U.S. Pat. No. 8,147,331

VIDEO GAME PROGRAM, VIDEO GAME DEVICE, AND VIDEO GAME METHOD

AssigneeKonami Digital Entertainment Co., Ltd.

Issue DateMarch 13, 2006

Illustrative Figure

Abstract

A video game player can control the movement of a moving object in a video game during a moving object dispatch operation by a character, thereby allowing the video game player to experience nervousness and a sense of realism when causing the character to dispatch the moving object. This video game program includes a first request receiving function, a operation display function, a second request receiving function, a moving object control function, and a moving object display function. In the video game implemented with this program, a dispatch request for dispatching the moving object is received from the controller in the second request receiving function when the dispatch operation of the character is displayed on the monitor. According to the timing at which the second request receiving function received the dispatch request, the movement of the moving object is controlled in the moving object control function.

Description

PREFERRED EMBODIMENTS OF THE INVENTION Constitution and Operation of the Video Game Device FIG. 1shows the basic constitution of a video game device according to one embodiment of the present invention. This description uses a home video game device as an example of a video game device. The home video game device comprises a home game device unit and a home television. A recording medium10can be loaded in the home game device unit, and game data is appropriately read from the recording medium10and a game is executed. The contents of the game executed in this way are displayed on the home television. The game system of the home video game device comprises a control unit1, a storage unit2, an image display unit3, an audio output unit4, and an operation input unit5, each of which is connected over the bus6. This bus6includes an address bus, a data bus, a control bus, and the like. The control unit1, the storage unit2, the audio output unit4, and the operation input unit5are included in the home game device unit of the home video game device, and the image display unit3is included in the home television. The control unit1is provided mainly to control the progress of the entire game based on the game program. The control unit1comprises a CPU (Central Processing Unit)7, a signal processor8, and an image processor9, for example. The CPU7, the signal processor8, and the image processor9are each connected together over the bus6. The CPU7interprets commands from the game program and performs various types of data processing and control. For example, the CPU7commands the signal processor8to provide image data to the image processor. The signal processor8mainly performs computations in three-dimensional space, position conversion computations from three-dimensional space to an artificial three-dimensional space, light source computation processing, and the generation and processing of ...

PREFERRED EMBODIMENTS OF THE INVENTION

Constitution and Operation of the Video Game Device

FIG. 1shows the basic constitution of a video game device according to one embodiment of the present invention. This description uses a home video game device as an example of a video game device. The home video game device comprises a home game device unit and a home television. A recording medium10can be loaded in the home game device unit, and game data is appropriately read from the recording medium10and a game is executed. The contents of the game executed in this way are displayed on the home television.

The game system of the home video game device comprises a control unit1, a storage unit2, an image display unit3, an audio output unit4, and an operation input unit5, each of which is connected over the bus6. This bus6includes an address bus, a data bus, a control bus, and the like. The control unit1, the storage unit2, the audio output unit4, and the operation input unit5are included in the home game device unit of the home video game device, and the image display unit3is included in the home television.

The control unit1is provided mainly to control the progress of the entire game based on the game program. The control unit1comprises a CPU (Central Processing Unit)7, a signal processor8, and an image processor9, for example. The CPU7, the signal processor8, and the image processor9are each connected together over the bus6. The CPU7interprets commands from the game program and performs various types of data processing and control. For example, the CPU7commands the signal processor8to provide image data to the image processor. The signal processor8mainly performs computations in three-dimensional space, position conversion computations from three-dimensional space to an artificial three-dimensional space, light source computation processing, and the generation and processing of image and audio data. The image processor9mainly performs processing to write image data to be rendered to the RAM12based on the computation results and processing results of the signal processor8.

The storage unit2is provided mainly to store program data, various types of data used in program data, and the like. The storage unit2comprises a recording medium10, an interface circuit11, and RAM (Random Access Memory)12, for example. The interface circuit11is connected to the recording medium10. The interface circuit11and RAM12are then connected via the bus6. The recording medium10is for storing program data for the operating system, game data comprising image data, audio data, and various types of program data, and the like. For example, this recording medium10is a ROM (Read Only Memory) cassette, optical disk, flexible disk, or the like on which program data for the operating system, game data, and the like are recorded. Note that the recording medium10also encompasses card-type memory; this card-type memory is mainly used to store various game parameters at the point of interruption when the game is interrupted. The RAM12is used to temporarily store various types of data read from the recording medium10, and to temporarily record processing results from the control unit1. In addition to various types of data, address data showing the memory location of various types of data is stored in this RAM12, and it is possible to specify and read and write to any address.

The image display unit3is provided mainly to output, as images, image data written to the RAM12by the image processor9, image data read from the recording medium10, and the like. The image display unit3comprises a television monitor20, an interface circuit21, and a D/A converter (Digital-to-Analog converter)22, for example. The D/A converter22is connected to the television monitor20and the interface circuit21is connected to the D/A converter22. The bus6is then connected to the interface circuit21. Here, image data is provided to the D/A converter22via the interface circuit21, and is there converted to an analog image signal. The analog image signal is output as an image by the television monitor20.

This image data includes polygon data, texture data, and the like, for example. Polygon data is coordinate data for vertices that constitute a polygon. Texture data is directed at providing texture to the polygon, and comprises texture indicating data and texture color data. The texture indicating data is data for linking a polygon and texture, and texture color data is data for specifying the color of the texture. Here, polygon address data and texture address data, showing the memory location of each type of data, are linked to the polygon data and texture data. With such image data, the signal processor8performs coordinate conversion and perspective projection conversion, based on the distance data and rotation data of the screen itself (point of view), for the polygon data in three-dimensional space (three-dimensional polygon data) shown by the polygon address data, and replaces the three-dimensional polygon data with polygon data in two-dimensional space (two-dimensional polygon data). A polygon outline is constituted with a plurality of two-dimensional polygon data, and texture data specified by the texture address data is written to the interior of the polygon. In this way, objects with texture applied to each polygon can represent, for example, a coach character, a player character, a referee character, a ball character, and the like.

The audio output unit4is provided mainly for output as audio data read from the recording medium10. The audio output unit4comprises a speaker13, an amplifier circuit14, a D/A converter15, and an interface circuit16, for example. The amplifier circuit14is connected to the speaker13; the D/A converter15is connected to the amplifier circuit14; and the interface circuit16is connected to the D/A converter15. The bus6is then connected to the interface circuit16. Here, the audio data is provided to the D/A converter15via the interface circuit16and is converted to an analog audio signal. This analog audio signal is amplified by the amplifier circuit14and output from the speaker13as sound. Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data, PCM (Pulse Code Modulation) data, and the like. In the case of ADPCM data, the sound can be output from the speaker13with the same type of processing method as described above. In the case of PCM data, the PCM data are converted to ADPCM data in the RAM12, and the sound can be output from the speaker13with the same type of processing method as described above.

The operation input unit5primarily comprises a controller17, an operation information interface circuit18, and an interface circuit19. The operation information interface circuit18is connected to the controller17; and the interface circuit19is connected to the operation information interface circuit18. The bus6is then connected to the interface circuit19.

The controller17is an operation device used for the player to input various operation commands and sends operation signals to the CPU7according to player operations. The following are provided on the controller17: a first button17a, a second button17b, a third button17c, a fourth button17d, an up key17U, a down key17D, a left key17L, a right key17R, an L1button17L1, an L2button17L2, an R1button17R1, an R2button17R2, a start button17e, a select button17f, a left stick17SL, and a right stick17SR.

The up key17U, the down key17D, the left key17L, and the right key17R are used to provide to the CPU7commands to cause the characters and cursor to move up, down, left, and right on the screen of the television monitor20, for example.

The start button17eis used when indicating to the CPU7to load the game program from the recording medium10, or the like.

The select button17fis used when indicating various selections to the CPU7, and the like, for the game program loaded from the recording medium10.

The left stick17SL and the right stick17SR are stick-shaped controllers having approximately the same constitution as a so-called joystick. The stick-shaped controller comprises an upright stick. This stick is inclinable, with a range of 360 degrees, including forward, back, left, and right, from the upright position centered on a fulcrum. The left stick17SL and right stick17SR send x and y coordinate values with the origin being the upright position, according to the direction and angle of inclination of the stick, as an operation signal to the CPU7via the operation information interface circuit18and interface circuit19.

According to the game program loaded from the recording medium10, various functions are allocated to the first button17a, the second button17b, the third button17c, the fourth button17d, the L1button17L1, the L2button17L2, the R1button17R1, and the R2button17R2.

Note that each button and each key on the controller17, excluding the left stick17SL and the right stick17SR, are ON/OFF switches which turn ON when depressed from the neutral position with the application of external pressure, and turn OFF upon returning to the neutral position when the pressure is released.

The general operation of the home video game device with the constitution discussed above is described below. When the power switch (not shown) is turned on and the game system1is powered up, the CPU7reads image data, audio data, and program data from the recording medium10, based on the operating system stored in the recording medium10. All or part of the image data, audio data, and program data read is stored in the RAM12. Then, the CPU7issues commands for the image data and audio data stored in the RAM12, based on the program data stored in the RAM12.

In the case of image data, the signal processor8performs position computation, light source computation, and the like for characters in three-dimensional space, based on the commands from the CPU7. Next, the image processor9performs writing and the like of image data to be rendered to the RAM12, based on the computation results from the signal processor8. The image data written to the RAM12are then provided to the D/A converter17via the interface circuit13. The image data are converted to an analog video signal with the D/A converter17. The image data are then provided to the television monitor20and displayed as images.

In the case of audio data, first, the signal processor8performs processing to generate and process audio data based on a command from the CPU7. For example, processing to convert pitch, add noise, set an envelope, set the level, add reverb, and the like is performed for the audio data. Next, the audio data is output from the signal processor8and provided to the D/A converter15via the interface circuit16. Here, the audio data are converted to an analog audio signal. The audio data are then output as sound from the speaker13via the amplifier circuit14.

Various Functions in the Video Game Device

The video game executed in the video game device is, for example, a baseball video game with a pitcher's ball control controlling function.FIG. 2is a functional block diagram for describing the functions of the CPU7shown inFIG. 1. The ball control controlling function of the baseball video game device, which plays an important role in this invention, is described using this functional block diagram.

The baseball video game device is a baseball video game device which displays the pitcher character and the ball on the television monitor20, and in which a baseball video game, in which the ball is thrown by the pitcher character, can be executed with the controller17. The baseball video game device comprises first request receiving means101, operation displaying means102, second request receiving means103, third request receiving means104, dispatch ability storing means105, moving object controlling means106, moving object displaying means107, and timing displaying means108.

The first request receiving means101is a means for receiving an operation initiation request from the controller17in order to cause the pitcher character to initiate the dispatch operation up to the point of dispatching the ball. In the first request receiving means101, the CPU7is caused to recognize the operation initiation request from the controller17as a control command, whereby the pitcher character is caused to initiate the dispatch operation until the ball is dispatched.

The operation displaying means102is a means for displaying the dispatch operation of the pitcher character on the television monitor20when the first request receiving means101receives the operation initiation request. In the operation displaying means102, when the operation initiation request from the controller17is recognized by the CPU7as a control command in the first request receiving means101, the CPU7issues a command for the television monitor20to display the pitcher dispatch operation of the character. Based on the command from the CPU7, the image data for the pitcher character is processed by the signal processor8and the image processor9, the processed image data is provided from the RAM12to the television monitor20, and the pitcher dispatch operation of the character is displayed as a moving image on the television monitor20.

The second request receiving means103is a means for receiving the request to throw the ball from the controller17, when the pitcher dispatch operation of the character is displayed on the television monitor20by the operation displaying means102. In the second request receiving means103, the request to throw the ball by operation of the controller17is recognized as a control command by the CPU7, when the pitcher dispatch operation of the character is displayed on the television monitor20by the operation displaying means102.

The third request receiving means104is a means for receiving the destination indicating request and trajectory properties specifying request from the controller17, in order to indicate the destination and to specify the trajectory properties of the ball up to the destination, before the first request receiving means101receives the operation initiation request. In the third request receiving means104, the destination and trajectory properties of the ball up to the destination can be specified, before the CPU7is caused to recognize the operation initiation request from the controller17as a control command in the first request receiving means101. This is implemented by causing the CPU7to recognize the destination indicating request and the trajectory properties specifying request from the controller17as control commands.

The dispatch storing means105is a means for storing the throwing ability data of the pitcher character. In the dispatch storing means105, the pitcher character's throwing ability data is read from the recording medium10and stored in the RAM12, based on a command from the CPU7.

The moving object controlling means106is a means for controlling the movement of the ball according to the timing at which the second request receiving means103received the throwing request. The moving object controlling means106references the throwing ability data stored in the dispatch storing means105and controls the movement of the ball. In addition, the moving object controlling means106controls the movement of the ball according to the destination indicating request and trajectory properties specifying request received from the third request receiving means104. Furthermore, the moving object controlling means106sets the extent of the displacement of the ball at the destination thereof and controls the movement of the ball, according to the dispatch position of the moving object at the character, for the timing at which the second request receiving means103received the throwing request. In the moving object controlling means106, the movement of the ball is controlled by the CPU7, in accordance with the timing at which the request to throw the ball sent by the controller17was recognized as a control command by the CPU7in the second request receiving means103. At this time, the moving object controlling means106causes the CPU7to reference the throwing ability data stored in the RAM12in the dispatch storing means105and causes the CPU7to control the movement of the ball. Also, the moving object controlling means106causes the CPU7to control the movement of the ball according to the destination indicating request and the trajectory properties specifying request recognized by the CPU7in the third request receiving means104. Furthermore, with the moving object controlling means106, the CPU7causes the signal processor8to compute the extent of the displacement of the ball at the destination of the ball and the CPU7is caused to control the movement of the ball, when the CPU7causes the ball to be dispatched from the pitcher character based on the throwing request recognized by the CPU7in the second request receiving means103.

The moving object displaying means107is a means for displaying the ball, the movement of which is controlled by the moving object controlling means106, on the television monitor20. With this moving object displaying means107, the movement of the ball controlled by the CPU7in the moving object controlling means106is processed as image data by the signal processor8and the image processor9, the processed image data is provided to the television monitor20from the RAM12, and the movement of the ball is displayed on the television monitor20as a moving image.

The timing displaying means108is a means for displaying the timing for dispatching the ball after the first request receiving means101has received the operation initiation request. With this timing displaying means108, the timing for dispatching the ball is displayed with a timing indicator. In addition, the favorable or unfavorable results of the timing when the ball was dispatched are displayed with text or an image by the timing displaying means108. With this type of timing displaying means108, the CPU7issues a command to cause the timing for dispatching the ball to be displayed on the television monitor20, after the operation initiation request sent from the controller17is recognized by the CPU7in the first request receiving means101. Based on this command from the CPU7, the timing for dispatching the ball is computed in real time by the signal processor8. Based on the results computed in this way, image data corresponding to the timing indicator, and text or an image are written to the RAM12by the image processor9. The timing indicator showing the timing for dispatching the ball and favorable or unfavorable results of the timing when the ball was dispatched are provided as image data to the television monitor20from the RAM12and displayed on the television monitor20.

Overview of the Execution of the Pitcher's Ball Control Controlling Function in the Baseball Video Game

An overview of the execution of the pitcher's ball control controlling function in the baseball video game in this embodiment is described using the flowchart shown inFIG. 3.

In a baseball video game which displays a pitcher character and a ball on a television monitor20, and which causes a ball to be thrown by the pitcher character by means of a controller17, the destination will first be indicated and the trajectory properties of the ball up to the destination will be specified in the third request receiving step (S1). Next, in the first request receiving step, the operation initiation request is provided to the pitcher character from the controller17and the pitcher character is caused to initiate a throwing operation (S2).

Thereupon, in the operation displaying step, the pitcher character's throwing operation is displayed on the television monitor20(S3). At this time, in the timing display step, the timing indicator for showing the timing for the pitcher character to throw the ball is displayed (S4). The speed of the ball is determined by operating the controller17(S5). In this state, when the pitcher character receives the throwing request from the controller17in the second request receiving step (S6), the timing at which the pitcher character throws the ball is determined (S7). Thereupon, in the timing display step, the favorable or unfavorable results of the timing at which the pitcher character throws the ball are displayed with text or an image (S8). Furthermore, the throwing ability data for the pitcher character in the dispatch storing step, and the trajectory properties which are specified in the third request receiving step, are referenced in the moving object controlling step (S9, S10). The extent of the displacement of the ball at the destination is then determined based on the throwing ability data and the trajectory properties, and according to the timing at which the pitcher character throws the ball (S11). Finally, the ball is dispatched from the pitcher character toward the destination and the dispatched ball is displayed on the television monitor20by the moving object displaying step (S12).

Overview of the Processing of the Ball Control Controlling Function of the Pitcher in the Baseball Video Game

An overview of the processing of the ball control controlling function of the pitcher in the baseball video game is described below.

In the ball control controlling function of the pitcher in the baseball video game, the destination and trajectory properties indicated from the controller17in the third request receiving means104are recognized by a control unit1including the CPU7(S1). Then, in the first request receiving means101, the operation initiation request indicated by way of the controller17is recognized by the control unit1(S2). Thereupon, in the operation displaying means102, the command for the pitcher character's throwing operation to be displayed on the television monitor20is issued by the control unit1(S3). Based on the command from the control unit1, the image data for the pitcher character is processed by the signal processor8and the image processor9, the processed image data is provided from the RAM12to the television monitor20, and the pitcher character's throwing operation is displayed as a moving image on the television monitor20(S3). At this time, in the timing displaying means108, the timing for dispatching the ball is displayed on the television monitor20with the timing indicator (S4). When the controller17is operated, the control unit1can be caused to recognize the speed of the ball (S5). When the throwing operation of the pitcher character is displayed on the television monitor20in the operation displaying means102, the control unit1is caused to recognize the ball throwing request in the second request receiving means103by operating the controller17(S6). Thereupon, in the timing displaying means108, the timing at which the pitcher character throws the ball is recognized by the control unit1(S7).

The favorable or unfavorable results of the timing at which the pitcher character throws the ball are determined by the control unit1and displayed on the television monitor20with text or an image stored in the storage unit2(S8). Furthermore, in the moving object controlling means106, the control unit1is caused to recognize the throwing ability data of the pitcher character stored in the storage unit2in the dispatch storing means105(S9). While the control unit1references the throwing ability data of the pitcher character and the trajectory properties recognized by the control unit1in the third request receiving means104(S9, S10), the extent of the displacement of the ball at the destination is computed and set by the control unit1according to the timing at which the pitcher character throws the ball (S11). Then, in the moving object displaying means107, the image data for the ball is processed by the control unit1, the processed image data is provided to the television monitor20from the storage unit2, and the movement of the ball is displayed on the television monitor20as a moving image (S12).

Each of the means in the pitcher's ball control controlling function processed in this way are described below.

The first request receiving means101receives an operation initiation request from the controller17in order to cause the pitcher character to initiate the throwing operation up to the throwing of the ball. In this first request receiving means101, the operation initiation request is received by the control unit1by pressing the third button17cof the controller17. The pitcher character is then caused to initiate the throwing operation and throw the ball.

The operation displaying means102displays the throwing operation by the pitcher character as a moving image on the television monitor20. For the pitcher character displayed here, the pitching form is set for each pitcher character. The pitching forms include overhand throw, three-quarter, sidearm throw, underhand throw, and the like, for example, and these pitching forms are stored in the storage unit2and appropriately called from the storage unit2.

The timing displaying means108displays the timing indicator50on the television monitor20in order to show the timing for throwing the ball, after the first request receiving means101has received the operation initiation request. The timing for the pitcher character to throw the ball can be determined with the timing indicator50. The timing indicator50comprises, for example, a timing meter51which is long in a vertical direction, and a timing bar52whose length changes from top to bottom on the timing meter51, as shown inFIG. 4. The timing meter51is a yardstick for measuring the timing at which the pitcher character is to release the ball. Horizontal lines53,54, for showing the optimal release point for the pitcher character, are placed at a prescribed vertical interval on the timing meter51. The vertical interval at which the horizontal lines53,54are placed is set according to the pitcher character's ball control. For example, when the pitcher character has superior ball control, the interval between the horizontal lines53,54is set to be large; when the pitcher character has inferior ball control, the interval between the horizontal lines53,54is set to be small.

The timing bar52is displayed on the timing meter51, so as to operate in conjunction with the throwing operation of the pitcher character. This timing bar52is as shown inFIG. 4(a) andFIG. 4(b), for example. Once the pitcher character initiates the throwing operation, the timing bar52is shortened from top to bottom on the timing meter51. Then, when the second request receiving means103discussed below receives the throwing request from the controller17, the timing bar52stops. At this time, as shown inFIG. 4(c), when the timing bar52is in the upper portion of the timing meter51above the upper horizontal line53, a state preceding the optimal state for release of the ball (early release state) is indicated. Also, as shown inFIG. 4(d), when the timing bar52is between the upper horizontal line53and the lower horizontal line54on the timing meter51, a state in which the timing for the release of the ball is optimal (optimal release state) is indicated. Furthermore, as shown inFIG. 4(e), when the timing bar52is in the lower portion of the timing meter51below the lower horizontal line54, a state subsequent to that in which the timing for the release of the ball is optimal (late release state) is indicated. According to these various states (early release state, optimal release state and late release state), text or an image will be displayed on the television monitor20in the timing displaying means108. For example, the text “Fast” is displayed in the early release state, the text “Good” in the optimal release state, and the text “Late” in the late release state.

The second request receiving means103receives the request to dispatch the ball from the controller17, when the pitcher character's throwing operation is displayed on the television monitor20by the operation displaying means102. When the throwing request is received in the second request receiving means103, the extent of the displacement of the ball at the destination is set, and the movement of the ball to the destination is controlled in the moving object controlling means106. The extent of the displacement of the ball at the destination is determined according to the pitcher character's release point when the ball is thrown from the pitcher character during the throwing operation. At this point, the direction in which the ball deviates from the destination is determined depending on the direction in which the arm moves in the pitching form of the pitcher character. For example, when the pitching form of the pitcher character is an overhand throw, the ball tends to deviate vertically at the destination. When the pitching form of the pitcher character is a sidearm throw, the ball tends to deviate to the left or right at the destination. Furthermore, when the pitching form of the pitcher character is a three-quarter, the ball tends to deviate at a 45 degree angle at the destination.

The direction of the deviation of the ball at the destination is shown below for when the throwing request is received in the second request receiving means103. For example, when the pitching form of the pitcher character is an overhand throw, as shown inFIG. 5, when the ball is released in the early release state, the ball is thrown higher than the destination specified in the third request receiving means104(optimal course). However, when the ball is released in the optimal release state, the ball is thrown on the optimal course. Furthermore, when the ball is released in the late release state, the ball is thrown displaced below the optimal course. Here, in the state in which the timing at which the ball was released is very early (excessively early release state), the ball is greatly displaced above the optimal course and misses. Also, in the state in which the timing at which the ball was released is very late (excessively late release state), the ball is displaced very far below the optimal course and misses. Note that when the throwing request was not received in the second request receiving means103, the excessively late release state results and in this case, the ball is likewise displaced very far below the destination and misses.

In the third request receiving means104, the destination to which the pitcher character throws the ball and the trajectory properties of the ball as far as the destination can be specified. The destination of the ball specified at this time is in the vicinity of the catcher character, for example. The vicinity of the catcher character shown here is the ball placement when the pitcher character throws the ball to the catcher character. The ball placement can be specified with the up key17U, the down key17D, the left key17L, and the right key17R on the controller17, for example. In addition, the trajectory properties include pitches such as a straight, two-seam fastball, four-seam fastball, slider, fast slider, cut fastball, curve, slow curve, drop curve, S slider, fork ball, palm, knuckleball, V-slider, change-up, split-fingered fastball, circle change, sinker, screw, fast sinker, fast screw, circle change, shoot, fast shoot, and the like. These trajectory properties can be specified with the up key17U, the down key17D, the left key17L, and the right key17R on the controller17, for example; the type of pitch specified is recognized by the control unit1. Note that the extent of the displacement of the ball at the destination described for the second request receiving means103is influenced by the trajectory properties as well. When the ball is not released in the optimal release state, the extent of the displacement of the ball at the destination becomes larger according to the trajectory properties of the ball, for example in the order of: straight, slider, shoot, curve, fork ball, sinker.

The pitcher character's throwing ability data can be stored by the dispatch storing means105. The pitcher character's throwing ability data includes information relating to the ball control of the pitcher character, for example. The information relating to the pitcher character's ball control varies depending on the circumstances during the pitch. The circumstances during the pitch in which the ball control of the pitcher character is varied include the number of runners on base, the highs and lows of the batter's batting average, the handedness of the batter, the highs and lows of the batting average in past games, and the ability of the catcher. Note that the pitcher character's throwing ability data influences the extent of the displacement of the ball at the destination described in the second request receiving means103. For example, in the information relating to ball control included in the pitcher character's throwing ability data, the extent of the displacement of the ball at the destination decreases if the pitcher character has superior ball control. The extent of the displacement of the ball at the destination increases easily if the pitcher character has inferior ball control.

Other Embodiments

(a) In the previous embodiment, an example using a home video game device was shown. However, video game devices can be similarly applied to video game devices for commercial use in which the monitor is integrated, and to personal computers, workstations, or the like, which function as video game devices by executing video game programs, and are not limited to the previous embodiment.

(b) In the previous embodiment, an example using a baseball video game was shown. However, the video game may be any type of game, so long as it is a video game in which ball control can be controlled, without being limited to the previous embodiment. For example, the present invention can also be applied to a soccer game or the like, as an example of a video game in which ball control can be controlled.

(c) In the previous embodiment, an example in which a timing indicator is displayed in conjunction with a pitcher character's throwing operation is shown; however, the timing indicator does not necessarily have to be displayed. For example, when the timing indicator is not displayed, the player causes the pitcher character to release the ball at the timing determined by the player to be optimal, while observing the pitcher character's throwing operation; and thereby the extent of the displacement of the ball at the destination is determined and the movement of the ball is controlled.

INDUSTRIAL APPLICABILITY

In this invention, when the dispatch operation of the character is displayed on the monitor, the dispatch request to dispatch the moving object is received from the controller in the second request receiving function. According to the timing at which the second request receiving function received the dispatch request, the movement of the moving object is controlled by the moving object control function. Thereby, the player can control the movement of the moving object during the character's moving object dispatch operation and can experience nervousness and a sense of realism when causing the character to dispatch a moving object.

Claims

  1. A non-transitory computer readable medium storing a video game program that causes a computer to implement a video game that is executed by means of a controller, in which a character and a moving object are displayed on a monitor, and the moving object is dispatched by the character having a dispatching form that is a posture of the character at a point of dispatching the moving object, the video game program comprising: code programmed to receive an operation initiation request from the controller in order to cause the character to initiate a dispatch operation until the moving object is dispatched;code programmed to display the dispatch operation of the character on the monitor when the operation initiation request is received;code programmed to receive a request to dispatch the moving object from the controller when the dispatch operation of the character is continuously displayed on the monitor;code programmed to set the point of dispatching the moving object from the character according to a timing at which the dispatch request is received, and to set deviance in a trajectory of the moving object between the point and a destination based on the dispatching form of the character wherein the moving object is controlled to move from the point to the destination on the basis of the deviance;code programmed to display the moving object controlled on the monitor;the code programmed to set the point of dispatching the moving object including code programmed to control the deviation of the moving object in the trajectory on the basis of the dispatching form of the character, and controlling the point of dispatching the moving object when the dispatch operation of the character is continuously displayed on the monitor.
  1. The non-transitory computer readable medium storing the video game program according to claim 1 , further comprising code programmed to receive a destination indicating request and a trajectory properties specifying request from the controller in order to indicate the destination and to specify the trajectory properties of the moving object up to the destination, before the operation initiation request is received;wherein the movement of the moving object is controlled according to the destination indicating request and trajectory properties specifying request received.
  2. The non-transitory computer readable medium storing the video game program according to claim 1 , further comprising code programmed to store dispatch information for the character, wherein the code programmed to set the point of dispatching the moving object from the character includes code programmed to reference the dispatch information stored and to control the movement of the moving object.
  3. The non-transitory computer readable medium storing the video game program according to claim 1 , wherein the code programmed to set the point of dispatching the moving object from the character includes code programmed to establish the deviation of the moving object in the trajectory and to control the movement of the moving object, in accordance with the dispatch position of the moving object at the character at the time at which the dispatch request is received.
  4. The non-transitory computer readable medium storing the video game program according to claim 1 , further comprising code programmed to display a timing indicator that shows the timing at which the moving object is to be dispatched, after the operation initiation request is received.
  5. The non-transitory computer readable medium storing the video game program according to claim 5 , wherein the timing indicator is displayed in conjunction with the dispatch operation of the character.
  6. The non-transitory computer readable medium storing the video game program according to claim 1 , further comprising code programmed to display, with text or an image, favorable or unfavorable results of the timing at which the moving object was dispatched.
  7. The non-transitory computer readable medium storing the video game program according to claim 1 , wherein the speed of the moving object is determined by operating the controller from when the operation initiation request is received until when the dispatch request is received.
  8. The non-transitory computer readable medium storing the video game program according to claim 1 , wherein the character has an ability in dispatching, and the code programmed to set the point of dispatching the moving object includes code programmed to control the deviation of the moving object in the trajectory on the basis of the dispatching form of the character, and to control the point of dispatching the moving object when the dispatch operation of the character is continuously displayed on the monitor by the operation display function, and the ability.
  9. The non-transitory computer readable medium storing the video game program according to claim 9 , wherein the video game is a baseball video game, the character is a pitcher in the baseball video game, the moving object is a ball of the baseball video game, and the ability is a kind of pitch which the pitcher throws.
  10. A video game method that executes, by means of a controller, a video game in which a character and a moving object are displayed on a monitor, and the moving object is dispatched by the character being with a dispatching form that is a posture of the character at a point of dispatching the moving object, the video game method comprising: receiving an operation initiation request from the controller in order to cause the character to initiate a dispatch operation until the moving object is dispatched;displaying continuously the dispatch operation of the character on the monitor when the operation initiation request has been received;receiving a request to dispatch the moving object from the controller when the dispatch operation of the character is continuously displayed on the monitor;setting the point of dispatching the moving object from the character according to a timing at which the request to dispatch has been received;setting a deviance in a trajectory of the moving object between the point and a destination based on the dispatching form of the character wherein the moving object is controlled to move from the point to the destination on the basis of the deviance;and displaying the moving object controlled by the moving object control function on the monitor, the setting the movement of the moving object includes controlling the deviation of the moving object in the trajectory on the basis of the dispatching form of the character, and controlling the point of dispatching the moving object when the dispatch operation of the character is continuously displayed on the monitor.

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