Program, game processing method, and game device

JP2025179176A5Pending Publication Date: 2026-03-17KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-04
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing baseball games do not require users to perform movement operations as quickly as possible, which reduces the game's engagement and interest.

Method used

A game processing method that includes a reception unit to receive user operations, a display control unit to show an indicator for the operation direction, and a determination unit to gradually reduce the acceptable direction range, making the operation more challenging over time.

Benefits of technology

This method increases the difficulty and engagement of movement operations, requiring users to react quickly, enhancing the game's interest and challenge.

✦ Generated by Eureka AI based on patent content.

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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
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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 of a batted ball 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 (see, for example, non-patent document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] GameWith, [Power Pro App] Tips for Defensive Controls in Chalesta League 3 [Power Pro], [online], June 7, 2019, Power Pro Strategy Team, [Retrieved August 19, 2019], Internet〈URL: https: / / powerpro.gamewith.jp / article / sh ow / 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. Considering this, it is preferable that the game requires the user to perform a movement operation as quickly as possible after the batter hits the ball, as this increases 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 realize a game that requires the user to perform a movement operation as quickly as possible.

[0006] Another aspect of the present invention aims 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 user operation, the program causing the computer to function as: a reception unit that receives user 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 with respect 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 within a reception period 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 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; 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 with respect 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 within a reception period in which the user's operation with respect to the instruction direction can be accepted, wherein 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 explanation of the drawings]

[0010] [Figure 1] FIG. 2 is a diagram showing an example of a home screen according to the first embodiment. [Figure 2] FIG. 3 is a diagram showing an example of a game image of the knocking practice game according to the first embodiment. [Figure 3] FIG. 3 is a diagram showing directional regions in the first embodiment. [Figure 4] 5A and 5B are diagrams showing examples of changes in regions over time in the first embodiment. [Figure 5] FIG. 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 the 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. 3 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 processing procedure executed in relation to the knocking practice game according to the first embodiment. [Figure 11] 10 is a basic flowchart showing an example of a processing procedure executed in relation to a knocking practice game according to a second embodiment. [Figure 12]10 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] 10 is a flowchart showing an example of a spike ball process according to the second embodiment. [Figure 15] 10 is a flowchart showing an example of a don't move ball process according to the second embodiment. [Figure 16] FIG. 10 is a diagram showing an example of a guide image according to a second modified example. [Figure 17] FIG. 11 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. 13 is a diagram showing a first example of an arc-shaped guide image according to a sixth modified example. [Figure 22] FIG. 20 is a diagram showing a second example of an arc-shaped guide image according to the sixth modified example. [Figure 23] FIG. 13 is a diagram showing a first example of a linear guide image according to a sixth modified example. [Figure 24] FIG. 20 is a diagram showing a second example of a linear guide image according to the sixth modified example. [Figure 25] FIG. 20 is a diagram showing a third example of a linear guide image according to the sixth modified example. [Figure 26] FIG. 20 is a diagram showing a fourth example of a linear guide image according to the sixth modified example. [Figure 27] FIG. 13 is a diagram showing an example of a polygonal guide image according to a sixth modified example. [Figure 28] FIG. 13 is a diagram showing an example of a change in a guide image according to a seventh modified example. [Figure 29] FIG. 13 is a diagram showing an example of a change in a guide image according to an eighth modified example. [Figure 30] FIG. 13 is a diagram showing a first example of a change in a guide image according to a ninth modified example. [Figure 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 INVENTION

[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. 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 battle part is a game part in which a team including the characters trained in the training part as players competes against an opposing team in a baseball game.

[0013] FIG. 1 shows an example of a home screen. The home screen is a screen that displays a home image corresponding to the main menu that is the starting point of this game. The home screen G100 shown in the figure displays icons P110, P120, P130, P140, P150, P160, P170, and P180 that function as controls 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 displays "development" and is associated with a process related to the development part. When icon P110 is selected, the development part process is executed. The icon P120 displays "Match" and is associated with a process related to the battle part. When the icon P120 is selected, the process for the battle part is executed. Icon P130 displays "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, which displays information about the team that the user has trained in the training part and performs various settings for the team. When icon P140 is selected, team processing is executed. The icon P150 displays "lottery" and is associated with a lottery process that determines the character that the user will acquire by lottery. When the icon P150 is selected, the lottery process is executed. The 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 the 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 the special part processing is executed, which allows the player to play a specific game that constitutes part of the game. 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). The games in this special part are smaller-scale games (mini-games, mini-battles) compared to the battle part and training part. When icon P170 is selected, the special part processing is executed.

[0017] Icon P180 displays "Tournament" and is associated with the process of the tournament part in which players compete in a tournament. When icon P180 is selected, the process of the tournament part is executed. For example, players are ranked (e.g., national ranking) based on the results of playing the knock practice game in the special part, and players who rank high in this national ranking are granted the right to participate in the tournament.

[0018] [2. About the knock practice game] The special part includes a knocking practice game as part of the game. In the knocking practice game, the user causes a character selected as a target for development to perform knocking practice. In the knocking practice game, the user controls the character selected as a target for development to play a game in which the character catches a ball hit by the knocker.

[0019] FIG. 2 shows an example of a game screen G200 of the knocking practice game. The game screen G200 displays a game space simulating the grounds of a baseball stadium. A fielder character C1 and a knocker character C2 are displayed in the game space. The viewpoint in 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 located at the back of the game space above the game screen G200, and a defensive area is located at the front of the game space below the game screen G200. In other words, the knocker character C2 is displayed at the top of the game screen G200, and the fielder character C1 is displayed at the bottom of the game screen G200. The ball B hit by the knocker character C2 is displayed as moving from the back of the game space to the front, that is, from the direction of the knocker character C2 at the top of the game screen G200 to the direction of the fielder character C1 at the bottom of the game screen G200.

[0020] The game screen G200 has an information presentation area AR10. Game information related to the knock practice game is displayed in the information presentation area AR10. For example, the game information may include information indicating that it is a knock practice game, points acquired in the game, and the number of balls remaining in the game. The acquired points 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, the accumulated points (accumulated points) that have been awarded according to the evaluation of each catch made up to that point. The accumulated points are awarded to the fielder character C1, but since the user is operating the fielder character C1, the accumulated points can be seen as a parameter awarded to the user.

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

[0023] The direction of arrival of the ball B hit by the knocker character C2 is, for example, any lateral direction with the front of the fielder character C1 as the reference point. The direction of arrival of the ball B is determined, for example, randomly, for each knock. The user determines the direction from which ball B is coming in response to ball B being hit by knocker character C2. Then, the user performs an operation (movement operation) to specify the direction in which fielder character C1 should move in response to the direction from which ball B is coming, as an operation to have fielder character C1 catch ball B. The movement operation becomes available in response to ball B being hit by 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 a flick operation. In other words, any operation means for the movement operation may be used as long as it is an operation that specifies the direction in which the fielder character C1 should be moved. The starting point of a touch operation such as a flick operation is preferably the position where the fielder character C1 is placed on the game screen G200, but may be different from the position where the fielder character C1 is placed, or may be both the position where the fielder character C1 is placed and a position different from that 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 obstruct the top of the fielder character C1 on the game screen G200, which increases the user's visibility of the display of the ball B moving in the game space, thereby improving the operability of the game.

[0026] The movement operation will be described in more detail. The game screen G200 in the figure shows the state of the ball B at the time 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 player in the direction (optimal 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 make it visually easy to understand the optimal 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 relative to the game space, but is circular when viewed from above the ground surface.

[0027] 3 is a diagram of a guide image G arranged on 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 (donut-shaped) circle. 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 schematically by the density of halftone dots.

[0028] One first area AR11 is arranged. Two second areas AR12 are arranged on either side of the first area AR11. Two third areas AR13 are arranged on either side of the area consisting of the first area AR11 and the two second areas AR12. 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 designated by a movement operation with the center point O as the reference, corresponding to the direction from which the ball B hit by the knocker character C2 comes. If the direction indicated by the user's movement operation is included in the first area AR11, it is determined that the catching was successful in the best possible condition, and the evaluation of the movement operation (operation evaluation) is set to the first level, which is the highest of five levels. In this case, the game screen G200 displays an image of the fielder character C1 catching the ball B, for example, head-on. In other words, the first area AR11 corresponds to a determination area for determining the operation evaluation to be the first level. The first area AR11 is assigned the highest points (an example of a parameter) out of five levels. When the first area AR11 is designated by a movement operation, the points assigned to the first area AR11 are awarded 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 deviating from the optimal direction. If the direction indicated by the user's movement operation is included in the second area AR12, it is determined that the catching was successful in the second best condition, and the operation evaluation is assigned to the second level, which is the second highest level out of five levels. In this case, the game screen G200 displays an image of the fielder character C1, 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 to be 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 awarded to the fielder character C1.

[0031] The third area AR13 is an area that indicates a direction that is deviated from the optimum direction and is the second closest to the optimum 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, the catching is judged to have been unsuccessful but close, and the operation evaluation is assigned to the third level out of five levels. In this case, an image is displayed on the game screen G200 that depicts the fielder character C1, for example, failing to catch the ball B and dropping it forward. In other words, the third area AR13 corresponds to the judgment area for determining the operation evaluation to be the third level. The third area AR13 is assigned the third point (an example of a parameter) out of five levels. When the third area AR13 is designated by a movement operation, the fielder character C1 is given the points assigned to the third area AR13.

[0032] The fourth area AR14 is an area that indicates directions that deviate from the optimum direction. If the direction indicated by the user's movement operation falls within the fourth area AR14, the catching is determined to be a complete failure, and the operation evaluation is assigned to the fourth level out of five levels. In this case, on the game screen G200, the fielder character C1 is displayed as an image that simulates, for example, being unable to catch up with the ball B. 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 direction from which the ball B hit by the knocker character C2 comes. For example, if the direction from which the ball B is coming is to the right of the fielder character C1, then on 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 points to the upper right according to the direction from which the ball B is coming. On the other hand, if the direction from which the ball B is coming is directly in front of the fielder character C1, then on 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 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 until the ball B passes the fielding range of the fielder character C1. In other words, the operation time limit is a period during which the knocker character C2 can accept the user's movement operation for the ball B. If a movement operation is not performed within the operation time limit, the operation evaluation will be the lowest level 5 out of 5. The lowest points (an example of a parameter) out of 5 levels are assigned to a movement operation not performed within the operation time limit. The lowest points are awarded to the fielder character C1 in response to the movement operation not being performed within the operation time limit. For example, the lowest points may be "zero" (no points awarded).

[0035] Furthermore, in this embodiment, the judgment area for each level of operation evaluation is changed as time passes within the operation time limit. Therefore, each of the areas AR11 to AR14 in the guide image G is changed as time passes. For example, by shrinking the judgment area for determining that the operation evaluation is at the first level as time passes, it becomes more difficult for the direction indicated by the user's movement operation to match the first area AR11 (optimal direction) as time passes. As a result, the difficulty of successfully performing a movement operation that specifies the optimal direction increases 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 will relatively expand as the other judgment areas shrink. Note that the concept of shrinking a judgment area also includes the disappearance (disappearance) of a judgment area. Furthermore, 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 in which 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 expand relatively 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 over time within the operation time limit. In this example, four guide images G1 to G5 that change in time series are shown. The guide image G1 shows the state of each of the areas AR11 to AR14 at time t0 when the operation time limit starts. The guide image G2 shows the state of each of the areas AR11 to AR14 at a certain time t1 after the 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 as the first area AR11, the second area AR12, and the third area AR13 shrink.

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

[0041] At time t3, when a certain time has elapsed since time t2, the second area AR12 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 the operation time limit expires at time t4, the third area AR13 disappears, and only the fourth area AR14 remains, as shown in guide image G4. In this way, the judgment area that contributes to the operation evaluation gradually decreases as time passes within the operation time limit, so that the difficulty of successfully performing a movement operation that specifies the optimal direction increases as time passes. The judgment area that contributes to the operation evaluation includes at least the first area AR11, and in some embodiments, 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 ends. 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 ends, the second area AR12 may disappear, leaving only the third area AR13 and fourth area AR14.

[0044] The first area AR11, second area AR12, third area AR13, and 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 directional range corresponding to the indicated direction to be operated by the user. As an example of a display mode indicating the directional range, the areas AR11 to AR14 shown in FIGS. 3 and 4 are displayed. The circumference of the guide image G is divided into a plurality of areas AR11 to AR14, and the directional range is divided into a plurality of areas corresponding to these area divisions. In other words, in the guide image G, the divided areas AR11 to AR14 are displayed as a display mode indicating each of the divided directional ranges. Hereinafter, the areas AR11 to AR14 will be referred to as "directional areas" because they are areas indicating directional ranges.

[0045] [3. Setting the area division of the directional area in the initial state] In this embodiment, the setting of the area divisions of 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 the center point O as the base. The central angle θ1 is the central angle corresponding to the arc of the first region AR11 on the circumference of the guide image G. The central angle θ2 is the central angle corresponding to the arc when the second region AR12, which is arranged to sandwich the first region AR11, is viewed as a continuous region. The central angle θ3 is the central angle corresponding to the arc when the third region AR13, which is arranged to sandwich the first region AR11 and the second region AR12, is viewed as a continuous region. The central angle θ4 is a directional range on the circumference of the guide image G that does not include any of the central angles θ1, θ2, or θ3, and is the central angle corresponding to the arc of the fourth region AR14. As the setting of the area division of the directional area in the initial state (at the time of display start) 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 times the ball has been successfully caught in succession (an example of the result of an operation) as calculation parameters. Specifically, the value obtained by multiplying 360° by a multiplier set based on the sum of the defensive ability and catching ability in the basic ability, a multiplier set according to the special ability, and a multiplier set according to the number of times the ball has been successfully caught in succession is set as the initial value of the central angle θ1.

[0048] In calculating the initial value of central angle θ2, the value obtained by multiplying 360° by a multiplier set based on the defensive ability and running ability of 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 central angle θ2. Furthermore, in calculating the initial value of central angle θ3, the value obtained by multiplying 360° by 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 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. Furthermore, for any of the central angles θ1, θ2, and θ3, the higher the special ability, the higher the set magnification. Furthermore, for any of the central angles θ1, θ2, and θ3, the multiplying factor set according to the number of consecutive successful catches is set to decrease as the number of consecutive successful catches increases. In other words, the higher the basic ability and special ability of the fielder character C1, the wider the first area AR11, second area AR12, and third area AR13 will be set in the initial state, and the narrower the fourth area AR14 will be set, making it easier to successfully catch the ball. On the other hand, the more times the ball is successfully caught in succession, the smaller 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 direction area] As explained with reference to Figure 4, as time passes within the operation time limit, the first area AR11, second area AR12, and third area AR13 (i.e., central angles θ1, θ2, θ3) of the guide image G shrink, and the fourth area AR14 (i.e., central angle θ4) expands, so that the directional area (directional range) contributing to the operation evaluation gradually decreases. 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 (for example, 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 depending on the predetermined basic ability of the fielder character C1 and the number of times the ball has been 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 basic ability's defensive ability, running ability, and arm strength. This is set as the basic expansion speed, and the value obtained by multiplying this basic expansion speed by a magnification (coefficient) set according to the number of times the ball has been 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 that the central angle θ4 increases according to the calculated rate of increase. 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 that the central angles θ1, θ2, and θ3 decrease 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 will also be 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 also 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 made up of a plurality of 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. Because 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 console, 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 the game data and game control program required to execute the game control program on the terminal device 10. For example, the server device 30 is a computer device managed by a game management company, and can also be considered as a system made up 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 to the terminal device 10 in advance and used. The game data may also include advertising 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 game starts, but also a program downloaded to the terminal device 10 after the game starts. The game control program downloaded to the terminal device 10 before the game starts 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 a terminal device 10 according to this 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. A general-purpose smartphone can be used as the terminal device 10, and no special hardware is required to execute the game control program as long as the CPU's processing power is not an issue. In other words, as long as a program appropriately created to match the hardware configuration of the terminal device 10 on which the game control program is executed is used, some of the hardware configuration may differ from that of this 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 while a game is being played. The interactive information is, for example, information about a user's operation 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 or touch panel), and recognition devices that use voice or gestures (microphone, camera). The input unit 12 may be configured integrally with the terminal device 10, or may be configured as a separate entity 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 unit 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), etc., and stores various types of information, images, programs, etc. 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 processing 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] 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 knocking 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 character information D151 stored in the character information storage unit 151. The character information D151 is associated with data indicating the character ID, character name, character ability, and the like. The character ID is identification information that identifies each character. The character name is the name of the character. Data indicating the character's abilities includes basic ability data indicating "basic abilities," special ability data indicating "special abilities," etc. "Basic abilities" are the basic abilities possessed by a character. Basic ability data includes ability parameters such as "rank" and "ability value" corresponding to "defensive ability," "running ability," "arm strength," and "catching." "Defensive ability" is an ability related to defense. For example, the higher the ability value of defensive ability, the faster a 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, which increases the probability of an infield hit and the success rate of stealing bases on offense, making it easier to advance bases, and on defense, the defensive range is wider. "Arm strength" is the strength of the shoulder. For example, the higher the ability value of "arm strength," the faster the character can throw the ball 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 will make an error. "Special abilities" are abilities that a character can have other than basic abilities. 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 affect the progress of the game. It should be noted 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] Returning to the explanation of Figure 7. 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 for the initial states of the areas AR11 to AR14 in the guide image G and settings for 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. The 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 indicates 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 that is set according to predetermined basic abilities (defensive ability, ball catching) in the character information when setting the central angle θ1. The basic multiplier information may indicate an arithmetic formula for calculating the multiplier using the predetermined basic abilities as variables. The special magnification information is information indicating a magnification that is set according to the 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 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 that is set according to predetermined basic abilities (defensive ability, running ability) in the character information when setting the central angle θ2. The basic multiplier information may indicate an arithmetic formula for calculating the multiplier using the predetermined basic abilities as variables. The special magnification information is information indicating a magnification that is set according to the 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 indicates 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 multiplier information is information indicating a multiplier that is set according to predetermined basic abilities (defensive ability, running ability) in the character information when setting the central angle θ3. The basic multiplier information may indicate an arithmetic formula for calculating the multiplier using the predetermined basic abilities as variables. The special magnification information is information indicating a magnification that is set according to the special ability in the character information when setting the central angle θ3.

[0073] The setting of the central angle θ4 of the fourth area AR14 in the initial state of the guide image G is relatively determined by the settings of the central angles θ1, θ2, and θ3. 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 that sets a magnification by which the calculated basic magnification speed is multiplied. The magnification setting information is, for example, information that associates a predetermined magnification value 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 that realize game processing corresponding to the knock practice game of this embodiment.

[0075] The operation accepting unit 161 accepts operations to the input unit 12. The operation accepting unit 161 acquires operation signals input to the input unit 12 based on user operations on the various game screens described above. In response to the game processing of the knocking practice game, the operation accepting unit 161 accepts movement operations.

[0076] The initial setting unit 162 sets directional regions in the initial state of the guide image G. For example, the initial setting unit 162 references character information D151 (see FIG. 8) and region setting information D152 (see FIG. 9) to determine directional region initial values ​​based on ability parameters such as basic abilities and special abilities in 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 central angles θ1, θ2, and θ3 of the first region AR11, the second region AR12, and the third region AR13 based on the basic abilities and special abilities of the fielder character C1 and the number of consecutive successful catches. In addition, the initial setting unit 162 determines the initial value of central angle θ4 of the fourth region AR14 based on the determined initial values ​​of central angles θ1, θ2, and θ3.

[0077] The display control unit 163 displays an image corresponding to the home screen G100, the game screen G200 (see FIGS. 1 and 2), and the like, 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 directional area as an indicator indicating the direction in which the user should operate. The display control unit 163 displays the guide image G including the directional area as an example of a display mode indicating a directional range corresponding to the direction in which the user should operate. For example, the display control unit 163 displays a plurality of directional areas (a first area AR11, a second area AR12, a third area AR13, and a fourth area AR14) indicating each of a plurality of directional ranges divided based on 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 when the central angle θ1 is subtracted from the central angle θ2. The direction range corresponding to the third region AR13 is the direction range corresponding to the remainder when the central angle θ2 is subtracted 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 relative to the instruction direction to be operated by the user (operation direction of the movement operation) 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 indicated by the movement operation by the user is included in any 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 relative to the instruction direction to be operated by the user. Furthermore, 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 evaluation unit 165 determines that the operation direction is included in the first area AR11. When the evaluation unit 165 determines that the operation direction is not included in the first area AR11, it means that the operation direction 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 or the second area AR12, it evaluates the operation direction lower than when it is determined that the operation direction is included in the first area AR11 or 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 that 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 user's 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 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, the evaluation unit 165 assigns the highest evaluation (first level). When the evaluation unit 165 determines that the user's operation direction is included in the second area AR12, the evaluation unit 165 assigns the second highest evaluation (second level) among five levels. When the evaluation unit 165 determines that the user's operation direction is included in the third area AR13, the evaluation unit 165 assigns the third highest evaluation (third level) among five levels. When the evaluation unit 165 determines that the user's operation direction is included in the fourth area AR14, the evaluation unit 165 assigns the fourth highest evaluation (fourth level) among five levels. When the determination unit 164 determines that the movement operation was not performed within the operation time limit, the evaluation unit 165 assigns the lowest evaluation (fifth level) among five levels. For example, the evaluation unit 165 assigns the user higher points for higher evaluations and lower points for lower evaluations according to these evaluation results. Note that 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 failed catches, and may assign low-value points to the user, or may assign "zero" points.

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

[0083] The change unit 166 executes control related to changes in the display mode of the guidance image G. For example, the change unit 166 gradually reduces the directional range within 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 some 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 expires, and the change unit 166 gradually increases the central angle θ4 in response to the gradual reduction of some or all of the central angles θ1, θ2, and θ3. For example, the change unit 166 controls the gradual decrease of some 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 (the 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 reduction of the directional range by the change unit 166 as time passes 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 that at least a portion of them shrinks in response to a gradual reduction of part or all of the central angles θ1, θ2, and θ3. Furthermore, the display control unit 163 changes the fourth region AR14 so that it expands in response to a gradual reduction of the central angle θ4.

[0085] [6. Example of processing procedure] An example of a processing procedure executed by the terminal device 10 of this 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 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). Furthermore, the CPU 16 assigns "1" as an initial value to a variable n that indicates the number of times knocking has been performed in the knocking practice game (step S103).

[0086] The CPU 16 performs control so that the game screen G200 displays the fielder character C1 waiting for a knock (step S105). At this time, the fielder character C1 is positioned, for example, at 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 predetermined parameters in the basic abilities and information on special abilities of the fielder character C1 stored in the character information D151. The CPU 16 also acquires the number of times the fielder character C1 has successfully caught the ball in succession up to this point in the 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 the 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, when setting the area change speed, the CPU 16 calculates the expansion speed of the fourth area AR14. For example, the CPU 16 calculates a basic expansion speed based on the total value of predetermined basic abilities (fielding ability, running ability, and 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 multiplying factor (indicated in the area setting information D152) according to the number of consecutive successful catches. 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, CPU 16 calculates the time required for guide image G to change from its initial state to only fourth area AR14, based on the initial value of central angle θ4 and the enlargement speed. The time calculated in this way becomes the operation time limit.

[0090] Furthermore, 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 direction from which the ball B is coming 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 knocker character C2 until 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 so that the ball B moves 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 at a position corresponding to the fielder character C1. At this time, the CPU 16 positions 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. Note that 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 at which the movement of ball B starts in step S127 and the timing at which the display of guide image G starts 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 a moving operation has not been performed (step S141: NO), the CPU 16 determines whether or not the operation time limit started in step S125 has expired (step S143). If it is determined that the operation time limit has not expired (step S143: NO), the CPU 16 returns to the processing of step S141.

[0093] Note that instead of determining whether the operation time limit started in step S125 has ended, it may be determined whether all of the directional areas of the guide image G have become the fourth area AR14 (red area). That is, in the process of step S143, it may be determined that the operation time limit has ended when all of the directional areas of the guide image G have become the fourth area AR14 (red area). Also, it may be determined that the operation time limit has ended when a predetermined percentage or more of the directional areas of the guide image G have become the fourth area AR14 (red area).

[0094] If it is determined that a move operation has been performed (step S141: YES), CPU 16 determines the directional area specified by the move operation (step S147). That is, CPU 16 determines which area of ​​each of areas AR11 to AR14 the operation direction of the move operation is included in. At this time, CPU 16 determines which area of ​​each of areas AR11 to AR14 the operation direction of the move operation is included in, in the arrangement state of each of areas AR11 to AR14 in 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 determines which directional area the operation direction of the movement operation falls within, and evaluates the operation direction of the movement operation by the user based on the determination result. For example, as described above, if the CPU 16 determines that the operation direction falls within the first area AR11, it evaluates the operation at the first level, and if the CPU 16 determines that the operation direction falls within the second area AR12, it evaluates the operation at the second level. Furthermore, if the CPU 16 determines that the operation direction falls within the third area AR13, it evaluates the operation at the third level, and if the CPU 16 determines that the operation direction falls within the fourth area AR14, it evaluates the operation at 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 on the game screen G200 showing the fielder character C1 catching the ball B. 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 showing the fielder character C1 catching the ball B head-on (successful catch). 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 showing the fielder character C1 jumping for and catching the ball B (successful catch). 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 showing the fielder character C1 missing the ball B and dropping it in front of him (failed catch). 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 showing the fielder character C1 unable to catch the ball B (failed to catch).

[0097] Furthermore, CPU 16 assigns points to the user according to the evaluation based on the determination result of the operation direction in step S147 (step S153). For example, CPU 16 assigns higher points to the higher evaluation and assigns lower points to the lower evaluation. CPU 16 adds the value of points to be assigned to the user to the accumulated point value of the user up to that point, thereby updating 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), it means that the movement operation was not performed within the operation time limit. In this case, the CPU 16 evaluates that the movement operation was a mistake (failed to catch the ball) (step S145). For example, the CPU 16 displays information indicating that the movement operation was a mistake (failed 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. The CPU 16 also 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 the maximum value (step S603). The maximum value of the variable n corresponds to the number of knock practice rounds. If the variable n is equal to or less than the maximum value (step S603: NO), there are still balls remaining to be knocked, and 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 knocking 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 this 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 indicating a direction in which the user should operate. The determination unit 164 determines whether the user's operation direction (operation direction by a movement operation) with respect to the instruction direction is included in a predetermined direction range (for example, central angle θ1) corresponding to the instruction direction. The change unit 166 gradually reduces the direction range (for example, central angle θ1) within an operation time limit, which is a period during which the user's operation with respect to the instruction direction can be received. 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 in 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 terminal device 10 can accept the user's operation, and changes the direction area (for example, the first area AR11) indicating the direction range in accordance with the gradual reduction in the direction range, thereby making it possible to change the difficulty of the user's movement operation. As a result, the terminal device 10 can achieve 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 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 direction of the user's operation moves away from the indicated direction. 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 some 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) during 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 (examples of indicators) as display modes indicating each of the divided direction ranges, and changes at least a portion of the first area AR11, the second area AR12, and the third area AR13 in accordance with 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 into stages over time as the user moves away from the designated direction in which the user should operate during an acceptance period in which the terminal device 10 can accept a user operation (movement operation), and changes at least a part of the first area AR11, the second area AR12, and the third area AR13 indicating each of the multiple directional ranges over time in response to this gradual reduction, thereby making it possible to change the difficulty of the user's movement operation. This provides the effect of realizing a game that requires the user to perform a movement operation as early as possible by gradually reducing the directional range of the operation direction in which the user should operate by the movement operation over time.

[0105] The terminal device 10 also includes an evaluation unit 165 that evaluates the operation direction (operation direction of the movement 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 gives a lower evaluation 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 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.

[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 can achieve the effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0107] For example, the changing 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 changing 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 loses the direction range corresponding to the indicated direction (optimal direction) that the user should operate, thereby achieving the effect of realizing a game that requires the user to perform the movement operation as early as possible.

[0109] Furthermore, an ability 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 the speed of gradual decrease when gradually decreasing the direction range (e.g., at least a part of the central angle θ1, the central angle θ2, and the central angle θ3) according to the ability parameter. For example, the change unit 166 determines the speed of area change when gradually decreasing at least a part of the first area AR11, the second area AR12, and the third area AR13 according to the ability 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 reduced. As a result, the terminal device 10 changes the difficulty level of the game depending on the training result of the fielder character C1, which makes the game more interesting.

[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 angle θ1, the central angle θ2, and the central angle 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 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 the training result of the fielder character C1, which makes the game more interesting.

[0113] 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 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 value 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 from the next onwards" 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 direction range from the next time onwards depending on the user's operation result (for example, 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.

[0115] Furthermore, a unit game (e.g., one knock in a knocking 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 changing unit 166 determines, based on the result of a certain unit game, the gradual decrease speed when gradually decreasing the 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." For example, based on the result of a certain unit game, the changing unit 166 determines the 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."

[0116] According to the above configuration, the terminal device 10 changes the rate at which the direction range gradually decreases from the next time onwards depending on the user's operation result (for example, 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.

[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 repeated multiple times, and the above instruction direction instructed for each unit game is selected arbitrarily from a plurality 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 needs to instantly determine the direction in which the user should operate each time. This makes the game more entertaining.

[0119] In addition, 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 contact position where the fielder character C1 is in contact with a ground surface (for example, a ground) in the game space. The operation receiving unit 161 is capable of receiving a user's operation (movement operation) at least with respect to the contact position.

[0120] According to the above configuration, the terminal device 10 indicates the direction in which the user should operate, centered on the ground contact position of the fielder character C1, which is the object of the user's operation. For example, a guide image G is displayed, which allows the user to operate intuitively, thereby improving operability.

[0121] [Second embodiment] Next, a second embodiment of the present invention will be described. In this embodiment, a detailed example of a knocking practice game will be described. The knocking practice game may include multiple types of knocking practice games, each requiring different operations depending on the type of ball hit by the knocker, restrictions on catching, and the like. As described in the first embodiment, a knocking practice game in which a ball hit by the knocker is caught by moving it in the direction of its arrival is called a "normal ball" knocking practice game. In this embodiment, in addition to the "normal ball," the knocking practice game includes three types of balls: a "jump ball," a "spiky ball," and a "stop-moving ball." A "jump ball" is a ball hit by the knocker that must jump to be caught, and the direction of the movement operation that the user must perform is limited to the first area AR11. A "spiky ball" is a ball hit by the knocker that has spikes and must be avoided from the oncoming ball. In other words, a "spiky ball" is highly rated when the operation direction is reversed from that of a "normal ball," and the user's operation direction is opposite to the instructed direction. In the "Don't Move Ball" mode, the fielder character C1 must not move for a predetermined time until the ball hit by the knocker arrives. That is, in the "Don't Move Ball" mode, if the user does not operate the game even when the ball arrives, it will be scored highly, and if the user operates the game, it will be scored low (a mistake). Since the user cannot know in advance whether the ball hit by the knocker is a "normal ball," a "jump ball," a "spiky 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 increase the interest of the knocking practice game and prevent it from becoming monotonous.

[0122] An example of a processing procedure executed by the terminal device 10 of this embodiment in relation to the knocking practice game will be described with reference to the flowcharts of FIGS. [Basic flow] 11 shows an example of a basic flowchart of the knocking practice game according to this embodiment. The processes of steps S101, S103, S105, S601, and S603 in this figure are the same as those of the processes denoted by the same reference numerals in FIG. 10, and therefore, 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 the type of ball from among a "normal ball," a "jump ball," a "spiky ball," and a "don't move ball." If the selected ball is not a "jump ball," a "spiky 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 jump ball processing (step S300). If "Spiked Ball" is selected (step S115: YES), the CPU 16 executes the Spiked Ball process (step S400). If "Don't move the ball" is selected (step S117: YES), the CPU 16 executes the "Don't move the ball" process (step S500).

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

[0125] 10. 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 falls within (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 falls within the first region AR11 (white region), it assigns a first level evaluation, and when the CPU 16 determines that the operation direction falls within the second region AR12 (yellow region), it assigns a second level evaluation. When the CPU 16 determines that the operation direction falls within the third region AR13 (green region), it assigns a third level evaluation, and when the CPU 16 determines that the operation direction falls within the fourth region AR14 (red region), it assigns a fourth level evaluation.

[0126] If 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 head-on (successful catch) as the ball catching image. Furthermore, CPU 16 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] If 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, an image of the fielder character C1 jumping for and catching the ball B (a 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 accumulated point value.

[0128] If it is determined that the operation direction of the movement operation is included in the third area AR13 (green area) (step S247: third area (green)), the CPU 16 displays a ball catching image corresponding to the third area AR13 (green area) (step S259). For example, the CPU 16 displays, as the ball catching image, an image in which the fielder character C1 misses and drops the ball B in front of him (a failed catch). The CPU 16 also awards points corresponding to the third area AR13 (green area) 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. The CPU 16 may not award points because the ball was not caught successfully.

[0129] The CPU 16 displays a ball catching image corresponding to the fourth region AR14 (red region) (step S263). For example, if it is determined that the operation direction of 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 up with the ball B (a failed catch). 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 accumulated point value. The CPU 16 may not award points because the ball was not caught successfully.

[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 was not performed within the operation time limit, the CPU 16 evaluates the movement operation as a mistake (failed to catch the ball) (step S245). For example, the CPU 16 displays information indicating that the movement operation was a mistake (failed to catch the ball) (for example, "late timing") and does not award points.

[0131] Note that 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 guide image G have become the fourth area AR14 (red area). That is, in the processing 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 guide image G have become the fourth area AR14 (red area). Also, it may be determined that the timing when a predetermined percentage or more of the directional areas of the guide image G have become the fourth area AR14 (red area) is the same as when the operation time limit has ended.

[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 handling flow] 13 is a flowchart showing a detailed example of the jump ball processing (step S300). The processing of steps S321, S323, S325, S327, and S329 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 jump ball processing includes only the first area AR11 and the fourth area AR14. For example, the first area AR11 may be an area that includes all of the first area AR11, the second area AR12, and the third area AR13 shown in FIG. 3 by also changing the second area AR12 and the third area AR13 to white.

[0134] In the jump ball processing, 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 processing of steps S327, S329, and S331 may be changed. Alternatively, the processing of steps S327, S329, and S331 may be executed in parallel. For example, the timing at which the jump icon is displayed 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. 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 falls within 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 falls within the first area AR11 (white area), it evaluates the operation as a first level, and when it determines that the operation direction falls within the fourth area AR14 (red area), it evaluates the operation as a fourth level.

[0136] If 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 ball catching image showing the ball B being caught head-on (successful catch). Furthermore, CPU 16 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 accumulated point value.

[0137] If it is determined that the operation direction of the movement operation is included in the fourth area AR14 (red area) (step S347: fourth area (red)), the CPU 16 displays a ball catching image corresponding to the fourth area AR14 (red area) (step S363). For example, the CPU 16 displays, as the ball catching image, an image in which the fielder character C1 is unable to catch the ball B (a failed catch). The CPU 16 also awards points corresponding to the fourth area AR14 (red area) to the user (step S365). For example, the CPU 16 awards points corresponding to the fourth level and updates the accumulated point value. The CPU 16 may not award points because the ball was not caught successfully.

[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 the movement operation was not performed within the operation time limit, the CPU 16 evaluates the movement operation as a mistake (failed to catch the ball) (step S345). For example, the CPU 16 displays information indicating that the movement operation was a mistake (failed to catch the ball) (for example, "late timing") and does not award points.

[0139] Note that 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 guide image G have become the fourth area AR14 (red area). That is, in the processing of step S343, it may be determined that the operation time limit has ended when all of the directional areas of the guide image G have become the fourth area AR14 (red area). Also, it may be determined that the operation time limit has ended when a predetermined percentage or more of the directional areas of the guide 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 the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 may be displayed, and when determining and evaluating the operation direction by the 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, just like in the normal ball processing.

[0143] In the spiky ball processing, 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 that displays an image of a "spiky ball" with thorns on the ball. In the spiky ball processing, the user can also recognize that ball B arriving from the knocker has thorns. Note that 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 at which the spiky ball icon is displayed on the game screen G200 is a timing that is recognized by the user as being simultaneous with the timing at which ball B (a ball with thorns) starts moving in step S427 and the timing at which the display of the guide image G starts in step S429.

[0144] 10. 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 falls within (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 processing, when the CPU 16 determines that the operation direction falls within 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 falls within 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 the ball B (spiky ball) hitting the fielder character C1 (failed escape). Furthermore, the CPU 16 awards points corresponding to the fourth area AR14 (red area) to the user (step S453). For example, the CPU 16 awards points corresponding to the fourth level, and updates the accumulated point value. Note that the CPU 16 may not award 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 area AR14 (step S447: fourth area (red)), the CPU 16 displays an image corresponding to the first area AR11 (white area) (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) (successful escape). Furthermore, the CPU 16 awards points corresponding to the first area AR11 (white area) to the user (step S465). For example, the CPU 16 awards points corresponding to the first level and updates the accumulated point 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 to escape) (step S445). For example, the CPU 16 displays information indicating that the movement operation is a mistake (failed to 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] Note that 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 guide image G have become the fourth area AR14 (red area). That is, in the processing 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 guide image G have become the fourth area AR14 (red area). Also, it may be determined that the timing when a predetermined percentage or more of the directional areas of the guide image G have become the fourth area AR14 (red area) is the same as when the operation time limit has ended.

[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, ball handling flow] 15 is a flowchart showing a detailed example of the "Don't Move the Ball" processing (step S500). The processing of steps S521, S523, S525, S527, and S529 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 "Don't Move the Ball" processing includes only the fourth area AR14. For example, the fourth area AR14 may be the entire area around the circumference of the guide image G in which the first area AR11, second area AR12, and third area AR13 shown in FIG. 3 have also been changed to white and red.

[0151] In the "Don't move" ball processing, 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 at which the "Don't move" icon is displayed 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 starts in step S527 and the timing at which the display of guide image G starts in step S529.

[0152] 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 movement operation has not been performed (step S541: NO), CPU 16 determines whether a certain time has elapsed since displaying guide image G (step S549). If it is determined that 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), CPU 16 assigns a first level evaluation based on the determination result and displays a ball catching image corresponding to first area AR11 (white area) (step S551). For example, CPU 16 displays a state in which ball B is caught head-on (successful catch) as the ball catching image. Furthermore, CPU 16 awards points corresponding to first area AR11 (white area) to the user (step S553). For example, CPU 16 awards points corresponding to the first level and updates the point accumulation value. Here, the certain time may be an operation time limit.

[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] As with normal ball processing, the CPU 16 may display a guide image G including the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14, and if a certain period of time has passed since the guide image G was displayed without any movement operation being performed, the CPU 16 may evaluate the situation as being at 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 this embodiment, a unit game (for example, one knock in a knocking practice game) including an acceptance period (for example, an operation time limit) during which a user's operation in response to an instruction for a single instruction direction to be operated by the user can be accepted 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 instruction direction, and a "spiky ball" (an example of a first special game) that should not be operated in the instruction 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 instruction direction.

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

[0158] Each of the plurality of unit games includes a "normal ball" (an example of a normal game) that the user should operate in 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 a user operation during an operation reception period (for example, an operation time limit) in which a "don't move ball" that does not display a "don't move" icon (an example of a second notification) that cannot occur with a "normal ball" is accepted.

[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 embodiments of the present invention have been described above in detail with reference to the drawings, the specific configurations are not limited to the above-described embodiments, and the present invention also includes designs that do not deviate from the gist of the present invention. For example, the configurations or processes described in the above-described embodiments can be combined in any manner.

[0161] [First Modified Example] 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 one opportunity to perform a movement operation for each knock, 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 portion of each of the regions AR11 to AR14. For example, the guide image G may 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 illustrating an example of a 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 in accordance with the shrinkage, changing from the state of guide image G11 to the state of guide image G12. Further, when the operation time limit expires, the first region AR11 may disappear, and the state of guide image G13 may change, leaving only the fourth region AR14. Note that this guide image G including only the first region AR11 and the fourth region AR14 corresponds to an example of a guide image G displayed during jump ball processing. In a typical example of jump ball processing, the first area AR11, the second area AR12, and the third area AR13 shown in Figure 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 guide image G may include only one directional region. 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 a 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 shows the portion of the guide image G 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, changing from the state of guide image G21 to the state of guide image G22. When further time passes and the operation time limit expires, 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 number of points (an example of a parameter).

[0164] [Fourth Modification] In the example of the game screen G200 shown in Figure 2, the guide image G is arranged in a circular (donut-shaped) shape centered at the feet of the fielder character C1 (i.e., so as to contain the fielder character C1), but the guide image G may also 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 a knock practice game in which the position of the guide image G is different. In the game screen G300 shown in FIG. 18, the guide image G is placed in a position on the lower left side that does not overlap with the fielder character C1 (not at the feet of the fielder character C1). In addition, in the game screen G400 shown in FIG. 19, the guide image G is placed in a position on the lower left side 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, rather than in the oval shape shown in FIG. 18. This allows the display position of the guide image G to be free from being limited to the position of the fielder character C1, enabling flexible game expression.

[0165] Furthermore, the guide image G may be displayed around the periphery of the game screen, rather than around the fielder character C1. Fig. 20 shows an example in which the guide image G is displayed around the periphery of 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 edges of the screen). In this case, since they are arranged along the periphery of the screen, the guide image G takes 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, as in the case of a circle, at least a part of the first area AR11, the second area AR12, and the third area AR13 may be changed over time. 21 shows an example of an arc-shaped guide image G. The shape of the illustrated guide image G31 is an arc band that includes only a first region AR11, a second region AR12, and a third region AR13. As time passes, the first region AR11, the second region AR12, and the third region AR13 gradually decrease from the state of guide image G31, and the state of guide image G32 is displayed. In this case, the fourth region AR14 may be displayed outside the first region AR11, the second region AR12, and the third region AR13 over time. Fig. 22 shows an example in which the fourth region AR14 is displayed over time in an arc-shaped guide image G. The shape of the illustrated guide image G33 is an arc band that includes 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. As the first region AR11, the second region AR12, and the third region AR13 gradually decrease over time from the state of guide image G33, the fourth region AR14 is gradually displayed in the gradually decreasing portion as the first region AR11, the second region AR12, and the third region AR13 gradually decrease, and the state of guide image G33 changes to that of guide image G34.

[0168] 23 shows an example of a linear guide image G. The shape of the illustrated guide image G41 is a strip with a first region AR11, a second region AR12, a third region AR13, and a fourth region AR14 lined up horizontally in a straight line. As time passes from the state of guide image G41, the first region AR11, the second region AR12, and the third region AR13 gradually decrease, and as this gradual decrease occurs, the fourth region AR14 gradually increases, changing to the state of guide image G42. Furthermore, in a 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 that includes only the first region AR11, the second region AR12, and the third region AR13. As time passes from the state of guide image G43, the first region AR11, the second region AR12, and the third region AR13 gradually decrease, and the state changes to that of guide image G44. In this case, the fourth region AR14 may be displayed outside the first region AR11, the second region AR12, and the third region AR13 over time. Fig. 25 shows an example in which the fourth region AR14 is displayed over time in a linear guide image G. The shape of the illustrated guide image G45 is a linear band that includes 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. As the first region AR11, the second region AR12, and the third region AR13 gradually decrease over time from the state of guide image G45, the fourth region AR14 is gradually displayed in the gradually decreasing portion as the first region AR11, the second region AR12, and the third region AR13 gradually decrease, and the state of guide image G46 is changed. 26 shows 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 horizontally, similar to the example in FIG. 23, but only the areas other than the first area AR11 change over time. The guide image G47 shown in the figure is arranged in a straight line horizontally horizontally, similar to the shape of the guide image G41 in FIG. 23, with the first area AR11, the second area AR12, the third area AR13, and the fourth area AR14 being arranged in a straight line horizontally. From the state of guide image G47, the second area AR12 and the third area AR13 gradually decrease over time, and as this gradual decrease occurs, the fourth area AR14 gradually increases, resulting in a change to the state of guide image G48. In this way, some of the directional areas do not need to change over time.

[0169] If the guide image G is polygonal, the directional area may be set in a strip-shaped area on the side of the polygon, and the directional area may be changed over time in the same way 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 guide image G51, the first area AR11, the second area AR12, and the third area AR13 gradually decrease over time, and as this gradual decrease occurs, the fourth area AR14 gradually increases, changing to the state of guide image G52. The guide image G is not limited to a triangle, but may be a square, 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 a change in the area change speed in the guide image G. Guide images G61 to G65 show an example of a change in the guide image G over time when the area change speed is constant. In 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 as time passes 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 this decrease. On the other hand, guide images G71 to G75 show an example of a change in the guide image G over time when the area change speed gradually increases. As time passes from time t0 to time t4, the first area AR11, the second area AR12, and the third area AR13 gradually decrease, and the rate of decrease gradually increases. As this gradual decrease occurs, the rate at which the fourth area AR14 gradually decreases gradually increases. This allows the user to enjoy the game in a way that an earlier movement operation is more advantageous when the speed of change is increased over time, and allows the user to enjoy the game in a way that a better result can be achieved by specifying the correct 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 directional area in the guide image G changes gradually. 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 this decrease. Meanwhile, the guide images G91 to G95 gradually change 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 in accordance with this decrease at regular intervals, and the fourth area AR14 gradually increases in accordance with this decrease at each time. This allows the direction area to change in stages, giving the user a gaming element in which they can perform a movement operation while it is still advantageous.

[0172] [Ninth Modification] Furthermore, when the directional region changes in stages as in the above eighth modified example, the guide image G may be a polygon with one side being a straight line representing one of the central angles θ1, θ2, or θ3, and the number of sides of the polygon may be increased according to the stage. 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 area AR11 does not change over time. In the example shown, as time passes, the second area AR12 and the third area AR13 gradually decrease, and the fourth area AR14 gradually increases, in the order of guide images G101 to G104. The first area AR11 does not change. 31 shows an example of a guide image G in which the second area AR12 does not change over time. In the example shown, as time passes, the first area AR11 and the third area AR13 gradually decrease, and the fourth area AR14 gradually increases, in the order of guide images G111 to G114. The second area AR12 does not change.

[0174] [Eleventh Modification] The operation time limit may be set separately, independent of 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 independently of 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 and the number of times the ball has been successfully caught in succession. This allows the user to have a gaming experience in which they can perform a movement operation within an operation time limit that is different from the change in the directional area.

[0176] [13th Modification] Instead of assigning points (an example of a parameter) according to each area 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 as a result of the character performing a catching action according to the directional area specified by the movement operation.

[0177] [Modified Example 14] In the above embodiment, an example has been described in which the speed (area change speed) at which the directional area (directional 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 has been described in which the initial value of the directional 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, like the ability parameters of the fielder character C1, are parameters that affect the progress of the game. 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 force with which the bat hits the ball, and "contact," which indicates the accuracy with which the bat hits the ball. For example, the ability parameters of the knocker character C2 are set to the same values ​​as the ability parameters set in the training part. Furthermore, the ability parameters of the knocker character C2 may be set uniformly in advance or may be set in advance for each character type. Furthermore, the ability parameters of the knocker character C2 may be determined randomly for each game. For example, the gradual decrease speed (area change speed) of the directional area (directional range) or the initial value of the directional area (directional range) may be determined according to the total value of the knocker character C2's power and contact. The ability parameters of the knocker character C2 are not limited to power and hit, 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 off against the fielder character C1, and an ability parameter (an example of a second parameter) that affects the progress of the game is set for the knocker character C2. The change unit 166 may determine the gradual decrease speed when gradually decreasing the directional 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 the area change speed when gradually decreasing at least a part of the first area AR11, the second area AR12, and the third area AR13 according to the ability parameter of the knocker character C2.

[0180] According to the above configuration, the terminal device 10 controls 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 results of training the opponent game object (for example, the knocker character C2), making the game more entertaining.

[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 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) based on at least one of the ability parameters of the fielder character C1 or 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 higher points (bonus points) as the bonus evaluation than when the evaluation was given by the first level. 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 (for example, one knock in a knocking practice game) including an acceptance period (for example, an operation time limit) during which a user's operation can be accepted in response to an instruction for a direction to be operated by the user for one time 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 the multiple unit games. Also, the change unit 166 increases the speed of gradual decrease (area change speed) when gradually decreasing the direction range (directional area) in the "next unit game" or "part or all of the next and 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 are likely to earn a high rating, thereby increasing the difficulty of the game and earning a high rating.

[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 the rhythm of the music, a direction specification element may be combined with the timing operations, as in the movement operations of the above embodiments. Furthermore, the configurations of the above embodiments can 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] A program for implementing the functions of the control unit 160 may be recorded on a computer-readable recording medium, and the program may be loaded into a computer system and executed to perform the processing of the control unit 160. Here, "loading a program recorded on a recording medium into a computer system and executing it" includes installing the program on a computer system. The term "computer system" here includes hardware such as an operating system and peripheral devices. The term "computer system" may also include multiple computer devices connected via a network, including the Internet, a wide area network (WAN), a local area network (LAN), or a dedicated line. The term "computer-readable recording medium" refers to portable media such as floppy disks, optical magnetic disks, ROMs, and CD-ROMs, as well as storage devices such as hard disks built into a computer system. Thus, a recording medium storing a program may be a non-transitory recording medium such as a CD-ROM. The term "recording medium" also includes internal or external recording media accessible from a distribution server for distributing the program. The program code stored on the recording medium of the distribution server may be different from the program code in a format executable on a terminal device. In other words, the format in which the program is stored on the distribution server is not important as long as it can be downloaded from the distribution server and installed in a format executable on a terminal device. The program may be divided into multiple parts, each downloaded at a different time 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" also includes a storage medium that stores a program for a certain period of time, such as volatile memory (RAM) within a computer system that serves as a server or client when a program is transmitted over a network. The program may also be a program that realizes part of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that can realize the above-described functions in combination with a program already stored in the computer system.

[0188] Furthermore, 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 implemented as a processor, or some or all of the functions may be integrated into a processor. Furthermore, the integrated circuit method is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit technology that can replace LSI emerges due to advances in 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: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0190] (Appendix A1) One aspect of the present invention is a program executed by a computer included in a device that processes a game based on a user's operation, the program including: a reception unit (161, S141) that receives a user's operation; a display control unit (163, S129, S229, S329, S429, S529) that displays 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; and a determination unit (164, S129, S229, S329, S429, S529) that determines whether the user's operation direction relative to the indicated direction is within a predetermined direction range (e.g., a central angle θ1) corresponding to the indicated direction. and a change unit (166, S123, S129, S223, S229, S323, S329, S423, S429, S523, S529) that gradually decreases the direction range (e.g., central angle θ1) during an acceptance period (e.g., an operation time limit) in which a user's operation for the indicated direction can be accepted, and the display control unit displays the indicator in a display mode (e.g., a first area AR11) that indicates the direction range, and changes the display mode of the indicator in response to the gradual decrease in the direction range.

[0191] According to the above configuration, the directional range corresponding to the instruction direction to be operated by the user is gradually reduced during the acceptance period in which the user's operation can be accepted, and the display mode indicating the directional range is changed in accordance with the gradual reduction in the directional range, thereby making it possible to change the difficulty of the user's movement operation. As a result, by gradually reducing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve the effect of realizing a game that requires the user to perform the movement operation as quickly as possible.

[0192] (Appendix A2) One aspect of the present invention is the program described in Appendix A1, in which the direction range is divided into a plurality of direction ranges in stages as the direction moves away from the indicated direction, the determination unit determines whether the operation direction is included in any of the plurality of divided direction ranges, the change unit gradually reduces some or all of the plurality of divided direction ranges (e.g., direction 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) that indicates each of the plurality of divided direction ranges, and changes at least a part of the display mode that indicates each of the plurality of divided direction ranges of the indicator in response to the gradual reduction of the plurality of divided direction ranges.

[0193] According to the above configuration, during the acceptance period in which the user's operation can be accepted, the plurality of directional ranges divided into stages are gradually reduced over time as the user moves away from the indicated direction in which the operation should be performed, and the display mode indicating each of the plurality of 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 has the effect of realizing a game that requires the user to perform the movement operation as early as possible by gradually reducing the directional range of the operation direction in which the operation should be performed by the movement operation over time.

[0194] (Appendix A3) One aspect of the present invention is a program 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 gives the operation direction a lower evaluation than when it is judged to be included in the direction range.

[0195] According to the above configuration, since the user's movement direction is evaluated lower as it moves away from the direction (optimal direction) in which the user should move, it is easier to obtain a high evaluation by performing the movement 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 movement 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 direction range (e.g., central angle θ1, first area AR11) so that the direction range becomes zero by the time the acceptance period (e.g., operation time limit) ends.

[0197] According to the above configuration, if the user's movement operation exceeds the acceptance period (e.g., operation time limit), the direction range corresponding to the indicated direction (optimal direction) that the user should operate will disappear, thereby achieving the effect of realizing a game that requires the user to perform the 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) according to 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 at which the directional range (e.g., central angle θ1, first area AR11) is gradually reduced. This allows the difficulty level of the game to change depending on the results of training the game object (e.g., fielder character C1), making the game more entertaining.

[0200] (Appendix A6) One aspect of the present invention is a program described in Appendix A5, in which there is an opponent game object (e.g., a knocker character C2) that faces off against the game object, and a second parameter (e.g., an ability parameter) that affects the progress of the game 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) according to the second parameter.

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

[0202] (Appendix A7) One aspect of the present invention is a program described in any one of Appendices A1 to A4, wherein a game object (e.g., a fielder character C1) related to a user's operation is set with a first parameter (e.g., an ability parameter) that affects the progress of the game, an opponent game object (e.g., a knocker character C2) exists that faces the game object, and a second parameter (e.g., an 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., the ability parameter of the fielder character C1) or the second parameter (e.g., the ability parameter of the knocker character C2).

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

[0204] (Appendix A8) One aspect of the present invention is a program described 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 user 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 direction range (e.g., central angle θ1, central angle θ2, central angle θ3) in the ``next unit game'' or ``some or all of the next and subsequent unit games'' based on the result of a certain unit game.

[0205] According to the above configuration, the initial value of the direction 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 increasing the interest of the game.

[0206] (Appendix A9) One aspect of the present invention is a program described 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 direction range in the ``next unit game'' or ``some or all of the unit games from the next onwards'' based on the result of a certain unit game.

[0207] According to the above configuration, the rate at which the direction range gradually 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 increasing the interest of the game.

[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 ball B will arrive) is determined randomly 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 a program as described in Appendix A3, in which a unit game (e.g., one knock in a knocking 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 gradual reduction (area change speed) when gradually reducing the direction range in the ``next unit game'' or ``some or all of the unit games from the next onwards.''

[0211] According to the above configuration, by continuously performing operations that will earn a high score, a higher score can be earned and the difficulty level of the game can be increased, thereby making the game more entertaining.

[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 knocking 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 multiple times, and each of the multiple 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 player must operate in the indicated direction, the game also includes a special game in which the player receives a high rating if the player operates in the opposite direction to the indicated direction, making the game highly diverse and increasing the game's enjoyment.

[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 knocking 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 played multiple times, and each of the multiple 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, the game includes not only a normal game in which the player must operate in the indicated direction, but also a special game in which the player is highly evaluated for not operating the game, making it possible to create a highly diverse game and increase the game's enjoyment.

[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 user operation, the display control unit displays the object (e.g., a guide image G) centered on a contact position where the game object is contacted on a contact surface (e.g., a ground) in the game space, and the reception unit is capable of receiving user operation at least with respect to the contact 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) indicating a direction in which the user should operate (S129, S229, S329, S429, S529); and a step of determining whether the user's operation direction relative to the indicated direction is within a predetermined direction range (e.g., a central angle θ1) corresponding to the indicated direction. and steps (S123, S129, S223, S229, S323, S329, S423, S429, S523, S529) of gradually decreasing the direction range (e.g., central angle θ1) within an acceptance period (e.g., an operation time limit) during which a user's operation for 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 direction range, and the display mode of the indicator is changed in response to the gradual decrease in the direction range.

[0219] According to the above configuration, the directional range corresponding to the instruction direction to be operated by the user is gradually reduced during the acceptance period in which the user's operation can be accepted, and the display mode indicating the directional range is changed in accordance with the gradual reduction in the directional range, thereby making it possible to change the difficulty of the user's movement operation. As a result, by gradually reducing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve the effect of realizing a game that requires the user to perform the movement operation as quickly 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 area 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., a central angle θ1) corresponding to the instruction direction; and a change unit (166) that gradually reduces the direction range (e.g., the central angle θ1) within an acceptance period (e.g., an 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., the first area 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, the directional range corresponding to the instruction direction to be operated by the user is gradually reduced during the acceptance period in which the user's operation can be accepted, and the display mode indicating the directional range is changed in accordance with the gradual reduction in the directional range, thereby making it possible to change the difficulty of the user's movement operation. As a result, by gradually reducing the directional range of the operation direction to be operated by the movement operation, it is possible to achieve the effect of realizing a game that requires the user to perform the movement operation as quickly 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 the target area (areas AR11 to AR14) specified by the operation on the screen (S129); and changing the area over time while the operation is possible (S123, S129).

[0223] According to the above configuration, by changing the area over time, it is possible to change the difficulty of the movement operation over time, which has the effect of realizing a game that requires the user to perform the movement operation as quickly as possible by shrinking 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 (area change speed) over time based on the results of the movement operation (for example, 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 the game more interesting.

[0226] (Appendix B3) One aspect of the present invention is a program 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., special abilities such as defensive ability, running ability, arm strength, etc. in basic information) set for the 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 level of the game according to the parameters of the character, thereby increasing the interest of the game. Furthermore, this also encourages the user to enthusiastically train the character, thereby increasing the opportunities for the user to play the game.

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

[0229] According to the above configuration, the user's parameters are changed based on the parameters assigned to the area designated by the user's operation. This encourages the user to perform the operation of designating the area with the goal of changing the parameters as advantageously as possible, thereby increasing the entertainment value of the game.

[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 areas, areas that will result in an advantageous outcome for the user if designated by an operation can be made to shrink over time, while areas that will result in an unfavorable outcome for the user if designated 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 described in any one of Appendices B1 to B5, wherein the changing step changes the initial state of the area based on the result of the operation (S121).

[0233] According to the above configuration, the initial state of the area is changed depending on 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 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 to specify a direction, a step (S129) of arranging a target area specified by the operation on the screen, and steps (S123, S129) of changing the area over time during the time when the operation is possible.

[0235] (Appendix B8) One aspect of the present invention is a game device that includes an operation receiving unit (161) that receives an operation to specify a direction, a placement unit (163) that places the target area specified by the operation on the 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 memory unit, 16 CPU, 30 server device, 150 data memory unit, 151 character information memory unit, 152 area information memory 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 that runs on a computer included in a device that processes game operations based on user input, A reception desk that accepts user input, A display control unit that displays an object having an indicator that indicates the direction in which the user should operate, and displays the indicator in a display mode that shows a predetermined directional range corresponding to the indicated direction, A determination unit that determines whether the direction of an operation performed within a reception period during which user operations in the indicated direction can be accepted falls within the predetermined direction range, An evaluation unit that evaluates the user's operation based on the determination result from the determination unit. The computer is made to function as follows: The game is a game in which a unit game including the acceptance period is played repeatedly, and based on the result of a certain unit game, at least one of the acceptance period or the predetermined directional range is determined for some or all of the subsequent unit games. program.

2. A game processing method performed on a computer included in a device that processes a game based on user operations, Steps to accept user input, The steps include displaying an object having an indicator that indicates the direction in which the user should operate, and displaying the indicator in a display mode that shows a predetermined directional range corresponding to the indicated direction, The steps include determining whether the direction of the operation performed within the acceptance period during which user operations in the indicated direction can be accepted falls within the predetermined direction range, A step of evaluating the user's actions based on the result of the above determination, It has, The game is a game in which a unit game including the acceptance period is played repeatedly, and based on the result of a certain unit game, at least one of the acceptance period or the predetermined directional range is determined for some or all of the subsequent unit games. Game processing method.

3. A game device that processes a game based on user operations, A reception desk that accepts user input, A display control unit that displays an object having an indicator that indicates the direction in which the user should operate, and displays the indicator in a display mode that shows a predetermined directional range corresponding to the indicated direction, A determination unit that determines whether the direction of an operation performed within a reception period during which user operations in the indicated direction can be accepted falls within the predetermined direction range, An evaluation unit that evaluates the user's operation based on the determination result from the determination unit, Equipped with, The game is a game in which a unit game including the acceptance period is played repeatedly, and based on the result of a certain unit game, at least one of the acceptance period or the predetermined directional range is determined for some or all of the subsequent unit games. Game device.