Game device, game control program, game control method, and game control device

The game device simulates pitching inaccuracies by displaying a blur range based on game factors and character abilities, enhancing strategic gameplay and user engagement.

JP2026034512APending Publication Date: 2026-02-27KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025241801
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-08
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing baseball games lack the ability to simulate the inherent inaccuracies in pitching, such as deviations due to factors like the pitcher's ability and psychological state, which can introduce new gameplay elements and strategic depth.

Method used

A game device that allows users to designate a destination point for a moving object, displays a blur range indicating potential deviations, and adjusts this range based on game factors and character abilities, providing visual feedback on the object's motion.

Benefits of technology

Enhances gameplay strategy by allowing users to anticipate and account for deviations, increasing user engagement and realism through dynamic pitch control simulations.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026034512000001_ABST
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Patent Text Reader

Abstract

To provide a game for making a moving body reach a target surface, which allows a user to recognize the shake of the moving body in advance, thereby allowing the user to build an unconventional strategy or strategy.SOLUTION: The designation unit 202 designates a designated arrival point that is an arrival point of the ball object in the strike zone based on the arrival point designation instruction received by the operation unit 201. The range setting unit 205 sets the deviation range 402 of the ball object that arrives at the hitting zone while deviating from the specified arrival point 401 specified by the specifying unit 202, and displays it on the display unit 208. The moving object control unit 206 sets the actual arrival point, which is the actual arrival point of the ball object BL, to the hitting zone based on the blur range 402, and causes the ball object BL to be moved and displayed on the display unit 208 toward the actual arrival point.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a technique for controlling a game in which a moving object reaches a target surface provided in a game space. [Background technology]

[0002] 2. Description of the Related Art A known conventional baseball game is one in which a ball object thrown by a pitcher character is positioned with a hit cursor and a batter character hits the ball object, as disclosed in Patent Document 1, for example.

[0003] Furthermore, in such a baseball game, when a user causes a pitcher character to throw a ball object, the user first selects a pitch type and presses a pitching motion start button. The pitcher character then begins pitching. Next, the user selects a destination point for the ball object within the strike zone between the time the pitcher character begins pitching and the time the ball is pitched, and presses the pitching motion start button. The pitcher character then releases the ball object. This causes the ball object to reach the destination point selected by the user. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 3892889 Summary of the Invention [Problem to be solved by the invention]

[0005] In real baseball, pitchers cannot throw the ball exactly where they want it to go (the destination point) with 100% accuracy, and there is a deviation from each pitch. This deviation is often influenced by factors such as where in the strike zone the ball is aimed, the pitcher's ability, and even the pitcher's psychological state based on the game situation. Making the user aware of this deviation could potentially introduce new gameplay elements into pitching strategies and strategy, but this has not been possible in previous baseball games.

[0006] An object of the present invention is to provide a game device or the like that allows a user to recognize the shaking of a moving object in advance in a game such as a baseball game in which the user has to make the moving object reach a target surface, thereby allowing the user to enjoy unprecedented strategic play and the construction of tactics. [Means for solving the problem]

[0007] (1) A game device according to one aspect of the present invention is a game device for playing a game in which a moving object reaches a target plane provided in a game space, and includes: a designation unit that designates a destination point of the moving object within the target plane based on an operation instruction from a user; a range setting unit that sets a blur range of the moving object that will reach the target plane by blurring from the designated destination point designated by the designation unit and displays the blur range on a display unit; and a moving object control unit that sets an actual destination point, which is the actual destination point of the moving object, on the target plane based on the blur range and displays the moving object moving toward the actual destination point on the display unit.

[0008] With this configuration, when the user specifies a designated destination point within the target plane, the range of motion of the moving object as it reaches the target plane and deviates from the designated destination point is displayed. This allows the user to visually be notified of the range of motion in advance, which encourages the user to consider the range of motion and devise a strategy that takes this into account, enabling a gameplay experience never before seen.

[0009] For example, taking a baseball game as an example, a user operating a pitcher character moves a designated destination point, which is the destination point (target point) of a ball object, within the strike zone, determines the final designated destination point, and inputs a movement start command to have the pitcher character pitch the ball object. In this case, because the swing range from the designated destination point is displayed, if the designated destination point is set close to the strike zone, there is a possibility that the ball object will fall outside the strike zone. Therefore, the user may decide that it would be better to position the designated destination point a little further inside the strike zone, or that it is okay to set the designated destination point close to the strike zone even if it falls outside the strike zone. More specifically, for example, if the count is ahead with a ball and the count is one strike and three balls, and the user decides to go for a strike on the next pitch, the designated destination point will be set so that it is within the strike zone, including the outer periphery of the swing range. Conversely, if a strike comes first, resulting in two strikes and no balls, and the next pitch can be a ball, and the user decides to aim for the very inside corner of the strike zone, where it is difficult for the batter to hit, the designated destination point will be specified so that the swing range crosses the line on the inside corner of the strike zone.In addition, the user can decide the final designated destination point taking into consideration various factors such as the count and out situation, and whether or not there are runners on base, which increases the user's interest when specifying the designated destination point and increases the user's concentration on the game, making it possible to achieve unprecedented gameplay.

[0010] (2) It is preferable that the range setting unit varies the size of the shake range based on a predetermined game factor.

[0011] With this configuration, the size of the shake range varies based on game factors such as the game situation and the ability value of the character that moves the moving object, so the user can be notified of the game situation and the ability value of the character through the size of the shake range. For example, in a baseball game, if the team of the user controlling the pitcher character (the pitcher's team) is winning by one point, but there are runners on second and third base and a one-hit game is enough to turn the game around, the pitcher will feel psychological tension and the size of the shake range will be increased. In addition, psychological tension can also be generated in situations such as a no-hitter, a perfect game, or other records at stake, so the shake range can be gradually increased, for example, starting from the seventh inning. Alternatively, the shake range can simply be increased for powerful hitters. However, if a pitcher's attributes are such that he is more likely to concentrate and produce better results in tense situations, the shake range may be reduced, as opposed to the above. Furthermore, if the team is leading by a large margin in the final inning, the possibility of losing is low, so the deviation range may be reduced, and the player may be more relaxed.Also, the deviation range may be reduced simply when the pitcher is at bat.

[0012] In this way, the range of swing changes in real time to various magnitudes based on factors such as the game situation and the character's ability values, for each pitch, each batter, and even each inning, allowing you to enjoy unprecedented gameplay.

[0013] (3) It is preferable that the moving body control unit starts the movement of the moving body in accordance with the action of the first character, and the range setting unit varies the size of the shake range in accordance with a predetermined ability value for the first character.

[0014] With this configuration, the size of the shake range varies depending on the ability value of the first character who moves the moving object, so the ability value of the first character can be reflected in the shake range. In the example of a baseball game, a pitcher character with poor ball control can have a large shake range set, and a pitcher character with good ball control can have a small shake range set.

[0015] Therefore, the user can predict in advance the width of the ball object's movement according to the pitcher character's ball control and determine the designated arrival point.

[0016] (4) The system further includes a timing determination unit that determines the timing at which the first character starts moving based on a movement start instruction input by the user, and that determines the movement start timing at which the moving object starts moving based on a movement start instruction input by the user, and the range setting unit preferably determines the point in time when a predetermined time has elapsed from the movement start timing as the reference timing, and sets the blur range to be larger as the input timing of the movement start instruction moves away from the reference timing.

[0017] With this configuration, the larger the deviation of the input timing of the movement start command from the reference timing, the larger the range of shaking is set, so that a user who is poor at inputting the movement start command at the same time can be clearly notified of the penalty that will be imposed on that user. This provides the user with a strong motivation to match the input timing of the movement start command with the reference timing, and can increase the user's concentration on the game.

[0018] For example, in a baseball game, after a user inputs a movement start command to cause a pitcher character to start pitching, the timing at which the pitcher character's arm reaches the release point is set as a reference timing, and the penalty imposed on the user in the game increases as the input timing of the movement start command deviates from the reference timing. In this case, the magnitude of the penalty is notified to the user in advance through the magnitude of the shake range, so that the user can feel satisfied when the penalty is imposed. In addition to increasing the shake range of the ball object, the penalty may be imposed by, for example, slowing down the ball object's speed or reducing the curve of a curveball.

[0019] (5) The system further includes a timing determination unit that determines the timing at which the first character starts moving based on a movement start instruction input by a user, and that determines the movement start timing at which the moving object starts moving based on a movement start instruction input by a user, and it is preferable that the range setting unit sets the shake range to be smaller when the movement start instruction is input by the user before a predetermined first period has elapsed from the movement start timing than when the movement start instruction is input after the first period has elapsed.

[0020] According to this configuration, if a start movement command is input within the initial first period between when the first character starts moving and when the moving body starts moving, the shaking range is set small, so that the user can gain an advantage in the game by inputting the start movement command early.

[0021] (6) When the movement start instruction is input after a predetermined second period greater than the first period has elapsed, it is preferable that the range setting unit sets the shaking range to be larger than when the movement start instruction is input before the second period has elapsed.

[0022] According to this configuration, if the movement start instruction is input after the second period that is longer than the first period, the shaking range is set to be large, so that the user can be penalized for inputting the movement start instruction late.

[0023] (7) It is preferable that the range setting unit varies the size of the shake range depending on the game situation.

[0024] With this configuration, the size of the shake range varies depending on the game situation, allowing the user to visually recognize the influence of the game situation and to perform operations accordingly, thereby enabling a game experience unlike any other in the past. For example, in a baseball game, if the team of the user controlling the pitcher character (the pitcher's team) is winning by one point, but there are runners on second and third base and a one-hit game is in danger of turning the game around, the pitcher will feel psychological tension and the size of the shake range will be increased. In addition, psychological tension can also be generated in situations such as a no-hitter, a perfect game, or other records at stake, so the shake range can be gradually increased, for example, starting from the seventh inning. Alternatively, if the user's team is leading by a large margin in the final inning, the pitcher may feel less likely to lose and be able to pitch more relaxed, so the shake range may be reduced. This configuration simulates the tension and degree of relaxation felt by a pitcher in a real baseball game, so the user recognizes that fluctuations in the size of the shake range are an influence of the game situation and takes that shake range into account when making operations, providing a level of playability not found in conventional games and making the game more entertaining.

[0025] (8) When a game situation that is unfavorable to the user occurs, it is preferable that the range setting unit sets the shake range to be larger than the shake range before the unfavorable situation occurred.

[0026] In a baseball game, an example of an unfavorable game situation would be a situation where a runner is on base and a parameter indicating the psychological turmoil of a pitcher character is increasing. In a soccer game, an example would be a situation where a kicker is in a penalty shootout and a parameter indicating the kicker's psychological turmoil is increasing because missing the goal would mean losing the game. In such unfavorable situations, the fluctuation range is increased, so that the user can be effectively notified that the current game situation is unfavorable.

[0027] (9) It is preferable that the range setting unit sets the shaking range to be larger as the fatigue level of the first character moving the moving object increases.

[0028] According to this configuration, as the fatigue level of the first character moving the moving object increases, the range of shaking increases, so the user can be notified of the fatigue level of the first character through the size of the range of shaking. In the example of a baseball game, as the fatigue level of the pitcher character increases, the range of shaking increases, so it is possible to provide the user with information to make decisions such as having the ball object pitch toward the center of the strike zone rather than on the edge of the strike zone.

[0029] (10) It is preferable that the designation unit sets the designated arrival point within a reference area provided on the target surface, and the range setting unit sets the blur range to be larger as the designated arrival point approaches the edge of the reference area.

[0030] According to this configuration, the blur range is set larger as the designated position of the designated arrival point moves closer to the edge of the reference area, thereby informing the user that the blur width of the moving object will increase as the target position approaches the edge of the reference area. In the example of a baseball game, the blur range is set larger when the designated arrival point is set at the edge of the strike zone, so the user can be notified that the blur width will increase if the ball object is thrown at the edge of the strike zone. The reason for increasing the blur range as the target position approaches the edge of the reference area is as follows. In real-world baseball, it is desirable to aim for the edge of the strike zone because it is less likely to be hit by the batter, or even if it is hit, it is less likely to result in a long hit. However, on the other hand, there is a high possibility that the ball will fall outside the strike zone and become a ball, and if hit repeatedly, it may result in a walk. Therefore, in addition to the technical difficulty of aiming at a limited area, the pitcher also experiences psychological tension. The above configuration simulates such real-life baseball situations in the game.

[0031] In the case of a penalty kick in a soccer game, the range of deviation can be increased from the center of the goal toward the edge and toward the inside of the post. The range of deviation can be increased especially when aiming for the four corners of the goal. In this case, as with a baseball game, the game is designed to simulate the situation in real soccer. In other words, aiming as far away from the goalkeeper as possible is more likely to result in a goal, but there is also the possibility that the kick will miss the post. Therefore, as with a baseball game, in addition to the technical difficulty of aiming within a limited area, the kicker also experiences psychological tension.

[0032] With the above configuration, users can play the game while recognizing that the size of the simulated shake range reflected in the game is a reflection of the difficulty and tension of a real-world battle, etc., and can therefore enjoy the game in addition to the playability not found in conventional games.

[0033] (11) It is preferable that the game device further includes a character control unit that causes a second character that strikes the moving body before the moving body reaches the actual arrival point to be displayed on the display unit adjacent to the reference area, and that the range setting unit sets the shaking range to be larger the closer the position of the specified arrival point is to the second character.

[0034] According to this configuration, when the designated arrival point is designated near the second character hitting the moving object, the range of motion is set to be large. Therefore, when the moving object is made to arrive at a position close to the second character, the user can be notified that the amount of motion will be larger than when the moving object is made to arrive at a position farther away from the second character. In the example of a baseball game, for example, a batter character is used as the second character, and the user can be notified that the amount of motion will be larger as the designated arrival point approaches the second character. This simulates in the game the psychological tension that is felt by the pitcher when aiming for the inside corner of the batter's pitch and losing control can result in a dead ball.

[0035] (12) It is preferable that the reference area is a rectangle, and the range setting unit sets the blur range to be larger the closer the position of the designated arrival point is to a vertex of the reference area.

[0036] According to this configuration, it is possible to notify the user that the more designated arrival points are designated as vertices of the reference area, the larger the blur width will be.

[0037] (13) It is preferable that the range setting unit displays the blur range semi-transparently with the designated arrival point as the center.

[0038] According to this configuration, the blur range is displayed semi-transparently, so that the blur range can be displayed without reducing the visibility of other game images.

[0039] (14) It is preferable that the range setting unit calculates a probability distribution of the arrival point of the moving object within the blur range, and displays the blur range with a transparency according to the probability distribution.

[0040] According to this configuration, the probability distribution of the actual arrival point within the blur range is calculated, and the blur range is displayed in shades of gray with a transparency according to the probability distribution, so that the user can recognize at a glance the positions that are likely to be the actual arrival point. [Effects of the Invention]

[0041] When the user specifies a designated destination point within the target plane, the range of motion of the moving object as it reaches the target plane and deviates from the designated destination point is displayed. This allows the user to visually be notified of the range of motion, which encourages the user to consider the range of motion and devise a strategy that takes this into account, enabling a gameplay experience never before seen. [Brief explanation of the drawings]

[0042] [Figure 1] 1 is a block diagram of a game device according to an embodiment of the present invention. [Figure 2] FIG. 1 is a block diagram showing an example of the functional configuration of a game device according to an embodiment of the present invention. [Figure 3] 3 is a flowchart of a game device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an example of a game screen displayed on a display unit when a pitcher character throws a ball object. [Figure 5] FIG. 10 is a screen diagram showing how the size of the blur range is changed depending on the position of the specified arrival point. [Figure 6] 10A and 10B are schematic diagrams showing the size of the blur range according to the position of the specified arrival point; [Figure 7] This is a schematic diagram showing the size of the blur range when designated arrival points are specified for each of the interior corners, center, and exterior corners. [Figure 8] This is a schematic diagram showing the size of the blur range when the specified arrival point is set to high, center, or low. [Figure 9] 10 is a schematic diagram showing the range of motion blur when the range of motion blur is displayed superimposed on a batter character. [Figure 10] 10A and 10B are diagrams showing modified examples of the shape of the blur range. [Figure 11] 10A and 10B are diagrams showing modified examples of the shape of the blur range. [Figure 12] 10A and 10B are diagrams showing modified examples of the shape of the blur range. [Figure 13] FIG. 10 is a sequence diagram showing the input timing of an operation start instruction and a movement start instruction. [Figure 14] FIG. 10 is a sequence diagram showing another example of input timing of an operation start instruction and a movement start instruction. [Figure 15] 10 is a graph showing the relationship between the correction coefficient α_x and the x component when the presence of a batter character is not taken into consideration. [Figure 16] 10 is a graph showing the relationship between the correction coefficient α_x and the x component when the presence of a batter character is taken into consideration. [Figure 17] 10 is a graph showing the relationship between the correction coefficient α_y and the y component when the correction coefficient α_y is changed symmetrically above and below according to the value of the y component of the specified arrival point. [Figure 18] 10 is a graph showing the relationship between the correction coefficient α_y and the y component of the strike zone when a mode is adopted in which the shake range is set large when the designated arrival point is set low in the strike zone. [Figure 19] FIG. 10 is a schematic diagram showing an example of a blur range in which transparency is set according to the probability distribution of actual arrival points. [Figure 20] FIG. 1 is a schematic diagram of a three-dimensional space in which the baseball game is played. DETAILED DESCRIPTION OF THE INVENTION

[0043] A gaming device according to an embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a block diagram of a gaming device according to an embodiment of the present invention. In this embodiment, a portable gaming device equipped with a touch panel display unit, for example, is used as the gaming device. However, this is just one example, and a communication device such as a smartphone or a button-type mobile phone may also be used.

[0044] In this embodiment, the user is allowed to specify the destination of a ball object (an example of a moving object) thrown by a pitcher character in a hitting zone (an example of a target plane) provided in a game space as a game. The ball object is then displayed moving toward the specified destination (an example of a specified destination), and the batter character hits the ball object.

[0045] The game device shown in Fig. 1 includes a reading unit 101, a CPU (Central Processing Unit) 102, a communication unit 103, a RAM (Random Access Memory) 104, a ROM (Read-Only Memory) 105, a sound processing circuit 106, an image processing circuit 107, a monitor 108, an input unit 110, and a speaker 111. The blocks from the reading unit 101 to the speaker 111 shown in Fig. 1 are connected to each other via a bus line BS.

[0046] The reading unit 101 is configured by a reading device that reads a computer-readable recording medium on which a game control program is recorded, reads out the game control program recorded on the recording medium, and loads it into RAM 104. Examples of recording media that may be used include DVD-ROMs and UMDs (Universal Media Discs). Therefore, a reading device compatible with the type of recording medium used is used as the reading unit 101. Furthermore, the reading unit 101 writes information indicating the user's current game progress to the recording medium as necessary.

[0047] The CPU 102 interprets commands from a game control program stored in the ROM 105 and performs various data processing and control. The communication unit 103 performs the following processing: spreading data to be transmitted generated by the CPU 102 using, for example, CDMA (Code Division Multiple Access) or the like, modulating the data using QAM (Quadrature Amplitude Phase Modulation), PSK (Phase Shift Keying), QPSK (Quadrature Phase Shift Keying) or the like, and transmitting the modulated data;

[0048] RAM 104 is a work area for CPU 102. ROM 105 stores programs and the like required for basic control of the game device (for example, startup control).

[0049] The sound processing circuit 106 generates an analog audio signal in response to a sound output command from the CPU 102 and outputs the signal to a speaker 111. The image processing circuit 107 controls the monitor 108 in response to a drawing command from the CPU 102 to display a predetermined image on the monitor 108.

[0050] The image processing circuit 107 includes a touch input detection circuit 109, and displays various images on the monitor 108. When a pointer such as a touch pen or a user's finger directly touches the monitor 108, the touch input detection circuit 109 outputs coordinate data of the contact position to the CPU 102, causing the CPU 102 to recognize the contact position.

[0051] In addition, when the pointer directly touches the position of an object displayed on the monitor 108, the touch input detection circuit 109 outputs the coordinate data of the object to the CPU 102, causing the CPU 102 to recognize that the object has been touched.

[0052] The monitor 108 is configured, for example, with a touch panel type liquid crystal panel. For example, a capacitance type or a resistive type is used as the touch panel. Furthermore, for example, a liquid crystal panel such as a TFT (Thin Film Transistor) or STN (Super Twisted Nematic) is used as the touch panel, and is capable of displaying, for example, 4096 colors. The input unit 110 includes, for example, a cross key, a plurality of button keys, etc., and receives operation instructions from the user.

[0053] 1, a portable game device is used, but a stationary game device may also be used. In this case, the monitor 108 is configured by, for example, a television monitor provided separately from the game device, and the touch input detection circuit 109 is not required.

[0054] 2 is a block diagram showing an example of the functional configuration of a game device according to an embodiment of the present invention. The game device includes an operation unit 201, a designation unit 202, a timing determination unit 203, a game management unit 204, a range setting unit 205, a moving object control unit 206, a character control unit 207, and a display unit 208.

[0055] 1 and receives operation instructions from a user. In this embodiment, the operation instructions received include a start action instruction that causes a pitcher character (an example of a first character) who throws a ball object (an example of a moving object) to start a pitching action, a destination point designation instruction that designates a destination point (designated destination point) of the ball object in the strike zone, and a start movement instruction that designates the timing at which the pitcher character starts moving the ball object.

[0056] The designation unit 202 designates a designated arrival point, which is the arrival point of the ball object, in the strike zone based on the arrival point designation instruction received by the operation unit 201. Fig. 4 is a diagram showing an example of a game screen displayed on the display unit 208 when the pitcher character CR1 throws the ball object BL.

[0057] The designation unit 202 first displays a cursor 401K at a default position in a strike zone (an example of a reference range) set within the batting zone. Then, the designation unit 202 allows the user to designate a designated arrival point 401 by moving the cursor 401 within the strike zone.

[0058] Here, the designation unit 202 accepts input of the designated arrival point 401, for example, during the period from when the pitcher character CR1 starts the pitching motion until the ball object BL is released. Therefore, after inputting a motion start instruction, the user moves the cursor 401K to position the cursor 401K at the final designated arrival point 401, and inputs a movement start instruction to cause the pitcher character CR1 to throw the ball object. Note that the strike zone may have a rectangular shape, for example, and the center of the strike zone may be used as the default position of the designated arrival point 401. Also, the cursor 401K may have a circular shape.

[0059] Furthermore, the range setting unit 205 sets a blur range 402 of the ball object that reaches the hitting zone while deviating from the designated reach point 401 designated by the designation unit 202, and causes the display unit 208 to display the blur range 402. Specifically, the range setting unit 205 calculates the size of the blur range 402 in accordance with game factors, and causes the display unit 208 to display the calculated blur range 402 with the designated reach point 401 at its center. Here, the range setting unit 205 displays the blur range 402 semi-transparently. The blur range 402 has a circular shape with the designated reach point 401 at its center. The transparency of the circumference of the blur range 402 is set to be slightly lower than the transparency of other parts, thereby clearly defining the boundary of the blur range 402.

[0060] The blur range 402 is a range of candidate positions for the actual arrival point (actual arrival point) of the ball object, which arrives with a blur relative to the specified arrival point 401. In other words, each position within the blur range 402 shown in Fig. 4 is a candidate position for the actual arrival point, and the ball object BL will arrive at one of the positions within the blur range 402. Therefore, as the blur range 402 becomes larger, the blur width of the actual arrival point also increases.

[0061] In actual baseball, pitchers often fail to throw the ball where they intended. For example, a pitcher with poor control will throw a ball that deviates significantly from the target position and ends up in the strike zone. Furthermore, pitchers who are weak in tight situations tend to have poorer control than pitchers who are not in tight situations. Furthermore, a skilled catcher's catching ability may improve a pitcher's control. Furthermore, pitchers' control tends to decline when they aim for the corners, inside corners, or low areas of the strike zone. The range setting unit 205 incorporates these factors into the game as game factors and sets the size of the deviation range 402 so that these factors are reflected in the game. This allows the user to recognize the ability value, psychological state, and degree of the pinch of the pitcher character CR1 through the size of the deviation range 402.

[0062] The game factors include the ability value of the pitcher character CR1, the game situation, the ability value of the catcher character CR3, and the position of the designated arrival point 401 in the strike zone.

[0063] First, the range setting unit 205 sets the size of the blur range 402 to a default size. Here, the default size is a fixed size that is determined in advance and does not depend on the ability value of the pitcher character CR1, etc. Then, the range setting unit 205 corrects the default size of the blur range 402 based on the ability value of the pitcher character CR1, the game situation, the ability value of the catcher character CR3, and the position of the designated arrival point 401.

[0064] For example, a ball control parameter is used as the ability value of pitcher character CR1. The ball control parameter is managed by game management unit 204, and a larger value indicates better ball control. Therefore, range setting unit 205 reads the ball control parameter from game management unit 204 and sets deviation range 402 so that the deviation range 402 increases as the read ball control parameter decreases.

[0065] The current pinch level of the pitcher character CR1 is used as the game situation. The pinch level increases as the number of runner characters on base increases. For example, if a runner character is on base, the pinch level is set to be higher than when no runner characters are on base. Also, if the bases are loaded, the pinch level is set to be higher than when only one runner character is on first base. The pinch level is managed by the game management unit 204. Therefore, the range setting unit 205 reads the pinch level from the game management unit 204, and sets the swing range 402 to be larger as the read pinch level increases.

[0066] Furthermore, the stamina parameter (an example of fatigue level) of the pitcher character CR1 is used as the game situation. The stamina parameter has a maximum value immediately after the start of an appearance on the mound, and gradually decreases as the number of pitches increases. The stamina parameter is managed by the game management unit 204. Therefore, the range setting unit 205 reads the stamina parameter from the game management unit 204, and sets the deviation range 402 to be larger as the read stamina parameter becomes smaller.

[0067] The game situation is based on the score. In real baseball games, when a pitcher's team is winning or losing by a narrow margin against the opposing team, the pitcher's sense of tension tends to increase compared to when the team is winning or losing by a large margin. As the sense of tension increases, the pitcher's control may also decrease.

[0068] To incorporate this content into the game, the range setting unit 205 may read the score of the pitcher character CR1's team and the score of the opposing team from the game management unit 204, and set the deviation range 402 to be larger as the score difference between the two teams decreases.

[0069] The importance of the currently playing game in the season may also be used as the game status. For example, if this baseball game simulates actual Japanese professional baseball, then, just like in actual professional baseball, teams first compete in a pennant race to win the championship within their league. If a team finishes in the top three in their league, they qualify to play in the Climax Series. If they come in first in the Climax Series, they qualify to play in the Japan Series, where they will ultimately compete against the winner of another league to become the best team in Japan. In this baseball game, the winning team for a season is determined in this way as well.

[0070] In actual professional baseball, the order of importance is the Japan Series, Climax Series, and Pennant Race. Even within the Japan Series and Climax Series, games that determine the team's chances of winning are more important than other games. Furthermore, even within the Pennant Race, games at the end of the season are more important than games in the first half. The more important a game is, the more nervous a pitcher becomes, which tends to decrease his control.

[0071] Therefore, in this embodiment, such importance is managed by the game management unit 204. Therefore, the range setting unit 205 reads the importance of the currently ongoing match from the game management unit 204, and sets the blur range 402 to be larger as the read importance becomes higher.

[0072] Furthermore, the range setting unit 205 may read out the ability value of the catcher character CR3 from the game management unit 204, and set the blur range 402 to be larger as the read out ability value decreases.

[0073] In actual baseball games, if the pitcher's team is winning by one point, but there are runners on second and third base and the team is in a position where one hit could turn the game around, the pitcher may feel psychological tension. To incorporate this into the game, a tension parameter may be provided for the pitcher character, and the range setting unit 205 may set the shaking range 402 to be larger as the tension level increases.

[0074] Here, the tension parameter is managed by the game management unit 204. The tension parameter is set high, for example, when a runner character reaches base by a small margin.

[0075] In actual baseball, pitchers also feel more nervous when a no-hitter, perfect game, or other record is at stake.

[0076] To achieve this, the range setting unit 205 may gradually increase the degree of tension from the seventh inning, for example, and set the blur range 402 to be gradually larger.

[0077] In actual baseball, the stronger the hitter, the more nervous the pitcher may be. To achieve this, the range setting unit 205 may set the pitcher's nervousness higher and the blur range 402 larger as the ability value of the batter character CR2 increases.

[0078] On the other hand, there are pitchers who can concentrate better in tense situations and achieve better results. Therefore, if the pitcher character CR1 has the characteristic of being "strong in adversity," the range setting unit 205 may set the blur range 402 to be smaller as the level of tension or the severity of the pinch increases.

[0079] Furthermore, when the batter character CR1 is a pitcher character of the opposing team, the range setting unit 205 may set the blur range 402 to be smaller than when the batter character CR1 is a fielder character.

[0080] Alternatively, if the team is leading by a large margin in the final inning, the pitcher may be able to relax and pitch more easily since there is little chance of losing, so the deviation range 402 may be narrowed.

[0081] Each of the above examples of game situations simulates the tension and degree of relaxation felt by a pitcher in a real baseball game, so the user can recognize that the fluctuations in the size of the shake range 402 are an effect of the game situation and can perform operations taking the shake range 402 into consideration, providing a level of playability and excitement not found in conventional games.

[0082] Furthermore, the range setting unit 205 may vary the size of the blur range 402 according to the position of the designated arrival point 401 designated by the designation unit 202. Specifically, the range setting unit 205 sets the blur range 402 to be larger as the designated arrival point 401 approaches the end of the strike zone SZ.

[0083] In real baseball, a pitcher's control tends to be weaker when he throws to the edge of the strike zone than when he throws in the center of the strike zone. Even when pitching to the edge of the strike zone, control is weaker when he throws to the top of the strike zone. In this embodiment, this kind of pitcher control is incorporated into the game.

[0084] Fig. 5 is a screen diagram showing how the size of the blur range 402 is changed according to the position of the specified arrival point 401. The right column of Fig. 5 is a close-up view of the batter's box in Fig. 4, and the left column of Fig. 5 is a further close-up view of the blur range 402 shown in the right column.

[0085] 5, the blur range 402 appears to be located in the center of the strike zone in the image with a large blur range compared to the image with a small blur range, but this is because the line of sight of the virtual camera is set at an angle to the front of the strike zone. In reality, the blur range 402 is located in the center of the strike zone in the image with a small blur range, and the blur range 402 is located to the right of the strike zone in the image with a large blur range.

[0086] As shown in the left column of Figure 5, when the designated arrival point 401 is set to the center O1 of the strike zone (see Figure 6 described later), it can be seen that the blur range 402 is set smaller than when the designated arrival point 401 is located at the edge of the strike zone. Note that the contact cursor 2001 is used by the batter character CR2 to specify the hitting position of the ball object BL.

[0087] The contact cursor 2001 has a circle 2001K that indicates the position of its center. The closer the hitting position is to the circle 2001K, the greater the power of the hit ball object BL. In the example of the small blur range in FIG. 5, the blur range 402, cursor 401K, and circle 2001K are displayed as concentric circles. This is only because the center of the circle 2001K is located at the specified arrival point 401. In reality, the circle 2001K moves in conjunction with the contact cursor 2001, so it is natural that the center may be displayed offset from the blur range 402.

[0088] Fig. 6 is a schematic diagram showing the size of the blur range 402 depending on the position of the designated reach point 401. As shown in Fig. 6, the range setting unit 205 sets the blur range 402 to be smaller as the designated reach point 401 approaches the center O1 of the strike zone SZ. On the other hand, the range setting unit 205 sets the blur range 402 to be larger as the designated reach point 401 approaches the apex C601 of the strike zone SZ. Therefore, as shown in Fig. 6, when the designated reach point 401 is designated at the apex C601 of the strike zone SZ, the blur range 402 is displayed larger than when the designated reach point 401 is designated at the center O1.

[0089] In real baseball, a pitcher's control tends to be weaker when throwing inside pitches than when throwing outside pitches. Therefore, the range setting unit 205 may set the blur range 402 to be larger as the position of the designated arrival point 401 approaches the batter character CR2.

[0090] Fig. 7 is a schematic diagram showing the size of the blur range 402 when the designated reach point 401 is designated at each of the interior corners, the center, and the exterior corners. In Fig. 7, the circle on the left indicates the blur range 402 when the designated reach point 401 is designated at an interior corner, the circle in the center indicates the blur range 402 when the designated reach point 401 is designated at the center, and the circle on the right indicates the blur range 402 when the designated reach point 401 is designated at an exterior corner. It is assumed that the height positions of the designated reach points 401 are the same in Fig. 7.

[0091] 7, when the designated reach point 401 is designated at an inner corner, the shake range 402 is set larger than when it is designated at the center or an outer corner. Also, when the designated reach point 401 is designated at an outer corner, the shake range 402 is set larger than when it is designated at the center. As can be seen, in this baseball game, if the height of the designated reach point 401 is the same, the shake range 402 is set larger as the position of the designated reach point 401 moves from the center to an inner corner. Note that the shake range 402 becomes larger as the position of the designated reach point 401 moves from the center to an outer corner, but the shake range 402 is set smaller than when the designated reach point 401 is set at an inner corner.

[0092] This allows the user to recognize that when the designated arrival point 401 is designated at an inner corner, the ball object BL will be shaken more than when it is designated at the center or an outer corner.

[0093] In real baseball, a pitcher's control tends to decrease the lower the ball is thrown, so range setting unit 205 may set blur range 402 to be larger as designated arrival point 401 is designated lower.

[0094] Fig. 8 is a schematic diagram showing the size of the blur range 402 when the specified reach point 401 is specified high, in the middle, and low. In Fig. 7, the upper circle shows the blur range 402 when the specified reach point 401 is specified high, the middle circle shows the blur range 402 when the specified reach point 401 is specified low, high, and in the middle, and the lower circle shows the blur range 402 when the specified reach point 401 is specified low. Note that in Fig. 8, the horizontal position of the specified reach point 401 is assumed to be the same.

[0095] As shown in Figure 8, when the designated reach point 401 is specified low, the blur range 402 is set larger than when it is specified in the center or high. Also, when the designated reach point 401 is specified high, the blur range 402 is set larger than when it is specified in the center. As can be seen, in this baseball game, if the horizontal position of the designated reach point 401 is the same, the blur range 402 is set larger as the position of the designated reach point 401 moves lower from the center. Note that the blur range 402 increases as the position of the designated reach point 401 moves higher from the center, but is smaller than when the designated reach point 401 is set low.

[0096] This allows the user to recognize that if the designated arrival point 401 is designated low, the ball object will shake more than if it is designated in the center or high.

[0097] In actual baseball, the probability of a ball being hit by a dead ball increases as the ball is hit further inward. Therefore, the range setting unit 205 may change the size of the blur range 402 so that the area where the blur range 402 overlaps with the batter character CR2 increases as the designated arrival point 401 approaches the batter character CR2.

[0098] FIG. 9 is a schematic diagram showing the blur range 402 when it is displayed superimposed on the batter character CR2. As shown in FIG. 9, the shape of the blur range 402 changes from a circle to an oval as the blur range 402 approaches the batter character CR2. For example, if the designated arrival point 401 is specified at the center, the range setting unit 205 may display the blur range 402 as a circle, and change the shape of the oval so that the major axis becomes longer as the designated arrival point 401 approaches the batter character CR2 from the center. As a result, if the heights are the same, the area where the batter character CR2 and the blur range 402 overlap increases as the designated arrival point 401 is specified closer to the batter character CR2. As a result, the user can be notified that the probability of a hit by a ball increases as the designated arrival point 401 approaches the batter character CR2.

[0099] In order to set the blur range 402 according to the above game factors, the range setting unit 205 may set the size BS of the blur range 402 using, for example, the following equation (1).

[0100] BS=α_x·α_y·f1(SS)·BS0 (1) BS0 is the default value for the size of the blur range 402. α_x, α_y, and f1(SS) are correction coefficients for the default value BS0. α_x is a correction coefficient according to the x component of the designated arrival point 401 in the strike zone SZ. α_y is a correction coefficient according to the y component of the designated arrival point 401. Here, x indicates the horizontal component and y indicates the vertical component. f1 is a correction coefficient according to the input value SS. Note that the correction coefficient f1 can take a value less than 1, so the size BS of the blur range 402 may be smaller than the default value BS0.

[0101] The input value SS is expressed by equation (2).

[0102] SS = k1 (1 / ball control parameter) + k2 (degree of danger) + k3 (importance of the game) + k4 (1 / run difference) + k5 (stamina parameter) + k6 (1 / catcher character's ability score) + k7 (tension level) (2) The correction coefficient f1 is a function that increases the output value with a predetermined characteristic as the input value SS increases, which may be a linear characteristic, a logarithmic characteristic, a quadratic curve, or any other characteristic.

[0103] In formula (2), the ball control parameter, score differential, and catcher character ability value are reciprocals in order to set the deviation range 402 smaller as these values ​​increase. k1 to k7 are coefficients for aligning the value ranges of the ball control parameter, the degree of crisis, the importance of the game, score differential, stamina parameter, and the catcher character ability value, respectively. Note that it is not necessary to use all seven terms that make up the input value SS, and one or more terms may be omitted.

[0104] Next, the correction coefficients α_x and α_y will be explained. Figure 15 is a graph showing the relationship between the correction coefficient α_x and the x component when the presence of the batter character CR2 is not taken into consideration. In Figure 15, the vertical axis represents the correction coefficient α_x, and the horizontal axis represents the x component of the strike zone SZ.

[0105] When setting the blur range 402 without considering the presence of the batter character CR2, the range setting unit 205 may use the correction coefficient α_x shown in FIG. 15. In the graph of FIG. 15, α_x=1 when x=0, and α_x=A1 (>1) when x=X1, which is the x component at the left end of the strike zone SZ, and when x=X2, which is the x component at the right end of the strike zone SZ. α_x shown in FIG. 15 changes linearly. Therefore, the correction coefficient α_x takes a value of 1 at the center of the strike zone SZ and increases linearly from the center to the left and right ends until α_x=A1. As a result, the blur range 402 increases uniformly as the x component of the designated arrival point 401 approaches the left and right ends of the strike zone SZ.

[0106] On the other hand, when taking into consideration the presence of the batter character CR2, the range setting unit 205 may use the correction coefficient α_x shown in FIG. 16. FIG. 16 is a graph showing the relationship between the correction coefficient α_x and the x component when taking into consideration the presence of the batter character CR2. In FIG. 16, the vertical axis represents the correction coefficient α_x, and the horizontal axis represents the x component of the strike zone SZ. The example in FIG. 16 shows the correction coefficient α_x when the batter character CR2 is a left-handed batter.

[0107] As shown in FIG. 16, α_x=A2 (>A1) at the left end X1, and α_x decreases linearly from α_x=A2 to α_x=1 as the batter character CR2 moves from the left end X1 toward x=0. In FIG. 16, the change in α_x from the right end X2 toward x=0 is the same as that in FIG. 15. Therefore, when the correction coefficient α_x shown in FIG. 16 is used, the blur range 402 increases as the x-component of the designated reach point 401 approaches the left and right ends, but the blur range 402 is larger as the batter character CR2 moves toward the left end than as the batter character CR2 moves toward the right end. This allows the blur range 402 to be set larger as the x-component of the designated reach point 401 moves closer to the batter character CR2. If the batter character CR2 is a right-handed batter, the correction coefficient α_x can be set as shown in FIG. 16, with the left-right relationship reversed.

[0108] Figure 17 is a graph showing the relationship between the correction coefficient α_y and the y component when the correction coefficient α_y is changed symmetrically above and below depending on the value of the y component of the specified arrival point 401, where the vertical axis represents the correction coefficient α_y and the horizontal axis represents the y component of the strike zone SZ.

[0109] In the graph of Figure 17, α_y = 1 when y = 0, α_y = B1 (> 1) at the upper end Y1 of the strike zone SZ, and α_y = B1 at the lower end Y2 of the strike zone SZ. α_y shown in Figure 17 changes linearly. Therefore, the correction coefficient α_y takes a value of 1 at the center of the strike zone SZ and increases linearly from the center to the upper and lower ends until α_y = B1. As a result, the blur range 402 increases uniformly as the y component of the specified arrival point 401 approaches the upper end Y1 and lower end Y2 of the strike zone SZ.

[0110] On the other hand, if a mode is adopted in which the shake range 402 is increased when the designated arrival point 401 is set lower in the strike zone SZ, the range setting unit 205 may use the correction coefficient α_y shown in Fig. 18. Fig. 18 is a graph showing the relationship between the correction coefficient α_y and the y component when a mode is adopted in which the shake range 402 is set larger when the designated arrival point 401 is set lower in the strike zone SZ. In Fig. 18, the vertical axis represents the correction coefficient α_y, and the horizontal axis represents the y component of the strike zone SZ.

[0111] As shown in Fig. 18, α_y = B1 (> 1) at the top end Y1, and changes linearly from α_y = B2 to α_y = 1 as the position moves from the top end Y1 to x = 0. Also in Fig. 18, α_y = B2 (> B1) at the bottom end Y2, and changes linearly from 1 to B2 as the position moves from x = 0 to the bottom end Y2. As a result, the blur range 402 is set larger as the position of the y component of the specified arrival point 401 becomes lower.

[0112] The range setting unit 205 may set an upper limit and a lower limit for the size of the blur range 402. In this case, if the size BS of the blur range 402 calculated using equation (1) is equal to or greater than the upper limit, the range setting unit 205 sets the size BS of the blur range 402 to the upper limit. Also, if the size BS of the blur range 402 calculated using equation (1) is equal to or smaller than the lower limit, the range setting unit 205 sets the size BS of the blur range 402 to the lower limit. This prevents the blur range 402 from becoming unintentionally larger or smaller, and makes it possible to adjust the size BS of the blur range 402 within the range from the lower limit to the upper limit.

[0113] 2, the timing determination unit 203 determines the timing at which the pitcher character CR1 starts to move, based on the movement start instruction received by the operation unit 201. In addition, the timing determination unit 203 determines the movement start timing at which the ball object BL starts to move, based on the movement start instruction received by the operation unit 201.

[0114] Then, range setting unit 205 determines the point in time when a predetermined time has elapsed since the movement start timing as the reference timing, and sets blur range 402 to be larger as the input timing of the movement start instruction moves away from the reference timing.

[0115] 13 is a sequence diagram showing the input timing of a start action command and a start movement command. First, at time T1, when the user inputs a start action command using the operation unit 201, the timing determination unit 203 determines the input timing of the start action command as the start action timing of the pitcher character CR1. As a result, the character control unit 207 causes the pitcher character CR1 to start pitching. Next, the range setting unit 205 determines the point in time (time T3) when a predetermined time has elapsed since time T1 as the reference timing. Here, the reference timing may be, for example, the timing when the dominant arm of the pitcher character CR1, who has started pitching in response to the start action command, reaches the release point of the ball object BL.

[0116] Next, at time T2, when the operation unit 201 receives a movement start instruction, the timing determination unit 203 determines the time (time T4) when a predetermined time has elapsed since time T2 as the movement start timing.

[0117] Then, as the difference ΔT between the input timing (time T2) of the movement start instruction and the reference timing (time T3) increases, the range setting unit 205 sets a larger blur range 402. In this case, the range setting unit 205 may set the blur range 402 using equation (3), which is a modification of equation (2).

[0118] SS = k1 (1 / ball control parameter) + k2 (degree of difficulty) + k3 (importance of the game) + k4 (1 / run difference) + k5 (stamina parameter) + k6 (1 / catcher character's ability score) + k7 (tension) + k8 (difference ΔT) (3) Here, k8 is a coefficient for aligning the range of the difference ΔT with the ranges of the other terms. As a result, the blur range 402 increases as the input timing of the movement start command deviates from the reference timing. Accordingly, the deviation width of the ball object BL from the designated arrival point 401 also increases, so that the user can receive a game advantage by inputting the movement start command at a timing close to the reference timing.

[0119] When a point in time (time T5) a predetermined time before time T3 arrives, range setting unit 205 displays marker 403 shown in FIG. 4. Marker 403 has a larger radius than cursor 401K and is a circle concentric with cursor 401K. Range setting unit 205 gradually reduces the radius of marker 403 so that the size of marker 403 becomes the same as that of cursor 401K at the reference timing. In other words, range setting unit 205 notifies the user of the point in time when the size of marker 403 matches the size of cursor 401K as the reference timing.

[0120] If the user does not input a movement start instruction even when the reference time is reached, the range setting unit 205 further decreases the radius of the marker 403. Then, if the user does not input a movement start instruction even when the radius of the marker 403 becomes 0, the range setting unit 205 gradually increases the radius of the marker 403.

[0121] Note that the blur range 402 may be set as shown in Fig. 14. Fig. 14 is a sequence diagram showing another example of the input timing of the action start instruction and the movement start instruction. That is, when the movement start instruction is input before a predetermined first period TA has elapsed from the action start timing (time T1), the range setting unit 205 sets the blur range 402 to be smaller than when the movement start instruction is input after the first period TA has elapsed.

[0122] Furthermore, when a movement start instruction is input after a predetermined second period TB larger than the first period TA has elapsed and before the movement start timing has elapsed, the range setting unit 205 sets the shaking range 402 to be larger than when the movement start instruction is input before the second period TB has elapsed.

[0123] Specifically, the range setting unit 205 may correct the blur range 402 using equation (4), which is a modification of equation (2).

[0124] SS = k1 (1 / control parameter) + k2 (degree of difficulty) + k3 (importance of the game) + k4 (1 / run difference) + k5 (stamina parameter) + k6 (1 / catcher character's ability score) + k7 (tension) + k8 (timing correction factor) (4) The timing correction value is set to a predetermined value less than 1, for example, if a movement start instruction is input within the first period TA, to 1 if a movement start instruction is input after the first period TA has elapsed but before the end of the second period TB, and to a predetermined value greater than 1 if a movement start instruction is input after the end of the second period TB.

[0125] This allows the user to reduce the shaking range 402 if the user inputs a movement start command early after the pitcher character CR1 starts moving. Therefore, the user can be given an advantage in the game by inputting a movement start command early.

[0126] In FIG. 14, the range setting unit 205 may set the blur range 402 to be continuously larger as the input timing of the movement start instruction approaches the movement start timing.

[0127] Returning to Figure 2, the moving body control unit 206 sets the actual arrival point, which is the actual arrival point of the ball object BL, as the hitting zone based on the shake range 402 set by the range setting unit 205, and moves and displays the ball object BL on the display unit 208 toward the actual arrival point.

[0128] Here, the mobile object control unit 206 may randomly determine the actual arrival point from within the blur range 402. Specifically, the mobile object control unit 206 determines the blur range 402 set by the range setting unit 205 at the timing of input of the movement start instruction shown in FIG. 13 or 14 as the final blur range 402, and randomly sets the actual arrival point from within this final blur range 402.

[0129] 20 is a schematic diagram of the three-dimensional space in which the baseball game is played. In this embodiment, a virtual three-dimensional space defined by three mutually orthogonal axes, the x-axis, the y-axis, and the z-axis, is used as the game space.

[0130] 20 is set parallel to a line L3 connecting the center O2 of the pitcher's mound and the center O3 of home plate HB in the virtual three-dimensional space, the y-axis is set vertically, and the x-axis is set horizontally. The origin of the virtual three-dimensional space is set at the center of the batting zone SF.

[0131] The batting zone SF is, for example, a plane that passes through the center O3 of home base HB and is parallel to the xy plane. The strike zone SZ is a rectangular area set within the batting zone SF. The center of the strike zone SZ is located at the center of the batting zone SF. The designated arrival point 401 and the swing range 402 are located within the strike zone SZ. When the user operates the operation unit 201, the cursor 401K moves within the strike zone SZ, and the designated arrival point 401 is positioned. Note that the contact cursor 2001 also moves within the strike zone SZ.

[0132] The pitcher character CR1 is placed at the center O2 of the pitcher's mound, and the batter character CR2 is placed in the batter's box BX located to the left or right of home base in the x direction. When a command to start pitching is input, the pitcher character CR1 begins pitching, throwing the ball object BL toward home base HB.

[0133] When a movement start instruction is input, the designation unit 202 moves the cursor 401K in accordance with the arrival point designation instruction accepted by the operation unit 201. Then, when the movement start instruction is accepted by the operation unit 201, the moving object control unit 206 randomly determines an actual arrival point 2002 within the blur range 402 at that time. Then, the moving object control unit 206 moves the ball object BL from the movement start position PS to the movement end position EP so that the ball object BL passes through the actual arrival point 2002. The movement start position PS is located above the center O2, and the movement end position EP is located behind home base HB.

[0134] Returning to FIG. 2, the game management unit 204 manages the ability values ​​of each character appearing in the game, including the pitcher character CR1, the batter character CR2, the catcher character CR3, and others. The game management unit 204 also manages the current game situation, such as the score, innings, and out counts of both opposing teams. Furthermore, the game management unit 204 manages the importance of the game currently being played. Furthermore, the game management unit 204 stores image data of characters appearing in the game, image data of the baseball stadium, and the like.

[0135] The character control unit 207 displays a pitcher character CR1 (an example of a second character) that hits the ball object BL on the display unit 208 adjacent to the strike zone before the ball object BL reaches the actual arrival point 2002.

[0136] The character control unit 207 also controls the characters appearing in the game to move within the game space and display them on the display unit 208. Specifically, the character control unit 207 controls the pitcher character CR1 to start pitching at the movement start timing determined by the timing determination unit 203, and causes the pitcher character CR1 to perform the pitching motion. The character control unit 207 also controls the batter character CR2 to perform a batting motion. The display unit 208 is composed of the monitor 108 shown in FIG. 1.

[0137] In FIG. 2, the designation unit 202, timing determination unit 203, game management unit 204, range setting unit 205, mobile object control unit 206, and character control unit 207 are realized by the CPU shown in FIG. 1 executing a game control program.

[0138] 3 is a flowchart of a game device according to an embodiment of the present invention. This flowchart shows the processing when a pitcher character CR1 throws a ball object BL. In this flowchart, the pitcher character CR1 is operated by a user, and the batter character CR2 is controlled by the game device.

[0139] First, when the operation unit 201 receives a command to start a motion from the user (YES in S301), the timing determination unit 203 determines the input timing of the command to start a motion as the motion start timing, and instructs the character control unit 207 to cause the pitcher character CR1 to start a pitching motion (S302). As a result, the pitching motion of the pitcher character CR1 as shown in Fig. 4 is displayed on the display unit 208. On the other hand, if the operation unit 201 does not receive a command to start a motion (NO in S301), the process returns to S301.

[0140] Next, the timing determination unit 203 determines the point in time when a predetermined time has elapsed since the movement start timing as the reference timing (S303). Next, when the operation unit 201 receives an instruction to specify a destination point from the user (YES in S304), the designation unit 202 designates the position within the strike zone SZ indicated by the instruction to specify a destination point as the designated destination point 401 (S305).

[0141] Next, the range setting unit 205 sets the blur range 402 with the designated destination point 401 as the center (S305). Next, the range setting unit 205 displays the blur range 402 on the display unit 208 so as to be superimposed on the designated destination point 401 (S307). As a result, the blur range 402 is displayed with the designated destination point 401 as the center, as shown in Fig. 4. On the other hand, if the operation unit 201 does not accept the destination point specification instruction (NO in S304), the process proceeds to S308.

[0142] Next, if the operation unit 201 does not receive a movement start instruction from the user (NO in S308), the process returns to S304. On the other hand, if the operation unit 201 receives a movement start instruction from the user (YES in S308), the process proceeds to S309.

[0143] That is, the processes of S304 to S307 are repeated until a movement start command is input, and the user can move designated destination point 401 displayed on display unit 208 by operating operation unit 201. Then, each time designated destination point 401 is moved, range setting unit 205 sets blur range 402, and blur range 402 having a size according to the position of designated destination point 401 is displayed on display unit 208.

[0144] This allows the user to recognize the size of the blur range 402 corresponding to the position of the designated destination point 401 before starting to pitch, and provides the user with information to determine the final designated destination point 401. As a result, the user will determine the location of the designated destination point 401 after taking into consideration the blur range 402, which increases the user's interest in specifying the designated destination point, increases the user's concentration on the game, and achieves unprecedented playability.

[0145] In S309, the range setting unit 205 corrects the currently set blur range 402 taking into account the difference ΔT between the reference timing and the input timing of the movement start instruction, and determines the corrected blur range 402 as the final blur range 402 (S309).

[0146] Next, the moving object control unit 206 randomly determines an actual arrival point 2002 within the determined blur range 402 (S310). Next, the moving object control unit 206 determines the trajectory of the ball object BL so that it passes through the actual arrival point 2002, and starts the movement of the ball object BL (S311).

[0147] Next, the game management unit 204 makes a batting judgment to determine whether the batter character CR2 should hit the ball object BL, swing and miss, or let the ball object BL go (S312). Next, the game management unit 204 performs batting processing according to the result of the batting judgment (S313). For example, if the game management unit 204 determines that the batter character CR2 should hit the ball object BL, it determines the trajectory of the hit ball object BL and moves the ball object BL along the determined trajectory. Furthermore, if the game management unit 204 determines that the batter character CR2 should swing and miss the ball object BL, it instructs the character control unit 207 to have the batter character CR2 swing and miss and to have the catcher character CR3 catch the ball object BL. Furthermore, when the game management unit 204 determines that the batter character CR2 should let the ball object BL go, it instructs the character control unit 207 to make the batter character CR2 perform the action of letting the ball go and to make the catcher character CR3 perform the action of catching the ball object BL.

[0148] Note that the range setting unit 205 may obtain a probability distribution of the actual arrival point 2002 within the blur range 402, and display the blur range 402 with a transparency according to the obtained probability distribution. Fig. 19 is a schematic diagram showing an example of the blur range 402 whose transparency is set according to the probability distribution of the actual arrival point 2002.

[0149] Here, the range setting unit 205 may obtain a probability distribution by reading, for example, parameters indicating the characteristics of the pitcher character CR1 from the game management unit 204. Examples of parameters indicating the characteristics include overhand pitching, three-quarter pitching, sidearm pitching, and underhand pitching.

[0150] In real baseball, pitchers who throw sidearm or underhand pitches tend to throw balls that deviate more horizontally than vertically. Therefore, when the characteristic parameter indicates a sidearm or underhand pitch, the range setting unit 205 calculates the probability distribution of the blur range 402 so that the probability gradually decreases from the center of the blur range 402 to the periphery, the long axis of which is horizontal. Then, as shown in FIG. 19 , the range setting unit 205 displays the blur range 402 semi-transparently so that the transparency of the blur range 402 decreases as the probability increases. In this case, the range setting unit 205 superimposes image data of the blur range 402 and image data of the background using alpha blending. As a result, the blur range 402 is displayed with a higher density at positions that are more likely to become the actual arrival point 2002, allowing the user to recognize at a glance the positions that are more likely to become the actual arrival point 2002.

[0151] On the other hand, in actual baseball, pitchers who throw overhand or three-quarter throws tend to throw balls that deviate more vertically than horizontally. Therefore, when the characteristic parameter is an overhand throw, the range setting unit 205 calculates a probability distribution for the blur range 402 so that the probability gradually decreases from the center to the periphery of the blur range 402, forming an ellipse with its major axis pointing vertically. The range setting unit 205 then sets the transparency of each position in the blur range 402 according to this probability distribution, and displays the blur range 402 semi-transparently.

[0152] Then, the mobile object control unit 206 performs a lottery process according to the probability distribution calculated by the range setting unit 205 to determine the actual arrival point 2002 .

[0153] In the above explanation, the transparency of the blur range 402 is set lower for positions that are more likely to become the actual arrival point 2002, but this is not limited to this, and the transparency of the blur range 402 may be set higher for positions that are more likely to become the actual arrival point 2002.

[0154] In this embodiment, the ability value of the pitcher character CR1 may include the attribute of "getting better as the game progresses." In this case, for the pitcher character CR1 having the attribute of "getting better as the game progresses," the range setting unit 205 may set the deviation range 402 to be smaller as the number of pitches increases.

[0155] In this embodiment, the ability value of the pitcher character CR1 may include the attribute of "good at dealing with tight situations." In this case, for the pitcher character CR1 having the attribute of "good at dealing with tight situations," the range setting unit 205 may set the shaking range 402 to be smaller as the severity of the tight situation increases.

[0156] In the above description, the blurring area 402 is described as being circular, but the present invention is not limited to this and other shapes may be adopted. Figures 10 to 12 are diagrams showing modified examples of the shape of the blurring area 402.

[0157] In the example of Figure 10, the blur range 402 has an elliptical shape with the major axis pointing in the vertical direction. In actual baseball, pitchers who throw overhand tend to throw the ball in the vertical direction. Therefore, if the pitcher character CR1 has the attribute of "overhand," the range setting unit 205 can set the blur range 402 to the shape shown in Figure 10.

[0158] In the example of Figure 11, the blur range 402 has an elliptical shape with the major axis pointing diagonally. In actual baseball, a three-quarter pitcher or an underhand pitcher tends to throw a ball that deviates diagonally. Therefore, if the pitcher character CR1 has the attribute of "three-quarter" or "underhand," the range setting unit 205 can set the blur range 402 to the shape shown in Figure 11.

[0159] In actual baseball, a sidearm pitcher tends to throw a ball that wobbles horizontally. Therefore, if the pitcher character CR1 has the attribute of "sidearm," the range setting unit 205 can set the wobble range 402 to the shape shown in FIG.

[0160] However, the shapes of the blurring area 402 shown in FIGS. 10 to 12 are merely examples, and the shape of the blurring area 402 may be any polygon, such as a triangle, a square, a pentagon, or a hexagon.

[0161] In the above description, the baseball game is implemented using a single device, but the present invention is not limited to this. For example, the baseball game may be implemented using a communication system in which a server and a mobile device are connected via the Internet.

[0162] In this case, in FIG. 2, the operation unit 201 and the display unit 208 may be configured as mobile terminals, and the remaining blocks may be configured as servers (an example of a game control device). Specifically, the operation unit 201 may convert various instructions input by a user into communication signals and transmit them to the server via a network. Meanwhile, the server may extract various instructions from the communication signals transmitted from the mobile terminal and progress the game in accordance with the extracted instructions. The server may then transmit processing results to the mobile terminal and cause the mobile terminal to display game images corresponding to the processing results. The network may be the Internet or a home LAN. The server and the mobile terminal may transmit and receive data using a communication protocol such as TCP / IP.

[0163] The present invention may also be applied to a penalty shootout in a soccer game. In this case, the front of the soccer goal is set as the target plane. The designation unit 202 then prompts the user to designate a designated reach point 401 within the goal area in front of the soccer goal. The range setting unit 205 then changes the size of the blur range 402 in accordance with the above-mentioned game factors. In real soccer, aiming at the edge of the goal area is more difficult than aiming at the center of the goal area, and the ball's movement width is also larger. To incorporate this into the game, the position of the goal area may be used as a game factor. In this case, the range setting unit 205 may set the blur range 402 to be larger as the designated reach point 401 is designated closer to the edge of the goal area.

[0164] Furthermore, in an actual penalty shootout, if the goalkeeper is a highly skilled player, the kicker may feel increased psychological pressure, which can cause the kicker to lose control. To incorporate this into the game, the ability value of the goalkeeper may be used as a game factor. In this case, the range setting unit 205 may set the deviation range 402 so that the deviation range 402 increases as the ability value of the goalkeeper increases.

[0165] In an actual penalty shootout, as the number of kicks increases, the kicker's psychological pressure increases, which can lead to a loss of control. To incorporate this into the game, the number of kicks in the penalty shootout may be used as a game factor. In this case, the range setting unit 205 may set the deviation range 402 to be smaller as the number of kicks increases.

[0166] The present invention can also be applied to golf games. In actual golf, if there is a pond or bunker on the way to or near the target point during a shot, the golfer's control may be disrupted. To incorporate this into the game, the range setting unit 205 may set the blur range 402 to be larger when there is an obstacle near the specified destination point 402 or between the shot position and the specified destination point 402. Furthermore, in this case, the range setting unit 205 may set the blur range 402 to be larger as the number or size of the obstacles increases.

[0167] Furthermore, in actual golf, when the championship is at stake or when a golfer is narrowly competing with a rival, the psychological pressure on the golfer increases, which can cause the golfer to lose control. To incorporate this into the game, the range setting unit 205 may set the blur range 402 to be larger as the golfer character approaches the final hole if the golfer character is ranked higher (for example, 1st to 3rd place). Furthermore, when the golfer character is ranked higher, the range setting unit 205 may set the blur range 402 to be larger as the difference in score between the golfer character ranked one place lower decreases. In this case, the range setting unit 205 may set the blur range 402 to be larger as the final hole approaches or at the final holes (the 17th and 18th holes).

[0168] In actual golf, there are golfers who are able to demonstrate their abilities in tense situations. To incorporate this into the game, an attribute of "good at handling pressure" is set for the golfer character. Then, for a golfer character with the attribute of "good at handling pressure," the range setting unit 205 may set the blur range 402 to be smaller as the game situation becomes more tense. Here, an example of a tense game situation is a game situation in which the psychological pressure on the golfer increases.

[0169] Furthermore, if the ability value of the golfer character includes a control parameter, the range setting unit 205 may set a smaller shake range 402 for a golfer character with a higher control parameter.

[0170] Furthermore, in a golf game, if a weather parameter is present, the range setting unit 405 may set the blur range 402 in accordance with the weather parameter. For example, if the weather parameter indicates bad weather (e.g., snow, rain, or fog), the range setting unit 205 may set the blur range 402 to be larger than in the case of sunny or cloudy weather.

[0171] In addition to the above-mentioned games, the present invention can also be applied to games such as shooting, darts, archery, and basketball, as long as the game involves reaching a moving object to a target. [Explanation of symbols]

[0172] 201 Operation section 202 Specified section 203 Timing determination unit 204 Game Management Department 205 Range setting section 206 Mobile Control Unit 207 Character Control Unit 208 Display section 401 Specified target point 401K Cursor 402 Shake range

Claims

[Claim 1] A game device for executing a game in which a moving object reaches a target surface provided in a game space, a designation unit that designates a destination point of the moving object within the target plane based on an operation instruction from a user; a range setting unit that sets a range of the moving object that will be shaken relative to the designated arrival point designated by the designation unit and arrive at the target surface, and displays the range on a display unit; a moving object control unit that sets an actual arrival point, which is the actual arrival point of the moving object, on the target surface based on the blur range, and moves and displays the moving object on the display unit toward the actual arrival point.

Citation Information

Patent Citations

  • Game program, game device and game control method

    JP3892889B1