1461108421-3799f62a-fb97-43d9-b9f9-f60d3f34ca6e

1. A game system for executing a sport game in which a player character and an opponent character rally a hit object in a virtual game space, comprising:
movement control means for moving the player character in the virtual game space in accordance with an operation by a player;
moving amount detection means for detecting the player character’s moving amount per predetermined unit time at each predetermined time interval;
parameter calculation means for calculating a predetermined parameter value at each predetermined time interval based on the moving amount detected at each predetermined time interval by the moving amount detection means;
addition means for adding the predetermined parameter value calculated at each predetermined time interval by the parameter calculation means for accumulation; and
motion control means for causing the player character to perform a predetermined motion, in response to a predetermined operation performed by the player, on a condition such that a value obtained as a result of the addition by the addition means reaches a predetermined value.
2. The game system according to claim 1, further comprising:
score calculation means for calculating scores of the player character and the opponent character;
score difference calculation means for calculating a difference between the scores of the player character and the opponent character; and
first correction means for correcting the predetermined parameter value calculated by the parameter calculation means based on the score difference calculated by the score difference calculation means,
wherein the addition means adds the predetermined parameter value corrected by the first correction means to the current addition results.
3. The game system according to claim 2,
wherein the first correction means corrects the predetermined parameter value in such a manner that the greater a value obtained by subtracting the score of the opponent character from the score of the player character is, the smaller the predetermined parameter value becomes.
4. The game system according to claim 1, further comprising:
rally determination means for determining, at each predetermined time interval, whether or not a rally is continued,
wherein the moving amount detection means detects the moving amount only when the rally determination means determines that a rally is continued.
5. The game system according to claim 1, further comprising:
gage amount display means for displaying a gage indicating a value, which is obtained as a result of the addition by the addition means, in a position which is determined with respect to the player character.
6. The game system according to claim 1, further comprising:
character selection means for selecting any one player character from among a plurality of types of player characters; and
second correction means for correcting the predetermined parameter value calculated by the parameter calculation means by a correction factor which is previously set in accordance with a type of the player character selected by the character selection means.
7. A game system for executing a sport game in which a player character and an opponent character rally a hit object in a virtual game space, comprising:
waiting decision means for deciding, when an operation for causing the player character to perform a hitting motion is performed by a player, whether the hitting motion is performed immediately or postponed, based on relative positions of the player character and the hit object;
waiting time measurement means for measuring a waiting time of the hitting motion when the waiting decision means decides that the hitting motion is postponed;
hitting execution means for causing the player character to perform a hitting motion having a strength corresponding to a length of the waiting time measured by the waiting time measurement means when the waiting decision means decides that the hitting motion is performed;
parameter calculation means for calculating a predetermined parameter value based on a waiting time in such a manner that the shorter the waiting time measured by the waiting time measurement means, the greater the predetermined parameter value;
addition means for adding the predetermined parameter value calculated by the parameter calculation means for accumulation; and
motion control means for causing the player character to perform the predetermined motion, in response to a predetermined operation performed by the player, on a condition such that a value obtained as a result of the addition by the addition means reaches a predetermined value.
8. The game system according to claim 7, further comprising:
gage amount display means for displaying a gage indicating a value, which is obtained as a result of the addition by the addition means, in a position which is determined with respect to the player character.
9. The game system according to claim 7, further comprising:
character selection means for selecting any one player character from among a plurality of types of player characters; and
second correction means for correcting the predetermined parameter value calculated by the parameter calculation means by a correction factor which is previously set in accordance with a type of the player character selected by the character selection means.
10. A storage medium storing a game program causing a computer of a game system, which executes a sport game in which a player character and an opponent character rally a hit object in a virtual game space, to function as:
movement control means for moving the player character in the virtual game space in accordance with an operation by a player;
moving amount detection means for detecting the player character’s moving amount per predetermined unit time at each predetermined time interval;
parameter calculation means for calculating a predetermined parameter value at each predetermined time interval based on the moving amount detected at each predetermined time interval by the moving amount detection means;
addition means for adding the predetermined parameter value calculated at each predetermined time interval by the parameter calculation means for accumulation; and
motion control means for causing the player character to perform a predetermined motion, in response to a predetermined operation performed by the player, on a condition such that a value obtained as a result of the addition by the addition means reaches a predetermined value.
11. A storage means storing a game program causing a computer of a game system, which executes a sport game in which a player character and an opponent character rally a hit object in a virtual game space, to function as:
waiting decision means for deciding, when an operation for causing the player character to perform a hitting motion is performed by a player, whether the hitting motion is performed immediately or postponed, based on relative positions of the player character and the hit object;
waiting time measurement means for measuring a waiting time of the hitting motion when the waiting decision means decides that the hitting motion is postponed;
hitting execution means for causing the player character to perform a hitting motion having a strength corresponding to a length of the waiting time measured by the waiting time measurement means when the waiting decision means decides that the hitting motion is performed;
parameter calculation means for calculating a predetermined parameter value based on a waiting time in such a manner that the shorter the waiting time measured by the waiting time measurement means, the greater the predetermined parameter value;
addition means for adding the predetermined parameter value calculated by the parameter calculation means for accumulation; and
motion control means for causing the player character to perform the predetermined motion, in response to a predetermined operation performed by the player, on a condition such that a value obtained as a result of the addition by the addition means reaches a predetermined value.

The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.

1. A locking device that locks a power feeding plug to a power receiving connector, one of the power feeding plug and the power receiving connector including a hook, the other one of the power feeding plug and the power receiving connector including a catch, the locking device comprising:
a first restriction member moved between a first lock position, at which the first restriction member holds the hook on the catch, and a first unlock position, at which the first restriction member permits the hook to move away from the catch, wherein when the hook moves away from the catch, the first restriction member is moved to the first unlock position in cooperation with the hook;
a second restriction member moved between a second lock position, at which the second restriction member is engaged with the first restriction member and restricts movement of the first restriction member from the first lock position to the first unlock position, and a second unlock position, at which the second restriction member is disengaged from the first restriction member and permits movement of the first restriction member to the first unlock position;
a drive source arranged at a position separated from the power receiving connector, wherein the drive source generates driving force that moves the second restriction member; and
a transmission member that transmits the driving force of the drive source to the second restriction member.
2. The locking device according to claim 1, wherein
the drive source is a motor;
the transmission member includes:
a cam driven and rotated by the motor, and
an engagement member coupled to the second restriction member; and

the engagement member is engaged with and moved by the cam thereby moving the second restriction member from the second lock position to the second unlock position.
3. The locking device according to claim 1, wherein the second restriction member includes a wire.
4. The locking device according to claim 2, further comprising a wire that couples the engagement member to the second restriction member.
5. The locking device according to claim 1, further comprising:
a recess formed in one of the first restriction member and the second restriction member; and
a projection formed on the other one of the first restriction member and the second restriction member, wherein the projection is engageable with the recess;
wherein the projection engages with the recess when the second restriction member is moved from the second unlock position to the second lock position in a state in which the first restriction member is located at the first lock position.
6. The locking device according to claim 1, wherein the transmission member includes an engagement member coupled to the second restriction member, and the locking device further comprises a biasing member that biases the engagement member in a direction in which the second restriction member moves to the second lock position.
7. The locking device according to claim 6, wherein
the transmission member includes a cam driven and rotated by the drive source;
the cam includes a first peripheral surface, which defines an outer path, and a second peripheral surface, which defines an inner path;
when the second peripheral surface of the cam engages with the engagement member, the engagement member receives biasing force from the biasing member and moves the second restriction member to the second lock position; and
when the first peripheral surface of the cam engages with the engagement member, the engagement member pushes the biasing member and moves the second restriction member to the second unlock position.
8. The locking device according to claim 1, further comprising:
a first case arranged in the power receiving connector, wherein the first case accommodates the first restriction member; and
a second case separated from the first case, wherein the second case accommodates the drive source and the transmission member;
wherein the second restriction member is arranged between the first case and the second case.