Abstract:
To provide a game device capable of evaluating and displaying progress in a more reliable manner in the case of implementing a soccer game or basketball game etc., there is provided means for determining which team is in possession of the ball, means for acquiring the ball position and the position of the game character in possession of the ball as a possession position, progress variable updating means for executing processing to enable the progress variable to approach a prescribed first fixed value when the first team is in possession of the ball and the ball is within a first attacking preparation region common to part or all of the first region, and executing processing to increase the progress variable when the first team is in possession of the ball and the possession position is outside of the first attacking preparation region, and means for displaying a progress display image according to the progress variable.

Description:
BACKGROUND OF THE INVENTION  
       [0001]     The present invention relates to a game device, a control method for a game and a program, and particularly relates to technology for implementing a ball game such as, for example, a soccer game or basketball game etc. with one or a plurality of game characters constituting a first team made to correspond to a first region, one or a plurality of game characters constituting a second team made to correspond to a second region, and a ball being arranged at a field provided with the first region and the second region, with the ball being made to move on the field, in such a manner that the ball is caused to move to within goals arranged at the first region or second region corresponding to the opposing team on a computer etc.  
         [0002]     Degree of ball penetration for during the game is calculated in software for implementing a soccer game on a computer, and is used for reference displaying. The software determines which game character of which team is in possession of the ball during games, the penetration factor is calculated by adding up this time, and this is displayed.  
         [0003]     The degree of ball penetration can frequently be used as one factor for determining which team is superior. However, the degree of ball penetration rises when possession of the ball takes place in defensive regions even if an attack does not take place. The degree of ball penetration and progress therefore do not always coincide, and this is therefore not always appropriate in progress analysis.  
       SUMMARY OF THE INVENTION  
       [0004]     In order to resolve the aforementioned problems, the present invention provides a game device, game control method and program capable of evaluating and displaying progress in a more reliable manner in the case of implementing a soccer game or basketball game etc.  
         [0005]     In order to resolve the aforementioned problems, a game device of the present invention, with one or a plurality of game characters constituting a first team made to correspond to a first region, one or a plurality of game characters constituting a second team made to correspond to a second region, and a ball being arranged at a field provided with the first region and the second region, with the ball being made to move on the field, for executing a ball game where the ball is caused to move to within goals arranged at the first region or second region corresponding to the opposing team, comprises means for storing progress variables expressing extent of superiority of the first team, means for determining which team is in possession of the ball, means for acquiring the ball position and the position of the game character in possession of the ball as a possession position, progress variable updating means for executing processing to enable the progress variable to approach a prescribed first fixed value when the first team is in possession of the ball and the ball is within a first attacking preparation region common to part or all of the first region, and executing processing to increase the progress variable when the first team is in possession of the ball and the possession position is outside of the first attacking preparation region, and means for displaying according to the progress variable.  
         [0006]     Further, a control method for a game of the present invention for enabling games to function on a game device with one or a plurality of game characters constituting a first team made to correspond to a first region, one or a plurality of game characters constituting a second team made to correspond to a second region, and a ball being arranged at a field provided with the first region and the second region, with the ball being made to move on the field, for executing a ball game where the ball is caused to move to within goals arranged at the first region or second region corresponding to the opposing team, comprises a step of storing progress variables expressing extent of superiority of the first team, a step of determining which team is in possession of the ball, a step of acquiring the ball position and the position of the game character in possession of the ball as a possession position, a progress variable updating step of executing processing to enable the progress variable to approach a prescribed first fixed value when the first team is in possession of the ball and the ball is within a first attacking preparation region common to part or all of the first region, and executing processing to increase the progress variable when the first team is in possession of the ball and the possession position is outside of the first attacking preparation region and a step of displaying according to the progress variable.  
         [0007]     Further, a program of the present invention, with one or a plurality of game characters constituting a first team made to correspond to a first region, one or a plurality of game characters constituting a second team made to correspond to a second region, and a ball being arranged at a field provided with the first region and the second region, with the ball being made to move on the field, for executing a ball game where the ball is caused to move to within goals arranged at the first region or second region corresponding to the opposing team, comprises instructions for causing a computer to function as means for storing progress variables expressing extent of superiority of the first team, means for storing progress variables expressing extent of superiority of the first team, means for determining which team is in possession of the ball, means for acquiring the ball position and the position of the game character in possession of the ball as a possession position, progress variable updating means for executing processing to enable the progress variable to approach a prescribed first fixed value when the first team is in possession of the ball and the ball is within a first attacking preparation region common to part or all of the first region, and executing processing to increase the progress variable when the first team is in possession of the ball and the possession position is outside of the first attacking preparation region, and means for displaying according to the progress variable. The computer may be, for example, a personal computer, a server computer, a household game, an office game, a mobile game, a mobile telephone, or a mobile information terminal, etc. The program may be stored on a computer-readable information storage medium such as, for example, a CD-ROM, DVD-ROM, memory card, or hard-disc, etc.  
         [0008]     The game of the present invention is provided with a field, with a first region and second region being provided at the field. For example, compartment lines may be drawn at the center of the field, and first and second regions may be provided to the left and right via the compartment lines. The first team is made to correspond to the first region and the second team is made to correspond to the second region. Goals are arranged at each region. Further, each team is configured of one or a plurality of game characters, and these game characters are arranged at the field together with the ball. The game characters are then operated on the field in accordance with, for example, operations by the controller and computer algorithms and move the ball on the field, with both teams competing to move the ball into the goal arranged at the region corresponding to the opposing team. The aforementioned game may be configured, for example, as a soccer game or basketball game etc., and may be realized using so-called three-dimensional computer graphics or two-dimensional computer graphics.  
         [0009]     In the present invention, variables expressing extent of superiority of the first team are stored. The progress variable, is, for example, numeric information of a prescribed range. It is then determined whether or not the team in possession of the ball is the first team or the second team. This determination can be easily implemented utilizing publicly-known technology taking conditions of, for example, the distance between the ball and each game character, the game character in possession of the ball up to this point, whether or not the ball is on the field, or whether or not each game character has come into contact with the ball in a valid manner, etc.  
         [0010]     Further, in the present invention, the position of the ball on the field, and the position of the game character in possession of the ball are acquired as a possession position. When the ball is in the possession of the first team, if the ball is within a first attacking preparation region set at the field with the possession position being in common with part or all of the first region, processing is executed to ensure that the progress variable approaches a prescribed first fixed value. Further, if the possession position is outside of the first attacking preparation region, processing is executed to increase the progress variable. Displaying is then carried out according to the progress variable.  
         [0011]     According to the present invention, when the first team is in possession of the ball, if the possession position is within the first attacking preparation region, the progress variable approaches a first fixed value. Further, if the first team is in possession of the ball and the possession position is outside of the first attacking preparation region, the progress variable is increased. When game characters constituting the first team remain in possession of the ball and are in the first attacking preparation region sharing part of all of the first region (partially or completely overlapping), the progress variable expressing the degree of superiority of the first team converges on a first fixed value, and the progress of the game can be more accurately evaluated and indicated.  
         [0012]     In an aspect of the present invention, the progress variable updating means executes processing to enable the progress variable to approach a prescribed second fixed value the same as or differing from the first fixed value when the second team is in possession of the ball and the ball is within the second attacking preparation region common to part or all of the first region, and executes processing to reduce the progress variable when the second team is in possession of the ball and the possession position is outside of the second attacking preparation region. According to this, when the second team is in possession of the ball, if the possession position is within the first attacking preparation region, the progress variable approaches a second fixed value. Further, if the possession is outside of the second attacking preparation region, the progress variable approaches that expressing that the second team is superior. When game character constituting the second team remain in possession of the ball and are in the second attacking preparation region sharing part of all of the second region (partially or completely overlapping), the progress variable expressing the degree of superiority of the first team converges on a second fixed value, and the progress of the game can be more accurately evaluated and indicated.  
         [0013]     Further, in an aspect of the present invention, the game is a soccer game. The progress of the soccer game can therefore be evaluated in a more accurate manner and this may then be displayed.  
         [0014]     Further, the first attacking preparation region may also be the same region as the first region. Similarly, the second attacking preparation region may also be the same region as the second region.  
         [0015]     Moreover, in an aspect of the present invention, the progress variable has a maximum value and a minimum value, and the first fixed value and the second fixed value are both set to be intermediate values of the maximum value and the minimum value. In doing this, if one team keeps possession of the ball but stays in the attacking preparation region corresponding to this team, the progress variable shows that it cannot be said that either team is superior.  
         [0016]     Further, in an aspect of the present invention, the progress variable updating means contains means for increasing and decreasing the progress variable according to the occurrence of a prescribed event if the prescribed event occurs when the ball is in the possession of the first team or the second team. In doing so, it is possible to evaluate the game conditions and display these in a more accurate manner.  
         [0017]     Further, an aspect of the present invention further comprises past progress variable storage means for storing a prescribed number of current values for the progress variable every prescribed time and comparison display means for displaying images in order of storage to the past progress variable storage means according to each progress condition stored in the past progress variable storage means in comparison manner. In doing so, it is possible to display changes in progress in a manner that is easy to understand. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0018]      FIG. 1  is a view showing a hardware configuration for a game device of an embodiment of the present invention.  
         [0019]      FIG. 2  is a perspective view showing a virtual three-dimensional space.  
         [0020]      FIG. 3  is a view showing an example of a game screen.  
         [0021]      FIG. 4  is a view showing an enlarged progress display image.  
         [0022]      FIG. 5  is a block view showing functions of a game device of the embodiment of the present invention.  
         [0023]      FIG. 6  is a view showing storage content of the progress variable storage.  
         [0024]      FIG. 7  is a flowchart showing progress display processing for the first embodiment of the present invention.  
         [0025]      FIG. 8  is a further flowchart showing progress display processing for the first embodiment of the present invention. 
     
    
     DESCRIPTION OF THE PREFERRED EMBODIMENT  
       [0026]     The following is a detailed description based on the drawings of a preferred embodiment of the present invention.  
         [0027]      FIG. 1  is a view showing a hardware configuration for a game device of an embodiment of the present invention. The game device  10  of  FIG. 1  is installed with a DVD-ROM  25  and memory card  28  constituting information storage media at the household game  11  and a monitor  18  and speaker  22  are connected. A household television is used as the monitor  18  with built-in speakers of the television used as the speakers  22 . Further, a DVD-ROM  25  is used to supply the program to the household game  11  but any other information storage media such as CD-ROMs or ROM cards etc. may also be used. Moreover, the program may also be supplied to the household game  11  from a remote location via a data communication network such as the Internet, etc.  
         [0028]     The household game  11  is a well-known computer game system including a microprocessor  14 , image processor  16 , main memory  26 , input/output processor  30 , audio processor  20 , controller  32 , and DVD-ROM player  24 . The microprocessor  14 , image processor  16 , main memory  26 , and input/output processor  30  are connected so as to be capable of mutual data communication using a bus  12 , with the controller  32 , audio processor  20 , DVD-ROM player  24  and memory card  28  being connected to the input/output processor  30 . Each configuration element of the household game  11  other than the controller  32  is housed in a case.  
         [0029]     The microprocessor  14  controls each part of the household game  11  based on an operating system housed in a ROM (not shown), a program read from the DVD-ROM  25 , and saved data read from the memory card  28 , and provides the game to the player. The bus  12  is for exchanging addresses and data with each part of the household game  11 . The main memory  26 , for example, has a configuration including RAM, which is written with programs read out from the DVD-ROM  25  and saved data read out from the memory card  28  as necessary. The main memory  26  can also be used in operations of the microprocessor  14  for work space. The image processor  16  has a configuration including VRAM. The image processor  16  receives image data sent from the microprocessor  14 , depicts this as a game image on the VRAM based on this, and converts this content to a video signal for output at the monitor  18  at a prescribed timing.  
         [0030]     The input/output processor  30  is an interface enabling the microprocessor  14  to access the controller  32 , the audio processor  20 , the DVD-ROM player  24 , and the memory card  28 . The audio processor  20  includes a sound buffer and reads out various audio data such as game music, game effect sounds, and messages etc. from the DVD-ROM  25  and plays back these sounds from the speaker  22 . The DVD-ROM player  24  reads programs recorded on the DVD-ROM  25  in accordance with instructions from the microprocessor  14 . The controller  32  is a general-purpose operation input means for enabling a player to input various game operations. The memory card  28  includes non-volatile memory (for example, EEPROM) and is detachable from the household game  11 . Saved data for various games etc. is stored in the memory card  28 .  
         [0031]     A description is now given of technology for displaying the progress of a soccer game constituting a computer game using a game device  10  have the above configuration.  
         [0032]      FIG. 2  is a view showing an example of virtual three-dimensional space constructed in a main memory  26  for the game device  10  of this embodiment. At the game device  10 , a soccer game program is stored in the DVD-ROM  25 , and the soccer game is provided at the game device  10  as a result of a microprocessor  14  executing the program. As shown in  FIG. 2 , a soccer field object  56  is arranged in the virtual three-dimensional space  50  constructed in the main memory  26  at the game device  10 , and a plurality of soccer player objects (game character objects)  52  and a soccer ball object  54  are arranged on the soccer field object  56 . Similarly, only one soccer player object  52  is shown in  FIG. 2  but in reality twenty-two soccer player objects  52  are arranged in the virtual three-dimensional space  50 , with eleven belonging to (corresponding to) a first team and the remaining eleven players belonging to (corresponding to) a second team.  
         [0033]     The soccer field object  56  is a rectangular plane-shaped object, depicted to the left and right from the center. Here, the left side is a first region  55   a  and the right side is a second region  55   b . A goal object  53   a  is provided at an end of the first region  55   a , and a goal object  53   b  is provided at an end of the second region  55   b . The first region  55   a  and the goal object  53   a  correspond to the first team. Further, the second region  55   b  and the goal object  53   b  correspond to the second team. In this soccer game, each soccer player object  52  is then made to play soccer on the soccer field object  56  in accordance with operation signals inputted using the controller  32  or in accordance with instructions given by the microprocessor  14 . Both teams then compete to move the ball object  54  into the goal objects  53   a  or  53   b  corresponding to that of the opposing team.  
         [0034]     A viewpoint (not shown) is set in the virtual three-dimensional space  50 , and the game device  10  puts the situation of the virtual three-dimensional space  50  as viewed from this viewpoint in the form of an image and displays this on the monitor  18 .  FIG. 3  shows an example of a game screen displayed in this manner. As shown in  FIG. 3 , a situation is shown where soccer player objects  52  on a soccer field object  56  arranged in the virtual three-dimensional space  50  play soccer is displayed on a game screen  60 , with a progress display image  58  being displayed at the lower left of the game screen  60 .  
         [0035]     As shown in an enlarged manner in  FIG. 4 , the progress display image  58  contains fifteen graphical images  74  that are strips of the same shape and size extending in a horizontal direction of the screen. The graphical images  74  are arranged with their long sides connecting to each other and with their left and right ends coinciding, and express progress for a certain one minute of soccer carried out in respective virtual three-dimensional spaces  50 . Specifically, each graphical region  74  is formed of two regions where the display conditions such as color etc. are different to the left and right, with the length of a region (here, the hatched region)  70  of one display state indicating the extent of superiority of the first team. Further, the length of a region (here, the whited out region)  68  for another display situation showing the extent to which the second team is superior. When the length of both regions is the same, regions for which the display conditions are different are formed to the left and right from the centers of the graphical images  74 . In this case, neither the first team nor the second team can be said to be superior. The graphical images  74  are arranged from the lower side to the upper side in order of graphical images  74  expressing the oldest state of progress. At the progress display image  58 , an arrow image  66  for displaying a direction for the passage of time is displayed at a position crossing at a central position of each graphical image  74 .  
         [0036]     Further, regions  64  for which the display conditions are still different are formed at the left and right end of one part of a graphical image  74 . In the case where a region  64  is formed at a left end, this shows that processing for a tactical change relating to the first team is carried out at a time zone corresponding to this graphical image  74 . Further, in the case where a region  64  is formed at a right end, this shows that processing for a tactical change relating to the second team is carried out at a time zone corresponding to this graphical image  74 .  
         [0037]     Further, a score marker image  62  is arranged at the left side and right side of a part of the graphical images  74 . When this score marker image  62  is displayed, it is displayed that there has been a goal at the time zone corresponding to a graphical image  74  arranged to the side of this image. Specifically, when the marker  62  is displayed at the left side of the graphical image  74 , this indicates that the first team has scored a goal at the time zone corresponding to this graphical image  74 . When the marker  62  is displayed at the right side of the graphical image  74 , this indicates that the second team has scored a goal at the time band corresponding to this graphical image  74 .  
         [0038]     Further, at the upper side of the graphical image  74 , a strip-shaped current graphical image  72  of the same shape and size as each graphical image  74  is arranged at the upper side of the graphical images  74  so as to come into contact with the long edge of the uppermost graphical image  74  and coincide with the left and right edges.  
         [0039]     The following is a specific description of processing for displaying the progress display image  58  described above on a monitor  18  for a soccer game.  
         [0040]      FIG. 5  is a functional block view showing the relationship between each software function implemented by the game device  10 .  FIG. 5  is a view centering on those functions of the functions implemented by the game device  10  that relate to the present invention. These functions are implemented as a result of programs stored on a DVD-ROM  25  being executed on household game  11  constituting a computer system.  
         [0041]     As shown in  FIG. 5 , space information storage  90 , progress variable storage  88 , a progress variable update timing monitoring section  86 , a game controller  80  and a progress display section  84  are contained in functions executed using the game device  10 . An event monitoring section  82  is also contained in the game controller  80 . First, the space information storage  90  is configured so as to contain storage means such as a DVD-ROM  25  and main memory  26  etc. and stores various types of data indicating the state of the virtual three-dimensional space  50 . This stores the current position and posture of each soccer player object  52 , the position of the ball object  54 , the goals the first team and second team have up to present point, information identifying the soccer player object  52  currently in possession of the ball object  54  and the team to which this soccer player object belongs, and whether or not a match is in progress.  
         [0042]     The game controller  80  implements the soccer game and displays a game screen ( FIG. 3  etc.) for the soccer game on the monitor  18  based on storage content of the space information storage  90  and operation signals inputted by the controller  32 . Further, the game controller  80  updates storage content of the space information storage  90 . An event monitoring section  82  in particular contains the game controller  80 . The event monitor  82  monitors the occurrence of events such as the case where one of the teams scores a goal, the case where processing in order to change tactics relating to one of the teams, or the case where one of the teams shoots (the case where the ball object  54  is kicked strongly towards the goal object  53   a  or  53   b  in accordance with an operation of a soccer player object  52  belonging to one of the teams) or centers (the case where a soccer player object  52  belonging to one of the teams kicks the ball object  54  a long way towards the front of the goal object  53   a  or  53   b  corresponding to the opposing team from a corner of the first region  55   a  or the second region  55   b  corresponding to the opposing team), and gives notification to the progress display section  84  when one of these events occurs.  
         [0043]     The progress variable storage  88  contains storage means such as the main memory  26 , etc., and stores progress variables indicating extent of superiority of the first team in the soccer game. The progress variables are numerical data having a range of 0 to 100.  FIG. 6  is a view showing storage content of the progress variable storage  88 . As shown in  FIG. 6 , the progress variable storage  88  specifically stores a progress variable I corresponding to a current graphical image  72 , past progress variables I 1  to I 15  duplicating and storing progress variables I every one minute, and a numerical value n identifying which of the past progress variables I 1  to I 15  is finally stored. The past progress variables I 1  to I 15  are used to determine lengths of the regions  70  of each graphical image  74 . Further, a numerical value n is used to determine the order of arrangement of the graphical images  74 . Further, the progress variable I is used to determine the length of the region  70  of the current graphical image  72 .  
         [0044]     Returning to  FIG. 5 , the progress variable update timing monitoring section  86  is for monitoring timing of updating the progress variable I. With this game device  10 , in principle (with the exception of updating according to the occurrence of a prescribed event), updating of the progress variable I is limited to being every prescribed period of time. As a result, the progress variable update timing monitoring section  86  monitors progress variable update timing decided in advance every ten seconds. The progress display section  84  generates the progress display image  58  based on notification content from the event monitor  82 , storage content of the space information storage  90 , and monitoring conditions at the progress variable update timing monitoring section  86  and displays this on the monitor  18 .  
         [0045]      FIG. 7  and  FIG. 8  are flowcharts illustrating the details of processing of the progress display section  84 . The processing shown in  FIG. 7  and  FIG. 8  is executed at prescribed times (for example, every {fraction (1/60)} seconds) based on the program stored in the DVD-ROM  25 .  
         [0046]     As shown in  FIG. 7 , at the progress display section  84 , first, a determination is made as to whether or not either team is in possession of the ball object  54  (S 101 ). Which soccer payer object  52  of which team is currently in possession of the ball object  54  is stored in the space information storage  90 , and together with this information, the progress display section  84  determines which team is currently in possession of the ball object  54 . It is possible to determine which team is currently in possession of the ball object  54  in a straightforward manner using publicly known technology by taking conditions such as, for example, distance between the ball object  54  and each soccer player object  52 , the soccer player object  52  in possession of the ball object unit  54  until immediately before, whether or not the ball object  54  is within the soccer field object  56 , and whether or not each soccer player object  52  effectively comes into contact with the ball object  54 .  
         [0047]     When it is determined that neither team is in possession of the ball object  54 , S 111  is proceeded to. On the other hand, when it is determined that one or other of the teams is in possession of the ball object  54 , next, the possession position of the ball object  54  is acquired, and a determination is made as to whether or not the possession position is within an attacking preparation region (the first region  55   a  or the second region  55   b ) corresponding to the team in possession of the ball object  54  (S 102 ). Here, the attacking preparation region is taken to be the region of the first region  55   a  or the second region  55   b  corresponding to the team, i.e. the defensive region of that team. The possession position of the ball object  54  may be, for example, the current position of the ball object  54 , or may be the current position of the soccer payer object  52  in possession of the ball object  54 . This data may also be read from the space information storage  90 .  
         [0048]     If there is then a possession position with a region corresponding to the team in possession of the ball object  54 , a determination is made as to whether or not the current time is the update time for the progress variable I using the progress variable update timing monitoring section  86  (S 103 ). If this is the update timing, a determination is made as to whether or not the progress variable I is less than 50 (S 104 ). If the progress variable I is less than 50, 1 is added to the progress variable I, and the storage contents of the progress variable storage  88  are updated (S 105 ). Further, if the progress variable I is 50 or more, 1 is subtracted from the progress variable I, and the storage content of the progress variable storage  88  is updated (S 106 ). If the progress variable I is 50, this calculation is not carried out.  
         [0049]     On the other hand, in S 102 , when it is determined that the ball object  54  is not within an attacking preparation region, a determination is then made as to whether or not the current time is the update time for the progress variable I. If the current time is the update timing, S 108  to S 110  are skipped, and S 111  is gone to. On the other hand, if the current time is the update timing, a determination is made as to whether the noted team (which is the first team here) is in possession of the ball object  54 , or the team opposing the noted team (which is the second team here) is in possession of the ball object  54  (S 108 ). When the noted team is in possession of the ball object  54 , 1 is added to the progress variable I, the storage content of the progress variable storage  88  is updated, and S 111  is gone to. If the progress variable I has reached  100 , this calculation is not carried out. Conversely, when the noted team is not in possession of the ball object  54 ,  1  is subtracted from the progress variable I, the storage content of the progress variable storage  88  is updated, and processing advances to S 111 . If the progress variable I is 0, this calculation is not carried out.  
         [0050]     Next,  FIG. 8  is proceeded to, and the progress display section  84  determines whether or not notification of the occurrence of a prescribed event has been given by the event monitoring section  82  (S 111 ). If a prescribed event has occurred, the progress variable I is updated using a prescribed method (S 112 ). For example, when an event occurs where the first team takes aim at the goal of the second team and shoots, the progress variable I is increased by a prescribed value, and the storage content of the progress variable storage  88  is updated. Further, for example, when an event occurs where the second team takes aim at the goal of the first team and shoots, the progress variable I is reduced by a prescribed value, and the storage content of the progress variable storage  88  is updated. Moreover, when, for example, the ball object  52  is positioned outside of the soccer field object  56 , in the case of a player substitution, or when there is a foul (illegal conduct) etc., processing is carried out so that the progress variable I approaches  50 . If a prescribed event has not occurred, S 112  is skipped.  
         [0051]     Next, it is determined whether or not one minute has passed since the last time when the progress variable I is copied to any one of the past progress variables  11  to  115  (S 113 ). If one minute has passed, the progress variable I is copied to the numerical value N in the past progress value  11  to  115  which is judged to store the oldest progress condition (S 114 ). This numerical value n is then updated with that specifying this copied past progress variable (S 115 ). If one minute has not elapsed, the above processing is skipped.  
         [0052]     After this, the progress display image  58  is generated in accordance with the storage content of the progress variable storage  88 , and this is depicted in VRAM provided at the image processor  16  (S 116 ). The image depicted in the VRAM is then converted to a video signal and outputted to the monitor  18 . The progress display image  58  displayed at the game screen is then updated at prescribed time periods.  
         [0053]     According to the game device  10  described above, when the first team is in possession of the ball object  54 , if the possession position is within the first attacking preparation region, the progress variable I approaches  50 . Further, if the first team is in possession of the ball and the possession position is outside of the first attacking preparation region, the progress variable I is increased. When game character object  52  constituting the first team remain in possession of the ball object  54  and are in the first attacking preparation region sharing part or all of the first region (partially or completely overlapping), the progress variable I expressing the degree of superiority of the first team converges on  50 , and the progress of the game can be more accurately evaluated and displayed. Further, a prescribed number ( 15 ) of current values for the progress variable I are stored every minute, and each graphical image  74  is compared and displayed at the progress display image  58  in order of storage according to the stored progress variables. This means that changes in progress can be displayed in a manner that is easy to understand.  
         [0054]     The present invention is by no means limited to the above embodiment. For example, in the above description, a description is given of an example of the present invention applied to a soccer game, but the present invention may also be applied to ball games such as basketball games etc. Further, in the above description, in S 104  to S 106 , the progress variable I converges on  50  but may also converge on another numerical value. Moreover, in the above description, the first attacking preparation region is taken to be the same as the first region, but may be a region different to the first region providing this region is a region is common to part of or all of the first region. The same also applies fro the second attacking preparation region.