectively. The speed determination means may determine the movement speed and rise angle of the ball in the first and third shots according to the first rule when the first operation is executed, and according to the third rule when the third operation is executed, so that the movement speed and rise angle of the ball increase, respectively. In this case, one shoot operation unit can be used to instruct three types of shots depending on the amount of operation.
[0080] Various rules may be set as the first rule and the second rule as appropriate. For example, various rules may be applied as the rule regarding the increase in speed, such as a rule that the speed increases linearly, quadratically, exponentially, or stepwise depending on the duration of the speed instruction. Furthermore, the initial value in these increase rules may be set as appropriate. For example, the initial value may be set to zero, and the shot will not be considered a shot unless the speed instruction is continued for a certain period of time (no movement occurs because the movement speed is zero). Alternatively, an appropriate value other than zero may be set as the initial value. The same applies to the angle. An appropriate combination of these speed-related rules and angle-related rules may be applied to the first rule or the second rule. Furthermore, the initial values of the movement speed and the climb angle in the second rule may be the same as or different from the initial values of the movement speed and the climb angle in the first rule. For example, in one aspect of the computer program of the present invention, the first rule and the second rule may both be set so that both the moving speed and the rising angle of the ball increase linearly according to the duration of the speed instruction, and the same values may be set for the initial values of the moving speed of the ball and the initial values of the rising angle of the ball in both the first rule and the second rule. In this case, it is possible to suppress the difference in moving speed, etc. between the first shot and the second shot in a relatively short time of the speed instruction.
[0081] The second rule may be an appropriate rule different from the first rule. For example, the second rule may be a rule in which the rate of increase of the movement speed and rise angle according to the duration of the speed instruction is greater than or less than the first rule. Furthermore, these differences may occur appropriately depending on the characteristics of each rule, and may occur over part or all of the duration of the speed instruction. For example, in an aspect in which a linear rule is applied to both the first and second rules of the present invention, the second rule may be either an angle-common rule that uses the ball rise angle, which increases linearly in the same way as the ball rise angle in the first rule, and the ball movement speed, which increases linearly at a faster rate than the ball movement speed in the first rule, or a velocity-common rule that uses the ball movement speed, which increases linearly in the same way as the ball movement speed in the first rule, and the ball rise angle, which increases linearly at a slower rate than the ball rise angle in the first rule. In this case, the second shot can be the same type of shot as the first shot, but lower and faster than the first shot.
[0082] The first shot and the second shot may be appropriately depicted on the game screen. For example, in one aspect of the computer program of the present invention, the display control means may control the display of the ball so that the period from determining the moving speed and rising angle of the ball to the start of movement of the ball is longer for the second shot than for the first shot. In this aspect, the computer may further function as character control means (25) that controls the actions of the character when the second shot is executed, by causing the character to kick the ball in time with the start of movement of the ball, so that the character executes a series of actions leading up to the action of kicking the ball that begin later than the series of actions in the first shot.
[0083] Meanwhile, the game system of the present invention is a soccer game system connected to an input device (6) into which a user inputs a plurality of types of instructions, and a display device (7) that displays a game screen (50) including a character (PL) that is operated through the plurality of types of instructions and a ball (BI) that is controlled through the movement of the character, and in which, when a shoot instruction including a speed instruction as an instruction on the moving speed and rising angle of the ball is executed by the user, the character operates to execute a first shot (NS) that moves in a predetermined direction and conforms to a predetermined first rule in which the moving speed and rising angle of the ball increase according to the duration of the speed instruction. The game system (2) provides the above, and comprises: a speed determination means (24) that, when a specific instruction associated with a second shot (PS) as a shot moving in the predetermined direction similar to the first shot is executed as part of the shoot instruction, determines the movement speed and rise angle of the ball in the second shot so that the movement speed and rise angle of the ball increase according to a second rule that is different from the first rule depending on the duration of the speed instruction; and a display control means (25) that controls the display of the ball so that the ball moves at the movement speed and rise angle determined according to the second rule as the second shot.
[0084] The control method of the present invention also relates to a game system for providing a soccer game, which is connected to an input device (6) into which a user inputs a plurality of types of instructions, and a display device (7) that displays a game screen (50) including a character (PL) that is operated through the plurality of types of instructions, and a ball (BI) that is controlled through the movement of the character, and in which, when a shoot instruction including a speed instruction as an instruction for the movement speed and rise angle of the ball is executed by the user, the character operates to execute a first shot (NS) that moves in a predetermined direction and conforms to a predetermined first rule in which the movement speed and rise angle of the ball increase according to the duration of the speed instruction. When a specific instruction associated with a second shot (PS) as a shot moving in the predetermined direction similar to the first shot is executed as part of the shoot instruction, a computer (21) incorporated in the game system (2) is caused to execute: a speed determination procedure for determining the moving speed and rising angle of the ball in the second shot so that the moving speed and rising angle of the ball increase according to a second rule that is different from the first rule depending on the duration of the speed instruction; and a display control procedure for controlling the display of the ball so that the ball moves at the moving speed and rising angle determined according to the second rule as the second shot. By executing the computer program or control method of the present invention, the game system of the present invention can be realized. [Explanation of symbols]
[0085] 2. Game Device (Game System) 6 Controller (input device) 7 Monitor (display device) 21 Control unit (computer) 24 Progress control section (speed determination means) 25 Display control unit (display control means, character control means) 50 Full screen (game screen) BI Ball (moving object) CO Control Shot (3rd Shot) NS Normal shot (first shot) PG Game Program (Computer Program) PL Players (Characters) PS Power Shot (Second Shot) 15R2 R2 button (shooting control)
Claims
[Claim 1] a computer incorporated in a game system for providing a soccer game, the computer being connected to an input device into which a user inputs a plurality of types of instructions, and a display device that displays a game screen including a character operated through the plurality of types of instructions and a ball operated through the actions of the character, and in which, when a shoot instruction including a speed instruction as an instruction for the moving speed and rising angle of the ball is executed by the user, the character operates to execute a first shot in accordance with a predetermined first rule in which the moving speed and rising angle of the ball increase in accordance with the duration of the speed instruction as a shot moving in a predetermined direction; a speed determination means for determining a moving speed and an ascending angle of the ball in the second shot such that, when a specific instruction associated with a second shot as a shot moving in the predetermined direction similar to the first shot is executed as part of the shooting instruction, the moving speed and the ascending angle of the ball increase according to a second rule different from the first rule in accordance with the duration of the speed instruction; and a display control means for controlling the display of the ball so that the ball moves at a moving speed and an ascending angle determined in accordance with the second rule as the second shot; A computer program that functions as a
Citation Information
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