WO2007063624A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム方法 Download PDFInfo
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- WO2007063624A1 WO2007063624A1 PCT/JP2006/314413 JP2006314413W WO2007063624A1 WO 2007063624 A1 WO2007063624 A1 WO 2007063624A1 JP 2006314413 W JP2006314413 W JP 2006314413W WO 2007063624 A1 WO2007063624 A1 WO 2007063624A1
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- Prior art keywords
- game
- voice
- commentary
- sound
- data
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—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
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game that reproduces a plurality of game sounds.
- the present invention also relates to a game apparatus and a game method realized by the game program.
- Various games have been proposed.
- One of them is a battle video game, for example, a baseball game, in which a player character displayed on a monitor is operated to play a game.
- the player can select one baseball team to which each player character belongs, and can play against other players or computers that have selected other baseball teams.
- Patent Document 1 JP-A-7-163754
- Non-Patent Document 1 Dengeki PlayStation No.10 No.8, Japan, Media Works, March 12, 2004
- the conventional video game capable of switching the commentary using multiple languages is one voice port corresponding to the commentary voice cue in one language, and the commentary voice data in one language. Since only streaming power is played back, audio data of live commentary in multiple languages cannot be streamed at the same time. In this way, if audio data of live commentary in multiple languages cannot be streamed at the same time, for example, the player may respond to a request to listen to live commentary in multiple languages at the same time in order to improve listening skills. There are things that cannot be done. For this reason, streaming playback of live commentary audio data that matches the player's preference may be difficult.
- An object of the present invention is to enable streaming reproduction of live commentary commentary data that matches the player's preference in a game program.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game to output a plurality of game sounds to realize the following functions.
- a game progress condition determining function for determining whether or not a predetermined game progress condition is satisfied.
- a voice queue creation function that creates a plurality of voice cues corresponding to a plurality of game voices when it is determined that a predetermined game progress condition is satisfied by the game progress condition judgment function.
- a game condition determining function for determining whether or not a predetermined game condition is satisfied.
- the game progress condition determining function determines whether or not a predetermined game progress condition is satisfied.
- the predetermined game progress condition is a condition for determining what kind of audio data is output according to the game progress.
- the voice cue creation function when it is determined by the game progress condition judgment function that a predetermined game progress condition is satisfied, a plurality of voice cues corresponding to a plurality of game voices are created.
- the voice cue is for designating the order of outputting the voice data.
- the voice cue creation function creates a voice cue to specify what kind of voice data is output in what order according to the progress of the game.
- the game condition determination function it is determined whether or not the power satisfies a predetermined game condition.
- the predetermined game condition is a condition for determining which game sound is to be output from among a plurality of game sounds, for example.
- the game condition determination function determines which game sound is to be output among a plurality of game sounds.
- a plurality of audio ports corresponding to the plurality of audio cues created by the voice cue creation function are set. Game sound can be output simultaneously.
- the voice port is a plurality of streaming playback ports corresponding to a plurality of voice cues, and is a port for outputting voice while reading voice data.
- the simultaneous audio output function a plurality of audio data having contents corresponding to the game progress status are simultaneously output from a plurality of audio ports corresponding to the plurality of audio queues in the order specified by the plurality of audio queues.
- the game progress condition judgment function determines the power of outputting audio data of any content according to the game progress status.
- audio data of 3 patterns of language live commentary audio data of Japanese live commentary only, audio data of English live commentary only, audio data of both Japanese live commentary and English live commentary .
- the live language setting screen which is the game setting screen, for example, by selecting “Japanese + English”, it is determined to output audio data for both the Japanese live commentary and the English live commentary.
- the audio data of both the Japanese live commentary and English live commentary are in the order specified in the Japanese live commentary voice cue and the English live commentary voice cue. It is output simultaneously with two voice ports corresponding to, where "I entered Ichi!
- the voice simultaneous output function allows the voice data of both the Japanese commentary and English commentary to be converted into a voice cue and English commentary for the commentary on the Japanese commentary.
- the two voice ports corresponding to the two voice cues can be output simultaneously in the order specified in the explanation voice cue.
- Live commentary Can respond to requests to hear live commentary in both languages simultaneously. Therefore, it is possible to perform streaming reproduction of live commentary audio data that matches the preference of the player.
- a game program according to claim 2 is the game program according to claim 1, wherein the plurality of game sounds include a first game sound and a second game sound different from the first game sound.
- the plurality of voice cues have a first voice cue corresponding to the first game voice and a second voice cue corresponding to the second game voice.
- the plurality of voice ports have a first voice port corresponding to the first game voice cue and a second voice port corresponding to the second game voice cue.
- the voice data of Japanese commentary is set as the first game sound
- the sound data of English commentary is set as the second game sound
- the announcer and commentator as the first game sound. It is possible to set normal live commentary audio data, and to set live commentary audio data that can be talked by guest talents and guest commentators as the second game sound. Stream audio data of live commentary.
- the game condition determination function determines whether or not to output at least one of the first game sound and the second game sound. It is a function.
- the voice data of the Japanese live commentary is set as the second game voice
- the English live commentary voice data is set as the second game voice
- the voice data of the Japanese live commentary only the English live commentary Audio data for commentary only
- audio data for commentary on the Japanese language and commentary on English language commentary.
- the player can select voice data for language commentary in three patterns. Streaming regeneration can be performed.
- the game program according to claim 4 is the game program according to claim 2 or 3, wherein the first game sound is a sound composed in Japanese, and the second game sound is the first game.
- the voice is composed of a language different from the voice.
- the first game sound is a sound composed of Japanese which is a default setting that is normally selected by the player
- the second game sound is different from English that is not normally selected by the player, English and French. , German, Italian, Spanish, Dutch, Chinese, Korean, etc., so you can stream audio data for live commentary that matches the player's preference .
- a game device is a game device that realizes a game that outputs a plurality of game sounds.
- the game apparatus includes a game progress condition determining unit, a voice cue creating unit, a game condition determining unit, and a voice simultaneous output unit. Based on the game progress condition determining means, it is determined whether or not the predetermined game progress condition is satisfied.
- the sound cue creation means determines that the predetermined game advance condition is satisfied by the game progress condition determination means, a plurality of sound cues corresponding to a plurality of game sounds are created.
- the game condition determining means it is determined whether or not the power satisfies a predetermined game condition.
- the simultaneous audio output means when it is determined by the game condition determination means that the predetermined game condition is satisfied, a plurality of audio ports corresponding to the plurality of audio cues created by the audio queue creation means are provided. The game sound can be output simultaneously.
- a game method is a game method for causing a computer to realize a game for outputting a plurality of game sounds.
- This game method includes a game progress condition determining step, an audio cue creating step, a game condition determining step, and an audio simultaneous output step.
- the game progress condition determining step it is determined whether or not the power satisfies a predetermined game progress condition.
- the sound cue creation step when it is determined in the game progress condition determination step that a predetermined game progress condition is satisfied, a plurality of sound cues corresponding to a plurality of game sounds are created.
- the game condition determining step it is determined whether or not the power satisfies a predetermined game condition.
- a plurality of voice ports corresponding to the plurality of voice cues created by the voice queue creation step A plurality of game sounds can be output simultaneously every time.
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram as an example of the video game apparatus.
- FIG. 3 A diagram showing a live language setting screen in a baseball game.
- FIG. 4 is a schematic diagram showing an output state of the first voice port and the second voice port when the Japanese commentary on the baseball game is played.
- FIG. 5 is a schematic diagram showing an output state of the first voice port and the second voice port when the commentary on the actual state of English in the baseball game is played.
- FIG. 6 is a schematic diagram showing the output state of the first voice port and the second voice port when the Japanese-English commentary in the baseball game is played.
- FIG. 7 is a flowchart relating to a live commentary replay process in the baseball game.
- FIG. 8 is a diagram corresponding to FIG. 3 in another embodiment.
- FIG. 9 is a diagram corresponding to FIG. 3 in another embodiment.
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the game apparatus.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with the recording medium 10, and the game data is executed by appropriately reading the recording medium 10 game data. The contents of the game executed in this way are displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, a game sound output unit 4, and an operation input unit 5, each of which has a bus 6 It is connected via This bus 6 includes an address bus, a data bus, a control bus, and the like.
- the control unit 1, the storage unit 2, the game sound output unit 4 and the operation input unit 5 are included in the home video game machine main body of the home video game apparatus, and the image display unit 3 is used in the home television.
- the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
- the control unit 1 includes, for example, a CPU 7 (Central Processing Unit), a signal processor 8, and an image processor 9.
- the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via the bus 6.
- the CPU 7 interprets instructions from the game program and performs various data processing and control.
- the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
- the signal processor 8 mainly performs calculations in the three-dimensional space, position conversion calculation from the three-dimensional space to the pseudo three-dimensional space, light source calculation processing, and image and sound data generation processing processing. It is carried out.
- the image processing processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
- the storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like.
- the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM 12 (Random Access Memory).
- An interface circuit 11 is connected to the recording medium 10.
- the interface circuit 11 and the RAM 12 are connected via the bus 6.
- the recording medium 10 is for recording operation system program data, image data, sound data, game data having various program data capabilities, and the like.
- the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
- the recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAM 12 is used for temporarily storing various data read from the recording medium 10 and for temporarily recording the processing result from the control unit 1.
- This RAM 12 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
- the RAM 12 is used to designate the order in which audio data is output.
- An area for storing the first voice cue 73 and the second voice cue 74 is provided.
- the first audio cue 73 and the second audio cue 74 are for designating the order of outputting audio data to the first audio port 71 and the second audio port 72 described later.
- the first voice cue 73 is for designating the order in which the voice data of Japanese commentary is output.
- the first voice cue 73 corresponds to the first voice cue 73 in the order designated by the first voice cue 73.
- 1Voice port 71 outputs audio data of Japanese commentary.
- the second voice cue 74 is for designating the order of outputting the voice data of the English commentary, and corresponds to the second voice cue 74 in the order designated by the second voice cue 74.
- Voice data of live commentary in English is output at the second audio port 72.
- information in the order in which the audio data is output is stored as a queue, and a first-in first-out process in which the audio data is output in the stored order is performed.
- the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
- the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter 22 (Digital-To-Analog converter).
- a DZ A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZA converter 22 via the interface circuit 21 and is converted into an analog image signal here. Then, the analog image signal is output as an image to the television monitor 20.
- image data includes, for example, polygon data and texture data.
- Polygon data is the coordinate data of vertices constituting a polygon.
- the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the movement data and rotation data of the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. No! It is then converted to polygon data (2D polygon data) in 2D space after coordinate conversion and perspective projection conversion.
- the polygon outline is composed of a plurality of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
- the game sound output unit 4 is provided mainly for outputting sound data read from the recording medium 10 as a game sound.
- the game sound output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifier circuit 14 is connected to the speaker 13, a DZA converter 15 is connected to the amplifier circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the sound data is supplied to the D / A converter 15 via the interface circuit 16, where it is converted into an analog sound signal. This analog sound signal is amplified by the amplifier circuit 14 and output from the speaker 13 as a game sound.
- Examples of sound data include ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data.
- ADPCM Adaptive Differential Pulse Code Modulation
- PCM Pulse Code Modulation
- a first audio port 71 and a second audio port 72 are connected to the interface circuit 16 of the game sound output unit 4 via the bus 6.
- the first audio port 71 and the second audio port 72 are streaming playback ports corresponding to the first audio queue 73 and the second audio queue 74, respectively, and are ports for outputting audio while reading audio data.
- the first voice port 71 is a port corresponding to the first voice queue 73, and the voice data of the Japanese commentary is output in the order specified by the first voice queue 73.
- the second voice port 72 is a port corresponding to the second voice queue 74.
- the audio data of the English commentary is output in the order specified by the second audio cue 74.
- the voice data of the Japanese live commentary and the English live commentary are simultaneously output and output in the order specified by the first voice queue 73 and the second voice queue 74.
- the audio data of the Japanese live commentary and English live commentary are simultaneously output from the speaker 13 through the interface circuit 16, D / A converter 15, and amplifier circuit 14 as the audio of the Japanese live commentary and English live commentary.
- 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 the game program from the recording medium 10. Also, if the start button 17e is pressed while the title screen is displayed on the television monitor 20, a mode select screen for setting various modes will be displayed on the television monitor 20! /, The
- the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
- the left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick.
- This stick type controller is an upright stick have.
- This stick has a structure in which an upright position force can tilt over 360 degrees including front, back, left and right with a fulcrum as the center.
- the left stick 17SL and right stick 17SR have the X coordinate and y coordinate values based on the upright position as the operation signal and the operation information interface circuit 18 and interface circuit 19 as the operation signal according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
- the first button 17a ?? second button 17b ?? third button 17c ⁇ fourth button 17d, L1 button 17L1, L2 button 17L2, R1 button 17R1 and R2 button 17R2 are loaded with the game program Various functions are allocated depending on the situation.
- the second button 17b and the third button 17c are used when instructing the CPU 7 to determine a menu item or to move to the next screen
- the first button 17a and the fourth button 17d are menu items. Used when instructing CPU7 to deselect or cancel the eye or return to the previous screen.
- buttons and keys of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and are neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
- the CPU 7 receives image data, sound data, and program data from the recording medium 10 based on the operating system stored in the recording medium 10. Is read. Some or all of the read image data, sound data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and sound data stored in the RAM 12 based on the program data stored in the RAM 12.
- image data In the case of image data, first, based on a command from the CPU 7, the position of the character in the three-dimensional space of the signal processor 8 and light source calculation are performed. Next, the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data force written in the RAM 12 is supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZ A converter 22. And The image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 In the case of sound data, first, the signal processor 8 generates and processes sound data based on a command from the CPU 7. Here, for example, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the sound data. Next, the sound data is output from the signal processor 8, and passes through the first audio cue 73 and the second audio cue 74, the first audio port 71 and the second audio port 72, and the interface circuit 16 in the RAM 12. Supplied to DZ A converter 15. Here, the sound data is converted into an analog sound signal. Then, the sound data is output as a game sound from the speed 13 through the amplifier circuit 14.
- processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the sound data.
- the sound data is output from the signal processor 8, and passes through the first audio cue 73 and the second audio cue 74, the first audio port 71 and the second audio port 72, and the interface circuit 16 in the RAM 12. Supplied to DZ A converter 15.
- the game executed in this game machine is, for example, a baseball game.
- This game machine can realize a game in which a character displayed on the television monitor 20 is operated.
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the control unit 1 includes a character display means 50, a character action means 51, a game advance condition determination means 52, an audio cue creation means 53, a game condition determination means 54, an audio port determination means 55, and an audio output simultaneously.
- Means 56 is mainly provided.
- the character display means 50 has a function of displaying a pitcher character, a batter character, etc. on the television monitor 20.
- a pitcher character and a batter character are displayed on the television monitor 20.
- the pitcher image data corresponding to the pitcher character, the batter image data corresponding to the batter character are supplied to the RAM 12 from the storage unit 2, for example, the recording medium 10, when the game program is loaded. Stored.
- the pitcher image data and the pitcher coordinate data are recognized by the control unit 1, for example, the CPU 7.
- the batter coordinate data for displaying batter image data on the television monitor 20 and the pitcher coordinate data force for displaying the pitcher image data on the television monitor 20 are stored in the storage medium 10.
- the data is supplied to the RAM 12 and stored in the RAM 12.
- the batter image data and batter coordinate data are recognized by the control unit 1, for example, the CPU 7.
- the batter image data and pitcher image data stored in the RAM 12 are designated by the CPU 7.
- the image data is supplied to the television monitor 20 via the image processor 9. Then, the batter image data and the pitcher image data are displayed at predetermined positions on the television monitor 20 based on the batter coordinate data and the pitcher coordinate data. Note that the CPU 7 gives an instruction to display the batter image data and the pitcher image data at a predetermined position on the television monitor 20.
- the character action means 51 has a function of moving the pitcher character and the batter character. In the character operation means 51, the pitcher character and the batter character are operated.
- the game progress condition determining means 52 has a function of determining whether or not the power satisfies a predetermined game progress condition.
- the game progress condition determining means 52 determines the power dynamism that satisfies a predetermined game progress condition, which is a condition for determining the power to output what kind of audio data according to the game progress. Specifically, the game progress condition judging means 52 judges the power of outputting audio data of any content according to the game progress status, and in response to the event that the player character hits a home run, “I! Home run!”, “A player made a two-run home run on the light stand”, and “A player's two-run home run led the team B to 2-0”.
- the game progress condition determination means 52 outputs the determined “Ichiichi!
- the voice cue creation means 53 when the game progress condition judgment means 52 determines that the predetermined game progress conditions are satisfied, a plurality of game voices (voices for Japanese live commentary and English live commentary) ) (A first voice cue 73 and a second voice cue 74).
- the voice cue creation means 53 creates a first voice cue 73 and a second voice cue 74 for specifying what kind of voice data is output in what order according to the game progress status. The Specifically, in the audio data of the Japanese commentary, “I entered!
- the first voice cue 73 is created, which is a voice commentary for Japanese live commentary that specifies that the voice data for live commentary in Japanese will be output in the order of “2-0”.
- the audio data of English commentary “it, s gone!”, “A smacked a two—r un homer to the right stand”, “The B took a 2—0 lead on a A's two -run
- a second voice cue 74 is created, which is a voice cue for English commentary that specifies the output of voice data for English commentary in the order of homerj.
- the first cue created by the voice cue creation means 53 is created.
- Various data of the voice queue 73 and the second voice queue 74 are stored in the RAM 12.
- the game condition determining means 54 has a function of determining whether or not a predetermined game condition is satisfied.
- the game condition determining means 54 determines whether or not a predetermined game condition, which is a condition for determining which game sound is to be output from among a plurality of game sounds, is satisfied.
- the game condition determination means 54 determines which language status commentary voice data is to be output among a plurality of game voices of the voice data of Japanese commentary and English commentary. Specifically, audio data for Japanese live commentary only, audio data for English live commentary only, audio data for both Japanese live commentary and English live commentary, three patterns of language live commentary are output. Is judged.
- the live language setting screen 40 which is the game setting screen shown in FIG.
- Japanese live commentary by selecting one of “Japanese”, “English”, or “Japanese + English”, only the Japanese live commentary is provided. It is decided to output one of the following audio data, audio data with English commentary only, and audio data with both Japanese commentary and English commentary.
- the live language setting screen 40 shown in Fig. 3 the item "Japanese + English” is selected.
- both Japanese live commentary and English live commentary are output. Is determined.
- various types of data such as data including decision information for outputting audio data for both Japanese commentary and English commentary determined by the game condition determination means 54 are stored in the RAM 12.
- the sound port determining means 55 determines the sound port (first sound port) corresponding to the determined game sound. 71 and the second voice port 72) are determined.
- the game condition determination means 54 has decided to output the audio data of both the Japanese live commentary and the English live commentary.
- the voice port 71 and the second voice port 72 are determined.
- various data such as data including determination information that the first audio port 71 and the second audio port 72 determined by the audio port determining means 55 are ports for outputting audio data are stored in the RAM 12.
- the simultaneous voice output means 56 when the game condition determination means 54 determines that the predetermined game condition is satisfied, the first voice queue 73 and the second voice queue 73 created by the voice queue creation means 53.
- Each of the first audio port 71 and the second audio port 72 determined by the audio port determination means 55 corresponding to the audio queue 74 has a function of simultaneously outputting a plurality of game sounds.
- the simultaneous audio output means 56 the audio data of both the Japanese live commentary and the English live commentary are in the order specified in the first audio cue 73 of the Japanese live commentary and the second audio cue 74 of the English live commentary. Two first audio ports 71 and second audio ports 72 corresponding to the first audio cue 73 and the second audio cue 74 are simultaneously output.
- the first audio port 71 and the second audio port 72 are streaming playback ports corresponding to the first audio queue 73 and the second audio queue 74, respectively, and do not read the audio data.
- This is a port for outputting audio. Specifically, if it is decided by the game condition judging means 54 to output audio data of both the Japanese commentary and the English commentary, “Introduction!
- the audio data of both the Japanese commentary and English commentary is processed by the simultaneous voice output means 56 in the order specified in the first sound cue 73 of the Japanese commentary and the second sound cue 74 of the English commentary.
- the two first audio ports 71 and second audio ports 72 corresponding to the two first audio cues 73 and the second audio cues 74 can be output simultaneously, so that the player can improve the hearing ability. Therefore, it is possible to respond to the request to listen to the commentary on both Japanese commentary and English commentary at the same time. Therefore, streaming playback of live commentary audio data that matches the player's preference It can be performed.
- the live language setting screen 40 has a selection item 41 for “Japanese”, a selection item 42 for “English”, and “Japanese + English” in the upper part of a substantially rectangular frame.
- the selection item 43 characters are arranged one above the other, and in the lower part of the approximately rectangular frame is an operation instruction that indicates the button operation instruction when performing “enter” and “return (cancel)” in the live language setting Item 45 is placed.
- Japanese selection item 41 "English” selection item 42, "Japanese + Englis h” selection item 43, respectively, audio of Japanese live commentary only, audio of English live commentary only, Japanese live commentary
- This item is used to determine whether to output the speech of the three-language language commentary for both voice and English commentary.
- the selection cursor 44 indicating that one of the selection items 4 3 of “Japanese + English” has been selected is arranged.
- the selection cursor 44 is arranged so that it can be moved up and down by operating the up direction key 17U and the down direction key 17D.
- the selection item 41 of “Japanese”, the selection item 42 of “English”, the selection item 43 of “Japanese + Englis h” with the selection cursor 44 arranged One is selected and determined. If the first button 17a and the fourth button 17d are pressed, the currently displayed setting state is canceled and the selection cursor 4 Regardless of the position of 4, the selection item 41 of “Japanese”, the selection item 42 of “English”, and the selection item 43 of “Japanese + English”, which was determined last time, is selected and decided.
- Japanese live commentary is output. Is determined. Specifically, as shown in Figure 4, “One entered! Home run!”, “A player hit a two-run home run on the light stand”, “A player's two-run home run resulted in two teams B — The voice data of the Japanese live commentary that read “0” was recorded in the first voice cue 73 of the Japanese live commentary. The first voice port 71 corresponding to the first voice cue 73 is output in the order of “I made a home run” and “B team led 2-0 by A run 2 of the A player”.
- a live data determination process is performed to determine what kind of audio data is output in accordance with the progress of the game during the baseball game and events occurring during the game ( Sl).
- the actual data determination process of step SI it is determined what kind of audio data is output according to the game progress. Specifically, in response to the event that player Kya Racta hit a home run, “I entered!
- step S2 When the live data determination process in step S1 is performed, a plurality of voice cues (first voice cue 73 and second voice cue 74) corresponding to a plurality of game voices (voices of Japanese live commentary and English live commentary). ) Is created (S2).
- the first voice cue 73 and the second voice cue for specifying the power of outputting what kind of voice data according to the game progress and in what order. 74 is created. Specifically, in the audio data of the Japanese commentary, “I entered one! Home run!”, “A player hit a two-run home run on the light stand”, “ The team led 2-0 ” A first voice cue 73 is created, which is a voice commentary for Japanese live commentary that specifies the output of Japanese live commentary voice data.
- the second voice cue 74 which is an audio commentary for English commentary that specifies that voice data for commentary on the English commentary is output with one jet of "-run 1101116]" is created.
- the voice cue creation process in step S2 is performed, the Japanese language live mode that outputs the voice data of the Japanese live commentary is selected from the multiple language live modes, and it is determined whether or not it is powerful (S3 ).
- step S3 the selection item 41 of "Japanese" is selected on the live language setting screen 40 shown in FIG. 3, and it is determined whether or not the second button 17b or the third button 17c is pressed. . If it is determined in step S3 that the Japanese live mode is selected, a first voice port determination process is performed to determine the first voice port 71 corresponding to the determined voice data of the Japanese live commentary. (S4), “One entered! Home run!”, “A player hit a two-run home run on the light stand”, “A player's two-run home run led Team B to 2-0” t ⁇ Japanese live data reading process is performed to read voice data of Japanese live commentary (S5). When the Japanese live data reading process in step S5 was performed, “I entered one!
- step S3 If it is determined in step S3 that the Japanese live mode is selected !, then, the English live mode that outputs audio data of English live commentary is selected from among multiple language live modes. Then, it is determined whether or not the force is strong (S7).
- step S7 it is determined whether or not the “English” selection item 42 is selected on the live language setting screen 40 shown in FIG. 3 and the second button 17b or the third button 17c is pressed. Is done. If it is determined in step S7 that the English live mode is selected, a second voice port determination process is performed to determine the second voice port 72 corresponding to the voice data of the determined English live commentary (S8).
- step S7 Japanese + English that outputs voice data of Japanese + English live commentary in multiple language live modes is output.
- word live mode it is determined whether or not it is correct (S10).
- step S10 it is determined whether or not the “Japanese + English” selection item 43 is selected on the live language setting screen 40 shown in FIG. 3 and the second button 17b or the third button 17c is pressed. Is done. If it is determined in step S10 that the Japanese + English live mode is selected, the first voice port 71 and the second voice port 72 corresponding to the determined voice data of the Japanese + English live commentary are determined. 1 ⁇ The second voice port decision process is performed (S11), “I entered I!
- step S6 voice simultaneous output processing is performed (S6). If it is determined in step S10 that Japanese + English live mode is not selected, the process returns to step S3.
- the simultaneous voice output process includes three patterns of language live commentary: voice data with Japanese live commentary only, voice data with English live commentary only, and voice data with both Japanese live commentary and English live commentary.
- the audio data is sent to the two first audio cues 73 and second audio cues 74 in the order specified by at least one of the first audio cue 73 in the Japanese commentary and the second audio cue 74 in the English commentary.
- Simultaneous output is performed at at least one of the two corresponding first audio ports 71 and second audio ports 72.
- the audio simultaneous output process in step S6 is performed by the speaker 13 via the two first audio ports 71 and second audio port 72, the interface circuit 16 of the game sound output unit 4, the DZA converter 15, and the amplifier circuit 14. Audio of at least one of Japanese commentary and English commentary is output to the outside.
- the voice data of both the Japanese live commentary and the English live commentary is converted into Japanese by the simultaneous audio output process of Step S6 when it is determined that the Japanese + English live comment mode is selected in Step S10.
- the first voice cue 73 and the second voice key in the order specified by the first voice cue 73 in the live commentary and the second voice cue 74 in the English live commentary. Since both the 1st audio port 71 and 2nd audio port 72 corresponding to the user 74 can be output simultaneously, the actual situation of both the Japanese live commentary and the English live commentary to improve the listening ability of the player It is possible to respond to requests that you want to hear explanations at the same time. Therefore, streaming playback of the audio data of the live commentary that suits the player's preference can be performed.
- the power game device shown as an example in the case of using a home video game device as an example of a computer to which the game program can be applied is not limited to the above-described embodiment, and a monitor is separately provided.
- Game devices configured on the body, game devices with an integrated monitor, personal computers that function as game devices by executing game programs, portable game devices, mobile phones, PDAs, or The same can be applied to arcade game devices.
- the present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
- this recording medium in addition to force cartridge, for example, computer-readable flexible disk, semiconductor memory, CD-ROM, DVD, BD-ROM (Blu-ray Disk-ROM), UMD, ROM cassette, etc. Can be mentioned.
- a baseball game has been described as an example of a game to be executed on a game machine.
- the game to be executed is not limited to this and is applicable to various games. be able to.
- the present invention can be similarly applied to various sports games such as soccer and martial arts, simulation games, shooting games, and role playing games.
- the announcer and the commentator only have the sound data of the live commentary in the normal live mode
- the second game sound is the guest talent
- Voice data of only the live commentary in the chat mode consisting of talks by guest commentators, normal live mode and chat It is possible to select the voice data in the live commentary mode in 3 patterns for both voice data in the live commentary mode.
- the live commentary mode setting screen 60 shown in FIG. 8 has a “normal live mode” selection item 61, a “talking mode” selection item 62, a “normal live mode +
- the characters of selection item 63 of “Oshiya Beri Mode” are arranged side by side in the top and bottom, and in the lower part of the approximately rectangular frame are the button operations for performing “Confirm” and “Return (Cancel)” of the live language setting
- An operation instruction item 65 representing this instruction is arranged.
- Selection item 61 for “Normal Live Mode”, Select Item 62 for “Talk Mode”, and Select Item 63 for “Normal Live Mode + Talk Mode” are the voices only for the live commentary in the normal live mode, and the live commentary in the chat mode, respectively.
- This item is used to determine whether to output the speech of the three-language language commentary for both the voice commentary and the commentary commentary in both the normal commentary mode and the talk mode.
- a selection cursor 64 indicating that one of the selection item 62 and the selection item 63 of “normal live mode + chatting mode” is selected is arranged.
- the selection cursor 64 is arranged so as to be movable up and down by operating the up direction key 17U and the down direction key 17D.
- the currently displayed setting state is canceled, and the selection item of the “normal live mode” previously determined regardless of the position of the selection cursor 64 61 , One of the selection item 62 of “Talking mode” and the selection item 63 of “Normal live mode + Pushing and talking mode” is selected and determined.
- the audio data for the live commentary only in the normal live mode the voice data for the live commentary only in the chat mode
- the voice data for the live commentary mode in three patterns of both the normal live mode and the live commentary in the chat mode Since the player can arbitrarily select audio data for one commentary from the data, it is possible to perform streaming playback of commentary commentary audio data that matches the player's preference.
- (e) In the above embodiment, the ability to select voice data of Japanese live commentary and speech live commentary of English live commentary, as shown in Fig.
- the player can select other languages such as English, French, German, Italian, Spanish, etc., which are not normally selected by the player. Audio data can be streamed.
- a plurality of sound data is simultaneously output from a plurality of sound ports corresponding to the plurality of sound cues in the order specified by the plurality of sound cues by the simultaneous sound output function. Since it can be output, it is possible to perform streaming playback of the audio data of the commentary that matches the player's preference.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Electrically Operated Instructional Devices (AREA)
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2005-347464 | 2005-12-01 | ||
| JP2005347464 | 2005-12-01 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007063624A1 true WO2007063624A1 (ja) | 2007-06-07 |
Family
ID=38091964
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2006/314413 Ceased WO2007063624A1 (ja) | 2005-12-01 | 2006-07-20 | ゲームプログラム、ゲーム装置及びゲーム方法 |
Country Status (2)
| Country | Link |
|---|---|
| TW (1) | TW200722160A (enExample) |
| WO (1) | WO2007063624A1 (enExample) |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH10211359A (ja) * | 1997-01-30 | 1998-08-11 | Sega Enterp Ltd | ゲーム機における音声発生装置及び方法並びに媒体 |
| JP2001137536A (ja) * | 1999-11-15 | 2001-05-22 | Namco Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2002018124A (ja) * | 2000-07-12 | 2002-01-22 | Square Co Ltd | 実況を処理するプログラムを記録した記録媒体、実況音声出力方法、ゲーム装置及び実況を処理するプログラム |
-
2006
- 2006-07-20 WO PCT/JP2006/314413 patent/WO2007063624A1/ja not_active Ceased
- 2006-07-27 TW TW095127545A patent/TW200722160A/zh not_active IP Right Cessation
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH10211359A (ja) * | 1997-01-30 | 1998-08-11 | Sega Enterp Ltd | ゲーム機における音声発生装置及び方法並びに媒体 |
| JP2001137536A (ja) * | 1999-11-15 | 2001-05-22 | Namco Ltd | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP2002018124A (ja) * | 2000-07-12 | 2002-01-22 | Square Co Ltd | 実況を処理するプログラムを記録した記録媒体、実況音声出力方法、ゲーム装置及び実況を処理するプログラム |
Also Published As
| Publication number | Publication date |
|---|---|
| TW200722160A (en) | 2007-06-16 |
| TWI303183B (enExample) | 2008-11-21 |
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