WO2007029404A1 - Game program, game device, and game method - Google Patents
Game program, game device, and game method Download PDFInfo
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- WO2007029404A1 WO2007029404A1 PCT/JP2006/312962 JP2006312962W WO2007029404A1 WO 2007029404 A1 WO2007029404 A1 WO 2007029404A1 JP 2006312962 W JP2006312962 W JP 2006312962W WO 2007029404 A1 WO2007029404 A1 WO 2007029404A1
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- character
- game
- action
- player
- runner
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/307—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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 character displayed on a monitor.
- Non-Patent Document 1 a baseball game, in which a player character displayed on a monitor is operated to play a game.
- a 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 (for example, Non-Patent Document 1).
- Non-Patent Document 1 Dengeki PlayStation No. 10 No. 11 (P. 212), Media Works, 20 April 9, 2004
- An object of the present invention is to make it possible to smoothly perform a character action intended by a player in a game program.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a game character displayed on a monitor to realize the following functions.
- a game character action determination function that determines an action pattern of one or more game characters that can operate the game character in accordance with the current game situation recognized by the game situation recognition function.
- a game character motion selection function for selecting one game character motion pattern from among one or more game character motion patterns determined by the game character motion determination function.
- a game character action display function for displaying a character character corresponding to the action pattern of one game character selected by the game character action selection function in the vicinity of the game character.
- the current game situation is recognized by the game situation recognition function.
- the motion pattern of one or more game characters that can move the game character is determined in accordance with the current game status recognized by the game status recognition function.
- Game character In the action selection function the action pattern of one game character is selected from the action patterns of one or more game characters determined by the game character action determination function.
- the game character action display function a character character corresponding to the action pattern of one game character selected by the game character action selection function is displayed in the vicinity of the game character.
- the game situation recognition function indicates the current game situation, that is, the runner character's residual situation, outcount, The count is recognized. Specifically, for example, it is recognized that the current game situation power is 1 out and the runner character is present in 1st and 3rd bases.
- the game character action determination function determines an action pattern of a game character that can move the game character according to the current game situation. Specifically, for example, when the current game situation power is 1 out and the runner character is on the 1st and 3rd base, the 1st runner character and the 3rd runner character start unconditionally, and start by watching the hit ball A plurality of motion patterns are determined, such as start when the hit ball becomes a ball and start when the hit ball goes up. In addition, a plurality of motion patterns are determined such as a batter character's freely hitting and hitting motion, a hitting and hitting motion, and a squeeze-bunting motion.
- the action pattern of one game character is determined from the action patterns of the plurality of game characters by the game character action selection function. Specifically, for example, when a player issues a hit end run strategy, the 1st runner character and 3rd runner character power, for example, the hit ball is If it becomes, one operation pattern of each start is decided. Also, one action pattern of the action that the batter character always strikes is determined from the plurality of action patterns of the batter character.
- the character character strength corresponding to the action pattern of one game character is displayed in the vicinity of the game character by the game character action display function.
- Kuta is displayed near the 1st runner character and 3rd runner character, respectively.
- a “must hit” character character is displayed near the batter character, meaning that the batter character always performs an action to hit.
- the game character action selection function allows the 1 runner character power, for example, the hit ball to move from the plurality of action patterns of the 1 runner character and the 3 runner character. If it becomes, one action pattern is determined for each of the start, the 3rd runner character, and the start unconditionally. Also, one motion pattern of the batter character power, for example, the squeeze bunting motion is determined from the plurality of batter character motion patterns.
- the character character "Gorologo” which means that the game starts when the ball hits, is displayed in the vicinity of the 1st runner character and starts unconditionally.
- start is displayed near the 3rd runner character.
- squeeze is displayed near the batter character.
- the current game situation is recognized by the game situation recognition function, and one or more game characters that can move the game character according to the current game situation by the game character action determination function.
- the operation pattern is determined.
- the action pattern of one game character is selected from the action patterns of one or a plurality of game characters by the game character action selection function.
- the game character action display function a character character corresponding to the action pattern of one game character is displayed in the vicinity of the game character.
- the character character corresponding to the motion pattern of one game character is displayed in the vicinity of the game character by the game character motion display function, the player can easily recognize the motion pattern of the game character by the character character.
- the game program according to claim 2 is the game program according to claim 1, wherein the game character action determining function is based on a predetermined game character action determining table set in advance according to the current game situation. Alternatively, motion patterns of a plurality of game characters are determined. In this case, for example, by creating a predetermined game character motion determination table in which the current game situation and the game character motion pattern have a one-to-one correspondence, the motion pattern of the game character can be easily determined.
- the game program according to claim 3 is the game program according to claim 1 or 2, wherein the game character action selection function is a predetermined game set in advance from one or more action patterns of game characters. It has a game character initial action selection function in which the action pattern of one game character is selected by the character initial action selection table. In this case, since the action pattern of one default game character is selected by the game character initial action selection function, it is not necessary for the player to perform an operation of selecting first.
- the game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the game character action selection function selects a game character from one or a plurality of game character action patterns. It has a game character player action selection function in which an action pattern of one game character is selected by a game character action selection instruction of the player to be operated. In this case, the action pattern of one game character can be arbitrarily selected by, for example, the player determining a strategy instruction by the game character player action selection function.
- the game program according to claim 5 is the game program according to any one of claims 1 to 4, wherein the game character action display function displays / hides a character character corresponding to one game character action pattern. It has a function to switch game character action display by switching. In this case, since the display / non-display of the character can be switched by the game character action display switching function, the display can be switched according to the preference of the player.
- the game device is a game device capable of realizing a game of operating a character displayed on a monitor.
- This game apparatus includes a game situation recognition means and a game key.
- Character action determining means, game character action selecting means, and game character action displaying means are provided.
- the game situation recognition means recognizes the current game situation.
- the action pattern of one or more game characters capable of moving the game character is determined according to the current game situation recognized by the game situation recognizing means.
- the game character action selection means selects one game character action pattern from the one or more game character action patterns determined by the game character action determination means.
- the game character action display function the character character strength corresponding to the action pattern of one game character selected by the game character action selecting means is displayed in the vicinity of the game character.
- a game method is a game method for causing a computer to execute a game for operating a character displayed on a monitor.
- This game method includes a game situation recognition step, a game character action determination step, a game character action selection step, and a game character action display step.
- the game situation recognition step the current game situation is recognized.
- the game character action determination step the action pattern of one or more game characters that can move the game character is determined in accordance with the current game situation recognized in the game situation recognition step.
- the game character action selection step one game character action pattern is selected from the action patterns of one or more game characters determined in the game character action determination step.
- the game character action display step the character character power corresponding to the action pattern of one game character selected by the game character action selecting means is displayed in the vicinity of the game character.
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram as an example of the video game apparatus.
- FIG. 3 is a flowchart for explaining a game character action display process.
- FIG. 4 Table of action patterns for runner characters and batter characters.
- FIG. 8 is a television monitor diagram showing a block sign display screen at the time of default.
- FIG. 9 is a television monitor diagram showing a runner character display screen at the time of default.
- FIG. 12 is a television monitor showing a runner character display screen during a hit end run.
- FIG. 14 is a television monitor diagram showing a block sign display screen during squeeze.
- FIG. 15 is a television monitor diagram showing a runner character display screen during squeeze. Explanation of symbols
- Game character initial motion selection means 61
- Game character player action selection means 61
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
- the control unit 1 mainly controls the progress of the entire game based on the game program. Is provided.
- 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 a three-dimensional space, position conversion calculation from a three-dimensional space to a pseudo three-dimensional space, light source calculation processing, and image and sound data generation and processing processing. It is carried out.
- the image processing 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 used to record operation system program data, image data, audio data, and various game data.
- the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
- the recording medium 10 also includes a card-type memory, and this force-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 results 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 mainly outputs the image data written in the RAM 12 by the image processor 9 or the image data read from the recording medium 10 as an image. Is provided.
- 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 polygon data (3D polygon data) in the 3D space indicated by the polygon address data, based on the movement amount data and rotation amount data of the screen itself (viewpoint). Then, coordinate conversion and perspective projection conversion are performed and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
- a polygon outline is composed of a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
- the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
- the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifying circuit 14 is connected to the spin 13
- a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- voice data It is supplied to the D / A converter 15 via the Taka interface circuit 16, where it is converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- Audio data includes, for example, 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 according to the operation of the player to the CPU 7.
- ⁇ 1st button 17a ⁇ 2nd button 17b ⁇ 3rd button 17c ⁇ 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 Button 17 L2, R1 button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
- Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R give CPU 7 a command to move a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
- the start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
- the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
- the left stick 17SL and the right stick 17SR are stick-type controllers having almost the same configuration as a so-called joystick.
- This stick controller is an upright state
- This stick is designed to tilt up to 360 ° including the front, back, left and right with the fulcrum as the center.
- the left stick 17SL and right stick 17SR have the operation information interface circuit 18 and interface circuit 19 using the X and y coordinate values with the upright position as the origin, as operation signals, according to the tilt direction and tilt angle of the stick. And send it to CPU7.
- 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 the game program Various functions are allocated depending on the situation.
- buttons and keys of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and are neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
- image data In the case of image data, first, based on a command from the CPU 7, the position of the character in the signal processor 8 force three-dimensional space, light source calculation, and the like 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 is written to the RAM 12 and supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZA converter 22. The image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, for example, pitch conversion, noise addition, envelope setting, level setting and reverb are applied to audio data. Processing such as adding is performed. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- the game executed 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 by operating the controller 17.
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the game character display means 50 has a function of displaying a player character on the television monitor 20.
- the game character display means 50 displays the player character on the television monitor 20.
- the player character is displayed on the television monitor 20.
- player image data corresponding to a player character is supplied from the storage unit 2, for example, the recording medium 10 to the RAM 12 and stored in the RAM 12 when the game program is loaded.
- the player image data is recognized by the control unit 1, for example, the CPU 7.
- the player coordinate data storage unit 2 for displaying the player image data on the television monitor 20 is supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12.
- the player coordinate data is recognized by the control unit 1, for example, the CPU 7.
- the player image data stored in the RAM 12 is supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7.
- the player image data is displayed at a predetermined position on the television monitor 20 based on the player coordinate data.
- the CPU 7 gives an instruction to display the player image data at a predetermined position on the television monitor 20.
- the game character operation means 51 has a function of operating the player character displayed on the television monitor 20. In the game character operation means 51, the player character is operated.
- a signal from the controller 17 for operating the player character is controlled.
- the player image data force control unit 1 corresponding to the player character is processed by the signal processor 8 and the image processing processor 9 based on the instruction from the CPU 7.
- the processed image data is supplied from the RAM 12 to the television monitor 20, and the movement of the player character is displayed on the television motor 20 as a moving image.
- the game situation recognition means 52 has a function of recognizing the current game situation in a baseball game.
- the game situation recognition means 52 recognizes the current game situation.
- the current game situation is the runner character's residual situation, outcount, and ball count.
- various data recognized by the game situation recognition means 52 is stored in the RAM 12.
- the current game situation recognized by the game situation recognition means 52 is, for example, that the outcount is 1 out, the ball count is 2 strikes, 1 ball, and the runner character is in 1st and 3rd bases. These conditions are stored in the RAM 12 as numerical data.
- the game character action determining means 53 has a function of determining action patterns of one or a plurality of player characters according to the current game situation recognized by the game situation recognizing means 52.
- the game character action determining means 53 determines action patterns of a plurality of player characters according to the current game situation.
- the action pattern of one or a plurality of player characters is a role in which a batter character or a runner character can operate when a player character that can be operated by a player is a batter character or a runner character. It means a striking style or a running style determined by instructions.
- various data determined by the game character action determining means 53 is stored in the RAM 12.
- the game character action determining means 53 uses the predetermined player character action determination table set in advance shown in Figs. 4 and 5 according to the current game situation, and the action patterns of one or more game characters. Is determined.
- the predetermined player character action determination table is, for example, a table in which the current game situation and the action pattern of the player character have a one-to-one correspondence, and the runner character and batter character shown in FIG.
- the runner character's operable pattern is determined by the runner character's residual situation, the outcount, and the ball count, which are the current game situation.
- the current game situation recognized by the game situation recognition means 52 is, for example, a situation in which the outcount is 1 out and the runner character is present at 1 and 3 km. 5
- the middle table determines that both 1st runner character and 3rd runner character can perform one “gorologi” action.
- the operation of “Gorogoichi” is an operation to start when the hit ball rolls.
- the batter character can perform a plurality of actions such as “free”, “must hit”, and “squeeze”.
- the "free” action is an action that the batter character can freely hit
- the “must hit” action is an action that the batter character must hit.
- the “squeeze” motion is a motion such that the batter character makes a squeeze band.
- the game character action selecting means 54 has a function of selecting one player character action pattern from one or more player character action patterns determined by the game character action determining means 53. Speak.
- the game character action selection means 54 determines the action pattern of one player character from the action patterns of one or more player characters.
- the action pattern of one player character is an action pattern selected from one or more action patterns of player characters.
- the player character that can be operated by the player is a batter character or a runner character
- the action pattern of the player character is a role in which the batter character or runner character can move, and is determined by various operational instructions. It means sash style.
- various data determined by the game character action determining means 53 is stored in the RAM 12.
- the game character action selection means 54 selects an action pattern of one player character based on a predetermined player character initial action selection table set in advance. It has a game character initial action selection means 60 and a game character player action selection means 61 in which the action pattern of one player character is selected by a player character action selection instruction (strategy instruction, block sign) of the player. .
- the game character initial motion selection means 60 is for selecting in advance a motion pattern of the player character by default before the player issues a strategy instruction.
- a default action pattern of one player character is determined from the action patterns of one or more player characters.
- the character motion determining means 53 determines that both the 1st runner character and the 3rd runner character are capable of “gologoichi” motion, and as shown in FIG.
- the Gorogoichi action is selected along with the runner and 3 runner characters.
- the game character initial motion selection means 60 selects a default motion pattern of one player character from the motion patterns of one player character.
- the motion of the batter character is determined by the game character motion determining means 53 to be capable of a plurality of motions such as “free”, “must hit”, and “squeeze”. As shown in FIG.
- the initial motion selection means 60 selects a “free” motion for the batter character.
- the game character initial action selection means 60 selects a default action pattern of one player character from among a plurality of action patterns of player characters.
- the game character player action selecting means 61 is for selecting an action pattern of the player character corresponding to the strategy instruction when the player issues a strategy instruction (block sign).
- the game character player motion selection means 61 selects the runner character and batter character motion patterns according to the runner character and batter character motion pattern selection table for each strategy instruction shown in FIG.
- the current game situation power recognized by the game situation recognition means 52 for example, the outcount is 1 out, and the runner character is present at 1 and 3 ⁇ .
- the game character action decision If it is determined in step 53 that both the 1st runner character and 3rd runner character are capable of “gorogoichi” movements, the action pattern selection of the runner character and batter character for each operation instruction shown in FIG. According to the table, as shown in Fig. 10, the 1st runner character is changed to "Start" action and selected, and the 3rd runner character is selected as the default "goro go” action.
- the action of the batter character is determined by the game character action determining means 53 to be capable of a plurality of actions such as “free”, “must hit”, and “squeeze”, and the game character player action selecting means 61 Based on the action pattern selection table of the runner character and batter character for each strategy instruction shown in FIG. 6, as shown in FIG. 10, the batter character selects one action of “must hit”.
- the current game situation recognized by the game situation recognition means 52 is, for example, that the outcount is 1 out, and the runner character is 1 or 3 km. If the game character motion determining means 53 determines that both the 1st runner character and the 3rd runner character are capable of “gorologi” motion, the operation instruction shown in FIG. As shown in Fig. 13, the runner character and batter character's action pattern selection table selects 1 for the first runner character, and 3 for the runner character. Selected.
- the action of the batter character is determined by the game character action determining means 53 to be capable of a plurality of actions such as “free”, “must hit”, and “squeeze”, and the game character player action selecting means 61 As shown in FIG. 13, one action of “squeeze” is selected as the batter character by the action pattern selection table of the runner character and batter character for each operation instruction shown in FIG.
- the game character action display means 55 has a function of displaying a character character corresponding to the action pattern of one player character selected by the game character action selection means 54 in the vicinity of the player character. .
- the character character strength S corresponding to the action pattern of one player character is displayed in the vicinity of the player character.
- the game character action display means 55 includes a game character action display switching means 62 that switches between display and non-display of character characters corresponding to the action pattern of one player character.
- the game character initial motion selection means 60 causes both the first runner character and the third runner character to be “ ”Is selected, and when the batter character is selected as“ Free ”, on the block sign display screen 31 shown in FIG. Is displayed, and a “free” character is displayed near the batter character.
- the character character “Gorogoichi” is displayed in the vicinity of the first runner character.
- the game character player action selecting means 61 selects the “start” action for the first runner character, and the third runner
- the character power “Goro Goichi” is selected and the batter character is selected
- “Mandatory” is selected, on the block sign display screen 31 shown in FIG.
- the “Start” character is displayed, the “Gologoichi” character is displayed near the 3rd runner character, and the “Mandatory” character character is displayed near the batter character.
- a “start” character is displayed in the vicinity of the first runner character on the runner character display screen 32 shown in FIG.
- the game character player action selecting means 61 selects the action “one gorologo” as the first runner character, and 3
- the starter action is selected and the batter character 1S "squeeze” action is selected
- the runner character is displayed in the block sign display screen 31 shown in FIG. ⁇
- One '' character is displayed, 3 runners A "start” character is displayed near the character and near the batter character.
- “Squeeze” character is displayed.
- the character character “Gorogoichi” is displayed in the vicinity of the first runner character on the runner character display screen 32 shown in FIG.
- the player can use the action pattern of the player character (player character action Possible roles) can be easily recognized by character characters. Therefore, if the action pattern of the player character is different due to different strategy instructions, V who is familiar with the action pattern of the player character, even if the beginner is a player, it is possible to fully understand the role that the player character can move. The character motion intended by the player can be smoothly performed.
- block sign In a baseball game, when a player issues a strategy instruction (block sign), if a predetermined button on the controller 17 is pressed, the block sign display screen 31 shown in FIGS. 8, 11 and 14 is displayed. Is displayed on the television monitor 20, and the runner character display screen 32 shown in FIGS. 9, 12, and 15 is displayed on the television monitor 20 when the player is in the player play mode in which the runner character is operated.
- the block sign display screen 31 is a strategy instruction display area 81 in which only a block sign that can be commanded according to the current game situation is displayed on the upper left side.
- a rectangular player character indicating the position of the runner in the current game situation and a character character of the action pattern of the player character, and a runner position display area 82 displayed on the upper right side of the infield ground.
- the operation instruction display area 81 and the runner position display area 82 are displayed below the action instruction display area 83 and displayed on the lower side of the player character action pattern.
- the operation instruction display area 81 is displayed on the left side of the operation instruction character character 8 la displayed on the left side and indicating the name of the block sign, and on the right side of the operation instruction character character 8 la and displayed on the block sign.
- a strategy instruction button character 81b simulating a button representing the operation of the corresponding controller 17.
- the operation instruction character 81a has character powers of “End Run”, “Feed Bunt”, “Squeeze”, and “Gambling”, and the operation instruction button character 81b has a graphic character imitating the 4th button 17d and the R2 button 17R2. The character character power also becomes.
- the current game situation is, for example, the situation where the outcount is 1 out and the runner character is on the 1st and 3rd bases, so the “end run”, “feed bunt”, “squeeze”, “gambling” operations It is possible to give instructions. Also, as shown in FIGS. 11 and 14, “End Run” and “Squeeze” of the operation instruction character 81a are displayed in different emphasis color than the other operation instruction characters 81a. In FIG. 8, since the operation is instructed and the default display is displayed, the highlighted color display as shown in FIGS. 11 and 14 is not performed.
- the runner position display area 82 displays a batter box, a 1st base, a 2nd base, and a 3rd base infield ground, which is a rectangular shape indicating the current runner's position. Character characters of action patterns of player characters and player characters are displayed. Specifically, when the current game situation is, for example, when the outcount is 1 out and the runner character is on the 1st and 3rd bases, the notch box, the 1st base, and the 3rd base Batter character 70, first runner character 71, third runner character 72 are displayed. The batter character 70, first runner character 71, third runner character 72 are shown by highlighting the knotter box, first base and third base.
- first runner character 71, third runner character 72, a character character representing the name of batter character 70, first runner character 71, third runner character 72, and batter character 70 1 ⁇ Batter character motion pattern character character 90, 1st runner character motion pattern character character 91, 3rd runner character motion pattern character character 92, which is a character character corresponding to the motion pattern of runner character 71, 3rd runner character 72 Is displayed.
- Batter character action pattern character character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are batter character 70, 1 runner character 71, 3 runner character 72 Character keys corresponding to operation patterns Specifically, in FIG. 8, the character characters “free”, “one logo”, and “one logo” are displayed. In addition, the batter character action pattern character character 90, the first runner character action pattern character character 91, and the third runner character action pattern character character character 92 in FIG. In FIG. 14, “Squeeze”, “Gologoichi”, and “Start” character characters are displayed.
- the action explanation display area 83 is a batter displayed in the batter character action pattern character character 90, the first runner character action pattern character character 91, and the third runner character action pattern character character 92 in the runner position display area 82.
- the character 70, the 1st runner character 71, and the 3rd runner character 72 are displayed with specific explanations of the character characters of the action pattern.
- the action character 83a and the action character 83a displayed on the left side are displayed.
- an explanatory character 83b displayed on the right side.
- Motion character 83a is the same as batter character motion pattern character 90, 1st runner character motion pattern character 91, 3rd runner character motion pattern character 92, and explanatory character 83b is the runner shown in FIG. Character characters that are the same as the character and batter character action pattern list table are displayed.
- the runner character display screen 32 is a screen on which the player can operate the runner character.
- a count display area 80 displayed on the upper left side, a rectangular player character indicating the position of the runner in the current game situation, and a character character of the action pattern of the player character are displayed, and the infield ground is schematically displayed on the upper right side.
- a runner position display area 82 is displayed, and a battle video display area 84 is displayed below the count display area 80 and the runner position display area 82 and displays the defensive characters and runner characters as videos.
- the count display area 80 is displayed as a circular graphic character on the right side of the character character S, which means that the current strike or the ball count, which is the number of balls, means a strike, and the character character B, which means a ball. Is displayed below the ball count display area 80a and the ball count display area 80a. It has an out count display area 80b displayed as a circular graphic character on the right side of the letter character o. Specifically, in the ball count display area 80a, two circular figures are displayed on the right side of the letter S, and in the ball count display area 80a, one circular figure is displayed on the right side of the letter B character. In the out count display area 80b, one circular figure is displayed on the right side of the letter O, so the current game situation is 1 out for the out count and 2 strikes for the ball count 1 The ball can be easily seen.
- the runner position display area 82 displays an infield ground and an outfield ground, which are a model of the 1st base, 2nd base, and 3rd base, and is a rectangular shape indicating the current runner's position.
- a player character is displayed. Specifically, when the current game status runner character is present on the 1st and 3rd bases, the 1st runner character 71 and the 3rd runner character on the 1st base and 3rd base, respectively. 72 is displayed. The 1st runner character 71 and the 3rd runner character 72 are shown by highlighting the 1st base and the 3rd base character in color.
- the runner position display area 82 displays information such as the defensive position of the defensive character, the wind direction, and the strength of the wind.
- the battle video display area 84 is a screen rendered by three-dimensional polygon data based on the viewpoint of the first runner character 71 in the player play mode in which the player can move the first runner character 71.
- the first runner character 71, the pitcher character 73 that is placed on the upper right side of the first runner character 71, and the left side of the first runner character 71 are placed on the left side of the first runner character 71.
- the defensive characters 74 and are displayed. 1
- the runner character 71, the pitcher character 73, and the defensive character 74 are connected to the signal processor 8 when the signal from the controller 17 for operating the 1 runner character 71 is recognized by the control unit 1, for example, the CPU 7.
- the image data processed by the processor 9 is supplied from the RAM 12 to the television monitor 20, and the motion of the first runner character 71 is displayed on the television monitor 20 as a moving image.
- a character representing the name of the first runner character 71 and the name of the currently selected block sign are displayed.
- the operation instruction character 8 la has character powers of “default”, “end run”, “feed bunt”, “squeeze”, and “gambling”. Since the operation instruction character 8 la is not instructed in FIG. 9, the “default” character character is displayed. In addition, in FIG. 12, since an instruction for a hit end run operation has been issued, a character character of “End Run” is displayed, and in FIG. 15, an instruction for a squeeze operation has been issued, so that a character character of “Squeeze” is displayed. Has been.
- the 1st runner character action pattern character character 91 is a character character corresponding to the action pattern of the 1st runner character 71. Specifically, in FIG. 9, the character character "Gorogoichi” is displayed. Yes. Further, the first runner character action pattern character character 91 has a “start character character” displayed in FIG. 12 and a “gorologi” character character displayed in FIG.
- the batter character 70, the first runner character 71, and the third runner character 72 are in the vicinity.
- One batter character action pattern character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are displayed, and 1 runner character 71 in the battle video display area 84 of the runner character display screen 32 In the vicinity of A character character and 1 Ruihashi's character motion pattern character character 91 is displayed. Therefore, since the player can easily recognize the action pattern of the player character by the character character, if the action pattern of the player character is different due to different operation instructions, the player is familiar with the action pattern of the player character. However, it is possible to fully understand the operable roles of the player character, and thus the player's intended key. Character operations can be performed smoothly.
- a game situation recognition process for recognizing the current game situation is performed (Sl).
- the current runner character's remaining situation, outcount, and ball count are recognized, and various data relating to the current game situation are stored in RAMI2.
- the current game situation is stored in RAMI 2, for example, where the outcount is 1 out, the ball count is 2 strikes, 1 ball, and the runner character is on the 1st and 3rd base. .
- step S2 the process proceeds to step S2, and a game character action determination process is performed (S2).
- the action pattern of one or more player characters is determined according to the current game situation, and the determined various data are stored in the RAM 12. Specifically, when the current game situation is that the outcount is 1 out and the runner character is on the 1st and 3rd bases, the 1st runner character and the 3rd runner are shown in the middle table of FIG. Both characters are determined to be able to perform one “gologoichi” action, and the various determined data are stored in the RAM 12.
- step S 3 a game character initial action selection process is performed (S 3).
- a default action pattern of one player character is determined from the action patterns of one or more player characters. Specifically, when the current game situation is, for example, an outcount is 1 out and runner characters are present in 1st and 3rd bases, both 1st and 3rd runner characters are “One” action is selected, and “Free” action is selected for the batter character, and the selected various data are stored in the RAM 12.
- step S4 is performed. Then, it is determined whether or not the game character player motion selection has been made.
- step S5 a game character player action selection process is performed (S5), and the player does not press the predetermined button on the controller 17. Operation instruction has not been issued. Go to step S6 in the default state.
- the runner character and batter character motion patterns are selected by the runner character and batter character motion pattern selection table for each strategy instruction shown in FIG. Specifically, when the player issues a hit end run strategy, the current game situation is as shown in Fig. 6, where the outcount is 1 out and the runner character is 1 or 3 km.
- the action pattern selection table for the runner character and batter character for each operation instruction the “start” action is selected for the 1st runner character, the “gorologi” action is selected for the 3rd runner character, One action of “Mandatory” is selected, and the process moves to Step S6 when the operation instruction is Hit End Run.
- the player issues a squeeze strategy instruction
- the current game situation is that the outcount is 1 out and the runner character is 1 or 3 km
- the action pattern selection table for runner characters and batter characters the first runner character is selected as “Gologoichi”, the third runner character is selected as “start”, and the batter character is selected as “squeeze”.
- One action is selected, and the operation instruction is squeezed, and the process proceeds to step S6.
- step S6 a game character display process is performed (S6).
- player characters, various character characters, and graphic characters are displayed.
- the operation instruction character character 81a, the operation instruction button character 81b, and the batter character are displayed.
- 70, 1st runner character 71, 3rd runner character 72 are displayed.
- step S6 1 runner character 71, 3 runner character 72, pitcher character 73 and defense character 74 are displayed.
- the process proceeds to step S7.
- step S7 game character action display processing is performed (S7).
- the character character taka corresponding to the action pattern of one player character is displayed near the player character.
- Pattern character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are displayed.
- the batter character action pattern character character 90, the first runner character action pattern character character character 91, the third runner character action pattern character character 92, etc. are displayed in the action explanation display area 83 of the block sign display screen 31. Is done.
- the battle video display area 84 of the runner character display screen 32 shown in FIGS. 9, 12, and 15 a 1st runner character action pattern character character character 91 is displayed in the vicinity of the 1st runner character 71.
- batter character action pattern character character 90 first runner character action pattern character character character 91, third runner character action pattern character character 92 have received an operation instruction from step S4.
- the character characters “Free”, “Go Logo No.”, and “Go Logo No.” are displayed.
- the batter character action pattern character character 90, the 1st runner character action pattern character character 91, and the 3rd runner character action pattern character character 92 are shown in FIG.
- the characters “Mandatory”, “Start” and "Gologoichi” are displayed.
- the batter character action pattern character character 90, the first runner character action pattern character character character 91, and the third runner character action pattern character character 92 are shown in FIG. 14 when the operation instruction is shifted from step S5 in a squeeze state. As shown in FIG. 15, “Squeeze”, “Gologoichi”, and “Start” character characters are displayed.
- step S7 the process proceeds to step S8.
- step S8 a game character action process is performed (S8).
- the player character is operated so as to correspond to the operation instruction (block sign) selected by the player.
- the image data processed based on the instruction from the CPU 7 is supplied from the RAM 12 to the television monitor 20, and the action of the player character is displayed on the television monitor 20 as a moving image.
- the player displays the motion pattern of the player character as the character character.
- the action patterns of the player character differ due to different operation instructions, even if the beginner is a player who is familiar with the action pattern of the player character, it is possible to fully understand the role that the player character can move. Therefore, the character movement intended by the player can be performed smoothly.
- 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
- the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention also includes a program for executing the game as described above, a program method for executing the game as described above, and a computer-readable recording medium on which the program is recorded.
- a recording medium for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
- the character character corresponding to the action pattern of one game character is displayed in the vicinity of the game character, so that the character action intended by the player can be performed smoothly.
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Abstract
A game program is enabled to perform character actions smoothly, as intended by a player. A game situation recognition is processed at S1, and a game character action decision for deciding the action patterns of one or more player characters in accordance with the current game situation is processed at S2. At S3, the action pattern of one player character is decided from the action patterns of one or more player characters. If it is decided at S4 that the game character player action is selected, the game character player action selection for selecting the action pattern of the player character of S5 is processed. The game character display is processed at S6, and the game character action display for displaying the letter character corresponding the action pattern of one player character in the vicinity of the player character is processed at S7.
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、モニタに表示された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ためのゲームプログラムに関する。 [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 character displayed on a monitor.
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 (たとえば、非特許文献 1)。 [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, a 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 (for example, Non-Patent Document 1).
[0003] このような野球ゲームでは、プレイヤが選択した野球チームの監督として野球チー ムに属する選手キャラクタに指示を出すペナントモードや、プレイヤ自身が選手キヤ ラクタとして個別に指示する選手プレイモードを選択することができるものが知られて いる。ここでは、プレイヤが各プレイ毎に各選手キャラクタに詳細な作戦指示を出すこ とによって、現実の野球に近いリアリティのある野球ゲームを実現できる。 [0003] In such a baseball game, a pennant mode in which an instruction is given to a player character belonging to the baseball team as a manager of a baseball team selected by the player, or a player play mode in which the player himself instructs individually as a player character is selected. What you can do is known. Here, a player can give a detailed strategy instruction to each player character for each play, thereby realizing a realistic baseball game similar to real baseball.
非特許文献 1 :電撃 PlayStation 第 10卷 第 11号(P. 212)、メディアワークス、 20 04年 4月 9日 Non-Patent Document 1: Dengeki PlayStation No. 10 No. 11 (P. 212), Media Works, 20 April 9, 2004
発明の開示 Disclosure of the invention
[0004] 前記従来の野球ゲームでは、たとえばペナントモードにおいて、プレイヤが監督とし て各選手キャラクタに詳細な作戦指示を出すときに、走者キャラクタの残塁状況や、 アウトカウントや、ボールカウントや、作戦内容によって、現実の野球におけるルール やセオリーに応じて、選手キャラクタの動作可能な役割が変動するようになっている。 たとえば、走者キャラクタが 1、 3塁に存在する場合、 2アウトならば 1、 3塁走者キャラ クタがともに無条件にスタートするのに対し、ノーアウトまたは 1アウトならば 1塁走者キ ャラクタが無条件にスタート、 3塁走者キャラクタが打球を見てスタートする力判断する というように、 3塁走者キャラクタの動作可能な役割が変動するようになっている。また
、作戦指示がヒットエンドランの場合、打者キャラクタは必ず打ちにいく動作をするの に対し、作戦指示がスクイズの場合、打者キャラクタはスクイズバントする動作をすると V、うように、打者キャラクタの動作可能な役割が変動するようになって!/、る。 [0004] In the conventional baseball game, for example, in the pennant mode, when the player gives a detailed strategy instruction to each player character as a manager, the runner character's residual situation, outcount, ball count, and the contents of the strategy Thus, the role of player characters that can move varies according to the rules and theories of actual baseball. For example, if the runner character is on the 1st and 3rd bases, both the 1st and 3rd runner characters start unconditionally if 2 out, whereas the 1st runner character is unconditional if no out or 1 out. The startable role of the 3rd runner character is changed so that the 3rd runner character judges the power to start by looking at the hit ball. Also When the operation instruction is a hit end run, the batter character always moves to strike, whereas when the operation instruction is squeeze, the batter character can move the batter character, such as V, if the batter character performs a squeeze band. The role is changing!
[0005] しかし、このような走者キャラクタや打者キャラクタの動作可能な役割は、現実の野 球におけるルールやセオリーを基準として決定されるので、特に、現実の野球に詳し くな 、初心者がプレイヤである場合には、走者キャラクタや打者キャラクタの動作可 能な役割を十分に把握できないことがある。すると、プレイヤの作戦指示によっては、 走者キャラクタや打者キャラクタがプレイヤが意図しない動作を起こすおそれが生じ る。 [0005] However, the role of such runner characters and batter characters is determined based on the rules and theories in the real field, so beginners are players who are not familiar with real baseball. In some cases, it may not be possible to fully grasp the roles that runner characters and batter characters can move. Then, depending on the player's strategy instruction, there is a risk that the runner character or batter character will perform an action that the player does not intend.
[0006] 本発明の課題は、ゲームプログラムにおいて、プレイヤの意図するキャラクタ動作を 円滑に行うことができるようにすることにある。 [0006] An object of the present invention is to make it possible to smoothly perform a character action intended by a player in a game program.
[0007] 請求項 1に係るゲームプログラムは、モニタに表示された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。 [0007] A game program according to claim 1 is a program for causing a computer capable of realizing a game for operating a game character displayed on a monitor to realize the following functions.
[0008] (1)現在のゲーム状況を認識するゲーム状況認識機能。 [0008] (1) A game situation recognition function for recognizing the current game situation.
[0009] (2)ゲーム状況認識機能によって認識された現在のゲーム状況に応じて、ゲームキ ャラクタを動作可能な 1つ又は複数のゲームキャラクタの動作パターンを決定するゲ ームキャラクタ動作決定機能。 [0009] (2) A game character action determination function that determines an action pattern of one or more game characters that can operate the game character in accordance with the current game situation recognized by the game situation recognition function.
[0010] (3)ゲームキャラクタ動作決定機能によって決定された 1つ又は複数のゲームキャラ クタの動作パターンの中から、 1つのゲームキャラクタの動作パターンを選択するゲー ムキャラクタ動作選択機能。 [0010] (3) A game character motion selection function for selecting one game character motion pattern from among one or more game character motion patterns determined by the game character motion determination function.
[0011] (4)ゲームキャラクタ動作選択機能によって選択された 1つのゲームキャラクタの動 作パターンに対応する文字キャラクタを、ゲームキャラクタの近傍に表示するゲーム キャラクタ動作表示機能。 [0011] (4) A game character action display function for displaying a character character corresponding to the action pattern of one game character selected by the game character action selection function in the vicinity of the game character.
[0012] このプログラムによって実現されるゲームでは、ゲーム状況認識機能において、現 在のゲーム状況が認識される。ゲームキャラクタ動作決定機能において、ゲーム状況 認識機能によって認識された現在のゲーム状況に応じて、ゲームキャラクタを動作可 能な 1つ又は複数のゲームキャラクタの動作パターンが決定される。ゲームキャラクタ
動作選択機能において、ゲームキャラクタ動作決定機能によって決定された 1つ又は 複数のゲームキャラクタの動作パターンの中から、 1つのゲームキャラクタの動作パタ ーンが選択される。ゲームキャラクタ動作表示機能において、ゲームキャラクタ動作 選択機能によって選択された 1つのゲームキャラクタの動作パターンに対応する文字 キャラクタが、ゲームキャラクタの近傍に表示される。 In a game realized by this program, the current game situation is recognized by the game situation recognition function. In the game character motion determination function, the motion pattern of one or more game characters that can move the game character is determined in accordance with the current game status recognized by the game status recognition function. Game character In the action selection function, the action pattern of one game character is selected from the action patterns of one or more game characters determined by the game character action determination function. In the game character action display function, a character character corresponding to the action pattern of one game character selected by the game character action selection function is displayed in the vicinity of the game character.
[0013] 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させる場合を考える。ここ では、野球ゲームにおいて、プレイヤが監督として各選手キャラクタに詳細な作戦指 示を出すときに、ゲーム状況認識機能によって、現在のゲーム状況を、すなわち走者 キャラクタの残塁状況や、アウトカウントや、ボールカウントが認識される。具体的には 、たとえば現在のゲーム状況力 1アウト、走者キャラクタが 1、 3塁に存在していること が認識される。 [0013] For example, consider a case where a baseball game in which a player character is operated is realized. Here, in a baseball game, when a player gives detailed operation instructions to each player character as a manager, the game situation recognition function indicates the current game situation, that is, the runner character's residual situation, outcount, The count is recognized. Specifically, for example, it is recognized that the current game situation power is 1 out and the runner character is present in 1st and 3rd bases.
[0014] 次に、ゲームキャラクタ動作決定機能によって、現在のゲーム状況に応じて、ゲー ムキャラクタを動作可能なゲームキャラクタの動作パターンが決定される。具体的に は、たとえば現在のゲーム状況力 1アウト、走者キャラクタが 1、 3塁に存在している とき、 1塁走者キャラクタ及び 3塁走者キャラクタが無条件にスタート、打球を見てスタ ート、打球がゴロになればスタート、打球が上がればスタート等の複数の動作パター ンが決定される。また、打者キャラクタが自由に打ちに 、く動作、必ず打ちに 、く動作 、スクイズバントする動作等の複数の動作パターンが決定される。 [0014] Next, the game character action determination function determines an action pattern of a game character that can move the game character according to the current game situation. Specifically, for example, when the current game situation power is 1 out and the runner character is on the 1st and 3rd base, the 1st runner character and the 3rd runner character start unconditionally, and start by watching the hit ball A plurality of motion patterns are determined, such as start when the hit ball becomes a ball and start when the hit ball goes up. In addition, a plurality of motion patterns are determined such as a batter character's freely hitting and hitting motion, a hitting and hitting motion, and a squeeze-bunting motion.
[0015] そして、ゲームキャラクタ動作選択機能によって、複数のゲームキャラクタの動作パ ターンの中から、 1つのゲームキャラクタの動作パターンが決定される。具体的には、 たとえばプレイヤがヒットエンドランの作戦指示を出したとき、 1塁走者キャラクタ及び 3 塁走者キャラクタの複数の動作パターンの中から、 1塁走者キャラクタ及び 3塁走者キ ャラクタ力 たとえば打球がゴロになればスタートのそれぞれ 1つの動作パターンが決 定される。また、打者キャラクタの複数の動作パターンの中から、打者キャラクタが、た とえば必ず打ちにいく動作の 1つの動作パターンが決定される。 [0015] Then, the action pattern of one game character is determined from the action patterns of the plurality of game characters by the game character action selection function. Specifically, for example, when a player issues a hit end run strategy, the 1st runner character and 3rd runner character power, for example, the hit ball is If it becomes, one operation pattern of each start is decided. Also, one action pattern of the action that the batter character always strikes is determined from the plurality of action patterns of the batter character.
[0016] 最後に、ゲームキャラクタ動作表示機能によって、 1つのゲームキャラクタの動作パ ターンに対応する文字キャラクタ力 ゲームキャラクタの近傍に表示される。具体的に は、たとえば打球がゴロになればスタートすることを意味する「ゴロゴ一」の文字キャラ
クタが、 1塁走者キャラクタ及び 3塁走者キャラクタの近傍にそれぞれ表示される。ま た、打者キャラクタが、必ず打ちにいく動作を行うことを意味する「必打」の文字キャラ クタが、打者キャラクタの近傍に表示される。 [0016] Finally, the character character strength corresponding to the action pattern of one game character is displayed in the vicinity of the game character by the game character action display function. Specifically, for example, the character character “Gorogoichi”, which means that if the ball hits, it will start. Kuta is displayed near the 1st runner character and 3rd runner character, respectively. In addition, a “must hit” character character is displayed near the batter character, meaning that the batter character always performs an action to hit.
[0017] 一方、プレイヤ力スクイズの作戦指示を出したときには、ゲームキャラクタ動作選択 機能によって、 1塁走者キャラクタ及び 3塁走者キャラクタの複数の動作パターンの中 から、 1塁走者キャラクタ力 たとえば打球がゴロになればスタート、 3塁走者キャラク タが、無条件にスタートのそれぞれ 1つの動作パターンが決定される。また、打者キヤ ラクタの複数の動作パターンの中から、打者キャラクタ力 たとえばスクイズバントする 動作の 1つの動作パターンが決定される。 [0017] On the other hand, when a player power squeeze strategy instruction is issued, the game character action selection function allows the 1 runner character power, for example, the hit ball to move from the plurality of action patterns of the 1 runner character and the 3 runner character. If it becomes, one action pattern is determined for each of the start, the 3rd runner character, and the start unconditionally. Also, one motion pattern of the batter character power, for example, the squeeze bunting motion is determined from the plurality of batter character motion patterns.
[0018] そして、ゲームキャラクタ動作表示機能によって、打球がゴロになればスタートする ことを意味する「ゴロゴ一」の文字キャラクタが、 1塁走者キャラクタの近傍に表示され 、無条件にスタートすることを意味する「スタート」の文字キャラクタが、 3塁走者キャラ クタの近傍にそれぞれ表示される。また、打者キャラクタが、スクイズバントする動作を 行うことを意味する「スクイズ」の文字キャラクタが、打者キャラクタの近傍に表示される [0018] And, by the game character action display function, the character character "Gorologo", which means that the game starts when the ball hits, is displayed in the vicinity of the 1st runner character and starts unconditionally. The meaning “start” character is displayed near the 3rd runner character. In addition, a “squeeze” character character, which means that the batter character performs a squeeze bunting action, is displayed near the batter character.
[0019] このゲームプログラムでは、ゲーム状況認識機能によって、現在のゲーム状況が認 識され、ゲームキャラクタ動作決定機能によって、現在のゲーム状況に応じてゲーム キャラクタを動作可能な 1つ又は複数のゲームキャラクタの動作パターンが決定され る。次に、ゲームキャラクタ動作選択機能によって、 1つ又は複数のゲームキャラクタ の動作パターンの中から、 1つのゲームキャラクタの動作パターンが選択される。そし て、ゲームキャラクタ動作表示機能によって、 1つのゲームキャラクタの動作パターン に対応する文字キャラクタがゲームキャラクタの近傍に表示される。ここでは、ゲーム キャラクタ動作表示機能によって、 1つのゲームキャラクタの動作パターンに対応する 文字キャラクタがゲームキャラクタの近傍に表示されるので、プレイヤはゲームキャラ クタの動作パターンを文字キャラクタによって容易に認識できる。したがって、ゲーム キャラクタの動作パターンに詳しくない初心者がプレイヤであっても、ゲームキャラク タの動作可能な役割を十分に把握することができるので、プレイヤの意図するキャラ クタ動作を円滑に行うことができる。
[0020] 請求項 2に係るゲームプログラムは、請求項 1のゲームプログラムにおいて、ゲーム キャラクタ動作決定機能は、現在のゲーム状況に応じて、予め設定された所定のゲ ームキャラクタ動作決定テーブルによって、 1つ又は複数のゲームキャラクタの動作 パターンが決定される。この場合、たとえば現在のゲーム状況とゲームキャラクタの動 作パターンとが 1対 1対応する所定のゲームキャラクタ動作決定テーブルを作成する ことにより、ゲームキャラクタの動作パターンを容易に決定できる。 In this game program, the current game situation is recognized by the game situation recognition function, and one or more game characters that can move the game character according to the current game situation by the game character action determination function. The operation pattern is determined. Next, the action pattern of one game character is selected from the action patterns of one or a plurality of game characters by the game character action selection function. Then, by the game character action display function, a character character corresponding to the action pattern of one game character is displayed in the vicinity of the game character. Here, since the character character corresponding to the motion pattern of one game character is displayed in the vicinity of the game character by the game character motion display function, the player can easily recognize the motion pattern of the game character by the character character. Therefore, even if a beginner who is not familiar with the motion pattern of the game character is a player, the role that the game character can operate can be fully understood, so that the character motion intended by the player can be performed smoothly. . [0020] The game program according to claim 2 is the game program according to claim 1, wherein the game character action determining function is based on a predetermined game character action determining table set in advance according to the current game situation. Alternatively, motion patterns of a plurality of game characters are determined. In this case, for example, by creating a predetermined game character motion determination table in which the current game situation and the game character motion pattern have a one-to-one correspondence, the motion pattern of the game character can be easily determined.
[0021] 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、 ゲームキャラクタ動作選択機能は、 1つ又は複数のゲームキャラクタの動作パターン の中から、予め設定された所定のゲームキャラクタ初期動作選択テーブルによって、 1つのゲームキャラクタの動作パターンが選択されるゲームキャラクタ初期動作選択 機能を有している。この場合、ゲームキャラクタ初期動作選択機能によって、デフオル トの 1つのゲームキャラクタの動作パターンが選択されるので、プレイヤが最初に選択 する操作を行う必要がなくなる。 [0021] The game program according to claim 3 is the game program according to claim 1 or 2, wherein the game character action selection function is a predetermined game set in advance from one or more action patterns of game characters. It has a game character initial action selection function in which the action pattern of one game character is selected by the character initial action selection table. In this case, since the action pattern of one default game character is selected by the game character initial action selection function, it is not necessary for the player to perform an operation of selecting first.
[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、ゲームキャラクタ動作選択機能は、 1つ又は複数のゲームキャラクタの動 作パターンの中から、ゲームキャラクタを動作させるプレイヤのゲームキャラクタ動作 選択指示によって、 1つのゲームキャラクタの動作パターンが選択されるゲームキャラ クタプレイヤ動作選択機能を有している。この場合、ゲームキャラクタプレイヤ動作選 択機能によって、たとえばプレイヤが作戦指示を決定することにより、 1つのゲームキ ャラクタの動作パターンを任意に選択できる。 [0022] The game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the game character action selection function selects a game character from one or a plurality of game character action patterns. It has a game character player action selection function in which an action pattern of one game character is selected by a game character action selection instruction of the player to be operated. In this case, the action pattern of one game character can be arbitrarily selected by, for example, the player determining a strategy instruction by the game character player action selection function.
[0023] 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、ゲームキャラクタ動作表示機能は、 1つのゲームキャラクタの動作パターン に対応する文字キャラクタの表示 ·非表示を切り換えて行うゲームキャラクタ動作表示 切換機能を有している。この場合、ゲームキャラクタ動作表示切換機能によって、文 字キャラクタの表示 ·非表示を切り換えることができるので、プレイヤの嗜好に応じて 表示を切り換えることができる。 [0023] The game program according to claim 5 is the game program according to any one of claims 1 to 4, wherein the game character action display function displays / hides a character character corresponding to one game character action pattern. It has a function to switch game character action display by switching. In this case, since the display / non-display of the character can be switched by the game character action display switching function, the display can be switched according to the preference of the player.
[0024] 請求項 6に係るゲーム装置は、モニタに表示されたキャラクタを動作させるゲームを 実現可能なゲーム装置である。このゲーム装置は、ゲーム状況認識手段と、ゲームキ
ャラクタ動作決定手段と、ゲームキャラクタ動作選択手段と、ゲームキャラクタ動作表 示手段とを備えている。ゲーム状況認識手段において、現在のゲーム状況が認識さ れる。ゲームキャラクタ動作決定手段において、ゲーム状況認識手段によって認識さ れた現在のゲーム状況に応じて、ゲームキャラクタを動作可能な 1つ又は複数のゲー ムキャラクタの動作パターンが決定される。ゲームキャラクタ動作選択手段にぉ 、て、 ゲームキャラクタ動作決定手段によって決定された 1つ又は複数のゲームキャラクタ の動作パターンの中から、 1つのゲームキャラクタの動作パターンが選択される。ゲー ムキャラクタ動作表示機能において、ゲームキャラクタ動作選択手段によって選択さ れた 1つのゲームキャラクタの動作パターンに対応する文字キャラクタ力 ゲームキヤ ラクタの近傍に表示される。 [0024] The game device according to claim 6 is a game device capable of realizing a game of operating a character displayed on a monitor. This game apparatus includes a game situation recognition means and a game key. Character action determining means, game character action selecting means, and game character action displaying means are provided. The game situation recognition means recognizes the current game situation. In the game character action determining means, the action pattern of one or more game characters capable of moving the game character is determined according to the current game situation recognized by the game situation recognizing means. The game character action selection means selects one game character action pattern from the one or more game character action patterns determined by the game character action determination means. In the game character action display function, the character character strength corresponding to the action pattern of one game character selected by the game character action selecting means is displayed in the vicinity of the game character.
[0025] 請求項 7に係るゲーム方法は、モニタに表示されたキャラクタを動作させるゲームを コンピュータに実行させるためのゲーム方法である。このゲーム方法は、ゲーム状況 認識ステップと、ゲームキャラクタ動作決定ステップと、ゲームキャラクタ動作選択ステ ップと、ゲームキャラクタ動作表示ステップとを備えている。ゲーム状況認識ステップ において、現在のゲーム状況が認識される。ゲームキャラクタ動作決定ステップにお いて、ゲーム状況認識ステップによって認識された現在のゲーム状況に応じて、ゲー ムキャラクタを動作可能な 1つ又は複数のゲームキャラクタの動作パターンが決定さ れる。ゲームキャラクタ動作選択ステップにおいて、ゲームキャラクタ動作決定ステツ プによって決定された 1つ又は複数のゲームキャラクタの動作パターンの中から、 1つ のゲームキャラクタの動作パターンが選択される。ゲームキャラクタ動作表示ステップ において、ゲームキャラクタ動作選択手段によって選択された 1つのゲームキャラクタ の動作パターンに対応する文字キャラクタ力 ゲームキャラクタの近傍に表示される。 図面の簡単な説明 [0025] A game method according to claim 7 is a game method for causing a computer to execute a game for operating a character displayed on a monitor. This game method includes a game situation recognition step, a game character action determination step, a game character action selection step, and a game character action display step. In the game situation recognition step, the current game situation is recognized. In the game character action determination step, the action pattern of one or more game characters that can move the game character is determined in accordance with the current game situation recognized in the game situation recognition step. In the game character action selection step, one game character action pattern is selected from the action patterns of one or more game characters determined in the game character action determination step. In the game character action display step, the character character power corresponding to the action pattern of one game character selected by the game character action selecting means is displayed in the vicinity of the game character. Brief Description of Drawings
[0026] [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]ゲームキャラクタ動作表示処理を説明するためのフローチャート。 FIG. 3 is a flowchart for explaining a game character action display process.
[図 4]走者キャラクタ及び打者キャラクタの動作パターンの一覧テーブル。 [Fig. 4] Table of action patterns for runner characters and batter characters.
[図 5]アウトカウント及びボールカウント毎の走者キャラクタの動作パターン決定テープ
ル。 [Figure 5] Runner character action pattern determination tape for each outcount and ball count Le.
圆 6]作戦指示毎の走者キャラクタ及び打者キャラクタの動作パターン選択テーブル 圆 6] Action pattern selection table for runner character and batter character for each operation instruction
[図 7]デフォルト時における走者キャラクタ及び打者キャラクタの動作パターン。 [Figure 7] Action pattern of runner character and batter character at default.
[図 8]デフォルト時におけるブロックサイン表示画面を示すテレビジョンモニタ図。 FIG. 8 is a television monitor diagram showing a block sign display screen at the time of default.
[図 9]デフォルト時におけるの走者キャラクタ表示画面を示すテレビジョンモニタ図。 FIG. 9 is a television monitor diagram showing a runner character display screen at the time of default.
[図 10]ヒットエンドラン時における走者キャラクタ及び打者キャラクタの動作パターン。 [Fig.10] Movement pattern of runner character and batter character during hit end run.
[図 11]ヒットエンドラン時におけるブロックサイン表示画面を示すテレビジョンモニタ図 [Figure 11] Television monitor showing the block sign display screen during a hit end run
[図 12]ヒットエンドラン時におけるの走者キャラクタ表示画面を示すテレビジョンモニタ 図。 FIG. 12 is a television monitor showing a runner character display screen during a hit end run.
[図 13]スクイズ時における走者キャラクタ及び打者キャラクタの動作パターン。 [Fig. 13] Movement pattern of runner character and batter character during squeeze.
[図 14]スクイズ時におけるブロックサイン表示画面を示すテレビジョンモニタ図。 FIG. 14 is a television monitor diagram showing a block sign display screen during squeeze.
[図 15]スクイズ時におけるの走者キャラクタ表示画面を示すテレビジョンモニタ図。 符号の説明 FIG. 15 is a television monitor diagram showing a runner character display screen during squeeze. Explanation of symbols
1 制御部 1 Control unit
7 CPU 7 CPU
17 コントローラ 17 Controller
20 テレビジョンモニタ 20 Television monitor
31 ブロックサイン表示画面 31 Block sign display screen
32 走者キャラクタ表示画面 32 Runner character display screen
50 ゲームキャラクタ表示手段 50 Game character display means
51 ゲームキャラクタ動作手段 51 Game character action means
52 ゲーム状況認識手段 52 Game situation recognition means
53 ゲームキャラクタ動作決定手段 53 Game character action determining means
54 ゲームキャラクタ動作選択手 54 Game Character Action Selection
55 ゲームキャラクタ動作表示手段 55 Game character action display means
60 ゲームキャラクタ初期動作選択手段
61 ゲームキャラクタプレイヤ動作選択手段 60 Game character initial motion selection means 61 Game character player action selection means
62 ゲームキャラクタ動作表示切換手段 62 Game character action display switching means
70 打者キャラクタ 70 batter character
71 1塁走者キャラクタ 71 1 Runner character
72 3塁走者キャラクタ 72 3 Runner character
80 カウント表示領域 80 count display area
81 作戦指示表示領域 81 Operation instruction display area
82 走者位置表示領域 82 Runner position display area
83 動作説明表示領域 83 Operation explanation display area
84 対戦動画表示領域 84 Battle video display area
90 打者キャラクタ動作ノターン文字キャラクタ 90 Batter character action No-turn character
91 1塁走者キャラクタ動作ノターン文字キャラクタ 91 1 Runner character action Noturn character
92 3塁走者キャラクタ動作ノターン文字キャラクタ 92 3 Runner character action No-turn character
発明を実施するための最良の形態 BEST MODE FOR CARRYING OUT THE INVENTION
[0028] 〔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 、ビデオ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および家庭用テレビジ ヨンを備える。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力も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 video game apparatus. The home video game apparatus includes a home game machine body and a home television. The home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game. The content of the game executed in this way is displayed on the home television.
[0029] 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、音声出力部 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、およ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、音声出力部 4および操作入力部 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 ヽる。 [0029] The game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through. This bus 6 includes an address bus, a data bus, and a control bus. Here, the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
[0030] 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、画像および音声データの生成加工処理とを行っている。画像処理プ 口セッサ 9は、主に、信号処理プロセッサ 8の計算結果およ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。 [0030] The control unit 1 mainly controls the progress of the entire game based on the game program. Is provided. 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 a three-dimensional space, position conversion calculation from a three-dimensional space to a pseudo three-dimensional space, light source calculation processing, and image and sound data generation and processing processing. It is carried out. The image processing 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.
[0031] 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、音声データ並びに各種プ ログラムデータ力 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 10は、たとえば、 ROM (Read Only Memory)カセット、光ディスク、およびフレキ 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、この力 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。 [0031] 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 used to record operation system program data, image data, audio data, and various game data. The recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like. The recording medium 10 also includes a card-type memory, and this force-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 results 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.
[0032] 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 [0032] The image display unit 3 mainly outputs the image data written in the RAM 12 by the image processor 9 or the image data read from the recording medium 10 as an image. Is provided. 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.
[0033] 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)の移動量データおよび回転量データに基づいて座標変換および透視投影変換 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)に置換される。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. The texture instruction data is data for associating polygons and textures, and the texture color data is data for designating the texture color. 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 polygon data (3D polygon data) in the 3D space indicated by the polygon address data, based on the movement amount data and rotation amount data of the screen itself (viewpoint). Then, coordinate conversion and perspective projection conversion are performed and replaced with polygon data in the two-dimensional space (two-dimensional polygon data). Then, a polygon outline is composed of a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
[0034] 音声出力部 4は、主に、記録媒体 10から読み出される音声データを音声として出 力するために設けられている。音声出力部 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 一力一 13には増幅回路 14が接続されており、増幅回路 14には DZAコンバータ 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、音声デー
タカ 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、ここでアナ口 グ音声信号に変換される。このアナログ音声信号が増幅回路 14によって増幅され、 スピーカー 13から音声として出力される。音声データには、たとえば、 ADPCM (Ad aptive Differential Pulse Code Modulation)データや PCM (Pulse Code 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 で音声をスピーカー 13から出力することができる。 PCMデータの場合、 RAM12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 で音声をスピーカー 13から出力することができる。 [0034] The audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio. The audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16. An amplifying circuit 14 is connected to the spin 13, a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15. The bus 6 is connected to the interface circuit 16. Here, voice data It is supplied to the D / A converter 15 via the Taka interface circuit 16, where it is converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio. Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data. In the case of ADPCM data, sound can be output from the speaker 13 by the same processing method as described above. In the case of PCM data, by converting the PCM data into ADPCM data in the RAM 12, the sound can be output from the speaker 13 by the same processing method as described above.
[0035] 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。 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.
[0036] 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 controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal according to the operation of the player to the CPU 7. 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.
[0037] 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。 [0037] 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.
[0038] 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 に指示するときなどに使用される。 The start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
[0039] 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。 [0039] The select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
[0040] 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ほぼ同一構 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、直立したステイツ
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 36 0° 方向にわたって、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 フェース回路 19とを介して CPU7に送出する。 [0040] The left stick 17SL and the right stick 17SR are stick-type controllers having almost the same configuration as a so-called joystick. This stick controller is an upright state Have This stick is designed to tilt up to 360 ° including the front, back, left and right with the fulcrum as the center. The left stick 17SL and right stick 17SR have the operation information interface circuit 18 and interface circuit 19 using the X and y coordinate values with the upright position as the origin, as operation signals, according to the tilt direction and tilt angle of the stick. And send it to CPU7.
[0041] 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。 [0041] The first button 17a ゝ 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 the game program Various functions are allocated depending on the situation.
[0042] 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。 [0042] 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!
[0043] 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、音声データ、およ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、音声データ、およびプログラムデータの一部若しくは全部は、 RAMI 2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、 RAM12に格納された画像データや音声データにコマンドを発行する。 [0043] 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, audio data, and a program from the recording medium 10 based on the operating system stored in the recording medium 10. Read data. Some or all of the read image data, audio data, and program data are stored in RAMI 2. Then, the CPU 7 issues a command to the image data and audio data stored in the RAM 12 based on the program data stored in the RAM 12.
[0044] 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およ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 oここで、画像データが DZA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, first, based on a command from the CPU 7, the position of the character in the signal processor 8 force three-dimensional space, light source calculation, and the like 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 is written to the RAM 12 and supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZA converter 22. The image data is supplied to the television monitor 20 and displayed as an image.
[0045] 音声データの場合、まず、信号処理プロセッサ 8が、 CPU7からのコマンドに基づ!/ヽ て音声データの生成および加工処理を行う。ここでは、音声データに対して、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、音声データは、信号処理プロセッサ 8から出力 されて、インターフェース回路 16を介して DZAコンバータ 15に供給される。ここで、 音声データがアナログ音声信号に変換される。そして、音声データは増幅回路 14を 介してスピーカー 13から音声として出力される。 [0045] In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, for example, pitch conversion, noise addition, envelope setting, level setting and reverb are applied to audio data. Processing such as adding is performed. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
[0046] 〔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、コントローラ 17を操作することによって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っている。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。 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 by operating the controller 17. FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
[0047] ゲームキャラクタ表示手段 50は、テレビジョンモニタ 20に選手キャラクタを表示する 機能を備えている。ゲームキャラクタ表示手段 50は、選手キャラクタをテレビジョンモ ニタ 20に表示する。 [0047] The game character display means 50 has a function of displaying a player character on the television monitor 20. The game character display means 50 displays the player character on the television monitor 20.
[0048] この手段では、選手キャラクタがテレビジョンモニタ 20に表示される。この手段では 、選手キャラクタに対応する選手用画像データが、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、選手用画像データが制御部 1たとえば CPU7に認識される。また、選手用画像 データをテレビジョンモニタ 20に表示するための選手用座標データ力 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、選手 用座標データが制御部 1たとえば CPU7に認識される。すると、 RAM12に格納され た選手用画像データが、 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、選手用画像データが、選手用座標デ 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、選手用画 像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 より行われる。 [0048] With this means, the player character is displayed on the television monitor 20. With this means, player image data corresponding to a player character is supplied from the storage unit 2, for example, the recording medium 10 to the RAM 12 and stored in the RAM 12 when the game program is loaded. At this time, the player image data is recognized by the control unit 1, for example, the CPU 7. In addition, the player coordinate data storage unit 2 for displaying the player image data on the television monitor 20 is supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the player coordinate data is recognized by the control unit 1, for example, the CPU 7. Then, the player image data stored in the RAM 12 is supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7. Then, the player image data is displayed at a predetermined position on the television monitor 20 based on the player coordinate data. Note that the CPU 7 gives an instruction to display the player image data at a predetermined position on the television monitor 20.
[0049] ゲームキャラクタ動作手段 51は、テレビジョンモニタ 20に表示された選手キャラクタ を動作させる機能を備えている。ゲームキャラクタ動作手段 51では、選手キャラクタ が動作させられる。 [0049] The game character operation means 51 has a function of operating the player character displayed on the television monitor 20. In the game character operation means 51, the player character is operated.
[0050] この手段では、選手キャラクタを動作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、選手キャラクタに 対応する選手用画像データ力 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、選手キャラクタの動作が動画としてテレビジョンモ- タ 20に表示される。 [0050] With this means, a signal from the controller 17 for operating the player character is controlled. When the unit 1 is recognized by the CPU 7, for example, the player image data force control unit 1 corresponding to the player character is processed by the signal processor 8 and the image processing processor 9 based on the instruction from the CPU 7. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the movement of the player character is displayed on the television motor 20 as a moving image.
[0051] ゲーム状況認識手段 52は、野球ゲームにおける現在のゲーム状況を認識する機 能を備えている。ゲーム状況認識手段 52では、現在のゲーム状況が認識される。こ こで、現在のゲーム状況とは、走者キャラクタの残塁状況や、アウトカウントや、ボー ルカウントである。ここでは、ゲーム状況認識手段 52によって認識された各種データ は、 RAM12に格納される。 [0051] The game situation recognition means 52 has a function of recognizing the current game situation in a baseball game. The game situation recognition means 52 recognizes the current game situation. Here, the current game situation is the runner character's residual situation, outcount, and ball count. Here, various data recognized by the game situation recognition means 52 is stored in the RAM 12.
[0052] 具体的には、ゲーム状況認識手段 52によって認識された現在のゲーム状況が、た とえばアウトカウントが 1アウト、ボールカウントが 2ストライク 1ボール、走者キャラクタが 1、 3塁に存在している状況であるとき、これらの状況が数値ィ匕されたデータとして、 R AM 12に格納される。 [0052] Specifically, the current game situation recognized by the game situation recognition means 52 is, for example, that the outcount is 1 out, the ball count is 2 strikes, 1 ball, and the runner character is in 1st and 3rd bases. These conditions are stored in the RAM 12 as numerical data.
[0053] ゲームキャラクタ動作決定手段 53は、ゲーム状況認識手段 52によって認識された 現在のゲーム状況に応じて、 1又は複数の選手キャラクタの動作パターンを決定する 機能を備えている。ゲームキャラクタ動作決定手段 53では、現在のゲーム状況に応 じて、複数の選手キャラクタの動作パターンが決定される。ここで、 1又は複数の選手 キャラクタの動作パターンとは、たとえばプレイヤが操作可能な選手キャラクタが打者 キャラクタや走者キャラクタである場合、打者キャラクタや走者キャラクタが動作可能 な役割であって、各種の作戦指示によって決定される打撃スタイルや走塁スタイルを 意味するものである。ここでは、ゲームキャラクタ動作決定手段 53によって決定され た各種データは、 RAM12に格納される。 The game character action determining means 53 has a function of determining action patterns of one or a plurality of player characters according to the current game situation recognized by the game situation recognizing means 52. The game character action determining means 53 determines action patterns of a plurality of player characters according to the current game situation. Here, the action pattern of one or a plurality of player characters is a role in which a batter character or a runner character can operate when a player character that can be operated by a player is a batter character or a runner character. It means a striking style or a running style determined by instructions. Here, various data determined by the game character action determining means 53 is stored in the RAM 12.
[0054] また、ゲームキャラクタ動作決定手段 53は、現在のゲーム状況に応じて、図 4及び 図 5に示す予め設定された所定の選手キャラクタ動作決定テーブルによって、 1又は 複数のゲームキャラクタの動作パターンが決定される。この場合、所定の選手キャラク タ動作決定テーブルは、たとえば現在のゲーム状況と選手キャラクタの動作パターン とが 1対 1対応するテーブルであって、図 4に示す走者キャラクタ及び打者キャラクタ
の動作パターンの一覧テーブルと、図 5に示すアウトカウント及びボールカウント毎の 走者キャラクタの動作パターンの決定テーブルとを有している。ここでは、現在のゲー ム状況である走者キャラクタの残塁状況や、アウトカウントや、ボールカウントによって 、走者キャラクタの動作可能なパターンが決定される。 [0054] Further, the game character action determining means 53 uses the predetermined player character action determination table set in advance shown in Figs. 4 and 5 according to the current game situation, and the action patterns of one or more game characters. Is determined. In this case, the predetermined player character action determination table is, for example, a table in which the current game situation and the action pattern of the player character have a one-to-one correspondence, and the runner character and batter character shown in FIG. The movement pattern list table and the runner character movement pattern determination table for each outcount and ball count shown in FIG. Here, the runner character's operable pattern is determined by the runner character's residual situation, the outcount, and the ball count, which are the current game situation.
[0055] 具体的には、ゲーム状況認識手段 52によって認識された現在のゲーム状況が、た とえばアウトカウントが 1アウト、走者キャラクタが 1、 3塁に存在している状況であるとき 、図 5中段のテーブルにより、 1塁走者キャラクタ及び 3塁走者キャラクタがともに、「ゴ ロゴ一」の 1つの動作が可能であると決定される。「ゴロゴ一」の動作は、図 4上段に示 すように、打球が転がればスタートを切る、といった動作である。このとき、打者キャラ クタの動作は、図 4に示すように、「フリー」、「必打」、「スクイズ」等の複数の動作が可 能であると決定される。ここでは、図 4下段に示すように、「フリー」の動作は、打者キヤ ラクタに自由に打たせる、といった動作であり、「必打」の動作は、打者キャラクタに必 ず打たせる、といった動作であり、「スクイズ」の動作は、打者キャラクタにスクイズバン トさせる、といった動作である。なお、ゲームキャラクタ動作決定手段 53によって決定 された各種データは、 RAM12に格納される。 [0055] Specifically, when the current game situation recognized by the game situation recognition means 52 is, for example, a situation in which the outcount is 1 out and the runner character is present at 1 and 3 km. 5 The middle table determines that both 1st runner character and 3rd runner character can perform one “gorologi” action. As shown in the upper part of Fig. 4, the operation of “Gorogoichi” is an operation to start when the hit ball rolls. At this time, as shown in FIG. 4, it is determined that the batter character can perform a plurality of actions such as “free”, “must hit”, and “squeeze”. Here, as shown in the lower part of Fig. 4, the "free" action is an action that the batter character can freely hit, and the "must hit" action is an action that the batter character must hit. The “squeeze” motion is a motion such that the batter character makes a squeeze band. Various data determined by the game character action determining means 53 are stored in the RAM 12.
[0056] ゲームキャラクタ動作選択手段 54は、ゲームキャラクタ動作決定手段 53によって決 定された 1つ又は複数の選手キャラクタの動作パターンの中から、 1つの選手キャラク タの動作パターンを選択する機能を備えて ヽる。ゲームキャラクタ動作選択手段 54 では、、 1つ又は複数の選手キャラクタの動作パターンの中から、 1つの選手キャラク タの動作パターンが決定される。ここで、 1つの選手キャラクタの動作パターンとは、 1 又は複数の選手キャラクタの動作パターンの中から 1つ選択される動作パターンのこ とである。選手キャラクタの動作パターンは、たとえばプレイヤが操作可能な選手キヤ ラクタが打者キャラクタや走者キャラクタである場合、打者キャラクタや走者キャラクタ が動作可能な役割であって、各種の作戦指示によって決定される打撃スタイルや走 塁スタイルを意味するものである。ここでは、ゲームキャラクタ動作決定手段 53によつ て決定された各種データは、 RAM12に格納される。 [0056] The game character action selecting means 54 has a function of selecting one player character action pattern from one or more player character action patterns determined by the game character action determining means 53. Speak. The game character action selection means 54 determines the action pattern of one player character from the action patterns of one or more player characters. Here, the action pattern of one player character is an action pattern selected from one or more action patterns of player characters. For example, when the player character that can be operated by the player is a batter character or a runner character, the action pattern of the player character is a role in which the batter character or runner character can move, and is determined by various operational instructions. It means sash style. Here, various data determined by the game character action determining means 53 is stored in the RAM 12.
[0057] また、ゲームキャラクタ動作選択手段 54は、予め設定された所定の選手キャラクタ 初期動作選択テーブルによって、 1つの選手キャラクタの動作パターンが選択される
ゲームキャラクタ初期動作選択手段 60と、プレイヤの選手キャラクタ動作選択指示( 作戦指示、ブロックサイン)によって、 1つの選手キャラクタの動作パターンが選択され るゲームキャラクタプレイヤ動作選択手段 61とを有して ヽる。 [0057] Further, the game character action selection means 54 selects an action pattern of one player character based on a predetermined player character initial action selection table set in advance. It has a game character initial action selection means 60 and a game character player action selection means 61 in which the action pattern of one player character is selected by a player character action selection instruction (strategy instruction, block sign) of the player. .
[0058] ゲームキャラクタ初期動作選択手段 60は、プレイヤが作戦指示を出す前にデフォ ルトで選手キャラクタの動作パターンを予め選択するためのものである。ゲームキャラ クタ初期動作選択手段 60では、 1つ又は複数の選手キャラクタの動作パターンの中 から、 1つの選手キャラクタのデフォルトの動作パターンが決定される。 [0058] The game character initial motion selection means 60 is for selecting in advance a motion pattern of the player character by default before the player issues a strategy instruction. In the game character initial action selection means 60, a default action pattern of one player character is determined from the action patterns of one or more player characters.
[0059] 具体的には、ゲーム状況認識手段 52によって認識された現在のゲーム状況が、た とえばアウトカウントが 1アウト、走者キャラクタが 1、 3塁に存在している状況であるとき 、ゲームキャラクタ動作決定手段 53により、 1塁走者キャラクタ及び 3塁走者キャラクタ がともに、「ゴロゴ一」の動作が可能であると決定され、図 7に示すように、ゲームキヤ ラクタ初期動作選択手段 60によって、 1塁走者キャラクタ及び 3塁走者キャラクタがと もに、「ゴロゴ一」の動作が選択される。ここでは、ゲームキャラクタ初期動作選択手段 60によって、 1つの選手キャラクタの動作パターンの中から、 1つの選手キャラクタの デフォルトの動作パターンが選択される。一方、打者キャラクタの動作は、ゲームキヤ ラクタ動作決定手段 53により、「フリー」、「必打」、「スクイズ」等の複数の動作が可能 であると決定され、図 7に示すように、ゲームキャラクタ初期動作選択手段 60によって 、打者キャラクタが、「フリー」の動作が選択される。ここでは、ゲームキャラクタ初期動 作選択手段 60によって、複数の選手キャラクタの動作パターンの中から、 1つの選手 キャラクタのデフォルトの動作パターンが選択される。 [0059] Specifically, when the current game situation recognized by the game situation recognition means 52 is, for example, a situation where the outcount is 1 out and the runner character is present at 1 or 3cm, The character motion determining means 53 determines that both the 1st runner character and the 3rd runner character are capable of “gologoichi” motion, and as shown in FIG. The Gorogoichi action is selected along with the runner and 3 runner characters. Here, the game character initial motion selection means 60 selects a default motion pattern of one player character from the motion patterns of one player character. On the other hand, the motion of the batter character is determined by the game character motion determining means 53 to be capable of a plurality of motions such as “free”, “must hit”, and “squeeze”. As shown in FIG. The initial motion selection means 60 selects a “free” motion for the batter character. Here, the game character initial action selection means 60 selects a default action pattern of one player character from among a plurality of action patterns of player characters.
[0060] ゲームキャラクタプレイヤ動作選択手段 61は、プレイヤが作戦指示 (ブロックサイン )を出したときに、作戦指示に対応する選手キャラクタの動作パターンを選択するため のものである。ゲームキャラクタプレイヤ動作選択手段 61は、図 6に示す作戦指示毎 の走者キャラクタ及び打者キャラクタの動作パターン選択テーブルによって、走者キ ャラクタ及び打者キャラクタの動作パターンが選択される。 [0060] The game character player action selecting means 61 is for selecting an action pattern of the player character corresponding to the strategy instruction when the player issues a strategy instruction (block sign). The game character player motion selection means 61 selects the runner character and batter character motion patterns according to the runner character and batter character motion pattern selection table for each strategy instruction shown in FIG.
[0061] 具体的には、プレイヤがヒットエンドランの作戦指示を出したとき、ゲーム状況認識 手段 52によって認識された現在のゲーム状況力 たとえばアウトカウントが 1アウト、 走者キャラクタが 1、 3塁に存在している状況であって、ゲームキャラクタ動作決定手
段 53により、 1塁走者キャラクタ及び 3塁走者キャラクタがともに、「ゴロゴ一」の動作が 可能であると決定されている場合、図 6に示す作戦指示毎の走者キャラクタ及び打者 キャラクタの動作パターン選択テーブルによって、図 10に示すように、 1塁走者キャラ クタが「スタート」の動作に変更されて選択され、 3塁走者キャラクタがデフォルトの「ゴ ロゴ一」の動作が選択される。一方、打者キャラクタの動作は、ゲームキャラクタ動作 決定手段 53により、「フリー」、「必打」、「スクイズ」等の複数の動作が可能であると決 定され、ゲームキャラクタプレイヤ動作選択手段 61により図 6に示す作戦指示毎の走 者キャラクタ及び打者キャラクタの動作パターン選択テーブルによって、図 10に示す ように、打者キャラクタが、「必打」の 1つの動作が選択される。 [0061] Specifically, when the player issues a hit end run strategy instruction, the current game situation power recognized by the game situation recognition means 52, for example, the outcount is 1 out, and the runner character is present at 1 and 3 塁. The game character action decision If it is determined in step 53 that both the 1st runner character and 3rd runner character are capable of “gorogoichi” movements, the action pattern selection of the runner character and batter character for each operation instruction shown in FIG. According to the table, as shown in Fig. 10, the 1st runner character is changed to "Start" action and selected, and the 3rd runner character is selected as the default "goro go" action. On the other hand, the action of the batter character is determined by the game character action determining means 53 to be capable of a plurality of actions such as “free”, “must hit”, and “squeeze”, and the game character player action selecting means 61 Based on the action pattern selection table of the runner character and batter character for each strategy instruction shown in FIG. 6, as shown in FIG. 10, the batter character selects one action of “must hit”.
[0062] また、プレイヤがスクイズの作戦指示を出したとき、ゲーム状況認識手段 52によって 認識された現在のゲーム状況が、たとえばアウトカウントが 1アウト、走者キャラクタが 1、 3塁に存在している状況であるとき、ゲームキャラクタ動作決定手段 53により、 1塁 走者キャラクタ及び 3塁走者キャラクタがともに、「ゴロゴ一」の動作が可能であると決 定されている場合、図 6に示す作戦指示毎の走者キャラクタ及び打者キャラクタの動 作パターン選択テーブルによって、図 13に示すように、 1塁走者キャラクタが「ゴロゴ 一」の動作が選択され、 3塁走者キャラクタが「スタート」の動作に変更されて選択され る。一方、打者キャラクタの動作は、ゲームキャラクタ動作決定手段 53により、「フリー 」、「必打」、「スクイズ」等の複数の動作が可能であると決定され、ゲームキャラクタプ レイヤ動作選択手段 61により図 6に示す作戦指示毎の走者キャラクタ及び打者キヤ ラクタの動作パターン選択テーブルによって、図 13に示すように、打者キャラクタが、 「スクイズ」の 1つの動作が選択される。 [0062] In addition, when the player gives a squeeze strategy instruction, the current game situation recognized by the game situation recognition means 52 is, for example, that the outcount is 1 out, and the runner character is 1 or 3 km. If the game character motion determining means 53 determines that both the 1st runner character and the 3rd runner character are capable of “gorologi” motion, the operation instruction shown in FIG. As shown in Fig. 13, the runner character and batter character's action pattern selection table selects 1 for the first runner character, and 3 for the runner character. Selected. On the other hand, the action of the batter character is determined by the game character action determining means 53 to be capable of a plurality of actions such as “free”, “must hit”, and “squeeze”, and the game character player action selecting means 61 As shown in FIG. 13, one action of “squeeze” is selected as the batter character by the action pattern selection table of the runner character and batter character for each operation instruction shown in FIG.
[0063] ゲームキャラクタ動作表示手段 55は、ゲームキャラクタ動作選択手段 54によって選 択された 1つの選手キャラクタの動作パターンに対応する文字キャラクタを、選手キヤ ラクタの近傍に表示する機能を備えて 、る。ゲームキャラクタ動作表示手段 55では、 1つの選手キャラクタの動作パターンに対応する文字キャラクタ力 S、選手キャラクタの 近傍に表示される。なお、ゲームキャラクタ動作表示手段 55は、 1つの選手キャラクタ の動作パターンに対応する文字キャラクタの表示 ·非表示を切り換えて行うゲームキ ャラクタ動作表示切換手段 62を有して 、る。
[0064] この手段では、選手キャラクタの近傍に文字キャラクタを表示させるための信号が制 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、文字キャラクタ に対応する文字用画像データが、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 RAM 12からテ レビジョンモニタ 20に供給されて、選手キャラクタの近傍に文字キャラクタとしてテレ ビジョンモニタ 20に表示される。 [0063] The game character action display means 55 has a function of displaying a character character corresponding to the action pattern of one player character selected by the game character action selection means 54 in the vicinity of the player character. . In the game character action display means 55, the character character strength S corresponding to the action pattern of one player character is displayed in the vicinity of the player character. The game character action display means 55 includes a game character action display switching means 62 that switches between display and non-display of character characters corresponding to the action pattern of one player character. [0064] With this means, when a signal for displaying a character character in the vicinity of the player character is recognized by the control unit 1, for example, the CPU 7, the character image data corresponding to the character character is based on an instruction from the CPU 7. Is processed by the control unit 1, for example, the signal processor 8 and the image processor 9. The processed image data is supplied from the RAM 12 to the television monitor 20 and displayed on the television monitor 20 as a character character in the vicinity of the player character.
[0065] 具体的には、プレイヤが作戦指示を出さない図 7に示すデフォルト状態である場合 、ゲームキャラクタ初期動作選択手段 60によって、 1塁走者キャラクタ及び 3塁走者キ ャラクタがともに、「ゴロゴ一」の動作が選択され、打者キャラクタが、「フリー」の動作が 選択されたとき、図 8に示すブロックサイン表示画面 31において 1塁走者キャラクタ及 び 3塁走者キャラクタの近傍に、「ゴロゴ一」の文字キャラクタが表示され、打者キャラ クタの近傍に、「フリー」の文字キャラクタが表示される。また、図 9に示す走者キャラク タ表示画面 32において 1塁走者キャラクタの近傍に、「ゴロゴ一」の文字キャラクタが 表示される。 Specifically, in the default state shown in FIG. 7 in which the player does not issue a strategy instruction, the game character initial motion selection means 60 causes both the first runner character and the third runner character to be “ ”Is selected, and when the batter character is selected as“ Free ”, on the block sign display screen 31 shown in FIG. Is displayed, and a “free” character is displayed near the batter character. In addition, on the runner character display screen 32 shown in FIG. 9, the character character “Gorogoichi” is displayed in the vicinity of the first runner character.
[0066] また、プレイヤがヒットエンドランの作戦指示を出した図 10に示す状態である場合、 ゲームキャラクタプレイヤ動作選択手段 61によって、 1塁走者キャラクタが、「スタート 」の動作が選択され、 3塁走者キャラクタ力 「ゴロゴ一」の動作が選択され、打者キヤ ラクタが、「必打」の動作が選択されたとき、図 11に示すブロックサイン表示画面 31に おいて 1塁走者キャラクタの近傍に、「スタート」の文字キャラクタが表示され、 3塁走 者キャラクタの近傍に、「ゴロゴ一」の文字キャラクタが表示され、打者キャラクタの近 傍に、「必打」の文字キャラクタが表示される。また、図 12に示す走者キャラクタ表示 画面 32において 1塁走者キャラクタの近傍に、「スタート」の文字キャラクタが表示さ れる。 In the state shown in FIG. 10 where the player has issued a hit end run strategy instruction, the game character player action selecting means 61 selects the “start” action for the first runner character, and the third runner When the character power “Goro Goichi” is selected and the batter character is selected, “Mandatory” is selected, on the block sign display screen 31 shown in FIG. The “Start” character is displayed, the “Gologoichi” character is displayed near the 3rd runner character, and the “Mandatory” character character is displayed near the batter character. In addition, a “start” character is displayed in the vicinity of the first runner character on the runner character display screen 32 shown in FIG.
[0067] 一方、プレイヤ力スクイズの作戦指示を出した図 13に示す状態である場合、ゲーム キャラクタプレイヤ動作選択手段 61によって、 1塁走者キャラクタが、「ゴロゴ一」の動 作が選択され、 3塁走者キャラクタが、「スタート」の動作が選択され、打者キャラクタ 1S 「スクイズ」の動作が選択されたとき、図 14に示すブロックサイン表示画面 31にお いて 1塁走者キャラクタの近傍に、「ゴロゴ一」の文字キャラクタが表示され、 3塁走者
キャラクタの近傍に、「スタート」の文字キャラクタが表示され、打者キャラクタの近傍にOn the other hand, in the state shown in FIG. 13 where the player power squeeze operation instruction is issued, the game character player action selecting means 61 selects the action “one gorologo” as the first runner character, and 3 When the starter action is selected and the batter character 1S "squeeze" action is selected, the runner character is displayed in the block sign display screen 31 shown in FIG. `` One '' character is displayed, 3 runners A "start" character is displayed near the character and near the batter character.
、「スクイズ」の文字キャラクタが表示される。また、図 15に示す走者キャラクタ表示画 面 32において 1塁走者キャラクタの近傍に、「ゴロゴ一」の文字キャラクタが表示され る。 , “Squeeze” character is displayed. In addition, the character character “Gorogoichi” is displayed in the vicinity of the first runner character on the runner character display screen 32 shown in FIG.
[0068] このようなゲームキャラクタ動作表示手段 55によって、 1つの選手キャラクタの動作 パターンに対応する文字キャラクタが選手キャラクタの近傍に表示されるので、プレイ ャは選手キャラクタの動作パターン (選手キャラクタの動作可能な役割)を文字キャラ クタによって容易に認識することができる。したがって、異なる作戦指示によって選手 キャラクタの動作パターンが相違する場合、選手キャラクタの動作パターンに詳しくな V、初心者がプレイヤであっても、選手キャラクタの動作可能な役割を十分に把握する ことができるので、プレイヤの意図するキャラクタ動作を円滑に行うことができる。 [0068] Since the character character corresponding to the action pattern of one player character is displayed in the vicinity of the player character by such game character action display means 55, the player can use the action pattern of the player character (player character action Possible roles) can be easily recognized by character characters. Therefore, if the action pattern of the player character is different due to different strategy instructions, V who is familiar with the action pattern of the player character, even if the beginner is a player, it is possible to fully understand the role that the player character can move. The character motion intended by the player can be smoothly performed.
[0069] 〔野球ゲームにおけるテレビジョンモニタ表示画面についての概要〕 [0069] [Overview of television monitor display screen in baseball game]
次に、野球ゲームにおけるテレビジョンモニタ 20に表示される表示画面の具体的な 内容について詳細に説明する。 Next, specific contents of the display screen displayed on the television monitor 20 in the baseball game will be described in detail.
[0070] 野球ゲームにおいて、プレイヤが作戦指示(ブロックサイン)を出すときに、コント口 ーラ 17の所定のボタンを押下操作すると、図 8、図 11及び図 14に示すブロックサイ ン表示画面 31がテレビジョンモニタ 20に表示され、プレイヤが走者キャラクタを動作 させる選手プレイモードであるときに、図 9、図 12及び図 15に示す走者キャラクタ表 示画面 32がテレビジョンモニタ 20に表示される。 [0070] In a baseball game, when a player issues a strategy instruction (block sign), if a predetermined button on the controller 17 is pressed, the block sign display screen 31 shown in FIGS. 8, 11 and 14 is displayed. Is displayed on the television monitor 20, and the runner character display screen 32 shown in FIGS. 9, 12, and 15 is displayed on the television monitor 20 when the player is in the player play mode in which the runner character is operated.
[0071] ブロックサイン表示画面 31は、図 8、図 11及び図 14に示すように、現在のゲーム状 況に応じて作戦指示可能なブロックサインのみが左上側に表示される作戦指示表示 領域 81と、現在のゲーム状況である走者の位置を示す矩形の選手キャラクタ及び選 手キャラクタの動作パターンの文字キャラクタが表示され内野グラウンドを模式ィ匕して 右上側に表示される走者位置表示領域 82と、作戦指示表示領域 81及び走者位置 表示領域 82の下側に表示され選手キャラクタの動作パターンの文字キャラクタの具 体的な説明が表示される動作説明表示領域 83とを有している。 [0071] As shown in FIGS. 8, 11, and 14, the block sign display screen 31 is a strategy instruction display area 81 in which only a block sign that can be commanded according to the current game situation is displayed on the upper left side. A rectangular player character indicating the position of the runner in the current game situation and a character character of the action pattern of the player character, and a runner position display area 82 displayed on the upper right side of the infield ground. The operation instruction display area 81 and the runner position display area 82 are displayed below the action instruction display area 83 and displayed on the lower side of the player character action pattern.
[0072] 作戦指示表示領域 81は、左側に表示されブロックサインの名称を表す作戦指示文 字キャラクタ 8 laと、作戦指示文字キャラクタ 8 laの右側に表示されブロックサインに
対応するコントローラ 17の操作を表すボタンを模した作戦指示ボタンキャラクタ 81bと を有している。作戦指示文字キャラクタ 81aは、「エンドラン」、「送りバント」、「スクイズ 」、「ギャンブル」の文字キャラクタ力 なり、作戦指示ボタンキャラクタ 81bは、第 4ボタ ン 17dや R2ボタン 17R2を模した図形キャラクタ及び文字キャラクタ力もなるものであ る。ここでは、現在のゲーム状況が、たとえばアウトカウントが 1アウト、走者キャラクタ が 1、 3塁に存在している状況であるので、「エンドラン」、「送りバント」、「スクイズ」、「 ギャンブル」の作戦指示をすることが可能である。また、図 11及び図 14に示すように 、作戦指示文字キャラクタ 81aの「エンドラン」及び「スクイズ」は、他の作戦指示文字 キャラクタ 81aと異なる強調カラー表示がなされている。なお、図 8では、作戦指示が 行われて ヽな 、デフォルト表示であるので、図 11及び図 14のような強調カラー表示 がなされていない。 [0072] The operation instruction display area 81 is displayed on the left side of the operation instruction character character 8 la displayed on the left side and indicating the name of the block sign, and on the right side of the operation instruction character character 8 la and displayed on the block sign. And a strategy instruction button character 81b simulating a button representing the operation of the corresponding controller 17. The operation instruction character 81a has character powers of “End Run”, “Feed Bunt”, “Squeeze”, and “Gambling”, and the operation instruction button character 81b has a graphic character imitating the 4th button 17d and the R2 button 17R2. The character character power also becomes. Here, the current game situation is, for example, the situation where the outcount is 1 out and the runner character is on the 1st and 3rd bases, so the “end run”, “feed bunt”, “squeeze”, “gambling” operations It is possible to give instructions. Also, as shown in FIGS. 11 and 14, “End Run” and “Squeeze” of the operation instruction character 81a are displayed in different emphasis color than the other operation instruction characters 81a. In FIG. 8, since the operation is instructed and the default display is displayed, the highlighted color display as shown in FIGS. 11 and 14 is not performed.
[0073] 走者位置表示領域 82は、バッターボックス、 1塁ベース、 2塁ベース及び 3塁ベース を模式ィ匕した内野グラウンドが表示されており、現在のゲーム状況である走者の位置 を示す矩形の選手キャラクタ及び選手キャラクタの動作パターンの文字キャラクタが 表示されている。具体的には、現在のゲーム状況が、たとえばアウトカウントが 1アウト 、走者キャラクタが 1、 3塁に存在している状況であるとき、ノ ッターボックス、 1塁べ一 ス及び 3塁ベース上にそれぞれ打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キ ャラクタ 72が表示されている。打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キ ャラクタ 72は、ノ ッターボックス、 1塁ベース及び 3塁ベースを強調カラー表示するこ とによって示されている。打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キャラク タ 72の近傍には、打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キャラクタ 72の 名称を表す文字キャラクタと、打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キヤ ラクタ 72の動作パターンに対応する文字キャラクタである打者キャラクタ動作パター ン文字キャラクタ 90、 1塁走者キャラクタ動作パターン文字キャラクタ 91、 3塁走者キ ャラクタ動作パターン文字キャラクタ 92とが表示されている。 [0073] The runner position display area 82 displays a batter box, a 1st base, a 2nd base, and a 3rd base infield ground, which is a rectangular shape indicating the current runner's position. Character characters of action patterns of player characters and player characters are displayed. Specifically, when the current game situation is, for example, when the outcount is 1 out and the runner character is on the 1st and 3rd bases, the notch box, the 1st base, and the 3rd base Batter character 70, first runner character 71, third runner character 72 are displayed. The batter character 70, first runner character 71, third runner character 72 are shown by highlighting the knotter box, first base and third base. In the vicinity of batter character 70, first runner character 71, third runner character 72, a character character representing the name of batter character 70, first runner character 71, third runner character 72, and batter character 70, 1 塁Batter character motion pattern character character 90, 1st runner character motion pattern character character 91, 3rd runner character motion pattern character character 92, which is a character character corresponding to the motion pattern of runner character 71, 3rd runner character 72 Is displayed.
[0074] 打者キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パターン文 字キャラクタ 91、 3塁走者キャラクタ動作ノ ターン文字キャラクタ 92は、打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キャラクタ 72の動作パターンに対応する文字キ
ャラクタであり、具体的には、図 8では、「フリー」、「ゴロゴ一」、「ゴロゴ一」の文字キヤ ラクタが表示されている。また、打者キャラクタ動作パターン文字キャラクタ 90、 1塁走 者キャラクタ動作パターン文字キャラクタ 91、 3塁走者キャラクタ動作パターン文字キ ャラクタ 92は、図 11では、「必打」、「スタート」、「ゴロゴ一」の文字キャラクタが表示さ れ、図 14では、「スクイズ」、「ゴロゴ一」、「スタート」の文字キャラクタが表示されてい る。 [0074] Batter character action pattern character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are batter character 70, 1 runner character 71, 3 runner character 72 Character keys corresponding to operation patterns Specifically, in FIG. 8, the character characters “free”, “one logo”, and “one logo” are displayed. In addition, the batter character action pattern character character 90, the first runner character action pattern character character 91, and the third runner character action pattern character character 92 in FIG. In FIG. 14, “Squeeze”, “Gologoichi”, and “Start” character characters are displayed.
[0075] 動作説明表示領域 83は、走者位置表示領域 82の打者キャラクタ動作パターン文 字キャラクタ 90、 1塁走者キャラクタ動作パターン文字キャラクタ 91、 3塁走者キャラク タ動作パターン文字キャラクタ 92に表示された打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キャラクタ 72の動作パターンの文字キャラクタの具体的な説明が表示さ れるものであり、左側に表示された動作文字キャラクタ 83aと、動作文字キャラクタ 83 aの右側に表示された説明文字キャラクタ 83bとを有している。動作文字キャラクタ 83 aは、打者キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パターン 文字キャラクタ 91、 3塁走者キャラクタ動作パターン文字キャラクタ 92と同一であり、 説明文字キャラクタ 83bは、図 4に示す走者キャラクタ及び打者キャラクタの動作バタ ーンの一覧テーブルと同一の文字キャラクタが表示されている。 [0075] The action explanation display area 83 is a batter displayed in the batter character action pattern character character 90, the first runner character action pattern character character 91, and the third runner character action pattern character character 92 in the runner position display area 82. The character 70, the 1st runner character 71, and the 3rd runner character 72 are displayed with specific explanations of the character characters of the action pattern. The action character 83a and the action character 83a displayed on the left side are displayed. And an explanatory character 83b displayed on the right side. Motion character 83a is the same as batter character motion pattern character 90, 1st runner character motion pattern character 91, 3rd runner character motion pattern character 92, and explanatory character 83b is the runner shown in FIG. Character characters that are the same as the character and batter character action pattern list table are displayed.
[0076] 走者キャラクタ表示画面 32は、図 9、図 12及び図 15に示すように、プレイヤが走者 キャラクタを動作可能な画面であって、現在のゲーム状況であるアウトカウントやボー ルカウント等が左上側に表示されるカウント表示領域 80と、現在のゲーム状況である 走者の位置を示す矩形の選手キャラクタ及び選手キャラクタの動作パターンの文字 キャラクタが表示され内野グラウンドを模式ィヒして右上側に表示される走者位置表示 領域 82と、カウント表示領域 80及び走者位置表示領域 82の下側に表示され守備キ ャラクタ及び走者キャラクタが動画として表示される対戦動画表示領域 84とを有して いる。 [0076] As shown in FIGS. 9, 12, and 15, the runner character display screen 32 is a screen on which the player can operate the runner character. A count display area 80 displayed on the upper left side, a rectangular player character indicating the position of the runner in the current game situation, and a character character of the action pattern of the player character are displayed, and the infield ground is schematically displayed on the upper right side. A runner position display area 82 is displayed, and a battle video display area 84 is displayed below the count display area 80 and the runner position display area 82 and displays the defensive characters and runner characters as videos.
[0077] カウント表示領域 80は、現在のストライクやボールの個数であるボールカウントがス トライクを意味する Sの文字キャラクタ及びボールを意味する Bの文字キャラクタの右 側に円形の図形キャラクタで表示されるボールカウント表示領域 80aと、ボールカウン ト表示領域 80aの下側に表示され、現在のアウトの個数であるアウトカウントがアウトを
意味する oの文字キャラクタの右側に円形の図形キャラクタで表示されるアウトカウン ト表示領域 80bとを有している。具体的には、ボールカウント表示領域 80aにおいて S の文字キャラクタの右側に円形の図形が 2個表示され、ボールカウント表示領域 80a にお 、て Bの文字キャラクタの右側に円形の図形が 1個表示され、アウトカウント表示 領域 80bにお 、て Oの文字キャラクタの右側に円形の図形が 1個表示されて 、るの で、現在のゲーム状況が、アウトカウントが 1アウト、ボールカウントが 2ストライク 1ボー ルであることが容易に視認できる。 [0077] The count display area 80 is displayed as a circular graphic character on the right side of the character character S, which means that the current strike or the ball count, which is the number of balls, means a strike, and the character character B, which means a ball. Is displayed below the ball count display area 80a and the ball count display area 80a. It has an out count display area 80b displayed as a circular graphic character on the right side of the letter character o. Specifically, in the ball count display area 80a, two circular figures are displayed on the right side of the letter S, and in the ball count display area 80a, one circular figure is displayed on the right side of the letter B character. In the out count display area 80b, one circular figure is displayed on the right side of the letter O, so the current game situation is 1 out for the out count and 2 strikes for the ball count 1 The ball can be easily seen.
[0078] 走者位置表示領域 82は、 1塁ベース、 2塁ベース及び 3塁ベースを模式化した内 野グラウンド及び外野グラウンドが表示されており、現在のゲーム状況である走者の 位置を示す矩形の選手キャラクタが表示されている。具体的には、現在のゲーム状 況カ 走者キャラクタが 1、 3塁に存在している状況であるとき、 1塁ベース及び 3塁べ ース上にそれぞれ 1塁走者キャラクタ 71及び 3塁走者キャラクタ 72が表示されている 。 1塁走者キャラクタ 71及び 3塁走者キャラクタ 72は、 1塁ベース及び 3塁ベースを強 調カラー表示することによって示されている。なお、図示しないが、走者位置表示領 域 82には、守備キャラクタの守備位置や、風向きや風の強さ等の情報が表示されて いる。 [0078] The runner position display area 82 displays an infield ground and an outfield ground, which are a model of the 1st base, 2nd base, and 3rd base, and is a rectangular shape indicating the current runner's position. A player character is displayed. Specifically, when the current game status runner character is present on the 1st and 3rd bases, the 1st runner character 71 and the 3rd runner character on the 1st base and 3rd base, respectively. 72 is displayed. The 1st runner character 71 and the 3rd runner character 72 are shown by highlighting the 1st base and the 3rd base character in color. Although not shown, the runner position display area 82 displays information such as the defensive position of the defensive character, the wind direction, and the strength of the wind.
[0079] 対戦動画表示領域 84は、プレイヤが 1塁走者キャラクタ 71を動作可能な選手プレ ィモードにおいて、 1塁走者キャラクタ 71の視点を基準とした 3次元ポリゴンデータに よって描画される画面である。対戦動画表示領域 84には、 1塁走者キャラクタ 71と、 1塁走者キャラクタ 71の右上側に配置され投球動作を行う投手キャラクタ 73と、 1塁 走者キャラクタ 71の左側に配置され 1塁ベースの守備動作を行う守備キャラクタ 74と が表示されている。 1塁走者キャラクタ 71、投手キャラクタ 73及び守備キャラクタ 74は 、 1塁走者キャラクタ 71を動作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、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、 1塁走者 キャラクタ 71の動作が動画としてテレビジョンモニタ 20に表示される。 The battle video display area 84 is a screen rendered by three-dimensional polygon data based on the viewpoint of the first runner character 71 in the player play mode in which the player can move the first runner character 71. In the battle video display area 84, the first runner character 71, the pitcher character 73 that is placed on the upper right side of the first runner character 71, and the left side of the first runner character 71 are placed on the left side of the first runner character 71. The defensive characters 74 and are displayed. 1 The runner character 71, the pitcher character 73, and the defensive character 74 are connected to the signal processor 8 when the signal from the controller 17 for operating the 1 runner character 71 is recognized by the control unit 1, for example, the CPU 7. The image data processed by the processor 9 is supplied from the RAM 12 to the television monitor 20, and the motion of the first runner character 71 is displayed on the television monitor 20 as a moving image.
[0080] 対戦動画表示領域 84において、 1塁走者キャラクタ 71の近傍には、 1塁走者キャラ クタ 71の名称を表す文字キャラクタと、現在選択されているブロックサインの名称を表
す作戦指示文字キャラクタ 81aと、 1塁走者キャラクタ 71の動作パターンに対応する 文字キャラクタである 1塁走者キャラクタ動作パターン文字キャラクタ 91とが表示され ている。 [0080] In the battle video display area 84, near the first runner character 71, a character representing the name of the first runner character 71 and the name of the currently selected block sign are displayed. A strategy instruction character 81a and a first runner character action pattern character 91, which is a character corresponding to the action pattern of the first runner character 71, are displayed.
[0081] 作戦指示文字キャラクタ 8 laは、「デフォルト」、「エンドラン」、「送りバント」、「スクイ ズ」、「ギャンブル」の文字キャラクタ力もなるものである。作戦指示文字キャラクタ 8 la は、図 9では作戦指示が行われていないので、「デフォルト」の文字キャラクタが表示 されている。また、図 12ではヒットエンドランの作戦指示が出されているので、「エンド ラン」の文字キャラクタが表示され、図 15ではスクイズの作戦指示が出されているの で、「スクイズ」の文字キャラクタが表示されている。 [0081] The operation instruction character 8 la has character powers of “default”, “end run”, “feed bunt”, “squeeze”, and “gambling”. Since the operation instruction character 8 la is not instructed in FIG. 9, the “default” character character is displayed. In addition, in FIG. 12, since an instruction for a hit end run operation has been issued, a character character of “End Run” is displayed, and in FIG. 15, an instruction for a squeeze operation has been issued, so that a character character of “Squeeze” is displayed. Has been.
[0082] 1塁走者キャラクタ動作パターン文字キャラクタ 91は、 1塁走者キャラクタ 71の動作 パターンに対応する文字キャラクタであり、具体的には、図 9では、「ゴロゴ一」の文字 キャラクタが表示されている。また、 1塁走者キャラクタ動作パターン文字キャラクタ 91 は、図 12では、「スタートの文字キャラクタが表示され、図 15では、「ゴロゴ一」の文字 キャラクタが表示されている。 [0082] The 1st runner character action pattern character character 91 is a character character corresponding to the action pattern of the 1st runner character 71. Specifically, in FIG. 9, the character character "Gorogoichi" is displayed. Yes. Further, the first runner character action pattern character character 91 has a “start character character” displayed in FIG. 12 and a “gorologi” character character displayed in FIG.
[0083] このようなブロックサイン表示画面 31や走者キャラクタ表示画面 32では、ブロックサ イン表示画面 31の走者位置表示領域 82において打者キャラクタ 70、 1塁走者キャラ クタ 71、 3塁走者キャラクタ 72の近傍には、打者キャラクタ 70、 1塁走者キャラクタ 71 、 3塁走者キャラクタ 72の名称を表す文字キャラクタと、打者キャラクタ 70、 1塁走者 キャラクタ 71、 3塁走者キャラクタ 72の動作パターンに対応する文字キャラクタである 打者キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パターン文字 キャラクタ 91、 3塁走者キャラクタ動作パターン文字キャラクタ 92とが表示され、走者 キャラクタ表示画面 32の対戦動画表示領域 84において 1塁走者キャラクタ 71の近 傍には、 1塁走者キャラクタ 71の動作パターンに対応する文字キャラクタである 1塁走 者キャラクタ動作パターン文字キャラクタ 91とが表示されている。したがって、プレイ ャは選手キャラクタの動作パターンを文字キャラクタによって容易に認識することがで きるので、異なる作戦指示によって選手キャラクタの動作パターンが相違する場合、 選手キャラクタの動作パターンに詳しくな 、初心者がプレイヤであっても、選手キャラ クタの動作可能な役割を十分に把握することができ、このためプレイヤの意図するキ
ャラクタ動作を円滑に行うことができる。 [0083] In such a block sign display screen 31 and runner character display screen 32, in the runner position display area 82 of the block sign display screen 31, the batter character 70, the first runner character 71, and the third runner character 72 are in the vicinity. Are character characters representing the names of batter character 70, first runner character 71, third runner character 72, and character characters corresponding to the movement patterns of batter character 70, first runner character 71, third runner character 72. One batter character action pattern character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are displayed, and 1 runner character 71 in the battle video display area 84 of the runner character display screen 32 In the vicinity of A character character and 1 Ruihashi's character motion pattern character character 91 is displayed. Therefore, since the player can easily recognize the action pattern of the player character by the character character, if the action pattern of the player character is different due to different operation instructions, the player is familiar with the action pattern of the player character. However, it is possible to fully understand the operable roles of the player character, and thus the player's intended key. Character operations can be performed smoothly.
[0084] 〔野球ゲームにおけるゲームキャラクタ動作表示システム実行時の処理フロー〕 本実施形態の野球ゲームにおけるゲームキャラクタ動作表示システムを、図 3に示 すフローチャートを用いて説明する。 [Processing Flow when Running Game Character Action Display System in Baseball Game] The game character action display system in the baseball game of this embodiment will be described with reference to the flowchart shown in FIG.
[0085] まず、たとえば図 9に示す投手キャラクタ 73が投球を終了し、ボールカウントが確定 したとき、現在のゲーム状況を認識するゲーム状況認識処理が行われる(Sl)。ステ ップ S1のゲーム状況認識処理では、現在の走者キャラクタの残塁状況や、アウトカウ ントや、ボールカウントが認識され、現在のゲーム状況に関する各種データが RAMI 2に格納される。具体的には、現在のゲーム状況が、たとえばアウトカウントが 1アウト 、ボールカウントが 2ストライク 1ボール、走者キャラクタが 1、 3塁に存在している状況 であるというデータ力 RAMI 2に格納される。 First, for example, when the pitcher character 73 shown in FIG. 9 finishes pitching and the ball count is confirmed, a game situation recognition process for recognizing the current game situation is performed (Sl). In the game situation recognition process in step S1, the current runner character's remaining situation, outcount, and ball count are recognized, and various data relating to the current game situation are stored in RAMI2. Specifically, the current game situation is stored in RAMI 2, for example, where the outcount is 1 out, the ball count is 2 strikes, 1 ball, and the runner character is on the 1st and 3rd base. .
[0086] ステップ S1のゲーム状況認識処理が行われると、ステップ S2へ移行し、ゲームキヤ ラクタ動作決定処理が行われる(S2)。ゲームキャラクタ動作決定処理では、現在の ゲーム状況に応じて、 1又は複数の選手キャラクタの動作パターンが決定され、決定 された各種データは、 RAM12に格納される。具体的には、現在のゲーム状況が、ァ ゥトカウントが 1アウト、走者キャラクタが 1、 3塁に存在している状況であるとき、図 5中 段のテーブルにより、 1塁走者キャラクタ及び 3塁走者キャラクタがともに、「ゴロゴ一」 の 1つの動作が可能であると決定され、決定された各種データは、 RAM12に格納さ れる。 When the game situation recognition process in step S1 is performed, the process proceeds to step S2, and a game character action determination process is performed (S2). In the game character action determination process, the action pattern of one or more player characters is determined according to the current game situation, and the determined various data are stored in the RAM 12. Specifically, when the current game situation is that the outcount is 1 out and the runner character is on the 1st and 3rd bases, the 1st runner character and the 3rd runner are shown in the middle table of FIG. Both characters are determined to be able to perform one “gologoichi” action, and the various determined data are stored in the RAM 12.
[0087] 次に、ステップ S 2のゲームキャラクタ動作決定処理が行われると、ステップ S3へ移 行し、ゲームキャラクタ初期動作選択処理が行われる(S3)。ゲームキャラクタ初期動 作選択処理では、 1つ又は複数の選手キャラクタの動作パターンの中から、 1つの選 手キャラクタのデフォルトの動作パターンが決定される。具体的には、現在のゲーム 状況が、たとえばアウトカウントが 1アウト、走者キャラクタが 1、 3塁に存在している状 況であるとき、 1塁走者キャラクタ及び 3塁走者キャラクタはともに、「ゴロゴ一」の動作 が選択され、打者キャラクタは、「フリー」の動作が選択され、選択された各種データ は、 RAM12に格納される。 Next, when the game character action determination process in step S 2 is performed, the process proceeds to step S 3 and a game character initial action selection process is performed (S 3). In the game character initial action selection process, a default action pattern of one player character is determined from the action patterns of one or more player characters. Specifically, when the current game situation is, for example, an outcount is 1 out and runner characters are present in 1st and 3rd bases, both 1st and 3rd runner characters are “One” action is selected, and “Free” action is selected for the batter character, and the selected various data are stored in the RAM 12.
[0088] 次に、ステップ S3のゲームキャラクタ初期動作選択処理が行われると、ステップ S4
へ移行し、ゲームキャラクタプレイヤ動作選択がなされたカゝ否かを判断する。ここでは[0088] Next, when the game character initial motion selection process in step S3 is performed, step S4 is performed. Then, it is determined whether or not the game character player motion selection has been made. here
、プレイヤがコントローラ 17の所定のボタンを押下操作し作戦指示を出した力否かが 判断される。すなわち、プレイヤがコントローラ 17の所定のボタンを押下操作したとき 、ステップ S5へ移行し、ゲームキャラクタプレイヤ動作選択処理が行われ (S5)、プレ ィャがコントローラ 17の所定のボタンを押下操作されず、作戦指示が出されていない デフォルト状態でステップ S6へ移行する。 Then, it is determined whether or not the player has pressed the predetermined button of the controller 17 to give a strategy instruction. That is, when the player presses a predetermined button on the controller 17, the process proceeds to step S5, where a game character player action selection process is performed (S5), and the player does not press the predetermined button on the controller 17. Operation instruction has not been issued. Go to step S6 in the default state.
[0089] ステップ S5のゲームキャラクタプレイヤ動作選択処理では、図 6に示す作戦指示毎 の走者キャラクタ及び打者キャラクタの動作パターン選択テーブルによって、走者キ ャラクタ及び打者キャラクタの動作パターンが選択される。具体的には、プレイヤがヒ ットエンドランの作戦指示を出したとき、現在のゲーム状況が、アウトカウントが 1アウト 、走者キャラクタが 1、 3塁に存在している状況である場合、図 6に示す作戦指示毎の 走者キャラクタ及び打者キャラクタの動作パターン選択テーブルによって、 1塁走者 キャラクタは「スタート」の動作が選択され、 3塁走者キャラクタは「ゴロゴ一」の動作が 選択され、打者キャラクタは、「必打」の 1つの動作が選択され、作戦指示がヒットェン ドランの状態でステップ S6へ移行する。また、プレイヤがスクイズの作戦指示を出した とき、現在のゲーム状況が、アウトカウントが 1アウト、走者キャラクタが 1、 3塁に存在 している状況である場合、図 6に示す作戦指示毎の走者キャラクタ及び打者キャラク タの動作パターン選択テーブルによって、 1塁走者キャラクタは「ゴロゴ一」の動作が 選択され、 3塁走者キャラクタは「スタート」の動作が選択され、打者キャラクタは、「ス クイズ」の 1つの動作が選択され、作戦指示がスクイズの状態でステップ S6へ移行す る。 In the game character player motion selection process in step S5, the runner character and batter character motion patterns are selected by the runner character and batter character motion pattern selection table for each strategy instruction shown in FIG. Specifically, when the player issues a hit end run strategy, the current game situation is as shown in Fig. 6, where the outcount is 1 out and the runner character is 1 or 3 km. According to the action pattern selection table for the runner character and batter character for each operation instruction, the “start” action is selected for the 1st runner character, the “gorologi” action is selected for the 3rd runner character, One action of “Mandatory” is selected, and the process moves to Step S6 when the operation instruction is Hit End Run. In addition, when the player issues a squeeze strategy instruction, if the current game situation is that the outcount is 1 out and the runner character is 1 or 3 km, According to the action pattern selection table for runner characters and batter characters, the first runner character is selected as “Gologoichi”, the third runner character is selected as “start”, and the batter character is selected as “squeeze”. One action is selected, and the operation instruction is squeezed, and the process proceeds to step S6.
[0090] ステップ S6では、ゲームキャラクタ表示処理が行われる(S6)。ゲームキャラクタ表 示処理では、選手キャラクタや各種の文字キャラクタ及び図形キャラクタが表示される 。具体的には、図 8、図 11及び図 14に示すブロックサイン表示画面 31の作戦指示表 示領域 81、走者位置表示領域 82において、作戦指示文字キャラクタ 81a、作戦指 示ボタンキャラクタ 81b、打者キャラクタ 70、 1塁走者キャラクタ 71、 3塁走者キャラク タ 72が表示される。また、図 9、図 12及び図 15に示す走者キャラクタ表示画面 32の カウント表示領域 80、走者位置表示領域 82及び対戦動画表示領域 84において、ボ
ールカウントを示す円形の図形キャラクタ、アウトカウントを示す円形の図形キャラクタ[0090] In step S6, a game character display process is performed (S6). In the game character display process, player characters, various character characters, and graphic characters are displayed. Specifically, in the operation instruction display area 81 and the runner position display area 82 of the block sign display screen 31 shown in FIGS. 8, 11 and 14, the operation instruction character character 81a, the operation instruction button character 81b, and the batter character are displayed. 70, 1st runner character 71, 3rd runner character 72 are displayed. Further, in the count display area 80, the runner position display area 82, and the battle video display area 84 of the runner character display screen 32 shown in FIG. 9, FIG. 12, and FIG. A circular graphic character that shows a game count, a circular graphic character that shows an out count
、 1塁走者キャラクタ 71、 3塁走者キャラクタ 72、投手キャラクタ 73及び守備キャラクタ 74がそれぞれ表示される。ステップ S6で、ゲームキャラクタ表示処理が行われると、 ステップ S 7移行する。 1 runner character 71, 3 runner character 72, pitcher character 73 and defense character 74 are displayed. When the game character display process is performed in step S6, the process proceeds to step S7.
[0091] ステップ S7では、ゲームキャラクタ動作表示処理が行われる(S7)。ゲームキャラク タ動作表示処理では、 1つの選手キャラクタの動作パターンに対応する文字キャラク タカ 選手キャラクタの近傍に表示される。具体的には、図 8、図 11及び図 14に示す ブロックサイン表示画面 31の走者位置表示領域 82において、打者キャラクタ 70、 1 塁走者キャラクタ 71、 3塁走者キャラクタ 72の近傍に、打者キャラクタ動作パターン文 字キャラクタ 90、 1塁走者キャラクタ動作パターン文字キャラクタ 91、 3塁走者キャラク タ動作パターン文字キャラクタ 92が表示される。なお、このとき、ブロックサイン表示 画面 31の動作説明表示領域 83において、打者キャラクタ動作パターン文字キャラク タ 90、 1塁走者キャラクタ動作パターン文字キャラクタ 91、 3塁走者キャラクタ動作パ ターン文字キャラクタ 92等が表示される。また、図 9、図 12及び図 15に示す走者キヤ ラクタ表示画面 32の対戦動画表示領域 84にお 、て、 1塁走者キャラクタ 71の近傍に 、 1塁走者キャラクタ動作パターン文字キャラクタ 91が表示される。 In step S7, game character action display processing is performed (S7). In the game character action display process, the character character taka corresponding to the action pattern of one player character is displayed near the player character. Specifically, in the runner position display area 82 of the block sign display screen 31 shown in FIG. 8, FIG. 11 and FIG. 14, the batter character motions in the vicinity of the batter character 70, 1 runner character 71, and 3 runner character 72. Pattern character character 90, 1 runner character action pattern character character 91, 3 runner character action pattern character character 92 are displayed. At this time, the batter character action pattern character character 90, the first runner character action pattern character character 91, the third runner character action pattern character character 92, etc. are displayed in the action explanation display area 83 of the block sign display screen 31. Is done. Further, in the battle video display area 84 of the runner character display screen 32 shown in FIGS. 9, 12, and 15, a 1st runner character action pattern character character 91 is displayed in the vicinity of the 1st runner character 71. The
[0092] ここでは、打者キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パ ターン文字キャラクタ 91、 3塁走者キャラクタ動作パターン文字キャラクタ 92は、ステ ップ S4から作戦指示が出されて 、な 、デフォルト状態で移行してきたときは、図 8及 び図 9に示すように、「フリー」、「ゴロゴ一」、「ゴロゴ一」の文字キャラクタが表示される 。また、打者キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パター ン文字キャラクタ 91、 3塁走者キャラクタ動作パターン文字キャラクタ 92は、ステップ S 5から作戦指示がヒットエンドランの状態で移行してきたときは、図 11及び図 12に示 すように、「必打」、「スタート」、「ゴロゴ一」の文字キャラクタが表示される。また、打者 キャラクタ動作パターン文字キャラクタ 90、 1塁走者キャラクタ動作パターン文字キヤ ラクタ 91、 3塁走者キャラクタ動作パターン文字キャラクタ 92は、ステップ S5から作戦 指示がスクイズの状態で移行してきたときは、図 14及び図 15に示すように、「スクイズ 」、「ゴロゴ一」、「スタート」の文字キャラクタが表示される。
[0093] ステップ S7でゲームキャラクタ動作表示処理が行われると、ステップ S8へ移行する 。ステップ S8では、ゲームキャラクタ動作処理が行われる(S8)。ゲームキャラクタ動 作処理は、プレイヤが選択した作戦指示 (ブロックサイン)に対応するように選手キヤ ラクタを動作させる。ここでは、 CPU7からの指示に基づい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、選手キャラクタの動作が動画とし てテレビジョンモニタ 20に表示される。 [0092] Here, batter character action pattern character character 90, first runner character action pattern character character 91, third runner character action pattern character character 92 have received an operation instruction from step S4. When transitioning to the default state, as shown in FIG. 8 and FIG. 9, the character characters “Free”, “Go Logo No.”, and “Go Logo No.” are displayed. The batter character action pattern character character 90, the 1st runner character action pattern character character 91, and the 3rd runner character action pattern character character 92 are shown in FIG. As shown in Fig. 11 and Fig. 12, the characters "Mandatory", "Start" and "Gologoichi" are displayed. In addition, the batter character action pattern character character 90, the first runner character action pattern character character 91, and the third runner character action pattern character character 92 are shown in FIG. 14 when the operation instruction is shifted from step S5 in a squeeze state. As shown in FIG. 15, “Squeeze”, “Gologoichi”, and “Start” character characters are displayed. When the game character action display process is performed in step S7, the process proceeds to step S8. In step S8, a game character action process is performed (S8). In the game character operation process, the player character is operated so as to correspond to the operation instruction (block sign) selected by the player. Here, the image data processed based on the instruction from the CPU 7 is supplied from the RAM 12 to the television monitor 20, and the action of the player character is displayed on the television monitor 20 as a moving image.
[0094] ここでは、ステップ S7のゲームキャラクタ動作表示処理によって、 1つの選手キャラ クタの動作パターンに対応する文字キャラクタが選手キャラクタの近傍に表示される ので、プレイヤは選手キャラクタの動作パターンを文字キャラクタによって容易に認識 することができる。したがって、異なる作戦指示によって選手キャラクタの動作パター ンが相違する場合、選手キャラクタの動作パターンに詳しくな 、初心者がプレイヤで あっても、選手キャラクタの動作可能な役割を十分に把握することができるので、プレ ィャの意図するキャラクタ動作を円滑に行うことができる。 Here, since the character character corresponding to the motion pattern of one player character is displayed in the vicinity of the player character by the game character motion display process of step S7, the player displays the motion pattern of the player character as the character character. Can be easily recognized. Therefore, if the action patterns of the player character differ due to different operation instructions, even if the beginner is a player who is familiar with the action pattern of the player character, it is possible to fully understand the role that the player character can move. Therefore, the character movement intended by the player can be performed smoothly.
[0095] 〔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ワークステーションなど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 The present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
[0096] (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、前述したようなゲー ムを実行するプログラム方法、およ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、カートリッジ以外に、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, MO、 ROMカセット、その他のものが挙げられる。 (B) The present invention also includes a program for executing the game as described above, a program method for executing the game as described above, and a computer-readable recording medium on which the program is recorded. As the recording medium, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
産業上の利用可能性 Industrial applicability
[0097] 本発明によれば、ゲームプログラムにおいて、 1つのゲームキャラクタの動作パター ンに対応する文字キャラクタがゲームキャラクタの近傍に表示されるので、プレイヤの 意図するキャラクタ動作を円滑に行うことができる。
[0097] According to the present invention, in the game program, the character character corresponding to the action pattern of one game character is displayed in the vicinity of the game character, so that the character action intended by the player can be performed smoothly. .
Claims
[1] モニタに表示された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 the game characters displayed on the monitor.
現在のゲーム状況を認識するゲーム状況認識機能と、 A game situation recognition function that recognizes the current game situation;
前記ゲーム状況認識機能によって認識された前記現在のゲーム状況に応じて、前 記ゲームキャラクタを動作可能な 1つ又は複数の前記ゲームキャラクタの動作パター ンを決定するゲームキャラクタ動作決定機能と、 A game character action determining function for determining an action pattern of one or more of the game characters capable of operating the game character according to the current game situation recognized by the game situation recognition function;
前記ゲームキャラクタ動作決定機能によって決定された前記 1つ又は複数のゲーム キャラクタの動作パターンの中から、 1つの前記ゲームキャラクタの動作パターンを選 択するゲームキャラクタ動作選択機能と、 A game character action selection function for selecting one game character action pattern from the one or more game character action patterns determined by the game character action determination function;
前記ゲームキャラクタ動作選択機能によって選択された前記 1つのゲームキャラクタ の動作パターンに対応する文字キャラクタを、前記ゲームキャラクタの近傍に表示す るゲームキャラクタ動作表示機能と、 A game character action display function for displaying a character character corresponding to the action pattern of the one game character selected by the game character action selection function in the vicinity of the game character;
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] 前記ゲームキャラクタ動作決定機能は、前記現在のゲーム状況に応じて、予め設 定された所定のゲームキャラクタ動作決定テーブルによって、前記 1つ又は複数のゲ ームキャラクタの動作パターンが決定される、請求項 1に記載のゲームプログラム。 [2] The game character action determination function determines an action pattern of the one or more game characters according to a predetermined game character action determination table set in advance according to the current game situation. The game program according to claim 1.
[3] 前記ゲームキャラクタ動作選択機能は、前記 1つ又は複数のゲームキャラクタの動 作パターンの中から、予め設定された所定のゲームキャラクタ初期動作選択テープ ルによって、前記 1つのゲームキャラクタの動作パターンが選択されるゲームキャラク タ初期動作選択機能を有して 、る、請求項 1又は 2に記載のゲームプログラム。 [3] The game character action selection function is configured such that the action pattern of the one game character is determined by a predetermined game character initial action selection tape set in advance from the action patterns of the one or more game characters. The game program according to claim 1, further comprising a game character initial operation selection function.
[4] 前記ゲームキャラクタ動作選択機能は、前記 1つ又は複数のゲームキャラクタの動 作パターンの中から、前記ゲームキャラクタを動作させるプレイヤのゲームキャラクタ 動作選択指示によって、前記 1つのゲームキャラクタの動作パターンが選択されるゲ ームキャラクタプレイヤ動作選択機能を有して 、る、請求項 1から 3の 、ずれか 1項に 記載のゲームプログラム。 [4] The game character action selection function is configured such that the action pattern of the one game character is selected in accordance with a game character action selection instruction of a player who operates the game character from the action patterns of the one or more game characters. The game program according to claim 1, further comprising a game character player operation selection function for selecting a game character.
[5] 前記ゲームキャラクタ動作表示機能は、前記 1つのゲームキャラクタの動作パター ンに対応する文字キャラクタの表示 ·非表示を切り換えて行うゲームキャラクタ動作表
示切 能を有している、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 character action display function is a game character action table that switches between displaying and hiding a character character corresponding to the action pattern of the one game character. The game program according to any one of claims 1 to 4, wherein the game program has an indication function.
[6] モニタ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なゲーム装置であつ て、 [6] A game device capable of realizing a game that moves a character displayed on a monitor.
現在のゲーム状況を認識するゲーム状況認識手段と、 Game situation recognition means for recognizing the current game situation;
前記ゲーム状況認識手段によって認識された前記現在のゲーム状況に応じて、前 記ゲームキャラクタを動作可能な 1つ又は複数の前記ゲームキャラクタの動作パター ンを決定するゲームキャラクタ動作決定手段と、 Game character action determining means for determining one or a plurality of game character action patterns capable of moving the game character according to the current game situation recognized by the game situation recognition means;
前記ゲームキャラクタ動作決定手段によって決定された前記 1つ又は複数のゲーム キャラクタの動作パターンの中から、 1つの前記ゲームキャラクタの動作パターンを選 択するゲームキャラクタ動作選択手段と、 Game character action selecting means for selecting one game character action pattern from among the action patterns of the one or more game characters determined by the game character action determining means;
前記ゲームキャラクタ動作選択手段によって選択された前記 1つのゲームキャラクタ の動作パターンに対応する文字キャラクタを、前記ゲームキャラクタの近傍に表示す るゲームキャラクタ動作表示手段と、 Game character action display means for displaying a character character corresponding to the action pattern of the one game character selected by the game character action selection means in the vicinity of the game character;
を備えるゲーム装置。 A game device comprising:
[7] モニタに表示されたキャラクタを動作させるゲームをコンピュータに実行させるため のゲーム方法であって、 [7] A game method for causing a computer to execute a game for moving a character displayed on a monitor,
現在のゲーム状況を認識するゲーム状況認識ステップと、 A game situation recognition step for recognizing the current game situation;
前記ゲーム状況認識ステップによって認識された前記現在のゲーム状況に応じて 、前記ゲームキャラクタを動作可能な 1つ又は複数の前記ゲームキャラクタの動作パ ターンを決定するゲームキャラクタ動作決定ステップと、 A game character action determining step for determining an action pattern of one or a plurality of the game characters capable of moving the game character according to the current game situation recognized by the game situation recognition step;
前記ゲームキャラクタ動作決定ステップによって決定された前記 1つ又は複数のゲ ームキャラクタの動作パターンの中から、 1つの前記ゲームキャラクタの動作パターン を選択するゲームキャラクタ動作選択ステップと、 A game character action selection step for selecting one game character action pattern from among the one or more game character action patterns determined in the game character action determination step;
前記ゲームキャラクタ動作選択ステップによって選択された前記 1つのゲームキャラ クタの動作パターンに対応する文字キャラクタを、前記ゲームキャラクタの近傍に表 示するゲームキャラクタ動作表示ステップと、 A game character action display step of displaying a character character corresponding to the action pattern of the one game character selected in the game character action selection step in the vicinity of the game character;
を備えるゲーム方法。
A game method comprising:
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JP2005-260365 | 2005-09-08 | ||
JP2005260365A JP2007068824A (en) | 2005-09-08 | 2005-09-08 | Game program, game apparatus and game method |
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WO2008146519A1 (en) * | 2007-05-25 | 2008-12-04 | Konami Digital Entertainment Co., Ltd. | Game program, game device and game control method |
KR101608172B1 (en) | 2014-12-22 | 2016-03-31 | 주식회사 넥슨코리아 | Device and method to control object |
TWI598142B (en) * | 2015-04-27 | 2017-09-11 | 樂線韓國股份有限公司 | Method and device to control object |
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JP2002331168A (en) * | 2001-05-11 | 2002-11-19 | Square Co Ltd | Game device, game control method, and storage medium and computer program therefor |
JP2004073220A (en) * | 2002-08-09 | 2004-03-11 | Konami Co Ltd | Game method, game program, and game device |
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2005
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2006
- 2006-06-29 WO PCT/JP2006/312962 patent/WO2007029404A1/en active Application Filing
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JP2002331168A (en) * | 2001-05-11 | 2002-11-19 | Square Co Ltd | Game device, game control method, and storage medium and computer program therefor |
JP2004073220A (en) * | 2002-08-09 | 2004-03-11 | Konami Co Ltd | Game method, game program, and game device |
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TWI313617B (en) | 2009-08-21 |
TW200714329A (en) | 2007-04-16 |
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