U.S. Pat. No. 7,582,010

GAME MACHINE, GAME PROGRAM, AND INFORMATION STORAGE MEDIUM

AssigneeNintendo Co., Ltd.

Issue DateSeptember 8, 2003

Patent Arcade analysis Read the full post

U.S. Patent No. 7,582,010: Game machine, game program, and information storage medium

U.S. Patent No. 7,582,010: Game machine, game program, and information storage medium
Issued Sep. 1, 2009, to Nintendo

Summary:

The ‘010 patent describes a golf game which features a shot mode where the player presses a button as a cursor moves along a gauge. The first time a player presses a button the shot is started, the second press of the button determines the shot power, and the third time the button is pressed the location for the shot is determined. The gauge is a long block shape. When the player starts the shot the cursor moves along the gauge from right to left. The player controls how hard the ball is hit by pressing the button again when the cursor moves down the gauge. The closer to the left end the player presses, the harder the shot power will be. Finally, the player can control the location of the ball by again pressing the button as the cursor moves back toward the right side of the gauge. There is a line on the gauge that if the cursor stops on it, will make the character hit the ball straight. Thus, the player is given full control over the shot power and location the ball is hit depending on his ability to time his button presses with the cursor as it moves along the gauge.

Abstract:

A game machine and a game program are provided which allow a wide variety of players to enjoy a game, represented by a golf game, in which the player performs an operation of moving an object. The present invention provides a golf game machine that displays a scene in which a player character 71 hits a ball in a game field according to a shot power and a hit location. In addition, the golf game machine displays on a display device a gauge 77 and a cursor 78 which moves on the gauge. The golf game machine adopts an auto shot operation, in which a third input is omitted in the shot operation, and a manual shot operation, which requires the third input. This allows a wide variety of players to enjoy the golf game.

Illustrative Claim:

1. A golf game machine having a dynamic shot mode selection mechanism which displays on a display device a gauge and a cursor moving on the gauge along with a scene in which a ball hit by a player character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, and wherein different shot operation selection inputs are performed by a player during a golf game club swing operation, the golf game machine dynamic shot mode selection mechanism comprising: at least one controller having a plurality of control switches for providing a sequence of inputs to said game machine including at least a first input, a second input and a third input, wherein movement of the cursor along the gauge is initiated by the first input from the controller, the shot power is set in relation to a first detected position of the moving cursor at a time producing the second input from the controller, and the hit location is set in relation to a position of the cursor at which movement of the cursor is stopped; start cursor movement process programmed logic circuitry configured to receive said first input from the controller and start the cursor moving along the gauge in response to said first input; input processing programmed logic circuitry configured to receive, as said second input from the controller, an input by a first control switch among the plurality of control switches or an input by a second control switch among the plurality of control switches; and cursor position processing programmed logic circuitry configured to determine, as a cursor first detected position for setting the shot power, a position of a moving cursor at a time of receiving the second input from the controller when said second input is produced from said first control switch said controller, and then determining a subsequent position of the same moving cursor at a time of receiving the third input from the controller as a hit location position on the gauge at which movement of the cursor is stopped; and said cursor position detecting programmed logic circuitry also being configured to determine, as a cursor first detected position for setting a shot power, a position of a moving cursor at a time of receiving said second input when said second input is produced from said second control switch of said controller, and then automatically determining a different position on the gauge as a hit location position at which movement of the cursor is stopped, wherein different first and second control switch activation patterns are recognized by the golf game machine to enable a player to dynamically select between a plurality of different shot operation modes during each club swing operation.

Illustrative Figure

Abstract

A game machine and a game program are provided which allow a wide variety of players to enjoy a game, represented by a golf game, in which the player performs an operation of moving an object. The present invention provides a golf game machine that displays a scene in which a player character 71 hits a ball in a game field according to a shot power and a hit location. In addition, the golf game machine displays on a display device a gauge 77 and a cursor 78 which moves on the gauge. The golf game machine adopts an auto shot operation, in which a third input is omitted in the shot operation, and a manual shot operation, which requires the third input. This allows a wide variety of players to enjoy the golf game.

Description

DESCRIPTION OF THE PREFERRED EMBODIMENTS A game machine3according to one embodiment of the present invention is described below.FIG. 1is an external view illustrating a game system1including the game machine3. It is to be noted that the game machine of the present invention is described using a stationary game machine as an example, but is not limited thereto; the present invention can also be applied, for example, to portable game machines, arcade game machines, portable terminals, mobile phones, and devices having a computer that executes a game program, such as personal computers. InFIG. 1, the game system1includes the stationary game machine (hereinafter simply referred to as the game machine)3and a television receiver (hereinafter referred to as the TV) as an example of a display device connected to the game machine with a connection cord. The TV2is provided with speakers2afor outputting music, such as background music, and sounds during the game. To the game machine3is connected a controller6with a plurality of control switches which can be operated by the player. In addition, an optical disk4, an example of an information storage medium having stored thereon a game program, is provided and can be attached to and detached from the game machine3at will. Further, a memory card5, which includes, for example, flash memory for storing save data of the game, etc., is provided and can be inserted into and removed from the game machine3at will, as necessary. The game machine3displays on the TV2a game image obtained by executing the game program stored on the optical disk4. The game machine3is also capable of reproducing, by using save data stored in the memory card5, a previous state of the game and displaying its game image on the TV2. The player of the game machine3can enjoy the game by operating the controller6as he/she views the game ...

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A game machine3according to one embodiment of the present invention is described below.FIG. 1is an external view illustrating a game system1including the game machine3. It is to be noted that the game machine of the present invention is described using a stationary game machine as an example, but is not limited thereto; the present invention can also be applied, for example, to portable game machines, arcade game machines, portable terminals, mobile phones, and devices having a computer that executes a game program, such as personal computers.

InFIG. 1, the game system1includes the stationary game machine (hereinafter simply referred to as the game machine)3and a television receiver (hereinafter referred to as the TV) as an example of a display device connected to the game machine with a connection cord. The TV2is provided with speakers2afor outputting music, such as background music, and sounds during the game. To the game machine3is connected a controller6with a plurality of control switches which can be operated by the player. In addition, an optical disk4, an example of an information storage medium having stored thereon a game program, is provided and can be attached to and detached from the game machine3at will. Further, a memory card5, which includes, for example, flash memory for storing save data of the game, etc., is provided and can be inserted into and removed from the game machine3at will, as necessary. The game machine3displays on the TV2a game image obtained by executing the game program stored on the optical disk4. The game machine3is also capable of reproducing, by using save data stored in the memory card5, a previous state of the game and displaying its game image on the TV2. The player of the game machine3can enjoy the game by operating the controller6as he/she views the game image displayed on the TV2.

The controller6is connected to the game machine3with a connection cord, as is described above, and the connection cord is plugged in and out of the game machine3at will. The controller6is a control mechanism, which mainly controls a player character appearing in a game space displayed on the TV2(which is typically a game's main character, as an object to be controlled by the player), and has an input portion including a plurality of control switches, such as control buttons, a key, and sticks. Specifically, the controller6has grip portions that are gripped by a player. The controller6includes a main stick61and a cross key67which can be operated, for example, with the thumb of the player's left hand, and a C stick68, an A button62, a B button63, an X button64, a Y button65, and a start-pause button69which can be operated, for example, with the thumb of the right hand. Furthermore, the controller6includes an R button66awhich can be operated, for example, with the index finger of the player's right hand, and an L button66bwhich can be operated, for example, with the index finger of the player's left hand.

The player can enjoy a golf game, as will be described later, by operating the controller6, for example, such that by operating the main stick61leftward or rightward the shot direction (i.e., the launch direction of the ball) is specified, and by operating the main stick61upward or downward the type of club to be used is selected. By operating the cross key67upward, downward, leftward, or rightward, the hit location of the ball on the shot is specified. The A button62and the B button63are used to determine the shot action of a player character. Specifically, the A button62is used, for example, for a shot start (a first input, as will be described later) and the determination of the shot power (a second input, as will be described later). The B button63is used, for example, for the determination of the shot power (the second input, as will be described later) and the determination of the hit location of the ball for the shot (a third input, as will be described later). Other control switches may also be used during the course of the game, as will be described later, but since they do not directly relate to the description of the present invention, a detailed description thereof is omitted.

Next, With reference toFIG. 2, the configuration of the game machine3is described.FIG. 2is a functional block diagram of the game machine3.

InFIG. 2, a game machine3includes a 128-bit (for example) CPU (Central Processing Unit)31which executes various programs. The CPU31executes the start program stored in a boot ROM, which is not shown in the figure, to perform, for example, initialization of memory, such as work memory32, and executes, after reading a game program stored on an optical disk4into the work memory32, the game program, and then performs game processing according to the game program. To the CPU31is connected the work memory32, a video RAM (VRAM)33, an external memory interface (I/F)34, a controller I/F35, GPU (Graphics Processing Unit)36, and an optical disk drive37, via a bus.

The work memory32is a storage region used by the CPU31and appropriately stores a game program, etc. required for processing by the CPU31. For example, the work memory32stores a game program, various data, etc. read from the optical disk4by the CPU31. The game program, various data, etc. stored in the work memory32are executed by the CPU31. The VRAM33stores game image data for displaying game images on a TV2. The external memory I/F34connects between the game machine3and a memory card5to allow communication therebetween, by joining the memory card5to a connecter, which is not shown in the figure. The CPU31accesses the backup memory provided in the memory card5via the external memory I/F34. The controller I/F35connects between an external device and the game machine3with a connector, which is not shown in the figure, to allow communication therebetween. For example, a controller6is joined to the connector with a connection cord and connected to the game machine3via the controller I/F35. The GPU36includes a semiconductor chip which performs processes, such as vector operation, rendering, etc. required for 3D graphics display, in response to instructions from the CPU31, and a game image on which rendering has been performed by the GPU36is displayed on the TV2. The optical disk drive37reads various data, such as a game program, image data, and sound data, stored on the optical disk4, in response to instructions from the CPU31.

A golf game is described below, which is displayed on the TV2by the game machine3executing the game program stored on the optical disk4.FIGS. 3A and 3Bare illustrations showing exemplary screen displays of game images in which the player character hits a shot in a golf game to which the present invention is applied. InFIGS. 3A and 3B, a player character71, in this case a golfer, is displayed on a golf course.FIGS. 3A and 3Bare images viewed from behind the player character71, and over the player character71there is displayed a golf course backdrop (hereinafter referred to as the “course backdrop”) stretching out ahead of the player character71. At this screen, by allowing the player to operate the control switches of the controller6in predetermined steps, the player character71is caused to perform the action of hitting a ball (a shot). Thereby, the ball hit by the player character71travels in response to the condition determined by timing of the operation of the player. By allowing the player character to repeatedly perform such an action, the golf game proceeds.FIG. 3Ashows an image before the player performs a shot operation, andFIG. 3Bshows an image displayed when the player is performing a shot operation.

In the golf game of the present embodiment, the player is allowed to set desired parameters (the type of club (club number) and desired hit location and shot direction) before the player performs a shot operation. The parameters change in response to the shot operation performed by the player, and, according to the changed parameters, a scene is displayed in which the hit ball is traveling. For allowing the player to set these parameters, there are displayed objects, etc. showing information on the parameters. As the operation leading up to the shot operation, the player selects, using the controller6, the type of club and desired hit location and shot direction, as the player refers to the objects. The operation leading up to the shot operation and a screen display to be referred by the player during such an operation are described below.

In the lower left of the screen, an oval-shaped club-selection object72with the type of club shown inside thereof is displayed. The displayed information of the club-selection object72shows the type of club currently selected by the player. The type of club is a parameter that affects a ball's carry, a ball's launch angle, the spin direction of the ball, etc. The player can change the type of club by operating the main stick61of the controller6in the upward or downward direction. In addition, the player can check, by the club-selection object72, which type of club is currently selected. InFIGS. 3A and 3B, “1W” is displayed, which means that the club currently specified is a driver.

In the lower right of the screen, a circular hit-range object73and an astral hit-location object74are displayed. The hit-range object73has a circular shape which is modeled on the ball, and the location of the hit-location object74with respect to the hit-range object73indicates the player's desired hit location. The hit location indicates the spot (angle) where the club face contacts the ball upon shot impact, and is a parameter that affects the travel direction of the ball, the amount of curve (the degree to which the ball curves), the angle at which the ball travels, the spin direction of the ball, etc. What is determined by the location of the hit-location object74is the player's desired hit location, and the final hit location when displaying a scene in which the ball is traveling is determined in such a manner that the player's desired hit location is adjusted by the shot operation. That is, the player can hit the ball at the desired hit location (i.e., the hit location specified by the hit-location object74), by stopping a cursor78, as will be described later, at the right position with respect to a meet point79. In other words, if the cursor78is stopped at a position deviated from the meet point79, the hit location is adjusted to a location deviated from the desired hit location according to such deviation. The hit-location object74can be moved upward, downward, leftward, or rightward by operating the cross key67of the controller6upward, downward, leftward, or rightward. The player selects a desired hit location as viewing the location of the hit-location object74on the game image.

InFIGS. 3A and 3B, a mark76, which is displayed along with the course backdrop, indicates the direction of the pin. The player determines the shot direction as referring to the course backdrop and the mark76. The shot direction indicates the direction in which the player character71hits a shot, and is a parameter that affects the travel direction of the ball. Specifically, the player can change the shot direction by operating the main stick61of the controller6in the left or right direction. The course backdrop and the mark76moves, by operating the main stick61of the controller6in the left or right direction, leftward or rightward in response to the operation. This enables the player to select the shot direction as the player checks the course backdrop and the direction of the pin displayed on the screen.

An arrow75displayed in the center of the screen indicates the launch direction of the ball, and preferably shows the trajectory of the ball which is predicted by the current parameter. The trajectory indicated by the arrow75illustrates a shot hit with the maximum power of the selected club and at an ideal hit location (the player's desired hit location). Therefore, the player can visualize, by the arrow75, an approximate trajectory of the ball after the shot. The player performs the operation leading up to the shot operation, as the player refers to the course backdrop and objects described above.

After performing the operation leading up to the shot operation, the player determines the shot power and hit location by the shot operation. The shot power indicates the strength of the shot, and is a parameter that affects the ball's carry. InFIGS. 3A and 3B, when the player performs a shot operation, objects, such as a gauge77, displayed in the lower part of the screen are referred to. On the gauge77, are displayed the cursor78which moves on the gauge77and the meet point79which indicates a predetermined position on the gauge77. At the upper side of the gauge77a random area80is displayed, and at the lower side of the gauge77a meet area81is displayed. The widths of the random area80and the meet area81are determined in response to the parameters determined by the above operation leading up to the shot operation. Further, at the upper side of the gauge77, a button object82a(seeFIG. 3A) and a button object82b(seeFIG. 3B) are appropriately displayed in response to the input from the control switches during the shot operation. With reference toFIGS. 4A to 4Dand5A to5G, a shot operation performed by the player and a display of the gauge77, etc. during shot operation are described below.

First, an overview of the shot operation in the golf game according to the present embodiment is described. In the present embodiment, the shot operation provides two types of operation modes, a manual shot operation mode, in which a shot is made with three input operations, and an auto shot operation mode, in which a shot is made with a two-input operation. The player can select either of the two types of shot operation modes during a series of shot operation. Specifically, in the present embodiment, a first input performed by the player is made to the A button62of the controller6, and a second input is made to either the A button62or the B button63. Depending on which button is pressed for the second input, either the manual shot operation mode or the auto shot operation mode is selected. The manual shot operation and the auto shot operation are described in detail below. It is to be again noted that the general golf game requires three inputs for a shot operation; i.e., an input for starting a shot operation, an input for determining shot power, and an input for determining the hit location for the shot.

FIGS. 4A to 4Dare illustrations showing displays of the gauge77, etc. for an auto shot operation. The auto shot operation is described below along the time sequence, fromFIGS. 4A to 4D.FIG. 4Ais an illustration showing a display of the gauge77, etc. in auto shot operation before starting a shot operation. The cursor78on the gauge77, before starting a shot operation, is positioned at the meet point79which indicates the reference position. The reference position is a position serving as the reference for determining the hit location, the details of which will be described later. At the upper side of the gauge77, is displayed the button object82awhich represents the A button62of the controller6. The display of the button object82ameans that the A button62should be pressed for the first input, and prompts the player to perform an input to the A button62for starting the shot operation. In the state ofFIG. 4A, when the player performs the first input, i.e., when the player presses the A button62, the shot operation commences and the cursor78starts moving leftward from the reference position at, for example, constant speed.

FIG. 4Bis an illustration showing a display of the gauge77, etc. for an auto shot operation upon completion of the first input. After performing the first input, the cursor78keeps moving leftward. In addition, after performing the first input, instead of the button object82ashown inFIG. 4A, the button object82b, representing the A button62and the B button63of the controller6, is displayed in the vicinity of the maximum value (left end) of the gauge77(i.e., the button object82ashown by the dotted line is not displayed in practice). The display of the button object82ameans that the A button62or the B button63should be pressed for the second input, and prompts the player to perform an input to the A button62or the B button63for determining the shot power. By this button object82b, the player can specifically know which control switch should be inputted next. The button object82bis displayed in such a manner that a display representing the A button62and a display representing the B button63are emphatically displayed in turn. For example, the display representing the A button62and the display representing the B button63are displayed alternately flashed or with different colors or displayed alternately enlarged. This makes it possible to clearly inform the player of which button, the A button62or the B button63, should be pressed.

In the state ofFIG. 4B, when the player performs the second input, i.e., when the player presses either the A button62or the B button63, the shot power is determined. That is, the shot power is determined according to the position of the cursor78at the time of performing the second input(hereinafter referred to as the “first position”). Specifically, the closer the first position is to the left end of the gauge77, i.e., the longer the distance between the reference position and the first position, the greater the shot power becomes. If the second input is not performed before the cursor78reaches the left end of the gauge77, the cursor78reverses at the left end of the gauge77and starts moving back in the right direction. Further, if the second input is not performed even after the cursor keeps moving in the right direction and reaches the reference position, the shot operation is redone. That is, the display of the gauge77, etc. returns to the state ofFIG. 4A.

By the second input performed by the player, either the manual shot operation mode or the auto shot operation mode is selected. Specifically, when the second input is made to the A button62, the auto shot operation mode is selected, and when the second input is made to the B button63, the manual shot operation mode is selected. Depending on which operation is selected, the subsequent shot operation varies. In the description ofFIGS. 4A to 4D, it is assumed that the A button62is pressed and thus the auto shot operation mode is selected.

FIG. 4Cis an illustration showing a display of the gauge77, etc. for an auto shot operation upon completion of the second input.FIG. 4Cis an illustration showing the case where the A button62is pressed for the second input. The button object shown by the dotted line inFIG. 4Cis not displayed in practice. When the second input is performed, the display position of the cursor78changes to a position inside the random area80, and the cursor78moves back and forth in the random area80. In addition, when the second input is performed, a shot operation selection object83a, which displays “AUTO”, is displayed at the upper side of the gauge77, as shown inFIG. 4C. The shot operation selection object83aindicates that the auto shot operation mode has been selected by the second input. Thereby, the player is able to know which type of shot operation (either the manual shot operation or the auto shot operation) the player has selected. As is shown inFIG. 4C, a line84, which indicates the first position, continues to be displayed even after the second input has been performed. In addition, a portion of the gauge77between the first position and the reference position is displayed in a different color. By these displays, the player can visually grasp the shot power determined by the second input.

FIG. 4Dis an illustration showing a display of the gauge77, etc. at the time of completion of the auto shot operation. The cursor78repeats the above back and forth movement for a predetermined time (seeFIG. 4C), and thereafter, stops at a random position in the random area80, and thus the auto shot operation completes. Here, the game machine3stops the cursor78such that the cursor is stopped at a random position every time the shot operation is performed. By stopping the cursor78, the hit location for the shot is determined. In other words, the final hit location for the shot is adjusted according to the stop position of the cursor78(hereinafter referred to as the “second position”). Specifically, the final hit location is adjusted so as to be deviated from the player's desired hit location in response to the deviation between the second position and the reference position. In auto shot operation, the game machine3determines the shot power and hit location in the manner described above, and displays a scene in which the ball is traveling, according to these parameters, the parameters determined by the operation leading up to the shot operation, etc.

In the present embodiment, the hit location is set in such a manner that the player's desired hit location is adjusted by the second position. As long as the hit location is set in relation to the second position, any calculation method can be employed. For example, in another embodiment, the hit location may be determined according to the second position. Specifically, when the second position corresponds to the reference position, the hit location is in the center of the ball; therefore, the hit location may be set so as to be deviated to the right (left) side from the center of the ball in response to the level to which the second position is deviated to the right (left) from the reference position. In addition, the calculation method of the hit location may be performed by, for example, using a time from the point of performing the second input to the point of performing the third input. Since the second position is determined by such a time, even with this method, the hit location is set in relation to the second position.

As is described above, in auto shot operation, because the player is not required to perform an input for determining the hit location, it becomes possible for the player to perform a shot operation more easily compared to the case of a manual shot operation, as will be described later. In addition, since the second position for determining the hit location is positioned within the range of the random area80, the ball can be hit nearly at the player's desired hit location. Therefore, regardless of whether the player is good or bad at shot operation, the player can hit a shot nearly in the way the player desires. For example, for beginner players who are not familiar with shot operation or players who put an emphasis on conquering the course for the joy of the game, it may be appropriate to select the auto shot operation mode. Even for advanced players, at times when a severe shot is not demanded, for example, at times when the player plays an easy course, the player can perform a shot operation easily by the auto shot operation. Since the second position is determined at random within the random area80, the hit location is not always set at the location where the player desires. Therefore, the game cannot get extremely easy and thus the nature of the game of the golf game is not impaired. Conversely, the point “the player cannot always hit a shot in the way the player desires” is something that is encountered in the actual golf play, and thus it could be said that by selecting the auto shot operation mode, the player can play a more realistic golf game.

FIGS. 5A to 5Gare illustrations showing displays of the gauge77, etc. in manual shot operation. As described above, since the selection between the manual shot operation mode and the auto shot operation mode is made by the second input, the operation and display of the manual shot operation before the second input is performed are the same as those of the auto shot operation. Accordingly, a display shown inFIG. 5Ais the same as that inFIG. 4A, and a display shown inFIG. 5Bis the same as that inFIG. 4B, and thus the description thereof is omitted. In the description ofFIGS. 5A to 5G, it is assumed that in the state ofFIG. 5Ban input is made to the B button63and thus the manual shot operation mode is selected.

FIG. 5Cis an illustration showing a display of the gauge77, etc. for a manual shot operation upon completion of the second input.FIG. 5Cis an illustration showing the case where the B button63is pressed for the second input. If a second input is performed while the cursor78is moving in the left direction, the cursor78reverses at the time of the second input and starts moving back in the right direction. If the second input is not performed before the cursor78reaches the left end of the gauge77, the cursor78reverses at the left end of the gauge77and starts moving back in the right direction. If the second input is performed after the cursor reverses at the left end of the gauge77, the cursor78keeps moving back in the right direction. If the second input is not performed even after the cursor keeps moving in the direction and reaches the reference position, the shot operation is redone, as is the case with the auto shot operation shown inFIGS. 4A to 4D.

FIG. 5Cillustrates an example where if the second input is performed while the cursor78is moving in the left direction, the cursor78reverses and moves back upon the second input. However, in another example, the cursor78may move all the way to the left end of the gauge77, regardless of whether a second input is performed or not, and then reverses and starts moving back to the right.

At the upper side of the gauge77is displayed in response to the second input, a button object82cwhich represents the A button62and the B button63of the controller6. The display of the button object82cmeans that either the A button62or the B button63should be pressed for the third input, and prompts the player to perform an input to the A button62or the B button63for determining the hit location. By the button object82c, the player can specifically know which control switch should be inputted next. The button object82cis displayed, as in the case of the button object82shown inFIG. 4C, such that a display representing the A button62and a display representing the B button63are emphatically displayed in turn. In addition, as in the case of the shot operation selection object83inFIG. 4C, a shot operation selection object83b, which displays “MANUAL”, is displayed at the upper side of the gauge77, as shown inFIG. 5C. The shot operation selection object83bindicates that the manual shot operation mode has been selected by the second input. Thereby, the player is able to know which type of shot operation the player has selected. InFIG. 5Ctoo, as in the case ofFIG. 4C, the line84, which indicates the first position, continues to be displayed even after the second input has been performed. The button object shown by the dotted line inFIG. 5Cis not displayed in practice.

In the state ofFIG. 5C, by stopping the cursor78moving in the right direction, the hit location is determined and thus the shot operation completes. In manual shot operation, by performing the third input, the second position, i.e., the stop position of the cursor78, is determined. The player performs the third input in such a manner that the cursor78stops at the meet point79or at least within the meet area81, so as to minimize deviation of the shot. That is, the meet area81and the meet point79are the references for hitting a ball substantially accurately. Specifically, if the second position is determined outside the meet area81, a miss shot, such as a duff shot, results. In the present embodiment, the game machine3receives, as the third input, an input from the A button62or the B button63. For the method of adjusting the hit location according to the relationship between the second position and the reference position, the same as that for the auto shot operation is employed.

As described above, in manual shot operation, because the player him/herself can specifically determine the hit location, it becomes possible for the player to perform a more accurate shot operation compared to the case of the auto shot operation. For example, for players who enjoy performing a precise shot operation for the joy of the game or advanced players who are familiar with shot operation, it may be appropriate to select the manual shot operation. In playing a difficult course, at times when a severe shot is demanded, the player may want to select the manual shot operation.

In the present embodiment, the game machine3further receives a fourth input, after the third input has been performed in the manual shot operation. As the fourth input, an input to either the A button62or the B button63is received. The game machine3, which has received the third and fourth inputs, changes the spin direction and spin strength of the ball according to an input pattern presented by such inputs to the A button62and the B button63. The spin direction and spin strength of the ball are parameters that affect a run (rolling of the ball) after the shot ball lands, in the process of displaying a scene in which the ball is traveling. The spin direction and spin strength of the ball are determined according to the above input pattern, as well as the above-described type of club and hit location.

In the present embodiment, the spin direction to be provided by the input pattern presented by the A button62and the B button63is either a backspin or topspin direction. The player can put backspin or topspin on the ball by the input pattern presented by the A button62and the B button63. It is to be noted, however, that the fourth input is an operation only to put spin on the shot ball, and thus is not necessarily required to be performed. A detailed description of the spin direction and spin strength that change according to the input pattern presented by the A button62and the B button63is provided later. In another embodiment, the spin direction to be provided by the input pattern presented by the A button62and the B button63may be not limited to the backspin and topspin directions; the spin direction can be any direction. In addition, the spin direction is made to be either of two directions, backspin and topspin directions, but may be set so as to put spin on the ball in three or more directions. In such a case, for example, as the third and fourth inputs, in addition to the input to the A button62and the B button63, inputs to other control switches may be made to be received.

An input pattern presented by the third and fourth inputs is displayed by a button object at the upper side of the gauge77.FIGS. 5D to 5Gare illustrations showing a first exemplary display of the gauge77, etc. upon completion of manual shot operation. InFIG. 5D, as the input pattern, a button object82dis displayed, which indicates that the A button62has been inputted for the third input. InFIG. 5E, as the input pattern, a button object82eis displayed, which indicates that the A button62has been inputted for the third input and the B button63has been inputted for the fourth input. InFIG. 5F, as the input pattern, a button object82fis displayed, which indicates that the B button63has been inputted for the third input. InFIG. 5G, as the input pattern, a button object82gis displayed, which indicates that the B button63has been inputted for the third input and the A button62has been inputted for the fourth input. Thus, by the display of the button object which indicates the input pattern, the player can visually clearly see the input performed by the player. This display allows the player to know whether the operation performed by the player is the player's desired operation or a miss operation.

As is described above, in manual shot operation, the player can specifically determine the hit location by the third input and further can hit the ball with backspin or topspin by the fourth input. As can be seen, since the spin direction of the ball can be determined by a simple operation in a series of shot operation, it becomes possible for the player to hit a shot like a top pro golf player; for example, a shot in which the ball once landed on the green rolls back towards the shooter due to backspin, and a shot with good spin due to topspin.

Next, game processing that is performed by the game machine3is described with reference toFIGS. 6 to 10. When the game machine3is turned on, the CPU31of the game machine3executes the start program stored in a boot ROM, which is not shown in the figures, whereby each unit, such as the work memory32, is initialized. Subsequently, a golf game program stored on the optical disk4is read into the work memory32through the optical disk drive37, thereby starting the execution of the golf game program. Then, a game space is displayed on the TV2via the GPU36and thus the game starts. After the game starts, the player selects a course to play and a player character to control, as the player views the game image displayed on the TV2. These selections can be made by the player operating the control switches provided on the controller6. Then, a game image based on the course and character selected by the player is displayed on the TV2(seeFIGS. 3A and 3B). The flowchart shown inFIG. 6illustrates processing to be performed subsequent to the above-described processing operations.

FIG. 6is a main flowchart showing game processing performed by the game machine3. First, at step S1, the player selects parameters which are set before performing a shot operation, i.e., the type of club, a desired hit location, and a shot direction. These selections are made by the player viewing the game image displayed on the TV2and operating given control switches of the controller6. Specifically, the player determines the type of club by operating the main stick61in the upward or downward direction. The shot direction is determined by operating the main stick61in the left or right direction. In addition, the desired hit location is determined by operating the cross key67upward, downward, leftward, or rightward.

Next, at step S2, the CPU31sets the ranges (widths) of the random area80and the meet area81according to the type of club and ball lie, and then displays the random area and the meet area as a game image on the TV2. The ranges of the random area80and the meet area81are determined using tables, shown inFIGS. 7A and 7B. The tables are stored on the optical disk4along with the game program, and are read from the work memory32at game start.

FIGS. 7A and 7Bare drawings showing examples of the tables used for determining the ranges of the random area80and the meet area81.FIG. 7Ais a basic area table85showing the relationship between the club and the random area80and the meet area81. The basic area table85shows correspondence of the type of club (club A, club B, . . . ) with the basic meet area (meet area A, meet area B, . . . ) and the basic random area (random area A, random area B, . . . ). The basic meet area indicates the width of the range of the meet area which is determined by the type of club, and is associated with a value indicating the width for each type of club (inFIGS. 7A and 7B, the value is expressed as “MEET AREA A”, etc.). Similarly, the basic random area indicates the width of the range of the random area which is determined by the type of club, and is associated with a value indicating the width for each type of club. At step S2, first, by referring to the basic area table85, the basic random area and basic meet area that correspond to the type of club determined at step S1, are calculated.

FIG. 7Bshows a lie coefficient table86showing association of a lie with a lie coefficient. The lie coefficient is a value that is expressed as a percentage. In the lie coefficient table86, values (100%, 60%, etc.) are set, which indicate lie coefficients for each type of lie (FAIRWAY A, ROUGH A, etc.). The values are set such that the worse the lie condition, the lower the value of the lie coefficient. At step S2, the current lie condition is detected, and by referring to the lie coefficient table86the lie coefficient is calculated. It is to be noted that the type of lie is preset for all points of the golf course, and thus based on a point where the ball is currently situated, the type of lie at such a point can be derived.

According to the basic random area, basic meet area, and lie coefficient which are calculated in the manner described above, the final random area80and meet area81, which are set at step S2, are determined. Specifically, by dividing the basic random area by the lie coefficient, the final random area80is determined. For the random area80, by thus dividing the random area80by the lie coefficient, the random area80is set such that the worse the lie condition the wider the range, and the better the lie condition the narrower the range. Accordingly, in auto shot operation, the worse the lie condition, the higher the possibility that a shot is made at a hit location deviated from the ideal point. By multiplying the basic meet area by the lie coefficient, the final meet area81is determined. For the meet area81, by thus multiplying the meet area81by the lie coefficient, the meet area81is set such that the worse the lie condition the narrower the range, and the better the lie condition the wider the range. Accordingly, in manual shot operation, the worse the lie condition, the higher the possibility of a miss shot. InFIGS. 3A,3B,4A to4D, and5A to5G, the random area80is set narrower than the meet area81, but depending on the type of club and lie conditions, the random area80may be set wider than the meet area81.

As is described above, in the present embodiment, the ranges of the random area80and the meet area81change in response to the type of club or lie. In another embodiment, the configuration is not limited to that described above; the ranges of the random area80and the meet area81may change in response to, for example, player characters. Specifically, by preparing a set of the basic area table85and the lie coefficient table86for each player character, the ranges of the random area80and the meet area81can change in response to the player characters. In still another embodiment, the configuration may be such that in the case of playing the game with a plurality of player characters at a time, the ranges of the random area80and the meet area81change in response to the score or rank.

In the present embodiment, the ranges of the random area80and the meet area81change in response to the type of club and then are displayed, and therefore the player can determine the appropriate club for a given condition (lie). Specifically, in selecting a type of club, if a display is such that the wide random area80is wide and the meet area81is narrow, the player can see that the selected type of club is not appropriate; on the other hand, if a display is such that the random area80is narrow and the meet area81is wide, the player can see that the selected type of club is appropriate.

In the present embodiment, the player may determine, based on the display of the random area80and the meet area81, which one of the manual shot operation mode and auto shot operation mode to select. For example, if a display is such that the random area80is wider than the meet area81, selecting the auto shot operation mode gives more possibility of a miss shot, and thus the player can see that the manual shot operation should be selected; on the other hand, if a display is such that the random area80is narrower than the meet area81, even if selecting the auto shot operation mode, a miss shot cannot be made and thus the player can see that the auto shot operation mode should be selected. As described above, displaying the random area80and the meet area81provides to the player information for determining which operation mode to select. Accordingly, displaying the random area80and the meet area81enhances the nature of the game of the golf game which allows the player to select the manual shot operation or the auto shot operation mode.

Back to the description ofFIG. 6, upon completion of step S2, the CPU31waits for the player to perform the first input for starting a shot operation. That is, the CPU31at step S3receives the first input (i.e., an input to the A button62of the controller6), and at the subsequent step S4determines whether the first input has been performed. If, according to the determination, the first input has not been performed, processing returns to steps S3and S4, and the CPU31again waits for an input to the A button62. If the first input has been performed, processing advances to step S5.

Next, at step S5, the cursor78on the gauge77starts moving and the shot operation starts (seeFIGS. 4A and 5A). At the subsequent step S6, shot mode processing is performed. The shot mode processing is processing for determining the shot power, hit location, etc. by the shot operation performed by the player. The shot mode processing is described in detail below, with reference toFIGS. 8 to 10.

FIG. 8is a flowchart showing the detail of step S6inFIG. 6. First, at step S11, the button object82b, which represents the A button62and the B button63, is displayed in the vicinity of the maximum value of the gauge77(seeFIGS. 4B and 5B). The maximum value of the gauge77indicates the position at which the shot power is at the maximum in the gauge77, i.e., the left end of the gauge77.

Upon completion of step S11, the CPU31waits for the player to perform the second input for determining the shot power. That is, the CPU31at step S12receives the second input (i.e., an input to the A button62or the B button63of the controller6), and at the subsequent step S13determines whether the second input has been performed. If, according to the determination of step S13, the second input has been performed, the process of step S17is performed. If, according to the determination of step S13, the second input has not been performed, the process of step S14is performed. Specifically, at step S14, whether or not the cursor78has reached the maximum value (left end) of the gauge77is determined. If, according to the determination of step S14, the cursor78has reached the maximum value of the gauge77, at step S15the cursor78reverses and starts moving back in the right direction. Thus, if the second input has not been performed before the cursor78, which has started moving in the left direction from the reference position, reaches the left end of the gauge77, the cursor78reverses at the left end of the gauge77and starts moving back to the right. If, according to the determination of step S14, the cursor78has not reached the maximum value of the gauge77, the process of step S15is skipped and processing advances to step S16.

At step S16, whether or not a predetermined time is reached is determined. The predetermined time is the time from when the cursor78starts moving to when the cursor78reaches again the reference position. Specifically, the predetermined time is the time required for the cursor78, which starts moving in the left direction from the reference position at the start of the shot operation (step S5), to reverse at the left end of the gauge (step S15) and then return again to the reference position. If, according to the determination of step S16, the predetermined time is not reached, processing returns to steps S12and S13, and the CPU31waits again for the second input. If, according to the determination of step S16, the predetermined time is reached, processing returns to step S3, and the first input is received. That is, if the second input is not performed within the predetermined time, the shot operation is cancelled and restarts from the first step thereof. In another embodiment, the configuration may be such that if, according to the determination of step S16, the predetermined time is reached, processing returns to step S1instead of returning to step S3and restarts from selection of the type of club, etc.

Next, at step S17, the first position of the cursor78is determined. That is, the shot power is determined in response to the position of the cursor78on the gauge77at the time of the second input. Specifically, the shot power is determined according to the length from the reference position to the first position on the gauge77. In other words, the shot power is determined according to the elapsed time from the time of performing the first input (step S3) to the time of performing the second input (step S12).

Then, at step S18, whether or not the second input, which is received at step S12, is made to the A button62is determined. If the determination is positive, that is, if at step S12the A button62is pressed, auto shot mode processing of step S19is performed. The auto shot mode processing is processing for the case where the auto shot operation mode is selected. If, the determination of step S18is negative, that is, if at step S12the B button63is pressed, manual shot mode processing of step S20is performed. The manual shot mode processing is processing for the case where the manual shot operation mode is selected. As is described above, in the present embodiment, whether the manual shot operation mode or the auto shot operation mode is performed is determined by the input in the shot operation (the second input at step S12) in the process of shot operation (step S18). Therefore, the player can perform a setting operation for determining which operation to perform, without the need to perform an additional process to shot operation.

FIG. 9is a flowchart showing the detail of step S19inFIG. 8. First, at step S21, the CPU31cancels the display of the cursor78being moved and displays the shot operation selection object83awhich indicates the auto shot operation (seeFIG. 4C). Here, the line84, which indicates the position at which the cursor78is stopped, i.e., the first position, is displayed on the gauge77(seeFIG. 4C). At the subsequent step S22, the cursor78is displayed inside the random area80, and moves back and forth between the both ends of the random area80(seeFIG. 4C).

Next, the CPU31at step S23generates a random number, and at step S24stops the cursor78at a position based on the random number. Specifically, values that can be obtained by random numbers are associated with positions in the random area80of the gauge77, and the cursor78is stopped at a position corresponding to a generated random number. Thus, the stop position of the cursor78, i.e., the second position, is determined. Further, at step S25, the hit location is adjusted in response to the second position. Specifically, the player's desired hit location, which is specified at step S1, is adjusted according to the deviation between the reference position and the second position. More specifically, the further the second position deviates to the right side from the reference position, the further the hit location determined at step S25lies to the right side of the player's desired hit location. Conversely, the further the second position deviates to the left side from the reference position, the further the hit location determined at step S25lies to the left of the player's desired hit location. That is, the greater the deviation between the reference position and the second position, the further it is from the player's ideal shot. By the above-described steps S21to S25, the auto shot mode processing completes. Further, upon completion of the auto shot mode processing, the shot mode processing completes.

FIG. 10is a flowchart showing the detail of step S20inFIG. 8. First, at step S31, the CPU31moves the cursor78being moved in the right direction (seeFIG. 5C). At the point of step S31, there are two cases; one is that the cursor78is moving in the left direction (the case where the second input is performed before the cursor78reaches the left end of the gauge77), and the other is that the cursor78is moving in the right direction (the case where the second input is performed after the cursor78reaches the left end of the gauge77). At step S31, in either case, the cursor78is allowed to move in the right direction, i.e., in the direction towards the reference position. In addition, at step S31, the shot operation selection object83b, which indicates the manual shot operation, and the button object82c, which represents the A button62and the B button63, are displayed at the upper side of the gauge77(seeFIG. 5C).

Upon completion of step S31, the CPU31waits for the player to perform the third input for determining the hit location. That is, the CPU31at step S32receives the third input (i.e., an input to the A button62or the B button63of the controller6), and at step S33determines whether the third input has been performed. If, according to the determination of step S33, the third input has been performed, the process of step S36is performed. If, according to the determination of step S33, the third input has not been performed, the process of step S34is performed.

At step S34, the CPU31determines whether a predetermined time is reached. The predetermined time is the time from when the first position of the cursor78is determined (step S17) to when the cursor78reaches the right end of the gauge77. If, according to the determination of step S34, the predetermined time is not reached, processing returns to steps S32and S33, and the CPU31waits again for the third input. If, according to the determination of step S34, the predetermined time is reached, the process of step S35is performed. That is, at step S35, the right end of the gauge77is determined as the second position, and according to the second position the hit location is adjusted. In other words, at step S35, the movement of the cursor78is stopped at the right end of the gauge77, and according to the position at which the cursor is stopped the hit location is adjusted. Thus, the player is required to perform the third input for determining the hit location, within a predetermined time from the second input for determining the shot power. If the player does not perform the third input within the predetermined time, the hit location is adjusted according to the position at the right end of the gauge77. Consequently, the final hit location is determined at a position greatly deviated from the player's desired hit location. Upon completion of step S35, processing advances to step S45.

If the third input is performed before the predetermined time is reached, at step S36the second position of the cursor78is determined by the third input. That is, at the time of the third input, movement of the cursor78is stopped. Further, at step S37, the hit location is adjusted according to the position at which the cursor78is stopped on the gauge77, i.e., the second position. The adjustment of the hit location is made in the same manner as that of the above-described step S25.

In the manual shot mode processing, after the hit location is determined at step S37, the processes of adjusting the spin direction and spin strength (amount of spin) of the ball are performed (steps S38to S44).

Before describing the processes of steps S38to S44, the relationship between the input pattern presented by the third and fourth inputs and the spin direction and spin strength of the ball is described. In the present embodiment, the spin direction is determined in response to the type of control switches pressed for the third input. Specifically, if the third input is made to the A button, the spin direction is determined to the topspin direction. If the third input is made to the B button, the spin direction is determined to be in the backspin direction. Further, depending on whether the type of control switches pressed for the fourth input is the same as that for the third input, the spin strength is determined. Specifically, if the type of control switches pressed for the fourth input is the same as that for the third input, the spin strength is determined to a relatively large value. If the type of control switches pressed for the fourth input is different from that for the third input, the spin strength is determined to a relatively small value. The spin direction and spin strength thus determined are added to the spin direction and spin strength calculated according to other parameters (the type of club and hit location). In the absence of the fourth input, the spin strength is not adjusted. In other words, the spin strength is determined only by the other parameters (the type of club and hit location). The processes of steps S38to S44are described in detail below.

First, at step S38, whether the third input received at step S32is made to the A button62is determined. If the determination at step S38is positive, that is, if the A button62was pressed at step S32, the processes of steps S39to S41are performed. At steps S39to S41, processing for determining the spin strength of topspin direction is performed. If the determination at step S38is negative, that is, if the B button63is pressed at step S32, the processes of steps S42to S44are performed. At steps S42to S44, processing for determining the spin strength of backspin direction is performed.

If the determination at step S38is positive, at step S39the fourth input (i.e., an input to the A button62or the B button63of the controller6) is received. At step S39, the CPU31receives the fourth input for a predetermined time. When the predetermined time is reached, regardless of whether the fourth input is performed or not, the CPU31performs the process of step S40. At step S40, whether or not the fourth input is performed, that is, whether either the A button62or the B button63is pressed, is determined. If, according to the determination of step S40, the fourth input is determined to be absent, the process of step S41is skipped, and processing advances to step S45. In this case, the amount of spin is not added.

If, according to the determination of step S40, the fourth input is determined to be present, the process of step S41is performed. At step S41, the amount of topspin direction to be added is determined according to the type of control switches (either the A button62or the B button63) inputted as the fourth input. Specifically, if the fourth input is made to the A button62, a greater amount of spin is added than the case where the fourth input is made to the B button63. That is, if the third input is made by the A button62and the fourth input is made by the A button62, strong topspin is put on the ball. If the third input is made by the A button62and the fourth input is made by the B button63, weak topspin is put on the ball. As described above, at step S41, the amount of spin on the ball varies with the type of control switches inputted as the fourth input. Upon completion of step S41, processing advances to step S45.

At step S42, the fourth input (i.e., an input to the A button62or the B button63of the controller6) is received. The process of step S42is the same as that of the above-described step S39. Therefore, if the predetermined time is reached, as is in step S39, regardless of whether the fourth input is performed or not, the process of step S43is performed. The process of step S43is the same as that of step S40. Thus, if, according to the determination of step S43, the fourth input is determined to be absent, the process of step S44is skipped, and processing advances to step S45.

If, according to the determination of step S43, the fourth input is determined to be present, the process of step S44is performed. At step S44, the amount of backspin direction to be added is determined according to the type of control switches inputted as the fourth input (either the A button62or the B button63). Specifically, if the fourth input is made to the B button63, a greater amount of spin is added than the case where the fourth input is made to the A button62. That is, if the third input is made by the B button63and the fourth input is made by the B button63, strong backspin is put on the ball. If the third input is made by the B button63and the fourth input is made by the A button62, weak backspin is put on the ball. As described above, at step S44, as is in step S41, the amount of spin on the ball varies with the type of control switches inputted as the fourth input. Upon completion of step S44, processing advances to step S45.

At step S45, the history of the input pattern presented by the third and fourth inputs is displayed (seeFIGS. 5D to 5G). That is, by the process of step S45, button objects, which represent control switches received at steps S32, S39, and S42, are displayed at the upper side of the gauge. For example, if the third input is made to the B button63and the fourth input is made to the A button62, the button object82g, shown inFIG. 5G, is displayed. If the process of step S35is performed and the hit location is determined by the CPU31, no button object is displayed. By the process of step S45, the player can visually confirm the input made by the player him/herself. Accordingly, the player is able to see if the shot operation is performed properly, and is able to see if the control switches are misoperated. Upon completion of step S45, the manual shot mode processing completes, and further by the completion of the manual shot mode processing the shot mode processing completes. By the above-described shot mode processing, the shot power and hit location are determined.

Back to the description ofFIG. 6, upon completion of the shot mode processing, the CPU31at step S7calculates the moving direction of the shot ball (the travel path of the ball and the run after the landing of the ball). The moving direction of the ball is calculated according to parameters, such as the type of club, shot direction determined at step S1, and shot power, hit location, spin direction, and spin strength determined at step S6. Parameters for expressing the moving direction of the ball include, for example, the travel direction of the ball (the left or right direction), angle at which the ball travels (the upper or downward direction), amount of curve, carry, spin direction, and spin strength, and are determined as follows. Specifically, the travel direction of the ball is determined by the hit location and shot direction. The angle at which the ball travels is determined by the type of club (because the shaft angle varies with the type of club) and hit location. The amount of curve is determined by the type of club, hit location, spin direction, and spin strength. The carry is determined by the shot power. The spin direction and spin strength of the ball are determined at step S6(see steps S41and S44). For determination of the moving direction of the ball, in addition to the above parameters, parameters, such as wind, landform of the point where the ball lands, and weather, may be used.

Next, at step S8, according to the calculation results of step S7, an image is displayed on the TV2, which shows a scene in which the shot ball is traveling. Upon completion of step S8, processing returns to step Si. The above-described processes of steps S1to S8are performed per one shot, and by repeating the processes of steps S1to S8the golf game proceeds.

As described above, according to the present embodiment, the player can select either of the two types of shot operation, the manual or auto shot operation; therefore players with a variety of skills, from beginner to advanced, can enjoy the golf game. Furthermore, because the selection between the two types of shot operation is made during the shot operation, the player can enjoy the golf game without the need to perform, before the shot operation, a troublesome operation for selecting shot operation.

Moreover, according to the present embodiment, since in auto shot operation the hit location is determined randomly within the random area, the game does not get extremely easy by the auto shot operation. Therefore, a golf game machine can be provided, which provides an easy shot operation and does not impair the nature of the game of the golf game.

In the above description, the selection between the manual and auto shot operations is made by the second input. In another embodiment, for example, the configuration may be such that if an input is made to the A button as the first input, the manual shot operation is selected and if an input is made to the B button as the first input, the auto shot operation is selected (in this example, the second input has nothing to do with the selection between the manual and auto shot operations). In addition, for example, the configuration may be such that if an input is made to the A button as the first input and an input is made to the B button as the second input, or if an input is made to the B button as the first input and an input is made to the A button as the second input, the auto shot operation is selected. As described above, any configuration can be employed as long as the selection between the manual and auto shot operations is made according to the input pattern presented by the first and second inputs.

In the above description, each of the first to fourth inputs for shot operation responds to one-time input to the control switch (i.e., the control switch is pressed one time). However, it is also possible to allow each of the first to fourth inputs to respond to a plurality of inputs. That is, for each of the first to fourth inputs, a plurality of inputs may be taken as one-time input. For example, two consecutive inputs to the A button may be taken as the first input.

In the above description, the gauge77of bar shape is used as an example, but the gauge can be any shape. For example, the gauge may be a circular band shape.

In the above description, as an example of the game in which an object (a golf ball in the above example) is moved (shot in the above example), a golf game is used to describe a game machine of the present invention; however, the game may be of other types. A game machine of the present invention can be applied to various types of games in which the operation of moving an object is performed, such as the cast operation of casting a bait in a fishing game and the operation of kicking a ball in a football game.

Furthermore, in the above description, a stationary game machine is provided to the game system, but game machines to which the present invention can be applied are not limited to the stationary game machine. For example, the present invention can be applied even to a portable game machine, using a plurality of input portions provided to the game machine, and can also be applied even to a general computer system provided with a display portion.

While the invention has been described in detail, the foregoing description is in all aspects illustrative and not restrictive. It is understood that numerous other modifications and variations can be devised without departing from the scope of the invention.

Claims

  1. A golf game machine having a dynamic shot mode selection mechanism which displays on a display device a gauge and a cursor moving on the gauge along with a scene in which a ball hit by a player character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, and wherein different shot operation selection inputs are performed by a player during a golf game club swing operation, the golf game machine dynamic shot mode selection mechanism comprising: at least one controller having a plurality of control switches for providing a sequence of inputs to said game machine including at least a first input, a second input and a third input, wherein movement of the cursor along the gauge is initiated by the first input from the controller, the shot power is set in relation to a first detected position of the moving cursor at a time producing the second input from the controller, and the hit location is set in relation to a position of the cursor at which movement of the cursor is stopped;start cursor movement process programmed logic circuitry configured to receive said first input from the controller and start the cursor moving along the gauge in response to said first input;input processing programmed logic circuitry configured to receive, as said second input from the controller, an input by a first control switch among the plurality of control switches or an input by a second control switch among the plurality of control switches;and cursor position processing programmed logic circuitry configured to determine, as a cursor first detected position for setting the shot power, a position of a moving cursor at a time of receiving the second input from the controller when said second input is produced from said first control switch said controller, and then determining a subsequent position of the same moving cursor at a time of receiving the third input from the controller as a hit location position on the gauge at which movement of the cursor is stopped;and said cursor position detecting programmed logic circuitry also being configured to determine, as a cursor first detected position for setting a shot power, a position of a moving cursor at a time of receiving said second input when said second input is produced from said second control switch of said controller, and then automatically determining a different position on the gauge as a hit location position at which movement of the cursor is stopped, wherein different first and second control switch activation patterns are recognized by the golf game machine to enable a player to dynamically select between a plurality of different shot operation modes during each club swing operation.
  1. The golf game machine according to claim 1 , wherein the cursor position detecting programmed logic circuitry is further configured to determine a hit location position so as to be randomly positioned every time the second input from the second control switch is received by the input processing programmed logic circuitry.
  2. The golf game machine according to claim 2 , further comprising range setting programmed logic circuitry configured to set a range on the gauge and changes a width of the range in response to at least one condition selected from a group of conditions comprising circumstances of the ball, a golf club selected by a player, and characteristics of the player character, wherein the cursor position determining programmed logic circuitry determines the hit location position so as to be randomly positioned within the range set by the range setting mechanism.
  3. The golf game machine according to claim 3 , further comprising area display programmed logic circuitry configured to display on the display device a random area and a meet area, along the gauge, the random area indicating the range set by the range setting programmed logic circuitry, and the meet area serving as an index for determining the hit location position.
  4. The golf game machine according to claim 2 , wherein the cursor position determining programmed logic circuitry randomly determines the hit location position according to a random number.
  5. The golf game machine according to claim 1 , further comprising control-switch image display programmed logic circuitry configured to display on the display device a first image and a second image after the first input is received from the controller, the first image representing the first control switch, the second image representing the second control switch.
  6. The golf game machine according to claim 1 , further comprising: input processing programmed logic circuitry further configured to receive said third input from the controller as an input produced by said first control switch or said second control switch or a third control switch or a fourth control switch among the plurality of control switches of the controller;spin direction programmed logic circuitry configured to set a spin direction, of the ball in response to the third input from the controller provided by either said first control switch or said second control switch or said third control switch or said fourth control switch, wherein the spin direction of the ball is set to a first direction when the third input is provided by one of said first through fourth control switches and is set to a second direction when the third input is provided by a different one of said first through fourth control switches;and wherein the scene in which the player character hits the ball displays a ball which travels according to the shot power, the hit location, and the spin direction.
  7. The golf game machine according to claim 7 , further comprising spin strength programmed logic circuitry configured to set a spin strength of the ball in response to a fourth sequential input from the controller by either said first control switch or said second control switch or said third control switch or said fourth control switch, wherein: the spin strength is set depending upon whether or not the third input and the fourth sequential input are received from a same control switch.
  8. The golf game machine according to claim 8 , further comprising history image display programmed logic circuitry configured to display on the display device, a history image indicative of a history of which particular control switches provided third and fourth inputs after the second input is provided by said first control switch.
  9. A golf game machine wherein hit location and shot power input operations are performed during a golf hall shot operation and which displays on a display device a gauge and a cursor that moves on the gauge, along with a scene in which a ball hit by a golf club swung by a game character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, the golf game machine comprising: at least one controller having a plurality of control switches for permitting a user to sequentially provide a first input, a second input and a third input to the game machine, wherein movement of the cursor along the gauge is initiated by the first input from the controller, the shot power is set in relation to a first detected position of the moving cursor at a time of providing the second input from the controller, and the hit location is set in relation to a position of the cursor at which movement of the cursor is stopped;start cursor movement mechanism which receives said first input from the controller and initiates cursor movement along the gauge in response to said first input;input receiving mechanism which receives said second input to the controller;and moving cursor position determining mechanism which determines, as a first detected cursor position, a position of the cursor at a time of receiving said second input from the input receiving mechanism and then determines as a second detected cursor position, a predetermined position on the gauge at which movement of the cursor is stopped.
  10. The golf game machine according to claim 10 , further comprising a range setting mechanism which sets a range on the gauge and changes a width of the range in response to at least one or more conditions comprising circumstances of the ball, a golf club selected by a player, or characteristics of the game character, wherein the moving cursor position determining mechanism determines the second detected cursor position so as to be randomly positioned within the range set by the range setting mechanism.
  11. The golf game machine according to claim 11 , further comprising an area display mechanism which displays along the gauge on the display device a random area indicator and a meet area indicator, the random area indicator indicating the range set by the range setting mechanism, and the meet area indicator serving as an index for determining the second detected cursor position.
  12. The golf game machine according to claim 10 , wherein the moving cursor position determining mechanism randomly determines the second detected cursor position according to a random number.
  13. A golf game machine having a dynamic shot mode selection mechanism which displays on a display device a gauge and a cursor moving on the gauge along with a scene in which a ball hit by a golf club swung by a game character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, and wherein different shot mode operation selection inputs are performed by a user during a club swing operation, the golf game machine dynamic shot mode selection mechanism comprising: at least one controller having a plurality of control switches for providing a sequence of inputs to the game machine, wherein movement of the cursor along the gauge is initiated by a first input produced by the controller, the shot power is set in relation to a cursor first position determined at a time of producing a second input, and the hit location is set in relation to a position of the cursor at which movement of the cursor is stopped;start cursor movement process programmed logic circuitry configured to receive a first input from the controller and start the cursor moving along the gauge in response to the first input;cursor position processing programmed logic circuitry configured to receive a second input from the controller and determine a position on the gauge of a cursor at a time of receiving the second input for use in setting a shot power;said cursor position detecting programmed logic circuitry also being configured to receive, after the first and second inputs from the control switches occur in a first predetermined sequence, a third input from the controller, and to determine a position of the cursor on the gauge at the time of receiving the third input as a hit location position at which movement of the cursor along the gauge is stopped;and said cursor position determining programmed logic circuitry also being configured to automatically determine, a subsequent random position on the gauge as the hit location position when the first and second inputs occur in a second predetermined sequence which is different from said first sequence, wherein different control switch activation input patterns are recognized by the golf game machine to enable a user to dynamically select between a plurality of different shot operation modes during each club swing operation.
  14. A game machine having a dynamic operation mode selection mechanism which displays on a display device an image of a gauge and a cursor moving on the gauge along with a scene in which an object moves in a game field according to a movement distance of the object and a movement direction parameter of the object indicated by the gauge, and wherein a selection of different operation modes for controlling object movement are performed by player during a predetermined game operation, the game machine dynamic operation mode selection mechanism comprising: one or more controller having a plurality of control switches for providing a sequence of inputs to said game machine including at least a first input, a second input, and a third input, wherein the movement of the cursor along the gauge is initiated by the first input from the controller, the movement distance parameter is determined based on a first detected position of the moving cursor at a time of producing the second input from the controller, and the movement direction parameter is determined based on a position of the cursor at a time of producing the third input from the controller;start cursor movement processing mechanism which receives said first input from the controller and starts the cursor moving along the gauge in response to the first input;input receiving mechanism which receives, as said second input to the controller, an input by a first control switch among the plurality of control switches or an input by a second control switch among the plurality of control switches, said second control switch being different from the first control switch;cursor position determining mechanism which determines, as a cursor first detected position for determining a movement distance parameter, a position of a moving cursor at the time of receiving the second input from the controller when the second input is produced from said first control switch, and then determining a subsequent position on the gauge of the same moving cursor at a time of receiving the third input from the controller as a movement direction position;and said cursor position determining mechanism also determining, as a cursor first detected position for determining said movement distance parameter, a position of a moving cursor at the time of receiving said second input when said second input is produced from said second control switch of the controller, and then automatically determines a different position on the gauge as a movement direction position, wherein different first and second control switch activation input patterns performed by a player during a course of said predetermined game operation are recognized by the game machine to enable the player to dynamically select between a plurality of different available operation modes.
  15. A storage medium having stored thereon a golf game program to be executed by a computer of a game machine, the storage medium being readable by the computer, the game machine comprising a controller device having a plurality of control switches and a display device on which is displayed a gauge and a cursor moving on the gauge along with a scene in which a ball hit by a golf club swung by a game character travels in a game field according to a shot power and a hit location indicated by a cursor position on the gauge and determined by a shot mode selection arrangement wherein golf club shot mode selection input operations may be dynamically performed during a golf ball shot operation by a player manipulating the controller device, said golf game program configuring the computer to function as: a start cursor moving mechanism which receives a first input from a first control switch of the controller and initiates the cursor moving along the gauge at a time of receiving the first input;an input processing mechanism which receives, as a second input from the controller for setting a shot power, an input from a first control switch among the plurality of control switches or from a second control switch among the plurality of control switches which is different from the first control switch;a position determining mechanism which determines, when the second input is received by the input receiving mechanism from the first control switch, a position of the cursor at the time of receiving the second input to he used in setting a shot power, and then receives a third input to the controller and determines a position of the cursor at the time of receiving the third input as the hit location position at which movement of the cursor is stopped;and said position determining mechanism also determines, when the second input is received by the input receiving mechanism from the second control switch, a position of the cursor at the time of receiving the second input to be used in setting a shot power, and then automatically determines a subsequent predetermined position on the gauge as the hit location position at which movement of the cursor is stopped, wherein different sequences of control switch activation patterns are recognized by the game machine computer to enable a player manipulating the controller device to dynamically select between a plurality of different golf club shot modes during each golf ball shot operation.
  16. The storage medium according to claim 16 , wherein the position determining mechanism determines the hit location position so as to be randomly positioned every time the second input to the second control switch is received by the input receiving mechanism.
  17. The storage medium according to claim 17 , wherein: the golf game program further allows the computer to function as a range setting mechanism which sets a range on the gauge and displays a change in a width of the range in response to at least one parameter selected from a group of parameters representing the ball, a golf club selected by a player, or characteristics of the game character;and the position determining mechanism determines the hit location position so as to be randomly positioned within the range set by the range setting mechanism.
  18. The storage medium according to claim 18 , wherein the golf game program further allows the computer to function as an area display mechanism which displays on the display device a random area and a meet area, along the gauge, the random area indicating the range set by the range setting mechanism, and the meet area serving as an index for determining the hit location position.
  19. The storage medium according to claim 17 , wherein the position determining mechanism randomly determines the hit location position according to a random number.
  20. The storage medium according to claim 16 , wherein the golf game program further allows the computer to function as a control-switch image display mechanism which displays on the display device a first image and a second image after the first input is received by the start cursor moving mechanism, the first image representing the first control switch, the second image representing the second control switch.
  21. The storage medium according to claim 16 , wherein the golf game program further allows the computer to function as: an input processing mechanism which also receives a third input from the controller as an input produced by the first control switch or said second control switch or a third control switch or a fourth control switch among the plurality of control switches of the controller device;a spin direction mechanism which sets a spin direction of the ball in response to the third input from the controller provided from either said first control switch or said second control switch or a third control switch or a fourth control switch, wherein the spins direction of the ball is set to a first direction when the third input is provided by one of said first through fourth control switches and is set to a second direction when the third input is provided by a different one of said first through fourth control switches;and wherein the scene in which the player character hits the ball displays a ball which travels according to a shot power, the hit location, and the spin direction.
  22. The storage medium according to claim 22 , wherein: the golf game program further allows the computer to function as a spin strength mechanism which sets a spin strength of the ball in response to a fourth input from the controller provided after the third input by either said first control switch or said second control switch or said third control switch or said fourth control switch, wherein the spin strength of the first direction of the ball is set depending upon whether or not the third input and the fourth input are received from a same control switch.
  23. The storage medium according to claim 23 , wherein the golf game program further allows the computer to function as a history image display mechanism which displays on the display device, when the second input from the first control switch is received by the input receiving mechanism, a history image showing a history of inputs as sequentially received from the control switches.
  24. A storage medium having stored thereon a golf game program to be executed by a computer of a game machine, the storage medium being readable by the computer, the game machine comprising a controller device having a plurality of control switches for permitting a user to sequentially provide a first input, a second input and a third input, and the game machine further comprising a display device on which is displayed a gauge and a cursor that moves on the gauge along with a scene in which a ball hit by a golf club swung by a game character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, said golf game program configuring the game machine computer to function as: a start cursor movement mechanism which receives said first input from the controller and initiates cursor movement along the gauge in response to said first input;an input receiving mechanism which receives said second input to the controller;and a moving cursor position determining mechanism which determines, as a first detected cursor position, a position of the cursor at a time of receiving said second input from the input receiving mechanism and then determines, as a second detected cursor position, a predetermined position on the gauge at which movement of the cursor is stopped, wherein movement of the cursor along the gauge is initiated by the first input from the controller, the shot power is set in relation to the first detected position of the moving cursor at a time the second input is provided from, the controller, and the hit location is set in relation to a positron of the cursor at which movement of the cursor is stopped.
  25. The storage medium according to claim 25 , wherein: the golf game program further allows the computer to function as a range setting mechanism which sets a range on the gauge and changes a width of the range in response to at least one or more conditions comprising circumstances of the ball, a golf club selected by a user, and characteristics of the game character;and the moving cursor position determining mechanism determines the second detected cursor position so as to be randomly positioned within the range set by the range setting mechanism.
  26. The storage medium according to claim 26 , wherein the golf game program further allows the computer to function as an area display mechanism which displays along the gauge on the display device a random area indicator and a meet area indicator, the random area indicator indicating the range set by the range setting mechanism, and the meet area indicator serving as an index for determining me second detected cursor position.
  27. The storage medium according to claim 25 , wherein the moving cursor position determining mechanism randomly determines the second detected cursor position according to a random number.
  28. A storage medium having stored thereon a golf game program to be executed by a computer of a game machine, the storage medium being readable by the computer, the game machine comprising a controller device having a plurality of control switches and a display device on which is displayed a gauge and a cursor moving on the gauge along with a scene in which a ball hit by a golf club swung by a game character travels in a game field according to a shot power and a hit location indicated by the cursor on the gauge, and wherein different shot made operation selection inputs are preformed by a user during a club swing operation, said golf game program configuring the computer to function as: a start cursor movement mechanism which receives a first input from the controller and starts the cursor moving along the gauge in response to the first input;a cursor position determining mechanism which receives a second input to the controller and determines a position on the gauge of a cursor at a time of receiving the second input for use in setting a shot power parameter;and said cursor position determining mechanism also receives, after the first and second inputs from the control switches occur in a first predetermined sequence, a third input from the controller, and determines a position of the cursor on the gauge at the time of receiving the third input as a hit location position at which movement of the cursor along the gauge is stopped;and said cursor position determining mechanism also automatically determines a subsequent random position on the gauge as the hit location position when the first and second inputs occur in a second predetermined sequence which is different from said first predetermined sequence, wherein different control switch activation input patterns are recognized by the game machine computer to enable a user manipulating the controller device to dynamically select between a plurality of different shot operation modes during each club swing operation.
  29. A method for operating a game machine, the game machine comprising a controller device having a plurality of control switches for generating inputs to the game machine and a display device on which is displayed a gauge and a cursor moving on the gauge, along with a scene in which an object moves in a game field according to at least two movement parameters of the object, the game machine having a dynamic operation mode selection arrangement wherein selection of one a plurality of different available operation modes for controlling movement of the object is performed by a user during a predetermined game operation, said method comprising: receiving a first input from the controller from a first control switch and initiating movement of the cursor displayed on the gauge in response to the first input;receiving a second input from the controller from either the first control switch or from a second control switch;and determining, as a cursor first detected position used for setting a first movement parameter for controlling the object, a first position of a moving cursor at a time of receiving the second input from the controller when said second input is produced from said first control switch, and then determining a subsequent a position of the same moving cursor at a time of receiving a third input from the controller from either the first control switch or the second control switch for use in setting a second movement parameter for controlling the object;and also determining, as a cursor first detected position used for setting a first movement parameter for controlling the object, a position of a moving cursor at a time of receiving said second input when said second input is produced from said second control switch, and then automatically selecting a different subsequent position of the moving cursor on the gauge for use in setting a second movement parameter for controlling the object, wherein different first and second control switch activation input patterns performed by a user during a course of a predetermined game operation are thereby recognized by the game machine to enable the user to dynamically select between a plurality of different available operation modes for controlling movement of the object.
  30. The golf game machine according to claim 10 , further comprising ball movement direction calculation mechanism which calculates a movement direction of the ball in the game field in accordance with the shot power and the hit location.
  31. The golf game machine according to claim 31 , further comprising a tentative hit-location setting mechanism which receives, prior to initiating movement of the cursor, an input indicative of a user's desired tentative hit location on a game character's golf ball, which is displayed as a circular shaped image having movable indicia within provided to a user for setting a tentative hit location, wherein the ball movement calculation mechanism determines a final hit location by adjusting a user-set tentative hit location in accordance with the second detected cursor position and determines a movement direction of the ball in accordance with the final hit location and the shot power.
  32. The golf game machine according to claim 32 , wherein the ball movement calculation mechanism determines the final hit location by adjusting the user-set tentative hit location in accordance with a deviation between a meet point displayed on the gauge and the second detected cursor position.
  33. The storage medium according to claim 25 , wherein the golf game program further enables the computer to function as a ball movement direction computation mechanism that computes a moving direction of the ball in the game field in accordance with the shot power and the hit location.
  34. The storage medium according to claim 34 , wherein: the golf game program further enables the computer to function as a tentative hit-location setting mechanism which receives, prior to initiating movement of the cursor, an input indicative of a user's desired tentative hit location on a game character's golf ball, which is displayed as a circular shaped image and which is provided to a user for setting a tentative hit location;and wherein the ball movement computation mechanism determines a final hit location by adjusting the user-set tentative hit location in accordance with the second detected cursor position and computes a movement direction of the ball in accordance with the final hit location and the shot power.
  35. The storage medium according to claim 35 , wherein the ball movement computation mechanism determines the final hit location by adjusting the user-set tentative hit location in accordance with a deviation between a meet point displayed on the gauge and the second detected cursor position.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.