WO2007097082A1 - ゲームプログラム、ゲーム装置及びゲーム制御方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム制御方法 Download PDFInfo
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- WO2007097082A1 WO2007097082A1 PCT/JP2006/323577 JP2006323577W WO2007097082A1 WO 2007097082 A1 WO2007097082 A1 WO 2007097082A1 JP 2006323577 W JP2006323577 W JP 2006323577W WO 2007097082 A1 WO2007097082 A1 WO 2007097082A1
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- Prior art keywords
- power state
- data
- final
- state data
- control unit
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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
- A63F13/80—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
- 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
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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
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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
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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
- the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game in which a moving object is sent from a character displayed on an image display unit.
- the present invention also relates to a game device capable of executing a game realized by the game program, and a video game control method capable of controlling the game realized by the 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 has a plurality of input buttons.
- the character displayed on the monitor can be operated by operating the input button!
- Non-Patent Document 1 For a case where a battle game such as a baseball game is executed in such a game apparatus (see Non-Patent Document 1).
- a pitcher character strength ball when a pitcher character strength ball is thrown, when the pitching destination of the ball is recognized by the control unit and an instruction to start a pitching motion is issued from the control unit, the ball toward the pitcher character strength catcher character Is thrown.
- Pitcher character power The pitcher character's ball power when the ball is thrown is determined according to the timing at which the ball also releases the pitcher character power.
- the ball character is displayed at the expected passing position of the ball on the hitting surface, which is the surface on which the batter character catches the ball.
- This ball character is displayed in a different size depending on the pitch of the pitcher character, that is, whether the release timing is good or bad. For example, if the release timing of the pitcher character is good, a large ball character is displayed on the monitor, and if the release timing of the pitcher character is bad, a small ball character is displayed on the monitor.
- Non-Patent Document 1 Professional Baseball Spirits 2 Konami Corporation April 7, 2005 PlayStation 2 Version
- the pitch power of the pitcher character when the ball is thrown is determined according to the timing at which the ball is released from the pitcher character.
- a ball character of a predetermined size corresponding to the determined ball power is displayed on the monitor. Then, as the ball moves closer to the catcher character, the state in which the ball character of a predetermined size gradually moves on the hitting surface is displayed on the monitor.
- the size of the ball released by the pitcher is one of the factors that determine whether or not the batter can catch the ball.
- the ball can be caught even if it is a ball with a ball, or the ball can not be caught even if it is a ball with a ball.
- the effect of such a pitching course is not reflected in the conventional baseball game, and the actual baseball batter's feeling cannot be reproduced sufficiently in the conventional baseball game.
- An object of the present invention is to make it possible to change the power state of a moving body to which character power is also sent, in accordance with the arrival position of the moving body.
- a game program causes a computer capable of realizing a game in which a moving body is transmitted from a character displayed on an image display unit to realize the following functions.
- An initial power state data recognition function for causing the control unit to recognize the initial power state data of the mobile body that indicates the initial power state of the mobile body when the mobile body is sent character power.
- Expected passing position recognition function that causes the control unit to recognize the expected passing position of the moving body in the expected passing display area until the moving body reaches the expected passing area.
- Character power A final passing position recognition function that causes the control unit to recognize the final passing position of the moving body in the expected passing display area when the transmitted moving body reaches the expected passing area.
- a power change amount data recognition function that allows the control unit to recognize power change amount data indicating the difference between the initial power state at the initial predicted pass position and the final power state at the final pass position at the final pass position.
- the final power state data indicating the final power state of the moving body at the final passing position is calculated by the control unit based on the initial power state data and the power change amount data, and the final power state data is recognized by the control unit.
- Final power status data recognition function is calculated by the control unit based on the initial power state data and the power change amount data, and the final power state data is recognized by the control unit.
- the control unit calculates intermediate power state data indicating the intermediate power state of the moving body at the predicted passing position, and the intermediate power state data is transmitted to the control unit.
- Intermediate power state data recognition function that makes you recognize.
- the predicted passing area recognition function the predicted passing area of the moving object sent from the character force is recognized by the control unit.
- the initial power state data recognition function the initial power state data of the moving body indicating the initial power state of the moving body when the moving body is transmitted from the character is recognized by the control unit.
- Initial expected passing position recognition function the control unit recognizes the initial expected passing position of the moving object in the expected passing display area when the moving object is transmitted with the character power.
- the predicted passing position recognition function the control unit recognizes the predicted passing position of the moving body in the expected passing display area until the moving body is sent out the character force and the force moving body reaches the expected passing area.
- the control unit recognizes the final passing position of the moving body in the expected passing display area when the moving body that has been transmitted with the character power reaches the expected passing area.
- power change amount data recognition function power change amount data indicating the difference between the initial power state at the initial predicted pass position and the final power state at the final pass position at the final pass position is recognized by the control unit.
- the final power state data recognition function the final power state data indicating the final power state of the moving body at the final passing position is determined by the control unit based on the initial power state data and the power change amount data. The final power status data is calculated and recognized by the control unit.
- the control unit calculates intermediate power state data indicating the intermediate power state of the moving body at the predicted passing position.
- the status data is recognized by the control unit.
- the power status display function uses the image data corresponding to the initial power status data, intermediate power status data, and final power status data, respectively, and the initial predicted pass position, predicted pass position, and final pass position, respectively.
- the final power state data recognition function is used to determine the final power of the pitched character.
- the final power state data indicating the final power state at the passing position can be calculated based on the initial power state data of the ball and the power change data of the ball.
- intermediate power state data indicating the intermediate power state of the ball at the predicted passing position is calculated based on the intermediate power state data recognition function. can do. Then, in the power status display function, the initial predicted pass position, the predicted pass position, and the image data corresponding to the initial power status data, the intermediate power status data, and the final power status data are used. In addition, the power status of the ball can be displayed continuously at each final passing position. In this way, the power state of the pitched character can also be changed according to the arrival position of the ball. That is, the power state of the moving body to which the character power is also sent can be changed according to the arrival position of the moving body.
- a game program according to claim 2 is a program for causing the computer to further realize the following functions in the game program according to claim 1.
- a position determination function that allows the control unit to determine whether or not the final passing position of the moving body is within the range of the internal region.
- a predetermined internal area of the expected passing area is recognized by the control unit.
- the control unit determines whether or not the final passing position of the moving body is located within the range of the internal region.
- the final power state data recognition function the final power indicating the final power state of the moving body at the final passing position when the control unit determines that the final passing position of the moving body is within the range of the internal area.
- the state data is calculated by the control unit based on the initial power state data and the power change amount data, and the final power state data is recognized by the control unit.
- the final power state data recognition function determines that the ball passes the final passing position S at the four corners of the strike zone, etc.
- the final power status data of the ball at the position can be calculated based on the initial power status data and the power change data.
- the final power state data can be calculated by adding the power change data to the initial power state data.
- the power state display function the initial power state data, the intermediate power state data, and the image data corresponding to each of the final power state data, the initial predicted pass position, the predicted pass position,
- the power status of the ball can be displayed continuously at each of the final passing positions.
- the power state of the pitched character can be changed according to the reaching position of the ball. That is, the final passing position of the moving object is the inner area.
- the power state of the moving body to which the character power is also sent can be changed according to the reaching position of the moving body.
- the control unit is caused to execute interpolation calculation using the initial power state data and the final power state data as initial conditions.
- the intermediate power state data is calculated by the control unit, and the intermediate power state data is recognized by the control unit. This function is realized in the intermediate power state data recognition function.
- control unit executes the interpolation calculation using the initial power state data and the final power state data as initial conditions.
- the intermediate power status data is calculated and recognized by the control unit.
- the intermediate power state data recognition function executes the intermediate power state by executing an interpolation calculation using the initial power state data and the final power state data as initial conditions. Data can be calculated. Then, in the power status display function, the initial predicted power position data, the intermediate power status data, and the image data corresponding to each of the final power status data are used, respectively.
- the power status of the ball can be displayed continuously at the position of. In this way, it is possible to change the power state of the pitched character according to the reaching position of the ball. That is, the power state of the moving body to which the character power is also sent can be changed according to the arrival position of the moving body.
- a game program according to claim 4 is a program for causing a computer to further realize the following functions in the game program according to any one of claims 1 to 3.
- a mobile body sending ability data recognition function for causing the control unit to recognize mobile body sending ability data indicating the character's moving body sending ability.
- moving object sending ability data indicating the moving object sending ability of the character is recognized by the control unit.
- Initial power In the state data recognition function, the initial power state data of the mobile body indicating the initial power state of the mobile body corresponding to the mobile body transmission capacity is recognized by the control unit based on the mobile body transmission capacity data.
- the initial power state of the ball indicating the initial power state of the ball corresponding to the pitching ability of the pitcher character according to the initial power state data recognition function! Data can be set based on ball delivery capability data.
- the initial power state data of the ball can be set according to the pitching ability of the pitcher character. That is, the initial power state data of the moving object can be set according to the character's moving object sending ability.
- a game program according to claim 5 is a program for causing a computer to further realize the following functions in the game program according to any one of claims 1 to 4.
- a command for causing the moving body to send out the character power is recognized by the control unit.
- the time data recognition function the time when the command is recognized by the control unit is recognized by the control unit as transmission time data.
- the initial power status data recognition function the initial power status data of the mobile body indicating the initial power status of the mobile body corresponding to the mobile body transmission capability is recognized by the control unit based on the transmission timing data.
- the initial power state data recognition function is used to determine the pitching ability of the pitcher character.
- the initial power state data of the ball corresponding to can be set based on the release time data indicating the timing at which the pitcher character is released. Thereby, the initial power state data of the ball can be set according to the release timing of the pitcher character. That is, the character It is possible to set the initial power status data of the moving body according to the timing of sending.
- a game program according to claim 6 is a program for causing a computer to further realize the following functions in the game program according to any one of claims 1 to 5.
- a form rotation data recognition function for causing the control unit to recognize at least one of sending form data indicating the character sending form and rotation state data indicating the rotation state of the moving body to be transmitted.
- At least one of transmission form data indicating the character transmission form and rotation state data indicating the rotation state of the moving body transmitted from the character is used in the form rotation data recognition function. Is recognized by the control unit. In the power change amount data recognition function, the power change amount data at the final passing position is recognized by the control unit based on at least one of the transmission form data and the rotation state data.
- the pitch change form data indicating the pitch form of the pitcher character and the pitch type of the ball to be sent are indicated by the power change amount data recognition function.
- the power change amount data at the final passing position can be set.
- the final power state data recognition function the final power state data can be set based on the initial power state data and the power change amount data. That is, the final power state data at the final passing position can be determined by setting the power change amount data at the final passing position based on the throwing form data and the ball type data. That is, the final power status data at the final passage position can be set based on the transmission form data and the rotation status data.
- the game device is a game device capable of executing a game in which a moving body sent from a character is displayed on an image display unit, and an expected passing area of the moving body to which character power is also sent.
- An expected passage area recognition means for recognizing the control section, and an initial power state data recognition means for causing the control section to recognize the initial power state data of the moving body indicating the initial power state of the moving body when the moving body is transmitted from the character.
- the moving object is sent from the character
- the initial expected passing position recognition means for causing the control unit to recognize the initial predicted passing position of the moving object in the expected passing display area when it is issued, and until the moving object reaches the expected passing area after the moving object is sent out with the character force
- the predicted passing position recognition means for causing the control unit to recognize the predicted passing position of the moving object in the expected passing display area, and the most suitable moving object in the expected passing display area when the moving body sent out by the character force reaches the expected passing area.
- the final pass position recognition means that makes the controller recognize the final pass position, and the power change amount data indicating the difference between the initial power state at the initial expected pass position and the final power state at the final pass position at the final pass position are controlled.
- the power change amount data recognition means to be recognized by the robot and the final power status data indicating the final power status of the moving body at the final passing position are Based on the final power state data recognition means for causing the control unit to calculate based on the state data and the power change amount data, and to make the control unit recognize the final power state data, and on the basis of the initial power state data and the final power state data.
- Intermediate power state data recognizing means for causing the control unit to calculate intermediate power state data indicating the intermediate power state of the moving body at the expected passing position, and for the intermediate power state data to be recognized by the control unit; initial power state data; Using the image data corresponding to each of the power status data and the final power status data, the power status of the moving object is continuously displayed at each of the initial predicted passing position, predicted passing position, and final passing position.
- power status display means for displaying on the screen.
- the game control method is a game control method capable of controlling, by a computer, a game in which a moving body sent out from a character is displayed on an image display unit, and the expected passing area of the moving body sent out by character power
- Predictive passing area recognition step that causes the control unit to recognize and initial power state data that causes the control unit to recognize the initial power state data of the moving body that indicates the initial power state of the moving body when the moving body is sent character power
- a recognition step an initial predicted passing position recognition step for causing the control unit to recognize the initial predicted passing position of the moving object in the expected passing display area when the moving object is sent the character force, and the moving object is sent the character force and the force Expected passing position recognition that allows the control unit to recognize the expected passing position of the moving object in the expected passing display area until the moving object reaches the expected passing area Recognition step and character power
- the mobile object that has been sent reaches the expected passing area Difference between the final pass position recognition step for the controller to recognize the final pass position of the moving object in the expected pass display area and the
- the final power state data recognition step that causes the control unit to calculate the final power state data based on the initial power state data and the final power state data.
- Intermediate power status data that causes the control unit to calculate intermediate power status data indicating the status and to allow the control unit to recognize the intermediate power status data
- the data recognition step and image data corresponding to each of the initial power state data, intermediate power state data, and final power state data the initial predicted passage position, the predicted passage position, and the final passage position are determined.
- a power status display step for continuously displaying the power status of the moving object.
- 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 for explaining means executed in the video game apparatus.
- FIG. 3 is a diagram for explaining each character displayed at the time of hitting.
- FIG. 4 is a diagram showing a predicted passing area and a corresponding area of power change amount data.
- FIG. 5 is a diagram showing the correspondence between ball throwing ability data and initial power state data.
- FIG. 6 is a diagram showing the correspondence between pitcher characters, dominant arm data, and form data.
- FIG. 7 is a diagram showing the correspondence between batter characters and dominant arm data.
- FIG. 8 is a diagram for explaining operation form related data.
- FIG. 9 is a diagram for explaining the ball type data.
- FIG. 10 A diagram for explaining the relationship between the trajectory of the released ball and the passing position of the ball in the expected passing area.
- FIG. 11 is a diagram showing the correspondence between each data and power change amount data.
- FIG. 12 is a diagram for explaining a state in which the power of the ball displayed on the monitor changes.
- FIG.13 Flowchart for explaining power status display system
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
- the control unit 1 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.
- CPU7 and signal processing The 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, 3D space or pseudo 3D space.
- the image and sound data generation and cache process is performed based on the calculation result executed in step 1.
- the image processor 9 mainly performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
- the CPU 7 instructs the signal processing processor 8 to process various data.
- the signal processor 8 mainly performs calculations corresponding to various data in the three-dimensional space and position conversion calculation from the three-dimensional space to the pseudo three-dimensional space.
- the storage unit 2 is provided mainly for storing program data and various data used in the program data.
- 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.
- 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).
- 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 amplifier circuit 14 is connected to the spinner 13, a DZA converter 15 is connected to the amplifier circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the 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.
- audio can be output from the speaker 13 by the same processing method as described above.
- audio can be output from the speaker 13 by the same processing method as described above by converting the PCM data into ADPCM data in the RAM 12.
- the operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and an interface circuit 19.
- An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18.
- the bus 6 is connected to the interface circuit 19.
- the controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
- ⁇ 1st button 17a ⁇ 2nd button 17b ⁇ 3rd button 17c ⁇ 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 Button 17 L2, R1 button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
- the cross button 17B including the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R is, for example, a command for moving a character or cursor up, down, left, or right on the screen of the television monitor 20. Used to give CPU7.
- the start button 17e is used when instructing the CPU 7 to load the game program from the recording medium 10.
- the select button 17f is used when the CPU 7 is instructed to select various types of game programs loaded from the recording medium 10.
- the left stick 17SL and the right stick 17SR have almost the same structure as a so-called joystick.
- This stick type controller has an upright stick.
- This stick has a structure in which the upright position force can tilt over 360 ° including the front, back, left and right with the fulcrum as the center.
- the left stick 17SL and right stick 17SR are the operation information interface circuit 18 and interface circuit 19 with the X coordinate and y coordinate values with the upright position as the origin as operation signals according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
- the first button 17a ?? second button 17b ?? third button 17c ?? fourth button 17d, L1 button 17L1, L2 button 17L2, R1 button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10.
- Various functions are allocated depending on the situation.
- buttons and keys of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and are neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
- image data based on a 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, for audio data, For example, pitch conversion, noise addition, envelope setting, level setting, and reverb addition are performed. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- the game executed on the game machine 1 is, for example, a baseball game.
- the game machine 1 can execute a game in which an image display unit, for example, a pitcher character displayed on the television monitor 20 displays the power state of the pitched ball on the television monitor 20.
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the predicted passing area recognition means 50 has a function of causing the control unit, for example, the CPU 7 to recognize the expected passing area of the ball that has also been pitched.
- the control unit recognizes coordinate data indicating the coordinates within the expected passage area of the pitched character's pitched ball. Coordinate data in the predicted passage area is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the coordinate data in the predicted passage area stored in the RAM 12 is recognized by the CPU 7.
- the expected pass area of the ball consists of a rectangular strike zone and a ball zone surrounding the strike zone. When the coordinate data in the expected pass area stored in the RAM 12 is recognized by the CPU 7, the strike zone The coordinate data in and the coordinate data in the ball zone are recognized by CPU7.
- the internal area recognition means 51 has a function of causing the CPU 7 to recognize a predetermined internal area of the expected passing area.
- coordinate data indicating coordinates in a predetermined internal area of the expected passage area is recognized by the CPU 7.
- the coordinate data in the predetermined internal area is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the coordinate data in the predetermined internal area stored in the RAM 12 is recognized by the CPU 7.
- the predetermined internal areas are the four corner areas of the strike zone, the ball zone areas adjacent to the four corners of the strike zone, and the strike zone. It also has power with the middle area (the middle area).
- coordinate data indicating coordinates in the four corner areas of the strike zone coordinate data indicating coordinates in the ball zone area adjacent to the four corners of the strike zone, and coordinate data indicating coordinates in the middle area. Is recognized by CPU7.
- the ball throwing ability data recognizing means 52 has a function of causing the CPU 7 to recognize ball throwing ability data indicating the ball throwing ability of the pitcher character.
- the CPU 7 recognizes the ball throwing ability data indicating the pitching ability of the pitcher character when the instruction to select the pitcher character is received by the CPU 7 based on the AI program.
- the AI program is stored in the RAM 12 from the recording medium 10 and recognized by the CPU 7 when the game program is loaded.
- the opponent selects a pitcher character using the controller 17
- the CPU 7 accepts an instruction for selecting the pitcher character by operating the controller 17, the ball indicating the pitching ability of the pitcher character is displayed.
- the throwing ability data is recognized by CP U7. Note that the ball throwing ability data corresponding to each pitcher character is supplied from the recording medium 10 to the RAMI 2 when the game program is loaded, and the ball throwing ability data stored in the RAM 12 is recognized by the CPU 7.
- the pitcher-to-batter related data recognition means 53 has a function of causing the CPU 7 to recognize action form relation data indicating the relation between the action form of the pitcher character and the action form of the batter character.
- the CPU 7 recognizes movement form relationship data indicating the relationship between the dominant arm of the pitcher character and the dominant arm of the batter character. For example, if the opponent is an AI program, when the CPU7 receives an instruction to select a pitcher character based on the AI program, the action form data of the pitcher character, for example, the dominant arm data of the pitcher character is CPU7. Recognized. Also, when the CPU 7 accepts a batter character selection command to play against the selected pitcher character based on the AI program, the CPU 7 recognizes the batter character's action form data, for example, the batter character's dominant arm data. . The pitcher character's dominant arm data and batter character's dominant arm data are combined.
- Combined data power that is the combined power of numbers Recognized by the CPU 7 as action form related data.
- the dominant arm data corresponding to each pitcher character and the dominant arm data corresponding to each batter character are supplied from the recording medium 10 to the RAMI 2 when the game program is loaded, and the form data and the ball type data stored in the RAM 12 are stored in the CPU 7 Is recognized.
- the opponent selects a pitcher character by the controller 17
- the CPU 7 receives an instruction for selecting the pitcher character by operating the controller 17
- the dominant arm data is recognized by the CPU7, and the combination data is recognized by the CPU7 as the operation mode related data.
- the form rotation data recognizing means 54 causes the CPU 7 to recognize at least one of the form data indicating the form form of the pitcher character and the pitch data indicating the type of the ball to be sent out. It has a function.
- the ball type instruction command of the ball to which the pitcher character power is also sent is received by the CPU 7, and the pitcher character power is transmitted.
- the CPU 7 recognizes the ball type data indicating the ball type of the ball to be played.
- Form data and ball type data corresponding to each pitcher character are supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the form data and ball type data stored in the RAM 12 are recognized by the CPU 7. .
- the initial power state data recognition means 55 is used when the ball also throws the pitcher character power. It has a function that allows the CPU 7 to recognize the initial power status data of the ball indicating the initial power status of the ball. Specifically, the initial power state data recognition means 55 has a function of causing the CPU 7 to recognize the initial power state data of the ball indicating the initial power state of the ball corresponding to the ball delivery capacity based on the ball throwing capacity data. And
- the CPU 7 recognizes the initial power state data force of the ball indicating the initial power state of the ball corresponding to the ball delivery capability based on the ball throwing ability data.
- the initial power state data of the ball corresponding to the ball throwing ability data is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the initial power state data of the ball stored in the RAM 12 is recognized by the CPU 7.
- the initial predicted passing position recognition means 56 has a function of causing the CPU 7 to recognize the initial predicted passing position of the ball in the predicted passing display area when the ball is thrown from the pitcher character.
- the CPU 7 recognizes coordinate data indicating the coordinates of the initial predicted passing position of the ball in the expected passing display area when the ball is thrown by the pitcher character. For example, when various instructions for operating the pitcher character on the television monitor 20 are received by the CPU 7 based on the AI program, the CPU 7 issues an instruction for releasing the ball to the pitcher character. Then, the CPU 7 recognizes the coordinate data of the initial predicted passing position of the ball in the predicted passing display area.
- the AI program is stored in the RAM 12 from the recording medium 10 and recognized by the CPU 7 when the game program is loaded.
- various commands for operating the pitcher character on the television monitor 20 are instructed by the controller 17, when the CPU 7 recognizes an input signal from the controller 17 for releasing the ball to the pitcher character.
- the CPU 7 issues a command to release the ball to the pitcher character, and the CPU 7 recognizes the coordinate data of the initial expected passing position of the ball in the expected passing display area.
- the coordinate data indicating the position of the ball when the pitcher character power is also released is recognized by the CPU 7. .
- the ball coordinate data and preliminary Based on the coordinate data of the imaginary passing area, the CPU 7 executes a calculation for projecting the ball position at the time of release onto the surface of the expected passing area. Thereby, the coordinate data of the initial predicted passing position of the ball in the predicted passing display area is calculated and recognized by the CPU 7.
- the final passing position recognition means 57 has a function of causing the CPU 7 to recognize the final passing position of the ball in the expected passing display area when the ball thrown from the pitcher character reaches the expected passing area! / Speak.
- Xo is the position coordinates of the ball at the time of release
- dX is the amount of change in the position coordinates of the ball after the release.
- This dX is a function consisting of time and the speed of the ball in three axes, taking into consideration the initial velocity and air resistance of the ball. Air resistance is used as a deceleration rate to reduce the speed of the released ball.
- the initial speed and the deceleration rate are pre-defined values in the game program.
- the intersection of the trajectory equation and the predicted passing area that is, the coordinates of the final passing position of the ball is calculated by the CPU 7.
- the CPU 7 recognizes the coordinates of the final passing position of the ball.
- the coordinates of the ball's target passage position are used as constraints for the trajectory equation when the ball's ball type is straight.
- the trajectory equation is Match the coordinates of the target passing position! /
- the CPU 7 executes a calculation for substituting the position coordinates of the ball at the time of release into the basic trajectory equation Fo.
- the trajectory equation of the ball passing through the coordinates indicating the position of the ball at the time of release is calculated.
- the intersection of the trajectory equation and the predicted passing area, that is, the coordinates of the final passing position of the ball is calculated by the CPU 7.
- the CPU 7 recognizes the coordinates of the final passing position of the ball.
- the basic trajectory equation of the ball is supplied to the recording medium 10 RAM 12 and stored in the RAM 12 when the game program is loaded.
- CPU7 executes a calculation to synthesize the fluctuation speed due to the rotation speed of the ball for each ball type to the speed before 1 unit time, for example, lZ60sec, and to the synthesized speed. Calculated by causing the CPU 7 to execute the multiplication by the deceleration rate.
- the predicted passing position recognizing means 58 has a function of causing the CPU 7 to recognize the predicted passing position of the ball in the predicted passing display area from when the ball is thrown by the pitcher character force until the force ball reaches the expected passing area.
- the CPU 7 recognizes the expected passing position of the ball in the expected passing display area until the power ball reaches the expected passing area after the ball is thrown by the pitcher character. For example, based on a trajectory equation that passes through the coordinates of the ball position at the time of release and the coordinates of the final pass position of the ball! /, Between the position of the ball at the time of release and the final pass position The CPU 7 recognizes the position of the ball, that is, the intermediate coordinate data defined by the trajectory equation. Next, based on the intermediate coordinate data and the coordinate data of the expected passing area, a calculation for projecting the ball position between the ball position at the time of release and the final passing position of the ball onto the surface of the expected passing area is performed. It is executed by CPU7. As a result, the coordinate data of the expected passing position of the ball in the expected passing display area is calculated and recognized by the CPU 7.
- the power change amount data recognizing means 59 has a function of causing the CPU 7 to recognize the power change amount data at the final passing position indicating the difference between the initial power state at the initial predicted passing position and the final power state at the final passing position.
- the power change amount data recognition means 59 is a function for causing the CPU 7 to recognize the power change amount data at the final passing position based on at least one of the power of the final passing position, the form data, and the ball type data. It has. More specifically, the power change amount data recognizing means 59 determines the power change amount data at the final passing position based on at least one of the final passing position, the form data, the ball type data, and the motion form relation data. It has a function to make CPU 7 recognize.
- the power change amount data at the final passage position is recognized by the CPU 7 based on the form data, the ball type data, and the motion form relation data.
- the power change amount data corresponding to the form data, the ball type data, and the movement form relation data is recognized by the CPU 7 according to the final passing position of the force ball.
- the power change data is determined according to the final passing position of the ball. Recognized.
- the power change data is stored in the RAM 12 from the recording medium 10 and recognized by the CPU 7 when the game program is loaded.
- the position determining means 60 has a function of causing the CPU 7 to determine whether or not the final passing position of the ball is within the range of the internal region.
- the CPU 7 determines whether or not the final passing position of the ball is within the range of the internal area. Specifically, the CPU 7 determines whether or not the force defined by the coordinate data of the final passing position of the ball matches any one of the coordinates defined by the coordinate data in the predetermined internal area. For example, the last passing position of the ball The CPU 7 determines whether or not the coordinate of the coordinate coincides with one of the coordinates of the four corner areas of the strike zone, the coordinates of the ball zone area, or the coordinates of the middle area.
- the final power state data recognizing means 61 causes the CPU 7 to calculate final power state data indicating the final power state of the ball at the final passing position based on the initial power state data and the power change amount data. It has a function that makes CPU7 recognize power status data. Specifically, the final power state data recognition means 61 determines the final power state indicating the final power state of the ball at the final pass position when the CPU 7 determines that the final pass position of the ball is within the range of the inner area. It has a function that allows CPU7 to calculate data based on initial power status data and power change data, and to make CPU7 recognize the final power status data.
- the final power status data indicating the final power status of the ball at the final passing position is the initial power status data. It is calculated by the CPU 7 based on the data and the power change amount data, and the final power state data is recognized by the CPU 7. For example, if the CPU7 determines that the coordinates of the ball's final passing position match one of the coordinates of the four corner areas of the strike zone, the coordinates of the area of the ball zone, and the coordinates of the middle area, The final power state data is calculated by causing the CPU 7 to execute a process of adding the power change amount data to the initial power state data, and the final power state data is recognized by the CPU 7.
- the intermediate power state data recognizing means 62 causes the CPU 7 to calculate intermediate power state data indicating the intermediate power state of the ball at the predicted passing position. It has a function to make CPU7 recognize the data. More specifically, the intermediate power state data recognition unit 62 causes the CPU 7 to calculate intermediate power state data by causing the CPU 7 to perform interpolation calculation using the initial power state data and the final power state data as initial conditions. It has a function to make CPU7 recognize the status data.
- the intermediate power state data is calculated by the CPU 7 by causing the CPU 7 to perform the complement calculation using the initial power state data and the final power state data as initial conditions.
- the intermediate power status data is recognized by CPU7. For example, by causing the CPU 7 to perform linear interpolation calculation using the initial power state data and the final power state data as initial conditions, the intermediate power state data is calculated by the CPU 7 and the intermediate power state data is recognized by the CPU 7.
- the power status display means 63 uses the image data corresponding to the initial power status data, the intermediate power status data, and the final power status data, respectively, and uses the image data corresponding to the initial power status data, the intermediate power status data, and the final power status data. It has a function to continuously display the power status of the ball at each passing position.
- the CPU 7 selects and recognizes the first image data corresponding to the initial power state data, the second image data corresponding to the intermediate power state data, and the third image data corresponding to the final power state data. Then, an instruction to display the first image data at the initial expected passage position is issued from the CPU 7, an instruction to display the second image data at the expected passage position is issued from the CPU 7, and the third image data is displayed at the final passage position. Instruction force to be issued from SCPU7.
- the first to third image data are continuously displayed at predetermined positions in the expected passage area.
- the first image data, the second image data, and the third image data have different sizes, and the power status of the ball depends on the difference in the size of the image data. Is expressed.
- the first to third image data are stored in the RAM 12 from the recording medium 10 and recognized by the CPU 7 when the game program is loaded.
- each of the first to third image data is prepared individually, but only at least one of the first image data and the third image data is prepared.
- the second image data may be generated by causing the CPU 7 to execute a process of enlarging or reducing the first image data and the second image data.
- the pitcher character P power displayed on the television monitor 20 can display the power state of the pitched ball on the television monitor 20.
- the power status display system will be described by taking as an example a case where it is received by the CPU 7 and issued from the CPU 7 based on various command power AI programs related to the pitcher character P.
- various commands relating to the batter character Q are instructed by the controller 17, and the power state display system is described. That is, an example in which the player operates the batter character Q is shown.
- a display command for displaying the selected pitcher character P on the television monitor 20 is sent to the CPU 7. Issued by. Then, as shown in FIG. 3, the selected pitcher character P is displayed on the television monitor 20 using the pitcher character image data (S3).
- the ball pitching ability data N corresponding to the selected pitcher character P is recognized by the CPU 7 (S4).
- the initial power state data S of the ball corresponding to the ball throwing ability data N is recognized by the CPU 7 (S5).
- the dominant arm data K11 and the form data K12 corresponding to the selected pitcher character P are recognized by the CPU 7 (S6).
- the pitching character P of pitcher character P is included in the ball throwing ability data N.
- a number from “1” to “3” corresponding to the ball ability is assigned by CPU7.
- the pitching ability of the pitcher character P is high in the ball throwing ability data N, and numerical values “1” to “3” are assigned by the CPU 7 in order.
- the pitcher character P2 having the highest pitching ability is the pitcher character P1 having the lowest pitching ability and the pitcher character P1 having the lowest pitching ability is shown as an example.
- the value “2” is assigned by the CPU 7 to the ball throwing ability data N of the pitcher character P1
- the value “1” is assigned by the CPU 7 to the ball throwing ability data N of the pitcher character P2.
- a value of “3” is assigned by the CPU 7 to the ball throwing ability data N of the pitcher character P3.
- the CPU 7 associates each numerical value of the ball throwing ability data N with the numerical value of the initial power state data S of the ball.
- the ball throwing ability data N of the pitcher character P2 having the highest throwing ability is associated with the initial power state data S of the ball having a numerical value of “1.0” by the CPU 7, and the throwing ability is the lowest.
- the ball throwing ability data N of the pitcher character P3 is associated with the initial power state data S of the ball having a numerical value of “0.6” by the CPU 7, and the ball throwing ability of the pitcher character P1 having a medium throwing ability
- the CPU 7 associates the data N with the initial power state data S of the ball having a numerical value of “0.8”.
- the numerical value “1” or “2” is determined by the CPU 7 depending on whether the dominant arm of the pitcher character P is right or left. Assigned. For example, if the dominant arm of pitcher character P is right, the dominant arm data Kl 1 of pitcher character P is assigned “1” by the CPU 7 and the dominant arm of pitcher character P is left. Data Kl 1 is assigned “2” t by the CPU7.
- the dominant arm of the pitcher characters PI and P3 is on the right and the dominant arm of the pitcher character P2 is on the left.
- “1” t ⁇ ⁇ is assigned to the dominant arm data Kl 1 of the pitcher character PI
- P3, and “2” t is assigned to the dominant arm data Kl 1 of the pitcher character P2.
- the CPU 7 assigns a value of "1" to the form data K12. If the pitcher character P's form is a side throw, the form data K12 The number “2” is assigned by CPU7. If the pitcher character P's form is underslow, it is assigned to the form data K12 by the numerical power CPU7 of “3”. In this example, the pitch form of the pitcher character P1 is a side throw, the pitch form of the pitcher character P2 is an overthrow, and the pitch form of the pitcher character P3 is an underthrow.
- a numerical value “2” is assigned to the form data K12 of the pitcher character P1
- a numerical value “1” is assigned to the form data K12 of the pitcher character P2
- the ball throwing ability data N having the numerical value “3”
- the initial power state data S of the ball having the numerical value “0.6”
- the dominant arm data Kl having the numerical value “1” Kl
- the form data K12 having 1 and the numerical value “3” is recognized by the CP U7. In this way, the CPU 7 can be made to recognize the data related to the selected pitcher character P.
- the batter character Q's dominant arm data K21 is assigned by the SCPU7 with a numerical force of 1 and the batter character Q's batter is left.
- the dominant power data K21 is assigned by the numerical power CPU7 of “2”.
- the dominant arm data K21 of the batter character Q is recognized by the CPU 7 when the batter character Q entering the batter is recognized by the CPU 7.
- the right batter character is a batter character Q1
- the left batter character is a batter character Q2.
- the CPU 7 recognizes the combined data force action form relation data K 'for defining the combination of the dominant arm data K11 of the pitcher character P and the dominant arm data K21 of the batter character Q (S9).
- the CPU 7 recognizes the combined data force action form relation data K 'for defining the combination of the dominant arm data K11 of the pitcher character P and the dominant arm data K21 of the batter character Q (S9).
- the motion form relation data K ′ is assigned by the numerical power CPU7 of “1”.
- the CPU 7 determines that the pitcher character ⁇ and the batter character Q have the same dominant arm, that is, the pitcher character ⁇ dominant arm data K11 and the batter character Q dominant arm data K21 have the same value.
- the numerical value power “1” is assigned by the CPU 7 to the operation form relation data K ′.
- the operation mode relation data K ′ is assigned by the numerical force SCPU7 of “2”.
- the pitcher character ⁇ force The ball type of the ball to be sent When the instruction command is accepted by the CPU 7, the selected pitcher character ⁇ can be thrown
- the ball type data K13 indicating the ball type of the selected ball is recognized by the CPU 7 (S10).
- the ball type data K13 includes numerical values corresponding to the ball type. Assigned by force SCPU7.
- Figure 9 shows an example where the ball types are straight, slider, and fork.
- the value “1” is assigned to the ball type data K13
- the slider is selected as the ball type
- “2” is set in the ball type data K13.
- a value of “3” is assigned to the ball type data K13.
- the CPU 7 executes a calculation for projecting the ball position g [at the time of release onto the plane of the expected passing area 80 (S14).
- the coordinate data of the initial expected passing position H1 of the ball in the expected passing display area corresponding to the position of the ball at the time of release is calculated by the CPU 7 and recognized by the CPU 7 (S15).
- the target passing position L of the ball in the expected passing display area is automatically set.
- the coordinate data indicating the coordinates of the target passing position L of the ball in the expected passing display area is recognized by the CPU 7 (S16).
- the basic trajectory equation Fo of the ball with parameters such as time and the velocity in the three-axis direction of the ball to determine the position coordinates of the ball after release is recognized by the CPU 7 (S17).
- the basic trajectory equation Fo of the ball is defined in advance in the game program, and is stored in the RAMI 2 from the recording medium 10 when the game program is loaded.
- Power change data A to D, M force Strike zone 80a at four corners 180a, ball zone adjacent to four corners of strike zone 80a The data corresponds to the area 180b of 80b and the area 180c in the middle (see Fig. 4).
- the power change amount data E corresponding to the region 180d excluding the above regions 180a, 180c, and 180c is assigned a value of “0” t ⁇ by the CPU 7! /.
- the numerical value of power change data A to D is set so that the ball to the outlaw is valid for the batter Has been. If the dominant arm of the pitcher character P and the batter character Q is opposite and the ball type is straight, the ball thrown from the pitcher character P becomes a cross ball for the batter.
- the numerical values of power change data A to D are set so that the power of the ball to ⁇ increases.
- the pitcher character P and the batter character Q have the same dominant arm and the ball type is a slider, unlike the straight case, the in-court power against the batter is small and the power of the ball to the middle is small, so The numerical values of power change data A to D are set so that the power of the sphere increases. If the dominant arm of pitcher character P and batter character Q is opposite and the ball type is a slider, the pitched character P force The pitched ball becomes a crossball, so the power against the batter is small except for the in-course ball.
- the numerical value of power change data A to D is set so that In addition, pitcher character P and batter character Q If the dominant arm is the same and the ball type is a fork, the power change amount data A to D are set so that the higher ball has less power and the lower ball has more power against the batter. . And if the dominant arm of pitcher character P and batter character Q is opposite and the ball type power is S fork, the power change amount data A so that the influence of the cross ball is small and the power of the lower ball is large for the batter.
- the numerical value of ⁇ D is set.
- the CPU 7 calculates a plurality of intermediate coordinate data G.
- the CPU 7 executes a calculation to project the intermediate coordinate data G on the trajectory between the position of the ball at the time of release and the final passing position H3 of the ball onto the surface of the expected passing area 80 (S22). .
- the CPU 7 executes a calculation to project the intermediate coordinate data G on the trajectory between the position of the ball at the time of release and the final passing position H3 of the ball onto the surface of the expected passing area 80 (S22). .
- FIG. 10B coordinate data of a plurality of predicted passing positions H2 in the predicted passing display area is calculated and recognized by the CPU 7 (S23).
- the coordinate force of the final passing position H3 of the ball The area of the four corners 1 of the strike zone 80a, the coordinates of the 80a, the area 180b of the ball zone 80b adjacent to the four corners of the strike zone 80a, and the inner area 180c It is determined by CPU 7 whether or not it matches any one of the coordinates (S24). Then, the coordinate force of the ball's final passing position H3 is the coordinate of the region 180a at the four corners of the strike zone 80a, the region 180b of the ball zone 80b adjacent to the four corners of the strike zone 80a, and the coordinate inside the region 180c in the middle.
- the final passing position of the ball This is executed by the processing power CPU 7 for adding the power change amount data A to D, M assigned to the area having the coordinate with the coordinate of H3 to the initial power state data S (S25).
- the processing power CPU 7 determines that the coordinate force of the final passing position H3 of the ball matches the coordinates of the region 180a with a lower outer angle of the strike zone 8 Oa
- the power change amount data C1 is The CPU 7 executes processing to add to the initial power status data S.
- the final power state data F is calculated, and this final power state data F is recognized by the CPU 7 (S26).
- the linear complement calculation using the initial power state data S and the final power state data F as initial conditions is executed by the CPU 7, and the intermediate power state data I corresponding to the predicted passing position H2 of each ball is calculated.
- Number of divisions (number of expected ball passing positions H2 + 1) For example, dividing by 7 Causes CPU 7 to execute a calculation.
- the coordinate force of the final passing position H3 of the ball The area of the four corners of the strike zone 80a 1 The coordinates of the 80a, the area 180b of the ball zone 80b adjacent to the four corners of the strike zone 80a, If it is determined by CPU7 that it does not match any one of the coordinates of (No in S24), initial power status data S is recognized by CPU7 as final power status data F and intermediate power status data I (S27 ).
- the power change amount data E having the numerical value “0” is assigned to the region excluding the region 180a at the four corners of the strike zone 80a and the region 180b of the ball zone 80b adjacent to the four corners of the strike zone 80a.
- Initial power status data S final power status data F and intermediate power status It is made to make CPU7 recognize as state data I.
- the power change amount data E having a numerical value other than “0” is assigned to the area excluding the area 180a at the four corners of the strike zone 80a and the area 180b of the ball zone 80b adjacent to the four corners of the strike zone 80a.
- the intermediate power state data I is calculated by causing the CPU 7 to execute the same calculation (S25, S26) as described above.
- the third image data BP3 is selected and recognized by the CPU 7 (S28).
- the first to third image data BP1, BP2, BP3 are selected and recognized by the CPU 7 so that the image becomes smaller as the numerical values of the power state data S, I, F at each position HI, H2, H3 become larger.
- a display command for displaying the first to third image data BP1, BP2, BP3 on the television monitor 20 is issued from the CPU 7.
- the first image data is displayed on the television monitor 20 at the initial predicted passage position HI
- the second image data is displayed on the television monitor 20 at the plurality of predicted passage positions H2
- the first image data is displayed at the final passage position H3.
- Three image data are displayed on the television monitor 20 (S39).
- the initial power status data S shown in S27 is “1.0”
- the intermediate power status data I is “1.07, 1. 14, 1. 21, 1. 28, 1. 35, 1. 42. ”
- the final power state data F is“ 1.48 ”
- the size of the ball gradually increases as the ball moves from the initial predicted passing position HI to the final passing position H3 as shown in FIG.
- the state of decreasing is displayed on the television monitor 20.
- the size of the ball gradually increases as the ball moves to the final pass position.
- the state of progress is displayed on the television monitor 20 (not shown).
- the first to third image data BP1, BP2, BP3 of different sizes are continuously displayed on the television monitor 20 at each position, so that the player can indicate the power state of the ball in the image of the ball. It can be judged by size. That is, in the expected passing area 80, the player can determine the power state of the ball moving from the initial predicted passing position HI to the final passing position H3 based on the size of the ball image.
- the power game device showing an example in which a home video game device as an example of a computer to which the game program can be applied is used is not limited to the above embodiment, and a monitor is separately
- the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention 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 prediction of the ball in the predicted passing display area Force showing an example in which the coordinate data of the passing position H2 is calculated
- the means for calculating the coordinate data of the predicted passing position H2 of the ball in the expected passing display area is not limited to the above embodiment, and other means are used. It may be used. For example, by causing the control unit, for example, CPU 7, to perform linear interpolation calculation using the initial predicted pass position HI coordinates and the final pass position H3 coordinates as initial conditions, the predicted pass position H2 of the ball in the expected pass display area The coordinates may be calculated.
- the setting means is not limited to the above embodiment, and other means may be used.
- the time when the instruction to release the ball from the pitcher character P is recognized by the control unit, for example, the CPU 7, is made to be recognized by the CPU 7 as release time data, and this release time is
- the initial power state data s of the ball may be set according to the data value.
- the initial power state data S of the ball corresponding to the ball throwing ability data N is reduced by a predetermined ratio.
- the value recognized by CPU7 Specifically, when the pitcher character P releases the ball at the optimal release timing, the value of the initial power state data S of the ball corresponding to the ball throwing ability data N is used, and the pitcher is released at the optimal release timing.
- the value of the reduced initial power state data S of the ball is used. In other words, when the pitcher character P releases the ball at the optimal release timing, the pitcher character releases a powerful ball, and when the pitcher character P releases the ball at the optimal release timing, The pitcher character will release a powerful V-ball.
- the present invention it is possible to change the power state of the moving body to which the character power is sent out in accordance with the arrival position of the moving body. Further, when the final passing position of the moving body is located within the range of the inner region, the power state of the moving body to which the character power is also sent can be changed according to the reaching position of the moving body.
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Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006-046975 | 2006-02-23 | ||
| JP2006046975A JP3924584B1 (ja) | 2006-02-23 | 2006-02-23 | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
Publications (1)
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| WO2007097082A1 true WO2007097082A1 (ja) | 2007-08-30 |
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| PCT/JP2006/323577 Ceased WO2007097082A1 (ja) | 2006-02-23 | 2006-11-27 | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
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| JP (1) | JP3924584B1 (enExample) |
| KR (1) | KR101012811B1 (enExample) |
| TW (1) | TW200735931A (enExample) |
| WO (1) | WO2007097082A1 (enExample) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2021020049A (ja) * | 2019-07-29 | 2021-02-18 | 株式会社コナミデジタルエンタテインメント | プログラム、ゲーム制御方法およびゲーム装置 |
Families Citing this family (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP5174123B2 (ja) | 2010-10-28 | 2013-04-03 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御方法及びプログラム |
| JP5282110B2 (ja) * | 2011-03-04 | 2013-09-04 | 株式会社コナミデジタルエンタテインメント | ゲーム装置及びゲーム制御プログラム |
| JP2021041181A (ja) * | 2020-11-05 | 2021-03-18 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御プログラム、及びゲーム制御方法 |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2005230288A (ja) * | 2004-02-19 | 2005-09-02 | Konami Co Ltd | ゲームプログラム、ゲーム装置及びゲーム方法 |
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| JP2002292133A (ja) | 2001-03-29 | 2002-10-08 | Koei:Kk | 野球ゲームの制御方法、ゲームプログラム、記録媒体及びゲーム装置 |
| JP4122030B2 (ja) | 2006-02-15 | 2008-07-23 | 株式会社コナミデジタルエンタテインメント | ゲームプログラム、ゲーム装置及びゲーム方法 |
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2006
- 2006-02-23 JP JP2006046975A patent/JP3924584B1/ja active Active
- 2006-11-27 WO PCT/JP2006/323577 patent/WO2007097082A1/ja not_active Ceased
- 2006-11-27 KR KR1020087022728A patent/KR101012811B1/ko not_active Expired - Fee Related
- 2006-12-13 TW TW095146695A patent/TW200735931A/zh not_active IP Right Cessation
Patent Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
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| JP2005230288A (ja) * | 2004-02-19 | 2005-09-02 | Konami Co Ltd | ゲームプログラム、ゲーム装置及びゲーム方法 |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2021020049A (ja) * | 2019-07-29 | 2021-02-18 | 株式会社コナミデジタルエンタテインメント | プログラム、ゲーム制御方法およびゲーム装置 |
| JP7376922B2 (ja) | 2019-07-29 | 2023-11-09 | 株式会社コナミデジタルエンタテインメント | プログラム、ゲーム制御方法およびゲーム装置 |
Also Published As
| Publication number | Publication date |
|---|---|
| TW200735931A (en) | 2007-10-01 |
| TWI319991B (enExample) | 2010-02-01 |
| JP3924584B1 (ja) | 2007-06-06 |
| KR20080100456A (ko) | 2008-11-18 |
| KR101012811B1 (ko) | 2011-02-08 |
| JP2007222398A (ja) | 2007-09-06 |
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