WO2005025706A1 - ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム方法 - Google Patents
ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム方法 Download PDFInfo
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- WO2005025706A1 WO2005025706A1 PCT/JP2004/012974 JP2004012974W WO2005025706A1 WO 2005025706 A1 WO2005025706 A1 WO 2005025706A1 JP 2004012974 W JP2004012974 W JP 2004012974W WO 2005025706 A1 WO2005025706 A1 WO 2005025706A1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8011—Ball
Definitions
- Video game program video game apparatus, and video game method
- the present invention relates to a video game program, and more particularly to a video game program for causing a computer to realize a video game capable of displaying a character on a monitor and controlling the action of the character.
- the present invention also relates to a video game apparatus and a video game method realized by the video game program.
- a baseball video game is known (see, for example, Patent Document 1).
- the movement of the character can be controlled by a controller.
- various events of the game that progress with the movement of the character will be explained or explained using pre-recorded commentary of the commentary! / Speak.
- the commentary or commentary until the specific event occurs is interrupted, and the specific event is Live or commentary related to a particular event, regardless of live or commentary until it occurs.
- Patent Document 1 Japanese Patent Application No. 5-313705
- the problem of the present invention is that even if various events occur during the game, the player can easily grasp the various events that occurred during the game from the actual situation or explanation, and receive the actual situation or explanation ability during the game. There is to be able to taste a sense of reality.
- a term storage function that stores live commentary terms used during the video game.
- the first live commentary function that provides live commentary or commentary related to video games using live commentary terms.
- a live commentary interrupt function that interrupts the first live commentary function when a specific event occurs during the video game.
- the second live commentary function that provides live commentary or explanation related to a specific event when the live commentary interrupt function is executed.
- the video game realized by this program is used while the video game is in progress.
- V Live commentary terms are stored in the term storage function. Using the live commentary terms stored in this term storage function, the live commentary related to video games is provided by the first live commentary function. When a specific event occurs while the video game is in progress, the live commentary or commentary currently in progress is interrupted by the live commentary break function. In this way, when the live commentary is interrupted by the live commentary interrupt function, the live commentary related to the specific event is performed by the second live commentary function. Then, the live commentary return function returns the second live commentary function to the first live commentary function. When the live commentary return function is executed, the live commentary continuation function continues the live commentary or commentary of the first live commentary function interrupted by the live commentary break function.
- the first commentary function includes a first term selection function, a first selected term storage function, and a first audio output function.
- the first transfer function selects live commentary terms that are stored in the term storage function and used during the video game.
- the first selected term storage function stores live commentary terms selected by the first term selection function.
- the first audio output function outputs the actual commentary terms stored in the first selected term storage function as audio.
- the first transfer function transfers live commentary from the first selected term storage function to the first audio output function.
- the selected commentary terms are stored in the first term storage function.
- the first term is transferred to the first voice output function with the first selected term storage function and the first voice output function, and the first voice output function outputs it as voice.
- the actual commentary selected by the first term selection function is stored in the first selected term storage function, so that a specific event occurs during the game and the actual commentary or commentary is interrupted. Even if this happens, the contents of the interrupted actual situation or explanation can be retained.
- the first selected term storage function is transferred to the first audio output function using the first transfer function, it is possible to divide the contents of the actual condition or explanation into predetermined contents and transfer them. Transfer load can be reduced.
- the live commentary continuation function is based on the live commentary terms stored in the first selected term storage function of the first live commentary function. ! Continue to continue the live commentary or explanation of the 1st commentary function Let In this case, even if a specific event occurs during the game and the actual situation or explanation is interrupted, the actual situation or explanation content of the first commentary function when the game is interrupted is the first. Since it is held in the selected term storage function, the live commentary continue function can continue the live commentary or commentary of the first live commentary function.
- the content of the specific event is determined by the live commentary interrupt function, and the first live commentary function is used. It is determined whether or not to interrupt.
- the live commentary or commentary is suspended or continued according to the content of the specific event.
- the second commentary function includes a second term selection function and a second selected term storage function. And a second audio output function and a second transfer function.
- the second term selection function selects live commentary terms that are stored in the term storage function and used during the video game.
- the second selected term storage function stores the actual commentary terms selected by the second term selection function.
- the second audio output function outputs the actual commentary terms stored in the second selected term storage function as audio.
- the second transfer function also transfers the commentary on the live commentary to the second audio output function.
- the second transfer function transfers the second selected term storage function power to the second voice output function, and the live commentary term is transferred to the second voice output function and output as voice.
- the second selected term storage function since the actual commentary terms selected by the second term selection function are stored in the second selected term storage function, the second selected term storage function also adds the actual commentary terms to the second voice output function. 2.
- the transfer load can be reduced if the contents of the actual situation or explanation can be divided and transferred for each predetermined content.
- the live commentary or commentary contents by the live commentary terms are formed according to. These various dialogues are grouped into dialogue groups. In this case, since various dialogues according to the contents of the live commentary or explanation are collected as a dialogue group, even if a specific event occurs during the game and the live commentary or commentary is interrupted, The contents of commentary or commentary can be recognized by the first commentary means in dialogue group units. As a result, when returning to the 1st commentary function using the commentary return function, any dialogue power in the interrupted dialogue group can be continued.
- an attribute is set in the dialogue group, and it is determined whether or not the live commentary return function is executed based on this attribute. Is done.
- the commentary return function can return the commentary or commentary under various conditions depending on the attribute.
- the video game device is a device capable of displaying a character on a monitor and controlling the action of the character, term storage means for storing live commentary terms used during the video game, The first live commentary that provides commentary or commentary related to the video game, or the first commentary that interrupts the first live commentary when a specific event occurs during the video game. And a second live commentary that gives a live commentary or comment related to a specific event when the live commentary interruption is executed, a second live commentary return means that returns from the second live commentary to the first live commentary, Live commentary continuation means for continuing the live commentary or commentary of the first live commentary means suspended by the live commentary interruption means when the return commentary means is executed.
- the video game method is a method capable of displaying a character on a monitor and controlling the movement of the character, a term storing step for storing an actual commentary term used during the video game, A first live commentary step that provides commentary or commentary related to the video game, or a live comment break step that interrupts the first live commentary step when a specific event occurs during the video game, Live answer A commentary or commentary relating to a particular event when the interrupt step is executed
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram for mainly explaining the functions of the CPU 7 shown in FIG.
- FIG. 3 A flowchart showing the commentary on the actual situation of a baseball video game.
- FIG. 4A Diagram showing how to execute live commentary in the live commentary function.
- FIG. 4B Diagram showing how to execute live commentary in the live commentary function.
- FIG. 1 shows a basic configuration of a video game apparatus according to an embodiment of the present invention.
- a home video game device will be described as an example of the video game device.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with a recording medium 10, and game data is read from the recording medium 10 as appropriate and a game is executed. The contents of the game executed in this way are displayed on the home television.
- Home video game consoles are mainly CPU (Central
- the home television has a television monitor 20, an interface circuit 21 and a DZ A converter 22.
- the game system of a home video game device includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each connected via a bus 6.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
- the control unit 1 includes, for example, a CPU 7, a signal processor 8, and an image Speak.
- the CPU 7, the signal processor 8, and the image processing processor 9 are connected to each other via a bus 6.
- the CPU 7 interprets the command of the game program power and performs various data processing and control.
- the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
- the signal processor 8 mainly performs calculations in 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation process, and image and audio data generation cache process. And go.
- the image processor 9 mainly performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8! /
- the storage unit 2 is provided mainly for storing program data and various data used in the program data.
- the storage unit 2 also includes, for example, a recording medium 10, an interface circuit 11, a RAM 12, and a power.
- An interface circuit 11 is connected to the recording medium 10.
- the interface circuit 11 and the RAM 12 are connected via the bus 6.
- the recording medium 10 is a game data consisting of operating system program data, image data, audio data, and various program data.
- the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
- the recording medium 10 also includes a card type memory. This card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAMI 2 is used for temporarily storing various data read from the recording medium 10 and temporarily recording the processing results from the control unit 1.
- the RAM 12 stores various data and address data indicating storage locations of various data, and can be read and
- the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
- the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a DZA converter 22.
- a D / A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZ A converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as an image to the television monitor 20.
- the image data includes, for example, polygon data and texture data.
- Polygon data is the coordinate data of vertices constituting a polygon.
- the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the polygon data in the three-dimensional space (three-dimensional polygon data) indicated by the polygon address data based on the movement amount data and the rotation amount data of the screen itself (viewpoint).
- Coordinate transformation and perspective projection transformation thus, it is replaced with polygon data in the two-dimensional space (two-dimensional polygon data). Then, a polygon outline is formed by a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon. In this way, an object in which a test sticker is pasted on each polygon, for example, a manager character, a player character, a referee character, a ball character, or the like can be expressed.
- the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
- the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifying circuit 14 is connected to the spin 13
- a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal.
- This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- Examples of audio data include ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code).
- ADPCM data audio can be output from the speaker 13 by the same processing method as described above.
- PCM data by converting the PCM data into ADPCM data in the RAM 12, the sound can be output from the speaker 13 by the same processing method as described above.
- the operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and an interface circuit 19.
- An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18.
- the bus 6 is connected to the interface circuit 19.
- the controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
- Controller 17 has 1st button 17a, 2nd button 17b, 3rd button 17c, 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 button 17L2, Rl button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR.
- Up arrow key 17U, Down arrow key 17D, Left arrow key 17L and Right arrow key 17R are used, for example, to give CPU 7 a command to move a character or cursor up, down, left or right on the screen of TV monitor 20. Is done.
- the start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
- the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
- the left stick 17SL and right stick 17SR are stick-type controllers with almost the same configuration as a so-called joystick.
- This stick type controller has an upright stick.
- This stick has a structure in which the upright position force can tilt over 360 ° including the front, back, left and right with the fulcrum as the center.
- the left stick 17SL and right stick 17SR are the operation information interface circuit 18 and interface circuit 19 with the X coordinate and y coordinate values with the upright position as the origin as operation signals according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
- buttons and keys of the controller 17 except the left stick 17SL and right stick 17SR are turned on when the neutral position force is pressed by the external pressing force, and return to the neutral position when the pressing force is released. Then it becomes an on-off switch that turns off!
- the general operation of the home video game apparatus having the above-described configuration power will be described below.
- the power switch (not shown) is turned on and the game system 1 is turned on, the image data, audio data, and program are read from the recording medium 10 based on the operating system stored in the CPU 7 recording medium 10. Read data. Some or all of the read image data, audio data, and program data are stored in the RAM 12. Then, CPU 7 is based on the program data stored in RAM 12.
- a command is issued to the image data and audio data stored in the RAM 12.
- image data first, based on a command from the CPU 7, the position of the character in the three-dimensional space of the signal processor 8 and the light source are calculated.
- the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8.
- the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o
- the image data is converted into an analog video signal by the DZA converter 17.
- the image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 In the case of audio data, first, the signal processor 8 generates and processes audio data based on a command from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- FIG. 2 is a functional block diagram for mainly explaining the functions of the CPU 7 shown in FIG. With reference to this functional block diagram, the functions of a baseball video game apparatus that plays a major role in the present invention will be described.
- the baseball video game device is a baseball video game device in which a player character is displayed on the television monitor 20 and the movement of the player character is controlled by the controller 17 and the control unit 1, and includes a term storage means 101 and a first actual situation.
- the commentary 102, the commentary interruption means 103, the second commentary means 104, the comment comment return means 105, and the comment comment continuation means 106 are provided.
- Term storage means 101 is a means for storing live commentary term data used during the video game.
- the actual commentary term data is read from the recording medium 5 by the CPU 7 and stored in the RAM 12.
- RAM12 Each of the commentary data on the live commentary is in the form of digital voice waveform data.
- the first commentary commentary 102 is a means for commenting or explaining various events of the baseball video game using the commentary term data stored in the RAM 12 by the term storage means 101.
- the live commentary term data stored in the RAM 12 is used to output the live commentary or commentary of various events of the baseball video game as sound from the speaker 13.
- the first live commentary means 102 includes a first term selection means 110, a first selected term storage means 111, a first audio output means 112, and a first transfer means 113.
- live commentary term data stored in the RAM 12 is selected in the term storage means 101 in accordance with various events in the first live commentary means 102.
- each of the selected live commentary term data is related by the CPU 7 to form various dialogue data according to the content of the live commentary or the commentary.
- various dialogue data are collected by the CPU 7 as dialogue group data for each status or explanation content, and attributes are set in this dialogue group data.
- the commentary data on the live commentary selected by the first term selection means 110, the speech data, and the speech group data set with the attributes are stored in the RAM 12.
- the dialogue data stored in the RAM 12 by the first selected term storage means 111 is transferred from the first selected term storage means 111 to the first audio output means 112.
- the first audio output means 112 it is supplied to the DZA converter 15 via the dialogue data force interface circuit 16 stored in the RAM 12 by the first selected term storage means 111, where it is converted into an analog audio signal.
- the analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- the live commentary interrupting means 103 is a means for interrupting the first live commentary means 102 when a specific event occurs during the game.
- the content of a specific event is determined by the CPU7. Then, according to the content of the specific event, the CPU 7 determines whether or not to interrupt the first live commentary 102. In other words, when the content of a specific event is important, When the status or explanation is interrupted and the content of the specific event is not important, the branch processing is executed by the CPU 7 when the status or explanation of the first status explanation means 102 is continued.
- the second commentary means 104 is a means for providing commentary or commentary related to a specific event when the commentary interruption means 103 is executed.
- the live commentary or commentary related to the specific event is output as a sound from the S speaker 13.
- the second live commentary means 104 includes second term selection means 120, second selection term storage means 121, second audio output means 122, and second transfer means 123.
- live commentary term data stored in the RAM 12 in the term storage means 101 is selected according to the contents of a specific event.
- each selected live commentary term data is related by the CPU 7, and various dialogue data corresponding to the live commentary or the content of the commentary are formed.
- the various dialogue data is collected by the CPU 7 as dialogue group data for each status or commentary, and attributes are set in this dialogue group data.
- live commentary term data selected by the second term selection means 120, dialogue data, and dialogue group data in which attributes are set are stored in the RAM 12.
- the dialogue data stored in the RAM 12 by the second selected term storage means 121 is transferred from the second selected term storage means 121 to the second audio output means 122.
- the dialogue data stored in the RAM 12 by the second selected term storage means 121 is supplied to the DZA converter 15 via the interface circuit 16, where it is converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- the commentary returning means 105 is a means for returning the second commentary means 104 to the first commentary means 102.
- the CPU 7 refers to the attribute set in the dialogue group data, and determines whether or not to return from the second live commentary means 104 to the first live commentary means 102.
- the commentary continuation means 106 continues the commentary or explanation of the first commentary means 102 interrupted by the commentary interruption means 103 when the commentary return means 105 is executed. Means.
- This live commentary continuation means 106 continues the live commentary or explanation of the first live commentary means 102 based on the live commentary terms stored in the first selected term storage means 111 of the first live commentary means 102.
- the CPU 7 causes the live commentary term data stored in the RAM 12 in the first selected term storage means 111 of the first live commentary means 102.
- dialogue data are referenced. Then, based on the live commentary term data and dialogue data, the live commentary or explanation of the first live commentary means 102 after the interruption is continued.
- step (S9) if the first live commentary is not recalled (No in S9), the next third live commentary corresponding to various game events is executed (S12).
- step (S9) when the first commentary is recalled (Yes in S9), the commentary on the commentary on the first commentary that was interrupted by the commentary interruption step is recalled by the comment comment return step.
- the live commentary continue step will continue until the live commentary or commentary of the first live commentary ends (S 10, Sl l). Then, the following third commentary according to the various events of the game is executed (S12) 0
- the term storage means 101 uses the commentary term data Controlled by the control unit 1 including the CPU 7 and stored in the storage unit 2 including the RAM 12. These live commentary term data are read from the storage unit 2 by the first and second term selection means 110 and 120 according to the contents of various events of the baseball video game, and are associated with each other by the control unit 1 and various dialogue data. Is built. Various dialogue data is collected by the control unit 1 as dialogue group data for each event content, and attributes are set in the dialogue group data. These live commentary term data, dialogue data, and dialogue group data are controlled by the control unit 1 and stored in the storage unit 2 in the first and second selected term storage means 111, 121.
- the first and second transfer means 113 and 123 the first and second selected term storage means 111 and 121 are transferred to the first and second sound output means 112 and 122 and output as sound. In this manner, the contents of the various events of the game are live or explained by the first and second live commentary means 102 and 104.
- batter introduction for example, “(number of innings)”, “back”, “front”, “(team name)”, “attack”, “defense”, “batting order”, “defense” “Position”, “player name”, “number”, “start”, “batter (ha)”, “(right / left)”, “box”, “enter”, etc. are used.
- live commentary terminology data for example, “4 backs, attack of team A”, “4th top batter is A player”, “enter the left batter box”, etc. Data is composed.
- “captured”, “captured”, “to 1st base”, “to back home”, “throw”, “out”, “safe”, etc. are used in cases where the defense contents are live. .
- commentary data such as “caught, nice play, throw to 1st base, out”, “caught, throw to knock home, safe” is composed. .
- V ⁇ live commentary term data that is preferred depending on the situation. For example, by preparing live commentary term data such as “I hit” or “I hit”, I can change the dialogue data like “I hit the first ball” or “I hit the first ball”. You will be able to give a live commentary or commentary.
- the actual and commentary dialogue data shown above is compiled into dialogue group data according to the actual situation or explanation.
- each dialogue data power It is compiled as dialogue group data (first dialogue group data).
- commentary on pitching for example, “A commentator, how do you see pitching of B player so far?”, “Looks good after one goal.”
- Each line data power such as “I see” is compiled as line group data (second line dull data).
- each line data such as “hit the first ball” and “power foul ball that was a hard hit” is grouped as line group data (third line group data). .
- line group data third line group data.
- the actual situation and explanation are continuously performed. Is done. For example, when combining the first to third dialogue group data in order, first, “4 back, A team attack”, “4 first batter is A player”, “left butterfly status” The batter is introduced. Next, “A commentator, how do you see pitching of B player so far?”, “Looks like it ’s going well after one goal,” and “I see,” Explained. Finally, the contents of the attacks such as “hit the first ball” and “powerful foul ball that was a hard hit” are put into practice.
- the actual situation or explanation can be made by using various dialogue data compiled as dialogue group data.
- the first selected term storage means 111 of the explanation means 102 can be made to recognize the storage unit 2 in units of dialogue group data (S6 in FIG. 3).
- the commentary return means 105 returns from the commentary commentary 104 to the commentary commentary 102 (Yes in S9 in FIG. 3)
- the interrupted dialogue group data is stored from the storage unit 2.
- the live commentary interrupting means 103 determines whether or not to interrupt the live commentary or commentary when a specific event occurs during the game (S3 in FIG. 3).
- the content of a specific event is important, the actual situation or explanation is interrupted by the control unit 1 (Yes in S3 in Fig. 3).
- the contents of a specific event are not important, the actual situation or explanation is continued by the control unit 1 (No in S3 in FIG. 3).
- a branching process for determining whether or not to interrupt the actual situation or explanation is executed by the control section 1 in the actual explanation explanation interruption means. Attributes are set for each type of dialogue group data.
- the attribute set in the dialogue group data is used when a specific event occurs while the game is in progress and the live commentary or commentary of the first live commentary 102 is interrupted by the live commentary break 103 (Fig. 3). Yes, S6) of S3, and after providing the actual situation or explanation related to the specific event by the second live commentary 104 (S7 and S8 in Fig. 3), the real situation or explanation of the first live commentary 102 This is used to determine whether or not the force is returned by the return means 105 (S9 in Fig. 3). It is.
- the attribute set in the dialogue group data is referred to by the control unit 1, and it is determined whether the second live commentary means 104 calls back the first live commentary means 102. ! RU
- Attributes set in the dialogue group data include, for example, a normal attribute, a recall target attribute, and a recall execution attribute.
- An explanation will be given below when the commentary interrupting means 103 and the commentary returning means 105 are executed in the state where these various attributes are set in the dialogue group data.
- the dialogue group data to which the dialogue data belongs is not recalled if the dialogue data is suspended by the commentary interruption means 103 (S3 in FIG. 3). Yes for No, No for S9).
- the dialogue data of dialogue group data with normal attributes or recall execution attributes is interrupted by dialogue group data with recall execution attributes
- dialogue data of dialogue group data with recall execution attributes after interruption. Live commentary or explanation using At this time, the normal attribute dialogue dull data to which the suspended dialogue data belongs is not recalled.
- the speech group data to which the speech data belongs is recalled if the speech data is interrupted by the live commentary interrupting means 103 (Yes in S3 in FIG. 3). Yes at S9).
- the dialogue data of the dialogue group data of the recall target attribute is interrupted by the dialogue group data of the recall execution attribute
- the dialogue data of the dialogue group data of the recall execution attribute is used after the interruption. Live commentary or commentary is made.
- the dialogue group data of the recall target attribute to which the suspended dialogue data belongs is recalled, and the actual situation or explanation using the dialogue data at the time of the interruption is made.
- the actual situation and explanation are as follows. Progress.
- Dialogue power of dialogue group data with batter introduction with normal attribute Recall When interrupted by dialogue group data of attack content with execution attribute, “4 times Back, A team attack "," Four first batters ... (interrupt) ",” Hit the first ball “,” It was a painful hit, foul ball "and the actual situation and commentary are made .
- the live state or commentary related to the specific event is performed. Then, the interrupted commentary or commentary continues from the commentary or commentary associated with the particular event to the interrupted commentary or commentary.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Human Computer Interaction (AREA)
- Optics & Photonics (AREA)
- Television Signal Processing For Recording (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
Abstract
Description
Claims
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP04787678A EP1666108B1 (en) | 2003-09-12 | 2004-09-07 | Video game program, video game device, and video game method |
KR1020067004676A KR100760099B1 (ko) | 2003-09-12 | 2004-09-07 | 비디오 게임 프로그램을 기록한 컴퓨터로 읽을 수 있는 매체, 비디오 게임 장치 및 비디오 게임 방법 |
US10/595,162 US7744467B2 (en) | 2003-09-12 | 2004-09-07 | Video game program, video game device, and video game method |
DE602004032358T DE602004032358D1 (de) | 2003-09-12 | 2004-09-07 | Videospielprogramm, videospielvorrichtung und videospielverfahren |
CN2004800261063A CN1849159B (zh) | 2003-09-12 | 2004-09-07 | 电视游戏装置及电视游戏控制方法 |
HK06113007.8A HK1092402A1 (en) | 2003-09-12 | 2006-11-27 | Video game device and video game control method |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2003-321219 | 2003-09-12 | ||
JP2003321219A JP3735359B2 (ja) | 2003-09-12 | 2003-09-12 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム方法 |
Publications (1)
Publication Number | Publication Date |
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WO2005025706A1 true WO2005025706A1 (ja) | 2005-03-24 |
Family
ID=34308630
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2004/012974 WO2005025706A1 (ja) | 2003-09-12 | 2004-09-07 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム方法 |
Country Status (9)
Country | Link |
---|---|
US (1) | US7744467B2 (ja) |
EP (1) | EP1666108B1 (ja) |
JP (1) | JP3735359B2 (ja) |
KR (1) | KR100760099B1 (ja) |
CN (1) | CN1849159B (ja) |
DE (1) | DE602004032358D1 (ja) |
HK (1) | HK1092402A1 (ja) |
TW (1) | TWI248373B (ja) |
WO (1) | WO2005025706A1 (ja) |
Families Citing this family (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3546209B1 (ja) * | 2003-06-30 | 2004-07-21 | 株式会社コナミコンピュータエンタテインメント東京 | ゲーム装置、コンピュータの制御方法及びプログラム |
JP3908772B1 (ja) * | 2005-12-26 | 2007-04-25 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP3962079B1 (ja) * | 2006-02-16 | 2007-08-22 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
US8628414B2 (en) * | 2006-07-14 | 2014-01-14 | Valve Corporation | Enhanced commentary system for 3D computer entertainment |
US8128500B1 (en) * | 2007-07-13 | 2012-03-06 | Ganz | System and method for generating a virtual environment for land-based and underwater virtual characters |
US20090286604A1 (en) * | 2008-05-16 | 2009-11-19 | Microsoft Corporation | Adaptive live commentary in hosted game |
JP5396044B2 (ja) * | 2008-08-20 | 2014-01-22 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
JP5421563B2 (ja) * | 2008-09-03 | 2014-02-19 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP5419511B2 (ja) * | 2009-03-26 | 2014-02-19 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP5462820B2 (ja) * | 2011-03-04 | 2014-04-02 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、ならびに、プログラム |
CN112135159B (zh) * | 2020-09-18 | 2022-05-03 | 湖南联盛网络科技股份有限公司 | 公屏演播方法、装置、智能终端及储存介质 |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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JPH07163754A (ja) * | 1993-12-14 | 1995-06-27 | Konami Kk | 実況中継機能付きゲーム機 |
JPH10104005A (ja) * | 1996-09-30 | 1998-04-24 | Mazda Motor Corp | ナビゲーション装置 |
JPH10211359A (ja) * | 1997-01-30 | 1998-08-11 | Sega Enterp Ltd | ゲーム機における音声発生装置及び方法並びに媒体 |
Family Cites Families (1)
Publication number | Priority date | Publication date | Assignee | Title |
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US6408128B1 (en) * | 1998-11-12 | 2002-06-18 | Max Abecassis | Replaying with supplementary information a segment of a video |
-
2003
- 2003-09-12 JP JP2003321219A patent/JP3735359B2/ja not_active Expired - Lifetime
-
2004
- 2004-09-07 US US10/595,162 patent/US7744467B2/en not_active Expired - Fee Related
- 2004-09-07 CN CN2004800261063A patent/CN1849159B/zh not_active Expired - Fee Related
- 2004-09-07 WO PCT/JP2004/012974 patent/WO2005025706A1/ja active Application Filing
- 2004-09-07 KR KR1020067004676A patent/KR100760099B1/ko not_active IP Right Cessation
- 2004-09-07 EP EP04787678A patent/EP1666108B1/en not_active Expired - Fee Related
- 2004-09-07 DE DE602004032358T patent/DE602004032358D1/de active Active
- 2004-09-10 TW TW093127493A patent/TWI248373B/zh not_active IP Right Cessation
-
2006
- 2006-11-27 HK HK06113007.8A patent/HK1092402A1/xx unknown
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH07163754A (ja) * | 1993-12-14 | 1995-06-27 | Konami Kk | 実況中継機能付きゲーム機 |
JPH10104005A (ja) * | 1996-09-30 | 1998-04-24 | Mazda Motor Corp | ナビゲーション装置 |
JPH10211359A (ja) * | 1997-01-30 | 1998-08-11 | Sega Enterp Ltd | ゲーム機における音声発生装置及び方法並びに媒体 |
Non-Patent Citations (1)
Title |
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See also references of EP1666108A4 * |
Also Published As
Publication number | Publication date |
---|---|
CN1849159A (zh) | 2006-10-18 |
EP1666108B1 (en) | 2011-04-20 |
TWI248373B (en) | 2006-02-01 |
KR100760099B1 (ko) | 2007-09-18 |
CN1849159B (zh) | 2011-01-05 |
US20060281547A1 (en) | 2006-12-14 |
JP3735359B2 (ja) | 2006-01-18 |
US7744467B2 (en) | 2010-06-29 |
TW200520823A (en) | 2005-07-01 |
EP1666108A4 (en) | 2006-11-29 |
EP1666108A1 (en) | 2006-06-07 |
HK1092402A1 (en) | 2007-02-09 |
JP2005087260A (ja) | 2005-04-07 |
KR20060083203A (ko) | 2006-07-20 |
DE602004032358D1 (de) | 2011-06-01 |
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