WO2006095537A1 - 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 PDF

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Publication number
WO2006095537A1
WO2006095537A1 PCT/JP2006/302486 JP2006302486W WO2006095537A1 WO 2006095537 A1 WO2006095537 A1 WO 2006095537A1 JP 2006302486 W JP2006302486 W JP 2006302486W WO 2006095537 A1 WO2006095537 A1 WO 2006095537A1
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WO
WIPO (PCT)
Prior art keywords
character
data
area
characteristic data
characteristic
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2006/302486
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English (en)
French (fr)
Japanese (ja)
Inventor
Yuichi Yokoyama
Masafumi Yoshida
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Filing date
Publication date
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Publication of WO2006095537A1 publication Critical patent/WO2006095537A1/ja
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • Game program Game program, game device, and game method
  • the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game for operating a character displayed on a monitor.
  • the present invention also relates to a game device and a game method realized by the game program.
  • Various games have been proposed.
  • One of them is a battle video game, for example, a baseball video game, in which a character displayed on a monitor is operated to perform a competition.
  • the player when the player's team is attacking or defending, the player may cause the player character to throw or hit the ball by operating the player character with the controller.
  • the player when the player operates the pitcher character with the controller, the player needs to instruct the pitching course also with the controller mouth.
  • the weak course of the batter character is instructed as the pitching course.
  • the batter character's weak course is displayed with a small bat cursor's meet zone force S, and the batter character's specialty course is displayed with a large meet zone. .
  • the player who operates the pitcher character can discriminate the batter character's good course and weak course by the size of the meet zone. In this way, the player who operates the pitcher character can recognize the weak course of the batter character and can also throw the ball toward the poor course (see Non-Patent Document 1). .
  • Non-Patent Document 1 Professional Baseball Spirits 2004 Climax, Konami Corporation Disclosure of the invention
  • An object of the present invention is to make the second character change in accordance with the action result of the first character.
  • a game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a character displayed on a monitor to realize the following functions:
  • a character display function for displaying first and second characters on a monitor.
  • a target area setting function for setting a plurality of areas to be monitored by the first character on the monitor.
  • a target area discriminating function for discriminating which area of the plurality of areas is the target area of the action of the first character.
  • a characteristic state display function for displaying the state of characteristic data on a monitor.
  • the character display function The first and second characters are displayed on the screen.
  • the first character is activated.
  • the target area setting function a plurality of areas to be subjected to the action of the first character are set on the monitor.
  • the characteristic setting function the characteristic data of the second character is set in the area.
  • the characteristic change function it is discriminated whether the area targeted for the action of the first character is a plurality of areas!
  • the characteristic change function the characteristic data set in the determined area is changed.
  • the characteristic status display function the status of the characteristic data is displayed on the monitor.
  • the first and second characters are displayed on the monitor, and the first character is operated.
  • a plurality of areas targeted for the action of the first character are set in the motor.
  • the characteristic data of the second character is set in the area. Further, it is determined which of the plurality of areas is the area targeted for the action of the first character. Then, the characteristic data set in the determined area is changed, and the state of the characteristic data is displayed on the monitor.
  • the pitcher character as the first character and the batter character as the second character are displayed on the monitor, and the pitcher character is operated.
  • a plurality of areas targeted for the pitcher character's movement are set on the monitor.
  • a strike zone and a ball zone in which the pitcher character can pitch are composed of a plurality of areas targeted by the pitcher character.
  • characteristic data of the batter character for example, data of the good course and weak course are set in the area.
  • it is determined which of the plurality of areas is the area targeted by the pitcher character.
  • the pitcher character force Thrown ball force It is determined which area of the strike zone and the ball zone passed.
  • the characteristic data of the area through which the thrown ball has passed such as the data of the good course and the weak course
  • the data of the good course and the weak course are displayed on the monitor. That is, the data of the weak course and the good course of the batter character are changed according to the pitching result of the pitcher character and displayed on the monitor.
  • a game program according to claim 2 is a program for further realizing the following functions on a computer capable of realizing a game for operating a character displayed on a monitor in the game program according to claim 1. is there.
  • a region association function that associates at least two regions of a plurality of regions with each other.
  • the characteristic data of the area through which the pitcher character has thrown the ball passed for example, the data of the good course and the weak course are changed, and the good course and the weak course are changed.
  • the characteristic data set for the associated course is changed.
  • a game program according to claim 3 is a game program according to claim 1 or 2, wherein a computer capable of realizing a game for operating a character displayed on a monitor is This is a program for further realizing the function.
  • Indicator display function for displaying on the monitor an indicator for setting a position that is a target of movement of the second character.
  • an indicator for setting a position to be operated by the second character is displayed on the monitor.
  • the size of the indicator is changed according to the state of the characteristic data.
  • an indicator for setting the position of the batter character's movement for example, the batter character's bat power, the size force of the meet zone of one sol, characteristic data It changes depending on the status of the data of, for example, the good course and weak course. For example, if it is a good course, the meat zone will be large, and if it is not good, the meat zone will be small. Thus, the player who operates the batter character can visually recognize the state of the batter character's specialty course and weak course.
  • the state of the characteristic data is displayed on the monitor based on the color tone data. This function is realized in the characteristic state display function.
  • the state of the characteristic data for example, the state of the data of the good course and the weak course is displayed on the monitor based on the color tone data. For example, if it is a good course, the area of the good course is displayed in green, and if it is not good, the area of the weak course is displayed in red. In addition, it is possible to express the level of strength and weakness of the good course and weak course with shades of color. This
  • the player who operates the pitcher character can visually recognize the batter character's good course and the weak course state.
  • a game program according to claim 5 further realizes the following function in a computer program according to any one of claims 1 to 4 capable of realizing a game for operating a character displayed on a monitor. It is a program for.
  • the characteristic data is corrected when the first character is changed by the characteristic data correction function.
  • the change in pitcher's ball quality due to the change of the pitcher is the characteristic data of the batter character as the second character.
  • Modification data can be modified and reflected in the form of! /. For example, if the pitcher is changed, the fluctuation data is half reset. In this way, the player can experience a baseball game in a state similar to actual baseball.
  • a game device is a game device capable of realizing a game in which a character displayed on a monitor is operated.
  • the game apparatus includes a character display means for displaying the first and second characters on a monitor, a character action means for moving the first character, and a target for setting a plurality of areas to be moved by the first character on the monitor.
  • a game method is a game method executed by a computer capable of realizing a game of operating a character displayed on a monitor.
  • a character display step for displaying the first and second characters on the monitor
  • a character operation step for operating the first character
  • a plurality of areas to be operated by the first character are displayed on the monitor.
  • 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 as an example of the video game apparatus.
  • FIG. 3 is a diagram for explaining a character displayed on a television monitor during a pitcher operation of a baseball game.
  • FIG. 4 A diagram for explaining the display mode of the area set in the television monitor, the characteristic data set in this area, and the state of the characteristic data (at the time of pitcher operation).
  • FIG. 5 is a flowchart for explaining the characteristic data changing system.
  • FIG. 6 is a diagram for explaining the display mode of the characteristic data state (at the time of batter operation).
  • 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 the home video game apparatus 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 of which uses a bus 6. Connected through.
  • 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.
  • the CPU 7, the signal 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.
  • 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, various data used for the program data, and the like.
  • 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 source circuit 11 and the RAM 12 are connected via a 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.
  • This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written 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, and a D / A converter (Digita KTo-Analog converter) 22.
  • a DZA 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 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 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. ing.
  • 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 conversion and perspective projection conversion are performed and 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, it is possible to represent an object in which a test sticker is pasted on each polygon, that is, various characters.
  • 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.
  • Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation data) and PCM (Pulse Code Modulation) data, etc.
  • ADPCM Adaptive Differential Pulse Code Modulation data
  • PCM Pulse Code Modulation
  • 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 ⁇ First button 17a ⁇ Second button 17b ⁇ Third button 17c ⁇ Fourth button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 button 17 L2, R1 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 give CPU 7 a command to move a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
  • 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 the right stick 17SR are stick-type controllers having 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.
  • the first button 17a ?? second button 17b ?? third button 17c ?? fourth button 17d, L1 button 17L1, L2 button 17L2, R1 button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10.
  • Various functions are allocated depending on the situation.
  • buttons and keys of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and are neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
  • image data on the basis of a command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed. Next, 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. Then, the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o Here, 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.
  • the game executed on the game machine 1 is, for example, a baseball game.
  • This game machine 1 can realize a game in which a character displayed on the television monitor 20 is operated.
  • FIG. 2 is a functional block diagram for explaining functions that play a main role in the present invention.
  • the character display means 50 has a function of displaying a pitcher character (first character) and a batter character (second character) on the television monitor 20. In the character display means 50, the pitcher character and the batter character are displayed on the television monitor 20.
  • the pitcher image data corresponding to the pitcher character and the batter image data corresponding to the batter character are stored in the storage unit 2 when the game program is loaded.
  • the recording medium 10 is also supplied to the RAM 12 and stored in the RAM 12.
  • the pitcher image data and the pitcher coordinate data are recognized by the control unit 1, for example, the CPU 7.
  • the batter coordinate data for displaying batter image data on the television monitor 20 and the pitcher coordinate data force display unit for displaying the pitcher image data on the television monitor 20 2 From, for example, the recording medium 10
  • the data is supplied to the RAM 12 and stored in the RAM 12.
  • the batter image data and batter coordinate data are recognized by the control unit 1, for example, the CPU 7.
  • the batter image data and the pitcher image data stored in the RAM 13 are supplied to the television monitor 20 via the image processing circuit 14 based on an instruction from the CPU 7.
  • the batter image data and the pitcher image data are displayed at predetermined positions on the television monitor 20 based on the batter coordinate data and the pitcher coordinate data.
  • the CPU 7 gives an instruction to display the batter image data and the pitcher image data at predetermined positions on the television monitor 20.
  • the character action means 51 has a function of moving the pitcher character and the batter character. In the character operation means 51, the pitcher character and the batter character are operated.
  • the target area setting means 52 has a function of setting a plurality of areas that are the targets of the pitcher character's motion on the television monitor 20. In the target area setting means 52, a plurality of areas targeted for the pitcher character operation are set in the television monitor 20.
  • a plurality of areas to be pitched by the pitcher character are set on the television monitor 20.
  • the plurality of areas constitute a strike zone and a ball zone where the pitcher character can throw.
  • strike zones and The ball zone is divided into a plurality of regions.
  • Coordinate data for setting a plurality of areas in the television monitor 20 is also supplied to the RAM 12 and stored in the RAM 12 when the game program is loaded.
  • the coordinate data is recognized by the control unit 1, for example, the CPU 7.
  • the coordinate data stored in the RAM 13 is supplied and set to the television monitor 20 via the image processing circuit 14 based on an instruction from the CPU 7.
  • the batter character is operated, only the strike zone of the strike zone and the ball zone constituted by the plurality of area forces set in the television motor 20 is displayed on the power television monitor 20.
  • the region association means 53 has a function of associating at least two regions of a plurality of regions with each other. In the region association means 53, at least two regions of the plurality of regions are associated with each other.
  • At least two region force control units 1 of the plurality of regions are associated with each other by, for example, the CPU 7.
  • the diagonally located regions are associated with each other by the control unit 1, for example CPU7.
  • the control unit 1 for example CPU7.
  • the area located in the strike zone and the area located in the outlaw are associated with each other by the force CPU7.
  • the area located in the out high of the strike zone and the area located in the inlay are associated with each other by the CPU 7.
  • the association of at least two areas of the plurality of areas is defined in advance by a game program stored in the storage unit 2, for example, the recording medium 10.
  • the characteristic setting means 54 has a function of setting the characteristic data of the batter character in the area.
  • the characteristic data of the batter character is set in the area.
  • the batter character's characteristic data for example, the data power S of the batter character's specialty course and weak course
  • the storage unit 2 for example, the recording medium 10 to the RAM 12 and stored in the RAM 12.
  • the data of the good course and the weak course are recognized by the control unit 1, for example, the CPU 7.
  • the data power stored in the RAM 13 is allocated to the area based on an instruction from the CPU 7.
  • weak course data is assigned to an area located in the inner field, or good course data is assigned to an area located in the outlaw.
  • the weak course data is assigned to the area located in the out high, or the data of the specialty course is assigned to the area located in the area located in the inlay.
  • the batter character's good course and weak course data are numerical data.
  • the data of a good course consists of numerical data from +1 to +127.
  • the greater the numerical value of this numerical data the greater the level of strength of the batter character with respect to the course.
  • the weak course data consists of numerical data from -1 to -127. The smaller the numerical value of this numerical data, the greater the level of weakness of the batter character with respect to the course.
  • the characteristic data is 0, it indicates that the batter character is good at or not good at the course.
  • the target area discriminating means 55 has a function of discriminating whether or not the area targeted for the pitcher character's movement is a shift area.
  • the target area determination means 55 determines which area of the plurality of areas is the target area of the pitcher character's motion.
  • the region force control unit 1 that is the target of the pitcher character's motion determines which of the plurality of regions.
  • the pitcher character force is also calculated by the ball passing position coordinate data force control unit 1 such as the CPU 7 when the thrown ball passes the strike zone or the ball zone. Based on the passing position coordinate data, the CPU 7 discriminates the force that the ball has passed through which region of the strike zone or the ball zone.
  • the characteristic changing unit 56 has a function of changing characteristic data set in the determined area. In the characteristic changing means 56, the characteristic data set in the discriminated area is changed.
  • the characteristic data set in the area discriminated by the control unit 1 such as the CPU 7 is changed based on the instruction from the weak course data or the data power of the good course control unit 1 such as the CPU 7. For example, when the area determined by the CPU 7 is a weak course, a predetermined numerical value, for example, a numerical value 5 is added to the characteristic data set in the area. When throwing consecutively on a weak course, the characteristic data will have a numerical value of 5. It is added one after another. As a result, the element that the batter's eyes gradually get used to the batter's weakness consciousness when the pitch is continuously thrown into the weak course can be incorporated into the baseball game using characteristic data. it can.
  • the related characteristic data changing means 57 has a function of changing characteristic data set in the area associated with the determined area. In the related characteristic data changing means 57, the characteristic data set in the area associated with the determined area is changed.
  • the control unit 1 for example, characteristic data set in the region associated with the region determined by the CPU 7, such as the weak course data or the good course data
  • the force control unit 1 for example, based on an instruction from the CPU 7 Be changed.
  • the characteristic data force set in the outlaw area associated with this in-high area is changed based on instructions from CPU7.
  • a predetermined numerical value for example, a numerical value 5 is subtracted from the characteristic data set in the outlaw area.
  • the numerical value 5 is added one after another to the in-noise characteristic data, and the numerical value 5 is subtracted one after another from the out-law characteristic data located at the diagonal of the in-noise.
  • the batter's eyes gradually get used to the innoy and the batter's weak feelings about the weak course decrease, but the in-high diagonal
  • the batter's eyes gradually become unfamiliar with the outlaws that are located, and the weakness of the weakness increases, elements that can be incorporated into the baseball game using the characteristic data.
  • the characteristic state display means 58 has a function of displaying the state of characteristic data on the television monitor 20.
  • the characteristic state display means 58 displays the state of characteristic data on the television motor 20.
  • the state of the characteristic data is displayed on the television monitor 20 based on the color tone data.
  • the characteristic data state for example, the digitized characteristic data state is displayed on the television monitor 20 based on an instruction from the control unit 1, for example, the CPU 7.
  • the state of the characteristic data that has been numerically displayed is displayed on the television monitor 20 based on the color tone data.
  • the color tone data is supplied from the storage unit 2, for example, the recording medium 10 to the RAM 12 and stored in the RAM 12.
  • Tonal data is A plurality of color data in which the color density is changed are included.
  • the color data of the tone data is selected by the control unit 1 such as the CPU 7 in accordance with the value of the characteristic data that has been numerically entered. For example, if numeric data is a positive integer, CPU7 selects green data, and if numeric data is a negative integer, CPU7 selects red data. .
  • the numerical value of the characteristic data is a positive integer
  • the darker green data is selected as the numerical value of the characteristic data is larger.
  • the numerical value of the characteristic data is a negative integer
  • the darker red data is selected as the numerical value of the characteristic data is smaller.
  • the color data selected in this way is supplied to the area where the corresponding characteristic data is set via the image processing circuit 14 based on an instruction from the CPU 7 and displayed on the television monitor 20. .
  • the characteristic data correction means 59 has a function of correcting the characteristic data when the pitcher character is changed.
  • the characteristic data correction means 59 corrects the characteristic data when the pitcher character is changed.
  • the characteristic data is corrected by the control unit 1, for example, the CPU 7.
  • the control unit 1 for example, the CPU 7.
  • the control unit 1 for example, the CPU 7
  • the fluctuation data power of the characteristic data changed by the pitcher character before the change is corrected to, for example, a half value (half reset) by the CPU 7.
  • the change in the pitcher's ball quality due to the change of the pitcher can be reflected in the characteristic data of the batter character, for example, the correction t of the variation data of the good course and the weak course.
  • the pitcher character 70, the catcher character 71, the batter character 72, and the ball character 73 are mainly television sets. Displayed on monitor 20.
  • Move the pitcher character 70 When a signal from the controller 17 is recognized by the control unit 1, for example, the CPU 7, the pitching motion of the pitcher character 70 is displayed as a moving image on the television monitor 20 based on an instruction from the CPU 7. Further, a surface determined by the control unit 1, for example, the CPU 1, for example, a hitting surface 74 force television monitor 20 is set as to whether the ball released from the pitcher character 70 is a strike or a ball.
  • the hitting surface 74 is composed of a strike zone 74a and a ball zone 74b outside the strike zone 74a.
  • the figure of the hitting surface 74 shown here also shows the catcher side force when the batter character 72 is a right batter.
  • the strike zone 74a and the ball zone 74b are divided into a plurality of regions. That is, the plurality of regions are arranged inside the hitting surface 74.
  • an address number (A00 to A168) is set for causing the control unit 1, for example, the CPU 7 to recognize each area. In the following description, this address number is used as a code for each area for convenience.
  • characteristic data of the batter character 72 for example, data of the course that the batter character 72 is good or weak is set.
  • the zomal course data which is good or bad is set.
  • the batter character 72's strong course and weak course data also has a numerical data capacity.
  • the data of a good course consists of a single numerical value from +1 to +127. The greater this number, the greater the level of strength of the batter character 72 for the course.
  • the weak course data consists of one of the numbers from -1 to -127. The smaller this value, the greater the degree of weakness of the batter character 72 on the course.
  • the normal course data has a numerical power of 0.
  • At least two of the plurality of regions are associated with each other by the control unit 1, for example, the CPU 7.
  • the diagonally located areas are associated with each other by the control unit 1, for example, the CPU 7.
  • the control unit 1 for example, the CPU 7.
  • the batter character 72 is a right batter
  • the area located in the in-line and the area located in the out-row, the area located in the out-high and the area located in the in-row, and the force CPU 7 are associated with each other.
  • the area located in Inno, Yi and the area located in Outlaw area A
  • the ball character 73 is displayed on the television monitor 20. The Then, the ball character 73 passes through the hitting surface 74. At this time, the force that the ball has passed through which region of the strike zone 74a or the ball zone 74b is determined by the CPU 7.
  • the weak courses of batters are set in areas A42, A43, A55, and A56 (in-high areas).
  • Each area A42, A43, A55, and A56 has a characteristic data value of –100 (area A42). ), — 90 (area A43), — 90 (area A55), — 80 (area A56) are set.
  • the numerical value 5 of the characteristic data set in the area A42 the numerical value 5 is added to the numerical value of the characteristic data in the area A42.
  • the numerical value 5 is subtracted from each of the numerical values of the characteristic data of the regions A126, A127, A139, and A140 associated with the region A42.
  • 0 (area A126), 0 (area A127), 0 (area A139), 0 (area A140) are set as the numerical value of the characteristic data for each of areas A126, A1 27, A139, and A140.
  • the numerical values of the characteristic data in the areas A126, A127, A139, and A140 are all changed to the numerical value 5.
  • the course power of the batter character 72 outlaw is a little weak course
  • the numerical value 5 is added to the numerical value 90 of the characteristic data set in the area A55, and the numerical value of the characteristic data in the area A55 is changed to 85. Is done. That is, the level of weakness of the batter character 72 in the weak course is alleviated. At this time, the force value 5 is subtracted for each of the numerical values of the characteristic data of the regions A153, A152, A141, A138, A128, A125, A114, and Al l 3 associated with the region A55.
  • the numerical value 3 is set as the numerical value of the characteristic data in all the areas A153, A152, A141, A138, A128, A125, A114, A113
  • the areas A153, A152, A14 1, A138, A128, A125 , A114, A113 characteristic data values are all changed to the numerical value-2.
  • the course power of the batter character 72 changes to the course of strength, weakness of course, and weakness.
  • the numerical value 5 will be added one after another to the numerical value of the characteristic data of the area that became the throwing destination, from each of the areas associated with the area that became the throwing destination, The number 5 is subtracted. This will reflect the effect that the batter's eyes gradually get used to the weak course and that the batter's weak feelings about the bad course gradually decrease in the baseball game. Can do. In addition, it is possible to reflect in the baseball game the effect of the batter's eyes gradually becoming unfamiliar and increasing weakness consciousness against the course that is diagonally opposite the weak baseball course in actual baseball.
  • the variation data of the characteristic data changed by the pitcher character 70 before the change is reduced to, for example, a half value by the control unit 1, for example, the CPU 7. Will be corrected.
  • the characteristic data includes initial data and fluctuation data.
  • Initial data is from the control part 1 By U7, predetermined data such as a predetermined numerical value is set in advance in the game program.
  • the variation data is difference data between the characteristic data when the pitcher character 70 is changed and the initial data set in the area. The difference between the characteristic data when the pitcher character 70 is changed and the initial data set in the area is calculated by the control unit 1, for example, the CPU 7.
  • the characteristic data of the area A42 and the areas A126, A127, A139, and A140 have a small variation from the initial data. That is, the influence of the pitcher character 70 before the change on the characteristic data of the batter character 72 can be reduced.
  • the effect of the pitch can be reflected in the baseball game in the form of correction of the characteristic data of the batter character 72.
  • the characteristic data may be reset to the initial data.
  • the control unit 1 for example, the CPU 7
  • the characteristic data composed of the initial data and the variation data is reset to the initial data.
  • the value of the characteristic data (initial data) of area A42 is set to -100 at the start of the game, and the characteristic of area A42 is set immediately before the game ends.
  • the numerical value of the data (initial data + fluctuation data) is set to -70, when the control unit 1 such as CPU 7 determines that the game has ended, the numerical value of the characteristic data is obtained from the control unit 1 such as CPU 7 Based on this command, the initial data value is reset to 100.
  • the state of the characteristic data is displayed on the television monitor 20 based on an instruction from the control unit 1, for example, the CPU 7.
  • the digitized state of the characteristic data is displayed on the television monitor 20 based on the color tone data.
  • the color tone data includes a plurality of color data in which the color shade is changed.
  • the CPU 7 selects the green data included in the color data of the color tone data. If the numeric characteristic data is a negative integer, the CPU 7 selects red data included in the color data of the tone data.
  • the characteristic data is a positive integer
  • the larger the numerical value of the characteristic data the darker the green data is selected, and the selected green data is assigned to the area corresponding to the characteristic data.
  • the characteristic data is a negative integer
  • the smaller the characteristic data value is, the darker the red data is selected, and the selected red data is assigned to the area corresponding to the characteristic data. In this way, the state power of the characteristic data is displayed in color in a predetermined area of the television monitor 20.
  • the numerical value of the characteristic data is -1 00 (area A42), — 90 (area A43), — 90 (area A55), — 80 (area A56)
  • dark red data is assigned in the order of the numerical force of the characteristic data, the order of the area, that is, area A42, area A43 (area A55), area A56, and the area is red with light and shade. Is displayed.
  • gradation processing may be performed in order to reduce the density difference between areas. This gradation process is executed by the control unit 1, for example, the image processor 9.
  • the characteristic data changing system in the baseball game of this embodiment will be described using the flowchart shown in FIG.
  • the pitcher character 70 at the time of defense
  • the pitcher character 70, the batter character 72, and the catcher character 71 are displayed on the television monitor 20 (Sl ).
  • a plurality of areas to be pitched by the pitcher character 70 are set on the television monitor 20 by the control unit 1 (S2). Then, at least two areas of the plurality of areas are associated with each other by the control unit 1 (S3). Here, the regions located diagonally are associated with each other by the control unit 1. Further, the characteristic data of the batter character 72 numerically entered is set by the control unit 1 in a plurality of areas (S4).
  • the control unit 1 determines which region of the strike zone 74a or the ball zone 74b has passed (S8). Then, the numerical value of the characteristic data set in the area where the ball has passed is changed by the control unit 1 (S9). Here, a predetermined numerical value is added to the numerical value of the characteristic data set in the area where the ball has passed. Also, the numerical value of the characteristic data set in the area associated with the area through which the ball has passed is changed by the control unit 1 (S10). Here, a predetermined numerical value is subtracted from the numerical value of the characteristic data set in the region associated with the region through which the ball has passed.
  • the controller 1 determines whether or not the numerical value-characterized characteristic data is a positive integer (S11). If it is determined that the digitized characteristic data is a positive integer (Yes in S11), the control unit 1 selects green data having different shades depending on the numerical value of the characteristic data (S12). ). When it is determined that the digitized characteristic data is a negative integer (No in S11), the control unit 1 selects red data having different shades depending on the numerical value of the characteristic data (S13). . Then, the selected color data is assigned to each area, and the state of the characteristic data is displayed on the television monitor 20 based on the color data (S14).
  • the control unit 1 determines whether or not the pitcher character 70 has been changed (S15).
  • the control unit 1 determines that the pitcher character 70 has been changed (Yes in S15)
  • the characteristic data of the batter character 72 that has played against the pitcher character 70 before the change is changed to half the value by the data control unit 1. (S 16). If the pitcher character 70 is changed and is determined by the control unit 1 (No in S15), the fluctuation data of the batter character 72 characteristic data is not corrected (S17).
  • the controller 1 determines whether or not the game is over (S18). If the control unit 1 determines that the match is over (Yes in S18), the characteristic data of the batter character 72 is corrected to initial data by the control unit 1 (S19). Then, a process for ending the game is executed by the control unit 1 (S20). If the control unit 1 determines that the game is continuing (No in S18), the processing from S5 to S18 is executed again.
  • the power game device shown as an example in the case of using a home video game device as an example of a computer to which the game program can be applied is not limited to the above-described embodiment, and a monitor is separately provided.
  • the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
  • the present invention includes a program for executing the above-described game and a computer-readable recording medium on which the program is recorded.
  • a computer-readable flexible disk for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
  • the characteristic data state is displayed when the pitcher character 70 is operated, and the state of the characteristic data is displayed on the television monitor 20 based on the color tone data.
  • the data status may be displayed on the television monitor 20.
  • the numerical values of the characteristic data are -100 (area 842), -90 (area 843) in areas A42, A43, A55, A56, respectively.
  • —90 (Region 8 55), — 80 (Region A56) is set, when the center of meet zone 80 is located at the upper left corner of region A42, When the center of meat zone 80 is located at the lower right corner of region A56, meat zone 80 is displayed relatively large.
  • the bat cursor 81 is moved from the region A42 to the region A56, the size of the meat zone 80 is gradually increased as the meat zone 80 moves away from the region A.
  • meet zone 80 is displayed smaller, and when the center of meet zone 80 is located at the lower right corner of area A56, meet zone 80 is It is displayed relatively large.
  • the size of the meet zone 80 is gradually increased as the meet zone 80 moves away from the region A.
  • the distance between the center of the meat zone 80 and the corner of the area is calculated by the control unit 1 such as the CPU 7, and the magnitude force control unit 1 of the meat zone 80 is changed by the CPU 7 according to this distance.
  • the state of the characteristic data may be displayed on the television monitor 20 based on the color tone data only in the area arranged in the strike zone 74a.
  • the numerical force of the characteristic data set in the area arranged in the ball zone 74b is always corrected and maintained in the state of the numerical value 0.
  • the state of the characteristic data can be displayed on the television monitor 20 based on the color tone data only in the area arranged in the strike zone 74a.
  • the first and second characters are displayed on the monitor, and the first character is operated.
  • a plurality of areas targeted for the action of the first character are set on the monitor.
  • the characteristic data of the second character is set in the area.
  • it is determined whether the area targeted for the action of the first character is a deviation area of the plurality of areas.
  • the characteristic data set in the determined area is changed, and the state of the characteristic data is displayed on the motor. In this way, the characteristic of the second character can be changed according to the action result of the first character, and the state of the characteristic data can be displayed on the monitor.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • Closed-Circuit Television Systems (AREA)
PCT/JP2006/302486 2005-03-08 2006-02-14 ゲームプログラム、ゲーム装置及びゲーム方法 Ceased WO2006095537A1 (ja)

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JP4320352B2 (ja) 2007-07-27 2009-08-26 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、およびこれを記録した記録媒体
US8684805B2 (en) 2007-08-03 2014-04-01 Konami Digital Entertainment Co., Ltd. Game apparatus, game control method and game control program
JP4527754B2 (ja) * 2007-08-03 2010-08-18 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、ゲーム制御方法及びゲーム制御プログラム
JP5250221B2 (ja) * 2007-08-03 2013-07-31 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、ゲーム制御方法及びゲーム制御プログラム
JP4772079B2 (ja) * 2008-04-09 2011-09-14 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム装置及びゲーム制御方法
JP5021047B2 (ja) * 2010-01-29 2012-09-05 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、及びゲーム制御方法
JP5315274B2 (ja) * 2010-03-23 2013-10-16 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム装置、ゲーム制御方法
JP5301488B2 (ja) * 2010-03-24 2013-09-25 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム装置、およびゲーム制御方法
JP5399362B2 (ja) 2010-11-10 2014-01-29 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、及びゲーム制御方法
JP5938024B2 (ja) 2013-09-10 2016-06-22 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、ゲームシステム及びプログラム
JP6761926B2 (ja) * 2019-02-18 2020-09-30 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法、ゲーム制御装置及びゲームシステム

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KR20070107792A (ko) 2007-11-07
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