Game control device, game system, and program

JP7898164B2Active Publication Date: 2026-07-31KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KONAMI DIGITAL ENTERTAINMENT CO LTD
Filing Date
2022-08-19
Publication Date
2026-07-31

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Patent Text Reader

Abstract

To achieve a game with high amusement properties by effectively reflecting "adaptation of eyes" in the game by a number of pitches of the same type of ball or the like.SOLUTION: A movement parameter determination part determines movement parameters of a movable body on the basis of a user's operation. A movement prediction information display part displays movement prediction information on a screen for predicting a change in trajectory while the movable body is moving after the start of the movement of the movable body by a movement control part. A history storage control part causes a storage device to store history information on the movement parameters of the movable body that has been moved in the past. The movement prediction information display part changes a display mode of the movement prediction information on the basis of the movement parameters determined by the movement parameter determination part and the history information.SELECTED DRAWING: Figure 25
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Description

Technical Field

[0001] The present invention relates to a game control device, a game system, and a program.

Background Art

[0002] Conventionally, game devices that execute various game programs and allow users to enjoy games by operating an operation unit such as a controller have become widespread. For example, in the pitching operation of a conventional baseball game, a user can select an arbitrary pitch type from a plurality of pitch types that a pitcher character can pitch and cause the pitcher character to pitch.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above conventional game, a user who operates a pitcher character tends to throw a lot of the most powerful pitch type (so-called "decisive pitch") for that pitcher character, and there is a risk that the game will become monotonous and the user will get bored.

[0005] On the other hand, in real baseball, there is a demerit that if a pitcher throws the same pitch type too many times, the batter's eyes will get used to it, and the probability of being severely hit by the batter will increase.

[0006] Therefore, one of the objects of the present invention is to effectively reflect "getting used to the eyes" caused by, for example, throwing the same pitch type many times in a game and realize a highly interesting game.

Means for Solving the Problems

[0007] A game control device according to one aspect of the present invention controls a game in which a moving object is moved multiple times, and includes: a movement parameter determination means for determining the movement parameters of the moving object based on user operation; a movement control means for moving the moving object based on the movement parameters determined by the movement parameter determination means; a movement prediction information display means for displaying movement prediction information on a screen for predicting changes in the trajectory of the moving object during its movement after the movement of the moving object is started by the movement control means; and a history storage control means for storing history information regarding the movement parameters of the moving object that has been moved in the past in a storage device, wherein the movement prediction information display means changes the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination means and the history information.

[0008] A game system according to another aspect of the present invention includes a server and a terminal device capable of communicating with the server, and controls a game in which a moving object is moved multiple times, and includes: a movement parameter determination means for determining the movement parameters of the moving object based on user operations; a movement control means for moving the moving object based on the movement parameters determined by the movement parameter determination means; a movement prediction information display means for displaying movement prediction information on a screen for predicting changes in the trajectory of the moving object during its movement after the movement of the moving object has started by the movement control means; and a history storage control means for storing history information regarding the movement parameters of the moving object that has been moved in the past in a storage device, wherein the movement prediction information display means changes the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination means and the history information. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram showing an example of the hardware configuration of a game device according to one embodiment of the present invention. [Figure 2] This figure shows an example of pitcher character parameters. [Figure 3]This figure shows an example of a pitching screen used for selecting pitch types. [Figure 4] This figure shows an example of a pitching screen used for specifying the pitching position. [Figure 5] This figure shows an example of a pitching screen used for specifying the ball release timing. [Figure 6] This figure shows an example of the pitching screen after the ball is released. [Figure 7] This figure shows an example of the batting screen before the pitcher character begins their pitching motion. [Figure 8] This figure shows an example of the batting screen immediately after the ball is released. [Figure 9] This figure shows an example of a batting screen where the pitch prediction point is displayed. [Figure 10] This figure shows an example of a batting screen where the seam is displayed at the pitch prediction point. [Figure 11] This figure illustrates an example of how the pitch prediction point shifts in response to changes in the ball's trajectory. [Figure 12] This diagram illustrates how the direction of rotation, axis of rotation, or rotation speed of the seam differs depending on the type of pitch. [Figure 13] This figure shows an example of how the appearance of the seam displayed at the pitch prediction point changes over time. [Figure 14] This figure shows an example of a seam display start timing table. [Figure 15] This figure shows an example of a table used to determine the pitching ratio categories. [Figure 16] This diagram shows an example of the predicted pitching point and seam displayed for each frame when a "straight" pitch is thrown. [Figure 17] This figure shows an example of a seam display start timing table, which includes information on the timing of when the pitch prediction point display begins. [Figure 18] This figure shows another example of a seam display start timing table that includes information on when the pitch prediction point display starts. [Figure 19]It is a diagram showing an example of a hitting screen just before the ball reaches the pitching area. [Figure 20] It is a diagram showing another example of the seam display start timing table. [Figure 21] It is a diagram showing another example of the seam display start timing table. [Figure 22] It is a diagram showing another example of the seam display start timing table. [Figure 23] It is a diagram showing an example of a table for determining the division of the pitching ratio based on the number of pitches. [Figure 24] It is a diagram showing an example of dividing the strike zone into a plurality of division areas. [Figure 25] It is a schematic functional block diagram showing an example of the functional configuration of the game device. [Figure 26] It is a diagram showing an example of the data configuration of the game management data. [Figure 27] It is a diagram showing an example of a hitting screen where the seam is displayed at the home base. [Figure 28] It is a schematic functional block diagram showing another example of the functional configuration of the game device. [Figure 29] It is a flowchart showing an example of the processing of the game device. [Figure 30] It is a flowchart showing an example of the processing of the game device. [Figure 31] It is a diagram showing an example of a table for determining the division based on the variable parameter. [Figure 32] It is a schematic block diagram showing an example of the configuration of the game system.

Mode for Carrying Out the Invention

[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings. [1. Configuration of Game Device] FIG. 1 is a schematic block diagram showing an example of the hardware configuration of a game device 10 (an example of a game control device). The game device 10 operated by the user is a computer used by the user to play games. The game device 10 may be, for example, a home game console (stationary or portable), a personal computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a tablet computer, a multi-function television receiver (so-called smart TV), or a commercial game machine installed in amusement facilities, etc.

[0011] The game device 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, a sound processing unit 18, and a recording medium drive 19. These are interconnected via a bus line BUS, which includes an address bus, a data bus, and a control bus. Interface circuits are interposed between the bus line BUS and each component as needed, but the illustration of the interface circuits is omitted here. The game device 10 also includes a display unit 20 and an audio output unit 21.

[0012] The CPU 11 interprets and executes game program instructions and controls the entire game device 10. The ROM 12 stores programs and data necessary for the basic operation control of the game device 10. The RAM 13 stores various programs and data and reserves workspace for the CPU 11.

[0013] The auxiliary storage device 14 is a storage device that stores game programs and various data. For example, the auxiliary storage device 14 can be a non-volatile semiconductor memory, a hard disk drive, a solid-state drive, etc.

[0014] The communication unit 15 is equipped with a communication interface (not shown) and has a communication control function for data communication during game execution. 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 (for example, the 2.4 GHz frequency band). Based on instructions from the CPU 11, the communication unit 15 transmits a connection signal to connect the game device 10 to the network N, and also receives information transmitted from the communication partner and supplies it to the CPU 11.

[0015] The operation unit 16 is for the user to input various operation commands to the game device 10. Examples of the operation unit 16 include a position input unit with a touch interface (a component of a touch panel), physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. Alternatively, the operation unit 16 may be configured to accept voice input by identifying voice input from an audio input unit such as a microphone.

[0016] The image processing unit 17 drives the display unit 20 based on image display commands from the CPU 11 to display the game screen. Various known display devices such as liquid crystal displays and organic EL (Electro-Luminescence) displays can be used for the display unit 20. Alternatively, the display unit 20 can be a touch panel that combines a display device such as a liquid crystal display with a position input unit equipped with 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 an object such as a finger or pen touches the screen, this touch input detection unit detects the contact position coordinates 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.

[0017] The display unit 20 does not need to be integrated with the game device 10; for example, it may be an externally connected television monitor or the like. In this case, where the display unit 20 is an externally connected television monitor or the like, the display unit 20 is not included in the configuration of the game device 10.

[0018] The sound processing unit 18 generates an analog audio signal based on sound generation instructions from the CPU 11 and outputs it to the audio output unit 21. The audio output unit 21 includes a speaker. Furthermore, the audio output unit 21 does not need to be integrated with the game device 10; for example, it may be an externally connected speaker (including the speaker of a television), headphones, or earphones connected to the game device 10. In this case, if the audio output unit 21 is an externally connected speaker, it is not included in the configuration of the game device 10.

[0019] Examples of recording media drives 19 include DVD-ROM drives, CD-ROM drives, hard disk drives, optical disk drives, flexible disk drives, silicon disk drives, and cassette media readers. In this case, recording media RM can be DVD-ROMs, CD-ROMs, hard disks, optical disks, flexible disks, or semiconductor memory. The recording media drive 19 reads image data, audio data, and program data from the recording media RM and supplies the read data to the RAM 13 or the like via a decoder.

[0020] The game device 10 is capable of playing against the computer (also called CPU opponents) or against other players via a network. In a network match, for example, user A operating one game device 10 and user B operating the other game device 10 can play a game against each other via a network. In this network match, for example, each game device 10 logs into a server, and the matched game devices 10 communicate directly with each other via a P2P (Peer to Peer) connection or the like. Alternatively, data can be exchanged between the game devices 10 via a server during the network match. Either method can be used to conduct the network match.

[0021] Communication between game devices can be achieved, for example, by using HTTP (Hypertext Transfer Protocol), which operates on TCP / IP (Transmission Control Protocol / Internet Protocol), as the base protocol, and implementing the application protocol defined in this system on a higher level.

[0022] On the other hand, communication between game devices 10 connected via P2P, etc., can be achieved, for example, by UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model, which is mainly implemented on the IP protocol. UDP is a communication method that sends data to the receiving terminal device without performing data delivery confirmation or error correction, so it has the advantage of high data transfer speed but low data reliability. It is also possible to use other existing protocols other than UDP for communication between game devices 10, or to use new protocols that will be defined in the future.

[0023] Furthermore, for example, a game device 10 having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4GHz frequency band) can also perform competitive games and the like by communicating directly with multiple game devices.

[0024] As described above, the game device 10 can take various forms, such as a home console, a portable game console, or a smartphone. However, in the following explanation, we will use the case of a home console or similar game device 10 with a game controller as the control unit 16 as an example. The game controller may be connected to the game device 10 via a wired connection such as a cable, or via a wireless connection such as infrared or Bluetooth®. The operation status of the game controller is scanned at regular intervals (for example, every 1 frame: 1 / 60th of a second), and information indicating the scan result is transmitted from the game controller to the game device 10. In the case of a game device 10 with an integrated screen, if the screen is a touch panel, the user may be able to perform various operations by touching the screen with their finger or a stylus pen.

[0025] [2. Overview of an example game] An overview of one example of the game is described below. The game device 10 can run various games, such as sports games based on baseball, soccer, tennis, volleyball, cricket, etc. Below, we will describe a baseball game as an example of a game that can be run on the game device 10, and other games will be mentioned as needed.

[0026] In the baseball game of this embodiment, for example, player characters modeled after real baseball players are provided as playable characters within the game. That is, player characters are provided that have the names of real baseball players and ability parameters set based on the abilities and achievements of those baseball players. Note that the player characters may also be, for example, characters representing fictional baseball players. Furthermore, the baseball game of this embodiment includes a game mode for developing original player characters. The original player characters developed in this development mode may be made available for use in various game modes, along with the player characters modeled after real baseball players.

[0027] In addition to the training mode described above, the baseball game of this embodiment is equipped with various other game modes. For example, there is a computer versus mode (also called CPU versus mode) in which the user can enjoy playing against the computer (CPU). There is also an offline versus mode in which two users can play against each other by connecting two or more controllers to a single game terminal 10. Furthermore, the baseball game of this embodiment is equipped with a communication versus mode in which the user can play against other users via communication. In this communication versus mode, the user can play against other users in remote locations online in real time via the network N. The following will explain using the case in which two users play against each other online in real time as an example.

[0028] In the aforementioned real-time match, for example, a match between the user's team and the opponent's team (another user's baseball team on network N) progresses via communication based on the operations performed on each game device 10. For example, if the user is on the defensive side and the opponent user is on the offensive side, the player character will pitch or field according to the opponent user's operations (pitching or fielding operations), and the player character will bat or run the bases according to the user's operations (batting or base running operations). In such an action game, the status of the match in the game is updated based on the operations of each user on the player character. This real-time match is a match format also used in e-sports (electronic sports).

[0029] In the baseball game of this embodiment, the timing of the display start of the seam (the stitching on the ball) that indicates the rotation state of the pitched ball, which is displayed on the batter's screen, is changed according to the pitcher's pitch. For example, if the pitcher throws the same type of pitch repeatedly or throws many pitches, the timing of the display of the seam to the batter is advanced. By advancing the timing of the display of the seam to the batter, the batter can detect the type of pitch sooner and predict the direction and amount of change in the ball's trajectory. In this way, advancing the timing of the display of the seam to the batter expresses the batter's "eye adaptation". Also, for example, if the pitcher throws pitches that are concentrated on the same pitching course (a pitching course that is evaluated as identical), the timing of the display of the seam to the batter may be advanced to express "eye adaptation". Similarly, for example, if the pitcher throws many balls at similar speeds (a pitching course that is evaluated as identical), "eye adaptation" may be expressed in the same way. In addition to changing the timing of the display of the seam, the batter's "eye adaptation" can also be expressed by changing the size, density, color, blinking state, etc. of the seam.

[0030] (Multiple throws of the same pitch type) The following examples primarily describe how the "eye adaptation" of the pitcher's pitches can be achieved by advancing the timing of the seam display for the batter when the pitcher throws the same type of pitch repeatedly.

[0031] First, let's explain the parameters of the pitcher character, such as the types of pitches they can throw. Figure 2 shows an example of a pitcher character's parameters. When the user selects one of several pitcher characters and checks its abilities, the ability parameters of the selected pitcher character are displayed in area A100 of the screen. Display area A101 displays the pitcher character's position, name, uniform number, pitching form, and dominant hand. Display area A102 displays the pitcher character's player rank. A higher player rank indicates higher overall ability. Display area A103 displays the pitcher character's "stamina" and "fatigue recovery" parameters. The "stamina" parameter indicates the amount of stamina, and the "fatigue recovery" parameter indicates the ability to recover from fatigue. Both "stamina" and "fatigue recovery" are displayed in eight evaluation ranks, from highest to lowest: S, A, B, C, D, E, F, G.

[0032] Display areas A111 to A116 show information about the pitcher character's repertoire of pitches (types of pitches they can throw). This example shows the case where the pitcher is left-handed. Pitches are classified into six categories: fastballs, sliders that break to the right (horizontally to the right), curves that break downwards to the right, forks that break downwards (vertically), sinkers that break downwards to the left, and shoots that break to the left (horizontally to the left). The direction of the break is as viewed from the pitcher's side towards home plate; if the pitcher is right-handed, the left and right directions are reversed. The maximum fastball speed varies depending on the pitcher character. Also, for breaking balls (pitches other than fastballs), the speed, direction of break, and amount of break differ for each type of pitch. Furthermore, even for the same type of breaking ball, the amount of break differs depending on the pitcher character's abilities.

[0033] Examples of straight pitches include fastballs, two-seam fastballs, moving fastballs, and super slow balls. Examples of slider pitches include sliders, high-speed sliders, and cut fastballs. Examples of curveball pitches include curves, slow curves, drops, drop curves, slurves, and knuckle curves. Examples of forkball pitches include forkballs, palmballs, changeups, V (vertical) sliders, knuckleballs, and SFF (Split Finger Fastballs). Examples of sinker pitches include sinkers, screwballs, high-speed sinkers, and circle changes. Examples of shoot-type breaking balls include shoots, high-speed shoots, and sinking two-seam fastballs. In addition, original pitches with uniquely defined trajectories can be created within the game.

[0034] Display area A111 displays information on straight pitches, display area A112 on sliders, display area A113 on curves, display area A114 on forks, display area A115 on sinkers, and display area A116 on shooters. Each of display areas A111 to A116 contains the name of the pitch that can be thrown, and information on the "velocity" and "control" of that pitch. The two letters displayed in each of display areas A111 to A116 indicate the velocity parameter on the left and the control parameter on the right, and are displayed in an 8-level evaluation rank from S, A, B, C, D, E, F, G in descending order of value.

[0035] Additionally, display area A111 also displays information on the maximum fastball speed. Furthermore, display areas A112 to A116 display icons that function as gauges indicating the amount of movement for each type of breaking ball. Here, the amount of movement for a breaking ball is one of the pitcher character's ability parameters and indicates the degree of curve of the breaking ball. In other words, it indicates the degree of change in the ball's trajectory when the pitcher character throws a breaking ball. The amount of movement is shown in seven stages from "1" to "7", with "1" being the smallest amount of movement and "7" being the largest amount of movement. In the example shown in Figure 2, the pitcher character has the ability to have a "high-speed slider" with a movement of "2", a "curveball" with a movement of "6", a "forkball" with a movement of "2", a sinker with a movement of "4", and a "high-speed shoot" with a movement of "3".

[0036] The types of pitches a pitcher character can throw, the power of each pitch, the control, and the amount of movement will differ. In the case of the pitcher character exemplified in Figure 2, there are six types of pitches, but there are also pitcher characters with five or fewer pitches, or seven or more pitches. Furthermore, there are also pitcher characters that have multiple pitches in the same category (i.e., pitches with the same direction of movement). The pitcher character that each user uses in the game may be selected by the user from among several pitcher characters, or it may be a pitcher character predetermined by the game operator.

[0037] Next, we will explain the pitching operation. Figure 3 shows an example of screen G10 displayed on the user's game device 10-1, which controls the pitcher character PC. Screen G10 shows an example of a pitching screen for selecting the type of pitch. As shown in Figure 3, during the pitching scene, an image captured by a virtual camera positioned behind the pitcher character PC is displayed on screen G10. Screen G10 displays the pitcher character PC, batter character BT, catcher character CT, strike zone SZ, pitch type selection icon PT, etc.

[0038] Although not shown in Figure 3, screen G10 also displays information such as the umpire character, the current inning, score, ball count, out count, information about the batter character BT at bat (name, batting statistics such as batting average, ability parameters, preferred zone, disliked zone, etc.), information about the pitcher character PC (name, pitching statistics such as ERA, pitches, ability parameters, etc.), runner information, and the current wind direction and wind strength (wind speed).

[0039] The user controlling the pitch can select the type of pitch, specify the pitching position (pitching course), and specify the ball release timing. Regarding the selection of the pitch type, for example, a pitch type selection icon PT is displayed on screen G10. The user selects the pitch type by operating the controller (analog stick or directional keys, etc.) while looking at this pitch type selection icon PT.

[0040] In the example of the pitch selection icon PT shown in Figure 3, six lines PT1 to PT6 extend around the parameter display section PT7 located in the center. PT1 is the line for selecting "straight pitches," PT2 is for "sliders," PT3 is for "curves," PT4 is for "forks," PT5 is for "sinkers," and PT6 is for "shoots." Each of the lines PT1 to PT6 is set to the pitches that the pitcher character PC has in their repertoire. Since each pitcher character PC has different pitches, the pitches set in lines PT1 to PT6 will also differ depending on the pitcher character PC. In the case of the pitcher character PC exemplified in Figure 2, the pitches set to "straight pitch," "high-speed slider," "curveball," "forkball," "sinker," and "high-speed shoot" are set to "forks," allowing the player to select one of the six types of pitches.

[0041] The pitch type selected by the user is displayed in the selected pitch type display area A11. Figure 3 shows an example where "Curveball" is selected. The ranks of "Pitch Power" and "Control" for the currently selected pitch type are displayed in the parameter display area PT7. The "Amount of Move" for the currently selected pitch type is displayed on the line PT3 by the length of the gauge. The user confirms the selection of the pitch type by pressing the designated button on the controller after selecting a pitch type.

[0042] After the pitch type selection is confirmed, the screen transitions to screen G20, as illustrated in Figure 4. Screen G20 shows an example of a pitching screen for specifying the pitching position. On screen G20, a pitching cursor P21 for specifying the pitching position is displayed at the initial position (for example, the center of the strike zone SZ). The user can specify the pitching position by moving the pitching cursor P21 using the controller (analog stick or directional keys, etc.). Although not shown in Figure 4, the pitching cursor P21 also indicates the direction and amount of the curveball's movement using arrows, etc. The user confirms the pitching position by moving the pitching cursor P21 to the desired position and pressing the designated button on the controller. There is a time limit (for example, 5 seconds) for specifying the pitching position. If the operation to confirm the pitching position is not performed within this time limit, the pitching position will be confirmed based on the position of the pitching cursor P21 at the time the time limit expires.

[0043] After the pitching position is specified, the pitcher character PC begins the pitching motion. Then, a circle P31 appears on screen G30, as illustrated in Figure 5, a predetermined time before the pitcher character PC releases the ball. Screen G30 shows an example of a pitching screen for specifying the ball release timing. Circle P31 is concentric with the circular pitching cursor P21 and is larger than the pitching cursor P21. Circle P31 then gradually decreases in diameter and converges. If the user can specify the ball release timing at the moment when the circumference of circle P31 and the circumference of the pitching cursor P21 overlap (this is called the "best pitch timing"), the pitcher can throw a ball with the most power. On the other hand, if the ball release timing is specified at a timing that is off from the best pitch timing, the ball's power will decrease or control will be disrupted depending on the magnitude of the deviation.

[0044] After the ball release timing is specified, the ball's velocity and trajectory are calculated by applying a known algorithm based on the selected pitch type, its parameters, the specified pitching position, and the entered ball release timing. The final position of the ball's arrival within the pitchable area, including the strike zone SZ (final pitching position), is then determined. In this way, the pitching parameters (pitch type, velocity, trajectory, pitching position, etc.) are determined. As illustrated in Figure 6, a video of the ball BL, pitched by the pitcher character PC, moving through the 3D game space is displayed on the pitching screen G40. The pitching screen G40 also displays a pitching prediction point P41 within the pitchable area, showing the same positional relationship as the pitching prediction point PP (see Figure 10) displayed on the batter's screen.

[0045] Next, we will explain the batting operations performed by the opposing user who is playing against the user who performed the pitching operation described above. Figure 7 shows an example of screen G50 displayed on the game device 10-2 of the opposing user who is controlling the batter character BT. Screen G50 shows an example of the batting screen before the pitcher character PC enters the pitching motion. During the batting scene, images captured by a virtual camera positioned behind home plate HB are displayed on screen G50. Screen G50 displays the pitcher character PC, batter character BT, home plate HB, strike zone SZ, batting cursor MC, etc.

[0046] Although not shown in Figure 7, screen G50 also displays information such as the current inning, score, ball count, out count, batter character BC (name, batting statistics such as batting average, ability parameters, etc.), pitcher character PC (name, pitching statistics such as ERA, pitches, ability parameters, etc.), runner information, and current wind direction and wind strength (wind speed).

[0047] The strike zone SZ, located above home plate HB, is the area where a ball thrown by the pitcher character PC is judged to be a strike if it reaches that area. The batter character BT can hit the pitched ball within the battable area A51, which includes the strike zone SZ and the surrounding ball zone. The battable area A51 is, for example, an area on a plane perpendicular to the horizontal direction (i.e., the pitching direction) connecting the battery (between the pitcher and catcher), and includes the strike zone SZ. Area A52 lies on the same plane as the strike zone SZ and the battable area A51, and represents the pitchable area (an example of a reachable area) that a ball thrown by the pitcher character PC can reach. This pitchable area A52 includes the battable area A51 and is larger than the battable area A51. This is because the ball thrown by the pitcher character PC can be thrown to positions that the bat BT1 cannot reach or to positions that would result in a dead ball. The batting area A51 and pitching area A52, shown by dotted lines in Figure 7, are not visually displayed, but may be made visible.

[0048] The batting cursor MC is an object used to specify the batting position or area (the position or area where the bat BT1 hits the ball) for a ball thrown by the pitcher character PC. The batting cursor MC is located in the battable area A51 and can move within the battable area A51 based on user input. The initial position of the batting cursor MC is set, for example, to the center of the strike zone SZ, i.e., the center of the battable area. For example, the batting cursor MC is set to its initial position for each pitch, and the user can move it to any position by operating the controller.

[0049] The size of the batting cursor MC is basically determined by the batting ability of the batter character BT. The higher the batting ability of the batter character BT, the larger the batting cursor MC will be set. In addition, it is possible to switch between normal batting mode and power batting mode based on user input. In power batting mode, the batting cursor MC becomes smaller than in normal batting mode, making it more difficult to make contact with the pitched ball, but making it easier to hit the ball farther. In the example in Figure 7, the batting cursor MC in power batting mode is displayed.

[0050] The batting operation includes moving the batting cursor MC to the position where the pitched ball BL will reach the pitchable area A52 (referred to as the "arrival point"), and specifying the batting timing (timing of swinging the bat) based on when the ball BL reaches the arrival point. In the game of this embodiment, an example is shown where the pitching prediction point PP (see Figures 9 and 10) is displayed after the ball BL is released. This pitching prediction point PP is an object for predicting the arrival point of the ball BL when it reaches (lands) the pitchable area A52. The pitching prediction point PP is also referred to as the "landing point," etc. Therefore, after the ball BL is released, the user performing the batting operation moves the batting cursor MC while looking at the pitching prediction point PP along with the ball BL as it moves in the 3D game space.

[0051] After the user controlling the pitcher character PC confirms the selection of the pitch type and the specification of the pitching position as described above, the pitcher character PC starts the pitching motion on screen G50 in Figure 7. In the game of this embodiment, when the pitcher character PC starts the pitching motion, the strike zone SZ is erased. The display of the strike zone SZ may continue until the ball release, or even after the ball release.

[0052] Figure 8 shows an example of the batting screen G60 immediately after the pitcher character PC releases the ball BL. The pitching prediction point PP is not yet displayed immediately after the ball BL is released. Figure 9 shows an example of the batting screen G70 when the display of the pitching prediction point PP in the pitchable area A52 has begun. After a predetermined time has passed since the ball BL was released, the display of the pitching prediction point PP (an example of the predicted destination) begins in the pitchable area A52. In the game of this embodiment, the timing of the start of display of the pitching prediction point PP and the timing of the start of display of the seam SE (see Figure 10) displayed on the pitching prediction point PP do not necessarily coincide (details will be described later). Also, the period from the release of the ball BL until the start of display of the pitching prediction point PP may be constant (fixed), may vary depending on the type of pitch, or may vary depending on the pitching ratio even for the same type of pitch (details will be described later).

[0053] The initial position where the pitching prediction point PP is displayed is the position where the pitched ball BL will reach the pitching area A52 if its trajectory does not change. For example, when a fastball is thrown, the trajectory of the thrown ball BL does not change midway like a curveball, so the pitching prediction point PP does not move from its initial display position. In other words, when a fastball is thrown, the pitching prediction point PP displayed in the pitching area A52 will be displayed from the initial display position to the final position where the ball BL will reach.

[0054] However, the pitching prediction point PP is not necessarily displayed at the final ball BL position from the initial display. In the case of curveballs, the pitching prediction point PP moves within the pitchable area A52 in accordance with the trajectory change of the ball BL during its movement. Figure 11 shows, as an example, the movement of the pitching prediction point PP within the pitchable area A52 in accordance with the trajectory change of the ball BL when a left-handed pitcher character PC throws a curveball (or a right-handed pitcher character PC throws a sinker). Note that in Figure 11, other images are omitted in order to explain the display and behavior of the ball BL and the pitching prediction point PP.

[0055] The change in the trajectory (direction and amount of change) of the ball BL moving in the 3D game space is projected onto the plane of the pitchable area A52 (xy plane) and represented as the movement of the pitching prediction point PP. That is, in the case of a curveball, the coordinate position of the ball BL changes horizontally and / or vertically on a plane (xy plane) perpendicular to the direction of travel of the ball BL (z axis direction), so this change in the position of the ball BL is reflected (projected) as a change in the position of the pitching prediction point PP in the pitchable area A52. As mentioned above, in the case of a straight pitch, the pitching prediction point PP does not move, so the change from the straight trajectory (direction and amount of change) is reflected in the movement of the pitching prediction point PP within the pitchable area A52.

[0056] Figure 10 shows an example of the batting screen G80 in which the display of the seam SE at the pitching prediction point PP has begun. In the batting screen G80 of Figure 10, the display of the seam SE at the pitching prediction point PP begins after a predetermined time has elapsed since the display of the pitching prediction point PP began in the batting screen G70 of Figure 9. The seam SE indicates the rotation state of the ball BL as it moves. As the pitched ball rotates, a video of the time-series change of the seam SE as seen from the batter's perspective is displayed at the pitching prediction point PP. The rotation direction, rotation axis, and rotation speed of the seam SE are set according to the type of pitched ball BL. Therefore, if the type of pitch is different, at least one of the rotation direction, rotation axis, or rotation speed of the seam SE will be different.

[0057] Figure 12 illustrates how the rotation direction, axis of rotation, or rotation speed of the seam (SE) differs depending on the type of pitch. The example in Figure 12 shows how the appearance of the seam (SE) from the batter's perspective differs for each type of pitch: "fastball," "slider," "curveball," "forkball," "sinker," and "shuttlecock," assuming the pitcher is left-handed. The axis indicated by the dashed line in Figure 12 represents the axis of rotation for each type of pitch. Figure 13 further illustrates an example of the time-series change in the appearance of the seam (SE) displayed at the pitch prediction point (PP), using "fastball" and "slider" as examples.

[0058] As illustrated in Figure 12, the rotation direction and axis of the "straight" are the same as the "forkball," but different from the others. Also, the rotation speed of the "straight" is greater than that of the "forkball." Therefore, a user performing a batting operation can identify the type of pitch as a "straight" by observing the rotation state of the seam (SE). Furthermore, the rotation directions of the "slider," "curve," "sinker," and "shoot" differ from the other pitches shown in Figure 12.

[0059] For example, in the category of curveballs, there are various types such as curveballs, slow curves, drops, drop curves, slurves, and knuckle curves. Pitches belonging to the same category generally have similar axes and directions of rotation. However, even within the same category, the rotation speed differs depending on the type of pitch. For example, a curveball rotates faster than a slow curve. Also, even within the same category, the tilt of the axis of rotation can differ slightly depending on the type of pitch. Furthermore, even within the same category, there are differences in how the pitcher grips the ball, and these differences in grip can cause the seam pattern to appear differently even when rotating in the same direction. Therefore, by examining the rotation state of the seam, it is possible to identify any pitch.

[0060] Furthermore, if the user performing the batting operation is not accustomed to how the seam SE's rotation looks, identifying the specific pitch type will be difficult, but this can also be an element that enhances the gameplay. Also, once the user becomes somewhat accustomed to how the seam SE's rotation looks, it becomes possible to predict in which direction and by how much the ball BL or pitch prediction point PP will move based on the seam SE's rotation direction, axis of rotation, or rotation speed.

[0061] As described above, the user performing the batting operation determines the type of pitch from the rotation direction, axis of rotation, rotation speed, etc. of the seam SE displayed at the pitch prediction point PP (so-called "reading the pitch type"). The user then considers the read pitch type together with the current position of the pitch prediction point PP to estimate the final destination of the ball BL. The user then moves the batting cursor MC to the estimated final destination, times their swing, and performs the batting operation. Therefore, the earlier the timing of starting the display of the seam SE, the more time the user performing the batting operation has to determine the pitch type, which is advantageous to the user performing the batting operation.

[0062] In the game of this embodiment, the timing of the start of the display of the seam SE is determined based on the pitching ratio of each pitch type within a predetermined period (e.g., within one at-bat, one inning, or one game). In other words, the timing of the start of the display of the seam SE is changed based on the pitching ratio of the same pitch type used in the current pitch within the predetermined period. The following explanation will use the case where the predetermined period is within the current at-bat as an example.

[0063] Figure 14 shows an example of the "Seam Display Start Timing Table TBL103," which shows the time from when the pitcher character PC releases the ball BL until the seam SE is displayed for each pitch type. The pitching ratio shown in Figure 14 is the ratio of the same pitch type as "the pitch type of this pitch," which is determined based on the pitcher user's pitch type selection operation, in the current at-bat. In other words, the "pitching ratio" is calculated by considering the pitches up to the present time in the current at-bat (pitches by the opposing team) and determining the ratio of the same pitch type as "the pitch type of this pitch."

[0064] Figure 15 shows an example of a table for determining pitching ratio categories ("Low," "Normal," and "High"). In this example, pitching ratios are divided into three stages: "Low" for 25% or less, "Normal" for 26% to 74%, and "High" for 75% or more. In the example in Figure 15, decimal places are rounded, truncated, or rounded up. This is just one example, and the ratio range for each category can be set arbitrarily. Furthermore, pitching ratios may be divided into two or four or more stages.

[0065] Here is a concrete example of how the pitching ratio is calculated. Assume that the pitcher character PC has already thrown 4 pitches to the batter character BT who is currently at bat. Of those 4 pitches, 1 was a "fastball" and 3 were "curves". This pitching history is stored in the RAM 13 or auxiliary storage device 14 of the game device 10. If the "type of pitch for this pitch," which is the 5th pitch, is a "fastball," then the pitching ratio of "fastballs" up to this point in the batter's at-bat is 25% (1 / 4), and a "low" pitching ratio is applied based on the ratio table in Figure 15. If the "type of pitch for this pitch" is a "curveball," then the pitching ratio of "curveballs" up to this point in the batter's at-bat is 75% (3 / 4), and a "high" pitching ratio is applied. If the "type of pitch for this pitch" is a pitch other than a "fastball" or "curveball," then the pitching ratio of that pitch type up to this point in the batter's at-bat is 0%, and a "low" pitching ratio is applied.

[0066] As a variation, when calculating the pitch ratio, the current pitch may also be included in the calculation. For example, in the above example, if the "type of pitch for the current pitch," which is the 5th pitch, is a "fastball," the pitch ratio may be calculated as 80% (1 / 5). However, when calculating the pitch ratio including the current pitch, the pitch type thrown on the first pitch of the current at-bat will always have a pitch ratio of 100%. In other words, even though it is the first time that type of pitch has been thrown in that at-bat (and therefore the batter should not be accustomed to that type of pitch), the pitch ratio will be "high." Therefore, in this case, at least the first pitch must be excluded from the control that changes the timing of the display of the seam SE based on the pitch ratio.

[0067] If the pitch ratio is calculated without including the current pitch, the pitch type thrown on the first pitch of the current at-bat will always have a pitch ratio of 0% (low), and control may be applied to change the start timing of the display of the seam SE from the first pitch based on the pitch ratio.

[0068] In this embodiment of the game, the control that changes the start timing of the seam SE display according to the pitching ratio is applied from the second pitch onwards, without applying it to the first pitch of each at-bat. That is, for the first pitch of each at-bat, regardless of the type of pitch thrown, the "normal" pitching ratio from the "seam display start timing table" illustrated in Figure 14 is applied.

[0069] If the "type of pitch thrown this time" is a "fastball," as illustrated in Figure 14, the period from when the ball BL is released until the start of the seam SE display is "7 frames" for a "low" pitching ratio, "5 frames" for a "normal" pitching ratio, and "3 frames" for a "high" pitching ratio.

[0070] Figure 16 shows an example of the pitching prediction point PP and seam SE displayed in the pitching area A52 when a "straight" pitch is thrown, frame by frame. If the percentage of "straight" pitches is "high," the pitch prediction point PP and seam SE will start to be displayed from the 3rd frame after the ball release. From the 4th frame onward, the seam SE, which indicates the rotation state of the ball BL for "straight" pitches, will also be displayed.

[0071] Furthermore, if the ratio of "straight" pitches is "normal," the pitch prediction point PP starts to be displayed in the 3rd frame after the ball release, but the seam SE is not yet displayed. Then, the seam SE starts to be displayed in the 5th frame, and thereafter the seam SE indicating the rotation state of the ball BL for "straight" pitches will continue to be displayed.

[0072] Furthermore, if the ratio of "straight" pitches is "low," the pitch prediction point PP starts to be displayed in the 3rd frame from the ball release, but the seam SE is not yet displayed. Then, the seam SE starts to be displayed in the 7th frame, and thereafter the seam SE indicating the rotation state of the ball BL for "straight" pitches is displayed.

[0073] Furthermore, as illustrated in Figure 14, when the "type of pitch thrown this time" is a "curveball," the period from the release of the ball BL to the start of the display of the seam SE is "10 frames" for a "low" pitching ratio, "7 frames" for a "normal" pitching ratio, and "4 frames" for a "high" pitching ratio.

[0074] Note that Figure 14 only shows two types of pitches, "straight" and "curve," and omits other types of pitches. However, for other types of pitches as well, a seam display start timing is set according to the pitching ratio for each pitch type.

[0075] As shown in Figure 14, for any pitch type, the higher the pitching ratio, the earlier the seam SE (Speed ​​Element) display starts. This means that if the pitcher throws the same pitch type frequently, the batter will see the seam SE start earlier. Therefore, the batter can quickly detect the pitch type, predict the final pitch location, and move the batting cursor (MC). In this way, by giving the batter an advantage by starting the seam SE display earlier when the pitcher throws the same pitch type frequently, the game can simulate the batter's "eye adaptation."

[0076] Incidentally, in conventional games, pitcher users tended to throw the strongest pitch type (for example, the pitch with the highest velocity parameter) most often. This is because a stronger pitch is less likely to be hit hard than a weaker pitch, and in conventional games, there are few disadvantages to throwing the same pitch type repeatedly. However, in real baseball, throwing the same pitch type repeatedly has the disadvantage that the batter's eyes become accustomed to it (the trajectory and tempo), increasing the probability of being hit hard. On the other hand, in conventional games, even if the pitcher user throws the strongest pitch type repeatedly, the batter's eyes may become somewhat accustomed to it, but not to the extent that it results in a hard hit, so the risk to the pitcher user is small. In contrast, in the game of this embodiment, as described above, the batter's "eye acclimatization" is simulated in the game, and the disadvantages of the pitcher user throwing the same pitch type repeatedly are effectively reflected in the game.

[0077] Furthermore, as shown in Figure 14, for every pitch type, the lower the pitching ratio, the later the start timing of the seam SE display is made. In other words, when the pitcher throws a pitch type with a low pitching ratio, the start timing of the seam SE display for the batter is delayed, putting the batter at a disadvantage and simulating the batter's "unfamiliarity with the pitch" in the game.

[0078] Furthermore, as illustrated in Figure 14, for fast pitches, such as a "fastball," the seam SE (Speed ​​Assist) display starts relatively early. This is because, for fast pitches, if the seam SE display starts late, the batter may not have enough time to react to the batting input. Also, for slower pitches, such as a "curveball," the seam SE display starts later than for faster pitches. This is because slower pitches have more time between the release of the ball BL (Baseline Line) and reaching the pitching area A52 than faster pitches. In other words, if the seam SE display started at the same time for both fast and slow pitches, slower pitches would be advantageous for the batter. This would make it difficult for the pitcher to select slower pitches, so to avoid this, the seam SE display for slower pitches (e.g., a "curveball") starts later than for faster pitches (e.g., a "fastball").

[0079] As described above, in the game of this embodiment, the timing of the seam SE display start is set according to the type of pitch or the pitch speed, and the timing of the seam SE display start differs depending on the type of pitch or pitch speed. This makes it possible to create a well-balanced and highly engaging game regardless of the type of pitch or pitch speed.

[0080] Furthermore, as illustrated in Figure 14, the slower the ball speed of the ball BL, the greater the degree of change in the timing of the seam SE display due to the difference in pitch ratio, making this change more prominent.

[0081] By the way, the start timing of the pitch prediction point PP display and the start timing of the seam SE display do not necessarily have to coincide, and in this embodiment, they are set as described below.

[0082] Figure 17 shows the period from ball release to the start of display of the predicted pitching point PP, as indicated in parentheses, for the "Seam Display Start Timing Table TBL103" shown in Figure 14. In this example in Figure 17, the period from ball release to the start of display of the predicted pitching point PP is basically set to "3 frames" regardless of the pitch type or pitching ratio.

[0083] In the example in Figure 17, for "straight pitches," when the pitching ratio is "high," the timing of the start of display for the predicted pitching point PP and seam SE is the same. However, when the pitching ratio is "normal" and "low," the display of the seam SE starts 2 frames and 4 frames later, respectively, after the start of display for the predicted pitching point PP. Furthermore, for "curveballs," which are slower than "straight pitches," when the pitching ratio is "high," "normal," and "low," the display of the seam SE starts 1 frame, 4 frames, and 7 frames later, respectively, after the start of display for the predicted pitching point PP. In addition, for even slower pitches such as "slow curveballs," when the pitching ratio is "high," "normal," and "low," the display of the seam SE starts 2 frames, 6 frames, and 10 frames later, respectively, after the start of display for the predicted pitching point PP.

[0084] As a variation, as illustrated in Figure 18, the start timing for displaying the predicted pitching point PP can be set to the same timing as the start timing for displaying the seam SE when the pitching ratio is "normal," regardless of the pitch type. However, when the pitching ratio is "high," the start timing for displaying the seam SE will be earlier than when the pitching ratio is "normal," so the start timing for displaying the predicted pitching point PP should also be set earlier accordingly. In the example in Figure 18, the start timing for displaying the predicted pitching point PP after the pitch varies depending on the pitch type. Furthermore, even with the same pitch type, the start timing for displaying the predicted pitching point PP changes depending on the pitching ratio.

[0085] Other variations include setting the start timing of the pitch prediction point PP display to coincide with the ball release, or to an earlier timing than the start timing of the seam SE display for each pitch type with a "high" pitching ratio. In this case, regardless of the pitch type or pitching ratio, the seam SE display will start with a delay from the start of the pitch prediction point PP display.

[0086] The above example illustrates how to determine the start timing for displaying the seam SE based on the pitch ratio for each pitch type in the current at-bat. However, if you want to apply pitch ratios for other periods (e.g., within an inning, within a game, etc.), the process is as follows. For example, if the application period is within an inning, calculate the pitch ratio for each pitch type based on all pitches thrown by the opposing team from the start of the current inning up to the present. Similarly, if the application period is within a game, calculate the pitch ratio for each pitch type based on all pitches thrown by the opposing team from the start of the game up to the present. Then, determine the start timing for displaying the seam SE based on the tables in Figures 14 and 15.

[0087] Figure 19 shows an example of the batting screen G90 just before the ball BL reaches the pitchable area A52. At the moment the ball BL, thrown by the pitcher character PC, reaches the pitchable area A52, the center of the ball BL coincides with the center of the BL pitching prediction point PP. The user performing the batting operation moves the batting cursor MC to the final destination of the ball BL and specifies the batting timing, timing it to coincide with when the ball BL reaches that destination.

[0088] Basically, whether the batter makes contact with the ball or misses is determined based on the positional relationship between the batting cursor MC and the ball BL (or its destination) and the timing of the hit. If the batter makes contact, the direction, angle, and speed of the batted ball are determined. For example, if the center of the batting cursor MC and the center of the ball BL are separated by more than a predetermined distance in the pitching area A52, the batter misses. This predetermined distance changes depending on the size of the batting cursor MC (the batting ability of the batter character BT), and the larger the batting cursor MC, the greater the predetermined distance, making it easier to make contact with the ball BL. Also, if the batting timing is set outside the batting period which includes the timing when the ball BL reaches the pitching area A52, the batter misses. This batting period is, for example, a total of 4 frames, consisting of 2 frames before and 2 frames after the timing when the ball BL reaches the pitching area A52.

[0089] In other words, if the center of the batting cursor MC and the center of the ball BL are within a predetermined distance in the pitching area A52, and a batting timing is specified during the batting period, the ball BL can be hit back. If contact is made, the parameters of the batted ball, including its direction, angle, speed, and trajectory, are determined. The ability parameters of the batter character BT ("trajectory," "contact," "power," special batting abilities, etc.) are also taken into consideration when determining the parameters of the batted ball. The compatibility and ability differences between the pitcher character PC and the batter character BT, wind direction, wind speed, etc. may also be taken into consideration when determining the parameters of the batted ball. Known algorithms can be applied to calculate the direction, angle, speed, and trajectory of the batted ball as a result of the user's batting operation described above. Based on the determined parameters of the batted ball, a video of the batted ball moving through the game space is displayed on the screen. Alternatively, the video of the batted ball moving may not be displayed on the screen, and only the batting result (e.g., out, hit, home run, etc.) may be displayed.

[0090] (Consecutive pitches of the same type) The following explains an example of a variation that expresses "eye adjustment" by starting the display of the seam for the batter earlier when the pitcher throws the same type of pitch repeatedly.

[0091] Figure 20 shows an example of a "seam display start timing table" that changes the time from when the pitcher character PC releases the ball BL until the seam SE starts to be displayed, depending on the number of consecutive pitches of the same type. In the example in Figure 20, if the "type of pitch for this pitch" is "fastball", the period from when the ball BL is released until the seam SE starts to be displayed is "7 frames" if it is not a consecutive pitch, "5 frames" if it is the second consecutive pitch, and "3 frames" if it is the third or more consecutive pitches. Also, if the "type of pitch for this pitch" is "curveball", the period from when the ball BL is released until the seam SE starts to be displayed is "10 frames" if it is not a consecutive pitch, "7 frames" if it is the second consecutive pitch, and "4 frames" if it is the third or more consecutive pitches. Note that Figure 20 only shows two types of pitches, "fastball" and "curveball", and omits other types, but for other pitches as well, a seam display start timing is set according to the number of consecutive pitches of the same type.

[0092] As illustrated in Figure 20, for every pitch type, the more consecutive throws of the same pitch type the earlier the timing of the seam sound effect (SE) display starts. In other words, when the pitcher throws the same pitch type repeatedly, the timing of the seam sound effect (SE) display for the batter starts earlier, giving the batter an advantage and simulating the batter's "eye adjustment" within the game.

[0093] (Multiple or consecutive pitches at the same pitching speed) The following explains an example of how, as a variation, the timing of the display of the seam to the batter can be advanced to represent "eye adaptation" when a pitcher throws multiple or consecutive pitches of the same perceived speed.

[0094] Figure 21 shows an example of a "seam display start timing table" that changes the time from when the pitcher character PC releases the ball BL until the seam SE display begins, based on the pitching ratio of balls with the same velocity. In Figure 21, ball types are classified into three categories based on velocity: "high-speed balls," "medium-speed balls," and "low-speed balls," and the seam SE display start timing is set for each velocity category. "High-speed balls" (velocity classification ID=S1) include relatively fast ball types such as fastballs and high-speed sinkers, which are evaluated as having the same velocity. "Medium-speed balls" (velocity classification ID=S2) include ball types that are slower than "high-speed balls," such as curves and sliders, which are evaluated as having the same velocity. "Low-speed balls" (velocity classification ID=S3) include ball types that are slower than "medium-speed balls," such as slow curves and knuckleballs, which are evaluated as having the same velocity.

[0095] In the example table in Figure 21, if the "type of pitch thrown" is a "fastball" or other "high-speed pitch," the time from when the ball BL is released until the start of the seam SE display is 7 frames for a "low" pitching ratio, 5 frames for a "normal" pitching ratio, and 3 frames for a "high" pitching ratio. Also, if the "type of pitch thrown" is a "medium-speed pitch" such as a "curveball," the time from when the ball BL is released until the start of the seam SE display is 10 frames for a "low" pitching ratio, 7 frames for a "normal" pitching ratio, and 4 frames for a "high" pitching ratio. Furthermore, if the "type of pitch thrown" is a "slow curveball" or other "low-speed pitch," the time from when the ball BL is released until the start of the seam SE display is 13 frames for a "low" pitching ratio, 9 frames for a "normal" pitching ratio, and 5 frames for a "high" pitching ratio.

[0096] Figure 22 shows an example of a "seam display start timing table" that changes the time from when the pitcher character PC releases the ball BL until the seam SE display begins, depending on the degree to which pitches of the same velocity are thrown consecutively. If the "type of pitch thrown this time" is a "high-speed pitch," the period from when the ball BL is released until the seam SE display begins is "7 frames" if it is not a consecutive throw of "high-speed pitches," "5 frames" if it is two consecutive throws, and "3 frames" if it is three or more consecutive throws. Also, if the "type of pitch thrown this time" is a "medium-speed pitch," the period from when the ball BL is released until the seam SE display begins is "10 frames" if it is not a consecutive throw of "medium-speed pitches," "7 frames" if it is two consecutive throws, and "4 frames" if it is three or more consecutive throws. Furthermore, if the "type of pitch thrown this time" is a "low-speed pitch," the time between the release of the ball BL and the start of the display of the seam SE is "13 frames" if it is not a consecutive "low-speed pitch," "9 frames" if it is the second consecutive slow-speed pitch, and "5 frames" if it is the third or more consecutive slow-speed pitches.

[0097] As illustrated in Figure 21 or Figure 22, in every pitch speed classification, the higher the proportion of pitches evaluated as having the same speed, or the more consecutive pitches evaluated as having the same speed are thrown, the earlier the timing of the seam SE display starts. In other words, when the pitcher throws many or consecutive pitches evaluated as having the same speed, the timing of the seam SE display start for the batter is advanced to give the batter an advantage, thereby simulating the batter's "eye adjustment" within the game.

[0098] In the example above, pitches evaluated as having the same speed were classified by pitch type, but they could also be classified by speed range. For example, pitches could be classified into three speed zones: 145 km / h or higher as "high speed," 115 km / h or higher but less than 145 km / h as "medium speed," and less than 115 km / h as "low speed," and the table in Figure 21 or Figure 22 could be applied.

[0099] (Multiple or consecutive pitches from the same pitching position) The following explains an example of how, as a variation, the timing of the display of the seam to the batter can be advanced to represent "eye adaptation" when the pitcher throws multiple or consecutive pitches from the same pitching location (pitching course).

[0100] As shown in Figure 24, the strike zone SZ is divided into multiple sub-regions. Here, the strike zone SZ is divided into nine squares in a 3x3 grid, with each square designated as sub-region SZ1 to SZ9. For a right-handed batter, sub-region SZ1 corresponds to the "inside high" pitch location, SZ2 to the "middle high" location, SZ3 to the "outside high" location, SZ4 to the "inside center" location, SZ5 to the "center" location, SZ6 to the "outside center" location, SZ7 to the "inside low" location, SZ8 to the "middle low" location, and SZ9 to the "outside low" location. Each sub-region SZ1 to SZ9 of the strike zone SZ is assigned a "sub-region ID" to uniquely identify it. Pitch locations within the same sub-region are then evaluated as being the same.

[0101] Furthermore, if a pitching position is in the ball zone surrounding the strike zone SZ, that pitching position in the ball zone may be evaluated as being the same as the pitching positions in the adjacent divisional areas SZ1 to SZ9. For example, a pitch to the "high inside" ball zone may be evaluated as being the same as a pitch to divisional area SZ1. Alternatively, pitching positions in the ball zone may be treated as different from pitching positions within the strike zone SZ.

[0102] Then, for example, by applying the tables shown in Figures 14 and 15, the timing of the display of the seam SE is adjusted to start earlier as the proportion of pitches evaluated as being in the same pitching position increases. Alternatively, for example, by applying the table shown in Figure 20, the timing of the display of the seam SE is adjusted to start earlier as the number of consecutive pitches evaluated as being in the same pitching position increases. In other words, when the pitcher throws many or consecutive pitches evaluated as being in the same pitching position, the timing of the display of the seam SE for the batter is adjusted to start earlier to give the batter an advantage, thereby simulating the batter's "eye adaptation" in the game.

[0103] (Control based on the number of times pitching parameters are evaluated as identical) The table illustrated in Figure 15 is used to determine the pitching ratio category ("low," "normal," or "high") based on the calculation result of the pitching ratio of pitches evaluated as identical to the "pitching parameters of the current pitch (pitch type, ball speed, or pitching position, etc.)." Instead of the table in Figure 15, the table illustrated in Figure 23 may be used. Figure 23 shows an example of a table for determining the pitching ratio category based on the number of pitches evaluated as identical to the "pitching parameters of the current pitch," which are determined based on the user's actions on the pitcher's side. In this example, the pitching ratio is divided into three stages: "low" if the number of pitches evaluated as identical to the "pitching parameters of the current pitch" out of the last 10 pitches is 1 or less, "normal" if it is 2 to 4, and "high" if it is 5 or more. Then, based on the pitching ratio classification of "low," "normal," or "high" determined by the table in Figure 23, the seam display start timing table in Figures 14, 17, 18, or 21 is applied to determine the seam display start timing, thereby enabling control based on the number of times the pitching parameters are evaluated as identical.

[0104] As described above, in this embodiment, when the pitcher throws multiple or consecutive pitches with the same pitching parameters (pitch type, speed, or pitching position, etc.), the game simulates the batter's "eye adaptation" by advancing the timing of the display of the seam SE to the batter, giving the batter an advantage. Conversely, when the pitcher throws pitches with low pitching parameters that have a low pitching ratio or innings, the game simulates the batter's "eye unfamiliarity" by delaying the timing of the display of the seam SE to the batter, giving the batter an disadvantage.

[0105] [3. Functional Configuration of the Game System] Figure 25 is a schematic functional block diagram showing an example of the functional configuration of the game device 10. As shown in Figure 25, the game device 10 includes a data storage unit 100. For example, the data storage unit 100 is implemented by at least one of a ROM 12, a RAM 13, and an auxiliary storage device 14. The data storage unit 100 stores the data necessary to provide the game.

[0106] As a concrete example of the data stored in the data storage unit 100, we will describe the data necessary to provide the baseball game described above. The data storage unit 100 stores the user information table TBL101, the character table TBL102, the seam display start timing table TBL103, and the game management data DT104, etc. Note that the seam display start timing table TBL103 (see Figure 14) has already been explained, so its explanation will be omitted here.

[0107] The user information table TBL101 stores information such as the user's username, game level, available characters (e.g., characters owned by the user), owned items, and points, all associated with the user's user ID.

[0108] The character table TBL102 stores information on all characters used in the game. This character table TBL102 includes a character ID that uniquely identifies each character, player name, ability parameters, and other information. For batter characters, ability parameters include trajectory, contact, power, speed, arm strength, fielding ability, catching ability, and special abilities. For pitcher characters, it includes stamina, fatigue recovery, types of pitches that can be thrown (repertoire), control, power, speed, and break of each pitch, and special abilities.

[0109] Game management data DT104 contains various data necessary for managing the progress of the game. Figure 26 shows an example of the data structure of game management data DT104. Game management data DT104 includes user team data DT1041, opponent team data DT1042, game status data DT1043, pitching parameter data DT1044, pitching prediction point display start timing data DT1045, seam display start timing data DT1046, and batting result data DT1047, etc.

[0110] User team data DT1041 contains information about the player characters that make up the user's baseball team, as well as team order information including batting order and positions (defensive positions). Opponent team data DT1042 contains information about the player characters that make up the user's opponent's baseball team, as well as team order information including batting order and positions.

[0111] Game status data DT1043 is information that shows the current status of a baseball game, and includes information such as the current inning, score, pitcher character PC on the mound, batter character BT at bat, ball count, out count, runners on base, current wind direction, and wind strength.

[0112] Pitching parameter data DT1044 contains information on the current pitching parameters (pitch type, ball speed, trajectory, pitching position, etc.) determined based on the user's pitching actions. This pitching parameter information is also stored as historical information after each pitch. Pitching prediction point display start timing data DT1045 contains information on the start timing of the display of the pitching prediction point PP applied to the current pitch. Seam display start timing data DT1046 contains information on the start timing of the display of the seam SE applied to the current pitch. Batting result data DT1047 contains information on the batting result for the current pitch.

[0113] The game device 10 of this embodiment controls a game in which a moving object is moved multiple times. In the baseball game example described above, the game device 10 moves the ball BL, which is thrown by the pitcher character PC to strike out the batter character BT, within the game space.

[0114] Here, "movable object" refers to a game element that can move within the game space. The "game space" in which a movable object can move may be, for example, a virtual three-dimensional space with three associated coordinate axes, or a virtual two-dimensional plane with two associated coordinate axes. A "moving object" can move, for example, in the air, on the ground, underground, on water, or underwater. In the case of baseball, soccer, and other ball games, a ball that moves through the air or rolls on the ground when thrown, kicked, or hit with a racket by a player character is an example of a "moving object." Also, objects that can move with changes in trajectory, such as bows and arrows, cannonballs, missiles, discs, monsters, or torpedoes used in various games such as action games, are also examples of "moving objects." The "moving object" may be one that moves via a moving object sending object such as a pitcher character, like a ball, or it may be one that moves without going through the aforementioned moving object sending object, such as a disc or a monster.

[0115] The control unit 110 shown in Figure 25 includes a movement parameter determination unit 111 (an example of movement parameter determination means), a movement control unit 112 (movement control means), a movement prediction information display unit 113 (movement prediction information display means), and a history storage control unit 114 (an example of history storage control means).

[0116] The movement parameter determination unit 111 has the function of determining the movement parameters of the moving body based on user operation.

[0117] Here, "movement parameters" are the parameters used to move a moving object. For example, parameters related to the trajectory change of the moving object (e.g., the type of pitch in a baseball game), parameters related to the arrival position of the moving object (e.g., the pitching position in a baseball game), and parameters related to the speed of movement of the moving object (e.g., the ball speed in a baseball game) are examples of "movement parameters." Also, the movement patterns described later (e.g., the pitching patterns in a baseball game) are examples of "movement parameters."

[0118] Furthermore, the aforementioned "user operation" is an operation to determine the movement parameters of the moving object. This user operation may be an operation to select one of several options, or it may be an operation that does not involve such a selection. For example, in a baseball game, pitch types such as fastball, curveball, slider, and forkball correspond to movement parameters that indicate changes in the trajectory of a ball as an example of a moving object, and "the operation of selecting one from multiple pitch types" corresponds to an example of the user operation. Also, for example, the way the ball is gripped differs depending on the pitch type, and if the way the ball is gripped changes, the spin applied to the ball changes, which in turn changes the ball's trajectory, so the way the ball is gripped is an element that causes changes in the trajectory. Therefore, "the operation of selecting one from multiple ways of gripping the ball" also corresponds to an example of the user operation. Furthermore, since the trajectory of the ball changes depending on the direction or number of rotations of the ball, the direction or number of rotations of the ball is an element that causes changes in the trajectory, and "the operation of selecting one from multiple directions or numbers of rotations of the ball" also corresponds to an example of the user operation. Note that it is also possible to directly specify the direction or number of rotations of the ball, for example, by touch operation or numerical input, without offering choices.

[0119] Furthermore, regarding user operations for determining parameters related to the arrival position of a moving object, in the case of a baseball game, "the operation of specifying the pitching position (position coordinates) in the strike zone and its surrounding area" corresponds to one example of the aforementioned user operation. Alternatively, the strike zone and its surrounding area may be divided into multiple sub-regions (for example, divided into nine 3x3 sections), and the user may select a general pitching course by selecting a sub-region.

[0120] Furthermore, regarding user operations for determining parameters related to the movement speed of a moving object, in the case of a baseball game, "the operation of specifying the ball speed by numerical input, etc." corresponds to one example of the aforementioned user operation. Also, since the ball speed differs depending on the type of pitch, such as a fastball or a curveball, selecting one from among several types of pitches will result in selecting the ball speed associated with the selected pitch type. Therefore, "the operation of selecting one from among several types of pitches" corresponds to one example of user operation for determining parameters related to movement speed.

[0121] Furthermore, in a soccer game, for example, if the type of kick affects the spin applied to the ball, thereby changing the ball's trajectory, then the type of kick is the element that changes the trajectory, and "the operation of selecting one from several types of kicks" is an example of the aforementioned user operation.

[0122] Furthermore, user operations may include, for example, the operation of physical buttons, touch input operations on a touch interface, operations using a pointing device, or operations via voice input.

[0123] Furthermore, regarding "determining the movement parameters of the moving object based on user operations," in the case of a baseball game, for example, the pitch type (amount of change in pitch type), pitching position, or ball speed selected or specified by the user's operation may be determined as the movement parameters as is, or the amount of change in pitch type, pitching position, or ball speed corrected by the results of other operations or the pitcher character's abilities may be determined as the movement parameters. For example, the amount of change in pitch type, pitching position, or ball speed selected or specified by the user's operation may be corrected based on the result of the user's operation specifying the ball release timing, and the corrected parameters may be determined as the movement parameters. Alternatively, for example, the pitching position specified by the user's operation may be corrected based on the pitcher character's control ability, and the corrected pitching position may be determined as the movement parameters.

[0124] In the aforementioned baseball game example, the movement parameter determination unit 111 has the function of determining pitching parameters (type of pitch, ball speed, or pitching position) based on the user's pitching operation.

[0125] Furthermore, the movement control unit 112 has the function of moving the moving object based on the movement parameters determined by the movement parameter determination unit 111. In the baseball game example described above, the movement control unit 112 moves the ball BL released from the pitcher character PC within the game space based on the pitching parameters (type of pitch, ball speed, or pitching position, etc.) determined by the movement parameter determination unit 111 based on the user's pitching operation.

[0126] Furthermore, the movement prediction information display unit 113 has the function of displaying movement prediction information on the screen to predict changes in the trajectory of the moving object while it is moving, after the movement control unit 112 has started moving the moving object.

[0127] Here, "trajectory" refers to the path a moving object takes. "Trajectory change" refers to a change in the trajectory caused by the rotational state of the moving object during its movement. In addition to the rotational state of the moving object, the influence of external forces acting on the moving object, such as gravity, wind direction, wind speed, or water flow, may also be included to cause "trajectory changes" in the moving object during its movement. "Trajectory change" includes at least one of the "direction of trajectory change" and "amount of trajectory change." Here, "amount of trajectory change" indicates the magnitude of the change in the trajectory of a moving object. In the case of a baseball game, the amount of curve of a curveball or slider is an example of "amount of trajectory change." In the real world, the trajectory of a fastball thrown by a pitcher also changes slightly vertically downward due to gravity, but in the game, the amount of trajectory change for a fastball may be set to "0." Of course, the amount of trajectory change for a fastball may also be set to something other than "0."

[0128] Furthermore, "movement prediction information" refers to information displayed at a predetermined location on the screen to predict changes in the trajectory of a moving object. Here, "predicting changes in the trajectory of a moving object" means predicting at least one of the direction of change in the trajectory of the moving object and the amount of change in the trajectory. Note that "predicting changes in the trajectory of a moving object" also includes predicting that the trajectory will not change (for example, predicting that a fastball will be thrown in a baseball game).

[0129] For example, if we know how a moving object is rotating, we can predict changes in its trajectory. Therefore, "information indicating the rotational state of a moving object" is an example of "movement prediction information." Here, "rotational state" includes at least one of the rotational direction, rotation axis, and rotational speed. For example, video information that displays the time-series changes of one or more objects (e.g., curves, lines, points, or patterns) formed on the surface of a moving object as it rotates is an example of "information indicating the rotational state of a moving object." In the baseball game example mentioned above, video information that displays the time-series changes of the seam SE as viewed from a predetermined direction (e.g., from downstream to upstream in the direction of ball travel) as the pitched ball BL rotates is an example of "information indicating the rotational state of a moving object."

[0130] Furthermore, information that indicates the direction of change in the trajectory of a moving object using the orientation of an arrow or other object, and the amount of change in the trajectory of the moving object using the length, thickness, density, color, etc. of the arrow or other object, is an example of "movement prediction information."

[0131] Here, the "movement prediction information" can be displayed at a location different from the moving object. For example, the "movement prediction information" may be displayed at the predicted destination (also called the landing point, etc.) of the moving object. In the baseball game example mentioned above, an example of "movement prediction information" was shown, where the seam SE is displayed at the pitching prediction point PP. However, the seam SE (or "movement prediction information" other than the seam SE) may be displayed at a location different from the pitching prediction point PP. For example, as shown in Figure 27, the seam SE indicating the rotation state of the ball BL can be displayed at home plate HB. Alternatively, for example, the seam SE may be displayed behind the pitcher character PC (for example, at the position of the backstop).

[0132] When displaying the seam (SE) in a location other than the pitching prediction point (PP), it is possible to display the seam (SE) before the pitching prediction point (PP) is displayed. For example, the start timing of the display of the pitching prediction point (PP) can be set to the same timing as the start timing of the display of the seam (SE) when the pitching ratio is "normal," regardless of the pitching ratio category. In this case, when the pitching ratio is "high," the start timing of the display of the seam (SE) will be earlier than when the pitching ratio is "normal," so the display of the pitching prediction point (PP) will start after the display of the seam (SE) has started.

[0133] Beyond the examples above, "movement prediction information" can be displayed at any position on the screen. Furthermore, "movement prediction information" may be displayed on or around a moving object while it is in motion. In the aforementioned baseball game, the surface of the ball BL released by the pitcher character PC has a seam. This means that the seam is displayed on the ball BL as it moves within the game space from the moment of release. However, the ball BL is too small for the user to see from the moment of release until it reaches just before home plate HB, so the user cannot see the seam (and the rotation state of the seam) on the surface of the moving ball BL. In other words, it is impossible for the user to determine the type of ball BL or predict the change in the ball BL's trajectory by looking at the seam on the surface of the moving ball BL. Therefore, in the aforementioned baseball game, the seam on the surface of the moving ball BL does not qualify as "movement prediction information". "Movement prediction information" must be visible to the user, and the user must be able to predict the change in the trajectory of a moving object by looking at the "movement prediction information".

[0134] Furthermore, if the moving object is made large enough for the user to see immediately after it starts moving, "movement prediction information" such as seams can be displayed on the moving object. Then, as in the case of the baseball game mentioned above, by controlling the timing of when the "movement prediction information" starts to be displayed, the "eye adjustment" can be simulated in the game. In this case, even if there are patterns such as seams on the surface of the moving object that could serve as "movement prediction information," the aforementioned patterns can be deliberately not displayed from the time the moving object starts moving until the timing of when the "movement prediction information" starts to be displayed.

[0135] Furthermore, the history storage control unit 114 has the function of storing history information regarding the movement parameters of the moving object that has been moved in the past in the storage device.

[0136] Here, "history information" refers to information regarding the movement parameters of the moving object that has been moved in the past. It is desirable that the "history information" include information regarding the movement parameters of the moving object that was moved at least last (immediately before). For example, it may be history information for the previous move only, or it may be history information regarding the movement parameters of moving objects that have been moved within a predetermined period (in the case of a baseball game, within one at-bat, within one inning, or within one game, etc.). It may also be history information for the most recent predetermined number of moves (for example, the most recent 10, 20, or 50 moves, etc.). In the case of a baseball game, at least one piece of information—the type of pitch, the location of the pitch, and the speed of the pitch—for each at-bat, inning, game, or the last 10 pitches can be considered "history information."

[0137] For example, information that records the type of pitch thrown for each individual pitch is an example of "history information." Also, for example, information that records the number of times or the pitch ratio of each type of pitch thrown within one at-bat, one inning, one game, or within the most recent n pitches (where n is a natural number greater than or equal to 1) is an example of "history information."

[0138] Furthermore, for example, in the case of pitch location history information, the information of the pitch location (coordinate position) for each pitch thrown may be used as history information. Alternatively, as illustrated in Figure 24, the strike zone SZ (or the area including the strike zone SZ and its surroundings) may be divided into multiple sub-regions SZ1 to SZ9, and the information of the sub-region containing the pitch location may be used as history information. Also, for example, the information of the number of pitches or pitch ratio for each sub-region containing the pitch location within one at-bat, one inning, one game, or the most recent n pitches may be used as "history information".

[0139] Furthermore, for example, in the case of historical information on ball speed, the numerical information of the ball speed for each pitch thrown may be used as historical information. Alternatively, ball speed may be classified into multiple speed ranges, and the information of the speed range to which the ball speed belongs may be used as historical information. For example, ball speed may be classified into three speed ranges: high (e.g., 145 km / h or more), medium (e.g., 115 km / h or more, but less than 145 km / h), and low (e.g., less than 115 km / h), and the information of the speed range to which the ball speed belongs may be used as historical information. In addition, more finely classified speed ranges may be applied, such as less than 90 km / h, in the 90 km / h range, in the 100 km / h range, ... 150 km / h range, 160 km / h or more. Alternatively, as exemplified in the aforementioned baseball game, pitch types may be classified into "high-speed pitches," "medium-speed pitches," "low-speed pitches," etc., based on ball speed, and the information of the pitch type classification to which the pitched pitch belongs may be used as historical information. Furthermore, for example, "history information" may include the number of innings or pitching ratio for each speed range (or pitch type classification) that includes the pitch speed (or pitch type) thrown within one at-bat, one inning, one game, or the most recent n pitches.

[0140] Furthermore, the history information may also include information about the actual results of the movement (for example, if the movement parameters mentioned above are corrected due to the results of an operation or the character's abilities, the corrected movement parameters). Alternatively, the history information may also include movement parameters selected or specified by the user (for example, if the aforementioned correction is made, the movement parameters before correction).

[0141] In the baseball game example mentioned above, the history memory control unit 114 stores historical information regarding pitch parameters (type of pitch, ball speed, or pitch location, etc.) that have been pitched in the past in a storage device (e.g., RAM 13 or auxiliary storage device 14).

[0142] Furthermore, the movement prediction information display unit 113 has a function to change the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination unit 111 and the history information.

[0143] Here, "display method of movement prediction information" refers to the way in which movement prediction information is displayed on the screen. For example, changing the timing at which movement prediction information is displayed after the movement of an object has started is an example of "changing the display method of movement prediction information." Also, for example, changing the density or transparency of the movement prediction information displayed on the screen to change how easily the movement prediction information is visible is an example of "changing the display method of movement prediction information." Also, for example, changing the size of the movement prediction information displayed on the screen to change how easily the movement prediction information is visible is an example of "changing the display method of movement prediction information."

[0144] Furthermore, changing the color of the movement prediction information displayed on the screen is an example of "changing the display method of movement prediction information." For example, the higher the "color contrast" between the background color of the location where the movement prediction information is displayed and the display color of the movement prediction information, the easier the movement prediction information becomes to see. Therefore, changing at least one of the hue, brightness, or saturation of the display color of the movement prediction information to change the contrast with the background color is an example of "changing the display method of movement prediction information."

[0145] Furthermore, for example, changing the flashing state of the movement prediction information displayed on the screen to alter the visibility of the movement prediction information is an example of "changing the display manner of movement prediction information." Here, flashing means repeatedly switching between a lit state and an off state. When the information is lit, the movement prediction information becomes difficult to see due to the light. Therefore, for example, if the movement prediction information is flashed, it becomes more difficult to see than when it is not flashed. Also, in flashing, increasing the intensity of the light when it is lit, or increasing the proportion of time the information is lit in one flashing cycle (duty cycle), makes the movement prediction information more difficult to see. Therefore, changing whether or not the movement prediction information flashes, the intensity of the light when it is lit, or the duty cycle in one flashing cycle is an example of "changing the display manner of movement prediction information."

[0146] Furthermore, "the movement parameters determined by the movement parameter determination unit 111" refers to the movement parameters used for the current movement (in the case of a baseball game, the current pitch). "Based on the movement parameters determined by the movement parameter determination unit 111 and the history information" means that the movement parameters used for the current movement and the history information relating to movement parameters used for past movements are used to control the change in the display manner of the movement prediction information. In the case of a baseball game, the display manner, such as the start timing, density, size, color, or blinking of the seam SE, which is an example of movement prediction information displayed on the screen, is changed based on the type of pitch, pitching position, or ball speed used for the current pitch and the history information relating to the type of pitch, pitching position, or ball speed used for past pitches.

[0147] For example, changing the display mode, such as the start timing of the display of the seam SE after ball release, based on the pitching ratio (ratio to all pitches within the target period) of the "pitch type" used in this pitch (within one at-bat, one inning, one game, the most recent n pitches, etc.), is an example of "changing the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination unit 111 and the history information." Furthermore, for example, changing the display mode, such as the timing of the start of displaying the seam after the ball release, based on the number of times the "type of pitch" used in this pitch has been thrown (within one at-bat, one inning, one game, the most recent n pitches, etc.), is an example of "changing the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination unit 111 and the history information."

[0148] For example, the higher the pitching ratio or the number of pitches, the earlier the timing of the seam display starting after the ball release. Also, for example, the higher the pitching ratio or the number of pitches, the higher the display density of the seam (or lower the transparency). Also, for example, the higher the pitching ratio or the number of pitches, the larger the display size of the seam. Also, for example, the higher the pitching ratio or the number of pitches, the more the color of the movement prediction information is changed so that the contrast between the color of the movement prediction information and the background color is higher. Also, for example, the higher the pitching ratio or the number of pitches, the lower the proportion of illumination in one flashing cycle of the movement prediction information.

[0149] Here, when calculating the pitching ratio or the number of innings pitched, the pitching ratio or the number of innings pitched may be calculated including the current pitch, or the pitching ratio or the number of innings pitched may be calculated using only the historical information without including the current pitch.

[0150] Furthermore, for example, changing the display manner of the seam SE after ball release, such as the start timing, density, size, color, or flashing, based on the number of consecutive pitches of the "type of pitch" used in the current pitch, is an example of "changing the display manner of the movement prediction information based on the movement parameters determined by the movement parameter determination unit 111 and the history information."

[0151] Furthermore, if, immediately before the current pitch, a different type of pitch is thrown two or more times in a row, and then the current pitch is thrown, the display of the seam SE after ball release—including its starting timing, density, size, color, or flashing—is changed from what it would be if there were no such consecutive throws. This is an example of "changing the display of the movement prediction information based on the movement parameters determined by the movement parameter determination unit 111 and the history information." A specific example of this will be described later.

[0152] In the aforementioned baseball game example, the movement prediction information display unit 113 changes the display manner of the seam SE based on the pitching parameters determined by the movement parameter determination unit 111 as the current movement parameters and historical information regarding past pitching parameters. As a result, the way the seam SE is displayed (in other words, how the seam SE looks) changes according to the ratio of past pitching parameters that are evaluated as identical to the current pitching parameters, and the game can simulate the batter's "eye adjustment" or "eye unfamiliarity."

[0153] Here, it is preferable that the movement parameters include parameters relating to the trajectory change of the moving body. Furthermore, it is preferable that the parameters relating to the trajectory change of the moving body be the type of ball. In this configuration, in a baseball game, the batter's "eye accustomation" or "unfamiliarity" with the type of ball BL thrown by the pitcher can be effectively reflected in the game.

[0154] Furthermore, it is preferable that the movement parameters include parameters relating to the arrival position of the moving body in a predetermined reachable area. In the baseball game example described above, it is preferable that the movement parameters be the pitching position of the ball BL in the pitchable area A52. In this configuration, the batter's "eye accustomation" or "unfamiliarity" with the pitching position of the ball BL thrown by the pitcher can be effectively reflected in the baseball game.

[0155] Furthermore, it is preferable that the movement parameters include parameters relating to the movement speed of the moving object. In the baseball game example described above, the movement parameters can be the ball speed of the ball BL thrown by the pitcher character PC, the ball speed range, or the classification of pitch types based on the ball speed. In this configuration, the baseball game can effectively reflect the batter's "eye accustomation" or "unfamiliarity" with the ball speed of the ball BL thrown by the pitcher.

[0156] Preferably, the movement prediction information is information indicating the rotational state of the moving object during its movement. In the baseball game example described above, the movement prediction information is the seam SE indicating the rotational state of the pitched ball BL. With this configuration, users who perform batting operations while watching the moving ball BL can determine the type of pitch and predict the change in the ball BL's trajectory (direction and / or amount of change) from the seam SE which indicates the ball BL's rotation state. Furthermore, as mentioned above, by changing the display manner of the seam SE (for example, changing the display timing, size, density, color, and blinking state), the ease of predicting the ball BL's trajectory change can be altered, effectively reflecting "eye adjustment" or "eye unfamiliarity" in the game.

[0157] Furthermore, it is preferable that the change in the display mode of the movement prediction information performed by the movement prediction information display unit 113 includes changing the timing of the start of display of the movement prediction information, which is displayed after the movement of the moving body is started by the movement control unit 112.

[0158] In the aforementioned baseball game example, the movement prediction information display unit 113 changes the start timing of the display of the seam SE, which is shown after the release of the ball BL. In this configuration, the earlier the start timing of the seam SE display, the sooner the batter can predict the change in the trajectory of the ball BL, giving them an advantage. Therefore, by making the display timing earlier, "eye adjustment" can be effectively represented in the game, and by making it slower, "eye unfamiliarity" can be effectively represented.

[0159] Furthermore, the movement prediction information display unit 113 calculates the ratio or number of times a movement parameter is evaluated as being the same as the movement parameter determined by the movement parameter determination unit 111, based on the movement parameter determined by the movement parameter determination unit 111 and the history information. It is preferable that the larger the ratio or number, the earlier the display start timing of the movement prediction information.

[0160] Here, "movement parameters evaluated as identical to the movement parameters determined by the movement parameter determination unit 111" refers to movement parameters evaluated as identical to the movement parameters used for the current movement (in the case of a baseball game, the current pitch). For example, if the pitch type is "curve" as a movement parameter for this pitch, then the movement parameters that are evaluated as identical can be set to the same pitch type, "curve". Alternatively, all pitches could be classified into multiple categories, and pitches belonging to the same category could be considered identical. For example, they could be classified into seven categories: fastball, fastball-type breaking ball, slider-type breaking ball, curveball-type breaking ball, forkball-type breaking ball, sinker-type breaking ball, and shoot-type breaking ball. As an example, the curveball-type breaking ball category would include pitches such as curveball, slow curve, and drop, and these pitches would be considered identical. Furthermore, as mentioned above, the strike zone SZ (or the area including the strike zone SZ and its surroundings) may be divided into multiple sub-regions, and pitching positions within the same sub-region may be evaluated as identical (see Figure 24). Furthermore, ball speeds may be classified into multiple speed ranges (e.g., high speed, medium speed, low speed), or pitch types may be classified by ball speed (e.g., "high speed pitches," "medium speed pitches," "low speed pitches"), and ball speeds within the same speed range or pitch type classification may be considered identical.

[0161] In the aforementioned baseball game example, the movement prediction information display unit 113 calculates the pitching ratio or number of pitches for pitching parameters that are evaluated as identical to the current pitching parameter (pitch type, ball speed, or pitching position, etc.) determined by the movement parameter determination unit 111. The larger the pitching ratio or number of pitches, the earlier the timing of the seam SE display starts, simulating "eye adjustment." With this configuration, if the pitcher user only selects pitching parameters that are evaluated as identical, the batter user will have an advantage. Therefore, the pitcher user is required to determine the current pitching parameter while considering the ratio or number of past pitching parameters. This enhances the enjoyment of the game.

[0162] Furthermore, the movement prediction information display unit 113 is preferable to set the start timing of the display of the movement prediction information earlier as the movement speed of the moving body moved by the movement control unit 112 increases.

[0163] In the aforementioned baseball game example, the movement prediction information display unit 113 starts displaying the seam SE earlier the faster the ball BL, which is moved by the movement control unit 112, moves. For example, if the start timing of the seam SE display were the same for all ball speeds, the faster the ball BL, the higher the likelihood that the batter will not be able to react in time. Also, the slower the ball speed, the more time the batter will have to react, so if the start timing of the seam SE display were the same for all ball speeds, the slower the ball speed, the more advantageous it would be for the batter. Therefore, in the above configuration, the start timing of the seam SE display is advanced as the ball speed increases, resulting in a well-balanced and highly engaging game regardless of the ball speed.

[0164] Furthermore, it is preferable that the movement prediction information display unit 113 increases the degree of change in the display start timing due to the difference in the ratio or the number of times, as the movement speed of the moving body moved by the movement control unit 112 decreases.

[0165] In the aforementioned baseball game example, the movement prediction information display unit 113 increases the degree of change in the display start timing of the seam SE due to the difference in pitch ratio or number of pitches as the ball speed of the ball BL moved by the movement control unit 112 decreases. In the example in Figure 14, for a fast ball speed "fastball," there is a difference of "2 frames" in the display start timing of the seam SE between a pitch ratio of "low" and "normal," and between "normal" and "high." In contrast, for a slower ball speed "curveball," there is a difference of "3 frames" in the display start timing of the seam SE between a pitch ratio of "low" and "normal," and between "normal" and "high."

[0166] With faster pitches, the user's reaction time for batting is shorter, so even a slight difference in the timing of the seam SE display can clearly create an advantage or disadvantage. On the other hand, with slower pitches, the user can see and react to the seam SE for a longer period than with faster pitches, so a slight difference in the timing of the seam SE display does not create such a clear advantage or disadvantage. Therefore, in this embodiment of the game, the slower the pitch, the greater the degree of change in the display start timing due to differences in pitching ratio, making this change more prominent. This makes it possible to create a well-balanced and highly engaging game.

[0167] Furthermore, as illustrated in Figure 28, the control unit 110 of the game device 10 can be configured to include a predicted destination point display unit 115 (an example of a predicted destination point display means). This predicted destination point display unit 115 has the function of displaying a predicted destination point that moves in accordance with the trajectory change of the moving body in a predetermined reachable area after the movement of the moving body is started by the movement control unit 112.

[0168] Here, the "reachable area" refers to a predetermined area that the moving object can reach (impact) in the direction of its movement. For example, a predetermined area on a plane in the game space that is approximately perpendicular to the direction of the moving object's movement can be considered the "reachable area." In the aforementioned baseball game example, the pitching area A52, which includes the strike zone SZ (or the ball zone surrounding the strike zone SZ), is an example of a "reachable area." Similarly, in a soccer game, the area including the goal area is an example of a "reachable area." This is just one example, and the "reachable area" can be set at any location depending on the game.

[0169] When a moving object reaches an reachable area, it may be possible to have an action taken upon it. Here, "an action taken upon a moving object" means that some kind of influence can be exerted on the moving object. For example, hitting back, catching, deflecting, erasing, destroying, deforming, changing the color of the moving object are examples of "actions taken upon a moving object". In the baseball game example, when the pitched ball BL, which is an example of a moving object, reaches the vicinity of the pitchable area A52, which is an example of an reachable area, it may be hit back by the batter character BT. Also, in the penalty shootout example of a soccer game, when the kicked ball, which is an example of a moving object, reaches the vicinity of the goal area or its surrounding area, which is an example of an reachable area, it may be deflected or caught by the goalkeeper character. After the moving object reaches the reachable area, it may be allowed to pass through the reachable area, or it may be allowed to stop without passing through the reachable area.

[0170] Furthermore, the aforementioned "predicted arrival point" is displayed in the reachable area after the moving object begins moving, and is used to predict the arrival position of the moving object when it reaches (impacts) the reachable area. The "predicted arrival point" is also called the "impact point," etc. This "predicted arrival point" is not necessarily displayed at the final arrival position from the beginning, but rather moves in accordance with the changes in the trajectory of the moving object as it moves. For example, the predicted arrival point can be a projection of the moving object's position in the reachable area in near real time. In the baseball game example mentioned above, the pitching prediction point PP is an example of a "predicted arrival point." Furthermore, in cases where no change in trajectory occurs during the movement of the moving object, such as when a straight pitch is thrown, the predicted arrival point may be displayed from the initial display to the final arrival position.

[0171] The predicted destination displayed on the screen does not have to be a point; it may be an area with a predetermined size and shape. The size and shape of the predicted destination can be arbitrarily set according to the game content. For example, the size and shape of the predicted destination can be the same as or similar to the size and shape of the moving object when it reaches the reachable area. However, the size and shape of the predicted destination may be different from the size and shape of the moving object.

[0172] The predicted destination point may be displayed after a predetermined period of invisibility has elapsed following the start of the movement of the moving object. The invisibility period from the start of the movement of the moving object to the start of display of the predicted destination point may always be fixed, or it may be changed depending on conditions such as the type of pitch or the speed of the pitch. Alternatively, the predicted destination point may be displayed immediately after the start of the movement of the moving object (without the invisibility period).

[0173] Furthermore, it is preferable that the movement prediction information display unit 113 displays the movement prediction information at the predicted destination.

[0174] In the aforementioned baseball game example, the movement prediction information display unit 113 displays the seam SE as an example of movement prediction information at the pitching prediction point PP as an example of the predicted destination. Normally, the batter performs batting operations while looking at not only the moving ball BL but also the pitching prediction point PP. Therefore, displaying the seam SE as movement prediction information at the pitching prediction point PP is preferable because it allows the batter to check the movement prediction information at the same time as looking at the pitching prediction point PP.

[0175] Furthermore, the movement prediction information display unit 113 may change the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point, based on the movement parameters determined by the movement parameter determination unit 111 and the history information.

[0176] In the aforementioned baseball game example, the movement prediction information display unit 113 changes the period from when the predicted pitching point PP is displayed until the seam SE is displayed at that predicted pitching point PP, based on the current pitching parameters determined by the movement parameter determination unit 111 and historical information regarding past pitching parameters. In the example in Figure 17, when the pitch type is "fastball," the following applies: If the pitching ratio is "high," the start timing of the display of the predicted pitching point PP and the seam SE is the same. On the other hand, if the pitching ratio is "normal" and "low," the display of the seam SE starts 2 frames and 4 frames later, respectively, after the display of the predicted pitching point PP. Furthermore, in the case of a "curveball," which is slower than a "fastball," the following applies: If the pitching ratio is "high," "normal," and "low," the display of the seam SE starts 1 frame, 4 frames, and 7 frames later, respectively, after the display of the predicted pitching point PP.

[0177] According to the above configuration, the seam SE is not always displayed simultaneously with the pitch prediction point PP. Instead, the period between the display of the pitch prediction point PP and the display of the seam SE is changed based on the current pitch parameters determined by the user's actions and historical information regarding past pitch parameters. For example, the period between the display of the pitch prediction point PP and the display of the seam SE is changed according to the pitch ratio, number of pitches, consecutive pitches, etc., of past pitch parameters that are evaluated as identical to the current pitch parameters. This changes the timing of the seam SE display. For users who perform batting operations while looking at the pitch prediction point PP, the shorter the period between the display of the pitch prediction point PP and the display of the seam SE, the easier it is to perform batting operations, thus representing "eye adjustment." In this way, by changing the period between the display of the pitch prediction point PP and the display of the seam SE, "eye adjustment" or "eye unfamiliarity" can be effectively represented in the game.

[0178] Furthermore, the movement prediction information display unit 113 may apply a change in the display mode of the movement prediction information only after certain conditions have been met.

[0179] Here, the "predetermined condition" is the condition for initiating the process of changing the display mode of the movement prediction information by the movement prediction information display means. In the aforementioned baseball game, the "predetermined condition" was set to the second pitch, and an example was shown in which the batter's "eye adaptation" was reflected from the second pitch onwards. For example, if the timing of the display start of the seam SE is determined based on the pitch ratio within one at-bat, the first pitch of each at-bat will have a predetermined (default) timing for displaying the seam SE. Then, from the second pitch onwards in each at-bat, the timing of the display start of the seam SE will be changed according to the pitch ratio. Also, if the timing of the display start of the seam SE is determined based on the pitch ratio within one game, the default timing for displaying the seam SE will be applied only to the first pitch after the start of the game, and from the second pitch onwards, the timing of the display start of the seam SE will be changed according to the pitch ratio. Incidentally, in real baseball, the batter changes with each at-bat, but in the game, even if the batter character BT changes with each at-bat, the same user repeats the batting operation. Therefore, it can be said that a configuration that reflects the batter's "eye adaptation" based on the pitch ratio throughout the game is also desirable.

[0180] The above is not the only option; for example, the "specified condition" could be the fourth pitch. In baseball, there is an indicator for batters called P / PA (Pitch per Plate Appearances). If this P / PA exceeds "4", the batter is considered excellent. Therefore, by setting the "specified condition" to the fourth pitch, the "adaptation of the eyes" of a batter with excellent plate discipline can be reflected in the pitches from the fourth pitch onward. Alternatively, the "specified condition" could be the second batter faced, rather than the number of pitches. Assuming an average P / PA of around 3.8, the fourth pitch would be the second batter faced or later, so the batter's "adaptation of the eyes" could be reflected in the pitch ratio or other factors from the second batter faced after the start of the game. The above examples are merely illustrations, and a variety of other conditions can be set as "predetermined conditions."

[0181] According to the above configuration, instead of representing the batter's "eye adjustment" from the first pitch in the game, the "eye adjustment" is represented in the game by applying a change in the display method of movement prediction information such as seam SE after predetermined conditions are met. As a result, the user can freely decide on pitching parameters such as pitch type until predetermined conditions are met, but after that, it becomes necessary to decide on pitching parameters while considering the batter's "eye adjustment". This enhances the gameplay.

[0182] [4. Processing] Next, an example of processing performed by the game device 10 of this embodiment will be described below. Here, we assume that two users play the aforementioned baseball game via communication. That is, one user's game device 10 and the other user's game device 10 play against each other via a network. For example, direct communication is performed between the two game devices 10 via P2P connection, and information on each other's operations or processing information based on those operations is sent and received, and the game progresses with the two game devices 10 cooperating.

[0183] Figures 29 and 30 are flowcharts illustrating an example of processing in the game device 10. The processing described below is achieved by the control unit 110 (CPU 11 of the game device 10) executing the game program stored in the memory device (ROM 12, RAM 13, auxiliary memory device 14, etc.).

[0184] The pitcher user selects the type of pitch to be thrown from the pitcher character PC's repertoire using a predetermined pitch selection operation on the pitching screen G10, as illustrated in Figure 3 (S100). The pitcher user also specifies the pitching position by moving the pitching cursor P21, etc., on the pitching screen G20, as illustrated in Figure 4 (S102). The pitcher user also specifies the ball release timing using a predetermined ball release timing specification operation on the pitching screen G30, as illustrated in Figure 5 (S104). Based on these operations by the pitcher user, the control unit 110 determines the pitching parameters (pitch type, ball speed, trajectory, pitching position, etc.) (S106). The control unit 110 then stores the determined pitching parameter information as pitching parameter data DT1044 in Figure 26. In other words, the control unit 110 stores the determined pitching parameter information as history information in the storage device each time a pitch is made (S106).

[0185] In S108, the control unit 110 determines whether the current pitch is the second or subsequent pitch. That is, the control unit 110 determines whether the condition "second or subsequent pitch" is met, which is one example of a predetermined condition for executing the process of changing the display mode of the seam SE. If it is the second or subsequent pitch (YES in S108), the control unit 110 calculates the pitch ratio based on the current pitch parameters and the history information of past pitch parameters (S110). Specifically, it refers to the history information of past pitch parameters and calculates the pitch ratio of the same pitch type as the current pitch. Then, the control unit 110 determines the start timing of the display of the seam SE based on the calculated pitch ratio (S112). For example, the control unit 110 refers to the table in Figure 15 and determines the pitch ratio category ("low", "normal", or "high"). Then, the control unit 110 refers to the table in Figure 14, Figure 17, or Figure 18 and determines the start timing of the display of the seam SE according to the pitch ratio category. Here, the start timing for displaying the seam SE is determined, for example, by the number of frames from the ball release. The control unit 110 then stores the information of the determined seam SE display start timing as the seam display start timing data DT1046 in Figure 26.

[0186] Furthermore, the control unit 110 determines the start timing for displaying the pitch prediction point PP. For example, as illustrated in Figure 17, the start timing for displaying the pitch prediction point PP may be a fixed value (e.g., 3 frames from the ball release) regardless of the pitch type and pitch ratio. Alternatively, as illustrated in Figure 18, the start timing for displaying the pitch prediction point PP may change depending on the pitch type or pitch ratio. The control unit 110 then stores the information of the determined start timing for displaying the pitch prediction point PP as the pitch prediction point display start timing data DT1045 in Figure 26.

[0187] On the other hand, if this is the first pitch (NO in S108), the predetermined conditions for executing the process to change the display pattern of the seam SE are not met. Therefore, in this case, the control unit 110 determines the default display start timing for the pitch prediction point PP and the seam SE (S116). For example, it refers to the table illustrated in Figure 17 or Figure 18 and applies the display start timing for the pitch prediction point PP and the seam SE with a pitch ratio of "normal". The control unit 110 then stores the information of these determined display start timings as the pitch prediction point display start timing data DT1045 and the seam display start timing data DT1046 in Figure 26.

[0188] Then, the control unit 110 releases the ball BL from the pitcher character PC and starts the movement of the ball BL (S118). The pitching screen G40 is displayed on the display unit 20 of the pitcher's user game device 10, as illustrated in Figure 6, and the batting screen G60 is displayed on the display unit 20 of the batter's user game device 10, as illustrated in Figure 8. In other words, although the imaging direction of the virtual camera is different for the pitcher's side and the batter's side, the screen showing the pitched ball BL moving through the 3D game space is displayed synchronously.

[0189] Then, the control unit 110 of the batter's user game device 10 starts displaying the pitch prediction point PP in the pitchable area A52 based on the pitch prediction point display start timing data DT1045 (S120). As a result, the pitch prediction point PP is displayed on the batter's user batting screen G70, as illustrated in Figure 9. Additionally, the pitcher's pitching screen may also display the predicted pitching point (PP).

[0190] Then, the control unit 110 of the batter's user game device 10 starts displaying the seam SE at the pitch prediction point PP based on the seam display start timing data DT1046 (S122). As a result, as illustrated in Figure 10, the seam SE is displayed at the pitch prediction point PP on the batter's user batting screen G80. Additionally, the pitcher's screen may also display a seam at the predicted pitching point.

[0191] Note that the start timing of the display of the pitch prediction point PP and the seam SE may be the same (see Figure 17 or Figure 18). In this case, steps S120 and S122 are executed simultaneously, and the pitch prediction point PP and the seam SE are displayed at the same time.

[0192] As illustrated in Figure 11, the control unit 110 moves the pitch prediction point PP in accordance with the change in the trajectory of the ball BL during its movement. In other words, the pitch prediction point PP is not necessarily displayed at the final destination of the ball BL from the initial display. Therefore, the batter user needs to predict the direction and amount of change in the trajectory of the ball BL (i.e., the direction and amount of movement of the pitch prediction point PP) and move the batting cursor MC accordingly. Although not shown in the flowchart, the control unit 110 also moves the batting cursor MC based on the batter user's actions.

[0193] The display of the seam SE allows the batter to observe the rotational state of the seam SE (direction of rotation, axis of rotation, rotational speed, etc.) to determine the type of pitch BL that was thrown, and to predict the direction and amount of change in the trajectory of the ball BL (i.e., the direction and amount of movement of the predicted pitching point PP).

[0194] Subsequently, the control unit 110 determines whether or not the user on the batter's side has performed a batting timing specification operation (S124). If no batting timing specification operation is performed (NO in S124) and the pitched ball BL reaches the catcher's position behind the strike zone SZ, the control unit 110 determines that the batter has missed the pitch. If it is determined that the batter has missed the pitch (YES in S126), or if a batting timing specification operation was performed before the batter missed the pitch (YES in S124), the control unit 110 determines the pitching / batting result (S128). For example, if the batter missed the ball BL, the control unit 110 determines whether it is a strike or a ball, and if a batting operation is performed, it determines whether or not the batter was able to hit the ball (the ball hit the bat). If the batter was able to hit the ball, the control unit 110 applies a known algorithm to calculate the direction, angle, velocity and trajectory of the batted ball and moves the batted ball. Furthermore, instead of displaying video footage of the batted ball in motion on the screen, the system may display text information indicating the batting result (e.g., hit, out, etc.). The control unit 110 also stores the determined batting result information as batting result data DT1047 in Figure 26. The control unit 110 also updates game status data DT1043, such as ball count, out count, runners on base, and score.

[0195] Subsequently, the control unit 110 determines whether to continue pitching in the current at-bat (S130). That is, if the result is anything other than an out, a hit, or a walk / hit-by-pitch, the control unit 110 decides to continue pitching in the current at-bat (YES in S130), returns to step S100, and proceeds to processing for the next pitch. On the other hand, if the result for the current at-bat is an out, a hit, or a walk / hit-by-pitch, the control unit 110 determines that pitching in the current at-bat is finished (NO in S130), and the processing for that at-bat ends. Then, for each at-bat, the processing illustrated in Figures 29 and 30 is executed.

[0196] Furthermore, the flowcharts in Figures 29 and 30 show an example of a process that simulates the batter's "eye adjustment" in the game by starting the display of the seam SE earlier the higher the pitching ratio of the same pitch type as the current pitch. In the above process, pitch speed, pitching position, pitching pattern, etc. may be applied instead of pitch type, or innings pitched, consecutive innings, etc. may be applied instead of pitch ratio. Alternatively, the pitching ratio of each of the pitch type, pitch speed, pitching position, and pitching pattern may be calculated, and if the pitching ratio of any one of them becomes "high", the display of the seam SE may be started earlier than usual to simulate the batter's "eye adjustment" in the game.

[0197] [5. Summary] The game device 10 according to the embodiment described above simulates the batter's "eye adaptation" in the game by advancing the timing of the display of the seam SE to the batter when the pitcher throws multiple or consecutive pitches with specific pitching parameters (pitch type, pitch speed, or pitching position, etc.), thereby giving the batter an advantage. Conversely, when the pitcher throws pitches with low pitching parameters that have a low pitching ratio or number of innings, the timing of the display of the seam SE to the batter is delayed, putting the batter at a disadvantage, thereby simulating the batter's "eye unfamiliarity" in the game. Therefore, in the game of this embodiment, the pitcher will avoid throwing multiple or consecutive pitches with specific pitch types, pitch speeds, or pitching positions that are evaluated as the same, and will increase the variety of pitches by mixing in various pitch types, etc. As a result, it becomes possible to play a game in which both the pitcher and batter users can enjoy the strategy of pitching and batting more.

[0198] [6. Variant] The present invention is not limited to the embodiments described above. [6-1] The above examples show the pitcher user performing pitching operations by specifying the pitch type, pitching position, and release timing, but the following may also be used. For example, the pitcher user may specify only the pitch type, and the CPU may automatically determine the pitch speed and pitching position, which are not specified by the user. Similarly, the pitcher user may specify one or two of the multiple pitching parameters, such as pitch type, pitch speed, and pitching position, and the CPU may automatically determine the pitching parameters that are not specified by the user.

[0199] [6-2] The timing at which the display of the seam SE at the pitching prediction point PP begins is any timing between the release of the ball BL from the pitcher character PC and its arrival in the pitchable area A52. However, it is desirable that the display of the seam SE at the pitching prediction point PP begins before the trajectory of the curveball's ball BL begins to change. In this case, the user performing the batting operation can check the rotation state of the seam SE before the trajectory of the ball BL begins to change, predict the final destination of the ball BL, and move the batting cursor MC accordingly. As a variation, if the pitching ratio or innings pitched is lower than a predetermined threshold (for example, if the pitching ratio is "low"), the display of the seam SE may start after the change in the trajectory of the ball BL for the breaking ball has begun. This makes the batter's "unfamiliarity with the pitch" for pitches with a pitching ratio or innings pitched that is lower than a predetermined threshold more apparent.

[0200] [6-3] As shown below, the batter's "eye adaptation" may be simulated in the game by repeating a "pitching pattern" consisting of a series of consecutive pitches. For example, the control unit 110 may detect a pitching pattern that repeats an outside corner and an inside corner every two pitches, or a pitching pattern that repeats an outside high → outside low → inside low every three pitches, etc., using AI (Artificial Intelligence). A pitching pattern (an example of a moving pattern of a moving object) includes not only pitching patterns related to the pitching position as described above, but also pitching patterns related to the type of pitch or pitching patterns related to the speed of the pitch. An example of a pitching pattern related to the type of pitch is to repeat two specific types of pitches (e.g., a fastball and a curveball) every two pitches, or to repeat three specific types of pitches every three pitches. An example of a pitching pattern related to the speed is to repeat two specific speed ranges (e.g., a high speed range and a low speed range) every two pitches.

[0201] The control unit 110 then changes the "display mode of movement prediction information," such as the start timing of the display of seam SE, based on the occurrence rate, number of occurrences, or consecutive occurrences of the detected pitching pattern. In other words, if the control unit 110 determines from the history information that the current pitch is part of the same pitching pattern as a pitching pattern that has occurred in the past, the higher the past occurrence rate, number of occurrences, or consecutive occurrences of that pitching pattern, the earlier the start timing of the display of seam SE may be set to simulate "eye familiarity" with that pitching pattern in the game.

[0202] [6-4] The batter's "eye unfamiliarity" may be simulated in the game as shown below. For example, in real baseball, if a pitcher throws two straight pitches in a row, allowing the batter to become accustomed to the straight pitches, and then throws a curveball other than a straight pitch, the batter will have more difficulty keeping up with the curveball than when hitting a curveball normally, making it harder to hit. To simulate this in the game, if the control unit 110 throws a different type of pitch after throwing the same type of pitch multiple times in a row, it delays the start timing of the display of the seam SE compared to when there was no such consecutive throwing. This simulates the batter's "eye unfamiliarity" in the game.

[0203] Furthermore, in consideration of game balance, if the same pitch type is thrown multiple times in a row, the start timing of the seam SE display may be made earlier compared to when there is no such consecutive throw. Conversely, if a different pitch type is thrown afterward, the start timing of the seam SE display may be made later compared to when there is no such consecutive throw.

[0204] With the above configuration, if the batter's "eye unfamiliarity" can be simulated in the game, pitcher users will be able to devise practical strategies such as the following, resulting in a realistic and engaging game. In other words, in baseball, it is permissible to throw three balls in one at-bat, so the pitcher user doesn't just throw strikes, but deliberately mixes in balls when constructing their pitching. For example, if the pitcher user selects a fastball for the first pitch and gets a strike, they might throw a fastball to the ball zone for the second pitch, deliberately throwing two fastballs in a row. That is, they throw one pitch of the same type as the previous pitch but outside, deliberately allowing the batter's eyes to adjust to that pitch type. In this case, the timing of the seam SE display starts earlier, but because it's a pitch to the ball zone, the batter is likely to let it go without swinging. Then, on the next, third pitch, if the pitcher user throws a pitch other than a fastball, the timing of the seam SE display starts later (the batter's eyes can't keep up), making it easier to get that batter out (or easier to get a strike).

[0205] In the above configuration, instead of changing the timing at which the seam SE starts displaying, or in addition to changing the timing at which the seam SE starts displaying, the density, size, color, or blinking of the seam SE may be changed. Also, although the example given was of throwing a different type of pitch after throwing the same type of pitch multiple times, the same applies when throwing a ball at a different pitching position or speed after throwing a ball at the same pitching position or speed multiple times.

[0206] [6-5] The following configuration may be adopted to effectively discourage the pitcher character PC from throwing too many strong pitches (for example, pitches with a high velocity level). In other words, a "variable parameter that changes each time a pitch is made" is associated with each of the multiple pitches that the pitcher character PC can throw. The initial value of this variable parameter is not the same for all pitches; a weight is assigned to each pitch type. For example, among the multiple pitches that the pitcher character PC can throw, the initial value of the variable parameter is set to "50" for pitches with a power level of a certain level or higher (e.g., C), and the initial value of the variable parameter is set to "0" for pitches with a power level below that level. Note that in this example, the initial value of the variable parameter is set in two stages, but this is not limited to this. You can set it so that the initial value of the variable parameter is higher the higher the parameters of the pitch type (e.g., power, amount of movement, etc.).

[0207] Then, each time the pitcher character PC throws a pitch, the control unit 110 increases the variable parameter associated with the pitch type used for the pitch by, for example, "4", while decreasing the variable parameter associated with other pitch types by, for example, "2". Note that the values ​​of the variable parameters may not be less than 0. Then, the control unit 110 changes the display mode of the seam SE based on the current value of the variable parameter associated with the pitch type of the current pitch. An example of this is shown below.

[0208] Figure 31 shows an example of a table for determining classifications based on variable parameters. In the example in Figure 31, the current value of the variable parameter associated with the pitch type of the current throw is classified as "low" if it is 30 or less, "normal" if it is between 31 and 69, and "high" if it is 70 or more, resulting in three classifications. Note that classifications may also be made into two or four or more classifications. Then, the control unit 110 determines the start timing for displaying the seam SE by using the seam display start timing table in Figure 14, Figure 17, Figure 18, or Figure 21, based on the pitching ratio classification of "low," "normal," or "high" determined by the table illustrated in Figure 31.

[0209] According to the above configuration, among the types of balls that the pitcher character PC can pitch, the higher the parameters (such as ball power, amount of change, etc.) of the ball type, the earlier the display start timing of the seam SE tends to be. Therefore, it is possible to effectively suppress the pitcher-side user from frequently throwing balls of a ball type with high parameters.

[0210] [6-6] A variation of the configuration described in the above "6-5" will be described below. In the configuration described in "6-5", an example of varying the initial value of the variable parameter according to the ball type was shown, but the initial value of the variable parameter may be the same for all ball types. For example, set the initial values of the variable parameters associated with each of the plurality of ball types that the pitcher character PC can pitch to the same predetermined value (for example, "50", etc.), and adopt the configuration described in "6-5" otherwise. In the case of this configuration, when the pitcher-side user frequently throws the same ball type, by accelerating the display start timing of the seam SE for the batter to be advantageous to the batter side, the "getting used to the eyes" of the batter can be pseudo-expressed in the game.

[0211] [6-7] In the above, the example of a baseball game has been mainly described, but the present invention can also be applied to other games. For example, other sports games (games themed on soccer penalty kicks, tennis, volleyball, cricket, etc.), combat games, simulation games, adventure games, or breeding games. Regardless of the game format or genre, as long as it is a "game that moves a moving body multiple times", it can be applied to various games.

[0212] [6-8] In the above, an example of realizing the game control device according to one aspect of the present invention by the game device 10 has been shown, but it may be configured as a game system as shown below. Figure 32 is a schematic block diagram showing an example configuration of game system 1. This game system 1 includes multiple game terminals 40-n (where n is a positive integer; 40-1, 40-2, ...) and a server 30. The game terminals 40-n and server 30 within game system 1 are connected to each other via a network N such as the Internet, enabling data communication. Here, since the multiple game terminals 40-n have a similar configuration, they will simply be referred to as "game terminal 40" in this explanation.

[0213] Server 30 stores and manages information about a user's game, for example, in a database, associating it with a user ID that uniquely identifies each user. The database may be built within Server 30, or it may be built on a server computer separate from Server 30. The server 30 mainly comprises a CPU 31, ROM 32, RAM 33, auxiliary storage device 34, and communication unit 35, which are interconnected via bus lines including an address bus, data bus, and control bus.

[0214] The CPU 31 interprets and executes instructions from system software and application software, and controls the entire server 30. The ROM 32 stores programs and other data necessary for the basic operation control of the server 30. The RAM 33 stores various programs and data, and reserves workspace for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs and various data. For example, a hard disk drive or a solid-state drive can be used as the auxiliary storage device 34.

[0215] The communication unit 35 is equipped with a communication interface (not shown) and controls communication with each game terminal 40 via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N.

[0216] Server 30 can be configured as a single computer, but it can also be configured in a function-distributed manner, where the functions of Server 30 are distributed among multiple servers. Alternatively, a load-balancing configuration can be implemented by providing redundancy (multiplexing) by placing multiple Server 30 on Network N. Furthermore, Server 30 may be configured as a cloud server utilizing cloud computing technology.

[0217] A game terminal 40 (an example of a terminal device) is a computer used by a user to play games. Examples of game terminals 40 include home game consoles (stationary or portable), personal computers, smartphones, mobile phone terminals, PHS terminals, personal digital assistants, tablet computers, multifunction television receivers, and commercial game machines installed in amusement facilities, etc. The game terminal 40 mainly comprises a CPU 41, ROM 42, RAM 43, auxiliary storage device 44, communication unit 45, operation unit 46, and display unit 47, which are interconnected via a bus line. These components 41-47 of the game terminal 40 have the same configuration as components 11-16 and 20 of the game device 10 illustrated in Figure 1, and their explanation is omitted.

[0218] The server 30 and the game terminal 40 are information processing devices (computers) that can communicate with each other and send and receive various data, and both are 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 of the game device 10 described above may be implemented by the CPU 41 of the game terminal 40, and the rest by the CPU 31 of the server 30. Alternatively, all of the various functions of the game device 10 described above may be implemented by the CPU 41 of the game terminal 40. Alternatively, all of the various functions of the game device 10 described above may be implemented by the CPU 31 of the server 30.

[0219] In a configuration where all the various functions of the game device 10 are implemented by the CPU 31 of the server 30, the server 30 provides the user with a so-called cloud gaming service, which involves sending game video of the game execution results to the game terminal 40, for example, in a streaming format. With this cloud gaming service, the user does not need to download or install game-specific software on the game terminal 40, and as long as the game terminal 40 can be connected to the network N, the user can easily enjoy the game service provided by the server 30 from anywhere.

[0220] [6-9] With respect to a configuration having a memory control function for storing various types of information in a memory device, the memory device itself is not included in the configuration and may be installed anywhere, whether inside or outside the game device 10 or game system 1. For example, the memory device may be a memory device within the game device 10 or game system 1, or a file server (online storage) with a different configuration.

[0221] [6-10] The computer-readable program according to this embodiment is recorded on various computer-readable recording media such as hard disks, optical discs (CD-ROMs, DVD-ROMs, etc.), flexible disks, and semiconductor memory, and is read from the recording media and executed by the CPU of the computer constituting the game device 10 or game system 1. Furthermore, the means of providing the program to the computer are not limited to the aforementioned recording media, but can also be done via a communication network such as the Internet.

[0222] [7. Addendum] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0223] 1) A game control device (10, 30, 40) according to one aspect of the present invention is a game control device that controls a game in which a moving body (BL) is moved multiple times, comprising: a movement parameter determination means (111) that determines the movement parameters of the moving body (e.g., pitch type, ball speed, pitching position, or pitching pattern) based on user operation; a movement control means (112) that moves the moving body (BL) based on the movement parameters determined by the movement parameter determination means (111); and after the movement of the moving body (BL) by the movement control means (112) has started, the movement The system includes a movement prediction information display means (113) that displays movement prediction information (SE) on a screen to predict changes in the trajectory of the moving body (BL) during its movement, and a history storage control means (114) that stores history information regarding the movement parameters of the moving body (BL) that has been moved in the past in a storage device, wherein the movement prediction information display means (113) changes the display mode of the movement prediction information (SE) based on the movement parameters determined by the movement parameter determination means (111) and the history information (for example, changing the display timing, size, density, color, blinking state, etc.). This game control system can be configured, for example, with a computer acting as a game device (smartphone, mobile phone terminal, PHS, tablet computer, game console, personal computer, multifunction television receiver, arcade game machine, etc.). Alternatively, this game control system can be configured with a computer such as a server that can communicate with each user's terminal device. Alternatively, this game control system can be configured with multiple computers (servers, terminal devices, etc.) that communicate with each other.

[0224] 14) A game system (1) according to one aspect of the present invention includes a server (30) and a terminal device (40) capable of communicating with the server (30), and controls a game in which a moving body (BL) is moved multiple times, and includes a movement parameter determination means (111) that determines the movement parameters of the moving body (e.g., pitch type, pitch speed, pitching position, or pitching pattern) based on user operation, a movement control means (112) that moves the moving body (BL) based on the movement parameters determined by the movement parameter determination means (111), and the movement control means (112) that moves the moving body (BL) The system includes a movement prediction information display means (113) that displays movement prediction information (SE) on a screen to predict changes in the trajectory of the moving body (BL) after the movement of the moving body (BL) has started, and a history storage control means (114) that stores history information regarding the movement parameters of the moving body (BL) that has been moved in the past in a storage device, wherein the movement prediction information display means (113) changes the display mode of the movement prediction information (SE) based on the movement parameters determined by the movement parameter determination means (111) and the history information (for example, changing the display timing, size, density, color, blinking state, etc.).

[0225] 15) A program according to one aspect of the present invention is a program for causing a computer to function as a game control device (10, 30, 40) described in any of 1) to 13), or as a game system (1) described in 14).

[0226] 16) An information storage medium according to one aspect of the present invention is an information storage medium that is readable by a computer on which the program described in 15) is recorded.

[0227] 17) A control method for a game control device (10, 30, 40) or game system (1) according to one aspect of the present invention is a method for controlling a game in which a moving body (BL) is moved multiple times, comprising: a movement parameter determination step (S106) in which the movement parameters of the moving body (BL) are determined based on user operation; a movement control step (S118) in which the moving body (BL) is moved based on the movement parameters determined in the movement parameter determination step (S106); and the movement of the moving body (BL) by the movement control step (S118). The movement prediction information display step (S122) includes, after the movement of the moving body (BL) begins, a movement prediction information display step (S122) which displays movement prediction information (SE) on the screen to predict changes in the trajectory of the moving body (BL) during its movement, and a history storage control step (S106) which causes a storage device to store history information regarding the movement parameters of the moving body (BL) that has been moved in the past, wherein the movement prediction information display step (S122) changes the display mode of the movement prediction information (SE) based on the movement parameters determined by the movement parameter determination step (S106) and the history information.

[0228] According to the embodiments described in 1), 14) to 17) above, the display method of movement prediction information for predicting changes in the trajectory of a moving object is changed based on the current movement parameters determined by the user's operation and historical information regarding past movement parameters. For example, the display method of movement prediction information is changed according to the ratio of past movement parameters that are evaluated as identical to the current movement parameters. This changes the way the movement prediction information is displayed (in other words, how the movement prediction information looks), and it is possible to simulate the "eye acclimatization" or "eye unfamiliarity" of the opponent (the other user or the object operated by the other user) who is looking at and operating the moving object in the game. Therefore, the user is required to determine the current movement parameters while considering past movement parameters in order to prevent the opponent from developing "eye acclimatization," for example. As described above, it is possible to realize a highly engaging game that effectively reflects "eye acclimatization" or "eye unfamiliarity" in the game by changing the way the movement prediction information is displayed (how it looks).

[0229] 2) In one aspect of the present invention, in the embodiment described in any of 1), 14) to 17) above, the movement prediction information (SE) may be information indicating the rotational state of the moving body (BL) during movement (for example, at least one of the direction of rotation, axis of rotation, and speed of rotation) (for example, video information showing the rotational state of a thrown ball by the time-series change of the seam).

[0230] According to the embodiment described in 2) above, a user who is observing and operating a moving object can predict the change in the object's trajectory (direction and / or amount of change) from the information indicating the object's rotational state while it is moving. Furthermore, as explained in 1) above, the ease with which the change in the object's trajectory can be predicted can be changed by altering the display manner of the information indicating the object's rotational state while it is moving (for example, by changing the display timing, size, density, color, and blinking state). For example, the earlier the information indicating the object's rotational state is displayed, the sooner the user can predict the change in the object's trajectory, which is advantageous. By changing the display manner of the information indicating the object's rotational state while it is moving in this way, "eye acclimatization" or "eye unacclimatization" can be effectively reflected in the game.

[0231] 3) In one aspect of the present invention, in the embodiment described in any of 1), 2), 14) to 16) above, the change in the display mode of the movement prediction information (SE) may include a change in the timing of the start of display of the movement prediction information (SE) which is displayed after the movement of the moving body (BL) by the movement control means (112).

[0232] In the embodiment described in 3) above, for example, the earlier the timing of displaying information indicating the rotational state of the moving object while it is moving, the more quickly the user who is watching and operating the moving object can predict the change in the object's trajectory, giving them an advantage. Therefore, by making the display timing earlier, "eye adjustment" can be simulated in the game, and by making it slower, "eye unfamiliarity" can be simulated.

[0233] 4) In one aspect of the present invention, in the embodiment described in 3) above, the movement prediction information display means (113) calculates the ratio or number of times a movement parameter is evaluated to be the same as the movement parameter determined by the movement parameter determination means (111) based on the movement parameter determined by the movement parameter determination means (111) and the history information, and the larger the ratio or number, the earlier the start timing of the display of the movement prediction information (SE).

[0234] According to the embodiment described in 4) above, the greater the ratio or number of past movement parameters that are evaluated as identical to the current movement parameter, the earlier the timing of displaying the movement prediction information will be increased. For example, in a baseball game, the greater the ratio or number of times the same type of pitch has been thrown in the past, the earlier the timing of displaying the movement prediction information will be increased to simulate "eye adjustment." Therefore, for the user, if they only select movement parameters that are evaluated as identical, the opponent will have an advantage, so they are required to decide on the current movement parameter while considering the ratio or number of past movement parameters. This can enhance the enjoyment of the game.

[0235] 5) In one aspect of the present invention, in the embodiment described in 3) or 4) above, the movement prediction information display means (113) may start the display of the movement prediction information (SE) earlier as the movement speed of the moving body (BL) moved by the movement control means (112) increases.

[0236] For example, if the timing of the start of displaying the movement prediction information after the moving object begins to move is the same regardless of the movement speed, the faster the moving object moves, the higher the likelihood that the opposing user will not have enough time to react to the moving object. Conversely, the slower the moving object moves, the more time the opposing user will have to react. Therefore, if the timing of the start of displaying the movement prediction information after the moving object begins to move is the same regardless of the movement speed, the opposing user will have an advantage if the moving object is moving at a slower speed. Thus, in the embodiment described in 5) above, by increasing the timing of the start of displaying the movement prediction information as the moving object moves at a faster speed, it is possible to realize a well-balanced and highly engaging game regardless of the movement speed.

[0237] 6) In one aspect of the present invention, in the embodiment described in any of 3) to 5) above, the movement prediction information display means (113) may increase the degree of change in the display start timing due to the difference in the ratio or number of times as the movement speed of the moving body (BL) moved by the movement control means (112) decreases.

[0238] For example, when the movement speed of a moving object is high, the time available for the opposing user to react to the object and take action is short, so even a slight difference in the timing of when the movement prediction information starts to be displayed can clearly result in an advantage or disadvantage. On the other hand, when the movement speed of a moving object is low, the opposing user has more time to look at the movement prediction information and react, so a slight difference in the timing of when the movement prediction information starts to be displayed is less likely to result in a clear advantage or disadvantage. Therefore, in the embodiment described in 6) above, the smaller the movement speed of the moving object, the greater the degree of change in the display start timing due to the difference in the ratio or the number of times, so that the change in the display start timing becomes more prominent. This makes it possible to realize a well-balanced and highly engaging game.

[0239] 7) In one aspect of the present invention, in the embodiment described in any of 1) to 6) and 14) to 16) above, the present invention further includes a predicted arrival point display means (115) which displays a predicted arrival point (PP) that moves in accordance with the trajectory change of the moving body (BL) in a predetermined reachable area (A52) after the movement of the moving body (BL) is started by the movement control means (112), and the movement prediction information display means (113) may display the movement prediction information (SE) at the predicted arrival point (PP).

[0240] According to the embodiment described in 7) above, after the moving object starts moving, the predicted destination point displayed in the reachable area is shown, and the movement prediction information is displayed therein. Here, the predicted destination point moves in the reachable area in accordance with the change in the moving object's trajectory. Therefore, a user who is watching the moving object and performing operations will perform the necessary operations while also looking at the predicted destination point. Displaying the movement prediction information at this predicted destination point is preferable because it allows the user to check the movement prediction information at the same time as looking at the predicted destination point.

[0241] 8) In one aspect of the present invention, in the embodiment described in 7) above, the movement prediction information display means (113) may change the period from when the predicted destination point (PP) is displayed until the movement prediction information (SE) is displayed at the predicted destination point (PP), based on the movement parameters determined by the movement parameter determination means (111) and the history information.

[0242] According to the embodiment described in 8) above, the movement prediction information is not always displayed simultaneously with the display of the predicted destination point. Instead, the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point is changed based on the current movement parameters determined by the user's operation and historical information regarding past movement parameters. For example, the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point is changed according to the ratio of past movement parameters that are evaluated as identical to the current movement parameters. This changes the timing of when the movement prediction information is displayed. For the other user operating while looking at the predicted destination point, the shorter the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point, the easier it is to operate, and the "eye adjustment" can be expressed. In this way, by changing the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point, "eye adjustment" or "eye unfamiliarity" can be effectively expressed in the game.

[0243] 9) In one aspect of the present invention, in any of the embodiments described in 1) to 8) and 14) to 16) above, the movement prediction information display means (113) may apply a change in the display mode of the movement prediction information (SE) after a predetermined condition (for example, the second pitch, the fourth pitch, the opposing batter being the "second person", etc.) is met.

[0244] According to the embodiment described in 9) above, instead of representing the opponent's "eye adaptation" from the first movement of the moving object (BL) after the game starts, the "eye adaptation" is represented in the game by applying a change in the display method of the movement prediction information after predetermined conditions are met. As a result, the user can freely determine the movement parameters until predetermined conditions are met, but after those conditions are met, it becomes necessary to determine the movement parameters while considering the "eye adaptation". This enhances the gameplay.

[0245] 10) In one aspect of the present invention, in the embodiment described in any of 1) to 9) and 14) to 16) above, the movement parameter may include a parameter relating to the change in the trajectory of the moving body (BL) (e.g., ball type).

[0246] According to the embodiment described in 10) above, the "eyes' adaptation" or "eyes' unfamiliarity" with changes in the trajectory of a moving object can be effectively reflected in the game.

[0247] 11) In one aspect of the present invention, in the embodiment described in 10) above, the parameter relating to the trajectory change of the moving body (BL) may be the type of ball.

[0248] According to the embodiment described in 11) above, in a baseball game, the "eye accustomation" or "eye unfamiliarity" with the types of pitches thrown by the pitcher character can be effectively reflected in the game.

[0249] 12) In one aspect of the present invention, in the embodiment described in any of 1) to 11) and 14) to 16) above, the movement parameters may include parameters relating to the arrival position of the moving body (BL) to a predetermined reachable area (e.g., pitching position).

[0250] According to the embodiment described in 12) above, the "eyes becoming accustomed" to or "not becoming accustomed" to the destination of the moving object can be effectively reflected in the game.

[0251] 13) In one aspect of the present invention, in the embodiment described in any of 1) to 12) and 14) to 16) above, the movement parameter may include a parameter relating to the movement speed (e.g., ball speed) of the moving body (BL).

[0252] According to the embodiment described in 13) above, the "eyes' adaptation" or "eyes' unfamiliarity" with the movement speed of a moving object can be effectively reflected in the game.

[0253] Furthermore, the specific embodiments or examples provided in the context of carrying out the invention are merely intended to clarify the technical content of the present invention and should not be interpreted narrowly as being limited to such specific examples only. They can be modified and implemented in various ways within the scope of the technical concept and claims of the present invention. [Explanation of Symbols]

[0254] 1...Game system, N...Network, 10...Game device, 11...CPU, 13...RAM, 14...Auxiliary storage device, 16...Operation unit, 20...Display unit, 30...Server, 40...Game terminal, 50...Game controller, 100...Data storage unit, 110...Control unit, 111...Movement parameter determination unit, 112...Movement control unit, 113...Movement prediction information display unit, 114...History storage control unit, 115...Target prediction point display unit, TBL101...User information table, TBL102...Character table, TBL103...Seam display start timing table, DT104...Game management data, PC...Pitcher character, BT...Batter character, SZ...Strike zone, MC...Meet cursor, BL...Ball, PP...Pitching prediction point, SE...Seam, A51...Hittable area, A52...Pitchable area

Claims

1. A game control device that controls a game in which a moving object is moved multiple times, A movement parameter determination means that determines the movement parameters of the moving body based on user operations, Movement control means for moving the moving body based on the movement parameters determined by the movement parameter determination means, After the movement of the moving body is initiated by the movement control means, a movement prediction information display means displays movement prediction information on a screen to predict changes in the trajectory of the moving body during its movement, Includes a history storage control means that causes a storage device to store history information regarding the movement parameters of the moving body that has been moved in the past, The movement prediction information display means is a game control device that changes the display mode of the movement prediction information based on the parameters relating to the trajectory change of the moving body included in the movement parameters determined by the movement parameter determination means and the parameters relating to the trajectory change of the moving body that has moved in the past included in the history information.

2. The game control device according to claim 1, wherein the movement prediction information is information indicating the rotational state of the moving body during movement.

3. The game control device according to claim 1, wherein the change in the display manner of the movement prediction information includes changing the timing of the start of display of the movement prediction information, which is displayed after the movement of the moving body by the movement control means.

4. A game control device for controlling a game in which a moving object is moved multiple times, A movement parameter determination means that determines the movement parameters of the moving body based on user operations, Movement control means for moving the moving body based on the movement parameters determined by the movement parameter determination means, After the movement of the moving body is initiated by the movement control means, a movement prediction information display means displays movement prediction information on a screen to predict changes in the trajectory of the moving body during its movement, Includes a history storage control means that causes a storage device to store history information regarding the movement parameters of the moving body that has been moved in the past, The movement prediction information display means changes the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination means and the history information. The change in the display mode of the movement prediction information includes changing the timing of the start of display of the movement prediction information, which is displayed after the movement of the moving body by the movement control means. The movement prediction information display means calculates the ratio or number of times a movement parameter is evaluated to be the same as the movement parameter determined by the movement parameter determination means, based on the movement parameter determined by the movement parameter determination means and the history information, and the game control device adjusts the start timing of the display of the movement prediction information as the ratio or number of times increases.

5. A game control device for controlling a game in which a moving object is moved multiple times, A movement parameter determination means that determines the movement parameters of the moving body based on user operations, Movement control means for moving the moving body based on the movement parameters determined by the movement parameter determination means, After the movement of the moving body is initiated by the movement control means, a movement prediction information display means displays movement prediction information on a screen to predict changes in the trajectory of the moving body during its movement, Includes a history storage control means that causes a storage device to store history information regarding the movement parameters of the moving body that has been moved in the past, The movement prediction information display means changes the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination means and the history information. The change in the display mode of the movement prediction information includes changing the timing of the start of display of the movement prediction information, which is displayed after the movement of the moving body by the movement control means. The movement prediction information display means is a game control device that, the greater the movement speed of the moving body moved by the movement control means, the earlier the start timing of the display of the movement prediction information.

6. The game control device according to claim 4, wherein the movement prediction information display means increases the degree of change in the display start timing due to the difference in the ratio or the number of times as the movement speed of the moving body moved by the movement control means decreases.

7. After the movement of the moving body by the movement control means begins, the system further includes a destination prediction point display means that displays a destination prediction point in a predetermined reachable area that moves in accordance with the change in the trajectory of the moving body, The game control device according to claim 1, wherein the movement prediction information display means displays the movement prediction information at the predicted destination.

8. A game control device for controlling a game in which a moving object is moved multiple times, A movement parameter determination means that determines the movement parameters of the moving body based on user operations, Movement control means for moving the moving body based on the movement parameters determined by the movement parameter determination means, After the movement of the moving body is initiated by the movement control means, a movement prediction information display means displays movement prediction information on a screen to predict changes in the trajectory of the moving body during its movement, Includes a history storage control means that causes a storage device to store history information regarding the movement parameters of the moving body that has been moved in the past, The movement prediction information display means changes the display mode of the movement prediction information based on the movement parameters determined by the movement parameter determination means and the history information. After the movement of the moving body by the movement control means begins, the system further includes a destination prediction point display means that displays a destination prediction point in a predetermined reachable area that moves in accordance with the change in the trajectory of the moving body, The movement prediction information display means displays the movement prediction information at the predicted destination point. The movement prediction information display means is a game control device that changes the period from when the predicted destination point is displayed until the movement prediction information is displayed at the predicted destination point, based on the movement parameters determined by the movement parameter determination means and the history information.

9. The game control device according to claim 1, wherein the movement prediction information display means applies a change in the display mode of the movement prediction information after a predetermined condition is met.

10. The game control device according to claim 1, wherein the parameter relating to the trajectory change of the moving body is the type of ball.

11. The game control device according to claim 1, wherein the movement parameters include parameters relating to the arrival position of the moving body to a predetermined reachable area.

12. The game control device according to claim 1, wherein the movement parameters include parameters relating to the movement speed of the moving body.

13. A game system that includes a server and a terminal device capable of communicating with the server, and controls a game in which a moving object is moved multiple times, A movement parameter determination means that determines the movement parameters of the moving body based on user operations, Movement control means for moving the moving body based on the movement parameters determined by the movement parameter determination means, After the movement of the moving body is initiated by the movement control means, a movement prediction information display means displays movement prediction information on a screen to predict changes in the trajectory of the moving body during its movement, Includes a history storage control means that causes a storage device to store history information regarding the movement parameters of the moving body that has been moved in the past, The movement prediction information display means is a game system that changes the display mode of the movement prediction information based on the parameters relating to the trajectory change of the moving body included in the movement parameters determined by the movement parameter determination means and the parameters relating to the trajectory change of the moving body that has moved in the past included in the history information.

14. A program for causing a computer to function as a game control device according to any one of claims 1 to 12 or as a game system according to claim 13.