Computer program, game system used therein, and control method

JP7914979B2Active Publication Date: 2026-09-03KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025101194
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-06-17
Publication Date
2026-09-03
Estimated Expiration
2041-06-18

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Patent Text Reader

Abstract

To provide a computer program capable o increasing the number of shoot types in a soccer game in which both of a traveling speed and an elevation angle of a ball can be determined within continuation time of one instruction.SOLUTION: A computer program PG allows a control unit 21 of a game device 2 for providing a soccer game including a normal shoot NS following a rule in which a traveling speed and an elevation angle of a ball BI increase according to continuation time of operation to a left operation button 13 of a controller 6 to function as following means. More specifically, when an R2 button 15R2 of the controller 6 is pushed in, the computer program PG determines a traveling speed and an elevation angle of the ball BI following a rule differing from that of the normal shoot NS according to continuation time of operation of the left operation button 13, and allows the control unit 21 to function as means for controlling display such that the ball BI travels at the determined traveling speed or the like as the same kind of power shoot PS as the normal shoot NS.SELECTED DRAWING: Figure 4
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Description

[[Technical Field]]

[0001] The present invention relates to a computer program or the like applied to a computer incorporated in a game system that provides a soccer game in which a character operates to execute a first shot according to a predetermined first rule where the moving speed and rising angle of a ball increase in accordance with the duration of a speed instruction when a user issues a shoot instruction including the speed instruction as an instruction for the moving speed and rising angle of the ball, wherein the game system is connected to an input device through which a plurality of types of instructions are input by a user, and a display device that displays a game screen including the character operated through the plurality of types of instructions and the ball operated through the movement of the character, and the first shot is a shot that moves in a predetermined direction. [[Background Art]]

[0002] There exists a game system that provides a soccer game in which a character operates to execute a first shot according to a predetermined first rule where the moving speed and rising angle of a ball increase in accordance with the duration of a speed instruction when a user issues a shoot instruction including the speed instruction as an instruction for the moving speed and rising angle of the ball, wherein the game system is connected to an input device through which a plurality of types of instructions are input by a user, and a display device that displays a game screen including the character operated through the plurality of types of instructions and the ball operated through the movement of the character, and the first shot is a shot that moves in a predetermined direction. For example, a computer program that causes a computer of a game system to provide such a soccer game including a player as a user character is known (see Patent Document 1, for example). [[Prior Art Documents]] [[Patent Documents]]

[0003] [[Patent Document 1]] Japanese Unexamined Patent Application Publication No. 2001-327751 [[Summary of the Invention]] [[Problems to be Solved by the Invention]]

[0004] In the soccer game described in Patent Document 1, the direction of the shot is set by the operation of the analog stick, the vertical angle (height) is set by the length of time the shoot button is pressed, and the speed is set by the force with which the shoot button is pressed. In this case, finesse is required to adjust the force with which the shoot button is pressed, and a certain level of skill is required to adjust the angle and speed. As a result, skill is also required to reproduce shots with the same angle and speed. On the other hand, in similar soccer games, both the angle and speed may be determined simultaneously based on the operation time (duration) of a single operation. In this case, the relationship between the angle and speed of the shot is kept constant based on predetermined rules. Therefore, it is relatively easy to reproduce the same type of shot with the same angle and speed. On the other hand, a different type of shot with a different relationship between angle and speed cannot be realized with just one operation. As a result, the types of shots may be limited.

[0005] Therefore, the present invention aims to provide a computer program, etc., that can increase the number of shot types in a soccer game in which both the ball's movement speed and upward angle are determined by the duration of a single instruction. [Means for solving the problem]

[0006] The present invention provides a computer that is incorporated into a game system that provides a soccer game in which, when a user inputs multiple types of instructions, a character that is operated through the multiple types of instructions, and a ball that is operated through the character's actions, the character acts to execute a first shot in which the ball's movement speed and upward angle increase in accordance with a predetermined first rule as a shot that moves in a predetermined direction, when the user executes a shot instruction that includes a speed instruction as an instruction for the ball's movement speed and upward angle, the computer acts as a speed determining means that determines the movement speed and upward angle of the ball in the second shot in which the ball's movement speed and upward angle increase in accordance with a predetermined first rule as a shot that moves in a predetermined direction, when a specific instruction associated with a second shot as a shot that moves in the same predetermined direction as the first shot is executed as part of the shot instruction, the movement speed and upward angle of the ball in the second shot increase in accordance with a second rule as a rule different from the first rule as a rule different from the first rule, and a display control means that controls the display of the ball so that the ball moves in the second shot at the movement speed and upward angle determined according to the second rule.

[0007] On the other hand, the present invention provides a soccer game in which, when a user inputs multiple types of instructions, the user executes a shot instruction that includes a speed instruction as an instruction for the speed and angle of ascent of the ball, and the character operates to execute a first shot in accordance with a predetermined first rule, in which the speed and angle of ascent of the ball increase in proportion to the duration of the speed instruction, as a shot moving in a predetermined direction, and when a specific instruction associated with a second shot as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the speed and angle of ascent of the ball in the second shot increase in proportion to the duration of the speed instruction, and the display control means controls the display of the ball so that the ball moves in the second shot at the speed and angle of ascent determined according to the second rule, which is a rule different from the first rule, in proportion to the duration of the speed instruction, and when a specific instruction associated with a second shot as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the speed and angle of ascent of the ball in the second shot increase in proportion to the duration of the speed instruction, and the display control means controls the display of the ball so that the ball moves at the speed and angle of ascent determined according to the second rule as the second shot.

[0008] Furthermore, the control method of the present invention involves a computer incorporated into a game system that provides a soccer game in which, when a user inputs multiple types of instructions, a character operated through the multiple types of instructions, and a ball operated through the character's actions are performed, the user executes a shot instruction including a speed instruction as an instruction for the ball's movement speed and upward angle, and the character operates to execute a first shot in which the ball moves in a predetermined direction, and the movement speed and upward angle of the ball increase in accordance with a predetermined first rule, in accordance with the duration of the speed instruction, when a specific instruction associated with a second shot as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the computer executes a speed determination procedure to determine the movement speed and upward angle of the ball in the second shot in which the movement speed and upward angle of the ball increase in accordance with a second rule, which is a rule different from the first rule, in accordance with the duration of the speed instruction, and a display control procedure to control the display of the ball so that the ball moves in the second shot at the movement speed and upward angle determined according to the second rule. [Brief explanation of the drawing]

[0009] [Figure 1] A diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. [Figure 2] A diagram showing an example of a specific controller configuration. [Figure 3] A schematic diagram showing an example of the overall screen. [Figure 4] An explanatory diagram illustrating an example of a shot type. [Figure 5] An explanatory diagram illustrating an example of the rules for increasing height and speed according to the type of shot. [Figure 6] An explanatory diagram illustrating an example of a type specification operation. [Figure 7] An explanatory diagram illustrating an example of the rules for increasing height and speed to achieve a power shot. [Figure 8] A schematic diagram illustrating examples of shooting motions depending on the type of shot. [Figure 9] A functional block diagram showing the main components of the control system for a game device. [Figure 10] A flowchart illustrating an example of the procedure for determining the shot. [Figure 11] A flowchart illustrating an example of the display control processing procedure. [Modes for carrying out the invention]

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

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

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

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

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

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

[0016] Each of the direction key 12, operation button 13, stick 14, and operation button 15 of the controller 6 functions as an example of an operation unit of an input device. Among these operation units, at least some of the operation units have an operation amount by a user as a detection target, and are provided as operation amount detection-type operation units in which an output signal changes according to the operation amount. For example, the stick 14 and the operation button 15 are provided as such operation units. Therefore, regarding the operation of the stick 14, the operation direction and operation amount (the angle of inclination from the neutral position) are detected and reflected in the output signal. Regarding the operation of the operation button 15, the pressing operation amount is detected and reflected in the output signal. On the other hand, both the direction key 12 and the operation button 13 have the presence or absence of a pressing operation as a detection target, and are provided as on / off-type operation units in which the presence or absence of the operation is reflected in the output signal. However, such distinction is an example, and appropriate settings are possible. Even for an operation amount detection-type operation unit, it may be switchable via software to function as an on / off-type operation unit in which only the presence or absence of an operation is detected, for example according to a user's setting.

[0017] Next, with reference to FIG. 3, a game provided via the game device 2 will be described. In the game system 1 of the present embodiment, a competitive soccer game is provided in which a user of the game device 2 competes through soccer with a user who is an opponent (opponent player). The opponent may be a real user using any game device 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. The competition does not necessarily need to be one-on-one. For example, soccer may be played in a so-called group competition format in which a group including at least one user competes against another group.

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

[0019] Both the player PL and the ball BI are examples of objects that operate in the virtual space of the game, and the player PL corresponds to each player constituting a soccer team. Each team includes a plurality of players PL, and a user team associated with a user and an opponent team associated with an opponent are formed. Accordingly, the soccer game is configured as a team match-type game in which a match is played between the user team and the opponent team.

[0020] On the other hand, the ball BI is an object corresponding to a ball in soccer, and is operated to move or the like in accordance with the movement of the player PL. The field FD is an area corresponding to a soccer field (pitch), and is the main activity range for the player PL. The field FD is divided by various lines such as touch lines and goal lines. Although the player PL may operate outside these lines, in many cases the player PL uses the field FD as the activity range. As is well known, in a soccer game, a match proceeds when the respective players PL of the user and the opponent act in the virtual field FD in the same manner as in real soccer.

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

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

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

[0024] Next, we will explain the types of shots available in the soccer game, referring to Figures 4 to 8. Figure 4 is an explanatory diagram illustrating an example of shot types. In the soccer game, each player PL may be allowed to perform various kicks and accompanying passes, as appropriate actions in accordance with real soccer, and such actions include shooting. In addition, various types of shots may be available in the soccer game, but the example in Figure 4 shows four types of shots. The characteristics of these shots can be explained from various perspectives, but the example in Figure 4 shows the case where the characteristics of each shot are explained from the perspective of height and distance. Specifically, the example in Figure 4 shows the typical trajectories (trajectories perpendicular to the field FD) that occur for the four types of shots. In the example in Figure 4, the horizontal axis shows distance, and the vertical axis shows height (angle). In this case, as shown in Figure 4, the shots that each player PL can perform include a loop shot LP, a normal shot NS, a controlled shot CO, and a power shot PS, but these are set to trace different trajectories from each other.

[0025] Specifically, the loop shot (LP) is a shot that follows a gentle parabolic trajectory. Of the four types of shots, the loop shot (LP) has the highest trajectory. In a loop shot (LP), the ball's initial position (BI) is high immediately after being struck by the player (PL), but the drop is significant due to the horizontal distance traveled. Therefore, it is often used when a trajectory over the goalkeeper's head is required.

[0026] Normal Shoot NS and Power Shoot PS are both chutes that occur in a similar linear trajectory. Of course, they also trace parabolic trajectories that cause them to fall depending on the distance, but they are the same type of chutes that move in a straight line in a predetermined direction. In other words, both Normal Shoot NS and Power Shoot PS do not deviate horizontally and move in a straight line in a predetermined direction. The difference between Normal Shoot NS and Power Shoot PS is height and velocity. Specifically, Power Shoot PS is a chute that occurs at a lower and faster velocity than Normal Shoot NS. For this reason, Power Shoot PS occurs in a lower trajectory than Normal Shoot NS. In this example, Normal Shoot NS and Power Shoot PS function as the first chutes and second chutes of the present invention, respectively.

[0027] On the other hand, a controlled shot (CO) is characterized by its course rather than its trajectory. A controlled shot (CO) is executed as a shot with high control accuracy. Specifically, a controlled shot (CO) is designed to target a course that is difficult for the goalkeeper to save, depending on the goalkeeper's position, etc. However, because accuracy is prioritized, the speed of the ball (BI) is slower than that of a normal shot (NS). Also, horizontal movement often occurs through curves, etc., to target the course. As a result, if a controlled shot (CO) is kicked from the same height as a normal shot (NS), the controlled shot (CO) will not travel as far as a normal shot (NS) and is likely to land closer to the goal than a normal shot (NS).

[0028] The instructions for Loop Shot LP, Normal Shot NS, Control Shot CO, and Power Shot PS may be implemented as appropriate, but as an example, they are common to the operation for determining the speed and height of the shot (hereinafter sometimes referred to as the speed determination operation) and the operation for indicating the direction of movement (hereinafter sometimes referred to as the direction indication operation). As the speed determination operation, appropriate operations on each control part of the controller 6 may be used, but as an example, the operation of pressing the left control button 13 (hereinafter sometimes referred to as the left control button 13) of the two control buttons 13 arranged on the left and right sides of the four control buttons 13 is used. Specifically, for Loop Shot LP, Normal Shot NS, Control Shot CO, and Power Shot PS, both the height (angle of ascent) and speed are determined to increase according to predetermined rules depending on the length of the operation of pressing the left control button 13 (duration of the operation of pressing). However, the rules for determining how the height and speed increase will differ as appropriate depending on the type of shot. As an example of predetermined rules, the rules for increasing the height and speed for Normal Shot NS, Control Shot CO, and Power Shot PS will be described later. In this example, pressing the left operation button 13 functions as a speed instruction according to the present invention.

[0029] Directional direction operation is an operation to indicate a direction in the horizontal direction. Appropriate operations on each control unit of the controller 6 may be used as directional direction operation, but as an example, operations on the L stick 14L are used. Specifically, for loop shots LP, normal shots NS, controlled shots CO, and power shots PS, movement occurs in the direction in which the L stick 14L is operated (the direction it is tilted). In other words, the horizontal movement direction for all shots is achieved by directing direction to the L stick 14L. More specifically, the horizontal movement direction is determined by directing direction to the L stick 14L during the period from when the left operation button 13 is pressed until the ball BI is launched by the player PL, or at a predetermined timing within that period. However, for controlled shots CO, after the horizontal movement direction is determined as described above, changes in the horizontal direction, such as curves, may occur automatically based on directing direction to the L stick 14L after the ball BI is launched by the player PL. Therefore, although the movement initially occurs in the direction indicated by the directional direction operation, that direction is not necessarily maintained, and the direction is automatically corrected as appropriate. Therefore, the Control Shoot CO differs from other shoots in that it reflects the direction of movement. In this example, the operation of the L stick 14L functions as the direction indicator according to the present invention.

[0030] Furthermore, the types of shots—loop shot LP, normal shot NS, controlled shot CO, and power shot PS—may be determined as appropriate, but as an example, if only the left control button 13 is pressed, it is determined to be the determination of the height and speed of a normal shot NS. In other words, if only the left control button 13 is pressed, that press (speed determination operation) is determined to be an instruction for a normal shot NS, and a normal shot NS with a speed etc. corresponding to the duration of that press is realized.

[0031] On the other hand, the distinction between a loop shot (LP), a control shot (CO), and a power shot (PS) is determined based on a type selection operation that actively specifies the type of shot. In other words, the instruction for these shots (LP, CO, and PS) is realized by a combination of three operations: a direction instruction operation (which may be omitted as appropriate, in which case the player may move in a pre-specified direction), a speed determination operation, and a type selection operation. Various operations on each control section of the controller 6 may be used as the type selection operation, but as an example, operations on the L1 button 15L1 and the R2 button 15R2 are used. Specifically, pressing the L1 button 15L1 functions as a type selection operation that instructs a loop shot (LP), and pressing the R2 button 15R2 functions as a type selection operation for either a control shot (CO) or a power shot (PS), depending on the amount of the operation. In other words, the same active operation on the R2 button 15R2 is used as the type selection operation for both a control shot (CO) and a power shot (PS), and the instruction for a control shot (CO) or a power shot (PS) is used depending on the amount of the operation. In this example, the R2 button 15R2 functions as the shooting control unit of the present invention. In addition, the two operations of direction indication and speed determination in a normal shooting NS, or the three operations of direction indication, speed determination, and type selection in other shooting methods, function as the shooting operation of the present invention.

[0032] As mentioned above, the upward angle and movement speed of the ball BI in the Loop Shot LP, Normal Shot NS, Control Shot CO, and Power Shot PS depend on the length of time the left operation button 13 is pressed. Therefore, the height relationship between each shot in the example in Figure 4 is merely an example for illustrative purposes and may change depending on the user's operation. Also, although the example in Figure 4 shows four types of shots LP, CO, NS, and PS, similar passes may also be available. Alternatively, the four types of shots LP, CO, NS, and PS may function as passes if a teammate PL is in their trajectory. For this reason, the four types of shots LP, CO, NS, and PS are not limited to shots and may also function as four types of passes.

[0033] Figure 5 is an explanatory diagram illustrating an example of the rules for increasing height and velocity for normal shot NS, controlled shot CO, and power shot PS. Between these shots NS, CO, and PS, different appropriate rules may be applied as rules for increasing the upward angle and movement speed of the ball BI depending on the duration of pressing the left operation button 13. For example, a quadratic (parabolic), exponential, or stepwise increasing rule may be applied, but the example in Figure 5 shows the case where a linearly increasing rule is applied to all of them. In the example in Figure 5, the horizontal axis represents the velocity (movement speed) of the ball BI in each shot, and the vertical axis represents the height (upward angle) of the ball BI in each shot. Note that the linear changes in the example in Figure 5 are merely examples for the sake of explanation, and the slope of the velocity change (the upward angle of each linear with respect to the velocity axis) is not limited to the example in Figure 5. Also, in the graph of the example in Figure 5, each arrow corresponds to a linear (tendency) showing an example of the rule for each shot, but for the sake of explanation, each linear corresponding to each shot is labeled with a corresponding sign. Figure 7 is similar.

[0034] As shown in Figure 5, the rules for increasing height and velocity for Normal Shot NS, Control Shot CO, and Power Shot PS all follow different linear patterns, but the rate of change in height relative to the change in velocity is set to increase in the order of Power Shot PS, Normal Shot NS, and Control Shot CO. In other words, the rules for increasing height for Normal Shot NS, Control Shot CO, and Power Shot PS all show an increasing trend corresponding to a linear function, but the slope of that linear function (in other words, the constant on which the velocity is accumulated) is set to increase in the order of Power Shot PS, Normal Shot NS, and Control Shot CO. Therefore, for the same velocity, Power Shot PS, Normal Shot NS, and Control Shot CO result in lower upward angles and lower trajectories. In other words, if the duration of pressing the left operation button 13 is the same, the ball BI moves faster in the order of Power Shot PS, Normal Shot NS, and Control Shot CO.

[0035] Figure 6 is an explanatory diagram illustrating an example of a type specification operation for instructing control chute CO and power chute PS. Specifically, the example in Figure 6 shows a case where the instruction for control chute CO and the instruction for power chute PS are used depending on the amount of operation performed by pressing the R2 button 15R2. In this case, as shown in Figure 6, the R2 button 15R2 changes from an unoperated state to a maximum operation state depending on the user's operation (often performed with the index finger of the right hand) (it may change in appropriate steps, including stepless), but the amount of operation (press amount) OV between the unoperated state and the maximum operation state is provided in three ranges: the first range OV1 to the third range OV3.

[0036] The first range OV1 is the range associated with no operation. The range associated with no operation may be omitted, but in the example in Figure 6, a range of play (a small range is sufficient) that falls within the category of no operation is provided from the perspective of preventing accidental operation. Also, as mentioned above, the normal shoot NS is instructed by pressing the left operation button 13, without requiring operation on the R2 button 15R2. Consequently, no operation also functions as an instruction for the normal shoot NS, so the first range OV1 also functions as the amount of operation to which the normal shoot NS is assigned.

[0037] On the other hand, the second range OV2 and the third range OV3 are both ranges that are judged as active operations. Specifically, the second range OV2 and the third range OV3 are ranges associated with the instructions for Control Shoot CO and Power Shoot PS, respectively. In other words, the second range OV2 functions as an operation amount assigned to the instruction for Control Shoot CO, and the third range OV3 functions as an operation amount assigned to the instruction for Power Shoot PS. The second range OV2 and the third range OV3 may be set appropriately between a no-operation state and a maximum operation state, but as an example, the third range OV3 is set to an operation amount in the range judged as the maximum operation state, and the second range OV2 is set to an operation amount that is judged as an operation other than the maximum operation when the R2 button 15R2 is actively operated. In other words, the maximum operation of pressing the R2 button 15R2 to its maximum extent (an operation belonging to the third range OV3) is assigned to Power Shoot PS, and the intermediate operation of pressing the R2 button 15R2 partway but not to its maximum extent (an operation belonging to the second range OV2) is assigned to Control Shoot CO. In this example, the control shot CO functions as the third shot of the present invention. Furthermore, the maximum operation of the R2 button 15R2 (an operation belonging to the third range OV3) functions as a specific instruction and a second operation of the present invention, while the intermediate operation (an operation belonging to the second range OV2) functions as the third operation of the present invention.

[0038] Figure 7 is an explanatory diagram illustrating an example of the rules for increasing height and velocity to achieve a power chute PS. Although power chute PS and normal chute NS differ in their rules for increasing height and velocity, they are both classified as the same type of chute, drawing similar linear trajectories in the horizontal direction. Therefore, in the example in Figure 7, the rules for increasing power chute PS are shown in comparison to those of normal chute NS. Specifically, appropriate rules may be applied to power chute PS that result in a portion with lower height and higher velocity than the rules for increasing normal chute NS, but the example in Figure 7 shows the cases where (1) an angle-common rule and (2) a velocity-common rule are applied as the rules for increasing power chute PS. (1) The angle-common rule is a rule in which the rule for increasing the upward angle is common to the rules for increasing normal chute NS. On the other hand, (2) the velocity-common rule is a rule in which the rule for increasing velocity is common to the rules for increasing normal chute NS. Also, in (1) of Figure 7, the upper graph shows the rules for increasing the upward angle of ball BI, and the lower graph shows the rules for increasing the movement velocity. On the other hand, in Figure 7(2), the upper graph shows the increasing rule for the movement speed of ball BI, and the lower graph shows the increasing rule for the upward angle.

[0039] As shown in Figure 7(1), when the angle-common rule is applied to the power shot PS increase rule, the rate of increase in the ball BI's movement speed with respect to the duration of pressing the left operation button 13 is increased compared to that of a normal shot NS, resulting in a power shot PS that is lower and faster than a normal shot NS. Specifically, in the upper graph in example (1) of Figure 7, the horizontal axis represents the duration of pressing the left operation button 13, and the vertical axis represents the upward angle (height) of the ball BI. The rate of increase (increase rate) of the upward angle of the ball BI with respect to the duration of pressing is set to increase linearly for both power shot PS and normal shot NS, similar to normal shot NS. For example, if the height Hg in this linear relationship corresponds to the height of the goal GO (the height at which the crossbar is located, the vertical width of the goal frame), then both power shot PS and normal shot NS will reach that height Hg at the same time (duration of pressing).

[0040] On the other hand, in example (1) of Figure 7, the lower graph shows the ball BI's velocity (movement speed) on the vertical axis and the duration of the press operation on the left operation button 13 on the horizontal axis, similar to the upper graph. However, the rate of increase (slope) of the power shot PS's velocity is set to be higher than that of the normal shot NS. Also, the initial value (the value corresponding to the intercept of the linear function) of the power shot PS's rate of increase can be set appropriately, and may be set to be smaller than the initial value of the normal shot NS's rate of increase, but as an example, it is set to the same value as the initial value of the normal shot NS's rate of increase (any appropriate value is fine). For this reason, for example, during the duration of the press operation th (the time to reach the height Hg corresponding to the height of the goal GO), the movement speeds of the normal shot NS and power shot PS reach movement speed v1 and movement speed v2, respectively, but the movement speed v2 of the power shot PS exceeds the movement speed v1 of the normal shot NS. As a result, when the angle common type rule (1) is applied to the increasing rule for power shoot PS, a power shoot PS with a faster movement speed (e.g., movement speed v2) than a normal shoot NS is realized for the same duration (e.g., duration th). Also, since the power shoot PS reaches movement speed v1 at duration te, for example, during the duration between duration th and duration te, the power shoot PS functions as a lower and faster shoot than a normal shoot NS.

[0041] Similarly, as shown in (2) of Figure 7, when the common speed rule is applied to the power shoot PS increase rule, the rate of increase in the upward angle of the ball BI with respect to the duration of the left operation button 13 is suppressed compared to that of a normal shoot NS, resulting in a power shoot PS that is lower and faster than a normal shoot NS. Specifically, in example (2) of Figure 7, the upper graph has the same vertical and horizontal axes as the lower graph in (1), but the rate of increase in the movement speed of the ball BI with respect to the duration of the operation is set to be linear for both the power shoot PS and the normal shoot NS. In this linearity, when the operation of pressing the left operation button 13 continues until time th, the movement speed of the ball BI reaches speed v1, similar to the lower graph in (1). In other words, an operation with a duration of th is realized as a shoot with the same movement speed v1 for both the power shoot PS and the normal shoot NS.

[0042] On the other hand, in example (2) of Figure 7, the lower graph has the same vertical and horizontal axes as the upper graph in (1), but the rate of increase (slope) of the upward angle of the power shot PS is set to be smaller than that of the normal shot NS. Also, the initial value (the value corresponding to the intercept of the linear function) for the rate of increase of the power shot PS can be set appropriately and may differ from the initial value for the rate of increase of the normal shot NS, but as an example, it is set to "0", the same as the initial value for the rate of increase of the normal shot NS. For this reason, for example, during the duration of the pressing operation th, the heights of the normal shot NS and power shot PS reach heights Hg and Hl respectively, but the height Hl of the power shot PS is smaller than the height Hg of the normal shot NS. Since the height Hg corresponds to the height of the goal GO (the height at which the crossbar is located, the vertical width of the goal frame), with the normal shot NS, the pressing operation on the left operation button 13 cannot be continued for longer than the duration th in order to get the ball into the goal GO frame, but with the power shot PS, the pressing operation on the left operation button 13 can be continued beyond the duration th. As a result, when the common velocity rule of (2) is applied to the increasing rule of the power chute PS, a power chute PS with a lower height (e.g., height Hl) than the normal chute NS is realized for the same duration (e.g., duration th). Also, since the normal chute NS reaches height Hl at duration tl, for example, during the duration between duration tl and duration th, the power chute PS functions as a lower and faster chute than the normal chute NS. In this example, the combination of increasing rules for the normal chute NS shown in the graphs above (1) and (2) functions as the first rule of the present invention. On the other hand, the rule for the power chute PS shown in (1) or (2) functions as the second rule of the present invention.

[0043] Figure 8 schematically shows an example of player PL's actions when performing a Power Shot PS and a Normal Shot NS. Specifically, (1) in Figure 8 shows the shooting action performed by player PL when performing a Normal Shot NS, and (2) shows the shooting action performed by player PL when performing a Power Shot PS. The shooting actions may be the same for Power Shot PS and Normal Shot NS, but Figure 8 shows a case where they differ. In the example in Figure 8, in both (1) and (2), the left side shows the action at the start of the shooting action, and the right side shows the action of kicking the ball BI. Also, in the example in Figure 8, each player PL on the overall screen 50 is displayed enlarged. In this case, as shown in Figure 8, the series of shooting actions includes the action at the start and the action of kicking, but these actions differ between Power Shot PS and Normal Shot NS.

[0044] Specifically, in both Power Shot PS and Normal Shot NS, the player PL approaches the ball BI at the start of the shot (a run-up), but in Power Shot PS, the player approaches the ball BI from a greater distance (taking a longer run-up) compared to Normal Shot NS. As a result, Power Shot PS takes longer to begin the kicking motion than Normal Shot NS. Similarly, in both Power Shot PS and Normal Shot NS, the player PL attempts to kick the ball BI, but the kicking motion is larger in Power Shot PS compared to Normal Shot NS. Therefore, even in the kicking motion, it takes longer in Power Shot PS for the ball BI to actually be kicked than in Normal Shot NS. In other words, the shooting motion in Power Shot PS takes longer to execute than in Normal Shot NS.

[0045] The time difference between the start and end of the shooting motion between a Power Shot PS and a Normal Shot NS can be set appropriately and may change depending on user operations, such as the duration of pressing the left operation button 13. However, as an example, it is set to a uniform 0.3 seconds regardless of user operations. Specifically, for example, in a Normal Shot NS, the series of shooting actions up to the kicking motion is completed in about 0.3 seconds, but in a Power Shot PS, it is set to take about 0.6 seconds to complete the same series of shooting actions. Naturally, a similar delay occurs in the time it takes for the ball BI to start moving as a shot. Furthermore, in both Normal Shot NS and Power Shot PS, various defensive actions such as tackling by the defensive player PL (opposing player PL) are permitted during the shooting motion, and there is a possibility of interception. For this reason, the longer the time required for the shooting motion, the higher the possibility of interception (interference). As mentioned above, Power Shot PS is lower, faster, and more likely to be an effective shot than Normal Shot NS. Therefore, a balance is achieved between power shots (PS) and normal shots (NS) by increasing the time required for the shooting motion (increasing the possibility of interception). While such disadvantages of power shots (PS) do not necessarily need to be present, they can be implemented, for example, through the time required for the shooting motion.

[0046] Furthermore, in the example shown in Figure 8, a speed gauge SG is provided below the player PL in both power shots (PS) and normal shots (NS). The speed gauge SG is a gauge that increases according to the duration of pressing the left operation button 13. In other words, the speed gauge SG is a gauge that indicates the height (upward angle) and speed of the ball BI in power shots (PS) or normal shots (NS). The speed gauge SG, that is, the indicator of the duration of pressing the button, may be omitted, but as an example, it is displayed below the player PL who has (controls) the ball BI at least from the start of pressing the left operation button 13. Also, the rate at which the speed gauge SG increases may differ between power shots (PS) and normal shots (NS) to reflect the rules for increasing speed, etc., but as an example, it is the same between power shots (PS) and normal shots (NS) so as to increase according to the duration.

[0047] Next, the main components of the control system of the game device 2 will be explained with reference to Figure 9. The game device 2 is equipped with a control unit 21 as a computer and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation. The control unit 21 is equipped with various logical devices that are realized by a combination of the hardware resources of the control unit 21 and the game program PG as a software resource, but in the example in Figure 9, a matching unit 23, a progress control unit 24, and a display control unit 25 are shown.

[0048] The matching unit 23 is a logical device that performs various processes related to matching a user with an opponent. For example, when a user plays a soccer game against another user (opponent) using another game device 2, matching via the server 3 is required, and the matching unit 23 performs various well-known processes related to that matching.

[0049] The progress control unit 24 is a logical device that performs various processes to control the progress of the game. Such processes include appropriately switching between various game screens for playing the soccer game, measuring various times, and performing judgments on various rules, etc. As an example of such processes, the progress control unit 24 performs the shot decision process. Details of the procedure for the shot decision process will be described later.

[0050] The display control unit 25 is a logical device that performs various processes to control the display of various objects included in the game screen. Such processes include, for example, causing the player PL controlled by the user to perform actions in the overall screen 50 according to the user's operation results, and obtaining the opponent's operation results via the server 3 and causing the opponent's player PL to perform actions based on those operation results. For example, the processes performed by the display control unit 25 include displaying the movement of various ball BIs corresponding to shots, etc., and causing the player PL to act to perform shots, etc. As an example of such processes, the display control unit 25 performs display control processing. Details of the display control processing procedure will be described later.

[0051] The memory unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various types of data are recorded in the memory unit 22 along with the game program PG mentioned above, but in the example in Figure 9, game data GD is shown. Game data GD is data that allows the user to play the soccer game according to the game program PG. Game data GD may include various types of data, such as image data for displaying various images for the soccer game and BGM data for playing various BGM, but in the example in Figure 9, player data GD1 is shown.

[0052] Player Data GD1 is data used to define various characters included in a soccer game. These characters include player PLs, and Player Data GD1 records various parameters that define each player PL, such as name, image, running speed, or kicking power.

[0053] The memory unit 22 may store various other data as appropriate, such as play data or ID data. Play data is data that describes information about each user's past play performance. Play data is used, for example, to carry over the results of previous plays (past performance) to subsequent plays, or to carry over settings unique to each user. For example, if each player PL in a soccer game grows according to the play situation, the parameter information for that growth may be managed as appropriate, but as an example, it is managed by play data as past performance. In this case, the parameters of each player PL are reproduced by a combination of play data (changes) and player data GD1 (initial values). ID data is data for managing various IDs. Such data includes a user ID to identify each user. Since play data is managed via the user ID, the user ID is used for generating or retrieving play data, etc. Play data and ID data, etc., may be stored in the memory unit 22 as appropriate, but as an example, they are provided from the server 3 to include the necessary parts.

[0054] Various output and input devices can be connected to the control unit 21 as appropriate, but in the example in Figure 9, the controller 6 and monitor 7 described above are shown. The monitor 7 is a well-known display device for displaying various game screens for a soccer game, such as the overall screen 50 or the match-up screen 60. The monitor 7 displays various game screens (images) for providing a soccer game according to the output signals from the control unit 21. Similarly, the controller 6 is a well-known input device equipped with various operation buttons. The controller 6 outputs signals to the control unit 21 corresponding to various operations performed on each operation button.

[0055] Next, the shot determination process and the display control process will be explained with reference to Figures 10 and 11. The shot determination process is the process of determining the type of shot, speed, etc., based on the instruction given by the user when a shot is instructed. The example in Figure 10 shows the shot determination process when a shot is instructed based on a speed determination operation and a type specification operation. In this case, the progress control unit 24 starts the shot determination process in Figure 10 each time a speed determination operation (for example, pressing the left operation button 13) is performed on a game screen where a shot by a player PL (in other words, a shot instruction by the user) is allowed, such as the overall screen 50, and first determines whether or not there has been a type specification operation (step S101). The type specification operation is realized, for example, by pressing the L1 button 15L1 or the R2 button 15R2. For this reason, in step S101, the progress control unit 24 determines whether or not a pressing operation has been performed on the L1 button 15L1 or the R2 button 15R2. If no operation is performed to press the L1 button 15L1 or the R2 button 15R2, that is, if no type specification operation is performed, the progress control unit 24 proceeds to step S103.

[0056] On the other hand, if an operation to press the L1 button 15L1 or the R2 button 15R2 is performed, that is, if there is a type-specified operation, the progress control unit 24 determines the details of the type-specified operation (step S102). The details of the type-specified operation include, for example, the determination of the target of the operation to press, i.e., the L1 button 15L1 and the R2 button 15R2. Furthermore, if the target of the operation to press is the R2 button 15R2, the details of the type-specified operation further include the amount of the operation to press that button. In other words, in step S102, the progress control unit 24 determines details such as the target of the operation to press or the amount of the operation to press the R2 button 15R2.

[0057] After determining the details in step S102, or after determining in step S101 that there is no type specification operation, the progress control unit 24 determines the type of shot (step S103). Specifically, if the progress control unit 24 determines in step S101 that there is no type specification operation, it determines the type of shot to be a normal shot NS. Also, if the type specification operation corresponds to pressing the L1 button 15L1, the progress control unit 24 determines the type of shot to be a loop shot LP. On the other hand, if the type specification operation corresponds to pressing the R2 button 15R2, the progress control unit 24 determines the type of shot according to the amount of the operation. For example, if the amount of the operation of pressing the R2 button 15R2 falls within the first range OV1, the progress control unit 24 determines that there is no type specification operation and again determines the type of shot to be a normal shot NS. On the other hand, if the amount of the operation of pressing the R2 button 15R2 falls within the second range OV2, the progress control unit 24 determines the type of shot to be a control shot CO. Furthermore, if the amount of input from pressing the R2 button 15R2 falls within the third range OV3, the progress control unit 24 determines that the type of shoot is a power shoot PS.

[0058] Next, the progress control unit 24 determines the speed and upward angle of the ball BI in each shot based on the duration of the speed determination operation (step S104). This determination is performed according to the increasing rules for speed and upward angle set for each type of shot. For example, in the case of a normal shot NS, the progress control unit 24 first determines the duration of the operation of pressing the left operation button 13, and then determines the speed and angle corresponding to that duration according to the increasing rules for a normal shot NS shown in the upper graph in examples (1) and (2) of Figure 7. In the case of a power shot PS, either the rules for power shot PS in examples (1) and (2) of Figure 7 may be applied, and for example, a rule that combines the increasing rules for power shot PS shown in the lower graph may be applied to either (1) or (2), but as an example, the increasing rule in (1) is applied. Therefore, the progress control unit 24 determines the speed and angle corresponding to the duration according to the increasing rules for speed and angle of power shot PS shown in example (1) of Figure 7. The same applies to loop shot LP and control shot CO. In other words, the progress control unit 24 determines the speed and angle corresponding to the duration according to a predetermined increase rule applied to the loop shot LP, or a predetermined increase rule applied to the control shot CO (for example, the rule in the example in Figure 5, which is different from the rules for both the normal shot NS and the power shot PS). After determining the speed and angle of the ball BI, the progress control unit 24 terminates the shot determination process for the current shot.

[0059] The procedure shown in Figure 10 determines the speed and angle of the ball BI for four types of shots based on the user's instructions. Specifically, the type of shot is determined by the type specification operation, and the speed and height of the ball BI are determined based on the increment rule applied to each type and the duration of the speed determination operation. In other words, the speed and height of the ball BI are determined according to the increment rule applied to each type so that four types of shots are realized according to the user's instructions.

[0060] The display control process controls the display of the player PL and ball BI so that the shot can be executed based on the user's instruction to shoot. The display control unit 25 starts the display control process shown in Figure 11 each time the speed and angle of the ball BI are determined in the process of Figure 10 (each time the process of Figure 10 is completed), and first causes the player PL holding the ball BI to start a series of shooting actions (S201). In other words, the display control unit 25 controls the actions of the player PL to execute a series of shooting actions. Furthermore, the series of shooting actions may differ depending on the type of shot. In this case, the display control unit 25 first identifies the type of shot based on the processing result of Figure 10 and starts the shooting actions corresponding to that type of shot. For example, if the type of shot is a normal shot NS, the display control unit 25 starts the initial actions shown in example (1) of Figure 8 as a series of shooting actions. Alternatively, if the type of shot is a power shot PS, the display control unit 25 starts the initial actions shown in example (2) of Figure 8 as a series of shooting actions.

[0061] Next, the display control unit 25 determines whether the ball BI has been intercepted by the defensive player PL through a defensive action before the series of shooting actions are completed (for example, before the kicking action is completed) (step S202). If the ball BI has been intercepted by the defensive player PL, the display control unit 25 controls the actions of the player PL so that the player PL performs a predetermined failure action (for example, tripping action) to simulate a failed shot. After this control, the display control unit 25 terminates the display control process.

[0062] On the other hand, if the ball BI is not intercepted by the defensive player PL until the end of the series of shooting actions, the display control unit 25 starts the movement of the ball BI (step S204). In other words, the display control unit 25 controls the display of the ball BI so that the shot (movement of the ball BI) associated with the series of shooting actions is realized. In addition, if a direction indication operation is performed, the result of that operation is reflected in the movement of the ball BI. For this reason, the display control unit 25 acquires the result of the direction indication operation and reflects that result in the movement of the ball BI. More specifically, the display control unit 25 controls the display of the ball BI so that it moves in the direction indicated by the direction indication operation at the speed and height determined in the process of Figure 10. Furthermore, this movement is executed so as to start in conjunction with the kicking action in the series of shooting actions, but if there is a difference in the time until the end of the kicking action, for example, between a normal shot NS and a power shot PS, the movement is executed in conjunction with the end of that kicking action (in other words, the kicking action is executed in conjunction with the start of the movement of the ball BI). For this reason, there may be a difference in the period from the determination of the speed of the ball BI to the actual start of the movement of the ball BI, depending on the type of shot (for example, a power shot PS is slower than a normal shot NS).

[0063] Next, the display control unit 25 controls the player PL's movements to perform predetermined post-actions (step S205). Post-actions can be set as appropriate and may be omitted, but for example, the action of swinging the leg after kicking the ball BI is performed as a post-action. After this control, the display control unit 25 terminates the current display control process. As a result, the display of the player PL and BI is controlled on the game screen, such as the overall screen 50, so that a shot is realized. More specifically, the player PL's movements are controlled to perform a series of actions according to the type of shot, and the display of the ball BI is controlled to move at a speed, etc., according to the type of shot. As a result, for example, the end of the shooting action for a power shot PS (e.g., the kicking action) will be later than the end of the shooting action for a normal shot NS, and the start of the ball BI's movement will also be delayed, thus realizing effects that correspond to the shot.

[0064] As explained above, in this configuration, for example, when a power shot PS is instructed, the movement speed and upward angle of the ball BI are determined according to the duration of pressing the left operation button 13, following an increase rule different from the increase rule applied to a normal shot NS, and the ball BI is displayed to move at that movement speed and upward angle. In other words, a power shot PS is realized through the instruction of a power shot PS, in which the relationship between movement speed and upward angle differs from that of a normal shot NS. This makes it possible to increase the types of shots, such as a normal shot NS and a power shot PS, when both the movement speed and upward angle of the ball BI are determined by the duration of pressing the left operation button 13.

[0065] More specifically, if the R2 button 15R2 is not pressed, a normal shot NS is executed, and if the R2 button 15R2 is pressed to its maximum extent, a power shot PS is executed. In other words, even if the left control button 13 is pressed for the same amount of time, the normal shot NS and the power shot PS are used depending on whether or not the R2 button 15R2 is pressed to its maximum extent. The power shot PS is subjected to an increase rule that results in a lower and faster shot than the increase rule applied to the normal shot NS when the left control button 13 is pressed for the same amount of time. Therefore, two types of shots with different increase rules can be provided, which are the same type of straight shot that moves straight horizontally toward a predetermined direction (the direction specified by the user). More specifically, a power shot PS can be achieved that is lower and faster than the normal shot NS, while still being the same type of straight shot that moves straight horizontally toward a predetermined direction (the direction specified by the user).

[0066] Furthermore, if the initial values ​​for movement speed and upward angle in the Power Shot PS increase rule are the same as the initial values ​​for movement speed and upward angle in the Normal Shot NS increase rule, then when the duration of pressing the left operation button 13 is relatively short, the movement speed and upward angle of the ball BI between the Power Shot PS and the Normal Shot NS can be made to match (or nearly identical). Since a low and fast shot is likely to be more effective, the usefulness of the Power Shot PS is considered to be higher than that of the Normal Shot NS. By matching the initial values ​​in the increase rule, differences in ball BI movement speed, etc., between the Power Shot PS and the Normal Shot NS can be suppressed, thus preventing the effect of the Power Shot PS from occurring even when the duration of pressing the left operation button 13 is relatively short.

[0067] Similarly, if a slower shooting motion is applied to the Power Shoot PS than to the Normal Shoot NS, it can create a disadvantage for the Power Shoot PS, as it increases the likelihood of an interception. This disadvantage can also suppress the effectiveness of the Power Shoot PS, thus preventing an increase in reliance on the Power Shoot PS, or in other words, a decrease in the frequency of using the Normal Shoot NS.

[0068] Furthermore, if the same operation on the R2 button (15R2) functions as an instruction for two types of shots—a controlled shot (CO) and a power shot (PS)—depending on the amount of input, then pressing the R2 button (15R2) can be used to specify both types of shots, with one of them being used specifically for the power shot (PS). This allows for intuitive control of the two types of shots, relying solely on the amount of input.

[0069] In the above configuration, the progress control unit 24 of the game device 2 functions as the speed determination means of the present invention by executing step S104 of the procedure in Figure 10. Furthermore, the display control unit 25 of the game device 2 functions as the display control means and character control means of the present invention by executing the procedure in Figure 11. Specifically, the display control unit 25 functions as the display control means by executing step S204 of the procedure in Figure 11, and as the character control means by executing step S201.

[0070] The present invention is not limited to the above-described embodiment and may be implemented in a modified or altered form as appropriate. For example, in the above-described embodiment, the first range OV1 of the R2 button 15R2 is set to correspond to no operation. However, the present invention is not limited to this embodiment. For example, the first range OV1 of the R2 button 15R2 may be set to an operation amount corresponding to an active operation, and a normal shoot NS may be instructed by actively pressing the R2 button 15R2 by the operation amount corresponding to the first range OV1. In other words, one R2 button 15R2 may function as an operation to specify three types of shoots depending on the operation amount. In this case, actively pressing the R2 button 15R2 by the operation amount corresponding to the first range OV1 functions as the first operation of the present invention.

[0071] In the above-described configuration, the shooting motion for a power shot PS is slower than that of a normal shot NS (hereinafter sometimes referred to as a delayed motion). However, the present invention is not limited to this configuration. For example, exceptions to the delayed motion may be set as appropriate. Specifically, for example, if a power shot PS is instructed when a player PL is moving at a high speed towards the ball BI, the delayed motion may be avoided because the ball speed will inevitably be high. In other words, in this case, the power shot PS may be realized by an action similar to that of a normal shot NS, or an action that differs from that of a normal shot NS but completes the kicking motion to a similar degree. Alternatively, the delayed motion may be applied only in specific situations. For example, if a power shot PS is instructed when facing the opposite direction from the goal GO (towards the goal GO on one's own side), an adjustment motion to face the goal GO (opponent side) for the shot may be automatically applied, and the delayed motion may be executed only when such an adjustment motion is applied. In other words, the delayed motion may be applied only when a power shot PS is instructed in a situation unsuitable for various types of shots, and in all other cases, a shooting motion of the same duration as that of a normal shot NS may be applied to the power shot PS. In these cases, the Power Shoot PS command can be given strategic elements, such as whether to take advantage of the delay or to perform actions to avoid the delay.

[0072] Furthermore, in the above-described configuration, the game device 2 executes the processes shown in Figures 10 and 11. As a result, the game device 2 alone (or the control unit 21 of the game device 2 alone) functions as the game system of the present invention. However, the present invention is not limited to this configuration. For example, the server 3 may execute all or part of the role of the game device 2 (e.g., the processes shown in Figures 10 and 11). For this reason, if the server 3 executes all of the processes shown in Figures 10 and 11, the server 3 alone (including cases where it is implemented by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, the game device 2 may execute all or part of the role of the server 3. In this case, the server 3 may be omitted.

[0073] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.

[0074] The present invention provides a soccer game in which a computer program is connected to an input device (6) into which a user inputs multiple types of instructions, and a display device (7) that displays a game screen (50) including a character (PL) that operates through the multiple types of instructions, and a ball (BI) that is operated through the character's actions, and when the user executes a shot instruction that includes a speed instruction as an instruction for the ball's movement speed and upward angle, the character operates to execute a first shot (NS) in accordance with a predetermined first rule, in which the ball's movement speed and upward angle increase according to the duration of the speed instruction, resulting in a shot that moves in a predetermined direction. The computer (21) incorporated into the system (2) is configured to function as a speed determination means (24) that determines the speed and angle of ascent of the ball in the second shot such that, when a specific instruction associated with the second shot (PS) as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the speed and angle of ascent of the ball in the second shot increases according to a second rule, which is a rule different from the first rule, depending on the duration of the speed instruction, and a display control means (25) that controls the display of the ball so that the ball moves at the speed and angle of ascent determined according to the second rule as the second shot.

[0075] According to the present invention, when a specific instruction is performed, the ball's speed and upward angle are determined according to a second rule, separate from the first rule, based on the duration of the speed instruction, and the ball is displayed to move at that speed and upward angle. In other words, a second shot is realized through a specific instruction, in which the relationship between the speed and upward angle differs from that of the first shot. This makes it possible to increase the types of shots, such as the first shot and the second shot, in a soccer game where both the ball's speed and upward angle are determined by the duration of the speed instruction.

[0076] As the second shot, various types of shots that move in a predetermined direction similar to the first shot may be used. The predetermined direction may be set as appropriate, for example, it may be a fixed direction set in advance, or it may be a direction set according to the user's instructions. For example, in one embodiment of the computer program of the present invention, the shot instruction includes a direction instruction (14L) that is executed as an instruction input via the input device to indicate the direction of movement of the ball, and both the first shot and the second shot may be configured as identical shots that move straight in the direction of movement specified by the user by the direction instruction as the predetermined direction. In this case, multiple shots of the same type that move straight in the direction of movement specified by the user can be prepared, in which the relationship between the ball's movement speed and the angle of ascent differs depending on the duration of the speed instruction.

[0077] Multiple types of instructions, including a specific instruction, may be implemented as appropriate. For example, the specific instruction may be a specific action performed by the user. In this case, a detection device that detects the user's action may function as an input device. Alternatively, each instruction may be input via an appropriate operation unit. In this case, the input device may be appropriately provided with an operation unit on which each instruction is executed. For example, in one embodiment of the computer program of the present invention, the input device is provided with a shoot operation unit (15R2) on which the specific instruction is executed, and the operation of the shoot operation unit includes a first operation and a second operation set according to the amount of the operation, and the specific instruction may be assigned to the second operation. In this case, one shoot operation unit can be used as two separate operations depending on the amount of the operation, and one of them can be used as a specific instruction.

[0078] The first action may be assigned an appropriate role. For example, the first action may be assigned a role other than shooting, such as dribbling. Alternatively, the first action may be assigned an instruction for a shot other than the second shot. For example, in an embodiment in which a shooting operation unit is provided in the input device, the first operation is assigned an instruction for either the first shot or the third shot (CO) if a third shot (CO) is provided in addition to the first and second shots, and the speed determination means determines the speed and upward angle of the ball in the first shot or the third shot in accordance with the second rule when an operation of the operation amount belonging to the second operation is performed on the shooting operation unit, and when the first operation is performed, the speed and upward angle of the ball in the first shot or the third shot is determined in such a way that the speed and upward angle of the ball increase in accordance with the first rule based on the instruction for the first shot assigned to the first operation, or the speed and upward angle of the ball in accordance with the third rule, which is a rule different from both the first and second rules, depending on the duration of the speed instruction based on the instruction for the third shot assigned to the first operation, and the display control means may control the display of the ball in such a way that when the first operation is performed, the ball moves at the speed and upward angle determined in accordance with the first rule or the third rule as the first shot or the third shot. In this case, one shooting control unit can be used to control two different types of shots depending on the amount of control applied.

[0079] The first shot may be instructed as appropriate, and for example, if only a speed instruction is given, it may be determined that the first shot has been instructed. In other words, the type of shot, such as a specific instruction, may not be instructed, and the first shot may be instructed by speed instruction alone. Alternatively, the first shot may also be instructed by an active instruction similar to the second shot. In this case, such an instruction may be implemented as appropriate, for example, by the first operation as described above. The same applies to the instruction for the third shot. For example, in a configuration in which a shooting operation unit is provided in the input device, the operation on the shooting operation unit further includes a third operation set according to the amount of the operation, and the instructions for the first shot and the third shot are assigned to the first operation and the third operation, respectively, and the speed determination means may determine the speed and upward angle of the ball in the first shot and the third shot such that the speed and upward angle of the ball increase according to the first rule when the first operation is performed, and according to the third rule when the third operation is performed. In this case, one shooting operation unit can be used to instruct three types of shots depending on the amount of operation.

[0080] Various rules may be set as the first and second rules as appropriate. For example, rules such as a rule that the speed increases linearly, quadratically, exponentially, or in stages depending on the duration of the speed instruction may be applied as rules for speed increase. In addition, initial values ​​may be set as appropriate in these increase rules. For example, zero may be set as the initial value, and a shoot may not be valid unless the speed instruction is continued for a certain period of time (no movement occurs because the movement speed is zero). Alternatively, an appropriate value other than zero may be set as the initial value. The same applies to angles. Any appropriate combination of these rules for speed and angle may be applied to the first or second rule. Furthermore, the initial values ​​for movement speed and upward angle in the second rule may be the same as, or appropriately different from, the initial values ​​for movement speed and upward angle in the first rule. For example, in one embodiment of the computer program of the present invention, both the first rule and the second rule are set so that both the ball's movement speed and upward angle increase linearly according to the duration of the speed instruction, and the initial values ​​of the ball's movement speed and the initial values ​​of the ball's upward angle may be the same for both the first rule and the second rule. In this case, differences in movement speed, etc., between the first shot and the second shot can be suppressed during relatively short speed instructions.

[0081] As a second rule, any appropriate rule that differs from the first rule may be applied. For example, as a second rule, a rule may be adopted in which the rate of increase of the moving speed and the rising angle in relation to the duration of the speed instruction is greater than or smaller than that of the first rule. Furthermore, these differences may occur as appropriate depending on the characteristics of each rule, and may occur in part or all of the duration of the speed instruction. For example, in an embodiment in which a linear rule is applied to both the first and second rules of the present invention, as the second rule, either an angle-common type rule may be used, which utilizes the rising angle of the ball to which a linear increase similar to the rising angle of the ball in the first rule is applied, and the moving speed of the ball to which a linear increase faster than the moving speed of the ball in the first rule is applied, or a speed-common type rule may be used, which utilizes the moving speed of the ball to which a linear increase similar to the moving speed of the ball in the first rule is applied, and the rising angle of the ball to which a linear increase slower than the rising angle of the ball in the first rule is applied. In this case, as a second shot, it is possible to achieve a shot that is the same type as the first shot, but is lower and faster than the first shot.

[0082] The first shot and the second shot may be represented as appropriate on the game screen. For example, in one embodiment of the computer program of the present invention, the display control means may control the display of the ball such that the period from the determination of the ball's movement speed and upward angle to the start of the ball's movement is later for the second shot than for the first shot. In this embodiment, the computer may also function as a character control means (25) that controls the character's movements, such that when the second shot is executed, the character performs the action of kicking the ball in conjunction with the start of the ball's movement, so that the character performs the action of kicking the ball later than the action of kicking the ball in the series of movements leading up to the kicking action in the first shot.

[0083] On the other hand, the game system of the present invention is a soccer game in which a user inputs multiple types of instructions via an input device (6), a display device (7) that displays a game screen (50) including a character (PL) that operates through the multiple types of instructions, and a ball (BI) that is operated through the character's actions, and when the user executes a shot instruction that includes a speed instruction as an instruction for the ball's movement speed and upward angle, the character operates to execute a first shot (NS) in accordance with a predetermined first rule, in which the ball's movement speed and upward angle increase according to the duration of the speed instruction, resulting in a shot that moves in a predetermined direction. A game system (2) that provides a game system (2) comprising: speed determining means (24) that determines the speed and angle of ascent of the ball in the second shot such that when a specific instruction associated with the second shot (PS) as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the speed and angle of ascent of the ball in the second shot increases according to a second rule which is a rule different from the first rule, depending on the duration of the speed instruction; and display control means (25) that controls the display of the ball so that the ball moves as the second shot at the speed and angle of ascent determined according to the second rule.

[0084] Furthermore, the control method of the present invention provides a soccer game in which a user inputs multiple types of instructions via an input device (6), a display device (7) that displays a game screen (50) including a character (PL) that operates through the multiple types of instructions and a ball (BI) that is operated through the character's actions, and when the user executes a shot instruction that includes a speed instruction as an instruction for the ball's movement speed and upward angle, the character operates to execute a first shot (NS) in accordance with a predetermined first rule, where the ball's movement speed and upward angle increase according to the duration of the speed instruction, resulting in a shot that moves in a predetermined direction. The computer (21) incorporated into the game system (2) is made to execute a speed determination procedure for determining the speed and angle of ascent of the ball in the second shot, such that when a specific instruction associated with the second shot (PS) as a shot moving in the same predetermined direction as the first shot is executed as part of the shot instruction, the speed and angle of ascent of the ball in the second shot increase according to a second rule, which is a rule different from the first rule, depending on the duration of the speed instruction; and a display control procedure for controlling the display of the ball so that the ball moves as the second shot at the speed and angle of ascent determined according to the second rule. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of Symbols]

[0085] 2. Game device (game system) 6. Controller (Input Device) 7. Monitor (display device) 21. Control Unit (Computer) 24. Progress Control Unit (Speed ​​Determination Means) 25 Display control unit (display control means, character control means) 50 Full screen (game screen) BI Ball (moving object) CO Control Shot (3rd Shot) NS Normal Shot (First Shot) PG (Game Programming - Computer Programming) PL Player (Character) PS Power Shot (2nd Shot) 15R2 R2 button (for shooting)

Claims

1. A computer is incorporated into a game system that provides a soccer game, connected to an input device into which multiple types of instructions are input by the user, a display device that shows a game screen including a character that operates through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, This character control means is configured to cause the character to act in order to execute a first shot in accordance with the first rule concerning the movement of the ball. When the first shot is executed, the display control means controls the display of the ball so that the ball moves according to the first rule. The character control means is If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The display control means is When the second shot is executed under specific circumstances of the character's state, the period from receiving the shot instruction to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The display control means is When the second shot is executed in a situation other than the specific situation of the character, the period from receiving the shot instruction to the start of ball movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Computer program.

2. A computer incorporated into a game system that provides a soccer game, which is connected to an input device into which a user inputs multiple types of instructions, a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, This character control means is configured to cause the character to perform a first shot in accordance with the first rule regarding the movement of the ball. When the first shot is executed, the display control means controls the display of the ball so that the ball moves according to the first rule. The character control means is If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The display control means is When the second shot is executed while the character is facing away from the opponent's goal, the period from receiving the shot command to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The display control means is When the second shot is executed in a situation other than when the character is facing away from the opponent's goal, the period from receiving the shot instruction to the start of the ball's movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Computer program.

3. A game system that provides a soccer game, connected to an input device into which a user inputs multiple types of instructions, and a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, A character control means that causes the character to act to execute a first shot in accordance with the first rule concerning the movement of the ball, When the first shot is executed, a display control means controls the display of the ball so that the ball moves according to the first rule, The character control means is If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The display control means is When the second shot is executed under specific circumstances of the character's state, the period from receiving the shot instruction to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The display control means is When the second shot is executed in a situation other than the specific situation of the character, the period from receiving the shot instruction to the start of ball movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Game system.

4. A game system that provides a soccer game, connected to an input device into which a user inputs multiple types of instructions, and a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, A character control means that causes the character to act to execute a first shot in accordance with the first rule concerning the movement of the ball, When the first shot is executed, a display control means controls the display of the ball so that the ball moves according to the first rule, The character control means is If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The display control means is When the second shot is executed while the character is facing away from the opponent's goal, the period from receiving the shot command to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The display control means is When the second shot is executed in a situation other than when the character is facing away from the opponent's goal, the period from receiving the shot instruction to the start of the ball's movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Game system.

5. A computer incorporated into a game system that provides a soccer game, which is connected to an input device into which a user inputs multiple types of instructions, a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, A character control procedure that causes the character to act to execute a first shot in accordance with the first rule concerning the movement of the ball, A display control procedure that controls the display of the ball so that the ball moves according to the first rule when the first shot is executed, The character control procedure described above is: If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The aforementioned display control procedure is: When the second shot is executed under specific circumstances of the character's state, the period from receiving the shot instruction to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The aforementioned display control procedure is: When the second shot is executed in a situation other than the specific situation of the character, the period from receiving the shot instruction to the start of ball movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Control method.

6. A computer incorporated into a game system that provides a soccer game is connected to an input device into which a user inputs multiple types of instructions, a display device that displays a game screen including a character that is operated through the multiple types of instructions, and a ball that is operated through the actions of the character, When the user executes a shooting command to cause the character to perform a shooting action towards the ball, A character control procedure that causes the character to act to execute a first shot in accordance with the first rule concerning the movement of the ball, A display control procedure that controls the display of the ball so that the ball moves according to the first rule when the first shot is executed, The character control procedure described above is: If a specific instruction associated with a second shot in accordance with a second rule concerning the movement of the ball, which differs from the first rule, is executed as part of the shot instruction, the character is made to perform the second shot in accordance with the second rule. The aforementioned display control procedure is: When the second shot is executed while the character is facing away from the opponent's goal, the period from receiving the shot command to the start of the ball's movement is made longer than that of the first shot, and the display of the ball is controlled so that the ball moves according to the second rule. The aforementioned display control procedure is: When the second shot is executed in a situation other than when the character is facing away from the opponent's goal, the period from receiving the shot instruction to the start of the ball's movement is not made longer than that of the first shot, but the same or about the same length, and the display of the ball is controlled so that the ball moves in accordance with the second rule. Control method.

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