JP2002239225A - Game-on-the-spot broadcasting device - Google Patents

Game-on-the-spot broadcasting device

Info

Publication number
JP2002239225A
JP2002239225A JP2001346311A JP2001346311A JP2002239225A JP 2002239225 A JP2002239225 A JP 2002239225A JP 2001346311 A JP2001346311 A JP 2001346311A JP 2001346311 A JP2001346311 A JP 2001346311A JP 2002239225 A JP2002239225 A JP 2002239225A
Authority
JP
Japan
Prior art keywords
game
live broadcast
voice data
data
replacement
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.)
Withdrawn
Application number
JP2001346311A
Other languages
Japanese (ja)
Inventor
Shigeki Toyama
茂樹 遠山
Original Assignee
Namco Ltd
株式会社ナムコ
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 Namco Ltd, 株式会社ナムコ filed Critical Namco Ltd
Priority to JP2001346311A priority Critical patent/JP2002239225A/en
Publication of JP2002239225A publication Critical patent/JP2002239225A/en
Application status is Withdrawn legal-status Critical

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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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

Abstract

PROBLEM TO BE SOLVED: To provide an on-the-spot broadcasting device by which not only players but game watchers also can enjoy the game. SOLUTION: This game-on-the-spot broadcasting device 50 automatically performs an on-the-spot broadcasting corresponding with the game development of a game system. The device 50 includes a sound data storage unit 56, a pattern discriminating unit 52, and a sound-synthesizing unit 4. In this case, the sound data storage unit 56 stores specified sound data for the on-the-spot broadcasting while corresponding with a plurality of game development patterns in advance. The pattern discriminating unit 52 discriminates the game development patterns of the game system, and outputs a reading command for the sound data corresponding with the game development pattern. The sound synthesizing unit 54 reads the sound data for the on-the-spot broadcasting from the sound data storage means, based on the reading command, and synthesizes a sound signal. Thus, the game-on-the-spot broadcasting device auditorily outputs the on-the-spot broadcasting corresponding with the game development.

Description

DETAILED DESCRIPTION OF THE INVENTION

[0001]

BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a live game relay device for relaying the progress of a game.

[0002]

2. Description of the Related Art Conventionally, there has been known a game machine for playing a drive game or the like while watching a game screen displayed on a display. In particular, a multi-player game system configured by connecting these game machines to each other via a communication line allows a plurality of players to compete with each other for ranking and running time in the same game space.
It has gained wide popularity from beginners to advanced users.

[0003] In such a drive game, if a game effect such as a live broadcast of the game is performed, the interest of the game is further increased, and the ability of the game machine to attract customers can be enhanced. In particular, when playing a drive game or the like with a multi-player game system, a live broadcast similar to an actual race allows not only players but also galleries that do not participate in the game to enjoy the game, resulting in a higher customer attracting effect. Obtainable.

[0004] However, in the conventional game system, there is no game live broadcast device that automatically performs live broadcast corresponding to game development.

[0005] In a circuit race type game in which a player gets on a racing car for a game and travels on a predetermined circuit course while actually driving, an attendant sometimes makes an announcement of a live broadcast.

[0006] However, such a live broadcast has a large qualitative variation between attendants, and the live broadcast by an unskilled attendant has a problem that the game performance is reduced and the ability to attract the game is reduced. .

It is also conceivable to have a dedicated staff member for the live broadcast of a certain quality at all times, but this is not practical due to problems such as labor costs.

[0008] The present invention has been made in view of such problems, and a purpose thereof is to automatically perform narration corresponding to the progress of a game so that not only players but also spectators can enjoy the game. An object of the present invention is to provide a relay device.

[0009]

SUMMARY OF THE INVENTION (1) The present invention relates to a game live broadcast apparatus for automatically performing a live broadcast corresponding to a game development, wherein the live broadcast audio data corresponding to a plurality of game development patterns in advance is provided. A voice data storage means storing therein, a game development pattern, and a pattern determination means for outputting a read command of live broadcast audio data corresponding to the game development pattern; and the voice data storage means based on the read command. Voice synthesizing means for reading live audio data from the game and synthesizing audio signals, means for receiving registration of the player name from the player before the game starts, and voice data for replacing the player name registered before the game starts Means for setting as
A variable portion is provided in the live broadcast audio data corresponding to the game development pattern, and the live broadcast is performed by replacing the variable portion with voice data for replacing the name of the player.

(2) The present invention relates to a game live broadcasting device for automatically performing a live broadcast corresponding to game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines, Voice data storage means for storing live broadcast audio data corresponding to the development pattern, pattern determination means for determining a game development pattern, and outputting a read command for live broadcast audio data corresponding to the game development pattern; A voice synthesizing unit that reads out live broadcast voice data from the voice data storage unit based on the read command and synthesizes a voice signal, a unit that receives registration of a player name from a player before the game starts, and a registration that starts before the game starts. Means for setting the name of the selected player as replacement voice data. The variable part provided in the live broadcast audio data corresponding to the expansion patterns, the variable portion, and replaced with replacement speech data of the name of the player and performs the live broadcast.

(3) The present invention is a game live broadcast apparatus for automatically performing live broadcast corresponding to game development, wherein voice data for live broadcast corresponding to a plurality of game development patterns is stored in advance. A storage unit, a pattern determination unit that determines a game development pattern and outputs a read command of live broadcast audio data corresponding to the game development pattern, and a live broadcast audio data from the voice data storage unit based on the read command. And voice synthesis means for synthesizing a voice signal, wherein the live broadcast voice data is configured as a sentence composed of at least three or more words, forming a story corresponding to a game development pattern, Story audio data having a replacement voice data area in part, and voice data of the replacement voice data area And a plurality of replaceable replacement voice data, wherein the pattern determination unit outputs a read command to read story voice data corresponding to a game development pattern as the live broadcast voice data, and Is configured to output a read command for selecting and reading predetermined data from a plurality of replacement voice data, and the voice synthesizing means is configured to output story voice data and replacement voice data from the voice data storage means based on the read command. Data is read out as live broadcast audio data, the replacement audio data is inserted into the replacement voice data area of the story voice data, and a voice signal is synthesized.

(4) The present invention relates to a game live broadcast apparatus for automatically performing live broadcast corresponding to game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines, and Voice data storage means for storing live broadcast audio data corresponding to the development pattern, pattern determination means for determining a game development pattern, and outputting a read command for live broadcast audio data corresponding to the game development pattern; Voice synthesizing means for reading out the live broadcast voice data from the voice data storage means based on the read command and synthesizing a voice signal, wherein the live broadcast voice data is composed of at least three or more words. It is composed as sentences and constitutes a story corresponding to the game development pattern,
Story audio data having a replacement voice data area in part, and a plurality of replaceable replacement voice data constituting voice data of the replacement voice data area, wherein the pattern discriminating means is provided. Is configured to output a read command to read story audio data corresponding to a game development pattern as the live broadcast audio data, and to output a read command to select and read predetermined data from a plurality of replacement audio data. The voice synthesizing means reads the story voice data and the replacement voice data from the voice data storage means as live broadcast voice data based on the read command, and replaces the story voice data with the replacement voice data area of the story voice data. It is characterized in that voice data is inserted and a voice signal is synthesized.

(5) In the game live broadcast device of the present invention, the replacement voice data includes a plurality of identification voice data set in correspondence with at least one of a player, a character, and a player operation unit. It is characterized in that the voice data for identification corresponding to the game development pattern is inserted into the data area for voice replacement voice data and the voice is output.

(6) The live game relay device of the present invention is characterized in that audio data for player identification set corresponding to a player or each game machine is set as replacement audio data.

(7) The present invention relates to a game live broadcast apparatus for automatically performing live broadcast corresponding to game development of a game system, and a predetermined live broadcast voice corresponding to a plurality of game development patterns in advance. Voice data storage means in which data is stored, pattern determination means for determining a game development pattern of a game system, and outputting a read command of voice data corresponding to the game development pattern; and storing the voice data based on the read command. Voice synthesizing means for reading out the live broadcast audio data from the means and synthesizing an audio signal, wherein the audio data storage means comprises a plurality of selectable types which constitute different stories corresponding to at least one game development pattern. Story sound data is stored, and the pattern discriminating means corresponds to a given game development pattern, By outputting a read command to select and read predetermined data from a plurality of selectable story audio data, to output a live broadcast audio signal of a multi-story broadcast that performs a live broadcast in a different story even in the same game development pattern. It is characterized by.

(8) The present invention relates to a game live broadcasting apparatus for automatically performing a live broadcast corresponding to a game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines. A voice data storage unit storing predetermined live broadcast voice data corresponding to the development pattern; and a pattern determination for determining a game development pattern of the game system and outputting a read command of the voice data corresponding to the game development pattern. Means for reading live broadcast data from the voice data storage means based on the read command, and voice synthesis means for synthesizing voice signals, wherein the voice data storage means comprises at least one game development pattern. Stores multiple selected story audio data that compose different stories corresponding to The pattern determining means outputs a read command for selecting and reading predetermined data from the plurality of selectable story audio data in accordance with a given game development pattern, so that different stories can be obtained even in the same game development pattern. And a multi-story live broadcast audio signal is output.

(9) In the game live broadcast device of the present invention, the pattern determination means may perform a selection read command for the selection type story voice data at random in accordance with a given game development pattern. It is characterized in that the same data is not selected twice consecutively.

(10) The game live broadcast device of the present invention
It is characterized by storing story voice data of a plurality of voices having different tones, and selectively using them according to the state of the game.

(11) The present invention is a game live broadcast method for automatically performing a live broadcast corresponding to a game development,
A step of storing live broadcast audio data corresponding to a plurality of game development patterns in advance, determining a game development pattern, and outputting a read instruction of live broadcast audio data corresponding to the game development pattern; and Reading the live broadcast audio data from the audio data storage means and synthesizing the audio signal; accepting the registration of the player's name from the player before the game starts; The method includes the step of setting as replacement voice data, providing a variable portion in the live broadcast voice data corresponding to the game development pattern, and replacing the variable portion with the replacement voice data of the player name to perform the live broadcast. Features.

(12) The present invention relates to a live game relay method for automatically performing a live broadcast corresponding to a game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines. Storing the live broadcast audio data corresponding to the development pattern, determining the game development pattern, and outputting a read command for the live broadcast audio data corresponding to the game development pattern; and Reading the live broadcast audio data from the storage means and synthesizing the audio signal; accepting the registration of the player name from the player before the game starts; replacing the player name registered before the game with the replacement voice data Including the step of setting as The variable part provided in the relay voice data,
The live broadcast is performed by replacing the variable portion with voice data for replacing the name of the player.

(13) The present invention is a game live broadcast method for automatically performing live broadcast corresponding to game development,
A step of storing live broadcast audio data corresponding to a plurality of game development patterns in advance, determining a game development pattern, and outputting a read instruction of live broadcast audio data corresponding to the game development pattern; and Reading the live broadcast audio data from the voice data storage means and synthesizing a voice signal, wherein the live broadcast audio data is configured as a sentence composed of at least three or more words. A story corresponding to the development pattern, a story voice data having a replacement voice data area in part, and a voice data of the replacement voice data area, a plurality of replaceable replacement voice data and And transmits the story audio data corresponding to the game development pattern to the live broadcast audio data. A read command to be read as the data is output, and a read command to select and read predetermined data from the plurality of replacement voice data is formed. Based on the read command, the story voice data and the story voice data are read from the voice data storage means. The replacement voice data is read out as live broadcast voice data, the replacement voice data is inserted into the replacement voice data area of the story voice data, and a voice signal is synthesized.

(14) The present invention relates to a live game relay method for automatically performing a live broadcast corresponding to a game development in a multiplayer game system in which a multiplayer game is played on a plurality of game machines. Storing the live broadcast audio data corresponding to the development pattern, determining the game development pattern, and outputting a read command for the live broadcast audio data corresponding to the game development pattern; and Reading the live broadcast audio data from the storage means and synthesizing the audio signal, wherein the live broadcast audio data is configured as a sentence composed of at least three or more words and corresponds to a game development pattern. Audio data that has a replacement audio data area And, constituting the voice data of the replacement voice data area, is configured to include a plurality of replaceable replacement voice data, the story voice data corresponding to the game development pattern, as the live broadcast voice data A read command to be read is output, and a read command to select and read predetermined data from a plurality of replacement voice data is formed. Based on the read command, story voice data and replacement voice data are stored from the voice data storage means. The voice data is read out as live broadcast voice data, the replacement voice data is inserted into the replacement voice data area of the story voice data, and a voice signal is synthesized.

(15) The live game relay method of the present invention
The replacement voice data includes a plurality of identification voice data set corresponding to at least one of a player, a character, and a player operation unit, and the replacement voice data area of the story voice data includes a game development pattern. The audio data is output by inserting the corresponding identification voice data.

(16) The live game relay method of the present invention
The audio data for player identification set corresponding to the player or each game machine is set as the audio data for replacement.

(17) The present invention relates to a game live relay method for automatically performing a live broadcast corresponding to a game development of a game system, wherein a predetermined live broadcast voice is previously corresponding to a plurality of game development patterns. Storing data, determining a game development pattern of the game system, and outputting a read command of audio data corresponding to the game development pattern; and, based on the read command, transmitting live broadcast audio data from the audio data storage unit. Reading out and synthesizing the audio signal.
A plurality of selectable story audio data constituting different stories corresponding to one game development pattern is stored, and predetermined data is selected from the plurality of selectable story audio data in accordance with a given game development pattern. The present invention is characterized in that a read command to read out and output is output to output a live broadcast audio signal of a multi-story, in which a live broadcast is performed in a different story even in the same game development pattern.

(18) The present invention relates to a live game relay method for automatically performing a live broadcast corresponding to a game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines. In correspondence with the development pattern, predetermined live broadcast audio data is stored, and the game development pattern of the game system is determined.
Outputting a read command of audio data corresponding to the game development pattern, based on the read command,
Reading the live broadcast audio data from the audio data storage means and synthesizing the audio signal, and storing a plurality of selectable story audio data constituting different stories corresponding to at least one game development pattern. Then, in response to a given game development pattern, by outputting a read command for selecting and reading predetermined data from the plurality of selectable story audio data, the same game development pattern is used to perform a live broadcast in a different story. And outputting a multi-story live broadcast audio signal.

(18) The game live broadcasting method of the present invention
In response to a given game development pattern, a selective read command for the selection type story audio data is randomly issued each time, or the same data is not selected twice consecutively.

(20) The game live broadcasting method of the present invention
It is characterized by storing story voice data of a plurality of voices having different tones, and selectively using them according to the state of the game.

[0029]

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present embodiment is a game live broadcast apparatus for automatically performing live broadcast corresponding to game development of a game system. Voice data storage means for storing relay voice data, pattern determination means for determining a game development pattern of the game system, and outputting a read command for voice data corresponding to the game development pattern; and Voice synthesizing means for reading out the live broadcast voice data from the voice data storage means and synthesizing the voice signal, and outputting the live broadcast corresponding to the game development.

According to the present embodiment, the game live broadcast audio data corresponding to a plurality of game development patterns is stored in advance in the audio data storage means.

When the pattern determining means determines the game development pattern of the game system, the voice synthesizing means reads the live broadcast voice data corresponding to the game development pattern from the voice data storage means, and plays the live broadcast corresponding to the game development. Will be output as audio.

In this manner, the live broadcast is performed in real time in accordance with the development of the game situation. For this reason,
It excites the atmosphere of the game itself, enhances the excitement and realism of the player, and allows not only players but also spectators (gallery) to enjoy the game,
It is possible to increase the ability of the game machine itself to attract customers.

In particular, in the present embodiment, the game development status that has been known only to the player is transmitted to the surrounding galleries, so that not only the player but also the gallery can enjoy the game itself. It is possible to increase the customer's ability to attract customers. Further, according to the present embodiment, a live broadcast corresponding to the game development is automatically output as a voice, so that a dedicated person is not required, and a live broadcast of a constant quality is always possible.

Also, in the present embodiment, in a multiplayer game system in which a multiplayer game is played on a plurality of game machines, audio data in which predetermined live broadcast audio data is stored in advance corresponding to a plurality of game development patterns. Storage means, pattern determination means for determining a game development pattern of the multiplayer game, and outputting a read command of audio data corresponding to the game development pattern;
Voice synthesizing means for reading audio data for live broadcast from the audio data storage means based on the read command and synthesizing an audio signal, wherein the live broadcast corresponding to game development is automatically performed. .

As described above, according to the present embodiment, a state in which a plurality of players playing a multiplayer game play a game while competing with each other in a common game space is broadcast live.

Therefore, the game becomes more intense, and each player can enjoy the game with greater excitement and realism.

In addition, the spectators around can enjoy the competition between a plurality of players while listening to the live broadcast.

Also, in the present embodiment, the live broadcast audio data corresponding to at least one game development pattern includes a plurality of selection type relay data having different relay contents, and the pattern determining means includes a game development pattern. It is configured to output a read command of the live broadcast audio data corresponding to the pattern, and to output a selective read command of the selective relay data, wherein the voice synthesizing unit is configured to output the voice data storage unit based on the read command. The present invention is characterized in that a live broadcast voice signal of a multi-story is output, in which the live broadcast voice data is read from the same game, and the live broadcast is performed in different stories even in the same game development pattern.

As described above, according to the present embodiment, even in the same game development pattern, a live broadcast of a multi-story, in which a live broadcast is performed in different stories, becomes possible. It is possible to enjoy a live broadcast of different contents, and from this aspect, it is also possible to enhance the fun of the game itself, and to provide a game machine that does not get tired for a long time. In addition to this,
The onlookers can also listen to live broadcasts of various expressions, so that there is also an effect that they can enjoy them without actually playing.

Here, it is preferable that the pattern discriminating means is formed so as to output a read command for randomly reading data of an arbitrary relay content from the selective relay data.

In this manner, the data of an arbitrary expression can be randomly selected from the relay data of a plurality of expressions corresponding to the same game development pattern, so that the actual condition that the announcer actually performs is varied. It becomes a broadcast and you can enjoy it many times without getting tired.

Also, in this embodiment, the live broadcast audio data forms a story corresponding to a game development pattern, and the story audio data partially having a replacement voice data area; A plurality of replaceable replaceable voice data constituting the voice data of the data area;
Wherein the voice data storage means includes a storage area for storing story voice data, and a storage area for storing replacement voice data, and the pattern determination means includes a story corresponding to a game development pattern. The audio data is configured to output a read command to read out as the live broadcast audio data, and to output a read instruction to select and read predetermined data from a plurality of replacement audio data. Based on the read command, the story voice data and the replacement voice data are read out from the voice data storage means as live broadcast voice data, the replacement voice data is inserted into the replacement voice data area of the story voice data, and the voice signal is synthesized. It is characterized by doing.

According to the present embodiment, a variable portion is provided in the story audio data corresponding to the game development pattern, and replaced by data that changes according to the game development situation. A live broadcast that expresses information in detail can be easily realized. Therefore, the player and the gallery can know detailed game development information, and can enjoy the game more.

Also, in the present embodiment, the plurality of replacement voice data includes a plurality of player identification voice data set corresponding to a player and / or a player operation unit, and the story voice data is The voice data for player identification is formed so as to be fitted into a part or all of the data area for replacement voice, and the pattern determination means adds the player voice of the predetermined player to the story voice data corresponding to the game development pattern between the players. It is characterized in that a read command is output so as to output voice by inserting the voice data for identification.

According to the present embodiment, the plurality of replacement audio data is converted into audio data set according to a player name, a character name set corresponding to a player, or a player operation unit, and a live broadcast. So that players can be more excited and enjoy the game. Also, if a friend of the player is in the gallery, you can enjoy cheering while listening to the live broadcast.

The present embodiment also includes a relay image synthesizing means for synthesizing a live broadcast game screen of the multiplayer game, and a display means for displaying the live broadcast game screen. The live broadcast game screen to be synthesized is switched in accordance with the game development pattern, and the live broadcast game screen is displayed on the display means in accordance with the live broadcast.

According to the present embodiment, the relay image synthesizing means of the game live relay device determines the game development pattern, switches accordingly, and provides an image integrated with the sound to the gallery. it can. Therefore, the gallery can enjoy game development information not only with sound but also with images that are switched in real time. In particular, the situation being broadcasted in a live broadcast is displayed as an image full of tension as in a live broadcast of a television broadcast, so that a gallery can be excited and a high customer attracting effect can be obtained.

Next, a preferred embodiment of the present invention will be described in detail with reference to the drawings.

FIG. 1 shows an example of a multi-player type game system to which the present invention is applied. In the game system of the embodiment, a plurality of independent game machines 10-a, 10-b... Are connected to each other via a data transmission line, and each game machine 10-a, 10-b. A player racing car is formed so as to play a game while competing in the same game space with a racing car operated by another player or a computer car operated by a computer.

Here, the independent game machines 10-a, 10-
-B,... Mean the respective game machines 10-a, 10-b,
... are formed so that a single player game can be played independently. of course,
It is also possible to play a multi-player game with another player in the same game space via a data transmission line.

Each game machine 10 is formed similarly to the driver's seat of an actual racing car. Then, the player sits on the seat 16 and looks at the pseudo three-dimensional image (game screen) displayed on the display 14 while looking at the handle, accelerator, shift lever,
The player plays a game by operating a brake or the like to drive an imaginary racing car.

At this time, the race pattern is broadcasted live by the game live broadcast apparatus 20 to the surrounding galleries. That is, the live broadcast is output as audio by the speaker 62, and a live broadcast screen corresponding to the live broadcast is displayed on the display 22. Thereby, not only the player but also the gallery can enjoy the game.

FIG. 2 shows a circuit configuration of the game system. The game machines 10-a, 10-b,... And the live game relay device 20 are connected in a loop via a communication line 30.

Upon receiving the data, each game machine 10 updates its own data and transmits the data to the next game machine.

Each of the game machines 10-a, 10-b... Receives an input signal from the operation section 12, data of another game machine input via the communication line 30, and a predetermined game program. Based on this, various game calculations are performed. Then, the game screen synthesized using the three-dimensional graphics technique is displayed on the display 14.
That is, each game machine 10 has a racing course 4 set in a predetermined three-dimensional game space as shown in FIG.
The game calculation 20 is performed so that the racing car controlled by the player moves. Naturally, the game calculation is performed such that the player racing car of another game machine transmitted via the communication line 30 also moves on the racing course 420. Then, this three-dimensional game space is perspectively transformed into a projection plane of a predetermined viewpoint coordinate system to form a game screen, which is displayed on the display 14.

Accordingly, each of the game machines 10-a, 10-b...
Can play a game on the racing course 420 while competing with other players for the order and the like.

FIG. 9 shows each game machine 10-a, 10-b transmitted to another game machine via the communication line 30.
, The format of the game machine data 100 is shown. Each game machine data 100 includes ID data 110 indicating which game machine data, load position data 120 indicating the position of the game function player racing car, and state data 130 indicating the state of the player racing car. It is comprised including. The road position data 120 indicates where the player racing car is on the racing course 420,
It is configured to use distance data along the course from the start and width data indicating the location of the road width. The state data 130 is configured as data representing states of the player racing car such as spin, crash, and course out. Then, the content of the game machine data 100 is basically updated every 1/60 second in accordance with the update of the game screen, and transmitted to another game machine.

Each game machine 10 is connected to the communication line 3
Game machine data 10 of another game machine received via
Based on 0, the race data shown in FIG. 10 is calculated for each game machine. For example, from the road position data 120, the ranking, the inter-vehicle distance, and the number of laps of another game machine can be obtained. Furthermore, the game machine data 100 previously received
By comparing this with the load position data 120 of the game machine data 100 received this time, the speed of another player racing car can be obtained.

FIG. 18 is a principle diagram of the image synthesizing method of the present embodiment.

In the embodiment, the game machines 10-a, 10-b,... And a relay image synthesizing circuit 80 described later store information on the three-dimensional game space 500 and the three-dimensional objects 510 appearing in the three-dimensional game space 500. It is stored in advance. Image information on the three-dimensional object 510 includes a plurality of polygons 512-1 and 512-
2, 512-3,... Are stored in the memory in advance.

Taking a driving game as an example, the three-dimensional object 510 is a racing car that appears in the three-dimensional game space 500, and in the three-dimensional game space 500, as shown in FIG. Racing course 420, building 430, tunnel 432, mountain 43
4, various three-dimensional objects representing the background such as cliffs 436 and walls 438 are arranged.

The racing course 420 has a plurality of corners 422, and is provided with ups and downs or banks depending on the location, and also has a three-dimensional intersection.

These three-dimensional objects are perspectively projected and transformed on a perspective projection surface 520 of a viewpoint coordinate system centered on the viewpoint 610 of the virtual player, and displayed on the displays 14 and 22 as a pseudo three-dimensional image 522. For example,
Set the viewpoint position of the virtual player to 3 according to the operation of the player.
If it is set to the position of the eyes of the driver of the racing car moving in the dimensional space 500, the scenes seen from the driver of the racing car are displayed on the displays 14 and 22. Then, when the player 600 looks at the display 14 from the viewpoint 610 with the operation unit 12 in front, he / she can sit on the driver's seat of the racing car and see an image as if he were located in the three-dimensional space 500.

When the player 600 operates the steering wheel or the like of the operation unit 12 to rotate or translate a racing car on which he or she is virtually riding, the position of the viewpoint 610 with respect to the three-dimensional space 500 changes. Then, the three-dimensional space 500 is rotated and translated. For this reason, the game calculation unit performs 3 based on the operation signal and the game program.
The calculation such as rotation and translation of the three-dimensional object 510, which is a racing car, and other three-dimensional objects, which constitute the three-dimensional game space 500, is performed in real time. Then, as described above, these three-dimensional objects are perspectively projected and transformed on the perspective projection surface 520 and displayed on the display 14 as a pseudo three-dimensional image 522 that changes in real time.

Therefore, the player 600 operates the operation unit 1
By operating 2 and driving the racing car, 3
It is possible to virtually simulate a state of participating in a race while driving a racing car in a circuit course 420 set in the three-dimensional game space 500.

When the computer graphics technique is used, the shape model of the three-dimensional object 510 is created using an independent body coordinate system. That is, each polygon constituting the three-dimensional object 510 is arranged on the body coordinate system, and its shape model is specified.

Further, the three-dimensional game space 500 is configured using a world coordinate system (XW, YW, ZW), and a three-dimensional object 510 represented using a body coordinate system.
Are located in the world coordinate system according to the motion model.

Then, using the position of the viewpoint 610 as the origin,
The data is converted to a viewpoint coordinate system in which the direction of the line of sight is set in the positive direction of the Z axis, and the respective coordinates are perspectively projected and transformed to a screen coordinate system which is the projection plane 520. In this manner, an image in the visual field of the three-dimensional game space 500 that can be viewed from the viewpoint 610 can be displayed on the displays 14 and 22.

In particular, in the present embodiment, in the three-dimensional game space 500 constituted by the world coordinate system, the viewpoint 61
It is formed so that the position of 0 can be changed arbitrarily.

For example, in FIG.
By setting behind the three-dimensional object as shown in 0-A, an image of the three-dimensional game space 500 viewed from behind the player racing car can be displayed as shown in FIG. Also, by setting the viewpoint position above the three-dimensional object 510 as shown by 610-B, a game screen can be displayed in which the running racing car is viewed from the sky as shown in FIG. 20B. Can be. In the embodiment, each game machine 10 sets its viewpoint position 610- to the rear of the player racing car.
A is set. Also, a relay image synthesizing circuit 8 described later.
0 is formed such that the viewpoint position 610 is switched at any time based on a command from the relay voice synthesis circuit 50.

In the multi-player game system according to the embodiment, when a multi-player game by a plurality of players is started, a racing car driven by each player starts from a start point 440. Then, the player runs on the racing course 420 while competing with other player racing cars that have entered the multiplayer game in order, time, and the like.

The feature of the present embodiment is that the state of the multiplayer racing game performed in this way is performed by using a game live broadcast device 20 formed separately from each of the game machines 10-a, 10-b. The live broadcast of the game to the surrounding galleries was done in real time to enhance the atmosphere of the game.

As shown in FIG. 2, the game live relay device 20 includes a data separation circuit 40 and a relay voice synthesis circuit 50.
, An amplifier 60, a speaker 62, a relay image synthesizing circuit 80, and the display 22.

The data separation circuit 40 is connected to the communication line 3
In addition, data for game development discrimination is separated from data transmitted on the communication line 30 and output to the voice synthesis circuit 50, and data necessary for relay image synthesis is converted from data transmitted on the communication line 30. Separated and relayed image synthesis circuit 80
Output to

The relay voice synthesizing circuit 50 determines the game development based on the data input from the data separation circuit 40, and outputs the live broadcast audio signal corresponding to the game development to the amplifier 6.
0 is output from the speaker 62. In addition to this, the relay voice synthesis circuit 50 of the embodiment includes:
The relay image synthesis command corresponding to the game development is output to the relay image synthesis circuit 80.

The relay image synthesizing circuit 80 stores the game machine data 1 of each game machine input from the data separation circuit 40.
, And a three-dimensional game space similar to that of each of the game machines 10-a, 10-b... Then, based on a command input from the relay voice synthesis circuit 50, the viewpoint position 61 in the game space is determined.
0, and the viewpoint position 610 is displayed on the display 22.
It is formed so that the scenery of the game space viewed from the viewpoint is displayed as a game live broadcast image.

Therefore, as shown in FIG. 1, the gallery around the live game relay device 20 can listen to the live broadcast corresponding to the game development from the speaker 62, and furthermore, displays the live broadcast on the display 22 in accordance with the live broadcast. You can see the displayed live broadcast game screen. For this reason, the gallery can enjoy live broadcast sounds and images in real time, thereby increasing the effect of attracting customers to the entire game system and increasing the operating rate of the game machine.

FIG. 3 shows a specific configuration of the relay voice synthesis circuit 50.

The relay voice synthesizing circuit 50 of the embodiment includes a pattern discriminating section 52, a voice synthesizing section 54, a voice data storage section 56, and a relay switching section 70.

The voice data storage section 56 stores predetermined live broadcast voice data in advance corresponding to a plurality of game development patterns. The audio data is
For example, it is preferable that the audio data is composed of voice of a professional announcer who performs a live TV broadcast of an F1 race or the like, and has the same rhythm and intonation as an actual live broadcast.

In the present embodiment, the live broadcast audio data stored in the audio data storage section 56 constitutes a story corresponding to the game development pattern, and has a part having a replacement audio data area. , And a plurality of replaceable replacement voice data constituting the voice data in the replacement voice data area.

In order to store these voice data, the voice data storage section 56 of the embodiment includes a main data storage section 57 for storing a plurality of story voice data corresponding to the game development pattern, and the replacement voice data. And a replacement data storage unit 58 for storing

FIGS. 6, 8, and 12 to 17 show story audio data 700 stored in main data storage unit 57.
Are shown. Area 80 enclosed by a square in the figure
0 is a replacement voice data area.

A part of the story audio data 700 is
For example, as shown in FIG. 8, it is configured to include a plurality of selective relay data 710A, 710B... Having different relay contents. Then, the plurality of relay data 710A, 710
B, one data is selected and output at random.

Therefore, even in the same game development, the content of the live broadcast is different each time, and the player,
Live broadcasts can be performed for the gallery.

The pattern discriminating section 52 is configured to calculate the race data shown in FIG. 10 for each player racing car based on the data input from the data separating circuit 40, and discriminate the game development pattern. . Then, the pattern determination unit 52 outputs a read command corresponding to the determined game development pattern to the voice synthesis unit 54, and outputs the determined game development pattern to the relay switching unit 70.

FIG. 4 is a flowchart showing an example of a basic game development pattern determined by the pattern determination section 52.

First, when a coin is inserted into any one of the plurality of game machines 10 shown in FIG. 2, the game system is controlled to an entry mode for accepting an entry of another game machine 10 for a certain period of time. The pattern determination unit 52 determines that the game system has entered this entry mode based on the input data. Then, a read command of the audio data for live broadcast for the entry mode is output according to the flowchart shown in FIG. 5 (step 3).
00).

When the entry mode ends, the game system starts a countdown operation for starting the player racing car. Pattern determination unit 52
Determines the mode before the start, and outputs a voice data read command for live broadcast before the start according to the flow shown in FIG. 7 (step 400).

When the start countdown operation is completed, the game system is controlled to a game mode in which a game is actually performed. The pattern determination unit 52 determines that the game system has entered this game mode based on the input data. Then, the basic game development pattern is determined according to the flowchart shown in FIG. 11, and based on the result of the determination, a voice data read command for a live broadcast of each routine shown in FIGS. 12 to 17 is output (step 500).

As described above, the pattern discriminating section 52 discriminates the game development of the game system, and outputs a read command of voice data corresponding to the game development to the voice synthesizing section 54. As described above, the story audio data 700
Includes a replacement voice data area 800 in part. In such a case, the pattern determination unit 52 outputs a replacement voice data read command corresponding to the replacement voice area 800 to the voice synthesis unit 54.

Further, the story audio data 700 is
When a plurality of selection type relay data 710A, 710B... Are included, a selection command for the selection type relay data is output. In particular, in the present embodiment, such a selection command for the selection type relay data is randomly performed each time, or the same data is set so as not to be selected twice successively, so that a live broadcast with variations is performed. Has become.

The voice synthesizing section 54 relays the story voice data 700 and the replacement voice data from the main data storage section 57 and the replacement data storage section 58 based on the voice read command thus input. The replacement voice data is read as the replacement voice data, the replacement voice data is inserted into the replacement voice data data area 800 of the story voice data 700, and the voice signal is synthesized. The synthesized audio signal is output from the speaker 62 via the amplifier 60.

In particular, as described above, since the replacement voice data is inserted into the replacement voice data area 800 of the main voice data, more expressions can be performed with a limited number of data. A detailed live broadcast that matches the situation is possible.

The live broadcast generated in this way is a live broadcast based on real-time vehicle data. The live broadcast continues as if a real announcer is performing and changes the tone according to the situation. To enable exciting live commentary.

[0096] These voice data also store voice tones that match the state of the game, and can be used separately such as gentle tones and excited tones. And the galleries are more exciting.

Basically, all of these audio data are R
It is held by the OM and played back by the PCM, but if the capacity is insufficient, it may be used together with the CD. For example, if there is a long line, use a CD playback device, or use PCM audio to gain time when accessing, and use the PCM for frequently used words, and use the CD for long lines or words that are used only occasionally. You may use them properly.

In this embodiment, it is preferable that part of the replacement voice data is set as player identification voice data set corresponding to the player or each game machine. For example, the name of the player registered before the start of the game, the name of a racing car or the name of a driver set in advance for each game machine, and the like may be set as the replacement voice data. By doing this,
The name of the player or the name of the racing car controlled by the player will be used for the live broadcast, and the player will be able to play a more exciting game.

The relay switching section 70 appropriately sets the position of the viewpoint 610 in the game space based on the game development pattern determined by the pattern determination section 52, and outputs a viewpoint switching command to the relay image synthesizing circuit 80. I do. For example, when a live broadcast of the two leading racing cars is performed, the viewpoint is switched so that the two racing cars are projected on the game screen, for example, the viewpoint is set above the leading racing car. Output command.

For example, when a live broadcast of a car having an accident is performed, the position of a viewpoint 610 is set on the side of the road where the accident has occurred so as to display the game screen of the racing car. .

As described above, in the present embodiment, during the game, the viewpoint position 610 can be appropriately switched in accordance with the game development pattern, and the live broadcast using both voice and image can be performed.

Next, the live game relay operation of the system of this embodiment will be described in detail focusing on the operation of the relay voice synthesis circuit 50.

As described above, FIG. 4 shows three basic live broadcast modes of the present embodiment. First, when a player inserts a coin into any of the plurality of game machines 10, the game system enters an entry receiving mode. At this time, the relay voice synthesis circuit 50 of the embodiment performs a live broadcast for entry (step 300).

When the entry mode ends, the game system is set to a start mode in which a start counting operation is performed on a plurality of entered player racing cars. At this time, the relay voice synthesis circuit 50 of the embodiment performs a live relay operation before the start (Step 400).

When the start mode ends and each player racing car starts, the game system is set to the game mode. At this time, the relay voice synthesizing circuit 50 continues the live race relay operation until the game ends. (Step 500) FIG. 5 is a flowchart showing a procedure for the relay voice synthesizing circuit 50 to perform an entry live broadcast, and FIG. 6 shows an example of a specific entry live broadcast output using data stored in the voice data storage unit 56. Show. After the first player inserts a coin into the game machine, another player inserts a coin into the other game machine within a predetermined time, so that a plurality of players can enjoy a multiplayer game. During the fixed time, the live broadcast of the entry of each player one after another is the live broadcast of the entry.

First, when the first player inserts a coin (step 310), the timer of the game machine 10 is started (step 320), and the relay device 20 receives this timer signal and starts the entry live broadcast (step 310). Step 330).

In FIG. 6B, 700-330, 700
A specific example of the story audio data stored in the main data storage unit 57 of the audio data storage unit 56 is shown as -350. For example, story audio data 700-330
Is a plurality of data 710-330A representing different relay contents,
. 710-330B, 710-330C...
The output is as shown in FIG.

As described above, even in the same scene, one is randomly selected from a plurality of prepared data and outputted, so one time, "What kind of development will this race show?" At other times, it starts with "The racers are entering one after another." Therefore, unlike the conventional monotonous live broadcast, the player can enjoy the play many times without getting tired.

Next, the player who entered first is introduced (steps 340 and 350). That is, the pattern discriminating unit 52 includes the story voice data 700-2 stored in the main data storage unit 57 and the player identification voice data “Racer A” of the first player stored in the replacement data storage unit 58. The voice synthesizing unit 54 reads out these data from the storage units 57 and 58, and outputs the story voice data 70.
The identification voice data is inserted into the replacement area 800 of 0-2, and this is output as a voice signal for introducing the entry member (step 350).

Next, when the insertion of a new coin is detected (Step 340), the entry member introduction live broadcast (Step 350) is performed in the same manner.

As described above, in the live broadcast for entry of the present embodiment, each time a player newly enters, at step 350, a new entry member is introduced using the player identification voice data.

Accordingly, the player is more excited when his / her car name is announced, and the enjoyment of listening is increased when the name that the gallery is familiar with is broadcast, so that the effect of attracting customers is great. In addition, this live broadcast is set to be performed in the voice of a professional who has heard it, so it is expected to be more exciting.

A well-known racer's name or car name may be used for the player identification voice data so that the player can select a favorite name. In this case, the atmosphere of the game is further enhanced. You can also.

When the timer has started (step 320) and the time has elapsed after a certain period of time has elapsed (step 360), the reception of the entry is terminated (step 370), and the live broadcast for entry is also terminated. .

When the entry live broadcast is completed, a live broadcast before the start (step 400) is performed. FIG. 7 is a flowchart showing a procedure in which the relay voice synthesizing circuit 50 performs the live broadcast before the start, and FIG.
4 shows an example of a concrete pre-start live relay output used with the data stored in FIG.

FIG. 8B shows a specific example of the story audio data 700-410, 700-420,... Stored in the main data storage unit 57 for performing the live broadcast before the start. The story audio data is output in order of the plurality of partial relay data 700-410, 700-420,. Here, 700-410,7
The data of 00-440 and 700-460 are formed as fixed type relay data whose contents are constant. Also, 700-420, 700-430, 700-450
Are formed as selection type relay data in which an arbitrary one is selected from different relay contents.

Further, the data 700-410 is constituted so as to include a replacement voice data area 800 in a part thereof, and the replacement voice data representing the name of the racing course is inserted therein. ing. The replacement voice data is stored in the replacement data storage unit 58.

First, as shown in FIG. 7, when the live broadcast before the start is started, first, the live broadcast of the selected course introduction (step 410) is performed. At this time, the data 700-410 read from the main data storage unit 57 and the replacement voice data “Suzuka” specified by the player read from the replacement data storage unit 58 are synthesized, and “Suzuka, which is familiar today,” A live broadcast called "Circuit" will be held.
Several well-known course names are prepared, and the player can designate a course before playing.

When the live broadcast of the introduction of the selected course is completed in this way, the next steps 420, 430, 440, 4
50 live broadcasts are performed.

At steps 420, 430, and 450, the selection-type relay data 70 stored in the main data
Any one is randomly read from 0-420, 700-430, and 700-450, and is output as audio as shown in FIG. Therefore, no matter how many times the game is repeated, the content of the pre-start live broadcast is different each time, and the player is not bored.

When a start signal is input from game machine 10, relay data 7 is transmitted from main data storage unit 57.
00-460 is read out, and a live broadcast for start is output as a voice, as shown in FIG.
0). Then, the pre-start live broadcast ends.

When the live broadcast before the start is completed, the live broadcast of the race (step 500) is performed next.

The data separation circuit 40 extracts data (FIG. 9) necessary for speech synthesis from the race data of each player sent every 1/60 second, and
Send to 2. The pattern determining unit 52 obtains race data as shown in FIG. 10 from the transmitted data (FIG. 9), and outputs a read command of audio data corresponding to a race development pattern.

[0124] In the live broadcast of the race, basically, the race data is viewed, and when the distance between the players approaches a certain distance, the explanation of that part is started. Finish. Also, depending on the race situation, such as the spin of another car, the course out, etc., priorities are properly set, and other commentary may start during the commentary. In such a case, it is set to excite the place by, for example, speaking with an excited tone.

FIG. 11 is a flow chart showing the procedure for determining what kind of race live broadcast is performed by the pattern determining section 52. The priority of the live broadcast is determined in advance according to the situation. Accordingly, if the race situation changes during the live broadcast, the current live broadcast may be interrupted and a new live broadcast may be made depending on the priority of the situation. This enables thrilling and exciting live broadcasts that respond quickly to changes in circumstances.

In addition, when a race without any change is continued for a long time, a production mode is entered, a live broadcast is provided to enliven the atmosphere, and the device is designed so as not to get tired.

The pattern discriminating section 52 of the embodiment converts the race data shown in FIG. 10 into steps 520 and 53 of FIG.
0, 540, 550, and 560 are sequentially determined to determine whether or not a race development pattern is established, and a routine corresponding to the determination result, that is, one of a race announcement routine, a corner routine, a goal routine, an accident routine, and a production routine is performed. Do. At this time, after finishing the processing of the goal routine, the process returns to the main, and the race ends. When performing other routines, the process returns to the main after completing the processing of each routine, and when it is not determined in step 570 that the race has been completed, the above processing is repeated using new race data.

That is, the pattern determination section 52 calculates the race data shown in FIG. 10 of each player racing car based on the data input from the data separation circuit 40 (step 510).

Then, based on the race data, data of the two player racing cars having the closest inter-vehicle distance is calculated, and a pattern discrimination is made as to whether or not the inter-vehicle distance is within 20 m (step 520). If the determination is yes here, the live broadcast of the game is performed in accordance with the race announcement routine shown in FIGS.

If the determination in step 520 is NO, it is determined whether or not the next top player racing car is approaching any corner (step 530). If the determination is yes here, the game is broadcast live according to the corner routine shown in FIG.

If it is determined NO in step 530, it is determined whether or not the player racing car running next next has reached the final corner before the goal (step 540). If the answer is yes here, the game is broadcast live according to the goal routine shown in FIG.

If the determination at step 540 is NO, it is determined whether or not there is a player racing car that has caused the next accident (step 55).
0). If the determination is yes here, the live game broadcast is performed according to the accident routine shown in FIG.

If the determination in step 550 is NO, it is determined whether or not a state in which nothing has occurred has continued for a while (step 560). The live broadcast of the game is performed according to the effect routine shown.

If it is determined NO in step 560,
It is determined whether or not the next race has been completed (step 5).
70), if the determination is yes, the game live broadcast operation is terminated; if the determination is no, the process returns to step 510, and the processes of steps 510 to S570 are performed based on the new race data. Repeat.

During the live broadcast output by the above-mentioned processing, if the game development calculated based on the new race data has a high priority such as the top goal-in, the live broadcast processing is performed. It is configured to be performed by interruption.

FIGS. 12 and 13 show the procedure of the race announcement routine and a concrete example of the live broadcast. In this race announcement routine, the race development of the two player racing cars having the closest inter-vehicle distance determined in step 520 is further performed in steps 521a, 522a, 523a, 524a, 525.
More specifically, it is determined in the order of a.

Then, these five steps 521a,
522a... 525a based on the determination result.
One of the five live relay operations 1b, 522b... 525b is executed, and the process returns to the main routine shown in FIG.

In the embodiment, the steps 521b, 521b,
The audio data storage unit 56 stores the story audio data 700-521, 700-522,... Shown in FIG. 12 and FIG.
And, for example, the story audio data 700-521 is
Selectable data 710-521A, 710-5
21B, and 710-521A, 710-
521B..., A replacement area 80 surrounded by a square in the figure.
Contains 0. The replacement area 800 is audio data that is replaced according to a player, a race situation, a performance, and the like.

As described above, in each of the live voice relay operation steps 521b, 522b,..., 525b, any one of a plurality of selectable data is randomly selected, and the replacement area surrounded by the square is selected. Since the voice data is replaced with the voice data according to the situation and the voice is output, the expression becomes different every time the game is played, so that a live broadcast with natural variations can be performed.

In particular, in the present embodiment, five game development patterns are set in the race announcement routine, and a plurality of expression patterns are easily set for each of the five game development patterns. It is possible to broadcast the live broadcast in detail and in a different expression.

FIG. 14 shows the procedure of the corner routine and a concrete example of the live broadcast.

If the determination in step 530 shown in FIG. 11 is affirmative, the live relay operation of the corner routine shown in FIG. 14 is performed (step 530b). Here, the audio data 710 stored in the audio data storage unit 56
-530A, 710-530B ... any one is selected. Then, by inserting any audio data determined by the player, the race situation, and the performance into the replacement area 800 of the selected story audio data and outputting the audio, the live broadcast at the corner of the player racing car running at the top is performed. Do. As described above, in the corner routine, a plurality of types of expression patterns are prepared, and the voice data according to the situation is replaced in the replacement part 800 indicated by a square in the figure. Will be different each time, and you can perform live broadcasts with natural and variations.

FIG. 15 shows a procedure of the goal routine and a concrete example of a live broadcast. If the answer to step 540 is YES, the goal routine determines whether the top and second player racing cars are within a distance of 40 m (step 541a). Step 541b, 543
The live broadcast operation for the goal is performed in the order of b, and if it is determined to be no, the live broadcast for the goal is performed in the order of steps 542b and 543b, and then the live broadcast operation is ended.

FIG. 16 shows a procedure of the accident routine and a concrete example of the live broadcast. If the determination in step 550 is affirmative, the accident routine executes steps 551a, 552a, 55
The three types of accident status determination of 3a are performed, and a live relay operation according to the corresponding accident status is performed (steps 551b, 552b, and 553b).

FIG. 17 shows a procedure of the effect routine and a concrete example of the live broadcast.

If the determination in step 560 is affirmative, the live broadcast operation shown in step 561b of this effect routine is performed. Here, a plurality of relay audio data 710-561A and 710-561B, which are stored in the audio data storage unit 56 and represent the contents other than the running of the race.
Are randomly selected from among... And are output as voice.

As described above, in the live audio relay operation of each routine shown in FIGS. 15 and 16, any one of a plurality of pieces of relay data is randomly selected, and the replacement area 800 of the selected audio data is selected. Is replaced according to the situation, so that a live broadcast with a variety of expressions, which is different every time a game is played, can be performed naturally.

Further, the pattern discriminating section 52 of the embodiment is arranged as shown in FIG.
Each time the game development pattern shown in FIGS. 1 to 17 is determined, the relay switching unit 70 outputs a viewpoint switching command corresponding to the game development pattern to the relay image synthesis circuit 80. Therefore, for example, when the determination is YES in step 520 of FIG. 11, the viewpoint position 610 in the game space is set so that the first two are displayed on the display.
If the answer is YES in step 530, the viewpoint position 610 is set so that the top player racing car running on the corner is displayed on the display and the player racing car is viewed from above the corner. . By doing so, the live broadcast game screen corresponding to the live broadcast of the audio is displayed on the display, so that the gallery can display the game situation more realistically and in the actual F1 race. It can be viewed with the same feeling as a live broadcast, which can enhance the game atmosphere and enhance the effect of attracting customers.

Further, as described above, in the system according to the present embodiment, the live broadcast corresponding to the game development pattern is always performed. Since the tone according to the situation, such as the tone of the excited voice, is used properly, the atmosphere of the game can be excited.

Further, when there is no change in the state of the game, the rendering routine shown in FIG. 17 is executed to read out the current ranking, perform a pit report, etc., and explain the guest. The live broadcast similar to the race of this can be performed, and the atmosphere of the game can be further enhanced.

It should be noted that the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention.

For example, in the above embodiment, the case where the present invention is applied to a multiplayer video game system has been described as an example. However, the present invention is not limited to this, and may be applied to, for example, a circuit race type game. Can be. That is, as shown in FIG. 21, a plurality of racing cars 240 driven by each player run on a circuit course 212 provided in the play field 210 to perform a circuit race. At this time, each racing car 240
For example, race data as shown in FIG. 10 is detected by a detection device (not shown), and based on the detected data, a live broadcast corresponding to the game development pattern is output as audio using the speaker 62 in the same manner as in the previous embodiment. You may make it.

[0153] By doing so, it is possible to perform a game effect that informs the customer waiting in line and the surrounding galleries of the status of the game as a live broadcast, and attracts customers to the circuit race type game system. Can be increased.

Further, in the above-described embodiment, the explanation has been given by taking as an example a live broadcasting device for live broadcasting of a race such as a driving game or a circuit race type game equipped with a CRT. The present invention can be applied to live broadcast devices of various types of games.

As described above, according to the present invention, it is possible to obtain a game live broadcast device that automatically performs live broadcast corresponding to game development and allows not only players but also spectators to enjoy the game. effective.

[Brief description of the drawings]

FIG. 1 is an external view of a driving game system to which the present invention is applied.

FIG. 2 is a block diagram showing a main part of the embodiment.

FIG. 3 is a block diagram illustrating a detailed configuration of a relay voice synthesis circuit.

FIG. 4 is a schematic flowchart of a live broadcast operation;

FIG. 5 is a flowchart of an entry live broadcast operation;

FIG. 6 is a specific example of an entry live broadcast;

FIG. 7 is a flowchart of a pre-start live broadcast operation;

FIG. 8 is a specific example of a live broadcast before the start.

FIG. 9 is an explanatory diagram of game machine data.

FIG. 10 is an explanatory diagram of race data.

FIG. 11 is a schematic flowchart of a live race relay operation;

FIG. 12 is an explanatory diagram of a race announcement routine (first half).
It is.

FIG. 13 is an explanatory diagram of a race announcement routine (second half).
It is.

FIG. 14 is an explanatory diagram of a corner routine.

FIG. 15 is an explanatory diagram of a goal routine.

FIG. 16 is an explanatory diagram of an accident routine.

FIG. 17 is an explanatory diagram of an effect routine.

FIG. 18 is an explanatory diagram of a synthesis principle of a pseudo three-dimensional game image according to the embodiment.

FIG. 19 is an explanatory diagram of a game course.

FIG. 20 is an explanatory diagram of a live broadcast screen.

FIG. 21 is an external view of a circuit race type game.

[Explanation of symbols]

 REFERENCE SIGNS LIST 10 game machine 14 display 20 game live relay device 22 display 30 communication line 40 data separation circuit 50 relay voice synthesis circuit 52 pattern discrimination unit 54 voice synthesis unit 56 voice data storage unit 57 main data storage unit 58 replacement data storage unit 60 amplifier 70 relay switching section 80 relay image synthesis circuit

──────────────────────────────────────────────────続 き Continued on the front page (51) Int.Cl. 7 Identification symbol FI Theme coat ゛ (Reference) G06F 17/60 336 G06F 17/60 336 G10L 13/00 G10L 5/02 J 13/04 3/00 Q

Claims (12)

[Claims]
1. A game live broadcast apparatus for automatically performing live broadcast corresponding to game development, comprising: voice data storage means in which voice data for live broadcast corresponding to a plurality of game development patterns is stored in advance; Pattern determination means for determining a development pattern and outputting a read command of live broadcast audio data corresponding to the game development pattern; reading the live broadcast audio data from the voice data storage means based on the read instruction; A voice synthesizing means for synthesizing the game name; a means for receiving registration of the player name from the player before the game starts; and a means for setting the name of the player registered before the game start as replacement voice data. A variable portion is provided in the live broadcast audio data corresponding to the A live broadcast of a game, wherein the live broadcast is performed by replacing the replacement voice data.
2. In a multi-player game system for playing a multi-player game on a plurality of game machines, a game live broadcast device for automatically performing a live broadcast corresponding to a game development, wherein the game live broadcast apparatus is adapted to a plurality of game development patterns in advance. Based on the voice data storage means in which the live broadcast voice data is stored, a pattern determining means for determining a game development pattern, and outputting a read command of the live broadcast voice data corresponding to the game development pattern, Voice synthesizing means for reading the live broadcast audio data from the audio data storage means and synthesizing an audio signal; means for receiving registration of the player's name from the player before the game starts; name of the player registered before the game starts And setting means as replacement voice data. A live broadcast data corresponding to the game, wherein the live broadcast data is provided with a variable portion, and the live broadcast is performed by replacing the variable portion with voice data for replacing the name of the player.
3. A game live broadcast device for automatically performing live broadcast corresponding to game development, comprising: audio data storage means in which live broadcast audio data corresponding to a plurality of game development patterns is stored in advance; Pattern determination means for determining a development pattern and outputting a read command of live broadcast audio data corresponding to the game development pattern; reading the live broadcast audio data from the voice data storage means based on the read instruction; Wherein the live broadcast audio data is composed as a sentence composed of at least three or more words, forms a story corresponding to the game development pattern, and is partially replaced. Story audio data having an audio data area, and audio data of the replacement audio data area,
And a plurality of replaceable voice data that can be replaced.
A read command to be read as the live broadcast voice data is output, and a read command to select and read predetermined data from a plurality of replacement voice data is formed, and the voice synthesizing unit is based on the read command. Reading the story voice data and the replacement voice data from the voice data storage means as live broadcast voice data, inserting the replacement voice data into the replacement voice data area of the story voice data, and synthesizing the voice signal. A game live broadcast device.
4. In a multiplayer game system for playing a multiplayer game on a plurality of game machines, a game live broadcast device for automatically performing a live broadcast corresponding to game development, wherein the game live broadcast device is adapted for a plurality of game development patterns in advance. Based on the voice data storage means in which the live broadcast voice data is stored, a pattern determining means for determining a game development pattern, and outputting a read command of the live broadcast voice data corresponding to the game development pattern, Voice synthesizing means for reading out the live broadcast voice data from the voice data storage means and synthesizing a voice signal, wherein the live broadcast voice data is configured as a sentence composed of at least three or more words, Construct a story corresponding to the game development pattern and partially include a replacement voice data area Having story audio data, comprising audio data of the replacement audio data area,
And a plurality of replaceable voice data that can be replaced, wherein the pattern determination unit converts the story voice data corresponding to the game development pattern into
A read command to be read as the live broadcast voice data is output, and a read command to select and read predetermined data from a plurality of replacement voice data is formed, and the voice synthesizing unit is based on the read command. Reading the story voice data and the replacement voice data from the voice data storage means as live broadcast voice data, inserting the replacement voice data into the replacement voice data area of the story voice data, and synthesizing the voice signal. A game live broadcast device.
5. The replacement voice data according to claim 3, wherein the replacement voice data includes a plurality of identification voice data set corresponding to at least one of a player, a character, and a player operation unit. In the replacement audio data area for audio data,
A live game relay device in which voice data for identification corresponding to a game development pattern is inserted and output as voice.
6. The live game relay device according to claim 3, wherein the player identification audio data set for the player or each game machine is set as replacement audio data.
7. A live game relay method for automatically performing a live broadcast corresponding to a game development, wherein a live broadcast audio data corresponding to a plurality of game development patterns is stored in advance, and the game development pattern is determined. Outputting a read command of live broadcast audio data corresponding to the game development pattern; reading live broadcast audio data from the voice data storage means based on the read command; and synthesizing a voice signal; Receiving the registration of the player name from the player before, and setting the registered player name as replacement voice data before the start of the game, the variable part of the live broadcast voice data corresponding to the game development pattern. And replace the variable part with voice data for replacement of the player's name. Game play-by-play relay method which is characterized in that the live coverage Te.
8. A live game relay method for automatically performing a live broadcast corresponding to a game development in a multiplayer game system in which a multiplayer game is played on a plurality of game machines, wherein the game live broadcast method is adapted to a plurality of game development patterns in advance. Storing the live broadcast audio data, determining the game development pattern, and outputting a read command of the live broadcast audio data corresponding to the game development pattern; and, based on the read command, transmitting the live broadcast data from the voice data storage means. Reading the voice data for synthesizing the voice signal, receiving the registration of the player name from the player before the game starts, and setting the player name registered before the game as replacement voice data. Includes audio data for live broadcasts corresponding to game development patterns. The variable part is provided, the game live coverage method the variable portion, and replaced with replacement speech data of the name of the player and performs live broadcast on.
9. A live game relay method for automatically performing a live broadcast corresponding to a game development, wherein a live broadcast audio data corresponding to a plurality of game development patterns is stored in advance, and the game development pattern is determined. Outputting a read command of live broadcast audio data corresponding to the game development pattern; andreading live broadcast audio data from the voice data storage unit based on the read command and synthesizing a voice signal. The live broadcast audio data is configured as a sentence composed of at least three or more words, forms a story corresponding to a game development pattern, and has a part of the story audio data having a replacement voice data area. Comprising the audio data of the replacement audio data area,
Is configured to include a plurality of replaceable voice data that can be replaced, and the story voice data corresponding to the game development pattern is
A read command to be read as the live broadcast voice data is output, and a read command to select and read predetermined data from a plurality of replacement voice data is formed. Based on the read command, the voice data storage means A game live broadcasting method comprising: reading out the story voice data and the replacement voice data from the game as voice data for a live broadcast, inserting the replacement voice data into the replacement voice data area of the story voice data, and synthesizing the voice signal. .
10. A live game relay method for automatically playing a live broadcast corresponding to a game development in a multiplayer game system for playing a multiplayer game on a plurality of game machines, wherein the game live broadcast method is adapted to a plurality of game development patterns in advance. Storing the live broadcast audio data, determining the game development pattern, and outputting a read command of the live broadcast audio data corresponding to the game development pattern; and, based on the read command, transmitting the live broadcast data from the voice data storage means. Reading voice data for speech and synthesizing a voice signal, wherein the live broadcast voice data is configured as a sentence composed of at least three or more words, and forms a story corresponding to a game development pattern. Story audio data partially having a replacement audio data area, Composing the audio data of the replacement audio data area,
Is configured to include a plurality of replaceable replacement voice data, and the story voice data corresponding to the game development pattern is
A read command to be read as the live broadcast voice data is output, and a read command to select and read predetermined data from a plurality of replacement voice data is formed. Based on the read command, the voice data storage means A game live broadcasting method comprising: reading out the story voice data and the replacement voice data as voice data for a live broadcast from the user; inserting the replacement voice data into the replacement voice data area of the story voice data; and synthesizing the voice signal. .
11. The replacement audio data according to claim 9, wherein the replacement audio data includes a plurality of identification audio data set corresponding to at least one of a player, a character, and a player operation unit. In the replacement audio data area for audio data,
A live game relay method comprising: inserting voice data for identification corresponding to a game development pattern; and outputting a voice.
12. The live game relay method according to claim 9, wherein audio data for player identification set for the player or each game machine is set as replacement audio data.
JP2001346311A 2001-11-12 2001-11-12 Game-on-the-spot broadcasting device Withdrawn JP2002239225A (en)

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007074581A1 (en) * 2005-12-26 2007-07-05 Konami Digital Entertainment Co., Ltd. Game machine, game machine control method, and information storage medium
JP2012221410A (en) * 2011-04-13 2012-11-12 Toshiba Tec Corp Training device, program and training system
WO2015156177A1 (en) * 2014-04-07 2015-10-15 株式会社ソニー・コンピュータエンタテインメント Game moving image distribution device, game moving image distribution method, and game moving image distribution program
JP6098691B1 (en) * 2015-10-16 2017-03-22 株式会社セガゲームス Video generation system, control device and processing device

Cited By (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2007074581A1 (en) * 2005-12-26 2007-07-05 Konami Digital Entertainment Co., Ltd. Game machine, game machine control method, and information storage medium
US8267796B2 (en) 2005-12-26 2012-09-18 Konami Digital Entertainment Co., Ltd. Game machine, game machine control method, and information storage medium
JP2012221410A (en) * 2011-04-13 2012-11-12 Toshiba Tec Corp Training device, program and training system
WO2015156177A1 (en) * 2014-04-07 2015-10-15 株式会社ソニー・コンピュータエンタテインメント Game moving image distribution device, game moving image distribution method, and game moving image distribution program
JPWO2015156177A1 (en) * 2014-04-07 2017-04-13 株式会社ソニー・インタラクティブエンタテインメント Game video distribution device, game video distribution method, game video distribution program
US10427055B2 (en) 2014-04-07 2019-10-01 Sony Interactive Entertainment Inc. Game video distribution device, game video distribution method, and game video distribution program
JP6098691B1 (en) * 2015-10-16 2017-03-22 株式会社セガゲームス Video generation system, control device and processing device
JP2017074307A (en) * 2015-10-16 2017-04-20 株式会社セガゲームス Video generation system, controller, and processing device
WO2017065065A1 (en) * 2015-10-16 2017-04-20 株式会社セガゲームス Video generating system, control device, and editing device

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