WO2007029404A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents

ゲームプログラム、ゲーム装置及びゲーム方法 Download PDF

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Publication number
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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WIPO (PCT)
Prior art keywords
character
game
action
player
runner
Prior art date
Application number
PCT/JP2006/312962
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English (en)
French (fr)
Japanese (ja)
Inventor
Junichi Fujita
Yuichi Yokoyama
Satoshi Uno
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Publication of WO2007029404A1 publication Critical patent/WO2007029404A1/ja

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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
    • A63F2300/303Features 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
    • A63F2300/307Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game for operating a 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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