Game apparatus and recording medium having game program recorded therein

An estimated trajectory 281a, an estimated ball landing point 282a, and an estimated run range 283a are displayed in a game image 20a. The estimated ball landing point 282a is displayed as, for example, a star mark, in a game space of the game image 20a which corresponds to a terminal coordinate point on the estimated trajectory 281a. The estimated trajectory 281a is obtained for a shot at a power indicated by a power target value set by the player, and is displayed so as to extend between a current ball 22 and the estimated ball landing point 282a based on estimated trajectory data. The estimated run range 283a is displayed in the game space of the game image 20a based on estimated run range data, so as to have a shape of a rectangular area, which is divided into a plurality of equal-sized mesh parts, in accordance with geographic undulations.

FIELD OF THE INVENTION

The present invention relates to a game apparatus and a recording medium having a game program recorded therein, and more particularly to a game apparatus for implementing a golf game, in which an estimated trajectory of a ball to be hit is displayed, and to a recording medium having a golf game program recorded therein.

BACKGROUND AND SUMMARY OF THE INVENTION

Conventionally, various types of game apparatuses and game programs have been developed for playing a golf game on a screen using a computer provided in a game apparatus or the like. In the golf game, the player operates a controller to select a club to be used, a power for hitting a ball (hereinafter, referred to as the “shot power”), a direction to which the ball is hit (hereinafter, referred to as the “shot direction”), a location of a point on a ball to be hit at which the club hits the ball (hereinafter, referred to as the “hit point location”), a location at which the club impacts the ball (hereinafter, referred to as the “impact location”), etc., and a shot is represented on the screen in accordance with the player's operation. In general, shot elements for representing a shot in the golf game are classified into two types, i.e., shot elements of a first type which are set before a shot operation is performed, and shot elements of a second type which are set by the shot operation. The term “shot operation” as described herein refers to the player's operation for hitting a ball. The first type includes the club to be used, the shot direction, and the hit point location. The player selectively sets the first type of shot element before the shot operation is performed, and the setting is determined as it is by starting the shot operation. The second type includes the shot power and the impact location, and is set in accordance with an operation timing at which the player conducts the shot operation. In shot processing, a ball trajectory is calculated based on the set shot elements, and a final ball reach location is determined. The term “shot processing” as described herein refers to processing performed as a result of the shot operation.

For example, as disclosed in Japanese Patent Laid-Open Publication No. 2002-52245, a golf game has been developed in which when the above-described shot elements are set before the shot operation is performed, an estimated ball reach range is obtained and displayed based on the setting of the shot elements. As a result of shot processing, the estimated ball reach range is represented by, for example, a circular region which includes an estimated ball landing point (a first point at which a ball contacts the ground after a shot), the range of the estimated ball landing point, and a run of the ball after landing (a path along which the ball runs after landing).

However, the above-described conventional technology has the following problems.(1) In the case where there is an obstacle on a trajectory along which a ball to be hit is estimated to travel, when only the estimated ball reach range is displayed, the player cannot determine a possibility of the ball hitting the obstacle.(2) In the case where the player hits a ball after adjusting a shot power (i.e., the player does not make a full shot using 100% power), no estimated ball reach range is displayed for the adjusted shot power, and therefore no estimated ball reach range desired by the player is known to him/her.(3) A final ball trajectory and a ball landing point are changed in accordance with a random number value in order to add an additional game-like nature to the golf game, and therefore the ball trajectory and the ball landing point vary between shot operations even when the shot processing is repeatedly conducted with the same setting of shot elements. However, in the golf game disclosed in Japanese Patent Laid-Open Publication No. 2002-52245, only a simple estimated ball reach range is displayed. This results in the player not understanding why the ball failed to reach within the estimated ball reach range, leading to the player feeling dissatisfaction with a shot result.

SUMMARY OF THE INVENTION

Therefore, a feature of the illustrative embodiments is to solve at least one of the above-described problems by providing a game apparatus and a recording medium having a game program recorded therein capable of displaying a proper estimated reach range as well as an estimated trajectory so as to facilitate a prior estimation by the player, thereby improving the same.

The illustrative embodiments have the following primary features to attain the object mentioned above. It should be noted that reference numerals in brackets are provided in the following description in order to indicate correspondence with embodiments, which will be described for facilitating easy understanding of the present invention, rather than to limit the scope of the present invention.

A first aspect of the illustrative embodiments is directed to a game apparatus for representing on a game image a golf game which operates in accordance with a player's operation. The game apparatus includes: an input section (a controller6); a shot element setting section (a CPU31performing steps S11, S20-S25, S38, S44, and S47; hereinafter, only step numbers are shown); a shot representing section (S44, S48, S49); a shot element temporary setting section (S11, S25); and an estimated trajectory display section (S12, S13, S26, S27). The input section is operated by the player. The shot element setting section sets shot elements in accordance with a prescribed operation via the input section. The shot representing section represents a game image, which shows that a ball is hit, based on the shot elements definitively set by the shot element setting section during a shot operation. The shot element temporary setting section temporarily sets at least one of the shot elements before the shot operation is performed. The estimated trajectory display section displays, in a game image (a game image20), an estimated trajectory (an estimated trajectory281) to a landing point of a ball to be hit, based on the at least one of the shot elements temporarily set by the shot element temporary setting section before the shot operation is performed.

As described above, in the first aspect, the estimated trajectory to the estimated ball landing point is displayed based on the shot elements temporarily set by the shot element temporary setting section. Therefore, the player can easily estimate the result of the shot operation. For example, in the case where there is an obstacle, such as a tree, in the vicinity of the estimated trajectory, the player can recognize that there is a risk that the ball might hit the tree if a shot is made based on the current settings. The trajectory of the actual shot may vary in accordance with the player's operation skill. In such a case, it is possible for the player to adopt a strategy in accordance with his/her level, e.g., the player who does not have confidence in his/her operation skill can set the estimated trajectory so as to be sufficiently away from the tree, and the player who has confidence in his/her operation skill can hit a ball so as to travel along a path of a minimum possible distance to the pin even if the tree is located close to the estimated trajectory to some degree. Accordingly, the player can determine whether there is an obstacle in the vicinity of the estimated trajectory, and therefore the player can recognize the risk in a shot. Note that the shot element temporary setting section may temporarily set shot elements at values desired by the player via the player's operation, at values predetermined by a program, or at values determined by predefined rules.

The shot elements may include first elements (a club to be used, a direction, and a hit point location), and a second shot element (power). In this case, the shot element setting section sets the first shot element before the shot operation is performed, and definitively sets the second shot element during the shot operation. The shot element temporary setting section temporarily sets the second shot element before the shot operation is performed. Accordingly, the shot element (the second shot element) definitively set during the shot operation is temporarily set before the shot operation is performed, and therefore an indeterminate element in the shot operation can be temporarily set before the shot operation is performed in order to display the estimated trajectory. The second shot element may be fixed in accordance with, for example, a timing at which the input section is operated (an A button62is depressed). In this case, the shot element temporary setting section temporarily and selectively sets the second shot element from among a plurality of candidates (power target values). Accordingly, regarding elements fixed in accordance with the player's operation technique during the shot operation, such elements are selectively set from among a plurality of candidates regardless of the player's technique in the stage of displaying the estimated trajectory, i.e., before the shot operation is performed. Therefore, the estimated trajectory can be readily displayed so as to correspond to settings desired by the player. The game apparatus may further include a target marker display control section (S24). The target marker display control section displays, in the game image, a target marker (a power target marker241) indicating a timing corresponding to a candidate for the second shot element temporarily and selectively set by the shot element temporary setting section. Accordingly, an operation timing corresponding to the displayed estimated trajectory is presented to the player. Therefore, the player can recognize a timing on which the shot operation should be performed when he/she wants to adopt the estimated trajectory. The game apparatus may further include a gauge display section (a power gauge24). The gauge display section displays, in the game image, a gauge having a longitudinal axis in one direction, and a cursor (a cursor244) moving along the longitudinal axis of the gauge. In this case, the target marker display control section displays the target marker so as to be attached to the gauge at a location corresponding to the candidate temporarily and selectively set by the shot element temporary setting section. The shot element setting section sets the second shot element based on a location (outline arrow At2) of the cursor at the time the input section is operated while the cursor is moving along the longitudinal axis of the gauge. Accordingly, the shot elements, which are originally fixed in accordance with the player's skill, are estimated by means of a simpler operation. Therefore, the player can readily recognize estimated trajectories for different shots. Moreover, since the marker for indicating a target value is attached to the gauge, the player can carry out the shot operation by referencing the marker, whereby the player can aim to make the same shot as that represented by a previously estimated trajectory. The target marker indicates, for example, a target power for hitting a ball. In this case, the player can recognize estimated trajectories for shots at different powers during the shot operation.

The golf game may be carried out in a virtual three-dimensional game space. The estimated trajectory display section displays a game image (a game image20bor20c) obtained by moving a viewpoint of a virtual camera, which generates the game image, using the estimated trajectory as a reference in accordance with a prescribed operation via an input section (a C stick68). In this case, the viewpoint may be placed on the estimated trajectory or at a location slightly away from the estimated trajectory (slightly above, below, or lateral to the estimated trajectory). Alternatively, the viewpoint may be manually and gradually moved in accordance with the player's operation input or may be moved automatically to a prescribed point. Accordingly, since the viewpoint from which a game space is viewed is moved along the estimated trajectory, the player can view, in a game image, the course seen from the estimated trajectory of the ball to be hit, whereby the player can confirm the detailed situation of the course in the vicinity of the estimated ball landing point. Moreover, the player can confirm the details of an obstacle located in the vicinity of the estimated trajectory, whereby it is possible to previously consider a risk of contact with that obstacle, for example.

The estimated trajectory display section may display, when an estimated trajectory (an estimated trajectory281e) intersects an obstacle (an obstacle29), an intersection marker at an intersection (point P) of the estimated trajectory with the obstacle. Accordingly, when the estimated trajectory intersects an obstacle, the situation of the intersection with the obstacle is also displayed, and therefore the player can plan a strategy for conquering a hole.

The shot representing section may change a ball trajectory, which is represented in the game image based on the shot elements set by the shot element setting section, within a prescribed variation range based on a random number (S39, S48). In this case, the estimated trajectory display section displays a display (an error display object26) indicating the prescribed variation range in the game image. Accordingly, the final reach location of the ball for the shot operation is based in part on a random number, and therefore the final reach location varies between shot operations even when the shot processing is repeatedly conducted with the same setting of shot elements, thereby increasing a game-like nature. Moreover, elements which vary based on random numbers are displayed along with the estimated trajectory, and therefore the player can recognize that the estimation is not absolute, so that the player does not feel dissatisfaction with the result of the shot operation even if the actual shot draws a trajectory which is different from the estimated trajectory.

The game apparatus may further include an estimated run range display section (S12, S13, S26, S27). The estimated run range display section displays, in the game image, an estimated run range (an estimated run range283) along which the ball travels on the ground from a landing point of the ball displayed by the estimated trajectory display section based on the shot elements temporarily set by the shot element temporary setting section when the shot operation is performed. In this case, it is possible to display a run of the ball having landed after traveling along the estimated trajectory, and therefore the player can see a final estimated range of the location where the ball will come to rest after the shot.

A second aspect of the illustrative embodiments is directed to a game apparatus for representing on a game image a game which moves an object in accordance with a player's operation. The game apparatus includes: an input section; an object movement element setting section (S11, S20-S25, S38, S44, S47); an object movement representing section (S44, S48, S49); an object movement element temporary setting section (S11, S25); and an estimated trajectory display section. The input section is operated by the player. The object movement element setting section sets object movement elements in accordance with a prescribed operation via the input section. The object movement representing section represents a game image, which shows that an object is moved, based on the object movement elements set by the object movement element setting section in an object movement operation. The object movement element temporary setting section temporarily sets at least one of the object movement elements before the object movement operation is performed. The estimated trajectory display section displays, in a game image, an estimated trajectory to a reach point of a moving object, based on the at least one of the object movement elements temporarily set by the object movement element temporary setting section before the object movement operation is performed.

Thus, even in a game where an object is moved (e.g., a fishing game, a soccer game, or a throwing game, such as a hammer throw), the game apparatus according to the second aspect can achieve effects similar to those achieved by the first embodiment by displaying the trajectory of the moving object.

A third aspect of the illustrative embodiments is directed to a computer-readable recording medium having a game program recorded therein, where the game program is implemented by a computer so as to represent on a game image a golf game which operates in accordance with a player's operation. The game program causes the computer to perform: a shot element setting step (S11, S20-S25, S38, S44, S47); a shot representing step (S44, S48, S49); a shot element temporary setting step (S11, S25); and an estimated trajectory display step (S12, S13, S26, S27). The shot element setting step sets shot elements in accordance with a prescribed operation via an input section (the controller6) operated by the player. The shot representing step represents a game image, which shows that a ball is hit, based on the shot elements definitively set by the shot element setting step during a shot operation. The shot element temporary setting step temporarily sets at least one of the shot elements before the shot operation is performed. The estimated trajectory display step displays, in the game image, an estimated trajectory to a landing point of a ball to be hit, based on the at least one of the shot elements temporarily set by the shot element temporary setting step before the shot operation is performed.

Thus, the recording medium storing the game program can achieve effects similar to those achieved by the game apparatus according to the first or second embodiment, even when the game program is implemented by a computer.

The shot elements may include first and second shot elements. In this case, the shot element setting step sets the first shot element before the shot operation is performed, and definitively sets the second shot element during the shot operation. The shot element temporary setting step temporarily sets the second shot element before the shot operation is performed. The second shot element maybe fixed in accordance with, for example, a timing at which the input section is operated. In this case, the shot element temporary setting step temporarily and selectively sets the second shot element from among a plurality of candidates. The game program may further cause the computer to perform a target marker display control step (S13, S24). The target marker display control step displays, in the game image, a target marker indicating a timing corresponding to a candidate for the second shot element temporarily and selectively set by the shot element temporary setting step. The game program may further cause the computer to perform a gauge display step (the power gauge24) The gauge display step displays, in the game image, a gauge having a longitudinal axis in one direction, and a cursor moving along the longitudinal axis of the gauge. The target marker display control step displays the target marker so as to be attached to the gauge at a location corresponding to the candidate temporarily and selectively set by the shot element temporary setting step. In this case, the shot element setting step sets the second shot element based on a location of the cursor at the time the input section is operated while the cursor is moving along the longitudinal axis of the gauge. The target marker may indicate, for example, a target power for hitting a ball.

The golf game may be carried out in a virtual three-dimensional game space. The estimated trajectory display step displays a game image obtained by moving a viewpoint of a virtual camera, which generates the game image, using the estimated trajectory as a reference in accordance with a prescribed operation via the input section.

The estimated trajectory display step may display, when the estimated trajectory intersects an obstacle, an intersection marker at an intersection of the estimated trajectory with the obstacle.

The shot representing step may change a ball trajectory, which is represented in the game image based on the shot elements set by the shot element setting step, within a prescribed variation range based on a random number. In this case, the estimated trajectory display step displays a display indicating the prescribed variation range in the game image.

The recording medium may further cause the computer to perform an estimated run range display step (S12, S13, S26, S27). The estimated run range display step displays, in the game image, an estimated run range along which the ball travels on the ground from a landing point of the ball displayed by the estimated trajectory display section based on the shot elements temporarily set by the shot element temporary setting step before the shot operation is performed.

A fourth aspect of the present invention is directed to a computer-readable recording medium having a game program recorded therein, where the game program is implemented by a computer so as to represent on a game image a game in which an object is moved in accordance with a player's operation. The game program causes the computer to perform: an object movement element setting step (S11, S20-S25, S38, S44, S47); an object movement representing step (S44, S48, S49); an object movement element temporary setting step (S11, S25); and an estimated trajectory display step. The object movement element setting step sets object movement elements in accordance with a prescribed operation via an input section performed by the player. The object movement representing step represents a game image, which shows that an object is moved, based on the object movement elements set by the object movement element setting step in an object movement operation. The object movement element temporary setting step temporarily sets at least one of the object movement elements before the object movement operation is performed. The estimated trajectory display step displays, in the game image, an estimated trajectory to a reach point of a moving object, based on the at least one of the object movement elements temporarily set by the object movement element temporary setting step before the object movement operation is performed.

Thus, the recording medium storing the game program can achieve effects similar to those achieved by the game apparatus according to the first or second embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, an exemplary embodiment of the present invention will be described by taking a nonportable game apparatus as an example. Referring toFIG. 1, a game system1according to an embodiment of the present invention is described.FIG. 1is an external view for explaining the game system1.

InFIG. 1, the game system1includes a nonportable game apparatus3(hereinafter, simply referred to as the “game apparatus3”) connected via a connection cord to a cathode ray tube (CRT) display2, such as a household television receiver, (hereinafter, referred to as the “television2”) including a set of loudspeakers2a. The game apparatus3includes a controller6connected thereto via a connection cord and an optical disc4which is an example of information recording media removable from the game apparatus3. Further, a memory card5, which has a backup memory or the like incorporated therein for storing save data, etc., in a non-volatile manner, is detachably loaded into the game apparatus3as necessary. The game apparatus3implements a game program stored in the optical disc4to display the result of game processing as a game image on the television2. Further, the game apparatus3uses the save data stored in the memory card5to reproduce a game state implemented in the past and display the game image on the television2. The player of the game apparatus3can enjoy the progress of the game by operating the controller6while viewing the game image displayed on the television2. In the present embodiment, the game program is stored in the optical disc4. However, the present invention is not limited to this, and the game program may be supplied to the game apparatus3via any other computer-readable recording medium such as a memory card. Alternatively, the game program may be supplied to the game apparatus3via a transmission medium, such as the Internet or a communication cable. Alternatively still, the game program may be prestored in a storage means within the game apparatus3.

As described above, the controller6is connected to the game apparatus3via a connection cord which is detachable from the game apparatus3. Specifically, the controller6is an operating means for mainly operating a player object which appears in a game space displayed on the television2(and which is typically a main character of the game which is an operation target of the player). The controller6includes a plurality of input portions, such as operating buttons, keys, and sticks. More specifically, the controller6includes: grip portions held by the player; a main stick61and a cross key67which are operable by, for example, the player's left thumb; a C stick68, an A button62, a B button63, an X button64, a Y button65, and a start-pause button69which are operable by, for example, the player's right thumb. The controller6further includes an R button66aand an L button66bwhich are operable by, for example, the player's right and left index fingers, respectively.

For example, in the case of operating the controller6to play a golf game as described later, an instruction about a shot direction is provided by moving the main stick61right or left and a club to be used is selected by moving the main stick61up or down. The C stick68is moved up, down, right, or left to provide an instruction to move a viewpoint in a game space. An instruction about a hit point location of a ball to be hit is provided by pressing up, down, right, or left of the cross key67. The A button62is used for setting shot movement of the player object in the game space, e.g., a start of the shot operation, a shot power, an impact location, etc, are determined. The R button66aand the L button66bare used for adjusting a target value of the player's shot power in the case where the target value is set before the shot operation is performed. The R button66ais operated to increase the power indicated by the target value, and the L button66bis operated to decrease the power indicated by the target value. Other input portions may be used during the progress of the game as described later, but are not directly related to the description of the present invention, and therefore a detailed description of the other input portions is omitted.

Referring toFIG. 2, a configuration of the game apparatus3will now be described.FIG. 2is a functional block diagram of the game apparatus3.

InFIG. 2, the game apparatus3includes a central processing unit (CPU)31of, for example, 128 bits for implementing various types of programs. For example, the CPU31implements a startup program stored in a boot ROM (not shown) to initialize a memory, such as a work memory32, and thereafter the CPU31implements a game program stored in the optical disc4and performs game processing in accordance with the game program. The CPU31is connected via a prescribed bus to the work memory32, a video RAM (VRAM)33, an external memory interface (I/F)34, a controller I/F35, a graphics processing unit (GPU)36, and an optical disc drive37.

The work memory32is a storage area used by the CPU31and suitably stores a game program or the like required for processing by the CPU31. For example, the work memory32stores a game program and a variety of types of data read by the CPU31from the optical disc4. The game program and the variety of types of data stored in the work memory32are implemented by the CPU31. The VRAM33stores game image data to be displayed on the television2. The external memory I/F34is engaged with the memory card5via a connector (not shown), so that the game apparatus3and the memory card5can communicate with each other. The CPU31accesses the backup memory included in the memory card5via the external memory I/F34. The controller I/F35can be connected to a plurality of external devices (not shown) via a plurality of connectors, so that the plurality of external devices and the game apparatus can communicate with each other. For example, the controller6is engaged with one of the plurality of connectors via a connection cord, so that the controller6is connected to the game apparatus3via the controller I/F35. For example, the GPU36is a semiconductor chip for performing arithmetic processing required for displaying 3D graphics, and further processes data for a game image processed by the CPU31to display the game image on the television2. The optical disc drive37reads data stored in the optical disc4placed in a prescribed read position, and outputs the read data over the bus of the game apparatus3.

Referring toFIG. 3, described next is an example of a golf game implemented by the game apparatus3based on a golf game program stored in the optical disc4.FIG. 3illustrates an example of a game image20of the golf game displayed on the television2based on the golf game program implemented by the game apparatus3. The game image20shows a shot movement of a player object21operated by the player as a screen image viewed from behind the player object21. An image (hereinafter, referred to as the “background image”) of a hole currently played in the game is displayed in front of the player object21, and the golf game is made to progress when the player of the game apparatus3hits a ball22toward a pin23depicted in the background image.

In this golf game, the player operates the controller6to select a club to be used, a shot power for the ball22, a shot direction of the ball22, a hit point location, an impact location, etc, and a shot is represented on the screen in accordance with the player's selection. As described above in conjunction with the conventional golf game, shot elements for representing a shot in the golf game are classified into two types, i.e., shot elements of a first type which are set before a shot operation is performed, and shot elements of a second type which are set by the shot operation. The first type includes a club to be used, a shot direction, and a hit point location. The first type is selectively set by the player before the shot operation is performed, and the setting is determined as it is by starting the shot operation. The second type includes a shot power and an impact location, and is set in accordance with an operation timing at which the player conducts the shot operation. The shot power is a shot element set by the shot operation, and a target value for the shot power can be selectively set by the player the shot operation is performed.

In the shot processing, a trajectory of the ball22is calculated based on the set shot elements, and then a final reach location of the ball22is determined. The shot elements are displayed as a power gauge24, a hit point object25, an error display object26, and a selected club display object27so as to overlap with the background image. Regarding the club selected by the player for use in a shot, the selected club display object27is displayed for indicating a club number and a typical distance for a shot when the selected club is used. Regarding the shot direction set by the player, the background image is moved right or left with respect to the player to represent a target direction. The hit point location of the ball22to be hit set by the player is indicated by a star mark on the hit point object25having a ball-like shape. The star mark indicating the hit point location is moved in accordance with the player's operation. The shot power and the impact location, which are determined in accordance with an operation timing at which the player conducts the shot operation, are indicated by the power gauge24as a result of cursor movement within the power gauge24which will be described later. The target value of the shot power, which is set by the player when the shot operation is performed, is displayed by a power target marker241attached to the power gauge24.

Referring toFIGS. 4A-4Dand5A-5E, a cursor movement within the power gauge24in the shot operation of the golf game will now be described. In the present embodiment, the player operates an operation button (specifically, the A button62) three times in a single shot operation. The first operation is a shot start operation, the second operation is a power determination operation, and the third operation is an impact location determination operation.FIGS. 4A-4Dare schematic diagrams illustrating cursor movement within the power gauge24when only the shot start operation is performed in the shot operation, i.e., when the A button62is operated only once.FIGS. 5A-5Eare schematic diagrams for explaining cursor movement within the power gauge24when the shot start operation, the power determination operation, and the impact location determination operation are performed, i.e., when the A button62is operated three times to properly perform the shot operation. In each ofFIGS. 4A-4Dand5A-5E, the illustration of the above-described power target marker241is omitted, solid arrows indicate movements of the cursor244, and outline arrows indicate locations of the cursor244at the time the A button62is operated.

InFIGS. 4A-4D, the power gauge24is displayed so as to extend right and left along its longitudinal direction, and the cursor244moves right and left within the power gauge24. The power gauge24has a left end24e, and a hit area242is displayed at a prescribed location in a right half portion of the power gauge24. A square hit point243is displayed in the center of the hit area242along a horizontal direction.

FIG. 4Aillustrates the state of the power gauge24before the shot start operation is performed. In the cursor244before the shot start operation is performed, the square hit point243lies at the center of the cursor244standing still. In the golf game, when the player depresses the A button62in the state where the cursor244is located at the square hit point243(outline arrow At1indicates the location of the cursor244), the shot processing is started.

When the shot start operation is performed, the cursor244moves left at a prescribed speed from the square hit point243toward the left end24ewithin the power gauge24(the state illustrated inFIG. 4B). In the case where the cursor244reaches the left end24eof the power gauge24without the player performing a power determination operation which will be described later (the state illustrated inFIG. 4C), the moving direction of the cursor244is reversed, and then the cursor244moves right at the prescribed speed. Then, when the cursor244reaches the square hit point243of the power gauge24without the player performing the power determination operation, the cursor244stops moving such that the square hit point243lies at the center of the cursor244(the state illustrated inFIG. 4D). The state illustrated inFIG. 4Dis the same as that illustrated inFIG. 4A. In this state, if no operations other than the shot start operation has been performed yet, the shot processing is considered as being a failure, and the shot start operation needs to be performed again.

Referring toFIGS. 5A-5E, described next is the cursor movement within the power gauge24when the shot start operation, the power determination operation, and the impact location determination operation are performed. Note that each of the power determination operation and the impact location determination operation is also performed when the player depresses the A button62. Similar toFIG. 4A,FIG. 5Aillustrates the state of the power gauge24before the shot start operation is performed. When the player depresses the A button62(outline arrow At1indicates a cursor location), the shot operation is started.

When the shot start operation is performed, the cursor244moves left at a prescribed speed from the square hit point243toward the left end24ewithin the power gauge24(the state illustrated inFIG. 5B). When the player depresses the A button62before the cursor244reaches the left end24eof the power gauge24(outline arrow At2shown inFIG. 5Cindicates a cursor location), the shot power is set at the location of the cursor244(the state illustrated inFIG. 5C), and the moving direction of the cursor244is reversed. Then, the cursor244moves right at the prescribed speed. The shot power, which is set in accordance with the location of the cursor244, becomes larger as the location of the cursor244at the time the A button62is depressed becomes closer to the left edge24e, i.e., 100% power is set by depressing the A button62when the cursor24lies at the left edge24e. The power to be set is decreased at a prescribed rate as the cursor244moves right away from the left edge24e.

After the power determination operation is performed, the impact location for a shot is determined when the player depresses the A button62while the cursor244is moving right at the prescribed speed. For example, as illustrated inFIG. 5D, in the case where the A button62is depressed at the time the cursor244is located within the hit area242(outline arrow At3indicates the location of the cursor244), the ball22is considered as having been struck by the club. In the case where the A button62is depressed at the time the cursor244lies over the square hit point243, the ball22is considered as having been struck at its center by the center of the club, and therefore the shot is represented such that the ball22flies toward the shot direction preset before the shot operation is performed. In the case where the A button62is depressed at the time the cursor244does not lie at the square hit point243, for example, when the cursor244lies left of the square hit point243, the shot is represented such that the ball22goes slicing off from the shot direction to the right, and when the cursor244lies right of the square hit point243, the shot is represented such that the ball22goes hooking off from the shot direction to the left.

As illustrated inFIG. 5E, in the case where the A button62is depressed at the time the cursor244lies outside of the hit area242(outline arrow At3indicates the location of the cursor244) or in the case where the cursor244has reached the right end of the power gauge24without the impact location determination operation being performed, the ball22is considered as having been missed by the club, and therefore the shot is represented as a duffed shot or an air shot.

Referring toFIG. 6, the hit point object25will now be described.FIG. 6is a schematic diagram for explaining hit points represented by the hit point object25.

InFIG. 6, the hit point object25includes a ball object251having a ball-like shape and a hit point location object252displayed on the ball object251for indicating a hit point location of the ball22to be hit set by the player. The player operates the cross key67before the shot operation is performed, in order to set a hit point location of the ball22. For example, seven hit point locations are set at intersections between each horizontal line and vertical lines, so that forty-nine hit point locations can be set in total. In the hit point object25, each of the hit point locations is set as a fixed coordinate point on the hit point object25. For example, a coordinate in a horizontal direction is set within the range from x−3to x3, where coordinate x0is located at the center, and a coordinate in a vertical direction is set within the range from y−3to y3, where coordinate y0is located at the center. The hit point location object252is moved by a point between coordinates x−3and x3when the player presses right or left of the cross key67, while being moved by a point between coordinates y−3and y3when the player presses up or down of the cross key67.

In the shot processing, the trajectory of the ball22varies in accordance with the hit point location set by the player. For example, when the hit point location object252is set on the left side relative to the center (coordinates (x0, y0)) of the ball object251, the ball22draws a trajectory so as to go slicing off to the right, and when the hit point location object252is set on the right side, the ball22draws a trajectory so as to go hooking off to the left. When the hit point location object252is set above the center of the ball object251, the ball22follows a low trajectory, and when the hit point location object252is set below the center, the ball22follows a high trajectory. Variation in a trajectory becomes greater as the hit point location object252deviates from the center (coordinates (x0, y0)) of the ball object251.

In the shot processing, a distance for which the ball22runs after landing also varies in accordance with the hit point location set by the player. When the hit point location object252is set above the center ((coordinates (x0, y0)) of the ball object251, the ball22runs for a long distance, and when the hit point location object252is set below the center, the ball22runs for a short distance. Variation in a distance for which the ball22runs becomes greater as the hit point location object252deviates from the center (coordinates (x0, y0)) of the ball object251. When the hit point location is set at a point significantly away from the center downwards, backspin is applied to the ball22after landing, so that the ball22maybe represented as running from the landing point backwards.

Referring toFIGS. 7 to 10, described next is processing for the shot operation implemented by the game apparatus3of the game system1.FIG. 7is a flowchart illustrating the entire process of the shot processing implemented by the game apparatus3.FIG. 8illustrates the details of a shot element setting process which is a subroutine of the shot processing illustrated inFIG. 7.FIG. 9illustrates the details of a power determination process which is a subroutine of the shot processing illustrated inFIG. 7.FIG. 10illustrates the details of an impact location determination process which is a subroutine of the shot processing illustrated inFIG. 7.

Firstly, operations to be performed before the procedure shown in the flowchart ofFIG. 7are described with reference toFIG. 2. When the power of the game apparatus3is depressed, the CPU31of the game apparatus3implements a startup program stored in a boot ROM (not shown) to initialize units in the game apparatus3, e.g., the work memory32. Then, a golf game program stored in the optical disc4is read onto the work memory32via the optical disc drive37. Implementation of the golf game program is started and a game space is represented on the television2via the GPU36. Then, the golf game is started.

The player of the game apparatus3selects a desired one of plurality of optional courses for the golf game and a character for the player object21which the player desires to operate, while viewing game images displayed on the television2. In order to make selections as described above, the player operates input portions provided on the controller6in a manner as described above. Then, a game image20is displayed on the television2in accordance with the course and character selected by the player (seeFIG. 3).

Referring toFIG. 7, the CPU31sets shot elements for a hole currently represented on the television2(step S1). As described above, the shot elements to be set before the shot operation is performed include a club to be used, a target value of a power for hitting the ball22, a shot direction, and a hit point location.

Next, the CPU31determines a shot power (step S2). In this power determination process, the player operates the A button62while viewing a movement of the cursor24within the power gauge24in the game image (seeFIGS. 5A to 5C), and the CPU31determines the shot power in accordance with the timing of the player's operation.

Next, the CPU31determines an impact location for the shot, and represents the trajectory and run of the ball22to be hit on the television2based on the shot elements set at step S1, the shot power determined at step S2, and the determined impact location (step S3). In this impact location determination process, the player operates the A button62while viewing a movement of the cursor244within the power gauge24in the game image (seeFIGS. 5C to 5E), and the CPU31determines the impact location in accordance with the player's operation. The CPU31terminates the shot processing after the process of step S3. In order to make the golf game progress, the shot processing is repeatedly performed during play of the golf game.

Referring toFIG. 8, the procedure for setting the shot elements at the above step S1is described in detail below. InFIG. 8, the CPU31sets the shot elements at their respective default values based on, for example, a current distance from the ball22to a pin23(FIG. 3) and the status of a lie of the ball22, and displays the thus-set shot elements (step S11). For example, the club to be used is properly set based on the current distance to the pin23and the status of the lie of the ball22, i.e., a driver (1W) is set as a proper club for a tee shot on a long hole, or a sand wedge (SW) is set as a proper club for a bunker shot. The proper club to be used is displayed in the selected club display object27(seeFIG. 3). A shot direction is typically set as a target direction extending between the current ball22and the pin23, and represented by moving the background image right or left with respect to the player object21. The hit point location for a shot is set at the center of the ball22, and displayed in the hit point object25. A target value of the shot power is set at a maximum possible level of the shot power of the proper club, and is displayed using the power target marker241.

Then, the CPU31calculates estimated trajectory data, estimated run range data, and error ratio data for each of the estimated trajectory and the estimated run range based on the shot elements set at the above step S11(step S12). Here, data used by the CPU31for the calculation as described above includes the shot elements set at step S11(club data indicating the club to be used, shot direction data indicating the direction to which a ball is hit, hit point location data indicating the hit point location, and power target value data), current ball location data, a club table, a trajectory variation table, geographic data, and an error ratio table. In order to calculate final trajectory data in the shot processing, it is necessary to determine the shot power and the impact location in accordance with an operation timing at which the player conducts the shot operation. However, in the calculation of the estimated trajectory data at the above step S12, the power target value data is used for the shot power, and the impact location is considered as corresponding to a square hit point. Note that the power target value data indicates a power currently set as the target value, e.g., as a percentage of maximum possible power.

The ball location data indicates the current location of the ball22in the game space, where the golf game is currently played, using a three-dimensional coordinate point. In the club table, for each character, a travel distance and a vertical distance for a shot with a maximum possible power is defined with respect to each of combinations of club numbers and statuses of lies set in the golf game. In the trajectory variation table, variation of a trajectory in accordance with hit point locations are defined. As described above, the hit point locations are defined with reference to the center of the ball22. The geographic data indicates geographic features represented in the game space, and the geographic features to be indicated include undulations of the entire hole, statuses of lies in various types of grounds, and obstacles such as trees. The geographic data also indicates influences caused on the ball22in contact with the geographic features (e.g., bound coefficients, decreasing rates of runs, influences by inclination, etc.). As illustrated inFIGS. 11 and 12, the error ratio data indicates error ratios set for characters, lies, and club numbers. These error ratios indicate degrees of deviations of a final trajectory in the shot processing from an estimated trajectory. By setting characters so as to have their own error ratios based on various possible lies as shown inFIG. 11, the characters can have different shooting characteristics, thereby adding an additional game-like nature to the golf game. For example, in FIG.11., character A is good at fairway shots, and character C is good at bunker shots. Note that the club table, the trajectory variation table, the geographic data, and the error ratio table are included in a game program prestored in the optical disc4. These tables and data are read by the CPU31in accordance with the progress of the game program, and stored in the work memory32on timely occasions.

The CPU31calculates the estimated trajectory data based on the set shot elements (the club to be used, the shot direction, the hit point location, the power target value) with reference to the club table, the trajectory variation table, the geographic data, and the error ratio table. For example, in order to calculate basic trajectory data, which represents a trajectory from a coordinate point of a current ball location, on the assumption that the ball is hit when the impact location corresponds to the square hit point243, the CPU31uses: a travel distance and a vertical distance which are determined based on the selected club, the selected character, and the lie; vector data corresponding to the selected shot direction; and the trajectory variation data corresponding to the selected hit point location. Then, the CPU31calculated the estimated trajectory data by multiplying the basic trajectory by a percentage indicated by the power target value data.

The CPU31also calculates the error ratio data in accordance with the character, which is currently selected as the player object21, the club to be used for a shot, and the lie at which the ball is currently located. Specifically, error ratios corresponding to the current conditions (the character, the club, and the lie) are extracted from the data tables related to the error ratios illustrated inFIGS. 11 and 12, and the error ratios are added together to obtain the error ratio data. Even when the shot power is determined so as to be equal to the power target value in the impact location determination process of step S2and the square hit point243is determined in the impact location determination process of step S3, the error ratio data indicates a percentage by which the actual trajectory deviates from the estimated trajectory. In the golf game of the present embodiment, there is a possibility that the actual trajectory might deviate from the estimated trajectory even if the player performs precise operations in both the power determination process and the impact location determination process. That is, the error ratio data indicates a maximum possible percentage by which the actual trajectory can deviate from the estimated trajectory if such deviation occurs.

The CPU31also calculates estimated ball landing point data which corresponds to a terminal coordinate point in the estimated trajectory data, and further calculates, based on the above-described error ratio data, a variation range of a ball landing point (hereinafter, referred to as the “estimated ball landing range”), where coordinates of an estimated ball landing point are located at the center. Then, the CPU31references the estimated ball landing range, and calculates estimated run range data based on geographic data about geographic features in the vicinity of the estimated ball landing range. For example, the CPU31calculates the estimated run range data, which indicates an estimated run range from the estimated ball landing range, using an angle of the estimated trajectory to the estimated ball landing point, a variation of the run corresponding to the selected hit point location, and the influence of the geographic data on the ball. The estimated run range data represents a run range obtained by calculation using a set of coordinates along a geographic feature represented by the run range. For example, in the case where the estimated run range has a rectangular shape, the estimated run range is represented by a set of coordinate points each indicating a corresponding one of four corners of the rectangle. Note that the burden on a calculation process is reduced by using an estimated ball landing point as a reference and displaying a previously prepared estimated run range having a predetermined shape, rather than by determining the estimated run range via calculation and displaying the determined estimate run range.

Next, the CPU31displays a game image based on the estimated trajectory data, the estimated run range data, and the error ratio data which are calculated at the above step S12(step S13).FIG. 13illustrates an example of a game image20adisplayed on the television2at step S13.

InFIG. 13, the displayed game image20aincludes the player object21, the ball22, the power gauge24, the power target marker241, the hit point object25, the error display object26, and the selected club display object27, as well as a background image as a current target of the game displayed in front of the player object21. At step S13, an estimated trajectory281a, an estimated ball landing point282a, an estimated run range283a, and an error display object26are also displayed. The hit point object25, the error display object26, and the selected club display object27are displayed based on the currently set shot elements. Although at default setting, the power target marker241is displayed at a location which indicates a maximum possible power (i.e., at the left end24eof the power gauge24), the power target marker241illustrated inFIG. 13is displayed at a different location in order to show the state where the power target value is changed at step S17as described later.

The estimated trajectory281aand the estimated ball landing point282a, which are displayed on the game image20a, are displayed based on the estimated trajectory data and the estimated ball landing point data which are calculated at step S13. The estimated ball landing point282ais displayed as, for example, a star mark, in the game space of the game image20awhich corresponds to the terminal coordinate point in the estimated trajectory data calculated at step S12. The estimated trajectory281ais displayed so as to extend between the current ball22and the estimated ball landing point282ato form a shape based on the estimated trajectory data. For example, an estimation of the trajectory of the ball22in the shot processing is displayed by a broken line. The estimated run range283adisplayed on the game image20ais displayed in the game space of the game image20awhich corresponds to coordinates indicated by the estimated run range data calculated at step S13. For example, the estimated run range283ais displayed in the shape of a rectangular area, which is divided into a plurality of equal-sized mesh parts, in accordance with geographic undulations.

Next, the CPU31determines whether the shot elements have been changed by the player's operation (steps S14to S17). These determinations are performed by identifying input portions of the controller6operated by the player. For example, the CPU31determines: whether the player moved the main stick61up or down to determine whether the club to be used has been changed (step S14); whether the player moved the main stick61right or left to determine whether the shot direction has been changed (step S15); whether the player pressed up, down, right, or left of the cross key67to determine whether the ball hit point location has been changed (step S16); and whether the player pressed the R button66aor the L button66bto determine whether the power target value has been changed (step S17).

In the case where it is determined that the club to be used has been changed at step S14, the CPU31changes club data associated with the currently set shot elements, as well as the display of the selected club display object27(step S20) Then, the CPU31recalculates the above-described error ratio data using an error ratio shown in the error ratio table (seeFIG. 12) for a new club (step S21), and then the procedure proceeds to the next step S26.

In the case where it is determined that the shot direction has been changed at step S15, the CPU31changes direction data associated with the currently set shot elements and moves the background image right or left with respect to the player object21so as to represent the new target direction (step S22). Then, the procedure proceeds to the next step S26.

In the case where it is determined that the hit point location has been changed at step S16, the CPU31changes hit point location data associated with the currently set shot elements so as to change the location at which the hit point location object252is displayed in the hit point object25(step S23). Then, the procedure proceeds to the next step S26.

In the case where it is determined that the target power value has been changed at step S17, the CPU31changes the location at which the power target marker241is displayed (step S24), and also changes power target value data associated with the currently set shot elements (step S25). Then, the procedure proceeds to the next step S26.FIGS. 14A through 14Care diagrams used for explaining how the location of the power target marker241displayed in the power gauge24is changed at step S24.

FIG. 14Aillustrates the state where the power target value is set at a default value at the above step S11. As described above, the default value of the power target value is set at a maximum possible level of the shot power of the selected club, and therefore the power target marker241is displayed at the left end24eindicating the maximum power in the power gauge24. In the internal area of the power target marker241, a travel distance “320Y” for a shot at the power target value is displayed. The travel distance is calculated on the assumption that the impact location lies over the square hit point243.

FIG. 14Billustrates the state where the power target marker241illustrated inFIG. 14A, which is displayed at the left end24eindicating the maximum power in the power gauge24, is moved to a location, where the power is reduced to about 50% of the maximum power, by the player operating the R button66a. In the internal area of the power target marker241, a travel distance “160Y” for a shot at the power target value corresponding to the location of the power target marker241(i.e., a travel distance for a shot at the power of about 50% of the maximum power) is displayed.

FIG. 14Cillustrates the state where the power target marker241illustrated inFIG. 14B, which is displayed at the location indicating about 50% of the maximum power in the power gauge24, is further moved to a location, where the power is reduced to about 25% of the maximum power, by the player operating the R button66aagain. In the internal area of the power target marker241, a travel distance “80Y” for a shot at the power target value corresponding to the location of the power target marker241(i.e., a travel distance for a shot at the power of about 25% of the maximum power) is displayed.

As described above, the power target marker241is moved right along the power gauge24by the player operating the R button66a, and can display a travel distance in accordance with the power target value indicated by the location to which the power target marker241has been moved. The power target marker241is also moved left by the player operating the L button66b. That is, the player can change the power target value by moving the power target marker241before the shot operation is performed, and can recognize a travel distance for a shot at the changed power target value.

Note that the power target marker241may be continuously moved right or left by pressing the R button66aor the L button66b(in this case, the power target value is continuously changed), or may be set such that the power target value jumps from one prescribed fixed value to another each time the R button66aor the L button66bis pressed. For example, each press of the R button66achanges the power target value in a decreasing manner, such as “100%”→“80%”→“60%”→“40%”→“20%”, and each press of the L button66bchanges the power target value in an increasing manner, such as “20%”→“40%”→“60%”→“80%”→“100%”.

In the case where it is determined that no shot elements have been changed by the player's operation in the processing at steps S14to S17, the CPU31determines whether to make a change in a viewpoint to the current game image20a(step S18). The determination is also performed by identifying input portions of the controller6operated by the player. For example, the CPU31determines whether the player moved the C stick68up, down, right, or left to determine whether to make a change in a viewpoint. If it is determined that the viewpoint should be changed at step S18, then the CPU31changes the location of a virtual camera for capturing a game image in accordance with a direction to which the player moves the C stick68, and creates a new game image (step S28). Then, the procedure proceeds to the next step S19. On the other hand, if it is determined that the viewpoint should not be changed at step S18, the procedure proceeds to the next step S19.

FIGS. 15 and 16each illustrate an exemplary game image obtained when the camera location for the game image20aillustrated inFIG. 13is changed at step S18. A game image20billustrated inFIG. 15is obtained when the camera location is changed by the player moving the C stick68down. In the game image20b, the power gauge24, the power target marker241, the hit point object25, the error display object26, and the selected club display object27are displayed in the same manner as displayed in the game image20a. Displays of the player object21, the estimated trajectory281b, the estimated ball landing point282b, and the estimated run range283bare changed along with a change of the background image in accordance with the change of the camera location. Specifically, when the C stick68is moved down in the state where the game image20ais displayed, the camera location is changed so as to move opposite to the direction of the estimated trajectory281awhile moving up, thereby obtaining the game image20bwhich is a bird's eye view as seen from a viewpoint above and behind the player object21. Such a change of the camera location allows the player to confirm, by means of the game image20b, the estimated trajectory281b, the estimated ball landing point282b, and the estimated run range283bwith respect to the entire course.

A game image20cillustrated inFIG. 16is obtained when the camera location is changed by the player moving the C stick68up. In the game image20c, the power gauge24, the power target marker241, the hit point object25, the error display object26, and the selected club display object27are displayed in the same manner as displayed in the game image20a. Displays of the player object21, the estimated trajectory281c, the estimated ball landing point282c, and the estimated run range283care changed along with a change of the background image in accordance with the change of the camera location. Specifically, when the C stick68is moved up in the state where the game image20ais displayed, the viewpoint is changed as if the virtual camera is gradually moving to a direction toward the estimated ball landing point282calong the estimated trajectory281c, so that on-the-spot game images are generated based on locations of the virtual camera. When the player stops operating the C stick68, the movement of the virtual camera is also stopped. Therefore, the game image20cis created in accordance with the location at which the movement of the virtual camera is stopped. In the case where the C stick68is continuously operated so as to be kept in the “up” position, the virtual camera is eventually located in the vicinity of the estimated ball landing point282c, so that the situation in the vicinity of the estimated ball landing point282cis displayed as a game image as illustrated as the game image20c. Alternatively, the movement of the virtual camera may be controlled, for example, such that when the X button64is pressed, the virtual camera is automatically and continuously moved to the direction toward the estimated ball landing point282calong the estimated trajectory281c, so that the game image is automatically shifted from the game image20ato the game image20c. Such movement of the virtual camera allows the player to view, in the game image20c, the course seen from the estimated trajectory281cof the ball22to be hit, whereby the player can confirm the detailed situation of the course in the vicinity of the estimated ball landing point282cand the estimated run range281c. Further, the player can confirm the details of an obstacle located in the vicinity of the estimated trajectory281cby viewing a game image during the shift from the game image20ato the game image20c, whereby it is possible to previously consider a risk of contact with that obstacle, for example.

When the C stick68is moved right or left in the state where the game image20ais displayed, the viewpoint is changed as if the virtual camera is moving to a location from which a side view of the estimated trajectory281acan be seen. Such movement of the virtual camera allows the player to stereoscopically view the estimated trajectory281aof the ball22to be hit, whereby it is possible to confirm what kind of geographic vicinity the estimated trajectory281cpasses through.

Referring toFIG. 8, at step S26, the CPU31uses a shot element newly changed at step S20, S21, S22, S23, or S25to recalculate the estimated trajectory data and the estimated run range data. Such recalculation is performed in a manner similar to the calculation at step S12, and therefore detailed description thereof is omitted.

Then, the CPU31displays a game image based on the estimated trajectory data and the estimated run range which are obtained by the recalculation at step S26(step S27). At step S27, a process similar to that of step S13is performed. A change of the game image due to a change of the shot element is described in detail below.

As described above, the estimated trajectory data calculated by the CPU31is obtained by multiplying the basic trajectory data by a percentage indicated by the power target value data. That is, when the power target value is changed by the player, a travel distance indicated by the estimated trajectory is also changed in accordance with that percentage. For example, in the game image20billustrated inFIG. 15, the power target marker241is displayed at the location indicating a travel distance “220Y” as a power target value, and the estimated trajectory281b, the estimated ball landing point282b, and the estimated run range283bare displayed in accordance with that power target value.FIG. 17illustrates a game image20din which the power target marker241is moved to a location, which indicates a travel distance “150Y” as a power target value, from the location of the power target marker241displayed in the game image20billustrated inFIG. 15, and an estimated trajectory281d, an estimated ball landing point282d, and an estimated run range283dare displayed in accordance with that power target value. Comparing the game image20bwith the game image20d, it is found that in the game image20d, where the power target value indicates a reduced power, the travel distance indicated by the estimated trajectory281dis displayed as being short, and it is also found that the estimated ball landing point282dand the estimated run range283dare displayed at locations closer to the player object21in a manner consistent with the display of such a short travel distance. The player can freely set a power target value by operating the R button66aor the L button66b, and therefore it is possible to readily recognize the estimated trajectory281dfor a shot at the power indicated by that power target value, so that the player is facilitated to plan a strategy for conquering a hole in the golf game.

Described next is a case where the CPU31calculates estimated trajectory data of an estimated trajectory which intersects an obstacle, such as a tree, indicated by geographic data. When part of coordinate data of a game space indicated by calculated estimated trajectory corresponds to coordinate data of the obstacle indicated by the geographic data, the CPU31uses a bound coefficient of the obstacle to calculate how the ball22bounces off the obstacle. Specifically, in this calculation, the CPU31calculates estimated trajectory data of an estimated trajectory whose direction is changed by the obstacle. The CPU31uses the estimated trajectory data to calculate the estimated ball landing point data and the estimated run range data.

FIG. 18illustrates an exemplary game image displayed is good at fairway shots, and character s a result of the above-described calculation. InFIG. 18, when an estimated trajectory281eintersects an obstacle29at point P, an estimated trajectory281fbouncing off the point P is displayed. Also, an estimated ball landing point282fat which a ball traveling along the estimated trajectory281flands, and an estimated run range283fare displayed. Therefore, when a shot element is changed, the player can readily determine whether a trajectory estimated based on the change of the shot element is blocked by an obstacle, so that the player is facilitated to plan a strategy for conquering a hole in the golf game.

Alternatively, a marker indicating an intersection at a point where the estimated trajectory meets the obstacle may be displayed. In this case, the player clearly recognizes that the estimated trajectory is blocked by the obstacle. The player also recognizes the intersection. Even in the case where the estimated trajectory does not intersect the obstacle, when there is an obstacle in the vicinity of the estimated trajectory, a marker indicating the risk of blockage by the obstacle may be displayed on a portion of the estimated trajectory which is located near the obstacle or on the obstacle itself. In this case, the player can recognize that there is a possibility that a ball might be obstructed by the obstacle when the ball moves out of the estimated trajectory due to a misoperation or the like.

Referring toFIG. 8, at step S19, the CPU31determines whether the A button62has been operated by the player. When it is determined that the A button62has not been operated by the player, the procedure returns to step S14and the CPU31repeats the process of step S14. When it is determined that the A button62has been depressed, the subroutine for the shot element setting process is terminated and the procedure proceeds to step S2shown inFIG. 7.

Referring toFIG. 9, the procedure of the power determination process of step S2shown inFIG. 7is described in detail below. InFIG. 9, the CPU31moves the cursor244located within the power gauge24to the left along the power gauge24(step S31; seeFIG. 4Bor5B), and waits for the player to operate the A button62(step S32). When the A button62is depressed by the player, the procedure proceeds to the next step S37.

At step S37, the CPU31reverses the movement of the cursor244so that the cursor244moves right along the power gauge24(seeFIG. 5C), and the procedure proceeds to the next step S38.

If the A button is not operated by the player at the above step S32, the procedure proceeds to the next step S33. At step S33, the CPU31determines whether the cursor244has reached the left end24eof the power gauge24(seeFIG. 4C). When it is determined that the cursor244has not reached the left end24eof the power gauge24, the procedure returns to step S31and the CPU31repeats the process of step S31. On the other hand, when it is determined that the cursor244has reached the left end24eof the power gauge24, the CPU31reverses the movement of the cursor244at the left end24eso that the cursor244moves right along the power gauge24(step S34; seeFIG. 4C), and waits for the player to operate the A button62(step S35). At step S35, if the A button62is depressed by the player, the procedure proceeds to the next step S38, and if not, the procedure proceeds to the next step S36.

Note that when the player operates the A button62at the above step S32or S35, the player references the power target marker241(see, for example,FIG. 3) attached to the power gauge24as an index of an operation timing. Although the player might neglect the power target marker241to select an arbitrary power, e.g., a maximum possible power, the player is required to depress the A button62at a location indicated by the power target marker241in order to make a shot such that the ball travels along an estimated trajectory as described above.

If the A button is not operated by the player at step S35, the CPU31determines, at step S36, whether the cursor244has reached the square hit point243(seeFIG. 4D). When it is determined that the cursor244has not reached the square hit point243, the procedure returns to step S34and the CPU31repeats the process of step S34. On the other hand, when it is determined that the cursor244has reached the square hit point243of the power gauge24, the procedure returns to step S14shown inFIG. 8and the CPU31repeats the shot element setting process.

If the A button62is depressed by the player at step S35, the CPU31sets, at step S38, a shot power based on the location of the cursor244(see outline arrow At2shown inFIG. 5C) at the time the A button62is depressed by the player. As described above, the shot power, which is set in accordance with the location of the cursor244, becomes larger as the location of the cursor244at the time the A button62is depressed becomes closer to the left edge24e, i.e., 100% power is set by depressing the A button62when the cursor24lies at the left edge24e. The power to be set is decreased at a prescribed rate as the cursor244moves right away from the left edge24e.

The CPU31adjusts the shot power set at step S38in accordance with a currently set error ratio and a random number value, and determines the shot power (step S39). Then, the CPU31terminates the subroutine for the power determination process, and the procedure proceeds to step S3shown inFIG. 7. Specifically, at step S39, the value of the shot power is determined in accordance with the random number value so as to fall within the limit of the currently set error ratio. For example, in the case where the currently set error ratio is ±10%, any value falling within the range of the power set at step S38plus and minus 10% is selected and determined in accordance with a random number value.

Referring toFIG. 10, the procedure of the impact determination process of step S3shown inFIG. 7is described in detail below. InFIG. 10, the CPU31still maintains the movement of the cursor244located within the power gauge24to the right after the above-described power determination process (step S41), and waits for the player to operate the A button62(step S42).

If the A button is operated by the player at step S42, the procedure proceeds to the next step S43. At step S43, the CPU31determines whether the cursor244has reached the right end of the power gauge24. When it is determined that the cursor244has not reached the right end of the power gauge24, the procedure returns to step S41and the CPU31repeats the process of step S41. On the other hand, when it is determined that the cursor244has reached the right end of the power gauge24, the procedure proceeds to step S44.

In the case where it is determined, at step S42, that the A button62has been depressed by the player, the procedure proceeds to the next step S45. At step S45, the CPU31stops the movement of the cursor244along the power gauge24, and determines whether the location at which the cursor244is stopped lies within the hit area242(seeFIG. 5D) or not (seeFIG. 5E) (step S46). When it is determined, at step S46, that the location at which the cursor244is stopped lies within the hit area242, the procedure proceeds to the next step S47. When it is determined, at step S46, that the location at which the cursor244is stopped is out of the hit area242, the procedure proceeds to the next step S44.

At step S47, the CPU31determines a shot power and a hit point location in accordance with the location at which the cursor244is stopped at the above step S45. For example, when the cursor244lies over the square hit point243(seeFIG. 4D), the CPU31considers that the ball is hit at the center with the sweet spot of the club, and determines that the shot power determined at the above step S39and the currently set hit point location data can be used for the shot processing without requiring adjustment. Alternatively, when the cursor244is located left to the square hit point243, the CPU31considers that the ball is hit by the club on the side deviating left from the center by a distance corresponding to the distance between the cursor244and the square hit point243. In this case, the CPU31decreases the power determined at the above step S39in accordance with that distance, and changes a currently set hit point location to the left in accordance with the same distance. Alternatively still, when the cursor244is located right to the square hit point243, the CPU31considers that the ball is hit by the club on the side deviating right from the center by a distance corresponding to the distance between the cursor244and the square hit point243. In this case, the CPU31decreases the power determined at the above step S39in accordance with that distance, and changes a currently set hit point location to the right in accordance with the same distance.

Then, the CPU31calculates trajectory data and run data using, for example, setting data for each of the currently set shot elements (step S48), and the procedure proceeds to the next step S49. The data used by the CPU31for the calculation at step S48includes data about a current ball location, the currently set shot elements (club data and direction data), the currently set error ratio data, data about the power and the hit point location which are determined at step S47, and geographic data.

The CPU31calculates a travel distance and a vertical distance in accordance with data about a selected club, a selected character, and a ball lie, and calculates trajectory data about a trajectory from a coordinate point for the current ball location using direction data corresponding to a selected target direction and trajectory variation data corresponding to data about the determined power and the determined hit point location. In some cases, the CPU31may calculate the trajectory data by changing the trajectory variation data within the range of the currently set error ratio data in accordance with a random number value. Following the calculation of the trajectory data, the CPU31calculates ball landing point data which corresponds to a terminal coordinate point in the trajectory data. Then, the CPU31references the ball landing point data, and calculates run data using geographic data about geographic features in the vicinity of the ball landing point. For example, the CPU31calculates run data, which indicates a run along geographic features from the ball landing point to a final ball reach location, by using an angle of the trajectory to the ball landing point, a variation of the run corresponding to the determined hit point location, and the influence of the geographic data on the ball. The trajectory data and the run data respectively represent the trajectory and the run, which are obtained by calculation, using a set of coordinates in the game space.

When it is determined, at the above step S46, that the location at which the cursor244is stopped is out of the hit area242, the CPU31performs a miss shot process at step S44, and the procedure proceeds to the next step S49. For example, when the location at which the cursor244is stopped is out of the hit area242, it is considered that: the club does not hit the ball; the club contacts the ball; or a duffed shot is hit. In such a case, the CPU31calculates trajectory data and run data, such that the current ball location is maintained or the ball drops in the vicinity of the current ball location.

At step S49, the CPU31represents as a game image on the television2how the ball is hit from the current location and rolls to the final reach location, based on the trajectory data and the run data which are calculated at the above step S48or S44. Then, the CPU31terminates the subroutine for the impact location determination process.

As described above, the game apparatus of the present invention implements a game program, so that when the shot elements are set before a shot operation is performed, an estimated trajectory to an estimated ball landing point is displayed in accordance with the set shot elements. Therefore, the player can easily estimate the result of the shot operation. Further, a target value is set before the shot operation is performed with respect to a power element among the shot elements, and an estimated trajectory for the target value is displayed. Therefore, the player can recognize estimated trajectories for different powers, whereby, it is possible to know how much power is suitable for hitting a ball during the shot operation. Furthermore, in the case where the estimated trajectory intersects an obstacle, the displayed estimated trajectory represents the situation of the intersection with the obstacle, and therefore the player is facilitated to plan a strategy for conquering a hole. Further still, an error ratio is displayed for each of the estimated trajectory, the estimated ball landing point, and an estimated run range after the landing of a ball, and therefore the player can recognize that the estimation is not absolute, so that the player does not feel dissatisfaction with the result of the shot operation.

Although the estimated run range283has been described above as being rectangular as illustrated inFIG. 19A, the estimated run range283of the present invention is not limited to a rectangle. For example, the estimated run range283may be circular as illustrated inFIG. 19Bor may be substantially fan-shaped as illustrated inFIG. 19C. Alternatively, instead of using the estimated run range283, an estimated run trajectory283xas illustrated inFIG. 19Dmay be used for representing an estimated trajectory along which a ball runs after landing.

Further, when the estimated trajectory or the estimated run range is calculated, influences on a ball exerted by the environment of a hole and undulations of a geographic feature on which the player object is positioned may be added as calculation elements. For example, trajectory variation data may be changed depending on a wind direction and a wind intensity. Further, a run distance may be shortened due to rain, etc. Furthermore, in the case where the player object is positioned on an uphill or downhill geographic feature, trajectory data may be changed such that the ball draws a trajectory so as to go hooking off to the left or go slicing off to the right.

Furthermore, although the movement of the cursor244along the power gauge24has been described above as being set so as to be reversed when the cursor244reaches the left end24eof the power gauge24, the movement of the cursor24is not limited to this. For example, when the cursor244reaches the left end24eof the power gauge24, the cursor244may repeat the movement to the same direction, i.e., to the left, from the right end.

Further still, although the details of input portions for setting shot elements and instructing temporary settings are provided in the above description, the present invention is not limited to the above-described input portions for providing various instructions. Any input portions included in the game apparatus for implementing the game program of the present invention can be enabled to provide any instructions by individually assigning instruction meanings to those input portions.

Further still, although the game type of the game program implemented by the game apparatus of the present invention has been described above as being a golf game, any type of games may be implemented by the game apparatus of the present invention. Similar effects as those as described above can be added to, for example, a game to which an additional game-like nature is added by displaying a trajectory, e.g., a fishing game, a soccer game, or a throwing game, such as a hammer throw.

Further still, although the game system has been described above as including a nonportable game apparatus, the present invention may be applied to any other type of suitable game apparatuses. For example, the present invention can be implemented on a portable game apparatus by using a plurality of input portions provided in the portable game apparatus, and also to even a typical computer system including a display section.