Computer program, game system used therein, and control method

The game system enhances user skill reflection in defensive operations by incorporating result acquisition and action control mechanisms to allow additional actions based on positional conditions, addressing the lack of skill differentiation in existing systems.

JP2026063268APending Publication Date: 2026-04-10KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-20
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing game systems lack the ability to reflect user skill differences in automatic defensive operations, limiting the player's input in controlling defensive characters.

Method used

A computer program and game system that allows users to input operations through an input device, where a specific operation triggers a predetermined defensive action, and includes result acquisition and action control means to reflect additional user operations based on positional conditions, enabling additional actions during defensive maneuvers.

Benefits of technology

Enhances the reflection of user skill in defensive actions by allowing additional operations based on positional relationships, thereby increasing the variability and skill expression in automatic defensive controls.

✦ Generated by Eureka AI based on patent content.

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Abstract

This provides a computer program that allows for greater room for differences in user skill to influence the performance of automatically controlled defensive actions. [Solution] The computer program PG causes the control unit 21 of the game device 2, which provides a soccer game in which a charging operation is automatically performed by the defending player PL when the L2 button 15L of the controller 6 is continuously pressed, to function as follows: The computer program PG obtains the result when an input is made to the controller 6 after the defending player PL's hand reaches the attacking player PL during the charging operation, and when it is determined that the operation is an operation to the L stick 14L, the control unit 21 functions as a means to cause the defending player PL to perform an opponent movement operation that moves the attacking player PL in the direction of the operation so that the operation is reflected in the defending player PL's charging operation.
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Description

Technical Field

[0001] The present invention relates to a computer program or the like applied to a computer incorporated in a game system that provides a game in which a display device displays a game screen including an attack character and a defense character that respectively play the roles of attack and defense, and an input device that inputs a plurality of operations executed by a user as operations for operating the defense character on the game screen, and when a specific operation among the plurality of operations is executed, causes the defense character to automatically execute a predetermined defense action according to a predetermined rule.

Background Art

[0002] There exists a game system that is connected to a display device that displays a game screen including an attack character and a defense character that respectively play the roles of attack and defense, and an input device that inputs a plurality of operations executed by a user as operations for operating the defense character on the game screen, and when a specific operation among the plurality of operations is executed, causes a predetermined defense action to be automatically executed by the defense character according to a predetermined rule. For example, a computer program that causes a computer of the game system to provide a soccer game including a plurality of players that respectively function as such attack characters and defense characters is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the soccer game described in Patent Document 1, when a tackle command is executed, the tackle action is automatically controlled and performed on the defending character according to the relative positions of the two characters corresponding to offense and defense. The defending character moves automatically for this tackle action, and its destination (the target of the tackle) is automatically set according to the relative positions. In this case, a certain level of accuracy (effectiveness) of the tackle action can be guaranteed for players from beginners to advanced players. However, on the other hand, there is little room for the user's skill to be reflected.

[0005] Therefore, the present invention aims to provide a computer program or the like that can increase the room for differences in user skill to occur in the automatic control defensive operations. [Means for solving the problem]

[0006] The present invention provides a computer that is incorporated into a game system that provides a game in which, when a specific operation among the multiple operations is performed, the computer is connected to a display device that displays a game screen including offensive and defensive characters, each playing offensive and defensive roles, and an input device that inputs a plurality of operations performed by a user as operations to operate the defensive character on the game screen, and the computer is incorporated into a game system that provides a game in which, when a specific operation among the plurality of operations is performed, the computer automatically performs a predetermined defensive action on the defensive character according to predetermined rules, and the computer functions as a result acquisition means that acquires the result of an input when, during the defensive action, the input of one of the plurality of operations is performed on the input device after the defensive character has satisfied special conditions related to the position between the defensive character and the offensive character, and as an action control means that causes the defensive character to perform an additional operation so that the additional operation is reflected in the actions of the defensive character when, based on the result of the input, the operation is determined to be an additional operation associated with an additional operation that can be added to the defensive action.

[0007] On the other hand, the present invention provides a game in which a display device that displays a game screen including attacking characters and defending characters that each assume the roles of attack and defense, and an input device that inputs a plurality of operations performed by the user as operations to operate the defending character on the game screen, and when a specific operation among the plurality of operations is performed, the system causes the defending character to automatically perform a predetermined defensive action according to predetermined rules, and further comprises: result acquisition means that acquires the result of an input when, during the defensive action, the input of one of the plurality of operations is performed on the input device after the defending character has met special conditions related to the position between itself and the attacking character; and operation control means that causes the defending character to perform an additional operation so that the additional operation is reflected in the actions of the defending character when, based on the result of the input, the operation is determined to be an additional operation associated with an additional operation that can be added to the defensive action.

[0008] Furthermore, the control method of the present invention involves causing a computer incorporated into a game system that provides a game in which a computer is connected to a display device that displays a game screen including attacking characters and defensive characters, each playing an offensive and defensive role, and an input device that inputs a plurality of operations performed by a user as operations to operate the defensive character on the game screen, and in which the computer automatically causes the defensive character to perform a predetermined defensive action according to predetermined rules when a specific operation among the plurality of operations is performed, to perform a result acquisition procedure when, during the defensive action, the input of one of the plurality of operations is performed to the input device after the defensive character has met special conditions related to the position between the defensive character and the attacking character, and an action control procedure when, based on the result of the input, the operation is determined to be an additional operation associated with an additional operation that can be added to the defensive action, the computer to cause the defensive character to perform the additional operation so that the additional operation is reflected in the actions of the defensive character. [Brief explanation of the drawing]

[0009] [Figure 1] A diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. [Figure 2] A diagram showing an example of a specific controller configuration. [Figure 3] A schematic diagram showing an example of the overall screen. [Figure 4] An explanatory diagram illustrating an example of the charging process. [Figure 5] An explanatory diagram illustrating an example of the relationship between additional operations and the opponent's movement. [Figure 6] A functional block diagram showing the main components of the control system for a game device. [Figure 7] A flowchart illustrating an example of the charging process. [Figure 8] A flowchart illustrating an example of the procedure for processing player movements. [Figure 9] An explanatory diagram illustrating an example of additional operations when a mobile phone is used as a gaming device. [Figure 10] An explanatory diagram illustrating an example of additional operations when a portable game console is used as a game device. [Modes for carrying out the invention]

[0010] The following describes a game system according to one embodiment of the present invention. Figure 1 shows an example of the overall configuration of a game system 1 according to one embodiment of the present invention. The game system 1 is configured as a client-server type system that includes a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (for example, the Internet).

[0011] Game device 2 is a device provided for users to play games, and is a type of information and communication terminal device equipped with information and communication functions via the network NT. Any suitable computer device that provides games may be used as game device 2. For example, a commercial game device (often installed in a designated facility) that allows users to play games within a range corresponding to the payment of a predetermined play fee may be used as game device 2, but in the example in Figure 1, a user terminal device is used as game device 2.

[0012] A user terminal device is a computer device that is network-connected and used for the user's personal purposes. For example, such computer devices include mobile terminal devices such as stationary or book-type personal computers, mobile phones (including smartphones), portable game consoles, or portable tablet devices. Various such computer devices may be used as game devices 2 as appropriate, but in the example in Figure 1, a stationary home game console is used. Such a game device 2 may be configured as appropriate, but as an example, it includes a stationary game console body 5, a controller 6 as an example of an input device connected to the game console body 5, and a monitor 7 as an example of an output device.

[0013] The game console 5 is configured primarily for providing games and is sometimes called a consumer game console or game console. The input device is not limited to the controller 6, but may be any appropriate input device for inputting various play actions (instructions or operations), such as a camera for inputting user actions (various instructions), or a touch panel that outputs signals according to the touch position. The output device may include a speaker unit for audio output in addition to the monitor 7, but its illustration is omitted. Multiple monitors 7 may be connected to the game console 5.

[0014] Server 3 may be configured by combining multiple server units as appropriate, or it may be configured as a single server unit. Server 3 may also be configured as a cloud server utilizing cloud computing technology. Server 3 provides various game-related services to the game device 2, such as a service for matching players who should compete against each other in the game, and a service for relaying game information to be shared between game devices 2. In addition, various information and communication terminal devices such as mobile phones, smartphones, and arcade game machines may be added to the game system 1 as appropriate. For example, an arcade game machine may be used as a client to provide games that are linked to the games provided by game device 2.

[0015] Figure 2 shows an example of the specific configuration of the controller 6. The controller 6 has a main body housing 10 whose shape and size are selected assuming that the user will hold it with both hands. The main body housing 10 is equipped with grips 11L and 11R for gripping with the left and right hands. Four directional keys 12 are provided on the upper front of the left grip 11L, and four operation buttons 13 are provided on the upper front of the right grip 11R. A pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R have a neutral position when not in operation, and can be operated in any direction, i.e., 360°, from that neutral position. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end face of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end face of the right grip 11R. In the following, the left stick 14L will be referred to as L stick 14L, and the right stick 14R as R stick 14R. The left operation buttons 15L1 and 15L2 will be referred to as L1 button 15L1 and L2 button 15L2, respectively, from the front of the controller 6. The right operation buttons 15R1 and 15R2 will be referred to as R1 button 15R1 and R2 button 15R2, respectively, from the front of the controller 6. On the other hand, sticks 14L and 14R may be collectively referred to as stick 14, and the operation buttons 15L1, 15L2, 15R1, and 15R2 may be collectively referred to as operation buttons 15.

[0016] Each of the direction keys 12, operation buttons 13, stick 14, and operation buttons 15 of the controller 6 functions as an example of an operation unit of the input device. A plurality of types of operations (multiple operations) are appropriately input to the controller 6 via these operation units. Among these operation units, at least some of the operation units are provided as operation amount detection type operation units in which the operation amount by the user is the detection target and the output signal changes according to the operation amount. For example, the stick 14 and the operation buttons 15 are provided as that type of operation unit. Therefore, regarding the operation of the stick 14, the operation direction and the operation amount (the angle of inclination from the neutral position) are detected and reflected in the output signal. Regarding the operation of the operation button 15, the amount of the pressing operation is detected and reflected in the output signal. On the other hand, the direction keys 12 and the operation buttons 13 are both provided as on-off type operation units in which the presence or absence of the pressing operation is the detection target and the presence or absence of the operation is reflected in the output signal. However, those distinctions are just examples, and appropriate settings are possible. Even an operation amount detection type operation unit may be switchable on software so as to function as an on-off type operation unit in which only the presence or absence of the operation is the detection target according to the user's setting.

[0017] Next, referring to FIG. 3, the game provided via the game device 2 will be described. In the game system 1 of the present embodiment, a competitive soccer game is provided in which a user of the game device 2 plays soccer against a user of an opponent (rival). The opponent may be an actual user who uses any of the game devices 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. It is not necessarily required that the competition be one-on-one. For example, soccer may be played in a so-called group competition format in which a group including at least one user competes against another group.

[0018] FIG. 3 is a diagram schematically showing an example of an overall screen. In a soccer game, various game screens can be appropriately used, but the overall screen 50 is a game screen for displaying the entire field of the soccer game. Specifically, in a soccer game, the viewpoint is automatically switched to an optimal position according to the situation of the game, and a game screen corresponding to the viewpoint can be displayed on the monitor 7, but the overall screen 50 is observed from a predetermined viewpoint where the entire field is included. In this case, as shown in FIG. 3, the overall screen 50 includes players (reference numerals are attached only to some of the players) PL, a ball BI, and a field FD.

[0019] Both the player PL and the ball BI are examples of objects that operate within the virtual space of the game. The player PL corresponds to each player who constitutes a soccer team. Each team includes a plurality of players PL, and a user team associated with the user and an opponent team associated with the opponent are formed. Therefore, the soccer game is configured as a team battle type game in which the user team battles with the opponent team.

[0020] On the other hand, the ball BI is an object corresponding to the ball in soccer and functions as an object to be contested between the offensive and defensive teams. The ball BI is operated to move etc. according to the actions of the player PL. And in a soccer game, offense and defense are switched between the two teams according to the presence or absence of a player who operates the ball BI. The field FD is an area corresponding to the soccer field (pitch) and is the main activity range of the player PL. The field FD is delimited by various lines such as the touch line or the goal line. The player PL may act outside these lines, but in many cases uses the field FD as the activity range. And as is well known, in a soccer game, the game progresses by the respective players PL of the user and the opponent acting in the virtual field FD in the same manner as in actual soccer.

[0021] Some of the players on the field (FD) are set as player PLs (players) that can be controlled by the user. One player PL is selected as the target of control for each user. For example, if the user is on the attacking side, the player PL that should control the ball (BI) is set as the target of control for that user, and for a defending user, the player PL that should defend against the player PL controlling (managing) the ball (BI) is set as the target of control. Furthermore, the target player PL is switched as appropriate according to the user's actions (instructions to change the target). Controlling the target player PL may include various actions on the appropriate control parts, but one example is operation using the L stick 14L. Specifically, the target player PL moves in the direction in which the L stick 14L is operated on the overall screen 50. On the overall screen 50, the target player PL can be identified, for example, by a cursor 52.

[0022] The cursor 52 may be displayed only for the currently controlled player PL, but as an example, it may be displayed for the currently controlled player PL and for the player PL that is scheduled to become the next controlled player based on a target change instruction. These cursors 52 may be identified as appropriate, but in the example in Figure 3, the cursor 52 for the currently controlled player PL is displayed in white, and the cursor 52 for the player PL that is scheduled to become the next controlled player is displayed in black. In other words, these cursors 52 are displayed in a way that makes them distinguishable by the difference in color scheme. In addition, an information unit 53 showing the name of the controlled player PL, etc., may be added to the overall screen 50. The actions of the controlled player PL are controlled based on the user's input to the controller 6. On the other hand, the actions of players PL that are not being controlled are automatically controlled according to the game situation.

[0023] The overall screen 50 may also include various other objects or information as appropriate, but in the example in Figure 3, it includes a map 54. The map 54 is an image (information) showing the position of player PL within the entire field FD. The map 54 may be placed at an appropriate position on the overall screen 50, but in the example in Figure 3, it is placed at the bottom center. Furthermore, the overall screen 50 may display information indicating the status of the match, such as the names of the user and opponent teams, the score, and the elapsed time, at appropriate positions.

[0024] Next, with reference to Figures 4 and 5, we will explain the charge action performed by the defending player PL. As mentioned above, the player PL basically moves in response to the user's input to the L stick 14L (hereinafter, in the overall screen 50, the action of moving in response to input to the L stick 14L may be referred to as manual action). However, soccer games also provide various automatic actions that control each player PL to move automatically according to predetermined rules. Such automatic actions include defensive actions and offensive actions, and the charge action is one of the defensive automatic actions. The charge action is equivalent to a charge in real soccer. In real soccer, a charge is an action taken by a defending player to take the ball from an attacking player, but it often involves putting one's shoulder or other body part on the attacking player to move the attacking player's position in order to get one's body between the attacking player and the ball. The charge action is configured to include a similar action.

[0025] Figure 4 is an explanatory diagram illustrating an example of a charge action. A charge action can be configured as any appropriate action to steal the ball BI, but the example in Figure 4 shows a case where the charge action is performed when the attacking player PL intervenes between the attacking player PL and the ball BI controlled by that player PL to steal the ball BI. Automatic actions are performed based on a specific operation from among several operations that can be input through various control parts provided on the controller 6, such as the stick 14 and operation buttons 15. As an example, pressing the L2 button 15L2 is assigned (associated) as such a specific operation for a charge action. More specifically, when the L2 button 15L2 is continuously pressed (held down), the actions of the defending player PL switch from manual actions based on user input to a charge action (automatic action). In other words, when the L2 button 15L2 is continuously pressed (a specific operation), the defending player PL performs a charge action under automatic control. And as long as that pressing operation continues, the charge action will continue to be performed. While pressing the L2 button 15L2 can be performed at any time, the example in Figure 4 shows a case where the defensive player PL is located beyond a certain distance from the offensive player PL. The example in Figure 4 schematically shows enlarged views of the offensive player PL and the defensive player PL in such a case.

[0026] As shown in Figure 4, the position of the defensive player PL includes three categories depending on the positional relationship with the offensive player PL: (1) not close, (2) close, and (3) contact distance. In each of these, different actions are performed sequentially as part of the charge action. Note that the offensive player PL and defensive player PL in the example in Figure 4 may be displayed through a separate game screen for the charge action from the overall screen 50, but as an example, they are displayed on the overall screen 50. In this example, the defensive player PL and the offensive player PL (the one controlling the ball BI) function as the defensive character and offensive character (both humanoid characters) of the present invention, respectively. Furthermore, the charge action functions as the defensive action of the present invention.

[0027] Non-close range refers to situations where a defending player PL is located beyond a certain distance from an attacking player PL. The positions of the defending and attacking players PL can be determined as appropriate, but as an example, they are determined based on the first reference position RP1 and the second reference position RP2, as shown in Figure 4 (1). In other words, the defending player PL is determined to be located at the first reference position RP1, and the attacking player PL is determined to be located at the second reference position RP2. These first and second reference positions RP1 and RP2 can be set as appropriate based on the physique of each player PL, but as an example, they are both set to the position obtained by projecting the center of gravity of the player PL onto the field FD from above in the vertical direction within the overall screen 50 (virtual three-dimensional space). In addition, a circular judgment range DR is set for the defending player PL, indicating a certain distance from the first reference position RP1 (the position of the defending player PL). The radius (certain distance) of the judgment range DR can be set as appropriate, but as an example, it is set to a distance equivalent to 2 meters in the field FD (virtual three-dimensional space). Furthermore, if the second reference position RP2 (the position of the attacking player PL) is located outside (included in) the judgment range DR (a certain distance), the position of the defending player PL is considered to be at a non-close distance.

[0028] In order to intercept the attacking player PL and the ball BI, the defending player PL must be close to the attacking player PL (or the ball BI). Therefore, at non-close range, the first action performed as a charge is to move closer to the attacking player PL so that the distance between the first reference position RP1 and the second reference position RP2 is reduced. The approaching action is an action to move towards the attacking player PL in order to reduce the distance, but it is performed not to move to the current position (second reference position RP2), but to a predetermined position that takes into account the movement of the attacking player PL. In other words, as described above, when the L2 button 15L2 is continuously pressed (held down), it switches from manual action to charge action (automatic action), and the charge action begins, but the defending player PL first performs an approaching action as part of the charge action. Note that the approaching action may be omitted as appropriate in the charge action, for example, when the distance between the defending player PL and the attacking player PL is within a certain distance (within a distance that is judged to be sufficiently close).

[0029] Close range refers to a situation where the defending player PL is within a certain distance of the attacking player PL, that is, when the second reference position RP2 (the position of the attacking player PL) is located inside (included in) the judgment range DR. In close range, various actions to steal the ball BI may be performed as part of the charge action, but in the example in Figure 4, the action of reaching out towards the attacking player PL is performed as a preliminary action to the action performed at contact distance. When a preliminary action is not necessary for the action at contact distance, such as when a shoulder bump is performed with the attacking player PL at contact distance, or even when a preliminary action is necessary, the action of reaching out may be omitted as appropriate for display purposes, but it is performed as an example. Specifically, when the second reference position RP2 (the position of the attacking player PL) is located inside (included in) the judgment range DR, that is, when the attacking player PL is located within 2 meters, the defending player PL begins to reach out towards the attacking player PL as a preliminary action.

[0030] The contact distance refers to the situation where an attacking player PL is within reach (hand contact) of a defending player PL. The contact distance may be set appropriately depending on the type of preliminary action at close range, but if the preliminary action involves reaching out, for example, it will be set to the range within reach of the defending player PL. This range may be set to a uniform range (distance) common to all players PL, but for example, a parameter related to the length of each player PL's hand may be set, and the contact distance will be set according to that parameter. For the sake of explanation, in the example of Figure 4, the judgment range DR, the first reference position RP1, and the second reference position RP2 are displayed in (1) and (2), but these displays are omitted in the actual overall screen 50 as shown in (3) of the example of Figure 4.

[0031] At contact distance, an action to actively intervene between the attacking player PL and the ball BI in order to steal the ball BI is performed as part of the charge action. Furthermore, in order to intervene between the attacking player PL and the ball BI, it may be necessary to be in a position that is superior to the attacking player PL in relation to the ball BI. For this reason, at contact distance, an opponent movement action to move the attacking player PL in a predetermined direction may be additionally performed as part of the intervening action. An opponent movement action is permitted at contact distance and can be added to the intervening action based on user input. Various actions to move the opponent (change their position), such as a shoulder bump (so-called shoulder charge), may be performed as appropriate, but for example, an action to move the opponent using a hand that is reaching (conceptually in contact with) the attacking player PL may be performed. As an example, the charge action thus includes an approaching action, an outstretching action, and an intervening action, and these actions are performed sequentially as a charge action depending on the distance to the attacking player PL.

[0032] Refer to Figure 5 for a further explanation of the opponent's movement. The opponent's movement is permitted when special conditions related to the position between the defending player PL and the attacking player PL are met. Such special conditions can be various, such as the simple positional relationship between the attacking and defending players PL, randomness, or the game situation. One example is when the defending player PL's hand reaches the attacking player PL through an outstretched motion. In other words, the special condition is met at the contact distance, and as a result, the opponent's movement is permitted at the contact distance as described above. Furthermore, whether or not an additional opponent movement is performed at the contact distance can be appropriately determined according to various conditions such as the positional relationship between the attacking and defending players PL, randomness, or the game situation. One example is that it can be determined based on the presence or absence of an additional operation associated with the opponent's movement. In other words, if an additional operation is performed at the contact distance, the opponent's movement is actually performed as part of the charge operation. Figure 5 is an explanatory diagram illustrating an example of the relationship between such an additional operation and the opponent's movement. Specifically, the example in Figure 5 includes an enlarged view of the attacking player PL (the player in the background in the figure) and the defending player PL (the player in the foreground in the figure) at the contact distance of the example in Figure 4, and a portion showing the controller 6 when additional operations corresponding to possible opponent movement actions are instructed.

[0033] As shown in Figure 5, additional operations can be appropriately implemented through various operation units provided on the controller 6. For example, they may be implemented by pressing operation buttons 13 associated with specific actions such as pushing and pulling, but as an example, they can be implemented by operating the L stick 14L. Specifically, the direction of operation of the L stick 14L functions as an instruction for the direction in which to move the attacking player PL. In other words, the direction of operation of the L stick 14L functions as a predetermined direction for moving the attacking player PL, and when the L stick 14L is operated while a pressing operation on the L2 button 15L2 at contact distance is being continued (while an instruction for a charge operation is being given), the defending player PL performs an opponent movement action so that the attacking player PL moves in that direction. In this example, the opponent movement action functions as the additional operation and movement action of the present invention.

[0034] The L-stick 14L can be operated in any direction (360 degrees), but in the example in Figure 5, directional arrows DA are shown indicating eight directions (forward / backward, left / right, diagonal forward right, diagonal backward right, diagonal forward left, and diagonal backward left). When an operation corresponding to one of these eight directions is performed on the L-stick 14L, the opponent's movement is performed such that the direction of operation is reflected in the movement direction TD of the attacking player PL. In other words, various operations can be input to the controller 6 even while pressing the L2 button 15L2 (while instructing a charge operation), but if that operation corresponds to an operation on the L-stick 14L, that operation is reflected in the opponent's movement during the charge operation. As a result, the movement direction TD of the opponent's movement also has eight directions corresponding to the operation direction on the L-stick 14L.

[0035] Specifically, in terms of contact distance, the right hand of the defensive player PL reaches the offensive player PL. However, if the direction of operation on the L stick 14L is diagonally forward to the left, the defensive player PL performs an opponent movement action that moves (pushes) the offensive player PL in the diagonally forward to the left direction through their right hand. In other words, an opponent movement action with the movement direction TD set to diagonally forward to the left occurs with the operation in the diagonally forward to the left direction. Such an opponent movement action may occur in a way that maintains the relative distance between the defensive player PL and the offensive player PL, but as an example, it may occur in a way that changes the relative distance. The same applies to the forward / backward, left, diagonally forward to the right, diagonally backward to the right, diagonally forward to the left, and diagonally backward to the left. In other words, the operation of the L stick 14L is associated with the movement direction TD through the direction of operation, and for example, operation in eight directions corresponds to an opponent movement action in the same eight directions. In this example, the operation of the L stick 14L in eight directions functions as two or more additional operations and multiple direction indication operations of the present invention. Furthermore, the opponent movement actions in eight directions associated with them function as two or more additional operations of the present invention.

[0036] For example, if the opponent moves diagonally forward to the left, it is expected that the attacking player PL will lose their balance. As a result, the distance between the ball BI and the attacking player PL will increase, and the possibility of stealing the ball BI (inserting one's body between the ball BI and the attacking player PL) is expected to increase. Alternatively, if the L stick 14L is operated diagonally backward to the right, the defending player PL will perform an opponent movement action that moves (pulls) the attacking player PL diagonally backward to the right through their right hand, in which case the attacking player PL will be brought closer to the defending player. However, depending on the timing, it may still have the effect of losing balance, or even if not, it may reduce the speed of dribbling. On the other hand, if the opponent's movement action brings the attacking player PL, who is far from the ball BI, closer to the ball BI, it may help with dribbling, etc., and assist in retaining the ball BI. In other words, the opponent's movement action does not necessarily work to one's advantage in stealing the ball BI. In any case, this will affect the offensive player PL's play (for example, dribbling), which could change the chances of winning the ball back.

[0037] On the other hand, while penalties for opponent movement actions are not required, they may be implemented as an example, similar to those in actual soccer games. For example, in actual soccer games, fouls are called for actions such as bumping into an opponent from behind or pushing or pulling excessively. Therefore, similar penalties are set for opponent movement actions. Specifically, if an opponent moves from behind an attacking player (PL), a foul will be called for that movement action, just as in actual soccer games. As an example, the content of additional operations is reflected in the opponent's movement actions. As a result, the user's operations are reflected in the charge action, and differences in the results of the charge action (automatic action) may arise depending on the user's skill level.

[0038] Furthermore, foul calls should not be applied uniformly to every movement of an opponent from behind. As in actual soccer games, consideration should be given to whether the movement resulted in a favorable situation for the attacking player PL. Specifically, a foul should only be applied if the movement is detrimental to the attacking player PL, and may not be applied if it is not necessarily detrimental (for example, if it is determined that the attacking player PL can keep possession of the ball BI based on the distance to the ball BI, the speed of movement of both players, or the direction of movement).

[0039] Next, the main components of the control system of the game device 2 will be explained with reference to Figure 6. The game device 2 is equipped with a control unit 21 as a computer and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation. The control unit 21 is equipped with various logical devices that are realized by a combination of the hardware resources of the control unit 21 and the game program PG as a software resource, but in the example in Figure 6, a matching unit 23, a progress control unit 24, and a display control unit 25 are shown.

[0040] The matching unit 23 is a logical device that performs various processes related to matching a user with an opponent. For example, when a user plays a soccer game against another user (opponent) using another game device 2, matching via the server 3 is required, and the matching unit 23 performs various well-known processes related to that matching.

[0041] The progress control unit 24 is a logical device that performs various processes to control the progress of the game. Such processes include appropriately switching between various game screens for playing the soccer game, measuring various times, and executing judgments on various rules (including penalties such as fouls).

[0042] The display control unit 25 is a logical device that performs various processes to control the display of various objects included in the game screen. Such processes include, for example, causing the player PL controlled by the user to perform actions in the overall screen 50 according to the user's operation results, and obtaining the opponent's operation results via the server 3 and causing the opponent's player PL to perform actions based on those operation results. For example, the processes performed by the display control unit 25 include displaying the movement of various ball BIs corresponding to shots, etc., and causing the player PL to act to perform shots, etc. The processes performed by the display control unit 25 also include processes to realize charge operations. As an example of such processes, the display control unit 25 performs charge operations and player movement operations. Details of the procedures for charge operations and player movement operations will be described later.

[0043] The memory unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various types of data are recorded in the memory unit 22 along with the game program PG mentioned above, but in the example in Figure 6, game data GD is shown. Game data GD is data that allows the user to play the soccer game according to the game program PG. Game data GD may include various types of data, such as image data for displaying various images for the soccer game and BGM data for playing various BGM, but in the example in Figure 6, player data GD1 is shown.

[0044] Player Data GD1 is data used to define various characters included in a soccer game. These characters include player PLs, and Player Data GD1 records various parameters that define each player PL, for example. These parameters may include, for instance, name, image, running speed, kicking power, or various physical characteristics.

[0045] The memory unit 22 may store various other data as appropriate, such as play data or ID data. Play data is data that describes information about each user's past play performance. Play data is used, for example, to carry over the results of previous plays (past performance) to subsequent plays, or to carry over settings unique to each user. For example, if each player PL in a soccer game grows according to the play situation, the parameter information for that growth may be managed as appropriate, but as an example, it is managed by play data as past performance. In this case, the parameters of each player PL are reproduced by a combination of play data (changes) and player data GD1 (initial values). ID data is data for managing various IDs. Such data includes a user ID to identify each user. Since play data is managed via the user ID, the user ID is used for generating or retrieving play data, etc. Play data and ID data, etc., may be stored in the memory unit 22 as appropriate, but as an example, they are provided from the server 3 to include the necessary parts.

[0046] Various output and input devices can be connected to the control unit 21 as appropriate, but in the example in Figure 6, the controller 6 and monitor 7 described above are shown. The monitor 7 is a well-known display device for displaying various game screens for a soccer game, such as the overall screen 50. The monitor 7 displays various game screens (images) for providing a soccer game according to the output signals from the control unit 21. Similarly, the controller 6 is a well-known input device equipped with various operation buttons. The controller 6 outputs signals to the control unit 21 corresponding to various operations performed on each operation button.

[0047] Next, the charge process and player movement process will be explained with reference to Figures 7 and 8. The charge process is the process for realizing the charge operation. When the L2 button 15L2 is pressed continuously for a predetermined time or longer, the display control unit 25 starts the charge process shown in Figure 7 and first causes the defensive player PL to perform an approaching motion (step S101). Specifically, the display control unit 25 controls the display of the defensive player PL to perform an approaching motion, which is a movement toward a predetermined position.

[0048] Next, the display control unit 25 determines whether the attacking player PL is located within a certain distance of the defending player PL, that is, whether the second reference position RP2 is included in the judgment range DR (step S102). If the attacking player PL is not located within a certain distance of the defending player PL (step S102: No), that is, if the second reference position RP2 is not included in the judgment range DR, the display control unit 25 returns to step S101 and executes the process of step S101 again so that the approaching action continues.

[0049] On the other hand, if the attacking player PL is located within a certain distance of the defending player PL (step S102: Yes), that is, if the second reference position RP2 is included in the judgment range DR, the display control unit 25 causes the defending player PL to perform an outstretching motion (step S103). Specifically, the display control unit 25 controls the display of the defending player PL to start an outstretching motion toward the attacking player PL.

[0050] Next, the display control unit 25 determines whether or not there is an additional operation to instruct the opponent's movement, that is, whether or not the additional operation has been performed (step S104). As an example of an additional operation, as mentioned above, operation on the L stick 14L is used. Therefore, the display control unit 25 acquires the input result to the controller 6 and, based on that input result, determines whether or not there is an operation on the L stick 14L as an additional operation.

[0051] If an additional operation is performed (step S104: Yes), that is, if the L stick 14L is being operated, the display control unit 25 executes player movement processing (step S105). Details of the player movement processing procedure will be described later. On the other hand, if an additional operation is not performed (step S104: No), that is, if the L stick 14L is not being operated, or after the player movement processing in step S105, the display control unit 25 determines whether or not a defensive player PL is positioned between the ball BI and an offensive player PL (step S106).

[0052] If the defending player PL is not intercepted between the ball BI and the attacking player PL (step S106: No), the display control unit 25 causes the defending player PL to perform an interrupt action (step S107). In other words, the display control unit 25 controls the display of the defending player PL to perform an interrupt action between the ball BI and the attacking player PL. After this control (execution of the interrupt action), the display control unit 25 terminates the charge process. Whether or not the player PL can actually intercept the ball BI and the attacking player PL in the event of the interrupt action may be determined as appropriate based on various circumstances, such as parameters related to the opponent's ball possession, or whether or not the opponent is performing an automatic attack action.

[0053] On the other hand, if a defensive player PL is positioned between the ball BI and an offensive player PL (step S106: No), the display control unit 25 determines whether or not the defensive player PL is touching the ball BI (step S108). If the defensive player PL is touching the ball BI (step S108: Yes), the display control unit 25 changes the defensive player PL to an offensive player PL (step S109). After this change, the display control unit 25 terminates the charge process.

[0054] Note that offensive and defensive automatic actions may be executed based on different operations, but as an example, continuously pressing the L stick 14L can be associated (assigned) not only to a charge action but also to an offensive automatic action. Any appropriate action may be used for this purpose, but as an example, a shielding action is used. In other words, the operation of continuously pressing the L stick 14L to execute a charge action functions as an instruction for an offensive shielding action after the defensive player PL touches (steals) the ball BI. Therefore, when the ball BI is stolen, the defensive player PL switches to an offensive player PL, and the shielding action is started by the switched (changed) offensive player PL. The shielding action is an action that attempts to protect control of the ball BI, and it can be implemented as an action to protect the ball BI by, for example, placing the body between the ball BI and the defensive player PL.

[0055] On the other hand, if the defending player PL has not touched the ball BI (step S108: No), the display control unit 25 moves the defending player PL toward the ball BI as an action to seize the ball BI (step S110). In other words, it controls the display of the defending player PL to perform an action of approaching the ball BI. After this control (approaching action), the display control unit 25 terminates the charge process. This realizes the charge action. Specifically, the charge action is realized so that an approaching action, an outstretching action, and an interrupt action are executed in order according to the distance between the attacking player PL and the defending player PL.

[0056] The player movement process is the process for realizing the opponent's movement action. The example in Figure 8 shows the player movement process when the opponent's movement action is permitted (special condition is met) when the defensive player PL's hand is in reach of the offensive player PL. In this case, when the display control unit 25 is called in step S105 of the example in Figure 7, it starts the player movement process in Figure 8 and first determines whether the defensive player PL's hand is in reach of the offensive player PL (step S201). If the defensive player PL's hand is not in reach of the offensive player PL (step S201: No), the display control unit 25 skips the subsequent processing and ends the current player movement process. Then, the display control unit 25 proceeds to step S106 in the charge process of the example in Figure 7.

[0057] On the other hand, if the defensive player PL's hand reaches the offensive player PL (step S201: Yes), the display control unit 25 determines the content of the additional operation (step S202). For example, as described above, if the direction of movement TD of the opponent's movement changes according to the direction of operation on the L stick 14L, the display control unit 25 determines the direction of operation on the L stick 14L as the content of the additional operation in step S202.

[0058] Next, the display control unit 25 determines the direction of movement TD for the opponent's movement, that is, the direction in which the attacking player PL should move, based on the determination result in step S202 (step S203). As mentioned above, the direction of movement TD for the opponent's movement corresponds to the direction of operation of the L stick 14L, for example, if the direction of operation of the L stick 14L is to the right, then it is to the right. For this reason, the display control unit 25 determines the direction of operation TD for the opponent's movement based on the direction of operation of the L stick 14L.

[0059] Next, the display control unit 25 causes the defensive player PL to perform an opponent movement action that reflects the movement direction TD determined in step S203 (step S204). Specifically, the display control unit 25 controls the display of the defensive player PL so that it performs an opponent movement action that moves the offensive player PL in the movement direction TD determined in step S203. After this control (opponent movement action), the display control unit 25 terminates the current player movement process. This realizes the opponent movement action. In other words, the opponent movement action is added to the interrupt action (charge action). More specifically, the interrupt action is executed so that the opponent movement action that reflects the direction of operation of the L stick 14L, that is, the opponent movement action that moves the offensive player PL in the movement direction TD corresponding to the direction of operation of the L stick 14L, is added to the interrupt action.

[0060] As explained above, in this configuration, if the L stick 14L is operated during an automatically controlled charge action, that operation is reflected in the movement of the defending player PL, and the defending player PL performs an opponent movement action. Specifically, if the L stick 14L is operated at contact distance (a special condition is met, i.e., the defending player PL's hand is reaching the attacking player PL), the defending player PL's charge action is controlled to perform an opponent movement action that moves the attacking player PL in the direction of the operation. On the other hand, if the L stick 14L is not operated, the automatically controlled charge action continues. Therefore, by utilizing such operations on the L stick 14L, it is possible to increase the room for differences in user skill in the automatically controlled charge action. In addition, similar interrupt actions are performed in actual soccer games, but these are often accompanied by charges in which the shoulder or hand makes contact with the opponent for good positioning. Therefore, by utilizing additional opponent movement actions, it is possible to reproduce actions that correspond to such charges. This not only increases the room for differences in skill but also improves realism.

[0061] In the above configuration, the display control unit 25 of the game device 2 functions as a result acquisition means of the present invention by executing step S104 of the procedure in Figure 7. Furthermore, the display control unit 25 of the game device 2 functions as an operation control means of the present invention by executing step S204 of the procedure in Figure 8.

[0062] The present invention is not limited to the embodiments described above and may be implemented in any form with appropriate modifications or changes. For example, in the above embodiment, the 360° operating direction of the L stick 14L is used as an additional operation so that it is associated with the opponent's movement operation in a 360° movement direction TD. However, the present invention is not limited to such an embodiment. For example, only two types of opponent movement operations are provided: pulling the attacking player PL and pushing him, and the operating direction of the L stick 14L may be divided into two types according to an appropriate criterion to correspond to these two types of opponent movement operations. The two types of division may be implemented as appropriate, for example, with respect to the horizontal direction as the basis for two types: upper and lower. As an example, the division may be based on a direction perpendicular to the direction of movement of the defending player PL, with two types: the direction of movement and the opposite direction. In this case, the direction of the pushing operation and the direction of the pulling operation may be determined based on other conditions, but as an example, the direction of the pushing operation is determined to be in the direction of movement, and the direction of the pulling operation is determined to be in the opposite direction. In other words, depending on whether the operation is in the direction of travel or the opposite direction, two types of movement actions may be performed on the opponent: pushing in the direction of travel or pulling in the opposite direction.

[0063] In the above-described configuration, the game device 2 is configured as a stationary game machine. However, the game device 2 of the present invention is not limited to this and may be various computer devices as described above. Various input devices that may be provided in such a game device 2, and various operations that are input thereto, may be used as the input device and additional operations of the present invention. Figures 9 and 10 are explanatory diagrams illustrating the additional operations when a mobile phone (smartphone) is used as the game device 2, and the additional operations when a portable game machine is used, respectively.

[0064] Specifically, the example in Figure 9 shows a case where the touch panel of a mobile phone is used as an input device, and touch operations are used as additional operations. In the example in Figure 9, the display of the mobile phone functions as a monitor 7, and the CPU etc. installed inside the mobile phone functions as a control unit 21 (computer), and the display of the mobile phone and the touch panel are connected to the control unit 21 inside the mobile phone. The example in Figure 9 also schematically shows an example of an overall screen 50A for touch operation that is displayed on such a mobile phone. As shown in Figure 9, compared to the overall screen 50 in the example in Figure 3, the overall screen 50A for touch operation has four additional instruction buttons, from the first instruction button 56 to the fourth instruction button 59. Note that in the example in Figure 9, the display of the information unit 53 and the map 54 is omitted, but the overall screen 50A for touch operation may include these.

[0065] The four instruction buttons, from the first instruction button 56 to the fourth instruction button 59, are all areas where touch operations should be performed to instruct actions (behaviors) for the player PL. Various actions can be appropriately assigned to the first instruction buttons 56 to the fourth instruction buttons 59, but as an example, the charge action is assigned to the first instruction button 56. Therefore, the first instruction button 56 functions as an operation unit corresponding to the L2 button 15L2 of the controller 6. Furthermore, the first instruction button 56 also functions as an operation unit for directional indication. Specifically, by continuing to touch the first instruction button 56, the defensive player PL's action switches from manual action to charge action (automatic action), and if a slide operation (a slide operation while maintaining the touch operation) is performed on the first instruction button 56 in the appropriate direction, an opponent movement action is performed that moves the offensive player PL in the direction of that slide operation. In other words, the slide operation on the first instruction button 56 functions as an additional operation, and an opponent movement action corresponding to that slide operation is performed. Therefore, for example, if an upward slide operation is performed, an opponent movement action is executed that pushes the attacking player PL towards the back. And, as in the example in Figure 5, if a slide operation in one of the eight directions indicated by the directional arrow DA is performed on the first instruction button 56, each of these functions as an additional operation, and the opponent movement action corresponding to those eight directions is realized. Note that the shielding operation may be assigned to other instruction buttons such as the second instruction button 57, but as an example, it is assigned to a double-tap operation (tapping twice in a row) on the same first instruction button 56. In other words, unlike when the controller 6 is used as an input device, the shielding operation is realized by an operation different from the charge operation.

[0066] The example in Figure 10 shows a case where a different touch operation to the touch panel is used as an additional operation, compared to the example in Figure 9. Furthermore, the example in Figure 10 schematically shows an example of the overall screen 50B for touch operation according to such a modified example. As shown in Figure 10, compared to the overall screen 50A for touch operation in the example in Figure 9, the first instruction buttons 56 to the fourth instruction buttons 59 are omitted in the overall screen 50B for touch operation according to the modified example. Note that, as in the example in Figure 9, the information section 53 and the map 54 are omitted in the example in Figure 10, although the overall screen 50A for touch operation may include these.

[0067] On the other hand, the overall touch screen 50B in the modified example has at least two areas: one where directional instructions are to be given, and another where actions are to be instructed. These two areas may be formed as appropriate, but in the example in Figure 10, they are divided into left screen 50B1 and right screen 50B2, approximately in the center, and these two areas, left screen 50B1 and right screen 50B2, form the two areas. In the example in Figure 10, for the sake of explanation, a boundary line is shown indicating the two areas, left screen 50B1 and right screen 50B2, but the display of such a boundary line may be omitted.

[0068] The left screen 50B1 is the area where touch operations to indicate direction should be performed. The left screen 50B1 functions as an operation area corresponding to the L stick 14L of controller 6, and similar directional instructions are input there. Specifically, sliding operations are permitted at any location on the left screen 50B1, and sliding operations at any location function as additional operations. On the other hand, the right screen 50B2 is the area where touch operations to instruct actions (movements) for player PL should be performed. Specifically, the entire area of ​​the right screen 50B2 functions similarly to the first instruction button 56 in the example in Figure 9, and sliding operations at any location (regardless of direction) function as instructions for charging operations. Therefore, if a sliding operation is performed at any location on the left screen 50B1 while a sliding operation on the right screen 50B2 is maintained (a touch operation is continued at the end point of the sliding operation), an opponent movement operation will be performed that moves the attacking player PL in the direction of the sliding operation on the left screen 50B1. In other words, a slide operation on the left screen 50B1 functions as an additional operation, and the opponent's movement corresponding to that slide operation is executed. Therefore, as in the example in Figure 5, when slide operations in the eight directions indicated by the direction arrows DA are performed at any position on the left screen 50B1, each of these functions as an additional operation, and the opponent's movement corresponding to those eight directions is realized. Shielding operations are achieved, for example, by a double-tap operation at any position on the left screen 50B1. Therefore, shielding operations are also achieved by an operation different from charging operations.

[0069] Furthermore, in the above-described configuration, the game device 2 performs the processing shown in Figures 7 and 8. As a result, the game device 2 alone (or the control unit 21 of the game device 2 alone) functions as the game system of the present invention. However, the present invention is not limited to this configuration. For example, the server 3 may perform all or part of the role of the game device 2 (e.g., the processing shown in Figures 7 and 8). For example, if the server 3 performs all of the processing shown in Figures 7 and 8, the server 3 alone (including cases where it is implemented by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, the game device 2 may perform all or part of the role of the server 3. In this case, the server 3 may be omitted.

[0070] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.

[0071] The present invention provides a computer (21) that is incorporated into a game system (5) which provides a game in which, when a specific operation among the multiple operations is performed, the computer (21) is connected to a display device (7) that displays a game screen (50) including offensive characters (PL) and defensive characters (PL) that each play offensive and defensive roles, and an input device (6) that inputs a plurality of operations performed by the user as operations to operate the defensive character on the game screen, and the computer (21) is incorporated into the game system (5) which provides a game in which, when a specific operation among the plurality of operations is performed, the computer (21) is incorporated into a game system (5) which provides a game in which the computer (21) is incorporated into the game system which provides a game in which the computer (21) automatically performs a predetermined defensive action on the defensive character according to predetermined rules, and when the input of one of the plurality of operations is performed on the input device after the defensive character has satisfied special conditions related to the position between the defensive character and the offensive character during the defensive action, the computer (21) is incorporated into the computer system which provides a game in which the computer (21) is incorporated into the display device (7) that displays a game screen (50) including offensive characters (PL) and defensive characters (PL) that each play offensive and defensive roles, and an input device (6) that inputs a plurality of operations performed by the user as operations to operate the defensive character on the game screen, and the computer (21) is incorporated into the game system which provides a game in which the computer (21) automatically performs a predetermined defensive action on the defensive character according to predetermined rules.

[0072] According to the present invention, if an additional operation is performed after a defensive character satisfies special conditions related to its position relative to an attacking character during an automatically controlled defensive action, that additional operation is reflected in the defensive character's actions, and the defensive character performs the additional operation. This allows for increased room for differences in user skill to influence the automatically controlled defensive action by utilizing such additional operations.

[0073] The game system may provide various games, including offensive and defensive characters, as appropriate. For example, the game system may provide action games (sports games) such as soccer games, basketball games, or boxing games. The additional actions may be appropriate actions that the defensive character can perform in these various games. For example, in a basketball game, while a defensive player (defensive character) is performing a defensive action, moving while maintaining a certain distance from an offensive player (offensive character), the action of reaching for the ball may be performed as an additional action. The same applies to soccer games. Alternatively, in a boxing game, while one player (defensive character) is guarding against a series of punches from the other player (offensive character) under automatic control, the action of clinching or throwing a punch may be performed as an additional action. In this way, various actions depending on the type of game may function as additional actions as appropriate. For example, in one embodiment of the computer program of the present invention, the action control means may cause the defensive character to perform a movement action as an additional action to move the offensive character in a predetermined direction.

[0074] Furthermore, when movement is employed as an additional action, the relative distance between the attacking character and the defending character may or may not change as a result of that movement. In other words, the movement may occur in a way that increases or decreases the distance between the attacking character and the defending character, or it may occur in a way that maintains the distance between the attacking character and the defending character, with the defending character moving along with the attacking character. Specifically, for example, in an embodiment in which movement is performed as an additional action, the action control means may cause the defending character to perform an action as the movement that changes the relative distance between the attacking character and the defending character.

[0075] The additional operations provided in the game may be of one type or multiple types. For example, if a push button is provided that is associated with a predetermined additional action, pressing that push button may function as an additional operation, and the predetermined additional action may be executed when that push button is pressed. Alternatively, pressing a push button once and pressing it twice in quick succession may be treated as different types of operations and each associated with a separate additional action, and the additional action corresponding to the operation performed (one press or two quick succession) may be executed. Naturally, multiple push buttons may be provided, and pressing each push button may be treated as a different type of operation and associated with a separate additional action. Furthermore, the input device is not limited to a configuration that inputs a pressing operation. For example, the input device may be provided with a directional indicator, and each of the multiple directions that can be indicated on that indicator may be associated with a different additional operation. In other words, different directions indicated on the directional indicator may function as different types of additional operations. Alternatively, a detection device such as a camera that detects user movements may be used as the input device, and various movements such as raising the right hand or raising the left hand may each function as different types of additional operations. In other words, various devices capable of detecting user instructions, including actions (including facial expressions and eye movements), may function as input measures, and appropriate operations corresponding to those devices may be used as additional operations.

[0076] Specifically, for example, in an embodiment in which a movement operation is performed as an additional operation, the additional operation includes two or more additional operations corresponding to different directions, the movement operation includes two or more movement operations associated with each of the two or more additional operations, and the operation control means may cause the defending character to perform a movement operation corresponding to an additional operation so as to move the attacking character in the direction corresponding to the additional operation that has been performed among the two or more additional operations. Also in this embodiment, the plurality of operations includes a plurality of direction-indicating operations that each indicate a plurality of directions, the plurality of direction-indicating operations are used as the two or more additional operations, and the operation control means may cause the defending character to perform a movement operation corresponding to a direction-indicating operation so as to move the attacking character in the direction corresponding to the direction-indicating operation that has been performed among the plurality of direction-indicating operations.

[0077] Defensive and offensive characters may be appropriate objects, including various things such as cars or various animals like horses, depending on the game provided by the game system. Naturally, humanoid characters may also function as defensive characters, etc. Special conditions may be set as appropriate according to the characteristics of these characters, etc. For example, a special condition may be met simply when a specific positional relationship (including distance) is formed between a defensive character and an offensive character. Alternatively, a defensive character may perform a predetermined action according to the positional relationship, and the special condition may be met based on that action. For example, a defensive character may perform an appropriate preliminary action for an additional action before executing the additional action (including an action to notify the execution of the additional action), and the special condition may be met when that preliminary action is performed. In other words, the presence or absence of a preliminary action (in the case of an action with the concepts of start and completion, for example, the presence or absence of a preliminary action may be determined when the action is completed) may be used as a special condition. Specifically, for example, in an embodiment in which a movement action is performed as an additional action, humanoid characters (PLs) are used as both the defensive character and the attacking character, the defensive action includes the action of the defensive character extending its hand toward the attacking character when the distance between the defensive character and the attacking character is within a certain distance, the special condition is satisfied when the hand of the defensive character reaches the attacking character as a result of the extending hand action, and the action control means may cause the defensive character to perform an action of moving the attacking character using the hand of the defensive character as the movement action.

[0078] Furthermore, for example, in one embodiment of the present invention, the game screen may include a ball (BI) that functions as an object to be contested between the attacking character and the defending character, and the game may be a soccer game in which two teams, to which the attacking character and the defending character each belong, compete by switching between offensive and defensive roles depending on the presence or absence of the ball. In addition, in this embodiment, the defensive action may include an interruption action in which the defending character moves to intercept between the attacking character and the ball. In this case, it is possible to increase the room for differences in user skill in the interruption action that is automatically controlled in the soccer game. Similar interruption actions are performed in actual soccer games, but these are often accompanied by charges in which the shoulder or hand makes contact with the opponent in order to get into a good position. Therefore, especially when movement actions are performed as additional actions in a soccer game, it is possible to reproduce actions corresponding to such charges. This not only increases the room for differences in skill but also improves realism.

[0079] On the other hand, the present invention provides a game that includes a display device (7) that displays a game screen (50) including offensive characters (PL) and defensive characters (PL) that each assume offensive and defensive roles, and an input device (6) that inputs a plurality of operations performed by the user as operations to operate the defensive character on the game screen, and provides a game in which the defensive character automatically performs a predetermined defensive action according to predetermined rules when a specific operation among the plurality of operations is performed, and further includes a result acquisition means (25) that acquires the result of an input when an input of any of the plurality of operations is performed to the input device after the defensive character satisfies special conditions related to the position between the defensive character and the offensive character during the defensive action, and an action control means (25) that causes the defensive character to perform the additional operation so that the additional operation is reflected in the actions of the defensive character when the operation is determined to be an additional operation associated with an additional operation that can be added to the defensive action based on the result of the input.

[0080] Furthermore, the control method of the present invention involves causing a computer (21) incorporated into a game system (5) that provides a game in which a computer (21) is connected to a display device (7) that displays a game screen (50) including offensive characters (PL) and defensive characters (PL) that each assume offensive and defensive roles, and an input device (6) that inputs a plurality of operations performed by a user as operations to operate the defensive character on the game screen, and when a specific operation among the plurality of operations is performed, the computer (21) is caused to execute a result acquisition procedure when, during the defensive operation, the input of one of the plurality of operations is performed to the input device after the defensive character has satisfied special conditions related to the position between the defensive character and the offensive character, and an operation control procedure when, based on the result of the input, the operation is determined to be an additional operation associated with an additional operation that can be added to the defensive operation, the computer (21) to execute an operation control procedure which causes the defensive character to perform the additional operation so that the additional operation is reflected in the defensive character's actions. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]

[0081] 2 Game devices 5. Game console (game system) 6. Controller (Input Device) 7. Monitor (display device) 21. Control Unit (Computer) 25 Display control unit (result acquisition means, operation control means) 50 Full screen (game screen) BI Ball PG (Game Programming - Computer Programming) PL Players (attacking characters, defensive characters, humanoid characters)

Claims

[Claim 1] A computer incorporated into a game system that provides a game in which, when a specific operation among the multiple operations is performed, the system automatically causes the defensive character to perform a predetermined defensive action according to predetermined rules, and is connected to a display device that displays a game screen including offensive and defensive characters, each playing an offensive and defensive role, and an input device that inputs a plurality of operations performed by the user as operations to operate the defensive character on the game screen, and when a specific operation among the plurality of operations is performed, the system provides a game in which A result acquisition means for acquiring the result of an input when, during the defensive action, the defensive character satisfies special conditions related to the position between itself and the attacking character, and an input is made to the input device for any of the operations described above. A computer program configured to function as an action control means that causes a defensive character to execute an additional action so that the additional action is reflected in the actions of the defensive character when, based on the results of the input, the operation is determined to be an additional operation associated with an additional action that can be added to the defensive action.

Citation Information

Patent Citations

  • Video game machines and media on which video game programs are recorded

    JP3145064B2