WO2007007522A1 - Game program, game machine, and game method - Google Patents

Game program, game machine, and game method Download PDF

Info

Publication number
WO2007007522A1
WO2007007522A1 PCT/JP2006/312477 JP2006312477W WO2007007522A1 WO 2007007522 A1 WO2007007522 A1 WO 2007007522A1 JP 2006312477 W JP2006312477 W JP 2006312477W WO 2007007522 A1 WO2007007522 A1 WO 2007007522A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
predetermined
voice
music
character
Prior art date
Application number
PCT/JP2006/312477
Other languages
French (fr)
Japanese (ja)
Inventor
Satoru Okubo
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Publication of WO2007007522A1 publication Critical patent/WO2007007522A1/en

Links

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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • 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
    • A63F13/80Special 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • 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

  • 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 game character.
  • the present invention also relates to a game apparatus 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 game, in which a player character displayed on a monitor is operated to play a game.
  • the player can select one baseball team to which each player character belongs, and can play against other players or computers that have selected other baseball teams.
  • a cheer song created for the baseball team selected by the player is played (for example, Patent Document 1, especially see FIG. 13).
  • the cheering piece created for the baseball team selected by the opponent is played.
  • This type of support song is dedicated to individual baseball teams and is different for each baseball team.
  • such cheering songs are played uniformly at a preset volume so as to reverberate throughout the stadium.
  • cheering songs are pre-stored as melodies in the memory, or those created by the player and saved in the memory are being attacked by the baseball team selected by the player. At some point, it is automatically played.
  • Patent Document 1 Japanese Patent Laid-Open No. 11-468
  • An object of the present invention is to increase the interest of a game in a game program while suppressing the number of game sound data.
  • a game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a game character to realize the following functions.
  • a music creation function capable of creating a predetermined basic music.
  • a sound creation function capable of creating a predetermined basic sound.
  • a game condition determining function for determining whether or not a predetermined game condition is satisfied.
  • a sound adding function for adding a predetermined sound related to a game character to a predetermined basic sound created by the sound creating function when it is determined by the game condition determining function that a predetermined game condition is satisfied.
  • a music performance function for playing a predetermined basic music created by the music creation function is a music performance function for playing a predetermined basic music created by the music creation function.
  • a predetermined basic music is created by the music creation function
  • a predetermined basic voice is created by the voice creation function.
  • the predetermined basic music is a music common to groups related to game characters, For example, it is a song that can be generated by a musical instrument having a melody or rhythm.
  • the predetermined basic voice is a voice that also serves as a common phrase for the game character or the group related to the game character, and is a voice that also has a human voice such as a shout.
  • the game condition determination function it is determined whether or not the power satisfies a predetermined game condition.
  • the predetermined sound related to the game character is added to the predetermined basic sound generated by the sound generation function.
  • the predetermined basic music created by the music creation function is played, and in the voice performance function, the predetermined basic voice created by the voice creation function and the predetermined voice related to the game character added by the voice addition function Is played over a specified basic piece of music
  • the song creation function creates a predetermined basic song that is a cheering song of Rappa Tycho with a melody and rhythm such as a chance theme shared by the team to which the player character belongs.
  • a predetermined basic voice that is a common voice of the team such as “Shitsutoboseichi” is created by the voice creation function.
  • the attacking team is determined to have a chance by the voice addition function, for example, by the game condition determination function, the player character's predetermined voice related to the game character is “after the player character's voice” “Name” is added.
  • a cheering voice such as “Kattobaseichi, the name of the player character” is superimposed on a trumpet or tyco support music having a melody or rhythm such as a chance theme.
  • a predetermined basic voice is created in the voice creation function, and a predetermined voice related to the game character is added to the predetermined basic voice created by the voice creation function in the voice addition function.
  • the predetermined basic voice For example, “Kattobaseichi” can be used as a common voice for the team, and “name of player character” can be added after “Kattobaseichi” as a predetermined voice. For this reason, it is no longer necessary to create a cheering piece for each player character, “Katsutobaseichi, the name of the player character” as in the past, so the data of the entire game sound can be reduced, and the memory capacity is insufficient. It becomes difficult.
  • the game program according to claim 2 is the game program according to claim 1, wherein the music creation function or the sound creation function selects one or a plurality of predetermined patterns from a plurality of preset patterns. This is a function for creating a predetermined basic music or a predetermined basic sound.
  • a plurality of percussion instruments or singing voices that are stored in advance in the memory of a computer, or that have been created in advance by a player and stored in the memory of the computer, including a melody or not including a melody.
  • Preset pattern power By selecting an arbitrary pattern, the player can easily create music and audio.
  • the game program according to claim 3 is the game program according to claim 1 or 2, wherein the music composition function includes a pitch setting function for setting a predetermined note to a predetermined pitch, and a predetermined set by the pitch setting function. It has a note length setting function that sets the length of notes, and a melody generation function that generates a melody by arranging a plurality of predetermined notes set by the pitch setting function and the tone length setting function. .
  • the pitch setting function, the pitch setting function, and the melody generation function allow a note character representing a predetermined note on the music creation screen to have the same pitch as the pitch of the piano keyboard. Since the pitch, note length, and melody can be set by arranging them in the horizontal direction in the field arranged at, it is possible to provide a user interface that is easy for the player to operate.
  • the game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the predetermined basic music is a music having a predetermined melody.
  • a predetermined basic music such as a team-specific support song or a chance theme shared by the team has a melody by a musical instrument such as a trumpet, for example, a melody.
  • a rich baseball game with a reality close to that of real world baseball can be realized.
  • the game program according to claim 5 is the game program according to any one of claims 1 to 4, wherein the predetermined basic music is a music having a predetermined tone.
  • the predetermined basic music has a tone, i.e., rhythm, by a percussion instrument such as a tycoon, it is close to real-world baseball due to a synergistic effect when the predetermined basic sound is superimposed. In addition, a realistic baseball game can be realized.
  • the game program according to claim 6 is the game program according to any one of claims 1 to 5, wherein the predetermined basic sound is a sound having a predetermined shout.
  • the predetermined basic voices are the names of teams and players such as “Kattobaseichi”, “Burn! Burn!”, “Let GO! Let's GO!”, “GO GO! Let's GO!”, Etc.
  • the baseball is more realistic than the real world baseball due to the synergistic effect when superimposed on the basic music. A game can be realized.
  • the predetermined sound is a predetermined name sound related to the game character.
  • the predetermined sound is a name sound such as a team name or a player name
  • the player's degree of attachment to the player character or the degree of immersion is higher than in the case where the predetermined sound is composed of only a predetermined basic sound. Can be improved.
  • the game device is a game device for realizing a game in which a game character is operated.
  • the game apparatus includes music creation means, voice creation means, game condition determination means, voice addition means, music performance means, and voice performance means.
  • the music creating means creates a predetermined basic music
  • the voice creating means creates a predetermined basic voice.
  • the game condition determining means it is determined whether or not the power satisfies a predetermined game condition.
  • the sound adding means determines that the predetermined game condition is satisfied by the game condition determining means, A predetermined voice is added to a predetermined basic voice created by the voice creation means.
  • a predetermined basic music created by the music creation means is played, and in the voice performance means, a predetermined basic voice created by the voice creation means and a predetermined game character added by the voice adding means.
  • the sound is played by superimposing it on the specified basic music.
  • a game method is a game method for causing a computer to realize a game for operating a game character.
  • This game method includes a music creation step, a voice creation step, a game condition determination step, a voice addition step, a music performance step, and a voice performance step.
  • a predetermined basic music is created
  • a predetermined basic voice is created.
  • the game condition determination step it is determined whether or not the power satisfies a predetermined game condition.
  • the sound addition step when it is determined that the predetermined game condition is satisfied in the game condition determination step, the predetermined sound related to the game character is added to the predetermined basic sound generated in the sound generation step. Is done.
  • the predetermined basic music created in the music creating step is played, and in the voice playing step V, the game added by the predetermined basic voice and voice adding step created in the voice creating step.
  • Predetermined sound related to the character is played with being superposed on the predetermined basic music.
  • 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 A diagram showing a sound setting support song creation selection screen in a baseball game.
  • FIG.4 A diagram showing the sample data selection screen on the support song creation screen.
  • FIG. 5 is a diagram showing a music tone setting screen on the support music creation screen.
  • FIG. 6 is a diagram showing a noise pattern selection screen on the support song creation screen.
  • FIG. 7 is a diagram showing a call pattern selection screen on the support song creation screen.
  • FIG. 8 is a diagram showing the cheering song creation screen when a note character is placed in the note input field.
  • FIG. 9 is a diagram showing the support song creation screen when the note character's sound length (horizontal length) is changed.
  • FIG. 10 is a diagram showing the support song creation screen when the pitch (height position) of the note character is changed.
  • FIG. 11 is a diagram showing the support song creation screen when a note character of an echo sound corresponding to the note character is virtually arranged.
  • FIG. 12 is a view showing a battle screen on which a pitcher character and a batter character in the baseball game are displayed.
  • FIG. 13 is a flowchart relating to a support song creation process in the baseball game.
  • FIG. 14 is a flowchart regarding basic music creation processing in the support music creation processing.
  • FIG. 15 is a flowchart regarding echo creation processing in the support song creation processing.
  • FIG. 16 is a diagram showing an example of a game condition determination table used for the game condition determination process in the cheer song creation process.
  • FIG. 17 is a diagram showing an example of a predetermined game condition determination table used for the game condition determination process in the cheer song creation process.
  • FIG. 18 is a diagram showing the relative relationship between the volume set by the computer and the volume that the player can actually listen to.
  • Game condition judgment means Basic music creation means
  • 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 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 executed by appropriately reading the recording medium 10 game data. The contents of the game executed in this way are 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, a game sound output unit 4, and an operation input unit 5, each of which has a bus 6 It is connected via This bus 6 includes an address bus, a data bus, a control bus, and the like.
  • the control unit 1, the storage unit 2, the game sound output unit 4 and the operation input unit 5 are included in the home video game machine main body of the home video game apparatus, and the image display unit 3 is used in the home television. Included.
  • the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
  • the control unit 1 includes, for example, a CPU 7 (Central Processing Unit), 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 the bus 6.
  • the CPU 7 interprets instructions from the game program 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 the three-dimensional space, position conversion calculation from the three-dimensional space to the pseudo three-dimensional space, light source calculation processing, and image and sound data generation processing processing. It is carried out.
  • 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 in the program data, and the like.
  • the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM 12 (Random Access Memory). ing.
  • 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, sound 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 for temporarily storing various data read from the recording medium 10 and for temporarily recording the processing result from the control unit 1.
  • This RAM 12 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 22 (Digital-To-Analog converter).
  • a DZ A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
  • the bus 6 is connected to the interface circuit 21.
  • the image data is supplied to the DZA converter 22 via the interface circuit 21 and is converted into an analog image signal here. Then, the analog image signal is output as an image to the television monitor 20.
  • 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.
  • Texture instruction data is data for associating polygons and textures
  • texture color data specifies the texture color. It is data for.
  • polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
  • the signal processor 8 uses the movement data and rotation data of the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. No! It is then converted to polygon data (2D polygon data) in 2D space after coordinate conversion and perspective projection conversion.
  • the polygon outline is composed of a plurality of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
  • the game sound output unit 4 is provided mainly for outputting sound data read from the recording medium 10 as a game sound.
  • the game sound output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
  • An amplifier circuit 14 is connected to the speaker 13, a DZA converter 15 is connected to the amplifier 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 sound data is supplied to the D / A converter 15 via the interface circuit 16, where it is converted into an analog sound signal. This analog sound signal is amplified by the amplifier circuit 14 and output from the speaker 13 as a game sound.
  • Examples of sound data include ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data.
  • ADPCM Adaptive Differential Pulse Code Modulation
  • 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.
  • ⁇ 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, 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 the game program from the recording medium 10. Also, if the start button 17e is pressed while the title screen is displayed on the television monitor 20, a mode select screen for setting various modes will be displayed on the television monitor 20! /, The
  • 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 substantially the same configuration as a so-called joystick.
  • This stick type controller has an upright stick.
  • This stick has a structure in which an upright position force can tilt over 360 degrees including front, back, left and right with a fulcrum as the center.
  • the left stick 17SL and right stick 17SR have the X coordinate and y coordinate values based on the upright position as the operation signal and the operation information interface circuit 18 and interface circuit 19 as the operation signal 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 are loaded with a game program.
  • Various functions are allocated depending on the situation.
  • the second button 17b and the third button 17c are used when instructing the CPU 7 to determine a menu item or to move to the next screen
  • the first button 17a and the fourth button 17d are menu items. If you instruct CPU7 to deselect or cancel your eyes or to return to the previous screen Used.
  • 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!
  • the CPU 7 receives image data, sound data, and program data from the recording medium 10 based on the operating system stored in the recording medium 10. Is read. Some or all of the read image data, sound data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and sound data stored in the RAM 12 based on the program data stored in the RAM 12.
  • image data based on 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 force written in the RAM 12 is supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZ A converter 22. Then, the image data is supplied to the television monitor 20 and displayed as an image.
  • the signal processor 8 In the case of sound data, first, the signal processor 8 generates and processes sound data based on a command from the CPU 7. Here, for example, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the sound data. Next, the sound data is output from the signal processor 8 and supplied to the DZ A converter 15 via the interface circuit 16. Here, the sound data is converted into an analog sound signal. Then, the sound data is output through the amplifier circuit 14 as a speaker 13 power game sound.
  • the game executed in this game machine is, for example, a baseball game.
  • This game machine can realize a game in which a character displayed on the television monitor 20 is operated. It is.
  • FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
  • the control unit 1 includes a character display means 50, a character action means 51, a character editing means 52, a game condition determination means 53, a basic music creation means 54, a basic voice creation means 55, and a predetermined voice addition means 56.
  • Basic music performance means 57, basic voice performance means 58, and echo creation means 59 are mainly provided.
  • the echo creating means 59 includes a performance position determining means 60, a performance volume determining means 61, and a performance tempo determining means 62.
  • the character display means 50 has a function of displaying the pitcher character 70, the batter character 72, and the note character 33 on the television monitor 20.
  • the character display means 50 displays the pitcher character 70 and the batter character 72 shown in FIG. Further, in the character display means 50, the musical note character 33 is displayed on the television monitor 20 on the support song creation screen 30 shown in FIG.
  • the pitcher image data corresponding to the pitcher character 70, the batter image data corresponding to the batter character 72, and the note image data corresponding to the note character 33 are stored in the storage unit 2 when the game program is loaded. For example, it is supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the pitcher image data, the pitcher coordinate data, and the note image data are recognized by the control unit 1, for example, the CPU 7. Also, batter coordinate data for displaying batter image data on the television monitor 20, pitcher coordinate data for displaying pitcher image data on the television monitor 20, and note image data on the television monitor 20 are displayed on the television monitor 20. Coordinate data force for musical notes for display Storage unit 2 For example, supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12.
  • the batter image data, batter coordinate data, and note image data are recognized by the control unit 1, for example, the CPU 7.
  • the batter image data, pitcher image data, and note image data stored in the RAM 12 are supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7.
  • the batter image data, pitcher image data, and note image data are displayed at predetermined positions on the television monitor 20 based on the batter coordinate data, pitcher coordinate data, and note coordinate data.
  • the CPU 7 gives an instruction to display the batter image data, the pitcher image data, and the musical note coordinate data at a predetermined position on the television monitor 20.
  • the character action means 51 has a function of moving the pitcher character 70 and the batter character 72. In the character action means 51, the pitcher character 70 and the batter character 72 are moved.
  • the pitcher is based on an instruction from the CPU 7.
  • the pitcher image data corresponding to the character 70 and the batter image data force control unit 1 corresponding to the batter character 72 are processed by the signal processor 8 and the image processing processor 9, for example. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the pitching motion of the pitcher character 70 and the swing motion of the batter character 72 are displayed on the television monitor 20 as moving images.
  • the character editing means 52 has a function of moving and deforming the note character 33.
  • the note character 33 is moved and deformed.
  • the control unit 1 when a signal from the controller 17 for moving and transforming the note character 33 is recognized by the control unit 1, for example, the CPU 7, the note corresponding to the note character 33 is based on an instruction from the CPU 7.
  • the image data for processing is processed by the control unit 1, for example, the signal processing processor 8 and the image processing processor 9. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the pitch changing operation due to the movement of the musical note character 33 and the tone length changing operation due to the deformation are displayed on the television monitor 20 as a moving image.
  • the game condition determining means 53 has a function of determining whether or not a predetermined game condition is satisfied in a baseball game.
  • the game condition determining means 53 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 in accordance with the baseball game trial situation, and uses a predetermined game condition determination table 95 shown in FIG. It is determined whether or not the power meets the game conditions.
  • the fact that the predetermined game condition is satisfied is determined by the control unit 1 such as the CPU 7 as the predetermined game condition, where the performance position or performance volume is b and the volume of the b.
  • Each variable in the game condition determination table 90 and the game condition determination table 95 changes according to the game situation of the baseball game, and various data are stored in the RAM 12.
  • the basic music creation means 54 has a function of creating a predetermined basic music.
  • a predetermined basic music that is a trumpet or a tune that has a rhythm or rhythm such as a chance theme common to the team to which the batter character 72 belongs is created.
  • the basic music creation means 54 is a pitch setting means 65 for setting the note character 33 at the pitch position of the note input field 32 and the note character set by the pitch setting means 65 on the support music creation screen 30 shown in FIG.
  • a melody generating means for generating a melody by arranging a plurality of note characters 33 set by the pitch setting means 65 and the pitch setting means 66. have.
  • the basic music creation means 54 includes sample data selection means 63 for selecting music including a melody (melody) stored in advance in the storage unit 2 on the sample data selection screen 37 shown in FIG. 4, and FIG.
  • the music tone setting screen 40 further includes music tone setting means 64 for setting the tone and ten of the music.
  • the basic music data of the created support music is stored in the RAM 12.
  • the basic sound creating means 55 has a function of creating a predetermined basic sound.
  • the basic voice creation means 55 “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!” A predetermined basic voice is created.
  • the basic voice creation means 55 is created by the player selecting the call pattern selection item 46a on the call pattern selection screen 46 shown in FIG. Is stored in RAM 12.
  • the predetermined sound adding means 56 when it is determined by the game condition determining means 53 that the predetermined game condition is satisfied, is based on the predetermined sound regarding the batter character 72 and the team to which the batter character 72 belongs. A function for adding to a predetermined basic voice created by the voice creation means 55 is provided.
  • the predetermined sound adding means 56 when the predetermined game conditions are satisfied by the game condition determining means 53, “Katto Boseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! After the call of “Let's GO!” Or the like, “name of the batter character 72”, which is a predetermined sound relating to the game character, is added.
  • the predetermined voice adding means 56 is shown in FIG. 16 stored in the storage unit 2 according to the game situation of the baseball game. Referring to the game condition judgment table 90, a predetermined voice “name of the batter character 72” is read out and automatically added to the basic voice data of the cheering music, and the basic voice data of the cheering music to which the predetermined voice is added. Is stored in RAM 12.
  • the basic music playing means 57 has a function of playing a predetermined basic music created by the basic music creating means 54.
  • predetermined basic music data which is a trumpet or rhythm supporting music of the trumpet or Tyco having a melody or rhythm such as a chance theme shared by the batter character 72 to which the batter character 72 to which the batter character 72 belongs created by the basic music creating means 54 is stored.
  • the speaker 13 outputs a predetermined basic music that is a cheering song of the trumpet or Tyco through the interface circuit 16, the DZ A converter 15, and the amplifier circuit 14 of the game sound output unit 4.
  • the basic voice performance means 58 includes a predetermined basic voice created by the basic voice creation means 55 and a predetermined voice related to the team to which the batter character 72 and the batter character 72 added by the predetermined voice addition means 56 belong. And a function to superimpose them on a predetermined basic music.
  • the basic voice performance means 58 includes trumpet and Tyco support songs with melodies and rhythms such as chance themes, “Katto Boseichi, the name of the batter character 72”, “Burn! Burn! The name of the batter character 72”, “Let's” “GO! Let's GO! Batter Character 72 Name”, “GO GO! Let's GO! Batter Character 72 Name”, etc.
  • the basic sound data of the cheering song with the predetermined sound added by the predetermined sound adding means 56 is read from the RAM 12, and the interface circuit 16 of the game sound output unit 4, the D / A converter 15, the amplification Through the circuit 14, the speaker 13 outputs a predetermined basic music that is a cheering song of a trumpet or a Tyco to the outside.
  • the echo creating means 59 includes a performance position determining means 60, a performance volume determining means 61, and a performance tempo determining means 62.
  • the echo creating means 59 when the game condition determining means 53 determines that the predetermined game condition is satisfied, the predetermined music related to the game character is played at the performance position determined by the performance position determining means 60.
  • the generated game sound is played by the basic music performance means 57 and the basic voice performance means 58.
  • the game condition determination means 53 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 in accordance with the game situation of the baseball game, and uses the predetermined game condition determination table 95 shown in FIG. It is determined whether or not the game conditions are satisfied.
  • satisfying the predetermined game conditions such as player name, team name, stadium name, home team or away team, dome stadium or outdoor stadium, attacking or defensive, chance state, etc. It is judged whether or not the power is satisfied.
  • the performance position determination means 60 when the game condition determination means 53 determines that the predetermined game condition is satisfied! /, A predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc.
  • the performance position for performing the song is determined. For example, when the player's team is a home team with many cheering teams on the light stand side and is attacking (see FIG. 16), the position where the cheering piece is played by the playing position determining means 60 Is determined on the light stand side (see Fig. 17).
  • the performance volume determining means 61 when the game condition determining means 53 determines that the predetermined game condition is satisfied! /, A predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc.
  • the predetermined performance volume for playing the music is determined. For example, when the player's team is in a chance state, specifically, when the batter character 72 is the main batter and the runner is in the scoring area (see FIG. 16), the performance volume determination means 61 supports the player. The volume at which the song is played is determined to be higher than the left stand side (see Figure 17). Also, when the spherical shape is a dome stadium (see Figure 16), the performance volume The determining means 61 determines the overall volume at which the cheering piece is played (see FIG. 17).
  • the performance tempo determination means 62 when the game condition determination means 53 determines that the predetermined game condition is satisfied, a predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc. A predetermined performance tempo for playing the music is determined. For example, when the player's team is in a chance state, specifically, when the batter character 72 is the main batter and the runner is in the scoring area (see FIG. 16), the performance tempo determination means 62 performs the support song Is determined so that the tempo at which the is played is fast (see Figure 17).
  • the basic music data and basic audio data of the cheering music determined by the performance position determining means 60, the performance sound volume determining means 61, and the performance tempo determining means 62 are stored in the RAM 12.
  • the basic music performance means 57 and the basic voice performance means 58 receive the basic music data and basic voice data of the cheering music determined by the performance position determination means 60, the performance volume determination means 61, and the performance tempo determination means 62.
  • a game sound that is read out from the RAM 12 and played through the interface circuit 16 of the game sound output unit 4, the D / A converter 15, and the amplifier circuit 14 is played by the speaker 13 on the light stand side. Is output to
  • a predetermined music piece related to the batter character 72 is played by the basic music performance means 57 and the basic voice performance means 58 on the light stand side which is the performance position determined by the performance position determination means 60, for example.
  • a game sound is generated. Therefore, a game sound is generated as if a cheer song is being played on the light stand side, so that a baseball game with a reality close to that of the real world can be realized, and the game's The presence can be enhanced.
  • the sound setting support song creation selection screen 25 shown in FIG. 3 is displayed on the television monitor 20.
  • the sound setting support song creation selection screen 25 has a sound setting screen selection item 26 arranged on the left side and a support song creation screen selection item 27 arranged on the right side of the sound setting screen selection item 26.
  • the sound setting and support song creation characters are arranged in the upper part of the substantially rectangular frame, and are different in the lower part of the substantially rectangular frame. Character figures are arranged.
  • a selection cursor 2 8 indicating that either the sound setting screen selection item 26 or the support song creation screen selection item 27 has been selected.
  • the selection cursor 28 is arranged to be movable left and right by the operation of the left arrow key 17L and the right arrow key 17R.
  • the support song creation screen 30 has a piano keyboard 31 arranged so as to extend in the vertical direction on the left side, and a pitch on the right side of the piano keyboard 31 at the same height as the pitch of the piano keyboard 31.
  • Note input field 32 arranged in such a way, multiple note characters 33 arranged at each pitch position of note input field 32, and sound pattern selection arranged above and below note input field 32 Item 34 and voice pattern selection item 35, and multiple selection items arranged side by side above the note input field 32
  • Various mode setting selection items 36 are provided.
  • the various mode setting selection items 36 are arranged side by side with the left end force directed to the right, and the selection item 36a for returning to the previous screen where the graphic power of the return symbol is also displayed.
  • a tone setting display item 36g and a tempo setting display item 36h for displaying the current tone and tempo set on the song tone setting screen 40 (see FIG. 5). They are arranged side by side. As shown in Fig. 4 and Fig.
  • each of these selection items is obtained by selecting a selection cursor 36i arranged around each selection item as a sample data selection setting item 36e (see Fig. 4) or a music tone setting item 36d (Fig. 5).
  • Browse to select.
  • the left cursor key 17L and the right cursor key 17R are operated to move the selection cursor 36i to the left and right, and the selection cursor 36i is selected as the sample data selection setting item 36e (see Fig. 4) or the music tone setting item 36d (see Fig. 5).
  • the second button 17b or the third button 17c to select each setting item.
  • a sample data selection screen 37 shown in FIG. 4 is displayed.
  • the sample data selection screen 37 is a screen on which a melody including a melody (melody) pre-stored in the storage unit 2 can be selected, and a plurality of sample data selection items 37a arranged in a row above and below, and a sample And a selection cursor 37b arranged around the data selection item 37a.
  • sample data selection item 37a As shown in FIG. 4, the title of the sample data is displayed in character characters. For example, in FIG. 4, characters such as “Puropro (registered trademark) 11 theme song” are shown. Has been.
  • the sample data selection item 37a displays graphic characters indicating upward and downward arrows, and other sample data not displayed on the sample data selection screen 37 can be obtained by aligning the selection cursor 37b with the graphic character.
  • the data selection item 37a can be sent out and displayed.
  • the up cursor 17b and the down arrow 17D are operated to move the selection cursor 37b up and down, and the selection cursor 37b is moved to a sample such as “PAPROPRO (registered trademark) 11 theme song”.
  • PAPROPRO registered trademark
  • the second button 17b or the third button 17c is pressed according to the data selection item 37a, desired sample data is selected.
  • the screen shifts to the support song creation screen 30 shown in FIG. 8, and the note character 33 corresponding to the sample data, the sound pattern selection item 34 and the call pattern selection item 35 are automatically input. It becomes a state.
  • buttons operation instruction item 38 having a character power of “START: Play” is arranged at the lower right of the sample data selection screen 37.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • a music tone setting screen 40 shown in FIG. 5 is displayed.
  • the music tone setting screen 40 includes a tone setting screen 41 arranged on the upper side for setting the tone, and a tempo setting screen 42 arranged on the lower side of the tone setting screen 41 for setting the tempo.
  • a selection item 43 for determining the character character power of “OK” is arranged below the tone setting screen 41 and the tempo setting screen 42.
  • the music tone setting screen 40 displays a selection cursor 44 that is arranged around each item on the tone setting screen 41 and the tempo setting screen 42 and the selection item 43 to be determined and can be moved in the vertical and horizontal directions.
  • the tone setting screen 41 includes a tone selection item 41a arranged in a plurality of rows on the left and right sides, and a selection symbol consisting of arrow symbol forces arranged facing the top and bottom of the tone selection item 41a. 41b.
  • the tone selection item 41a is composed of two items, “16th note score” and “triplet score”.
  • the selection symbols 41b are arranged above and below the tone selection item 41a of the “16th note score”, and the tone selection item 41a of the “16th note score” is selected.
  • the tempo setting screen 42 includes a tempo selection item 42a arranged in a plurality of rows on the left and right sides, and a selection symbol 42b that also has arrow symbol power arranged opposite to the top and bottom of the tempo selection item 42a. And have.
  • the tempo selection item 42a is “Fast”, “Normal”, “Slow” It is composed of three items.
  • selection symbols 42b are arranged above and below the “normal” tempo selection item 42a, and the “normal” tempo selection item 42a is selected.
  • tone setting screen 41 when the desired symbol selection item 41a and the tempo selection item 42a are respectively placed above and below the selection symbol 41b and the selection symbol 42b and the start button 17e is pressed, the selection is made. Music is played at the tone and tempo.
  • a button operation instruction item 38 having a character character of “START: Play” is arranged at the lower right of the tone setting screen 41.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • the sound pattern selection screen 45 is a screen that allows selection of Tyco's striking patterns that do not have a melody, and a plurality of sound pattern selection items 45a arranged around the top and bottom and surroundings of the sound pattern selection items 45a. And a selection cursor 45b arranged on the screen.
  • the noise pattern selection item 45a is displayed by combining a character character such as “Pattern 1:”, a graphic figure of a Tyco character, and a blank, for example, FIG. “Pattern 1: Tyco figure, blank, Tyco figure, blank, Tyco figure, blank, Tyco figure” is written.
  • a Thai graphic character means a Thai hit
  • a blank means a rest. Any combination of these hit patterns can be set.
  • graphic characters indicating upward and downward arrows are displayed, and they are not displayed on the noise pattern selection screen 45 by placing the selection cursor 45b on them. It is possible to send out and display other noise pattern selection items 45a.
  • the up cursor key 17U and the down arrow key 17D are operated to move the selection cursor 45b up and down, and the selection cursor 45b is moved to “Pattern 1: Tyco figure, blank, Tyco figure, blank, Tyco figure,
  • the second button 17b or the third button 17c is pressed in accordance with the sounding pattern selection item 45a such as “blank, Thai figure” or the like, a desired Thai batting pattern is selected.
  • the screen shifts to a support song creation screen 30 shown in FIG. 8, and the set Tyco hitting pattern is displayed in the sound pattern display field 34a.
  • buttons operation instruction item 38 having a character character power of “START: playback” is arranged at the lower right of the sound pattern selection screen 45.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • the call pattern selection screen 46 shown in FIG. 7 is displayed. .
  • the selectable screen has a calling pattern selection item 46a arranged in a plurality of rows vertically and a selection cursor 46b arranged around the calling pattern selection item 46a.
  • the up arrow key 17U and the down arrow key 17D are operated to move the selection cursor 46b up and down, and the selection cursor 46b is moved to the second voice call pattern selection item 46a such as “Pattern 1: Fast and fast”.
  • the button 17b or the third button 17c is pressed, a desired call pattern is selected.
  • the screen shifts to the support music creation screen 30 shown in FIG. 8, and the set call pattern is displayed in the call pattern display field 35a.
  • buttons operation instruction item 38 having a character character power of “START: Play” is arranged at the lower right of the power 4 voice pattern selection screen 46.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • the piano keyboard 31 is composed of a graphic character that looks like an actual piano keyboard, and includes a black key 31a and a white key 31b arranged in a vertical direction at predetermined pitch positions.
  • the piano keyboard 31 has the normal color tone of the black key 31a and the white key 31b when the note character 33 of the pitch corresponding to the black key 31a and the white key 31b is selected (pitch position of # in FIG. 8). It further has a different selection key 31c (the black key position of # in FIG. 8). By providing such a selection key 31c, it is possible to immediately recognize which musical note character 33 is selected by the player.
  • the note input field 32 is arranged side by side so as to be perpendicular to the pitch reference line 32a and the pitch reference line 32a that also has a linear force in the horizontal direction arranged side by side. It has a sound length reference line 32b that also has a vertical linear force.
  • the pitch reference line 32a is formed to be the same as the interval between the white keys 31b of the piano keyboard 31, and is connected to the upper and lower lines of the white keys 31b.
  • the pitch reference line 32b is provided so that the thickness is different from the other lines for every four lines, and one measure is added for every 16 lines. It is provided so that the thickness and color tone are different from other lines.
  • the current and next measure number 32c is arranged at the upper left position and the upper right position of the note input field 3 2 (4 and 5 measures in FIG. 8).
  • the bar position can be moved to the previous bar and the next bar by operating the L1 button 17L1 and the R1 button 17R1 of the controller 17, respectively.
  • the note character 33 can be placed at any position of the pitch reference line 32a and the pitch length reference line 32b of the note input field 32.
  • the pitch is set according to the height position of the note character 33 in the vertical direction
  • the pitch is set according to the length of the note character 33 in the horizontal direction
  • a melody is set by combining these.
  • the note character 33 includes a rectangular character 33a having a rectangular shape and a rectangular character 33a that is slightly smaller than the interval between the pitch reference lines 32a and has a short side and the length of the long side can be changed.
  • Character character 33b which is located approximately in the center of 33a and expresses the pitch
  • graphic character 33c which is placed in the approximate center of rectangular character 33a and also has graphic power such as a trumpet, and provided at the four corners of rectangular character 33a
  • selection cursor 33d indicating that the rectangular character 33a has been selected.
  • the rectangular character 33a is a substantially rectangular character with four corners chamfered, and the height position is on the pitch reference line 32a (black key 3 la position) or the height position is between the pitch reference lines 32a ( White key 31b position) can be placed, and the pitch is set by this. Further, the rectangular character 33a can arbitrarily change the length in the horizontal direction, and the sound length is set accordingly. For example, in FIG. 8, the horizontal length of the rectangular character 33a at the # pitch position is 4 squares, whereas in FIG. 9, the horizontal length of the rectangular character 33a at the # pitch position is Is 2 squares, and thus the sound length can be changed arbitrarily.
  • the horizontal length of the rectangular character 33a When the horizontal length of the rectangular character 33a reaches the desired length by the operation, if the pressing operation of the second button 17b or the third button 17c is released, the horizontal length of the rectangular character 33a is The position is fixed (see Fig. 9).
  • the horizontal length of the rectangular character 33a is determined by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the second button 17b or the third button 17c is pressed again. Compared to the case, the player can easily operate.
  • the up cursor 17d, the down key 17D, the left key 17L, and the right key 17R are operated to select the selection cursor 33d. Is moved to the position of the rectangular character 33a at the pitch position of #. Then, when the up key 17U or the down key 17D is operated while pressing the second button 17b or the third button 17c, the rectangular character 33a can be moved in the vertical direction (see FIG. 8).
  • the music created by the player in this way is given a batter by naming the storage unit 2 by selecting and operating the selection cursor 36i on the selection item 36b for saving in the various mode setting selection items 36. Can be saved as data associated with character 72. Thus, when the batter character 72 enters the batter box, the music created by the player is automatically played. Also, the music created by the player can be read arbitrarily. It can be re-edited, deleted, or converted into a random passphrase of hiragana and exchanged with other players.
  • buttons 17e and 19e are pressed on the cheering song creation screen 30 shown in FIG. 8, a sound of a tycoon or a shout is superimposed on the completed song.
  • a button operation instruction item 38 having a character character of “START: Play” is arranged at the lower right of the support song creation screen 30.
  • the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
  • the music created by the player on the cheering music creation screen 30 is a rectangular character 33a placed by the player at a rest position where the rectangular character 33a does not exist (in FIG. So that the vertical height and horizontal length are the same combination, and the performance volume is lower than the performance volume of the rectangular character 33 a placed by the player.
  • a virtual rectangular character 33 e arranged so as to be shifted to is automatically created. Specifically, at the rest position on the right side of the rectangular character 33a of LA and SO pitch positions arranged by the player, two sets of virtual rectangular characters 33e of LA and SO pitch positions are automatically created. .
  • the virtual rectangular character 33e at the player's pitch position is automatically created (see FIG. 11). (Only the virtual rectangular character 33e at the pitch of Les is shown).
  • the string number automatically created by the virtual rectangular character 33e is automatically determined such that the virtual rectangular character 33e is arranged up to the start position of the rectangular character 33a arranged next by the player.
  • the performance volume of the virtual rectangle character 33e at the first pair of La and Seo pitch positions (volumes 4 and 3 in Fig. 11 respectively) is the same as that of the rectangular character 33a at the La and Seo pitch positions arranged by the player.
  • the performance volume (volume 2 and 1) of the virtual rectangle character 33e in the second set of Ra and Seo's pitch position (volume 2 and 1 respectively) is lower than the performance volume (volume 5 and each). It is set to be smaller than the performance volume (volume 4 and 3 respectively) of the virtual rectangular character 33e at the position of So.
  • the performance volume of the virtual rectangular character 33e at the pitch position of 1 string and the pitch position of the virtual character 33e is the volume of the performance of the rectangular character 33a at the pitch position of 5) It is getting smaller.
  • the performance volume of the virtual rectangular character 33e at the pitch position of each pair of the So is the performance volume of the virtual rectangular character 33e at the pitch position of the pair of Ra (volumes 4 and 2 respectively). ) It is getting smaller. Further, the performance volume (volume 3) of the virtual rectangular character 33e at the pitch position of “do” is smaller than the performance volume (volume 4) of the virtual rectangular character 33e at the pitch position of “d”. Here, the performance volume decreases as the pitch S of the performance volume of the virtual rectangular character 33e decreases.
  • the music composed of the virtual rectangular character 33e is set to have a lower performance volume than the music composed of the rectangular character 33a, and corresponds to an echo sound in the baseball game.
  • the virtual rectangular character 33e is automatically generated just by placing the rectangular character 33a by the player, so that the player can easily create a realistic supportive tune that is closer to the real world baseball without performing complicated operations. Can be created.
  • the virtual rectangular character 33e and the pitch and performance volume described in the virtual rectangular character 33e are virtually displayed for the purpose of explanation that is not displayed on the actual support song creation screen 30. .
  • the selection power one sol 28 is arranged around the support song creation screen selection item 27 by operating the left direction key 17L and the right direction key 17R.
  • the support music creation screen 30 shown in FIG. 8 is displayed and the support music creation process shown in FIG. 13 is started.
  • the cheering song creation screen 30 shown in FIG. 8 creates a predetermined basic music that is a cheering song of a trumpet or Tyco that has a melody or rhythm such as a channel theme shared by the team to which the batter character 72 belongs.
  • the basic music creation process shown is performed (S 1).
  • step S1 The basic music creation process of step S1 is performed as shown in FIG. Sample data selection process to select a song containing a melody (melody) pre-stored in the storage unit 2 on the data selection screen 37 (Sl l) o
  • the selection cursor in FIG. 36i is selected according to the music tone setting item 36d, and the music tone setting screen 40 shown in FIG. 5 is displayed, and the music tone setting for setting the tone and tempo of the basic music is performed (S12).
  • a plurality of note characters 33 are arranged in the note input field 32 so as to have an arbitrary pitch and length.
  • pitch setting (S13), tone length setting (S14), and melody generation (S15) for creating a basic music having a melody are performed.
  • the pitch setting in step S13 the pitch is set by operating the up direction key 17U and the down direction key 17D to move the height position of the note character 33 up and down (see FIG. 10).
  • the sound length setting in step S14 the sound length is set by operating the left direction key 17L and the right direction key 17R to change the horizontal length of the note character 33 (see FIG. 9).
  • melody generation in step S15 a melody is generated by a combination of a plurality of note characters 33 arranged by the pitch setting in step S13 and the sound length setting in step S14.
  • step S2 When the basic music is generated in step S1 shown in FIG. 13, when the selection cursor 33d of the note character 33 in FIG. 8 is applied to the call pattern display field 35a of the call pattern selection item 35, the selection operation is performed.
  • the call pattern selection screen shown in Figure 7 46 Is displayed, and “Katto Baseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc.
  • a basic voice creation process for selecting and creating a voice is performed (S2).
  • the predetermined game condition is a condition determined by the game condition determination table 90 shown in FIG.
  • the game condition determination table 90 includes a game condition item 91, game condition data 92 that is data included in the game condition item 91, and game condition data 92. Also has a selected game condition 93 which is selected data.
  • the game condition item 91 is a variety of condition items such as team name, player name, stadium name, stadium shape, stadium layout, home power awayer, attacking / defending, chance, chance condition. The name of the player, the stadium, the home or away is determined by the team name, and the stadium shape and stadium layout are determined by the stadium name.
  • the player's team name is A team, it is determined that it is the home A baseball stadium, and if it is determined that it is the A baseball stadium, the baseball stadium shape and the baseball constellation is the dome baseball stadium on the right side It is determined. If the name of the player belonging to Team A is B, who is the main hitter, the main hitter item is selected as the chance condition.
  • step S3 shown in FIG. 13 it is determined in the game condition determination table 90 shown in FIG. 16 whether, for example, the game condition that the player's team is attacking is satisfied (S3). If the player's team is attacking, the process proceeds to step S4. If the player's team is defending, the process proceeds to step S6.
  • step S4 shown in FIG. 13 in the game condition determination table 90 shown in FIG. "Is decided as” name of B player "(S4). Then, the process proceeds to step S 5, and batter characters such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc. created in Step S 72
  • the basic voice which is a common voice for the team to which the player belongs
  • “name of player B” which is the predetermined voice determined in step S4
  • step S5 the basic voice is When added, the process proceeds to step S6.
  • step S6 shown in FIG. 13 when it is determined that the predetermined game condition is satisfied in the game condition determination table 90 shown in FIG. 16, it is determined by the predetermined game condition determination table 95 shown in FIG. An echo creating process is performed to generate a game sound in which a predetermined musical piece related to the batter character 72 is played on the light stand side, for example, at the performance position, performance volume and performance tempo (S6).
  • the predetermined game condition is a condition determined by the game condition determination table 90 shown in FIG. 16 and the predetermined game condition determination table 95 shown in FIG.
  • the predetermined game condition determination table 95 includes a game condition item 96, game condition data 97 that is data included in the game condition item 96, and game condition data 97.
  • the medium power also has selected game conditions 98 which are selected data.
  • the game condition item 96 is a variety of condition items.
  • the performance position is selected from “right side”, “left side”, or “whole” meaning both the right side and the left side.
  • the performance volume is selected from one of “High”, “Normal”, and “Low”.
  • the performance tempo can be selected from “Fast”, “Normal”, and “Slow”.
  • the performance position is determined to be “right side” and the performance volume is determined to be “high” in the predetermined game condition determination table 95 shown in FIG. .
  • the performance volume is set to “high” in the predetermined game condition determination table 95 shown in FIG.
  • the performance tempo is determined to be “fast”.
  • step S21 shown in FIG. 15 it is determined whether or not the game condition determination table 90 shown in FIG. 16 satisfies the game condition that the player's team is attacking and in the chance state, for example. (S21). If the player ’s team is in a chance If the player's team is in a non-chance state, the process returns to the cheering piece creation process shown in FIG.
  • step S22 shown in FIG. 15 when the game condition determination table 90 shown in FIG. 16 determines that the stadium shape and stadium layout is the dome baseball stadium on the right side, the predetermined game shown in FIG. The performance position is determined to be “right side” by the condition determination table 95 (S22).
  • step S23 shown in FIG. 15 it is determined by the game condition determination table 90 shown in FIG. 16 that the ballpark shape is a dome ballpark, the runner is in the scoring area, and the player name is the main batter in the chance condition. When this is done, the performance volume is determined to be “high” by a predetermined game condition determination table 95 shown in FIG. 17 (S23).
  • step S24 shown in FIG. 15 when it is determined by the game condition determination table 90 shown in FIG. 16 that the runner is in the scoring area and the player name is the main batter in the game condition, FIG. The performance tempo is determined to be “fast” by the predetermined game condition determination table 95 shown (S24).
  • step S25 shown in FIG. 15 the basic music created in step S1 is read (S2 5), and in step S26 shown in FIG. 15, the basic voice created in step S2 or the predetermined voice in step S5 is received. The added basic voice is read (S26). Then, in step S27 shown in FIG. 15, basic music data change processing is performed for changing the basic music data so that the performance position, performance volume, and performance tempo determined in steps S22, S23, and S24 are achieved (S 27) In step S28 shown in Fig. 15, basic audio data change processing is performed to change the basic audio data so that the performance position, performance volume, and performance tempo determined in steps S22, S23, and S24 are achieved ( S28), the process returns to the support song creation process shown in FIG. Here, in the battle screen in which the pitcher character 70 and batter character 72 in the baseball game shown in FIG. 12 are displayed, the performance volume on the right stand 80 side is larger than the performance volume on the left stand 82 side. .
  • step S27 shown in FIG. 15 the basic music data change process in step S27 shown in FIG. 15 and the basic audio data change process in step S28 shown in FIG. 15, it is not only necessary to change the performance volume on the light stand 80 side, which is the localization position. It also changes the performance volume on the left stand 82, which is the echo position. Specifically, the volume and preset value set by the computer shown in FIG. This will be described with reference to a graph showing the relative relationship with the sound volume that can be actually heard.
  • the horizontal axis is the volume set by the computer
  • the vertical axis is the volume that the player can actually listen to
  • the volume that the player can actually listen to is set by the computer. It is set to about 50% of the volume.
  • the volume set by the computer has 256 parameters as a whole, and parameters from 0 to 255 can be set. Note that in Fig. 18, for the convenience of calculation, the maximum value is set to 256 parameters, and the actual computer is replaced with an offset parameter.
  • the maximum volume A of the volume set by the computer is 256 parameters
  • the volume set by the computer is 256 parameters
  • the volume of the volume that can be heard by the player is 50% of the 256 parameters 126 parameters It is.
  • the maximum volume B when the computer is started is a parameter of the volume power 230 set by the computer, and the volume that the player can actually hear is 115 parameters which are 50% of the 230 parameters.
  • the performance volume C on the light stand 80 side is set to about 70% of the maximum volume B when the computer starts, and 160 parameters that are 70% of the volume 230 parameter set on the computer. That is, there are 80 parameters that are 50% of the parameters of the volume power 160 that the player can actually hear.
  • the performance volume D on the left stand 82 side is set to about 70% of the performance volume C on the right stand 80 side, and the volume set on the computer is 128%, which is 70% of the 160 parameters.
  • the volume that the player can actually hear is 64 parameters, which is 50% of 128 parameters.
  • the performance sound of the 80 side is reflected and the left stand
  • the performance sound of the 82 side Light stand
  • the echo performance volume E of the 80 side E is about 50% of the performance volume C of the right stand 80 side
  • the volume set on the computer is 80 parameters, which is 50% of 160 parameters, and 50% of the 80 parameters that the player can actually listen to. It is a parameter.
  • the sound performance F of the left stand 82 which is the performance sound of the left stand 82 side, which is played by reflecting the performance sound of the left stand 82 side, is a standard that is 50% of the performance volume D of the left stand 82 side.
  • Volume is set to be larger than G, and 50% of the 128 parameters set by the computer.
  • the volume that the player can actually hear is 36%, which is 50% of the 72 parameters.
  • the correction volume is not limited to 8 parameters. If the echo performance volume F on the left stand 82 side is not larger than the echo performance volume E on the right stand 80 side, it can be arbitrarily set, for example, to about 30 parameters. Can be set.
  • step S 7 shown in FIG. 13 the basic music created in step S 1 or the basic music created in step S 1 is played on the basic music created in step S 6 (S 7). .
  • predetermined basic music data which is a trumpet or a tune that has a melody or rhythm such as a common theme for the team to which the batter character 72 belongs, is read from the storage unit 2 and the speaker of the game sound output unit 4 is read.
  • a predetermined basic music that is a cheering song of trumpet or Tyco is output to the outside.
  • step S8 shown in Fig. 13 the basic voice created in step S2, the basic voice with the predetermined voice added in step S5, or the basic voice created in step S2 is created in step S6.
  • the basic voice modified and created in the process or the basic voice modified in the echo creation process in step S6 is played on the basic music added with the predetermined voice in step S5 (S8).
  • step S8 “Kattobaseichi, the name of the batter character 72”, “Burn! Burn! The name of the batter character 72”, “Let's GO! Let's GO!
  • Predetermined basic voice data that also has a voice like ⁇ Name of character 7 2 '' is read from storage unit 2, and predetermined basic music that is a cheering song of trumpet or Tyco is output to the outside by speaker 13 of game sound output unit 4 Is done.
  • trumpet and Tyco basic songs that have melodies and rhythms such as chance themes, "Katto Boseichi, the name of the batter character 72", “Burn! Burn! Call the batter character 72", "Let's GO!
  • the basic voices that are also called voices such as “Let's GO! Batter Character 72” and “GO GO! Let's GO! Therefore, the cheering song “Kattobase-ichi, the name of the batter character 72” as in the past is used. Since it is no longer necessary to create each character 72, the data of the entire game sound can be reduced, resulting in insufficient memory capacity. Also, since different “battobetsuichi, the name of the batter character 72” can be played for each batter character 72, it is possible to realize a baseball game with a reality close to that of baseball in the real world.
  • the power game device showing an example in which a home video game device as an example of a computer to which the game program can be applied is used is not limited to the above embodiment, and a monitor is separately Game devices configured on the body, game devices with an integrated monitor, personal computers that function as game devices by executing game programs, portable game devices, mobile phones, PDAs, or The same can be applied to arcade game devices.
  • the present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
  • this recording medium in addition to force cartridge, for example, computer-readable flexible disk, semiconductor memory, CD-ROM, DVD, BD-ROM (Blu-ray Disk-ROM), UMD, ROM cassette, etc. Can be mentioned.
  • a baseball game has been described as an example of a game to be executed on a game machine.
  • the game to be executed is not limited to this and is applied to various games. be able to.
  • the present invention can be similarly applied to various sports games such as soccer and martial arts, simulation games, shooting games, and role playing games.
  • a predetermined basic voice is created by the voice creation function, and a predetermined basic voice related to the game character is created by the voice creation function by the voice addition function. Therefore, it is possible to enhance the fun of the game while reducing the number of game sound data.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Processing Or Creating Images (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

The fun of game according to a game program is enhanced while reducing the amount of data for game sounds. In a cheer song creating screen, at step S1, a basic song creating processing of creating a predetermined basic song such as a chance theme is carried out. At step S2, a basic voice creating processing of creating a predetermined basic voice which is a cheer such as “Kattobaseee!” (Hit a home run!) is carried out. At step S3, it is judged whether or not a predetermined game condition is met. At step S4, “a batter character address” which is a predetermined voice is determined. At step S5, “the batter character address” which is a predetermined voice is added after the basic voice which is a cheer such as “Kattobaseee!” (Hit a home run!). At step S7, the basic song created at step S1 is played. At step S8, the basic voice to which a predetermined voice is added at step S5 is superimposed on the basic song and played.

Description

明 細 書  Specification
ゲームプログラム、ゲーム装置及びゲーム方法  GAME PROGRAM, GAME DEVICE, AND GAME METHOD
技術分野  Technical field
[0001] 本発明は、ゲームプログラム、特に、ゲームキャラクタを動作させるゲームをコンビュ ータに実現させるためのゲームプログラムに関する。また、このゲームプログラムによ つて実現されるゲーム装置及びゲーム方法に関する。  [0001] 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 game character. The present invention also relates to a game apparatus and a game method realized by the game program.
背景技術  Background art
[0002] 従来力 種々のゲームが提案されている。そのうちの 1つとして、モニタに表示され た選手キャラクタを動作させて競技を行わせる対戦ビデオゲーム、たとえば野球ゲー ムが知られている。この種の野球ゲームでは、プレイヤが各選手キャラクタが属する 1 つの野球チームを選択し、他の野球チームを選択した他のプレイヤやコンピュータと 対戦可能である。  [0002] Various games have been proposed. One of them is a battle video game, for example, a baseball game, in which a player character displayed on a monitor is operated to play a game. In this type of baseball game, the player can select one baseball team to which each player character belongs, and can play against other players or computers that have selected other baseball teams.
[0003] このような野球ゲームでは、たとえばプレイヤが選択した野球チームが攻撃中であ るとき、プレイヤが選択した野球チーム用に作成された応援曲が演奏されるものが知 られている (たとえば、特許文献 1、特に、図 13参照)。また、対戦相手が選択した野 球チームが攻撃中であるとき、対戦相手が選択した野球チーム用に作成された応援 曲が演奏されるようになっている。この種の応援曲は、個々の野球チーム専用の応援 曲であって、野球チーム毎に異なる楽曲である。また、野球チームが攻撃中であると きは、野球チーム専用の応援曲だけでなぐノ ッターボックスに入った選手キャラクタ 専用の応援曲を演奏できるようになつている。また、このような応援曲は、球場内全体 に反響するように、予め設定された音量で一律に演奏されるようになって 、る。  [0003] In such a baseball game, for example, when a baseball team selected by the player is attacking, a cheer song created for the baseball team selected by the player is played (for example, Patent Document 1, especially see FIG. 13). Also, when the field team selected by the opponent is attacking, the cheering piece created for the baseball team selected by the opponent is played. This type of support song is dedicated to individual baseball teams and is different for each baseball team. In addition, when the baseball team is under attack, it is possible to play cheering songs dedicated to the player characters in the knotter box with only cheering songs dedicated to the baseball team. In addition, such cheering songs are played uniformly at a preset volume so as to reverberate throughout the stadium.
[0004] また、このような応援曲は、予めメモリにメロディとして記憶されているものや、プレイ ャが楽曲作成を行 、メモリにセーブしたものを、プレイヤが選択した野球チームが攻 撃中であるときに、自動的に演奏されるようになっている。  [0004] In addition, such cheering songs are pre-stored as melodies in the memory, or those created by the player and saved in the memory are being attacked by the baseball team selected by the player. At some point, it is automatically played.
特許文献 1:特開平 11—468号公報  Patent Document 1: Japanese Patent Laid-Open No. 11-468
発明の開示  Disclosure of the invention
[0005] 前記従来の応援曲が演奏可能な野球ゲームでは、野球チームや選手キャラクタに 対応した専用の応援曲が演奏されるようになっている。しかし、ここでは、野球チーム や選手キャラクタに対応した専用の応援曲を、野球チームや選手キャラクタの数だけ 生成しなければならないので、ゲーム音全体のデータ数が膨大になり、このためメモ リの記憶容量が不足するおそれがある。 [0005] In the conventional baseball game in which the cheer song can be played, Corresponding dedicated cheer songs are played. However, here, since the dedicated cheer songs corresponding to the baseball team and player characters must be generated for the number of baseball teams and player characters, the total number of data of the game sound becomes enormous, and therefore the memory The storage capacity may be insufficient.
[0006] また、このような応援曲では、音程や音符の長さを組み合わせてメロディを生成する だけでなぐたとえば「かっとばせ一」等のかけ声を応援曲として演奏することがある。 このようなかけ声力もなる応援曲では、たとえば「かっとばせ一」の後に「選手キャラク タの呼称」を挿入し、選手キャラクタ専用の応援曲を演奏することによって、ゲームの 興趣性をより高めることができる。しかし、この場合、選手キャラクタに対応した専用の 応援曲を、選手キャラクタの呼称の数だけ生成しなければならないので、メモリの記 憶容量がさらに不足するおそれが生じる。  [0006] In addition, in such a cheering piece, there is a case where a cheering voice such as "Kattobaseichi" is played as a cheering piece by simply generating a melody by combining pitches and note lengths. In such a cheering song that also has a singing voice, for example, by inserting “name of player character” after “Kattobaseichi” and playing a cheering song dedicated to the player character, it is possible to further enhance the interest of the game. . However, in this case, since dedicated cheer songs corresponding to the player characters must be generated for the number of names of the player characters, the storage capacity of the memory may be further insufficient.
[0007] 本発明の課題は、ゲームプログラムにおいて、ゲーム音のデータ数を抑えながら、 ゲームの興趣性を高めることにある。  [0007] An object of the present invention is to increase the interest of a game in a game program while suppressing the number of game sound data.
[0008] 請求項 1に係るゲームプログラムは、ゲームキャラクタを動作させるゲームを実現可 能なコンピュータに、以下の機能を実現させるためのプログラムである。  [0008] A game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a game character to realize the following functions.
[0009] (1)所定の基本楽曲を作成可能な楽曲作成機能。 [0009] (1) A music creation function capable of creating a predetermined basic music.
[0010] (2)所定の基本音声を作成可能な音声作成機能。 [0010] (2) A sound creation function capable of creating a predetermined basic sound.
[0011] (3)所定のゲーム条件を満たしているか否かを判断するゲーム条件判断機能。  [0011] (3) A game condition determining function for determining whether or not a predetermined game condition is satisfied.
[0012] (4)ゲーム条件判断機能によって所定のゲーム条件を満たしていると判断されたと き、ゲームキャラクタに関する所定の音声を音声作成機能によって作成された所定の 基本音声に付加する音声付加機能。 [0012] (4) A sound adding function for adding a predetermined sound related to a game character to a predetermined basic sound created by the sound creating function when it is determined by the game condition determining function that a predetermined game condition is satisfied.
[0013] (5)楽曲作成機能によって作成された所定の基本楽曲を演奏する楽曲演奏機能。  [0013] (5) A music performance function for playing a predetermined basic music created by the music creation function.
[0014] (6)音声作成機能によって作成された所定の基本音声及び音声付加機能によって 付加されたゲームキャラクタに関する所定の音声を所定の基本楽曲に重畳させて演 奏する音声演奏機能。 [0014] (6) A voice performance function for playing a predetermined basic voice created by the voice creation function and a predetermined voice related to the game character added by the voice addition function superimposed on a predetermined basic music piece.
[0015] このプログラムによって実現されるゲームでは、楽曲作成機能において、所定の基 本楽曲が作成され、音声作成機能において、所定の基本音声が作成される。ここで 、所定の基本楽曲とは、ゲームキャラクタに関するグループ共通の楽曲であって、た とえばメロディやリズム等を有する楽器によって生成可能な楽曲である。また、所定の 基本音声とは、ゲームキャラクタまたはゲームキャラクタに関するグループ共通のフレ ーズカもなる音声であって、たとえばかけ声等の人間の声力もなる音声である。ゲー ム条件判断機能において、所定のゲーム条件を満たしている力否かが判断される。 音声付加機能において、ゲーム条件判断機能によって所定のゲーム条件が満たさ れていると判断されたとき、ゲームキャラクタに関する所定の音声が音声作成機能に よって作成された所定の基本音声に付加される。楽曲演奏機能において、楽曲作成 機能によって作成された所定の基本楽曲が演奏され、音声演奏機能において、音声 作成機能によって作成された所定の基本音声及び音声付加機能によって付加され たゲームキャラクタに関する所定の音声が所定の基本楽曲に重畳させて演奏される [0015] In a game realized by this program, a predetermined basic music is created by the music creation function, and a predetermined basic voice is created by the voice creation function. Here, the predetermined basic music is a music common to groups related to game characters, For example, it is a song that can be generated by a musical instrument having a melody or rhythm. In addition, the predetermined basic voice is a voice that also serves as a common phrase for the game character or the group related to the game character, and is a voice that also has a human voice such as a shout. In the game condition determination function, it is determined whether or not the power satisfies a predetermined game condition. In the sound addition function, when it is determined that the predetermined game condition is satisfied by the game condition determination function, the predetermined sound related to the game character is added to the predetermined basic sound generated by the sound generation function. In the music performance function, the predetermined basic music created by the music creation function is played, and in the voice performance function, the predetermined basic voice created by the voice creation function and the predetermined voice related to the game character added by the voice addition function Is played over a specified basic piece of music
[0016] たとえば、選手キャラクタを動作させる野球ゲームを実現し、選手キャラクタに対応 する応援曲を演奏させる場合を考える。ここでは、楽曲作成機能によって、選手キヤ ラクタの属するチーム共通のチャンステーマ等のメロディやリズムを有するラッパゃタ ィコの応援曲である所定の基本楽曲が作成される。次に、音声作成機能によって、「 力つとばせ一」等のチーム共通のかけ声である所定の基本音声が作成される。次に、 ゲーム条件判断機能によって、現在の攻撃側のチーム名が何である力、バッターボ ッタスに入って 、る選手名が何である力 得点圏にランナーが!/、るかあるいは逆転可 能であるか等の攻撃側のチームがチャンスであるか等の所定のゲーム条件を満たし ている力否かが判断される。次に、音声付加機能によって、たとえばゲーム条件判断 機能によって攻撃側のチームがチャンスであると判断されているとき、「かっとばせ一 」等のかけ声の後にゲームキャラクタに関する所定の音声である「選手キャラクタの呼 称」が付加される。そして、楽曲演奏機能及び音声演奏機能によって、チャンステー マ等のメロディやリズムを有するラッパやタイコの応援曲に、「かっとばせ一、選手キヤ ラクタの呼称」等のかけ声が重畳して演奏される。 [0016] For example, let us consider a case where a baseball game in which a player character is operated is realized and a cheer song corresponding to the player character is played. Here, the song creation function creates a predetermined basic song that is a cheering song of Rappa Tycho with a melody and rhythm such as a chance theme shared by the team to which the player character belongs. Next, a predetermined basic voice that is a common voice of the team such as “Shitsutoboseichi” is created by the voice creation function. Next, with the game condition judgment function, the power of what the current attacking team name is, the power of what is the name of the player who enters the Battalotas, the runner can be in the scoring area, or can be reversed It is determined whether or not the attacking team such as the power meets a predetermined game condition such as whether the team has a chance. Next, when the attacking team is determined to have a chance by the voice addition function, for example, by the game condition determination function, the player character's predetermined voice related to the game character is “after the player character's voice” “Name” is added. Then, by the music performance function and the voice performance function, a cheering voice such as “Kattobaseichi, the name of the player character” is superimposed on a trumpet or tyco support music having a melody or rhythm such as a chance theme.
[0017] このゲームプログラムでは、音声作成機能において、所定の基本音声が作成され、 音声付加機能において、ゲームキャラクタに関する所定の音声が音声作成機能によ つて作成された所定の基本音声に付加される。ここでは、所定の基本音声として、た とえば「かっとばせ一」をチーム共通のかけ声とし、所定の音声として「選手キャラクタ の呼称」を「かっとばせ一」の後に付加することができる。このため、従来のように「かつ とばせ一、選手キャラクタの呼称」の応援曲を選手キャラクタ毎に作成する必要がなく なるので、ゲーム音全体のデータを減少でき、このためメモリの記憶容量が不足しに くくなる。また、選手キャラクタ毎に異なる「かっとばせ一、選手キャラクタの呼称」を演 奏することができるので、現実世界の野球に近 、リアリティのある野球ゲームを実現 することができる。したがって、ゲーム音のデータ数を抑えながら、ゲームの興趣性を 高めることができる。 [0017] In this game program, a predetermined basic voice is created in the voice creation function, and a predetermined voice related to the game character is added to the predetermined basic voice created by the voice creation function in the voice addition function. . Here, as the predetermined basic voice, For example, “Kattobaseichi” can be used as a common voice for the team, and “name of player character” can be added after “Kattobaseichi” as a predetermined voice. For this reason, it is no longer necessary to create a cheering piece for each player character, “Katsutobaseichi, the name of the player character” as in the past, so the data of the entire game sound can be reduced, and the memory capacity is insufficient. It becomes difficult. In addition, since it is possible to play “Kattobaseichi, the name of the player character” that is different for each player character, it is possible to realize a realistic baseball game close to real-world baseball. Therefore, it is possible to enhance the fun of the game while suppressing the number of game sound data.
[0018] 請求項 2に係るゲームプログラムは、請求項 1に記載のゲームプログラムにおいて、 楽曲作成機能又は音声作成機能は、予め設定された複数のパターンのうち 1又は複 数の所定のパターンを選択することによって所定の基本楽曲又は所定の基本音声を 作成する機能である。  [0018] The game program according to claim 2 is the game program according to claim 1, wherein the music creation function or the sound creation function selects one or a plurality of predetermined patterns from a plurality of preset patterns. This is a function for creating a predetermined basic music or a predetermined basic sound.
[0019] ここでは、たとえばコンピュータのメモリに予め記憶されている、又はプレイヤが事前 に作成してコンピュータのメモリに記憶させたぉ 、たメロディを含むあるいはメロディを 含まない打楽器やかけ声を有する複数のプリセットパターン力 任意のパターンをプ レイヤが選択することによって、楽曲や音声の作成が容易になる。  [0019] Here, for example, a plurality of percussion instruments or singing voices that are stored in advance in the memory of a computer, or that have been created in advance by a player and stored in the memory of the computer, including a melody or not including a melody. Preset pattern power By selecting an arbitrary pattern, the player can easily create music and audio.
[0020] 請求項 3に係るゲームプログラムは、請求項 1又は 2のゲームプログラムにおいて、 楽曲作成機能は、所定の音符を所定の音程に設定する音程設定機能と、音程設定 機能によって設定された所定の音符の長さを設定する音長設定機能と、音程設定機 能及び音長設定機能によって設定された所定の音符を複数並べて配置し旋律を生 成する旋律生成機能とを有して ヽる。  [0020] The game program according to claim 3 is the game program according to claim 1 or 2, wherein the music composition function includes a pitch setting function for setting a predetermined note to a predetermined pitch, and a predetermined set by the pitch setting function. It has a note length setting function that sets the length of notes, and a melody generation function that generates a melody by arranging a plurality of predetermined notes set by the pitch setting function and the tone length setting function. .
[0021] ここでは、音程設定機能、音長設定機能及び旋律生成機能によって、たとえば楽 曲作成画面において所定の音符を表す音符キャラクタを、ピアノ鍵盤の音程と同じ高 さ位置が同じ音程になるように配置されたフィールドに、横方向に並べることによって 、音程、音符の長さ、メロディが設定できるので、プレイヤが操作しやすいユーザイン ターフェイスを提供できる。  Here, the pitch setting function, the pitch setting function, and the melody generation function, for example, allow a note character representing a predetermined note on the music creation screen to have the same pitch as the pitch of the piano keyboard. Since the pitch, note length, and melody can be set by arranging them in the horizontal direction in the field arranged at, it is possible to provide a user interface that is easy for the player to operate.
[0022] 請求項 4に係るゲームプログラムは、請求項 1から 3のいずれかのゲームプログラム において、所定の基本楽曲は、所定の旋律を有する楽曲である。 [0023] ここでは、たとえばチーム専用の応援曲や、チーム共通のチャンステーマ等の所定 の基本楽曲が、たとえばラッパ等の楽器による旋律、すなわちメロディを有しているの で、ゲーム音の表現が豊かになるとともに、現実世界の野球により近いリアリティのあ る野球ゲームを実現できる。 [0022] The game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the predetermined basic music is a music having a predetermined melody. [0023] Here, for example, a predetermined basic music such as a team-specific support song or a chance theme shared by the team has a melody by a musical instrument such as a trumpet, for example, a melody. A rich baseball game with a reality close to that of real world baseball can be realized.
[0024] 請求項 5に係るゲームプログラムは、請求項 1から 4のいずれかのゲームプログラム において、所定の基本楽曲は、所定の調子を有する楽曲である。  [0024] The game program according to claim 5 is the game program according to any one of claims 1 to 4, wherein the predetermined basic music is a music having a predetermined tone.
[0025] ここでは、所定の基本楽曲が、たとえばタイコ等の打楽器による調子、すなわちリズ ムを有しているので、所定の基本音声を重畳させたときの相乗効果により、現実世界 の野球に近いさらにリアリティのある野球ゲームを実現できる。  [0025] Here, since the predetermined basic music has a tone, i.e., rhythm, by a percussion instrument such as a tycoon, it is close to real-world baseball due to a synergistic effect when the predetermined basic sound is superimposed. In addition, a realistic baseball game can be realized.
[0026] 請求項 6に係るゲームプログラムは、請求項 1から 5のいずれかのゲームプログラム において、所定の基本音声は、所定のかけ声を有する音声である。  [0026] The game program according to claim 6 is the game program according to any one of claims 1 to 5, wherein the predetermined basic sound is a sound having a predetermined shout.
[0027] ここでは、所定の基本音声が、たとえば「かっとばせ一」、「燃えろ!燃えろ!」、 「レ ッッ GO!レッツ GO!」、 「GO GO!レッツ GO!」等のチーム名や選手名を除いた かけ声であるので、所定の基本楽曲のみで構成されている場合に比して、所定の基 本楽曲に重畳させたときの相乗効果により、現実世界の野球に近いさらにリアリティ のある野球ゲームを実現できる。  [0027] Here, the predetermined basic voices are the names of teams and players such as “Kattobaseichi”, “Burn! Burn!”, “Let GO! Let's GO!”, “GO GO! Let's GO!”, Etc. Compared to the case where it is composed only of predetermined basic music, the baseball is more realistic than the real world baseball due to the synergistic effect when superimposed on the basic music. A game can be realized.
[0028] 請求項 7に係るゲームプログラムは、請求項 1から 6のいずれかのゲームプログラム において、所定の音声は、ゲームキャラクタに関する所定の呼称音声である。  [0028] In the game program according to claim 7, in the game program according to any one of claims 1 to 6, the predetermined sound is a predetermined name sound related to the game character.
[0029] ここでは、所定の音声がチーム名や選手名等の呼称音声であるので、所定の基本 音声のみで構成されて 、る場合に比して、プレイヤの選手キャラクタに対する愛着度 や没入度を向上できる。  [0029] Here, since the predetermined sound is a name sound such as a team name or a player name, the player's degree of attachment to the player character or the degree of immersion is higher than in the case where the predetermined sound is composed of only a predetermined basic sound. Can be improved.
[0030] 請求項 8に係るゲーム装置は、ゲームキャラクタを動作させるゲームを実現させるゲ ーム装置である。このゲーム装置は、楽曲作成手段と、音声作成手段と、ゲーム条件 判断手段と、音声付加手段と、楽曲演奏手段と、音声演奏手段とを備えている。楽曲 作成手段において、所定の基本楽曲が作成され、音声作成手段において、所定の 基本音声が作成される。ゲーム条件判断手段において、所定のゲーム条件を満たし ている力否かが判断される。音声付加手段において、ゲーム条件判断手段によって 所定のゲーム条件が満たされていると判断されたとき、ゲームキャラクタに関する所 定の音声が音声作成手段によって作成された所定の基本音声に付加される。楽曲 演奏手段において、楽曲作成手段によって作成された所定の基本楽曲が演奏され、 音声演奏手段において、音声作成手段によって作成された所定の基本音声及び音 声付加手段によって付加されたゲームキャラクタに関する所定の音声が所定の基本 楽曲に重畳させて演奏される。 [0030] The game device according to claim 8 is a game device for realizing a game in which a game character is operated. The game apparatus includes music creation means, voice creation means, game condition determination means, voice addition means, music performance means, and voice performance means. The music creating means creates a predetermined basic music, and the voice creating means creates a predetermined basic voice. In the game condition determining means, it is determined whether or not the power satisfies a predetermined game condition. When the sound adding means determines that the predetermined game condition is satisfied by the game condition determining means, A predetermined voice is added to a predetermined basic voice created by the voice creation means. In the music performance means, a predetermined basic music created by the music creation means is played, and in the voice performance means, a predetermined basic voice created by the voice creation means and a predetermined game character added by the voice adding means. The sound is played by superimposing it on the specified basic music.
[0031] 請求項 9に係るゲーム方法は、ゲームキャラクタを動作させるゲームをコンピュータ に実現させるゲーム方法である。このゲーム方法は、楽曲作成ステップと、音声作成 ステップと、ゲーム条件判断ステップと、音声付加ステップと、楽曲演奏ステップと、音 声演奏ステップとを備えている。楽曲作成ステップにおいて、所定の基本楽曲が作成 され、音声作成ステップにおいて、所定の基本音声が作成される。ゲーム条件判断 ステップにおいて、所定のゲーム条件を満たしている力否かが判断される。音声付加 ステップにお 、て、ゲーム条件判断ステップによって所定のゲーム条件が満たされて いると判断されたとき、ゲームキャラクタに関する所定の音声が音声作成ステップによ つて作成された所定の基本音声に付加される。楽曲演奏ステップにおいて、楽曲作 成ステップによって作成された所定の基本楽曲が演奏され、音声演奏ステップにお V、て、音声作成ステップによって作成された所定の基本音声及び音声付加ステップ によって付加されたゲームキャラクタに関する所定の音声が所定の基本楽曲に重畳 させて演奏される。  [0031] A game method according to claim 9 is a game method for causing a computer to realize a game for operating a game character. This game method includes a music creation step, a voice creation step, a game condition determination step, a voice addition step, a music performance step, and a voice performance step. In the music creation step, a predetermined basic music is created, and in the voice creation step, a predetermined basic voice is created. In the game condition determination step, it is determined whether or not the power satisfies a predetermined game condition. In the sound addition step, when it is determined that the predetermined game condition is satisfied in the game condition determination step, the predetermined sound related to the game character is added to the predetermined basic sound generated in the sound generation step. Is done. In the music playing step, the predetermined basic music created in the music creating step is played, and in the voice playing step V, the game added by the predetermined basic voice and voice adding step created in the voice creating step. Predetermined sound related to the character is played with being superposed on the predetermined basic music.
図面の簡単な説明  Brief Description of Drawings
[0032] [図 1]本発明の一実施形態によるビデオゲーム装置の基本構成図。 FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
[図 2]前記ビデオゲーム装置の一例としての機能ブロック図。  FIG. 2 is a functional block diagram as an example of the video game apparatus.
[図 3]野球ゲームにおけるサウンド設定応援曲作成選択画面を表す図。  [FIG. 3] A diagram showing a sound setting support song creation selection screen in a baseball game.
[図 4]応援曲作成画面におけるサンプルデータ選択画面を表す図。  [Fig.4] A diagram showing the sample data selection screen on the support song creation screen.
[図 5]前記応援曲作成画面における曲調設定画面を表す図。  FIG. 5 is a diagram showing a music tone setting screen on the support music creation screen.
[図 6]前記応援曲作成画面における鳴り物パターン選択画面を表す図。  FIG. 6 is a diagram showing a noise pattern selection screen on the support song creation screen.
[図 7]前記応援曲作成画面におけるかけ声パターン選択画面を表す図。  FIG. 7 is a diagram showing a call pattern selection screen on the support song creation screen.
[図 8]音符入力フィールドに音符キャラクタを配置したときの前記応援曲作成画面を 表す図。 [図 9]前記音符キャラクタの音長 (横方向の長さ)を変更したときの前記応援曲作成画 面を表す図。 FIG. 8 is a diagram showing the cheering song creation screen when a note character is placed in the note input field. FIG. 9 is a diagram showing the support song creation screen when the note character's sound length (horizontal length) is changed.
[図 10]前記音符キャラクタの音程 (高さ位置)を変更したときの前記応援曲作成画面 を表す図。  FIG. 10 is a diagram showing the support song creation screen when the pitch (height position) of the note character is changed.
[図 11]前記音符キャラクタに対応するエコー音の音符キャラクタを仮想的に配置した ときの前記応援曲作成画面を表す図。  FIG. 11 is a diagram showing the support song creation screen when a note character of an echo sound corresponding to the note character is virtually arranged.
[図 12]前記野球ゲームにおける投手キャラクタ及び打者キャラクタが表示されている 対戦画面を表す図。  FIG. 12 is a view showing a battle screen on which a pitcher character and a batter character in the baseball game are displayed.
[図 13]前記野球ゲームにおける応援曲作成処理に関するフローチャート。  FIG. 13 is a flowchart relating to a support song creation process in the baseball game.
[図 14]前記応援曲作成処理における基本楽曲作成処理に関するフローチャート。  FIG. 14 is a flowchart regarding basic music creation processing in the support music creation processing.
[図 15]前記応援曲作成処理におけるエコー作成処理に関するフローチャート。  FIG. 15 is a flowchart regarding echo creation processing in the support song creation processing.
[図 16]前記応援曲作成処理におけるゲーム条件判断処理に使用されるゲーム条件 判断テーブルの一例を示す図。  FIG. 16 is a diagram showing an example of a game condition determination table used for the game condition determination process in the cheer song creation process.
[図 17]前記応援曲作成処理における前記ゲーム条件判断処理に使用される所定の ゲーム条件決定テーブルの一例を示す図。  FIG. 17 is a diagram showing an example of a predetermined game condition determination table used for the game condition determination process in the cheer song creation process.
[図 18]コンピュータで設定された音量とプレイヤが現実に聴取可能な音量との相対関 係を示す図。  FIG. 18 is a diagram showing the relative relationship between the volume set by the computer and the volume that the player can actually listen to.
符号の説明 Explanation of symbols
1 制御部  1 Control unit
厶 §し'|,¾  厶 § し '', ¾
3 画像表示部  3 Image display
4 ゲーム音出力部  4 Game sound output
5 操作入力部  5 Operation input section
7 CPU  7 CPU
13 スピーカー  13 Speaker
17 コントローラ  17 Controller
20 テレビジョンモニタ  20 Television monitor
25 サウンド応援曲作成選択画面 応援曲作成画面 25 Sound support song creation selection screen Support song creation screen
ピアノ鍵盤  Piano keyboard
音符入力フィールド  Note input field
音符キャラクタ Note character
a 矩形キャラクタa Rectangular character
b 文字キャラクタb character
c 図形キャラクタc Graphic character
d 選択記号キャラクタd selection symbol character
e 仮想矩形キャラクタ e Virtual rectangle character
鳴り物パターン選択項目a 鳴り物パターン表示フィールド かけ声パターン選択項目a かけ声パターン表示フィールド 各種のモード設定選択項目a 前の画面に戻るための選択項目b セーブするための選択項目c リピートするための選択項目d 曲調設定項目 Sound pattern selection item a Sound pattern display field Call pattern selection item a Call pattern display field Various mode setting selection items a Selection items for returning to the previous screen b Selection items for saving c Selection items for repeating d Musical tone Setting items
e サンプルデータ選択設定項目f キャンセルするための選択項目g 調子設定表示項目e Sample data selection setting item f Selection item to cancel g Tone setting display item
h テンポ設定表示項目i 選択カーソル h Tempo setting display item i Selection cursor
サンプルデータ選択画面 ボタン操作指示項目  Sample data selection screen Button operation instruction items
曲調設定画面  Music tone setting screen
調子設定画面  Tone setting screen
テンポ設定画面 決定するための選択項目 選択カーカレ Tempo setting screen Selection item to decide
鳴り物パターン選択画面 かけ声パターン選択画面 キャラクタ表示手段 Sound pattern selection screen Call pattern selection screen Character display means
キャラクタ動作手段 Character movement means
キャラクタ編集手段 Character editing means
ゲーム条件判断手段 基本楽曲作成手段 Game condition judgment means Basic music creation means
基本音声作成手段 Basic voice creation means
所定音声付加手段 Predetermined voice adding means
基本楽曲演奏手段 Basic music performance means
基本音声演奏手段 Basic voice playing means
エコー作成手段 Echo creation means
演奏位置決定手段 Performance position determination means
演奏音量決定手段 Performance volume determination means
演奏テンポ決定手段 Performance tempo determination means
サンプルデータ選択手段 曲調設定手段 Sample data selection means Musical tone setting means
音程設定手段 Pitch setting means
音長設定手段 Sound length setting means
旋律生成手段 Melody generation means
投手キャラクタ Pitcher character
打者キャラクタ Batter character
ライトスタンド Light stand
レフトスタンド Left stand
ゲーム条件判断テーブル 所定のゲーム条件決定テーブル 発明を実施するための最良の形態 Game condition determination table Predetermined game condition determination table BEST MODE FOR CARRYING OUT THE INVENTION
[0034] 〔ゲーム装置の構成と動作〕  [Configuration and Operation of Game Device]
図 1は、本発明の一実施形態によるゲーム装置の基本構成を示している。ここでは 、ゲーム装置の一例として、家庭用ビデオゲーム装置をとりあげて説明を行うこととす る。家庭用ビデオゲーム装置は、家庭用ゲーム機本体及び家庭用テレビジョンを備 える。家庭用ゲーム機本体には、記録媒体 10が装填可能となっており、記録媒体 10 力 ゲームデータが適宜読み出されてゲームが実行される。このようにして実行され るゲーム内容が家庭用テレビジョンに表示される。  FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention. Here, a home video game apparatus will be described as an example of the 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 executed by appropriately reading the recording medium 10 game data. The contents of the game executed in this way are displayed on the home television.
[0035] 家庭用ビデオゲーム装置のゲームシステムは、制御部 1と、記憶部 2と、画像表示 部 3と、ゲーム音出力部 4と、操作入力部 5とからなっており、それぞれがバス 6を介し て接続される。このバス 6は、アドレスバス、データバス及びコントロールバスなどを含 んでいる。ここで、制御部 1、記憶部 2、ゲーム音出力部 4及び操作入力部 5は、家庭 用ビデオゲーム装置の家庭用ゲーム機本体に含まれており、画像表示部 3は家庭用 テレビジョンに含まれて 、る。  [0035] The game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, a game sound output unit 4, and an operation input unit 5, each of which has a bus 6 It is connected via This bus 6 includes an address bus, a data bus, a control bus, and the like. Here, the control unit 1, the storage unit 2, the game sound output unit 4 and the operation input unit 5 are included in the home video game machine main body of the home video game apparatus, and the image display unit 3 is used in the home television. Included.
[0036] 制御部 1は、主に、ゲームプログラムに基づいてゲーム全体の進行を制御するため に設けられている。制御部 1は、たとえば、 CPU7 (Central Processing Unit)と、 信号処理プロセッサ 8と、画像処理プロセッサ 9とから構成されている。 CPU7と信号 処理プロセッサ 8と画像処理プロセッサ 9とは、それぞれがバス 6を介して互いに接続 されている。 CPU7は、ゲームプログラムからの命令を解釈し、各種のデータ処理や 制御を行う。たとえば、 CPU7は、信号処理プロセッサ 8に対して、画像データを画像 処理プロセッサに供給するように命令する。信号処理プロセッサ 8は、主に、 3次元空 間上における計算と、 3次元空間上から擬似 3次元空間上への位置変換計算と、光 源計算処理と、画像及び音データの生成加工処理とを行っている。画像処理プロセ ッサ 9は、主に、信号処理プロセッサ 8の計算結果及び処理結果に基づいて、描画す べき画像データを RAM 12に書き込む処理を行って!/ヽる。  [0036] The control unit 1 is provided mainly for controlling the progress of the entire game based on the game program. The control unit 1 includes, for example, a CPU 7 (Central Processing Unit), 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 the bus 6. The CPU 7 interprets instructions from the game program 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 the three-dimensional space, position conversion calculation from the three-dimensional space to the pseudo three-dimensional space, light source calculation processing, and image and sound data generation processing processing. It is carried out. 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.
[0037] 記憶部 2は、主に、プログラムデータや、プログラムデータで使用される各種データ などを格納しておくために設けられている。記憶部 2は、たとえば、記録媒体 10と、ィ ンターフェース回路 11と、 RAM 12 (Random Access Memory)とから構成され ている。記録媒体 10には、インターフェース回路 11が接続されている。そして、インタ 一フェース回路 11と RAM12とはバス 6を介して接続されている。記録媒体 10は、ォ ペレーシヨンシステムのプログラムデータや、画像データ、音データ並びに各種プロ グラムデータ力もなるゲームデータなどを記録するためのものである。この記録媒体 1 0は、たとえば、 ROM (Read Only Memory)カセット、光ディスク及びフレキシブ ルディスクなどであり、オペレーティングシステムのプログラムデータやゲームデータ などが記憶される。なお、記録媒体 10にはカード型メモリも含まれており、このカード 型メモリは、主に、ゲームを中断するときに中断時点での各種ゲームパラメータを保 存するために用いられる。 RAM12は、記録媒体 10から読み出された各種データを 一時的に格納したり、制御部 1からの処理結果を一時的に記録したりするために用い られる。この RAM12には、各種データとともに、各種データの記憶位置を示すアドレ スデータが格納されており、任意のアドレスを指定して読み書きすることが可能になつ ている。 [0037] The storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like. The storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM 12 (Random Access Memory). ing. 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, sound 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 for temporarily storing various data read from the recording medium 10 and for temporarily recording the processing result from the control unit 1. This RAM 12 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.
[0038] 画像表示部 3は、主に、画像処理プロセッサ 9によって RAM12に書き込まれた画 像データや、記録媒体 10から読み出される画像データなどを画像として出力するた めに設けられている。この画像表示部 3は、たとえば、テレビジョンモニタ 20と、インタ 一フェース回路 21と、 D/Aコンバータ 22 (Digital— To— Analogコンバータ)とか ら構成されている。テレビジョンモニタ 20には DZ Aコンバータ 22が接続されており、 D/Aコンバータ 22にはインターフェース回路 21が接続されている。そして、インタ 一フェース回路 21にバス 6が接続されている。ここでは、画像データが、インターフエ ース回路 21を介して DZAコンバータ 22に供給され、ここでアナログ画像信号に変 換される。そして、アナログ画像信号がテレビジョンモニタ 20に画像として出力される  [0038] 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 22 (Digital-To-Analog converter). A DZ A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22. The bus 6 is connected to the interface circuit 21. Here, the image data is supplied to the DZA converter 22 via the interface circuit 21 and is converted into an analog image signal here. Then, the analog image signal is output as an image to the television monitor 20.
[0039] ここで、画像データには、たとえば、ポリゴンデータやテクスチャデータなどがある。 Here, image data includes, for example, polygon data and texture data.
ポリゴンデータはポリゴンを構成する頂点の座標データのことである。テクスチャデー タは、ポリゴンにテクスチャを設定するためのものであり、テクスチャ指示データとテク スチヤカラーデータとからなつて 、る。テクスチャ指示データはポリゴンとテクスチャと を対応づけるためのデータであり、テクスチャカラーデータはテクスチャの色を指定す るためのデータである。ここで、ポリゴンデータとテクスチャデータとには、各データの 記憶位置を示すポリゴンアドレスデータとテクスチャアドレスデータとが対応づけられ ている。このような画像データでは、信号処理プロセッサ 8により、ポリゴンアドレスデ ータの示す 3次元空間上のポリゴンデータ(3次元ポリゴンデータ)力 画面自体 (視 点)の移動量データ及び回転量データに基づ!ヽて座標変換及び透視投影変換され て、 2次元空間上のポリゴンデータ(2次元ポリゴンデータ)に置き換えられる。そして、 複数の 2次元ポリゴンデータでポリゴン外形を構成して、ポリゴンの内部領域にテクス チヤアドレスデータが示すテクスチャデータを書き込む。このようにして、各ポリゴンに テクスチャが貼り付けられた物体つまり各種キャラクタを表現することができる。 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. Texture instruction data is data for associating polygons and textures, and texture color data specifies the texture color. It is data for. Here, polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data. In such image data, the signal processor 8 uses the movement data and rotation data of the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. No! It is then converted to polygon data (2D polygon data) in 2D space after coordinate conversion and perspective projection conversion. Then, the polygon outline is composed of a plurality of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
[0040] ゲーム音出力部 4は、主に、記録媒体 10から読み出される音データをゲーム音とし て出力するために設けられている。ゲーム音出力部 4は、たとえば、スピーカー 13と、 増幅回路 14と、 DZAコンバータ 15と、インターフェース回路 16とから構成されてい る。スピーカー 13には増幅回路 14が接続されており、増幅回路 14には DZAコンパ ータ 15が接続されており、 DZAコンバータ 15にはインターフェース回路 16が接続さ れている。そして、インターフェース回路 16にバス 6が接続されている。ここでは、音 データが、インターフェース回路 16を介して D/Aコンバータ 15に供給され、ここで アナログ音信号に変換される。このアナログ音信号が増幅回路 14によって増幅され 、スピーカー 13からゲーム音として出力される。音データには、たとえば、 ADPCM ( Adaptive Differential Pulse Code Modulation)データや PCM (Pulse Co de Modulation)データなどがある。 ADPCMデータの場合、上述と同様の処理方 法でゲーム音をスピーカー 13から出力することができる。 PCMデータの場合、 RAM 12において PCMデータを ADPCMデータに変換しておくことで、上述と同様の処理 方法でゲーム音をスピーカー 13から出力することができる。  [0040] The game sound output unit 4 is provided mainly for outputting sound data read from the recording medium 10 as a game sound. The game sound output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16. An amplifier circuit 14 is connected to the speaker 13, a DZA converter 15 is connected to the amplifier circuit 14, and an interface circuit 16 is connected to the DZA converter 15. The bus 6 is connected to the interface circuit 16. Here, the sound data is supplied to the D / A converter 15 via the interface circuit 16, where it is converted into an analog sound signal. This analog sound signal is amplified by the amplifier circuit 14 and output from the speaker 13 as a game sound. Examples of sound data include ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data. In the case of ADPCM data, game sound can be output from the speaker 13 by the same processing method as described above. In the case of PCM data, the game sound can be output from the speaker 13 by the same processing method as described above by converting the PCM data into ADPCM data in the RAM 12.
[0041] 操作入力部 5は、主に、コントローラ 17と、操作情報インターフェース回路 18と、ィ ンターフェース回路 19とから構成されている。コントローラ 17には、操作情報インター フェース回路 18が接続されており、操作情報インターフェース回路 18にはインターフ エース回路 19が接続されている。そして、インターフェース回路 19にバス 6が接続さ れている。 [0042] コントローラ 17は、プレイヤが種々の操作命令を入力するために使用する操作装置 であり、プレイヤの操作に応じた操作信号を CPU7に送出する。コントローラ 17には ゝ第 1ボタン 17aゝ第 2ボタン 17bゝ第 3ボタン 17cゝ第 4ボタン 17d、上方向キー 17U、 下方向キー 17D、左方向キー 17L、右方向キー 17R、 L1ボタン 17L1、 L2ボタン 17 L2、 R1ボタン 17R1、 R2ボタン 17R2、スタートボタン 17e、セレクトボタン 17f、左ス ティック 17SL及び右スティック 17SRが設けられている。 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. [0042] 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. For controller 17, ゝ 1st button 17a ゝ 2nd button 17b ゝ 3rd button 17c ゝ 4th 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.
[0043] 上方向キー 17U、下方向キー 17D、左方向キー 17L及び右方向キー 17Rは、たと えば、キャラクタやカーソルをテレビジョンモニタ 20の画面上で上下左右に移動させ るコマンドを CPU7に与えるために使用される。  [0043] Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R, for example, 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.
[0044] スタートボタン 17eは、記録媒体 10からゲームプログラムをロードするように CPU7 に指示するときに使用される。また、タイトル画面がテレビジョンモニタ 20に表示され ているときにスタートボタン 17eを押下すると、各種のモードを設定するためのモード セレクト画面がテレビジョンモニタ 20に表示されるようになって!/、る。  The start button 17e is used when instructing the CPU 7 to load the game program from the recording medium 10. Also, if the start button 17e is pressed while the title screen is displayed on the television monitor 20, a mode select screen for setting various modes will be displayed on the television monitor 20! /, The
[0045] セレクトボタン 17fは、記録媒体 10からロードされたゲームプログラムに対して、各 種選択を CPU7に指示するときなどに使用される。  [0045] The select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
[0046] 左スティック 17SL及び右スティック 17SRは、いわゆるジョイスティックと略同一構成 のスティック型コントローラである。このスティック型コントローラは、直立したスティック を有している。このスティックは、支点を中心として直立位置力も前後左右を含む 360 ° 方向に亘つて、傾倒可能な構成になっている。左スティック 17SL及び右スティック 17SRは、スティックの傾倒方向及び傾倒角度に応じて、直立位置を原点とする X座 標及び y座標の値を、操作信号として操作情報インターフェース回路 18とインターフ エース回路 19とを介して CPU7に送出する。  [0046] The left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick. This stick type controller has an upright stick. This stick has a structure in which an upright position force can tilt over 360 degrees including front, back, left and right with a fulcrum as the center. The left stick 17SL and right stick 17SR have the X coordinate and y coordinate values based on the upright position as the operation signal and the operation information interface circuit 18 and interface circuit 19 as the operation signal according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
[0047] 第 1ボタン 17aゝ第 2ボタン 17bゝ第 3ボタン 17cゝ第 4ボタン 17d、 L1ボタン 17L1、 L2ボタン 17L2、 R1ボタン 17R1及び R2ボタン 17R2には、記録媒体 10からロードさ れるゲームプログラムに応じて種々の機能が割り振られている。たとえば、第 2ボタン 17b及び第 3ボタン 17cは、メニュー項目の決定や次の画面に進む動作を行うように CPU7に指示するときに使用され、第 1ボタン 17a及び第 4ボタン 17dは、メニュー項 目の選択解除やキャンセルや前の画面に戻る動作を行うように CPU7に指示すると きに使用される。 [0047] The first button 17a 媒体 second button 17b ゝ third button 17c ゝ fourth button 17d, L1 button 17L1, L2 button 17L2, R1 button 17R1 and R2 button 17R2 are loaded with a game program. Various functions are allocated depending on the situation. For example, the second button 17b and the third button 17c are used when instructing the CPU 7 to determine a menu item or to move to the next screen, and the first button 17a and the fourth button 17d are menu items. If you instruct CPU7 to deselect or cancel your eyes or to return to the previous screen Used.
[0048] なお、左スティック 17SL及び右スティック 17SRを除くコントローラ 17の各ボタン及 び各キーは、外部からの押圧力によって中立位置力 押圧されるとオンになり、押圧 力が解除されると中立位置に復帰してオフになるオンオフスィッチになって!/、る。  [0048] The 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!
[0049] 以上のような構成力もなる家庭用ビデオゲーム装置の概略動作を、以下に説明す る。図示しない電源スィッチがオンにされゲームシステム 1に電源が投入されると、 CP U7が、記録媒体 10に記憶されているオペレーティングシステムに基づいて、記録媒 体 10から画像データ、音データ及びプログラムデータを読み出す。読み出された画 像データ、音データ及びプログラムデータの一部若しくは全部は、 RAM12に格納さ れる。そして、 CPU7が、 RAM 12に格納されたプログラムデータに基づいて、 RAM 12に格納された画像データや音データにコマンドを発行する。  The general operation of the home video game apparatus having the above-described configuration power will be described below. When a power switch (not shown) is turned on and the game system 1 is turned on, the CPU 7 receives image data, sound data, and program data from the recording medium 10 based on the operating system stored in the recording medium 10. Is read. Some or all of the read image data, sound data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and sound data stored in the RAM 12 based on the program data stored in the RAM 12.
[0050] 画像データの場合、 CPU7からのコマンドに基づいて、まず、信号処理プロセッサ 8 力 3次元空間上におけるキャラクタの位置計算及び光源計算などを行う。次に、画 像処理プロセッサ 9が、信号処理プロセッサ 8の計算結果に基づいて、描画すべき画 像データの RAM 12への書き込み処理などを行う。そして、 RAM 12に書き込まれた 画像データ力 インターフェース回路 21を介して DZAコンバータ 22に供給される。 ここで、画像データが DZ Aコンバータ 22でアナログ映像信号に変換される。そして 、画像データはテレビジョンモニタ 20に供給され画像として表示される。  In the case of image data, based on 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 force written in the RAM 12 is supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZ A converter 22. Then, the image data is supplied to the television monitor 20 and displayed as an image.
[0051] 音データの場合、まず、信号処理プロセッサ 8が、 CPU7からのコマンドに基づいて 音データの生成及び加工処理を行う。ここでは、音データに対して、たとえば、ピッチ の変換、ノイズの付加、エンベロープの設定、レベルの設定及びリバーブの付加など の処理が施される。次に、音データは、信号処理プロセッサ 8から出力されて、インタ 一フェース回路 16を介して DZ Aコンバータ 15に供給される。ここで、音データがァ ナログ音信号に変換される。そして、音データは増幅回路 14を介してスピーカー 13 力 ゲーム音として出力される。  [0051] In the case of sound data, first, the signal processor 8 generates and processes sound data based on a command from the CPU 7. Here, for example, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the sound data. Next, the sound data is output from the signal processor 8 and supplied to the DZ A converter 15 via the interface circuit 16. Here, the sound data is converted into an analog sound signal. Then, the sound data is output through the amplifier circuit 14 as a speaker 13 power game sound.
[0052] 〔ゲーム装置における各種処理概要〕  [Outline of Various Processes in Game Device]
本ゲーム機において実行されるゲームは、たとえば野球ゲームである。本ゲーム機 は、テレビジョンモニタ 20に表示されたキャラクタを動作させるゲームを実現可能にな つている。図 2は、本発明で主要な役割を果たす機能を説明するための機能ブロック 図である。制御部 1は、キャラクタ表示手段 50と、キャラクタ動作手段 51と、キャラクタ 編集手段 52と、ゲーム条件判断手段 53と、基本楽曲作成手段 54と、基本音声作成 手段 55と、所定音声付加手段 56と、基本楽曲演奏手段 57と、基本音声演奏手段 5 8と、エコー作成手段 59とを主に備えている。エコー作成手段 59は、、演奏位置決定 手段 60と、演奏音量決定手段 61と、演奏テンポ決定手段 62とを有している。 The game executed in this game machine is, for example, a baseball game. This game machine can realize a game in which a character displayed on the television monitor 20 is operated. It is. FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention. The control unit 1 includes a character display means 50, a character action means 51, a character editing means 52, a game condition determination means 53, a basic music creation means 54, a basic voice creation means 55, and a predetermined voice addition means 56. Basic music performance means 57, basic voice performance means 58, and echo creation means 59 are mainly provided. The echo creating means 59 includes a performance position determining means 60, a performance volume determining means 61, and a performance tempo determining means 62.
[0053] キャラクタ表示手段 50は、テレビジョンモニタ 20に投手キャラクタ 70、打者キャラク タ 72及び音符キャラクタ 33を表示する機能を備えて 、る。キャラクタ表示手段 50で は、図 12に示す投手キャラクタ 70及び打者キャラクタ 72がテレビジョンモニタ 20に 表示される。また、キャラクタ表示手段 50では、図 7に示す応援曲作成画面 30にお V、て、音符キャラクタ 33がテレビジョンモニタ 20に表示される。  The character display means 50 has a function of displaying the pitcher character 70, the batter character 72, and the note character 33 on the television monitor 20. The character display means 50 displays the pitcher character 70 and the batter character 72 shown in FIG. Further, in the character display means 50, the musical note character 33 is displayed on the television monitor 20 on the support song creation screen 30 shown in FIG.
[0054] この手段では、投手キャラクタ 70に対応する投手用画像データ、打者キャラクタ 72 に対応する打者用画像データ、音符キャラクタ 33に対応する音符用画像データが、 ゲームプログラムのロード時に、記憶部 2たとえば記録媒体 10から RAM12に供給さ れ、 RAM12に格納される。このときに、投手用画像データと投手用座標データと音 符用画像データとが制御部 1たとえば CPU7に認識される。また、打者用画像データ をテレビジョンモニタ 20に表示するための打者用座標データ、投手用画像データを テレビジョンモニタ 20に表示するための投手用座標データ、音符用画像データをテ レビジョンモニタ 20に表示するための音符用座標データ力 記憶部 2たとえば記録 媒体 10から RAM12に供給され、 RAM12に格納される。このときに、打者用画像デ ータと打者用座標データと音符用画像データとが制御部 1たとえば CPU7に認識さ れる。すると、 RAM 12に格納された打者用画像データ、投手用画像データ、音符用 画像データが、 CPU7からの指示に基づいて、画像処理プロセッサ 9を介してテレビ ジョンモニタ 20に供給される。そして、打者用画像データ、投手用画像データ、音符 用画像データが、打者用座標データ、投手用座標データ、音符用座標データに基 づいて、テレビジョンモニタ 20の所定の位置に表示される。なお、打者用画像データ 、投手用画像データ、音符用座標データをテレビジョンモニタ 20の所定の位置に表 示するための指示は、 CPU7によって行われる。 [0055] キャラクタ動作手段 51は、投手キャラクタ 70及び打者キャラクタ 72を動作させる機 能を備えている。キャラクタ動作手段 51では、投手キャラクタ 70及び打者キャラクタ 7 2が動作させられる。 In this means, the pitcher image data corresponding to the pitcher character 70, the batter image data corresponding to the batter character 72, and the note image data corresponding to the note character 33 are stored in the storage unit 2 when the game program is loaded. For example, it is supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the pitcher image data, the pitcher coordinate data, and the note image data are recognized by the control unit 1, for example, the CPU 7. Also, batter coordinate data for displaying batter image data on the television monitor 20, pitcher coordinate data for displaying pitcher image data on the television monitor 20, and note image data on the television monitor 20 are displayed on the television monitor 20. Coordinate data force for musical notes for display Storage unit 2 For example, supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the batter image data, batter coordinate data, and note image data are recognized by the control unit 1, for example, the CPU 7. Then, the batter image data, pitcher image data, and note image data stored in the RAM 12 are supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7. The batter image data, pitcher image data, and note image data are displayed at predetermined positions on the television monitor 20 based on the batter coordinate data, pitcher coordinate data, and note coordinate data. Note that the CPU 7 gives an instruction to display the batter image data, the pitcher image data, and the musical note coordinate data at a predetermined position on the television monitor 20. The character action means 51 has a function of moving the pitcher character 70 and the batter character 72. In the character action means 51, the pitcher character 70 and the batter character 72 are moved.
[0056] この手段では、投手キャラクタ 70及び打者キャラクタ 72を動作させるためのコント口 ーラ 17からの信号が制御部 1たとえば CPU7に認識されると、 CPU7からの指示に 基づ 、て、投手キャラクタ 70に対応する投手用画像データ及び打者キャラクタ 72に 対応する打者用画像データ力 制御部 1たとえば信号処理プロセッサ 8と画像処理プ 口セッサ 9とによって処理される。そして、処理された画像データが RAM 12からテレ ビジョンモニタ 20に供給されて、投手キャラクタ 70の投球動作及び打者キャラクタ 72 のスイング動作が動画としてテレビジョンモニタ 20に表示される。  In this means, when a signal from the controller 17 for operating the pitcher character 70 and the batter character 72 is recognized by the control unit 1, for example, the CPU 7, the pitcher is based on an instruction from the CPU 7. The pitcher image data corresponding to the character 70 and the batter image data force control unit 1 corresponding to the batter character 72 are processed by the signal processor 8 and the image processing processor 9, for example. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the pitching motion of the pitcher character 70 and the swing motion of the batter character 72 are displayed on the television monitor 20 as moving images.
[0057] キャラクタ編集手段 52は、音符キャラクタ 33を移動及び変形させる機能を備えて ヽ る。キャラクタ編集手段 52では、音符キャラクタ 33が移動及び変形させられる。  The character editing means 52 has a function of moving and deforming the note character 33. In the character editing means 52, the note character 33 is moved and deformed.
[0058] この手段では、音符キャラクタ 33を移動及び変形させるためのコントローラ 17から の信号が制御部 1たとえば CPU7に認識されると、 CPU7からの指示に基づいて、音 符キャラクタ 33に対応する音符用画像データが、制御部 1たとえば信号処理プロセッ サ 8と画像処理プロセッサ 9とによって処理される。そして、処理された画像データが RAM12からテレビジョンモニタ 20に供給されて、音符キャラクタ 33の移動による音 程変更動作や変形による音長変更動作が動画としてテレビジョンモニタ 20に表示さ れる。  In this means, when a signal from the controller 17 for moving and transforming the note character 33 is recognized by the control unit 1, for example, the CPU 7, the note corresponding to the note character 33 is based on an instruction from the CPU 7. The image data for processing is processed by the control unit 1, for example, the signal processing processor 8 and the image processing processor 9. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the pitch changing operation due to the movement of the musical note character 33 and the tone length changing operation due to the deformation are displayed on the television monitor 20 as a moving image.
[0059] ゲーム条件判断手段 53は、野球ゲームにおいて所定のゲーム条件を満たしている か否かを判断する機能を備えている。ゲーム条件判断手段 53では、野球ゲームの試 合状況に応じて記憶部 2に記憶された図 16に示すゲーム条件判断テーブル 90を参 照し図 17に示す所定のゲーム条件決定テーブル 95によって所定のゲーム条件を満 たしている力否かが判断される。ここで、所定のゲーム条件を満たしているというのは 、所定のゲーム条件である演奏位置や演奏音量がどの位置でどれく b 、の音量であ る力、制御部 1たとえば CPU7によって決定されている状態をいう。ゲーム条件判断 テーブル 90及びゲーム条件決定テーブル 95の各変数は、野球ゲームの試合状況 に応じて変化するものであり、各種データは RAM 12に格納される。 [0060] 基本楽曲作成手段 54は、所定の基本楽曲を作成できる機能を備えている。基本楽 曲作成手段 54では、打者キャラクタ 72の属するチーム共通のチャンステーマ等のメ 口ディやリズムを有するラッパやタイコの応援曲である所定の基本楽曲が作成される。 基本楽曲作成手段 54は、図 8に示す応援曲作成画面 30において、音符キャラクタ 3 3を音符入力フィールド 32の音程位置に設定する音程設定手段 65と、音程設定手 段 65によって設定された音符キャラクタ 33の音長を設定する音長設定手段 66と、音 程設定手段 65及び音長設定手段 66によって設定された音符キャラクタ 33を複数並 ベて配置しメロディ (旋律)を生成する旋律生成手段とを有している。また、基本楽曲 作成手段 54は、図 4に示すサンプルデータ選択画面 37において記憶部 2に予め記 憶されて!、るメロディ (旋律)を含む楽曲を選択するサンプルデータ選択手段 63と、 図 5に示す曲調設定画面 40にお 、て楽曲の調子及びテン設定する曲調設定手段 6 4とをさらに有している。ここでは、作成された応援曲の基本楽曲データは RAM12に 格納される。 [0059] The game condition determining means 53 has a function of determining whether or not a predetermined game condition is satisfied in a baseball game. The game condition determining means 53 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 in accordance with the baseball game trial situation, and uses a predetermined game condition determination table 95 shown in FIG. It is determined whether or not the power meets the game conditions. Here, the fact that the predetermined game condition is satisfied is determined by the control unit 1 such as the CPU 7 as the predetermined game condition, where the performance position or performance volume is b and the volume of the b. The state that is. Each variable in the game condition determination table 90 and the game condition determination table 95 changes according to the game situation of the baseball game, and various data are stored in the RAM 12. [0060] The basic music creation means 54 has a function of creating a predetermined basic music. In the basic music creation means 54, a predetermined basic music that is a trumpet or a tune that has a rhythm or rhythm such as a chance theme common to the team to which the batter character 72 belongs is created. The basic music creation means 54 is a pitch setting means 65 for setting the note character 33 at the pitch position of the note input field 32 and the note character set by the pitch setting means 65 on the support music creation screen 30 shown in FIG. And a melody generating means for generating a melody by arranging a plurality of note characters 33 set by the pitch setting means 65 and the pitch setting means 66. have. Further, the basic music creation means 54 includes sample data selection means 63 for selecting music including a melody (melody) stored in advance in the storage unit 2 on the sample data selection screen 37 shown in FIG. 4, and FIG. The music tone setting screen 40 further includes music tone setting means 64 for setting the tone and ten of the music. Here, the basic music data of the created support music is stored in the RAM 12.
[0061] 基本音声作成手段 55は、所定の基本音声を作成できる機能を備えている。基本音 声作成手段 55では、「かっとばせ一」、「燃えろ!燃えろ!」、「レッツ GO!レッツ GO !」、「GO GO!レッツ GO!」等の打者キャラクタ 72の属するチーム共通のかけ声 である所定の基本音声が作成される。基本音声作成手段 55は、図 7に示すかけ声 パターン選択画面 46にお!/、て、プレイヤがかけ声パターン選択項目 46aを選択する 操作を行うことによって作成され、作成された応援曲の基本音声データは RAM 12に 格納される。  [0061] The basic sound creating means 55 has a function of creating a predetermined basic sound. In the basic voice creation means 55, “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!” A predetermined basic voice is created. The basic voice creation means 55 is created by the player selecting the call pattern selection item 46a on the call pattern selection screen 46 shown in FIG. Is stored in RAM 12.
[0062] 所定音声付加手段 56は、ゲーム条件判断手段 53によって所定のゲーム条件を満 たして 、ると判断されたとき、打者キャラクタ 72や打者キャラクタ 72の属するチームに 関する所定の音声を基本音声作成手段 55によって作成された所定の基本音声に付 加する機能を備えている。所定音声付加手段 56では、ゲーム条件判断手段 53によ つて所定のゲーム条件を満たしているとき、「かっとばせ一」、「燃えろ!燃えろ!」、「 レッツ GO!レッツ GO!」、「GO GO!レッツ GO!」等のかけ声の後にゲームキヤ ラクタに関する所定の音声である「打者キャラクタ 72の呼称」が付加される。所定音声 付加手段 56は、野球ゲームの試合状況に応じて記憶部 2に記憶された図 16に示す ゲーム条件判断テーブル 90を参照し所定の音声である「打者キャラクタ 72の呼称」 を読み出し、応援曲の基本音声データに自動的に付加され、所定の音声が付加さ れた応援曲の基本音声データは RAM 12に格納される。 [0062] The predetermined sound adding means 56, when it is determined by the game condition determining means 53 that the predetermined game condition is satisfied, is based on the predetermined sound regarding the batter character 72 and the team to which the batter character 72 belongs. A function for adding to a predetermined basic voice created by the voice creation means 55 is provided. In the predetermined sound adding means 56, when the predetermined game conditions are satisfied by the game condition determining means 53, “Katto Boseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! After the call of “Let's GO!” Or the like, “name of the batter character 72”, which is a predetermined sound relating to the game character, is added. The predetermined voice adding means 56 is shown in FIG. 16 stored in the storage unit 2 according to the game situation of the baseball game. Referring to the game condition judgment table 90, a predetermined voice “name of the batter character 72” is read out and automatically added to the basic voice data of the cheering music, and the basic voice data of the cheering music to which the predetermined voice is added. Is stored in RAM 12.
[0063] 基本楽曲演奏手段 57は、基本楽曲作成手段 54によって作成された所定の基本楽 曲を演奏する機能を備えている。基本楽曲演奏手段 57では、基本楽曲作成手段 54 によって作成された打者キャラクタ 72の属するチーム共通のチャンステーマ等のメロ ディやリズムを有するラッパやタイコの応援曲である所定の基本楽曲データを RAMI 2から読み出し、ゲーム音出力部 4のインターフェース回路 16、 DZ Aコンバータ 15、 増幅回路 14を介して、スピーカー 13によってラッパやタイコの応援曲である所定の 基本楽曲が外部に出力される。  The basic music playing means 57 has a function of playing a predetermined basic music created by the basic music creating means 54. In the basic music playing means 57, predetermined basic music data which is a trumpet or rhythm supporting music of the trumpet or Tyco having a melody or rhythm such as a chance theme shared by the batter character 72 to which the batter character 72 to which the batter character 72 belongs created by the basic music creating means 54 is stored. The speaker 13 outputs a predetermined basic music that is a cheering song of the trumpet or Tyco through the interface circuit 16, the DZ A converter 15, and the amplifier circuit 14 of the game sound output unit 4.
[0064] 基本音声演奏手段 58は、基本音声作成手段 55によって作成された所定の基本音 声と、所定音声付加手段 56によって付加された打者キャラクタ 72や打者キャラクタ 7 2の属するチームに関する所定の音声とを所定の基本楽曲に重畳させて演奏する機 能を備えている。基本音声演奏手段 58では、チャンステーマ等のメロディやリズムを 有するラッパやタイコの応援曲に、「かっとばせ一、打者キャラクタ 72の呼称」、「燃え ろ!燃えろ!打者キャラクタ 72の呼称」、「レッツ GO!レッツ GO!打者キャラクタ 72 の呼称」、「GO GO!レッツ GO!打者キャラクタ 72の呼称」等のかけ声が重畳して 演奏される。ここでは、所定音声付加手段 56によって付加された所定の音声が付カロ された応援曲の基本音声データを RAM12から読み出し、ゲーム音出力部 4のインタ 一フェース回路 16、 D/Aコンバータ 15、増幅回路 14を介して、スピーカー 13によ つてラッパやタイコの応援曲である所定の基本楽曲が外部に出力される。  [0064] The basic voice performance means 58 includes a predetermined basic voice created by the basic voice creation means 55 and a predetermined voice related to the team to which the batter character 72 and the batter character 72 added by the predetermined voice addition means 56 belong. And a function to superimpose them on a predetermined basic music. The basic voice performance means 58 includes trumpet and Tyco support songs with melodies and rhythms such as chance themes, “Katto Boseichi, the name of the batter character 72”, “Burn! Burn! The name of the batter character 72”, “Let's” “GO! Let's GO! Batter Character 72 Name”, “GO GO! Let's GO! Batter Character 72 Name”, etc. Here, the basic sound data of the cheering song with the predetermined sound added by the predetermined sound adding means 56 is read from the RAM 12, and the interface circuit 16 of the game sound output unit 4, the D / A converter 15, the amplification Through the circuit 14, the speaker 13 outputs a predetermined basic music that is a cheering song of a trumpet or a Tyco to the outside.
[0065] ここでは、基本音声作成手段 55において、「かっとばせ一」、「燃えろ!燃えろ!」、 「レッツ GO!レッツ GO!」、 「GO GO!レッツ GO!」等のチーム共通のかけ声が 作成され、所定音声付加手段 56において「かっとばせ一」、「燃えろ!燃えろ!」、「 レッツ GO!レッツ GO!」、 「GO GO!レッツ GO!」等のチーム共通のかけ声の後 に打者キャラクタ 72に関する所定の音声である「打者キャラクタ 72の呼称」が付加さ れる。したがって、従来のように「かっとばせ一、打者キャラクタ 72の呼称」の応援曲を 打者キャラクタ 72毎に作成する必要がなくなるので、ゲーム音全体のデータを減少 でき、このためメモリの記憶容量が不足しに《なる。また、打者キャラクタ 72毎に異な る「かっとばせ一、打者キャラクタ 72の呼称」を演奏することができるので、現実世界 の野球に近いリアリティのある野球ゲームを実現することができる。 [0065] Here, in the basic voice creation means 55, a common voice for teams such as "Kattobaseichi", "Burn! Burn!", "Let's GO! Let's GO!", "GO GO! Let's GO!" In the predetermined voice adding means 56, after a common voice of the team such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!” “Name of batter character 72”, which is a predetermined voice, is added. Therefore, it is no longer necessary to create a cheering piece for each batter character 72 as in the past, so the data for the entire game sound is reduced. Therefore, the memory capacity of the memory is insufficient. In addition, since “butterfly one, the name of the batter character 72” which is different for each batter character 72 can be played, it is possible to realize a baseball game with a reality close to that of the real world baseball.
[0066] エコー作成手段 59は、演奏位置決定手段 60と、演奏音量決定手段 61と、演奏テ ンポ決定手段 62とを有している。エコー作成手段 59は、ゲーム条件判断手段 53に よって所定のゲーム条件を満たしていると判断されたとき、演奏位置決定手段 60によ つて決定された演奏位置において、ゲームキャラクタに関する所定の楽曲が演奏さ れているようなゲーム音を生成する機能を有しており、生成されたゲーム音は基本楽 曲演奏手段 57及び基本音声演奏手段 58によって演奏される。  The echo creating means 59 includes a performance position determining means 60, a performance volume determining means 61, and a performance tempo determining means 62. The echo creating means 59, when the game condition determining means 53 determines that the predetermined game condition is satisfied, the predetermined music related to the game character is played at the performance position determined by the performance position determining means 60. The generated game sound is played by the basic music performance means 57 and the basic voice performance means 58.
[0067] ゲーム条件判断手段 53では、野球ゲームの試合状況に応じて記憶部 2に記憶され た図 16に示すゲーム条件判断テーブル 90を参照し図 17に示す所定のゲーム条件 決定テーブル 95によって所定のゲーム条件を満たしているか否かが判断される。こ こでは、選手名、チーム名、球場名、ホームチームかアウエィチームか、ドーム球場か 屋外球場か、攻撃中か守備中か、チャンス状態であるか等の所定のゲーム条件を充 足して 、る力否かが判断される。  [0067] The game condition determination means 53 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 in accordance with the game situation of the baseball game, and uses the predetermined game condition determination table 95 shown in FIG. It is determined whether or not the game conditions are satisfied. Here, satisfying the predetermined game conditions such as player name, team name, stadium name, home team or away team, dome stadium or outdoor stadium, attacking or defensive, chance state, etc. It is judged whether or not the power is
[0068] 演奏位置決定手段 60では、ゲーム条件判断手段 53によって所定のゲーム条件を 満たして!/、ると判断されたとき、打者キャラクタ 72や打者キャラクタ 72の属するチーム 共通のチャンステーマ等の所定の楽曲を演奏する演奏位置が決定される。たとえば 、プレイヤのチームがライトスタンド側に応援団が多数存在しているホームチームであ つて、かつ攻撃中であるとき(図 16参照)、演奏位置決定手段 60によって、応援曲が 演奏される位置がライトスタンド側に決定される(図 17参照)。  [0068] In the performance position determination means 60, when the game condition determination means 53 determines that the predetermined game condition is satisfied! /, A predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc. The performance position for performing the song is determined. For example, when the player's team is a home team with many cheering teams on the light stand side and is attacking (see FIG. 16), the position where the cheering piece is played by the playing position determining means 60 Is determined on the light stand side (see Fig. 17).
[0069] 演奏音量決定手段 61では、ゲーム条件判断手段 53によって所定のゲーム条件を 満たして!/、ると判断されたとき、打者キャラクタ 72や打者キャラクタ 72の属するチーム 共通のチャンステーマ等の所定の楽曲を演奏する所定の演奏音量が決定される。た とえば、プレイヤのチームがチャンス状態であるとき、具体的には打者キャラクタ 72が 主力打者であってランナーが得点圏に存在するとき(図 16参照)、演奏音量決定手 段 61によって、応援曲が演奏される音量がレフトスタンド側より大きくなるように決定さ れる(図 17参照)。また、球状形状がドーム球場であるときは(図 16参照)、演奏音量 決定手段 61によって、応援曲が演奏される音量が全体的に大きくなるように決定さ れる(図 17参照)。 [0069] In the performance volume determining means 61, when the game condition determining means 53 determines that the predetermined game condition is satisfied! /, A predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc. The predetermined performance volume for playing the music is determined. For example, when the player's team is in a chance state, specifically, when the batter character 72 is the main batter and the runner is in the scoring area (see FIG. 16), the performance volume determination means 61 supports the player. The volume at which the song is played is determined to be higher than the left stand side (see Figure 17). Also, when the spherical shape is a dome stadium (see Figure 16), the performance volume The determining means 61 determines the overall volume at which the cheering piece is played (see FIG. 17).
[0070] 演奏テンポ決定手段 62では、ゲーム条件判断手段 53によって所定のゲーム条件 を満たして 、ると判断されたとき、打者キャラクタ 72や打者キャラクタ 72の属するチー ム共通のチャンステーマ等の所定の楽曲を演奏する所定の演奏テンポが決定される 。たとえば、プレイヤのチームがチャンス状態であるとき、具体的には打者キャラクタ 7 2が主力打者であってランナーが得点圏に存在するとき(図 16参照)、演奏テンポ決 定手段 62によって、応援曲が演奏されるテンポがはやくなるように決定される(図 17 参照)。  [0070] In the performance tempo determination means 62, when the game condition determination means 53 determines that the predetermined game condition is satisfied, a predetermined theme such as a batter character 72 or a chance theme common to the team to which the batter character 72 belongs, etc. A predetermined performance tempo for playing the music is determined. For example, when the player's team is in a chance state, specifically, when the batter character 72 is the main batter and the runner is in the scoring area (see FIG. 16), the performance tempo determination means 62 performs the support song Is determined so that the tempo at which the is played is fast (see Figure 17).
[0071] 演奏位置決定手段 60と、演奏音量決定手段 61と、演奏テンポ決定手段 62によつ て決定された応援曲の基本楽曲データ及び基本音声データは RAM 12に格納され る。  The basic music data and basic audio data of the cheering music determined by the performance position determining means 60, the performance sound volume determining means 61, and the performance tempo determining means 62 are stored in the RAM 12.
[0072] 基本楽曲演奏手段 57及び基本音声演奏手段 58では、演奏位置決定手段 60と、 演奏音量決定手段 61と、演奏テンポ決定手段 62によって決定された応援曲の基本 楽曲データ及び基本音声データを RAM12から読み出し、ゲーム音出力部 4のイン ターフェース回路 16、 D/Aコンバータ 15、増幅回路 14を介して、スピーカー 13に よってライトスタンド側で応援曲が演奏されているようなゲーム音が外部に出力される  [0072] The basic music performance means 57 and the basic voice performance means 58 receive the basic music data and basic voice data of the cheering music determined by the performance position determination means 60, the performance volume determination means 61, and the performance tempo determination means 62. A game sound that is read out from the RAM 12 and played through the interface circuit 16 of the game sound output unit 4, the D / A converter 15, and the amplifier circuit 14 is played by the speaker 13 on the light stand side. Is output to
[0073] ここでは、基本楽曲演奏手段 57及び基本音声演奏手段 58によって、たとえば演奏 位置決定手段 60で決定された演奏位置であるライトスタンド側において、打者キャラ クタ 72に関する所定の楽曲が演奏されているようなゲーム音が生成される。したがつ て、ライトスタンド側で応援曲が演奏されているようなゲーム音が生成されるので、現 実世界の野球に近いリアリティのある野球ゲームを実現することができるとともに、ゲ ームの臨場感を高めることができる。 Here, a predetermined music piece related to the batter character 72 is played by the basic music performance means 57 and the basic voice performance means 58 on the light stand side which is the performance position determined by the performance position determination means 60, for example. A game sound is generated. Therefore, a game sound is generated as if a cheer song is being played on the light stand side, so that a baseball game with a reality close to that of the real world can be realized, and the game's The presence can be enhanced.
[0074] 〔野球ゲームにおける応援曲作成処理の概要〕  [Outline of Supporting Music Creation Process in Baseball Game]
次に、野球ゲームにおける応援曲作成処理の具体的な内容について、図 3以下に 示すテレビジョンモニタ 20に表示される表示画面を用いて詳細に説明する。  Next, the specific contents of the support song creation process in the baseball game will be described in detail using a display screen displayed on the television monitor 20 shown in FIG.
[0075] 本野球ゲームにおいて、プレイヤが応援曲を作成するときは、コントローラ 17のスタ ートボタン 17eを押下操作し、図 3に示すサウンド設定応援曲作成選択画面 25がテ レビジョンモニタ 20に表示される。サウンド設定応援曲作成選択画面 25は、左側に 配置されたサウンド設定画面選択項目 26と、サウンド設定画面選択項目 26の右側 に配置された応援曲作成画面選択項目 27とを有している。 [0075] In this baseball game, when the player creates a cheer song, the player of the controller 17 By pressing the start button 17e, the sound setting support song creation selection screen 25 shown in FIG. 3 is displayed on the television monitor 20. The sound setting support song creation selection screen 25 has a sound setting screen selection item 26 arranged on the left side and a support song creation screen selection item 27 arranged on the right side of the sound setting screen selection item 26.
[0076] サウンド設定画面選択項目 26及び応援曲作成画面選択項目 27は、略矩形の枠 内の上部にそれぞれサウンド設定及び応援曲作成の文字が配置され、略矩形の枠 内の下部にそれぞれ異なるキャラクタ図形が配置されている。サウンド設定画面選択 項目 26及び応援曲作成画面選択項目 27の周囲には、サウンド設定画面選択項目 2 6及び応援曲作成画面選択項目 27のいずれかを選択したことを示す選択カーソル 2 8が配置されている。選択カーソル 28は左方向キー 17L及び右方向キー 17Rの操 作によって左右移動可能に配置されて!、る。  [0076] In the sound setting screen selection item 26 and the support song creation screen selection item 27, the sound setting and support song creation characters are arranged in the upper part of the substantially rectangular frame, and are different in the lower part of the substantially rectangular frame. Character figures are arranged. Around the sound setting screen selection item 26 and the support song creation screen selection item 27, there is a selection cursor 2 8 indicating that either the sound setting screen selection item 26 or the support song creation screen selection item 27 has been selected. ing. The selection cursor 28 is arranged to be movable left and right by the operation of the left arrow key 17L and the right arrow key 17R.
[0077] 左方向キー 17L及び右方向キー 17Rの操作によってサウンド設定画面選択項目 2 6の周囲に選択カーソル 28が配置し、この状態で第 2ボタン 17b又は第 3ボタン 17c を押下操作すると、図示しないサウンド設定画面に移行する。サウンド設定画面では 、ステレオかモノラルかを選択するステレオ設定と、サラウンドをオン、オフするサラウ ンド設定と、実況、ウダイス嬢、審判、応援曲、歓声等の音量を、大、中、小で設定す る音量設定とを行うことが可能である。各種設定を行い、図示しない決定するための 選択項目に選択カーソルを移動させて各種設定が RAM12に保存され、サウンド設 定応援曲作成選択画面 25に戻る。  [0077] When the selection cursor 28 is placed around the sound setting screen selection item 26 by operating the left direction key 17L and the right direction key 17R, and the second button 17b or the third button 17c is pressed in this state, Move to the sound setting screen. In the sound setting screen, set the stereo setting to select stereo or monaural, the surround setting to turn surround on and off, and the volume of live, Miss Udais, referees, cheer songs, cheers, etc. at large, medium, and small It is possible to set the volume level. Make various settings, move the selection cursor to a selection item for determination (not shown), save the various settings in RAM 12, and return to the sound setting support song creation selection screen 25.
[0078] 左方向キー 17L及び右方向キー 17Rの操作によって応援曲作成画面選択項目 2 7の周囲に選択カーソル 28が配置し、この状態で第 2ボタン 17b又は第 3ボタン 17c を押下操作すると、図 8に示す応援曲作成画面 30に移行する。  [0078] When the selection cursor 28 is placed around the cheering song creation screen selection item 2 7 by operating the left direction key 17L and the right direction key 17R, and the second button 17b or the third button 17c is pressed in this state, The screen shifts to the support song creation screen 30 shown in FIG.
[0079] 応援曲作成画面 30は、図 8に示すように、左側の上下方向に延びるように配置され たピアノ鍵盤 31と、ピアノ鍵盤 31の右側にピアノ鍵盤 31の音程と同じ高さ位置にな るように配置された音符入力フィールド 32と、音符入力フィールド 32の各音程位置に それぞれ配置された複数の音符キャラクタ 33と、音符入力フィールド 32の下部に上 下に並べて配置された鳴り物パターン選択項目 34及びかけ声パターン選択項目 35 と、音符入力フィールド 32の上部に左右に複数の選択項目が並べて配置された各 種のモード設定選択項目 36とを備えて 、る。 [0079] As shown in FIG. 8, the support song creation screen 30 has a piano keyboard 31 arranged so as to extend in the vertical direction on the left side, and a pitch on the right side of the piano keyboard 31 at the same height as the pitch of the piano keyboard 31. Note input field 32 arranged in such a way, multiple note characters 33 arranged at each pitch position of note input field 32, and sound pattern selection arranged above and below note input field 32 Item 34 and voice pattern selection item 35, and multiple selection items arranged side by side above the note input field 32 Various mode setting selection items 36 are provided.
[0080] 各種のモード設定選択項目 36は、図 8に示すように、左端力も右方向に向力つて 並べて配置され、リターン記号の図形力もなる前の画面に戻るための選択項目 36aと 、セーブするための選択項目 36bと、リピートするための選択項目 36cと、曲調設定 項目 36dと、サンプルデータ選択設定項目 36eと、キャンセルするための選択項目 3 6fとを有している。さらに、各種のモード設定選択項目 36の右側には、曲調設定画 面 40 (図 5参照)で設定された現在の調子やテンポを表示するための調子設定表示 項目 36g及びテンポ設定表示項目 36hが上下に並べて配置されている。これらの各 選択項目は、図 4及び図 5に示すように、各選択項目の周囲に配置された選択カー ソル 36iをサンプルデータ選択設定項目 36e (図 4参照)又は曲調設定項目 36d (図 5 参照)に移動させて選択する。ここでは、左方向キー 17L及び右方向キー 17Rを操 作して選択カーソル 36iを左右に移動させ、選択カーソル 36iをサンプルデータ選択 設定項目 36e (図 4参照)又は曲調設定項目 36d (図 5参照)に合わせて第 2ボタン 1 7b又は第 3ボタン 17cを押下操作すると、各設定項目が選択される。  [0080] As shown in FIG. 8, the various mode setting selection items 36 are arranged side by side with the left end force directed to the right, and the selection item 36a for returning to the previous screen where the graphic power of the return symbol is also displayed. A selection item 36b to perform, a selection item 36c to repeat, a music tone setting item 36d, a sample data selection setting item 36e, and a selection item 36f to cancel. In addition, on the right side of the various mode setting selection items 36 are a tone setting display item 36g and a tempo setting display item 36h for displaying the current tone and tempo set on the song tone setting screen 40 (see FIG. 5). They are arranged side by side. As shown in Fig. 4 and Fig. 5, each of these selection items is obtained by selecting a selection cursor 36i arranged around each selection item as a sample data selection setting item 36e (see Fig. 4) or a music tone setting item 36d (Fig. 5). Browse) to select. Here, the left cursor key 17L and the right cursor key 17R are operated to move the selection cursor 36i to the left and right, and the selection cursor 36i is selected as the sample data selection setting item 36e (see Fig. 4) or the music tone setting item 36d (see Fig. 5). ) And press the second button 17b or the third button 17c to select each setting item.
[0081] 図 8において選択カーソル 36iをサンプルデータ選択設定項目 36eに合わせて選 択操作を行うと、図 4に示すサンプルデータ選択画面 37が表示される。サンプルデ ータ選択画面 37では、記憶部 2に予め記憶されているメロディ (旋律)を含む楽曲を 選択可能な画面であって、上下に複数並べて配置されたサンプルデータ選択項目 3 7aと、サンプルデータ選択項目 37aの周囲に配置された選択カーソル 37bとを有し ている。  In FIG. 8, when the selection cursor 36i is set to the sample data selection setting item 36e and a selection operation is performed, a sample data selection screen 37 shown in FIG. 4 is displayed. The sample data selection screen 37 is a screen on which a melody including a melody (melody) pre-stored in the storage unit 2 can be selected, and a plurality of sample data selection items 37a arranged in a row above and below, and a sample And a selection cursor 37b arranged around the data selection item 37a.
[0082] サンプルデータ選択項目 37aは、図 4に示すように、サンプルデータのタイトルが文 字キャラクタで表示されており、たとえば図 4では「パヮプロ(登録商標) 11主題歌」等 の文字が表記されている。また、サンプルデータ選択項目 37aは、上方向及び下方 向の矢印を示す図形キャラクタが表示されており、これらに選択カーソル 37bを合わ せることによってサンプルデータ選択画面 37に表示されていない他のサンプルデー タ選択項目 37aを送り出して表示させることが可能である。  [0082] In the sample data selection item 37a, as shown in FIG. 4, the title of the sample data is displayed in character characters. For example, in FIG. 4, characters such as “Puropro (registered trademark) 11 theme song” are shown. Has been. The sample data selection item 37a displays graphic characters indicating upward and downward arrows, and other sample data not displayed on the sample data selection screen 37 can be obtained by aligning the selection cursor 37b with the graphic character. The data selection item 37a can be sent out and displayed.
[0083] ここでは、上方向キー 17U及び下方向キー 17Dを操作して選択カーソル 37bを上 下に移動させ、選択カーソル 37bを「パヮプロ(登録商標) 11主題歌」等のサンプル データ選択項目 37aに合わせて第 2ボタン 17b又は第 3ボタン 17cを押下操作すると 、所望のサンプルデータが選択される。所望のサンプルデータが選択されると、図 8 に示す応援曲作成画面 30に移行し、サンプルデータに対応した音符キャラクタ 33や 、鳴り物パターン選択項目 34及びかけ声パターン選択項目 35が自動的に入力され た状態になる。 [0083] Here, the up cursor 17b and the down arrow 17D are operated to move the selection cursor 37b up and down, and the selection cursor 37b is moved to a sample such as “PAPROPRO (registered trademark) 11 theme song”. When the second button 17b or the third button 17c is pressed according to the data selection item 37a, desired sample data is selected. When the desired sample data is selected, the screen shifts to the support song creation screen 30 shown in FIG. 8, and the note character 33 corresponding to the sample data, the sound pattern selection item 34 and the call pattern selection item 35 are automatically input. It becomes a state.
[0084] なお、サンプルデータ選択画面 37にお!/、て、選択カーソル 37bをサンプルデータ 選択項目 37aに合わせてスタートボタン 17eを押下操作すると、選択されたサンプル データ選択項目 37aの楽曲が演奏されるようになっている。また、サンプルデータ選 択画面 37の右下には、「START:再生」の文字キャラクタ力 なるボタン操作指示項 目 38が配置されている。ここでは、プレイヤはボタン操作指示項目 38の指示に従う だけで、容易に各種の操作が行える。  [0084] In addition, when the selection cursor 37b is moved to the sample data selection item 37a and the start button 17e is pressed by pressing the start button 17e on the sample data selection screen 37, the music of the selected sample data selection item 37a is played. It has become so. In addition, a button operation instruction item 38 having a character power of “START: Play” is arranged at the lower right of the sample data selection screen 37. Here, the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
[0085] 図 8において選択カーソル 36iを曲調設定項目 36dに合わせて選択操作を行うと、 図 5に示す曲調設定画面 40が表示される。曲調設定画面 40は、上側に配置され調 子を設定するための調子設定画面 41と、調子設定画面 41の下側に配置されテンポ を設定するためのテンポ設定画面 42とを備えている。また、調子設定画面 41及びテ ンポ設定画面 42の下側には、「OK」の文字キャラクタ力もなる決定するための選択 項目 43が配置されている。さらに、曲調設定画面 40では、調子設定画面 41及びテ ンポ設定画面 42の各項目と、決定するための選択項目 43との周囲に配置され上下 左右方向に移動可能な選択カーソル 44が表示されて 、る。  In FIG. 8, when the selection cursor 36i is set to the music tone setting item 36d and a selection operation is performed, a music tone setting screen 40 shown in FIG. 5 is displayed. The music tone setting screen 40 includes a tone setting screen 41 arranged on the upper side for setting the tone, and a tempo setting screen 42 arranged on the lower side of the tone setting screen 41 for setting the tempo. In addition, a selection item 43 for determining the character character power of “OK” is arranged below the tone setting screen 41 and the tempo setting screen 42. In addition, the music tone setting screen 40 displays a selection cursor 44 that is arranged around each item on the tone setting screen 41 and the tempo setting screen 42 and the selection item 43 to be determined and can be moved in the vertical and horizontal directions. And
[0086] 調子設定画面 41は、図 5に示すように、左右に複数並べて配置された調子選択項 目 41aと、調子選択項目 41aの上下に対向して配置された矢印記号力 なる選択記 号 41bとを有している。調子選択項目 41aは、「16分音符楽譜」と「三連符楽譜」との 2つの項目によって構成されている。図 5では、「16分音符楽譜」の調子選択項目 41 aの上下に選択記号 41bが配置されており、「16分音符楽譜」の調子選択項目 41a が選択された状態になって 、る。  [0086] As shown in FIG. 5, the tone setting screen 41 includes a tone selection item 41a arranged in a plurality of rows on the left and right sides, and a selection symbol consisting of arrow symbol forces arranged facing the top and bottom of the tone selection item 41a. 41b. The tone selection item 41a is composed of two items, “16th note score” and “triplet score”. In FIG. 5, the selection symbols 41b are arranged above and below the tone selection item 41a of the “16th note score”, and the tone selection item 41a of the “16th note score” is selected.
[0087] テンポ設定画面 42は、図 5に示すように、左右に複数並べて配置されたテンポ選 択項目 42aと、テンポ選択項目 42aの上下に対向して配置された矢印記号力もなる 選択記号 42bとを有している。テンポ選択項目 42aは、「はやい」、「ふつう」、「おそい 」の 3つの項目によって構成されている。図 5では「ふつう」のテンポ選択項目 42aの 上下に選択記号 42bが配置されており、「ふつう」のテンポ選択項目 42aが選択され た状態になっている。 [0087] As shown in FIG. 5, the tempo setting screen 42 includes a tempo selection item 42a arranged in a plurality of rows on the left and right sides, and a selection symbol 42b that also has arrow symbol power arranged opposite to the top and bottom of the tempo selection item 42a. And have. The tempo selection item 42a is “Fast”, “Normal”, “Slow” It is composed of three items. In FIG. 5, selection symbols 42b are arranged above and below the “normal” tempo selection item 42a, and the “normal” tempo selection item 42a is selected.
[0088] この状態で、選択カーソル 44を決定するための選択項目 43に合わせて、第 2ボタ ン 17b又は第 3ボタン 17cの押下操作すると、これらの曲調が設定される。所望の曲 調が選択されると、図 8に示す応援曲作成画面 30に移行し、右上の調子設定表示 項目 36g及びテンポ設定表示項目 36hに「16分音符楽譜」及び「ふつう」の文字キヤ ラクタが表示される。  [0088] In this state, when the second button 17b or the third button 17c is pressed according to the selection item 43 for determining the selection cursor 44, these tunes are set. When the desired tune is selected, the screen shifts to the cheering song creation screen 30 shown in FIG. Lactor is displayed.
[0089] なお、調子設定画面 41にお 、て、所望の調子選択項目 41a及びテンポ選択項目 42aの上下にそれぞれ選択記号 41b、選択記号 42bを合わせてスタートボタン 17eを 押下操作すると、選択された調子及びテンポで楽曲が演奏されるようになっている。 また、調子設定画面 41の右下には、「START:再生」の文字キャラクタ力 なるボタ ン操作指示項目 38が配置されている。ここでは、プレイヤはボタン操作指示項目 38 の指示に従うだけで、容易に各種の操作が行える。  [0089] In the tone setting screen 41, when the desired symbol selection item 41a and the tempo selection item 42a are respectively placed above and below the selection symbol 41b and the selection symbol 42b and the start button 17e is pressed, the selection is made. Music is played at the tone and tempo. In addition, a button operation instruction item 38 having a character character of “START: Play” is arranged at the lower right of the tone setting screen 41. Here, the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
[0090] 図 8において後述する音符キャラクタ 33の選択カーソル 33dを鳴り物パターン選択 項目 34の鳴り物パターン表示フィールド 34aに合わせて選択操作を行うと、図 6に示 す鳴り物パターン選択画面 45が表示される。鳴り物パターン選択画面 45では、メロ ディを有していないタイコの打撃パターンを選択可能な画面であって、上下に複数並 ベて配置された鳴り物パターン選択項目 45aと、鳴り物パターン選択項目 45aの周囲 に配置された選択カーソル 45bとを有して 、る。  [0090] When the selection cursor 33d of the note character 33 (to be described later in FIG. 8) is set to the sound pattern selection field 34a of the sound pattern selection field 34a, the sound pattern selection screen 45 shown in FIG. 6 is displayed. . The sound pattern selection screen 45 is a screen that allows selection of Tyco's striking patterns that do not have a melody, and a plurality of sound pattern selection items 45a arranged around the top and bottom and surroundings of the sound pattern selection items 45a. And a selection cursor 45b arranged on the screen.
[0091] 鳴り物パターン選択項目 45aは、図 6に示すように、「パターン 1:」等の文字キャラク タとタイコの図形キャラクタと空白とを組み合わせて表示されたものであって、たとえ ば図 6では「パターン 1 :タイコの図形、空白、タイコの図形、空白、タイコの図形、空 白、タイコの図形」が表記されている。ここで、タイコの図形キャラクタは、タイコの打撃 を意味するものであり、空白は休符を意味しており、これらの組み合わせ方によって あらゆるタイコの打撃パターンを設定可能である。また、鳴り物パターン選択項目 45a は、上方向及び下方向の矢印を示す図形キャラクタが表示されており、これらに選択 カーソル 45bを合わせることによって鳴り物パターン選択画面 45に表示されていない 他の鳴り物パターン選択項目 45aを送り出して表示させることが可能である。ここでは 、上方向キー 17U及び下方向キー 17Dを操作して選択カーソル 45bを上下に移動 させ、選択カーソル 45bを「パターン 1 :タイコの図形、空白、タイコの図形、空白、タイ コの図形、空白、タイコの図形」等の鳴り物パターン選択項目 45aに合わせて第 2ボ タン 17b又は第 3ボタン 17cを押下操作すると、所望のタイコの打撃パターンが選択 される。所望のタイコの打撃パターンが選択されると、図 8に示す応援曲作成画面 30 に移行し、設定されたタイコの打撃パターンが鳴り物パターン表示フィールド 34aに 表示される。 [0091] As shown in FIG. 6, the noise pattern selection item 45a is displayed by combining a character character such as “Pattern 1:”, a graphic figure of a Tyco character, and a blank, for example, FIG. “Pattern 1: Tyco figure, blank, Tyco figure, blank, Tyco figure, blank, Tyco figure” is written. Here, a Thai graphic character means a Thai hit, and a blank means a rest. Any combination of these hit patterns can be set. In addition, in the noise pattern selection item 45a, graphic characters indicating upward and downward arrows are displayed, and they are not displayed on the noise pattern selection screen 45 by placing the selection cursor 45b on them. It is possible to send out and display other noise pattern selection items 45a. Here, the up cursor key 17U and the down arrow key 17D are operated to move the selection cursor 45b up and down, and the selection cursor 45b is moved to “Pattern 1: Tyco figure, blank, Tyco figure, blank, Tyco figure, When the second button 17b or the third button 17c is pressed in accordance with the sounding pattern selection item 45a such as “blank, Thai figure” or the like, a desired Thai batting pattern is selected. When a desired Tyco hitting pattern is selected, the screen shifts to a support song creation screen 30 shown in FIG. 8, and the set Tyco hitting pattern is displayed in the sound pattern display field 34a.
[0092] なお、鳴り物パターン選択画面 45において、選択カーソル 45bを鳴り物パターン選 択項目 45aに合わせてスタートボタン 17eを押下操作すると、選択されたタイコの打 撃パターンの楽曲が演奏されるようになっている。また、鳴り物パターン選択画面 45 の右下には、「START:再生」の文字キャラクタ力もなるボタン操作指示項目 38が配 置されている。ここでは、プレイヤはボタン操作指示項目 38の指示に従うだけで、容 易に各種の操作が行える。  [0092] On the sound pattern selection screen 45, when the selection cursor 45b is moved to the sound pattern selection item 45a and the start button 17e is pressed, the music of the selected drum hit pattern is played. ing. In addition, a button operation instruction item 38 having a character character power of “START: playback” is arranged at the lower right of the sound pattern selection screen 45. Here, the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
[0093] 図 8において後述する音符キャラクタ 33の選択カーソル 33dをかけ声パターン選択 項目 35のかけ声パターン表示フィールド 35aに合わせて選択操作を行うと、図 7に示 すかけ声パターン選択画面 46が表示される。かけ声パターン選択画面 46では、「か つとばせ一」、「燃えろ!燃えろ!」、 「レッツ GO!レッツ GO!」、 「GO GO!レッツ GO!」等の打者キャラクタ 72の属するチーム共通のかけ声を選択可能な画面であ つて、上下に複数並べて配置されたかけ声パターン選択項目 46aと、かけ声パター ン選択項目 46aの周囲に配置された選択カーソル 46bとを有している。  [0093] When the selection cursor 33d of the note character 33 (to be described later in FIG. 8) is placed and the selection operation is performed according to the call pattern display field 35a of the item 35, the call pattern selection screen 46 shown in FIG. 7 is displayed. . On the call pattern selection screen 46, “Katsutobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc. The selectable screen has a calling pattern selection item 46a arranged in a plurality of rows vertically and a selection cursor 46b arranged around the calling pattern selection item 46a.
[0094] かけ声パターン選択項目 46a、図 7に示すように、「パターン 1:かっとばせ一」、「パ ターン 2 :レッツ GO!レッツ GO!」、「パターン 3 : GO GO!レッツ GO!」等の文字 キャラクタが表記されている。ここで、文字キャラクタは、現実の人間が発音する音声 を意味するものでつて、表記された文字キャラクタのとおりに音声が発せられる。また 、力 4ナ声パターン選択項目 46aは、上方向及び下方向の矢印を示す図形キャラクタ が表示されており、これらに選択カーソル 46bを合わせることによってかけ声パターン 選択画面 46に表示されていない他のかけ声パターン選択項目 46a、たとえば図示し ない「パターン 4 :燃えろ!燃えろ!」等を送り出して表示させることが可能である。こ こでは、上方向キー 17U及び下方向キー 17Dを操作して選択カーソル 46bを上下 に移動させ、選択カーソル 46bを「パターン 1 :かっとばせ一」等のかけ声パターン選 択項目 46aに合わせて第 2ボタン 17b又は第 3ボタン 17cを押下操作すると、所望の かけ声パターンが選択される。所望のかけ声パターンが選択されると、図 8に示す応 援曲作成画面 30に移行し、設定されたかけ声パターンがかけ声パターン表示フィー ルド 35aに表示される。 [0094] Call pattern selection item 46a, as shown in Fig. 7, "Pattern 1: Let's Go!", "Pattern 2: Let's GO! Let's GO!", "Pattern 3: GO GO! Let's GO!" Character Character is indicated. Here, the character character means a sound pronounced by a real person, and the sound is emitted according to the written character character. In addition, in the power 4-na voice pattern selection item 46a, graphic characters indicating upward and downward arrows are displayed, and when the selection cursor 46b is aligned with these, other voice characters that are not displayed on the call pattern selection screen 46 are displayed. Calling pattern selection item 46a, for example “Pattern 4: Burn! Burn!” Etc. can be sent out and displayed. Here, the up arrow key 17U and the down arrow key 17D are operated to move the selection cursor 46b up and down, and the selection cursor 46b is moved to the second voice call pattern selection item 46a such as “Pattern 1: Fast and fast”. When the button 17b or the third button 17c is pressed, a desired call pattern is selected. When the desired call pattern is selected, the screen shifts to the support music creation screen 30 shown in FIG. 8, and the set call pattern is displayed in the call pattern display field 35a.
[0095] なお、かけ声パターン選択画面 46において、選択カーソル 46bをかけ声パターン 選択項目 46aに合わせてスタートボタン 17eを押下操作すると、選択されたタイコの 打撃パターンの楽曲が演奏されるようになっている。また、力 4ナ声パターン選択画面 46の右下には、「START:再生」の文字キャラクタ力もなるボタン操作指示項目 38 が配置されている。ここでは、プレイヤはボタン操作指示項目 38の指示に従うだけで 、容易に各種の操作が行える。  [0095] On the call pattern selection screen 46, when the selection cursor 46b is pressed and the start button 17e is pressed in accordance with the call pattern selection item 46a, the music of the selected Tyco hit pattern is played. . In addition, a button operation instruction item 38 having a character character power of “START: Play” is arranged at the lower right of the power 4 voice pattern selection screen 46. Here, the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
[0096] 次に、図 8に示す応援曲作成画面 30におけるピアノ鍵盤 31、音符入力フィールド 3 2、音符キャラクタ 33について、説明する。  [0096] Next, the piano keyboard 31, note input field 32, and note character 33 on the support song creation screen 30 shown in FIG. 8 will be described.
[0097] ピアノ鍵盤 31は、図 8に示すように、現実のピアノ鍵盤を摸した図形キャラクタにより 構成され、所定の音程位置に上下方向に並べて配置された黒鍵 31aと、白鍵 31bと を有している。ピアノ鍵盤 31は、黒鍵 31a及び白鍵 31bに対応する音程の音符キヤ ラクタ 33が選択されているとき(図 8ではレ #の音程位置)、黒鍵 31a及び白鍵 31bの 通常の色調と異なる選択鍵 31c (図 8ではレ #の黒鍵位置)をさらに有して 、る。この ような選択鍵 31cを設けることによって、プレイヤがどの音符キャラクタ 33を選択して V、るか即座に視認することができる。  [0097] As shown in Fig. 8, the piano keyboard 31 is composed of a graphic character that looks like an actual piano keyboard, and includes a black key 31a and a white key 31b arranged in a vertical direction at predetermined pitch positions. Have. The piano keyboard 31 has the normal color tone of the black key 31a and the white key 31b when the note character 33 of the pitch corresponding to the black key 31a and the white key 31b is selected (pitch position of # in FIG. 8). It further has a different selection key 31c (the black key position of # in FIG. 8). By providing such a selection key 31c, it is possible to immediately recognize which musical note character 33 is selected by the player.
[0098] 音符入力フィールド 32は、図 8に示すように、上下に並べて配置された横方向の直 線力もなる音程基準ライン 32aと、音程基準ライン 32aと直交するように左右に並べて 配置された縦方向の直線力もなる音長基準ライン 32bとを有している。音程基準ライ ン 32aは、ピアノ鍵盤 31の白鍵 31bの間隔と同じになるように形成されており、それぞ れ白鍵 31bの上下のラインと接続されている。音長基準ライン 32bは、 4本のライン毎 に他のラインと太さが異なるように設けられており、さらに 16本のライン毎に 1小節とな るように他のラインと太さや色調が異なるように設けられて 、る。音符入力フィールド 3 2の左上位置及び右上位置には、現在及び次の小節番号 32cが配置されている(図 8では 4、 5小節)。小節位置は、コントローラ 17の L1ボタン 17L1及び R1ボタン 17R 1をそれぞれ操作することにより、前の小節及び次の小節に画面移動させることがで きる。 [0098] As shown in FIG. 8, the note input field 32 is arranged side by side so as to be perpendicular to the pitch reference line 32a and the pitch reference line 32a that also has a linear force in the horizontal direction arranged side by side. It has a sound length reference line 32b that also has a vertical linear force. The pitch reference line 32a is formed to be the same as the interval between the white keys 31b of the piano keyboard 31, and is connected to the upper and lower lines of the white keys 31b. The pitch reference line 32b is provided so that the thickness is different from the other lines for every four lines, and one measure is added for every 16 lines. It is provided so that the thickness and color tone are different from other lines. The current and next measure number 32c is arranged at the upper left position and the upper right position of the note input field 3 2 (4 and 5 measures in FIG. 8). The bar position can be moved to the previous bar and the next bar by operating the L1 button 17L1 and the R1 button 17R1 of the controller 17, respectively.
[0099] 音符キャラクタ 33は、図 8に示すように、音符入力フィールド 32の音程基準ライン 3 2a及び音長基準ライン 32bの任意の位置に配置可能である。ここでは、音符キャラク タ 33の上下方向の高さ位置によって音程が設定され、音符キャラクタ 33お横方向の 長さによって音長が設定され、これらの組み合わせによってメロディ (旋律)が設定さ れる。音符キャラクタ 33は、図 8に示すように、音程基準ライン 32aの間の長さよりや や小さ 、短辺を有し長辺の長さを変更可能な略矩形の矩形キャラクタ 33aと、矩形キ ャラクタ 33aの内部の略中央部に配置され音程を表す文字キャラクタ 33bと、矩形キ ャラクタ 33aの上部の略中央部に配置されラッパ等の図形力もなる図形キャラクタ 33 cと、矩形キャラクタ 33aの四隅に設けられ矩形キャラクタ 33aが選択されていることを 示す選択カーソル 33dとを有して!/、る。  As shown in FIG. 8, the note character 33 can be placed at any position of the pitch reference line 32a and the pitch length reference line 32b of the note input field 32. Here, the pitch is set according to the height position of the note character 33 in the vertical direction, the pitch is set according to the length of the note character 33 in the horizontal direction, and a melody (melody) is set by combining these. As shown in FIG. 8, the note character 33 includes a rectangular character 33a having a rectangular shape and a rectangular character 33a that is slightly smaller than the interval between the pitch reference lines 32a and has a short side and the length of the long side can be changed. Character character 33b, which is located approximately in the center of 33a and expresses the pitch, graphic character 33c, which is placed in the approximate center of rectangular character 33a and also has graphic power such as a trumpet, and provided at the four corners of rectangular character 33a And a selection cursor 33d indicating that the rectangular character 33a has been selected.
[0100] 矩形キャラクタ 33aは、四隅が面取りされた略矩形のキャラクタであって、高さ位置 が音程基準ライン 32a上(黒鍵 3 la位置)、あるいは高さ位置が音程基準ライン 32a の間(白鍵 31b位置)に配置可能であり、これによつて音程が設定される。また、矩形 キャラクタ 33aは、横方向の長さを任意に変更することが可能であり、これによつて音 長が設定される。たとえば、図 8では、レ#の音程位置の矩形キャラクタ 33aの横方向 の長さが 4マス分であるのに対し、図 9では、レ#の音程位置の矩形キャラクタ 33aの 横方向の長さが 2マス分であり、このように音長を任意に変更可能である。  [0100] The rectangular character 33a is a substantially rectangular character with four corners chamfered, and the height position is on the pitch reference line 32a (black key 3 la position) or the height position is between the pitch reference lines 32a ( White key 31b position) can be placed, and the pitch is set by this. Further, the rectangular character 33a can arbitrarily change the length in the horizontal direction, and the sound length is set accordingly. For example, in FIG. 8, the horizontal length of the rectangular character 33a at the # pitch position is 4 squares, whereas in FIG. 9, the horizontal length of the rectangular character 33a at the # pitch position is Is 2 squares, and thus the sound length can be changed arbitrarily.
[0101] このような矩形キャラクタ 33aの横方向の長さを変更するには、上方向キー 17U、下 方向キー 17D、左方向キー 17L及び右方向キー 17Rを操作して、選択カーソル 33d をレ#の音程位置の矩形キャラクタ 33a位置に移動させる。そして、第 2ボタン 17b又 は第 3ボタン 17cを押下操作しながら左方向キー 17L及び右方向キー 17Rを操作す ると、矩形キャラクタ 33aの右側位置を左右方向に移動できる(図 8参照)。第 2ボタン 17b又は第 3ボタン 17cを押下操作しながら左方向キー 17L及び右方向キー 17Rを 操作して矩形キャラクタ 33aの横方向の長さが所望の長さになったとき、第 2ボタン 17 b又は第 3ボタン 17cの押下操作を解除すると、矩形キャラクタ 33aの横方向の長さが その位置に確定される(図 9参照)。ここでは、第 2ボタン 17b又は第 3ボタン 17cの押 下操作を解除する操作によって矩形キャラクタ 33aの横方向の長さが確定されるので 、第 2ボタン 17b又は第 3ボタン 17cを再度押下操作する場合に比して、プレイヤの 操作が容易になる。 [0101] To change the horizontal length of such a rectangular character 33a, operate the up key 17U, the down key 17D, the left key 17L, and the right key 17R to move the selection cursor 33d. Move to the position of the rectangular character 33a at the pitch position of #. Then, if the left direction key 17L and the right direction key 17R are operated while pressing the second button 17b or the third button 17c, the right position of the rectangular character 33a can be moved in the horizontal direction (see FIG. 8). While pressing the second button 17b or the third button 17c, press the left arrow key 17L and the right arrow key 17R. When the horizontal length of the rectangular character 33a reaches the desired length by the operation, if the pressing operation of the second button 17b or the third button 17c is released, the horizontal length of the rectangular character 33a is The position is fixed (see Fig. 9). Here, since the horizontal length of the rectangular character 33a is determined by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the second button 17b or the third button 17c is pressed again. Compared to the case, the player can easily operate.
[0102] また、このような矩形キャラクタ 33aの上下方向位置を変更するには、上方向キー 1 7U、下方向キー 17D、左方向キー 17L及び右方向キー 17Rを操作して、選択カー ソル 33dをレ#の音程位置の矩形キャラクタ 33a位置に移動させる。そして、第 2ボタ ン 17b又は第 3ボタン 17cを押下操作しながら上方向キー 17U又は下方向キー 17D を操作すると、矩形キャラクタ 33aを上下方向に移動できる(図 8参照)。第 2ボタン 17 b又は第 3ボタン 17cを押下操作しながら方向キー 17U又は下方向キー 17Dを操作 して矩形キャラクタ 33aの上下方向の高さが所望の位置になったとき、第 2ボタン 17b 又は第 3ボタン 17cの押下操作を解除すると、矩形キャラクタ 33aの上下方向の高さ がその位置に確定される(図 10では、ファの音程位置)。ここでは、第 2ボタン 17b又 は第 3ボタン 17cの押下操作を解除する操作によって矩形キャラクタ 33aの上下方向 の高さが確定されるので、第 2ボタン 17b又は第 3ボタン 17cを再度押下操作する場 合に比して、プレイヤの操作が容易になる。なお、図 10では、ファの音程位置の矩形 キャラクタ 33aの周囲に選択カーソル 33dが配置されているので、ファの白鍵位置が 通常の色調と異なる選択鍵 31cとなっている。  [0102] Further, to change the vertical position of the rectangular character 33a, the up cursor 17d, the down key 17D, the left key 17L, and the right key 17R are operated to select the selection cursor 33d. Is moved to the position of the rectangular character 33a at the pitch position of #. Then, when the up key 17U or the down key 17D is operated while pressing the second button 17b or the third button 17c, the rectangular character 33a can be moved in the vertical direction (see FIG. 8). When the vertical key 17U or the down key 17D is operated while the second button 17b or the third button 17c is pressed down, and the vertical height of the rectangular character 33a reaches a desired position, the second button 17b or When the pressing operation of the third button 17c is released, the vertical height of the rectangular character 33a is fixed at that position (in FIG. 10, the pitch position of the face). Here, since the vertical height of the rectangular character 33a is determined by the operation of releasing the pressing operation of the second button 17b or the third button 17c, the second button 17b or the third button 17c is pressed again. Compared to the case, the player can easily operate. In FIG. 10, since the selection cursor 33d is arranged around the rectangular character 33a at the pitch position of the fa, the white key position of the fa is a selection key 31c different from the normal color tone.
[0103] このように、複数の矩形キャラクタ 33aを上下方向の高さや横方向の長さを変化させ ながら配置していくことにより、プレイヤが操作しやすいユーザインターフェイスによつ て、メロディを有する基本楽曲を容易に作成できる。  [0103] In this way, by arranging a plurality of rectangular characters 33a while changing the height in the vertical direction and the length in the horizontal direction, a basic user interface with a melody can be obtained by a user interface that is easy for the player to operate. You can easily create music.
[0104] このようにプレイヤが作成した楽曲は、各種のモード設定選択項目 36のセーブする ための選択項目 36bに選択カーソル 36iを合わせて選択操作することによって、記憶 部 2に名前を付けて打者キャラクタ 72に関連付けられたデータとして保存することが できる。これにより、打者キャラクタ 72がバッターボックスに入ったときに、プレイヤが 作成した楽曲が自動的に演奏される。また、プレイヤが作成した楽曲は、任意に読み 込んで再編集したり、削除したり、あるいはランダムなひらがなの羅列力 なるパスヮ ードに変換して他のプレイヤと交換したりすることができる。 [0104] The music created by the player in this way is given a batter by naming the storage unit 2 by selecting and operating the selection cursor 36i on the selection item 36b for saving in the various mode setting selection items 36. Can be saved as data associated with character 72. Thus, when the batter character 72 enters the batter box, the music created by the player is automatically played. Also, the music created by the player can be read arbitrarily. It can be re-edited, deleted, or converted into a random passphrase of hiragana and exchanged with other players.
[0105] また、図 8に示す応援曲作成画面 30において、スタートボタン 17eを押下操作する と、完成した楽曲にタイコやかけ声の音声が重畳して演奏されるようになっている。ま た、応援曲作成画面 30の右下には、「START:再生」の文字キャラクタ力 なるボタ ン操作指示項目 38が配置されている。ここでは、プレイヤはボタン操作指示項目 38 の指示に従うだけで、容易に各種の操作が行える。  [0105] In addition, when the start button 17e is pressed on the cheering song creation screen 30 shown in FIG. 8, a sound of a tycoon or a shout is superimposed on the completed song. In addition, a button operation instruction item 38 having a character character of “START: Play” is arranged at the lower right of the support song creation screen 30. Here, the player can easily perform various operations simply by following the instructions of the button operation instruction item 38.
[0106] また、応援曲作成画面 30においてプレイヤが作成した楽曲は、図 11に示すように 、矩形キャラクタ 33aが存在しない休符位置において、プレイヤが配置した矩形キヤ ラクタ 33a (図 11ではラ、ソ、レ、ドの音程位置)の上下方向の高さや横方向の長さが 同じ組み合わせになるように、かつ演奏音量がプレイヤが配置した矩形キャラクタ 33 aの演奏音量より小さくなるように右方向にずらして配置された仮想矩形キャラクタ 33 eが自動的に作成されるようになっている。具体的には、プレイヤが配置したラ、ソの 音程位置の矩形キャラクタ 33aの右側の休符位置には、 2組のラ、ソの音程位置の仮 想矩形キャラクタ 33eが自動的に作成される。また、プレイヤが配置したレ、ドの音程 位置の矩形キャラクタ 33aの右側の休符位置には、 1組のレ、ドの音程位置の仮想矩 形キャラクタ 33eが自動的に作成される(図 11ではレの音程位置の仮想矩形キャラク タ 33eのみ図示)。なお、仮想矩形キャラクタ 33eが自動的に作成される糸且数は、次 にプレイヤが配置した矩形キャラクタ 33aの開始位置まで仮想矩形キャラクタ 33eが 配置されるように自動的に決定される。  In addition, as shown in FIG. 11, the music created by the player on the cheering music creation screen 30 is a rectangular character 33a placed by the player at a rest position where the rectangular character 33a does not exist (in FIG. So that the vertical height and horizontal length are the same combination, and the performance volume is lower than the performance volume of the rectangular character 33 a placed by the player. A virtual rectangular character 33 e arranged so as to be shifted to is automatically created. Specifically, at the rest position on the right side of the rectangular character 33a of LA and SO pitch positions arranged by the player, two sets of virtual rectangular characters 33e of LA and SO pitch positions are automatically created. . In addition, at the rest position on the right side of the rectangular character 33a at the player's pitch position, the virtual rectangular character 33e at the player's pitch position is automatically created (see FIG. 11). (Only the virtual rectangular character 33e at the pitch of Les is shown). The string number automatically created by the virtual rectangular character 33e is automatically determined such that the virtual rectangular character 33e is arranged up to the start position of the rectangular character 33a arranged next by the player.
[0107] さらに、 1組目のラ、ソの音程位置の仮想矩形キャラクタ 33eの演奏音量(図 11では それぞれ音量 4、 3)は、プレイヤが配置したラ、ソの音程位置の矩形キャラクタ 33aの 演奏音量 (それぞれ音量 5)より小さくなるようになっており、 2組目のラ、ソの音程位 置の仮想矩形キャラクタ 33eの演奏音量 (それぞれ音量 2、 1)は、 1組目のラ、ソの音 程位置の仮想矩形キャラクタ 33eの演奏音量 (それぞれ音量 4、 3)より小さくなるよう になっている。 1糸且のレ、ドの音程位置の仮想矩形キャラクタ 33eの演奏音量 (それぞ れ音量 4、 3)は、プレイヤが配置したレ、ドの音程位置の矩形キャラクタ 33aの演奏音 量 (それぞれ音量 5)より小さくなるようになつている。ここでは、仮想矩形キャラクタ 33 eの組が右方向に位置するほど、演奏音量が小さくなるようになっているので、演奏 終了時間付近の演奏音量をフェードアウトさせることができる。 [0107] Furthermore, the performance volume of the virtual rectangle character 33e at the first pair of La and Seo pitch positions (volumes 4 and 3 in Fig. 11 respectively) is the same as that of the rectangular character 33a at the La and Seo pitch positions arranged by the player. The performance volume (volume 2 and 1) of the virtual rectangle character 33e in the second set of Ra and Seo's pitch position (volume 2 and 1 respectively) is lower than the performance volume (volume 5 and each). It is set to be smaller than the performance volume (volume 4 and 3 respectively) of the virtual rectangular character 33e at the position of So. The performance volume of the virtual rectangular character 33e at the pitch position of 1 string and the pitch position of the virtual character 33e (volume 4 and 3 respectively) is the volume of the performance of the rectangular character 33a at the pitch position of 5) It is getting smaller. Here, the virtual rectangular character 33 Since the performance volume decreases as the set of e is positioned to the right, the performance volume near the performance end time can be faded out.
[0108] また、各組のソの音程位置の仮想矩形キャラクタ 33eの演奏音量 (それぞれ音量 3 、 1)は、各組のラの音程位置の仮想矩形キャラクタ 33eの演奏音量 (それぞれ音量 4 、 2)より小さくなるようになつている。また、ドの音程位置の仮想矩形キャラクタ 33eの 演奏音量 (音量 3)は、レの音程位置の仮想矩形キャラクタ 33eの演奏音量 (音量 4) より小さくなるようになつている。ここでは、仮想矩形キャラクタ 33eの演奏音量の音程 力 S小さくなるほど、演奏音量が小さくなるようになつている。  [0108] Further, the performance volume of the virtual rectangular character 33e at the pitch position of each pair of the So (volumes 3 and 1 respectively) is the performance volume of the virtual rectangular character 33e at the pitch position of the pair of Ra (volumes 4 and 2 respectively). ) It is getting smaller. Further, the performance volume (volume 3) of the virtual rectangular character 33e at the pitch position of “do” is smaller than the performance volume (volume 4) of the virtual rectangular character 33e at the pitch position of “d”. Here, the performance volume decreases as the pitch S of the performance volume of the virtual rectangular character 33e decreases.
[0109] このような仮想矩形キャラクタ 33eで構成される楽曲は、矩形キャラクタ 33aで構成 される楽曲より演奏音量が小さくなるように設定されており、野球ゲームにおける球場 内での反響音に相当するものである。ここでは、プレイヤが矩形キャラクタ 33aを配置 するだけで、自動的に仮想矩形キャラクタ 33eが生成されるので、プレイヤが煩雑な 操作を行うことなく容易に現実世界の野球により近いリアリティのある応援曲を作成で きる。なお、仮想矩形キャラクタ 33e及び仮想矩形キャラクタ 33e内に記載された音程 及び演奏音量は、現実の応援曲作成画面 30には表示されることはなぐ説明のため に仮想的に表示させたものである。  [0109] The music composed of the virtual rectangular character 33e is set to have a lower performance volume than the music composed of the rectangular character 33a, and corresponds to an echo sound in the baseball game. Is. Here, the virtual rectangular character 33e is automatically generated just by placing the rectangular character 33a by the player, so that the player can easily create a realistic supportive tune that is closer to the real world baseball without performing complicated operations. Can be created. Note that the virtual rectangular character 33e and the pitch and performance volume described in the virtual rectangular character 33e are virtually displayed for the purpose of explanation that is not displayed on the actual support song creation screen 30. .
[0110] 〔野球ゲームにおける応援曲作成処理実行時の各種処理フロー〕  [0110] [Various processing flows when executing support song creation processing in a baseball game]
本実施形態の野球ゲームにおける応援曲作成処理を、図 13〜図 15に示すフロー チャートを用いて説明する。  The cheering song creation process in the baseball game of the present embodiment will be described using the flowcharts shown in FIGS.
[0111] まず、図 3に示すサウンド設定応援曲作成選択画面 25において、左方向キー 17L 及び右方向キー 17Rの操作によって応援曲作成画面選択項目 27の周囲に選択力 一ソル 28が配置し、この状態で第 2ボタン 17b又は第 3ボタン 17cを押下操作すると、 図 8に示す応援曲作成画面 30に移行し、図 13に示す応援曲作成処理が開始される  [0111] First, in the sound setting support song creation selection screen 25 shown in FIG. 3, the selection power one sol 28 is arranged around the support song creation screen selection item 27 by operating the left direction key 17L and the right direction key 17R. When the second button 17b or the third button 17c is pressed in this state, the support music creation screen 30 shown in FIG. 8 is displayed and the support music creation process shown in FIG. 13 is started.
[0112] 図 8に示す応援曲作成画面 30では、打者キャラクタ 72の属するチーム共通のチヤ ンステーマ等のメロディやリズムを有するラッパやタイコの応援曲である所定の基本楽 曲を作成する図 13に示す基本楽曲作成処理が行われる(S 1 )。 [0112] The cheering song creation screen 30 shown in FIG. 8 creates a predetermined basic music that is a cheering song of a trumpet or Tyco that has a melody or rhythm such as a channel theme shared by the team to which the batter character 72 belongs. The basic music creation process shown is performed (S 1).
[0113] ステップ S1の基本楽曲作成処理は、図 14に示すように、図 4に示すサンプルデー タ選択画面 37において記憶部 2に予め記憶されているメロディ (旋律)を含む楽曲を 選択するサンプルデータ選択処理を行う (Sl l) o所定のサンプルデータが選択され ると、図 8において選択カーソル 36iを曲調設定項目 36dに合わせて選択操作を行 い、図 5に示す曲調設定画面 40が表示され、基本楽曲の調子やテンポを設定する 曲調設定が行われる(S 12)。 [0113] The basic music creation process of step S1 is performed as shown in FIG. Sample data selection process to select a song containing a melody (melody) pre-stored in the storage unit 2 on the data selection screen 37 (Sl l) o When predetermined sample data is selected, the selection cursor in FIG. 36i is selected according to the music tone setting item 36d, and the music tone setting screen 40 shown in FIG. 5 is displayed, and the music tone setting for setting the tone and tempo of the basic music is performed (S12).
[0114] 次に、図 14に示す基本楽曲作成処理では、図 8に示す応援曲作成画面 30におい て、複数の音符キャラクタ 33を音符入力フィールド 32に任意の音程及び音長となる ように配置してメロディを有する基本楽曲を作成する音程設定 (S13)、音長設定 (S1 4)、旋律生成 (S 15)がそれぞれ行われる。ステップ S13の音程設定では、上方向キ 一 17U及び下方向キー 17Dを操作して音符キャラクタ 33の高さ位置を上下に移動 させることによって、音程が設定される(図 10参照)。ステップ S14の音長設定では、 左方向キー 17L及び右方向キー 17Rを操作して音符キャラクタ 33の横方向の長さを 変更することによって、音長が設定される(図 9参照)。ステップ S 15の旋律生成では 、ステップ S 13の音程設定及びステップ S 14の音長設定によって配置された複数の 音符キャラクタ 33の組み合わせによってメロディが生成される。  Next, in the basic song creation process shown in FIG. 14, in the cheering song creation screen 30 shown in FIG. 8, a plurality of note characters 33 are arranged in the note input field 32 so as to have an arbitrary pitch and length. Then, pitch setting (S13), tone length setting (S14), and melody generation (S15) for creating a basic music having a melody are performed. In the pitch setting in step S13, the pitch is set by operating the up direction key 17U and the down direction key 17D to move the height position of the note character 33 up and down (see FIG. 10). In the sound length setting in step S14, the sound length is set by operating the left direction key 17L and the right direction key 17R to change the horizontal length of the note character 33 (see FIG. 9). In the melody generation in step S15, a melody is generated by a combination of a plurality of note characters 33 arranged by the pitch setting in step S13 and the sound length setting in step S14.
[0115] また、図 8において音符キャラクタ 33の選択カーソル 33dを鳴り物パターン選択項 目 34の鳴り物パターン表示フィールド 34aに合わせて選択操作を行うと、図 6に示す 鳴り物パターン選択画面 45が表示され、メロディを有して!/、な!/、タイコの打撃パター ンを選択する鳴り物パターン選択処理が行われる(S 16)。  [0115] In addition, when the selection cursor 33d of the note character 33 in FIG. 8 is selected in accordance with the sound pattern display field 34a of the sound pattern selection item 34, the sound pattern selection screen 45 shown in FIG. 6 is displayed. A noise pattern selection process is performed to select a strike pattern of! /, NA! / And Tyco with a melody (S16).
[0116] そして、図 14に示す基本楽曲作成処理では、図 8に示す応援曲作成画面 30にお いて、スタートボタン 17eを押下操作すると、完成した基本楽曲が演奏されるようにな つている(S17)。完成した基本楽曲は、各種のモード設定選択項目 36のセーブする ための選択項目 36bに選択カーソル 36iを合わせて選択操作することによって、記憶 部 2に打者キャラクタ 72に関連付けられたデータとして保存され (S18)、図 13に示 す応援曲作成処理に戻る。  [0116] In the basic music creation process shown in FIG. 14, when the start button 17e is pressed on the support music creation screen 30 shown in FIG. 8, the completed basic music is played ( S17). The completed basic music is saved as data associated with the batter character 72 in the storage unit 2 by selecting and operating the selection cursor 36i on the selection item 36b for saving in the various mode setting selection items 36 ( S18), the process returns to the support song creation process shown in FIG.
[0117] 図 13に示すステップ S1において基本楽曲が生成されると、図 8において音符キヤ ラクタ 33の選択カーソル 33dをかけ声パターン選択項目 35のかけ声パターン表示フ ィールド 35aに合わせて選択操作を行うと、図 7に示すかけ声パターン選択画面 46 が表示され、「かっとばせ一」、「燃えろ!燃えろ!」、「レッツ GO!レッツ GO!」、「G O GO!レッツ GO!」等の打者キャラクタ 72の属するチーム共通のかけ声である所 定の基本音声を選択して作成する基本音声作成処理が行われる(S2)。 [0117] When the basic music is generated in step S1 shown in FIG. 13, when the selection cursor 33d of the note character 33 in FIG. 8 is applied to the call pattern display field 35a of the call pattern selection item 35, the selection operation is performed. The call pattern selection screen shown in Figure 7 46 Is displayed, and “Katto Baseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc. A basic voice creation process for selecting and creating a voice is performed (S2).
[0118] 図 13に示すステップ S2において基本音声が生成されると、所定のゲーム条件が充 足されている力否かが判断される(S3)。所定のゲーム条件は、図 16に示すゲーム 条件判断テーブル 90によって決定される条件である。  [0118] When the basic sound is generated in step S2 shown in FIG. 13, it is determined whether or not the power satisfies a predetermined game condition (S3). The predetermined game condition is a condition determined by the game condition determination table 90 shown in FIG.
[0119] ゲーム条件判断テーブル 90は、図 16に示すように、ゲーム条件の項目 91と、ゲー ム条件の項目 91に含まれるデータであるゲーム条件のデータ 92と、ゲーム条件のデ ータ 92の中力も選択されたデータである選択されたゲーム条件 93とを有している。 ゲーム条件の項目 91は、チーム名、選手名、球場名、球場形状、球場配置、ホーム 力アウエイカ、攻撃中か守備中か、チャンスか、チャンス条件等の各種の条件項目で ある。選手名や球場名やホームかァウェイかは、チーム名によって決定され、球場形 状や球場配置は、球場名によって決定される。たとえば、プレイヤのチーム名が Aチ ームの場合、ホームの A球場であると決定され、 A球場であると決定されると、球場形 状や球場配置がライト側がホームのドーム球場であると決定される。また、 Aチームに 属する選手名が主力打者である B選手である場合、チャンス条件に主力打者の項目 が選択される。  As shown in FIG. 16, the game condition determination table 90 includes a game condition item 91, game condition data 92 that is data included in the game condition item 91, and game condition data 92. Also has a selected game condition 93 which is selected data. The game condition item 91 is a variety of condition items such as team name, player name, stadium name, stadium shape, stadium layout, home power awayer, attacking / defending, chance, chance condition. The name of the player, the stadium, the home or away is determined by the team name, and the stadium shape and stadium layout are determined by the stadium name. For example, if the player's team name is A team, it is determined that it is the home A baseball stadium, and if it is determined that it is the A baseball stadium, the baseball stadium shape and the baseball constellation is the dome baseball stadium on the right side It is determined. If the name of the player belonging to Team A is B, who is the main hitter, the main hitter item is selected as the chance condition.
[0120] 図 13に示すステップ S3では、図 16に示すゲーム条件判断テーブル 90において、 たとえばプレイヤのチームが攻撃中であるというゲーム条件を充足しているか否かが 判断される(S3)。プレイヤのチームが攻撃中であるときは、ステップ S4に移行し、プ レイヤのチームが守備中であるときは、ステップ S6に移行する。  In step S3 shown in FIG. 13, it is determined in the game condition determination table 90 shown in FIG. 16 whether, for example, the game condition that the player's team is attacking is satisfied (S3). If the player's team is attacking, the process proceeds to step S4. If the player's team is defending, the process proceeds to step S6.
[0121] 図 13に示すステップ S4では、図 16に示すゲーム条件判断テーブル 90において、 Aチーム属する選手名力 ¾選手であると 、うゲーム条件によって、所定の音声である 「打者キャラクタ 72の呼称」が「B選手の呼称」に決定される(S4)。そして、ステップ S 5に移行し、ステップ S 2で作成された「かっとばせ一」、「燃えろ!燃えろ!」、「レッツ GO!レッツ GO!」、「GO GO!レッツ GO!」等の打者キャラクタ 72の属するチー ム共通のかけ声である基本音声の後に、ステップ S4で決定された所定の音声である 「B選手の呼称」が付加される(S5)。ステップ S5において基本音声に所定の音声が 付加されると、ステップ S6に移行する。 [0121] In step S4 shown in FIG. 13, in the game condition determination table 90 shown in FIG. "Is decided as" name of B player "(S4). Then, the process proceeds to step S 5, and batter characters such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc. created in Step S 72 After the basic voice, which is a common voice for the team to which the player belongs, “name of player B”, which is the predetermined voice determined in step S4, is added (S5). In step S5, the basic voice is When added, the process proceeds to step S6.
[0122] 図 13に示すステップ S6では、図 16に示すゲーム条件判断テーブル 90において 所定のゲーム条件を満たしていると判断されたとき、図 17に示す所定のゲーム条件 決定テーブル 95によって決定された演奏位置、演奏音量、演奏テンポで、打者キヤ ラクタ 72に関する所定の楽曲がたとえばライトスタンド側で演奏されているようなゲー ム音を生成するエコー作成処理が行われる (S6)。  In step S6 shown in FIG. 13, when it is determined that the predetermined game condition is satisfied in the game condition determination table 90 shown in FIG. 16, it is determined by the predetermined game condition determination table 95 shown in FIG. An echo creating process is performed to generate a game sound in which a predetermined musical piece related to the batter character 72 is played on the light stand side, for example, at the performance position, performance volume and performance tempo (S6).
[0123] ステップ S6のエコー作成処理は、図 15に示すように、所定のゲーム条件が充足さ れている力否かが判断される(S21)。所定のゲーム条件は、図 16に示すゲーム条件 判断テーブル 90及び図 17に示す所定のゲーム条件決定テーブル 95によって決定 される条件である。  In the echo creating process in step S6, as shown in FIG. 15, it is determined whether or not the power satisfies a predetermined game condition (S21). The predetermined game condition is a condition determined by the game condition determination table 90 shown in FIG. 16 and the predetermined game condition determination table 95 shown in FIG.
[0124] 所定のゲーム条件決定テーブル 95は、図 17に示すように、ゲーム条件の項目 96 と、ゲーム条件の項目 96に含まれるデータであるゲーム条件のデータ 97と、ゲーム 条件のデータ 97の中力も選択されたデータである選択されたゲーム条件 98とを有し ている。ゲーム条件の項目 96は、等の各種の条件項目である。演奏位置は、「ライト 側」と、「レフト側」と、あるいはライト側とレフト側との両方を意味する「全体」とのうち 1 つが選択される。演奏音量は、「大きい」、「ふつう」、「小さい」のうち 1つが選択される 。演奏テンポは、「はやい」、「ふつう」、「おそい」のうち 1つが選択される。ここでは、 図 16に示すゲーム条件判断テーブル 90において、プレイヤのチーム名が Aチーム の場合、ホームの A球場であると決定され、 A球場であると決定されると、球場形状や 球場配置がライト側がホームのドーム球場であると決定されるので、図 17に示す所定 のゲーム条件決定テーブル 95において、演奏位置が「ライト側」に決定され、かつ演 奏音量が「大きい」に決定される。また、ゲーム条件判断テーブル 90において、チヤ ンス条件において、ランナーが得点圏に存在し、選手名が主力打者である場合、図 1 7に示す所定のゲーム条件決定テーブル 95において、演奏音量が「大きい」に決定 され、かつ演奏テンポが「はやい」に決定される。  As shown in FIG. 17, the predetermined game condition determination table 95 includes a game condition item 96, game condition data 97 that is data included in the game condition item 96, and game condition data 97. The medium power also has selected game conditions 98 which are selected data. The game condition item 96 is a variety of condition items. The performance position is selected from “right side”, “left side”, or “whole” meaning both the right side and the left side. The performance volume is selected from one of “High”, “Normal”, and “Low”. The performance tempo can be selected from “Fast”, “Normal”, and “Slow”. Here, in the game condition determination table 90 shown in FIG. 16, when the team name of the player is A team, it is determined that the home is the A stadium, and if it is determined that it is the A stadium, the stadium shape and the stadium arrangement are changed. Since the right side is determined to be the home dome stadium, the performance position is determined to be “right side” and the performance volume is determined to be “high” in the predetermined game condition determination table 95 shown in FIG. . In the game condition determination table 90, if the runner is in the scoring area and the player name is the main hitter in the game condition, the performance volume is set to “high” in the predetermined game condition determination table 95 shown in FIG. And the performance tempo is determined to be “fast”.
[0125] 図 15に示すステップ S21では、図 16に示すゲーム条件判断テーブル 90において 、たとえばプレイヤのチームが攻撃中でかつチャンス状態であるというゲーム条件を 充足している力否かが判断される(S21)。プレイヤのチームがチャンス状態であると きは、ステップ S22に移行し、プレイヤのチームが非チャンス状態であるときは、図 13 に示す応援曲作成処理に戻る。 In step S21 shown in FIG. 15, it is determined whether or not the game condition determination table 90 shown in FIG. 16 satisfies the game condition that the player's team is attacking and in the chance state, for example. (S21). If the player ’s team is in a chance If the player's team is in a non-chance state, the process returns to the cheering piece creation process shown in FIG.
[0126] 図 15に示すステップ S22では、図 16に示すゲーム条件判断テーブル 90によって 、球場形状や球場配置がライト側がホームのドーム球場であると決定されたとき、図 1 7に示す所定のゲーム条件決定テーブル 95によって、演奏位置が「ライト側」に決定 される(S22)。図 15に示すステップ S23では、図 16に示すゲーム条件判断テープ ル 90によって、球場形状がドーム球場であり、かつチャンス条件において、ランナー が得点圏に存在し、選手名が主力打者であると決定されたとき、図 17に示す所定の ゲーム条件決定テーブル 95によって、演奏音量が「大きい」に決定される(S23)。図 15に示すステップ S 24では、図 16に示すゲーム条件判断テーブル 90によって、チ ヤンス条件において、ランナーが得点圏に存在し、選手名が主力打者であると決定さ れたとき、図 17に示す所定のゲーム条件決定テーブル 95によって、演奏テンポが「 はやい」に決定される(S24)。  In step S22 shown in FIG. 15, when the game condition determination table 90 shown in FIG. 16 determines that the stadium shape and stadium layout is the dome baseball stadium on the right side, the predetermined game shown in FIG. The performance position is determined to be “right side” by the condition determination table 95 (S22). In step S23 shown in FIG. 15, it is determined by the game condition determination table 90 shown in FIG. 16 that the ballpark shape is a dome ballpark, the runner is in the scoring area, and the player name is the main batter in the chance condition. When this is done, the performance volume is determined to be “high” by a predetermined game condition determination table 95 shown in FIG. 17 (S23). In step S24 shown in FIG. 15, when it is determined by the game condition determination table 90 shown in FIG. 16 that the runner is in the scoring area and the player name is the main batter in the game condition, FIG. The performance tempo is determined to be “fast” by the predetermined game condition determination table 95 shown (S24).
[0127] 図 15に示すステップ S25では、ステップ S1で作成された基本楽曲を読み出し(S2 5)、図 15に示すステップ S26では、ステップ S2で作成された基本音声又はステップ S5で所定の音声が付加された基本音声を読み出す (S26)。そして、図 15に示すス テツプ S27では、ステップ S22、 S23、 S 24で決定された演奏位置、演奏音量、演奏 テンポになるように基本楽曲のデータを変更する基本楽曲データ変更処理を行い(S 27) ,図 15に示すステップ S28では、ステップ S22、 S23、 S24で決定された演奏位 置、演奏音量、演奏テンポになるように基本音声のデータを変更する基本音声デー タ変更処理を行い(S28)、図 13に示す応援曲作成処理に戻る。ここでは、図 12〖こ 示す野球ゲームにおける投手キャラクタ 70及び打者キャラクタ 72が表示されている 対戦画面において、ライトスタンド 80側の演奏音量がレフトスタンド 82側の演奏音量 より大きくなるようになつている。  In step S25 shown in FIG. 15, the basic music created in step S1 is read (S2 5), and in step S26 shown in FIG. 15, the basic voice created in step S2 or the predetermined voice in step S5 is received. The added basic voice is read (S26). Then, in step S27 shown in FIG. 15, basic music data change processing is performed for changing the basic music data so that the performance position, performance volume, and performance tempo determined in steps S22, S23, and S24 are achieved (S 27) In step S28 shown in Fig. 15, basic audio data change processing is performed to change the basic audio data so that the performance position, performance volume, and performance tempo determined in steps S22, S23, and S24 are achieved ( S28), the process returns to the support song creation process shown in FIG. Here, in the battle screen in which the pitcher character 70 and batter character 72 in the baseball game shown in FIG. 12 are displayed, the performance volume on the right stand 80 side is larger than the performance volume on the left stand 82 side. .
[0128] また、図 15に示すステップ S27の基本楽曲データ変更処理及び図 15に示すステツ プ S28の基本音声データ変更処理では、定位位置であるライトスタンド 80側の演奏 音量を変更するのみではなぐエコー位置であるレフトスタンド 82側の演奏音量をも 変更する処理を行う。具体的には、図 18に示すコンピュータで設定された音量とプレ ィャが現実に聴取可能な音量との相対関係を示すグラフを用いて説明する。 [0128] In addition, in the basic music data change process in step S27 shown in FIG. 15 and the basic audio data change process in step S28 shown in FIG. 15, it is not only necessary to change the performance volume on the light stand 80 side, which is the localization position. It also changes the performance volume on the left stand 82, which is the echo position. Specifically, the volume and preset value set by the computer shown in FIG. This will be described with reference to a graph showing the relative relationship with the sound volume that can be actually heard.
[0129] 図 18は、横軸がコンピュータで設定された音量であり、縦軸がプレイヤが現実に聴 取可能な音量であって、プレイヤが現実に聴取可能な音量はコンピュータで設定さ れた音量の 50%程度に設定されている。コンピュータで設定された音量は、全体で 2 56個のパラメータを有しており、 0〜255のパラメータを設定可能である。なお、図 18 では、計算上の便宜を図るため最大値を 256のパラメータに設定してある力 現実の コンピュータではオフセットしたパラメータに置き換えるものとする。  [0129] In FIG. 18, the horizontal axis is the volume set by the computer, the vertical axis is the volume that the player can actually listen to, and the volume that the player can actually listen to is set by the computer. It is set to about 50% of the volume. The volume set by the computer has 256 parameters as a whole, and parameters from 0 to 255 can be set. Note that in Fig. 18, for the convenience of calculation, the maximum value is set to 256 parameters, and the actual computer is replaced with an offset parameter.
[0130] コンピュータで設定された音量の最大音量 Aは、コンピュータで設定された音量が 、 256のパラメータであって、プレイヤが現実に聴取可能な音量力 256のパラメータ の 50%である 126のパラメータである。コンピュータ起動時における音量の最大音量 Bは、コンピュータで設定された音量力 230のパラメータであって、プレイヤが現実 に聴取可能な音量は、 230のパラメータの 50%である 115のパラメータである。  [0130] The maximum volume A of the volume set by the computer is 256 parameters, the volume set by the computer is 256 parameters, and the volume of the volume that can be heard by the player is 50% of the 256 parameters 126 parameters It is. The maximum volume B when the computer is started is a parameter of the volume power 230 set by the computer, and the volume that the player can actually hear is 115 parameters which are 50% of the 230 parameters.
[0131] ライトスタンド 80側の演奏音量 Cは、コンピュータ起動時における音量の最大音量 B の 70%程度に設定されており、コンピュータで設定された音量力 230のパラメータ の 70%である 160のパラメータであって、プレイヤが現実に聴取可能な音量力 160 のパラメータの 50%である 80のパラメータである。また、レフトスタンド 82側の演奏音 量 Dは、ライトスタンド 80側の演奏音量 Cの 70%程度に設定されており、コンピュータ で設定された音量が、 160のパラメータの 70%である 128のパラメータであって、プ レイヤが現実に聴取可能な音量が、 128のパラメータの 50%である 64のパラメータ である。  [0131] The performance volume C on the light stand 80 side is set to about 70% of the maximum volume B when the computer starts, and 160 parameters that are 70% of the volume 230 parameter set on the computer. That is, there are 80 parameters that are 50% of the parameters of the volume power 160 that the player can actually hear. The performance volume D on the left stand 82 side is set to about 70% of the performance volume C on the right stand 80 side, and the volume set on the computer is 128%, which is 70% of the 160 parameters. The volume that the player can actually hear is 64 parameters, which is 50% of 128 parameters.
[0132] ライトスタンド 80側の演奏音が反射して演奏されるレフトスタンド 82側の演奏音であ るライトスタンド 80側のエコー演奏音量 Eは、ライトスタンド 80側の演奏音量 Cの 50% 程度に設定されており、コンピュータで設定された音量が、 160のパラメータの 50% である 80のパラメータであって、プレイヤが現実に聴取可能な音量力 80のパラメ一 タの 50%である 40のパラメータである。また、レフトスタンド 82側の演奏音が反射して 演奏されるライトスタンド 80側の演奏音であるレフトスタンド 82側のエコー演奏音量 F は、レフトスタンド 82側の演奏音量 Dの 50%となる基準音量 Gより大きくなるように補 正して設定されており、コンピュータで設定された音量力 128のパラメータの 50% である 64のパラメータに 8のパラメータを付カ卩した 72であって、プレイヤが現実に聴 取可能な音量が、 72のパラメータの 50%である 36のパラメータである。ここでは、元 来小さな演奏音量であるレフトスタンド 82側のエコー演奏音量 Fに 8のパラメータを付 カロして補正することにより、プレイヤが現実に聴取可能な適正な演奏音量に変更でき る。なお、補正音量は 8のパラメータに限定されるものではなぐレフトスタンド 82側の エコー演奏音量 Fがライトスタンド 80側のエコー演奏音量 Eより大きくならない程度で あれば、たとえば 30のパラメータ程度まで任意に設定できる。 [0132] Right stand The performance sound of the 80 side is reflected and the left stand The performance sound of the 82 side Light stand The echo performance volume E of the 80 side E is about 50% of the performance volume C of the right stand 80 side The volume set on the computer is 80 parameters, which is 50% of 160 parameters, and 50% of the 80 parameters that the player can actually listen to. It is a parameter. Also, the sound performance F of the left stand 82, which is the performance sound of the left stand 82 side, which is played by reflecting the performance sound of the left stand 82 side, is a standard that is 50% of the performance volume D of the left stand 82 side. Volume is set to be larger than G, and 50% of the 128 parameters set by the computer. These are 72 parameters with 8 parameters added to 64 parameters, and the volume that the player can actually hear is 36%, which is 50% of the 72 parameters. Here, by adjusting the echo performance volume F on the left stand 82 side, which is originally a small performance volume, by adding a parameter of 8 and correcting it, it is possible to change to an appropriate performance volume that the player can actually hear. Note that the correction volume is not limited to 8 parameters. If the echo performance volume F on the left stand 82 side is not larger than the echo performance volume E on the right stand 80 side, it can be arbitrarily set, for example, to about 30 parameters. Can be set.
[0133] 図 13に示すステップ S 7では、ステップ S1で作成された基本楽曲又はステップ S1 で作成された基本楽曲にステップ S6のエコー作成処理で変更作成された基本楽曲 が演奏される(S7)。ステップ S 7では、打者キャラクタ 72の属するチーム共通のチヤ ンステーマ等のメロディやリズムを有するラッパやタイコの応援曲である所定の基本楽 曲データを記憶部 2から読み出し、ゲーム音出力部 4のスピーカー 13によってラッパ やタイコの応援曲である所定の基本楽曲が外部に出力される。 In step S 7 shown in FIG. 13, the basic music created in step S 1 or the basic music created in step S 1 is played on the basic music created in step S 6 (S 7). . In step S7, predetermined basic music data, which is a trumpet or a tune that has a melody or rhythm such as a common theme for the team to which the batter character 72 belongs, is read from the storage unit 2 and the speaker of the game sound output unit 4 is read. In step 13, a predetermined basic music that is a cheering song of trumpet or Tyco is output to the outside.
[0134] 図 13に示すステップ S8では、ステップ S2で作成された基本音声、又はステップ S5 で所定の音声が付加された基本音声、又はステップ S2で作成された基本音声にス テツプ S6のエコー作成処理で変更作成された基本音声、又はステップ S5で所定の 音声が付加された基本音声にステップ S6のエコー作成処理で変更作成された基本 音声が基本楽曲に重畳して演奏される(S8)。ステップ S8では、「かっとばせ一、打 者キャラクタ 72の呼称」、「燃えろ!燃えろ!打者キャラクタ 72の呼称」、「レッツ GO !レッツ GO!打者キャラクタ 72の呼称」、「GO GO!レッツ GO!打者キャラクタ 7 2の呼称」等のかけ声力もなる所定の基本音声データを記憶部 2から読み出し、ゲー ム音出力部 4のスピーカー 13によってラッパやタイコの応援曲である所定の基本楽 曲が外部に出力される。  [0134] In step S8 shown in Fig. 13, the basic voice created in step S2, the basic voice with the predetermined voice added in step S5, or the basic voice created in step S2 is created in step S6. The basic voice modified and created in the process or the basic voice modified in the echo creation process in step S6 is played on the basic music added with the predetermined voice in step S5 (S8). In step S8, “Kattobaseichi, the name of the batter character 72”, “Burn! Burn! The name of the batter character 72”, “Let's GO! Let's GO! Predetermined basic voice data that also has a voice like `` Name of character 7 2 '' is read from storage unit 2, and predetermined basic music that is a cheering song of trumpet or Tyco is output to the outside by speaker 13 of game sound output unit 4 Is done.
[0135] ここでは、チャンステーマ等のメロディやリズムを有するラッパやタイコの基本楽曲に 、「かっとばせ一、打者キャラクタ 72の呼称」、「燃えろ!燃えろ!打者キャラクタ 72の 呼称」、「レッツ GO!レッツ GO!打者キャラクタ 72の呼称」、「GO GO!レッツ GO !打者キャラクタ 72の呼称」等のかけ声力もなる基本音声が重畳して演奏される。し たがって、従来のように「かっとばせ一、打者キャラクタ 72の呼称」の応援曲を打者キ ャラクタ 72毎に作成する必要がなくなるので、ゲーム音全体のデータを減少でき、こ のためメモリの記憶容量が不足しに《なる。また、打者キャラクタ 72毎に異なる「かつ とばせ一、打者キャラクタ 72の呼称」を演奏することができるので、現実世界の野球 に近いリアリティのある野球ゲームを実現することができる。 [0135] Here, trumpet and Tyco basic songs that have melodies and rhythms such as chance themes, "Katto Boseichi, the name of the batter character 72", "Burn! Burn! Call the batter character 72", "Let's GO! The basic voices that are also called voices such as “Let's GO! Batter Character 72” and “GO GO! Let's GO! Therefore, the cheering song “Kattobase-ichi, the name of the batter character 72” as in the past is used. Since it is no longer necessary to create each character 72, the data of the entire game sound can be reduced, resulting in insufficient memory capacity. Also, since different “battobetsuichi, the name of the batter character 72” can be played for each batter character 72, it is possible to realize a baseball game with a reality close to that of baseball in the real world.
[0136] 〔他の実施形態〕  [Other Embodiments]
(a) 前記実施形態では、ゲームプログラムを適用しうるコンピュータの一例としての 家庭用ビデオゲーム装置を用いた場合の例を示した力 ゲーム装置は、前記実施形 態に限定されず、モニタが別体に構成されたゲーム装置、モニタが一体に構成され たゲーム装置、ゲームプログラムを実行することによってゲーム装置として機能するパ 一ソナルコンピュータや、携帯型ゲーム装置や、携帯電話や、 PDAや、あるいは業 務用ゲーム装置等にも同様に適用することができる。  (a) In the above embodiment, the power game device showing an example in which a home video game device as an example of a computer to which the game program can be applied is used is not limited to the above embodiment, and a monitor is separately Game devices configured on the body, game devices with an integrated monitor, personal computers that function as game devices by executing game programs, portable game devices, mobile phones, PDAs, or The same can be applied to arcade game devices.
[0137] (b) 本発明には、前述したようなゲームを実行するプログラム及びこのプログラムを 記録したコンピュータ読み取り可能な記録媒体も含まれる。この記録媒体としては、力 ートリッジ以外に、たとえば、コンピュータ読み取り可能なフレキシブルディスク、半導 体メモリ、 CD-ROM, DVD, BD-ROM (Blu-ray Disk -ROM)、 UMD、 RO Mカセット、その他のものが挙げられる。  (B) The present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded. As this recording medium, in addition to force cartridge, for example, computer-readable flexible disk, semiconductor memory, CD-ROM, DVD, BD-ROM (Blu-ray Disk-ROM), UMD, ROM cassette, etc. Can be mentioned.
[0138] (c) 前記実施形態では、ゲーム機において実行されるゲームとして、野球ゲーム を例にあげて説明したが、実行されるゲームはこれに限定されるものではなぐ種々 のゲームに適用することができる。たとえば、サッカーや格闘技等の種々のスポーツ ゲーム、シミュレーションゲーム、シユーティングゲーム、ロールプレイングゲーム等に 同様に適用することができる。  (C) In the above embodiment, a baseball game has been described as an example of a game to be executed on a game machine. However, the game to be executed is not limited to this and is applied to various games. be able to. For example, the present invention can be similarly applied to various sports games such as soccer and martial arts, simulation games, shooting games, and role playing games.
産業上の利用可能性  Industrial applicability
[0139] 本発明によれば、ゲームプログラムにおいて、音声作成機能によって、所定の基本 音声が作成され、音声付加機能によって、ゲームキャラクタに関する所定の音声が音 声作成機能で作成された所定の基本音声に付加されるので、ゲーム音のデータ数を 抑えながら、ゲームの興趣性を高めることができる。 [0139] According to the present invention, in the game program, a predetermined basic voice is created by the voice creation function, and a predetermined basic voice related to the game character is created by the voice creation function by the voice addition function. Therefore, it is possible to enhance the fun of the game while reducing the number of game sound data.

Claims

請求の範囲 The scope of the claims
[1] ゲームキャラクタを動作させるゲームを実現可能なコンピュータに、  [1] A computer capable of playing games that operate game characters.
所定の基本楽曲を作成可能な楽曲作成機能と、  A music creation function that can create a predetermined basic music,
所定の基本音声を作成可能な音声作成機能と、  A voice creation function that can create a predetermined basic voice,
所定のゲーム条件を満たしているか否かを判断するゲーム条件判断機能と、 前記ゲーム条件判断機能によって前記所定のゲーム条件を満たしていると判断さ れたとき、前記ゲームキャラクタに関する所定の音声を前記音声作成機能によって作 成された前記所定の基本音声に付加する音声付加機能と、  A game condition determination function for determining whether or not a predetermined game condition is satisfied; and when the game condition determination function determines that the predetermined game condition is satisfied, a predetermined voice related to the game character is A voice addition function for adding to the predetermined basic voice created by the voice creation function;
前記楽曲作成機能によって作成された前記所定の基本楽曲を演奏する楽曲演奏 機能と、  A music performance function for performing the predetermined basic music created by the music creation function;
前記音声作成機能によって作成された前記所定の基本音声及び前記音声付加機 能によって付加された前記ゲームキャラクタに関する所定の音声を前記所定の基本 楽曲に重畳させて演奏する音声演奏機能と、  A voice performance function for playing the predetermined basic voice created by the voice creation function and the predetermined voice related to the game character added by the voice addition function superimposed on the predetermined basic music;
を実現させるためのゲームプログラム。  A game program to make it happen.
[2] 前記楽曲作成機能又は前記音声作成機能は、予め設定された複数のパターンの うち 1又は複数の所定のパターンを選択することによって前記所定の基本楽曲又は 前記所定の基本音声を作成する機能である、請求項 1に記載のゲームプログラム。  [2] The music creation function or the voice creation function is a function for creating the predetermined basic music or the predetermined basic voice by selecting one or a plurality of predetermined patterns from a plurality of preset patterns. The game program according to claim 1, wherein
[3] 前記楽曲作成機能は、  [3] The music creation function is
所定の音符を所定の音程に設定する音程設定機能と、  A pitch setting function for setting a predetermined note to a predetermined pitch;
前記音程設定機能によって設定された所定の音符の長さを設定する音長設定機 能と、  A sound length setting function for setting the length of a predetermined note set by the pitch setting function;
前記音程設定機能及び前記音長設定機能によって設定された所定の音符を複数 並べて配置し、旋律を生成する旋律生成機能とを有している、請求項 1又は 2に記載 のゲームプログラム。  3. The game program according to claim 1, further comprising a melody generation function for generating a melody by arranging a plurality of predetermined notes set by the pitch setting function and the pitch setting function.
[4] 前記所定の基本楽曲は、所定の旋律を有する楽曲である、請求項 1から 3のいずれ 力 1項に記載のゲームプログラム。  4. The game program according to any one of claims 1 to 3, wherein the predetermined basic music is a music having a predetermined melody.
[5] 前記所定の基本楽曲は、所定の調子を有する楽曲である、請求項 1から 4のいずれ 力 1項に記載のゲームプログラム。 5. The game program according to any one of claims 1 to 4, wherein the predetermined basic music is a music having a predetermined tone.
[6] 前記所定の基本音声は、所定の掛声を有する音声である、請求項 1から 5の ヽずれ 力 1項に記載のゲームプログラム。 6. The game program according to claim 1, wherein the predetermined basic voice is a voice having a predetermined voice.
[7] 前記所定の音声は、前記ゲームキャラクタに関する所定の呼称音声である、請求 項 1から 5のいずれか 1項に記載のゲームプログラム。 7. The game program according to any one of claims 1 to 5, wherein the predetermined sound is a predetermined name sound related to the game character.
[8] ゲームキャラクタを動作させるゲームを実現させるゲーム装置であって、 [8] A game device for realizing a game for operating a game character,
所定の基本楽曲を作成可能な楽曲作成手段と、  A music creation means capable of creating a predetermined basic music;
所定の基本音声を作成可能な音声作成手段と、  A voice creation means capable of creating a predetermined basic voice;
所定のゲーム条件を満たしているか否かを判断するゲーム条件判断手段と、 前記ゲーム条件判断手段によって前記所定のゲーム条件を満たしていると判断さ れたとき、前記ゲームキャラクタに関する所定の音声を前記音声作成手段によって作 成された前記所定の基本音声に付加する音声付加手段と、  Game condition determining means for determining whether or not a predetermined game condition is satisfied; and when the game condition determining means determines that the predetermined game condition is satisfied, a predetermined sound related to the game character is Voice adding means for adding to the predetermined basic voice created by the voice creating means;
前記楽曲作成手段によって作成された前記所定の基本楽曲を演奏する楽曲演奏 手段と、  Music playing means for playing the predetermined basic music created by the music creating means;
前記音声作成手段によって作成された前記所定の基本音声及び前記音声付加手 段によって付加された前記ゲームキャラクタに関する所定の音声を前記所定の基本 楽曲に重畳させて演奏する音声演奏手段と、  Voice performance means for performing performance by superimposing the predetermined basic voice created by the voice creation means and the predetermined voice related to the game character added by the voice adding means on the predetermined basic music;
を備えるゲーム装置。  A game device comprising:
[9] ゲームキャラクタを動作させるゲームをコンピュータに実現させるゲーム方法であつ て、  [9] A game method for causing a computer to execute a game for operating a game character.
所定の基本楽曲を作成可能な楽曲作成ステップと、  A music creation step capable of creating a predetermined basic music;
所定の基本音声を作成可能な音声作成ステップと、  A voice creation step capable of creating a predetermined basic voice;
所定のゲーム条件を満たしているか否かを判断するゲーム条件判断ステップと、 前記ゲーム条件判断ステップによって前記所定のゲーム条件を満たしていると判 断されたとき、前記ゲームキャラクタに関する所定の音声を前記音声作成ステップに よって作成された前記所定の基本音声に付加する音声付加ステップと、  A game condition determining step for determining whether or not a predetermined game condition is satisfied; and when the game condition determining step determines that the predetermined game condition is satisfied, a predetermined sound related to the game character is A voice adding step for adding to the predetermined basic voice created by the voice creating step;
前記楽曲作成ステップによって作成された前記所定の基本楽曲を演奏する楽曲演 奏ステップと、  A music performance step of playing the predetermined basic music created by the music creation step;
前記音声作成ステップによって作成された前記所定の基本音声及び前記音声付 加ステップによって付加された前記ゲームキャラクタに関する所定の音声を前記所定 の基本楽曲に重畳させて演奏する音声演奏ステップと、 The predetermined basic voice and the voice attached created by the voice creating step A voice performance step of performing a performance by superimposing a predetermined sound related to the game character added by the adding step on the predetermined basic music;
を備えるゲーム方法。 A game method comprising:
PCT/JP2006/312477 2005-07-11 2006-06-22 Game program, game machine, and game method WO2007007522A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2005-202175 2005-07-11
JP2005202175A JP2007014700A (en) 2005-07-11 2005-07-11 Game program, game device and game method

Publications (1)

Publication Number Publication Date
WO2007007522A1 true WO2007007522A1 (en) 2007-01-18

Family

ID=37636919

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2006/312477 WO2007007522A1 (en) 2005-07-11 2006-06-22 Game program, game machine, and game method

Country Status (3)

Country Link
JP (1) JP2007014700A (en)
TW (1) TW200706221A (en)
WO (1) WO2007007522A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108888957A (en) * 2018-07-24 2018-11-27 合肥爱玩动漫有限公司 A method of by the customized game music of player and audio

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7312453B2 (en) * 2019-06-28 2023-07-21 株式会社コナミデジタルエンタテインメント Game program, game processing method, and game device
JP6664722B1 (en) * 2019-06-28 2020-03-13 株式会社コナミデジタルエンタテインメント Game program, game processing method, and game device

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH011468A (en) * 1987-06-23 1989-01-05 三菱電機株式会社 Magnetic fluid actuator
JP3431333B2 (en) * 1995-02-10 2003-07-28 株式会社ナムコ Game live relay device
JP3597803B2 (en) * 2001-07-16 2004-12-08 株式会社コナミコンピュータエンタテインメントスタジオ Volume control program, volume control method, and video game apparatus

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH011468A (en) * 1987-06-23 1989-01-05 三菱電機株式会社 Magnetic fluid actuator
JP3431333B2 (en) * 1995-02-10 2003-07-28 株式会社ナムコ Game live relay device
JP3597803B2 (en) * 2001-07-16 2004-12-08 株式会社コナミコンピュータエンタテインメントスタジオ Volume control program, volume control method, and video game apparatus

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
"Oenkyoku Sakusei Jibun dake no Oenkyuku o Tsukuru koto ga Kano ni!", JIKKYO PAWAFURU PUROYAKYU 12, DENGEKI PLAYSTATION. MEDIA WORKS INC., vol. 11, no. 23, 8 July 2005 (2005-07-08), pages 182 - 185, XP003007189 *
"Shinkino Oenkyoku Sakusei Mode no Zenbo ga Akiraka ni!", KAETTEKITA PAWAPURO KYO NO UTA, ENTERBRAIN, INC., vol. 20, no. 27, 8 July 2005 (2005-07-08), pages 110 - 113, XP003007190 *

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108888957A (en) * 2018-07-24 2018-11-27 合肥爱玩动漫有限公司 A method of by the customized game music of player and audio

Also Published As

Publication number Publication date
TW200706221A (en) 2007-02-16
JP2007014700A (en) 2007-01-25

Similar Documents

Publication Publication Date Title
JP3686906B2 (en) Music game program and music game apparatus
JP3962059B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP3950142B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP2000245957A (en) Music game system, game control method being suitable for the same and computer readable storage medium
JP2001009157A (en) Control method for video game, video game device and medium recording program of video game allowing reading by computer
JP3981382B2 (en) GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
JP4497264B2 (en) Game program, game apparatus, sound effect output method, and recording medium
JP5155226B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP5087292B2 (en) Game program and game system
JP2012105902A (en) Game apparatus, game program and information recording medium
JP3947548B2 (en) GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
WO2007007522A1 (en) Game program, game machine, and game method
JP4122038B2 (en) GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
WO2007060766A1 (en) Game program, game device, and game method
JP6935235B2 (en) Computer systems and programs
JP4184314B2 (en) Entertainment system, image processing method, and recording medium
JP2021145838A (en) Processing system and program
WO2007029404A1 (en) Game program, game device, and game method
JP2019198416A (en) Game program and game device
JP3694510B2 (en) GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM
JP4071130B2 (en) Control device, character control method, and program
JP2019051240A (en) Program and game system
JP2008245752A (en) Game program, game device, and game control method
JP2001204975A (en) Game system using internet
JPH08280935A (en) Function expanding method and apparatus for simulation type pachinko game machine

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application
NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 06767135

Country of ref document: EP

Kind code of ref document: A1