WO2005105239A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム方法 Download PDFInfo
- Publication number
- WO2005105239A1 WO2005105239A1 PCT/JP2005/008010 JP2005008010W WO2005105239A1 WO 2005105239 A1 WO2005105239 A1 WO 2005105239A1 JP 2005008010 W JP2005008010 W JP 2005008010W WO 2005105239 A1 WO2005105239 A1 WO 2005105239A1
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- Prior art keywords
- event
- label
- replay image
- importance
- game
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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
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/497—Partially or entirely replaying previous game actions
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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
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
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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
- A63F2300/60—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
- A63F2300/634—Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game
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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
- A63F2300/60—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
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
Definitions
- the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game capable of displaying replay images for various events on a monitor. Also, background technology related to a game device and a game method realized by the game program
- Conventional power One of the powers proposed by various games is a game capable of displaying replay images for various events on a monitor.
- some sports competition games have a play type for determining the content of play. This play type categorizes actions in play that occurred during game execution and results for play that occurred during game execution. For example, taking a baseball game as an example, the play types include “hit hit Z hit”, “stealed Z hit” or “error made Z”
- Patent Document 1 Japanese Patent No. 3227447
- a game in which replay images for various events can be displayed on a monitor, it occurs during a play action or game execution that occurred during the game execution. As a result, a score corresponding to the quality of the play is given to each play when a play corresponding to this play type occurs.
- a play to which an evaluation score equal to or higher than a predetermined point is given becomes a target for replay image generation.
- a replay image of a play below the predetermined point is generated depending on whether the game creator has set the predetermined point.
- the present inventor has considered to be able to provide a live image such as the latest live image or highlight replay image to a player who does not use a method of providing a reference value such as an evaluation score.
- An object of the present invention is to provide a replay image to a player without providing a reference value for the replay image.
- a game program according to claim 1 is a game program for causing a computer capable of realizing a game capable of displaying replay images for various events on a monitor to realize the following functions.
- a first event table setting function that sets the first event table for determining the event contents and the importance of the event contents.
- a replay image display function for displaying on the monitor at least one of the latest replay image stored in the storage unit and the replay image stored in the storage unit according to the importance set in the replay image.
- the first event table setting function the first event table for determining the event contents and the importance of the event contents is set.
- the second event table setting function a replay image of an event that occurred during game execution is stored in the storage unit.
- the first event table is referred to during the game execution, and the importance is set for the replay image stored in the storage unit.
- the second event table for determining the importance set in the replay image is set.
- the replay image display function at least one of the latest replay image stored in the storage unit and the replay image stored in the storage unit according to the importance set in the replay image is displayed on the monitor.
- the first event table for determining the event contents and the importance of the event contents, and the second event table for determining the importance set in the replay image by referring to the first event table And are set. And at least one of the latest replay image saved in the storage unit and the replay image saved in the storage unit according to the importance set in the replay image. Is displayed on the monitor. In this way, by setting the first event table and the second event table, at least one of the latest replay image and the replay image corresponding to the importance can be displayed on the monitor. That is, the replay image can be provided to the player without providing a reference value for the replay image.
- the first event table setting function and the second event table setting function have the following functions.
- a first label table generation function that generates a first event table that has the first event label power according to the importance of the event content
- the second event table setting function (2-1) A first replay image saving function that saves a replay image of an event that occurred during game execution in the first area of the storage unit;
- Event label detection function that sequentially refers to the first event table and detects whether the second event label matches the first event label
- a second replay image storage function for storing the second event table and the replay image corresponding to the second event label of the second event table in the second area of the storage unit.
- the first event label for determining the event contents is set in the first event label setting function.
- the first label table generation function the first event table that generates the first event label power is generated according to the importance of the event contents.
- the replay image of the event that occurred during the game execution is stored in the first area of the storage unit in the first replay image storage function.
- the replay image label setting function the second event label for determining the content of the replay image is set in the replay image stored in the first area of the storage unit.
- the event label detection function the first event table is sequentially referenced to detect whether or not the second event label matches the first event label.
- the second label table generation function when the second event travel that matches the first event label is detected, the importance is set for the replay image based on the reference count, and the importance is set according to the importance of the replay image. As a result, a second event table is generated as the second event label force.
- the second replay image storage function the second event table and the replay image corresponding to the second event label of the second event table are stored in the second area of the storage unit.
- the first event table is generated by the table according to the importance of the first event label force s event contents. Then, the replay image of the event that occurred during the game execution is stored in the first area of the storage unit.
- the importance level is set for the replay image based on the reference number.
- the second event label is generated according to the importance set in the rib image, thereby generating the second event table.
- the second event table and the replay image corresponding to the second event travel of the second event table are stored in the second area of the storage unit.
- the first event table and the second event table are generated, and the replay image is stored in the first and second areas of the storage unit, so that the setting is made based on the latest replay image and the reference count.
- At least one of the replay images corresponding to the importance level can be displayed on the monitor. That is, the replay image can be provided to the player without providing a reference value for the replay image.
- the first label table generation function switches the first event labels in order from the most important event contents to the lowest.
- the first event table is generated by arranging them in
- the event label detection function sets the reference count as the number of times the first event label in the first event table is repeatedly referred to in order from the most important event content to the lowest.
- the number of times the first event label of the first event table is repeatedly referred to in order from the highest importance of the event content to the lowest is set as the reference count. Therefore, the smaller the reference count, the higher the importance of the event content, and the higher the reference count, the lower the importance of the event content.
- the level of importance set for the replay image in the second label table generation function can be set according to the number of reference times.
- the first label table generation function switches the first event labels in order from the least important event contents to the highest event contents.
- the first event table is generated by arranging in
- the event label detection function sets the reference count as the number of times the first event label category contents in the first event table are repeatedly referred to in order from the most important to the lowest. In this case, even if the first event table is generated by the first label table generation function, the event label detection is performed even if the first event table is generated by arranging the first event labels in order of decreasing importance and high importance.
- the 1st event label in the 1st event table is repeatedly referenced in order of the importance of the event content, whichever is higher in importance, so if the number of repeated references is set as the reference count, the reference count The smaller the number, the higher the importance of the event content, and the higher the reference count, the lower the importance of the event content.
- the level of importance set for the replay image in the second label table generation function can be set based on the number of reference times.
- the second label table generation function selectively selects a predetermined number of second event labels having high importance. Hesitate. In this case, since a predetermined number of second event travels having high importance are selectively displayed, the number of replay images stored in the storage unit is increased, and the capacity of the replay images is increased. It is possible to make sure that there is no pressure on the available space. In addition, only the replay image corresponding to the second event label with high importance can be preferentially displayed on the monitor.
- the replay image display function is stored.
- the replay image for reproducing the event immediately after the event that occurred during the game execution is stored. This is displayed on the monitor using the latest rib lay image stored in the first area.
- a live image that reproduces the event immediately after the event that occurred during the game is displayed on the monitor using the latest replay image saved in the first area of the storage unit.
- the replay image display function force reproduces the highlight during the game execution.
- the replay image for the display is displayed on the monitor using the replay image stored in the second area of the storage unit.
- the highlight replay image is requested.
- a highlight replay image can be provided to a player without providing a reference value for the replay image.
- a game device is a game device for realizing a game capable of displaying replay images for various events on a monitor, wherein the first event table setting means, the second event table setting means, And replay image display means.
- the first event table setting means sets the first event table for determining the event contents and the importance of the event contents.
- the second event table setting means stores the replay image of the event that occurred during the game execution in the storage unit, and sets the importance to the replay image stored in the storage unit with reference to the first event table during the game execution Then, set the second event table to determine the importance set in the replay image.
- the replay image display means executes the game by using at least one of the latest replay image stored in the storage unit and the replay image stored in the storage unit according to the importance set in the replay image.
- the replay image of the event that occurred during the event is displayed on the monitor.
- the game method according to claim 9 is a game method for realizing a game capable of displaying replay images for various events on a monitor, wherein the first event table setting step, the second event table setting step, And a replay image display step.
- the first event table setting step a first event table for determining the event contents and the importance of the event contents is set.
- the second event table setting step a replay image of an event that occurred during the game execution is stored in the storage unit, and the importance level is set for the replay image stored in the storage unit with reference to the first event table during the game execution. Set the second event table to determine the importance set in the replay image.
- the replay image display step uses at least one of the latest replay image stored in the storage unit and the replay image stored in the storage unit according to the importance set in the replay image. By using this, the replay image of the event that occurred during the game is displayed on the monitor.
- FIG. 1 is a basic configuration diagram of a game device according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram for explaining the means mainly controlled by the control section shown in FIG. 1.
- 3] Flow chart for explaining the outline of execution of various means of the game device.
- FIG. 4 is a flowchart for explaining an outline of execution of the label judgment process of the game device.
- FIG. 5 is a diagram for explaining a first event table.
- FIG. 6 is a diagram for explaining a second event table.
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- 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 the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- 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, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
- 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 (Central Processing Unit) 7, a signal processor 8, and an image processor 9.
- CPU7 and signal processing The processor 8 and the image processor 9 are connected to each other via a bus 6.
- the CPU 7 interprets the game program power instructions and performs various data processing and control. For example, 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 processing, and image and audio data generation cache processing. And go.
- the image processing processor 9 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 includes, for example, a recording medium 10, an interface circuit 11, and a RAM (Random Access Memory) 12.
- 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 for recording operation system program data, image data, audio data, game data having various program data capabilities, and the like.
- 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, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAM 12 is used to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1.
- the RAM 12 is mounted inside the game device and functions as an internal storage unit. In RAM 12, address data indicating the storage location of various data is stored together with various data, and it is possible to read and write by designating an arbitrary address.
- 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, a D / A converter (DigitaKTo-Analog converter) 22, and the like.
- a DZA converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the ⁇ / ⁇ converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZA 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 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 according to the operation of the player to the CPU 7.
- ⁇ 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 17 L2, Rl button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
- 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. Issue commands to image data and audio data stored in RAM 12.
- the signal processor 8 performs character position calculation and light source calculation in a three-dimensional space based on a command from the CPU 7.
- 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, rank 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 voice data is converted into an analog voice 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 means controlled by the control unit 1 shown in FIG. Various means that play a main role in the present invention will be described using this functional block diagram.
- This game apparatus is a game apparatus for realizing a game capable of displaying replay images for various events on the television monitor 20, and includes a first event table setting means 50 and a second event table setting means 60. And replay image display means 70.
- the first event table setting means 50 is a means for realizing a function of setting a first event table for discriminating the event contents and the importance of the event contents.
- the first event table setting means 50 there is a first event table for the control unit 1 to determine the event contents controlled and executed by the control unit 1 during the game execution and the importance of the event contents during the game execution.
- Such first event table setting means 50 includes first event label setting means 51 and first label table generation means 52.
- the first event label setting means 51 is means for realizing a function for setting a first event label for determining the event content.
- the first event label corresponding to each event content is set in the storage unit 2 in order to determine the event content controlled and executed by the control unit 1 during game execution. .
- the first label table generating means 52 is a means for realizing a function of generating a first event table having a first event label force according to the importance of the event content.
- the control unit 1 generates the first event table having the first event label force in the storage unit 2 according to the importance of the event content.
- the 1st event label in the 1st event table is highly important by the control unit 1! , In order from low to high.
- the second event table setting means 60 stores the replay image of the event that occurred during the game execution in the storage unit 2, and refers to the first event table during the game execution, and is important for the replay image stored in the storage unit 2 This is a means for realizing the function of setting the second event table for setting the degree and determining the importance set in the replay image.
- the replay image of the event that occurred during the game execution is stored in the storage unit 2.
- the importance level is set for the replay image stored in the storage unit 2 with reference to the first event table during the game execution.
- a second event table for determining the importance set in the replay image is set in the storage unit 2.
- Such second event table setting means 60 includes a first replay image storage means 61, a replay image label setting means 62, an event label detection means 63, a second label table generation means 64, and a second label table generation means 64. And a replay image storage means 65.
- the first replay image storage unit 61 is a unit that realizes a function of storing a replay image of an event that occurred during game execution in the first area of the storage unit 2. In the first replay image storage unit 61, a replay image of an event that occurred during the game execution is stored in the first area of the storage unit 2.
- the replay image label setting means 62 is a second display for determining the contents of the replay image. This is a means for setting the bent label in the replay image stored in the first area of the storage unit 2.
- the replay image stored in the first area of the storage unit 2 is set by the second event label force control unit 1 for determining the content of the replay image.
- the event label detection means 63 is means for detecting whether or not the second event label matches the first event label by sequentially referring to the first event table.
- the first event table is sequentially referred to by the control unit 1
- the second event label set in the replay image has the force / force that matches the first event label in the first event table. , Detected by the control unit 1.
- the number of times that the first event label in the first event table is repeatedly referred to the control unit 1 in order of the importance of the event content is high, low power, and high in order is stored in the storage unit 2 as the reference count. Is set.
- the second label table generating means 64 sets the importance level for the replay image based on the reference count when the second event label that matches the first event label is detected, and sets the importance level set for the replay image. This is a means for generating a second event table that also has a second event label power according to the degree.
- the control unit 1 sets the importance to the replay image based on the reference count.
- the second event table force control unit 1 serving as the second event label force is generated in the storage unit 2 according to the importance set in the replay image.
- a predetermined number of second event travels having high importance are selectively displayed by the control unit 1.
- the second replay image storage means 65 is a means for realizing a function of storing the second event table and the replay image corresponding to the second event label of the second event table in the second area of the storage unit 2.
- the second event table and the replay image corresponding to the second event label of the second event table are stored in the second area of the storage unit 2.
- the replay image display means 70 displays at least one of the latest replay image stored in the storage unit 2 and the replay image stored in the storage unit 2 according to the importance set in the replay image. This is a means for realizing the function displayed on the monitor 20.
- Replay In the image display means 70 at least one of the latest replay image stored in the storage unit 2 and the replay image stored in the storage unit 2 according to the importance set in the replay image is stored in the television monitor. Displayed at 20.
- the replay image for reproducing this event immediately after the event that occurred during the game execution uses the latest replay image stored in the first area of the storage unit 2 to obtain a television monitor. Displayed at 20.
- a replay image for reproducing the highlight during the game is displayed on the television monitor 20 by using the replay image stored in the second area of the storage unit 2.
- the first event table 30 is set in the RAM 12 in advance so that the control unit 1 can determine the event contents controlled and executed by the control unit 1 during the game execution and the importance of the event contents during the game execution. Is done.
- the first event label 31 corresponding to each event content is read from the recording medium 10 in order for the control unit 1 to determine the event content controlled and executed by the control unit 1 during the game execution. Is set to RAM12 (Sl).
- the first event label 31 includes, for example, “Sayonara”, “Moment of achievement of each record”, “Completed”, “Complete throw”, “Reversing home run when losing”, as shown in FIG.
- the first event table 30 including the first event label 31 is generated in the RAM 12 by the control unit 1 according to the importance of the event content (S2). At this time, in the first event table 30, as shown in FIG.
- the first event labels 31 are arranged in order by the control unit 1 in the order of the importance of the event contents having the high importance and the low importance.
- the first event labels 31 are arranged in order from the top to the bottom of the first event table 30 in order of the importance of the event contents from the highest to the lowest.
- the event that occurred during the game of the baseball game that is, the replay image power of the play is stored in the first area of the RAM 12 (S6).
- S6 the first area of the RAM 12
- This one play includes, for example, play from the pitcher starting to throw and catching until the catcher finishes catching, and the player home base where the pitcher started throwing and the batter hit the home run and the player who was on the base.
- Various plays such as playing until it comes back to life.
- the existing replay image stored in the first area of RAM12 is rewritten to a new replay image, and this new replay image is stored in the first area of RAM12. .
- the second event label 41 for determining the content of the replay image is set by the control unit 1 to the replay image stored in the first area of the RAM 12 (S7).
- the second event label 41 includes, for example, “Sayonara”, “Each moment of achievement of each successive record”, “Completed”, “Complete throw”, “Reversing home run when losing”, “Hit when losing” ⁇ Reverse with score '', ⁇ Home run when tie, '' ⁇ Reverse with hit score when tie, '' ⁇ Home run when losing, '' ⁇ Score and tie when losing, '' ⁇ Lose ⁇ When you are losing, you have a chance to reverse '', ⁇ When you are losing, you have a chance to tie, '' These are just 21 types of labels, such as “Excluded by chance”, “Home run other than above”, “3 Base hit”, “2 Base hit”, “Sacrificial flight”, “Sacrificial hit”, “Error”, “Out” In addition to the 21 types of labels, labels are also available for various types of play.
- the first event table 30 is sequentially referred to by the control unit 1, and the second event label 41 set in the replay image has a force / force force that matches the first event label 31 in the first event table 30.
- the control unit 1 executes label discrimination processing (S8).
- the first event label 31 of the first event table 30 is repeatedly referred to by the control unit 1 in order of the importance of the event contents from highest to lowest.
- Count force Set to RAM 12 as reference count n.
- the first event label 31 of the first event table 30 is repeatedly referred to by the control unit 1 in order from the highest importance level of the event contents (S81).
- the second event travel 41 is the first event label 31 to the first event label 31 from the first to the first event label 31.
- Event labels 31 are referenced one by one in order.
- the force with which the second event label 41 matches the first event label 31 is determined by the control unit 1 (S82). If the first event label 31 does not match the nth second event label 41 (No in S82), the reference count n is not detected until the second event label 41 that matches the first event label 31 is detected. Sequentially incremented by 1, and the reference count n is sequentially changed from “2” to “22 (maximum reference count)” (S83). Then, it is determined whether or not the incremented reference count n has reached the maximum reference count “22” (S84). As long as the incremented reference count n does not reach the maximum reference count “22” (No in S84), the processing from S82 to S84 is repeated.
- the label discrimination process ends.
- the case where the label discrimination process is completed in this way corresponds to the case where the second event label 41 matching the first event travel 31 is not detected (No in S8).
- the control unit 1 sets the second event label 41, which will be described later. The process proceeds to the next event execution process without being reflected in the list 40 (S4).
- the first event label 31 of the first event table 30 is repeatedly referred to by the control unit 1 in order of the importance of the event contents from highest to lowest (S81). If 1 event label 31 matches the nth second event label 41 (Yes in S82), the reference count n is set (S82).
- the reference count n when the first event label 31 matches the second event label 41 is set as “N”. For example, if the second event label 41 is “reverse home run when losing”, the first event label 31 in the first event table 30 corresponding to this “reverse home run when losing” is As shown in FIG. 5, since it is the fifth in the first event table 30, the reference count n is “5”, and the reference count n of “5” is stored in the RAMI 2.
- the second event travel 41 is “defeated by chance of reversal when losing,” the first event table 30 corresponding to this “defeat with chance of reversal when defeated! /”
- the first event label 31 is 11th in the first event table 30 as shown in FIG. 5, so the reference count n is “11”, and the reference count n of “11” is the RAMI 2 Saved in.
- the second event label 41 is “Excessive for a chance to win when tied”
- the first event in the first event table 30 corresponding to this “Excessive for a chance to win when tied” is displayed. Since the travel 31 is in the 13th position of the first event table 30 as shown in FIG.
- the reference count n is “13”, and the reference count n of “13” is stored in the RAM 12.
- the control unit 1 sets the importance 42 in the replay image based on the reference count n (S9).
- the importance level 42 set for the replay image is defined by the reference count n. For example, it is specified that the importance level 42 increases as the reference number n decreases, and the importance level 42 decreases as the reference number n increases.
- the second event label 41 that matches the first event label 31 is “reverse home run when losing,” the reference count n is “5”. Degree 42 is set.
- the second event label 41 that matches the first event travel 31 says, “When you lose, you have a chance to reverse. In the case of “rejected”, since the reference count n is “11”, an importance level 42 of “11” is set in the replay image.
- the second event label 41 that matches the first event label 31 is “rejected to the chance to win when tied,” the reference count n is “13”, so the replay image contains “13 Is set to 42.
- the second event table 40 including the second event label 41 is generated in the RAM 12 according to the importance 42 set in the replay image (S10).
- a predetermined number of second event labels 41 having a high importance level 42 are selectively displayed by the control unit 1.
- the second event travel 41 is selected when the second event label 41 having a higher importance 42 than the second event label 41 having the lowest importance 42 is generated in the second event table 40. This is realized by replacing the second event label 41 with the lowest importance level 42 with the second event label 41 with the higher importance level 42. For example, as shown in FIG.
- the predetermined number of second event labels 41 is 3, and the second event table 40 power “5” with importance 42 is “losing” while the game of the baseball game is in progress.
- ⁇ 11 '' with importance 42 ⁇ retreat to chance of reversal when losing
- the lowest importance level 42 ⁇ If you have a higher importance level 42 than ⁇ Excessive chance to win when you tie, '' the second event table 40 , “Excessive chance to win when tied” is replaced with the second event label 41 of “Sayonara” with importance 42 of “1”.
- the second event labels 41 in the second event table 40 When the number of second event labels 41 in the second event table 40 is smaller than a predetermined number, the second event labels 41 are sequentially added to the second event table 40 until the predetermined number is reached.
- the second event table 40 set in this way and the replay image corresponding to the second event label 41 of the second event table 40 and the second area of the force RAM 12 are stored (S11). Then, the replay image for reproducing this event immediately after the event that occurred during the game execution is displayed on the television monitor 20 by using the latest replay image stored in the first area of the RAM 12. (S12).
- the process as described above is performed in various events, that is, in various play until the game ends. It is executed repeatedly each time (No in S13).
- a live image to reproduce the highlights during the match is displayed on the television monitor 20 using the replay image stored in the second area of RAM 12.
- S 14 a second event table 40 in which the predetermined number of second event labels 41 is 3 and a replay image corresponding to the second event label 41 of the second event table 40 are stored in the second area of the RAM 12. Therefore, the replay images corresponding to the three second event labels 41 are displayed on the television monitor 20 as highlight replay images.
- the first event table 30 for determining the event contents and the importance level of the event contents, and the importance level 42 set for the replay image by determining the first event table 30 are determined.
- a second event table 40 is set.
- the replay image stored in the first area of the RAM 12 and the replay image corresponding to the second event label 41 stored in the second area of the RAM 12 are the latest replay image of the event that occurred during the game execution and It is displayed on the television monitor 20 as a replay image of the noise light.
- the latest replay image and the highlight replay image can be displayed on the television motor 20. That is, the latest replay image or highlight replay image can be provided to the player without providing a reference value for the replay image.
- the present invention also includes a program for executing the above-described method and a computer-readable recording medium 10 on which the program is recorded.
- Examples of the recording medium 10 include computer-readable flexible disks, semiconductor memories, CD-ROMs, DVDs, MOs, ROM cassettes, and the like.
- a power game showing an example of using a home game device The apparatus is not limited to the above-described embodiment, and the same applies to a commercial game apparatus in which the television monitor 20 is configured, a personal computer or a workstation that functions as a game apparatus by executing a game program, and the like. Can be applied to
- the power shown in the example in which the latest replay image and the highlight replay image are displayed on the television monitor 20 at the same time is not limited to the above embodiment. Alternatively, only the latest replay image may be displayed on the television monitor 20, or only the highlight replay image may be displayed on the television monitor 20.
- Table is set. And saved in the memory At least one of the latest replay image and the replay image stored in the storage unit according to the importance set in the replay image is displayed on the monitor as a replay image of the event that occurred during the game execution. In this way, by setting the first event table and the second event table, at least one of the latest replay image and the replay image corresponding to the importance can be displayed on the monitor. That is, the replay image can be provided to the player without providing a reference value for the replay image.
- the latest replay image is displayed on the monitor using the latest replay image stored in the first area of the storage unit to display a live image to reproduce the event immediately after the event that occurred during the game execution.
- the latest replay image can be provided to the player without providing a reference value for the replay image.
- a replay image according to importance that is, a rebirth image for reproducing the light and illite during the game
- using the replay image stored in the second area of the storage unit When a high replay image is requested, it is possible to provide the player with a noisy replay image without providing a reference value for the replay image.
- the number of replay images stored in the storage unit is increased, and the capacity of the replay image is increased in the storage unit. You can squeeze the free space. Only the replay image corresponding to the second event label having high importance can be preferentially displayed on the monitor.
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Abstract
Description
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Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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DE602005020607T DE602005020607D1 (ja) | 2004-05-01 | 2005-04-27 | |
EP05736714A EP1747807B1 (en) | 2004-05-01 | 2005-04-27 | Game program, game device, and game method |
US11/555,282 US7717789B2 (en) | 2004-05-01 | 2006-11-01 | Game program, game device, and game method |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2004163865A JP4121978B2 (ja) | 2004-05-01 | 2004-05-01 | ゲームプログラム、ゲーム装置及びゲーム方法 |
JP2004-163865 | 2004-05-01 |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
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US11/555,282 Continuation US7717789B2 (en) | 2004-05-01 | 2006-11-01 | Game program, game device, and game method |
Publications (1)
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WO2005105239A1 true WO2005105239A1 (ja) | 2005-11-10 |
Family
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Family Applications (1)
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PCT/JP2005/008010 WO2005105239A1 (ja) | 2004-05-01 | 2005-04-27 | ゲームプログラム、ゲーム装置及びゲーム方法 |
Country Status (7)
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US (1) | US7717789B2 (ja) |
EP (1) | EP1747807B1 (ja) |
JP (1) | JP4121978B2 (ja) |
KR (1) | KR100862327B1 (ja) |
DE (1) | DE602005020607D1 (ja) |
TW (1) | TWI255202B (ja) |
WO (1) | WO2005105239A1 (ja) |
Families Citing this family (16)
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JP4849829B2 (ja) | 2005-05-15 | 2012-01-11 | 株式会社ソニー・コンピュータエンタテインメント | センタ装置 |
JP2007199944A (ja) * | 2006-01-25 | 2007-08-09 | Sega Corp | シミュレーション映像のダイジェストを表示制御するプログラム |
EP2127712A4 (en) * | 2007-03-22 | 2012-10-10 | Konami Digital Entertainment | GAME PROGRAM, GAMING MACHINE AND GAME CONTROL PROCEDURE |
US8515253B2 (en) * | 2008-02-15 | 2013-08-20 | Sony Computer Entertainment America Llc | System and method for automated creation of video game highlights |
JP5264335B2 (ja) | 2008-07-10 | 2013-08-14 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム装置の制御方法、及びプログラム |
US8088012B2 (en) * | 2009-01-29 | 2012-01-03 | Disney Enterprises, Inc. | System and method for dynamic video game recap |
JP5437683B2 (ja) * | 2009-03-30 | 2014-03-12 | 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 |
KR101436308B1 (ko) * | 2012-11-14 | 2014-09-03 | (주)네오위즈게임즈 | 게임 리플레이 제공 방법, 이를 수행하는 게임 리플레이 제공 서버 및 이를 저장한 기록 매체 |
JP5906208B2 (ja) * | 2013-03-06 | 2016-04-20 | 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、ゲーム制御プログラム、及びゲームシステム |
US10335679B2 (en) | 2014-10-27 | 2019-07-02 | Sony Interactive Entertainment Inc. | Video processing device, video processing method, and program |
JP6947560B2 (ja) | 2017-07-14 | 2021-10-13 | グリー株式会社 | ゲーム処理プログラム、ゲーム処理方法及びゲーム処理装置 |
CN110033295B (zh) * | 2018-01-11 | 2023-08-29 | 韩国电子通信研究院 | 对游戏中事件的奖励重要性的检测装置及方法 |
KR102075385B1 (ko) * | 2018-01-11 | 2020-02-11 | 한국전자통신연구원 | 인게임 이벤트에 대한 보상 중요도 측정 장치 및 방법 |
KR102074504B1 (ko) * | 2018-02-28 | 2020-02-06 | 엔에이치엔 주식회사 | 게임 플레이 영상 리플레이 방법 |
US11344807B2 (en) * | 2019-08-07 | 2022-05-31 | Lenovo (Singapore) Pte. Ltd. | Electronic game moment identification |
US11517826B2 (en) * | 2020-06-10 | 2022-12-06 | Snap Inc. | Game result overlay system |
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- 2005-04-27 EP EP05736714A patent/EP1747807B1/en not_active Expired - Fee Related
- 2005-04-27 KR KR1020067025087A patent/KR100862327B1/ko not_active IP Right Cessation
- 2005-04-27 DE DE602005020607T patent/DE602005020607D1/de active Active
- 2005-04-27 WO PCT/JP2005/008010 patent/WO2005105239A1/ja active Application Filing
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Also Published As
Publication number | Publication date |
---|---|
TW200538192A (en) | 2005-12-01 |
US7717789B2 (en) | 2010-05-18 |
JP4121978B2 (ja) | 2008-07-23 |
EP1747807B1 (en) | 2010-04-14 |
JP2005319231A (ja) | 2005-11-17 |
EP1747807A4 (en) | 2007-08-22 |
KR100862327B1 (ko) | 2008-10-13 |
KR20070012844A (ko) | 2007-01-29 |
US20070060389A1 (en) | 2007-03-15 |
TWI255202B (en) | 2006-05-21 |
DE602005020607D1 (ja) | 2010-05-27 |
EP1747807A1 (en) | 2007-01-31 |
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