Computer program, game system used therefor, and control method

The game system enhances gameplay by determining and disclosing pitcher-batter tendencies, enabling users to make informed decisions and enriching the gaming experience.

JP2026023080APending Publication Date: 2026-02-13KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2024124811
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-31
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

Existing baseball game systems do not effectively associate pitcher pitches with the hitting tendencies of the batter, limiting the game's ability to provide a risk-taking element.

Method used

A computer program and game system that determines and discloses the range of tendency information related to the abilities of both the pitcher and batter, using a display device to provide this information to the user.

Benefits of technology

Enhances gameplay by allowing users to learn about weak pitches and make informed decisions based on the disclosed tendencies, thereby enriching the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a computer program capable of providing a new game property.SOLUTION: The computer program PG2 causes the control unit 31 (computer), which is incorporated in the game machine 3 that provides a baseball game to a user, to function as the following means. In other words, it is made to function as means for determining the disclosure range of the tendency information as the information relating to at least one of the batting tendency of the batter character 53 and the pitching tendency of the pitcher character 52 based on the pitching of the pitcher character 52, and means for providing the tendency information in the disclosure range to the user.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated into a game system that provides a baseball game to a user, using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch. [Background technology]

[0002] There is a game system that provides a user with a baseball game by utilizing an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitched ball. For example, a game device that provides a baseball game in which instructions regarding the pitcher (pitcher object)'s pitching are executed is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-071136 Summary of the Invention [Problem to be solved by the invention]

[0004] In the game device of Patent Document 1, a matrix showing the distribution of hitting tendencies, such as hitting tendencies against straight pitches or curveball pitches, is displayed on the game screen. Hitting tendencies are represented by colors such as red, yellow, and blue, in descending order of hitting tendencies. However, this merely discloses the hitting tendencies of the batter (batter object), and does not associate the pitches of the pitcher with the range of the hitting tendencies that are disclosed. For this reason, it is not possible to obtain the game element of, for example, taking a risk to learn about weak pitches.

[0005] Therefore, an object of the present invention is to provide a computer program or the like that can provide new gameplay. [Means for solving the problem]

[0006] The computer program of the present invention is configured to cause a computer incorporated into a game system that provides a baseball game to a user, using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch, to function as a range determination means that determines, based on the pitch, a disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and an information provision means that provides the tendency information within the disclosure range to the user via the output device.

[0007] On the other hand, the game system of the present invention is a game system that provides a user with a baseball game using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch, and is equipped with a range determination means that determines, based on the pitch, a disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and an information provision means that provides the tendency information within the disclosure range to the user via the output device.

[0008] Furthermore, the control method of the present invention utilizes an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch, to cause a computer incorporated in a game system that provides a baseball game to a user to execute a range determination procedure that determines, based on the pitch, a disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and an information provision procedure that provides the tendency information within the disclosure range to the user via the output device. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the network system. [Figure 3] FIG. 1 is an explanatory diagram for explaining an example of a playing format of a baseball game. [Figure 4]FIG. 10 is a diagram schematically showing an example of a first game screen. [Figure 5] FIG. 10 is a diagram schematically showing an example of a second game screen. [Figure 6] FIG. 10 is an explanatory diagram for explaining an example of trend information. [Figure 7] FIG. 10 is an explanatory diagram for explaining an example of a change in the disclosure scope. [Figure 8] 10 is a flowchart showing an example of a procedure for a disclosure determination process. [Figure 9] FIG. 10 is an explanatory diagram for explaining an example of a method for disclosing trend information according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, a game system in which a computer program according to an embodiment of the present invention is implemented (a game system according to an embodiment of the present invention) will be described with reference to the accompanying drawings.

[0011] (Overall composition) First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Fig. 1. As shown in Fig. 1, the network system 1 is configured as a client-server system including a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5.

[0012] The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc., which are multiple computer devices. However, the center server 2 may also be configured as a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.

[0013] The game machine 3 is an example of a game device, and is a computer device that provides a predetermined game. The game machine 3 is equipped with a computer program according to an embodiment of the present invention, and functions as a game system according to an embodiment of the present invention in the network system 1. The game machine 3 may include various game devices (computer devices) that provide games. In the example of FIG. 1, three types of game machines 3A, 3B, and 3C are shown as the game machines 3.

[0014] The game machine 3A is configured as a commercial (business) game machine 3 that allows users to play games within a range corresponding to the payment of a predetermined fee in exchange for the payment of the fee. This type of game machine 3 is sometimes called an arcade game machine. The game machine 3A (hereinafter sometimes called an arcade game machine 3) is often installed in a predetermined facility such as a store, with the main purpose of generating revenue by having many users repeatedly play games.

[0015] On the other hand, the game machines 3B and 3C are configured as user terminal devices provided for personal use by users. A user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. User terminal devices include various computer devices, such as stationary or notebook personal computers (PCs), stationary home game consoles, portable game consoles, portable tablet terminal devices, and mobile phones including smartphones. Various user terminal devices can be used as the game machines 3B and 3C. FIG. 1 shows a PC and a smartphone as examples of the game machines 3B and 3C. Hereinafter, the game machines 3B and 3C may be referred to as a PC 3B and a smartphone 3C, respectively, and when there is no need to distinguish between them, they may be referred to as a personal game machine 3. Note that in the example of FIG. 1, multiple types of game machines 3 are connected to the center server 2; however, only one type of game machine 3 may be connected to the center server 2, and the number of game machines 3 connected to the center server 2 may be any appropriate number.

[0016] The personal game machine 3 can be equipped with various computer software programs to allow users to enjoy various services provided by the center server 2. The personal game machine 3 functions as a game machine 3 that provides games by installing game applications (hereinafter, sometimes referred to as game apps) as such software. Game apps may be distributed for a fee or free of charge. Furthermore, whether the game app is distributed for a fee or free of charge, it may include billing elements as appropriate depending on the progress of the game, etc.

[0017] The game machine 3 provides a baseball game as a predetermined game. The baseball game is a type of game that simulates playing the sport of baseball. The baseball game is played through characters displayed as objects on the game screen. Characters include not only human concepts but also various concepts that are given personal characteristics, such as animals and objects (e.g., vehicles). The characters (objects) may be represented appropriately on the game screen, and may be represented in a virtual three-dimensional form or as cards. The characters may be players or managers. Alternatively, they may play other roles in the baseball game. Furthermore, the characters may be operated directly by the user or indirectly via automatic control in accordance with various user instructions. Baseball games may be classified into different types of games, such as action games or simulation games, depending on the type of operation. Alternatively, they may be classified according to the role of the character, such as player or manager. Baseball games may be played in multiple play formats depending on the type of game, etc. The multiple play formats will be described in more detail below.

[0018] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 includes the Internet as a WAN, and various connection facilities or devices such as a LAN or an access point AP that connects the center server 2 and the game machines 3 to the Internet.

[0019] The center server 2 provides various game machine services related to baseball games to the game machines 3 or their users. The game machine services may include, for example, a distribution service or a matching service. The distribution service is a service that distributes and updates programs or data via the network 5. The center server 2 appropriately distributes various programs or data necessary for providing a baseball game to each game machine 3 through such a distribution service. The matching service is a service that matches opponents in a game (or cooperators if cooperative play is included). Note that the game machine services may also appropriately include, for example, an authentication service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives and stores data such as the usage history of the authenticated user from the game machine 3. Alternatively, the above-mentioned services, such as the matching service when the opponent is a computer, may be omitted as appropriate.

[0020] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation.

[0021] The storage unit 22 is an external storage device including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a distributed manner across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute processes necessary to provide various services to users. The storage unit 22 also stores server data SD necessary for providing services for the game machine, etc. The server data SD may include various types of data. FIG. 2 shows play data PD, character data CD, and team data TD as examples of such data.

[0022] The play data PD is data that manages information about the playing record for each user. For example, a baseball game may have various possessions such as items, and the possessions owned by each user are managed by the play data PD. The character data CD is data that defines each character that appears in the baseball game. The character data CD describes information on various parameters associated with each character. The parameters of each character may change (for example, grow) through game play. In this case, the change in parameters (differences from the parameters defined in the character data CD) is managed, for example, by the play data PD. The team data TD is information for managing each baseball team that appears in the baseball game.

[0023] The server data SD may include appropriate data for implementing various services, such as ID management data for managing various IDs, such as a user ID for identifying each user. The play data PD, character data CD, and team data TD are all part of the game data GD. The server data SD may also include appropriate game data GD, such as image data for displaying various images for game screens or audio data for playing game sounds (including background music).

[0024] The control unit 21 is provided with various logical devices realized by combining the hardware resources of the control unit 21 with the server program PG1 as software resources. An example of such logical devices is shown in FIG. 2, which shows a game machine service management unit 24. The game machine service management unit 24 is a logical device that executes various processes for realizing the above-mentioned game machine services for the game machine 3. Input devices such as a keyboard and output devices such as a monitor may be connected to the control unit 21 as needed. However, these devices are not shown in the drawings.

[0025] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for its operation.

[0026] The storage unit 32 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. The storage unit 32 stores a game program PG2 as an example of a computer program that causes the control unit 31 to execute various processes necessary to provide a service such as a game. The storage unit 32 also stores game data GD necessary for providing a game. The game data GD may include various types of game data, such as image data, audio data, or ID management data, as appropriate. FIG. 2 shows play data PD, character data CD, and team data TD as examples of such data.

[0027] The game data GD may be stored in the storage unit 32 by any suitable method. For example, it may be pre-installed in the game machine 3, or may be stored in the storage unit 32 via various recording media. As an example, the play data PD, character data CD, and team data TD are provided from the center server 2 through a distribution service.

[0028] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 with the game program PG2 as software resources. The control unit 31 executes various processes necessary for providing the game via the logical devices (including processes necessary for enjoying the game machine services provided by the game machine service management unit 24 of the center server 2). In Figure 2, a progress control unit 33 and a data management unit 34 are shown as examples of logical devices.

[0029] The progress control unit 33 is a logical device that performs various processes related to the progress of the baseball game. For example, the progress control unit 33 executes processes for realizing a match (match) (including, for example, processes for moving each character in the match according to a user's operation or instruction). As an example of such processes, the progress control unit 33 executes a disclosure determination process. The details of the procedure for the disclosure determination process will be described later.

[0030] The data management unit 34 is a logical device that performs various processes related to the management of the game data GD recorded in the storage unit 32. The processes performed by the data management unit 34 include, for example, data acquisition processing, data update processing, and data transmission processing. The data acquisition processing is processing that acquires game data GD such as play data PD, character data CD, and team data TD from the center server 2. The data update processing is processing that appropriately updates the game data GD. Similarly, the data transmission processing is processing that provides (transmits) the game data GD to the center server 2.

[0031] The game machine 3 is provided with appropriate output devices and input devices depending on the type of game machine 3, such as an arcade game machine 3 or a personal game machine 3. For example, the arcade game machine 3 may be provided with a control panel as an input device having a stick-shaped operation unit for indicating various directions and push button switches used for various decisions. The input device may also be a fee collection device for collecting a predetermined fee required for the game from the user using cash, substitute coins, medals, electronic currency (including points), a credit card function, or the like. Similarly, the PC 3B is often provided with an input device such as a keyboard with multiple push buttons or a dedicated controller instead of a control panel. The following describes a case where a smartphone 3C is used as the game machine 3.

[0032] The game machine 3 (smartphone 3C) may be provided with appropriate general-purpose output devices, such as a camera and a communication device that are provided in a typical smartphone. FIG. 2 shows, as examples, a monitor MO, a speaker SP, and a touch sensor TS. The monitor MO is a display device for displaying a game screen including various images. The speaker SP is an audio playback device for outputting various sounds, such as music such as background music, sound effects according to user instructions, or character voices. The monitor MO and the speaker SP are both examples of output devices connected to the control unit 31 and are controlled in response to output signals from the control unit 31. The touch sensor TS is an example of an input device connected to the control unit 31 and is a detection device for detecting the position of a touch operation. The touch sensor TS is arranged to cover the display surface of the monitor MO. The touch sensor TS inputs (outputs) to (from) the control unit 31 a signal corresponding to the position of a touch operation on the game screen displayed on the monitor MO.

[0033] (Baseball game play format) Next, the play formats of a baseball game will be described with reference to FIG. 3. FIG. 3 is an explanatory diagram for explaining an example of a play format of a baseball game. As shown in FIG. 3, a baseball game includes five play formats: A) team play, B) field play, C) turn play, D) tactical play, and E) automatic play. A baseball game may include various elements. The play formats can be appropriately classified according to these elements. A) to E) are play formats classified according to the method of controlling players in a baseball game match (match). Note that the example in FIG. 3 is an example of play formats and classification methods. Also, the names of each play format are examples for ease of explanation. A baseball game is not limited to these and may be classified into various play formats. An appropriate name may be used for each play format.

[0034] Team play is a type of play format in which the user directly controls all or a suitable portion of the players (characters) belonging to a baseball team. In this play format, the user controls actions such as pitching and batting, fielding, and base running. Some of the players include, for example, a pitcher who pitches, a player who handles batted or thrown balls when fielding, a batter who bats, or a runner when running the bases. The player to be controlled may be switched automatically or in response to a user's command. This type of baseball game is classified as an action game. It is also a basic game format in baseball games.

[0035] Field play is a type of play format in which the user directly controls only specific players from among those belonging to a baseball team. In this play format, the user controls only the actions of a single player, such as batting and fielding. On the other hand, the game progresses automatically in situations other than when a specific player is playing (for example, when the player is controlling the pitcher and the team is on offense).

[0036] A turn play is a type of play in which the user controls players (either some or all) only in specific scenes in a baseball game. In this play format, the user controls the actions of the players in scenes (situations) determined by predetermined rules, such as random or user-defined scenes (for example, when there is a chance to score).

[0037] Tactical play is a type of play format in which the user issues tactical instructions from the perspective of a manager. In other words, in this format, the user plays as a manager. For this reason, the user often does not perform operations related to the actions of the players. The user issues instructions to the players by selecting predetermined tactics, such as how to attack the batter (e.g., focusing on low balls) or a batting strategy (e.g., aiming for fly balls), and progresses the game. The actions of each player themselves are often automatically controlled by a computer. For this reason, this type of baseball game is often classified as a simulation game.

[0038] Auto play is a type of play format in which the game (match) progresses completely automatically. In this play format, the user is not involved in the progress of the match. For example, auto play is used in baseball games that include a player development section. This type of baseball game is also often classified as a simulation game.

[0039] (Match screen) Next, a game screen will be described with reference to FIGS. 4 and 5. The game screen is a game screen used in a baseball game (match). The game screen may have appropriate functions for implementing the game, and differs depending on the function, play format, etc. Instructions to the pitcher character, etc., are implemented using instruction methods that correspond to the differences in play format, etc. FIGS. 4 and 5 each schematically show an example of a game screen. Specifically, the example of FIG. 4 shows an example of a game screen used in a play format in which the user directly controls the pitcher character. Play formats in which the user controls the pitcher character include, for example, play formats A) to C) in the example of FIG. 3. Hereinafter, the game screen in the example of FIG. 4 and the game screen in the example of FIG. 5 will be referred to as the first game screen 50A and the second game screen 50B, respectively, to distinguish them from each other. On the other hand, when the first game screen 50A and the second game screen 50B are not distinguished from each other, they may both be referred to as the game screen 50.

[0040] 4, the first game screen 50A includes a field 51, a pitcher character 52, a batter character 53, a catcher character 54, an umpire character 55, a pitch instruction section 56, and a pitch type information section BV. The pitcher character 52, the batter character 53, the catcher character 54, and the umpire character 55 are characters (objects) corresponding to the pitcher, batter, catcher, and umpire, respectively, in a baseball game. In this example, the pitcher character 52 and the batter character 53 function as the pitcher object and the batter object, respectively, of the present invention.

[0041] The field 51 corresponds to the ground in real baseball and functions as an area where various characters (objects), such as a pitcher character 52, play a game. Various objects, such as a home base 57 corresponding to the home base used to judge strikes in real baseball, are arranged on the field 51. Various objects related to baseball, such as a ball object corresponding to a baseball, are also displayed on the field 51 as appropriate. Similarly, the field 51 also includes various other parts defined in accordance with the rules of baseball, such as a batter's box and a mound. The batter's box defines the position from which the batter character 53 should hit the ball (the act of hitting the ball object). The mound defines the position from which the pitcher character 52 should pitch (the act of throwing the ball object to the batter character 53).

[0042] The pitch instruction section 56 is a section where coordinate-indicating instructions are executed to indicate the coordinates of a target position where the ball object should arrive when pitched by the pitcher character 52. The pitch instruction section 56 specifies the position where the pitcher character 52 should throw the ball object, that is, the position where the pitch should be executed. For this reason, the pitch instruction section 56 is displayed when the pitcher character 52 is the control target.

[0043] The pitch instruction unit 56 may be configured as appropriate as long as it can indicate a target position. In the example of FIG. 4, it is configured to correspond to a referee plane. The referee plane is a plane used in real baseball games as a concept for visualizing the trajectory of a ball thrown by a pitcher or various calls, such as a strike. The referee plane often represents a plane corresponding to the strike zone, for example, a cross section taken vertically at a predetermined position in the strike zone (the area above home plate where a strike should be called). The referee plane is often configured to include not only the strike zone but also a ball zone (outside the strike zone) for determining the trajectory, etc. Often, the referee plane includes multiple squares spaced at regular intervals in the vertical and horizontal directions. In the example of FIG. 4, the pitch instruction unit 56 includes a zone frame ZF indicating the strike zone and nine squares DA (only some of the symbols are shown). The nine squares DA are formed by dividing the strike zone (inside the zone frame ZF) into three equal vertical divisions (high, low, and center) and three equal horizontal divisions (outside, inside, and center) at regular intervals. The pitch instruction unit 56 is placed next to the pitcher character 52 instead of at a predetermined position in the strike zone. On the other hand, the display of the judgment surface is omitted.

[0044] The pitching position is specified by specifying each position (coordinates of the target position) of the pitching instruction unit 56 based on the nine squares DA. The position may be specified as appropriate depending on the input device provided in the game machine 3. For example, if a touch sensor is provided as the input device, the position may be specified by a touch operation on the pitching instruction unit 56. In the example of FIG. 4, a cursor 58 is disposed on the pitching instruction unit 56. The cursor 58 is an object for specifying a position. The cursor 58 may be operated as appropriate, and in the case of the arcade game machine 3, for example, it may be operated by a stick-type operation unit. As an example, it is operated by a touch operation. Specifically, the cursor 58 moves to the position of the touch operation. When a position is specified by the cursor 58, a position (coordinates) corresponding to that position on the judgment surface functions as the target position for the pitch. The pitcher character 52 then pitches the ball toward that target position on the judgment surface. For this reason, the user specifies the target position (coordinates) at which the pitcher character 52 is to pitch the ball while moving the position of the cursor 58 via a touch operation. If the pitch is a curveball, the position of the cursor 58 may be the position before the curveball breaks or the position after the curveball breaks. Alternatively, the cursor 58 may be configured to indicate the positions of the curveball before and after the curveball breaks.

[0045] The pitching position designation (instruction) may be appropriately reflected in the pitch of the pitcher character 52. For example, the pitcher character 52 may pitch the ball so that it passes through a coordinate position on the judgment plane that corresponds to the coordinate position of the cursor 58. In other words, the designation of the pitching position may be used directly as designation of the actual pitching trajectory (the position on the judgment plane through which the ball object passes, or the portion of the ball object's trajectory that the batter character 53 can hit). Alternatively, the designation of the pitching position may reflect the pitcher character 52's abilities (parameters), such as control or stamina, and determine the actual pitching trajectory. Furthermore, after the pitching position is designated, an opportunity to designate the release timing may be provided, and the designation may be reflected in the pitching trajectory so that if the release timing is optimal, the designation is followed, but as the release timing deviates from the designation, the designation deviates. In other words, the results of a sub-game or the like may be appropriately intervened between the designation of the pitching position and the actual pitching trajectory.

[0046] The pitch information section BV displays information about the type of pitch pitched by the pitcher character 52. In addition to the pitch trajectory (pitching position), various elements that characterize the pitch of the pitcher character may be provided. For example, the pitch characteristics include the type of pitch. The type of pitch is information indicating the types of pitches available in a baseball game, such as a curveball, a straight ball, or a changeup. The type of pitch pitched by the pitcher character 52 may be designated as appropriate. For example, the type of pitch may be designated in a pitch designation opportunity. The pitch designation opportunity may be realized as appropriate, for example, via a screen that presents options for pitches that the pitcher character 52 can throw. Alternatively, if a controller with various push buttons is used as an input device, the type of pitch may be designated by a combination of push buttons corresponding to the type of pitch. The pitch information section BV displays information about the type of pitch designated in the pitch designation opportunity (for example, a "circle change"). In the play formats A) to C), the pitcher character 52 is instructed to pitch via the pitching instruction unit 56, for example.

[0047] Meanwhile, the example of FIG. 5 shows an example of the second game screen. The second game screen 50B is a game screen 50 used in a tactical play format. In the example of FIG. 5, components common to the example of FIG. 4 are assigned the same reference numerals and their description is omitted. In the second game screen 50B, instead of specifying the detailed pitch position as in the first game screen 50A, the pitch position is determined through tactical instructions. Specifically, as shown in FIG. 5, the second game screen 50B includes a tactical option group 61G and a judgment section 62 instead of the pitch instruction section 56 and the pitch type information section BV of the first game screen 50A. The judgment section 62 is a section formed to function as a judgment surface at a predetermined position in the strike zone. Like the pitch instruction section 56, the judgment section 62 includes a zone frame ZF and nine squares DA (only some of the symbols are shown). The judgment section 62 is used to determine the pitch trajectory, indicating the position through which the ball object has passed. For this reason, the determination unit 62 may also include a ball zone, but the display of the ball zone is omitted in the example of FIG.

[0048] The tactical option group 61G includes multiple tactical options 61 (only some of the options are indicated by symbols). Each tactical option 61 corresponds to a tactical instruction that specifies a tactic related to the pitching strategy. In other words, instead of a target position, the tactical instruction is executed by selecting each option. Any type of tactical option may be provided in the game. In the example of FIG. 5, eleven tactical options 61 are shown, each corresponding to eleven types of tactics. For example, the tactical option group 61G includes tactical options 61 such as "center on outside corner," "center on inside corner," "center on low pitch," and "center on high pitch." These correspond to pitching tactical instructions that are centered (focused) on the outside corner, inside corner, low pitch, and high pitch, respectively.

[0049] The outside corners and the like in the tactical options 61 are not limited to the strike zone. For example, if the batter character 53 is a left-handed batter, the outside corners and the inside corners in the strike zone correspond to the three squares DA forming the rightmost vertical column and the three squares DA forming the leftmost vertical column in the determination unit 62, respectively. On the other hand, the outside corners and the inside corners in the pitching tactics include the areas further outside (further to the right of the rightmost vertical column) and the areas further inside (further to the left of the leftmost vertical column) of the strike zone, respectively. Therefore, for example, when the tactical option 61 "center of outside corners" is selected, the pitcher character 52 will pitch the ball object to the outside corner, including the rightmost vertical column in the determination unit 62 or the area further to the right of that. The same applies to "center low" and "center high." The low and high corners in the strike zone correspond to the three squares DA forming the bottom horizontal column and the three squares DA forming the top horizontal column in the determination unit 62. The low and high pitching tactics include the lower side of the strike zone (below the bottom horizontal row) and the upper side (above the top horizontal row), respectively. Therefore, when these tactical options 61 are selected, the pitcher character 52 will pitch below the bottom horizontal row or above the top horizontal row of the determination unit 62.

[0050] However, the pitching tactics selected in the tactical options 61 do not necessarily have to be executed exactly as selected. For example, the pitching tactics selected in the tactical options 61 may reflect the pitcher character 52's abilities, changing the accuracy (deviation or degree of agreement) of the pitching tactics. Alternatively, other factors, such as a lottery, may intervene, resulting in a pitch that differs from the pitching tactics. Pitching tactics instructions may be executed at an appropriate frequency, such as for each at-bat or each inning. For example, they may be executed for each pitch. Furthermore, the types of tactical options 61 included in the tactical option group 61G may be fixed or variable. For example, they may be variable and change depending on the game situation. For example, the "runner alert" tactical option 61 is only presented when there is a runner on first or second base. Furthermore, there may be types of tactical options 61 that are only presented for players with specific abilities (traits). Touch operations on the pitching instruction unit 56 in the example of FIG. 4 or touch operations to select each tactical option 61 in the example of FIG. 5 function as play instructions in the present invention. Furthermore, the coordinate designation method and the tactical designation method function as a plurality of designation methods of the present invention.

[0051] (Trend information) Next, the tendency information will be described with reference to FIGS. 6 and 7. The baseball game has a function of disclosing tendency information based on the pitches of the pitcher character 52. Specifically, various tendency information is set for each character (player), and tendency information regarding the opposing player is initially kept secret from the user. Then, the tendency information is gradually disclosed to the user based on the pitches of the pitcher character 52. This function may be set to OFF, and when set to OFF, disclosure of tendency information based on pitches may be omitted (in this case, the tendency information may be disclosed from the beginning or may be kept secret and not disclosed). The ON / OFF function makes it possible to provide a game that suits the preferences of various users. Furthermore, the tendency information of the opponent may be disclosed from the beginning to people other than the user (for example, the opponent, or spectators if present, etc.).

[0052] FIG. 6 is an explanatory diagram illustrating an example of tendency information. The tendency information is information indicating tendencies related to the abilities (ability as a player) of each player (character) in a baseball game. The tendency information may appropriately include information on various tendencies related to the play of each player, such as pitching tendency information or batting tendency information. The batting tendency is information indicating tendencies related to the batting of the batter character 53. The pitcher tendency is information indicating tendencies related to the pitching of the pitcher character 52. The tendency information may be information that does not directly affect the play of each player (e.g., the batting of the batter character 53), such as mere track record, but as an example, is realized by predetermined parameters and directly affects the play of each player. For example, the pitcher tendency affects factors such as the strike rate, strikeout rate, ground ball rate, weak batting rate, and double play rate. The batting tendency also affects factors such as the probability of a hit, the velocity of the batted ball, or the distance traveled. Below, a case where batting tendency information is disclosed as an example of tendency information will be described.

[0053] The batting tendency information is information that affects the batted ball speed and the like that occurs when the ball object is hit by a hit from the batter character 53. The batting tendency may be set indirectly, for example, through parameters that define various abilities, or may be set directly as a type of parameter. The batting tendency parameters of the batter character 53 may be set appropriately, for example, randomly (by lottery). As an example, in the case of a character based on a real baseball player, the parameters are set based on the performance of that baseball player. On the other hand, in the case of a character not based on a real baseball player, the parameters are set arbitrarily by the game creator. In addition to batting tendency, tendency information such as pitching tendency may also be set in a similar manner.

[0054] Note that tendency information such as weaknesses may be variable. For example, the tendency information may change depending on predetermined conditions, such as for each pitch. Specifically, for example, if a batter has a tendency to be weak at pitches low and outside but strong at pitches high and inside, the degree of weakness at low and inside pitches may decrease based on pitches to the low and outside. In other words, a change may occur for each pitch, such as a slight improvement in pitch trajectory or a slight improvement in the opposite trajectory of the pitch trajectory (such as a diagonal trajectory or a trajectory symmetrical with the exact center). Furthermore, the influence of tendency information such as batting tendency or pitching tendency (e.g., corrections in the calculation of batted ball speed or flight distance) may be uniform or variable. For example, the influence of batting tendency may change depending on the instruction method. For example, the influence of batting tendency may be small for an instruction method that allows for detailed instruction of pitch trajectory, etc., and large for an instruction method that allows for less freedom of instruction (less influence). For this reason, for example, the influence of batting tendency on a batted ball may be set to be greater with the tactical instruction method than with the coordinate instruction method. In this case, the difference in instruction method can be reflected in the batting tendency. More specifically, the difference in the pitching trajectory, etc., can be made more noticeable depending on the degree of instruction available, thereby reducing disadvantages, etc., due to differences in instruction method.

[0055] Batting tendency information may be provided as appropriate. For example, a dedicated display unit for displaying batting tendency information may be provided on the game screen 50. The batting tendency information may then be displayed on that display unit. Alternatively, the batting tendency information may be displayed on a game screen other than the game screen 50 (e.g., a player data viewing screen that can be viewed during the game). The example of FIG. 6 illustrates a case in which the pitch instruction unit 56 on the first game screen 50A or the judgment unit 62 on the second game screen 50B is used to provide batting tendency information. The pitch instruction unit 56 and the judgment unit 62 include a zone frame ZF and nine squares DA. The batting tendency information may also be provided as text information, such as "good at hitting high outside pitches" or "very weak at hitting inside pitches." The example of FIG. 6 illustrates a case in which batting tendency information is provided using different color schemes associated with the batting tendency information.

[0056] Specifically, as shown in FIG. 6, a disclosure range of batting tendency information is determined based on a pitching path position 71 indicating the pitching path of the pitcher character 52, and batting tendency information within that range is provided through changes in color scheme (in the example of FIG. 6, differences in color are represented by changes in display mode). More specifically, a predetermined range of squares (positions) DA is determined as the disclosure range based on the square DA (position) to which the pitching path position 71 belongs. The predetermined squares DA may be set as appropriate, and in the example of FIG. 6, it is set to five squares DA in a cross-shaped range centered on the square DA to which the pitching path position 71 belongs, including the squares DA above, below, and to the left and right of the square DA. Therefore, when the pitcher character 52 pitches a ball to the center, the batting tendency of the batter character 53 regarding pitches right down the middle, low in the middle, high in the middle, inside in the middle, and outside in the outside are determined as the disclosure range.

[0057] Batting tendencies may include various tendencies. For example, batting tendencies may include pitch type tendency information related to the type of pitch or pitch course tendency information related to the pitch course. Furthermore, these tendencies may be expressed appropriately, for example, as multi-level tendencies using numerical values, symbols, etc. The example in FIG. 6 shows a case in which course tendency information for batting tendencies is expressed as three types of tendencies: favorable course, unfavorable course, and normal course, and the pitch course (the position of square DA) is classified into one of these categories. The favorable course and unfavorable course are batting tendencies that have favorable and unfavorable effects, respectively, on batting factors such as the probability of a hit, the ball speed, or the flight distance. In other words, pitches to the favorable course are likely to be advantageous for the batter character 53, while pitches to the unfavorable course are likely to be advantageous for the pitcher character 52. On the other hand, the normal course is a pitch course that is neither favorable nor unfavorable, and is a batting tendency that does not particularly affect batting. Information regarding these tendencies is then notified within the scope of disclosure.

[0058] The example in FIG. 6 shows a case where tendency information for all pitch trajectories (nine squares DA) is not disclosed (white), but tendency information for the cross-shaped range is disclosed in response to a pitch to trajectory position 71. For example, the square DA in the exact center, which includes trajectory position 71, changes from a white (or transparent background) display mode to a grid-like display mode. The grid-like display mode functions as tendency information indicating a favored trajectory. In other words, the grid-like display mode provides (notifies) information that the batting tendency is that the very center is a favored trajectory. Similarly, the squares DA to the left, right, and below the exact center square DA change to a gray display mode. The gray display mode functions as tendency information indicating a normal trajectory. In other words, the gray display mode provides information that the inside trajectory and outside trajectory at the center height, as well as the normal trajectory, are at the center height. Meanwhile, the square DA above the exact center changes to a display mode with diagonal lines to the right. The diagonal lines display mode functions as tendency information indicating a poor trajectory. In other words, the diagonal lines display mode provides information that the high center is a poor trajectory.

[0059] FIG. 7 is an explanatory diagram illustrating an example of a change in the disclosed range. The example in FIG. 7 shows a zone frame ZF and each square DA. For ease of explanation, a portion of the ball zone that can form the judgment surface is also shown. Within the ball zone, multiple ball squares BD (only some of which are marked) are formed in the same size as each square DA. Each ball square BD is used to determine the pitching trajectory in the ball zone. (1) to (3) in FIG. 7 show an example of the disclosed range that is sequentially revealed by three pitches, and (4) shows an example of the disclosed range when the ball object deviates into the ball zone. In (1) to (3), the numbers "1" to "3" indicating the order of pitches are used as the trajectory positions 71. For ease of explanation, (1) to (4) in FIG. 7 show the tendency information (information on favored trajectories, etc.) of each square DA in the disclosed range in black. However, in reality, as in the example in FIG. 6, different colors (display modes) are displayed depending on the type of hitting tendency, such as favored trajectories.

[0060] As shown in (1) and (4) of Figure 7, the batting tendency disclosure range is limited to the strike zone, as an example. Therefore, even if a ball square BD outside the zone frame ZF is included in the cross-shaped range, that ball square BD is not included in the disclosure range. For example, as shown in (1) of Figure 7, if the first pitch's course is the middle square DA in the rightmost column (the center inside course for a right-handed batter), the left, right, top, and bottom of that square fall within the cross-shaped range. However, one of the cross-shaped ranges (the ball square BD to the right of the square DA containing the "1," shown as a dotted pattern) is outside the zone frame ZF, i.e., outside the strike zone. Therefore, the four squares DA (black areas in the example of Figure 7) excluding that one ball square BD are determined to be the disclosure range. Then, information on the batting tendency for these four squares DA, i.e., whether the ball square is a good course, a bad course, or a normal course, is disclosed.

[0061] Also, for example, as shown in (4) of Figure 7, even if the pitch trajectory of the first pitch falls outside the zone frame ZF, to the right of the bottom-right square DA (ball zone), the cross range is determined based on that point. However, within that cross range, only the square DA to the left of the pitch trajectory is located in the strike zone (inside the zone frame ZF), and only that square DA is determined as the disclosure range. In other words, in this case, most of the cross range falls within the ball square BD, which is excluded from the disclosure range. Therefore, only batting tendency information for one square DA within the zone frame ZF is disclosed.

[0062] The disclosed range may be limited to the strike zone as appropriate. For example, if the pitch path is ball square BD, the nearest square DA (strike zone) may be used as the basis for the cross range. In other words, the cross range may be set as appropriate as long as it is set based on the pitch path, and it does not have to include the pitch path itself. Similarly, for example, in the case of a pitch that is so far away from the ball zone that it does not include the strike zone at all, the cross range may be set based not on the ball square BD that includes the pitch path, but on an appropriate ball square BD next to it (identified based on the ball square BD that includes the pitch path).

[0063] On the other hand, as shown in Figure 7 (2), if the second pitch following pitch (1) is pitched to the left of the first pitch, the left, right, top, and bottom of that pitch will fall within the cross-shaped range. However, the vertical row of squares DA on the right and the square DA in the exact center (the square DA containing "2") have already been determined as part of the disclosure range by the first pitch. Therefore, the only squares added to the disclosure range by the second pitch are the squares DA in the high middle (above "2"), the low middle (below "2"), and the square DA to the left of "2" (the outside pitch for a right-handed batter). Based on the results of the second pitch, batting tendency information for these three pitches is disclosed.

[0064] As shown in Figure 7 (3), if the third pitch following pitch (2) falls in the bottom left-hand square DA, the area to the left, right, and above and below it falls within the cross-shaped area. However, the area to the left and below the pitch's path (square DA, corresponding to the low outside corner for a right-handed batter) is outside the strike zone ZF (i.e., the ball square BD in the ball zone). Therefore, these two ball squares BD are excluded from the disclosure area. Furthermore, among the cross-shaped areas set based on the pitch's path (square DA, marked "3"), the other squares DA within the strike zone ZF other than the pitch's path have already been determined as the disclosure area by the second pitch. Therefore, the only square added to the disclosure area by the third pitch is the bottom left-hand square DA (low outside corner for a right-handed batter), which is the third pitch's path. Then, batting tendency information for this one square is disclosed based on the results of the third pitch. For example, only the strike zone of the cross-shaped range set based on the pitch trajectory is determined as the disclosure range. The disclosure range expands with each pitch, and the disclosed batting tendency information also increases. Furthermore, the disclosure of the tendency information is maintained until the end of the current game.

[0065] If the disclosure range includes a square DA (range) that has already been disclosed, the content of the tendency information disclosed may change depending on the square DA that has already been disclosed. For example, an undisclosed square DA in the disclosure range may simply display whether the pitcher is good or bad at a certain pitch, while a disclosed square DA may display the degree of the tendency. Alternatively, an undisclosed square DA in the disclosure range may display course tendency information, while a disclosed square DA may display pitch type tendency information related to that square DA (pitching course). In other words, the content of the disclosed information, such as from summary to details, may change with each inclusion in the disclosure range. Furthermore, the disclosure period for batting tendency information (trend information) may be set appropriately. For example, batting tendency information, such as a good course, may be hidden for each pitch. In other words, the disclosure of batting tendency information may not be cumulative, but may be pitch-by-pitched. Furthermore, the disclosure of tendency information may be maintained from the next game onwards. In other words, tendency information may be hidden only for the first match (game), and the display of tendency information disclosed up to the previous match may be maintained for the next and subsequent games. Alternatively, the display of the tendency information may be reset at appropriate predetermined intervals, such as after each game. In other words, the disclosed tendency information may be made non-disclosed again at predetermined intervals. Alternatively, only the display of the tendency information disclosed for each player's final pitch may be maintained for each game.

[0066] (Network system processing) Next, the procedure of the disclosure determination process will be described with reference to FIG. 8. The disclosure determination process is a process for disclosing tendency information based on a pitch by the pitcher character 52. The progress control unit 33 starts the disclosure determination process of FIG. 8 each time the pitcher character 52 executes a pitch, and first determines the pitch trajectory of that pitch (step S101). For example, in the case of the second game screen 50B, the pitch trajectory is determined using the determination unit 62. On the other hand, in the case of the first game screen 50A, the pitch trajectory is determined using a judgment surface (not shown) provided in the strike zone so as to correspond to the pitch instruction unit 56. Specifically, the position through which the ball object passes on the judgment unit 62 or judgment surface is determined as the pitch trajectory. In addition, ball squares BD (not shown, as an example) in the example of FIG. 7 are provided around the judgment unit 62 and the judgment surface, and the pitch trajectory in the ball zone is also determined via the ball squares BD.

[0067] Next, the progress control unit 33 determines a predetermined range based on the pitching trajectory determined in step S101 (step S102). As an example, the predetermined range is set to a cross-shaped range centered on the pitching trajectory, as described above. Therefore, the progress control unit 33 determines, as the predetermined range, the squares DA or the ball squares BD in the cross-shaped range that includes the pitching trajectory determined in step S101 as its center.

[0068] Next, the progress control unit 33 determines the disclosure range of the tendency information based on the predetermined range determined in step S102 (step S103). The disclosure range of the tendency information is course tendency information related to the predetermined range determined in step S102. However, the disclosure range is limited to the squares DA that belong to the strike zone within the predetermined range. Therefore, the disclosure range is determined to be course tendency information related to the squares DA inside the zone frame ZF within the cross range determined in step S102, i.e., information on favored courses, etc.

[0069] Next, the progress control unit 33 discloses the tendency information for the disclosure range determined in step S103 (step S104). This disclosure is realized via the pitch instruction unit 56 in the case of the first game screen 50A, and via the determination unit 62 in the case of the second game screen 50B. Specifically, the squares DA belonging to the strike zone within the predetermined range are changed to a color scheme (display mode) according to the type of batting tendency, such as a favored course. After this disclosure (change in color scheme), the progress control unit 33 ends the current disclosure determination process. As a result, course tendency information, such as a favored course, for the squares DA (courses) belonging to the strike zone within the cross-shaped range including the pitching course of the pitcher character 52 is disclosed. In other words, a function is realized that discloses batting tendency information related to course tendency information based on the pitches of the pitcher character 52.

[0070] As described above, in this embodiment, the disclosure range of tendency information related to the abilities of the batter character 53 and the like is determined based on the pitch of the pitcher character 52, and tendency information is provided (disclosed) within that disclosure range. This allows the pitches of the pitcher character 52 to be associated with the disclosure range of tendency information. Therefore, it is possible to provide a game element in which the pitcher character 52 takes a risk by pitching to a pitch that is likely to be hit, rather than only pitching to a relatively difficult-to-hit location, such as a low outside corner, in order to clarify batting tendency information. Alternatively, it is possible to provide a game element (strategy) in which pitching tendency information is disclosed by not hitting an easy-to-hit location but instead letting it pass. Furthermore, by associating the pitcher character 52's pitches with the disclosure range of tendency information, it is possible to provide an element (game element) similar to the thrill of real baseball. This allows for new game element in which tendency information, such as batting tendency, pitching tendency, pitch type tendency information, or course tendency information, is disclosed in accordance with the pitch of the pitcher object, thereby improving the enjoyment of the game.

[0071] Furthermore, for example, if not only the pitch trajectory but also tendency information such as a preferred trajectory within a predetermined range (trajectory) set based on the pitch trajectory is disclosed, the pitcher must take the predetermined range into account when pitching, thereby providing new gameplay features related to pitch trajectory. In particular, if the predetermined range is set as a cross-shaped range, the more difficult the trajectory, the narrower the disclosed range, and the wider the range is in the center, thereby achieving a balance between the risk of being hit and the width of the disclosed range. Furthermore, if the ball zone is excluded from the disclosed range, pitchers are encouraged to pitch within the strike zone. Furthermore, for example, batting tendency information such as a preferred trajectory disclosed based on the pitch directly affects the outcome of the baseball game by reflecting it in the ball's flight distance, etc. This new gameplay feature can be brought closer to the thrill of real baseball (information gathering). As a result, the entertainment value of baseball games can be further enhanced.

[0072] In the above embodiment, the progress control unit 33 of the game machine 3 functions as the range determination means and information provision means of the present invention by executing the procedure of Fig. 8. Specifically, the progress control unit 33 functions as the range determination means by executing step S103 in Fig. 8, and as the information provision means by executing step S104.

[0073] The present invention is not limited to the above-described embodiment and may be embodied in various modified or altered forms. Furthermore, the present invention may be embodied in various forms obtained by appropriately combining various technical means included in the above-described embodiment and the following modified embodiments. For example, in the above-described embodiment, information (trend information) on batting tendencies, such as favored courses, is generated in units of squares DA. However, the present invention is not limited to such an embodiment. FIG. 9 is an explanatory diagram illustrating an example of a method for disclosing batting tendencies (trend information) according to a modified embodiment. The example in FIG. 9 shows a zone frame ZF, nine squares DA, and surrounding ball squares BD included in the pitch instruction unit 56 and the judgment unit 62. As shown in FIG. 9, batting tendencies, such as favored courses, may be set and disclosed in units smaller than the square DA. As a result, the color scheme (display mode) of each square DA may change in a mottled manner. The same applies to the predetermined range. If the predetermined range is smaller than the squares DA and the ball squares BD, those squares DA and BD may be omitted. Furthermore, the disclosed range is not limited to the strike zone and may include the ball zone. In the example of Figure 9, instead of the cross-shaped range in the example of Figure 6, three squares DA (top, middle, and bottom) centered on the pitching course, and the same number of squares DA adjacent to them, are set as the specified range, and the batting tendency is set in units smaller than the units of the squares DA.

[0074] In the above-described embodiment, batting tendency information includes trajectory tendency information and pitch type tendency information. However, the present invention is not limited to such an embodiment. For example, batting tendency or pitching tendency may include ball speed tendency information related to pitch speed, such as whether a batter is good at fastballs or slowballs. Furthermore, the disclosure range of trajectory tendency information, etc., is not limited to a uniform predetermined range (or even the strike zone therein) and may be varied as appropriate. For example, the disclosure range may be widened or narrowed depending on the pitch trajectory, pitch type, or ball speed. In this case, the disclosure range may be varied depending on the risk of a hit. For example, if a fastball is pitched high, the risk is considered low (the degree of risk may be set appropriately in advance), so the disclosure range may be set narrow. On the other hand, if a slowball is pitched high, the risk is considered high, so the disclosure range may be set wide.

[0075] In the above-described embodiment, course tendency information is disclosed as batting tendency information. However, the present invention is not limited to this embodiment. For example, tendency information may include pitch type tendency information regarding pitch types, such as favorable pitches and weak pitches, or pitch speed tendency information. Course tendency information may also be included in pitching tendencies. For example, pitching tendencies may include course tendency information such as favorable pitches (e.g., pitches where a batter can perform better than his / her original ability) or weak pitches (e.g., pitches where a batter cannot perform his / her original ability), or pitch type tendencies such as favorable pitches. Pitching tendencies and batting tendencies may include different types of tendency information. For example, one of pitching tendencies and batting tendencies may include course tendency information, while the other may include pitch type tendency information. Alternatively, pitch type tendency information in pitching tendencies may be the probability of throwing a specific pitch type, such as a curveball, while pitch type tendency information in batting tendencies may be the slugging percentage for a specific pitch type. In other words, pitch type tendency information may be different information in pitching tendencies and batting tendencies. The same applies to other tendency information, such as course tendency information.

[0076] Furthermore, course tendency information and the like may be combined to form a trend. For example, a tendency may be formed such as a preferred course for fast pitches or a preferred course for slow pitches. The preferred course information presented to the user may be differentiated depending on the selected pitch. For example, when a fast pitch is pitched to a batter character 53 with a preferred course for fast pitches, only speed tendency information within a predetermined range may be disclosed, or both speed tendency information and course tendency information may be disclosed. Furthermore, when differentiated information is provided, the tendency information disclosed may vary depending on the pitch speed or pitch type. For example, if preferred course information is provided for each pitch type, the preferred course of the straight pitch may be revealed when a straight pitch is thrown.

[0077] Furthermore, tendency information such as batting tendency may change depending on the dominant hand of the pitcher character 52 or the batter character 53. For example, the batter character 53 may have course tendency information such as a preferred course depending on the dominant hand of the pitcher character 52. Then, the course tendency information such as a preferred course may change depending on the dominant hand of the pitcher character 52 while he is on the mound. Furthermore, tendency information such as a preferred course may change depending on various factors other than the dominant hand. For example, each player may have tendency information such as a preferred course depending on various factors such as the stadium where the game is held, the time of day, the opponent, and the player's condition. Then, the tendency information corresponding to the factor may change depending on the factor in the target game.

[0078] In the above-described embodiment, the tendency information is disclosed based on the pitches of the pitcher character 52. However, the present invention is not limited to this embodiment. Various elements for disclosing tendency information may be provided in addition to the pitches of the pitcher character 52. For example, a baseball game may be provided with various events, and these events may include an event for studying an opponent (one example of an event for disclosing the opponent's tendency information). Then, when a disclosure condition is met, such as when a predetermined result is achieved in the event (which may occur randomly or based on appropriate conditions, such as a predetermined time or a predetermined playing situation), tendency information (which may be all or an appropriate part) such as the opponent's favored course may be disclosed. In this case, for example, when a game against a strong opponent is scheduled, a strategy can be provided, such as executing a play that will (or may have) cause this event to occur.

[0079] The baseball game may also be provided with an item for disclosing tendency information. For example, tendency information (which may be all or a suitable portion) such as an opponent's favorite course may be disclosed based on the user's use of the item at any time. Items may be acquired during the game, and if the game includes modes other than the game (such as a training mode), items acquired in those modes may be allowed to be used in the game.

[0080] Furthermore, a baseball game may be provided with a special ability that allows tendency information to be disclosed (e.g., a special ability that indicates a player with high insight), and tendency information may be disclosed by a player (e.g., a catcher) with that special ability. Alternatively, such a special ability may be assigned to a character other than a player, such as a manager, coach, or scorer. The effect of the special ability may then be exerted on the team to which that character is organized. In these cases, the game may provide the user with a gaming experience in which they can organize characters (players, managers, etc.) with such abilities (or, if a training part is included, train such characters). Similarly, various other abilities related to tendency information, such as an ability to expand the scope of disclosure or, conversely, an ability to narrow the scope of disclosure, may be provided as appropriate.

[0081] In the above-described embodiment, the influence of the tendency information on the play of each player is realized by the parameters of each player. However, the present invention is not limited to this embodiment. For example, the tendency information may be realized by a probability element other than parameters such as strike rate or hit rate. Alternatively, the tendency information may be realized by changing the parameters of the opposing player, such as the pitcher character 52 in the case of a batting tendency, or the batter character 53 in the case of a pitching tendency (for example, the pitching power of the pitcher character 52 in the case of a batting tendency). Also, in the above-described embodiment, the game machine 3 provides a baseball game. However, the present invention is not limited to this embodiment. For example, the game machine 3 may provide various games in which pitches are made, such as softball or cricket.

[0082] In the above-described embodiment, the network system 1 includes the center server 2. However, the present invention is not limited to this embodiment. For example, in cases where an offline game that can be played without connecting to a network 5 is provided, the center server 2 may be omitted, and the game machine 3 may function alone as the game system of the present invention. Alternatively, conversely, the center server 2 may perform all or part of the functions (various processes, etc.) of the game machine 3. In this case, the combination of the game machine 3 and the center server 2 (for example, the network system 1), or the center server 2 alone (including the case where it is configured by multiple server devices) may function as the game system of the present invention.

[0083] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0084] The computer program of the present invention is configured to cause a computer (31) incorporated into a game system (3) that provides a user with a baseball game, using an output device including a display device (MO) that displays at least one of a pitcher object (52) that throws a ball object and a batter object (53) that hits the ball object, and an input device (TS) that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch, to function as range determination means (33) that determines, based on the pitch, the disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and information provision means (33) that provides the user with the tendency information within the disclosure range via the output device.

[0085] According to the present invention, the disclosure range of tendency information related to the abilities of a pitcher object or the like is determined based on the pitch of the pitcher object, and the tendency information is provided (disclosed) within that disclosure range. This allows the pitcher object's pitches to be associated with the disclosure range of tendency information. This allows for gameplay that involves, for example, taking risks by pitching to pitches that are considered relatively difficult to hit, such as low and outside, in order to uncover tendency information. Alternatively, the gameplay (strategy) can be enhanced by, conversely, disclosing tendency information by not hitting an easy pitch and instead letting it pass. Even in real baseball, pitchers do not necessarily have information about a batter's tendencies, such as their preferred pitches. Instead, they may gradually gather information by observing the batter's reactions when pitching. Such information gathering can be considered one of the thrills of baseball. By associating the pitcher object's pitches with the disclosure range of tendency information, elements (gameplay) similar to the thrill of baseball can be added. These features allow for new gameplay and ultimately enhance the game's enjoyment.

[0086] The tendency information may include various tendency information related to the baseball abilities (plays) of the pitcher object and the batter object. For example, the tendency information may include tendency information related to the pitcher object's fielding ability (defensive ability), such as poor glove handling and difficulty in handling ground balls. The tendency information may also include tendency information related to the batter object's defense, such as difficulty in handling ground balls and difficulty in handling fly balls. Therefore, for example, in one aspect of the present invention, the tendency information may include at least one of batting tendency information indicating the batter object's batting tendency and pitching tendency information indicating the pitcher object's pitching tendency, and the range determination means may determine the disclosure range of at least one of the batting tendency information and the pitching tendency information. In this case, new gameplay can be achieved by disclosing tendency information such as batting tendency or pitching tendency in accordance with the pitch of the pitcher object.

[0087] Batting tendencies may include information on various tendencies related to batting. Similarly, pitching tendencies may include information on various tendencies related to pitching. For example, batting tendencies may include course tendency information regarding pitch courses, such as a good course and a bad course. Alternatively, batting tendencies may include pitch type tendency information regarding pitch types, such as a good course and a bad course. Similarly, pitching tendencies may include course tendency information such as a good course (e.g., a course on which a player can perform better than his / her original ability) or a bad course (e.g., a course on which a player cannot perform his / her original ability), or a pitch type tendency, such as a good course. Pitching tendencies and batting tendencies may include different types of tendency information. For example, one of pitching tendencies and batting tendencies may include course tendency information, while the other may include pitch type tendency information. Alternatively, pitch type tendency information in pitching tendencies may be the probability of throwing a specific type of pitch, such as a curveball, while pitch type tendency information in batting tendencies may be the slugging percentage for a specific type of pitch. In other words, pitch type tendency information may be different information in pitching tendencies and batting tendencies. The same applies to course tendency information.

[0088] For example, in an aspect in which the tendency information includes at least one of batting tendency information and pitching tendency information, the batting tendency information and the pitching tendency information may include at least one of pitch type tendency information regarding the type of pitch of the pitch and course tendency information regarding the pitch course of the pitch, and the range determination means may determine the disclosure range for at least one of the pitch type tendency information and the course tendency information based on the type of pitch or the pitch course of the pitch. In this case, a new game element can be added by having tendency information such as pitch type tendency information or course tendency information disclosed in accordance with the pitch of the pitcher object.

[0089] The disclosure range of pitch type tendency information and pitch trajectory tendency information may be determined as appropriate. For example, if a pitcher object throws a curveball, pitch type tendency information such as whether the curveball is good or bad may be disclosed. Similarly, pitch trajectory tendency information such as whether the pitcher object's pitch trajectory is good or bad may be disclosed. In other words, pitch type tendency information may be disclosed within a disclosure range limited to the pitch type or pitch trajectory thrown by the pitcher object. The disclosure range may be determined by a combination of pitch type and pitch trajectory. For example, if a curveball is thrown low and in the middle, strengths and weaknesses regarding curveballs in the middle and in the low position may be disclosed. Furthermore, pitch type tendency information within a predetermined range may be disclosed based on the pitch of the pitcher object, such as breaking balls when a curveball is thrown, inside pitches when the pitch trajectory is low and in the middle, and low pitches in general including outside pitches.

[0090] The predetermined range may be set as appropriate. For example, in the case of pitch type tendency information, it may be set according to the classification of pitch type, such as breaking balls. Alternatively, the predetermined range may be a predetermined pitch type that is pre-associated with the pitch as a reference, such as a curveball and a slider in the case of a curveball. The same applies to course tendency information. The predetermined range may also be set based on the pitch course. Specifically, in the case of a pitch course that is low and middle, tendency information such as pitch type tendency information for low pitches in general, course tendency information, or a combination thereof may be disclosed. Furthermore, the disclosure range of tendency information may include the ball zone or may be limited to the strike zone.

[0091] For example, in an aspect in which the tendency information includes at least one of pitch type tendency information and trajectory tendency information, the range determination means may determine, based on the pitch trajectory, at least one of the pitch type tendency information and the trajectory tendency information relating to a predetermined range of positions relative to the pitch trajectory as the disclosed range. In this aspect, the tendency information may be associated with a strike zone defined as a range in which a pitch is judged as a strike in the baseball game, and the range determination means may determine, as the disclosed range, at least one of the pitch type tendency information and the trajectory tendency information relating to positions within the predetermined range of positions that fall within the strike zone so that the disclosed range is limited to the strike zone. Furthermore, the predetermined range of positions may be set as a cross-shaped range including the squares (DA) above, below, and to the left and right of the square (DA) that is formed by dividing the decision plane corresponding to the strike zone defined as a range in which a pitch is judged as a strike in the baseball game at regular intervals. In these cases, the tendency information for the position of a predetermined range (for example, a cross-shaped range) set based on the pitching trajectory is disclosed, which allows for new gameplay related to the pitching trajectory.

[0092] The batting tendency may or may not affect the batting of the batter object. For example, the batter tendency may be information simply indicating the batting performance of the batter object (which may or may not be controlled by the user). Alternatively, the batting tendency may be information based on the parameters of the batter object. The batting tendency may also be information that generates a similar tendency through a lottery or other method. In other words, the batting of the batter object may be controlled so that it is executed in accordance with the batting tendency. The same applies to pitching tendency. The pitching tendency may be information that does not have a direct effect (e.g., mere performance), or may be information that directly affects pitches based on parameters or the like. For example, in one aspect of the computer program of the present invention, the batting may be controlled so that the batting tendency affects the ball that is hit when the ball object is hit by the batting. In this case, the batting tendency disclosed based on the pitch directly affects the outcome of the baseball game. This allows the new gameplay to be closer to the thrill of real baseball (information gathering).

[0093] Play instructions may be implemented as appropriate. For example, play instructions may be instructions to directly operate a pitcher object, etc. Or, play instructions may be instructions regarding various elements such as the pitching trajectory (or batting position), the type of pitch, or strategy. The pitcher object, etc. may be automatically controlled in accordance with these instructions. In other words, the pitcher object, etc. may be indirectly operated via instructions. Also, there may be one type of play instruction or multiple types. In other words, play instructions may include multiple types of instructions that have different effects, such as direct operation or indirect operation. Furthermore, different types of play instructions may affect other elements.

[0094] For example, the influence of tendency information, such as the influence of batting tendency on batting or the influence of pitching tendency on pitching, on batting or the like may vary depending on the type of play instruction. For example, in an aspect in which batting tendency affects batting, the play instruction may include a plurality of instruction methods that have different influences on the pitch when the pitch is instructed, and the influence of the batting tendency on the batted ball may vary depending on the plurality of instruction methods. Also, in this aspect, the plurality of instruction methods may include a coordinate instruction method that indicates the coordinates of a target position to which the ball object should reach by the pitch, and a tactical instruction method that indicates a tactical strategy regarding the pitching strategy, and the influence of the batting tendency on the batted ball may vary depending on each instruction method so that the tactical instruction method has a greater influence than the coordinate instruction method. In these cases, differences in instruction methods can be reflected in the batting tendency. This can reduce disadvantages, etc., caused by differences in instruction methods.

[0095] On the other hand, the game system of the present invention is a game system (3) that provides a user with a baseball game using an output device including a display device (MO) that displays at least one of a pitcher object (52) that throws a ball object and a batter object (53) that hits the ball object, and an input device (TS) that inputs play instructions as instructions regarding at least one of the pitcher object's pitching and the batter object's hitting the pitch, and is equipped with range determination means (33) that determines, based on the pitch, the disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and information provision means (33) that provides the tendency information within the disclosure range to the user via the output device.

[0096] Furthermore, a control method of the present invention utilizes an output device including a display device (MO) that displays at least one of a pitcher object (52) that throws a ball object and a batter object (53) that hits the ball object, and an input device (TS) that inputs play instructions as instructions regarding at least one of a pitcher object (52) that throws a ball object and a batter object (53) that hits the ball object, to cause a computer (31) incorporated in a game system (3) that provides a baseball game to a user to execute a range determination procedure of determining, based on the pitch, a disclosure range of tendency information that indicates tendencies related to the abilities of at least one of the pitcher object and the batter object in the baseball game, and an information provision procedure of providing the tendency information within the disclosure range to the user via the output device. Execution of the computer program or control method of the present invention makes it possible to realize the game system of the present invention. [Explanation of symbols]

[0097] 3. Game consoles (game systems) 31 Control unit (computer) 33 Progress control unit (range determination means, information provision means) 52 Pitcher character (pitcher object) 53 Batter character (batter object) MO monitor (display device) TS Touch sensor (input device) PG2 Game Program (Computer Program)

Claims

1. A computer incorporated in a game system that provides a user with a baseball game using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of pitching by the pitcher object and hitting by the batter object against the pitched ball, a range determination means for determining a disclosure range of tendency information indicating a tendency related to ability in the baseball game of at least one of the pitcher object and the batter object based on the pitch; and an information providing means for providing the trend information within the disclosure range to the user via the output device; A computer program configured to function as

2. the tendency information includes at least one of batting tendency information indicating a tendency of the batter object regarding batting and pitching tendency information indicating a tendency of the pitcher object regarding pitching, The computer program according to claim 1 , wherein the range determining means determines the disclosure range of at least one of the batting tendency information and the pitching tendency information.

3. the batting tendency information and the pitching tendency information include at least one of pitch type tendency information relating to the type of pitch of the pitch and course tendency information relating to the pitch course of the pitch, 3. The computer program according to claim 2, wherein the range determining means determines the disclosure range for at least one of the pitch type tendency information and the pitch course tendency information based on the pitch type or the pitch course of the pitch.

4. 4. The computer program according to claim 3, wherein the range determination means determines, based on the pitch course, at least one of the pitch type tendency information and the course tendency information relating to a predetermined range of positions based on the pitch course as the disclosed range.

5. the tendency information is associated with a strike zone that is set as a range within which a pitch is determined to be a strike in the baseball game; 5. The computer program according to claim 4, wherein the range determination means determines, as the disclosed range, at least one of the pitch type tendency information and the course tendency information relating to positions within the predetermined range of positions that are included in the strike zone, so that the disclosed range is limited to the strike zone.

6. The computer program according to claim 4 or 5, wherein the position of the predetermined range is set at a position in a cross-shaped range including the squares above, below, and to the left and right of the square corresponding to the pitching trajectory, in a plurality of squares formed by dividing a judgment surface corresponding to a strike zone set as a range in which a strike is judged in the baseball game at regular intervals in the vertical and horizontal directions.

7. The computer program according to any one of claims 2 to 5, wherein the hit is controlled so that the hitting tendency affects a hit ball that occurs when the ball object is hit by the hit.

8. the play instructions include a plurality of instruction methods that have different effects on the pitch when the pitch is instructed; The computer program according to claim 7 , wherein the influence of the hitting tendency on the hit ball varies depending on the plurality of instruction methods.

9. the plurality of instruction methods include a coordinate instruction method for instructing the coordinates of a target position to be reached by the pitching of the ball object, and a tactical instruction method for instructing a tactic regarding a direction of the pitching; 9. The computer program according to claim 8, wherein the influence of the hitting tendency on the hit ball varies depending on the instruction method such that the influence of the tactical instruction method is greater than the influence of the coordinate instruction method.

10. A game system that provides a user with a baseball game using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of a pitch by the pitcher object and a hit by the batter object against the pitched ball, a range determination means for determining a disclosure range of tendency information indicating tendencies related to abilities in the baseball game of at least one of the pitcher object and the batter object based on the pitch; an information providing means for providing the trend information within the disclosure range to the user via the output device; A game system comprising:

11. A computer incorporated in a game system that provides a user with a baseball game using an output device including a display device that displays at least one of a pitcher object that throws a ball object and a batter object that hits the ball object, and an input device that inputs play instructions as instructions regarding at least one of pitching by the pitcher object and hitting by the batter object against the pitched ball, a range determination step of determining a disclosure range of tendency information indicating a tendency related to ability in the baseball game of at least one of the pitcher object and the batter object based on the pitch; an information providing step of providing the trend information within the disclosure range to the user via the output device; A control method for executing the above.

Citation Information

Patent Citations

  • Game information, information storage medium, and game device

    JP2003071136A