WO2007007525A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム方法 Download PDFInfo
- Publication number
- WO2007007525A1 WO2007007525A1 PCT/JP2006/312572 JP2006312572W WO2007007525A1 WO 2007007525 A1 WO2007007525 A1 WO 2007007525A1 JP 2006312572 W JP2006312572 W JP 2006312572W WO 2007007525 A1 WO2007007525 A1 WO 2007007525A1
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- Prior art keywords
- game
- performance
- character
- music
- performance position
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
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- A63F13/10—
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- 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. 12).
- 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 realize a realistic game in a game program and to enhance the realistic sensation of the game.
- 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 game condition determination function for determining whether or not a predetermined game condition is satisfied.
- a performance position determination function for determining a performance position for playing a predetermined musical piece related to a game character when it is determined by the game condition determination function that a predetermined game condition is satisfied.
- the game condition determination function determines whether or not the power satisfies a predetermined game condition.
- the performance position determination function when it is determined by the game condition determination function that a predetermined game condition is satisfied, a performance position at which a predetermined music related to the game character is played is determined.
- the music performance function a game sound is generated such that a predetermined music related to the game character is played at the performance position determined by the performance position determination function.
- a predetermined game condition such as the name of the player, team name, stadium name, home team or away team, dome stadium or outdoor stadium force, attacking, defending, or in a chance state Is satisfied It is judged whether or not the power is
- a predetermined game condition for example, when the player's team is a home team with many cheering teams on the light stand side and is attacking
- the performance position determination function The position where the cheering piece is played is decided on the light stand side. And, by making the volume of the cheering song on the right stand side larger than the volume of the cheering song on the left stand side by the music playing function, for example, a game sound that the cheering song is played on the right stand side is generated. Generated.
- a game sound is generated by the music performance function such that a predetermined music related to the game character is played at the performance position determined by the performance position determination function.
- the team is a home team where there are many cheering teams of the player's team on the light stand side and the attack is underway, a game sound is heard as if the support song is being played on the light stand side. Since it is generated, it is possible to realize a baseball game with a reality close to that of real-world baseball, and to enhance the realism of the game.
- the game program according to claim 2 is the game program according to claim 1, wherein the music performance function is a game character at a first performance position and a second performance position separated from the first performance position. It is possible to generate a game sound in which a predetermined music piece is being played.
- the music performance function is a function for playing a predetermined music related to the game character at a volume higher than the second performance position at the first performance position when the performance position is determined to be the first performance position by the performance position determination function. .
- the game program according to claim 3 is the game program according to claim 1 or 2, wherein the music performance function is a game character at a first performance position and a second performance position separated from the first performance position. It is possible to generate a game sound in which a predetermined music piece is being played.
- the music performance function uses the performance position determination function to set the performance position to the first performance position. When it is determined that there is, it is a function of playing a predetermined musical piece related to the game character whose performance start time is delayed from the first performance position at the second performance position.
- the cheering piece on the left stand side which is the second performance position is The performance start time is delayed from the performance start time of the cheering song on the right stand, which is the first performance position, so that the right performance, which is the first performance position, is supported as a cheering song on the left stand, the second performance position. Since the echo sound (reflected sound) of the cheer song on the stand side can be played, it is possible to realize a baseball game that is closer and more realistic to real-world baseball.
- the game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the music performance function has a second performance position separated from the first performance position and the first performance position. It is possible to generate a game sound such that a predetermined music related to the game character is played!
- the music performance function is a function for performing a performance by attenuating the volume near the performance end time of a predetermined music related to the game character at the first performance position when the performance position is determined to be the first performance position by the performance position determination function. It is.
- the light playing side is the first performance position that is the localization position.
- a game program according to claim 5 is the game program according to any one of claims 1 to 4, wherein the computer further realizes a music creation function capable of creating a predetermined music related to the game character. is there.
- the music performance function is a function for playing a predetermined music related to the game character whose performance start time is delayed from the predetermined music related to the game character created by the music performance function.
- the music creation function in this game program is such that, for example, a note character representing a predetermined note on the music creation screen is placed at the same pitch as the pitch of the piano keyboard.
- This is a function that allows pitches, note lengths, and melodies to be set by arranging them horizontally in a field.
- the player does not perform any special operation or setting by automatically placing a hidden note character shifted in the horizontal direction with a delay in performance start time with respect to the note character placed by the player. Since echo sound (reflected sound) can be played, it is easy to realize a realistic baseball game that is close to real-world baseball.
- a game device is a game device for realizing a game in which a game character is operated.
- the game apparatus includes game condition determination means, performance position determination means, and music performance function means.
- the game condition determining means it is determined whether or not the power satisfies a predetermined game condition.
- the performance position determining means determines that the predetermined game condition is satisfied by the game condition determining means, the performance position for playing the predetermined music related to the game character is determined.
- the music performance means a game sound is generated such that a predetermined music related to the game character is played at the performance position determined by the performance position determination means.
- the game method according to claim 7 is a game method for causing a computer to realize a game for operating a game character.
- This game method includes a game condition determination step, a performance position determination step, and a music performance function step.
- the game condition determination step it is determined whether or not the power satisfies a predetermined game condition.
- the performance position determination step when it is determined by the game condition determination step that a predetermined game condition is satisfied, a performance position for playing a predetermined music related to the game character is determined.
- a game sound is generated such that a predetermined music related to the game character is played at the performance position determined in the performance position determination step.
- 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.
- 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.
- Image processing process The processor 9 mainly performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
- the storage unit 2 is provided mainly for storing program data, 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).
- 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.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the 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
- game sound can be output from the speaker 13 by the same processing method as described above.
- PCM PCM
- 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.
- 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.
- the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R for example, give the CPU 7 a command for moving a character or cursor up, down, left, or right on the screen of the 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 when the CPU 7 is instructed 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 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. Used when instructing CPU7 to deselect or cancel the eye or return to the previous screen.
- 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 Converted to a 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.
- 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, the pitcher image data, and the note image data stored in the RAM 12 are transmitted to the TV via the image processor 9 based on an instruction from the CPU 7. Supplied to John Monitor 20.
- 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 movement 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 transforming 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 the 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. Satisfy game conditions It is judged whether or not it is power.
- 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 voice creating means 55 has a function of creating a predetermined basic voice.
- Basic voice creation means 55 is a common voice for teams to which batter character 72 belongs, such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”, Etc.
- 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 basically uses a predetermined sound relating to the batter character 72 and the team to which the batter character 72 belongs. Attached to the specified basic voice created by the voice creation means It has a function to add.
- 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 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 according to the game situation of the baseball game, reads out the predetermined voice “name of the batter character 72”, and supports The basic voice data of the cheering music that is automatically added to the basic voice data of the song and to which the predetermined voice is added is stored in the 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 common voices of the teams such as "Kattobaseichi”, “Burn! Burn!, “Let's GO! Let's GO!, "GO GO! Let's GO!
- the batter character 72 is created after the common voice of the team, such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!” “Name of the batter character 72”, which is a predetermined voice related to the sound, is added.
- the echo creating means 59 has 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 determining means 53 refers to the game condition determination table 90 shown in FIG. 16 stored in the storage unit 2 according to 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
- the performance position determining means 60 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 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 determination means 61 when the game condition determination means 53 determines that the predetermined game condition is satisfied! /, The batter character 72 and the team to which the batter character 72 belongs A predetermined performance volume for performing predetermined music such as a common chance theme 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). When the spherical shape is a dome stadium (see FIG. 16), the performance volume determining means 61 determines the overall volume at which the cheered 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 determination means 60, the performance sound volume determination means 61, and the performance tempo determination 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 sound 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 the cheering piece is played on the light stand side, so that it is possible to realize a baseball game with a reality close to that of the real world baseball. Can increase the sense of presence of the screen.
- 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 screen selection item 26 and the support song creation screen selection item 27 have sound setting and support song creation characters arranged at the top of a substantially rectangular frame, respectively, and are different at the bottom 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 is arranged to extend in the vertical direction on the left as shown in FIG.
- 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 in the right direction, 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.
- the 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.
- the sample data selection item 37a displays the title of the sample data as character characters. For example, in FIG. 4, characters such as “Puropro (registered trademark) 11 theme song” are shown. Has been.
- sample data selection item 37a is A graphic character indicating a direction arrow is displayed. By aligning the selection cursor 37b with these, other sample data selection items 37a not displayed on the sample data selection screen 37 can be sent out and displayed. is there.
- the up cursor 17b and the down cursor 17D are operated to move the selection cursor 37b up and down, and the selection cursor 37b is moved to the sample data selection item 37a such as "Puropro (registered trademark) 11 theme song".
- the second button 17b or the third button 17c is pressed according to the above, 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”.
- Selection symbols 41b are arranged above and below a, and the tone selection item 41a of “16th note score” is selected.
- the tempo setting screen 42 has a plurality of tempo selection items 42a arranged side by side and an arrow symbol force arranged opposite to the top and bottom of the tempo selection item 42a. And have.
- the tempo selection item 42a is composed of three items of “fast”, “normal”, and “slow”.
- selection symbols 42b are arranged above and below the “normal” tempo selection item 42a, and the “normal” tempo selection item 42a is selected.
- buttons 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 a combination of a character character such as “Pattern 1:”, a graphic figure of a Tyco character, and a blank, and is shown in FIG.
- a character character such as “Pattern 1:”, a graphic figure of a Tyco character, and a blank
- FIG. In “Pattern 1: Tyco shape, blank, Tyco shape, blank, Tyco shape, empty "White, Thai 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 by selecting the cursor 45b to these, other noise pattern selections that are not displayed on the noise pattern selection screen 45 are displayed. Item 45a can be sent out and displayed.
- 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.
- Burn!” Etc. can be sent out and displayed.
- 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 vertically 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 in the horizontal direction arranged side by side. It has a pitch reference line 32a that also has a linear force, and a pitch reference line 32b that also has a vertical linear force arranged side by side so as to be orthogonal to the pitch reference line 32a.
- 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 sound length reference line 32b is provided so that the thickness is different from the other lines every four lines, and the thickness and color tone of the other lines are one bar every 16 lines. It is provided differently.
- 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 has a height position on the pitch reference line 32a (black key 3 la position) or a height position between the pitch reference line 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 second button 17 When the horizontal length of the rectangular character 33a reaches a desired length by operating the left button 17L and the right key 17R while pressing the second button 17b or the third button 17c, the second button 17 When the pressing operation of b or the third button 17c is released, the horizontal length of the rectangular character 33a is fixed at that position (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 selection cursor 33d is operated by operating the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R. 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 basic interface having a melody can be obtained by a user interface that is easy for the player to operate. You can easily create music.
- the music created by the player in this manner 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.
- the batter character 72 enters the batter box the music created by the player is automatically played.
- the music created by the player can be arbitrarily read and re-edited, deleted, or converted into a random passphrase of hiragana and exchanged with other players.
- buttons 17e and 19e when the start button 17e is pressed on the support 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 support music creation screen 30 is a rectangular character 33a arranged 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 is the same as that of the rectangular character 33a at the La and Seo pitch positions arranged by the player. It is designed to be lower than the performance volume (5 for each volume)
- the performance volume of the virtual rectangular character 33e (volumes 2 and 1 respectively) is smaller than the performance volume (volumes 4 and 3 respectively) of the virtual rectangular character 33e at the first pair of positions La and Seo. ing.
- 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.
- the performance volume decreases, so that the performance volume near the performance end time can be faded out.
- the performance volume (volumes 3 and 1) of the virtual rectangular character 33e at the pitch position of each pair of the So ) 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”.
- the performance volume decreases as the pitch S of the performance volume of the virtual rectangular character 33e decreases.
- the music composed of such a virtual rectangular character 33e is set so that the performance volume is lower than that of the music composed of the rectangular character 33a, and corresponds to the reverberation 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 trumpet or Tyco with melody and rhythm such as the channel theme shared by the team to which the batter character 72 belongs.
- the basic music creation process shown is performed (S 1).
- the basic music creation process in step S1 is a sample 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.
- the selection cursor 36i is selected in accordance with the music tone setting item 36d in Fig. 8, and the music tone setting screen 40 shown in Fig. 5 is displayed.
- the tone is set to set the tone and tempo of the basic song (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 46 shown in FIG. 7 is displayed, and batter characters 72 such as “Kattobaseichi”, “Burn! Burn!”, “Let's GO! Let's GO!”, “GO GO! Let's GO!”
- a basic voice creation process is performed to select and create a predetermined basic voice that is a common voice of the team (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 judgment table 90 shown in FIG. “Name of batter character 72” is determined as “name of player B” (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 is added (S5).
- 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 creation process is performed to generate a game sound in which a predetermined music 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).
- step S21 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.
- 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”.
- step S 21 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). When the player's team is in a chance state, the process proceeds to step S22. When 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 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 (S25), 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 where the pitcher character 70 and the batter character 72 in the baseball game shown in FIG. 12 are displayed, the performance volume on the right stand 80 side is the performance volume on the left stand 82 side. It is getting bigger.
- 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, a description will be given using a graph showing the relative relationship between the volume set by the computer shown in FIG. 18 and the volume at which the player can actually listen.
- 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 power 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 is started, 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 on the 80 side is reflected and the left stand is played The light stand on the 82 side
- the sound performance volume on the 80 side E is about 50% of the performance volume C on the right stand 80 side
- the volume set on the computer is 50% of the 160 parameters
- 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.
- the volume is set to be larger than the volume G, and 72 is obtained by adding 8 parameters to 64 parameters, which is 50% of the 128 volume power parameters set by the computer.
- the volume that can be actually heard is 36 parameters, which is 50% of 72 parameters.
- 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.
- 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 S7 shown in Fig. 13 the basic music created in step S1 or the basic music created in step S1 is changed to the basic music created in step S1 (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.
- 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! The name of the batter character 72”, “GO 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 tunes with 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!
- 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 applicable 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.
- the performance position is determined by the music performance function.
- a predetermined music related game character is played at the performance position determined by the fixed function! /, And a game sound like this is generated, realizing a realistic baseball game that is close to real-world baseball It is possible to increase the realism of the game.
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Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US11/956,817 US8460101B2 (en) | 2005-07-11 | 2007-12-14 | Game program, game device, and game method |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2005-202176 | 2005-07-11 | ||
| JP2005202176A JP3981382B2 (ja) | 2005-07-11 | 2005-07-11 | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US11/956,817 Continuation US8460101B2 (en) | 2005-07-11 | 2007-12-14 | Game program, game device, and game method |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007007525A1 true WO2007007525A1 (ja) | 2007-01-18 |
Family
ID=37636922
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2006/312572 Ceased WO2007007525A1 (ja) | 2005-07-11 | 2006-06-23 | ゲームプログラム、ゲーム装置及びゲーム方法 |
Country Status (5)
| Country | Link |
|---|---|
| US (1) | US8460101B2 (enExample) |
| JP (1) | JP3981382B2 (enExample) |
| KR (1) | KR100939644B1 (enExample) |
| TW (1) | TW200714325A (enExample) |
| WO (1) | WO2007007525A1 (enExample) |
Families Citing this family (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2010004898A (ja) * | 2008-06-24 | 2010-01-14 | Daito Giken:Kk | 遊戯機、電子機器及び遊戯機の音出力方法 |
| CN101648072B (zh) * | 2008-08-15 | 2012-05-30 | 鸿富锦精密工业(深圳)有限公司 | 根据摇动程度控制游戏的手持设备 |
| US9352219B2 (en) | 2008-11-07 | 2016-05-31 | Sony Interactive Entertainment America Llc | Incorporating player-generated audio in an electronic game |
| US9262890B2 (en) * | 2008-11-07 | 2016-02-16 | Sony Computer Entertainment America Llc | Customizing player-generated audio in electronic games |
| JP5399831B2 (ja) * | 2009-09-11 | 2014-01-29 | 株式会社コナミデジタルエンタテインメント | 音楽ゲームシステム及びそのコンピュータプログラム並びに効果音データの生成方法 |
| JP5713742B2 (ja) | 2011-03-18 | 2015-05-07 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
| JP2017051404A (ja) * | 2015-09-09 | 2017-03-16 | 株式会社ユニバーサルエンターテインメント | ゲーミングマシン |
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- 2006-06-23 KR KR1020077029703A patent/KR100939644B1/ko not_active Expired - Fee Related
- 2006-06-30 TW TW095123873A patent/TW200714325A/zh not_active IP Right Cessation
-
2007
- 2007-12-14 US US11/956,817 patent/US8460101B2/en not_active Expired - Fee Related
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Also Published As
| Publication number | Publication date |
|---|---|
| KR20080031188A (ko) | 2008-04-08 |
| TW200714325A (en) | 2007-04-16 |
| TWI300000B (enExample) | 2008-08-21 |
| US8460101B2 (en) | 2013-06-11 |
| JP3981382B2 (ja) | 2007-09-26 |
| JP2007014701A (ja) | 2007-01-25 |
| US20080125222A1 (en) | 2008-05-29 |
| KR100939644B1 (ko) | 2010-02-03 |
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