WO1999038589A1 - Jeu de base-ball - Google Patents

Jeu de base-ball Download PDF

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Publication number
WO1999038589A1
WO1999038589A1 PCT/JP1999/000394 JP9900394W WO9938589A1 WO 1999038589 A1 WO1999038589 A1 WO 1999038589A1 JP 9900394 W JP9900394 W JP 9900394W WO 9938589 A1 WO9938589 A1 WO 9938589A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
display
sound
baseball
hitting
Prior art date
Application number
PCT/JP1999/000394
Other languages
English (en)
Japanese (ja)
Inventor
Yutaka Ajiro
Norihito Yamanaka
Kazuhito Miyagi
Original Assignee
Takara Co., Ltd.
Sente Creations Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Takara Co., Ltd., Sente Creations Co., Ltd. filed Critical Takara Co., Ltd.
Publication of WO1999038589A1 publication Critical patent/WO1999038589A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B59/00Bats, rackets, or the like, not covered by groups A63B49/00 - A63B57/00
    • A63B59/50Substantially rod-shaped bats for hitting a ball in the air, e.g. for baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0002Training appliances or apparatus for special sports for baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B60/00Details or accessories of golf clubs, bats, rackets or the like
    • A63B60/06Handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B60/00Details or accessories of golf clubs, bats, rackets or the like
    • A63B60/06Handles
    • A63B60/10Handles with means for indicating correct holding positions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B60/00Details or accessories of golf clubs, bats, rackets or the like
    • A63B60/46Measurement devices associated with golf clubs, bats, rackets or the like for measuring physical parameters relating to sporting activity, e.g. baseball bats with impact indicators or bracelets for measuring the golf swing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/0002Training appliances or apparatus for special sports for baseball
    • A63B2069/0004Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects
    • A63B2069/0008Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects for batting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2102/00Application of clubs, bats, rackets or the like to the sporting activity ; particular sports involving the use of balls and clubs, bats, rackets, or the like
    • A63B2102/18Baseball, rounders or similar games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/06Games simulating outdoor ball games, e.g. hockey or football
    • A63F7/0664Electric

Definitions

  • the present invention relates to a baseball game toy that allows a player to practice hitting with a pitch and to enjoy the feeling of playing a baseball game, and more particularly to a baseball game toy that is shaped like a baseball bat as a whole.
  • the ball does not fly even if you practice the batting by shaking the bat, so you cannot practice the timing.
  • a ball is fired from a pitcher position of a mound toward a home base on a board displaying a baseball field, and a player timings a rotating member disposed at a batter position of the home base.
  • the mainstream was to rotate the ball and flip it back, and it was not possible to get the feeling of playing baseball as a body, and it was not interesting.
  • An object of the present invention is to form a toy itself as a baseball bat-shaped body, so that a player can perform a batting operation, and a unique baseball playing toy can be obtained in which the player himself feels like a bat. Is to provide.
  • a baseball play toy comprises a shape that can be held by a player to perform a baseball hitting operation, and the shape can generate a pitching signal by operation of the player.
  • Pitching signal generating means capable of generating a hitting signal by a player performing the hitting action
  • notifying means capable of notifying a plurality of preset hitting evaluations
  • the pitching signal and the hitting signal Notification control means for detecting the occurrence of a striking signal and informing the notifying means of the striking evaluation selected based on the interval between the generation of the two signals. It is characterized by having.
  • the hitting signal generating means includes: a lever member rotatable by a centrifugal force generated by the hitting operation; and a switch member energized by the rotation of the lever member.
  • the notifying means is a display means for notifying visually or a sound generating means for notifying audibly.
  • the hitting evaluation includes an evaluation on hitting practice indicating that the timing of the hitting action is good, too early or too late.
  • the hit evaluation includes an evaluation relating to a hit determination in a baseball game including a strike in a case of a home run, a hit, a fire, and a missed swing.
  • the sound generation means generates a pitching sound
  • the notification control means controls the sound generation operation of the sound generation means so as to generate a pitching sound when detecting the pitching signal. To control.
  • the pitching sound corresponds to a strike ball and a pole ball having a plurality of set pitching speeds.
  • the shape body includes a pitch selection operation section for a player to select a pitching speed of the strike ball, and the notification control means detects the pitch signal and outputs the sound.
  • the generating means generates a pitching sound of a strike ball corresponding to the pitching speed selected by the player.
  • the notification control means when the notification control means detects the pitching signal, it selects one of a strike ball and a ball ball having a plurality of types of pitching speeds according to a predetermined probability or a predetermined order. Then, a pitching sound corresponding to the selected pitching is generated.
  • the pitching sound has a shorter generation time as the pitching speed is higher, and a longer generation time as the pitching speed is lower.
  • the notification control means is configured to perform the evaluation of the plurality of hit evaluations based on a time difference from a stop of the generated pitching sound to the generation of the hit signal. One of them is selected, and the notifying operation of the notifying means is controlled based on the selected hit evaluation.
  • the display means includes a baseball stadium display formed in the shape.
  • the baseball stadium display unit has a home base, a first base, a second base, and a third base formed to be capable of emitting light
  • the notification control means includes the home base, the third base, or the first base.
  • the base is illuminated to notify that the timing of the hitting operation in the hitting practice is good, too early or too late.
  • the baseball stadium display section has a home base, a first base, a second base, and a third base formed to be capable of emitting light, and the notification control means controls light emission of each of the bases.
  • the hit ball is a single hit, two hits, one hit? It notifies either one spot or home run.
  • the baseball stadium display unit has a home base, a first base, a second base and a third base formed to be capable of emitting light. By controlling the light emission of the runner, either the presence of a runner or the advance of the runner is notified.
  • the display means includes a count display unit formed to be capable of emitting light.
  • the count display section is formed so as to be capable of emitting and displaying a strike count, a ball count, and an out count
  • the notification control means controls a light emitting operation of the power point display section. This informs the details of the start and end of the front or back of baseball inning.
  • the display unit includes a score display unit capable of displaying a score
  • the notification control unit includes a score storage unit capable of adding the scores obtained on the front and back of the inning, respectively.
  • the score stored in the score storage unit is displayed on the score display unit.
  • the notifying means includes a baseball test by two teams.
  • the notification control means selects the content of the notification based on the set data, and notifies the notification means of the front and back of 9 innings in most baseball games. Things.
  • the shape body includes an inning number selection operation unit for allowing a player to set the number of innings to any one of 1 to 9.
  • at least one of the front and back matches of the inning proceeds based on the generation of the pitching signal and the generation of the hitting signal.
  • one of the front and back matches of the inning is a separately set baseball game.
  • the voice generating means is capable of generating a referee's call voice based on a baseball rule
  • the notification control means is a referee's call selected based on a preset condition.
  • the voice generation operation of the voice generation means is controlled so that the voice is generated.
  • the sound generation means is capable of generating an announcement sound of a baseball live broadcast
  • the notification control means is configured to generate an announcement sound selected based on a preset condition. It controls the sound generation operation of the sound generation means.
  • a baseball game toy has a grip portion formed at one end, and a bulge portion formed at the other end side, and is entirely formed of a base body simulating a baseball bat.
  • An operation portion for generating a signal by a player's operation is provided on the peripheral surface, and a display portion capable of displaying preset display contents is provided on the bulging portion of the shape.
  • the display unit includes a home base, a first base, a second base and a third base.
  • the display unit includes a count display unit capable of displaying a strike count, a ball count, and an art count, or a score display unit.
  • the operation unit includes a push button switch.
  • the operation unit is configured to allow a player to perform a hitting operation. And a switch that can be energized by the centrifugal force generated as a result.
  • the grip portion is provided with a battery box.
  • a pitching signal is generated when a player operates, and a hitting signal is generated when the player performs a hitting operation while holding a baseball game toy in his hand.
  • the notification control means detects the occurrence of the pitching signal and the hitting signal, selects one of the preset hitting evaluations from the generation interval of the two signals, that is, the time difference, and provides the selected hitting evaluation to the notification means. To inform.
  • the player Since the player knows that the pitching signal is generated by his / her own operation, the player can perform a hitting operation in accordance with the generated pitching signal.
  • the player can know from the notification means whether or not the hitting operation performed at his own discretion has been performed at a good timing. Thereby, the timing of the impact operation can be adjusted.
  • the hitting signal generating means a means utilizing centrifugal force generated by a striking operation, for example, a lever member is rotated by centrifugal force generated by a striking operation, and the switch member is energized due to this rotation.
  • a switch is made in accordance with the hitting operation, so that a real feeling of experiencing baseball can be obtained.
  • a display means for visually notifying or a sound generating means for notifying audibly is provided as a notifying means capable of notifying the hitting evaluation, the player can perform the hitting properly or while performing the hitting action. You can know the evaluation.
  • the batting evaluation includes that the timing of the batting motion is good, too early, or too late, the player can devise the batting motion in the batting practice.
  • the player may feel like playing a baseball game even in batting practice. it can.
  • the sound generator can generate the pitching sound and the pitching sound is generated based on the generation of the pitching signal, perform as necessary between the generation of the pitching signal and the generation of the pitching sound.
  • Addition of a notice to the public not only does not cause a problem in the batting operation, but also causes a problem in the evaluation of the batting by setting to perform the batting evaluation taking into account the time required for the additional directing notification.
  • Set the start of pitching sound as the start of pitching and calculate the time from the pitcher mound to the pitch of the batter's box at the actual baseball stadium until the pitch at the predetermined pitching speed is reached. Becomes possible.
  • the player should hear the pitching sound, judge the difference between the pitching sounds, and what timing should the batting action be performed? Or you have to decide if you should not do the batting action and you feel like you are in the batter's box in an actual baseball game.
  • the player can select the pitching speed, the player can practice hitting with a strike ball having the desired pitching speed.
  • the player can hear the pitching sound to know the pitching speed, and can adjust the hitting action to the pitching speed.
  • the evaluation of the hitting performed by the control means and the evaluation of the player's own hitting are approximated.
  • the player can perform the batting operation with an eye on the timing from the stop of the pitching sound.
  • the home run is reported when the player thinks he or she has succeeded, and a foul or missed strike is reported when the player thinks he or she has failed, so the player's confidence in the report is high. Round.
  • Baseball stadium display section is provided as a display means, and the home base, first base, second base, and third base are enabled to emit light, so that the hitting timing is good, too early, too late in the evaluation of the hit ball.
  • the home base, first base, second base, and third base are enabled to emit light, so that the hitting timing is good, too early, too late in the evaluation of the hit ball.
  • a count display unit as a display means, strike count, ball count, and art count can be displayed, and the history of baseball inning can be notified.
  • a score display unit is provided as a display means, and a storage unit capable of adding the scores obtained on the front or back of the inning is provided, so that the score obtained on the front or back of the inning can be displayed.
  • the notification control means selects the content of the notification based on the set data and notifies the baseball stadium display section and the counting means as the notification means so as to notify the front and back of nine baseball games in most baseball games.
  • the operation unit for selecting the number of innings By providing the operation unit for selecting the number of innings, the number of innings that the player wants to play can be set.
  • the sound generation means is set to be able to generate a voice of a referee's call based on the baseball rules or an announcement sound of a baseball live broadcast, and the sound control means generates the sound selected by the notification control means according to the playing situation.
  • the sound control means By controlling the sound generation operation, the player not only feels like playing baseball, but also is encouraged and feels good by these sounds.
  • the whole body has a shape imitating a baseball bat, and this shape body is provided with an operation unit and a display unit capable of displaying preset display contents. Since the player can feel like a batter himself and can enjoy playing games (playing games) on baseball by himself, it is possible to provide a unique baseball toy that has never existed before.
  • An operation section for generating a signal by a player's operation is provided on a peripheral surface of the shape body.
  • the bulging portion by providing the bulging portion with a display portion capable of displaying preset display contents, necessary operations can be performed while holding the shape, and a predetermined display is performed. Therefore, it is possible to obtain a real feeling of playing baseball.
  • a home base, a first base, a second base, and a third base as the display unit, displays of hit, two bases, home runs, etc., and displays of the presence or absence of a runner can be realistically expressed.
  • the display unit is provided with a count display unit capable of displaying a strike count, a ball count and an outcount, or a score display unit, it is not necessary for the player to memorize the count and the score.
  • a push button switch is provided as the operation unit, the operation is easy.
  • the operation unit as a switch that can be energized by a centrifugal force generated by a player performing a hitting operation, a switch is inserted when a hitting operation is performed so that a hitting signal is generated. Because it can be set, you can get the feeling of experiencing baseball.
  • FIG. 1 is a perspective view of an embodiment of the baseball game toy of the present invention.
  • FIG. 2 is a top view of the display window of the embodiment of FIG.
  • FIG. 3 is a perspective view of components constituting the display device of the embodiment of FIG. 1 as viewed from below.
  • FIG. 4 is a perspective view of a display member, which is a component of the display device shown in FIG. 3, as viewed from below.
  • FIG. 5 is a perspective view showing the relationship between a lever member attached to the display member of FIG. 4 and a leaf switch.
  • FIG. 6 is a top view of the lever member and the reef switch of FIG. 5 before performing a hitting operation.
  • FIG. 7 is a top view of the lever member and the leaf switch of FIG. 5 when the impact operation is performed. is there.
  • FIG. 8 is a circuit diagram of the electric system of the embodiment of FIG.
  • FIG. 9 is a block diagram of the electric system of the embodiment of FIG.
  • FIG. 10 is a layout view of the light emitters in the display window of FIG.
  • FIG. 11 is a flowchart showing a game procedure of the embodiment of FIG.
  • FIG. 12 is a flowchart showing the procedure of the mode selection process.
  • FIG. 13 is a flowchart showing the procedure of the level selection process.
  • FIG. 14 is a flowchart showing the procedure of the level 1 or 2 game processing in the practice mode.
  • FIG. 15 is a hit ball judgment table used in the level 1 game processing in the practice mode in FIG.
  • FIG. 16 is a hit ball determination table used in the level 2 game process in the practice mode in FIG.
  • FIG. 17 is a flowchart showing the procedure of the level 3 game process in the practice mode.
  • FIG. 18 is a flowchart showing the procedure of the game process in the computer battle mode.
  • FIG. 19 is a flowchart showing the procedure of the game process in the computer battle mode.
  • FIG. 20 is a flowchart illustrating the procedure of the inning selection process.
  • FIG. 21 is a flowchart showing the procedure of the game process in the two-person mode.
  • FIG. 22 is a flowchart showing the procedure of the game process in the two-person mode.
  • FIG. 1 is a perspective view of one embodiment of a baseball game toy of the present invention
  • FIG. 2 is a top view of a display window formed on an outer peripheral surface thereof as viewed from above.
  • the baseball toy 10 has a relatively short length, and a bulge portion 12 extending from the grip portion 11 toward the tip has a relatively large diameter inside the housing formed as a baseball bat.
  • the display, sound generation means, signal generation means, and dry cell battery 5 3 (Fig. 8) A battery box (not shown) for storing the signal, a control means for detecting a signal generated by the signal generating means and controlling a light emitting operation and a sound generating operation of the display unit and the sound generating means, and necessary wiring.
  • the components housed inside will be described later in detail.
  • a display window 13 in which a transparent plate is fitted is formed in the bulging portion 12, and the baseball stadium display portion 15, the count display portion 17, and the score display portion 19, which are the display portions formed through the display window 13, are formed inside. Can be seen.
  • FIG. 2 is a top view of the display window 13 as viewed from above.
  • the baseball stadium display section 15 is a reduced form of the actual baseball stadium, with an LED 15h at the home base, an LED 15f at the first base, an LED 15s at the second base, and an LED 15 at the third base. t is located.
  • the count display section 17 consists of seven LEDs arranged in the same way as the count display section of the actual electronic bulletin board at the baseball stadium, and the upper strike count display section in which two LEDs 17 sa and 17 sb are arranged side by side.
  • the score display section 19 is composed of two integrated 7-segment LEDs 19a and 19b, and is capable of displaying scores up to two digits, and is also used for displaying information that can be displayed on the 7-segment LED as described later.
  • a swelling portion 12 is provided with a select switch (select SW) 21 formed as a push button slightly closer to the lip portion 11 of the display window 13.
  • a start switch (start SW) 23 formed as a push button is provided at a position from the drip portion 11 to the bulge portion 12.
  • a leaf switch 25 and a lever member 37 are mounted inside the bulging portion 12.
  • the select switch 21 and the start switch 23 are operation units operated from the outside, and the leaf switch 25 and the lever member 37 are operation units indirectly operated by a player performing a hitting operation.
  • the select switch 21 is a push button switch, and when pressed, both terminals come into contact to generate a signal. As described later, the select switch 21 is used to select a type of game that can be executed by the baseball game toy 10, select a difficulty level (level) of the selected game, and What is necessary is just to comprise so that the signal required for progress of another game procedure etc. may be generated.
  • the start switch 23 is a push button switch constituting an operation unit. When pressed, both terminals come into contact with each other to generate a signal. As described later, the start switch 23 determines the type of play selected by the select switch 21, determines the level of difficulty selected by the select switch 21, generates a pitching signal, and other play procedures. It generates the signals necessary for the progress of traffic.
  • the bulging portion 12 has a sound emitting portion for emitting a sound generated from a power switch 52 (FIG. 8) and a speaker 51 (FIGS. 8 and 9) constituting the sound generating means on the side opposite to the display window 13. Are formed.
  • the battery box is provided inside the grip portion 11, and the dry battery 53 (FIG. 8) can be replaced from the tip of the grip portion 11.
  • a display device 30 in which the LEDs displayed on the display window 13 are arranged so as to emit light forms a unit with a circuit board on which a microcomputer 40 (FIGS. 8 and 9) for controlling the light emitting operation of the LEDs is mounted, Screwed to the housing.
  • a microcomputer 40 FIGS. 8 and 9
  • FIG. 3 is a perspective view showing components constituting the display device 30 as viewed from below.
  • the display device 30 includes a display member 31 that can be seen from the display window 13, a spacer 32 for attaching each LED to fix the position, and a circuit board on which the LEDs fixed to the spacer 32 are wired so as to be able to control light emission. 33 and a circuit board 34 on which a microcomputer 40 is mounted and on which necessary wiring is provided are main components.
  • the positions of the LEDs on each base of the baseball field, the positions of the LEDs on the count display section, and the positions for displaying the 7-segment LEDs 19a and 19b are formed as holes or openings, and the light emission of each LED is provided. Can be seen from the display window 13. A dark transparent cover 35 is fitted into the opening where the 7-segment LEDs 19a and 19b are displayed (FIGS. 3 and 4).
  • a shaft hole 37 a forming a fulcrum of the lever member 37 is rotatably fitted into a cylindrical bearing 36 protruding from the lower surface of the outfield stand of the display member 31, and a screw 37 c is screwed into a screw hole of the cylindrical bearing 36.
  • a hole 37 b is formed at the rotating end of the lever member 37, and the hole 37 b The weight 37 d is fitted into.
  • the leaf switch 25 is attached to the back of the display member 31 at a position where the rotating end of the lever member 37 contacts.
  • FIG. 4 is a perspective view of the display member 31 to which the leaf switch 25, the lever member 37, and the dark transparent cover 35 are attached, as viewed from below.
  • the normal position of the lever member 37 is determined by the rotation range limiting members 39a and 39b.
  • FIG. 5 is a top perspective view showing the relationship between the lever member 37 and the leaf switch 25, and FIG. 6 is a top view thereof.
  • the pivotal end of the lever member 37 to which the weight 37d is attached is arranged so as to be able to contact one terminal of the leaf switch.
  • FIG. 7 is a top view showing a state of the lever member 37 and the leaf switch 25 when the user performs a striking operation by gripping the grip portion 11 of the baseball play toy 10 having a baseball bat shape.
  • the lever member 37 rotates forward due to the centrifugal force generated by the hitting operation, that is, toward the tip of the bat, and presses the contact of the leaf switch 25 to bring both terminals into contact.
  • a “hit signal” is generated by contact between both terminals of leaf switch 25.
  • the control means can detect the generation of the impact signal.
  • FIG. 8 is a circuit diagram of an electric system of the baseball game toy 10
  • FIG. 9 is a block diagram thereof.
  • the display operation and the sound generation operation of the baseball play toy 10 are controlled by the microcomputer 40.
  • the microcomputer 40 includes a central processing unit (CPU) 41, a read-only memory (ROM) 42 for storing a game processing program and set conditions, and a random access memory (RAM) for storing data necessary for the game processing. 43, a signal generated by the start switch 23, the leaf switch 25, and the select switch 21 are inputted, and four LEDs of each base of the baseball field and seven LEDs of the count display part are displayed on the display window 13.
  • a two-integrated 7-segment LED 19a, 19b Interfacing with a row switching circuit 45 and row switching circuit 46 that drive 14 LEDs, and a sound signal generation circuit 48 that generates sound from a speaker 51
  • An I / O port (IZO port) 49 is provided, and a clock source 50 is connected to the CPU 41.
  • FIG. 10 shows the arrangement of the light emitters in the display window 13.
  • the CPU 41 sends a command signal to the column switching circuit 45 and the row switching circuit 46 so that the baseball stadium display unit 15
  • the baseball stadium display unit 15 Four LEDs 15 h, 15 f, 15 s.15 t at each base position and seven LEDs 17 sa, 17 sb, 17 ba, 17 bb, 17 bc, 17 oa, 17 in the count display section 17 ob, 7 LEDs 19aa, 19ab, 19ac, 19ad, 19ae, 19af, 19ag, which compose the 7-segment LED 19a of the score display section 19, and 7 composing the 7-segment LED 19b 7 It is possible to freely turn on and off the 25 LEDs each consisting of the LEDs 19 ba, 19 bb, 19 bc, 19 bd, 19 be, 19 bf, and 19 bg.
  • FIG. 11 is a flowchart showing a procedure for performing one game with the baseball game toy 10.
  • a mode selection process is performed (step ST1), and a game mode desired by the player is selected from a plurality of games that can be performed by the baseball game toy 10.
  • a single-player mode and a two-player mode as play modes in which the baseball game toy 10 can play.
  • the practice mode and the computer battle mode are set in the single-player mode.
  • a mode selection process is performed according to a procedure shown in FIG. 12 described later, and any one of the game modes is selected.
  • step ST2 After the mode selection process (step ST1), a level selection process (step ST2) is performed as necessary.
  • three kinds of difficulty levels are set in the single player mode, and the difficulty level desired by the player can be selected.
  • the level 1 when the pitching speed is 100 km / h the level 2 when the pitching speed is 150 km / h, and the strike ball and ball ball of the above two speeds occur randomly. In the case of actual battle, it is set as level 3.
  • level setting in the single-player computer battle mode for example, as a level of baseball game when a player plays, a level 1 that is set to pitch and defend in a little league level is set. Level 2 is set when high school baseball pitching and defense are performed, and level 3 is set when professional baseball pitching and defense is performed. These level settings can be changed as needed.
  • a human mode can also be provided.
  • the level selection processing is performed according to the procedure shown in FIG. 13 described later.
  • step ST3 after the above-described play mode selection processing (step ST1) and play level selection processing (step ST2), play processing is performed (step ST3), and when the play processing is completed, a reproduction step is performed.
  • the game procedure of ST1 to ST3 is repeated.
  • the mode selection process is performed according to the procedure shown in FIG.
  • the CPU 41 causes the 7-segment LED 19 b. 19 a to emit light as “1P” as an initial display (step ST 101). Then, it is determined whether the start switch is on or not.
  • Step ST102 When the player operates the start switch 23, the start switch is turned on, the CPU 41 determines "YES”, and changes the light emission of the 7-segment LED 9b, 19a to "Co”. Yes (step ST 103).
  • the CPU 41 determines whether the start switch is on (step ST104). When the player operates the start switch 23, the start switch is turned on, the judgment is "YES", and the computer battle mode in the single player mode is selected. If the player determines "NO" without operating the start switch 23 in the determination of step ST104, the CPU 41 determines whether or not the select switch is turned on (step ST105). When the player operates select switch 21,
  • CFU41 determines whether the start switch has been turned on or not (step ST107). When the player operates the start switch 23, the start switch is turned on, the judgment is "YE S", and the practice mode in the one-man mode is selected.
  • step ST107 the CFU 41 determines whether or not the select switch is turned on (step ST108). When the player operates the select switch 21,
  • step ST109 the determination is "YES” and the light emission of the 7-segment LEDs 19b and 19a is changed to "2P" (step ST110).
  • step ST11 the start switch is turned on, the result of the determination is "YES", and the two-person mode is selected.
  • step ST11 the CFU 41 determines whether or not the select switch is turned on (step ST112). When the player operates select switch 21,
  • the level selection process is performed according to the procedure shown in FIG.
  • the CFU41 displays 7-segment LEDs 19b and 19a as "L1" as an initial display.
  • Step ST201 The CPU 41 determines whether or not the start switch is on (step ST202). When the player operates the start switch 23, the start switch is turned on, and the CPU 41 determines "YES" and determines the level of the game to be level 1.
  • the CPU 41 determines whether or not the select switch is turned on (step ST203). When the player operates the select switch 21,
  • step ST204 the CPU 41 repeats the procedure of steps ST202 to ST204, and changes the light emission of the 7-segment LEDs 19b and 19a from “L2” to “L3” each time the determination of step ST203 is “YES”.
  • the player operates the start switch 23 when the level at which the player wants to play is displayed.
  • the CPU 41 selects the level displayed when the start switch is turned on. Next, the game process will be described. As the game processing, four types of game processing with different procedures, that is, the practice mode level 1 or 2, the practice mode level 3, the combi-evening battle mode, and the two-person mode are set to be executable.
  • FIG. 14 is a flowchart showing the procedure of the game processing of the level 1 or 2 in the practice mode.
  • the CPU 41 determines whether or not an impact signal has been generated (step ST301).
  • "YES” is determined and a swing sound of swinging the bat is generated from the speaker 51 (step ST302). .
  • This corresponds to the action of a player shaking a bat to practice the swing. Therefore, when the player does not practice swing, no hitting signal is generated and no such swing sound is generated.
  • the CPU 41 determines whether or not the start switch has been turned on (step ST303).
  • the pitching speed is set at 100 kmZh at level 1 and 150 kmZh at level 2.
  • the pitching sound “shu-ichi” is generated for 0.5 seconds (500 milliseconds)
  • the pitching sound “shu” is generated for 0.3 seconds (300 milliseconds).
  • This pitching sound is assumed to have occurred when the ball was separated from the pitcher's hand, and the time of occurrence is a criterion for the player to perform a hitting motion. It is determined based on the calculation that it takes 0.66 seconds (660 milliseconds) and 0.46 seconds (460 milliseconds) to reach the batter's box when pitching at a pitching speed.
  • the CPU 41 detects a pitching signal generated by the player operating the start switch 23 in step ST303, and generates an announcement sound and a pitching sound. Since the pitching sound is an indication of the timing of the hitting operation of the player, it is appropriate that the hitting determination in step ST307 described later is made based on the time difference from the stoppage of the pitching sound to the generation of the hitting signal.
  • the CPU 41 determines whether or not an impact signal has been generated (step ST305).
  • the player performs a striking motion at the right time.
  • a hit signal is generated, it is determined to be “YES”, a swing sound is generated from the speaker 51 (step ST306), and a pitching signal detected in step ST303 (start switch ON).
  • the hit ball is determined (step ST307). In the case where the hit signal is not recognized in the determination in step ST305 and the determination is "NO", when the predetermined time has elapsed (step ST308), the hit ball determination process in step ST307 is performed.
  • the hitting ball determination processing is performed based on the correspondence table in which the time difference from the stop of the pitching sound (step ST304) to the detection of the hitting signal (step ST305) corresponds to a plurality of hitting ball types as described above.
  • FIG. 15 is a correspondence table used for judging a level 1 hit ball.
  • the time difference from the stop of the pitching sound to the generation of the hit signal is displayed in milliseconds.
  • the pitch is set at 100 km / h. If the pitcher pitches from the mound at a pitch of 100 kmZh in an actual baseball stadium, it is calculated that the notter-box reaches 0.66 seconds (660 milliseconds). Therefore, since the pitching sound generation time is set to 0.5 seconds (500 milliseconds), 160 milliseconds after subtracting 500 milliseconds from the 660 milliseconds, that is, 160 seconds after the pitching sound stops. If a hitting signal is generated after milliseconds, the hitting action has been performed when the pitch reaches the grasshopper box.
  • the home run is set when the time difference from the stop of the pitching sound to the generation of the hitting signal is 140 to 160 milliseconds. If the batting signal is generated while the pitching sound is being generated, that is, if the time difference is less than 0 ms, the pitching does not reach the batter box and the ball is missed even if the batting operation is performed, while the time difference is greater than 270 ms (Including the case where the strike signal is not generated within the predetermined time) The pitch is settled in the catch yermit, and the swing is missed or missed. In either case, the strike is judged as strike (1 line in the table in Fig. 15). Eyes and line 21).
  • FIG. 16 is a correspondence table used to determine a level 2 hit ball.
  • the time difference from the stop of the pitching sound to the generation of the impact signal is displayed in milliseconds.
  • the pitching speed is set at 150 kmZh. Pitcher throws from mound at actual baseball field
  • the pitching sound generation time is set to 0.3 seconds (300 milliseconds), so 16 seconds after subtracting 300 milliseconds from the 460 milliseconds, that is, the pitching sound stops and If a batting signal is generated after 160 milliseconds, the batting operation has been performed when the pitch reaches the grasshopper box.
  • the home run is set when the time difference from the stop of the pitching sound to the generation of the hitting signal is 150 to 160 milliseconds.
  • the reason why the home run time is smaller than in the case of level 1 is that the pitching speed is high. If the batting signal is generated while the pitching sound is being generated, that is, if the time difference is less than 0 ms, the pitching does not reach the grasshopper box and the ball is missed even if the batting action is performed, while the time difference is greater than 270 ms. In the case (including the case where the batting signal is not generated within the predetermined time), the pitch is contained in the catcher mitt, and the swing is missed or missed, and in either case, the strike is determined (in the table in Fig. 16). Lines 1 and 21).
  • CPU 41 performs notification processing of the determination result (step ST309).
  • the notification processing of the determination result is also performed by the light emission of the base of the baseball stadium display section 15 in addition to the generation of the sound.
  • the timing of the batting operation is performed by emitting the LED of the home base LED 15h.
  • Falart, foul, infield goro, fry, etc. lines 2, 3, 4, 6, 8 and 10
  • Fail-out, foul, infield goro, fly, etc. (12, 14, 16, 18, 19 and Line 20) turns on the first base LED 15 mm to indicate that the batting operation was too slow.
  • step ST303 When such notification is given, the player operates the start switch 23. Then, the CPU 41 determines whether or not the start switch of step ST303 is ON, determines "YES", and repeats the procedure of steps ST303 to ST309. On the other hand, if the player operates the select switch 21 while the notification is being made, the determination in step ST310 is made, and the determination is "YES" to end the game process, and the step shown in FIG. The procedure returns to the mode selection process of ST1.
  • FIG. 17 is a flowchart showing the procedure of the level 3 game process in the practice mode.
  • the CPU 41 determines whether or not an impact signal has been generated (step ST401).
  • "YES” is determined and a swing sound of swinging the bat is generated from the speaker 51 (step ST402). .
  • This corresponds to the action of a player shaking a bat to practice the swing. Therefore, when the player does not practice swing, no hitting signal is generated and no such swing sound is generated.
  • the CPU 41 determines whether or not the start switch has been turned on (step ST403). The procedures so far are the same as steps ST301 to ST303 in the above-described practice mode level 1 or 2.
  • the throwing type is determined to be three types, in this embodiment, a strike ball of 100km / h, a strike ball of 150kmZh or a ball ball ( Step ST404).
  • a method of determining the type of pitch a first method in which the probability of occurrence of each type of pitch is set, and random selection is performed by extracting random numbers, a predetermined number of the above-mentioned three types of pitches are determined in accordance with the desired probability and sequence of occurrence. For example, in the ten storage units, addresses 0 to 9 are stored, for example. Each time the start switch of step ST403 is turned on (a pitching signal is generated), the next address, that is, the address after address 0 is address 1. After the address 1, the second method of securing the probability and order of occurrence of the three types of pitches by taking out the pitches stored in the address 2 can be cited. In the present embodiment, the second method is employed to set the probability of occurrence of ball balls low and to prevent the addresses of the storage portions of ball balls from being continuous so that ball balls are not generated continuously.
  • ⁇ SHU '' is generated for 0.5 seconds
  • ⁇ SHU '' is generated for 0.3 seconds. If it is determined to be a sphere, for example, a “shupiro bite” is generated (step ST405).
  • the generated pitching sound serves as a criterion for the player to perform a hitting motion, as in the case of Level 1 or Level 2 described above.
  • step ST406 determines whether or not a striking signal has been generated.
  • the player performs a batting operation at an appropriate timing.
  • “YES” is determined, a swing sound is generated from the speaker 51 (step ST407), and a pitching signal (start switch of the start switch) detected in step ST403 is generated.
  • the hit ball is determined at the time interval between the occurrence of ON) and the generation of the hitting signal detected in step ST406 (step ST408).
  • the hit signal is not recognized in the determination in step ST406 and the determination is "NO"
  • the hit ball determination processing in step ST408 is performed.
  • the pitch is a strike ball
  • the judgment is made based on the correspondence table between the time difference from the stop of the pitching sound used in Levels 1 and 2 to the generation of the hitting signal and the type of the hitting ball ( Figures 15 and 16).
  • a strike is detected if the strike signal is detected within a predetermined time, and a pole is determined if the strike signal is not detected.
  • the determination result is generated as an announcement sound from the speaker 51 in the same manner as in the level 1 or 2 described above, and the LED is illuminated and notified according to the determination result.
  • the CPU 41 determines whether or not the start switch in step ST403 is ON, determines "YES”, and performs the procedure in steps ST403 to ST410. repeat.
  • the determination in step ST411 is made, and the determination is "YES" to end the game processing, and the step ST41 shown in FIG. It returns to the procedure of mode selection processing of 1.
  • the computer battle mode is used when the player performs a batting action to attack as described above.
  • the pitching and defense levels are set to three levels, and one of levels 1 to 3 has already been selected by the procedure of the level selection processing shown in FIG.
  • FIG. 18 and FIG. 19 are flowcharts showing the procedure of the game process in the computer battle mode.
  • an inning number selection process is performed (step ST501).
  • nine innings from 1 to 9 are set as the number of innings that can be played in the same manner as in actual baseball. However, the number of innings to be played can be freely selected.
  • FIG. 20 is a flowchart illustrating the procedure of the inning number selection process.
  • the CPU 41 displays “9” on the 7-segment LED 19 as the initial display (step ST601).
  • the CPU 41 determines whether or not the start switch is ON (step ST602). When the player operates the start switch 23, the judgment is "YES" and the number of innings 9 is selected.
  • step ST603 the CPU 41 determines whether or not the select switch is turned on.
  • the CPU 41 determines "YES” and changes the light emission display of the LED 19b to "1" (step ST604).
  • the CFU 41 repeats the procedure of steps ST 602 to ST 604, and every time it determines “YES” in the determination of step ST603, the 7-segment LED 19b emits light from “1” to “2” and “2”. Sequentially from “3” to “3”.
  • the player operates the start switch 23 when the number of innings desired to be played is displayed.
  • the CPU 41 selects the number of innings displayed when the start switch is turned on. Thus, the inning number selection process ends.
  • step ST501 Determine the number of innings you want to play in the inning number selection process in step ST501 Then, the CPU 41 generates a sound effect indicating the start of the game from the speaker 51, and generates a referee's voice “play” (step ST502).
  • the CPU 41 controls the light emitting operation of the 7-segment LEDs 19b and 19a to display the attacking side display "1P” or “Co", the inning display “1” to “9", and the inning table. “O” or back “u” is displayed alternately. For example, if the attacker is a player and once in the table, the display repeats "1P"-> “1 o". On the other hand, if the attacker is behind the scenes on the computer once, the display repeats “Co” ⁇ “1 u” (step ST503).
  • step ST504 it is determined whether or not the attacker is a computer (step ST504), and if "NO” is determined, the procedure of the player's attack in steps ST505 to ST517 is performed. On the other hand, if “YES” is determined, the procedure of the baseball game of the single-letter type in steps ST520 to ST527 is performed.
  • Steps ST505 to ST511 and ST513 of the player's attack procedure are performed in the same manner as in the practice mode level 3 described above. That is, the CPU 41 determines whether or not a striking signal has been generated (step ST505). If the player performs a striking operation and the two terminals of the leaf switch 25 come into contact with each other and a striking signal is generated, the CPU 41 determines "YES”. Then, a swing sound of swinging the battery is generated from the speaker 51 (step ST506). Next, the CPU 41 determines whether or not the start switch has been turned on (step ST507). If "YES" is determined, the pitching type is determined in the same manner as in the practice mode level 3 step ST404 (step ST508). The CPU 41 generates the sound of "Pitcher thrown" from the speaker 51 and also generates a pitching sound corresponding to the determined type of pitching (step ST509).
  • the CPU 41 determines whether or not a hitting signal has been generated (step ST510). If the determination is "YES”, the CPU 41 generates a swing sound from the speaker 51 (step ST511), and performs a hitting ball determination and determination result notification process. Perform (step ST512).
  • This determination process is based on the type of hitting ball based on the time interval between the generation of the pitching signal and the generation of the hitting signal shown in FIGS. 15 and 16 used for the determination of the hitting ball in the practice mode. Adjustment is performed assuming that
  • step ST513 The same applies to the case where the impact signal is not generated within a predetermined time (step ST513). Is determined.
  • step ST512 a description will be given of a determination made for each type of the hit ball and a notification process of the determination result.
  • the strike count is calculated when the ball hits the ball or hits while the pitching sound is generated (in the case of the first line shown in FIG. 15 or FIG. 16).
  • the strike count is incremented by 1 each time, and the count display 17
  • the LEDs 17sa and 17sb of the strike count display section emit light.
  • the ball count is incremented by one each time, and the LEDs 17ba, 17bb, and 17bc on the ball display are turned on.
  • the LEDs 15f, 15s, and 15t are lit to indicate that the runner has hit the corresponding base. Also, if the above hit occurs while these LEDs are already emitting light, advance the corresponding number of bases and make the LED at the advanced position emit light.
  • “Home runs” are all home runs and no adjustments are made. A loud, loud, loud, home run sound is generated from the speaker 51, and a “cheering” and “taiko” sound is generated. If the base has already emitted light, 1 to 4 points are added according to the number in step ST515 described later.
  • “Three ⁇ ⁇ one” is set to the probability of 20% out. "Large, big, missing” for hits, “big, big, missed” for out Is produced. In the case of a hit, if the base has already emitted light, the number of points that can advance to the home base in step ST515 described below is added. If it is a fault, add the outcount.
  • the “two base” has a probability of 20% out. If it is hit, it will sound “loud, missed” and if out, it will sound “loud, picked up”. In the case of a hit, if the base has already emitted light, the points of the number that can advance to the home base in step ST515 described later are added. In case of out, add out count.
  • “Outfield fly” is described in the sixth, eighth, tenth, twelfth, fourteenth, and sixteenth lines in FIG. 15 or FIG. These will be outfield fly, and in the outfield fly, an error will occur at the setting of 20%, and the sound "Outfield fly, errata" will be generated, the batter will be safe, reach first base, and the first base LFD 15 f Flash. If the base has already emitted light, the LED at the position at which each base has advanced is emitted, and if the third base has emitted light, one point is added in step ST515 described later. On the other hand, it is out at the setting of 80%. In this case, a sound “Outfield fly, out” is generated and the alert count is added.
  • a case is set where a base is advanced by "touch-up" under predetermined conditions.
  • the setting for the occurrence of the sunset-up is set to occur with a predetermined probability when the LED 15t, which indicates that there is a runner on the third base, is illuminated with an event count of 1 fart or less.
  • This success rate is set at 80%.
  • step ST515 If the LEDs 15f, 15s, and 15t on all bases are emitting light, the state of light emission does not change, but as a push, one point is added in step ST515 described later.
  • the first and second bases, the first and third bases, the second and third bases are already lit, the bases are both full, and the LEDs 15f, 15s, and 15t of all bases are lit.
  • “Faul” is set to 75% foul and 25% out.
  • a sound is generated as “Fall” and the strike count is added. If the strike has already been 2 strikes, that is, if both strike count LEDs 17sa and 17s b are lit, strike Do not change the count display.
  • a sound “Fall out” is generated and the out count is added.
  • “fall out” lines 2 and 20 in Figure 15 or Figure 16), all are out and the out count is added. ⁇
  • the setting is made so that “gettsu” is generated under predetermined conditions.
  • the ghetto is set to occur 25% of the time when a runner is on first, first and second base, first and third base during Golo, and when full.
  • the alert count is incremented by 2 and in each case,
  • the notification processing of the determination result is performed by the sound generation from the speaker 51 and the light emission display of the LED.
  • step ST514 it is determined whether or not a score has been obtained (step ST514).
  • the score counter is a counter provided in the CPU 41 for storing and adding scores.
  • the CPU 41 displays the score of the attacking side on the 7-segment LEDs 19a and 19b of the score display section 19 together with the addition of the score counter. If "NO” is determined, the score counter is not incremented. In this case, the display of the 7-segment LEDs 19a and 19b of the score display section 19 does not change. If a score cannot be obtained in the first run, "0" is displayed on LED 19a.
  • a 1P score counter for counting the score when the player is on the attacking side As the score counter, a 1P score counter for counting the score when the player is on the attacking side, and a C0 score counter for counting the score when the computer is on the attacking side are prepared.
  • step ST566 it is determined whether or not a change has been made. A change is determined by whether the out count has reached three. If "NO" is determined in the determination in step ST516, the procedures in steps ST505 to ST517 are repeated.
  • step ST516 a "change” sound is generated (step ST517), and it is determined whether the selected number of innings has been completed (step ST518). If determined to be “NO”, a score is displayed on the 7-segment LEDs 19b, 19a (step ST519).
  • CPU 41 When one back is started, CPU 41 generates a sound effect indicating the start of the game from speaker 51, and generates a referee's voice of "play” (step ST502).
  • the attack side display "1P” or “C0” the attack side display "1P” or “C0”
  • the inning display “1” to “9” the inning table “0” or the back side Display “u” alternately.
  • the attacking side since the attacking side is a one-sided inning on the combination side, the display repeats “Co” ⁇ “1 u” ⁇ (Step ST503).
  • the attacking side determines whether or not it is a computer (step ST504), and if it determines "YES", performs the procedure of a roulette-type baseball game in steps ST520 to ST527.
  • the CPU 41 determines whether or not the start switch has been turned on (step ST520). When determining “YES”, the display of the 7-segment LED 19a changes to “ ⁇ ”. (Out display) — “H” (hit display) ⁇ high-speed circulation display (step ST 521). The CPU 41 determines again whether the start switch has been turned on.
  • Step ST522 If "YES" is determined, stop control of the 7-segment LED 19b is performed.
  • the ROM 42 has two types of probabilities of becoming hits for computer baseball games.
  • the probability of a hit when the start switch is turned on when the "0" is displayed is set to, for example, 17 and a hit when the start switch is turned on when the "H" is displayed.
  • the probability of becoming is set to, for example, 5-12. If multiple levels of computer baseball game are set, more probabilities can be set for each.
  • the CPU 41 performs the stop control and displays “0” or “H” on the 7-segment LED 19a for a predetermined time, for example, 0.5 seconds.
  • the CPU increments (+1) the count when it displays "0" on the 7-segment LED 19a, and when it displays "H,” the single hit, the two-hit, the three-base hit, and A home run is determined.
  • the probability of each hit type is set, and one of them is selected.
  • the selection of the hit or the pitch and the selection of the type of the hit can be performed in the same manner as the selection of the type of the pitch at the level 3 of the practice mode.
  • the attacker illuminates the LEDs 15f, 15s, and 15t in the same manner as the player, indicating that the runner has appeared on the first, second or third base.
  • the LED 170a is caused to emit light to indicate occurrence of an alert count.
  • step ST527 it is determined whether or not a change has been made (step ST527). Out count If it is less than 3, it is determined as "N ⁇ " and the procedure of steps ST520 to ST527 is repeated.
  • step ST527 When the out count becomes 3 in the determination of step ST527, “YES” is determined, and it is determined whether or not the number of innings selected in step ST518 has been completed. If “NO” is determined, the score is displayed on the 7-segment LEDs 19b and 19a. In the score display, the attacker display, the score display, the defense display, the defense score, and the defense score are cyclically displayed (step ST519). For example, when one back is completed, the display is “Co” ⁇ “Score” ⁇ “1P” ⁇ “Score” ⁇ . Since one back attack is over, we move on to two front attacks.
  • step ST501 the front and back of the inning are sequentially repeated, and when the front and back of the inning number selected in the inning number selection process (step ST501) are completed, a determination of "YES" is obtained in the determination of step ST518.
  • CPU 41 determines "YES” in step ST518, CPU 41 generates a sound of "game set” from speaker 51 (step ST528).
  • the CPU 41 determines whether or not the winner is a player (step ST529). By comparing the score counters, if the value of the game's 1P score counter is larger, the judgment is "YES", and the 7-segment LEDs 19b and 19a display "1P" and emit light from the speaker 51. The sound of the “Fan Fare” is generated, and the LED light emission is performed in the order of LED17 oa ⁇ LED17ba ⁇ LED17sa ⁇ LED15h ⁇ LEDl 5 f, 15 s, 15 t (simultaneously three lights) As if fireworks were launched Display (step ST530).
  • step ST529 If the determination in step ST529 is "NO”, it is determined whether or not the winner is a computer (step ST531). In the case of "YES”, the 7-segment LED 19b, 19 & emits " ⁇ 0” and emits a "sad sound” from the speaker 51 because the player loses (step ST532).
  • step ST531 If the determination in step ST531 is "NO”, the game is a draw. In this case, the 7-segment LEDs 19b and 19a display “dr” and emit a “drawing sound” (step ST533).
  • step ST534 After performing the display for a predetermined time, 7-segment LED 19 b, 19 & ⁇ 1 '' ⁇ “Score” ⁇ “Co” ⁇ “Score” ⁇ is displayed cyclically (step ST534).
  • the score counter is set to 0 (step ST536), and the game process in the computer battle mode ends. I do.
  • step ST504 determines whether or not the player becomes the attacking side, but if the CPU 41 does not detect a batting signal at this time (in the case of "N ⁇ " in the determination in step ST505), It is determined whether or not the select switch is on (step ST537). If the player presses the select switch 21 and determines "YES”, the 7-segment LEDs 19b and 19a repeatedly display the attacking side and the score (step ST537). Step ST538). In this case, “1 P” ⁇ “Score” ⁇ is displayed repeatedly. If the select switch is not turned on and the answer is "NO”, it is determined whether the start switch in step ST507 is ON, and the baseball game proceeds.
  • step ST539 When the select switch or the start switch is turned on while the repeat display of the step ST538 is being performed (step ST539), the display of the 7-segment L EDI 9b, 19a is changed to the defense side and the display of the score (step ST539). ST54 0). In this case, “Co” ⁇ “Score” ⁇ is displayed repeatedly. If the select switch or the start switch is turned on during the repeated display of step ST540 (step ST541), the display returns to the display of step ST503 described above. In this way, at the beginning of the inning, the current state of the score can be known by the procedure of steps ST537 to ST541, so that the player can check the player's own score and the score of the combination evening and set a goal while playing the game. It can be carried out.
  • FIG. 21 and FIG. 22 are flowcharts showing the procedure of the game process in the two-player mode.
  • an inning number selection process is performed (step ST701).
  • nine innings from 1 to 9 are set as the number of playable innings in the same manner as in the above-described computer battle mode, as in actual baseball, but the number of innings to be played can be freely set. You can choose.
  • This inning number selection process is performed according to the procedure shown in FIG.
  • the CPU 41 When the number of innings to be played is determined by the inning number selection processing in step ST701, the CPU 41 generates a sound effect indicating the start of the game from the speaker 51, and generates a referee's voice of "play" (step ST702).
  • the CPU 41 controls the light emitting operation of the 7-segment LEDs 19b and 19a to display the attacking side display "1P” or “2P", the inning display “1” to “9", and the inning display. Display “0” on the front or “u” on the back alternately. For example, if the attacker is the first player and the first time, the display repeats “1P” ⁇ “1o” ⁇ . On the other hand, if the attacker is the second player and is behind once, the display repeats “2P” ⁇ “lu” ⁇ (step ST703).
  • the displayed player for example, the first player (1P) operates the baseball toy 10.
  • the procedure for attacking the player is the same as the procedure for attacking the player in the computer battle mode (steps ST505 to ST511 and ST513).
  • the CPU 41 determines whether or not an impact signal has been generated (step ST704).
  • "YES” is determined, and a swing sound of swinging the bat is generated from the speaker 51 (step ST705).
  • the CPU 41 determines whether or not the start switch has been turned on (step ST706). If “YES” is determined, the type of pitch is determined in the same manner as step ST404 of level 3 in the practice mode (step ST707). The CPU 41 generates a sound of "Pitcher thrown" from the speaker 51 and also generates a pitching sound corresponding to the determined type of pitching (step ST708).
  • the CPU 41 determines whether or not a hit signal has been generated (step ST709). If "YES” is determined, a swing sound is generated from the speaker 51 (step ST710), and hit ball determination and determination result notification processing are performed (step ST711). This determination process is based on the type of hitting ball based on the time interval between the generation of the pitching signal and the generation of the hitting signal shown in FIGS. 15 and 16 used for the determination of the hitting ball in the practice mode. Adjustment is performed assuming that Such determination and notification processing of the determination result are performed in the same manner as the determination and notification processing of the determination result when the player in the computer battle mode is the attacking side, and thus a detailed description thereof will be omitted.
  • step ST712 When the hitting signal is not generated within a predetermined time (step ST712), the determination process is performed similarly.
  • step ST713 it is determined whether or not a goal has been scored. In “home run”, “three bases”, “two base”, “hit”, “fly”, “touch up”, and “goro”
  • the score counter is added (step ST714).
  • the score counter is a counter provided in the CPU 41 for storing and adding scores.
  • the CPU 41 displays the score of the attacking side on the 7-segment LEDs 19a and 19b of the score display section 19 together with the addition of the score counter. —
  • the score counter is not incremented. In this case, the display of the 7-segment LEDs 19a and 19b of the score display section 19 does not change. If a score cannot be obtained in the first run, "0" is displayed on LED 19a.
  • a 1P score counter that counts the score when the first player is on the attacking side
  • a score counter that counts when the second player is on the attacking side is 2P.
  • a score counter is provided.
  • step ST715 it is determined whether or not it is a change.
  • a change is determined by whether the out count has reached three.
  • step ST715 If “NO” is determined in the determination of step ST715, the procedure of steps ST704 to ST715 is repeated. If “YES” is determined in the determination in step ST715, a sound of "change” is generated (step ST716), and it is determined whether the selected number of innings has been completed (step ST717).
  • Step ST718 The score display is the attacker display, followed by the score display, Following this, the defensive side is displayed, and then the defensive side score is cyclically displayed.
  • the display at the end of the first table is “1F” ⁇ “Score” ⁇ “2P” ⁇ “0” ⁇ .
  • the procedure returns to the step ST702, and the CPU 41 generates a sound effect indicating the start of the game from the speed 51, and generates a referee's voice of “play” (step ST702). .
  • the CPU 41 controls the light emission operation of the 7-segment LEDs 19b and 19a to display the attacking side display "1F” or “2P", the inning display “1” to “9”, and the table of the innings. Display “0” or back “u” alternately. In this case, the attacker is the second player and the inning is the back of one time, so the display repeats “2P” ⁇ “lu” ⁇ (step ST703).
  • the displayed player that is, the second player (2P) operates the baseball toy 10.
  • the procedure for attacking the player is the same as the procedure for attacking the first player described above, and steps ST704 to ST715 are repeated.
  • step ST 715 If “YES” is determined in the determination in step ST 715, the score display in step ST 718 is performed, and if the set front and back sides are completed, “YES” is determined in the determination in step ST 717, and The sound of the “game set” is generated (step ST719).
  • the CPU 41 compares the score of the 1P score counter with the score of the 2P score counter, determines whether or not the winner is 1P (step ST720), and, when determining “YES”, “IP” with the 7-segment LEDs 19b and 19a.
  • LED 17 oa ⁇ LED 17 ba ⁇ LED 17 sa ⁇ LED 15 h ⁇ LED 15 f, 15 s, 15 t (simultaneously 3 LEDs) Display as if fireworks were launched by
  • Step ST721 If the determination is "NO”, the winner determines whether it is 2P or not (Step ST722). If the score of the 2F score counter is greater than the score of the 1P score counter, the judgment is "YES” and the 7-segment LEDs 19b and 19a display "2P” and emit the sound of "Fanfare” from the speaker 51.
  • LED 17a ⁇ LED17ba ⁇ LED17 s a ⁇ LED 15 h ⁇ LED 15 f, 15 s, 15 t (simultaneously three) By emitting light, it is displayed as if fireworks were launched (step ST723).
  • step ST722 If the determination in step ST722 is "NO", the game is a draw. In this case, the 7-segment LEDs 19b and 19a display “dr” and emit a “drawing sound” (step ST724).
  • step ST725 After the above-mentioned display is performed for a predetermined time, "1?" ⁇ "score” ⁇ "2P” ⁇ “score” is repeatedly displayed on the 7-segment LEDs 19b, 19 & (step ST725). While the above display is being made, if the start switch 23 is operated and the start switch is turned on (step ST726), the score counter is set to 0 (step ST727), and the two-player mode game process is terminated. I do.
  • step ST704 it is determined whether or not the select switch is ON (step ST728). If the player presses the select switch 21 and determines "YES”, The attacking side and score are repeatedly displayed on the 7-segment LEDs 19b and 19a (step ST729). In this case, "1P” or “2P” ⁇ "Score” — is displayed repeatedly. If the select switch is not turned on and the determination is "NO”, the start switch in step ST706 described above proceeds to a determination as to whether the start switch is on, and baseball game proceeds.
  • step ST730 When the player operates the select switch or the start switch to turn on the select switch or the start switch while the repeat display of step ST729 is being performed (step ST730), the 7-segment LED 19b, 19 The display of a is changed to the display of the defense side and the score (step ST731). "2P” or “1P” ⁇ "Score” is displayed repeatedly. If the select switch or the start switch is turned on while the repetitive display of step ST731 is being performed (step ST732), the display returns to the display of step ST703 described above. In this way, at the beginning of the inning, the current state of the score can be known by the procedure of steps ST728 to ST732, so that the players can confirm each other's scores and set a goal for the game while playing. Play.
  • a shape body that can be hit by a player in a baseball hitting operation by a player, the shape body being a pitching signal generating means capable of generating a pitching signal by a player's operation, Hitting signal generating means capable of generating a hitting signal by performing an operation, notifying means capable of notifying a plurality of preset hitting evaluations, detecting the occurrence of the pitching signal and the hitting signal, and generating both signals.
  • a baseball game comprising: a notification control unit for notifying the notification unit of a hit evaluation selected based on an interval.
  • the hitting signal generating means includes: a lever member rotatable by centrifugal force generated by the hitting operation; and a switch member energizable due to the rotation of the lever member. Play toys.
  • the notifying unit includes at least one of a displaying unit that notifies visually and a sound generating unit that notifies audibly.
  • the hitting evaluation includes an evaluation relating to hitting practice indicating that the timing of the hitting action is good, too early or too late.
  • the hitting evaluation includes an evaluation on hitting determination in a baseball game including a strike in the case of a home run, a hit, a foul, and a missed run.
  • the sound generation means generates a pitching sound
  • the notification control means controls the sound generation operation of the sound generation means so that the pitching sound is generated when the pitching signal is detected.
  • pitching sound corresponds to a strike ball and a ball ball having a plurality of set pitching speeds.
  • the shape body includes a pitch selection operation section for a player to select a pitching speed of the strike ball, and when the notification control means detects the pitch signal, the sound generation means plays the game.
  • the baseball game toy according to claim 7, wherein the baseball toy generates a pitching sound of a strike ball corresponding to a pitching speed selected by the player.
  • the notification control means upon detecting the pitching signal, sets a predetermined probability or 8.
  • the notification control means selects one of the plurality of set impact evaluations based on a time difference from the stop of the generated pitching sound to the generation of the impact signal, and performs the notification based on the selected impact evaluation.
  • the baseball game toy according to any one of claims 6 to 10, which controls a notification operation of the means.
  • the baseball stadium display unit has a home base, a first base, a second base and a base base formed to be capable of emitting light, and the notification control means causes the home base, the first base, or the first base to emit light.
  • the notification control means causes the home base, the first base, or the first base to emit light.
  • the baseball stadium display unit has a home base, a first base, a second base, and a third base that are capable of emitting light, and the notification control means controls light emission of each of the bases. 13.
  • the baseball stadium display section has a home base, a first base, a second base and a base base formed to be capable of emitting light, and the notification control means controls light emission of each of the bases.
  • the display means includes a count display section formed to be capable of emitting light.
  • the count display section is formed so as to be capable of emitting and displaying a strike count, a ball count, and an art count. 17.
  • the display means includes a score display unit capable of displaying a score
  • the notification control means includes a score storage unit capable of adding the scores obtained on the front and back of the inning, respectively.
  • the notifying means is capable of notifying the progress of the baseball game by the two teams, and the notifying control means selects the content of the notification based on the set data, and at least nine innings for the baseball match are performed. 19. The baseball game toy according to claim 17 or 18, wherein the notifying means notifies the front and back of the battle situation to the notification means.
  • said shape body comprises an inning number selecting operation section for allowing a player to set the number of said innings to any one of 1 to 9.
  • the voice generating means can generate a referee's call voice based on the baseball rules, and the notification control means can generate a referee's call voice selected based on preset conditions.
  • the baseball play toy according to any one of claims 17 to 22, wherein the base station controls a sound generation operation of the sound generation means.
  • the sound generating means is capable of generating an announcement sound of a baseball live broadcast
  • the notification control means is configured to generate the sound of the announcement so as to generate an announcement sound selected based on preset conditions.
  • An operation section for generating a signal by a player's operation is provided on a peripheral surface of the shape body, and a display section capable of displaying preset display contents is provided on a bulging portion of the shape body.
  • a baseball game toy to be a symbol.
  • the display unit includes a home base, a first base, a second base, and a third base.
  • the display unit includes a count display unit capable of displaying a strike count, a ball count, and an out count.
  • the display unit includes a score display unit.
  • the operation unit includes a switch that can be energized by a centrifugal force generated by a player performing a hitting operation.

Abstract

Cette invention se rapporte à un jeu de base-ball (10), qui comprend un élément en forme de batte destiné à permettre au joueur de réaliser un geste de frappe de la balle et de ressentir les sensations d'un joueur de base-ball, cet élément en forme de batte comportant une partie manche (11) à l'une de ses extrémités et une partie renflée (12) à l'autre extrémité, pour que le joueur puisse réaliser le geste de frappe de la balle, en tenant l'élément en forme de batte dans ses mains. Un commutateur de départ (23), servant à produire un signal de lancement sous l'intervention du joueur est disposé à la surface périphérique de l'élément en forme de batte. La partie renflée (12) comporte un élément levier (37) et un commutateur à lames (25) pouvant produire un signal de frappe, lorsque le joueur réalise le geste de frappe, des parties d'affichage (15, 17, 19, 51) pouvant afficher des images prédéterminées, et un micro-ordinateur (40) servant à détecter l'émission du signal de lancement et du signal de frappe de la balle et à émettre à destination des parties d'affichage (15, 17, 19, 51) une évaluation de frappe choisie sur la base de l'intervalle d'émission entre ces deux signaux.
PCT/JP1999/000394 1998-01-29 1999-01-29 Jeu de base-ball WO1999038589A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP10/16642 1998-01-29
JP10016642A JPH11207038A (ja) 1998-01-29 1998-01-29 野球体験遊戯玩具

Publications (1)

Publication Number Publication Date
WO1999038589A1 true WO1999038589A1 (fr) 1999-08-05

Family

ID=11922018

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP1999/000394 WO1999038589A1 (fr) 1998-01-29 1999-01-29 Jeu de base-ball

Country Status (2)

Country Link
JP (1) JPH11207038A (fr)
WO (1) WO1999038589A1 (fr)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS615858A (ja) * 1984-06-19 1986-01-11 松下電器産業株式会社 電子式マスコツトバツト
JPH0674194U (ja) * 1993-03-30 1994-10-21 株式会社トミー スポーツゲーム装置

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS615858A (ja) * 1984-06-19 1986-01-11 松下電器産業株式会社 電子式マスコツトバツト
JPH0674194U (ja) * 1993-03-30 1994-10-21 株式会社トミー スポーツゲーム装置

Also Published As

Publication number Publication date
JPH11207038A (ja) 1999-08-03

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