Game system, game control device and program
The game system and device enhance gameplay by allowing objects to be selected and acted upon based on trajectory changes, addressing the lack of trajectory utilization in existing games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-28
- Publication Date
- 2026-03-06
AI Technical Summary
Existing games fail to utilize the amount of change in the trajectory of a moving object effectively, limiting the gameplay experience.
A game system and device that allows a movable body to move along multiple trajectories, incorporating an object placement, selection, and action mechanism that reflects trajectory changes based on user operations.
Enhances gameplay by enabling the selection and action on multiple objects based on trajectory changes, creating a more engaging and interactive experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game control device, and a program. [Background technology]
[0002] Conventionally, there are known puzzle games in which a plurality of types of blocks are arranged, and a block selected by a user's operation is swapped with an adjacent block. Regarding block selection, there are also known games in which a user can select a block by operating a pitcher character (see, for example, Patent Document 1). In these games, the user can select the type of pitch (various curveballs, etc.) that the pitcher character will throw. Depending on the position (arrival point) of the ball thrown by the pitcher character operated by the user, the block that has landed disappears or is swapped with an adjacent block in the direction of the curveball's movement. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2021-137176 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above game, no matter which curveball is selected and thrown, only the block where the ball lands is selected. In other words, regardless of the amount of change in the curveball's trajectory, the one block selected by the ball's landing point is replaced with an adjacent block in the direction of the change, so it cannot be said that the amount of change in the trajectory is utilized in the game.
[0005] Therefore, an object of the present invention is to provide a game system, a game control device, and a program that realize a highly entertaining game that makes use of the amount of change in the trajectory of a moving object in the game. [Means for solving the problem]
[0006] A game system according to one embodiment of the present invention is a game system that provides a game in which a movable body that can move along multiple trajectories can be moved toward a reference plane, and includes: an object placement means that places multiple objects in an object display area that is provided on the reference plane or a plane corresponding to the reference plane; a selection range setting means that sets a selection range on the reference plane or a plane corresponding to the reference plane that reflects a change in the trajectory based on at least a first operation that selects one from options related to the multiple trajectories and a second operation that specifies a target position on the reference plane of the movable body; an object selection means that selects all objects from the multiple objects in the object display area that correspond to the selection range set by the selection range setting means; and an action means that exerts an action on all objects selected by the object selection means.
[0007] A game control device according to another aspect of the present invention is a game control device that provides a game in which a movable body that can move along multiple trajectories can be moved toward a reference plane, and includes: an object placement means that places multiple objects in an object display area that is provided on the reference plane or a plane corresponding to the reference plane; a selection range setting means that sets a selection range that reflects the amount of change in the trajectory on the reference plane based on at least a first operation that selects one from options related to the multiple trajectories and a second operation that specifies a target position on the reference plane for the movable body; an object selection means that selects all objects from the multiple objects in the object display area that correspond to the selection range set by the selection range setting means; and an action means that exerts an action on all objects selected by the object selection means. [Brief explanation of the drawings]
[0008] [Figure 1]1 is a schematic block diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a schematic block diagram showing an example of the hardware configuration of a game terminal. [Figure 3] FIG. 2 is a schematic block diagram illustrating an example of a hardware configuration of a server. [Figure 4] FIG. 10 is a diagram showing an example of an ability list screen of an original character. [Figure 5] FIG. 10 is a diagram showing an example of a game screen before a pitch type is selected. [Figure 6] FIG. 10 is a diagram illustrating an example of an object table. [Figure 7] FIG. 10 is a diagram showing an example of a game screen after a pitch type is selected. [Figure 8] 10A and 10B are diagrams showing an example of the movement of the pitching cursor and the change range. [Figure 9] FIG. 10 is a diagram showing an example of block selection based on the range of change in a curveball. [Figure 10] FIG. 10 is a diagram showing an example of block selection based on the range of change in a curveball. [Figure 11] FIG. 2 is a diagram illustrating an example of a timing gauge. [Figure 12] FIG. 2 is a diagram illustrating an example of a timing gauge. [Figure 13] FIG. 10 is a diagram showing an example of a game screen after pitching. [Figure 14] FIG. 10 is a diagram showing an example of selection of another block by an arrow block. [Figure 15] FIG. 10 is a diagram showing an example of selection of another block by an arrow block. [Figure 16] FIG. 10 is a diagram showing an example of selection of another block by an arrow block. [Figure 17] FIG. 10 is a diagram showing an example of selection of another block by an arrow block. [Figure 18] FIG. 10 is a diagram showing an example of a game screen after pitching. [Figure 19] FIG. 10 is a diagram showing an example of a screen transition when a new block is added. [Figure 20]10A and 10B are diagrams illustrating an example of a screen transition when a cross block is generated. [Figure 21] FIG. 10 is a diagram showing an example of selecting another block using a cross block. [Figure 22] FIG. 10 is a diagram showing an example of selecting another block using a cross block. [Figure 23] FIG. 10 is a diagram showing an example of a screen transition when a cross block is selected for a straight pitch type. [Figure 24] FIG. 10 is a diagram showing an example of a screen transition when an arrow block is selected for a straight pitch type. [Figure 25] FIG. 10 is a diagram showing an example of a game screen after a pitch type is selected. [Figure 26] FIG. 2 is a schematic functional block diagram showing an example of the functional configuration of the game system. [Figure 27] FIG. 2 is a diagram illustrating an example of the data configuration of game play data. [Figure 28] FIG. 2 is a schematic functional block diagram showing an example of the functional configuration of the game system. [Figure 29] 10 is a flowchart illustrating an example of processing of the game system. [Figure 30] 10 is a flowchart illustrating an example of processing of the game system. [Figure 31] 10 is a flowchart illustrating an example of processing of the game system. [Figure 32] 10 is a flowchart illustrating an example of processing of the game system. [Figure 33] 10 is a flowchart illustrating an example of processing of the game system. [Figure 34] 10 is a flowchart illustrating an example of processing of the game system. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0010] [1. Game system configuration] FIG. 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 in the game system 1 are connected to each other so that data can be communicated via a network N such as the Internet. Here, since the multiple game terminals 10-n have the same configuration, they will be simply referred to as "game terminal 10" unless otherwise distinguished.
[0011] The network N in this embodiment is not limited to the Internet, but may be, for example, a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., as long as it can connect the game terminals 10-n and the server 30 in the game system 1 to each other so that they can communicate with each other, or it may be a combination of these with the Internet.
[0012] A game terminal 10 operated by a user is a computer used by the user to play a game. Examples of game terminals 10 include home game consoles (stationary or portable), personal computers, smartphones, mobile phone terminals, PHS (Personal Handy-phone System) terminals, personal digital assistants (PDAs), tablet computers, multi-function television receivers (so-called smart TVs), and commercial game consoles installed in gaming facilities, etc.
[0013] The server 30 is, for example, a server computer. The server 30 associates information about the user's game with a user ID for uniquely identifying each user, and stores and manages the information in, for example, a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.
[0014] The game system 1 allows for computer battles (also referred to as CPU battles) and online battles. In online battles, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a competitive game via network N. In the case of online battles, for example, game terminals 10-1 and 10-2 matched by server 30 can directly communicate with each other via a P2P (Peer to Peer) connection or the like to play a competitive game. Alternatively, data exchange between game terminals 10-1 and 10-2 can be performed via server 30. Either method may be used to play a competitive game.
[0015] Communication between game terminal 10-n and server 30 can be realized, for example, by using HTTP (Hyper Text Transfer Protocol), which runs on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol specified by this system at a higher level.
[0016] On the other hand, communication between game terminal 10-1 and game terminal 10-2 connected by P2P or the like can be realized by, for example, UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model that is mainly implemented on the IP protocol. The above-mentioned UDP is a communication method in which data is sent to the other terminal device without any data delivery confirmation or error correction, and therefore has the advantage of low data reliability but high data transfer speed. It is of course possible to use existing protocols other than UDP for communication between game terminal 10-1 and game terminal 10-2, or to use new protocols that will be newly defined in the future.
[0017] Furthermore, for example, in a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band), multiple game terminals 10-n can communicate directly with each other to play competitive games, etc.
[0018] (Game device hardware configuration) FIG. 2 is a schematic block diagram showing an example of the hardware configuration of game terminal 10. Game terminal 10 mainly comprises a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an auxiliary storage device 14, a communication unit 15, an operation unit 16, an image processing unit 17, and a sound processing unit 18, which are interconnected via a bus line 19 including an address bus, a data bus, a control bus, etc. Note that interface circuits are interposed between bus line 19 and each component as needed, but are not shown here. Game terminal 10 also comprises a display unit 20 and an audio output unit 21.
[0019] The CPU 11 interprets and executes the commands of the game program, and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for basic operational control of the game terminal 10. The RAM 13 stores various programs and data, and ensures a working area for the CPU 11.
[0020] The auxiliary storage device 14 is a storage device that stores game programs, various data, etc. As the auxiliary storage device 14, for example, a non-volatile semiconductor memory, a hard disk drive, a solid state drive, etc. can be used.
[0021] Communication unit 15 includes a communication interface (not shown) and has a communication control function for communicating data when a game is being played. Here, the communication control function for data communication includes, for example, an Internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (e.g., the 2.4 GHz frequency band). Communication unit 15 transmits a connection signal for connecting game terminal 10 to network N based on a command from CPU 11, and also receives information transmitted from the other party and supplies the information to CPU 11.
[0022] The operation unit 16 is used by the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit (a component of a touch panel) equipped with a touch interface, physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. The operation unit 16 may also be configured to accept voice input by identifying voice input from a voice input unit such as a microphone.
[0023] The image processing unit 17 drives the display unit 20 based on an image display command from the CPU 11 to display a game screen. Various known display devices, such as a liquid crystal display or an organic electroluminescence (EL) display, can be used for the display unit 20. The display unit 20 can also be a touch panel that combines a display device, such as a liquid crystal display, with a position input unit having a touch interface. When the display unit 20 is configured as a touch panel, the image processing unit 17 includes a touch input detection unit (not shown). When a pointer, such as a finger or a pen, touches the screen, the touch input detection unit detects the coordinates of the contact position on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 20. The display unit 20 does not need to be integrated with the game device 10 and may be, for example, a television monitor externally connected to the game device 10.
[0024] The sound processing unit 18 generates an analog audio signal based on a sound generation instruction from the CPU 11 and outputs it to the audio output unit 21 .
[0025] (Server hardware configuration) 3 is a schematic block diagram showing an example of the hardware configuration of server 30. Server 30 mainly comprises a CPU 31, a ROM 32, a RAM 33, an auxiliary storage device 34, and a communication unit 35, which are interconnected via a bus line 36 including an address bus, a data bus, a control bus, etc. Note that, although an interface circuit is interposed between bus line 36 and each component as needed, the interface circuit is not shown here.
[0026] The CPU 31 interprets and executes commands from the system software and application software, and controls the entire server 30. The ROM 32 stores programs and the like necessary for basic operational control of the server 30. The RAM 13 stores various programs and data, and ensures a working area for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs, various data, and the like. The auxiliary storage device 34 can be, for example, a hard disk drive or a solid state drive.
[0027] The communication unit 35 includes a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, if the server 30 is configured as a system incorporated into a social networking service (SNS), the communication unit 35 of the server 30 controls communication with the SNS server. Furthermore, for example, the server 30 controls communication with a video distribution server that distributes game videos played by users to spectators. The server 30 may also be provided with a video distribution function.
[0028] The server 30 can be configured as a single computer, or can be configured as a function-distributed type in which the functions of the server 30 are distributed among multiple servers. Alternatively, a load-distributed type configuration can be achieved by providing multiple servers 30 on the network N for redundancy (multiplexing). The server 30 can also be configured as a cloud server that uses cloud computing technology.
[0029] The programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored in an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0030] In the following, it is assumed that game terminal 10 is a smartphone or tablet computer equipped with a touch panel. Various operations such as touching, sliding, and touching off the screen are performed with a pointer such as a finger or a pen, but the following explanation will be given assuming operations using a finger.
[0031] [2. Overview of an example game] An example of a game is outlined below. Game system 1 can run various games, such as sports games based on baseball, soccer, tennis, volleyball, etc. Note that the games may be run by game terminal 10 communicating data with server 30 or another game terminal 10, or may be run by game terminal 10 alone. Below, a baseball game based on baseball will be described as an example of a game run by game system 1, and other games will also be mentioned as necessary.
[0032] The baseball game of this embodiment is equipped with various game modes, such as a training mode, a battle mode, and a tournament mode. The training mode is a game mode in which the user can train a game character and create their own original game character. The original character created by the user can also be used in other game modes (battle mode, tournament mode, etc.).
[0033] Here, various parameters of the original character trained in the training mode will be explained. FIG. 4 shows an example of the ability list screen G100 when an original character is trained as a pitcher. An image of the original character is displayed in display area A110. The name of the original character is displayed in display area A111. The number of the original character's position is displayed in display area A112. If the position is pitcher, 1 is displayed. The pitching form and dominant hand of the original character are displayed in display area A113. The position of the original character is displayed in display area A114.
[0034] Display area A115 displays the basic ability related to "pitch speed," and displays the maximum pitch speed when a fastball is thrown. In addition, the basic abilities displayed in display areas A116 and A117 are displayed in eight levels of rank, S, A, B, C, D, E, F, and G, in descending order of ability, with an ability value of 90 or higher being S, 80-89 being A, 70-79 being B, 60-69 being C, 50-59 being D, 40-49 being E, 20-39 being F, and 19 or less being G.
[0035] Display area A116 displays basic abilities related to "control," and the higher the "control" ability, the less likely a pitcher is to make a bad pitch and the easier it is to pitch the ball to the intended course. Display area A117 displays basic abilities related to "stamina," and the higher the "stamina" ability, the less likely a pitcher will tire and the less likely their abilities will decline in the latter half of the game.
[0036] Display area A118 shows the types and amounts of curveballs that the original character has mastered, in addition to straight balls. Five arrows displayed in display area A118 indicate the direction of the change in trajectory of a curveball thrown by a right-handed pitcher as seen from the batter's side facing the pitcher. Curveballs are classified into six types, each with an angle of approximately 45 degrees depending on the direction in which the ball's trajectory changes: straight balls, sliders that change to the right (horizontally to the right), curveballs that change to the lower right, forks that change to the lower (vertical), sinkers that change to the lower left, and shoots that change to the left (horizontally to the left).
[0037] Straight curveballs include the two-seam, moving fastball, and super slowball. Slider curveballs include the slider, H-slider (high-speed slider), and cutball. Curve curveballs include the curve, slow curveball, drop, drop curve, slurve, and knuckle curveball. Fork curveballs include the fork, palm, changeup, V (Vertical) slider, knuckleball, and SFF (Split Finger Fastball). Sinker curveballs include the sinker, screw, H-sinker (high-speed sinker), and circle changeball. Shoot curveballs include the shoot, H-shoot (high-speed shoot), and sinking two-seam. In addition, original pitches with uniquely defined trajectories may be created within the game.
[0038] In this embodiment, the original character can only learn one curveball that belongs to the same category and changes direction. For example, if the original character learns a "slider" curveball that changes direction to the right, the original character cannot learn other curveballs that change direction to the right, such as an "H slider" or a "cut ball." However, this is just one example, and the original character may be allowed to learn two or more curveballs that change direction in the same direction.
[0039] In the example shown in Figure 4, the original character has mastered the breaking balls "slider," "curve," "fork," "sinker," and "shoot" in addition to the straight ball (straight pitch). In other words, when using the original character in another game, the user can pitch any type of pitch selected from the pitches "straight," "slider," "curve," "fork," "sinker," and "shoot."
[0040] The five arrows displayed in the display area A118 also function as a gauge that indicates the amount of change in each curveball. Here, the amount of change in a curveball is one of the ability parameters of the original character, and indicates the amount of curvature of the curveball. In other words, it indicates the amount of change in the trajectory of the ball when the original character throws a curveball. The amount of change is indicated on a seven-point scale from "1" to "7," with "1" being the smallest amount of change and "7" being the largest amount of change.
[0041] In the example shown in Figure 4, the original character has the ability to change the slider by 5, the curve by 3, the fork by 4, the sinker by 7, and the shoot by 6.
[0042] Display area A119 displays a list of pitcher-related special abilities possessed by the original character. In the example shown in Fig. 4, the original character possesses five special abilities: "heavy ball," "strikeout," "tenacity," "toughness," and "stable form." In other words, the main character can throw a heavy ball, is likely to strike out batters, can continue pitching with tenacity even when tired, is not easily shaken even when hit by a hit, and is in stable form.
[0043] 4 shows a case where the original character is a pitcher, so the basic abilities of a pitcher and parameters related to curveballs are displayed. If the original character is a fielder, the basic abilities of a fielder (e.g., trajectory, hitting, power, running ability, arm strength, defensive ability, catching, etc.) and special abilities are displayed.
[0044] In the training mode of this embodiment, the user progresses through a scenario consisting of a predetermined number of turns, selecting a training content for each turn and letting the original character rest. Various events also occur as the scenario progresses. The user can acquire experience points necessary for training the original character based on the training content selected by the user and the results of events that occur. The user can spend the acquired experience points to improve the basic abilities of the original character, acquire a curveball, increase the deflection of a curveball, or acquire a special ability. Within the scope of the acquired experience points, the user considers which basic abilities to improve, which curveball to acquire, and how much deflection to increase of the curveball acquired.
[0045] In addition, without using experience points, the original character's basic abilities and variation may improve, they may learn a curveball, or they may acquire special abilities depending on the training content and event results selected by the user.
[0046] Basically, the development of an original character is completed when one scenario is completed. An original character whose development has been completed in development mode is registered in association with the user ID as a character that the user can use in game modes other than development mode. After the scenario is completed, another character can be created by starting the scenario again from the beginning and developing the original character. In other words, by repeating development in development mode, the user can create multiple characters with various abilities.
[0047] Next, an example of a game using a pitcher character whose training has been completed in the training mode or a predetermined pitcher character (for example, a predetermined character prepared by the game management side) will be described. The game of this embodiment is basically a game in which the user pitches the ball, erasing multiple blocks arranged in the strike zone and the surrounding ball zone, and earns points according to the blocks erased. The player can pitch any number of times within the time limit (e.g., 120 seconds). This game has a unique gameplay in that, when a curveball is used, all blocks corresponding to the amount of change in the curveball's trajectory (the amount of change) can be selected and erased at once.
[0048] FIG. 5 is a diagram showing an example of a game screen G200 of a game using a pitcher character. The game screen G200 displays a pitcher character C201, a catcher character C202, a strike zone SZ, a pitcher information display area A203, a score display area A204, a remaining time display area A205, a block display area A206 (an example of an object display area), a replacement block area A207, a block-specific score display area A208, a pitch type selection area A209, a time button P230, and the like.
[0049] Pitcher character C201 is a character to be operated. At the start of the game, the pitcher character to be operated can be a pitcher character arbitrarily selected from at least one pitcher character that the user has trained. Alternatively, the pitcher character to be operated can be a pitcher character arbitrarily selected by the user from a plurality of predetermined pitcher characters (for example, those prepared by the game management side). Alternatively, the pitcher character to be operated can be a pitcher character arbitrarily selected by the user from a plurality of predetermined pitcher characters and at least one pitcher character that the user has trained.
[0050] In this embodiment, the pitcher character C201 does not face a batter, so a batter character is not displayed, but a batter character may be displayed. The strike zone SZ is an area where a ball pitched by the pitcher character reaches and is judged to be a strike. The pitcher character C201 pitches the ball toward a reference plane that includes the strike zone SZ and the surrounding ball zone. The pitcher information display area A203 displays information such as the pitcher character C201's player name and basic ability parameters (evaluation ranks for "pitch speed," "control," and "stamina").
[0051] The score display area A204 displays the current score, and the remaining time display area A205 displays the number of seconds remaining in the time limit. Additionally, by tapping the time button P230, the time menu will be displayed, allowing you to check how to play the game and detailed information (such as ability parameters) about the pitcher character you are controlling. When the time menu is displayed for the first time during the game, the countdown of the remaining time will stop until play resumes. However, when the time menu is displayed for the second or subsequent times, the countdown of the remaining time will continue.
[0052] In the block display area A206, a total of 25 rectangular blocks B200 (an example of an object) are arranged in five horizontal rows and five vertical columns. This block display area A206 is provided on a surface corresponding to a "reference plane including the strike zone SZ and the surrounding ball zone." The block display area A206 also includes a strike zone corresponding area A2061 and a ball zone corresponding area A2062. The strike zone corresponding area A2061 is an area that has a larger area than the strike zone SZ and is similar in shape to the strike zone SZ. In other words, the strike zone corresponding area A2061 is an enlarged view of the strike zone SZ displayed in a different position. A total of nine blocks B200 are displayed in three rows and three columns in the strike zone corresponding area A2061. Additionally, in the ball zone corresponding area A2062, 16 blocks B200 are displayed surrounding the outside of the strike zone corresponding area A2061.
[0053] The block display area A206 may be located on a "reference plane" that includes the strike zone SZ, but in this embodiment it is located on a "plane corresponding to the reference plane" that is located at a different position from the "reference plane." This allows the strike zone SZ and blocks B200 to be displayed larger than if they were located on the "reference plane," thereby improving visibility. For example, when a ball pitched by pitcher character C201 reaches the "reference plane" including the strike zone SZ and the surrounding ball zone, it is treated as having reached the "block display area A206" including the strike zone corresponding area A2061 and the ball zone corresponding area A2062.
[0054] The supplemental block area A207 is an area that displays blocks B200 to be supplemented in the block display area A206 when a block B200 is deleted from the block display area A206. A total of 10 blocks B200 are arranged in this supplemental block area A207, in two rows horizontally and five columns vertically. In other words, the user can always check in advance two rows of blocks B200 that will be newly supplemented in the block display area A206. Details of block supplementation will be described later.
[0055] There are multiple types of blocks B200, which are objects displayed in the block display area A206. Fig. 6 shows an example of an object table. In this embodiment, the types of blocks include four types of ability blocks: "strength block," "technique block," "curveball block," and "mental block," eight patterns of arrow blocks (examples of first direction objects) that differ in direction by 45 degrees, and two patterns of cross blocks (examples of second direction objects) that differ in direction by 45 degrees.
[0056] Here, there are four types of blocks B200 that can be erased to earn points: "muscle block," "technique block," "curve ball block," and "mental block." These four types of blocks may be awarded different points (scores) when erased. The points awarded when each of these four types of blocks is erased are determined based on at least one ability parameter of the pitcher character C201 being operated. In this embodiment, as illustrated in FIG. 6, the points awarded when a "muscle block" is erased are calculated based on the "pitch speed" and "stamina" parameters of the pitcher character C201. Furthermore, the points awarded when a "technique block" is erased are calculated based on the "pitch speed" and "control" parameters of the pitcher character C201. Furthermore, the points awarded when a "curve ball block" is erased are calculated based on the parameters of the amount of change and the number of pitches of all curve balls in the pitcher character C201's pitches. Furthermore, the points awarded when a "mental block" is erased are calculated based on the "control" and "stamina" parameters of the pitcher character C201. The higher the value of each parameter, the greater the points awarded when the target block is erased. Furthermore, the points awarded when a "curveball block" is cleared may differ depending on the type of curveball. For example, the points awarded when a "curveball block" is cleared may differ depending on whether the slider-type curveball acquired by the pitcher character C201 is a "slider" or an "H slider." In this case, for example, the points awarded when a "curveball block" is cleared may be greater for an "H slider" than for a "slider."
[0057] As described above, the types (or combinations) of ability parameters applied to the score calculation for each of the "muscle block," "technique block," "curve ball block," and "mental block" are different, so the points awarded when each block is eliminated may differ. Furthermore, the points awarded when these blocks are eliminated are determined according to the ability parameters of the pitcher character C201 being operated, so the points awarded may change if the pitcher character C201 is changed.
[0058] The block score display area A208 displays the points that can be earned by clearing each of the following blocks: "Strength block," "Technical block," "Curveball block," and "Mental block." By looking at the information displayed in the block score display area A208, the user can understand which type of block B200 will be advantageous to clear.
[0059] Although arrow blocks and cross blocks do not earn points when they are cleared, they are powerful blocks that can clear all other blocks in the direction of the arrow, as will be explained later. More details about arrow blocks and cross blocks will be provided later.
[0060] Here, the blocks that are initially generated (initially placed) in the block display area A206 and the supplementary block area A207 are "muscle block," "technique block," "curveball block," "mental block," and "arrow block (any of eight patterns)." As will be described later, the cross block is generated by combining multiple adjacent arrow blocks in the block display area A206, and is a block that is more powerful than the arrow block, and is not a target for initial generation in this embodiment.
[0061] Initially generated (initially placed) blocks refer to a group of blocks generated based on predetermined conditions at the start of the game. In this embodiment, for example, a total of 500 blocks of 100 rows and 5 columns are initially generated. At the start of the game, the blocks in the first row (the row generated earliest) to the fifth row of the initially generated blocks are displayed in the block display area A206, and the blocks in the sixth and seventh rows are displayed in the supplementary block area A207.
[0062] In this embodiment, the conditions for blocks to be initially generated (initially placed) are as follows. Each row of the initially generated 100-row x 5-column block group contains one of five types: "Strength Block," "Technical Block," "Curveball Block," "Mental Block," and "Arrow Block (one of eight patterns)." The column arrangement of these five types for each row is determined by random lottery. Five blocks are placed per row, and each row is always initially arranged with one of each of the five types, so arrow blocks are never lined up on either side of each other in the initial arrangement. Also, in two adjacent rows, the arrow blocks are initially placed so that they are not adjacent to each other vertically. The reason for avoiding the arrow blocks being placed adjacent to each other horizontally or vertically in the initial placement is to avoid a situation where arrow blocks are suddenly combined in the initial placement to create a powerful cross block, which could result in the removal of many blocks. Furthermore, if an arrow block is initially placed at the left or right end of each row in the initially generated block group, the pattern of the arrow block is drawn so that the arrow does not point outward. Specifically, if an arrow block is initially placed at the left end of each row, the arrow blocks of Arrow (Lower Left), Arrow (Left), and Arrow (Upper Left) are excluded from the drawing. Furthermore, if an arrow block is initially placed at the left end of each row, the arrow blocks of Arrow (Upper Right), Arrow (Right), and Arrow (Lower Right) are excluded from the drawing.
[0063] In this embodiment, pitching-related operations include a pitch type selection operation (an example of a first operation), a pitch position designation operation (an example of a second operation), and a pitch start timing input operation (an example of a third operation). These three pitching-related operations can be performed with three touch operations, or with a single continuous touch operation (a continuous operation of touch, slide, and touch-off). At the start of the game, the user can select between a pitch type that is performed with three touch operations (a first pitch type) and a pitch type that is performed with a single touch operation (a second pitch type).
[0064] First, an example of pitching based on three touch operations will be described. A pitch selection area A209 is displayed on the game screen G200. This pitch selection area A209 includes pitch selection buttons P211 to P216 and parts P222 to P226 that indicate the amount of change in each curveball, etc. The pitch selection buttons P211 to P216 are options for selecting one pitch to be thrown from multiple pitches that the pitcher character C201 can throw, that is, from among his or her available pitches. Here, we will explain the case where the selected pitcher character is a right-handed pitcher. Note that if the pitcher character is a left-handed pitcher, the names of some pitches and the direction in which breaking balls change will differ.
[0065] The pitch type selection button P211 is a part for selecting the "straight" pitch type from among the pitches possessed by the pitcher character. If the pitcher character has a straight curveball (such as a two-seam fastball) as their pitch, a pitch selection button for selecting a straight curveball and a part indicating the amount of change in the curveball will be displayed next to the pitch selection button P211.
[0066] The pitch selection button P212 is a part for selecting a "slider-type curveball" from among the pitches possessed by the pitcher character. In the example of Figure 5, the pitch of the pitcher character is a "slider," so "slider" is displayed on the pitch selection button P212, but if another slider-type curveball (for example, an H slider) is possessed, the name of that curveball will be displayed. Part P222 is a part that indicates the direction and amount of change of a "slider-type curveball." In the example of FIG. 5, the arrow indicates that the curveball is changing to the left, and the amount of change is "5." The direction of change here indicates the direction of the change in trajectory of a curveball thrown by a right-handed pitcher as seen from the pitcher's side toward the strike zone (the same applies below).
[0067] The pitch selection button P213 is a part for selecting a "curve-type breaking ball" from among the pitches of the pitcher character. In the example of Figure 5, the pitch selection button P213 displays the pitcher character's pitch "curve," but if the pitcher character has another curve-type breaking ball (for example, a slow curve), the name of that ball will be displayed. The part P223 is a part that indicates the direction and amount of change of the "curveball." In the example of Fig. 5, the arrow indicates that the curveball will change to the lower left, and the amount of change is "3."
[0068] The pitch selection button P214 is a part for selecting a "fork-type curveball" from among the pitches of the pitcher character. In the example of Figure 5, the pitch selection button P214 displays the pitcher character's pitch, "fork," but if the pitcher character has another fork-type curveball (for example, a changeup), the name of that pitch will be displayed. The part P224 is a part that indicates the direction and amount of change of the "fork-type curveball." In the example of Fig. 5, the arrow indicates that the curveball will change downward, and the amount of change is "4."
[0069] The pitch type selection button P215 is a part for selecting a "sinker-type curveball" from among the pitches possessed by the pitcher character. In the example of Figure 5, the pitch type selection button P215 displays the pitcher character's pitch "sinker," but if the pitcher character has another sinker-type curveball (for example, a screwball) as his or her pitch, the name of that curveball will be displayed. Part P225 is a part that indicates the direction and amount of change of the "sinker-type curveball." In the example of Fig. 5, the arrow indicates that the curveball will change to the lower right, and the amount of change is "7."
[0070] The pitch type selection button P216 is a part for selecting a "shoot-type curveball" from among the pitches possessed by the pitcher character. In the example of Figure 5, the pitch type selection button P216 displays the pitcher character's pitch "shoot," but if another shoot-type curveball (for example, H-shot) is possessed, the name of that ball will be displayed. The part P226 is a part that indicates the direction and amount of change of the "shoot-type curveball." In the example of Fig. 5, the arrow indicates that the curveball will change to the right, and the amount of change is "6."
[0071] Note that pitch selection buttons P212 to P216 and parts P222 to P226 that do not correspond to the pitcher character's balls are not displayed. For example, if the pitcher character's breaking balls are limited to two types, a "slider-type breaking ball" and a "curve-type breaking ball," pitch selection buttons P214 to P216 and parts P224 to P226 are not displayed on the game screen G200. Alternatively, pitch selection buttons that do not correspond to the pitches may be displayed on the screen but not selectable (for example, grayed out).
[0072] The user can select a pitch by tapping one of the pitch selection buttons P211 to P216 (touching the screen with a finger and then lifting the finger from the screen). When this pitch selection operation is performed, the screen transitions to the game screen G300 in Figure 7. Note that in the game screen G300 in Figure 7, components that overlap with those in the game screen G200 in Figure 5 are assigned the same component numbers, and descriptions thereof will be omitted. 7, the pitch selection area A209 is removed, but instead a pitching cursor P301, pitch change range P302, display area A303, button P304, and timing gauge P310 are displayed. The currently selected pitch is displayed in display area A303. By tapping button P304, the player can return to game screen G200 in FIG. 5 and reselect the pitch.
[0073] The pitching cursor P301 and the change range P302 are movable parts for specifying the pitching position on the reference plane (strike zone SZ and the ball zone surrounding it). Note that the surface corresponding to the reference surface on which the block display area A206 is provided is treated as substantially the same as the reference surface including the strike zone SZ. Therefore, although the pitching cursor P301 and change range P302 exist on the "surface corresponding to the reference surface," hereinafter, the pitching cursor P301 and change range P302 may be described as existing on the "reference surface." Immediately after transitioning to the game screen G300, the center of the pitching cursor P301 is initially positioned at the center of the strike zone corresponding area A2061. This pitching cursor P301 indicates the position (arrival point) where the ball will reach the reference plane when a straight pitch is thrown (i.e., when there is no change in trajectory). The arrival point is also called the impact point. When a straight pitch is selected, the variation range P302 is not displayed, and only the pitching cursor P301 is displayed.
[0074] The variation range P302, which is displayed when a curveball pitch type is selected, is displayed as an arrow extending from the center of the pitching cursor P301. The direction of the arrow of the variation range P302 indicates the direction of change in the curveball's trajectory, and the length of the arrow corresponds to the amount of change in the curveball's trajectory. In the example of FIG. 7, the "shoot" pitch type with a variation range of "6" has been selected, so the arrow of the variation range P302 extends to the right, which is the direction of change for "shoot," and the length of the arrow is set to a length corresponding to the variation range of "6" for "shoot." The end of the arrow of the variation range P302 (the end opposite the pitching cursor P301) indicates the position (arrival point) where the ball will reach the reference plane when a curveball is pitched (i.e., when a change in trajectory occurs). In other words, when a curveball type of pitch is selected, the arrival point is not the pitching cursor P301 but the end of the arrow of the variation range P302.
[0075] That is, the arrival point on the reference plane when the ball's deflection is 0 (first arrival point) is the position of the pitching cursor P301, and the arrival point on the reference plane when the ball's deflection for "shoot" is "6" (second arrival point) is the position of the end of the arrow of the variation range P302. The variation range P302 is shown as an arrow (or line segment) starting from the first arrival point and ending at the second arrival point. This variation P302 can be understood as a trajectory obtained by projecting onto the reference plane (or a plane corresponding to the reference plane) the component of the trajectory variation of the curveball in a direction parallel to the reference plane.
[0076] In the case of a straight pitch, the block B200 that overlaps with the pitching cursor P301 (its center point) is the selected block. In the case of a curveball pitch, all the blocks B200 that overlap with the curve P302 (the line segment connecting both ends of the curve) are the selected blocks. The currently selected block B200 is displayed differently from the other blocks B200 that are not selected (for example, the color or thickness of the block frame is different, or the block color is different), making it clear on the screen which blocks are selected. Figure 7 shows an example in which the frames of the three selected blocks B200 that overlap with the change width P302 are highlighted with a thicker frame F300, and the colors of the blocks B200 are also darker.
[0077] The operation of specifying the pitching position can be performed by the following slide operation. The pitching cursor P301 and the change range P302 can be moved by touching a finger to any position on the game screen G300 in FIG. 7 (excluding the positions where the time button P230 and button P304 are located) and performing a slide operation without removing the finger from the screen. FIG. 8 shows an example of the state in which the pitching cursor P301 and the change range P302 have been moved by sliding a finger F on the screen. The pitching cursor P301 and the change range P302 move in conjunction with the displacement of the finger F associated with the slide operation, while maintaining their relative positional relationship with the finger F touching the screen. The user can move the pitching cursor P301 and the change range P302 by touching and sliding the finger F to a position on the screen different from the pitching cursor P301 or the change range P302, without directly touching the finger F with the finger F. In this embodiment, the movable range of the pitching cursor P301 and the change range P302 is limited to within the block display area A206. As the positions of the pitching cursor P301 and the change range P302 are moved by the slide operation, the block B200 that is selected by overlapping with the change range P302 also changes.
[0078] 9 shows an example of block selection when a curveball "sinker" that curves downward and to the right is selected. In this example, five blocks B200 are selected based on the length variation range P302 corresponding to the variation amount "7." Since all blocks B200 that overlap even slightly with the variation range P302 are selected, a curveball that curves diagonally can have more selectable blocks than a curveball that curves horizontally or vertically.
[0079] Figure 10 shows an example of block selection when a curveball that curves downward and to the left is selected. In this example, three blocks B200 are selected based on the change range P302, which corresponds to a change amount of "3." In the example of Figure 10, a curveball with a smaller change amount than in Figure 9 is selected, so the change range P302 is shorter than in Figure 9, and the number of selectable blocks is also reduced.
[0080] As can be seen from Figures 9 and 10, developing a pitcher character whose specialty is a curveball with a large amount of movement and using it in the game is one of the important factors for progressing advantageously in the game. Furthermore, curveballs whose trajectory changes diagonally tend to have more selectable blocks than curveballs whose trajectory changes horizontally or vertically, and are therefore advantageous. However, to select and eliminate multiple blocks lined up horizontally or vertically, a curveball whose trajectory changes horizontally or vertically is required. Therefore, developing a pitcher character whose specialty is a curveball that changes in various directions and using it in the game is also one of the important factors for progressing advantageously in the game.
[0081] 8, the pitching position designation is confirmed by releasing the sliding finger F from the screen. After this, the part P3106 of the timing gauge P310 shown in FIG. 7 starts to move, and the operation moves to the pitching start timing designation operation.
[0082] FIG. 11 shows an example of a timing gauge P310 used to input the timing to start pitching. The timing gauge P310 includes a part P3106 that moves at a constant speed from an initial position P3100 to an end position P3105. The user touches the screen to stop the movement of the part P3106, allowing the user to input the timing to start pitching. After this input, the pitcher character begins pitching. The timing gauge P310 is divided (e.g., color-coded) into four areas E3101 to E3104 aligned from the initial position P3100. The areas E3101 to E3104 have widths W1 to W4, respectively. Depending on which of the areas E3101 to E3104 the moving part P3106 stops in, whether a point bonus is awarded, whether control is disrupted, etc., are determined.
[0083] Area E3103 is the nice pitch zone, and by touching the screen during the period (an example of the second period) when part P3106 passes through the nice pitch zone E3103, a bonus is generated that increases the points earned (for example, by 100%). Also, if part P3106 can be stopped in the nice pitch zone E3103, there will be no disruption of control.
[0084] Furthermore, if the part P3106 can be stopped in the nice pitch zone E3103, the width W3 of the nice pitch zone E3103 will be enlarged and the width W1 of the area E3101 will be reduced at the time of the next pitch, as shown in FIG. 12. In other words, the period during which the part P3106 can be stopped in the nice pitch zone E3103 will be longer. In this game, the player can throw as many times as he likes within the time limit, so the gameplay allows the player to enjoy the balance of whether to input timing and throw many pitches during the period when the part P3106 passes through the areas E3101 and E3102 (an example of the first period) without waiting until the period in the nice pitch zone E3103, or to wait until the period in the nice pitch zone E3103 to throw a reliable pitch without losing control.
[0085] If you continue timing input in the nice pitch zone E3103, you can maintain the expanded width W3. Also, for example, the longer the timing input in the nice pitch zone E3103 continues, the wider the width W3 of the nice pitch zone E3103. In this case, it is desirable to set an upper limit to the width W3.
[0086] If part P3106 is stopped in areas E3101, E3102, or E3104 other than the nice pitch zone E3103, control may be disrupted and the specified pitch position may shift. If the specified pitch position shifts, a block different from the block selected by the user may be selected. The probability of the pitch position shifting is higher and / or the amount of shift is greater in area E3101, which is farther from the nice pitch zone E3103, than in area E3102. If part P3106 stops in area E3102, just before the nice pitch zone E3103, a bonus is generated that increases the points earned (for example, by 50%). In this case, the point increase rate is lower than when part P3106 stops in the nice pitch zone E3103. Even if part P3106 stops in area E3101 or area E3104, no bonus point increase is generated.
[0087] If part P3106 is stopped in area E3104 beyond the nice pitch zone E3103, it will be a bad pitch, and the position of the tip (arrival point) of the pitching cursor P301 or the arrow of the change range P302 will be changed to outside the block display area A206. Here, the block display area A206 is the pitching zone, and if the position of the tip (=arrival point) of either the pitching cursor P301 or the arrow of the change range P302 is outside the pitching zone, all block selections will be cancelled and no blocks will be erased. Alternatively, if part P3106 is stopped in area E3104, the deviation in the pitching position may be greater than if it were stopped in another area, resulting in a block being selected that is different from the block selected by the user.
[0088] After inputting the pitching start timing, a known algorithm is applied to calculate the trajectory of the pitched ball based on the selected pitch type, the designated pitching position, and the input timing, and the ball's arrival point and range of deflection P302 are determined. Then, for example, an animation of the pitcher character's pitching motion and the movement of the pitched ball is displayed on the screen. The trajectory of the pitched ball is calculated within the game system, but it is also possible to display only the result of the ball reaching the reference plane on the screen without displaying a moving image of the ball while it is moving. Alternatively, it is also possible to use the calculation result of the trajectory of the pitched ball in the execution processing of the game, without displaying the ball on the screen.
[0089] FIG. 13 shows an example of a game screen G300 immediately after a pitch. When a curveball is pitched, the block B200 to be selected that overlaps with the "change range P302 whose position on the reference plane (and the plane corresponding to the reference plane) has been determined" is confirmed, and the block B200 is erased. FIG. 13 shows an example in which all three blocks B200 that overlap with the change range P302 are to be erased. For example, an effect display such as the block B200 to be erased glows. Also, when a straight pitch is thrown, one of the selectable blocks B200 that overlaps with the "point of arrival of the ball on the reference plane (and the plane corresponding to the reference plane)" is confirmed, and that block B200 is deleted. Note that the case where an arrow block is selected by a straight pitch will be described later.
[0090] When a block B200 is cleared by pitching, the points earned are displayed in the display area A320. Also, when a bonus is generated by timing input in the nice pitch zone of the timing gauge P310, a message to that effect is displayed in the display area A321.
[0091] As shown in FIG. 14, if an arrow block B201 is included among the blocks B200 selected to be erased based on the change width P302, blocks in the block display area A206 that are located in the direction associated with the arrow block B201 are also selected to be erased. In this embodiment, a laser LS is emitted from the arrow block B201 selected to be erased in the direction of the arrow, and blocks up to the edge of the block display area A206 are selected to be erased. FIG. 14 shows an example in which a laser LS is emitted in the lower right direction from the arrow block B201 pointing in the lower right direction, and three blocks B200 that overlap with the laser LS are selected to be erased. The points awarded for erasing the three blocks B200 selected by the laser LS are displayed in an area A330 near where the laser LS ends.
[0092] 15, if the laser LS emitted from the arrow block B201-1 selected by the change width P302 extends to another arrow block B201-2, the laser LS bends in the direction of the arrow of the other arrow block B201-2 before hitting the edge of the block display area A206. In other words, the other arrow block B201-2 selected by the laser LS emitted from the arrow block B201-1 emits a laser LS in the direction of the arrow of the other arrow block B201-1. Blocks up to the edge of the block display area A206 in the arrow direction of the other arrow block B201-2 are also selected as targets for erasure. In this way, when a certain arrow block B201-1 is selected, another arrow block B201-2 in the direction associated with the arrow block B201-1 is further selected, which is called a "combo," and the time limit is extended by a predetermined time (e.g., one second) as a combo bonus. When a combo occurs, it is displayed in area A331 near the bend of the laser LS.
[0093] A single throw can result in multiple consecutive combos. That is, if a laser LS fired from an arrow block B201 bends in the direction of the arrow of another arrow block B201 ahead of it, and another arrow block B201 is ahead of the bent laser LS, this process can be repeated, resulting in multiple consecutive combos. In this embodiment, the time limit is extended by one second per combo, and the time limit can be extended up to a maximum of three seconds per throw. Note that cross blocks, which will be described later, can also result in combos in the same way as arrow blocks. Note that the number of combos is reset with each throw.
[0094] 16, the arrow block B201-1 and a cross block (described later) emit a laser LS only once. If the emitted laser LS bends at another arrow block B201-2 (or a cross block) and returns to the arrow block B201-1, it is not determined to be an arrow block, and the laser LS passes through the arrow block B201-1.
[0095] Furthermore, as shown in FIG. 17, in the case of a block that is repeatedly selected by a curveball or a laser, points are added for the number of times it is selected. In FIG. 17, only block B200-1 is selected twice by two lasers LS-1 and LS-2 emitted from two arrow blocks B201-1 and B201-2, respectively. In this case, the points that can be earned by clearing block B200-1 are doubled. Note that "x1" or "x2" written on each block to be selected in FIG. 17 indicates the multiplier of the points that can be earned by clearing each block. This multiplier may or may not be displayed on the screen. Furthermore, for example, the multiplier may be displayed only for blocks that have a multiplier of 2 or more.
[0096] 18, all blocks selected by the curveball's deflection width P302 or the laser LS are erased, and the points awarded are reflected in the score display area A204. Also, if a combo occurs, the number of combos and the extended time are displayed in the display area A330.
[0097] FIG. 19 shows an example of a screen transition when a new block is added from the replacement block area A207 to the block display area A206. As shown in (A), when a space is created by erasing a block in the block display area A206, a new block B200 is added from the replacement block area A207 to the block display area A206, as shown in (B). This addition of the block B200 is performed by vertically dropping all blocks B200 in the block display area A206 and the replacement block area A207 above the space created by the erased block, one after another to fill the space. If a space is created in the replacement block area A207 during this block addition, the initially generated blocks are added. If the initially generated blocks are insufficient, new blocks are generated each time based on the same conditions as those used for initial generation.
[0098] FIG. 20 shows an example of a screen transition when a cross block is generated. As shown in (A), when two arrow blocks B201-1 and B201-2 are arranged adjacent to each other as illustrated in (B), the two arrow blocks are combined into a single cross block B202. The cross block B202 is a special directional object associated with four directions that differ by 90 degrees. In this embodiment, the conversion to a cross block occurs when two arrow blocks are arranged adjacent to each other either "up and down" or "left and right." The location where the cross block B202 is generated is, for example, the position of the arrow block with the older management ID assigned to each block when the block is generated. In other words, the arrow block with the older management ID is the absorbing side, and the arrow block with the newer management ID is the absorbed side, and the two arrow blocks are combined into a single cross block. FIG. 20 shows an example in which a cross block B202 is generated at the position of an arrow block B201-1 with an older management ID.
[0099] As shown in FIG. 6, there are two types of cross blocks, each of which corresponds to a direction that differs by 45 degrees. The type of cross block to be generated is determined based on the arrow direction of the arrow block (in this embodiment, the arrow block with the older management ID, the arrow block that has absorbed the other arrow block) present at the position where the cross block is to be generated. Specifically, if the arrow direction of the arrow block with the older management ID is "up," "right," "down," or "left" (i.e., horizontal or vertical), a horizontally or vertically oriented cross block (1) with object ID "B13" in FIG. 6 is generated. On the other hand, if the arrow direction of the arrow block with the older management ID is "upper right," "lower right," "lower left," or "upper left" (i.e., diagonal), a diagonal cross block (2) with object ID "B14" in FIG. 6 is generated. FIG. 20 shows an example in which a diagonal cross block B202 is generated because the arrow direction of the arrow block B201-1 with the older management ID is "lower right." Note that the position at which the cross block is generated between two adjacent arrow blocks in a predetermined arrangement is not limited to this, and the position may be determined randomly, for example.
[0100] As shown in (B) of Figure 20, when a space is created in the block display area A206 due to the combination of the cross block B202, as shown in (C), all of the blocks B200 in the block display area A206 and the supplementary block area A207 above the space fall vertically one after another to fill the space, and new blocks B200 are added to the block display area A206. After this new block is added, if two more arrow blocks are placed adjacent to each other in the predetermined order, a cross block will be synthesized in the same way.
[0101] When three or more arrow blocks are in the specified adjacent arrangement, a cross block is generated by the above-mentioned synthesis process for the two blocks with the oldest management IDs. After that, if there are still arrow blocks in the specified adjacent arrangement, they will be synthesized in the same way.
[0102] 21 and 22 are diagrams showing an example of the selection of other blocks by the cross block B202. FIG. 21 is a diagram showing diagonal cross blocks, and FIG. 22 is a diagram showing horizontal and vertical cross blocks. When the cross block B202 is selected as the block to be erased by the change width or laser, blocks in the block display area A206 that exist in four directions associated with the cross block B202 are also selected as the block to be erased. In this embodiment, a laser LS is emitted in each of the four directions associated with the cross block B202 selected as the block to be erased, and blocks up to the edge of the block display area A206 are selected as the block to be erased. Also, in the case of cross blocks, just like with arrow blocks, if there are other arrow blocks or other cross blocks in the direction of each laser fired from the cross block, the laser will bend at the other arrow blocks or other cross blocks (in the case of cross blocks, the laser will spread in all directions), and the aforementioned combo will occur.
[0103] Next, we will explain what happens when an arrow block or cross block is selected for a straight pitch. For a straight pitch, it is not possible to select multiple blocks according to the range of change, as is the case with curveballs, but the user can change (rotate) the direction of the arrow in the arrow block (the direction associated with the arrow block) to any direction. Furthermore, if a cross block is selected for a straight pitch, the direction of the arrow in the cross block can be rotated 45 degrees. These details are explained below.
[0104] FIG. 23 shows an example of the screen transition when the cross block is selected for the straight pitch type. FIG. 23(A) illustrates the block display area A206 immediately after a straight pitch is selected by the pitch selection operation. Since the pitch change range is not displayed for a straight pitch, only the pitching cursor P301 is displayed in the center of the block display area A206. Then, as illustrated in FIG. 23(B), the pitching cursor P301 is moved to the cross block B202-1 by the pitch position designation operation, and the cross block B202-1 is selected. Then, as a result of pitching by the pitch start timing input operation, if the selection of the cross block B202-1 is confirmed without a bad pitch, the four-directional arrow of the cross block B202-1 rotates 45 degrees to the right or left, and is transformed into the cross block B202-2, as illustrated in FIG. 23(C).
[0105] In this way, if you select a cross block for a straight pitch, the direction associated with the cross block will rotate 45 degrees, but the cross block will not be erased and no laser will be emitted from the cross block. In other words, if you select a cross block for a straight pitch, you will not earn points with that pitch.
[0106] However, even if you select the cross block B202-1 as the range of change of a curveball in the state shown in (A) of Figure 23, a combo will not occur. However, if you select the cross block B202-2 rotated 45 degrees as the range of change of a curveball as shown in (C) of Figure 23, a 3-combo can be generated. In this way, if rotating the direction associated with the cross block by 45 degrees can create a situation where a large number of points can be earned on the next pitch, selecting the cross block with a straight pitch is also an effective strategy.
[0107] FIG. 24 shows an example of the screen transition when the arrow block is selected for the straight pitch type. After selecting a straight pitch using the pitch selection operation, the pitching cursor P301 is moved to the arrow block B201-1 using the pitching position designation operation (sliding the finger) to select the arrow block B201-1, as shown in (A) of Fig. 24. Here, by releasing the finger from the screen, the provisional selection of the arrow block B201-1 is confirmed before the pitch, and multiple blocks around the arrow block B201-1 are highlighted (for example, the surrounding blocks become darker in color), as shown in (B) of Fig. 24. Furthermore, an arrow icon P341 is displayed at the position of the arrow block B201-1, and a rotation direction operation cursor P342 is displayed at the position of the block (the highlighted block) toward which the arrow of the arrow icon P341 is pointing.
[0108] Thereafter, by touching a desired position on the screen with a finger and performing a slide operation to move the rotation direction operation cursor P342, the direction of the arrow of the arrow icon P341 rotates in 45-degree increments. (C) in FIG. 24 shows an example of performing a slide operation so that the arrow of the arrow icon P341 points downward. If the user releases his / her finger from the screen while the arrow of the arrow icon P341 is pointing in a desired direction, the user can arbitrarily specify the direction of the arrow of the arrow block B201-1. Then, if the pitch is thrown by the pitch start timing input operation and the selection of the arrow block B201-1 is confirmed without a bad pitch, the arrow of the arrow block B201-1 rotates in the direction specified by the user and is converted into an arrow block B201-2, as shown in (D) in FIG. 24.
[0109] In this way, if you select an arrow block for a straight pitch, the direction associated with the arrow block can be changed to any direction specified by the user, but the arrow block will not be erased and no laser will be emitted from the arrow block. In other words, even if you select an arrow block for a straight pitch, you will not earn points with that pitch. However, if you can create a situation where you can earn a large number of points with the next pitch by rotating the direction associated with the arrow block in any direction, selecting an arrow block for a straight pitch is an effective strategy.
[0110] Next, an example of pitching will be described in which three operations, namely, a pitch type selection operation, a pitch position designation operation, and a pitch start timing input operation, are performed with a single touch operation (sequential operations of touch, slide, and touch-off). The pitch selection operation is performed by touching one of the pitch selection buttons P211 to P216 with a finger on the game screen G200 in Fig. 5. When pitching with three touch operations, it is necessary to lift the finger from the screen after touching one of the pitch selection buttons P211 to P216, but when pitching with one touch operation, the finger does not need to be lifted from the screen.
[0111] When the above-described pitch selection operation is performed, the screen transitions to game screen G400 of Fig. 25 while the finger remains in contact with the screen. Game screen G400 of Fig. 25 has the same screen configuration as game screen G300 of Fig. 7, except that it does not have display area A303 or button P304 for reselecting the pitch. On game screen G400 of FIG. 25, the user slides their finger while maintaining contact with the screen to move the pitching cursor P301 and the change range P302 and specify the pitching position. Also, at the timing when the screen transitions to game screen G400 of FIG. 25, part P3106 of the timing gauge P310 begins to move. On game screen G400, when the user performs a touch-off operation by removing their finger from the screen, the positions of the pitching cursor P301 and the change range P302 are fixed, and the movement of part P3106 of the timing gauge P310 stops. In other words, the slide operation and touch-off operation described above are operations for specifying the pitching position, and the touch-off operation is an operation for inputting the pitching start timing. In this way, when pitching based on a single touch operation, the operation of selecting the type of pitch, the operation of specifying the pitching position, and the operation of inputting the timing to start pitching can all be performed through a series of operations from touching the screen once until touching off.
[0112] A one-touch pitch allows for quick throws, while a three-touch pitch allows for careful pitching by allowing the player to reselect the pitch type.
[0113] As described above, in the game of this embodiment, in a game in which blocks are erased by pitching operations, it is possible to select and erase all blocks corresponding to the range of change that reflects the amount of change in the curveball.
[0114] [3. Functional configuration of the game system] Fig. 26 is a schematic functional block diagram showing an example of the functional configuration of the game system 1. As shown in Fig. 26, the game system 1 includes a data storage unit 100. For example, the data storage unit 100 is realized by at least one of a database DB, a ROM 12, a RAM 13, an auxiliary storage device 14, a ROM 32, a RAM 33, and an auxiliary storage device 34. The data storage unit 100 stores data necessary to provide a game.
[0115] For example, various data for executing a game stored in data storage unit 100 may be stored in database DB or auxiliary storage device 34 of server 30, and when game terminal 10 accesses server 30, the necessary data may be downloaded to RAM 13 or auxiliary storage device 14 of game terminal 10. Information regarding the results of a game executed on game terminal 10 or changes to the data may be transmitted from game terminal 10 to server 30 in real time or at a predetermined timing, and the data stored in database DB or auxiliary storage device 34 of server 30 may be updated as appropriate. Furthermore, necessary data may be stored in auxiliary storage device 14 of game terminal 10 so that at least a part of the game can be executed offline on each user's game terminal 10 without logging in to server 30.
[0116] As a specific example of data stored in the data storage unit 100, the data necessary to provide the baseball game described above will be described. The data storage unit 100 stores a user information table TBL101, an object table TBL102, game management data DT103, and the like. Although omitted from FIG. 26, the data storage unit 100 also stores a character table that stores information on all characters used in the game. Note that the object table TBL102 (see FIG. 6) has already been described, so its description will be omitted here.
[0117] User information table TBL101 stores information about all users registered in game system 1. For example, user information table TBL101 stores, in association with each user's user ID, the user's user name, the user's game level, information about characters that have been trained, information about items owned, information about points owned, etc. The information about characters that have been trained includes the character ID, player name, and ability parameter information (in the case of a pitcher character, pitch speed, control, stamina, types of pitches that can be pitched (possessed pitches), the amount of change in each possessed pitch, and special abilities) of the player character that the user trained in the training mode.
[0118] The game management data DT103 includes various data necessary for managing the progress of the game. Fig. 27 shows an example of the data structure of the game management data DT103 in a game in which blocks are eliminated by pitching. The game management data DT103 includes pitcher data DT1031, pitch type selection data DT1032, block score data DT1033, initially generated block data DT1034, block display area management data DT1035, supplementary block area management data DT1036, selected block management data DT1037, timing data DT1038, score data DT1039, etc.
[0119] The pitcher data DT1031 is information about the pitcher character selected by the user to use in the game. The pitching type selection data DT1032 is information that identifies the pitching type selected by the user (pitching with three touch operations or pitching with one touch operation). The block score data DT1033 is information about the points that can be earned when each of the strength blocks, technique blocks, curveball blocks, and mental blocks is erased. The initially generated block data DT1034 is information about multiple initially generated blocks (100 rows x 5 columns of blocks in this embodiment). The information about each initially generated block includes a management ID, object ID, row, and column information.
[0120] The block display area management data DT1035 is information that indicates the latest arrangement status of various blocks in the block display area A206 of Fig. 5 etc. In this embodiment, blocks of 5 rows (X1 to X5) x 5 columns (Y1 to Y5) can be arranged in the block display area A206, and the position where each block can be arranged is identified by coordinates (Xn, Yn). Information about the block to be arranged (such as an object ID that uniquely identifies the block) is associated with each position coordinate in the block display area A206. When a placed block is erased and a space is created, information that no block exists at that position coordinate is associated with it. The supplementary block area management data DT1036 is information indicating the latest arrangement status of various blocks in the supplementary block area A207 of Fig. 5 etc. As with the block display area management data DT1036, information on the block to be arranged is associated with each position coordinate in the supplementary block area A207.
[0121] The selected block management data DT1037 is information indicating the block selected by the pitching cursor P301, the change width P302, the arrow block B201, and the cross block B202. The timing data DT1038 is timing data indicating the remaining time of the time limit. For example, the internal clock of the game terminal 10 can be used for this timing. The score data DT1039 is information indicating the points awarded to the user by erasing a block.
[0122] The game system 1, the server 30, or the game terminal 10 of this embodiment provides a game in which a moving object that can move along multiple trajectories can be moved toward a reference plane. In the example of the baseball game described above, a game is provided in which a ball that can be pitched using multiple types of pitches can be pitched toward a "reference plane" that includes the strike zone (or the strike zone and the ball zone surrounding it).
[0123] Here, a "moving object" refers to a movable game element. A "moving object" may move, for example, in the air, on the ground, underground, on water, or underwater. In a ball game such as baseball, a ball that moves through the air or rolls on the ground when thrown or hit by a player character is an example of a "moving object." Other examples of "moving objects" include a bow and arrow, a missile, or a torpedo. Images or video showing the moving state of a moving object may or may not be displayed on the screen. For example, the trajectory of the moving object until it reaches a reference plane may be calculated within the game system, but video of the moving object may not be displayed on the screen, and only the result of reaching the reference plane may be displayed. Alternatively, the calculation result of the moving object's trajectory may be used in the game execution process, and the moving object itself may not be displayed on the screen.
[0124] Furthermore, a "trajectory" refers to the path along which a moving object moves. In the example of a baseball game, pitches such as a straight, curve, slider, fork, etc. (or the trajectories of the pitches) are examples of "trajectories." In the example of a baseball game, a ball that is thrown using a variety of pitches is an example of a "moving object that can move along multiple trajectories." In the example of a soccer game, a ball that moves along multiple trajectories depending on how it is kicked with spin is an example of a "moving object that can move along multiple trajectories."
[0125] Furthermore, the "reference plane" is a plane provided in the direction of movement of the moving object. For example, a plane along the vertical direction in the game space, which is approximately perpendicular to the direction of movement of the moving object, can be defined as the "reference plane." In the example of a baseball game, a plane including the strike zone (or the strike zone and the ball zone surrounding it) is an example of the "reference plane." Here, the plane including the strike zone (or the strike zone and the ball zone surrounding it) is a plane that is perpendicular to the horizontal direction (i.e., the pitch direction) connecting the battery (between the pitcher and the catcher), and is a plane including the strike zone for determining whether or not the pitch is a strike. Furthermore, in a soccer game, a plane including the goal area is an example of the "reference plane." This is just one example, and the "reference plane" can be provided at any position depending on the game.
[0126] 26, the game system 1 includes a control unit 110. The control unit 110 is realized by CPU 11 of the game terminal 10 or CPU 31 of the server 30 executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.). Some of the functions of the control unit 110 may be realized by the game terminal 10, and the remaining functions may be realized by the server 30. Alternatively, all of the functions of the control unit 110 may be realized by the server 30, or all of the functions of the control unit 110 may be realized by the game terminal 10.
[0127] The control unit 110 includes an object placement unit 111 (an example of an object placement means), a selection range setting unit 112 (an example of a selection range setting means), an object selection unit 113 (an example of an object selection means), and an action unit 114 (an example of an action means).
[0128] The object placement unit 111 has a function of placing a plurality of objects in an object display area provided on the reference plane or a plane corresponding to the reference plane. Here, a "surface corresponding to the reference surface" is a surface that corresponds to the reference surface and can be treated equivalently to the reference surface. For example, a surface that is an enlarged display of the reference surface and has a similar shape to the reference surface is an example of a "surface corresponding to the reference surface." In the example of a baseball game, an operation area that is provided in a position different from the strike zone (or the strike zone and the ball zone surrounding it), which is an example of a reference surface, and that enlarges and displays the strike zone to make it easier to perform input operations for the strike zone, is an example of a "surface corresponding to the reference surface."
[0129] Furthermore, an "object" is a game element that is selected and given an action (for example, erased) based on a user's operation. For example, a block in a puzzle game corresponds to an example of an "object." An "object" can have various shapes, such as a rectangle, a triangle, a pentagon, a hexagon, a circle, an oval, etc. "Objects" in the shape of people, animals, plants, buildings, objects, etc. may also be used. There may be only one type of "object," or there may be multiple types.
[0130] Furthermore, an "object display area" is an area in which multiple objects are arranged. The objects within the object display area may be arranged without any gaps between them, or may have spaces between them. The objects within the object display area may be arranged in a regular order (for example, in 5 rows and 5 columns), or may be arranged in random positions. The "object display area" may be provided on the "reference plane," or on a "plane corresponding to the reference plane" that is located at a different position from the reference plane. Game effects that occur in the object display area when the moving object is moved toward the reference plane (for example, selection or erasure of an object in the object display area) can be the same whether the object display area is provided on the "reference plane" or on the "plane corresponding to the reference plane."
[0131] In the example of the baseball game mentioned above, as shown in Figures 5 and 7, the object placement unit 111 has the function of placing 5 rows and 5 columns of blocks B200 in a block display area A206 provided on a surface corresponding to the "reference surface including the strike zone SZ and the surrounding ball zone."
[0132] The selection range setting unit 112 has a function of setting a selection range on the reference plane or a plane corresponding to the reference plane, reflecting the amount of change in the trajectory, based on at least a first operation of selecting one of the multiple trajectory options and a second operation of specifying a target arrival position on the reference plane of the moving body.
[0133] Here, the "options related to multiple trajectories" may be the multiple trajectories of the moving object itself, or each element that generates the multiple trajectories may be an option. For example, in a baseball game, pitches such as a straight pitch, a curveball, a slider, and a forkball indicate the trajectory of a ball (i.e., a change in trajectory) as an example of a moving object, and an "operation of selecting one of multiple pitches" is an example of a "first operation of selecting one of multiple trajectory options." Also, for example, changing the way the ball is gripped changes the amount of rotation imparted to the ball, which in turn changes the trajectory of the ball, so the way the ball is gripped is an element that generates a trajectory, and an "operation of selecting one of multiple ways of gripping the ball" is an example of a "first operation of selecting one of multiple trajectory options." Also, the trajectory of the ball changes depending on the direction or number of rotations of the ball, so the direction or number of rotations of the ball is an element that generates a trajectory, and an "operation of selecting one of multiple directions or numbers of rotations of the ball" is an example of a "first operation of selecting one of multiple trajectory options." Also, for example, in a soccer game, if the type of kick affects the amount of spin imparted to the ball, thereby changing the ball's trajectory, the type of kick is the element that causes the trajectory, and an "operation of selecting one of a plurality of kick types" corresponds to an example of a "first operation of selecting one of a plurality of trajectory options."
[0134] The first operation is an operation performed by a user, and is one of the operations for moving a moving object toward a reference plane. The first operation (or the second operation or the third operation) can also be, for example, an operation on a touch interface. In addition to operations such as touching the screen or sliding the screen, a touch-off operation (release of contact with the screen) in which a finger is removed from the screen is also one form of operation. For example, a plurality of options regarding trajectories may be displayed on a touch panel equipped with a touch interface, and one option may be selected by a touch operation. The first operation may be, for example, an operation using a physical button, a pointing device, or a voice input operation.
[0135] Furthermore, the "target position on the reference plane of the moving body" refers to a position on the reference plane designated by a user's operation before moving the moving body toward the reference plane, and is the target position on the reference plane to which the user wants the moving body to arrive. The "second operation for designating the target position on the reference plane of the moving body" may be an operation targeting the "reference plane" or an operation targeting the "plane corresponding to the reference plane."
[0136] For example, displaying a cursor on the "reference plane" for specifying a target position and having the user operate the cursor to specify the target position is an example of a "second operation for specifying a target position on the reference plane of the moving body." In this case, a position (e.g., coordinates) on the reference plane may be directly specified (e.g., a position may be specified by a touch operation) without using the cursor. In the example of a baseball game, displaying a cursor on the strike zone (or the strike zone and the ball zone surrounding it) as an example of a "reference plane" for specifying a pitching position as an example of a "target position" and having the user operate the cursor to specify the pitching position is an example of a "second operation for specifying a target position on the reference plane of the moving body."
[0137] Also, for example, displaying a cursor for specifying a target position on a "surface corresponding to the reference plane" and having the user operate the cursor to specify the target position is an example of a "second operation for specifying a target position on the reference plane of a moving body." In this case, too, the position on the surface corresponding to the reference plane may be specified directly without using a cursor. In the example of a baseball game, displaying an enlarged view of the strike zone (or the strike zone and its surrounding ball zone) and displaying a cursor for specifying a pitch position (an example of a "target position") in an operation area (an example of a "surface corresponding to the reference plane") that makes it easier to perform input operations for the strike zone, and having the user operate the cursor to specify the pitch position is an example of a "second operation for specifying a target position on the reference plane of a moving body."
[0138] The second operation is an operation performed by a user, and is one of operations for moving a moving object toward a reference plane. The second operation may be, for example, an operation on a touch interface. The second operation may also be an operation using a physical button or the like (for example, an operation using a directional button or an analog stick), or an operation using a pointing device. The second operation may also be an operation using voice input (for example, dividing the "reference plane" or the "plane corresponding to the reference plane" into a plurality of small areas and specifying by voice a number or the like indicating each small area).
[0139] Either the first operation or the second operation may be performed first. Furthermore, the first operation and the second operation may not be independent operations, but may be combined into one continuous operation. Furthermore, the first operation and the second operation may be performed substantially simultaneously in one operation. For example, in the case of the pitching type of baseball game mentioned above, which requires a single touch operation, the first operation of touching the screen with a finger to select the type of pitch, and the second operation of specifying the pitching position by sliding the finger off the screen without lifting it (touch off) can be performed with a single series of touch operations on the screen. Also, for example, in a soccer game, the selection of a trajectory and the specification of a shooting course may be performed by swiping the ball as a moving object (specifically, the operation of tracing the screen with a finger to specify the trajectory of the ball and then lifting the finger from the screen to specify the shooting course (target position)). In this case, a first operation of tracing the screen with a finger to select the trajectory, and a second operation of touching off to specify the shooting course by the position where the finger is lifted from the screen are realized by a single touch operation on the screen.
[0140] Furthermore, "change in trajectory" refers to the curved change of the trajectory of a moving object, and "amount of change in trajectory" indicates the magnitude of the change in the trajectory of a moving object. In the example of a baseball game, the magnitude of the curve of a breaking ball such as a curve or slider is an example of "amount of change in trajectory." In the real world, the trajectory of a straight ball thrown by a pitcher also changes slightly in the vertical direction due to gravity, but in the game, the amount of change in the trajectory of the straight ball may be set to "0." Of course, the amount of change in the trajectory of the straight ball may be set to a value other than "0."
[0141] Furthermore, a "selection range on the reference plane that reflects the amount of change in the trajectory" refers to a selection range set on the reference plane that reflects the amount of change in the trajectory, such that the selection range on the reference plane is longer as the amount of change in the trajectory increases. For example, a "selection range on the reference plane that reflects the amount of change in the trajectory" is a range in which the component of the change in the trajectory of the moving object that is horizontal to the reference plane is reflected on the reference plane. For example, the selection range on the reference plane can be represented as a line segment, arrow, or curve that extends in the direction of the change in the trajectory and has a length that corresponds to the amount of change in the trajectory. For example, the selection range on the reference plane may be a locus obtained by projecting onto the reference plane the component of the change in the trajectory of the moving object that is horizontal to the reference plane.
[0142] Here, when the amount of change in the trajectory of the moving object is 0 (i.e., when there is no change in the trajectory of the moving object), the selection range on the reference plane can be, for example, the arrival point when the moving object reaches the reference plane. When the amount of change in the trajectory of the moving object is other than 0, the trajectory of the moving object changes, so a position shifted from the arrival point on the reference plane when the amount of change in the trajectory of the moving object is 0 becomes the arrival point when the amount of change is other than 0. Therefore, for example, a line segment connecting the arrival point on the reference plane when the amount of change in the trajectory of the moving object is 0 (first arrival point) and the arrival point on the reference plane when the amount of change is other than 0 (second arrival point) may be set as the selection range on the reference plane. Alternatively, an arrow starting from the first arrival point and ending at the second arrival point may be set as the selection range on the reference plane. The selection range on the reference plane set in this manner reflects the amount of change in the trajectory. In the example of a baseball game, if the amount of change in a straight ball is set to "0," the line segment or arrow connecting the point on the reference plane including the strike zone when a straight ball is thrown and the point on the reference plane when a curveball is thrown corresponds to an example of "a selection range on the reference plane that reflects the amount of change in the trajectory." In the example of the baseball game described above, the change width P302 shown in FIG. 7 and the like corresponds to an example of "a selection range on the reference plane or a plane corresponding to the reference plane that reflects the amount of change in the trajectory." The selection range on the reference plane may or may not be displayed on the screen.
[0143] Furthermore, the "selection range on the surface corresponding to the reference surface, reflecting the amount of change in the trajectory" refers to a selection range set on the surface corresponding to the reference surface, reflecting the amount of change in the trajectory, such that the selection range on the surface corresponding to the reference surface is longer as the amount of change in the trajectory increases. As described above, the "surface corresponding to the reference surface" is in a corresponding relationship with the "reference surface," and can be treated equivalently to the "reference surface." Therefore, the selection range set on the aforementioned "reference surface" can be set on the "surface corresponding to the reference surface" in the same manner. The selection range on the surface corresponding to the reference surface may or may not be displayed on the screen.
[0144] In the example of the baseball game mentioned above, the selection range setting unit 112 sets a variation range P302 on the reference plane or a plane corresponding to the reference plane that reflects the variation amount of the selected pitch based on at least a pitch type selection operation that selects one from a plurality of pitch type options and a pitch position designation operation that designates a target arrival position on a reference plane that includes the strike zone, etc., of the pitched ball. In the baseball game example described above, a pitch start timing input operation is also performed, but the pitch start timing input operation may be omitted and the pitch may be performed based on a pitch type selection operation and a pitch position designation operation. In this case, no effect based on the result of the pitch start timing input operation (such as a pitch position deviation based on the input timing) occurs, and the ball's trajectory is determined based on the pitch type selected by the pitch type selection operation and the pitch position (pitching course) designated by the pitch position designation operation. It is also possible to allow deviation in pitching position based on the control ability parameters of the pitcher character.
[0145] The object selection unit 113 has a function of selecting all objects that correspond to the selection range set by the selection range setting unit 112 from among the plurality of objects in the object display area. Here, "all objects corresponding to the selection range" refers to all objects, among the multiple objects present in the object display area provided on the reference plane or a plane corresponding to the reference plane, that at least partially overlap with the selection range set on the reference plane or a plane corresponding to the reference plane.
[0146] In the example of the baseball game mentioned above, as shown in Figures 7 to 10, the object selection unit 113 selects all of the blocks B200 in the block display area A206 that correspond to the change range P302 as the selection range set by the selection range setting unit 112 (that at least partially overlap with the change range P302). In this embodiment, a block B200 that at least partially overlaps with the change range P302 is displayed in a darker color and framed with a highlighted frame F300, different from unselected blocks B200. This allows the user to easily recognize the block B200 that is currently being selected.
[0147] The action unit 114 has a function of exerting an action on all objects selected by the object selection unit 113 . Here, "exerting an effect on an object" means exerting some kind of influence on an object. For example, erasing, destroying, moving, transforming, or changing the color of an object are examples of "exerting an effect on an object."
[0148] In this game, a time limit may be set as a condition for ending the game. For example, the moving object may be allowed to move toward the reference plane any number of times within the time limit. In the example of a baseball game, the ball may be pitched toward the reference plane any number of times within the time limit. Furthermore, a condition other than a time limit may be set as a game ending condition. For example, an upper limit may be set on the number of times that the moving object can be moved, and the game may end when the upper limit is reached. Also, the game may have both a time limit and an upper limit on the number of times. Furthermore, for example, in a game in which new objects are not replenished even when an action is applied to an object (e.g., when the object is erased), the game may end when all objects in the object display area have been acted upon, and players may compete to complete the action the fastest. Alternatively, the game may be a competition to determine the number of objects acted upon within a time limit, or to determine the number of points awarded according to the objects acted upon.
[0149] The action unit 114 may also be configured to exert an action to erase all objects selected by the object selection means. In the example of the baseball game described above, the action unit 114 erases all of the blocks B200 selected by the object selection unit 113, that is, all of the blocks B200 that at least partially overlap with the change width P302.
[0150] Then, when an object is erased from the object display area, the object arrangement unit 111 may replenish the object display area with a new object. In the example of the baseball game described above, when a block B200 is erased from the block display area A206, the object arrangement unit 111 replenishes a new block B200 from the replenishment block area A207 to the block display area A206, as exemplified in Fig. 19. With this configuration, even if a block B200 is erased, a new block B200 is replenished, so it is possible to realize a game in which blocks B200 are erased by repeatedly pitching the ball.
[0151] Here, "replenishing the object display area with new objects" means adding new objects to the object display area to compensate for the decrease in the number of objects that have been deleted from the object display area. For example, the object display area can be replenished by moving a new object to be replenished in a predetermined direction (e.g., from the top to the bottom of the screen). In this replenishment, a space is created in the area where the deleted object was located in the object display area. All objects located above the space may be moved (dropped) downward to create a space above the object display area. The new object can then be moved (dropped) from above the object display area into the space created above. This is just one example, and other replenishment methods are also possible. For example, the space created by the deletion of the object may be replenished with a new object without moving (dropping) all objects located above the space created by the deletion downward. Furthermore, instead of moving the object to be replenished from a predetermined direction, the object to be replenished may be moved into the object display area from multiple directions (e.g., from top to bottom, from right to left, etc.).
[0152] When there are multiple types of objects, the type of each object to be replenished can be determined randomly. In this case, for example, the determination can be completely random, but it is also possible to set a predetermined rule and randomly determine the type of each object to be replenished within the scope of the rule.
[0153] The information on the plurality of trajectories may be one of parameters associated with an operation target that moves the moving body. Here, an "operation target" is a character that is operated by a user in a game. An "operation target" may include game characters that represent people such as athletes, living things such as animals, fictional characters or living things such as monsters, and non-living things such as robots. In the example of a baseball game, a pitcher character that throws a ball, which is an example of a moving object, is an example of an "operation target." In the example of a soccer game, a player character that kicks a ball, which is an example of a moving object, is an example of an "operation target."
[0154] Furthermore, "parameters" are information about an object to be controlled that is associated with the object to be controlled. "Parameters" include information about a plurality of trajectories. In the example of a baseball game, information about the pitcher character's balls (i.e., the plurality of types of balls that the pitcher character can throw) corresponds to an example of "information about a plurality of trajectories" as one parameter. For example, a parameter indicating the level of a specific ability or performance of the character to be operated (e.g., attack power, defensive power, etc.) is an example of a "parameter." Also, for example, rarity indicating the rarity of the character to be operated is an example of a "parameter." Also, for example, information on the special ability possessed by the character to be operated is an example of a "parameter." Also, for example, body shape information of the character to be operated (height, weight, leg length, hand size, etc.) may be included in the "parameter."
[0155] The parameter of the operation object may be changed or set in a second game different from the first game. Here, "changing parameters" means changing the parameters set for a character. For example, improving or decreasing the parameters set for a character is an example of "changing parameters." In the example of a pitcher character in a baseball game, improving values such as pitch speed, control, stamina, and the amount of change in a curveball is an example of "changing parameters." Furthermore, "setting parameters" means, for example, setting parameters that have not yet been set for a character to that character. For example, adding an ability or the like that the character did not have to that character (for example, associating new trajectory information or special ability information with the character) is an example of "setting parameters." In the example of a pitcher character in a baseball game, adding a new pitch type that the pitcher character does not have (has not mastered) is an example of "setting parameters."
[0156] In the baseball game example mentioned above, the character to be controlled used in the game in which blocks are cleared by pitching is a pitcher character who has been trained by acquiring various curveballs in a training mode as an example of a second game and improving ability parameters such as the amount of change in the curveball. The number of selectable curveballs and the amount of change for each curveball may vary depending on the pitching character that the user has trained in the training mode. Furthermore, the abilities of the pitching characters that each user has trained may also vary. By creating a pitcher character in the training mode with a large number of selectable curveballs and a large amount of change (by changing or setting parameters to create such a pitcher character), each user can gain an advantage in the game of clearing blocks by pitching. This can motivate each user to play the training mode.
[0157] 28, the control unit 110 of the game system 1 can be configured to include a point determination unit 115 (an example of a point determination means). This point determination unit 115 has a function of determining points to be awarded based on the object on which the action has been applied. Here, "points" refers to points awarded to a user when an action is applied to an object by a user operation.
[0158] The plurality of objects may include a plurality of types of objects whose points may differ when the action is applied, and the operation target may be associated with a plurality of the parameters. Then, the point determination unit 115 may determine the points for each of the plurality of types of objects when the action is applied to each of the plurality of types of objects by applying at least one of the parameters associated with the object to be operated, and may vary the parameter or combination of parameters to be applied depending on the type of object.
[0159] In the example of the baseball game mentioned above, the point determination unit 115 determines the points to be awarded when each of a "muscle block," a "technique block," a "curve block," and a "mental block" is eliminated by applying at least one of the ability parameters associated with the pitcher character used in the game. The pitcher character's parameters or combinations of parameters to be applied vary depending on the type of block, such as applying the ability parameters of "pitch speed" and "stamina" to the points awarded when a "muscle block" is eliminated, and applying the parameters of "pitch speed" and "control" to the points awarded when a "technique block" is eliminated.
[0160] According to the above configuration, the points awarded when a block is eliminated are determined by applying the parameters of the pitcher character being controlled. Therefore, the more a pitcher character with higher parameters is developed in the development mode, the more advantageous the game becomes. Furthermore, since the pitcher character's parameters or parameter combinations applied to point calculation differ depending on the type of block, the points that can be earned by each block may also differ. Therefore, the user is required to select blocks that can earn more points. This enhances the game's appeal.
[0161] The selection range setting unit 112 may also change the position of the selection range based on the timing of a third operation that specifies the timing at which the moving object starts moving. Here, the "third operation for specifying the timing at which the moving object starts moving" is one of the operations performed by the user before the moving object starts moving, and is an operation for specifying the timing at which the moving object starts moving. However, there may be cases where the moving object does not start moving based on the timing at which the third operation is performed. For example, if the third operation is not performed within the time limit for starting movement, the moving object may start moving after the time limit has elapsed.
[0162] Furthermore, "changing the selection range based on the timing of the third operation" refers to changing the position of the selection range set based on the first and second operations (causing a positional shift) based on the timing of the third operation performed by the user. Depending on the timing of the third operation, the selection range may not be changed. For example, if the third operation is performed during a specific period, the selection range may not be changed, and the selection range may be changed only when the third operation is performed outside the specific period. In this case, for example, the positional shift of the selection range may be increased the further away from the specific period the timing of the third operation is, or the positional shift range may be widened so that the positional shift of the selection range is more likely to occur (for example, the position of the selection range may be randomly determined within the positional shift range).
[0163] In the baseball game example described above, the selection range setting unit 112 changes the position of the variation range P302 as the selection range based on the timing of the pitch start timing input operation using the timing gauge P310 shown in FIG. 11 etc. For example, if an input is made before part P3106 of the timing gauge P310 reaches the nice pitch zone E3103, the further the position at which part P3106 stops due to the input is from the nice pitch zone E3103, the larger the deviation of the pitch position (or the more likely it is that a larger deviation of the pitch position will occur). In other words, the further the input timing is from the nice pitch zone E3103, the further the position of the variation range P302 set based on the pitch position designation operation is changed to a position farther away from that position. For example, an input made at the timing of area E3101 in FIG. 11 will result in a larger deviation of the pitch position than an input made at the timing of area E3102. Also, for example, if an input is made at a timing after part P3106 of timing gauge P310 has passed through nice pitch zone E3103 (at the timing of area E3104), the deviation in pitch position may be maximized (for example, causing a bad pitch that cannot erase any blocks).
[0164] According to the above configuration, even if the desired block is selected using the change range P302 set based on the pitch type selection operation and the pitch position specification operation, the change range P302 may be displaced (changed in position) depending on the timing of the pitch start timing input operation, and the desired block may not be erased (a different block may be erased, or no block may be erased). Therefore, the user is required to accurately input the pitch start timing, which further enhances the playability of the game.
[0165] In addition, a time limit may be set for the game. In the example of the baseball game mentioned above, a time limit (for example, 120 seconds) is set, and the player can throw as many times as he likes within the time limit.
[0166] 28, the control unit 110 of the game system 1 can be configured to include a period setting unit 116 (an example of a period setting means). This period setting unit 116 has a function of setting a first period that is set after the third operation becomes possible, and a second period that is set after the first period. In the example of the baseball game described above, the pitch start timing input operation becomes possible after the part P3106 of the timing gauge P310 starts to move. The period during which the part P3106 of the timing gauge P310 passes through the areas E3101 and E3102 is the first period, and the period during which it passes through the nice pitch zone E3103 is the second period.
[0167] The selection range setting unit 112 may change the position of the selection range when the third operation is performed during the first period, but may not change the position of the selection range when the third operation is performed during the second period. In the baseball game example mentioned above, if the pitch start timing input operation is performed when the part P3106 of the timing gauge P310 passes through the area E3101 or E3102, the pitch position will be shifted (the position of the change range P302 set based on the pitch position designation operation will be changed to a position away from that position). Therefore, there is a possibility that the user will not be able to erase the block he or she aimed for. On the other hand, if the pitch start timing input operation is performed when the part P3106 of the timing gauge P310 passes through the nice pitch zone E3103, the pitch position will not be shifted, and the user will be able to erase the block he or she aimed for.
[0168] Then, when the third operation is performed during the second period, the period setting unit 116 may set the second period to be applied to the next third operation to be longer than the current period. In the example of the baseball game mentioned above, if a pitch start timing input operation is performed at the time when part P3106 of the timing gauge P310 shown in Figure 11 passes through the nice pitch zone E3103, the width W3 of the nice pitch zone E3103 will be wider in the next pitch start timing input operation than in the current pitch, as illustrated in Figure 12.
[0169] According to the above configuration, after the first period in which a positional deviation of the variation range P302 occurs, a second period (referred to as a "nice pitch period") in which no positional deviation occurs is provided, and if a pitch start timing input operation is performed during a nice pitch period, the nice pitch period applied to the next pitch start timing input operation will be longer than this one. Because a time limit is provided, the player is required to consider whether to perform a pitch start timing input operation during the first period without waiting until the nice pitch period and develop a strategy of pitching many pitches, or to wait until the nice pitch period and develop a strategy that emphasizes the reliability of no positional deviation of the variation range P302, further enhancing the enjoyment of the game.
[0170] The plurality of objects may also include a direction object associated with at least one of a plurality of directions. Here, "multiple directions" refers to multiple directions with different angles. For example, there are eight directions on the same plane that differ in angle by 45 degrees, and an object associated with one or more of the eight directions is an example of a "directional object associated with at least one of multiple directions." For example, an arrow indicating the associated direction may be displayed on the object.
[0171] In the baseball game example mentioned above, an arrow block that is associated with one of eight directions that differ by 45 degrees, and a cross block that is associated with four directions that differ by 90 degrees, are examples of "directional objects."
[0172] If the direction object is present among the selected objects, the object selection unit 113 may also select an object in the object display area that exists in a direction associated with the direction object. Here, "objects in the object display area that exist in the direction associated with the direction object" may be all objects that exist between the position of the direction object and the end of the object display area in the direction associated with the direction object, or may be a part of all of those objects (i.e., it is sufficient that it is at least one of all of those objects).
[0173] In the example of the baseball game mentioned above, as illustrated in FIG. 14, if an arrow block B201 is included among the blocks selected using the change width P302 or the like, the object selection unit 113 also selects blocks in the block display area A206 that exist in the direction associated with the arrow block B201. Also, as illustrated in Figures 21 and 22, if a cross block B202 is included among the blocks selected based on the change range, etc., the object selection unit 113 also selects blocks within the block display area A206 that exist in the four directions associated with the cross block B202.
[0174] According to the above configuration, by setting the variation range P302 so that the arrow block B201 or the cross block B202 as a directional object can be included in the selection targets, the player can also select blocks that exist in the direction associated with the arrow block B201 or the cross block B202, which allows the player to erase more blocks. This further enhances the enjoyment of the game.
[0175] The direction objects may include a first direction object associated with one of a plurality of directions and a second direction object associated with a plurality of directions. In the baseball game example described above, an arrow block is an example of the first direction object, and a cross block is an example of the second direction object.
[0176] 28, the control unit 110 of the game system 1 can be configured to include an object conversion unit 117 (an example of an object conversion means). This object conversion unit 117 has a function of converting the first direction objects into the second direction objects when the first direction objects are arranged adjacent to each other in a predetermined manner.
[0177] Here, "adjacent arrangement" refers to a plurality of objects being adjacent to one another within an object display area. Examples include horizontal (left-right) adjacent arrangements, vertical (top-bottom) adjacent arrangements, and diagonal adjacent arrangements. Regarding the "predetermined adjacent arrangement," for example, horizontal adjacent arrangements and vertical adjacent arrangements may be defined as "predetermined adjacent arrangements," while diagonal adjacent arrangements may not be included in the "predetermined adjacent arrangement." Furthermore, for example, only one of horizontal adjacent arrangements, vertical adjacent arrangements, and diagonal adjacent arrangements may be defined as the "predetermined adjacent arrangement," or all of these may be defined as the "predetermined adjacent arrangement."
[0178] Additionally, "converting a plurality of first direction objects into a second direction object" refers to generating one second direction object in place of the plurality of first direction objects. After being converted into the second direction object, the plurality of first direction objects before conversion are erased from the object display area. For example, generating a second direction object by combining adjacent first direction objects or absorbing one first direction object into the other first direction object is an example of "converting a plurality of first direction objects into second direction objects." When three or more first direction objects are adjacently arranged, all of the first direction objects may be converted into one second direction object. Alternatively, when three or more first direction objects are adjacently arranged, for example, two of the first direction objects may be first combined, and then the combined object may be combined again with the adjacent first direction object to convert them into one second direction object.
[0179] In the baseball game described above, as illustrated in FIG. 20, when two arrow blocks B201 are arranged adjacent to each other either "left and right" or "top and bottom," the object conversion unit 117 combines the adjacent arrow blocks and converts them into a cross block B202.
[0180] According to the above configuration, by clearing blocks in the block display area A206 so that multiple arrow blocks are arranged adjacently in a predetermined manner, they can be converted into cross blocks with four associated directions. Then, by throwing a curveball so that the cross block is selected, blocks in the four directions associated with the cross block can also be selected, allowing more blocks to be cleared at once. This further enhances the game's appeal.
[0181] 28, the control unit 110 of the game system 1 can be configured to include a direction change unit 118 (an example of a direction change means). When a specific trajectory is selected by the first operation and the direction object is included in the objects corresponding to the selection range set by the selection range setting unit 112, the direction change unit 118 has a function of changing the direction associated with the direction object.
[0182] Here, "changing the direction associated with a direction object" refers to changing the current direction associated with a direction object to another direction. For example, rotating the angle of the direction associated with a direction object by a predetermined rotation angle around a point on the line of the direction (for example, rotating 45 degrees clockwise) is an example of "changing the direction associated with a direction object." The direction associated with a direction object may be changed to any direction specified by the user. Alternatively, the direction associated with a direction object may be changed by rotating it by a predetermined constant rotation angle. When a plurality of directions are associated with a direction object, all of the directions may be changed, or only some of the directions may be changed (that is, it is sufficient to change at least one of the plurality of directions).
[0183] In the baseball game described above, when a straight pitch is selected by the pitch type selection operation and the block selected by the pitching cursor P301 set by the selection range setting unit 112 is a cross block, the direction change unit 118 rotates the four directions associated with the cross block by a rotation angle of 45 degrees (see FIG. 23). Note that the rotation angle may be an angle other than 45 degrees. Furthermore, in the baseball game described above, when a straight pitch is selected by the pitch type selection operation and the block selected by pitching cursor P301 set by selection range setting unit 112 is an arrow block, direction change unit 118 changes the direction associated with the arrow block to any direction specified by the user (see FIG. 24). Note that while FIG. 24 shows an example in which the direction can be changed to any direction in 45-degree increments, the present invention is not limited to this, and for example, the direction may be changed in 1-degree increments, or the direction may be changed to any direction in a continuous manner. Note that, as with the cross block, the direction associated with the arrow block may be rotated by a predetermined rotation angle such as 45 degrees, rather than being rotated in an arbitrary direction designated by the user. Also, as with the arrow block, as with the cross block, the four directions associated with the cross block may be changed to any direction designated by the user. The "specific trajectory" may be a pitch type other than a straight pitch. For example, if a straight curveball (two-seam, moving fastball, super slowball, etc.) is selected as the specific trajectory by the pitch type selection operation, and an arrow block or a cross block is included in the blocks selected based on the curve width P302 set by the selection range setting unit 112, the direction associated with the arrow block or the cross block may be changed in the same manner as in the case of a straight pitch described above. Here, the specific trajectory has been described as a straight curveball, but similar processing may also be performed using other curveballs, such as a forkball or a curveball, as the specific trajectory.
[0184] With the above configuration, if the user selects a specific trajectory (specific type of pitch) and then sets the pitching cursor or the range of change so that the arrow block or cross block is selected, the direction associated with the arrow block or cross block can be changed, allowing the user to create situations where they can aim for a high score, etc. This further enhances the enjoyment of the game.
[0185] 28, the control unit 110 of the game system 1 can be configured to include an effect generation unit 119 (an example of an effect generation means). This effect generation unit 119 has a function of generating a predetermined effect in the game when, as a result of the direction object being selected by the object selection unit 113, another direction object existing in a direction associated with the direction object is further selected.
[0186] Here, "producing a predetermined game effect" means creating a game situation that favors the user in the progress or outcome of the game. For example, in a game that has a time limit, extending the time limit by a predetermined amount is an example of a "predetermined game effect." Also, in a game that has a limit on the number of times a moving object can be moved, increasing the limit is an example of a "predetermined game effect." Also, for example, increasing the number of points awarded when an action is applied to an object (for example, calculating the points to be awarded at a multiplier greater than 1) is an example of a "predetermined game effect." Furthermore, for example, when the first direction object is selected, a second direction object is selected, and the second direction object is selected, and a third direction object is selected in succession, and so on, if the nth direction object (n is a natural number greater than or equal to 1) is selected, and the (n+1)th direction object is selected, a specified effect can be generated n times. Furthermore, for example, when a direction object associated with multiple directions is selected, m other direction objects (m is a natural number equal to or greater than 1) may be selected. In this case as well, a predetermined effect can be generated m times. In the example of the baseball game described above, when an arrow block or a cross block is selected by the object selection unit 113, and another arrow block or a cross block that exists in the direction associated with the selected arrow block or cross block is then selected, the effect generation unit 119 generates a combo bonus that extends the time limit by a predetermined time. The combo bonus can be generated multiple times in succession during one pitch.
[0187] According to the above configuration, the user can find an arrow block or cross block that has another arrow block or cross block in the direction associated with it, and set the variation range P302 to include that block in the selection list, thereby generating a combo bonus. This further enhances the enjoyment of the game.
[0188] [4. Processing] Next, an example of the processing executed by the game system 1 of this embodiment will be described below. Here, an example of the processing executed by the game system 1 when executing the baseball game described above will be described.
[0189] 29 to 34 are flowcharts showing an example of the processing of the game system 1. The processing described below is realized by the control unit 110 (CPU 11 of the game terminal 10 or CPU 31 of the server 30) executing a game program stored in a storage device (ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, auxiliary storage device 34, etc.).
[0190] First, the process starts when the user selects a game in which blocks are eliminated by pitching a ball. In S100 of FIG. 29, the control unit 110 performs initial block generation processing. Specifically, the control unit 110 initially generates a total of 500 blocks arranged in 100 rows and 5 columns based on predetermined criteria. The predetermined criteria include the following: The blocks are randomly arranged so that each row contains one of each of the five types of blocks: "Strength," "Technique," "Curveball," "Spirit," and "Arrow Block (any of eight patterns)." Arrow blocks are also arranged so that they are not adjacent to each other vertically in two adjacent rows. Arrow blocks initially arranged at the left or right end of each row are also arranged so that the arrows do not point outward. This processing in S100 does not need to be performed initially and may be performed at any time up to S108. The control unit 110 stores information about the initially generated blocks as initial generation block data DT1034 (see FIG. 27).
[0191] In S102, the control unit 110 performs a player selection process. Specifically, the control unit 110 displays a selection screen for multiple pitching characters that can be used in the game on the display unit 20. The selection screen displays multiple pitching characters that the user has trained in the training mode and / or predetermined pitcher characters (for example, predetermined characters prepared by the game management side). The control unit 110 stores information about the pitching character that the user has selected on the selection screen as the pitcher data DT1031 in FIG. 27.
[0192] In S104, the control unit 110 performs a block-by-block score calculation process. Specifically, the control unit 110 calculates the points to be awarded when a "muscle block" is eliminated based on the "pitch speed" and "stamina" parameters of the pitcher character used. The control unit 110 also calculates the score (points to be awarded) when a "technique block" is eliminated based on the "pitch speed" and "control" parameters. The control unit 110 also calculates the score when a "curve ball block" is eliminated based on the "curve amount and number of curve balls in the player's possession." The control unit 110 also calculates the score when a "mental block" is eliminated based on the "control" and "stamina" parameters. The control unit 110 stores the calculated block-by-block scores as block-by-block score data DT1033 in FIG. 27.
[0193] In S106, the control unit 110 stores information about the pitching type selected by the user (pitching with three touch operations or pitching with one touch operation) as pitching type selection data DT1032 in Fig. 27. Below, we will explain an example of processing when the pitching type with three touch operations is selected.
[0194] When the user performs an operation to start pitching (YES in S108), the control unit 110 starts counting the time limit (S110). Approximately simultaneously with or before S110, the control unit 110 executes a process to fill the space within the block display area A206 and the supplemental block area A207 with initially generated blocks (S112). The control unit 110 stores information about the blocks arranged in the block display area A206 as the block display area management data DT1035 in FIG. 27. The control unit 110 also stores information about the blocks arranged in the supplemental block area A207 as the supplemental block area management data DT1036 in FIG. 27.
[0195] Immediately after the start of the game (when no blocks have been erased), the arrow blocks will not be arranged adjacent to each other as specified (NO in S114), so the process moves to S118 in FIG.
[0196] In S118, the control unit 110 performs a pitch selection process. Specifically, the control unit 110 displays pitch selection buttons P211 to P216 and parts P222 to P226 indicating the amount of change in each curveball, etc., in the pitch selection area A209 of the game screen G200, as shown in Fig. 5. The control unit 110 then stores information about the pitch selected by the user on the game screen G200 in the game management data DT103.
[0197] Thereafter, in S118, the control unit 110 displays a pitching cursor P301 in the center of the pitch selection area A209, as shown in Fig. 7. Furthermore, if the user selects a curveball (YES in S122), the control unit 110 also displays a variation P302 that reflects the amount of variation of the selected curveball (S124). Note that if the user selects a straight pitch (NO in S122), the variation P302 is not displayed.
[0198] In S126, the control unit 110 displays the block corresponding to the pitching cursor P301 or the change width P302 as a block to be selected. Specifically, as illustrated in FIG. 7, the control unit 110 highlights all blocks B200 that at least partially overlap with the pitching cursor P301 or the change width P302 as blocks to be selected. That is, the blocks to be selected are displayed in a darker color and surrounded by a highlighted frame F300, differently from the blocks B200 that are not selected. This is just one example; any display state that allows the blocks to be selected and the blocks that are not selected can be used. The control unit 110 then stores information about the block currently being selected as selected block management data DT1037 in FIG. 27.
[0199] 7, if the user presses the button P304 for reselecting the type of pitch (YES in S128), the process returns to S118. On the other hand, if the user touches any position on the game screen G300 other than the button P304 (NO in S128, YES in S130), the process proceeds to S132.
[0200] 8, when the user slides finger F touching the screen (YES in S132), control unit 110 moves pitching cursor P301 and change range P302 in conjunction with the displacement of finger F accompanying the slide (S134). The user can specify the target pitching position by moving pitching cursor P301 and change range P302 to any position within block display area A206 through a slide operation.
[0201] If the block to be selected (i.e., the block overlapping with the pitching cursor P301 and the change range P302) changes as the pitching cursor P301 and the change range P302 move (YES in S136), the control unit 110 updates the block to be selected (S138).
[0202] Thereafter, when the user performs a touch-off operation by lifting their finger from the screen (YES in S140), the control unit 110 stores the positions of the pitching cursor P301 and the change range P302 at the time of touch-off in the game management data DT103 as information on the target pitching position specified by the user (S142).The control unit 110 then stores information on the block to be selected that is overlapped by the pitching cursor P301 and the change range P302 at the time of touch-off in the selected block management data DT1037 (S142).
[0203] In S144, control unit 110 determines whether the pitch selected by the user is a specific pitch (a straight pitch in this embodiment), and if YES, proceeds to S146, and if NO, proceeds to S154. In S146, control unit 110 determines whether an arrow block is the selection target, and if YES, proceeds to S148, and if NO, proceeds to S154. Here, if the pitch type selected by the user is a specific pitch type (straight) and the arrow block is the selection target (YES in S144 and S146), the control unit 110 displays on the screen a rotation direction operation cursor P342 or the like for rotating the direction associated with the arrow block in any direction, as exemplified in (B) of Figure 24 (S148). Thereafter, when the rotation direction of the arrow of the arrow block is determined by the user's operation (YES in S150), the control unit 110 stores information on the rotation direction of the arrow in the game management data DT103 (S152).
[0204] In S154, the control unit 110 moves the part P3106 of the timing gauge P310 shown in FIG. 11 at a constant speed. This allows the user to input the pitching start timing. If the user performs the pitching start timing input operation (YES in S156), the control unit 110 executes processing based on the timing (S158). An example of the timing-based processing will now be described with reference to the flowchart in FIG. 33.
[0205] In S200 of FIG. 33, the control unit 110 determines whether a pitch start timing input operation was performed while the part P3106 of the timing gauge P310 illustrated in FIG. 11 was passing through the nice pitch zone E3103. If YES, the process proceeds to S202. If NO, the process proceeds to S206. In S202, the control unit 110 performs a setting to expand the width W3 of the nice pitch zone E3103, as illustrated in FIG. 12, and stores the setting in the game management data DT103. The effect of expanding the width W3 of the nice pitch zone E3103 will be reflected in the next pitch. In S204, the control unit 110 performs a setting to increase the awarded points by 100% as the nice pitch timing gauge bonus, and stores the setting in the game management data DT103. The effect of this bonus is reflected when adding up points corresponding to the erased blocks. After S204 is executed, the process proceeds to S160 of FIG. 31.
[0206] If the pitching start timing input operation is not performed at the timing of the nice pitch zone E3103 (NO in S200), the control unit 110 generates a pitching position deviation according to the timing of the pitching start timing input operation (S206). For example, the control unit 110 increases the pitching position deviation more when an input is performed at the timing of region E3101 in FIG. 11 than when an input is performed at the timing of region E3102. Furthermore, the control unit 110 maximizes the pitching position deviation when an input is performed at the timing of region E3104. That is, in response to the occurrence of this pitching position deviation, the control unit 110 changes the target pitching position, pitching cursor P301, and change range P302 specified by the user, which were stored in S142, and stores these in the game management data DT103. Accordingly, the control unit 110 also updates the information on the selectable blocks overlapping the pitching cursor P301 and change range P302, and stores the updated information in the game management data DT103.
[0207] In S208, the control unit 110 resets the width of the nice pitch zone to the initial value. Furthermore, if the pitch start timing input operation is performed in the area E3102 just before the nice pitch zone E3103 (YES in S210), the control unit 110 sets a 50% increase bonus in the awarded points as a timing gauge bonus and stores this in the game management data DT103. If NO in S210, or after execution of S204, the process proceeds to S160 in FIG.
[0208] In S160, the control unit 110 displays on the screen a video of the pitcher character's pitching motion and the movement of the pitched ball. In this case, the trajectory of the pitched ball is calculated based on the result of the user's pitching operation using a known algorithm. Note that although the trajectory of the pitched ball is calculated within the game system, it is also possible to display only the result of the ball reaching the reference plane on the screen without displaying a video of the ball moving. After S160 is executed, the process proceeds to S162 in FIG.
[0209] In S162, the control unit 110 determines whether the pitch selected by the user is a specific pitch (a straight pitch in this embodiment), and if YES, proceeds to S180, and if NO, proceeds to S164. If the pitch selected by the user is not a specific pitch (straight) (NO in S162), the control unit 110 erases all blocks that are candidates for selection and that correspond to the range of change (S164). Then, the control unit 110 updates the block display area management data DT1035 in FIG. 27.
[0210] In S166, control unit 110 determines whether or not the blocks to be selected include an arrow block or a cross block, and if YES, proceeds to S168, and if NO, proceeds to S176. 14 to 17, if the blocks to be selected include an arrow block or a cross block (YES in S166), the control unit 110 fires a laser in the direction associated with the arrow block or the cross block, and also selects blocks in the block display area A206 that exist in that direction (S168). Note that the firing of the laser is just for effect, and blocks in the direction associated with the arrow block or the cross block may also be selected without firing a laser.
[0211] In S170, the control unit 110 determines whether or not there is another arrow block or cross block in the direction in which the laser is emitted, and if YES, the process proceeds to S172, and if NO, the process proceeds to S174. 15, if there is another arrow block or cross block in the direction of the laser shot (YES in S170), the control unit 110 generates a combo bonus and extends the time limit by a predetermined time (for example, 1 second) for each combo (S172). Note that the timing for extending the time limit does not have to be when S172 is executed, and may be, for example, when points are awarded in S176, which will be described later. Alternatively, the timing for extending the time limit may be immediately before the next pitch (for example, when a NO decision is made in S114 of FIG. 29). In this case, if the time limit expires while a block is being removed or replenished, the time limit is not extended by the combo bonus and the game ends. After S172 is executed, the process returns to S168, and the control unit 110 also fires a laser in the direction associated with the other arrow block or cross block selected by the laser, and blocks in the block display area A206 that exist in that direction are also selected. The processes of S168 to S172 may be repeated multiple times, and therefore multiple combo bonuses may occur with one throw. In S174, the control unit 110 erases all blocks selected by the laser, and then updates the block display area management data DT1035 in FIG.
[0212] Here, an example of the "specific pitch selection block processing" of S180, which is executed when the pitch selected by the user is a specific pitch (straight) (YES in S162), will be described below with reference to the flowchart in FIG.
[0213] In S300 of Fig. 34, control unit 110 determines whether the block to be selected is an arrow block, and if YES, proceeds to S302, and if NO, proceeds to S304. If YES here, control unit 110 changes the direction associated with the arrow block to the user-specified direction stored in S152 (S302). Then, control unit 110 updates block display area management data DT1035 of Fig. 27. Thereafter, proceeds to S176 of Fig. 32.
[0214] In S304, the control unit 110 determines whether the block to be selected is a cross block. If YES, the process proceeds to S306. If NO, the process proceeds to S308. If YES, the control unit 110 rotates the four directions associated with the cross block by 45 degrees (S306). Then, the control unit 110 updates the block display area management data DT1035 in Fig. 27. After that, the process proceeds to S176 in Fig. 32. In S308, the control unit 110 erases the selected block. Then, the control unit 110 updates the block display area management data DT1035 in Fig. 27. After that, the process proceeds to S176 in Fig. 32.
[0215] In S176, the control unit 110 awards points according to the erased blocks and updates the score data DT1039 in Fig. 27. In S178, the control unit 110 determines whether the time limit has expired, and if YES, ends the game, and if NO, proceeds to S112 in Fig. 29.
[0216] In S112, the control unit 110 executes a block filling process to fill a space created by the deletion of a block in the block display area A206 with a new block B200 from the fill block area A207, as illustrated in FIG. 19. The control unit 110 then updates the block display area management data DT1035 in FIG. 27. Thereafter, in S114, the control unit 110 determines whether arrow blocks in a predetermined adjacent arrangement are present in the block display area A206, and if the determination is YES, the process proceeds to S116. In S116, the control unit 110 combines the arrow blocks in the predetermined adjacent arrangement to convert them into a cross block, as illustrated in FIG. 20. The control unit 110 then updates the block display area management data DT1035 in FIG. 27. Thereafter, the process returns to S112, where the control unit 110 fills a space created by the combination of the cross block B202 with a new block B200 from the fill block area A207, and updates the block display area management data DT1035 in FIG. 27. The loop process of S112 to S114 is repeatedly executed until there are no more arrow blocks in the predetermined adjacent arrangement. When the block display area A206 is completely filled with new blocks B200 and there are no arrow blocks in the predetermined adjacent arrangement (NO in S114), the process proceeds to S118 in Figure 30, where the next pitch is processed. After that, the above process is repeated until the time limit expires.
[0217] [5. Summary] In the past, when selecting and acting on blocks by the movement of a ball, such as a pitched ball, only one block corresponding to the destination point was available for selection. In contrast, in the game system 1 according to the embodiment described above, all blocks corresponding to the range of change that reflects the amount of change in the trajectory of the ball or the like are available for selection, and all of these blocks can be erased. This allows for the realization of a highly entertaining game that makes use of the amount of change in the trajectory of the ball or the like in the game. [6. Modifications] The present invention is not limited to the above-described embodiment.
[0218] [6-1] In the above, an example has been shown in which the pitcher character used in the game is selected by the user from among multiple pitching characters trained by the user in the training mode and / or from among predetermined pitcher characters, but this is not limiting. For example, the pitcher character used in the game may be predetermined (for example, each user may use a specific character prepared by the game management side). Furthermore, although the above has described the "game of eliminating blocks by pitching a ball" as one of multiple games that can be executed on the game system 1 or the game terminal 10, the "game of eliminating blocks by pitching a ball" may be a standalone game that does not include other games. Furthermore, the "game of eliminating blocks by throwing balls" may be one of the game events in a tournament mode in which players compete for rankings based on the total points earned in multiple game events.
[0219] [6-2] In the above, an example was shown in which, in the timing gauge illustrated in Figure 11, when a pitch start timing input operation is performed at the timing of the nice pitch zone, the width of the nice pitch zone is expanded at the time of the next pitch. However, the width of the nice pitch zone may also be changed in the following cases. For example, the width of the nice pitch zone (i.e., the length of the second period in which a predetermined effect in the game is achieved) is determined for the next pitch depending on the number of blocks eliminated by pitching. For example, the width of the nice pitch zone is expanded from a base value by a predetermined amount or percentage for each block eliminated by pitching. For example, this expansion from the base value is valid only for the next pitch, and the width of the nice pitch zone to be applied for the next pitch is determined for each pitch depending on the number of blocks eliminated. In this case, a maximum width (upper limit) of the nice pitch zone may be set. This is a configuration in which the length of the second period to be applied for the next movement of the moving object is determined based on the number of objects affected by the movement of the moving object. Also, for example, if a predetermined number or more blocks are cleared in one pitch, the width of the nice pitch zone may be widened in the next pitch compared to when the predetermined number or more blocks are not cleared.
[0220] [6-3] In the above, multiple blocks are initially generated so that the arrow blocks do not end up in a predetermined adjacent arrangement in the initial placement, in order to prevent arrow blocks from suddenly combining with each other in the initial placement to generate a powerful cross block. However, as a variation, multiple blocks may be initially generated by allowing the arrow blocks to end up in a predetermined adjacent arrangement in the initial placement. Alternatively, the cross block may be included in the initial placement as a block that exists even without combining with the arrow block.
[0221] [6-4] In the above, the change range set as the selection range is represented by a straight arrow, but it may also be represented by a curved arrow (or simply a curve). In this case, all blocks that overlap with the curve of the change range will be selected and erased.
[0222] [6-5] In the above, an example has been shown in which processing is performed based on the timing of the pitching start timing input operation as the third operation, but the third operation may be omitted. In this case, steps S154 to S158 in the flowchart of Figure 31 can be omitted. If the pitching start timing input operation is omitted, the control unit of the game system (or game control device) will automatically start pitching after the user performs the pitch type selection operation (first operation) and the pitching position designation operation (second operation). In addition, the configuration in which the direction associated with the arrow block or cross block can be changed by throwing a specific type of ball (for example, a straight pitch) or the combo bonus may be omitted.
[0223] [6-6] Based on the control ability parameters of the pitcher character used, the pitching position may be shifted, and a block different from the block selected based on the change range before the pitch may be erased.
[0224] [6-7] It may be possible to select a pitch type with an undefined trajectory change direction (such as a knuckleball). For such a pitch type, the change direction is randomly determined from multiple change directions when the pitch is thrown. When such a pitch type is selected, blocks different from the blocks selected based on the change direction before the pitch may be erased.
[0225] [6-8] Although the above examples show two rows of filler block areas, one row or three or more rows may be used. As a variation, a configuration without filler block areas may also be used.
[0226] [6-9] Although the above explanation has been given mainly on the example of a baseball game, the present invention can also be applied to other games. For example, the present invention can be applied to various games, regardless of the game format or genre, as long as the game is "a game in which a movable object that can move along multiple trajectories can be moved toward a reference plane," such as other sports games (games based on soccer, tennis, American football, basketball, ice hockey, volleyball, rugby, etc.), fighting games, role-playing games, simulation games, adventure games, or training games.
[0227] [6-10] Game terminal 10 and server 30 can communicate with each other to send and receive various data. Both are information processing devices (computers) equipped with a CPU, ROM, RAM, auxiliary storage device, communication unit, etc., and basically have the same hardware configuration. Therefore, some of the various functions described above may be realized by CPU 11 of game terminal 10, and the rest may be realized by CPU 31 of server 30. Alternatively, all of the various functions described above may be realized by CPU 11 of game terminal 10. Alternatively, all of the various functions described above may be realized by CPU 31 of server 30.
[0228] [6-11] Regarding the configuration having a storage control function for storing various information in a storage device, the storage device itself is not included in the configuration, and may be installed anywhere, whether inside or outside the game system 1. For example, the storage device may be a storage device within the game system 1 (e.g., RAM 13, auxiliary storage device 14, RAM 33, auxiliary storage device 34, database DB, etc.), or a file server (online storage) configured separately from these.
[0229] [6-12] The computer-readable program according to this embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, or a semiconductor memory, and is read from the recording media and executed by the CPU of a computer constituting the game system 1 or the game control device. Furthermore, the means for providing the program to a computer is not limited to the recording media described above, and can also be via a communication network such as the Internet.
[0230] [7. Notes] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0231] 1) A game system (1) according to one aspect of the present invention provides a game in which a moving object (e.g., a ball) that can move along a plurality of trajectories (e.g., types of pitches) can be moved toward a reference plane (e.g., a plane including a strike zone and a ball zone surrounding the reference plane), and includes: object placement means (111) that places a plurality of objects (e.g., blocks) in an object display area provided on the reference plane or a plane corresponding to the reference plane; selection range setting means (112) that sets a selection range (e.g., a change amount) on the reference plane or a plane corresponding to the reference plane, reflecting a change in the trajectory based on at least a first operation (e.g., a type of pitch selection operation) that selects one of the plurality of trajectories and a second operation (e.g., a pitch position designation operation) that designates a target position on the reference plane of the moving object; object selection means (113) that selects all objects that correspond to the selection range set by the selection range setting means (112) from the plurality of objects in the object display area; and action means (114) that applies an action to all objects selected by the object selection means (113) (e.g., deletes blocks).
[0232] 11) A game control device (10 or 30) according to one aspect of the present invention provides a game in which a moving object (e.g., a ball) that can move along a plurality of trajectories (e.g., pitch types) can be moved toward a reference plane (e.g., a plane including a strike zone and a ball zone therearound), and includes object placement means (111) that places a plurality of objects (e.g., blocks) in an object display area provided on the reference plane or a plane corresponding to the reference plane, and at least a first operation (e.g., pitch type selection operation) that selects one of the options related to the plurality of trajectories, and a target on the reference plane for the moving object. The system includes a selection range setting means (112) that sets a selection range (e.g., a change range) on the reference plane or a plane corresponding to the reference plane, reflecting the amount of change in the trajectory, based on a second operation (e.g., a pitching position designation operation) that designates a destination position, an object selection means (113) that selects all objects that correspond to the selection range set by the selection range setting means (112) from among the plurality of objects in the object display area, and an action means (114) that acts on all objects selected by the object selection means (113) (e.g., deletes blocks).
[0233] 12) A program according to one aspect of the present invention is a program for causing a computer to function as a game system (1) described in any one of 1) to 10) or a game control device (10 or 30) described in 11).
[0234] 13) An information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 12) recorded thereon.
[0235] 14) A control method for a game system (1) or a game control device (10 or 30) according to one aspect of the present invention is a method for controlling a game system (1) or a game control device (10 or 30) that provides a game in which a moving object (e.g., a ball) that can move along a plurality of trajectories (e.g., pitch types) can be moved toward a reference plane (e.g., a plane including a strike zone and a ball zone therearound), the method including: an object placement step (S112) of placing a plurality of objects (e.g., blocks) in an object display area provided on the reference plane or a plane corresponding to the reference plane; and at least a first operation (e.g., pitch type selection operation) of selecting one of the options related to the plurality of trajectories. and a selection range setting step (S124 to S142) of setting a selection range (e.g., a change range) on the reference plane or a plane corresponding to the reference plane, reflecting the amount of change in the trajectory, based on a second operation (e.g., a pitching position specifying operation) that specifies a target arrival position on the reference plane of the moving object, an object selection step (S126 to S142) of selecting all objects corresponding to the selection range set by the selection range setting step from among the plurality of objects in the object display area, and an action step (S164) of acting on all objects selected by the object selection step (e.g., deleting blocks).
[0236] In the past, when an object was selected and an action was applied using a moving object, only the object corresponding to the destination of the moving object was available for selection. In contrast, according to the aspects described in 1), 11) to 14) above, all objects corresponding to a selection range that reflects the amount of change in the trajectory of the moving object are available for selection, and it is possible to apply an action to all of these objects. This makes it possible to realize a highly entertaining game that makes use of the amount of change in the trajectory of the moving object in the game.
[0237] 2) In one aspect of the present invention, in the aspect described in 1) or 11) above, the action means (114) may have the effect of erasing all objects selected by the object selection means (113), and the object placement means (111) may replenish the object display area with new objects when an object is erased from the object display area.
[0238] According to the aspect described in 2) above, after the object corresponding to the selection range that reflects the change in the trajectory of the moved moving body is erased, a new object is replenished, thereby realizing a game in which objects are erased by repeatedly moving the moving body.
[0239] 3) In one aspect of the present invention, in the aspect described in 1) or 2) above, the information on the multiple trajectories is one of the parameters associated with an object to be controlled (e.g., a pitcher character) that moves the moving object, and the object to be controlled may have had the parameters changed or set in a second game (e.g., a training mode) different from the game.
[0240] According to the aspect described in 3) above, the number of selectable trajectories and the amount of change per trajectory may vary depending on the control object whose parameters have been changed or set in the second game. The user can advance the game advantageously by creating a control object in the second game that has a large number of selectable trajectories and a large amount of change (by changing or setting parameters to create such a control object). This can motivate the user to play the second game.
[0241] 4) In one aspect of the present invention, the aspect described in 3) above further includes point determination means (115) for determining points to be awarded based on the object on which the action is applied, wherein the plurality of objects include a plurality of types of objects whose points may differ when the action is applied, and a plurality of parameters are associated with the object to be controlled (e.g., a pitcher character), and the point determination means (115) determines the points for each of the plurality of types of objects when the action is applied by applying at least one of the parameters associated with the object to be controlled, and the parameter or combination of parameters to be applied may differ depending on the type of object.
[0242] According to the aspect described in 4) above, the points awarded when an action is applied to an object are determined by applying the parameters of the control object, so that the higher the parameters of the control object created in the second game, the more advantageously the player can progress through the game. Furthermore, since the parameters or combinations of parameters applied vary depending on the type of object, the points that can be earned by each object may also vary. The user is required to select an object that can earn more points, further enhancing the playability of the game.
[0243] 5) In one aspect of the present invention, in any of the aspects described in 1) to 4) above, the selection range setting means (112) may change the position of the selection range (e.g., the range of change) based on the timing of a third operation (e.g., a pitch start timing input operation) that specifies the timing at which the moving object starts moving.
[0244] According to the aspect described in 5) above, even if an object corresponding to the selection range that reflects the amount of change in the trajectory of the moving object is selected, the position of the selection range may be shifted (changed) depending on the timing of the third operation, and the user may not be able to act on the object that he or she intended. Therefore, the user is required to accurately specify the timing of starting movement by the third operation, which further enhances the playability of the game.
[0245] 6) In one aspect of the present invention, in the aspect described in 5) above, the game has a time limit, and further includes period setting means (116) for setting a first period that is set after the third operation becomes possible and a second period (e.g., a nice pitch period) that is set after the first period, and the selection range setting means (112) changes the position of the selection range if the third operation is performed during the first period, but does not change the position of the selection range if the third operation is performed during the second period, and the period setting means (116) may make the second period applied to the next third operation longer than the current period if the third operation is performed during the second period.
[0246] According to the aspect described in 6) above, after the first period in which the position of the selection range shifts, a second period in which the position of the selection range does not shift is provided, and if the third operation is performed during the second period, the second period applied to the next third operation will be longer than this one. Because a time limit is provided, the player is required to consider whether to perform the third operation during the first period without waiting until the second period and develop a strategy of moving many moving objects, or to wait until the second period and perform the third operation and develop a strategy that emphasizes the reliability of preventing the position of the selection range shifting, thereby further enhancing the enjoyment of the game.
[0247] 7) In one aspect of the present invention, in the aspects described in any of 1) to 6) above, the plurality of objects includes a directional object (e.g., an arrow block, a cross block) associated with at least one of a plurality of directions, and if the directional object is present among the selected objects, the object selection means (113) may also select an object in the object display area that exists in the direction associated with the directional object.
[0248] According to the aspect described in 7) above, by setting the selection range to include a directional object, objects existing in the direction associated with the directional object can also be selected, allowing an action to be exerted on more objects, further enhancing the playability of the game.
[0249] 8) In one aspect of the present invention, in the aspect described in 7) above, the direction object may include a first direction object (e.g., an arrow block) associated with one of a plurality of directions, and a second direction object (e.g., a cross block) associated with a plurality of directions, and may further include object conversion means (117) that converts the plurality of first direction objects into the second direction object when the plurality of first direction objects are arranged adjacent to each other in a predetermined manner.
[0250] According to the aspect described in 8) above, by arranging a plurality of first direction objects adjacent to each other in a predetermined manner, the first direction objects can be converted into a second direction object associated with a plurality of directions. By setting a selection range that includes the second direction object, objects existing in the plurality of directions associated with the direction object can also be selected, making it possible to affect a greater number of objects. This further enhances the enjoyment of the game.
[0251] 9) In one aspect of the present invention, in the aspect described in 7) or 8) above, when a specific trajectory (e.g., a straight line) is selected by the first operation, and when the direction object (e.g., an arrow block, a cross block) is included in the objects corresponding to the selection range (e.g., a change range) set by the selection range setting means (112), the device may further include direction change means (118) for changing the direction associated with the direction object.
[0252] According to the aspect described in 9) above, if the user selects a specific trajectory and sets a selection range that includes the direction object, the direction associated with the direction object can be changed, thereby further enhancing the playability of the game.
[0253] 10) In one aspect of the present invention, in the aspect described in any of 7) to 9) above, when the directional object (e.g., an arrow block, a cross block) is selected by the object selection means (113), and another directional object existing in the direction associated with the directional object is further selected, the aspect may further include effect generation means (119) that generates a predetermined effect in the game.
[0254] According to the aspect described in 10) above, the user can find a directional object that has another directional object in the direction associated with it, and set the selection range to include that directional object, thereby generating a predetermined effect in the game, thereby further enhancing the playability of the game. [Explanation of symbols]
[0255] 1...game system, N...network, DB...database, 10...game terminal, 11...CPU, 13...RAM, 14...auxiliary storage device, 20...display unit, 30...server, 31...CPU, 33...RAM, 34...auxiliary storage device, 100...data storage unit, 110...control unit, 111...object placement unit, 112...selection range setting unit, 113...object selection unit, 114...action unit, 115...point determination unit, 116...period setting unit, 117...object conversion unit, 1 18...direction change section, 119...effect generation section, TBL101...user information table, TBL102...object table, DT103...game management data, B200...block, B201...arrow block, B202...cross block, F300...highlighted frame, C201...pitcher character, A206...block display area, A207...supplement block area, P301...pitching cursor, P302...change range, P310...timing gauge, P342...rotation direction operation cursor
Claims
1. A game system that provides a game in which a movable object that can move along a plurality of trajectories can be moved toward a reference plane, an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting the selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting a change width such that the selection range becomes longer as the change amount of the trajectory increases, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving body; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; A game system including:
2. the effecting means effects the erasure of all objects selected by the object selecting means; The object arranging means, when an object is deleted from the object display area, adds a new object to the object display area. The game system according to claim 1 .
3. the information on the plurality of trajectories is one of parameters associated with an operation target that moves the moving body, The parameter of the operation target is changed or set in a second game different from the first game.
3. The game system according to claim 1 or 2.
4. A game system that provides a game in which a movable object that can move along multiple trajectories can be moved toward a reference plane, an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting a selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting an amount of change in the trajectory, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving object; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; Including, the information on the plurality of trajectories is one of parameters associated with an operation target that moves the moving body, the parameter of the operation object has been changed or set in a second game different from the first game, further comprising point determination means for determining points to be awarded based on the object on which the action is applied; the plurality of objects include a plurality of types of objects that may have different points when the action is applied; a plurality of the parameters are associated with the operation object; The point determination means determines the points when the action is applied to each of the plurality of types of objects by applying at least one of the parameters associated with the operation target, and varies the parameter or the combination of parameters to be applied depending on the type of object. Game system.
5. The selection range setting means changes the position of the selection range based on the timing of a third operation that specifies the timing at which the moving object starts moving.
5. A game system according to claim 1.
6. The game has a time limit, a period setting unit that sets a first period that is set after the third operation becomes possible and a second period that is set after the first period, the selection range setting means changes the position of the selection range when the third operation is performed during the first period, but does not change the position of the selection range when the third operation is performed during the second period; When the third operation is performed during the second period, the period setting means sets the second period to be applied to the next third operation to be longer than the current period. The game system according to claim 5 .
7. the plurality of objects includes a direction object associated with at least one direction among a plurality of directions; When the direction object is present among the selected objects, the object selection means also selects objects in the object display area that exist in a direction associated with the direction object.
7. A game system according to any one of claims 1 to 6.
8. A game system that provides a game in which a movable object that can move along multiple trajectories can be moved toward a reference plane, an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting a selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting an amount of change in the trajectory, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving object; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; Including, the plurality of objects includes a direction object associated with at least one direction among a plurality of directions; When the direction object is present among the selected objects, the object selection means also selects an object in the object display area that exists in a direction associated with the direction object; the direction objects include a first direction object associated with one direction among a plurality of directions and a second direction object associated with a plurality of directions; The present invention further includes an object conversion means for converting the first direction objects into the second direction objects when the first direction objects are arranged adjacent to each other in a predetermined manner. Game system.
9. A game system that provides a game in which a movable object that can move along multiple trajectories can be moved toward a reference plane, an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting a selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting an amount of change in the trajectory, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving object; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; Including, the plurality of objects includes a direction object associated with at least one direction among a plurality of directions; When the direction object is present among the selected objects, the object selection means also selects an object in the object display area that exists in a direction associated with the direction object; When a specific trajectory is selected by the first operation and the direction object is included in the objects corresponding to the selection range set by the selection range setting means, the device further includes a direction change means for changing a direction associated with the direction object. Game system.
10. A game system that provides a game in which a movable object that can move along multiple trajectories can be moved toward a reference plane, comprising: an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting a selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting an amount of change in the trajectory, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving object; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; Including, the plurality of objects includes a direction object associated with at least one direction among a plurality of directions; When the direction object is present among the selected objects, the object selection means also selects an object in the object display area that exists in a direction associated with the direction object; The game device further includes an effect generating means for generating a predetermined effect in the game when another direction object existing in a direction associated with the direction object is further selected as a result of the direction object being selected by the object selecting means. Game system.
11. A game control device for providing a game in which a movable object that can move along a plurality of trajectories can be moved toward a reference plane, an object arranging means for arranging a plurality of objects in an object display area provided on the reference surface or a surface corresponding to the reference surface; a selection range setting means for setting the selection range on the reference plane or a plane corresponding to the reference plane, the selection range reflecting a change width such that the selection range becomes longer as the change amount of the trajectory increases, based on at least a first operation for selecting one of the plurality of trajectory options and a second operation for specifying a target arrival position on the reference plane of the moving body; an object selection means for selecting, from among the plurality of objects in the object display area, all objects corresponding to the selection range set by the selection range setting means; an action means for exerting an action on all objects selected by the object selection means; 1. A game control device comprising:
12. A program for causing a computer to function as a game system described in any one of claims 1 to 10 or a game control device described in claim 11.
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