JPH07178242A - Viewpoint change method for ball game in game machine - Google Patents

Viewpoint change method for ball game in game machine

Info

Publication number
JPH07178242A
JPH07178242A JP5344682A JP34468293A JPH07178242A JP H07178242 A JPH07178242 A JP H07178242A JP 5344682 A JP5344682 A JP 5344682A JP 34468293 A JP34468293 A JP 34468293A JP H07178242 A JPH07178242 A JP H07178242A
Authority
JP
Japan
Prior art keywords
viewpoint
area
display
game
information
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP5344682A
Other languages
Japanese (ja)
Other versions
JP3496205B2 (en
Inventor
Kazuhisa Wakatsuki
和久 若月
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Enterprises Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Enterprises Ltd filed Critical Sega Enterprises Ltd
Priority to JP34468293A priority Critical patent/JP3496205B2/en
Publication of JPH07178242A publication Critical patent/JPH07178242A/en
Application granted granted Critical
Publication of JP3496205B2 publication Critical patent/JP3496205B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6684Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Landscapes

  • Processing Or Creating Images (AREA)

Abstract

PURPOSE:To display a viewpoint by automatically changing corresponding to the present situation and to display a ball game by making powerfullness and the easiness of an operation compatible in a viewpoint change method in the ball game in a game machine. CONSTITUTION:The area of a sports ground which forms a display range is divided, and the information of viewpoint is set at every divided area (step S1), and it is discriminated whether or not a traveling object that is the target of trace decided in advance is moved from the present area to another area based on the area information of the area (step S9). When it is discriminated that the traveling object is moved to another area, the viewpoint set on the area after movement is set as a new viewpoint(step S10), and the viewpoint is changed gradually successively as tracing the traveling object when the viewpoint is changed from the one before change to the new viewpoint, and a display target is displayed based on a changed viewpoint.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、ゲーム機における球技
ゲームでの視点変更方法に関し、特に、表示対象に係る
情報を三次元立体データとして保持し、その情報に対し
て三次元演算処理された表示対象に係る情報に基づいて
表示が行なわれるゲーム機における球技ゲームでの視点
変更方法に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a viewpoint changing method in a ball game on a game machine, and in particular, it holds information relating to a display object as three-dimensional stereoscopic data, and performs three-dimensional arithmetic processing on the information. The present invention relates to a viewpoint changing method in a ball game in a game machine in which display is performed based on information about a display target.

【0002】[0002]

【従来の技術】従来の電子遊戯機器において、ディスプ
レイ装置への表示画像情報は二次元平面の情報であり、
それらのいわゆる絵を連続的に映し出すことにより動的
な連続映像としていた。この従来の一般的な表示方式に
よれば描かれるすべての物体は二次元的な絵に基づくも
のでしかなく、また光源の存在であるとかカメラによる
視点という概念はない。
2. Description of the Related Art In a conventional electronic game machine, display image information on a display device is two-dimensional plane information,
The so-called pictures were continuously projected to create a dynamic continuous image. According to this conventional general display system, all objects drawn are based on a two-dimensional picture, and there is no concept of the presence of a light source or the viewpoint of a camera.

【0003】ところで、最近では、上述のような従来の
表示方法を発展させて、表示画像情報として三次元情報
を採用して表示する方式が普及し始めている。すなわ
ち、その方式によれば、三次元情報であるため画像情報
により表現される物体は立体としてとらえることができ
ると共に視点という概念も導入することができるように
なる。表示されるすべての物体は三次元情報(X,Y,
Z)を有しており、それらの演算処理が可能となってい
る。視点(カメラのある位置)という概念の導入によ
り、三次元座標軸上のある一点を視点として定めてやれ
ば、その位置より眺めた対象物体の映像がディスプレイ
装置に表示されることになる。また、その視点の座標を
移動させることにより視点を連続的にも段階的にも変化
させることができ、それにより三次元空間内のあらゆる
位置を視点としてディスプレイ装置へ表示することが可
能となる。いわゆるバーチャルリアリティー(仮想現実
または疑似世界等)と呼ばれる技術である。
By the way, recently, a method of displaying by adopting three-dimensional information as display image information has begun to spread by developing the conventional display method as described above. That is, according to the method, since it is three-dimensional information, an object represented by image information can be regarded as a three-dimensional object and the concept of a viewpoint can be introduced. All displayed objects are three-dimensional information (X, Y,
Z), and can perform their arithmetic processing. By introducing a concept of a viewpoint (a position where the camera is located), if a certain point on the three-dimensional coordinate axis is defined as a viewpoint, an image of the target object viewed from that position will be displayed on the display device. In addition, by moving the coordinates of the viewpoint, the viewpoint can be changed continuously or stepwise, whereby it becomes possible to display any position in the three-dimensional space as a viewpoint on the display device. This is a technology called so-called virtual reality (virtual reality or pseudo-world, etc.).

【0004】この技術によれば、画像情報の三次元的操
作により任意の三次元世界がシミュレートできるように
なり、前述のように視点という概念の導入から現実には
存在しないカメラワークも可能になると共に同様に視点
の概念により任意の位置に光源をおいた映像も任意実現
可能となった。このような三次元CG(三次元コンピュ
ータグラフィックス)技術は、必然的にゲーム機にも採
用され始めている。
According to this technique, an arbitrary three-dimensional world can be simulated by three-dimensional manipulation of image information, and as described above, camera work which does not actually exist can be realized by introducing the concept of viewpoint. With the concept of viewpoint, it becomes possible to realize an image with a light source at an arbitrary position. Such three-dimensional CG (three-dimensional computer graphics) technology is inevitably being adopted in game machines.

【0005】例えば、最近の電子遊戯機器においては、
1つまたは複数の視点の情報を設定しておき、競技者に
より操作される視点の切替手段を設け、遊戯者が切替手
段を操作して任意に表示画像の視点を変更できるように
したものがある。いわゆるドライビングゲームの例で
は、視点は“自車のやや後方”、視点は“競技者
(ドライバー)の視点”、視点は“自車の後ろ低空、
視点は“自車の後ろ高空”というように視点を4点設
定しておき、遊戯者が〜の視点を切替ボタンで選べ
るようにしたものが実現されている。また、競技者の競
技姿勢を検出する検出手段を設け、競技者の競技姿勢の
変化(前後左右の動きなど)応じて表示画像の視点を自
動的に変化させるようしたものもある(特願平4−17
9040号)。
For example, in recent electronic game machines,
One in which information of one or a plurality of viewpoints is set in advance, a viewpoint switching means operated by a competitor is provided, and a player can arbitrarily change the viewpoint of a display image by operating the switching means. is there. In the example of a so-called driving game, the viewpoint is “slightly behind the vehicle”, the viewpoint is the “competitor (driver) 's viewpoint”, and the viewpoint is “low behind the vehicle,
A viewpoint is set such that four viewpoints are set, such as "high altitude behind the vehicle", and the player can select the viewpoints of to with a switching button. In addition, there is also one in which a detecting means for detecting the competition posture of the athlete is provided, and the viewpoint of the display image is automatically changed in accordance with the change of the competition posture of the athlete (forward, backward, leftward and rightward movement, etc.). 4-17
9040).

【0006】[0006]

【発明が解決しようとする課題】ところで、従来の球技
ゲームにおいては、野球ゲームのように、打者が打つ場
面と野手が捕球する場面では視点を切り替えて表示する
ものは存在したが、その視点を変化させるのはゲームプ
ログラム作成時のプログラマの意図するところであって
プログラム作成時に固定されてしまい、競技時における
その場の状況が反映されることはなかった。更に、複数
の視点相互の変化も段階的なものであり、徐々に視点を
移動させ、連続的に視点を変化させるものは存在しなか
った。また、球技場における情景が同一の視点の高さで
表示されていたため、決定的場面(ゴール前での競技場
面など)での迫力が充分に得られなかった。更に、視点
の高さは高い位置で固定させ、高空からの広い範囲の映
像を表示するようにしていたため、ボール等が見づらく
なり、操作性の点でも問題があった。
By the way, in the conventional ball game, there is a game in which the viewpoints are switched and displayed between the scene where the batter hits and the scene where the fielder catches the ball, like the baseball game. It was the intention of the programmer when creating the game program, and it was fixed at the time of creating the program, and the situation on the spot at the time of competition was not reflected. Furthermore, the changes between a plurality of viewpoints are also gradual, and there is no one that gradually moves the viewpoint and continuously changes the viewpoint. Also, because the scenes in the ball field were displayed at the same viewpoint height, it was not possible to obtain sufficient power in a decisive scene (such as a competition scene in front of the goal). Furthermore, since the height of the viewpoint is fixed at a high position and an image of a wide range from a high altitude is displayed, it becomes difficult to see the ball and the like, and there is a problem in terms of operability.

【0007】一方、上述した電子遊戯機器の例では、視
点の切替えボタン等によって遊戯者が視点を任意に切り
替えることができるため、ドライビングゲーム等では非
常に有効な方法であったが、サッカーゲームや野球ゲー
ムなどボールの移動の激しい球技ゲームにおいては、選
手の移動操作を行ないながら視点の切替操作を行なうこ
とになるため操作が困難となり、その効果を充分に発揮
できないという懸念があった。
On the other hand, in the example of the electronic game machine described above, since the player can arbitrarily switch the viewpoint by using a viewpoint switching button or the like, it was a very effective method in a driving game or the like. In a ball game, such as a baseball game, in which the ball moves rapidly, there is a concern that the operation becomes difficult because the viewpoint switching operation is performed while the player moves the operation, and the effect cannot be sufficiently exerted.

【0008】本発明は上述した事情から成されたもので
あり、本発明の目的は、その場の状況に応じて自動的に
視点を変更して表示することができると共に、迫力を出
したい場面では臨場感が増すような視点に変更し、操作
性を重視する場面では操作が容易になる視点に変更する
というように、迫力と操作のし易さとを両立させて表示
することができる、ゲーム機における球技ゲームでの視
点変更方法を提供することにある。
The present invention has been made in view of the above-mentioned circumstances, and an object of the present invention is to automatically change the viewpoint according to the situation of the situation and to display it, and also to give a powerful scene. It is possible to display both a powerful and easy-to-use display by changing to a viewpoint that increases the sense of presence and a viewpoint that facilitates operation in situations where operability is important. It is to provide a method of changing a viewpoint in a ball game on a machine.

【0009】[0009]

【課題を解決するための手段】本発明は、表示対象に係
る情報を三次元立体データとして保持し、その情報に対
して三次元演算処理された表示対象に係る情報に基づい
て表示が行なわれるゲーム機における球技ゲームでの視
点変更方法に関するものであり、本発明の上記目的は、
表示範囲となる競技場の区域を分割し、分割された各エ
リアごとに視点の情報を設定しておき、予め定められた
追尾の対象となる移動体が現在のエリアから別のエリア
に移動したか否かを前記エリアの区域情報に基づいて判
別し、別のエリアに移動したのであれば前記移動後のエ
リアに設定されている視点を新たな視点として設定し、
移動前の視点から前記新たな視点への変更の際、前記移
動体を追尾しながら徐々に連続的に変更して行ない、そ
の変更された視点に基づき前記表示対象を表示すること
によって達成される。
According to the present invention, information relating to a display object is held as three-dimensional stereoscopic data, and display is performed based on the information relating to the display object which is subjected to a three-dimensional arithmetic processing on the information. The present invention relates to a viewpoint changing method in a ball game on a game machine, and the above-mentioned object of the present invention is to:
The area of the stadium that is the display range is divided, the viewpoint information is set for each divided area, and the moving object that is the target of tracking that has been determined in advance has moved from the current area to another area. Whether or not to determine based on the area information of the area, if you have moved to another area, set the viewpoint set in the area after the movement as a new viewpoint,
This is achieved by changing from the viewpoint before moving to the new viewpoint by gradually and continuously changing while tracking the moving body, and displaying the display target based on the changed viewpoint. .

【0010】[0010]

【作用】本発明にあっては、分割された各エリアごとに
視点の情報を設定しておき、予め定められた追尾の対象
となる移動体が現在のエリアから別のエリアに移動した
際、移動後のエリアに設定されている視点を新たな視点
として設定し、新たな視点への変更の際、移動体を追尾
しながら徐々に連続的に変更して行ない、その変更され
た視点に基づいて表示対象を表示するようにしているの
で、それぞれの状況に一番良いゲーム画面を自動的に表
示することができる。視点の情報は、視点の高さを各エ
リアごとに任意に設定できるので、迫力を出したい場面
では高く設定しておき、操作性を重視する場面では低く
設定しておくことにより、迫力と操作のし易さとを両立
させて表示することができる。
In the present invention, the viewpoint information is set for each of the divided areas, and when the moving object that is the target of predetermined tracking moves from the current area to another area, The viewpoint set in the area after movement is set as a new viewpoint, and when changing to a new viewpoint, it is gradually and continuously changed while tracking the moving body, and based on the changed viewpoint. Since the display target is displayed by using, the game screen best suited to each situation can be automatically displayed. Since the height of the viewpoint can be set arbitrarily for each area, the viewpoint information can be set high in situations where you want to exert power, and low in situations where operability is important. The display can be made compatible with ease of operation.

【0011】[0011]

【実施例】以下、図面に基づいて本発明の実施例につい
て詳細に説明する。図2は、本発明のゲーム機における
球技ゲームでの視点変更方法を実現する電子遊戯機器の
構成例を示すブロック図であり、以下、機器の動作の概
要を説明する。ここで、RAM105にはプログラムの
細かい設定やその他の情報が記憶されており、中央演算
処理装置101は、その内容を参照しつつプログラム/
データROM104に記憶された遊戯プログラムを実行
する。そのとき各種データはデータRAM105に書き
込まれたり、またそこから読み出されたりする。
Embodiments of the present invention will now be described in detail with reference to the drawings. FIG. 2 is a block diagram showing a configuration example of an electronic play device for realizing the viewpoint changing method in the ball game in the game machine of the present invention, and the outline of the operation of the device will be described below. Here, the RAM 105 stores detailed settings of the program and other information, and the central processing unit 101 refers to the contents of the program / program.
The game program stored in the data ROM 104 is executed. At this time, various data are written in or read from the data RAM 105.

【0012】ボタン,レバー等の操作部20は、入力・
インタフェース106を入口としてデータ処理部100
に接続されており、そこからの情報は中央演算処理装置
101に入力される。画像処理装置102は、中央演算
処理装置101の指示に従って画像データの3次元幾何
変換処理や合成処理などを行ない、景色,背景等がプレ
イヤーの操作に応じて刻々と変化する映像をTVモニタ
30に表示する。サウンド装置103は、中央演算処理
装置101の指示に基づいて所定の音楽や効果音を生成
し、そこで生成された音はデータ処理部100に接続さ
れているスピーカ40を介して出力される。
The operation unit 20 such as buttons and levers is used for input / output.
Data processing unit 100 with interface 106 as an entrance
, And information from there is input to the central processing unit 101. The image processing device 102 performs a three-dimensional geometric conversion process and a composition process of the image data according to the instruction of the central processing unit 101, and displays on the TV monitor 30 an image in which the scenery, the background, and the like change every moment according to the operation of the player. indicate. The sound device 103 generates a predetermined music or sound effect based on an instruction from the central processing unit 101, and the generated sound is output via the speaker 40 connected to the data processing unit 100.

【0013】ここで、この発明が前提としている三次元
空間情報処理について説明する。TVモニタ30に映し
出すための映像情報として、三次元的な情報を確保して
おく。すなわち、映し出される映像に係る物体の位置や
形状はすべて三次元座標空間における座標で特定され
る。また、その三次元空間内の任意の位置の視点を設定
し、TVモニタ30に映し出す映像はその視点から空間
内を見渡した情景とする。視点は空間内の任意の位置に
設定できる。そして、その視点を刻々と連続的に移動さ
せることにより、TVモニタ30を見入るものにとって
は、あたかも自己がその三次元空間内を移動しているよ
うな感覚を受ける。その意味でこのような技術を仮想現
実感と称している。この点で二次元的な絵を単に連続的
に映し出していた一般的な方法とは根本的に異なる。
Now, the three-dimensional spatial information processing premised on the present invention will be described. Three-dimensional information is secured as video information to be displayed on the TV monitor 30. That is, the position and shape of the object relating to the projected image are all specified by the coordinates in the three-dimensional coordinate space. In addition, a viewpoint at an arbitrary position in the three-dimensional space is set, and the image displayed on the TV monitor 30 is a scene that looks into the space from that viewpoint. The viewpoint can be set at any position in space. By continuously moving the viewpoint, a person who looks into the TV monitor 30 feels as if he or she is moving in the three-dimensional space. In that sense, such technology is called virtual reality. In this respect, it is fundamentally different from the general method in which a two-dimensional picture is simply projected continuously.

【0014】ところで、三次元空間内の物体を表現する
手法はいくつかある。その代表的な2つはパッチ処理と
ポリゴン処理である。パッチ処理とは、複数の局面によ
り立体を構築する手法である。この手法によれば、滑ら
かな曲面からなる立体を簡易に構成することが可能であ
る。ポリゴン処理とは、複数の多角形により立体を構築
する手法である。すなわち、物体を複数の多角形板の集
合体であると見なし、その多角形単位で情報を記憶して
おく手法である。ポリゴン処理はパッチ処理と比較して
演算処理が高速で行なえるという利点があるため、競技
車や戦闘機など高速で移動する移動体を対象としたゲー
ムで採用されている。ここでの実施例のサッカーゲーム
ではリアル感を出すことが重要なのでパッチ処理を採用
しているが、本発明方法は、上記の処理に限定されるも
のではないため、いずれの処理を採用しても良い。
By the way, there are several methods for representing an object in a three-dimensional space. Two typical examples are patch processing and polygon processing. The patch processing is a method of constructing a solid by a plurality of aspects. According to this method, it is possible to easily configure a solid body having a smooth curved surface. Polygon processing is a method of constructing a solid body from a plurality of polygons. That is, this is a method in which an object is regarded as an aggregate of a plurality of polygonal plates and information is stored for each polygon. Polygon processing has the advantage of being able to perform calculation processing at a higher speed than patch processing, and is therefore used in games that target moving bodies that move at high speed, such as competition cars and fighters. In the soccer game of the present embodiment, the patch processing is adopted because it is important to give a realistic feeling. However, the method of the present invention is not limited to the above processing, so whichever processing is adopted. Is also good.

【0015】そこで、表示に係る部分を詳細に説明する
と、中央演算処理装置101は、初期処理において、R
OM104に格納されている三次元空間内の固定的な物
体の三次元的な情報(頂点,辺,面の座標や相互関係を
表わしたデータ)を読み込む、画像処理装置102内の
画像メモリに書き込む。そして、中央演算処理装置10
1は、遊戯プログラムの実行過程において、選手の位
置,ボールの位置,視点の位置,及び、それに係る座標
変換式を刻々と画像処理装置102内の画像メモリに書
き込む。
Therefore, the display-related portion will be described in detail. The central processing unit 101 uses the R
The three-dimensional information (data representing coordinates of vertices, sides, surfaces, and mutual relationship) of a fixed object in the three-dimensional space stored in the OM 104 is read and written in the image memory in the image processing apparatus 102. . Then, the central processing unit 10
In the execution process of the play program, 1 writes the position of the player, the position of the ball, the position of the viewpoint, and the coordinate conversion formulas related thereto in the image memory of the image processing device 102 moment by moment.

【0016】画像処理装置102では、画像メモリに格
納された固定的な物体の情報と、選手の位置,ボールの
位置,視点の位置,及び、それに係る座標変換式を読み
出して、そのときの対象物体(カメラによる追尾の対象
となる移動体)に対する相対的な視点を基準に背景等の
固定的な物体の情報を座標変換し、更に座標変換された
三次元座標上の画像データをスクリーン上に投影するよ
うな座標変換処理をした後、陰影付けや色付けをした画
像データを生成してTVモニタ30に出力する。このよ
うな処理により、TVモニタ30には三次元的な映像が
映し出される。
The image processing apparatus 102 reads the fixed object information stored in the image memory, the position of the player, the position of the ball, the position of the viewpoint, and the coordinate conversion formulas related thereto, and the target at that time. Coordinate conversion is performed on the information of a fixed object such as the background based on the relative viewpoint to the object (moving object to be tracked by the camera), and the image data on the coordinate-converted three-dimensional coordinates is displayed on the screen. After the coordinate conversion processing such as projection, image data with shading and coloring is generated and output to the TV monitor 30. By such processing, a three-dimensional image is displayed on the TV monitor 30.

【0017】このような構成において、本発明のゲーム
機における球技ゲームでの視点変更方法を説明する。詳
細を説明する前に、サッカーゲームでの具体例を用いて
概略を説明する。図3は、サッカーゲームでのカメラワ
ークの一例を示す図であり、ゴールG1とゴールG2と
の間で、カメラCV(視点)を視点P1→視点P2→視
点P3→視点P4→視点P5のように移動して、連続的
に高さを変えながら競技場面を映し出す場合の例を示し
たものである。視点は、ゲーム中に常に表示していなけ
ればならない重要な表示対象を追尾し、その表示対象に
連動して移動する。サッカーゲームではボールが重要な
表示対象に相当し、自動追尾の対象としてボールを設定
しておく。そして、ボールの位置情報に基づいて視点の
位置を変更することにより、視点の移動が行なわれる。
A method of changing the viewpoint in the ball game in the game machine of the present invention having such a configuration will be described. Before describing the details, an outline will be described using a specific example in a soccer game. FIG. 3 is a diagram showing an example of camera work in a soccer game, and the camera CV (viewpoint) is defined as viewpoint P1 → viewpoint P2 → viewpoint P3 → viewpoint P4 → viewpoint P5 between the goals G1 and G2. The figure shows an example of a case where the player moves to a position and continuously changes the height to project a competition scene. The viewpoint tracks an important display object that must always be displayed during the game, and moves in conjunction with the display object. In a soccer game, the ball corresponds to an important display target, and the ball is set as a target for automatic tracking. Then, the viewpoint is moved by changing the position of the viewpoint based on the ball position information.

【0018】また、本発明では、ボールの追尾と共に視
点の高さも自動的に変化させる。そこで、カメラワーク
の情報(視点の高さ,方向,角度及び描写範囲などの視
点情報)を、表示範囲となる競技場の区域を分割した各
エリアごとに設定しておく。そして、追尾対象の移動体
(ボール)が他の設定エリアに移動した場合には、移動
後のエリアの視点情報を新しい設定値とし、追尾対象の
位置情報と移動前移動後のエリアの各視点情報とに基づ
いて視点を変化させることにより、図3に示したような
カメラワークを行なう。
Further, in the present invention, the height of the viewpoint is automatically changed along with the tracking of the ball. Therefore, camerawork information (viewpoint information such as viewpoint height, direction, angle, and drawing range) is set for each area obtained by dividing the area of the stadium serving as the display range. Then, when the moving object (ball) to be tracked moves to another setting area, the viewpoint information of the area after the movement is set as a new setting value, and the position information of the tracking target and each viewpoint of the area after the movement before movement are set. The camera work as shown in FIG. 3 is performed by changing the viewpoint based on the information.

【0019】このようなカメラワークにより、例えば、
図3の視点P3の位置では、図4(A)のようなゲーム
画面が表示され、視点P5の位置では、図4(B)のよ
うなゲーム画面が表示される。すなわち、中盤では、各
選手の位置がわかり易くなるように、高い視点から広い
範囲を映し出し、ゴール前では、迫力のある画面となる
ように、視点を下げて映し出す。同図の画面例は、プレ
イヤーキャラクタ(遊戯者が操作する選手キャラクタ)
がボールをキープし、画面の奥に表示されているゴール
G2側に攻撃しているときの例である。例えば、手前の
ゴールG1に攻めるチームがボールをキープしている場
合は、ボールの位置が画面の奥側(上部)に表示される
ように、視点を切り替えて表示する。このように、視点
は、予め設定された視点情報に従って変化すると共に、
その場の状況に応じて変化するようになっている。
With such a camerawork, for example,
A game screen as shown in FIG. 4A is displayed at the position of the viewpoint P3 in FIG. 3, and a game screen as shown in FIG. 4B is displayed at the position of the viewpoint P5. In other words, in the middle stage, a wide range is projected from a high viewpoint so that the position of each player can be easily understood, and in front of the goal, the viewpoint is lowered so as to obtain a powerful screen. The example screen shown in the figure is a player character (player character operated by a player).
Is an example when the player keeps the ball and is attacking the goal G2 side displayed at the back of the screen. For example, when the team attacking the goal G1 in front is keeping the ball, the viewpoints are switched and displayed so that the position of the ball is displayed on the back side (upper part) of the screen. In this way, the viewpoint changes according to preset viewpoint information, and
It is designed to change depending on the situation.

【0020】さらに、同一の視点位置であっても、その
場の状況に応じて倍率を大きくしながら連続的に画面の
一部を拡大表示(ズームアップ)させたり、その反対に
倍率を小さくしながら映し出す範囲を広げて表示(ズー
ムアウト)させたりする。例えば、ボールをキープして
いる状態のときに敵の選手が近くにいれば、ズームアッ
プして表示し、敵の選手が近くにいなければズームアウ
トして表示するというように、選手の位置,ボールの位
置及び視点の位置情報に基づき連続的に倍率を変更して
拡大画面或いは縮小画面を表示する。
Further, even at the same viewpoint position, a part of the screen is continuously enlarged (zoomed up) while the magnification is increased according to the situation at the spot, or conversely, the magnification is decreased. While expanding the projected area while displaying (zoom out). For example, if the enemy player is nearby while the ball is being held, it will be displayed in a zoomed-up display, and if the enemy player is not nearby, it will be displayed in a zoomed-out position. , The magnification is continuously changed on the basis of the position information of the position of the ball and the viewpoint to display the enlarged screen or the reduced screen.

【0021】ここで、ゲーム中、視点の位置を変化させ
るのは、上述したように画像処理装置102における処
理による。すなわち、画像処理装置102は、遊戯プロ
グラムの実行過程において、選手の位置,ボールの位
置,視点の位置,及び、それに係る座標変換式が画像処
理装置102内の画像メモリに刻々と書き込まれるの
で、それらの情報に基づき、その視点から空間内を見渡
した情景をTVモニタ30に次々と映し出す。その際、
前の視点から新たな視点への変更の際、徐々に連続的に
変更して行なうことより、視点が連続的に変化する三次
元的な映像がTVモニタ30に映し出される。
Here, the position of the viewpoint is changed during the game by the processing in the image processing apparatus 102 as described above. That is, the image processing apparatus 102 writes player positions, ball positions, viewpoint positions, and coordinate conversion formulas related thereto in the image memory of the image processing apparatus 102 every moment during the execution process of the game program. Based on these pieces of information, the scenes overlooking the space from that viewpoint are successively displayed on the TV monitor 30. that time,
When changing from the previous viewpoint to a new viewpoint, the TV monitor 30 is provided with a three-dimensional image in which the viewpoint is continuously changed by gradually and continuously changing the viewpoint.

【0022】次に、図1のフローチャートを用いて本発
明方法を詳細に説明する。遊戯者がプレイモード(1人
対コンピュータ,味方側2人対コンピュータ,味方側と
敵側での2人プレイなどの各モード)を操作部20の操
作で選択し、競技するチームなどを決めてゲームを開始
すると、中央演算処理装置101は、視点変更に係る初
期設定処理として以下の処理を行なう。ここで、カメラ
ワークの情報(視点の高さ,方向,角度及び描写範囲な
どの視点情報)は、表示範囲となる競技場の区域を分割
した各エリアごとに予め設定されているものとする。ま
た、自動追尾の対象についても、球技の種類に応じて予
め設定されているものとする。なお、分割する各エリア
の大きさと形状は任意であり、カメラワークに応じて各
エリアを設定すれば良い。分割されたエリアの情報とし
ては区域情報(座標値等)が設定される。
Next, the method of the present invention will be described in detail with reference to the flow chart of FIG. The player selects a play mode (one-player vs. computer, ally side two-player vs. computer, two-player mode on ally side and enemy side, etc.) by operating the operation unit 20, and decides a team to compete in. When the game is started, the central processing unit 101 performs the following processing as initial setting processing relating to viewpoint change. Here, it is assumed that the camera work information (viewpoint information such as viewpoint height, direction, angle, and drawing range) is set in advance for each area obtained by dividing the area of the stadium serving as the display range. In addition, the target of automatic tracking is also set in advance according to the type of ball game. The size and shape of each area to be divided are arbitrary, and each area may be set according to camera work. Area information (coordinate values, etc.) is set as information on the divided areas.

【0023】中央演算処理装置101は、予め設定され
たと自動追尾対象の情報と視点情報をRAM105に書
き込み、更に視点変更に係る制御情報の初期設定を行な
う(ステップS1)。カメラワークの初期設定を含め、
初期処理が終わると、競技開始となり、中央演算処理装
置101は、視点の変更処理として以降の処理を行な
う。先ず、ボールをキープしているのは、ゲーム画面上
での奥側に攻めるチームか否かを判別し(ステップS
2)、奥側に攻めるチームであれば、ステップS4に移
行し、手前側に攻めるチームであれば、カメラワークの
設定を手前に攻めるチームの設定に切り替える。つま
り、手前側に攻めるチームであれば、ゲーム画面上での
奥側から手前側に攻め込むことになるため、競技場面が
見やすくなるように、自動追尾の対象が奥側に表示され
るように視点の位置を切り替える(ステップS3)。
尚、攻める方向は上述した形態に限られることはなくゲ
ームの種類等に応じて各種考えられる。
The central processing unit 101 writes the preset information for automatic tracking and the viewpoint information in the RAM 105, and further initializes the control information for changing the viewpoint (step S1). Including the initial setting of camera work,
When the initial processing ends, the competition starts, and the central processing unit 101 performs the subsequent processing as the viewpoint changing processing. First, it is determined whether or not the team who keeps the ball is a team that attacks the back side on the game screen (step S
2) If it is a team that attacks the back, the process proceeds to step S4, and if it is a team that attacks the front, the camera work setting is switched to the setting of the team that attacks the front. In other words, if you are a team that attacks the front side, you will attack from the back side to the front side on the game screen. The position is switched (step S3).
Note that the attacking direction is not limited to the above-described form, and various types can be considered according to the type of game and the like.

【0024】続いて、近くに敵チームの選手がいるか否
かを判別し(ステップS4)、敵チームの選手がいるの
であれば、既にズームアップしているか否かを判別し
(ステップS5)、ズームアップしていなければズーム
アップ処理を行なう。ズームアップ処理は、中央演算処
理装置101からの視点情報,座標変換式等に基づいて
画像処理装置102が行なう(ステップS6)。一方、
ステップS4において,近くに敵の選手がいないのであ
れば、既にズームアップしているか否かを判別し(ステ
ップS7)、ズームアップしているのであればズームア
ウト処理を行なう(ステップS8)。ここで、上記のズ
ームアップ/ズームアウト処理は、近くに敵チームの選
手がいるか否かで行なう例で説明したが、これに限るも
のでない。すなわち、特定の事象の判別情報,拡大倍率
等を設定しておき、特定の事象が起きたか否かを判別
し、事象に応じてズームアップ/ズームアウト処理を行
なう。
Then, it is determined whether or not there is a player of the enemy team nearby (step S4), and if there is a player of the enemy team, it is determined whether or not the player has already zoomed in (step S5). If the zoom is not up, the zoom up process is performed. The zoom-up processing is performed by the image processing apparatus 102 based on the viewpoint information, the coordinate conversion formula, etc. from the central processing unit 101 (step S6). on the other hand,
In step S4, if there is no enemy player nearby, it is determined whether or not zooming is already performed (step S7), and if zooming in is performed, zoom out processing is performed (step S8). Here, the above-described zoom-up / zoom-out processing has been described as an example in which it is performed depending on whether or not there is a player of the enemy team nearby, but it is not limited to this. That is, discrimination information of a specific event, enlargement ratio, etc. are set in advance, it is determined whether or not a specific event has occurred, and zoom-up / zoom-out processing is performed according to the event.

【0025】ズームアップ或いはズームアウトの処理が
終わると、続いて、選手の位置情報とエリアの区域情報
に基づいて、自動追尾の対象である移動体が前と違うカ
メラワークの設定のエリアに移動したか否かを判別し
(ステップS9)、同一の設定のエリア内であれば、ス
テップS2に戻って上記処理を繰り返す。ステップS9
において、自動追尾の対象が前と違う設定のエリアに移
動したのであれば、そのエリアに対して設定されている
視点情報を取り出し、カメラワークを新しい設定の値に
し(ステップS10)、ステップS2に戻り上記処理を
繰り返す。
After the zoom-up or zoom-out processing is completed, the moving object to be automatically tracked moves to an area with a different camerawork setting based on the position information of the player and the area information of the area. It is determined whether or not it has been done (step S9), and if it is within the area of the same setting, the process returns to step S2 and the above processing is repeated. Step S9
If the target of automatic tracking has moved to an area with a setting different from the previous one, the viewpoint information set for that area is taken out, the camera work is set to a new setting value (step S10), and step S2 is executed. Return The above process is repeated.

【0026】以上の視点変更処理において、自動追尾の
対象の移動に伴なう視点の移動は、追尾対象の位置情報
と視点情報にに基づき視点の位置情報を変更することに
より行なわれる。また、視点の高さの変更は、追尾対象
の位置情報と、移動前及び移動後のエリアの各視点情報
とに基づき行なわれる。その際、視点の高さを高い位置
から低い位置、或いは低い位置から高い位置へというよ
うに、移動前の視点から新たな視点への変更を行なうと
き、移動体を追尾しながら徐々に連続的に変更して行な
い、その変更された視点に基づいて三次元映像を表示す
る。
In the above-mentioned viewpoint changing process, the movement of the viewpoint accompanied by the movement of the object of automatic tracking is performed by changing the position information of the tracking target and the position information of the viewpoint based on the viewpoint information. The height of the viewpoint is changed based on the position information of the tracking target and the viewpoint information of the areas before and after the movement. At that time, when changing the viewpoint from a position before moving to a new position such as changing the height of the viewpoint from a high position to a low position or from a low position to a high position, the moving object is gradually tracked continuously. Change to, and display a 3D image based on the changed viewpoint.

【0027】なお、上述した実施例においては、カメラ
(視点)が一つの例で説明したが、カメラを複数とし、
カメラごとにカメラワークを設定しておき、事象に応じ
て切り替えるようにしても良い。また、自動追尾の対象
は予め設定されている前提で説明したが、複数の対象を
設定し、事象に応じて変更するようにしても良い。これ
らの処理により、より変化に富んだ画面を演出すること
が可能となる。また、本発明方法は、ゲームセンター等
の業務用のものにも一般の家庭用のものにも適用でき
る。
In the above embodiment, the number of cameras (viewpoints) has been described as an example.
Camera work may be set for each camera and switched depending on an event. Further, although the target of automatic tracking has been described on the assumption that it is set in advance, a plurality of targets may be set and changed according to an event. By these processes, it is possible to produce a more varied screen. Further, the method of the present invention can be applied to commercial ones such as game arcades and general household ones.

【0028】[0028]

【発明の効果】以上のように本発明のゲーム機における
球技ゲームでの視点変更方法によれば、状況に応じて視
点を切り替え、それぞれの状況に一番良いゲーム画面を
自動的に表示することができる。例えば、迫力を出した
い場面では低い視点からの光景を映し出すことで臨場感
を増し、操作性を重視する場面では高い視点から映し出
すことで操作性を増すということが自動的にできる。従
来までは、同一の視点の高さで、かつ高空の視点からの
映像だったため、奥行き感がなく、また、ゴール前での
迫力などが充分に得られなかったが、本発明では、視点
の高さを連続的に変化させることができると共に、低空
からの三次元的な映像表示ができるので、奥行き感が増
し、遊戯者はあたかも球技場で競技しているような感覚
を味わうことができる。
As described above, according to the viewpoint changing method in the ball game on the game machine of the present invention, the viewpoint is switched according to the situation and the best game screen is automatically displayed in each situation. You can For example, it is possible to automatically enhance the sensation of reality by projecting a scene from a low point of view when it is desired to make a powerful impression, and increase the operability by projecting from a high point of view in a situation where importance is attached to operability. In the past, since the images were from the same viewpoint height and a high altitude viewpoint, there was no sense of depth, and it was not possible to obtain sufficient power in front of the goal. The height can be continuously changed, and the three-dimensional image display from the low altitude can be displayed, so that the sense of depth is increased and the player can feel as if he or she is playing in a ball field. .

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明のゲーム機における球技ゲームでの視点
変更方法を説明するためのフローチャートである。
FIG. 1 is a flowchart for explaining a viewpoint changing method in a ball game on a game machine of the present invention.

【図2】本発明方法を実現する電子遊戯機器の構成例を
示すブロック図である。
FIG. 2 is a block diagram showing a configuration example of an electronic amusement machine that realizes the method of the present invention.

【図3】本発明方法を説明するためのサッカーゲームで
のカメラワークの一例を示す図である。
FIG. 3 is a diagram showing an example of camera work in a soccer game for explaining the method of the present invention.

【図4】図3のカメラワークでの画面例である。FIG. 4 is a screen example in the camera work of FIG.

【符号の説明】[Explanation of symbols]

20 操作部 30 TVモニタ 40 スピーカ 100 データ処理部 101 中央演算装置 102 画像処理装置 103 サウンド装置 104 プログラム/データROM 105 データRAM 106 入力・インタフェース 20 Operation Unit 30 TV Monitor 40 Speaker 100 Data Processing Unit 101 Central Processing Unit 102 Image Processing Device 103 Sound Device 104 Program / Data ROM 105 Data RAM 106 Input / Interface

Claims (3)

【特許請求の範囲】[Claims] 【請求項1】 球技ゲームでの表示対象に係る情報を三
次元立体データとして保持し、その情報に対して三次元
演算処理された表示対象に係る情報に基づいて表示が行
なわれるゲーム機における球技ゲームでの視点変更方法
において、表示範囲となる競技場の区域を分割し、分割
された各エリアごとに視点の情報を設定しておき、予め
定められた追尾の対象となる移動体が現在のエリアから
別のエリアに移動したか否かを前記エリアの区域情報に
基づいて判別し、別のエリアに移動したのであれば前記
移動後のエリアに設定されている視点を新たな視点とし
て設定し、移動前の視点から前記新たな視点への変更の
際、前記移動体を追尾しながら徐々に連続的に変更して
行ない、その変更された視点に基づき前記表示対象を表
示するようにしたことを特徴とするゲーム機における球
技ゲームでの視点変更方法。
1. A ball game in a game machine in which information related to a display target in a ball game is held as three-dimensional stereoscopic data, and display is performed based on the information related to the display target which is subjected to a three-dimensional calculation process for the information. In the viewpoint changing method in the game, the area of the stadium that is the display range is divided, the viewpoint information is set for each divided area, and the moving object that is the target of the predetermined tracking is the current one. Whether or not the area has moved to another area is determined based on the area information of the area, and if the area has moved to another area, the viewpoint set in the area after the movement is set as a new viewpoint. When changing from the viewpoint before moving to the new viewpoint, the moving object is gradually and continuously changed while being tracked, and the display target is displayed based on the changed viewpoint. And a viewpoint changing method in a ball game on a game machine.
【請求項2】 前記変更された視点から見た前記表示対
象の表示は、予め設定された特定の事象が起きた際、そ
の事象に応じてズームアップ或いはズームアウトして表
示するようになっている請求項1に記載のゲーム機にお
ける球技ゲームでの視点変更方法。
2. The display of the display object from the changed viewpoint is such that, when a preset specific event occurs, the display is performed by zooming in or zooming out according to the event. The method for changing a viewpoint in a ball game on a game machine according to claim 1.
【請求項3】 前記追尾の対象となる移動体は球技に用
いる球であり、表示画面での前記球の表示される位置
は、前記球を保持しているチームの攻める方向に応じて
前記視点の位置を変更することで調整するようになって
いる請求項1又は請求項2に記載のゲーム機における球
技ゲームでの視点変更方法。
3. The moving object to be tracked is a ball used in a ball game, and the position where the ball is displayed on the display screen is the viewpoint depending on the attacking direction of the team holding the ball. The viewpoint changing method in a ball game on a game machine according to claim 1 or 2, wherein the adjustment is performed by changing the position of.
JP34468293A 1993-12-21 1993-12-21 Method of changing viewpoint in ball game on game machine Expired - Fee Related JP3496205B2 (en)

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