WO2007074575A1 - 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 PDFInfo
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- WO2007074575A1 WO2007074575A1 PCT/JP2006/321236 JP2006321236W WO2007074575A1 WO 2007074575 A1 WO2007074575 A1 WO 2007074575A1 JP 2006321236 W JP2006321236 W JP 2006321236W WO 2007074575 A1 WO2007074575 A1 WO 2007074575A1
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Classifications
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- A63F13/10—
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/428—Processing 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
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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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
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- Video game program video game apparatus, and video game control method
- the present invention relates to a video game program, and in particular, displays an object on an image display unit, and moves the object in conjunction with the movement of the controller based on acceleration data detected by an acceleration sensor built in the controller.
- the present invention relates to a video game program for realizing a video game 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 game control method capable of controlling the video game realized by the video game program.
- 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!
- Non-Patent Document 1 Live Powerful Pro Baseball 9 Final Edition, Konami Corporation, PS2 Version Disclosure of the invention
- a video game program displays an object on an image display unit, and moves the object in conjunction with the movement of the controller based on acceleration data detected by an acceleration sensor built in the controller.
- a 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.
- An acceleration data recognition function that causes the control unit to recognize acceleration data continuously input to the input unit at time intervals of acceleration data continuously input to the input unit.
- a speed data calculation function that allows the control unit to calculate the speed data based on the acceleration data and time interval data recognized by the control unit.
- the time interval of acceleration data continuously input to the input unit is recognized by the control unit as time interval data.
- acceleration data continuously input to the input unit at a time interval of acceleration data continuously input to the input unit is recognized by the control unit.
- the speed data calculation function the speed data is calculated by the control unit based on the acceleration data and the time interval data recognized by the control unit.
- the object moving speed data calculation function the moving speed data of the object is calculated by the control unit based on the speed data.
- the object movement state display function the state in which the object moves at a speed defined by the movement speed data is continuously displayed on the image display unit using image data corresponding to the object.
- the time interval of acceleration data continuously input from the controller to the input unit is recognized by the CPU as time interval data.
- the acceleration data input to the input unit at the time interval of the acceleration data continuously input to the controller force input unit is recognized by the CPU.
- speed data is calculated by the CPU based on the acceleration data and time interval data recognized by the CPU.
- the bat movement speed data is calculated by the CPU.
- the state of the bat moving at the speed specified by the moving speed data is continuously displayed on the monitor using the image data corresponding to the bat. More specifically, the state in which the bat moves at a speed defined by the moving speed data can be continuously displayed on the monitor together with the batter character swinging the bat.
- the speed at which an object image such as a bat image moves on the monitor can be changed based on acceleration data from the controller by using a controller with a built-in acceleration sensor.
- the video game program according to claim 2 realizes the following functions in the game program according to claim 1.
- the speed data calculation function the speed magnitude data is calculated by the control unit by causing the control unit to perform integral calculation using acceleration data continuously input to the input unit using the time interval data.
- the object moving speed data calculating function the moving speed data of the object corresponding to the speed magnitude data is calculated by the control unit.
- the object movement state display function a state in which the object moves at a speed defined by the movement speed data is continuously displayed on the image display unit using image data corresponding to the object.
- the speed magnitude data is calculated by integrating the acceleration data using the time interval data, and the moving speed data of the object corresponding to the speed magnitude data is calculated.
- the state in which the object, for example, the bat moves at the speed specified by the moving speed data can be continuously displayed on the monitor using the image data corresponding to the batting.
- the state where the bat moves at the speed defined by the moving speed data is continuously displayed on the monitor together with the batter character swinging the bat.
- the speed at which the object image, such as the bat image, moves on the monitor can be changed in conjunction with the movement speed of the controller, so that the player can be more entertaining when operating the batter character. .
- the video game program according to claim 3 realizes the following functions in the game program according to claim 2.
- the speed data calculation function the speed magnitude data is calculated by the control unit by causing the control unit to perform integral calculation using acceleration data continuously input to the input unit using the time interval data. . Then, by causing the control unit to perform integral calculation of the velocity magnitude data using the time interval data, the controller position data is calculated by the control unit.
- the object moving speed data calculation function the moving speed data of the object corresponding to the speed magnitude data is calculated by the control unit.
- the object movement status display function controls the calculation to convert the controller position data to the image display position data. Executed by the department.
- the object data display direction data is calculated by the control unit. Then, using the converted position data of the image display unit, the object data display direction data is calculated by the control unit. Then, the state in which the object moves in the direction specified by the object display direction data at the speed specified by the moving speed data is continuously displayed on the image display unit using the image data corresponding to the object.
- the position data of the controller is calculated by performing integration calculation in the order of acceleration data′speed magnitude data using time interval data. Then, the moving speed data of the object corresponding to the speed magnitude data is calculated by the control section, and the controller position data is converted into the position data of the image display section. Then, object display direction data is calculated using the converted position data of the image display unit.
- the bat is in a state where the object, for example, the bat moves in the direction specified by the object display direction data at the speed specified by the moving speed data.
- the corresponding image data can be continuously displayed on the monitor.
- the state in which the bat moves in the direction specified by the object display direction data at the speed specified by the moving speed data is continuously displayed on the monitor together with the batter character swinging the bat. Accordingly, the speed at which the object image, for example, the bat image moves on the monitor can be changed in conjunction with the movement speed of the controller, and the direction in which the bat image moves on the monitor is linked with the movement direction of the controller. Can be changed.
- a video game program realizes the following functions in the game program according to any one of claims 1 to 3.
- the control unit determines whether or not the value of the acceleration data recognized by the control unit is equal to or greater than a predetermined value according to the acceleration data recognition function. Then, when the control unit determines that the value of the acceleration data recognized by the control unit is equal to or greater than a predetermined value, the acceleration data is recognized by the control unit.
- the control unit determines that the acceleration data recognized by the control unit is equal to or greater than a predetermined value, the acceleration data is recognized by the control unit. Even if the player slightly moves the controller, it is possible to prevent the object, for example, the bat from moving in conjunction with the movement of the controller. In other words, it is possible to prevent an erroneous operation when the player moves the controller unexpectedly.
- a video game program realizes the following functions in the game program according to any one of claims 2 to 4.
- the object moving speed data calculation function calculates the moving speed data of the object by the control unit by multiplying the speed magnitude data by the correction coefficient for image display.
- the moving speed data of the object is calculated by the control unit by multiplying the speed magnitude data of the controller by the correction coefficient for image display, the object such as the bat is It can be moved at a moving speed according to the game executed on the monitor. That is, the movement speed of the controller can be corrected to an optimum speed for moving the bat in a base game such as a target game.
- a video game program realizes the following functions in the game program according to any one of claims 2 to 4.
- the object movement speed data calculation function supports speed magnitude data based on a correspondence table of speed magnitude data and object movement speed in the image display section.
- the moving speed data of the object to be calculated is calculated by the control unit.
- the object movement speed data corresponding to the speed magnitude data is calculated by the control unit. Therefore, an object such as a bat can be moved at a moving speed according to the game executed on the monitor. In other words, the moving speed of the controller can be corrected to an optimum speed for moving the bat in the target game, for example, a baseball game.
- the game device displays an object on the image display unit, and moves the controller based on acceleration data detected by an acceleration sensor built in the controller.
- This is a video game apparatus capable of executing a video game that moves an object in conjunction with it.
- This video game apparatus includes time interval data recognition means for causing a control unit to recognize a time interval of acceleration data continuously input to an input unit as time interval data, and acceleration data continuously input to the input unit.
- Acceleration data recognition means to be recognized by the control section speed data calculation means to cause the control section to calculate speed data based on the acceleration data and time interval data recognized by the control section, and an object based on the speed data
- the object moving speed data calculating means for causing the control unit to calculate the moving speed data of the object and the state in which the object moves at the speed specified by the moving speed data are continuously displayed on the image display unit using the image data corresponding to the object.
- object movement state display means for displaying.
- the object is displayed on the image display unit, and the object is moved in conjunction with the movement of the controller based on the acceleration data detected by the acceleration sensor built in the controller.
- This is a video game control method in which a video game to be controlled can be controlled by a computer.
- a time interval data recognition step for causing the control unit to recognize time intervals of acceleration data continuously input to the input unit as time interval data and a time interval data input to the input unit continuously.
- An acceleration data recognition step for causing the control unit to recognize acceleration data
- a speed data calculating step for causing the control unit to calculate speed data based on the calo speed data and time interval data recognized by the control unit
- a speed data Then, the object moving speed data calculation step for causing the control unit to calculate the moving speed data of the object and the state in which the object moves at the speed specified by the moving speed data are used by using image data corresponding to the object.
- An object movement state display step for continuously displaying on the image display unit.
- 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 diagram for explaining a character displayed on a television monitor.
- FIG. 4 is a diagram for explaining the correspondence between the movement state of the controller and the movement state of the bat.
- FIG. 5 is a diagram for explaining the direction in which the ball hitting the bat is hit back.
- FIG. 6 is a diagram for explaining the moving speed of a ball hit by a bat.
- FIG. 7 is a diagram for explaining the relationship between acceleration data and velocity data.
- FIG. 8 is a diagram for explaining the mapping relationship of conversion of controller position data into position data for a television monitor.
- FIG. 9 is a flowchart for explaining a bat swing speed changing system.
- FIG. 10 is a flowchart for explaining a bat swing speed changing system. Explanation of symbols
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, the operation input unit 5, and the controller 25 are included in the home video game machine main body of the home video game device, and the image display unit 3 is the home TV. Included in John.
- 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 mainly includes program data and various data used in the program data. It is provided to store such as.
- 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 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 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.
- Texture instruction data includes 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).
- a polygon outline is formed by a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon.
- texture data indicated by the texture address data is written in an internal area of the polygon.
- 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 and an interface circuit 19.
- 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 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 corresponding to the operation of the player to the CPU 7.
- the controller 25 has a built-in acceleration sensor 24. Examples of the acceleration sensor 24 include a piezoresistive type, a capacitance type, and a magnetic sensor type. 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 triaxial acceleration sensor, and the magnitude of the acceleration in the triaxial 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 directions from the controller 25 to the operation input unit 5 as acceleration data. By causing the control unit 1 to recognize and process this acceleration data, the controller 1 can recognize the movement of the controller 25 in the three-dimensional space.
- the controller 25 is provided with, for example, a cross direction key that also has an upward key 17U, a downward key 17D, a left key 17L, and a right key 17R.
- a cross direction key that also has an upward key 17U, a downward key 17D, a left key 17L, and a right 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 Up direction key 17U, Down direction key 17D, Left direction key 17L and Right direction key 17R are operated, 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 sound data stored in the RAM 12 based on the program data stored in the RAM 12. In the case of image data, based on a command from the CPU 7, first, the position of the character in the signal processor 8 force three-dimensional space, light source calculation, and the like are performed.
- 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 the object on the television monitor 20 of the image display unit 3, and moves the object in conjunction with the movement of the controller 25 based on the acceleration data detected by the acceleration sensor 24 built in the controller 25. It is possible to realize video games
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the time interval data recognizing means 50 has a function of causing the control unit 1 to recognize time intervals of acceleration data continuously input to the operation input unit 5 as time interval data.
- time interval data recognizing means 50 the time interval of the acceleration data continuously input to the operation input unit 5 is recognized by the control unit 1 as time interval data.
- the acceleration data recognizing means 51 has a function of causing the control unit 1 to recognize acceleration data continuously input to the operation input unit 5 at a time interval defined by the time interval data.
- the acceleration data recognized by the control unit 1 is recognized by the control unit 1.
- the control unit 1 determines whether or not the force of the acceleration data recognized by the control unit 1 is greater than or equal to a predetermined value.
- the acceleration data is recognized by the control unit 1 when the control unit 1 determines that the acceleration data recognized by the control unit 1 is equal to or greater than a predetermined value.
- the speed data calculation means 52 has a function of causing the control unit 1 to calculate speed data based on the acceleration data and the time interval data recognized by the control unit 1.
- the speed data is calculated by the control unit 1 based on the acceleration data and the time interval data recognized by the control unit 1. Specifically, in the speed data calculation means 52, the acceleration data continuously input to the operation input unit 5 is integrated and calculated in the control unit 1 using the time interval data V, so that the magnitude of the speed is obtained. Data is calculated by the control unit 1. More specifically, in the speed data calculating means 52, the acceleration data continuously input to the operation input unit 5 is integrated and calculated by the control unit 1 using the time interval data, thereby controlling the speed magnitude data. Calculated by Part 1. Then, the control unit 1 calculates the position data of the controller 25 by integrating the velocity magnitude data by the control unit 1 using the time interval data.
- the object moving speed data calculating unit 53 has a function of causing the control unit 1 to calculate the moving speed data of the object based on the speed data.
- the moving speed data of the object is calculated by the control unit 1 based on the speed data. Specifically, in the object moving speed data calculating means 53, the moving speed data of the object corresponding to the speed magnitude data is calculated by the control unit 1. More specifically, in the object moving speed data calculation means 53, the control unit 1 executes a calculation by multiplying the speed magnitude data by a correction coefficient for image display, so that the moving speed data of the object is Calculated by 1. In this embodiment, an example in which the moving speed data of the object is calculated by multiplying the speed magnitude data by the correction coefficient for image display is shown. However, the speed magnitude and the television of the image display section 3 are shown.
- the game program defines a correspondence table with the object movement speed (speed obtained by multiplying the magnitude of the speed by the correction coefficient) in John Monitor 20.
- the moving speed data of the object corresponding to the speed magnitude data may be selected by the control section 1 based on the corresponding table supplied from the recording medium 10 to the storage section 2 when the game program is loaded. Good!
- the object movement state display means 54 continuously displays the state in which the object moves at a speed defined by the movement speed data on the television monitor 20 of the image display unit 3 using image data corresponding to the object. It has a display function.
- the object movement state display means 54 continuously displays on the television monitor 20 of the image display unit 3 using image data corresponding to a state force object in which the object moves at a speed defined by the movement speed data. Is done. Specifically, in the object movement state display means 54, the control unit 1 executes calculation for converting the position data of the controller 25 into position data for the television monitor 20. Then, using the converted position data for the television monitor 20, object control direction data is calculated by the control unit 1. Then, the state in which the object moves in the direction specified by the object display direction data at the speed specified by the moving speed data is displayed on the television monitor 20 of the image display unit 3 using the image data corresponding to the object. Displayed continuously.
- the image data corresponding to the object is imaged at a drawing time interval specified by the drawing time interval data corresponding to the moving speed data, for example 0.02 seconds (50 frames per second).
- a state in which the object moves at a speed defined by the moving speed data is displayed on the television monitor 20 of the image display unit 3.
- the pitcher character 71 In the baseball game, when the player operates the batter character, as shown in FIG. 3, the pitcher character 71, the batter character 72 having a bat, and the power are displayed on the television monitor 20 (Sl). At this time, if a command for operating the pitcher character 71 is issued from the control unit 1 based on the game program, the pitcher character 71 performs a pitching motion. State power Image data corresponding to the batter character 72, such as polygon data, is continuously moved and displayed on the television monitor 20 (S2). When the predetermined pitching motion of the pitcher character 71 is completed, a command for releasing the ball from the pitcher character 71 is issued from the control unit 1.
- the control unit 1 determines whether or not the absolute value of the acceleration data recognized by the control unit 1 is equal to or greater than a predetermined value (S6), and the absolute value of the acceleration data is equal to or greater than the predetermined value. If the controller 1 determines that the acceleration data is correct (Yes in S6), the acceleration data is recognized by the controller 1 (S7). Then, the state in which the bat starts moving together with the batter character 72, that is, the state force in which the batter character 72 starts the bat swing.
- the image data for example, polygon data is continuously moved and displayed on the television monitor 20 (S8). ).
- the control unit 1 determines that the absolute value of the acceleration data input to the operation input unit 5 is less than the predetermined value (No in S6), the acceleration data is not recognized by the control unit 1 (S9 ). In other words, the bat does not start moving with the batter character 72 (the batter character 72 does not start the backswing).
- the acceleration data is recognized by the control unit 1
- the time interval of the acceleration data continuously input to the operation input unit 5 is recognized by the control unit 1 as time interval data (S10).
- the acceleration data continuously input to the operation input unit 5 uses the time interval data.
- the integral calculation is performed by the control unit 1, and the velocity magnitude data is calculated by the control unit 1 (Sl l).
- the velocity magnitude data is integrated and calculated by the control unit 1 using the time interval data, and the position data of the controller 25 is calculated by the control unit 1 (S12).
- a calculation for multiplying the velocity magnitude data by a correction coefficient for image display is executed by the control unit 1, and the movement speed data of the bat is calculated by the control unit 1 (S13).
- the calculation for converting the position data of the controller 25 into the position data for the television monitor 20 is executed by the control unit 1 (S14), and the position data for the television monitor 20 is used for the bat direction.
- Data is calculated by the control unit 1 (S15).
- the state where the batter character 72 swings the bat in conjunction with the movement of the controller 25 at the speed specified by the moving speed data at the speed specified by the moving speed data. Is continuously displayed on the television monitor 20 (S16).
- image data of the batter character 72 with knots, for example, polygon data force drawing time interval data so that the bat moves in the direction specified by the bat direction data at the speed specified by the moving speed data. This is realized by continuously moving to the television monitor 20 at a specified drawing time interval.
- the drawing time interval data is adjusted by the control unit 1 in accordance with the speed magnitude data.
- the polygon data is displayed on the television monitor 20 by defining in the game program the reference moving speed of the bat and the reference drawing time interval in the game. Based on this reference state, when the moving speed of the bat is faster than the reference moving speed, the polygon data is displayed on the television monitor 20 at a time interval smaller than 0.02 second interval. On the other hand, when the moving speed of the bat is slower than the reference moving speed, polygon data is displayed on the television monitor 20 at a time interval larger than the 0.02 second interval.
- the drawing time interval at this time is calculated by multiplying the reference time interval (here, 0.02 seconds) by the ratio (ratio) of the calculated moving speed of the bat to the reference moving speed.
- the control unit 1 determines whether or not the bat character 73 is positioned within a range where the ball character 74 can be hit back (S17). When the control unit 1 determines that the bat character 73 is within the range where the ball character 74 can be hit back (S 1 As shown in FIG. 5, the control unit 1 calculates the collision position data that defines the position A where the ball and the bat collide (S18). According to the coordinates of the collision position A defined by the position data, the direction data in which the ball that collided with the bat is returned is calculated by the control unit 1 (S19). At this time, the moving speed data of the ball is calculated by the control unit 1 in accordance with the speed V defined by the moving speed data of the bat (S20).
- the state force that the ball character 74 moves in the direction H specified by the direction data in which the ball is returned at the speed VB specified by the ball moving speed data is used, and the image data corresponding to the ball character 74 is used. It is continuously displayed on the television monitor 20 (S 21).
- the collision position data where the ball and the bat collide is data for determining the timing at which the ball hits the bat.
- the direction of the ball hit back by the bat can be changed according to the timing when the ball hits the bat, and the moving speed of the ball hit back by the bat is changed according to the moving speed of the bat. Can be made.
- the timing when the bat hits the ball is within a predetermined timing range (the collision position defined by the collision position data is a predetermined value on the home base). If it is within range, the ball moves in the center direction (see Fig. 5 (a)). If the timing at which the bat hits the ball is early, the moving direction of the ball is the left direction, and if the timing at which the bat hits the ball is slow, the moving direction of the ball is the right direction ( (See Figure 5 (b) and Figure 5 (c)).
- the notch moving speed V is larger than the constant speed V0 and the state ( When the ball is hit back with V> V0), the reference moving speed VB0 returned by the bat is corrected by the control unit 1 according to the magnitude of the speed (V—V0), and the ball moving speed VB (j8 'VB0: ⁇ > 1.0) is calculated. Also, if the bat's moving speed V is lower than the constant speed V0 and the ball is hit back in the state (VVV0), the reference movement returned by the bat according to the magnitude of the speed (V 0 ⁇ V). The speed VB0 is corrected by the control unit 1, and the moving speed VB of the ball (
- the relationship between IV—V0 I and the correction coefficient j8 is defined in advance in the game program, and is based on the correspondence table supplied from the recording medium 10 to the storage unit 2 when the game program is loaded.
- the correction coefficient j8 corresponding to V0 I is selected by the control unit 1.
- the acceleration sensor 24 can detect the magnitude of acceleration in the three axes, for example, the acceleration value G (gx, gy, gz) — 3.0 g ⁇ (gx, gy, gz) ⁇ 3. Og Detect with.
- the absolute value of the acceleration data input from the controller 25 to the operation input unit 5 is, for example, G ⁇ I 0.
- the control unit 1 determines whether or not the force is 2 Ig. At this time, if the control unit 1 determines that the absolute value of the acceleration data input to the operation input unit 5 is G ⁇ I0.2Ig, the acceleration data is recognized by the control unit 1. On the other hand, if the control unit 1 determines that the absolute value force G ⁇ I 0. 2 Ig of the acceleration data input to the operation input unit 5, the acceleration data is not recognized by the control unit 1.
- acceleration data G2 (gx2, gy2, gz
- acceleration data G3 (gx3, gy3, gz3, t3) is recognized by control unit 1 at time t3 following time t2, ⁇ [G3 (gx3, gy3, gz3, t3) -G2 (gx2, gy2 , gz2, t2)] 'dt is calculated by control unit 1 between time t3 and time t2, and velocity magnitude data V2 (vx2, vy2, vz2, t2) is calculated by control unit 1. Is done.
- 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, t 4) -G3 (gx3, gy3, gz3, t3)] 'dt is calculated by controller 1 between time t4 and time t3, so that velocity magnitude data V3 (vx3, vy3, vz3, t3) is Calculated.
- the position data X of the controller 25 is calculated by the control unit 1.
- the controller 1 executes the calculation J [V2 (vx2, vy2, vz2, t2) — Vl (vxl, vyl, vzl, tl)] -dt between time t2 and time tl.
- 25 position data XI (xl, yl, zl, tl) are calculated by the control unit 1.
- the calculation between time ⁇ Jt3 and time ⁇ Jt2 As a result, the controller 1 calculates the position data X2 (x2, y2, z2, t2) of the controller 25.
- the control unit 1 executes the series of calculations as described above to calculate the velocity magnitude data and the position data at each time. It can be done.
- the notch moving speed data is calculated by causing the control unit 1 to execute a calculation of multiplying the speed magnitude data V by the correction coefficient a for image display. This processing is performed to correct the velocity magnitude data calculated based on the acceleration data of the controller 25 actually moved to the moving velocity of the bat used in the game. It is. For example, the controller 25 speed magnitude data VI and V2 calculated as described above are corrected by the correction coefficient ⁇ (constant) or the controller 25 speed magnitude data VI and V2 by the correction coefficient ⁇ (V). The control unit 1 calculates the bat movement speed data by causing the control unit 1 to execute the calculation of multiplying by.
- the position data XI, ⁇ 2 of the controller 25 calculated as described above is converted into position data X, l, X, 2 for the television monitor 20, as shown in FIG. Since the position data XI, ⁇ 2 of the controller 25 is a coordinate in the 3D real space (the player swings his arm with the controller 25), the position data XI, ⁇ 2 of the controller 25 is used here in the 3D game space. Convert to position data X'1, X'2 for television monitor 20 in. This conversion is performed by causing the control unit 1 to execute mapping conversion from the 3D real space to the 3D game space.
- the position data X ′ l, X ′ 2 in the 3D game space is calculated by the control unit 1 by this mapping transformation, the difference between the position data X ′ 2 and the position data X ′ 1 in the 3D game space is calculated.
- the control unit 1 calculates vector data that defines the direction in which the bat is moved, for example, bat direction data. Then, a state in which the bat character 73 moves in the direction of the bat direction data is displayed on the television monitor 20.
- the power game device shown as an example using a home video game device as an example of a computer to which the game program can be applied is the above-described embodiment.
- 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.
- 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.
- the object image can be moved on the image display unit in conjunction with the movement of the controller based on the acceleration data.
- the interest property when a player operates a batter character can be improved.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
- Debugging And Monitoring (AREA)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US12/139,864 US20080248881A1 (en) | 2005-12-26 | 2008-06-16 | Video game program, video game device, and video game control method |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2005-372070 | 2005-12-26 | ||
| JP2005372070A JP3981389B2 (ja) | 2005-12-26 | 2005-12-26 | 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 |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/139,864 Continuation US20080248881A1 (en) | 2005-12-26 | 2008-06-16 | Video game program, video game device, and video game control method |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007074575A1 true WO2007074575A1 (ja) | 2007-07-05 |
Family
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Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2006/321236 Ceased WO2007074575A1 (ja) | 2005-12-26 | 2006-10-25 | 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 |
Country Status (5)
| Country | Link |
|---|---|
| US (1) | US20080248881A1 (https=) |
| JP (1) | JP3981389B2 (https=) |
| KR (1) | KR100989645B1 (https=) |
| TW (1) | TW200740502A (https=) |
| WO (1) | WO2007074575A1 (https=) |
Families Citing this family (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US8475274B2 (en) * | 2007-04-26 | 2013-07-02 | Sony Computer Entertainment America Llc | Method and apparatus for dynamically adjusting game or other simulation difficulty |
| US20100292007A1 (en) * | 2007-06-26 | 2010-11-18 | Nintendo Of America Inc. | Systems and methods for control device including a movement detector |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
| JP2001170358A (ja) * | 1999-10-04 | 2001-06-26 | Nintendo Co Ltd | ゲームシステム及びそれに用いられるゲーム情報記憶媒体 |
| JP2002210240A (ja) * | 2001-01-12 | 2002-07-30 | Japan Aviation Electronics Industry Ltd | ビデオゲーム装置 |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US6375572B1 (en) * | 1999-10-04 | 2002-04-23 | Nintendo Co., Ltd. | Portable game apparatus with acceleration sensor and information storage medium storing a game progam |
| JP2003325972A (ja) * | 2002-05-17 | 2003-11-18 | Nintendo Co Ltd | 傾き操作に関連して音と画像を変化させるゲーム装置およびそのゲームプログラム |
-
2005
- 2005-12-26 JP JP2005372070A patent/JP3981389B2/ja not_active Expired - Fee Related
-
2006
- 2006-10-25 WO PCT/JP2006/321236 patent/WO2007074575A1/ja not_active Ceased
- 2006-10-25 KR KR1020087018089A patent/KR100989645B1/ko not_active Expired - Fee Related
- 2006-11-07 TW TW095141186A patent/TW200740502A/zh not_active IP Right Cessation
-
2008
- 2008-06-16 US US12/139,864 patent/US20080248881A1/en not_active Abandoned
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
| JP2001170358A (ja) * | 1999-10-04 | 2001-06-26 | Nintendo Co Ltd | ゲームシステム及びそれに用いられるゲーム情報記憶媒体 |
| JP2002210240A (ja) * | 2001-01-12 | 2002-07-30 | Japan Aviation Electronics Industry Ltd | ビデオゲーム装置 |
Also Published As
| Publication number | Publication date |
|---|---|
| KR100989645B1 (ko) | 2010-10-26 |
| KR20080080659A (ko) | 2008-09-04 |
| US20080248881A1 (en) | 2008-10-09 |
| JP2007167530A (ja) | 2007-07-05 |
| JP3981389B2 (ja) | 2007-09-26 |
| TWI316416B (https=) | 2009-11-01 |
| TW200740502A (en) | 2007-11-01 |
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