TWI319991B - - Google Patents

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TWI319991B
TWI319991B TW095146695A TW95146695A TWI319991B TW I319991 B TWI319991 B TW I319991B TW 095146695 A TW095146695 A TW 095146695A TW 95146695 A TW95146695 A TW 95146695A TW I319991 B TWI319991 B TW I319991B
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TW
Taiwan
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data
power state
ball
initial
moving body
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TW095146695A
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Chinese (zh)
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TW200735931A (en
Inventor
Yuichi Yokoyama
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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • 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
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • 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

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
  • Pinball Game Machines (AREA)

Description

(2) (2)1319991 示。例如’如投手角色的釋球時機較佳,則較大之球角色 將顯示於監視器,如投手角色的釋球時機較差,則較小之 球角色將顯示於監視器。 [非專利文獻1 ] 職業棒球魂2,日本KON AMI股份有限公司,2005 年 4 月 7 日,Playstation2 版 【發明內容】 在習知的棒球遊戲,球從投手角色投出時的投手角色 之球威,係因應使球從投手角色釋出之時機來決定。在如 此之棒球遊戲,於球的釋出中,決定投手角色的球威時, 則被決定之球威所對應之特定大小的球角色將顯示於監視 器。然後,隨著球從投手角色接近至捕手角色,特定大小 之球角色漸漸往擊球面移動之狀態係顯示於監視器。 於如此之棒球遊戲中,玩家操作打者角色時,如從投 手角色投出之球以較大之球角色顯示的話,打者角色係較 易擊中球,而如從投手角色投出之球以較小之球角色顯示 的話,打者角色係較難以擊中球。即,因應球威之大小, 打者角色係易於擊中球或難以擊中球。 在此,以實際棒球之打者的立場來考量,從投手釋出 之球威大小係爲左右打者是否擊中球的要因之一。然而, 在實際的棒球,因爲投手的投球球路,即使爲有球威之球 亦會被擊中,或是即使沒有球威之球亦不會不擊中。然 而,如此投球球路所致之影響係在習知的棒球遊戲並未反 -5- (4) (4)1319991 最後威力狀態之差異。 (7) 最後威力狀態資料辨識功能,係依據初始威力狀 態資料與威力變化量資料,使控制部計算出將最後通過位 置之移動體的最後威力狀態予以表示之最後威力狀態資 料’並使控制部辨識最後威力狀態資料。 (8) 中間威力狀態資料辨識功能,係依據初始威力狀 態資料與最後威力狀態資料,使控制部計算出表示預測通 過位置之移動體的中間威力狀態之中間威力狀態資料,並 使控制部辨識中間威力狀態資料。 (9) 威力狀態顯示功能,係使用初始威力狀態資料、 中間威力狀態資料及最後威力狀態資料之個別資料所對應 之畫像資料,於初始預測通過位置、預測通過位置及最後 通過位置之個別位置,連續地顯示移動體的威力狀態。 在該遊戲程式,於預測通過區域辨識功能中,從角色 送出之移動體的預測通過區域,係被控制部辨識。於初始 威力狀態資料辨識功能中,表示移動體從角色送出時的移 動體之初始威力狀態的初始威力狀態資料,係被控制部辨 識。於初始預測通過位置辨識功能中,移動體從角色送出 時的預測通過顯示區域之移動體的初始預測通過位置,係 被控制部辨識。於預測通過位置辨識功能中,由移動體從 角色送出至移動體到達預測通過區域爲止的預測通過顯示 區域之移動體的預測通過位置,係被控制部辨識。於最後 通過位置辨識功能中,從角色送出之移動體到達預測通過 區域時的預測通過顯示區域之移動體的最後通過位置,係 (7) (7)1319991 力變化量資料而計算出球的最後通過位置之球的最後威力 狀態資料。例如’藉由於初始威力狀態資料加算威力變化 量資料’可計算出最後威力狀態資料。於是,於威力狀態 顯示功能中,使用初始威力狀態資料、中間威力狀態資料 及該最後威力狀態資料之個別資料所對應之畫像資料,可 於初始預測通過位置、預測通過位置及最後通過位置之個 別位置’連續地顯示移動體的威力狀態。如此,在球的最 後通過位置位於好球帶的4角落等時,可因應球的到達位 置而變更從投手角色投出之球的威力狀態。即,在移動體 的最後通過位置位於內部區域之範圍內時,可因應移動體 的到達位置而變更從角色送出之移動體的威力狀態。 在關於申請專利範圍第3項之遊戲程式,係於第1項 所記載之遊戲程式中,藉由使控制部執行以初始威力狀態 資料與最後威力狀態資料作爲初始條件的內插計算,中間 威力狀態資料係藉由控制部計算出,且該中間威力狀態資 料係被控制部辨識。該功能係於中間威力狀態資料辨識功 能中實現。 在該遊戲程式,於中間威力狀態資料辨識功能中,藉 由使控制部執行以初始威力狀態資料與最後威力狀態資料 作爲初始條件的內插計算,中間威力狀態資料係藉由控制 部計算出,且該中間威力狀態資料係被控制部辨識。 例如,藉由該遊戲程式實現棒球遊戲之狀況,於中間 威力狀態資料辨識功能中,可藉由執行以初始威力狀態資 料與最後威力狀態資料作爲初始條件的內插計算,計算出 (11) (11)1319991 置辨識手段,係使控制部辨識,由移動體從角色送出至移 動體到達預測通過區域爲止的預測通過顯示區域之移動體 的預測通過位置:最後通過位置辨識手段,係使控制部辨 識’從角色送出之移動體到達預測通過區域時的預測通過 顯示區域之移動體的最後通過位置;威力變化量資料辨識 手段’係使控制部辨識威力變化量資料,該威力變化量資 料’係表示最後通過位置中,初始預測通過位置的初始威 力狀態及最後通過位置的最後威力狀態之差異;最後威力 狀態資料辨識手段,係依據初始威力狀態資料與威力變化 量資料,使控制部計算出將最後通過位置之移動體的最後 威力狀態予以表示之最後威力狀態資料,並使控制部辨識 最後威力狀態資料;中間威力狀態資料辨識手段,係依據 初始威力狀態資料與最後威力狀態資料,使控制部計算出 表示預測通過位置之移動體的中間威力狀態之中間威力狀 態資料’並使控制部辨識中間威力狀態資料;及威力狀態 顯示手段,係使用初始威力狀態資料、中間威力狀態資料 及最後威力狀態資料之個別資料所對應之畫像資料,於初 始預測通過位置、預測通過位置及最後通過位置之個別位 置’連續地顯示移動體的威力狀態。 關於申請專利範圍第8項之遊戲控制方法,係可藉由 電腦控制於畫像顯示部顯示從角色送出之移動體的遊戲之 遊戲控制方法,具備:預測通過區域辨識步驟,係使控制 部辨識’從角色送出之移動體的預測通過區域:初始威力 狀態資料辨識步驟,係使控制部辨識,表示移動體從角色 -14- (12) (12)1319991 送出時的移動體之初始威力狀態的初始威力狀態資料;初 始預測通過位置辨識步驟,係使控制部辨識,移動體從角 色送出時的預測通過顯示區域之移動體的初始預測通過位 置;預測通過位置辨識步驟,係使控制部辨識,由移動體 從角色送出至移動體到達預測通過區域爲止的預測通過顯 示區域之移動體的預測通過位置;最後通過位置辨識步 驟,係使控制部辨識,從角色送出之移動體到達預測通過 區域時的預測通過顯示區域之移動體的最後通過位置;威 力變化量資料辨識步驟’係使控制部辨識威力變化量資 料’該威力變化量資料,係表示最後通過位置中,初始預 測通過位置的初始威力狀態及最後通過位置的最後威力狀 態之差異;最後威力狀態資料辨識步驟,係依據初始威力 狀態資料與威力變化量資料,使控制部計算出將最後通過 位置之移動體的最後威力狀態予以表示之最後威力狀態資 料,並使控制部辨識最後威力狀態資料:中間威力狀態資 料辨識步驟’係依據初始威力狀態資料與最後威力狀態資 料,使控制部計算出表示預測通過位置之移動體的中間威 力狀態之中間威力狀態資料,並使控制部辨識中間威力狀 態資料;及威力狀態顯示步驟,係使用初始威力狀態資 料、中間威力狀態資料及最後威力狀態資料之個別資料所 對應之畫像資料’於初始預測通過位置、預測通過位置及 最後通過位置之個別位置,連續地顯示移動體的威力狀 態。 -15- (16) (16)1319991 位址資料所表示之材質資料。如此,即可於各多邊形表現 貼附材質之物體.(即,各種角色)。 聲音輸出部4 ’係主要爲了將從記錄媒體10所讀取 出之聲音資料作爲聲音輸出而設置。聲音輸出部4係例如 由揚聲器13、擴大電路14' d/A轉換器15、及介面電 路所構成。於揚聲器13係連接擴大電路14,於擴大 電路14係連接D/ A轉換器而於D/ A轉換器Η係 連接介面電路16。然後,於介面電路16係連接有匯流排 6。在此’聲音資料係經由介面電路16而供給至d/A轉 換器15’而在此轉換成類比聲音訊號。該類比聲音訊號 係藉由擴大電路14擴大,從揚聲器13作爲聲音輸出。於 聲曰 Μ 料係有例如 ADPCM(Adaptive Differential Pulse Code Modulation)資料及 pcM(Pulse Code Modulation)資 料等。爲AD PCM資料時,以前述同樣之方法,可從揚聲 器13輸出聲音。爲PCM資料時,利用於RAM中將PCM 資料轉換成ADPCM資料,再以前述同樣之方法,可從揚 聲器13輸出聲音。 操作輸入部5係主要由控制器17、與操作資訊介面 電路18、與介面電路19所構成。於控制器17係連接操 作資訊介面電路18’於操作資訊介面電路18係連接介面 電路19。然後,於介面電路19係連接有匯流排6。 控制器17係玩家爲了輸入各種操作命令所使用的操 作裝置’將因應玩家的操作之操作訊號發送至CPU7。於 控制器17係設置有第1按鍵17a、第2按鍵17b、第3按 19- (17) (17)1319991 鍵17c、第4按鍵17d、上方向鍵17U、下方向鍵17D、 左方向鍵17L、右方向鍵17R、L1按鍵17L1、L2按鍵 17L2、R1按鍵17R1、R2按鍵17R2、開始按鍵17e、選 擇按鍵17f、左搖桿17SL及右搖桿17SR。 由上方向鍵17U、下方向鍵17D、左方向鍵17L及右 方向鍵17R所構成之十字按鍵17B,係例如,爲了將使角 色及游標在電視監視器20的畫面上上下左右移動之指 令,賦予至CPU7而使用。 開始按鍵17e係於指示CPU7從記錄媒體10載入遊 戲程式時等所使用。 選擇按鍵17f係對於從記錄媒體10載入之遊戲程 式,對 CPU7指示各種選擇時等所使用。 左搖桿17SL及右搖桿17SR,係與所謂控制搖桿 (joystick)構造幾近相同的搖桿型控制器。該搖桿型控制 器係具有直立之搖桿。該搖桿係以支點作爲中心,從直立 位置可涵蓋包含前後左右360度方向,爲可傾倒之構造。 左搖桿17SL及右搖桿17SR係因應搖桿的傾倒方向及傾 倒角度,將以直立位置爲原點之X座標及y座標之値,作 爲操作訊號經由操作資訊介面電路18與介面電路19,發 送至CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4 按鍵17d、L1按鍵17L1、L2按鍵17L2、R1按鍵17R1及 R2按鍵17R2係因應從記錄媒體10載入之遊戲程式,分 派有各種功能。 -20- (18) (18)1319991 再者,除了左搖桿17SL及右搖桿17SR之外的控制 器17之個按鍵及各鍵係藉由來自於外部的按壓力,從中 立位置被按壓時即爲ON,如按壓力解除時即爲OFF之 ON / OFF 開關。 在以下說明由以上之構造所構成之家庭用視訊遊戲裝 置的槪略動作。如電源開關(未圖示)爲ON,於遊戲系統1 開啓電源時,CPU7係依據記億於記錄媒體10之作業系 統,從記錄媒體1〇讀取出畫像資料、聲音資料及程式資 料。讀取出之畫像資料、聲音資料及程式資料的一部份或 全部係儲存於RAM12。然後,CPU7係依據儲存於RAM12 之程式資料,對儲存於RAM 12之畫像資料及聲音資料發 派指令。 作爲畫像資料時,依據來自於CPU7的指令,首先, 訊號處理處理器8係進行於3次元空間上之角色的位置計 算及光源計算等。接著’畫像處理處理器9係依據訊號處 理處理器8的計算結果及處理結果,進行將應描繪之畫像 資料寫入RAM12的處理等。然後,寫入RAM12之畫像資 料係經由介面電路21而被供給至D/A轉換器17。在 此’畫像資料係以D/A轉換器17而轉換成類比映像訊 號。然後,畫像訊號係供給至電視監視器20,作爲畫像 而顯示。 作爲聲音資料時’首先,訊號處理處理器8係依據來 自於CPU7的指令,進行聲音資料的產生及加工處理。在 此’對於聲音資料實施,例如,節距之轉換、雜訊之附 (19) 1319991 加 '包絡的設定、位準的設定及殘響的附加等之處理。接 ' 著,聲音資料係從訊號處理處理器8輸出,經由介面電路 • 16而供給至D/A轉換器15。在此,聲音資料係轉換成 ' 類比聲音訊號。然後,聲音訊號係經由擴大電路14,從 揚聲器13作爲聲音而輸出。 [遊戲裝置的各種處理槪要] φ 於本遊戲機1中所執行之遊戲係例如爲棒球遊戲。本 遊戲機1,係可執行將從顯示於畫像顯示部(例如,電視 監視器20)之投手角色投出之球的威力狀態,顯示於電視 監視器20之遊戲。圖2係用以說明在本發明達成主要之 作用的功能之功能區塊圖。 預測通過區域辨識手段50,係具備使控制部(例如, CPU7)辨識,從投手角色投出之球的預測通過區域之功 會b 。 • 在該手段,表示從投手角色投出之球的預測通過區域 內的座標之座標資料,係被控制部辨識。預測通過區域內 . 的座標資料係於遊戲程式的載入時,從記錄媒體10供給 至RAM12 ’而儲存於RAM12之預測通過區域內的座標資 料係被CPU7辨識。球之預測通過區域,係由矩形狀的好 球帶與包圍好球帶之壞球帶所構成,儲存於RAM12之預 測通過區域內的座標資料被CPU7辨識時,好球帶內的座 標資料及壞球帶內的座標資料係被CPU7辨識。 內部區域辨識手段51係具備使CPU7辨識預測通過 -22- (20) (20)1319991 區域之特定內部區域的功能。 在該手段,表示預測通過區域之特定內部區域內的座 標之座標資料,係被CPU7辨識。特定內部區域內的座標 資料係於遊戲程式的載入時,從記錄媒體10供給至 RAM12,而儲存於RAM12之特定內部區域內的座標資料 係被CPU7辨識。在此,特定內部區域係由好球帶之4角 落區域、鄰接好球帶之4角落的壞球帶區域、及好球帶的 中央部區域(正中央區域)所構成。在此,表示好球帶之4 角落區域內的座標之座標資料、表示鄰接好球帶之4角落 的壞球帶區域內的座標之座標資料、及表示正中央區域內 的座標之座標資料,係被CPU7辨識。 球投球能力資料辨識手段52,係具備使CPU7辨識, 表示投手角色之球送出能力的球投球能力資料之功能。 在該手段,對戰對手爲被自動控制之遊戲程式(例 如,AI(Artificial Intelligence)用程式)的狀況,在依據 AI 用程式而選擇投手角色之命令被CPU7受理時,則表示投 手角色之球送出能力的球投球能力資料,係被CPU7辨 識。AI程式係於遊戲程式的載入時,從記錄媒體10儲存 至RAM12,並被CPU7辨識。另一方面,爲對戰對手藉由 控制器17選擇投手角色之狀況,在藉由操作控制器17而 用以選擇投手角色的命令被CPU7受理時,表示投手角色 之球送出能力的球投球能力資料,係被CPU7辨識。再 者,對應各投手角色之球投球能力資料係於遊戲程式的載 入時,從記錄媒體1〇供給至RAM 12,而儲存於RAM 12 -23- (21) (21)1319991 之球投球能力資料係被CPU7辨識。 投手對打者關連資料辨識手段53,係具備使CPU7辨 識,表示投手角色之動作形態與打者角色之動作形態的關 係之動作形態關係資料的功能。 在該手段,表示投手角色之慣用手與打者角色之慣用 手的關係之動作形態關係資料,係被CPU7辨識。例如, 對戰對手爲AI用程式之狀況,在依據Ai用程式而選擇投 手角色之命令被CPU7受理時,則投手角色之動作形態資 料(例如,投手角色的慣用手資料),係被CPU7辨識。 又’與依據AI用程式而選擇之投手角色對戰的打者角色 之選擇命令被CPU7受理時,則打者角色之動作形態資料 (例如,打者角色的慣用手資料),係被CPU7辨識。然 後’由投手角色之慣用手與打者角色之慣用手的複數組合 所構成之組合資料’係作爲動作形態關係資料而被CPU7 辨識。再者’對應各投手角色之慣用手資料及對應各打者 角色之慣用手資料係於遊戲程式的載入時,從記錄媒體 1 〇供給至RAM1 2 ’而儲存於ram 12之姿勢資料及球種資 料係被CPU7辨識。另一方面,爲對戰對手藉由控制器17 選擇投手角色之狀況,在藉由操作控制器17而用以選擇 投手角色的命令被CPU7受理時,投手角色之慣用手資料 及打者角色之慣用手資料,係被CPU7辨識,組合資料係 作爲動作形態關係資料而被CPU7辨識。 形態旋轉資料辨識手段54,係具備使CPU7辨識,表 示投手角色的姿勢形態之姿勢資料及表示從投手角色送出 L It * -«3Γ -24- (22) (22) 1319991 之球的球種之球種資料之至少任—方資料的功能。 在該手段,對戰對手爲AI用程式的狀況,在依據AI 用程式而投手角色之選擇命令被CPU7受理時,則表示投 手角色之姿勢形態的姿勢資料,係被CPU7辨識。又,與 依據AI用程式而從投手角色送出之球的球種指示命令被 CPU7受理時,則表示從投手角色送出之球的球種之球種 資料’係被CPU7辨識。另一方面,爲對戰對手藉由控制 器17選擇投手角色之狀況’在藉由操作控制器17而用以 選擇投手角色的命令被CPU7受理時,表示投手角色之姿 勢形態的姿勢資料,係被CPU7辨識。又,用以指示投手 角色送出之球的球種之命令從控制器17指示時,從投手 角色送出之球的球種指示命令,係被CPU7受理,表示從 投手角色送出之球的球種之球種資料,係被CPU7辨識。 再者’對應各投手角色之姿勢資料及球種資料係於遊戲程 式的載入時’從記錄媒體10供給至RAM12,而儲存於 RAM12之姿勢資料及球種資料係被CPU7辨識。 初始威力狀態資料辨識手段55,係具備使CPU7辨 識,表示球從投手角色投出時的球之初始威力狀態的球之 初始威力狀態資料的功能。如詳細說明,初始威力狀態資 料辨識手段55,係具備依據球投球能力資料而使cpu7辨 識’表示對應球送出能力的球之初始威力狀態的球之初始 威力狀態資料的功能。 在該手段,表示對應球送出能力的球之初始威力狀態 的球之初始威力狀態資料,係依據球送出能力資料而被 -25- (23) 1319991 CPU7辨識。再者,對應球投球能力資料的球之初始威力 • 狀態資料係於遊戲程式的載入時’從記錄媒體10供給至 ·' RAM12,而儲存於RAM12的球之初始威力狀態資料係被 • CPU7辨識。 初始預測通過位置辨識手段5 6,係具備使C P U 7辨 識,球從投手角色投出時之預測通過顯示區域的球之初始 預測通過位置的功能。 φ 在該手段,表示球從投手角色投出時之預測通過顯示 區域的球之初始預測通過位置的座標之座標資料,係被 CPU 7辨識。例如,依據AI用程式,用以使投手角色於電 視監視器20中動作的各種命令被CPU7受理時,用以使 球從投手角色釋出的命令係從CPU7發派,而預測通過顯 示區域的球之初始預測通過位置的座標資料係被CPU7辨 識。再者,AI程式係於遊戲程式的載入時,從記錄媒體 10儲存至RAM12,並被CPU7辨識。另一方面,用以使 # 投手角色於電視監視器20中動作的各種命令從控制器17 指示時,用以使球從投手角色釋出之來自於控制器17之 輸入訊號被CPU7辨識時,用以使投手角色釋出球之命令 係從CPU 7發派,而預測通過顯示區域的球之初始預測通 過位置的座標資料係被CPU7辨識。 具體來說,在用以球從使投手角色釋出之命令從 CPU7發派時,表示球從投手角色釋出時的球之位置的座 標資料,係被CPU7辨識。然後,依據該釋出時之球的座 標資料及預測通過區域之座標資料,將釋出時之球的位置 -26- (24) 1319991 投射至預測通過區域之面的計算,係藉由CPU7執行。藉 ' 此,預測通過顯示區域的球之初始預測通過位置的座標資 ' 料係被計算出,並被CPU7辨識。 ' 最後通過位置辨識手段57,係具備使CPU7辨識,從 投手角色投出之球到達預測通過區域時的預測通過區域的 球之最後通過位置的功能。 在該手段,從投手角色投出之球到達預測通過區域時 φ 的預測通過區域的球之最後通過位置,係被CPU7辨識。 ’例如,對戰對手爲AI程式時,首先,球之目標通過位置 的座標係被CPU7辨識。接著,用以求出釋出後的球之位 置座標,將時間及球之3軸方向的速度等作爲參數的球之 軌道基礎方程式 Fo( = Xo + dX),係被 CPU7辨識。在 此,X〇係釋出時的球之位置座標,dX係釋出後的球之位 置座標的變動量。該dX係考量球之初速度及空氣阻抗 等,由時間及球之3軸方向的速度等所構成之函數。再 # 者,空氣阻抗係作爲減少釋出之球的速度之減速率而使 用。在此,初速度及減速率係使用於遊戲程式中預先規定 之値。藉由CPU7執行在如此軌道基礎方程式Fo代入釋 出時的球之位置座標的計算,而成爲F〇=X〇之軌道基礎 方程式Fo的係數係藉由CPU7計算出。藉此,計算出通 過表示釋出時的球之位置的座標之球之軌道方程式。接下 來,該軌道方程式與預測通過區域的交點(即,球之最後 通過位置的座標),係藉由CPU7計算出。此時,球之最 後通過位置的座標係被CPU7辨識。再者,球之目標通過 -27- (25) (25)1319991 位置的座標,係作爲球之球種是直球時的軌道方程式之限 制條件而使用,在球之球種爲直球時,軌道方程式係一致 於球之目標通過位置的座標。 另一方面,在用以使投手角色於電視監視器20中動 作的各種命令從控制器17指示之狀況,首先,在操作控 制器17的左搖桿17SL時,球之目標通過位置係於預測通 過區域中,依據來自於 CPU7的移動命令而往左搖桿 1 7 SL的傾倒方向移動。接著,前述球之軌道基礎方程式 Fo(= X〇+ dX)係被CPU7辨識。然後,爲了使球從投手角 色釋出而操作控制器17的第3按鍵17c時,用以使投手 角色釋出球的輸入訊號係被CPU7辨識。於是,用以使球 從投手角色釋出的命令係從CPU7發派》此時,球之目標 通過位置的座標係被CPU7辨識。於是,藉由CPU7執行 在如此軌道基礎方程式Fo代入釋出時的球之位置座標的 計算,而成爲Fo = Xo之軌道基礎方程式Fo的係數,係 藉由CPU7計算出。藉此,計算出通過表示釋出時的球之 位置的座標之球之軌道方程式。接下來,該軌道方程式與 預測通過區域的交點(β卩,球之最後通過位置的座標),係 藉由CPU7計算出。此時,球之最後通過位置的座標係被 CPU7辨識。 再者,球之軌道基礎方程式係於遊戲程式的載入時, 從記錄媒體10供給至RAM12,並儲存於RAM12。又,3 軸方向之速度的各速度,係例如,藉由使CPU7執行在1 單位時間(例如,l/60sec)前之速度,合成每球種之球的 -28- (26) (26)1319991 旋轉速度所致之變動速度的計算,再使CPU7執行將合成 之速度乘上減速率的計算而計算出。 預測通過位置辨識手段58,係具備使CPU7辨識,由 球從投手角色投出至球到達預測通過區域爲止之預測通過 顯示區域的球之預測通過位置的功能。 在該手段,由球從投手角色投出至球到達預測通過區 域爲止之預測通過顯示區域的球之預測通過位置,係被 CPU7辨識。例如,首先,依據通過表示釋出時的球之位 置的座標與球之最後通過位置的座標之軌道方程式,釋出 時的球之位置與球之最後通過位置之間的球之位置(gp, 藉由軌道方程式規定之中間座標資料),係被CPU7辨 識。接著,依據該中間座標資料及預測通過區域之座標資 料,將釋出時之球的位置與球之最後通過位置之間的球之 位置投射至預測通過區域之面的計算,係藉由CPU7執 行。藉此’預測通過顯示區域的球之預測通過位置的座標 資料係被計算出,並被CPU7辨識。 威力變化量資料辨識手段59,係具備使CPU7辨識最 後通過位置之威力變化量資料,該威力變化量資料,係表 示初始預測通過位置的初始威力狀態及最後通過位置的最 後威力狀態之差異。如詳細說明,威力變化量資料辨識手 段59’係具備依據最後通過位置、姿勢資料及球種資料 之至少任一資料而使CPU7辨識,最後通過位置之威力變 化量資料的功能。如更詳細說明,威力變化量資料辨識手 段59’係具備依據最後通過位置、姿勢資料、球種資料 -29- (27) 1319991 及動作形態關係資料之至少任一資料而使CPU7辨識,最 ' 後通過位置之威力變化量資料的功能。 在該手段’最後通過位置之威力變化量資料,係依據 姿勢資料、球種資料及動作形態關係資料而被CPU7辨 識。例如’對應姿勢資料、球種資料及動作形態關係資料 的威力變化量資料,係因應球之最後通過位置而被CPU7 辨識。在此’依據表示姿勢資料、球種資料及動作形態關 φ 係資料之個別與威力變化量資料的對應之對應表格,威力 變化量資料係因應球之最後通過位置而被CPU7辨識。如 此’姿勢資料、球種資料及動作形態關係資料之個別與威 力變化量資料,係在姿勢資料、球種資料及動作形態關係 資料被CPU7辨識時,相對於該等資料的威力變化量資料 係藉由CPU7而建立對應。再者,威力變化量資料係於遊 戲程式的載入時,從記錄媒體10儲存至RAM12,並被 CPU7辨識。 ® 位置判斷手段60,係具備使CPU7判斷球之最後通過 位置是否位於內部區域之範圍內的功能。 在該手段,球之最後通過位置是否位於內部區域之範 圍內,係藉由CPU7判斷。具體來說,藉由球之最後通過 位置的座標資料來規定之座標是否一致於藉由特定內部區 域內的座標資料來規定之座標的任一,係藉由 CPU7判 斷。例如,藉由CPU7判斷,球之最後通過位置的座標是 否一致於好球帶之4角落區域的座標、壞球帶區域的座標 及正中央區域的座標之任一。 -30- (28) (28)1319991 最後威力狀態資料辨識手段61,係具備依據初始威 力狀態資料與威力變化量資料,使CPU7計算出將最後通 過位置的球之最後威力狀態予以表示之最後威力狀態資 料’並使CPU 7辨識最後威力狀態資料的功能。如詳細說 明,最後威力狀態資料辨識手段6 1,係具備在被CPU7判 斷球之最後通過位置位於內部區域之範圍內時,則依據初 始威力狀態資料與威力變化量資料而使CPU7計算出,表 示最後通過位置的球之最後威力狀態的最後威力狀態資 料’並使CPU7辨識最後威力狀態資料的功能。 在該手段,在被CPU7判斷球之最後通過位置位於內 部區域之範圍內時,表示最後通過位置的球之最後威力狀 態的最後威力狀態資料,係依據初始威力狀態資料與威力 變化量資料而藉由CPU7計算出,且該最後威力狀態資料 係被CPU7辨識。例如,藉由CPU7判斷,球之最後通過 位置的座標一致於好球帶之4角落區域的座標、壞球帶區 域的座標及正中央區域的座標之任一時,則藉由使CPU7 執行於初始威力狀態資料加算威力變化量資料的處理而計 算出最後威力狀態資料,該最後威力狀態資料係被CPU7 辨識。 中間威力狀態資料辨識手段62,係具備依據初始威 力狀態資料與最後威力狀態資料,使CPU7計算出將預測 通過位置的球之中間威力狀態予以表示之中間威力狀態資 料,並使CPU7辨識中間威力狀態資料的功能。如詳細說 明’中間威力狀態資料辨識手段62,係具備藉由使CPU7 f: £ -31 - (29) (29)1319991 執行以初始威力狀態資料與最後威力狀態資料作爲初始條 件的內插計算,使CPU7計算出中間威力狀態資料,並使 CPU7辨識中間威力狀態資料的功能。 在該手段,藉由使CPU7執行以初始威力狀態資料與 最後威力狀態資料作爲初始條件的內插計算,中間威力狀 態資料係藉由CPU7計算出,且中間威力狀態資料係被 CPU7辨識。例如,藉由使CPU7執行以初始威力狀態資 料與最後威力狀態資料作爲初始條件的線性內插計算,中 間威力狀態資料係藉由CPU7計算出,且該中間威力狀態 資料係被CPU7辨識。 威力狀態顯示手段6 3,係具備使用初始威力狀態資 料、中間威力狀態資料及最後威力狀態資料之個別資料所 對應之畫像資料’於初始預測通過位置、預測通過位置及 最後通過位置之個別位置,連續地顯示球的威力狀態之功 能。 在該手段’使用初始威力狀態資料、中間威力狀態資 料及最後威力狀態資料之個別資料所對應之畫像資料,於 初始預測通過位置、預測通過位置及最後通過位置之個別 位置,球的威力狀態’係被連續地顯示。例如,對應初始 威力狀態資料的第1畫像資料、對應中間威力狀態資料的 第2畫像資料及對應最後威力狀態資料的第3畫像資料, 係藉由CPU7選擇並被辨識。於是,於初始預測通過位置 顯示第1畫像資料的命令係從CPU7發派,於預測通過位 置顯不第2畫像資料的命令係從CPU7發派,於最後通過 -32- (30) (30)1319991 位置顯示第3畫像資料的命令亦從CPU7發派。於是,第 1至第3畫像資料係連續地顯示於預測通過區域之特定位 置。在此,第1畫像資料、第2畫像資料及第3畫像資料 之個別係具有畫像資料相互不同之大小,而藉由該畫像資 料之大小的不同,表現球之威力狀態。再者,第1至第3 畫像資料係於遊戲程式的載入時,從記錄媒體1〇儲存至 RAM 12,並被CPU7辨識。在此,掲示個別準備第i至第 3畫像資料時的範例’但是,僅準備第丨畫像資料及第3 畫像資料之至少任一方的畫像資料,藉由CPU7執行擴大 或縮小第1畫像資料及第3畫像資料的處理,來產生第2 畫像資料亦可。 [棒球遊戲之威力狀態顯示系統的處理流程與說明] 接著,針對棒球遊戲之威力狀態顯示系統的具體內容 加以說明。又,亦針對圖1 3所示之威力狀態顯示系統之 流程,同時加以說明。 在本棒球遊戲,係可將從顯示於電視監視器20之投 手角色P投出之球的威力狀態,顯示於電視監視器20。 再者,以下係以關於投手角色P的各種命令依據AI程式 而被CPU7受理並從CPU7發派之狀況爲例,進行威力狀 態顯示系統的說明者。另一方面,關於打者角色Q的各 種命令係作爲從控制器17指示者,進行威力狀態顯示系 統的說明。即,揭示玩家操作打者角色Q時的範例。 棒球遊戲程式載入至遊戲機本體時,如圖3及圖4所 -33- (31) (31)1319991 示,由矩形狀的好球帶80a與包圍好球帶80a的壞球帶 80b所構成之預測通過區域80之內部的座標資料,係從 記錄媒體1〇供給並儲存至RAM12。此時,預測通過區域 80內的座標資料係被CPU7辨識(S1)。又,表示預測通過 區域80之內部區域180a、18 0b內部的座標之座標資料, 係被CPU7辨識(S2)。於是,依據預測通過區域80內的座 標資料,表示包圍預測通過區域80的好球帶80a之矩形 狀的框狀畫像,係使用畫像資料而顯示於電視監視器 20 ° 接下來,依據AI用程式而選擇先發投手角色或中繼 投手角色P時,用以將被選擇之投手角色P顯示於電視監 視器20的顯示命令,係從CPU7發派》於是,如圖3所 示,被選擇之投手角色P係使用投手角色用畫像資料而顯 示於電視監視器20(S3)。又,在依據AI用程式而選擇先 發投手角色或中繼投手角色P時,對應被選擇之投手角色 P的球投球能力資料,係被CPU7辨識(S4) »於是,對應 該球投球能力資料的球之初始威力狀態資料S,係被 CPU7辨識(S5)。又,對應被選擇之投手角色P的慣用手 資料K11及姿勢資料K12,係被CPU7辨識(S6)。 在此,如圖5所示,於球投球能力資料N,因應投手 角色P之投球能力的「1」至「3」之數値,係藉由CPU 7 分配。例如,於球投球能力資料N,依投手角色P之投球 能力高低順序而「1」至「3」之數値,係藉由CPU7分 配。在此,揭示投手角色P2投球能力最高,投手角色P3 -34- (32) (32)1319991 投球能力最低,投手角色P1爲中程度的投球能力之狀況 的範例。此時,於投手角色P1的球投球能力資料N,藉 由CPU7分配「2」之數値,於投手角色P2的球投球能力 資料N,藉由CPU7分配「1」之數値,於投手角色P3的 球投球能力資料N,藉由CPU7分配「3」之數値。於 是,於球投球能力資料N之各數値,球之初始威力狀態 資料S的數値,係藉由CPU7建立對應。例如,於投球能 力最高之投手角色P2的球投球能力資料N,具有「1.〇」 之數値的球之初始威力狀態資料S係藉由CPU7建立對 應,於投球能力最低之投手角色P3的球投球能力資料 N,具有「0.6」之數値的球之初始威力狀態資料S係藉由 CPU7建立對應,於投球能力爲中等程度之投手角色1>1的 球投球能力資料N,具有「0.8」之數値的球之初始威力 狀態資料S係藉由CPU7建立對應。 又’如圖6所示,於投手角色p之慣用手資料K11, 依據投手角色P的慣用手爲右手或左手,而藉由CPU7分 配「1」或「2」之數値。例如,在投手角色p之慣用手爲 右手時’於投手角色P的慣用手資料K11,係藉由CPU7 分配「1」之數値’在投手角色P之慣用手爲左手時,於 投手角色P的慣用手資料K11,係藉由CPU7分配「2」 之數値。在此,揭示投手角色P1、P3之慣用手爲右手, 投手角色P2之慣用手爲左手時的範例。此時,於投手角 色PI、P3的慣用手資料K11,係分配「1」之數値,於投 手角色P2的慣用手資料K1丨,係分配「2」之數値。 -35- (33) (33)1319991 進而,在投手角色P的姿勢爲上壓式(over throw) 時,於姿勢資料K12,係藉由CPU7分配「1」之數値, 在投手角色P的姿勢爲側投式(side throw)時,於姿勢資 料K12,係藉由CPU7分配「2」之數値,在投手角色p 的姿勢爲下手式(under throw)時,於姿勢資料K12,係藉 由CPU7分配「3」之數値。在此,揭示投手角色P1的投 球姿勢爲側投式,投手角色P2的投球姿勢爲上壓式,投 手角色P3的投球姿勢爲下手式時的範例。此時,於投手 角色P1的姿勢資料K12係分配「2」之數値,於投手角 色P2的姿勢資料K12係分配「1」之數値,於投手角色 P3的姿勢資料K12係分配「3」之數値。 從前述之內容可知,例如,選擇投手角色P1時,具 有數値「2」的球投球能力資料N、具有數値「0.8」的球 之初始威力狀態資料S、具有數値「1」的慣用手資料 K11及具有數値「2」的姿勢資料K12,係被CPU7辨識❶ 又,選擇投手角色P2時,具有數値「1」的球投球能力資 料N、具有數値「1.0」的球之初始威力狀態資料S、具有 數値「2」的慣用手資料K11及具有數値「1」的姿勢資 料K12,係被CPU7辨識。進而,選擇投手角色p3時, 具有數値「3」的球投球能力資料n、具有數値「0.6」的 球之初始威力狀態資料S、具有數値「1」的慣用手資料 ΚΙ 1及具有數値「3」的姿勢資料K12,係被CPU7辨識。 如此一來,可使CPU7辨識關於被選擇之投手角色Ρ的資 料。 -36- (34) 1319991 接下來,與被選擇之投手角色P對戰之打者角色Q ' 被CPU7辨識時,用以將該打者角色Q顯示於電視監視器 ’ 20的顯示命令’係從CPU7發派。於是,如圖3所示,該 ' 打者角色Q係使用打者角色用畫像資料而顯示於電視監 視器20(S7)。然後,打者角色Q的慣用手資料K21,係被 CPU7辨識(S8)。例如,如圖7所不,於打者角色q之慣 用手資料K21 ’依據打者角色Q的打席爲右或左,而藉由 鲁 CPU7分配「1」或「2」之數値。例如,在打者角色之打 席爲右時,於打者角色Q的慣用手資料K21,係藉由 CPU7分配「1」之數値,在打者角色Q之打席爲左時, 於打者角色Q的慣用手資料K21,係藉由CPU7分配 「2」之數値。該打者角色Q的慣用手資料K21,係在進 入打席之打者角色Q被CPU7辨識時而被CPU7辨識。再 者,在此係將右打者角色作爲打者角色Q1,將左打者角 色作爲打者角色Q2。 • 於是,用以規定投手角色P之慣用手資料K11與打 者角色Q之慣用手資料K21的組合之組合資料,係作爲 . 動作形態關係資料K’而被CPU7辨識(S9)。例如,如圖 8所示’在投手角色P爲右投手而打者角色Q爲右打者時 (Kll=l,K21=l),及在投手角色P爲左投手而打者角色 Q爲左打者時(ΚΙ 1 = 2,Κ2 1 = 2) ’於動作形態關係資料 Κ,係藉由CPU7分配有「1」之數値。具體來說,在投手 角色Ρ與打者角色Q之慣用手爲相同時,即,在被CPU7 判斷投手角色P之慣用手資料K11與打者角色q之慣用 -37- (35) (35)1319991 手資料K2 1的値爲相同時,於動作形態關係資料K’係藉 由CPU7分配有「1」之數値。又,在投手角色ρ爲右投 手而打者角色Q爲左打者時(Kll=l,Κ21=2),及在投 手角色Ρ爲左投手而打者角色Q爲右打者時(Κ 11=2, Κ21 = 1),於動作形態關係資料Κ係藉由CPU7分配有 「2」之數値。具體來說,在投手角色ρ與打者角色Q之 慣用手爲相反時,即,在被CPU7判斷投手角色Ρ之慣用 手資料Κ11與打者角色Q之慣用手資料Κ2 1的値爲不同 時,於動作形態關係資料Κ’係藉由CPU7分配有「2」之 數値。如此,動作形態關係資料Κ’係因應被選擇之投手 角色Ρ之慣用手資料Κ11與打者角色Q之慣用手資料 Κ21的組合而被CPU7辨識。 接下來,依據ΑΙ用程式而從投手角色Ρ送出之球的 球種指示命令被CPU7受理時,則藉由CPU7從被選擇之 投手角色Ρ的可投出之複數球種中,選擇藉由ΑΙ用程式 指示的特定球種,而表示被選擇之球的球種之球種資料 Κ1 3,係被CPU7辨識(S 1 0)。例如,如圖9所示,於球種 資料Κ13,係藉由CPU7分配因應球的球種之數値。在圖 9,揭示球種有直球、滑球及下墜球時的範例。例如,作 爲球種而選擇直球時,於球種資料K13係分配「1」之數 値,作爲球種而選擇滑球時,於球種資料K13係分配 「2」之數値,作爲球種而選擇下墜球時,於球種資料 K13係分配「3」之數値。 接下來,依據AI用程式,用以開始投手角色P之投 -38- (36) (36)1319991 球動作的命令被CPU 7受理,且用以開始投手角色P之投 球動作的命令從CPU 7發派時,投手角色P進行投球動作 的狀態,係使用投手角色用畫像資料而顯示於電視監視器 20(S11)。然後,在用以使投手角色P釋出球之命令被 CPU7受理時(S12),如圖10(a)所示,表示球從投手角色 P釋出時的球之位置J的座標資料,係被CPU7辨識 (S13)。然後,藉由CPU7執行將釋出時的球之位置J投射 至預測通過區域80之面的計算(S 14)。藉此,釋出時的球 之位置J所對應之預測通過顯示區域的球之初始預測通過 位置H1的座標資料,係藉由CPU7計算出並被CPU7辨 識(S15)。 接下來,依據AI程式,自動設定預測通過顯示區域 的球之目標通過位置L。此時,表示預測通過區域的球之 目標通過位置L的座標之座標資料,係被CPU7辨識 (S 16)。於是,用以求出釋出後的球之位置座標,將時間 及球之3軸方向的速度等作爲參數的球之軌道基礎方程式 Fo,係被CPU7辨識(S17)。該球之軌道基礎方程式Fo係 於遊戲程式中預先規定者,在遊戲程式的載入時,從記錄 媒體10儲存至RAM12。然後,藉由CPU7執行在如此軌 道基礎方程式Fo代入釋出時的球之位置座標的計算,而 成爲Fo=Xo之軌道基礎方程式Fo的係數係藉由CPU7計 算出。藉此,計算出通過表示釋出時的球之位置的座標之 球之軌道方程式(S18)。於是,如圖10(a)及圖10(b)所 示,該軌道方程式F與預測通過區域80的交點(即,球之 -39- (37) (37)1319991 最後通過位置H3的座標),係藉由CPu7計算出。此時, 球之最後通過位置H3的座標係被CPU7辨識(S19)。 於是,如圖11所示,因應姿勢資料K12、球種資料 K1 3及動作形態關係資料K ’的組合,對應姿勢資料 Κ 1 2、球種資料κ 1 3及動作形態關係資料Κ’的威力變化 量資料 Al' Α2、Bl、Β2、Cl、C2、Dl、D2、Ε、Μ(以下 以Α〜Ε、Μ揭示)’係被CPU7辨識(S20)。圖11所示之 姿勢資料Κ12、球種資料Κ13及動作形態關係資料Κ,與 威力變化量資料Α〜Ε' Μ的對應關係,係於遊戲程式中 預先規定。在此’威力變化量資料Α〜Ε、Μ係儲存於 RAM12,該威力變化量資料α〜D、Μ係爲好球帶80a之 4角落區域180a、鄰接好球帶80a之4角落的壞球帶80b 之區域18 0b及正中央區域l8〇c之個別區域所對應之資料 (參考圖4)。再者,於除了前述區域180a、18 0b、180c之 外的區域180d所對應之威力變化量資料ε,係藉由CPU 7 分配「〇」之數値。(2) (2) 1319991 shows. For example, if the timing of the ball release is better, the larger ball character will be displayed on the monitor. If the pitcher's release time is poor, the smaller ball character will be displayed on the monitor. [Non-Patent Document 1] Professional Baseball Spirit 2, Japan KON AMI Co., Ltd., April 7, 2005, Playstation 2 Edition [Invention Content] In the conventional baseball game, the ball of the pitcher role when the ball is thrown from the pitcher role It is determined by the timing of releasing the ball from the pitcher's role. In a baseball game such as this, in the release of the ball, when the player's character is determined, the ball character of the specific size corresponding to the determined ball will be displayed on the monitor. Then, as the ball approaches the catcher character from the pitcher character, the state in which the ball of a certain size gradually moves toward the ball striking surface is displayed on the monitor. In such a baseball game, when the player operates the hitter character, if the ball thrown from the pitcher character is displayed with a larger ball character, the hitter character is more likely to hit the ball, and the ball thrown from the pitcher character is compared. If the character of the small ball is displayed, it is more difficult for the hitter character to hit the ball. That is, depending on the size of the ball, the hitter character is easy to hit the ball or difficult to hit the ball. Here, considering the position of the actual baseball hitter, the size of the ball released from the pitcher is one of the factors that cause the hitter to hit the ball. However, in actual baseball, because the pitcher's pitching ball, even if there is a ball with a ball, it will be hit, or even if there is no ball, it will not miss. However, the effect of such a pitching ball is not the opposite of the final state of power in the conventional baseball game -5- (4) (4) 1319991. (7) The final power state data identification function is based on the initial power state data and the power variation data, so that the control unit calculates the final power state data of the last power state of the moving body that finally passes the position' and makes the control unit Identify the final power status data. (8) The intermediate power state data identification function is based on the initial power state data and the final power state data, so that the control unit calculates the intermediate power state data indicating the intermediate power state of the moving body that predicts the passing position, and makes the control part identify the middle. Power status data. (9) The power status display function is an image data corresponding to the individual data of the initial power state data, the intermediate power state data, and the final power state data, and the individual positions of the initial predicted passing position, the predicted passing position, and the last passing position, The power state of the mobile body is continuously displayed. In the game program, in the prediction pass zone identification function, the predicted passage area of the moving body sent from the character is recognized by the control unit. In the initial power state data identification function, the initial power state data indicating the initial power state of the mobile body when the mobile body is sent from the character is recognized by the control unit. In the initial prediction passing position recognition function, the prediction when the moving body is sent from the character passes through the initial predicted passing position of the moving body in the display area, and is recognized by the control unit. In the prediction passing position recognition function, the predicted passing position of the moving body passing through the display area by the moving body from the character to the moving body reaching the predicted passing area is recognized by the control unit. In the last position recognition function, the predicted movement of the moving body from the character reaches the predicted passing region, and the final passing position of the moving body in the display region is calculated by the (7) (7) 1319991 force change amount data to calculate the last of the ball. The final power status data of the ball passing the position. For example, the final power status data can be calculated by adding the power variation data to the initial power status data. Therefore, in the power state display function, the initial power state data, the intermediate power state data, and the image data corresponding to the individual data of the final power state data may be used in the initial prediction passing position, the predicted passing position, and the last passing position. The position 'continuously displays the power state of the mobile body. Thus, when the last passing position of the ball is located at the four corners of the good ball, etc., the power state of the ball thrown from the pitcher character can be changed in accordance with the arrival position of the ball. That is, when the last passing position of the moving body is within the range of the inner region, the power state of the moving body sent from the character can be changed in accordance with the arrival position of the moving body. In the game program described in item 3 of the patent application, in the game program described in the first item, the intermediate power is performed by causing the control unit to perform interpolation calculation using the initial power state data and the final power state data as initial conditions. The status data is calculated by the control unit, and the intermediate power status data is recognized by the control unit. This function is implemented in the intermediate power status data identification function. In the game program, in the intermediate power state data identification function, by causing the control unit to perform interpolation calculation using the initial power state data and the final power state data as initial conditions, the intermediate power state data is calculated by the control unit, And the intermediate power state data is identified by the control unit. For example, by implementing the state of the baseball game by the game program, in the intermediate power state data identification function, (11) can be calculated by performing interpolation calculation using the initial power state data and the final power state data as initial conditions. 11) 1319991 The identification means is such that the control unit recognizes that the predicted position of the moving body passing through the display area is predicted by the moving body from the character to the moving body and reaches the predicted passing region: finally, the position determining means is used to cause the control unit Identifying the 'last movement position of the moving body passing through the display area when the moving body sent from the character reaches the predicted passing area; the power variation data identification means' causes the control part to identify the power variation data, and the power variation data is Indicates the difference between the initial power state of the initial predicted passing position and the final power state of the last passing position; the final power state data identification method is based on the initial power state data and the power variation data, so that the control department calculates Finally through the end of the moving body of the position The force state indicates the final power state data, and the control unit identifies the final power state data; the intermediate power state data identification means determines the movement of the predicted passing position based on the initial power state data and the final power state data. The intermediate power state data of the intermediate power state of the body and the control unit identify the intermediate power state data; and the power state display means, the image corresponding to the individual data of the initial power state data, the intermediate power state data, and the final power state data. The data continuously displays the power state of the mobile body in the initial predicted passing position, the predicted passing position, and the last passing position. The game control method of the eighth aspect of the patent application is a game control method for displaying a game of a moving body sent from a character by a computer control, and includes a prediction pass region identification step for causing the control unit to recognize The predicted passage area of the moving body sent from the character: the initial power state data identification step, which is identified by the control unit, indicating the initial state of the initial power state of the mobile body when the mobile body is sent from the character-14-(12)(12)1319991 Power state data; the initial prediction passes the position identification step, and the control unit recognizes that the prediction of the moving body when the character is sent out from the character passes the initial predicted passing position of the moving body in the display area; the prediction passes the position identifying step, and the control unit recognizes that The predicted passage position of the moving body from the character to the moving body reaching the predicted passing area through the display area; finally, the position identifying step causes the control unit to recognize that the moving body sent from the character reaches the predicted passing area Predicting the final passing position of the moving body through the display area; The change amount data identification step 'is the control part identify the power change amount data'. The power change amount data indicates the difference between the initial power state of the initial predicted passing position and the final power state of the last passing position in the final passing position; The state data identification step is based on the initial power state data and the power variation data, so that the control unit calculates the final power state data indicating the final power state of the last moving body, and causes the control department to identify the final power state data. The intermediate power state data identification step is based on the initial power state data and the final power state data, so that the control unit calculates the intermediate power state data indicating the intermediate power state of the moving body predicting the passing position, and causes the control unit to recognize the intermediate power state. The data; and the power status display step are the image data corresponding to the initial data of the initial power state data, the intermediate power state data, and the final power state data', the initial predicted passing position, the predicted passing position, and the last passing position. Individual locations, continuously displaying the power status of the moving body. -15- (16) (16) 1319991 Material information represented by the address data. In this way, the object attached to the material can be represented in each polygon. (ie, various roles). The sound output unit 4' is mainly provided for outputting sound data read from the recording medium 10 as sound. The sound output unit 4 is composed of, for example, a speaker 13, an expansion circuit 14' d/A converter 15, and a interface circuit. The speaker 13 is connected to the amplifier circuit 14, and the D/A converter is connected to the amplifier circuit 14, and the interface circuit 16 is connected to the D/A converter. Then, a bus bar 6 is connected to the interface circuit 16. Here, the sound data is supplied to the d/A converter 15' via the interface circuit 16 and converted here into an analog sound signal. The analog audio signal is amplified by the expansion circuit 14 and output as sound from the speaker 13. The sonar material has, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and pcM (Pulse Code Modulation) data. For the AD PCM data, the sound can be output from the speaker 13 in the same manner as described above. For the PCM data, the PCM data is converted into ADPCM data in the RAM, and the sound can be output from the speaker 13 in the same manner as described above. The operation input unit 5 is mainly composed of a controller 17, an operation information interface circuit 18, and a interface circuit 19. The controller 17 is connected to the operation information interface circuit 18' to the operation information interface circuit 18 to connect the interface circuit 19. Then, a bus bar 6 is connected to the interface circuit 19. The controller 17 is an operation device used by the player to input various operation commands to transmit an operation signal in response to the player's operation to the CPU 7. The controller 17 is provided with a first button 17a, a second button 17b, a third button 19-(17) (17) 1319991 button 17c, a fourth button 17d, an up direction button 17U, a down direction button 17D, and a left direction button. 17L, the right direction key 17R, the L1 button 17L1, the L2 button 17L2, the R1 button 17R1, the R2 button 17R2, the start button 17e, the selection button 17f, the left rocker 17SL, and the right rocker 17SR. The cross button 17B composed of the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R is, for example, a command for moving the character and the cursor up and down and left and right on the screen of the television monitor 20, for example. It is given to the CPU 7 and used. The start button 17e is used when the CPU 7 is instructed to load a game program from the recording medium 10. The selection button 17f is used for the game program loaded from the recording medium 10, and when the CPU 7 instructs various selections and the like. The left rocker 17SL and the right rocker 17SR are nearly the same rocker type controller as the so-called joystick structure. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum and can be covered from the upright position in a 360-degree direction including the front, rear, left and right, and is a pourable structure. The left rocker 17SL and the right rocker 17SR are used as the operation signals via the operation information interface circuit 18 and the interface circuit 19 according to the tilting direction and the tilting angle of the rocker, and the X coordinate and the y coordinate of the original position. Send to CPU7. The first button 17a, the second button 17b, the third button 17c, the fourth button 17d, the L1 button 17L1, the L2 button 17L2, the R1 button 17R1, and the R2 button 17R2 are assigned to the game program loaded from the recording medium 10, respectively. Various functions. -20- (18) (18) 1319991 Further, the buttons and the keys of the controller 17 other than the left rocker 17SL and the right rocker 17SR are pressed from the neutral position by the pressing force from the outside. It is ON immediately, such as the ON/OFF switch that is OFF when the pressure is released. The outline operation of the home video game device constituted by the above configuration will be described below. When the power switch (not shown) is turned on, when the game system 1 is powered on, the CPU 7 reads the image data, the sound data, and the program data from the recording medium 1 based on the operating system of the recording medium 10. Some or all of the image data, sound data and program data read out are stored in the RAM 12. Then, the CPU 7 dispatches an instruction to the portrait data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12. In the case of image data, based on an instruction from the CPU 7, first, the signal processing processor 8 performs position calculation, light source calculation, and the like of the character in the three-dimensional space. Next, the image processing processor 9 performs processing for writing image data to be drawn into the RAM 12 in accordance with the calculation result and processing result of the signal processing processor 8. Then, the image data written in the RAM 12 is supplied to the D/A converter 17 via the interface circuit 21. Here, the image data is converted into an analog image signal by the D/A converter 17. Then, the image signal is supplied to the television monitor 20 and displayed as an image. When the voice data is used, first, the signal processing processor 8 performs sound data generation and processing in accordance with an instruction from the CPU 7. Here, for the implementation of sound data, for example, pitch conversion, noise (19) 1319991 plus 'envelope setting, level setting, and addition of reverberation. The sound data is output from the signal processing processor 8 and supplied to the D/A converter 15 via the interface circuit 16 . Here, the sound data is converted into an analog sound signal. Then, the audio signal is outputted from the speaker 13 as a sound via the expansion circuit 14. [Various Processing of Game Device] φ The game executed in the game machine 1 is, for example, a baseball game. The game machine 1 can display a game state of the ball projected from the pitcher character displayed on the image display unit (for example, the television monitor 20) on the television monitor 20. Figure 2 is a functional block diagram for explaining the functions that achieve the main function of the present invention. The prediction passing region identification means 50 is provided with a function b for recognizing the passing region of the ball projected from the pitcher character by the control unit (for example, the CPU 7). • In this method, the coordinate data indicating the coordinates of the ball passing through the area projected from the pitcher's character is recognized by the control unit. Forecast through the region.  The coordinate data is supplied from the recording medium 10 to the RAM 12' when the game program is loaded, and the coordinate information stored in the prediction pass area of the RAM 12 is recognized by the CPU 7. The predicted passage area of the ball is composed of a rectangular good ball band and a bad ball band surrounding the good ball band. When the coordinate data stored in the predicted passage area of the RAM 12 is recognized by the CPU 7, the coordinate data in the good ball band and The coordinate data in the bad ball band is recognized by the CPU 7. The internal area identifying means 51 is provided with a function for causing the CPU 7 to recognize a specific internal area of the -22-(20) (20) 1319991 area. In this means, the coordinate data indicating the coordinates in the specific inner region of the prediction passing region is recognized by the CPU 7. The coordinate data in the specific internal area is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the coordinate data stored in the specific internal area of the RAM 12 is recognized by the CPU 7. Here, the specific inner region is composed of a 4-corner region of the good ball, a bad ball zone adjacent to the four corners of the good ball, and a central portion (positive central region) of the good ball. Here, the coordinate data of the coordinates in the four corner regions of the good ball band, the coordinate data indicating the coordinates in the bad ball zone region adjacent to the four corners of the good ball band, and the coordinate information indicating the coordinates in the center region are shown. It is recognized by the CPU 7. The ball pitching ability data identifying means 52 is provided with a function of the ball pitching ability data which allows the CPU 7 to recognize the ball throwing ability of the pitcher character. In this case, when the opponent is an automatically controlled game program (for example, an AI (Artificial Intelligence) program), when the command to select the pitcher character according to the AI program is accepted by the CPU 7, the ball of the pitcher character is sent out. The ability of the ball throwing ability data is recognized by the CPU7. The AI program is stored from the recording medium 10 to the RAM 12 when the game program is loaded, and is recognized by the CPU 7. On the other hand, in the case where the opponent opponent selects the position of the pitcher by the controller 17, when the command for selecting the pitcher character by the operation controller 17 is accepted by the CPU 7, the ball pitching ability data indicating the ball throwing ability of the pitcher character is displayed. , is recognized by the CPU7. Furthermore, the ball pitching ability data corresponding to each pitcher character is supplied to the RAM 12 from the recording medium 1 when the game program is loaded, and is stored in the RAM 12-23-(21) (21) 1319991. The data is recognized by the CPU 7. The pitcher-related data identification means 53 has a function of causing the CPU 7 to recognize the action pattern relationship data indicating the relationship between the action form of the shooter character and the action form of the hitter character. In this means, the action pattern relationship data indicating the relationship between the dominant hand of the pitcher character and the dominant hand of the hitter character is recognized by the CPU 7. For example, when the opponent opponent is an AI program and the command to select the pitcher character based on the Ai program is accepted by the CPU 7, the action form information of the pitcher character (for example, the dominant hand data of the pitcher character) is recognized by the CPU 7. Further, when the command to select the hitter character to be played against the pitcher character selected in accordance with the AI program is accepted by the CPU 7, the action pattern data of the hitter character (for example, the dominant hand data of the hitter character) is recognized by the CPU 7. Then, the combination data composed of the plural combination of the dominant hand of the pitcher character and the dominant hand of the hitter character is recognized by the CPU 7 as the action form relationship data. Furthermore, 'the handbook data corresponding to each pitcher character and the dominant hand data corresponding to each player character are supplied to the RAM 1 2 ' from the recording medium 1 时 when the game program is loaded, and the posture data and the ball type stored in the ram 12 are stored. The data is recognized by the CPU 7. On the other hand, in the case where the opponent opponent selects the position of the pitcher by the controller 17, when the command for selecting the pitcher character by the operation controller 17 is accepted by the CPU 7, the dominant hand of the pitcher character and the dominant hand of the hitter character The data is recognized by the CPU 7, and the combined data is recognized by the CPU 7 as the operational form relationship data. The form rotation data identifying means 54 is provided with a posture data indicating the posture form of the pitcher character and a ball type indicating that the ball is sent from the pitcher character L It * - «3Γ -24- (22) (22) 1319991. The function of at least any of the data of the ball type data. In this case, when the opponent opponent is in the AI program and the selection command of the pitcher character in accordance with the AI program is accepted by the CPU 7, the posture data indicating the posture of the pitcher character is recognized by the CPU 7. In addition, when the ball type instruction command of the ball sent from the pitcher character in accordance with the AI program is accepted by the CPU 7, the ball type data of the ball type sent from the pitcher character is recognized by the CPU 7. On the other hand, when the command to select the pitcher character by the controller 17 is accepted by the CPU 7 by the controller 17 for selecting the position of the pitcher, the posture data indicating the posture of the pitcher character is CPU7 recognizes. When the command to instruct the ball of the ball sent by the pitcher character is instructed from the controller 17, the ball type instruction command of the ball sent from the pitcher character is accepted by the CPU 7 and indicates the ball type of the ball sent from the pitcher character. The ball type data is recognized by the CPU 7. Further, the posture data and the ball type data corresponding to each of the pitcher characters are supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the posture data and the ball type data stored in the RAM 12 are recognized by the CPU 7. The initial power state data identifying means 55 has a function of causing the CPU 7 to recognize the initial power state data of the ball indicating the initial power state of the ball when the ball is thrown from the pitcher character. As described in detail, the initial power state information identifying means 55 has a function of causing the cpu7 to recognize the initial power state data of the ball of the initial power state of the ball corresponding to the ball sending ability based on the ball throwing ability data. In this means, the initial power state data of the ball indicating the initial power state of the ball corresponding to the ball delivery capability is recognized by the -25-(23) 1319991 CPU7 based on the ball delivery capability data. Furthermore, the initial power of the ball corresponding to the ball pitching ability data is supplied to the RAM 12 from the recording medium 10 when the game program is loaded, and the initial power state data of the ball stored in the RAM 12 is CPU 7 Identification. The initial prediction passing position identification means 5.6 has a function of recognizing the C P U 7 and predicting the passing position of the ball through the display area when the ball is projected from the pitcher character. φ In this means, the coordinate data indicating the coordinates of the passing position of the initial predicted passage of the ball through the display area when the ball is thrown from the pitcher character is recognized by the CPU 7. For example, according to the AI program, when various commands for causing the pitcher's character to operate on the television monitor 20 are accepted by the CPU 7, the command for releasing the ball from the pitcher character is dispatched from the CPU 7 to predict the passage through the display area. The initial prediction of the ball through the coordinates of the position is recognized by the CPU 7. Further, the AI program is stored from the recording medium 10 to the RAM 12 when the game program is loaded, and is recognized by the CPU 7. On the other hand, when various commands for causing the # pitcher character to operate in the television monitor 20 are instructed from the controller 17, when the input signal from the controller 17 for releasing the ball from the pitcher character is recognized by the CPU 7, The command to release the pitcher's character from the CPU 7 is dispatched from the CPU 7, and the coordinate data of the initial predicted passing position of the ball passing through the display area is recognized by the CPU 7. Specifically, when the command for releasing the ball from the player's character is dispatched from the CPU 7, the coordinate data indicating the position of the ball when the ball is released from the pitcher character is recognized by the CPU 7. Then, based on the coordinate data of the ball at the time of release and the coordinate data of the predicted passage region, the position of the ball 26-(24) 1319991 at the time of release is projected to the surface of the predicted passage region, which is executed by the CPU 7 . By this, it is predicted that the initial prediction of the passing position of the ball through the display area is calculated and recognized by the CPU 7. The last position recognition means 57 has a function of recognizing the last passing position of the ball in the predicted passing region when the ball projected from the pitcher character reaches the predicted passing region. In this means, the ball passing from the pitcher's character reaches the final passing position of the ball of the predicted passing region of the predicted passage region φ, and is recognized by the CPU 7. For example, when the opponent is an AI program, first, the target of the ball is recognized by the CPU 7 by the coordinates of the position. Next, the ball's orbital basis equation Fo (= Xo + dX), which is used to determine the position coordinates of the released ball, and the time and the speed in the three-axis direction of the ball as parameters, is recognized by the CPU 7. Here, the coordinates of the position of the ball when the X-ray system is released, and the variation of the coordinates of the position of the ball after the release of the dX system. This dX is a function of the speed of the ball and the air impedance, etc., which are composed of time and the speed of the ball in the three-axis direction. In other words, the air impedance is used as a deceleration rate that reduces the speed of the released ball. Here, the initial speed and deceleration rate are used in advance in the game program. The calculation of the position coordinates of the ball when the track base equation Fo is substituted is output by the CPU 7 to become the track basis of F 〇 = X 系数 The coefficient of the equation Fo is calculated by the CPU 7. Thereby, the orbital equation of the ball passing through the coordinates indicating the position of the ball at the time of release is calculated. Next, the intersection of the orbit equation and the predicted passing region (i.e., the coordinates of the last passing position of the ball) is calculated by the CPU 7. At this time, the coordinates of the last passing position of the ball are recognized by the CPU 7. Furthermore, the target of the ball passes through the coordinates of the position -27-(25) (25)1319991, which is used as a constraint condition of the orbital equation when the ball of the ball is a straight ball. When the ball of the ball is a straight ball, the orbital equation A coordinate that is consistent with the position of the ball passing through the position. On the other hand, in the case where various commands for causing the pitcher's character to operate in the television monitor 20 are instructed from the controller 17, first, when the left joystick 17SL of the controller 17 is operated, the target position of the ball is predicted by the position. In the passing area, the tilting direction of the left rocker 1 7 SL is moved in accordance with the movement command from the CPU 7. Next, the above-mentioned ball base equation Fo(= X〇+ dX) is recognized by the CPU 7. Then, in order to operate the third button 17c of the controller 17 in order to release the ball from the pitcher color, the input signal for releasing the ball from the pitcher character is recognized by the CPU 7. Thus, the command for releasing the ball from the pitcher character is dispatched from the CPU 7. At this time, the target of the ball is recognized by the CPU 7 by the coordinates of the position. Then, by the CPU 7 executing the calculation of the position coordinates of the ball when the track basic equation Fo is substituted, the coefficient of the orbital base equation Fo of Fo = Xo is calculated by the CPU 7. Thereby, the orbital equation of the ball passing through the coordinates indicating the position of the ball at the time of release is calculated. Next, the intersection of the orbit equation and the predicted passing region (β卩, the coordinates of the last passing position of the ball) is calculated by the CPU 7. At this time, the coordinates of the last passing position of the ball are recognized by the CPU 7. Further, the ball-based equation of the ball is supplied from the recording medium 10 to the RAM 12 at the time of loading of the game program, and stored in the RAM 12. Further, for each speed of the speed in the three-axis direction, for example, by causing the CPU 7 to execute the speed before one unit time (for example, l/60 sec), -28-(26) (26) of the ball of each ball is synthesized. 1319991 The calculation of the fluctuating speed due to the rotational speed is caused by the CPU 7 executing the calculation of multiplying the combined speed by the deceleration rate. The predicted position recognition means 58 is provided with a function for causing the CPU 7 to recognize that the ball is projected from the pitcher character until the ball reaches the predicted passage area and the predicted passage position of the ball passing through the display area is predicted. In this means, the predicted passing position of the ball passing through the display area from the position where the ball is thrown from the pitcher's character to the predicted passage area is recognized by the CPU 7. For example, first, the position of the ball between the position of the ball at the time of release and the last passing position of the ball (gp, according to the orbital equation of the coordinate indicating the position of the ball at the time of release and the last passing position of the ball, The intermediate coordinate data specified by the orbital equation is recognized by the CPU 7. Then, according to the middle coordinate data and the coordinate data of the prediction passing region, the calculation of the position of the ball between the position of the ball at the time of release and the last passing position of the ball to the surface of the predicted passing region is performed by the CPU 7 . Thereby, the coordinate data of the predicted passing position of the ball passing through the display area is predicted and recognized by the CPU 7. The power change amount identification means 59 is provided with the power change amount data for causing the CPU 7 to recognize the last passing position, and the power change amount data indicates the difference between the initial power state of the initial predicted passing position and the last power state of the last passing position. As described in detail, the power change amount identification means 59' has a function of causing the CPU 7 to recognize the data based on at least one of the last passing position, posture data, and the ball type data, and finally changing the amount of data by the power of the position. As described in more detail, the power change data identification means 59' has the CPU7 identification based on at least any of the last position, posture data, ball type data -29-(27) 1319991 and the action form relationship data, the most ' The function of changing the amount of data through the position of the power. At the end of the means, the power change data of the position is recognized by the CPU 7 based on the posture data, the ball type data, and the action pattern relationship data. For example, the power change data corresponding to the posture data, the ball type data, and the action form relationship data is recognized by the CPU 7 in response to the final passing position of the ball. Here, based on the corresponding table indicating the correspondence between the posture data, the ball type data, and the action pattern and the power variation data, the power variation data is recognized by the CPU 7 in response to the final passing position of the ball. Such individual data of the posture data, the ball type data, and the action form relationship data are related to the power change data of the data when the posture data, the ball type data, and the action form relationship data are recognized by the CPU 7. Correspondence is established by the CPU 7. Further, the power change amount data is stored from the recording medium 10 to the RAM 12 when the game program is loaded, and is recognized by the CPU 7. The position determining means 60 has a function of causing the CPU 7 to determine whether or not the last passing position of the ball is within the range of the inner region. In this means, whether or not the last pass position of the ball is within the range of the inner area is judged by the CPU 7. Specifically, it is determined by the CPU 7 whether or not the coordinates of the coordinates of the last passing position of the ball are identical to the coordinates specified by the coordinate data in the specific inner region. For example, it is judged by the CPU 7 whether the coordinates of the last passing position of the ball are consistent with any of the coordinates of the corner area of the good ball band, the coordinates of the bad ball zone area, and the coordinates of the center area. -30- (28) (28)1319991 The final power state data identification means 61 is based on the initial power state data and the power variation data, so that the CPU 7 calculates the final power of the last power state of the ball passing the last position. The status data 'uses the CPU 7 to recognize the last power status data. As described in detail, the final power state data identifying means 161 is provided with the CPU 7 calculating, based on the initial power state data and the power variation amount data, when the CPU 7 determines that the last passing position of the ball is within the inner region. Finally, the final power state data of the final power state of the ball passing through the position 'and the CPU 7 recognizes the function of the final power state data. In this means, when the CPU 7 judges that the last passing position of the ball is within the range of the inner region, the final power state data indicating the final power state of the ball passing the last position is borrowed according to the initial power state data and the power variation data. It is calculated by the CPU 7, and the final power state data is recognized by the CPU 7. For example, when the CPU 7 determines that the coordinates of the last passing position of the ball coincide with any of the coordinates of the corner area of the good ball band, the coordinates of the bad ball zone area, and the coordinates of the center area, the CPU 7 is executed at the initial stage. The power state data is added to calculate the power change data to calculate the final power state data, and the final power state data is recognized by the CPU7. The intermediate power state data identification means 62 is provided with the intermediate power state data according to the initial power state data and the final power state data, so that the CPU 7 calculates the intermediate power state data indicating the intermediate power state of the ball passing the position, and causes the CPU 7 to recognize the intermediate power state. The function of the data. As explained in detail in the 'intermediate power state data identification means 62, an interpolation calculation is performed by causing the CPU 7 f: £ -31 - (29) (29) 1319991 to perform initial power state data and final power state data as initial conditions. The CPU 7 is caused to calculate the intermediate power state data and cause the CPU 7 to recognize the function of the intermediate power state data. In this means, by causing the CPU 7 to perform an interpolation calculation using the initial power state data and the final power state data as initial conditions, the intermediate power state data is calculated by the CPU 7, and the intermediate power state data is recognized by the CPU 7. For example, by causing the CPU 7 to perform linear interpolation calculation using the initial power state data and the final power state data as initial conditions, the intermediate power state data is calculated by the CPU 7, and the intermediate power state data is recognized by the CPU 7. The power status display means 6 3 is an image data corresponding to the individual data of the initial power state data, the intermediate power state data, and the final power state data, and the individual positions of the initial predicted passing position, the predicted passing position, and the last passing position. The function of continuously displaying the power state of the ball. In this means, the image data corresponding to the individual data of the initial power state data, the intermediate power state data, and the final power state data are used, and the power state of the ball is determined at the initial predicted passing position, the predicted passing position, and the last passing position. The system is displayed continuously. For example, the first image data corresponding to the initial power state data, the second image data corresponding to the intermediate power state data, and the third image data corresponding to the final power state data are selected and recognized by the CPU 7. Then, the command to display the first image data in the initial prediction position is sent from the CPU 7, and the command to display the second image data in the predicted position is sent from the CPU 7, and finally passes -32- (30) (30) 1319991 The command to display the third image data is also sent from the CPU7. Thus, the first to third image data are continuously displayed at a specific position in the predicted passing region. Here, the individual image data, the second image data, and the third image data have different sizes of image data, and the power state of the ball is expressed by the size of the image data. Further, the first to third image data are stored from the recording medium 1 to the RAM 12 when the game program is loaded, and are recognized by the CPU 7. Here, the example of the case where the first to third image data are prepared separately is displayed. However, only the image data of at least one of the third image data and the third image data is prepared, and the first image data is expanded or reduced by the CPU 7 and In the processing of the third image data, the second image data may be generated. [Processing Flow and Description of the Power State Display System of the Baseball Game] Next, the specific content of the power state display system of the baseball game will be described. Further, the flow of the power state display system shown in Fig. 13 is also explained. In the present baseball game, the power state of the ball thrown from the pitcher character P displayed on the television monitor 20 can be displayed on the television monitor 20. In addition, the following describes the state of the power state display system by taking the situation in which the various commands of the pitcher character P are accepted by the CPU 7 and dispatched from the CPU 7 in accordance with the AI program. On the other hand, various commands regarding the hitter character Q are described as instructions from the controller 17 to perform a power state display system. That is, an example in which the player operates the hitter character Q is disclosed. When the baseball game program is loaded into the main body of the game machine, as shown in Fig. 3 and Fig. 4 - 33-(31) (31) 1319991, the rectangular ball belt 80a and the bad ball belt 80b surrounding the ball belt 80a are shown. The coordinate data of the composition prediction passage through the area 80 is supplied from the recording medium 1 to the RAM 12. At this time, the coordinate data in the prediction passing area 80 is recognized by the CPU 7 (S1). Further, the coordinate data indicating the coordinates inside the inner regions 180a and 180b of the region 80 is predicted by the CPU 7 (S2). Then, based on the coordinate data in the prediction passage area 80, a rectangular frame-shaped image that surrounds the good ball belt 80a of the prediction passage area 80 is displayed on the television monitor 20° using the image data. Next, according to the AI program When the first pitcher character or the relay pitcher character P is selected, the display command for displaying the selected pitcher character P on the television monitor 20 is sent from the CPU 7, and then, as shown in FIG. 3, is selected. The pitcher character P is displayed on the television monitor 20 using the image data of the pitcher character (S3). Further, when the first pitcher character or the relay pitcher character P is selected according to the AI program, the ball pitching ability data corresponding to the selected pitcher character P is recognized by the CPU 7 (S4) » Then, the ball pitching ability data is correspondingly The initial power state data S of the ball is recognized by the CPU 7 (S5). Further, the dominant hand data K11 and the posture data K12 corresponding to the selected pitcher character P are recognized by the CPU 7 (S6). Here, as shown in Fig. 5, in the ball pitching ability data N, the number of "1" to "3" in the pitching ability of the pitcher character P is assigned by the CPU 7. For example, in the ball pitching ability data N, the number of "1" to "3" in the order of the pitching ability of the pitcher character P is assigned by the CPU 7. Here, it is revealed that the pitcher character P2 has the highest throwing ability, the pitcher character P3 - 34 - (32) (32) 1319991 has the lowest throwing ability, and the pitcher character P1 is an example of the moderate throwing ability. At this time, in the ball pitching ability data N of the pitcher character P1, the number of "2" is assigned by the CPU 7, and the ball pitching ability data N of the pitcher character P2 is assigned by the CPU 7 by the number of "1" in the pitcher role. P3's ball pitching ability data N is assigned by the CPU 7 by the number of "3". Therefore, in the number of ball throwing ability data N, the number of the initial power state data S of the ball is determined by the CPU 7. For example, the ball pitching ability data N of the pitcher character P2 with the highest pitching ability has "1. The initial power state data S of the number of balls is determined by the CPU7, and the ball pitching ability data N of the pitcher character P3 having the lowest pitching ability has "0. The initial power state data S of the 6" ball is determined by the CPU7, and the ball pitching ability data N of the pitcher character 1>1 with a pitching ability is moderate. The initial power of the ball of the number of 8" state data S is established by the CPU7. Further, as shown in Fig. 6, in the pitcher data K11 of the pitcher character p, the dominant hand of the pitcher character P is the right hand or the left hand, and the number of "1" or "2" is assigned by the CPU 7. For example, when the dominant hand of the pitcher character p is the right hand, the idiom data K11 of the pitcher character P is assigned the number "1" by the CPU 7 when the dominant hand of the pitcher character P is the left hand, in the pitcher role P. The idiom data K11 is assigned a number of "2" by the CPU 7. Here, an example in which the dominant hand of the pitcher characters P1 and P3 is the right hand and the dominant hand of the pitcher character P2 is the left hand is disclosed. At this time, the number of "1" is assigned to the dominant hand data K11 of the pitcher PI and P3, and the number of "2" is assigned to the dominant hand data K1 of the pitcher character P2. -35- (33) (33)1319991 Further, when the posture of the pitcher character P is over throw, in the posture data K12, the CPU 7 assigns the number "1" to the pitcher P. When the posture is a side throw, in the posture data K12, the number of "2" is assigned by the CPU 7, and when the posture of the pitcher p is an under throw, the posture information K12 is borrowed. The number of "3" is assigned by the CPU 7. Here, it is revealed that the pitching posture of the pitcher character P1 is a side throw type, the pitching posture of the pitcher character P2 is a push-up type, and the pitching posture of the pitcher character P3 is an example of a pop-up type. At this time, the posture data K12 of the pitcher character P1 is assigned the number "2", the posture data K12 of the pitcher character P2 is assigned the number "1", and the posture data K12 of the pitcher character P3 is assigned "3". The number is 値. As can be seen from the above, for example, when the pitcher character P1 is selected, the ball pitching ability data N having a number of "2" has a number "0. The initial power state data S of the ball of 8", the dominant hand data K11 having the number "1", and the posture data K12 having the number "2" are recognized by the CPU 7, and when the pitcher character P2 is selected, the number is 値"1" ball pitching ability data N, with a number of "1. The initial power state data S of the ball of 0", the dominant hand data K11 having the number "2", and the posture data K12 having the number "1" are recognized by the CPU 7. Further, when the pitcher character p3 is selected, the ball pitching ability data n having a number of "3" has a number "0. The initial power state data S of the ball, the idiom data 値 1 having a number of 1 "1", and the posture data K12 having a number 値 "3" are recognized by the CPU 7. In this way, the CPU 7 can be made to recognize the information about the selected pitcher role. -36- (34) 1319991 Next, when the hitter character Q' that is played against the selected pitcher character P is recognized by the CPU 7, the display command for displaying the hitter character Q on the television monitor '20 is sent from the CPU 7 send. Then, as shown in Fig. 3, the hitter character Q is displayed on the television monitor 20 using the portrait data for the hitter character (S7). Then, the dominant hand data K21 of the hitter character Q is recognized by the CPU 7 (S8). For example, as shown in Fig. 7, the accustomed hand data K21' of the hitter character q is right or left depending on the role of the hitter character Q, and the number of "1" or "2" is assigned by the CPU7. For example, when the role of the hitter character is right, the dominant hand data K21 of the hitter character Q is assigned the number of "1" by the CPU 7, and the dominant hand of the hitter character Q when the hitter of the hitter character Q is left. The data K21 is assigned a number of "2" by the CPU 7. The dominant hand data K21 of the hitter character Q is recognized by the CPU 7 when the entertainer character Q is recognized by the CPU 7. Further, in this case, the right hitter character is used as the hitter character Q1, and the left hitter character is used as the hitter character Q2. • Therefore, the combination of the combination of the dominant hand data K11 of the pitcher character P and the dominant hand data K21 of the player character Q is used as the combination.  The motion pattern relation data K' is recognized by the CPU 7 (S9). For example, as shown in FIG. 8 'When the pitcher character P is the right-hander and the hitter character Q is the right-hander (Kll=l, K21=l), and when the pitcher character P is the left-hander and the hitter character Q is the left-hander ( ΚΙ 1 = 2, Κ 2 1 = 2) 'In the case of the action pattern data, the number of "1" is assigned by the CPU 7. Specifically, when the pitcher role is the same as the dominant hand of the hitter character Q, that is, the CPU 7 judges the customary hand data K11 and the hitter character q of the pitcher character P-37-(35)(35)1319991 When the data K2 1 is the same, the operation pattern relation data K' is assigned a number of "1" by the CPU 7. In addition, when the pitcher character ρ is the right pitcher and the player character Q is the left hitter (Kll=l, Κ21=2), and when the pitcher character is the left pitcher and the hitter character Q is the right hitter (Κ 11=2, Κ 21 = 1), in the action form relationship data, the number of "2" is assigned by the CPU7. Specifically, when the pitcher character ρ is opposite to the dominant hand of the hitter character Q, that is, when the CPU 7 judges that the pitcher's dominant hand data Κ11 and the hitter character Q's idiom data Κ2 1 are different, The action form relationship data Κ ' is assigned a number of "2" by the CPU 7. In this way, the action form relationship data 辨识 is recognized by the CPU 7 in response to the combination of the selected pitcher character's dominant hand data Κ11 and the hitter character Q's dominant hand data Κ21. Next, when the ball type instruction command of the ball sent from the pitcher character is received by the CPU 7 in accordance with the application, the CPU 7 selects from the plurality of ball types that can be cast from the selected pitcher character. The specific type of the ball indicated by the program, and the ball type data indicating the ball type of the selected ball Κ1 3 is recognized by the CPU 7 (S 1 0). For example, as shown in Fig. 9, in the ball type data 13, the number of balls of the corresponding ball is allocated by the CPU 7. Figure 9 shows an example of a ball with a straight ball, a sliding ball and a falling ball. For example, when a straight ball is selected as the ball type, the number of "1" is assigned to the ball type data K13, and when the ball is selected as the ball type, the number of "2" is assigned to the ball type data K13 as the ball type. When the ball is selected, the number of "3" is assigned to the ball type data K13. Next, according to the AI program, the command to start the pitcher role -38-(36) (36)1319991 ball action is accepted by the CPU 7, and the command to start the pitching action of the pitcher character P is from the CPU 7. At the time of dispatch, the state in which the pitcher character P performs the pitching operation is displayed on the television monitor 20 using the image data of the pitcher character (S11). Then, when the command for releasing the player character P to the ball is accepted by the CPU 7 (S12), as shown in FIG. 10(a), the coordinate data indicating the position J of the ball when the ball is released from the pitcher character P is displayed. It is recognized by the CPU 7 (S13). Then, the calculation of the position J of the ball at the time of release to the face of the predicted passage area 80 is performed by the CPU 7 (S 14). Thereby, the coordinate data predicted by the position J of the ball at the time of release is predicted by the CPU 7 and predicted by the CPU 7 (S15). Next, according to the AI program, the target passing position L of the ball passing through the display area is automatically set. At this time, the coordinate data indicating the coordinates of the target passing position L of the passing ball in the passing region is recognized by the CPU 7 (S16). Then, the ball-based equation Fo of the ball, which is used as a parameter to determine the position coordinates of the released ball, and the speed in the three-axis direction of the ball, is recognized by the CPU 7 (S17). The track base equation Fo of the ball is predetermined in the game program, and is stored from the recording medium 10 to the RAM 12 when the game program is loaded. Then, by the CPU 7 executing the calculation of the position coordinates of the ball when the track base equation Fo is substituted, the coefficient of the track base equation Fo which becomes Fo = Xo is calculated by the CPU 7. Thereby, the orbital equation (S18) of the ball passing through the coordinates indicating the position of the ball at the time of release is calculated. Then, as shown in Figs. 10(a) and 10(b), the intersection of the orbit equation F and the predicted passage region 80 (i.e., the -39-(37) (37) 1319991 of the ball finally passes the coordinate of the position H3) , calculated by CPu7. At this time, the coordinates of the last ball passing position H3 are recognized by the CPU 7 (S19). Therefore, as shown in FIG. 11, the combination of the posture data K12, the ball type data K1 3, and the action form relationship data K ' corresponds to the posture data Κ 1 2, the ball type data κ 1 3 and the action form relationship data Κ 'power The variation data Al' Α 2, B1, Β 2, Cl, C2, D1, D2, Ε, Μ (hereinafter referred to as Α~Ε, Μ) are recognized by the CPU 7 (S20). The correspondence between the posture data Κ12, the ball type data Κ13, and the action pattern relationship data shown in Fig. 11 and the power change amount data Α~Ε' 预先 are predetermined in the game program. Here, the 'power change amount data Α Ε Ε Μ 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 储存 RAM 储存 储存 储存 储存 储存 RAM 储存 RAM RAM RAM The corresponding area of the area 80b of the strip 80b and the positive central area l8〇c (refer to Fig. 4). Further, the power change amount data ε corresponding to the area 180d other than the aforementioned areas 180a, 18 0b, and 180c is assigned the number "〇" by the CPU 7.

圖1 1所示之威力變化量資料A〜D之數値係設定爲 以下所述。例如,投手角色P與打者角色Q的慣用手相 同,而球種爲直球時,以對於打者之外角低球爲有效之方 式,設定威力變化量資料A〜D的數値。然後,投手角色 P與打者角色Q的慣用手相反,而球種爲直球時,因爲從 投手角色P投出之球對於打者來說成爲橫切球(cross ball),故以對於打者之內角高球的威力大於外角低球之方 式,設定威力變化量資料A〜D的數値。又,投手角色P -40 - (38) (38)1319991 與打者角色Q的慣用手相同’而球種爲滑球時’與直球 之狀況不同,以對於打者之內角球路至正中央之球的威力 變小而外角球的威力變大之方式,設定威力變化量資料A 〜D的數値。然後,投手角色P與打者角色Q的慣用手相 反,而球種爲滑球時,因爲從投手角色P投出之球對於打 者來說成爲橫切球,故以內角球路以外對於打者的威力變 小之方式,設定威力變化量資料A〜D的數値。進而,投 手角色P與打者角色Q的慣用手相同,而球種爲下墜球 時,以對於打者之高球的威力變小而低球的威力變大之方 式,設定威力變化量資料A〜D的數値。然後,投手角色 P與打者角色Q的慣用手相反,而球種爲下墜球時,以對 於打者之橫切球的影響變小而低球的威力變大之方式,設 定威力變化量資料A〜D的數値。 接下來,圖10(a)所示,依據通過表示釋出時的球之 位置J的座標與球之最後通過位置H3的座標之軌道方程 式F,釋出時的球之位置J與球之最後通過位置H3之間 的球之位置(β卩,表示軌道上之中間座標的中間座標資料 G),係藉由CPU7計算出並辨識(S21)。在此,依據軌道 方程式F’軌道之每特定間隔之複數中間座標資料G,係 藉由CPU7計算出並辨識。例如,藉由使CPU7執行於軌 道方程式F依序代入特定時間及各特定時間之速度的計 算,複數中間座標資料G係藉由CPU7計算出,而該中間 座標資料G係被CPU7辨識。例如,將從球被釋出至球到 達預測通過區域爲止的時間作爲1 sec,在此,特定時間成 -41 - (39) (39)1319991 爲η / 60(n = 1〜59)sec,每60sec之複數中間座標資 料G,係藉由CPU7計算出。再者,於圖10(a)係將複數 中間座標資料G予以簡略化,揭示6個中間座標資料G。 於是,將釋出時的球之位置J與球之最後通過位置H3之 間的軌道上之中間座標資料G,投射至預測通過區域80 之面的計算,係藉由CPU7執行(S22)。藉此,如圖10(b) 所示’預測通過顯示區域的複數預測通過位置H2的座標 資料係被計算出,並被CPU7辨識(S23)。 接下來,藉由CPU7判斷,球之最後通過位置H3的 座標是否一致於好球帶80a之4角落區域180a的座標、 鄰接好球帶80a之4角落的壞球帶區域80b的區域180b 及正中央區域180c之內部的座標之任一(S24)。然後,藉 由CPU7判斷,球之最後通過位置H3的座標一致於好球 帶80a之4角落區域180a的座標、鄰接好球帶80a之4 角落的壞球帶區域8 0b的區域18 0b及正中央區域180c之 內部的座標之任一時(在S24爲Yes),將分配於具有與球 之最後通過位置H3的座標一致之座標的區域之威力變化 量資料A〜D、M,加算至初始威力狀態資料s的處理, 係藉由CPU7執行(S25)。例如,如圖1 〇(b)所示,藉由 CPU7判斷,球之最後通過位置H3的座標一致於好球帶 8〇a之外角較低區域180a的座標時,將威力變化量資料 C1加算至初始威力狀態資料S的處理,係藉由CPU7執 行。如此,計算出最後威力狀態資料F,該最後威力狀態 資料F係被CPU7辨識(S26)。例如,在右投手角色pi對 -42- (40) (40)1319991 於右打者角色Q1投出滑球時,藉由CPU7判斷,球之最 後通過位置H3的座標一致於好球帶80 a之外角較低、區域 180a的座標之狀況,威力變化量資料Cl(=0.48)係加算 至初始威力狀態資料S(=l.〇),而計算出最後威力狀態資 料 F( = 1.48)。 於是,藉由使CPU7執行以初始威力狀態資料S與最 後威力狀態資料F作爲初始條件的線性內插計算,計算出 對應各球之預測通過位置 H2的中間威力狀態資料 I(S27)。例如,使CPU7執行取得最後威力狀態資料F(= 1.48)與初始威力狀態資料S( == 1.0)之差的計算,並使 CPU7執行將該差分値(=0.48)除以特定分拆數(球之預測 通過位置H2的數量+ 1,例如7)的計算。藉由CPU7執行 將該除算之値(% 0.07)依序加算至初始威力狀態資料S(= 1.0)的計算,而計算出對應各球之預測通過位置H2的中 間威力狀態資料 1(=1.07,1.14,1.21,1.28,1.35, 1.42) 〇 另一方面,藉由CPU7判斷,球之最後通過位置H3 的座標不一致於好球帶80a之4角落區域180a的座標、 鄰接好球帶80a之4角落的壞球帶區域8 0b的區域18 0b 及正中央區域180c之內部的座標之任一時(在S24爲 No),初始威力狀態資料s係作爲最後威力狀態資料f及 中間威力狀態資料I而被CPU7辨識(S27) »在此,在除了 好球帶80a之4角落區域i8〇a及鄰接好球帶80a之4角 落的壞球帶8 0b之區域18〇b之外的區域,因爲分配具有 -43- I £ (41) 1319991 數値「〇」之威力變化量資料E,故將初始威力狀態資料S ' 作爲最後威力狀態資料F及中間威力狀態資料I而使 ' CPU7辨識。再者,亦有在除了好球帶80a之4角落區域 • 180a及鄰接好球帶80a之4角落的壞球帶80b之區域 18 0b之外的區域,分配具有數値「〇」以外之數値的威力 變化量資料E的狀況。此時,藉由使CPU7執行與前述相 同計算(S 2 5,S 2 6),計算出中間威力狀態資料I。 Φ 接下來,對應初始威力狀態資料S的第1畫像資料 BP 1、對應中間威力狀態資料I的複數球用第2畫像資料 BP2及對應最後威力狀態資料F的球用第3畫像資料 BP3,係藉由CPU7選擇並被辨識(S28)。例如,隨各位置 HI、H2、H3之威力狀態資料S、I、F的數値變大而畫像 變小’第1至第3畫像資料BP1、BP2、BP3,係藉由 CPU7選擇並辨識。於是,用以將第1至第3畫像資料 BP1、BP2、BP3顯示電視監視器20的顯示命令,係從 • CPU7發派。於是,於初始預測通過位置H1中,第i畫 像資料係顯示於電視監視器2 0,於複數預測通過位置Η 2 中’第2畫像資料係從顯示於電視監視器2〇,於最後通 過位置Η3中’第3畫像資料係顯示於電視監視器 20(S3 9)。例如’ S27所示,初始威力狀態資料s爲 「1.0」’中間威力狀態資料I爲「1.07,κ 14,1.21, 1.28’ 1_35’ 1.42」及最後威力狀態資料ρ爲「1.48」 時’如圖12所示,隨著球從初始預測通過位置H1移動 至最後通過位置Η 3而球的大小漸漸變小之狀態,係顯示 -44 - (42) 1319991 於電視監視器20。另一方面,最後威力狀態資料F之値 小於初始威力狀態資料S之値時,隨著球從初始預測通過 ' 位置移動至最後通過位置而球之大小漸漸變大之狀態,係 • 顯示於電視監視器20(未圖示)。如此,於各位置中,藉由 將大小不同之第1至第3畫像資料BP1、BP2、BP3連續 地顯示於電視監視器2 0,玩家係可藉由球的畫像之大小 來判斷球的威力狀態。即,於預測通過區域80中,玩家 φ 可藉由球的畫像之大小來判斷,從初始預測通過位置Η 1 移動至最後通過位置Η3之球的威力狀態。 再者,在此,於從投手角色Ρ投出之球的威力較大 時,球畫像係縮小顯示,於球的威力較小時,球畫像係擴 大顯示。藉此,操作打者角色Q的玩家,係在從投手角 色Ρ投出之球的威力較大時,較難擊中球,在從投手角色 Ρ投出之球的威力較小時,較容易擊中球。 φ [其他實施形態] (a) 在前述實施形態,已揭示使用作爲可適用遊戲程 式之電腦之一例的家庭用視訊遊戲裝置之狀況的範例,但 是,遊戲裝置係並不限定於前述實施形態,也可同樣適用 ' 於監視器爲另外構成之遊戲裝置、監視器爲一體構成之遊 戲裝置、及藉由執行遊戲程式可作爲遊戲裝置而作用之個 人電腦及工作站等。 (b) 於本發明,亦包含執行如前述之遊戲的程式及記 錄該程式且電腦可讀取的記錄媒體。作爲該記錄媒體,卡 -45- (43) (43)1319991 匣以外可舉出,例如,電腦可讀取之可撓性碟、半導體記 憶體、CD-ROM、DVD、MO、ROM卡匣、其他者。 (c) 在前述實施形態,已揭示依據通過表示釋出時的 球之位置J的座標與球之最後通過位置H3的座標之軌道 方程式F,計算出預測通過顯示區域的球之預測通過位置 H2的座標資料之狀況的範例,但是,計算預測通過顯示 區域的球之預測通過位置H2的座標資料之手段,係不限 定於前述實施形態,使用其他手段亦可。例如,藉由使控 制部(例如,CPU7)執行以初始預測通過位置H1之座標與 最後通過位置H3之座標作爲初始條件的線性內插計算, 而計算出預測通過顯示區域的球之預測通過區域H2的座 標亦可。 (d) 在前述實施形態,已揭示球之初始威力狀態資料S 依據球投球能力資料N而設定之狀況的範例,但是,球 之初始威力狀態資料S的設定手段係並不限定於前述實施 形態’使用其他手段亦可。例如,將用以使球從投手角色 釋出的命令被控制部(例如,CPU7)辨識時的時間,作爲釋 出時機資料而使CPU7辨識,因應該釋出時機資料之値而 設定球之初始威力狀態資料S亦可。例如,在被CPU7判 斷投手角色P的釋出時機(即,釋球時機)在特定時間範圍 內時’使CPU7辨識對應球投球能力資料n的球之初始威 力狀態資料S之値,在被CPU7判斷釋球時機不在特定時 間範圍內時,則使CPU7辨識將對應球投球能力資料!^的 球之初始威力狀態資料S以特定比例減低之値。具體來 -46- (44) 1319991 說,以最適合之釋球時機,使投手角色P釋出球時,使用 • 對應球投球能力資料N的球之初始威力狀態資料s的 • 値’而不以最適合之釋球時機,使投手角色P釋出球時, • 則使用被減低之球之初始威力狀態資料G的値。即,以 最適合之釋球時機,使投手角色P釋出球時,投手角色P 係釋出有威力的球,而不以最適合之釋球時機,使投手角 色P釋出球時,投手角色p係釋出不具威力的球。 [產業上之利用可能性] 在本發明,可因應移動體的到達位置而變更從角色送 出之移動體的威力狀態。又’在移動體的最後通過位置位 於內部區域之範圍內時,可因應移動體的到達位置而變更 從角色送出之移動體的威力狀態。 【圖式簡單說明】 • [圖丨]利用本發明之一實施形態的視訊遊戲裝置之基 本構成圖。 [圖2]用以說明前述視訊遊戲裝置中所執行之手段的 功能區塊圖。 [圖3]用以說明於打擊時顯示之各角色之圖。 [Η 4]揭示預測通過區域及威力變化量資料所對應的 區域之圖。 [圖5]揭示球投球能力資料與初始威力狀態資料的對 應之圖。 1: £ -47- (45) 1319991 [圖6]揭示投手角色與慣用手資料及姿勢資料的對應 之圖。 ' [圖7]揭示打者角色與慣用手資料的對應之圖。 ' [圖8 ]用以說明動作形態關係資料之圖。 [圖9]用以說明球種資料之圖。 [圖1〇]用以說明被釋出之球與預測通過區域之球的通 過位置的關係之圖。 # [圖u]揭示各資料與威力變化量資料的對應之圖》 [圖12]用以說明顯示於監視器之球的威力變化狀態之 圖。 [圖1 3 ]用以說明威力狀態顯示系統之流程圖。 【主要元件符號說明】 1 :控制部 3 :畫像顯示部The number of power change amounts A to D shown in Fig. 11 is set as follows. For example, the pitcher character P is the same as the dominant hand of the hitter character Q, and when the ball type is a straight ball, the number of power change amount data A to D is set in a manner effective for the low angle of the beater. Then, the pitcher character P is opposite to the dominant hand of the hitter character Q, and when the ball type is a straight ball, since the ball thrown from the pitcher character P becomes a cross ball for the hitter, the inner corner of the hitter is The power of the high ball is greater than that of the outer corner low ball, and the number of power changes A to D is set. In addition, the pitcher character P -40 - (38) (38)1319991 is the same as the dominant hand of the hitter character Q, and the ball is different from the situation of the straight ball, so that the ball is in the middle of the hitter. The power of the smaller and the power of the outer corner ball becomes larger, and the number of power changes A to D is set. Then, the pitcher character P is opposite to the dominant hand of the hitter character Q, and when the ball type is a sliding ball, since the ball thrown from the pitcher character P becomes a cross-cut ball for the hitter, the power of the hitter other than the inner corner ball is changed. In the small way, set the number of power changes A to D. Further, the pitcher character P is the same as the dominant hand of the hitter character Q, and when the ball type is the falling ball, the power change amount data A to D is set in such a manner that the power of the hitter's high ball becomes small and the power of the low ball becomes large. Counting. Then, the pitcher character P is opposite to the dominant hand of the hitter character Q, and when the ball type is the falling ball, the power change amount data A is set in such a manner that the influence of the cross-cut ball on the hitter becomes smaller and the power of the low-ball becomes larger. The number of D. Next, as shown in Fig. 10(a), the position of the ball at the time of release and the end of the ball are released according to the orbital equation F of the coordinate indicating the coordinate of the position J of the ball at the time of release and the last passing position H3 of the ball. The position of the ball passing through the position H3 (β卩, indicating the intermediate coordinate data G of the middle coordinates on the track) is calculated and recognized by the CPU 7 (S21). Here, the complex intermediate coordinate data G at each specific interval of the track equation F' track is calculated and recognized by the CPU 7. For example, by causing the CPU 7 to perform the calculation of the speed of the specific time and the specific time in the track equation F, the complex intermediate coordinate data G is calculated by the CPU 7, and the intermediate coordinate data G is recognized by the CPU 7. For example, the time from when the ball is released until the ball reaches the predicted passage area is 1 sec, where the specific time is -41 - (39) (39) 1319991 is η / 60 (n = 1 to 59) sec, The complex intermediate coordinate data G every 60 sec is calculated by the CPU 7. Furthermore, in Fig. 10(a), the plural intermediate coordinate data G is simplified, and six intermediate coordinate data G are revealed. Then, the calculation of the intermediate coordinate data G on the track between the position J of the ball at the time of release and the track passing position H3 to the face of the predicted passage area 80 is executed by the CPU 7 (S22). Thereby, as shown in Fig. 10 (b), the prediction is performed by the coordinate data system of the position prediction by the complex prediction of the display area, and is recognized by the CPU 7 (S23). Next, it is judged by the CPU 7 whether the coordinates of the last pass position H3 of the ball coincide with the coordinates of the corner area 180a of the good ball strip 80a, the area 180b of the bad ball strip area 80b adjacent to the corner of the good strip 80a, and the positive Any of the coordinates inside the central area 180c (S24). Then, by the CPU 7, it is judged that the coordinates of the last passing position H3 of the ball coincide with the coordinates of the corner area 180a of the good ball strip 80a, the area of the bad ball strip area 80b adjacent to the corner of the good strip 80a, and the area 18b and the positive When either of the coordinates of the inner portion of the central region 180c (Yes at S24), the power variation amount data A to D, M assigned to the region having the coordinates corresponding to the coordinates of the last passing position H3 of the ball is added to the initial power. The processing of the status data s is performed by the CPU 7 (S25). For example, as shown in FIG. 1(b), when the CPU 7 judges that the coordinates of the last passing position H3 of the ball coincide with the coordinates of the lower region 180a outside the good ball band 8〇a, the power variation amount data C1 is added. The processing to the initial power state data S is performed by the CPU 7. Thus, the final power state data F is calculated, and the final power state data F is recognized by the CPU 7 (S26). For example, when the right pitcher character pi pairs -42-(40) (40)1319991 throws a ball in the right-hander character Q1, the CPU 7 judges that the coordinates of the last pass position H3 of the ball coincide with the good ball band 80a. The outer angle is lower, the coordinate of the region 180a, the power change data Cl (=0.48) is added to the initial power state data S (= l. 〇), and the final power state data F (= 1.48) is calculated. Then, by causing the CPU 7 to perform linear interpolation calculation using the initial power state data S and the last power state data F as initial conditions, the intermediate power state data I corresponding to the predicted passing position H2 of each ball is calculated (S27). For example, the CPU 7 is caused to perform calculation of the difference between the final power state data F (= 1.48) and the initial power state data S (== 1.0), and causes the CPU 7 to perform dividing the difference 値 (=0.48) by the specific number of splits ( The prediction of the ball is calculated by the number of positions H2 + 1, for example 7). The CPU 7 executes the calculation of the division 値 (% 0.07) to the initial power state data S (= 1.0), and calculates the intermediate power state data 1 corresponding to each ball's predicted passing position H2 (=1.07, 1.14, 1.21, 1.28, 1.35, 1.42) On the other hand, by the CPU 7, the coordinates of the last pass position H3 of the ball are inconsistent with the coordinates of the corner area 180a of the good ball 80a, and the corner of the adjacent ball 80a. When either the region 18 0b of the bad ball zone 80b and the coordinate inside the positive center region 180c (No at S24), the initial power state data s is used as the final power state data f and the intermediate power state data I. CPU7 recognizes (S27) » here, in the area other than the corner area i8〇a of the good ball strip 80a and the area 18〇b of the bad ball strip 80b adjacent to the corner of the good strip 80a, since the distribution has -43- I £ (41) 1319991 The number of power changes in the number of "〇" is E, so the initial power state data S' is used as the final power state data F and the intermediate power state data I to make the CPU7 recognize. In addition, there are also areas other than the area 190a of the bad ball band 80b of the corners of the four corners of the good ball 80a and the four corners of the ball 80a adjacent to the ball 80a. The power of the 値 变化 change amount of information E status. At this time, the intermediate power state data I is calculated by causing the CPU 7 to perform the same calculation (S 2 5, S 2 6) as described above. Φ Next, the first image data BP 1 corresponding to the initial power state data S, the second image data BP2 corresponding to the intermediate power state data I, and the third image data BP3 corresponding to the last power state data F are It is selected by the CPU 7 and recognized (S28). For example, the number of power state data S, I, and F of each of the positions HI, H2, and H3 becomes larger and the image becomes smaller. The first to third image data BP1, BP2, and BP3 are selected and recognized by the CPU 7. Then, the display command for displaying the television monitor 20 for the first to third image data BP1, BP2, and BP3 is dispatched from the CPU 7. Then, in the initial prediction passing position H1, the i-th image data is displayed on the television monitor 20, and the second image data is displayed on the television monitor 2 in the plural prediction passing position Η 2 at the last passing position. The 'third image data' in Η3 is displayed on the television monitor 20 (S3 9). For example, as shown in 'S27, the initial power status data s is "1.0". The intermediate power status data I is "1.07, κ 14, 1.21, 1.28' 1_35' 1.42" and the final power status data ρ is "1.48". As shown in Fig. 12, as the ball is moved from the initial prediction through the position H1 to the last position passing through the position Η 3 and the size of the ball is gradually decreased, -44 - (42) 1319991 is displayed on the television monitor 20. On the other hand, when the final power state data F is smaller than the initial power state data S, the ball is gradually larger as the ball moves from the initial position to the last passing position, and is displayed on the TV. Monitor 20 (not shown). In this manner, by displaying the first to third image data BP1, BP2, and BP3 having different sizes on the television monitor 20 in each position, the player can judge the power of the ball by the size of the image of the ball. status. That is, in the predicted passage region 80, the player φ can be judged by the size of the portrait of the ball, and the state of the ball that has passed the position Η 1 to the last pass position Η 3 from the initial prediction. Further, here, when the power of the ball thrown from the pitcher character is large, the ball image is displayed in a reduced size, and when the power of the ball is small, the ball image is enlarged. Therefore, the player who operates the hitter character Q is more difficult to hit the ball when the power of the ball thrown from the pitcher character is larger, and is easier to hit when the ball thrown from the pitcher character is smaller. In the ball. φ [Other Embodiments] (a) In the above embodiment, an example of the situation of a home video game device using a computer as an applicable game program has been disclosed. However, the game device is not limited to the above embodiment. A game device in which a game device and a monitor are separately configured as a monitor, and a personal computer and a workstation that can function as a game device by executing the game program can be similarly applied. (b) The present invention also includes a program for executing the game as described above and a recording medium on which the program is recorded and readable by a computer. As the recording medium, cards -45-(43)(43)1319991 匣 can be exemplified, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, Others. (c) In the foregoing embodiment, it has been revealed that the predicted passing position H2 of the ball passing through the display area is calculated based on the orbital equation F representing the coordinates of the coordinates of the position J of the ball at the time of release and the last passing position H3 of the ball. As an example of the state of the coordinate data, the means for predicting the prediction of the ball passing through the display region through the coordinate data of the position H2 is not limited to the above embodiment, and other means may be used. For example, by causing the control unit (for example, the CPU 7) to perform linear interpolation calculation using the coordinates of the initial predicted passing position H1 and the last passing position H3 as initial conditions, the predicted passing area of the ball predicted by the display area is calculated. The coordinates of H2 are also available. (d) In the above embodiment, the example in which the initial power state data S of the ball is set based on the ball pitching ability data N has been disclosed. However, the setting means of the initial power state data S of the ball is not limited to the above embodiment. 'Use other means too. For example, the time when the command for releasing the ball from the pitcher character is recognized by the control unit (for example, the CPU 7) is recognized by the CPU 7 as the release timing data, and the initial of the ball is set due to the release of the timing data. Power status data S is also available. For example, when the CPU 7 determines that the release timing of the pitcher character P (ie, the timing of the release of the ball) is within a certain time range, 'the CPU 7 recognizes the initial power state data S of the ball corresponding to the ball pitching ability data n, and is in the CPU7. When the timing of the release of the ball is not within a certain time range, the CPU 7 is made to recognize the corresponding ball pitching ability data! ^ The initial power state data of the ball is reduced by a specific ratio. Specifically, -46- (44) 1319991 says that when the pitcher's character P is released from the ball at the most suitable timing, the initial power state of the ball corresponding to the ball pitching ability data N is used instead of When the pitcher P is released from the ball at the most suitable timing, • use the default power status G of the reduced ball. That is, when the player's character P is released from the ball at the most suitable timing, the pitcher character P releases the powerful ball instead of the most suitable time to release the ball, so that the pitcher character P releases the ball, the pitcher The character p releases a ball that is not powerful. [Industrial Applicability] In the present invention, the state of power of the moving body sent from the character can be changed in accordance with the arrival position of the moving body. Further, when the last passing position of the moving body is within the range of the inner region, the power state of the moving body sent from the character can be changed in accordance with the arrival position of the moving body. BRIEF DESCRIPTION OF THE DRAWINGS [FIG. 5] A basic configuration diagram of a video game device according to an embodiment of the present invention. Fig. 2 is a functional block diagram for explaining the means performed in the aforementioned video game device. [Fig. 3] A diagram for explaining each character displayed at the time of striking. [Η 4] Reveals the map of the area corresponding to the prediction of the area and power variation data. [Fig. 5] A diagram showing the correspondence between the ball throwing ability data and the initial power state data. 1: £ -47- (45) 1319991 [Fig. 6] A diagram showing the correspondence between the pitcher's character and the dominant hand data and posture data. [Fig. 7] A diagram showing the correspondence between the hitter's character and the dominant hand data. ' [Fig. 8] A diagram for explaining the relationship between the action patterns. [Fig. 9] A diagram for explaining ball type data. [Fig. 1A] is a diagram for explaining the relationship between the released ball and the passing position of the ball for predicting the passing region. # [图u] A diagram showing the correspondence between each data and the power variation data [Fig. 12] is a diagram for explaining the state of change in the power of the ball displayed on the monitor. [Fig. 1 3] A flow chart for explaining the power state display system. [Description of main component symbols] 1 : Control section 3 : Image display section

# 5 :操作輸入部 7 : CPU 1 7 :控制器 20 :電視監視器 50 :預測通過區域辨識手段 51 :內部區域辨識手段 52 :球投球能力資料辨識手段 53 :投手對打者關連資料辨識手段 54 :形態旋轉資料辨識手段 ί • esr -48 - (46) 1319991 5 5 :初始威力狀態資料辨識手段 • 56:初始預測通過區域辨識手段 57:最後通過位置辨識手段 5 8 :預測通過位置辨識手段 59:威力變化量資料辨識手段 60 :位置判斷手段 6 1 :最後威力狀態資料辨識手段 φ 62 :中間威力狀態資料辨識手段 63 :威力狀態顯示手段 8 0 :預測通過區域 180a、18 0b:內部區域 P(P1、 P2、 P3):投手角色 Q(Q1、Q2):打者角色 S :初始威力狀態資料 Η 1 :初始預測通過位置 φ Η2 :預測通過位置 Η3 :最後通過位置 Α〜Ε、Μ:威力變化量資料 F :最後威力狀態資料 ' I :中間威力狀態資料 N :投球能力資料(移動體送出能力資料) K1 1 :投手角色的慣用手資料(動作形態資料) K12 :姿勢資料(送出形態資料) K 1 3 :球種資料(旋轉狀態資料) -49- (47)1319991 K21:打者角色的慣用手資料 K’ :動作形態關係資料#5 : Operation input unit 7 : CPU 1 7 : Controller 20 : TV monitor 50 : Prediction passing area identification means 51 : Internal area identification means 52 : Ball pitching ability data identification means 53 : Pitcher-to-player related data identification means 54 : Morphological rotation data identification means ί • esr -48 - (46) 1319991 5 5 : Initial power state data identification means • 56: Initial prediction by area identification means 57: Last pass position identification means 5 8 : Prediction by position identification means 59 : Power variation data identification means 60: Position determination means 6 1 : Final power state data identification means φ 62 : Intermediate power state data identification means 63: Power state display means 80: Prediction passage area 180a, 18 0b: Internal area P (P1, P2, P3): pitcher character Q (Q1, Q2): hitter character S: initial power state data Η 1 : initial prediction pass position φ Η 2 : predicted passing position Η 3 : last pass position Α ~ Ε, Μ: power Change amount data F: Last power status data ' I : Intermediate power status data N : Pitching ability data (mobile body sending ability data) K1 1 : Customary of pitcher role Data (Output mode data) K12: posture information (delivery form data) K 1 3: pitch type information (rotational state information) -49- (47) 1319991 K21: hitter character dominant hand information K ': Action Profile Morphology

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Claims (1)

13:19991 (推年]月^日修(給正替換頁 十、申請專利範圍 第95 146695號專利申請案 中文申請專利範圍修正本 民國98年7月 1. 一種記錄遊戲程式的記錄媒體,其特徵 可實現移動體從顯示於畫像顯示部之角色送出的 腦,實現以下功能: φ 預測通過區域辨識功能’係辨識從前述角色 述移動體的預測通過區域; 初始威力狀態資料辨識功能,係辨識表示前 從前述角色送出時的前述移動體之初始威力狀態 力狀態資料; 初始預測通過位置辨識功能,係辨識前述移 述角色送出時的前述預測通過顯示區域之移動體 測通過位置; φ 預測通過位置辨識功能,係辨識由前述移動 角色送出至前述移動體到達前述預測通過區域爲 預測通過顯示區域之前述移動體的預測通過位置 最後通過位置辨識功能,係辨識從前述角色 述移動體到達前述預測通過區域時的前述預測通 域之前述移動體的最後通過位置; 威力變化量資料辨識功能,係辨識威力變化 該威力變化量資料,係表示前述最後通過位置中 始預測通過位置的前述初始威力狀態及前述最後 81曰修正 爲用以使 遊戲之電 送出之前 述移動體 的初始威 動體從前 的初始預 體從前述 止的前述 , 送出之前 過顯示區 量資料, ,前述初 通過位置 1319991 御]月各日修(®正替換頁 的最後威力狀態之差異; 最後威力狀態資料辨識功能’係依據前述初始威力狀 態資料與前述威力變化量資料’計算出將前述最後通過位 置之前述移動體的最後威力狀態予以表示之最後威力狀態 資料,並辨識前述最後威力狀態資料; 中間威力狀態資料辨識功能,係依據前述初始威力狀 態資料與前述最後威力狀態資料,計算出表示前述預測通 過位置之前述移動體的中間威力狀態之中間威力狀態資 料,並辨識前述中間威力狀態資料:及 威力狀態顯示功能,係將於前述初始預測通過位置、 前述預測通過位置及前述最後通過位置的各位置之前述移 動體的威力狀態,以因應前述初始威力狀態資料、前述中 間威力狀態資料及前述最後威力狀態資料之各資料的前述 移動體之大小來加以顯示。 2.如申請專利範圍第1項所記載之記錄遊戲程式的 記錄媒體,其中, 更用以於前述電腦實現: 內部區域辨識功能,係辨識前述預測通過區域的特定 內部區域;及 位置判斷功能,係判斷前述移動體的最後通過位置是 否位於前述內部區域之範圍內, 於前述最後威力狀態資料辨識功能中,在判斷前述移 動體的最後通過位置位於前述內部區域之範圍內時,表示 前述最後通過位置之前述移動體的最後威力狀態之最後威 -2- 1319991 --- 年?月X曰修(¾)正替換頁 力狀態資料,係依據前述初始威力狀態資料與前述威力變 • 化量資料而藉由控制部計算出,且前述最後威力狀態資料 - 係被控制部辨識。 3. 如申請專利範圍第1項所記載之記錄遊戲程式的 記錄媒體,其中, 於前述中間威力狀態資料辨識功能中,藉由執行以前 述初始威力狀態資料與前述最後威力狀態資料作爲初始條 φ 件的內插計算’前述中間威力狀態資料係藉由控制部計算 出,且前述中間威力狀態資料係被控制部辨識。 4. 如申請專利範圍第1項所記載之記錄遊戲程式的 記錄媒體,其中, 更用以於前述電腦實現: 移動體送出能力資料辨識功能,係辨識表示前述角色 的移動體送出能力之移動體送出能力資料, 於則述初始威力狀態資料辨識功能中,表示前述移動 • 體送出能力所對應之前述移動體的前述初始威力狀態之前 述移動體的初始威力狀態資料,係依據前述移動體送出能 力資料而被控制部辨識。 5 .如申請專利範圍第1項所記載之記錄遊戲程式的 記錄媒體,其中, 更用以於前述電腦實現: 命令辨識功能,係辨識用以使前述移動體從前述角色 送出的命令;及 時機資料辨識功能,係將前述命令被辨識時的時間作 1319991 月曰修庚)正替換買 爲送出時機資料而辨識,_ 於前述初始威力狀態資料辨識功能中,表示前述移動 體送出能力所對應之前述移動體的前述初始威力狀態之前 述移動體的初始威力狀態資料,係依據前述送出時機資料 而被控制部辨識。 6·如申請專利範圍第1項所記載之記錄遊戲程式的 記錄媒體,其中, 更用以於前述電腦實現: 形態旋轉資料辨識功能,係辨識表示前述角色的送出 形態之送出形態資料及表示從前述角色送出之前述移動體 的旋轉狀態之旋轉狀態資料之至少任一方資料, 於前述威力變化量資料辨識功能中,前述最後通過位 置之前述威力變化量資料,係依據前述送出形態資料及前 述旋轉狀態資料之至少任一方資料而被控制部辨識。 7. —種遊戲裝置,係可執行於畫像顯示部顯示從角 色送出之移動體的遊戲之遊戲裝置,其特徵爲具備: 預測通過區域辨識手段,係辨識從前述角色送出之前 述移動體的預測通過區域; 初始威力狀態資料辨識手段,係辨識表示前述移動體 從前述角色送出時的前述移動體之初始威力狀態的初始威 力狀態資料; 初始預測通過位置辨識手段,係辨識前述移動體從前 述角色送出時的前述預測通過顯示區域之移動體的初始預 測通過位置·, -4- 13*19991 Jf8年7 Λ又日修⑧正替換頁 預測通過位置辨識手段,係辨識由前述移動體從前述 • 角色送出至前述移動體到達前述預測通過區域爲止的前述 - 預測通過顯不區域之前述移動體的預測通過位置; - 最後通過位置辨識手段,係辨識從前述角色送出之前 述移動體到達前述預測通過區域時的前述預測通過顯示區 域之前述移動體的最後通過位置; 威力變化量資料辨識手段,係辨識威力變化量資料, φ 該威力變化量資料,係表示前述最後通過位置中,前述初 始預測通過位置的前述初始威力狀態及前述最後通過位置 的最後威力狀態之差異; 最後威力狀態資料辨識手段’係依據前述初始威力狀 態資料與前述威力變化量資料,計算出將前述最後通過位 置之前述移動體的最後威力狀態予以表示之最後威力狀態 資料,並辨識前述最後威力狀態資料; 中間威力狀態資料辨識手段,係依據前述初始威力狀 Φ 態資料與前述最後威力狀態資料,計算出表示前述預測通 過位置之前述移動體的中間威力狀態之中間威力狀態資 料,並辨識前述中間威力狀態資料;及 威力狀態顯示手段,係將於前述初始預測通過位置、 前述預測通過位置及前述最後通過位置的各位置之前述移 動體的威力狀態,以因應前述初始威力狀態資料、前述中 間威力狀態資料及前述最後威力狀態資料之各資料的前述 移動體之大小來加以顯示。 8 - —種遊戲控制方法,係可藉由電腦控制於畫像顯 -5- 1319991 咐年7月2曰修(武)正替換頁 示部顯示從角色送出之移動體的遊戲之遊戲控制方法,其 特徵爲具備: 預測通過區域辨識步驟’係辨識從前述角色送出之前 述移動體的預測通過區域; 初始威力狀態資料辨識步驟,係辨識表示前述移動體 從前述角色送出時的前述移動體之初始威力狀態的初始威 力狀態資料; 初始預測通過位置辨識步驟,係辨識前述移動體從前 述角色送出時的前述預測通過顯示區域之移動體的初始預 測通過位置: . 預測通過位置辨識步驟,係辨識由前述移動體從前述 角色送出至前述移動體到達前述預測通過區域爲止的前述 預測通過顯示區域之前述移動體的預測通過位置; 最後通過位置辨識步驟,係辨識從前述角色送出之前 述移動體到達前述預測通過區域時的前述預測通過顯示區 域之前述移動體的最後通過位置; 威力變化量資料辨識步驟,係辨識威力變化量資料, 該威力變化量資料,係表示前述最後通過位置中,前述初 始預測通過位置的前述初始威力狀態及前述最後通過位置 的最後威力狀態之差異; 最後威力狀態資料辨識步驟,係依據前述初始威力狀 態資料與前述威力變化量資料,計算出將前述最後通過位 置之前述移動體的最後威力狀態予以表示之最後威力狀態 資料,並辨識前述最後威力狀態資料; (R) -6- 1319991 <^?月2日修(f)正替換頁 中間威力狀態資料辨識步騾,係依據前述初始威 ' 態資料與前述最後威力狀態資料,計算出表示前述預 過位置之前述移動體的中間威力狀態之中間威力狀 料’並辨識前述中間威力狀態資料;及 威力狀態顯示步驟,係將於前述初始預測通過位 前述預測通過位置及前述最後通過位置的各位置之前 動體的威力狀態,以因應前述初始威力狀態資料、前 φ 間威力狀態資料及前述最後威力狀態資料之各資料的 移動體之大小來加以顯示。 力狀 測通 態資 置、 述移 述中 前述13:19991 (Pushing the year) month ^Day repair (for the replacement page 10, the patent application scope 95 146695 patent application Chinese patent application scope amendments. The Republic of China July 1997 1. A recording medium for recording game programs, The feature realizes the following functions of the moving body from the brain displayed on the image display unit: φ Predicting the passing area identification function 'Identifies the predicted passing area from the above-mentioned character moving body; The initial power status data identifying function is identification The initial power state state data of the moving body when the front character is sent out from the character; the initial prediction passing position identification function identifies the moving passing position of the prediction through the display area when the narration character is sent; φ predicting the passing position The identification function identifies the predicted passing position of the moving body that is sent by the moving character to the predicted passing area to predict the passing of the display area, and finally passes the position identifying function, and recognizes that the moving body from the character to the prediction is passed. The aforementioned predictions in the region The last passing position of the moving body; the power variation data identifying function is to identify the power change amount of the power change, and the initial power state of the predicted passing position in the last passing position and the last 81曰 correction are used. The initial vehicular body of the aforementioned moving body for sending the electric power of the game is sent out from the previous initial pre-body, and the previous display area amount data is sent out, and the aforementioned initial passing position is 1319991. The difference in the final power state of the page; the final power state data identification function 'calculates the final power state of the last power state of the aforementioned moving body based on the aforementioned initial power state data and the aforementioned power variation data' Data and identifying the last power state data; the intermediate power state data identification function calculates an intermediate power state of the intermediate power state of the moving body indicating the predicted passing position based on the initial power state data and the last power state data. And identifying the foregoing intermediate power state data: and the power state display function, which is the power state of the moving body at each of the initial predicted passing position, the predicted passing position, and the last passing position, in response to the aforementioned initial power The state data, the intermediate power state data, and the size of the moving body of the data of the last power state data are displayed. 2. The recording medium for recording the game program described in claim 1 of the patent application, wherein For the foregoing computer implementation: the internal area identification function identifies the specific internal area of the predicted passing area; and the position determining function determines whether the last passing position of the moving body is within the range of the internal area, and the last power state In the data identification function, when it is judged that the last passing position of the moving body is within the range of the inner region, the last power state of the moving body of the last passing position is the last wei-2- 1319991 --- year. The month X repair (3⁄4) is replacing the page force status data, which is calculated by the control unit based on the aforementioned initial power state data and the aforementioned power change data, and the last power state data is recognized by the control unit. 3. The recording medium for recording a game program as recited in claim 1, wherein in the intermediate power state data identification function, the initial power state data and the last power state data are used as an initial strip φ. Interpolation calculation of the piece 'The intermediate power state data is calculated by the control unit, and the intermediate power state data is recognized by the control unit. 4. The recording medium for recording a game program as described in the first paragraph of the patent application, wherein the recording medium is further implemented in the computer: the mobile body sending capability data identifying function is a mobile body that recognizes the moving body sending capability of the character. The delivery capability data, in the initial power state data identification function, the initial power state data of the mobile body indicating the initial power state of the mobile body corresponding to the mobile body delivery capability is based on the transmission capability of the mobile body The data is identified by the control department. 5. The recording medium for recording a game program as recited in claim 1, wherein the recording medium is further implemented by the computer: the command recognition function identifies a command for transmitting the mobile body from the character; The data identification function is identified by the time when the above command is recognized as 1319991 曰 庚 ) 正) is replaced by the purchase time information, _ in the initial power state data identification function, indicating that the mobile body sending capability corresponds The initial power state data of the moving body in the initial power state of the moving body is recognized by the control unit based on the sending timing data. 6. The recording medium for recording a game program according to the first aspect of the patent application, wherein the recording medium is further implemented by the computer: the shape rotation data identification function identifies the delivery form data indicating the delivery form of the character and the representation At least one of the data of the rotation state of the rotation state of the moving body sent by the character, in the power variation data identification function, the power change amount data of the last passing position is based on the transmission form data and the rotation At least one of the status data is identified by the control unit. 7. A game device that is a game device that can display a game that is sent from a character to a character display unit, and is characterized in that: the prediction pass region identification means recognizes the prediction of the moving body sent from the character. The initial power state data identification means identifies the initial power state data indicating the initial power state of the moving body when the moving body is sent from the character; the initial prediction uses the position identification means to identify the moving body from the role The above-mentioned prediction at the time of delivery is determined by the position of the initial prediction of the moving body in the display area, -4- 13*19991, Jf8, 7 Λ, and 8th, the replacement page is predicted by the position identification means, and the above-mentioned moving body is recognized from the foregoing The character is sent to the predicted passing position of the moving body that has passed through the display area until the moving object reaches the predicted passing region; - finally, by the position identifying means, the moving body sent from the character is recognized to reach the aforementioned predicted passage. The aforementioned prediction of the region passes through the display area The final passing position of the aforementioned moving body in the domain; the power variation data identifying means is identifying the power change amount data, and the power change amount data is the initial power state of the initial predicted passing position in the last passing position and The difference between the last power state of the last passing position; the final power state data identification means' is based on the initial power state data and the aforementioned power change amount data, and calculates the final power state of the moving body of the last passing position. Finally, the power state data, and identifying the last power state data; the intermediate power state data identification means calculates the intermediate power of the moving body indicating the predicted passing position based on the initial power state Φ state data and the last power state data. The intermediate power state data of the state, and identifying the intermediate power state data; and the power state display means are the aforementioned positions of the initial predicted passing position, the predicted passing position, and the last passing position The power state of the moving body is displayed in accordance with the size of the moving body in accordance with the initial power state data, the intermediate power state data, and the data of the last power state data. 8 - a kind of game control method, which can be controlled by a computer in the image display -5 - 1319991, July 2nd, 2nd repair (Wu) is replacing the page display unit to display the game control method of the game from the character. The method includes: predicting a region identification step to identify a predicted passage region of the moving body sent from the character; and an initial power state data identifying step identifying an initial of the moving body when the moving body is sent from the character The initial power state data of the power state; the initial prediction by the position identification step identifies the initial predicted passing position of the moving body passing through the display area when the moving body is sent from the character: the prediction through the position identifying step is identified by The moving body is sent from the character to the predicted passing position of the moving body of the predicted passing through the display area until the moving object reaches the predicted passing region; and finally, the position identifying step identifies that the moving body sent from the character reaches the foregoing Predicting the aforementioned pre-perform The last passing position of the moving body through the display area; the power change amount data identifying step identifies the power change amount data, and the power change amount data indicates the initial power state of the initial predicted passing position in the last passing position And the difference in the final power state of the last passing position; the final power state data identifying step is to calculate the final power state of the moving body of the last passing position based on the initial power state data and the power variation data. The final power status data, and identify the last power status data; (R) -6- 1319991 < ^? month 2 repair (f) is replacing the page intermediate power status data identification step, based on the aforementioned initial state The data and the foregoing final state of force data are used to calculate an intermediate power state of the intermediate power state of the aforementioned moving position and to identify the intermediate power state data; and the power state display step is to pass the initial prediction The aforementioned prediction passes the position and the front Finally, the power state of the movable member before the respective position, in response to the initial power state data, between the power of φ before the final power state data and the state information of the data size of each of the movable body to be displayed. Force-like measure state, state transfer
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