WO2007074573A1 - ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 - Google Patents

ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 Download PDF

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Publication number
WO2007074573A1
WO2007074573A1 PCT/JP2006/321232 JP2006321232W WO2007074573A1 WO 2007074573 A1 WO2007074573 A1 WO 2007074573A1 JP 2006321232 W JP2006321232 W JP 2006321232W WO 2007074573 A1 WO2007074573 A1 WO 2007074573A1
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WO
WIPO (PCT)
Prior art keywords
data
controller
control unit
acceleration
moving
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2006/321232
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English (en)
French (fr)
Japanese (ja)
Inventor
Katsuyoshi Endo
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Digital Entertainment Co Ltd
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 WO2007074573A1 publication Critical patent/WO2007074573A1/ja
Priority to US12/139,946 priority Critical patent/US20080254898A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features 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 input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • 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

  • Video game program video game apparatus, and video game control method
  • the present invention relates to a video game program, in particular, a moving object based on acceleration data detected by the acceleration sensor when the moving object is displayed on the image display unit and the controller incorporating the acceleration sensor moves.
  • the present invention relates to a video game program for realizing a video game for controlling a moving state on a computer.
  • the present invention also relates to a video game apparatus capable of executing a video game realized by the video game program, and a video game control method capable of controlling the video game realized by the video game program by a computer.
  • Various video games have been proposed in the past. These video games are designed to be executed on game devices.
  • a general game device has a monitor, a game machine main body separate from the monitor, and an input unit such as a controller separate from the game machine main body.
  • the controller is provided with an input unit, for example, a plurality of input buttons.
  • an object displayed on the monitor can be operated by operating the input button!
  • a pitcher character can be thrown by operating an input button of a controller (see Non-Patent Document 1).
  • the ball type to be pitched by the pitcher character is first selected by pressing the cross button up, down, left and right.
  • the pitching action of the pitcher character is started by pressing the X button.
  • the ball speed is increased by continuously pressing the X button, and the ball throwing course is selected by pressing the cross button up, down, left, or right.
  • the pitcher character's power is also released.
  • the baller moves at a predetermined ball speed that is increased while changing with a certain amount of change of the selected ball type. The moving state is displayed on the monitor.
  • Non-Patent Document 1 Live Powerful Pro Baseball 9 Final Edition, Konami Corporation, PS2 Version
  • the ball power released from the pitcher character is displayed on the monitor in a state where the ball moves at a predetermined ball speed while changing with a certain amount of change of the selected ball type. ing.
  • the amount of change and speed of a ball whose pitcher power has been released changes depending on how the pitcher throws. For example, when the right pitcher tries to throw a curve, generally, the greater the swing of the arm to the left as viewed from the pitcher force, the greater the change in the ball. The greater the swing width of the arm, the higher the ball speed.
  • the ball corresponding to the pitcher's pitching motion is based on the input data from the controller. It is necessary to evaluate the amount of change and the speed of the ball.
  • the amount of change and speed of the ball could not be evaluated based on the input data from the controller, so the amount of change of the ball and the speed of the ball were determined according to the pitcher's pitching motion. It was difficult to change.
  • An object of the present invention is to display an object such as a ball character on the image display unit, and based on acceleration data detected by the acceleration sensor when a controller incorporating the acceleration sensor moves. It is to be able to control the movement state.
  • the video game program according to claim 1 displays a moving object on the image display unit, and based on the acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor moves.
  • the following functions are realized in a computer capable of executing a video game for controlling movement.
  • a moving state data recognition function that causes the control unit to recognize moving state data for defining the moving state of the moving object.
  • Controller force An acceleration data recognition function that allows the control unit to recognize acceleration data that is continuously input to the input unit.
  • Controller force Time interval data recognition function that allows the control unit to recognize the time interval of acceleration data continuously input to the input unit as time interval data.
  • a position data calculation function for causing the control unit to calculate at least one of controller position data and angle data based on the acceleration data and time interval data recognized by the control unit.
  • a change amount calculation function for causing the control unit to calculate a change amount of the controller based on at least one of the position data and the angle data of the controller.
  • a moving state data correction function that causes the control unit to correct the moving state data according to the amount of change of the controller.
  • a moving body display function for displaying the moving state of the moving body on the image display unit using image data corresponding to the moving body based on the corrected moving state data.
  • movement state data for defining the movement state of the moving body is recognized by the control unit.
  • the controller recognizes the acceleration data that is continuously input to the input unit.
  • the time interval data recognition function the time interval of acceleration data continuously input to the controller force input unit is recognized by the control unit as time interval data.
  • the controller calculates at least one of position data and angle data of the controller based on the acceleration data and the time interval data recognized by the controller.
  • the control unit calculates the change amount of the controller based on at least one of the position data and the angle data of the controller.
  • the movement state data correction function the movement state data is corrected by the control unit according to the amount of change of the controller.
  • the moving object display function based on the corrected moving state data, the moving state of the moving object is displayed on the image display unit using image data corresponding to the moving object.
  • the movement state data of the ball character released from the pitcher character is corrected by the control unit in accordance with the change amount of the controller. Then, based on the corrected movement state data of the ball, the movement state of the ball is displayed on the image display unit using image data corresponding to the ball.
  • the player can change the moving state of the released ball character by holding the controller in his hand and throwing like a pitcher. That is, by moving a controller with a built-in acceleration sensor, it is possible to control the movement of an object, for example, a ball character, based on acceleration data input to the controller.
  • movement speed data defining a movement speed of the moving body is set by the control unit in accordance with the amount of change of the controller. Will be corrected. This function is realized by the movement status data correction function.
  • the movement speed data that defines the movement speed of the moving body is corrected by the control unit in accordance with the amount of change of the controller.
  • the controller is moved by hand, the moving speed of the moving object can be changed according to the amount of change of the controller.
  • the moving speed of the released ball can be changed according to the amount of change of the controller.
  • the moving speed of the moving body is defined in accordance with the amount of movement of the controller in the vertical direction.
  • the moving speed data is corrected by the control unit. This function is realized by the movement status data correction function.
  • the movement speed data that defines the movement speed of the moving body is corrected by the control unit in accordance with the vertical movement amount of the controller. Therefore, when the player moves the controller while holding the controller in his hand, the moving speed of the moving body can be changed according to the amount of vertical movement of the controller.
  • the moving speed of the released ball can be changed according to the amount of movement of the controller in the vertical direction.
  • the amount of change that defines the amount of change of the moving body according to the amount of change of the controller Data is modified by the control unit. This function is realized by the movement status data correction function.
  • the change amount data defining the change amount of the moving body is corrected by the control unit in accordance with the change amount of the controller.
  • the controller is moved with the hand in hand, the amount of change of the moving object can be changed according to the amount of change of the controller.
  • the amount of change in the released ball can be changed according to the amount of change in the controller.
  • change amount data defining a change amount of the moving body in accordance with a movement amount of the controller in a direction that crosses the vertical direction. Is corrected by the control unit. This function is realized by the moving state data correction function.
  • the amount of change data that defines the amount of change of the moving body is corrected by the control unit in accordance with the amount of movement in the vertical direction of the controller. Therefore, when the player moves the controller while holding the controller in his / her hand, the moving amount of the moving body can be changed according to the moving amount in the different direction. For example, in a baseball game, the player can When throwing like a pitcher with a hand, the amount of change in the released ball can be changed according to the amount of horizontal movement of the controller.
  • change amount data defining the change amount of the moving body is corrected by the control unit in accordance with the rotation amount of the controller.
  • the This function is realized by the movement status data correction function.
  • the change amount data that defines the change amount of the moving body is corrected by the control unit in accordance with the rotation amount of the controller. If you move the controller while holding it in hand, you can change the amount of movement of the moving object according to the amount of rotation of the controller. For example, in a field game, when a player throws like a pitcher with a controller in his hand, the amount of change in the released ball can be changed according to the amount of rotation of the controller during throwing.
  • a time lapse determination function that causes the control unit to determine whether or not a predetermined time has elapsed with reference to the recognition start time of the acceleration data recognized by the control unit.
  • the control unit determines whether or not the force has passed a predetermined time with reference to the recognition start time of the acceleration data recognized by the control unit.
  • the In the position data calculation function when the control unit determines that a predetermined time has elapsed, the position data and angle data of the controller are based on the acceleration data and time interval data recognized by the control unit. At least one of the data is calculated by the control unit.
  • the position data of the controller is based on the acceleration data and the time interval data recognized by the control unit. Since at least one of the angle data and the angle data is calculated by the control unit, for example, in a baseball game, when a player throws the controller like a pitcher with the right hand, the pitcher character Based on acceleration data and time interval data from when the kuta starts throwing motion to release the force ball, at least one of the controller position data and angle data is calculated by the control unit Is done. By calculating the change amount of the controller based on this data, the movement state of the released ball can be changed according to the change amount of the controller during the pitching operation.
  • the video game device displays the moving object on the image display unit, and moves the moving object based on the acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor moves. It is a video game device capable of executing a video game for controlling the game. This video game apparatus controls movement state data recognition means for causing the control unit to recognize movement state data for defining the movement state of the moving body, and acceleration data input continuously to the controller force input unit.
  • Acceleration data recognition means to be recognized by the controller time interval data recognition means for causing the control section to recognize the time interval of acceleration data continuously input to the controller force input section as time interval data, and recognition by the control section Based on the measured velocity data and time interval data, at least one of position data calculation means for causing the control unit to calculate at least one of the position data and angle data of the controller, and position data and angle data of the controller.
  • Change amount calculation means for causing the control unit to calculate the change amount of the controller based on one of the data; Based on the movement state data correction means for causing the control unit to correct the movement state data according to the amount of change of the controller, and based on the corrected movement state data, the state corresponding to the moving body is shown in the image corresponding to the moving body.
  • Moving object display means for displaying on the image display unit using the data.
  • the video game control method is based on the acceleration data detected by the acceleration sensor when the moving body is displayed on the image display unit and the controller incorporating the acceleration sensor moves.
  • a video game control method capable of controlling a video game for controlling movement of a moving object.
  • This video game control method includes a movement state data recognition step for causing the control unit to recognize movement state data for defining the movement state of the moving body, and acceleration data continuously input from the controller to the input unit. Of the acceleration data to be recognized by the controller and the acceleration data continuously input from the controller to the input unit.
  • a time interval data recognition step for causing the control unit to recognize the time interval as time interval data, and at least one of position data and angle data of the controller based on the acceleration data and the time interval data recognized by the control unit
  • the position data calculation step that causes the control unit to calculate, and the change amount calculation that causes the control unit to calculate the change amount of the controller based on at least one of the deviation position data and the angle data of the controller!
  • a moving state data correction step for causing the control unit to correct the moving state data in accordance with the step and the amount of change of the controller, and an image corresponding to the moving body based on the corrected moving state data.
  • a moving body display step for displaying on the image display unit using the data.
  • 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 view for explaining the correspondence between the controller moving state and the catcher character's mitt position.
  • FIG. 4 is a diagram for explaining the correspondence between the movement state of the controller and the pitcher character.
  • FIG. 5 is a diagram for explaining the relationship between acceleration data, velocity data, and position data.
  • FIG. 6 is a diagram for explaining a method of calculating the movement amount of the controller.
  • FIG. 7 is a diagram showing a table used for calculating a moving speed and a moving amount.
  • FIG. 8 is a flowchart for explaining a control system for a pitched ball.
  • FIG. 9 is a flowchart for explaining a control system for a pitched ball.
  • FIG. 10 is a diagram for explaining a rotation axis of a controller according to another embodiment.
  • FIG. 11 is a diagram showing a table used for calculating a movement amount.
  • 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 device includes a home video game console body and a home TV. Prepare Yon.
  • 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, an operation input unit 5, and a controller 25.
  • 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 apparatus, and the image display unit 3 is included in the home television. It is.
  • 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 (Central Processing Unit) 7, 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 a bus 6.
  • the CPU 7 interprets the game program power instructions 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 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation processing, and image and audio data generation cache processing. And go.
  • 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 (Random Access Memory) 12.
  • 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, audio data, game data having various program data capabilities, and the like.
  • the recording medium 10 includes, for example, a ROM (Read Only Memory) cassette, an optical disk, and a flexible disk. The operating system program data and game data are stored.
  • 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 to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1.
  • This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
  • the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
  • the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter (Digita KTo-Analog converter) 22.
  • a DZA 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, where it is converted into an analog image signal. 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 in the three-dimensional space (three-dimensional polygon data) indicated by the polygon address data based on the movement amount data and the rotation amount data of the screen itself (viewpoint). Coordinate conversion and perspective projection conversion are performed and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
  • the polygon outline is composed of a number 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 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.
  • the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and 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, PCM (Pulse Code Modulation) data, etc.
  • ADPCM Adaptive Differential Pulse Code Modulation
  • PCM Pulse Code Modulation
  • the operation input unit 5 mainly includes an operation information interface circuit 18, an interface circuit 19, and a pointing signal receiving unit 29.
  • a controller 25 is connected to the operation information interface circuit 18, and an interface circuit 19 is connected to the operation information interface circuit 18.
  • the pointing signal receiving unit 29 is for receiving a signal from a pointing device 27 described later.
  • An interface circuit 19 is connected to the pointing signal receiving unit 29.
  • the bus 6 is connected to the interface circuit 19.
  • the controller 25 is an operation device used by the player to input various operation commands, and sends an operation signal to the CPU 7 in accordance with the operation of the player.
  • the controller 25 includes a pointing device 27.
  • Examples of the acceleration sensor 24 include a piezoresistive type, a capacitance type, and a magnetic sensor type. Etc. Such an acceleration sensor 24 measures and outputs the magnitude of acceleration according to the movement of the controller 25 when the controller 25 moves.
  • the acceleration sensor 24 used here is a three-axis acceleration sensor, and the magnitude of acceleration in the three-axis direction is measured and output according to the movement of the controller 25. That is, when the controller 25 moves, the acceleration sensor 24 outputs the magnitude of the acceleration in the three-axis direction as acceleration data from the controller 25 to the operation input unit 5. By causing the control unit 1 to recognize and process this acceleration data, the control unit 1 can recognize the movement of the controller 25 in the three-dimensional space.
  • the pointing device 27 is built in the tip of the controller.
  • the object displayed on the television monitor 20 can be moved by moving the controller 25 while pointing the pointing device 27 toward the pointing signal receiving unit 29. That is, when the initial signal output from the pointing device 27 is input to the pointing signal receiving unit 29, the position coordinates of the target object of the pointing device 27 are recognized by the control unit 1.
  • the controller 25 is moved, the second signal from the pointing device 27 is input to the pointing signal receiving unit 29, and the control unit 1 determines the movement amount from the position coordinates of the target object corresponding to the movement amount of the controller 25. Calculated. Then, according to the movement amount of the target object, the object is moved by the television monitor 20 according to a command from the control unit 1.
  • the controller 25 is provided with, for example, a cross-direction key that also includes an up-direction key 17U, a down-direction key 17D, a left-direction key 17L, and a right-direction key 17R.
  • a cross-direction key that also includes an up-direction key 17U, a down-direction key 17D, a left-direction key 17L, and a right-direction key 17R.
  • the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R for example, a character, an object, and a cursor can be moved up, down, left, and right on the screen of the television monitor 20.
  • the operation signal corresponding to each key is output from the controller 25 to the operation input section 5, and this operation signal is output to this operation signal.
  • the corresponding command is recognized by the control unit 1.
  • each button and each key of the controller 25 are turned on when the neutral position force is pressed by the pressing force of the external force, and returned to the neutral position and turned off when the pressing force is released. Become an on-off switch.
  • the power switch (not shown) is turned on and the game system 1 is turned on, the image data, audio data, and program are read from the recording medium 10 based on the operating system stored in the CPU 7 recording medium 10. Read data. Some or all of the read image data, audio data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12.
  • image data based on the command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed. Next, the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o Here, the image data is converted into an analog video signal by the DZA converter 17. 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, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. 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 on the game machine 1 is, for example, a baseball game.
  • the game machine 1 displays a moving object on the television monitor 20 of the image display unit 3, and based on the acceleration data detected by the acceleration sensor 24 when the controller 25 with the built-in acceleration sensor 24 moves. It is possible to implement a video game that controls the moving state of a moving object.
  • FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
  • the object display means 50 uses the image data corresponding to the object to It has a function to display the tattoo on the television monitor 20 of the image display unit 3.
  • the object is displayed on the television monitor 20 of the image display unit 3 using the image data corresponding to the object.
  • the movement state data recognition unit 51 has a function of causing the control unit 1 to recognize movement state data for defining the movement state of the moving body.
  • movement state data recognition means 51 movement state data for defining the movement state of the moving body is recognized by the control unit 1.
  • the acceleration data recognizing means 52 has a function of causing the control unit 1 to recognize acceleration data that is continuously input to the input unit.
  • acceleration data continuously input to the controller force input unit is recognized by the control unit 1.
  • the acceleration data recognizing means 52 causes the control unit 1 to determine whether or not the force of the acceleration data recognized by the control unit 1 is equal to or greater than a predetermined value, and the acceleration data recognized by the control unit 1 is detected.
  • the acceleration data is recognized by the control unit 1 when the control unit 1 determines that the data value is equal to or greater than a predetermined value.
  • the player can Even if it is moved slightly, it is possible to prevent an object such as a pitcher character from starting a pitching motion in conjunction with the movement of the controller. That is, it is possible to prevent an erroneous operation when the player moves the controller unintentionally.
  • the time interval data recognizing means 53 has a function of causing the control unit 1 to recognize the time interval of the acceleration data that is also continuously input to the input unit as the time interval data.
  • the controller 1 recognizes the time interval of the acceleration data whose controller force is continuously input to the input unit as time interval data.
  • the time lapse determination means 54 has a function of causing the control unit 1 to determine the force / force force after a predetermined time has elapsed with reference to the recognition start time of the acceleration data recognized by the control unit 1. In the time elapse determining means 54, the control unit 1 determines whether or not a predetermined time has passed with reference to the recognition start time of the acceleration data recognized by the control unit 1.
  • the position data calculation means 55 has a function of causing the control unit 1 to calculate the position data of the controller based on the acceleration data and the time interval data recognized by the control unit 1. Yes.
  • the controller 1 calculates position data of the controller based on the acceleration data and the time interval data recognized by the controller 1. Specifically, in the position data calculation means 55, when the control unit 1 determines that a predetermined time has elapsed with reference to the recognition start time of the acceleration data recognized by the control unit 1, the position data calculation means 55 within the predetermined time. Based on the acceleration data and time interval data recognized by the control unit 1, controller position data is calculated by the control unit 1.
  • the position data calculation means 55 when the control unit 1 determines that a predetermined time has elapsed with reference to the recognition start time of the acceleration data recognized by the control unit 1, the position data calculation means 55 is within the predetermined time. To! Thus, the control unit 1 calculates the velocity magnitude data of the controller 25 by causing the control unit 1 to perform integral calculation of the acceleration data recognized by the control unit 1 using the time interval data. Then, the position data of the controller 25 is calculated by the control unit 1 by causing the control unit 1 to perform integral calculation of the velocity magnitude data using the time interval data.
  • the movement amount calculation means 56 has a function of causing the control unit 1 to calculate the change amount of the controller based on the position data of the controller.
  • the controller 1 calculates the controller change amount based on the controller position data. Specifically, the controller 1 calculates the movement amounts in the vertical and horizontal directions of the controller based on the initial position coordinates and the final position coordinates of the position data calculated within a predetermined time by the position data calculation means 55. Is done. Here, by calculating the difference between the final position coordinates and the initial position coordinates of the position data in the three-dimensional real space where the controller 25 is moved, the amount of movement in the vertical and horizontal directions of the controller is controlled by the control unit 1. Calculated.
  • the movement state data correction means 57 has a function of causing the control unit 1 to correct the movement state data in accordance with the change amount of the controller.
  • the movement state data correction means 57 the movement state data is corrected by the control unit 1 in accordance with the change amount of the controller.
  • the control unit 1 corrects the movement speed data that defines the movement speed of the moving body in accordance with the vertical movement amount of the controller.
  • the control unit 1 corrects the change amount data that defines the change amount of the moving body in accordance with the horizontal movement amount of the controller.
  • the moving body display means 58 has a function of displaying the moving body on the television monitor 20 of the image display unit 3 using image data corresponding to the moving body based on the movement state data.
  • the moving body display means 58 continuously displays on the television monitor 20 of the image display unit 3 using the image data corresponding to the state force moving body on which the moving body moves based on the moving state data.
  • a pitcher character 71 In the baseball game, when the player operates the pitcher character, as shown in FIG. 3, a pitcher character 71, a batter character 72, and a catcher character 73 are displayed on the television monitor 20 (Sl ).
  • a pitcher character 71 is a right pitcher will be described as an example.
  • the controller 25 when the controller 25 is moved vertically and horizontally, the signal output from the pointing device 27 of the controller 25 is input to the pointing signal receiving unit 29, and the movement amount of the controller 25 is recognized by the control unit 1. Then, the mitt position of the catcher character 73 is moved by the control unit 1 in accordance with the movement amount of the controller 25, and the coordinates corresponding to the mitt position of the catcher character 73 are recognized by the control unit 1 (S2). That is, the player can cause the controller 1 to recognize the pitching course by moving the controller 25.
  • the catcher character 73 is the force displayed on the top of the television monitor 20.
  • the pitch of the pitch course corresponding to the mitt position shown here is linked to the movement of the mitt position in front of the home base in the game space. It moves to the yz plane at a predetermined position on the side (predetermined X coordinate position).
  • the movement state data includes movement speed data that defines the movement speed of the ball character 74 and change amount data that defines the amount of change of the ball character 74. These movement speed data and change amount data are defined in advance in the game program. It is.
  • the up direction key 17U is assigned a straight line
  • the down direction key 17D is assigned a fork
  • the right direction key 17R is shot
  • the left direction key 17L is assigned a curve.
  • the acceleration data detected by the acceleration sensor 24 built in the controller 25 is detected from the G force controller 25 to the operation input unit.
  • the data is continuously output to 5 and input to the operation input unit 5 (S4).
  • the control unit 1 determines whether or not the absolute value of the acceleration data G input to the operation input unit 5 is greater than or equal to a predetermined value (S5). If the control unit 1 determines that the absolute value of the acceleration data G is greater than or equal to a predetermined value (Yes in S5), the first acceleration data is recognized by the control unit 1 (S6). At this time, the acceleration data recognition start time is recognized by the control unit 1 (S7).
  • a command for causing the pitcher character 71 to start a pitching motion is issued from the control unit 1 (S8).
  • the acceleration data G following the first acceleration data is sequentially recognized by the control unit 1 (S9).
  • the time interval of the acceleration data G continuously input to the operation input unit 5 is recognized by the control unit 1 as time interval data dt (S10).
  • the control unit 1 determines that the absolute value of the acceleration data G input to the operation input unit 5 is less than a predetermined value (No in S5), the acceleration data G is not recognized by the control unit 1 ( Sl l). That is, the control unit 1 does not issue a command for causing the pitcher character 71 to start a pitching motion.
  • the controller 1 determines whether or not the force has passed a predetermined time with reference to the recognition start time of the acceleration data first recognized by the controller 1 (S12). Specifically, the control unit 1 determines whether or not a predetermined time has elapsed until the pitcher character's pitching motion is completed.
  • the predetermined time shown here corresponds to the time from when the pitcher character starts the pitching motion until the pitcher character releases the ball. This predetermined time is specified in advance in the game program.
  • the controller 1 calculates the movement amounts in the vertical and horizontal directions of the controller. (S15). Specifically, from the z coordinate value of the initial position coordinate of the controller 25 at the recognition start time, the z coordinate value of the final position coordinate of the controller 25 at the time when a predetermined time has elapsed from the recognition start time. By causing the control unit 1 to execute the subtraction calculation, the control unit 1 calculates the vertical movement amount of the controller.
  • the moving speed data defining the moving speed of the ball character 74 is corrected by the control unit 1 in accordance with the vertical moving amount of the controller (S16).
  • the change amount data defining the change amount of the change ball of the ball character 74 is corrected by the control unit 1 according to the horizontal movement amount of the controller (S17).
  • it is executed by the calculation power control unit 1 that divides the change amount defined by the change data of the changed change ball by the number of frames while the moving ball character 74 is displayed on the television monitor 20,
  • the amount of change of the changing sphere per unit frame is calculated by the control unit 1.
  • a calculation for dividing the display time for the moving ball character 74 to be displayed on the television monitor 20 by the number of frames is executed by the control unit 1, and the display time per unit frame is calculated by the control unit 1.
  • the display time for the moving ball character 74 to be displayed on the television monitor 20 is preset in the game program for each ball type.
  • the television monitor of the image display unit 3 uses the image data corresponding to the state force ball to which the ball character 74 moves. 20 is displayed continuously (S19). Specifically, image data corresponding to the ball, such as 2D image data or polygon data, After displaying the display time per unit frame, the change sphere is moved in the changing direction by the amount of change per unit frame. In this way, the ball character 74 released from the pitcher character is displayed on the television monitor 20 of the state force image display unit 3 that moves to the catcher character with the corrected amount of change.
  • image data corresponding to the ball such as 2D image data or polygon data
  • the time of acceleration data G (gx, gy, gz, t) that is continuously input from the controller 25 to the operation input unit 5 is recognized by the control unit 1 as the acceleration data G consisting of the magnitude of acceleration in three axes.
  • the control unit 1 recognizes the interval as time interval data dt, as shown in FIG. 5, the acceleration data G continuously input from the controller 25 to the operation input unit 5 is controlled using the time interval data dt.
  • the integral calculation is performed by the unit 1, and the velocity magnitude data V (vx, vy, vz, t) of the controller 25 in the three-axis directions is calculated by the control unit 1.
  • the acceleration data Gl (gxl, gyl, gzl, tl) is first recognized by the control unit 1 at time tl, and then the acceleration data G2 (gx2, gy2, gz2, t2) is recognized by the control unit 1 at time t2.
  • J [G2 (gx2, gy2, gz2, t2) -Gl (gxl, gyl, gzl, tl)]
  • the control unit 1 calculates speed magnitude data VI (vxl, vyl, vzl, tl) of the controller 25.
  • acceleration data G3 (gx3, gy3, gz3, t3) is recognized by the control unit 1 at time t3 following time t2, J (G3 (gx3, gy3, gz3, t3) -G2 (gx2, gy2 , gz2, t2)] 'dt is executed by the control unit 1 between time t3 and time t2, and the speed magnitude data V2 (vx2, vy2, vz2, t 2) of the controller 25 is controlled. Calculated by Part 1.
  • acceleration data G4 (gx4, gy4, gz4, t4) is recognized by the control unit 1 at time t4 following time t3, J [G4 (gx4, gy4, gz4, t4) — G3 (gx3, gy3 , gz3, t3)] 'dt causes the control unit 1 to execute the calculation between time t4 and time t3
  • the speed data V3 (vx3, vy3, vz3, t3) of the controller 25 is calculated by the control unit 1.
  • the position data X of the controller 25 is calculated by the control unit 1. Is done. For example, by causing the control unit 1 to execute the calculation J [V2 (vx2, vy2, vz2, t2) -Vl (vxl, vyl, v zl, tl)] 'dt between time t2 and time tl, The controller 1 calculates position data XI (xl, yl, zl, tl) of the controller 25.
  • the acceleration data G of the controller 25 is the time when the controller 1 is first recognized by the control unit 1 as the ts force recognition start time.
  • the recognition start time force is the recognition end time, which is the time te when a predetermined time has passed.
  • the initial position coordinates As (xs, ys, zs, ts) of the controller 25 and the final position coordinates Ae (xe , ye, ze, te) is calculated by the control unit 1 in the position data calculating means.
  • the movement amount Lc (
  • As— Ae I (I xs- xe
  • the moving speed of the ball character 74 changes in five steps (1 to 5)
  • the moving speed of the ball character 74 is defined based on the correspondence table as shown in FIG.
  • the moving speed data to be corrected is corrected by the control unit 1. Specifically, when the control unit 1 determines that the vertical movement amount Lcz of the controller 25 is in the range of lcm to 30 cm, the control unit 1 selects the moving speed of the ball character 74 corresponding to stage 1. If the control unit 1 determines that the vertical movement amount Lcz is in the range of 30 cm to 40 cm, the control unit 1 selects the movement speed corresponding to stage 2 and the vertical movement amount Lcz is 40 cm to 40 cm.
  • the moving speed corresponding to stage 3 is selected by the control unit 1. Also, if the control unit 1 determines that the vertical movement amount Lcz of the controller 25 is in the range of 50 cm to 60 cm, the moving speed of the ball character 74 corresponding to step 4 is selected by the control unit 1 and is If the control unit 1 determines that the moving amount Lcz in the direction is 60 cm or more, the control unit 1 selects the moving speed of the ball character 74 corresponding to step 5.
  • the moving speed of the ball character 74 corresponding to stage 1 corresponds to the minimum moving speed
  • the moving speed of the ball character 74 corresponding to stage 5 corresponds to the maximum moving speed.
  • the moving speed data that defines the minimum moving speed and the maximum moving speed is specified in advance in the game program for each ball type.
  • the movement amount of the ball character 74 is based on the correspondence table shown in FIG.
  • the movement amount data that defines Specifically, if the control unit 1 determines that the horizontal movement amount Ley of the controller 25 is in the range of lcm to 20 cm, the movement amount of the ball character 74 corresponding to stage 1 is the control unit 1 If the control unit 1 determines that the horizontal movement amount Ley is in the range of 20 cm to 30 cm, the movement amount corresponding to stage 2 is selected by the control unit 1 and the horizontal movement amount Lc When the control unit 1 determines that y is in the range of 30 cm to 40 cm, the control unit 1 selects the movement amount corresponding to the stage 3.
  • the horizontal movement amount Lc of the controller 25 If the control unit 1 determines that the y force is in the range of 0 cm to 50 cm, the movement amount of the ball character 74 corresponding to stage 4 is selected by the control unit 1, and the horizontal movement amount Ley is 50 cm or more. If the controller 1 determines that the movement amount of the ball character 74 corresponding to step 5 is selected by the controller 1.
  • the movement amount of the ball character 74 corresponding to the stage 1 corresponds to the minimum movement amount
  • the movement amount of the ball character 74 corresponding to the stage 5 corresponds to the maximum movement amount.
  • the movement amount data that defines the minimum movement amount and the maximum movement amount is defined in advance in the game program for each ball type.
  • the movement speed corresponding to the movement speed stage of the ball character 74 is determined by the control unit. Force shown as an example when selected by 1.
  • a correspondence table showing the correspondence between the movement amount Lcz of the controller in the vertical direction and the movement speed of the ball character 74 is created, and from the movement amount Lcz of the controller in the vertical direction The moving speed of the ball character 74 may be directly obtained.
  • the movement amount of the changing sphere corresponding to the movement amount stage of the ball character 74 is determined by the control unit 1.
  • a force table showing an example of selection by the controller is created.
  • a correspondence table showing the correspondence between the horizontal movement amount Ley of the controller and the movement amount of the ball character 74 is created, and the ball character is determined from the horizontal movement amount Ley of the controller.
  • the amount of movement of the 74 changing spheres may be obtained directly.
  • the angular acceleration data around the x 'axis is integrated and calculated by the control unit 1, and the angular velocity data around the x' axis is calculated by the control unit 1.
  • the angular velocity data is integrated and calculated again by the control unit, and angle data defining the rotation angle around the X ′ axis is calculated by the control unit 1.
  • angle data defining the rotation angle around the X ′ axis is calculated by the control unit 1.
  • the amount of change of the ball character 74 corresponding to each stage is defined in advance by the game program. Then, based on the change amount data corresponding to the recognized change amount of the ball character 74, the state in which the ball character 74 moves is determined by using the image data corresponding to the ball character 74. Displayed on John Monitor 20. In this case, the moving speed of the ball character 74 is calculated by the control unit 1 in the same manner as in the above embodiment.
  • 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 embodiment,
  • the present invention can be similarly applied to a game device with a separate monitor, a game device with an integrated monitor, a personal computer or workstation that functions as a game device by executing a game program. .
  • the present invention also includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
  • a computer-readable flexible disk 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.
  • an object is displayed on the image display unit, and the movement state of the object can be controlled based on the acceleration data detected by the acceleration sensor when the controller with the built-in acceleration sensor moves. .

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