| United States Patent Application |
20090280903
|
| Kind Code
|
A1
|
|
Ikejiri; Daisaku
;   et al.
|
November 12, 2009
|
GAME CONTROL PROGRAM, GAME CONTROL METHOD, AND GAME DEVICE
Abstract
A game apparatus controls a game in which a user-controlled character and
an opponent character hit a ball. When the user gives an instruction for
hitting the ball with a button of a controller, a hit control unit
determines on the basis of the type of the button which is pressed by the
user a shot when the character hits the ball, calculates the trajectory
of the ball hit based on the shot, and displays the flying ball on a
screen. A shot display control unit displays the figure marked on the
button close to the ball on the screen, as information for specifying the
shot.
| Inventors: |
Ikejiri; Daisaku; (Tokyo, JP)
; Muramori; Masashi; (Kanagawa, JP)
|
| Correspondence Name and Address:
|
KATTEN MUCHIN ROSENMAN LLP
575 MADISON AVENUE
NEW YORK
NY
10022-2585
US
|
| Assignee Name and Adress: |
SONY COMPUTER ENTERTAINMENT INC.
Tokyo
JP
|
| Serial No.:
|
912740 |
| Series Code:
|
11
|
| Filed:
|
September 25, 2006 |
| PCT Filed:
|
September 25, 2006 |
| PCT NO:
|
PCT/JP2006/318989 |
| 371 Date:
|
December 17, 2008 |
| U.S. Current Class: |
463/38; 463/30; 463/43 |
| U.S. Class at Publication: |
463/38; 463/43; 463/30 |
| Intern'l Class: |
A63F 9/24 20060101 A63F009/24; A63F 13/00 20060101 A63F013/00 |
Foreign Application Data
| Date | Code | Application Number |
| Mar 14, 2006 | JP | 2006-069853 |
Claims
1. A game control program product for controlling a game in which a
user-controlled character and an opponent character hit a ball,
comprising:a module for determining a shot type when the character hits
the ball;a module for calculating a trajectory of the ball hit based on
the shot type and displaying the flying ball on a screen; anda module for
displaying information for specifying the shot type on the screen.
2. The game control program product according to claim 1, whereinthe
module for determining the shot type receives an input operation from the
user and determines on the basis of the input operation the shot type
when the character controlled by the user hits the ball, andthe module
for displaying the information for specifying the shot type on the screen
displays information concerning a content of the input operation on the
screen.
3. The game control program product according to claim 2, whereinthe
module for determining the shot type determines the shot type on the
basis of a type of a button used for the input operation of a hitting
instruction by the user, andthe module for displaying the information for
specifying the shot type on the screen displays information for
identifying the type of the button on the screen.
4. The game control program product according to claim 3, wherein the
information for identifying the type of the button contains a figure or
letter marked on the button.
5. A computer-readable recoding medium which stores a program which
controls a game in which a user-controlled character and an opponent
character hit a ball, the program comprising:a module for determining a
shot type when the character hits the ball;a module for calculating a
trajectory of the ball hit based on the shot type and displaying the
flying ball on a screen; anda module for displaying information for
specifying the shot type on the screen.
6. A game control method which controls a game in which a user-controlled
character and an opponent character hit a ball, comprising:determining a
shot type when the character hits the ball;calculating a trajectory of
the ball hit based on the shot type and displaying the flying ball on a
screen; anddisplaying information for specifying the shot type on the
screen.
7. A game apparatus which controls a in which a user-controlled character
and an opponent character hit a ball, comprising:a determining unit which
determines a shot type when the character hits the ball;a calculating
unit which calculates a trajectory of the ball hit based on the shot type
and displaying the flying ball on a screen; anda displaying unit which
displays information for specifying the shot type on the screen.
Description
TECHNICAL FIELD
[0001]The present invention relates to game control technologies, and in
particular to a game control program, game control method, and game
apparatus that control a game in which a user-controlled character and an
opponent character hit a ball.
BACKGROUND TECHNOLOGY
[0002]Many video ball games such as tennis, baseball, and soccer are
currently on the market. In particular, the video games which allow the
user to experience a simulated high-level competition, by controlling a
character which simulates a real pro athlete, have become popular.
DISCLOSURE OF INVENTION
[0003]However, seeking to achieve highly realistic matches using a
character which simulates a popular pro athlete results in high-level
competition beyond the level of a general amateur competition. Such
highly realistic matches allow the user to enjoy a simulated high-level
match but frequently require significant operational agility to win the
match. Specifically, following the ball is often all that novices can do
and they may have no time for controlling their characters according to a
strategy.
[0004]In view of such antithesis to the video game, the inventors made a
technology for realizing a video game which allows a range of users to
easily enjoy it and which has elements that provide the intrinsic
enjoyment of a ball game, such as strategy and game skill, as important
factors.
[0005]The present invention has been made in view of the aforementioned
circumstances and a general purpose thereof is to provide a technology
for realizing a broadly entertaining video game.
[0006]In order to solve the above problems, a game control program product
according to one embodiment of the present invention is a program product
that controls a game in which a user-controlled character and an opponent
character hit a ball, comprising: a module for determining a shot type
when the character hits the ball; a module for calculating the trajectory
of the ball hit based on the shot type and displaying the flying ball on
a screen; and a module for displaying information for specifying the shot
type on the screen.
[0007]It should be appreciated that any combinations of the foregoing
components, and any conversions of expressions of the present invention
between methods, apparatuses, systems, and the like are also intended to
constitute applicable embodiments of the present invention.
EFFECTS OF THE INVENTION
[0008]The present invention makes it possible to provide a technology for
realizing a broadly entertaining video game.
BRIEF DESCRIPTION OF DRAWINGS
[0009]FIG. 1 is a diagram showing a configuration of a game apparatus
according to an embodiment;
[0010]FIG. 2 shows an appearance of a controller;
[0011]FIG. 3 shows a relationship between height of ball and color of its
trajectory;
[0012]FIG. 4 is a screen view showing a trajectory displayed by a height
display control unit;
[0013]FIG. 5 is a screen view showing a shot type displayed by a shot
display control unit;
[0014]FIG. 6 is a flowchart showing a control procedure of a serve control
unit; and
[0015]FIG. 7 is a flowchart showing a control procedure of a power control
unit.
DESCRIPTION OF REFERENCE NUMERALS
[0016]10 Game apparatus, 20 Controller, 21 Direction keys, 22 Circle
button, 23 Cross button, 24 Square button, 25 Triangle button, 26 Hit
button, 30 Input unit, 40 Control unit, 41 Move control unit, 42 Hit
control unit, 43 AI control unit, 44 Height display control unit, 45 Shot
display control unit, 46 Serve control unit, 47 Power control unit, 60
Parameter storage unit, 66 Image processing unit, 68 Display device
THE BEST MODE FOR CARRYING OUT THE INVENTION
[0017]A game apparatus according to one embodiment provides a video game
in which a character controlled by a user and an opponent character
controlled by another user or by a computer play a ball game in which
they hit a ball, such as tennis, table tennis, badminton, or volleyball.
Tennis is given here as an example by which the embodiment can be
described.
[0018]In the field of sports video games, the major games allow the user
to enjoy a simulated high-level competition using a character simulating
a real professional or famous athlete. Many tennis games also require
significant operational agility to win because of quick ball movement. In
such tennis games, following the ball is often all that novices can do
and they may have no time for strategy such as, for example, selecting
the proper shot type and ball speed or aiming at a target on the court
depending on the situation. In this way, video games simulating
professional competitions and the like have a high difficulty level, and
thus have the problem of being hard for the user to play. Also, since
some shift of the position of a character or the timing of stroke is
forcibly corrected to allow the user to hit the ball with simple stroke
operation, the user has a little sense of self-operation.
[0019]By contrast, the tennis game according to the present embodiment
provides a tennis game which simulates a novice or amateur match by
slowing down the movement of the ball to allow the user who is not good
at responding quickly to enjoy it. The slow ball allows the user to plan
operations such as the shot and the timing of stroke for each ball
approach, thereby providing a highly strategic game. Further, the tennis
game according to the present embodiment does not simply decrease the
difficulty level of the game. The ball is slow but is not returned in the
target direction unless the ball is hit at the proper position and with
the proper timing. In this way, a video game is provided which breaks
away from the conventional view of video games of competition on the
reflex nerve, and which can provide an intrinsically more interesting
game of tennis with competition on the basis of game skill such as the
direction chosen for returning the ball and the quality of the shot.
[0020]FIG. 1 shows a configuration of a game apparatus 10 according to the
embodiment. The game apparatus 10 includes a controller 20, an input unit
30, a control unit 40, a parameter storage unit 60, an image processing
unit 66, and a display device 68. These components can be provided as
hardware such as a CPU, a memory, and a program loaded in the memory of a
computer, but the functional blocks that are realized by the cooperation
between hardware components are shown herein. Accordingly, those skilled
in the art will recognize that these functional blocks can be implemented
in various configurations with hardware-only, software-only, or
combinations of hardware and software.
[0021]The input unit 30 receives a control signal input through the
controller 20, which is operated by the user. The control unit 40
executes game programs following user's instructions received by the
input unit 30, and performs the tennis game while controlling the action
of the character which serves as a tennis player in the game world. The
parameter storage unit 60 stores parameters for determining athletic
abilities, including movement speed, physical strength, power, stamina,
degree of fatigue, controllability, spin, variations in shot (accuracy),
ball power, and ball speed, as well as the name, type, and level of the
character. The image processing unit 66 creates a game screen which is
controlled by the control unit 40 and displays it on the display device
68.
[0022]FIG. 2 shows an appearance of the controller. The controller 20 is
provided with direction keys 21, analog sticks 27, and four buttons 22,
23, 24, and 25. The four buttons 22 to 25 are marked with predetermined
colors and predetermined figures to distinguish them from each other.
Specifically, the circle button 22 is marked with a red circle, the cross
button 23 is marked with a blue cross, the square button 24 is marked
with a purple square, and the triangle button 25 is marked with a green
triangle. In the video game according to the embodiment, the direction
keys 21 or analog sticks 21 are mainly used to give instructions for the
direction of movement of the character and the shot direction, and the
four buttons 22 to 25 are used to hit the ball with a racket. The four
buttons 22 to 25 are hereinafter collectively referred to as a "hit
button 26."
[0023]Returning to FIG. 1, the explanation of each component will be
continued. The parameter storage unit 60 stores in advance parameters for
controlling the action for multiple characters. When the type of the
character to be controlled by the user and the type of the opponent
character are selected at the start of the game, the control unit 40
reads out the parameters for the selected characters from the parameter
storage unit 60.
[0024]Parameters emphasizing the personality of each character may be set.
For example, characters for novices and characters for the experienced
may be prepared. In this case, the characters for novices may be set in
such a manner that a shift in the position and timing of hitting the ball
shifts the direction of flight only a little off the target point but the
physical strength and athletic ability of the character are low. On the
other hand, characters for experienced players may be set in such a
manner that the physical strength and athletic ability are high but a
shift in the position and timing of hitting the ball shifts the direction
of flight a large distance off the target point, and thus highly accurate
positioning and timing of the shot is required.
[0025]The move control unit 41 controls the movement of the character.
When the user gives instructions for the direction of movement of the
character with the direction keys 21 or analog sticks 27, the move
control unit 41 moves the character in the direction specified by the
user. The move control unit 41 moves the character away from the user on
the screen when the user presses the up key, moves the character toward
the user on the screen when the user presses the down key, moves the
character to the right on the screen when the user presses the right key,
and moves the character to the left on the screen when the user presses
the left key. The same is true for the analog sticks 27. When the user
operates the directions keys 21 or analog sticks 27 while pressing a hit
button 26--any one of the circle button 22, cross button 23, square
button 24, and triangle button 25--the direction of flight of the ball
(or the target point toward which the ball is directed) is identified as
being specified and thus the character is not moved.
[0026]The move control unit 41 calculates the movement speed of the
character on the basis of parameters indicating the athletic ability of
the character, and calculates a moving distance of the character
depending on the input time of the direction keys 21 or analog sticks 27.
The move control unit 41 may calculate the degree of fatigue felt by the
character on the basis of parameters indicating the physical strength of
the character, and may decrease the movement speed of the character when
the character is tired. For example, the game may be controlled so that
continuous movement for a long time during a long rally causes the degree
of fatigue felt by the character to become high and causes the
character's movement speed to become low. High degree of fatigue may have
an effect such that the allowable range of the racket is decreased, the
power of the ball is decreased, and the variations in the direction of
actual flight relative to the target point are increased. As a result, an
undesirably slow game pace resulting from excessively long rallies can be
prevented. Since the character can take a rest to recover his/her
physical strength before the next play is started after the rally, the
degree of fatigue may be reset.
[0027]The hit control unit 42 controls the stroke with which the ball is
hit by the character and controls the behavior of the hit ball. When the
user presses one of the circle button 22, cross button 23, square button
24, and triangle button 25 to give a hit instruction, the hit control
unit 42 causes the character to act as if hitting the ball with the
racket. At this time, the hit control unit 42 determines whether the
stroke is successful, in other words, whether the racket hits the ball.
The hit control unit 42 determines whether the racket hits the ball on
the basis of the position and height of the ball when the hit button 26
is pressed, and the position of the character. Parameters indicating the
possible range of the racket of the character may be referred to.
[0028]When the racket hits the ball, the direction of the ball, shot, ball
speed, and ball power are each determined and the behavior of the ball is
controlled accordingly. The hit control unit 42 first determines the type
of shot by acquiring which button is pressed by the user. When the button
which has been pressed by the user is the circle button 22, the shot is
determined to be a top spin, when the button is the cross button 23, the
shot is a slice, when the button is the square button 24, the shot is
flat, and when the button is the triangle button 25, the shot is a lob.
The target point on the opponent's court is substantially at the center
of the opponent's court as a default. When the user presses the direction
keys 21 or analog sticks 27 while pressing the hit button 26, the hit
control unit 42 acquires the direction corresponding to the pressed
button and moves the target point in that direction.
[0029]With the direction keys 21, the court is divided into nine sections:
three rows by three columns, and the target is moved into one of the
sections according to the pressed direction key 21. In other words, the
user can select a hit direction from eight directions with respect to the
center of the court which is the default target. With the serve described
later, the service area is divided into nine sections where the center of
the service area is the default target, and thus the user can select a
hit direction from eight directions with respect to the center of the
service area. With the analog sticks 27, since the target is moved in the
direction of incline of the analog sticks 27, the user can select any hit
direction from 360-degree directions with respect to the center of the
court. A normal shot can be aimed to hit not less than 1 meter inside the
lines. However, when the timing of the stroke is correct or when power of
at least a predetermined level described later is accumulated, the normal
shot can be aimed at a position closer to the line or the net.
[0030]The movement of the target may be limited according to the
parameters of the character. For example, a parameter which indicates
control performance over the stroke may be preset and an allowable range
of angles at which the ball can be hit to the right and left may be set
depending on this parameter. In this case, the angle of the stroke is
calculated from the position of the character and the position of the
target specified by the direction keys 21 or analog sticks 27, and if the
angle is outside the allowable range of angles, the angle may be adjusted
to be within the allowable range by shifting the position of the target.
[0031]The allowable range of angles may be changed depending on the ball
power, ball speed, the type of shot used in the opponent's stroke, and
the type of shot used in the user's stroke. For example, if the ball
power of the opponent's stroke is high, the allowable range of angles may
be narrowed, and if the ball power of the opponent's stroke is low, the
allowable range of angles may be broadened. This can provide the same
effects as in real tennis, such as striking the ball differently
depending on the ball power of the opponent's stroke. If a flat shot is
selected as the type of shot used in the user's stroke, the allowable
range of angles may be narrowed.
[0032]The hit control unit 42 determines the speed and power of the ball
on the basis of the timing of hitting, height of the ball at hitting,
position of the character, parameter which indicates the athletic ability
of the character, the relationship between shots which indicates a proper
return shot with respect to the opponent's shot, and the like, and shifts
the actual landing point of the ball from the target accordingly. For
example, when the pressing operation of the hit button 26 by the user is
late with the character holding the racket in his/her right hand, the
landing point is shifted to the right of the target because the face of
the racket when the character hits the ball faces to the right of the
user's target. Conversely, when the pressing operation is early, the
landing point is shifted to the left of the target because the face of
the racket faces to the left of the user's target when it hits the ball.
Moreover, when the ball is hit in a high position, the landing point is
shifted to a position long of the target because the stroke is longer
than expected. Conversely, when the ball is hit in a low position, the
landing point is shifted to a position short of the target. The amount of
shift is determined on the basis of the parameters of the character, the
degree of fatigue, a parameter described later which indicates power, and
the like. For example, the amount of shift may be set to be larger when
the character hits the ball while moving. Moreover, the amount of shift
may be set to be larger when, for example, the ball power of the
opponent's stroke is high, when the type of shot chosen for the user's
stroke is improper with respect to the shot used by the opponent, when
the opponent's stroke strongly spins the ball, or when the degree of
fatigue felt by the character is high.
[0033]The hit control unit 42 shows the quality of timing on the screen
when the user presses the hit button 26. For example, when the timing is
too early, a rabbit symbol which indicates that the timing is advanced is
shown close to the character, when the timing is too late, a tortoise
symbol which indicates that the timing is retarded is shown, and when the
timing is ideal, a note symbol is shown. The user can adjust the timing
of his/her pressing operation by checking the symbol and thus improve
his/her operational technique. The hit control unit 42 may change the
sound of hitting according to the quality of timing.
[0034]The character for the beginner's class, which is set to allow a
novice who has not mastered the timing of hitting to play, may be
controlled to allow a successful hit to be made even if the timing is
incorrect. In this case, even if the user has pressed the hit button 26
too early without waiting for the ball, the hit control unit 42 does not
start the hitting process immediately, but rather waits until the timing
allows hitting, and then performs the hitting process when the ball comes
within an allowable range for hitting. Similarly, in this case, the hit
control unit 42 displays a symbol to notify the user that the timing is
too early because the ball is hit at the moment when it comes within the
allowable range of hitting.
[0035]The hit control unit 42 calculates the trajectory of the ball on the
basis of the determined shot, ball speed, ball power, and landing point,
and displays it on the screen. The trajectory of the ball may be
calculated with reference to the parameters of the character as well. For
example, a parameter which indicates striking power is preset, and the
initial speed of the ball may be determined on the basis of this
parameter. Moreover, a parameter which indicates spinning performance is
preset, and the degree of fall of the ball, the degree of swerving of the
ball, rebound angle and the like may be determined on the basis of this
parameter. Moreover, the degree of swerving of the spin ball and the like
may be determined on the basis of the ball power. The hit control unit 42
may alter the path of the ball for each shot to exaggerate the feature of
the shot. For example, the path of a slice ball may be curved more than a
real one. As a result, it is possible to improve strategy for selecting
the shot.
[0036]When the ball hit by the character lands out of the opponent's
court, the control unit 40 increments the points scored by the opponent's
character. When the opponent's character does not return the ball after
the ball hit by the character lands in the opponent's court, the control
unit 40 increments the point scored by the character which has hit the
ball. In addition, the points are determined according to the rules of
tennis competition.
[0037]The AI control unit 43 controls the behavior of any character not
operated by the user. For example, if two users play a match in a singles
competition, each character is controlled by one of the users'
controllers 20, whereas if the user selects a match with the computer,
the AI control unit 43 controls the opponent's character. The same is
true for the doubles competition. When the user controls one of
characters of the same team and the AI control unit 43 controls the other
character, the character to be controlled may be switched by a
predetermined button pressing operation. In this case, the move control
unit 41 and hit control unit 42 control the behavior of the character
which is under a user's control, and the AI control unit 43 controls the
behavior of the character which is not under the user's control.
[0038]The height display control unit 44 controls the presentation of
information that indicates the height of the ball on the screen so as to
identify it. The height display control unit 44 displays the trajectory
of the ball, and changes the display color of the trajectory depending on
the height of the ball. The height display control unit 44 first presets
the height of the ball which is a reference value for determining whether
the ball is high or low. The reference value may be set as the height of
the ball which allows the character to hit it most accurately on the
basis of parameters such as the height or reach of the character, or may
be set as a reference value in common among all characters. When
displaying the trajectory of the flying ball, the height display control
unit 44 displays the trajectory in red if the height of the ball is
higher than the reference value, and displays the trajectory in blue if
the height of the ball is lower than the reference value. The height
display control unit 44 may set a range of height of the ball which
allows the character to hit the ball most accurately, display the
trajectory in white if the height of the ball is within the range,
display the trajectory in red if the height is higher than the range, and
display the trajectory in blue if the height is lower than the range. A
predetermined section of the trajectory, in vicinity of the ball only,
may be displayed.
[0039]FIG. 3 shows the relationship between height of the ball and display
color of the trajectory. FIG. 3 is a side view of a tennis court. A range
70 which allows the character to hit the ball accurately is set by the
height display control unit 44. If the height of the ball is within the
range 70, the trajectory is displayed in white, if the height of the ball
is higher than the range 70, the trajectory is displayed in red (a
diagonal line hatch from top right to bottom left in the drawing), and if
the height of the ball is lower than the range 70, the trajectory is
displayed in blue (a diagonal lattice hatch in the drawing).
[0040]As described above, if the height of the ball is within the range 70
when the character hits the ball, the hit control unit 42 sets the amount
of shift in the depth direction of the landing point to zero. If the
height of the ball is higher than the range 70 when the character hits
the ball, the hit control unit 42 shifts the landing point to a position
beyond the target. If the height of the ball is lower than the range 70
when the character hits the ball, the hit control unit 42 shifts the
landing point to a position short of the target. If the height of the
ball is out of the range which allows the character to hit when the hit
button 26 is pressed, the hit control unit 42 identifies the stroke as a
miss.
[0041]FIG. 4 is a screen view showing a trajectory displayed by the height
display control unit 44. The trajectory 72 is displayed behind a ball 71,
and has a color which is dependent on the height of the ball. In FIG. 4,
different hatches indicate different display colors. There are some
conventional video ball games which indicate the height of the ball with
the size of the shadow of the ball and the like. However, this type of
indication makes it difficult to identify the height and makes the level
of difficulty unnecessarily high for returning a lob. Representing the
height by the color of the trajectory allows the user to easily determine
the timing for hitting the ball even if the user has not mastered a
technique for identifying the height of the ball by the shadow. This
prevents the result of the match from depending on a technique not
directly related to real tennis, i.e., identifying the height, and can
provide a video game which focuses on the intrinsic strategy of tennis.
The height display control unit 44 may change the sound of hitting
according to the height of the ball when the character hits it.
[0042]The shot display control unit 45 controls the presentation of
information on the screen which indicates the type of shot used in the
stroke by the character so as to identify it. In real tennis, the type of
shot is determined by visually noting the stroke form of the opponent and
the ball bounce, but it is difficult to represent a subtle difference in
the ball bounce on a two-dimension display screen. Accordingly, the shot
display control unit 45 displays an effect that indicates the type of
shot, near the hitting point or near the ball, when the character hits
the ball or when the ball travels after being hit. For example, a figure
with the same color and shape as that marked on the selected hit button
26 of the controller 20 is displayed.
[0043]FIG. 5 is a screen view showing the shot displayed by the shot
display control unit 45. When the user makes a top spin shot with the
circle button 22, a red circle is displayed near the ball, when the user
makes a slice shot with the cross button 23, a blue cross is displayed
near the ball, when the user makes a flat shot with the square button 24,
a purple square is displayed near the ball, and when the user makes a lob
shot with the triangle button 25, a green triangle is displayed near the
ball. In this way, the shot display control unit 45 displays the type of
shot used in the stroke by displaying information which can identify the
button used for an operation of the user's hitting instruction, such as
the figure or the letter which is marked on that button. In the example
of FIG. 5, a blue cross 73 which indicates a slice shot is displayed near
the ball. Thus, the user can determine the type of shot immediately after
the opponent hits the ball, and move the character accordingly. Moreover,
displaying this visually amusing, showy effect makes it possible to
improve the amusement the video game provides. The shot display control
unit 45 may change the sound of hitting according to the shot. For
example, the quality of the timing of hitting may be represented by the
pitch of a sound, and the type of shot may be represented by the length
of a sound. The timing may be represented by a sound immediately after
hitting, and the type of shot or the height of the ball may be
represented by a sound when the ball travels. Note that FIG. 5 shows a
symbol 74 which indicates the timing of hitting as well.
[0044]The serve control unit 46 controls the execution of serves. The
serve control unit 46 makes the character controlled by the user perform
a serve when the user presses the hit button 26 twice. When receiving the
input of the right or left direction keys 21 before serve, the serve
control unit 46 moves the character to the right or left for the serve.
When receiving the first input of the hit button 26, the serve control
unit 46 makes the character perform the action of tossing a ball. When
receiving the second input of the hit button 26, the serve control unit
46 makes the character perform the action of a serve.
[0045]The serve control unit 46 determines the power or speed of the ball
in a serve according to the type of the hit button 26 hit in the first
pressing operation. For example, when the square button 24 is pressed,
the power or speed of the ball is increased, and when the cross button 23
is pressed, the power or speed of the ball is decreased. When the
triangle button 25 is pressed, an underhand serve is selected. When the
circle button 22 is pressed, the power or speed of the ball is selected
automatically. When the circle button 22 is pressed, the power or speed
of the ball is increased for the first serve, and the power or speed of
the ball is decreased for the second serve. If the power or speed of the
ball is increased, the serve control unit 46 may increase the amount of
shift from the target point when the timing of hitting is shifted,
thereby decreasing the accuracy of the serve. Conversely, if the power or
speed of the ball is decreased, the serve control unit 46 may decrease
the amount of shift, thereby increasing the accuracy of the serve. If a
serve with high power is selected, it may allow the user to aim at a
position closer to the line than a serve with low power.
[0046]The serve control unit 46 determines the type of shot used for the
serve according to the type of hit button 26 pressed in the second
pressing operation. The shot is a top spin when the circle button 22 is
pressed, a slice when the cross button 23 is pressed, flat when the
square button 24 is pressed, and a lob when the triangle button 25 is
pressed, as when hitting during a rally. When one of the direction keys
21 is pressed in the second pressing operation of the hit button 26, the
target of the landing point of the ball is moved in the direction
corresponding to the pressed key. The control of the behavior of the hit
ball is the same as that described above with regard to the hit control
unit 42.
[0047]FIG. 6 is a flowchart showing a control procedure of the serve
control unit 46. The serve control unit 46 initializes the counter, which
shows the number of serves, to 1 before the character serves (S10). Then,
the serve control unit 46 waits for a user's pressing operation of a hit
button 26, and upon receiving the pressing operation of one of the hit
buttons 26 (S12), makes the character perform the action of tossing a
ball (S14). If the type of the hit button 26 which has been pressed by
the user is other than the circle button 22 for automatically setting the
ball power (N at S16), the power and accuracy of serve are set according
to the type of the button (S20). If the circle button 22 is pressed (Y at
S16), the serve number counter is referred to. If this is the first serve
(Y at S18) the power is set high and the accuracy is set low (S22), or if
it is the second serve (N of S18) the power is set low and the accuracy
is set high (S24).
[0048]When the second pressing operation of the hit button 26 is received
while tossing the ball (S26), the serve control unit 46 makes the
character perform the action of a serve (S28). At this time, the type of
shot used in the serve is set according to the type of the hit button 26
pressed by the user (S30). Here, the parameters of the power and the
accuracy determined at S20, S22, or S24 may be adjusted on the basis of
the timing of the second pressing operation of the hit button 26. In
addition, the trajectory and landing point of the ball are calculated,
and the success or failure of the serve is judged (S32). When the serve
is a let (Y of S34), the procedure is returned to S12 for performing the
first serve again. When the serve is not a let (N of S34) but a fault (Y
of S36), the serve number counter is incremented by one (S38). If the
fault is the first (N of S40), the procedure is returned to S12 for
performing the second serve. When the serve is a double fault (Y of S40),
the receiver's points are incremented and the serve is ended (S42). When
the serve is neither a fault nor a let (N of S36), the hit control unit
42 controls processing for a rally (S44).
[0049]Thus, even on the first serve, it is possible to reduce the power of
the shot and serve with focused accuracy, and conversely, even on the
second serve, it is possible to serve with a high-powered shot at the
expense of accuracy. This increases the freedom for use of strategy and
allows the user to enjoy the game skill involved in serving which forms
an important component of competition.
[0050]In the examples described above, the speed or power of the ball is
determined by the first pressing operation, and the shot is determined by
the second pressing operation. However, the opposite may be true or the
serve may be performed by three or more press operations. Moreover, the
ball speed, ball power, and the type of shot are determined on the basis
of the type of the hit button 26 pressed, but the shot and the like may
alternatively be determined on the basis of how the button is pressed or
on a combination of multiple buttons.
[0051]The power control unit 47 increases the parameter which indicates
the power of the character when the character is at rest, and controls
the speed, power, or accuracy of the ball accordingly so that they are
higher than usual when the character hits the ball with this parameter at
or over a predetermined value. Moreover, in this circumstance, the user
may be able to aim at a position close to the line at which the user
cannot usually aim. When the character begins moving, the power control
unit 47 may reset this parameter to zero. The power control unit 47 may
maintain the parameter at the value which has been accumulated while the
character remains within a predetermined distance, for example, within a
range of 50 cm, even if the character begins moving. A level may be set
according to the value of the parameter which indicates the power, and
the speed, power and accuracy of the ball and the like may be determined
on the basis of this level.
[0052]FIG. 7 is a flowchart showing the control procedure of the power
control unit 47. The power control unit 47 initializes the power of the
characters to zero after a serve (S50). After that, so long as the power
does not reach the maximum value (N at S52), the power is incremented
(S54). If the power reaches the maximum value (Y at S52), processing for
incrementing the power is skipped so as not to increase the power any
higher. The above processing is repeated until the character performs a
hitting action (N at S60), so long as the character remains within a
predetermined range (N at S56), thereby accumulating power. This loop
processing is performed at predetermined time intervals. If the character
moves by a predetermined distance or more (Y at S56), the power is
initialized (Y at S58). If the character hits the ball (Y at S60), the
power accumulated at that time is reflected in the setting of parameters
such as the speed, power, and accuracy of the ball.
[0053]In this way, the system is configured so that if the user performs a
hitting operation after the user estimates the opponent's shot, quickly
moves the character to a position suitable for returning the ball, and
recovers the character's balance at that position, the speed, power, and
accuracy of the ball are improved. This can provide the same effects as
in real tennis. Moreover, when the ball falls outside the estimated
position, the user can select a stroke without high power after moving
the character to the proper target position, or a stroke with high power
and with some shift from the proper position, and thereby a new choice in
strategy is provided. As a result, the provided video game allows the
user to enjoy more intrinsically interesting tennis incorporating
strategy and game skill.
[0054]In the examples described above, the parameter indicating power is
increased depending on the time period for which the character is at
rest. However, the parameter may be increased depending on the time
period when the user presses a predetermined button. For example, the
parameter is increased while the user presses the hit button 26, and the
hitting is performed on the basis of the parameter value at the time when
the hit button 26 is released.
[0055]As described above, in the tennis game according to the present
embodiment, rapid determination and quick operation are not important,
and reducing the speed of the ball allows the user to take a longer time
for deciding on a strategy on the basis of various types of information
available. Moreover, clearly presenting information such as shot and ball
height allows a video game which focuses on strategy such as returning
the ball to a desired target and changing the type of shot.
[0056]Described above is an explanation on the basis of the embodiment.
The embodiment is only illustrative in nature and it will be obvious to
those skilled in the art that variations in constituting elements and
processes are possible within the scope of the present invention.
INDUSTRIAL APPLICABILITY
[0057]The present invention is usable for game apparatuses.
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