US20040235565A1 - Game performing method, storage medium, game device, data signal and program - Google Patents

Game performing method, storage medium, game device, data signal and program Download PDF

Info

Publication number
US20040235565A1
US20040235565A1 US10/792,925 US79292504A US2004235565A1 US 20040235565 A1 US20040235565 A1 US 20040235565A1 US 79292504 A US79292504 A US 79292504A US 2004235565 A1 US2004235565 A1 US 2004235565A1
Authority
US
United States
Prior art keywords
pitching
pitcher
data
graph
match
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US10/792,925
Inventor
Atsushi Shiozawa
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Bandai Namco Entertainment Inc
Original Assignee
Namco Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Namco Ltd filed Critical Namco Ltd
Assigned to NAMCO LTD. reassignment NAMCO LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SHIOZAWA, ATSUSHI
Publication of US20040235565A1 publication Critical patent/US20040235565A1/en
Assigned to NAMCO BANDAI GAMES INC. reassignment NAMCO BANDAI GAMES INC. CHANGE OF NAME (SEE DOCUMENT FOR DETAILS). Assignors: NAMCO LIMITED/NAMCO LTD.
Assigned to NAMCO BANDAI GAMES INC reassignment NAMCO BANDAI GAMES INC CHANGE OF ADDRESS Assignors: NAMCO BANDAI GAMES INC.
Assigned to NAMCO BANDAI GAMES INC. reassignment NAMCO BANDAI GAMES INC. CHANGE OF ADDRESS Assignors: NAMCO BANDAI GAMES INC.
Abandoned legal-status Critical Current

Links

Images

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • This invention relates to game performing method for executing a game in which a pitcher and a batter play a match-up.
  • the monitor displays a two-dimensional coordinates on its certain area to represent the pitching course.
  • Replacing the pitching course data read from the pitching history data with data to indicate a point given on each coordinate axis allows the marking of the point locations on the monitor.
  • the prior art allows provision of the detailed information of the pitching course for a player so that the player can utilize it to analyze the pitching results (For example, JP-Tokukai-2001-293251A).
  • JP-Tokukai-2001-293251A only permits a display of the stored pitching history data all at once as the game results after the game was over rather than display of one pitching result in at a time while playing the game. This prevents a player from viewing the previous pitching history data as required, for example, between pitching sessions or while a match-up. It would be desirable for the player to immediately utilize such data for its operation of the next pitch.
  • This invention is made in view of the preceding circumstances, and the object is to provide a game in which a pitcher and a batter play a match-up, which can display the pitching history data for a player who operates a pitcher in a real-time manner while the match-up.
  • a game performing method for executing a game in which a pitcher and a batter play a match-up comprises:
  • a game performing method for executing a game in which a pitcher and a batter play a match-up comprises:
  • a game device for executing a game in which a pitcher and a batter play a match-up comprises:
  • a match-up image generating section for generating a match-up image of the pitcher and the batter
  • a graph generating section for generating a graph representing preset pitching sequence data
  • an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area
  • a pitcher controlling section for automatically controlling a pitch by the pitcher based on the pitching sequence data
  • the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of the pitcher and the batter.
  • a game device for executing a game in which a pitcher and a batter play a match-up comprises:
  • a storage section for storing the pitching sequence data
  • a match-up image generating section for generating a match-up image of the pitcher and the batter
  • a graph generating section for generating a graph representing the pitching sequence data stored in the storage section
  • an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area
  • a pitcher controlling section for controlling a pitch by the pitcher based on operation input by a player
  • an updating section for updating the pitching sequence data by adding a pitching content of the pitcher controlled by the pitcher controlling section
  • the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of the pitcher and the batter, and updates the graph by every pitch.
  • pitcher's pitching in a game in which a pitcher and a batter play a match-up, pitcher's pitching can be automatically controlled based on the preset pitching sequence data.
  • the match-up image which is provided with the graph representing the pitching sequence data on its given area, can be controlled and displayed. Therefore, when a player operates a batter in the match-up against the pitcher, the player can predict for example pitch type, course, speed or the like of the next pitch, by viewing the graph which is controlled and displayed on the match-up image.
  • the player can be provided with the data information for making a decision for the tactics.
  • the pitcher to be the opponent may be either a computer-controlled character or a character operated by a second player.
  • the pitching sequence data is displayed as the graph. Accordingly, the player can comprehend the pitching sequence data more visually and easily, compared to the case where the pitching sequence data is displayed as, for example, text data of numerical data.
  • pitcher's pitching in a game in which a pitcher and a batter play a match-up, pitcher's pitching can be automatically controlled based on the preset pitching sequence data.
  • the match-up image which is provided with the graph representing the pitching sequence data on its given area, can be controlled and displayed.
  • the pitching sequence data can be updated by adding the pitching contents of the pitcher. Accordingly the graph can be updated and displayed by every pitch. In other words, the pitching sequence data can be updated by every pitch, and accordingly, the graph representing the updated pitching sequence data can be displayed. displayed.
  • the player when a player operates a batter in the match-up against the pitcher, the player can predict a bias of the pitching sequence such as pitch type, course, speed or the like of the next pitch in real time during the match-up, by viewing the graph which is controlled, displayed on the match-up image and updated by every pitch. Accordingly the player can immediately reflect the pitching sequence data to the player's pitch.
  • the pitcher to be the opponent may be either a computer-controlled character or a character operated by a second player.
  • the pitching sequence data is displayed as the graph. Accordingly, the player can comprehend the pitching sequence data more visually and easily, compared to the case where the pitching sequence data is displayed as, for example, text data of numerical data.
  • the method of the first aspect of the present invention further comprises:
  • controlling the pitch includes performing a predetermined correction processing to the pitching sequence data when it is judged that the game circumstance meets the certain status conditions, and controlling the pitch of the pitcher based on the pitching data after the correction processing.
  • the predetermined correction processing to the pitching sequence data can be performed to control the pitch of the pitcher based the pitching data after the correction processing.
  • pitcher's pitching may be appropriately controlled depending on the game circumstances. For example, if a batter has a low batting ability, a pitcher is allowed to have a tendency to focus on throwing its best pitch type. In addition to that, the game circumstances may include on-base percentage and weather.
  • the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up;
  • the method further comprises judging the pitching status while an ongoing match-up;
  • the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status
  • the graph to be controlled and displayed is varied according to a change of the pitching status.
  • the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up;
  • the method further comprises judging the pitching status while an ongoing match-up;
  • the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status
  • the graph to be controlled and displayed is varied according to a change of the pitching status.
  • the graph which represents the pitching tendency data corresponding to the current pitching status among the pitching tendency data included in the pitching sequence data, can be controlled to be displayed. Further, the graph can be revised according to the change of the pitching status. In other words, the graph, which is revised for representing the pitching tendency data according to the pitching status after the change, can be displayed by every change of the pitching status. Hence, a player can recognize pitcher's pitching tendency under the current pitching status by viewing the graph revised according to the change of the pitching status.
  • the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data.
  • the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data.
  • a given form which is divided based on a proportion indicated in the pitching tendency data, can be generated as a graph.
  • the graph for example, a circle graph consisting of a circle divided into several slices based on a proportion indicated in the pitching tendency data, or a bar graph with a certain horizontal length, which is divided into several sections based on the proportion, are cited.
  • the method of the first aspect of the present invention further comprises controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list.
  • the method of the first aspect of the present invention further comprises controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list.
  • the method of the first aspect of the present invention further comprises:
  • the method of the first aspect of the present invention further comprises:
  • a storage medium has information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as described above.
  • a data signal embodied in a carrier wave comprises information used for executing the method as described above.
  • a program makes the operating device execute the method as described above, when the program is loaded onto an operating device.
  • FIG. 1 shows an example of an external view of a home game unit to which the present invention is applied
  • FIG. 2 shows an example of a game image
  • FIG. 3 is a block diagram showing an example of a functional configuration of the first embodiment
  • FIG. 4 shows a relation between a count and a pitching status
  • FIG. 5 shows an example of a first pitching sequence data
  • FIG. 6 is a flowchart showing a process flow of a display control according to the first embodiment
  • FIG. 7 shows an example of a hardware configuration to implement the functions of the home game unit to which the present invention is applied;
  • FIG. 8 is a block diagram showing an example of a functional configuration of a second embodiment
  • FIG. 9 shows an example of a second pitching sequence data
  • FIG. 10 is a flowchart showing a process flow of a display control of a pitching tendency display area according to the second embodiment
  • FIG. 11 shows an example of a screen on which graphs representing pitching tendency data are displayed in a list
  • FIG. 12 shows another example of screen on which pitching tendency data are displayed in a list, as numerical data
  • FIG. 13A shows an example of graph variation, a bar graph and FIG. 13B also shows another example of the graph variation, a radar chart;
  • FIG. 14 is an explanatory view of the preset pitching tendency data by pitching course.
  • FIG. 1 shows an example of a home game unit to which the present invention is applied.
  • the home game unit has a main unit 1200 and game controllers 1202 and 1204 , and is connected to a display 1300 equipped with a speaker 1302 .
  • the game information required to execute the game is stored in the information storage medium detachable from the main unit 1200 , for example, a CD-ROM 1212 , an IC memory 1214 , and a memory card 1216 .
  • the game information is obtained from an external device through a communication device 1206 which is equipped on the main unit 1200 and connected to a communication line N.
  • the communication line N refers to a communication channel which allows data transmission and reception.
  • the communication line N may be a dedicated line (dedicated cable) for direct connection, a LAN through Ethernet (registered trademark) or the like, and a communication network such as a telephone network, a cable network, or the Internet, whether its communication method is wired or wireless.
  • the main unit 1200 is equipped with a processing unit such as a CPU, and a reader for the information storage medium such as the IC memory 1214 and CD-ROM 1212 .
  • the main unit executes various game processing based on the game information loaded from the CD-ROM 1212 or the like and operation signals inputted from the game controller 1202 , displays game screens on the display 1300 , and outputs game sounds from the speaker 1302 .
  • the player operates push buttons equipped on the game controllers 1202 and 1204 while watching the game images displayed on the display 1300 to play the baseball game.
  • FIG. 2 shows an example of the game image appearing on the display 1300 , more specifically, the match-up image of the pitcher and the batter.
  • This image in FIG. 2 displays a pitcher character 100 and a batter character 200 while providing a score display area 310 for displaying scores, a pitching count area 320 for displaying pitching counts (hereinafter called “count(s)”) and a pitching tendency display area 330 for displaying pitching tendencies of the pitcher character 100 .
  • the pitching tendency display area 330 displays a pitching status 332 based on the current count and a circle graph 334 indicating the pitching tendencies of the pitcher character 100 .
  • the circle graph 334 indicates the pitching tendency data of the pitcher character 100 according to the current pitching status 332 . More specifically, this circle graph consists of a circle divided into several slices based on the pitching rate of pitcher's pitch type, which are identified using different colors or patterns. The circle graph in FIG. 2 is divided into three slices representing the pitching rate of pitcher's pitch type.
  • the pitch type is categorized into three pitch types, straight type, curve type and fall type.
  • the term, pitch type, to be mentioned hereinafter implies either one of the three pitch types.
  • the pitch type is not limited to those types. It should be understood that it could be categorized into only two pitch types or further detailed types including curveball and screwball.
  • the pitching tendency data is established by pitching status. As the pitching status 332 varies depending on a pitch by the pitcher character 100 , the circle graph 334 is updated accordingly, representing the pitching tendency data reflected by the variation.
  • a player operates the batter character 200 through its operation input from the game controllers 1202 and 1204 , based on which this player character can make a batting motion.
  • the pitcher character 100 in turn is called a computer-controlled character.
  • FIG. 3 is a block diagram showing an example of a functional configuration of a home game unit according to the first embodiment of the present invention (hereinafter referred to as “home game unit 1 ”).
  • the home game unit 1 includes a operation input section 10 , an image displaying section 20 , a sound output section 30 , a processing section 40 , a storage section 60 and a communication section 80 .
  • the operation input section 10 functions by section of a button switch, lever, dial, mouse, keyboard, or other various sensors, and outputs signals corresponding to the operation data inputted by a player to the processing section 40 .
  • the game controllers 1202 and 1204 in FIG. 1 corresponds to this operation input section.
  • the image displaying section 20 is designed to display the game screen by refreshing a screen of one frame per ⁇ fraction (1/60) ⁇ -second, for instance, based on the image signals generated by the image generating section 46 .
  • the functions thereof could be implemented by hardware such as CRT, LCD, ELD, PDP or HMD.
  • the display 1300 in FIG. 1 corresponds to this image displaying section.
  • the sound output section 30 is designed to output game sounds including sound effects and BGM based on the sound signals generated by the sound generating section 47 .
  • the functions thereof could be implemented by a sound output device such as a speaker.
  • the speaker 1302 in FIG. 1 corresponds to this sound output section.
  • the processing section 40 controls whole of the home game unit 1 and executes various computing processes such as game computing.
  • the functions thereof are implemented by hardware such as a CPU (CISC type and RISC type) or an ASIC (gate array), and the related control programs.
  • the processing unit, such as the CPU, equipped with the main unit 1200 in FIG. 1 corresponds to this processing section.
  • the processing section 40 includes a game computing section 41 serving for mainly game computing, the image generating section 46 for generating the image signals to display the game screen based on various data obtained from the processes executed by the game computing section 41 , and the sound generating section 47 for generating game sounds to be output as sound effects or BGM.
  • the game computing section 41 executes various game processing based on the signals inputted through the operation input section 10 , or the program and data loaded from the storage section 60 .
  • As the game processing for example, arranging view points and objects in a virtual space, controlling motions of objects of characters based on signals inputted from the operation input section 10 , computing paths of pitched and batted balls, crossing detection for objects (hit check), calculating the batting results, calculating the game results, arranging view points, determining view directions or the like, are performed.
  • the game computing section 41 includes a pitching status judging section 42 , a graph generating section 43 , a first pitcher controlling section 44 , and a first batter controlling section 45 .
  • the pitching status judging section 42 judges a current pitching status based on count information 66 .
  • the established relation between the pitching status and the count is shown in FIG. 4.
  • the pitching status judging section 42 judges the pitching status as “first pitch” if the count “0-0” (no strike, no ball), that is, the number of pitches, 0. It judges the pitching status as “pitcher favorable 1” if the count “2-0” (two strikes, no ball) while judging the pitching status as “pitcher favorable 2” if the count “2-1” (two strikes, one ball) or “2-2” (two strikes, two balls). If the count “2-3” (two strikes, three balls), the pitching status judging section judges the pitching status as “full count”, while judging it as “ordinary” for a count other than those described above.
  • the graph generating section 43 is designed to generate a circle graph representing the pitching rate of pitcher's pitch type based on the pitching tendency data 64 c , corresponding to current pitching status judged by the pitching status judging section 41 , which is included in the first pitching sequence data 64 for a selected pitcher character 100 on the mound indicated by information of pitcher on mound 65 .
  • the circle graph consists of a circle divided into three slices based on the pitching rate of pitcher's pitch type (straight type, curve type and fall type), which are identified using different colors or patterns.
  • the first pitcher controlling section 44 is designed to control a pitching motion by the pitcher character 100 on the mound. Specifically, it determines a pitch type based on the pitching tendency data 64 c , corresponding to current pitching status judged by the pitching status judging section 41 , which is included in the first pitching sequence data 64 for a selected pitcher character 100 on the mound indicated by information of pitcher on mound 65 . Based on which, the pitcher character can make a pitching motion. To be more specific, a next pitch type is determined by a probability according to the pitching rate of pitcher's pitch type. In other words, a pitch type with a higher pitching rate, a higher possibility to be determined as a next pitch.
  • the first batter controlling section 45 is designed to control a batting motion by the batter character 200 in the batters box. More specifically, it permits the batter character to make a batting motion such as swinging a bat at a timing given by the signals inputted through the operation input section 10 .
  • the functions of the image generating section 46 is implemented by the processing unit such as the CPU and DSP, the control program and the IC memory for image frames such as a frame buffer.
  • the image generating section 46 executes a geometry conversion process and a shading process based on the results computed by the game computing section 41 , and generates the game images for displaying the game screen. Then, the image generating section 46 outputs the image signals of the generated game images to the image displaying section 20 .
  • the image generating section generates a match-up image of a pitcher and a batter viewed from a given vision point in a virtual space.
  • the current pitching status judged by the pitching status judging section 42 , and the circle graph generated by the graph generating section 43 are combined.
  • the sound generating section 47 generates sound signals to be output as game sounds.
  • the functions thereof are implemented by the processing unit such as the CPU and DSP, and the control program.
  • the sound generating section 47 generates signals for sound effects or BGM, to be used in a game, at an appropriate timing based on the sound data (not shown) stored in the storage section 60 . It outputs these sound signals to the sound output section 30 .
  • the storage section 60 stores a system program which implement various functions for permitting the processing section 40 to synthetically control the home game unit 1 , game information 61 including the program and data required for it to execute the game.
  • the functions of the storage section 60 are implemented by an information storage medium such as various types of IC memories, a hard disc, CD-ROM, DVD and MO.
  • the CD-ROM 1212 , the IC memory 1214 , and the memory card 1216 equipped with the main unit in FIG. 1 correspond to this information storage medium.
  • the game information 61 includes the program and data to allow the processing section 40 to function as the game computing section 41 .
  • the above program includes the first pitching tendency display controlling program 62
  • the above data includes character information 63 , the information of pitcher on mound 65 , and the count information 66 .
  • the character information 63 refers to characters appearing in the baseball game, such as the pitcher character 100 and the batter character 200 .
  • This information includes modeling data, texture data, motion data, and sound data for sound effects and the like.
  • the above information also includes the first pitching sequence data 64 established for each pitcher character 100 .
  • FIG. 5 shows an example of the first pitching sequence data 64 of a certain pitcher character 100 .
  • the first pitching sequence data 64 in FIG. 5 has a player ID 64 a of its applicable pitcher character 100 .
  • the data includes a total of five patterns of the pitching tendency data 64 c corresponding to each pitching status 64 b.
  • the pitching tendency data 64 c is the data showing the pitching tendency of the pitcher in corresponding pitching status 64 b .
  • the pitching tendency data 64 c shows the pitching tendency data with respect to the pitch type. More particularly, the pitching tendency data to represent the pitching rate 64 e of pitcher's pitch type 64 d including the three types (straight type, curve type and fall type) is stored.
  • the pitching tendency data 64 c would be fixed data, not affected by anything throughout a game.
  • the information of pitcher on mound 65 is to identify the pitcher character 100 on the mound by the stored player IDs.
  • the count information 66 for indicating a current count is updated as the game progresses, that is, based on the resultant controls by the first pitcher controlling section 44 and the first batter controlling section 45 .
  • the count display area 320 displays the current count based on the updated count information 66 while the pitching status judging section 42 judges the current pitching status.
  • the communication section 80 connects to a communication line to transmit and receive data to/from an external device.
  • the functions thereof could be implemented by modules such as the Bluetooth (registered trademark) and IrDA, a modem, TA, communication cable jack, and control circuit.
  • the communication device 1206 in FIG. 1 corresponds to this communication section.
  • FIG. 6 is a flowchart to describe a process flow for the display control of the pitching tendency display area 330 according to the first embodiment of the present invention. This indicates all the processes required for one match-up of the pitcher and the batter.
  • the game computing section 41 reads and executes the first pitching tendency display controlling program 62 in the storage section 60 , resulting in implementing these processes.
  • the pitcher character 100 and the batter character 200 have been already located in the virtual space, and the baseball game has started prior to the implementation of the processes.
  • the pitching status judging section 42 judges the current pitching status with reference to the count information 66 .
  • the graph generating section 43 then generates a circle graph representing the pitching rate of pitcher's pitch type with reference to the pitching tendency data 64 c corresponding to current pitching status judged in the first pitching sequence data 64 (step S 11 ). If the current pitching status 64 b is judged as “first pitch”, the graph generating section generates a circle graph representing the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “first pitch” shown in FIG. 5. If the current pitching status 64 b is judged as “pitcher favorable 1”, the graph generating section generates a circle graph representing the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 1” as shown in FIG. 5.
  • the image generating section 46 generates the game image along with display of the current pitching status judged by the pitching status judging section 42 as well as of the circle graph generated by the graph generating section 43 on the pitching tendency display area 330 .
  • the image displaying section 20 then displays the game image generated by the image generating section 46 on the screen (step S 12 ).
  • the second pitcher controlling section 54 determines a next pitch type with reference to the pitching tendency data 64 c corresponding to current pitching status in the first pitching sequence data 64 of a certain pitcher character 100 , which permits the pitcher character 100 to make a pitching motion (step S 13 ), accordingly. If the current pitching status is judged as “first pitch”, a next pitch type is determined by a probability according to the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “first pitch” as shown in FIG. 5.
  • a next pitch type is determined by a probability according to the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 1” as shown in FIG. 5.
  • the player operates the batter character 200 , which permits the game computing section 41 to control a bating motion by the batter character 200 based on the signals inputted through the operation input section 10 (step S 14 ).
  • the pitcher character 100 and the batter character 200 make the pitching motion and the batting motion, respectively, which leads the game computing section 41 to update the count information 66 according to these results (step S 15 ).
  • the game computing section 41 determines whether or not the match-up of the pitcher character 100 and the batter character 200 has ended (step S 16 ). More specifically, it determines whether or not the batter character 200 in the batters box has finished its at-bat with a strikeout, hit or the like.
  • step S 16 If it determines that the match-up has not yet ended (step S 16 : NO), then the flow goes back to the step S 11 in order to repeat the same processes. In contrast, if it determines thet the match-up has ended (step S 16 : YES), all the processes complete.
  • the circle graph 334 is displayed, representing the pitching tendency data 64 c corresponding to a current count.
  • the count varies depending on a pitch by the pitcher character 100 , which results in the circle graph 334 being regenerated to represent appropriate pitching tendency data 64 c to the count variation.
  • This allows a display of the circle graph 334 updated by every pitch by the pitcher character 100 so that it can always represents appropriate data to a current count.
  • FIG. 7 is a diagram showing an example of the hardware configuration according to the embodiment of the present invention.
  • the home game unit 1 in FIG. 7 has a CPU 1000 , a ROM 1002 , a RAM 1004 , a data storage medium 1006 , a sound generation IC 1008 , an image generating IC 1010 , and I/O ports 1012 and 1014 . They are connected to each other via a system bus 1016 so as to input/output data.
  • the I/O port 1012 connects to a control device 1022 .
  • the I/O port 1014 connects to a communication device 1024 .
  • the CPU 1000 performs total control of the home game unit 1 and various data processes, according to a program and data stored in the data storage medium 1006 , a system program and data stored in the ROM 1002 , the operation input signals inputted through the control device 1022 or the like.
  • the CPU 1000 corresponds to the processing section 40 in FIG. 3.
  • the ROM 1002 , the RAM 1004 and the data storage medium 1006 correspond to the storage section 60 in FIG. 3.
  • the ROM 1002 stores the system program for the home game unit 1 , and the established program and data as part of the information stored in the storage section 60 shown in FIG. 3.
  • the RAM 1004 is a storage section used as a work area of the CPU 1000 .
  • the RAM 1004 stores for example, an image data of one frame, given contents in the ROM 1002 or the data storage medium 1006 , results computed by the CPU 1000 and the like.
  • the functions of the data storage medium 1006 could be implemented by an IC memory card, a hard disc unit detachable from the main unit, MO or the like.
  • the sound generation IC 1008 is an integrated circuit designed to generate game sounds such as sound effects and BGM based on the data stored in the data storage medium 1006 or the ROM 1002 .
  • the generated game sounds are output from a speaker 1020 .
  • the sound generating IC 1008 corresponds to the sound generating section 47 in FIG. 3.
  • the speaker 1020 corresponds to the sound output section 30 in FIG. 3 or the speaker 1302 in FIG. 1.
  • the image generating IC 1010 is an integrated circuit designed to generate pixel information of a game screen to be displayed on a display 1018 based on the image information from the CPU 1000 .
  • the display 1018 displays the game screen based on the pixel information generated by the image generating IC 1010 .
  • the image generating IC 1010 corresponds to the image generating section 46 in FIG. 3.
  • the display 1018 corresponds to the image displaying section 20 in FIG. 3 or the display 1300 in FIG. 1.
  • the control device 1022 is designed to permit a player to input various operation data as the game progresses.
  • the control device 1022 corresponds to the operation input section 10 in FIG. 3, or the game controllers 1202 and 1204 in FIG. 1.
  • the communication device 1024 is designed to input/output various information to be used in the home game unit 1 to/from an external device. It connects to another game device in order to transmit/receive information required for the game program. It also transmits/receives the game program information via a communication line.
  • the communication device 1024 corresponds to the communication section 80 in FIG. 3 or the communication device 1206 in FIG. 1.
  • the present invention applies not only to the home game unit shown in FIG. 1, also to various devices including an arcade game device, a mobile game device, and a large-sized attraction device in which many players can participate, or the like.
  • the application of the present invention is not limited to games to be executed by a stand-alone device, but the invention could be applied to those which are called network games.
  • Examples of the system configuration designed to implement the network games include the following: One which has a home PC or home game system as a game terminal to be connected to a server via a wire/wireless communication line such as the Internet network and a dedicated line. One which connects plural game terminals to each other via a communication line without a server. One which connects plural game terminals via a communication line, one of which functions as the server. One which physically links plural game terminals with each other as a single unit (e.g. arcade game system).
  • the screen displays the match-up image of the pitcher and the batter along with the circle graph 334 on the pitching tendency display area 330 .
  • This circle graph represents the pitching tendency data 64 c corresponding to a current pitching status 332 in the first pitching sequence data 64 for a selected pitcher character 100 .
  • the current pitching status 64 b is judged as “pitcher favorable 2”
  • a circle graph 334 is displayed as shown in FIG. 2 to represent the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 2”.
  • a player operating the batter character 200 can predict the pithcing tendency of the computer-controlled pitcher character 100 , especially in the current pitching status, while comprehending the tendency of the pitch type.
  • the player can be provided with the data information for making a decision for the tactics.
  • the circle graph 334 is updated as the count varies, that is, as the pitching status varies. This allows the player to recognize the pitching tendency of the pitcher character 100 under the current pitching status in a real-time manner.
  • the pitching tendency data 64 c is displayed in the circle graph 334 . This makes it possible for the player to easily view the pitching tendency of the pitcher character 100 , which differs from the display of text data or numerical data.
  • the first embodiment described above uses fixed data as the first pitching sequence data 64 such that the first pitcher controlling section 44 can control the pitching motion by the pitcher character 100 .
  • the first pitching sequence data may be revised in consideration of the game circumstances, which could affect the pitching, such as batting parameters and on-base percentage of the batter character 200 , and weather. Based on which, the pitching motion by the pitcher character 100 may be controlled.
  • the pitching tendency of the pitcher character 100 may be revised to further focus on throwing a certain pitch type such as its best pitch type.
  • a proportion of straight type which is pitcher character's 100 best pitch type, increases by 0.1.
  • each proportion of the other pitch types, curve type and fall type decreases by 0.05. This permits the pitching tendency data to be revised as appropriate, to be effective only for an ongoing match-up.
  • the first pitcher controlling section 44 controls a pitching motion by the pitcher character 100 based on the data.
  • the pitcher character 100 is designed to be a computer-controlled character, however, it could be a character to be operated by a second player.
  • a player operates a pitcher character 100 through its operation input from game controllers 1202 and 1204 , based on which this player character can make a pitching motion.
  • a batter character 200 in turn is designed to be a computer-controlled character. There are several patterns of the batter character 200 available, each of which has its corresponding batting parameter. Based on which, a resulting batting by the batter character 200 , more specifically, a probability whether or not it gets a hit, is controlled.
  • FIG. 8 is a block diagram showing an example of a functional configuration of a home game unit according to the second embodiment of the present invention (hereinafter referred to as “home game unit 2 ”).
  • the home game unit 2 includes a operation input section 10 , an image displaying section 20 , a sound output section 30 , a processing section 50 , a storage section 70 and a communication section 80 .
  • a game computing section 51 in a processing section 50 includes a pitching status judging section 42 , a graph generating section 43 , a second pitcher controlling section 54 , a second batter controlling section 55 and a pitching sequence data updating section 56 .
  • the second pitcher controlling section 54 is designed to control a pitching motion by the pitcher character 100 on the mound. More specifically, the operation input section 10 inputs data regarding selected/determined pitch type, course and speed along with an input to start pitching. Based on which, the pitcher character 100 indicated by information of pitcher on mound 65 can make a pitching motion.
  • the second batter controlling section 55 is designed to control a batting motion by the batter character 200 in the batters box.
  • the second batter controlling section 55 is designed to control a batting motion by the batter character 200 in the batters box. It determines a resulting batting by the batter character 200 at a probability given by a batting parameter (e.g. batting average) corresponding to the batter character, for example, whether or not it gets a hit. This permits the batter character 200 to make a batting motion appropriate to the determination.
  • a batting parameter e.g. batting average
  • the second pitcher controlling section 54 and the second batter controlling section 55 are designed to control the pitching and batting motions in the same manner as in a conventional baseball game unit.
  • the pitching sequence data updating section 56 is designed to update a second pitching sequence data 74 according to a pitching motion by the pitcher character 100 under a control of the second pitcher controlling section 54 . More specifically, a selected pitcher character 100 makes a pitching motion by either one of its pitch types in pitcher's pitch type 74 d according to the pitching tendency data 74 c corresponding to current pitching status in the second pitching sequence data 74 corresponding to the pitcher character. This results in the number of pitches 74 e of the applicable pitch type being updated by adding “1”. Accordingly, the pitching rate 74 f is also updated.
  • character information 73 part of game information 71 stored in the storage section 70 , includes the second pitching sequence data 74 established for each pitcher character 100 .
  • FIG. 9 shows an example of the second pitching sequence data 74 .
  • the second pitching sequence data 74 in FIG. 9 has a player ID 74 a of its applicable pitcher character 100 .
  • the data includes a total of five patterns of the pitching tendency data 74 c corresponding to each pitching status 74 b.
  • the pitching tendency data 74 c is the data showing the pitching tendency of the pitcher in corresponding pitching status 74 b .
  • the pitching tendency data 74 c shows the pitching tendency data with respect to the pitch type. More particularly, the pitching tendency data to represent the number of pitches 74 e and the pitching rate 74 f of pitcher's pitch type 74 d including the three types (straight type, curve type and fall type) are stored.
  • the number of pitches 74 e section the total number of pitches by pitch type that the pitcher character 100 has already pitched based on the previous pitching statuses.
  • the pitching rate 74 f indicates a pitching percentage by pitch type, corresponding to each pitching status.
  • the number of pitches 74 e is appropriately updated as the game progresses, and accordingly, the pitching rate 74 f is also updated.
  • FIG. 10 is a flowchart to show a process flow for the display control of the pitching tendency display area 330 according to the second embodiment of the present invention. This indicates all the processes required for one match-up of the pitcher the batter.
  • the game computing section 51 reads and executes the second pitching tendency display controlling program 72 in the storage section 70 , resulting in implementing these processes.
  • the pitcher character 100 and the batter character 200 have been already located in the virtual space, and the baseball game has started prior to the implementation of the processes.
  • the pitching status judging section 42 judges the current pitching status with reference to the count information 66 .
  • the graph generating section 43 then generates a circle graph representing the pitching rate of pitcher's pitch type with reference to the pitching tendency data 74 c corresponding to current pitching status judged in the second pitching sequence data 74 (step S 21 ). If the current pitching status 74 b is judged as “first pitch”, the graph generating section generates a circle graph representing the pitching rate 74 f of the pitching tendency data 74 c corresponding to the “first pitch” shown in FIG. 9.
  • the graph generating section If the current pitching status 74 b is judged as “pitcher favorable 1”, the graph generating section generates a circle graph representing the pitching rate 74 f of the pitching tendency data 74 c corresponding to the “pitcher favorable 1” as shown in FIG. 9.
  • the image generating section 46 generates the game image along with display of the current pitching status judged by the pitching status judging section 42 as well as of the circle graph generated by the graph generating section 43 on the pitching tendency display area 330 .
  • the image displaying section 20 then displays the game image generated by the image generating section 46 on the screen (step S 22 ).
  • a player operates the pitcher character 100 , which permits the second pitcher controlling section 54 to control the pitcher character 100 based on the signals inputted through the operation input section 10 so that the pitcher character can make a pitching motion (step S 23 ).
  • the second batter controlling section 55 controls the batter character 200 according to the batting parameter (e.g. batting average) corresponding to the batter character 200 , and makes the batter character 200 perform a batting motion for the pitching motion (step S 24 )
  • the batting parameter e.g. batting average
  • the game computing section 51 updates the count information 66 . Accordingly, the pitching sequence data updating section 56 updates the second pitching sequence data 74 (step S 25 ).
  • the game computing section 51 determines whether or not the match-up of the pitcher character 100 and the batter character 200 has ended (step S 26 ). More specifically, it determines whether or not the batter character 200 in the batters box has finished its at-bat with a strikeout, hit or the like.
  • step S 26 If it determines that the above match-up has not yet ended (step S 26 : NO), then the flow goes back to the step S 21 in order to repeat the same processes. In contrast, if it determines that the above match-up has ended (step S 26 : YES), all the processes complete.
  • the circle graph 334 is displayed, representing the pitching tendency data 74 c corresponding to a current count.
  • the count varies depending on a pitch by the pitcher character 100 , which results in the pitching tendency data 74 c being updated by every resulting pitch as well as in the circle graph 334 being regenerated to represent appropriate pitching tendency data 74 c to the count variation.
  • This allows a display of the circle graph 334 updated by every pitch by the pitcher character 100 so that it can always represents appropriate data to a current count.
  • the screen displays the match-up image of the pitcher and the batter along with the circle graph 334 on the pitching tendency display area 330 .
  • This circle graph represents the pitching tendency data 74 c corresponding to a current pitching status 332 in the second pitching sequence data 74 as a pitching history for the pitcher character 100 operated by the player.
  • This pitching tendency data 74 c is updated by every resulting pitch by the pitcher character 100 .
  • the updated circle graph 334 is displayed. This allows the player who operates the pitcher character 100 to view the circle graph 334 displayed on the match-up image and updated by every resulting pitch. The player can therefore recognize the pitching tendency such as a bias in pitcher's pitch type in a real time manner while the match-up, and immediately utilize it for a next pitch.
  • the pitching tendency data 74 c is displayed in the circle graph 334 . This makes it possible for the player to easily view the data 74 c , which differs from the display of text data or numerical data.
  • the screen displays the match-up image of the pitcher and the batter along with one circle graph 334 on the pitching tendency display area 330 .
  • This circle graph represents the pitching tendency data for a current pitching status 332 in the pitching sequence data for a certain pitcher character 100 .
  • all the circle graphs may also be displayed in a list.
  • five circle graphs 420 a to 420 e individually representing the pitching tendency data for each pitching status, are generated and displayed in a list, as one of the pitching parameters for a selected pitcher 410 (shown as pitcher 4 in the drawing).
  • the pitching rate in each pitching tendency data may be displayed in a list, as numerical data.
  • FIG. 12 shows the pitching tendency data for one of the pitcher characters (pitcher 4 ) on the left of the screen. More specifically, the pitching rate of pitcher's pitch type (straight type, curve type and fall type) is indicated as numerical data in order from “first pitch”.
  • the pitching rates under the pitching status of “first pitch” and “ordinary” are only indicated. However, those which under the other pitching statuses (“pitcher favorable 1”, “pitcher favorable 2” and “full count”) can be individually indicated by scrolling down the graph.
  • the player can preset/revise these pitching rates indicated as numeral data through its operation input.
  • the pitching tendency data indicated by the circle graph may be reflected to the commentary. More specifically, data of plural patterns of the commentary, which reflects each pitching status as well as the details in its corresponding pitching tendency data, is stored as part of the game information in advance. At every opportunity of pitching by the pitcher character 100 , the data of the commentary, which reflects a current pitching status and its pitching tendency data, can be read and output as sound or as text data.
  • the reflected data of the commentary is output. For instance, “The pitcher tends to pitch a straight ball as the first pitch. What is the first pitch thrown?” Also, if the pitching status is judged as “full count” along with the approximately same pitching rates of each pitch type being established in its corresponding pitching tendency data, the reflected data of the commentary is output. For instance, “There is no typical tendency in pitcher's pitching. We have no idea what type of pitch the pitcher will throw to shut the inning.”
  • the circle graph 334 is displayed to indicate the pitching tendency data.
  • other forms of graph may also be displayed.
  • a bar graph with a certain horizontal length may be displayed.
  • the bar graph 336 may be divided into several sections based on the pitching rate of pitcher's pitch type, which are identified using different colors or patterns.
  • a radar chart 338 may also be displayed to indicate the pitching rate of pitcher's pitch type. Each pitching rate has its own value axis radiating from the center point and lines connect all the values in the same series.
  • the pitching tendency data indicates the pitching rate of pitcher's pitch type, however, the pitching tendency may also include pitching course and the speed.
  • the pitching tendency is indicated by the pitching course, establishing a pitching area 110 including a strike zone 210 for the batter character 200 .
  • the pitching area 110 viewed by the batter character 200 is divided horizontally into three as well as vertically into three, resulting in a total of nine areas 112 a to 112 i . Pitching rates of these respective divided areas 112 a to 112 i are indicated as the pitching tendency.
  • the pitching tendency is indicated by pitching speed categorized as “fastball” (140 km/h or faster), “ordinary” (120 km/h to 140 km/h) and “slowball” (slower than 120 km/h). Pitching rates of these respective pitching speeds are indicated as the pitching tendency.

Abstract

A game performing method for executing a game in which a pitcher and a batter play a match-up, has: generating a match-up image of the pitcher and the batter; generating a graph representing preset pitching sequence data; controlling a display of the match-up image provided with the generated graph on its given area; and controlling a pitch of the pitcher automatically, based on the pitching sequence data, wherein the graph representing the pitching sequence data of the pitcher is controlled and displayed on the match-up image of the pitcher and the batter.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of the Invention [0001]
  • This invention relates to game performing method for executing a game in which a pitcher and a batter play a match-up. [0002]
  • 2. Description of Related Art [0003]
  • In a conventional game in which a pitcher and a batter play a match-up such as a baseball game, it is known that the results of pitcher's pitching operated by a player are stored as a pitching history, and the pitching history data is displayed on a monitor in order for the player to recognize and analyze it. [0004]
  • More specifically, the monitor displays a two-dimensional coordinates on its certain area to represent the pitching course. Replacing the pitching course data read from the pitching history data with data to indicate a point given on each coordinate axis allows the marking of the point locations on the monitor. The prior art allows provision of the detailed information of the pitching course for a player so that the player can utilize it to analyze the pitching results (For example, JP-Tokukai-2001-293251A). [0005]
  • The prior art disclosed in JP-Tokukai-2001-293251A only permits a display of the stored pitching history data all at once as the game results after the game was over rather than display of one pitching result in at a time while playing the game. This prevents a player from viewing the previous pitching history data as required, for example, between pitching sessions or while a match-up. It would be desirable for the player to immediately utilize such data for its operation of the next pitch. [0006]
  • SUMMARY OF THE INVENTION
  • This invention is made in view of the preceding circumstances, and the object is to provide a game in which a pitcher and a batter play a match-up, which can display the pitching history data for a player who operates a pitcher in a real-time manner while the match-up. [0007]
  • According to a first aspect of the present invention, a game performing method for executing a game in which a pitcher and a batter play a match-up, comprises: [0008]
  • generating a match-up image of the pitcher and the batter; [0009]
  • generating a graph representing preset pitching sequence data; [0010]
  • controlling a display of the match-up image provided with the generated graph on its given area; and [0011]
  • controlling a pitch of the pitcher automatically, based on the pitching sequence data, [0012]
  • wherein the graph representing the pitching sequence data of the pitcher is controlled and displayed on the match-up image of the pitcher and the batter. [0013]
  • According to a second aspect of the present invention, a game performing method for executing a game in which a pitcher and a batter play a match-up, comprises: [0014]
  • storing the pitching sequence data; [0015]
  • generating a match-up image of the pitcher and the batter; [0016]
  • generating a graph representing the stored pitching sequence data; [0017]
  • controlling a display of the match-up image provided with the generated graph on its given area; [0018]
  • controlling a pitch by the pitcher based on operation input by a player; and [0019]
  • updating the pitching sequence data o add a pitching content of the controlled pitcher [0020]
  • wherein the graph representing the pitching sequence data of the pitcher is controlled and displayed on the match-up image of the pitcher and the batter, and the graph is updated and displayed by every pitch. [0021]
  • According to a third aspect of the present invention, a game device for executing a game in which a pitcher and a batter play a match-up, comprises: [0022]
  • a match-up image generating section for generating a match-up image of the pitcher and the batter; [0023]
  • a graph generating section for generating a graph representing preset pitching sequence data; [0024]
  • an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area; and [0025]
  • a pitcher controlling section for automatically controlling a pitch by the pitcher based on the pitching sequence data, [0026]
  • wherein the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of the pitcher and the batter. [0027]
  • According to a fourth aspect of the present invention, a game device for executing a game in which a pitcher and a batter play a match-up, comprises: [0028]
  • a storage section for storing the pitching sequence data; [0029]
  • a match-up image generating section for generating a match-up image of the pitcher and the batter; [0030]
  • a graph generating section for generating a graph representing the pitching sequence data stored in the storage section; [0031]
  • an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area; [0032]
  • a pitcher controlling section for controlling a pitch by the pitcher based on operation input by a player; and [0033]
  • an updating section for updating the pitching sequence data by adding a pitching content of the pitcher controlled by the pitcher controlling section, [0034]
  • wherein the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of the pitcher and the batter, and updates the graph by every pitch. [0035]
  • According to the method of the first aspect and the device of the third aspect of the present invention, in a game in which a pitcher and a batter play a match-up, pitcher's pitching can be automatically controlled based on the preset pitching sequence data. Moreover, the match-up image which is provided with the graph representing the pitching sequence data on its given area, can be controlled and displayed. Therefore, when a player operates a batter in the match-up against the pitcher, the player can predict for example pitch type, course, speed or the like of the next pitch, by viewing the graph which is controlled and displayed on the match-up image. In other words, the player can be provided with the data information for making a decision for the tactics. Incidentally, the pitcher to be the opponent may be either a computer-controlled character or a character operated by a second player. [0036]
  • Furthermore, the pitching sequence data is displayed as the graph. Accordingly, the player can comprehend the pitching sequence data more visually and easily, compared to the case where the pitching sequence data is displayed as, for example, text data of numerical data. [0037]
  • According to the method of the second aspect and the device of the fourth aspect of the present invention, in a game in which a pitcher and a batter play a match-up, pitcher's pitching can be automatically controlled based on the preset pitching sequence data. Moreover, the match-up image which is provided with the graph representing the pitching sequence data on its given area, can be controlled and displayed. Furthermore, the pitching sequence data can be updated by adding the pitching contents of the pitcher. Accordingly the graph can be updated and displayed by every pitch. In other words, the pitching sequence data can be updated by every pitch, and accordingly, the graph representing the updated pitching sequence data can be displayed. displayed. Therefore, when a player operates a batter in the match-up against the pitcher, the player can predict a bias of the pitching sequence such as pitch type, course, speed or the like of the next pitch in real time during the match-up, by viewing the graph which is controlled, displayed on the match-up image and updated by every pitch. Accordingly the player can immediately reflect the pitching sequence data to the player's pitch. Incidentally, the pitcher to be the opponent may be either a computer-controlled character or a character operated by a second player. [0038]
  • Furthermore, the pitching sequence data is displayed as the graph. Accordingly, the player can comprehend the pitching sequence data more visually and easily, compared to the case where the pitching sequence data is displayed as, for example, text data of numerical data. [0039]
  • Preferably, the method of the first aspect of the present invention, further comprises: [0040]
  • judging whether or not a game circumstance meets certain status conditions, [0041]
  • wherein the controlling the pitch includes performing a predetermined correction processing to the pitching sequence data when it is judged that the game circumstance meets the certain status conditions, and controlling the pitch of the pitcher based on the pitching data after the correction processing. [0042]
  • According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, when the game circumstance meets the certain status conditions, the predetermined correction processing to the pitching sequence data can be performed to control the pitch of the pitcher based the pitching data after the correction processing. [0043]
  • Therefore, if the present invention is applied to a baseball game, pitcher's pitching may be appropriately controlled depending on the game circumstances. For example, if a batter has a low batting ability, a pitcher is allowed to have a tendency to focus on throwing its best pitch type. In addition to that, the game circumstances may include on-base percentage and weather. [0044]
  • Preferably, in the method of the first aspect of the present invention, the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up; [0045]
  • the method further comprises judging the pitching status while an ongoing match-up; [0046]
  • the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status; and [0047]
  • the graph to be controlled and displayed is varied according to a change of the pitching status. [0048]
  • Preferably, in the method of the second aspect of the present invention, the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up; [0049]
  • the method further comprises judging the pitching status while an ongoing match-up; [0050]
  • the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status; and [0051]
  • the graph to be controlled and displayed is varied according to a change of the pitching status. [0052]
  • According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect or the second aspect of the present invention. Further, the graph, which represents the pitching tendency data corresponding to the current pitching status among the pitching tendency data included in the pitching sequence data, can be controlled to be displayed. Further, the graph can be revised according to the change of the pitching status. In other words, the graph, which is revised for representing the pitching tendency data according to the pitching status after the change, can be displayed by every change of the pitching status. Hence, a player can recognize pitcher's pitching tendency under the current pitching status by viewing the graph revised according to the change of the pitching status. [0053]
  • Preferably, in the method of the first aspect of the present invention, the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data. [0054]
  • Preferably, in the method of the second aspect of the present invention, the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data. [0055]
  • According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect or the second aspect of the present invention. Further, a given form, which is divided based on a proportion indicated in the pitching tendency data, can be generated as a graph. As the graph, for example, a circle graph consisting of a circle divided into several slices based on a proportion indicated in the pitching tendency data, or a bar graph with a certain horizontal length, which is divided into several sections based on the proportion, are cited. [0056]
  • Preferably, the method of the first aspect of the present invention, further comprises controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list. [0057]
  • Preferably, the method of the first aspect of the present invention, further comprises controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list. [0058]
  • According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect or the second aspect of the present invention. Further, graphs, which are based on the pitching tendency data according to each pitching status, can be displayed in a list. Hence, by generating the graph of the pitching sequence data, and displaying the graph in a list, at any timing such as when the player organizes a team before a game starts or changes pitchers in the middle of the innings, the player can easily recognize pitcher's pitching ability including the pitching tendency (a bias in pitch type, course and speed) which is operated by the player itself. Accordingly, the player can appropriately select the pitch. [0059]
  • Preferably, the method of the first aspect of the present invention, further comprises: [0060]
  • a plurality of commentary data corresponding to the proportions indicated by the pitching status and the pitching tendency data; and [0061]
  • selecting the judged pitching status and commentary data according to the pitching tendency data corresponding to the pitching status from the plurality of commentary data, and outputting the pitching status and the commentary data. [0062]
  • Preferably, the method of the first aspect of the present invention, further comprises: [0063]
  • a plurality of commentary data corresponding to the proportions indicated by the pitching status and the pitching tendency data; and [0064]
  • selecting the judged pitching status and commentary data according to the pitching tendency data corresponding to the pitching status from the plurality of commentary data, and outputting the pitching status and the commentary data. [0065]
  • According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect or the second aspect of the present invention. Further, the pitching status and the commentary data according to the pitching tendency data corresponding to the pitching status can be output. [0066]
  • According to a fifth aspect of the present invention, a storage medium has information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as described above. [0067]
  • Hereupon, various types of IC memories, a CD-ROM, DVD, MO, memory card, memory cassette, and hard disk correspond to this storage medium. It is possible to obtain the same effect as one of the method in accordance with the first aspect or the second aspect of the present invention, by making the operating device load the information stored in such storage medium to process the operation. [0068]
  • According to a sixith aspect of the present invention, a data signal embodied in a carrier wave, comprises information used for executing the method as described above. [0069]
  • According to a seventh aspect of the present invention, a program makes the operating device execute the method as described above, when the program is loaded onto an operating device.[0070]
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention will become more fully understood from the detailed description given hereinafter and the accompanying drawing given by way of illustration only. However thus are not intended as a definition of the limits of the present invention. Wherein: [0071]
  • FIG. 1 shows an example of an external view of a home game unit to which the present invention is applied; [0072]
  • FIG. 2 shows an example of a game image; [0073]
  • FIG. 3 is a block diagram showing an example of a functional configuration of the first embodiment; [0074]
  • FIG. 4 shows a relation between a count and a pitching status; [0075]
  • FIG. 5 shows an example of a first pitching sequence data; [0076]
  • FIG. 6 is a flowchart showing a process flow of a display control according to the first embodiment; [0077]
  • FIG. 7 shows an example of a hardware configuration to implement the functions of the home game unit to which the present invention is applied; [0078]
  • FIG. 8 is a block diagram showing an example of a functional configuration of a second embodiment; [0079]
  • FIG. 9 shows an example of a second pitching sequence data; [0080]
  • FIG. 10 is a flowchart showing a process flow of a display control of a pitching tendency display area according to the second embodiment; [0081]
  • FIG. 11 shows an example of a screen on which graphs representing pitching tendency data are displayed in a list; [0082]
  • FIG. 12 shows another example of screen on which pitching tendency data are displayed in a list, as numerical data; [0083]
  • FIG. 13A shows an example of graph variation, a bar graph and FIG. 13B also shows another example of the graph variation, a radar chart; and [0084]
  • FIG. 14 is an explanatory view of the preset pitching tendency data by pitching course.[0085]
  • PREFERRED EMBODIMENTS OF THE INVENTION
  • Preferred embodiments of the present invention are described below in detail with reference to the accompanying drawings. Descriptions will be hereinafter made only to the present invention applied to a baseball game. However, it should not be interpreted as a limitation of the application of the invention to this. [0086]
  • FIG. 1 shows an example of a home game unit to which the present invention is applied. As shown in FIG. 1, the home game unit has a [0087] main unit 1200 and game controllers 1202 and 1204, and is connected to a display 1300 equipped with a speaker 1302.
  • The game information required to execute the game, such as a game program and initial data, is stored in the information storage medium detachable from the [0088] main unit 1200, for example, a CD-ROM 1212, an IC memory 1214, and a memory card 1216. Alternatively, the game information is obtained from an external device through a communication device 1206 which is equipped on the main unit 1200 and connected to a communication line N. The communication line N refers to a communication channel which allows data transmission and reception. In other words, the communication line N may be a dedicated line (dedicated cable) for direct connection, a LAN through Ethernet (registered trademark) or the like, and a communication network such as a telephone network, a cable network, or the Internet, whether its communication method is wired or wireless.
  • The [0089] main unit 1200 is equipped with a processing unit such as a CPU, and a reader for the information storage medium such as the IC memory 1214 and CD-ROM 1212. The main unit executes various game processing based on the game information loaded from the CD-ROM 1212 or the like and operation signals inputted from the game controller 1202, displays game screens on the display 1300, and outputs game sounds from the speaker 1302.
  • The player operates push buttons equipped on the [0090] game controllers 1202 and 1204 while watching the game images displayed on the display 1300 to play the baseball game.
  • FIG. 2 shows an example of the game image appearing on the [0091] display 1300, more specifically, the match-up image of the pitcher and the batter. This image in FIG. 2 displays a pitcher character 100 and a batter character 200 while providing a score display area 310 for displaying scores, a pitching count area 320 for displaying pitching counts (hereinafter called “count(s)”) and a pitching tendency display area 330 for displaying pitching tendencies of the pitcher character 100.
  • The pitching [0092] tendency display area 330 displays a pitching status 332 based on the current count and a circle graph 334 indicating the pitching tendencies of the pitcher character 100.
  • The [0093] circle graph 334 indicates the pitching tendency data of the pitcher character 100 according to the current pitching status 332. More specifically, this circle graph consists of a circle divided into several slices based on the pitching rate of pitcher's pitch type, which are identified using different colors or patterns. The circle graph in FIG. 2 is divided into three slices representing the pitching rate of pitcher's pitch type.
  • In the embodiments of the present invention, the pitch type is categorized into three pitch types, straight type, curve type and fall type. The term, pitch type, to be mentioned hereinafter implies either one of the three pitch types. The pitch type is not limited to those types. It should be understood that it could be categorized into only two pitch types or further detailed types including curveball and screwball. [0094]
  • The pitching tendency data is established by pitching status. As the [0095] pitching status 332 varies depending on a pitch by the pitcher character 100, the circle graph 334 is updated accordingly, representing the pitching tendency data reflected by the variation.
  • Detailed descriptions are made hereinafter in two embodiments of the above home game unit. [0096]
  • 1. First Embodiment [0097]
  • The first embodiment of the present invention will be described with reference to the accompanying drawings, FIG. 3 to FIG. 7. [0098]
  • In the first embodiment, a player operates the [0099] batter character 200 through its operation input from the game controllers 1202 and 1204, based on which this player character can make a batting motion. The pitcher character 100 in turn is called a computer-controlled character. There are several patterns of the pitcher character 100 available, each of which has its corresponding pitching sequence data. Based on this data, the pitching motions by the pitcher character 100, more specifically, the pitch type, course and speed, are controlled.
  • 1.1 Functional Configuration [0100]
  • FIG. 3 is a block diagram showing an example of a functional configuration of a home game unit according to the first embodiment of the present invention (hereinafter referred to as “[0101] home game unit 1”). As shown in FIG. 3, the home game unit 1 includes a operation input section 10, an image displaying section 20, a sound output section 30, a processing section 40, a storage section 60 and a communication section 80.
  • The [0102] operation input section 10 functions by section of a button switch, lever, dial, mouse, keyboard, or other various sensors, and outputs signals corresponding to the operation data inputted by a player to the processing section 40. The game controllers 1202 and 1204 in FIG. 1 corresponds to this operation input section.
  • The [0103] image displaying section 20 is designed to display the game screen by refreshing a screen of one frame per {fraction (1/60)}-second, for instance, based on the image signals generated by the image generating section 46. The functions thereof could be implemented by hardware such as CRT, LCD, ELD, PDP or HMD. The display 1300 in FIG. 1 corresponds to this image displaying section.
  • The [0104] sound output section 30 is designed to output game sounds including sound effects and BGM based on the sound signals generated by the sound generating section 47. The functions thereof could be implemented by a sound output device such as a speaker. The speaker 1302 in FIG. 1 corresponds to this sound output section.
  • The [0105] processing section 40 controls whole of the home game unit 1 and executes various computing processes such as game computing. The functions thereof are implemented by hardware such as a CPU (CISC type and RISC type) or an ASIC (gate array), and the related control programs. The processing unit, such as the CPU, equipped with the main unit 1200 in FIG. 1 corresponds to this processing section.
  • The [0106] processing section 40 includes a game computing section 41 serving for mainly game computing, the image generating section 46 for generating the image signals to display the game screen based on various data obtained from the processes executed by the game computing section 41, and the sound generating section 47 for generating game sounds to be output as sound effects or BGM.
  • The [0107] game computing section 41 executes various game processing based on the signals inputted through the operation input section 10, or the program and data loaded from the storage section 60. As the game processing, for example, arranging view points and objects in a virtual space, controlling motions of objects of characters based on signals inputted from the operation input section 10, computing paths of pitched and batted balls, crossing detection for objects (hit check), calculating the batting results, calculating the game results, arranging view points, determining view directions or the like, are performed.
  • In the first embodiment, the [0108] game computing section 41 includes a pitching status judging section 42, a graph generating section 43, a first pitcher controlling section 44, and a first batter controlling section 45.
  • The pitching [0109] status judging section 42 judges a current pitching status based on count information 66. In the first embodiment of the present invention, the established relation between the pitching status and the count is shown in FIG. 4. The pitching status judging section 42 judges the pitching status as “first pitch” if the count “0-0” (no strike, no ball), that is, the number of pitches, 0. It judges the pitching status as “pitcher favorable 1” if the count “2-0” (two strikes, no ball) while judging the pitching status as “pitcher favorable 2” if the count “2-1” (two strikes, one ball) or “2-2” (two strikes, two balls). If the count “2-3” (two strikes, three balls), the pitching status judging section judges the pitching status as “full count”, while judging it as “ordinary” for a count other than those described above.
  • The [0110] graph generating section 43 is designed to generate a circle graph representing the pitching rate of pitcher's pitch type based on the pitching tendency data 64 c, corresponding to current pitching status judged by the pitching status judging section 41, which is included in the first pitching sequence data 64 for a selected pitcher character 100 on the mound indicated by information of pitcher on mound 65. More specifically, the circle graph consists of a circle divided into three slices based on the pitching rate of pitcher's pitch type (straight type, curve type and fall type), which are identified using different colors or patterns.
  • The first [0111] pitcher controlling section 44 is designed to control a pitching motion by the pitcher character 100 on the mound. Specifically, it determines a pitch type based on the pitching tendency data 64 c, corresponding to current pitching status judged by the pitching status judging section 41, which is included in the first pitching sequence data 64 for a selected pitcher character 100 on the mound indicated by information of pitcher on mound 65. Based on which, the pitcher character can make a pitching motion. To be more specific, a next pitch type is determined by a probability according to the pitching rate of pitcher's pitch type. In other words, a pitch type with a higher pitching rate, a higher possibility to be determined as a next pitch.
  • The first [0112] batter controlling section 45 is designed to control a batting motion by the batter character 200 in the batters box. More specifically, it permits the batter character to make a batting motion such as swinging a bat at a timing given by the signals inputted through the operation input section 10.
  • The functions of the [0113] image generating section 46 is implemented by the processing unit such as the CPU and DSP, the control program and the IC memory for image frames such as a frame buffer. The image generating section 46 executes a geometry conversion process and a shading process based on the results computed by the game computing section 41, and generates the game images for displaying the game screen. Then, the image generating section 46 outputs the image signals of the generated game images to the image displaying section 20. In particular, the image generating section generates a match-up image of a pitcher and a batter viewed from a given vision point in a virtual space. On a certain area of which, more specifically, on the pitching tendency display area 330, the current pitching status judged by the pitching status judging section 42, and the circle graph generated by the graph generating section 43 are combined.
  • The [0114] sound generating section 47 generates sound signals to be output as game sounds. The functions thereof are implemented by the processing unit such as the CPU and DSP, and the control program. The sound generating section 47 generates signals for sound effects or BGM, to be used in a game, at an appropriate timing based on the sound data (not shown) stored in the storage section 60. It outputs these sound signals to the sound output section 30.
  • The [0115] storage section 60 stores a system program which implement various functions for permitting the processing section 40 to synthetically control the home game unit 1, game information 61 including the program and data required for it to execute the game. The functions of the storage section 60 are implemented by an information storage medium such as various types of IC memories, a hard disc, CD-ROM, DVD and MO. The CD-ROM 1212, the IC memory 1214, and the memory card 1216 equipped with the main unit in FIG. 1 correspond to this information storage medium.
  • The [0116] game information 61 includes the program and data to allow the processing section 40 to function as the game computing section 41. In the first embodiment, the above program includes the first pitching tendency display controlling program 62, in turn, the above data includes character information 63, the information of pitcher on mound 65, and the count information 66.
  • The [0117] character information 63 refers to characters appearing in the baseball game, such as the pitcher character 100 and the batter character 200. This information includes modeling data, texture data, motion data, and sound data for sound effects and the like. In the first embodiment, the above information also includes the first pitching sequence data 64 established for each pitcher character 100.
  • FIG. 5 shows an example of the first [0118] pitching sequence data 64 of a certain pitcher character 100. The first pitching sequence data 64 in FIG. 5 has a player ID 64 a of its applicable pitcher character 100. The data includes a total of five patterns of the pitching tendency data 64 c corresponding to each pitching status 64 b.
  • The pitching [0119] tendency data 64 c is the data showing the pitching tendency of the pitcher in corresponding pitching status 64 b. In this embodiment, the pitching tendency data 64 c shows the pitching tendency data with respect to the pitch type. More particularly, the pitching tendency data to represent the pitching rate 64 e of pitcher's pitch type 64 d including the three types (straight type, curve type and fall type) is stored. The pitching tendency data 64 c would be fixed data, not affected by anything throughout a game.
  • The information of pitcher on [0120] mound 65 is to identify the pitcher character 100 on the mound by the stored player IDs.
  • The [0121] count information 66 for indicating a current count is updated as the game progresses, that is, based on the resultant controls by the first pitcher controlling section 44 and the first batter controlling section 45. The count display area 320 displays the current count based on the updated count information 66 while the pitching status judging section 42 judges the current pitching status.
  • The [0122] communication section 80 connects to a communication line to transmit and receive data to/from an external device. The functions thereof could be implemented by modules such as the Bluetooth (registered trademark) and IrDA, a modem, TA, communication cable jack, and control circuit. The communication device 1206 in FIG. 1 corresponds to this communication section.
  • 1.2 Process Flow [0123]
  • Process flow for a display control of the pitching [0124] tendency display area 330 according to the first embodiment of the present invention will be next described. The processes on the progress of the baseball game could be executed in the same manner as done in the conventional baseball game so that the descriptions thereof can be omitted.
  • FIG. 6 is a flowchart to describe a process flow for the display control of the pitching [0125] tendency display area 330 according to the first embodiment of the present invention. This indicates all the processes required for one match-up of the pitcher and the batter. The game computing section 41 reads and executes the first pitching tendency display controlling program 62 in the storage section 60, resulting in implementing these processes. However, it should be noted that the pitcher character 100 and the batter character 200 have been already located in the virtual space, and the baseball game has started prior to the implementation of the processes.
  • In FIG. 6, if the match-up of the [0126] pitcher character 100 and the batter character 200 has already started, the pitching status judging section 42 judges the current pitching status with reference to the count information 66. The graph generating section 43 then generates a circle graph representing the pitching rate of pitcher's pitch type with reference to the pitching tendency data 64 c corresponding to current pitching status judged in the first pitching sequence data 64 (step S11). If the current pitching status 64 b is judged as “first pitch”, the graph generating section generates a circle graph representing the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “first pitch” shown in FIG. 5. If the current pitching status 64 b is judged as “pitcher favorable 1”, the graph generating section generates a circle graph representing the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 1” as shown in FIG. 5.
  • The [0127] image generating section 46 generates the game image along with display of the current pitching status judged by the pitching status judging section 42 as well as of the circle graph generated by the graph generating section 43 on the pitching tendency display area 330. The image displaying section 20 then displays the game image generated by the image generating section 46 on the screen (step S12).
  • The second [0128] pitcher controlling section 54 determines a next pitch type with reference to the pitching tendency data 64 c corresponding to current pitching status in the first pitching sequence data 64 of a certain pitcher character 100, which permits the pitcher character 100 to make a pitching motion (step S13), accordingly. If the current pitching status is judged as “first pitch”, a next pitch type is determined by a probability according to the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “first pitch” as shown in FIG. 5. If the current pitching status 64 b is judged as “pitcher favorable 1”, a next pitch type is determined by a probability according to the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 1” as shown in FIG. 5.
  • In response to the pitching motion, the player operates the [0129] batter character 200, which permits the game computing section 41 to control a bating motion by the batter character 200 based on the signals inputted through the operation input section 10 (step S14).
  • The [0130] pitcher character 100 and the batter character 200 make the pitching motion and the batting motion, respectively, which leads the game computing section 41 to update the count information 66 according to these results (step S15).
  • The [0131] game computing section 41 then determines whether or not the match-up of the pitcher character 100 and the batter character 200 has ended (step S16). More specifically, it determines whether or not the batter character 200 in the batters box has finished its at-bat with a strikeout, hit or the like.
  • If it determines that the match-up has not yet ended (step S[0132] 16: NO), then the flow goes back to the step S11 in order to repeat the same processes. In contrast, if it determines thet the match-up has ended (step S16: YES), all the processes complete.
  • As described above, the [0133] circle graph 334 is displayed, representing the pitching tendency data 64 c corresponding to a current count. The count varies depending on a pitch by the pitcher character 100, which results in the circle graph 334 being regenerated to represent appropriate pitching tendency data 64 c to the count variation. This allows a display of the circle graph 334 updated by every pitch by the pitcher character 100 so that it can always represents appropriate data to a current count.
  • 1.3 Hardware Configuration [0134]
  • Descriptions will be next made in a hardware configuration which could implement the functions of the [0135] home game unit 1.
  • FIG. 7 is a diagram showing an example of the hardware configuration according to the embodiment of the present invention. The [0136] home game unit 1 in FIG. 7 has a CPU 1000, a ROM 1002, a RAM 1004, a data storage medium 1006, a sound generation IC 1008, an image generating IC 1010, and I/ O ports 1012 and 1014. They are connected to each other via a system bus 1016 so as to input/output data. The I/O port 1012 connects to a control device 1022. The I/O port 1014 connects to a communication device 1024.
  • The [0137] CPU 1000 performs total control of the home game unit 1 and various data processes, according to a program and data stored in the data storage medium 1006, a system program and data stored in the ROM 1002, the operation input signals inputted through the control device 1022 or the like. The CPU 1000 corresponds to the processing section 40 in FIG. 3.
  • The [0138] ROM 1002, the RAM 1004 and the data storage medium 1006 correspond to the storage section 60 in FIG. 3. The ROM 1002 stores the system program for the home game unit 1, and the established program and data as part of the information stored in the storage section 60 shown in FIG. 3. The RAM 1004 is a storage section used as a work area of the CPU 1000. The RAM 1004 stores for example, an image data of one frame, given contents in the ROM 1002 or the data storage medium 1006, results computed by the CPU 1000 and the like. The functions of the data storage medium 1006 could be implemented by an IC memory card, a hard disc unit detachable from the main unit, MO or the like.
  • The [0139] sound generation IC 1008 is an integrated circuit designed to generate game sounds such as sound effects and BGM based on the data stored in the data storage medium 1006 or the ROM 1002. The generated game sounds are output from a speaker 1020. The sound generating IC 1008 corresponds to the sound generating section 47 in FIG. 3. The speaker 1020 corresponds to the sound output section 30 in FIG. 3 or the speaker 1302 in FIG. 1.
  • The [0140] image generating IC 1010 is an integrated circuit designed to generate pixel information of a game screen to be displayed on a display 1018 based on the image information from the CPU 1000. The display 1018 displays the game screen based on the pixel information generated by the image generating IC 1010. The image generating IC 1010 corresponds to the image generating section 46 in FIG. 3. The display 1018 corresponds to the image displaying section 20 in FIG. 3 or the display 1300 in FIG. 1.
  • Software execution with the [0141] CPU 1000 or a general-purpose DSP may also be allowed for processes which could be executed by the sound generating IC 1008 or the image generating IC 1010.
  • The [0142] control device 1022 is designed to permit a player to input various operation data as the game progresses. The control device 1022 corresponds to the operation input section 10 in FIG. 3, or the game controllers 1202 and 1204 in FIG. 1.
  • The [0143] communication device 1024 is designed to input/output various information to be used in the home game unit 1 to/from an external device. It connects to another game device in order to transmit/receive information required for the game program. It also transmits/receives the game program information via a communication line. The communication device 1024 corresponds to the communication section 80 in FIG. 3 or the communication device 1206 in FIG. 1.
  • The present invention applies not only to the home game unit shown in FIG. 1, also to various devices including an arcade game device, a mobile game device, and a large-sized attraction device in which many players can participate, or the like. [0144]
  • It should be understood that the application of the present invention is not limited to games to be executed by a stand-alone device, but the invention could be applied to those which are called network games. Examples of the system configuration designed to implement the network games include the following: One which has a home PC or home game system as a game terminal to be connected to a server via a wire/wireless communication line such as the Internet network and a dedicated line. One which connects plural game terminals to each other via a communication line without a server. One which connects plural game terminals via a communication line, one of which functions as the server. One which physically links plural game terminals with each other as a single unit (e.g. arcade game system). [0145]
  • 1.4 Effects [0146]
  • As described above, according to the first embodiment of the present invention, the screen displays the match-up image of the pitcher and the batter along with the [0147] circle graph 334 on the pitching tendency display area 330. This circle graph represents the pitching tendency data 64 c corresponding to a current pitching status 332 in the first pitching sequence data 64 for a selected pitcher character 100. For instance, if the current pitching status 64 b is judged as “pitcher favorable 2”, a circle graph 334 is displayed as shown in FIG. 2 to represent the pitching rate 64 e of the pitching tendency data 64 c corresponding to the “pitcher favorable 2”.
  • Hence, by viewing the [0148] circle graph 334, a player operating the batter character 200 can predict the pithcing tendency of the computer-controlled pitcher character 100, especially in the current pitching status, while comprehending the tendency of the pitch type. In other words, the player can be provided with the data information for making a decision for the tactics.
  • The [0149] circle graph 334 is updated as the count varies, that is, as the pitching status varies. This allows the player to recognize the pitching tendency of the pitcher character 100 under the current pitching status in a real-time manner.
  • In addition, the pitching [0150] tendency data 64 c is displayed in the circle graph 334. This makes it possible for the player to easily view the pitching tendency of the pitcher character 100, which differs from the display of text data or numerical data.
  • 1.5 Modification [0151]
  • The first embodiment described above uses fixed data as the first [0152] pitching sequence data 64 such that the first pitcher controlling section 44 can control the pitching motion by the pitcher character 100. However, the first pitching sequence data may be revised in consideration of the game circumstances, which could affect the pitching, such as batting parameters and on-base percentage of the batter character 200, and weather. Based on which, the pitching motion by the pitcher character 100 may be controlled.
  • For instance, taking a batting average, one of the batting parameters of the [0153] batter character 200, into consideration, if it is lower than a predetermined average of “0.200”, the pitching tendency of the pitcher character 100 may be revised to further focus on throwing a certain pitch type such as its best pitch type. To be more specific, a proportion of straight type, which is pitcher character's 100 best pitch type, increases by 0.1. Accordingly, each proportion of the other pitch types, curve type and fall type, decreases by 0.05. This permits the pitching tendency data to be revised as appropriate, to be effective only for an ongoing match-up. The first pitcher controlling section 44 controls a pitching motion by the pitcher character 100 based on the data.
  • The [0154] pitcher character 100 is designed to be a computer-controlled character, however, it could be a character to be operated by a second player.
  • 2. Second Embodiment [0155]
  • The second embodiment of the present invention will be next described with reference to the accompanying drawings, FIG. 8 to FIG. 10. In the following descriptions, the same or equivalent elements are denoted by the same reference numerals as in the first embodiment. [0156]
  • In the second embodiment, a player operates a [0157] pitcher character 100 through its operation input from game controllers 1202 and 1204, based on which this player character can make a pitching motion. A batter character 200 in turn is designed to be a computer-controlled character. There are several patterns of the batter character 200 available, each of which has its corresponding batting parameter. Based on which, a resulting batting by the batter character 200, more specifically, a probability whether or not it gets a hit, is controlled.
  • 2.1 Functional Configuration [0158]
  • FIG. 8 is a block diagram showing an example of a functional configuration of a home game unit according to the second embodiment of the present invention (hereinafter referred to as “[0159] home game unit 2”). As shown in FIG. 8, the home game unit 2 includes a operation input section 10, an image displaying section 20, a sound output section 30, a processing section 50, a storage section 70 and a communication section 80.
  • In the second embodiment of the present invention, a [0160] game computing section 51 in a processing section 50 includes a pitching status judging section 42, a graph generating section 43, a second pitcher controlling section 54, a second batter controlling section 55 and a pitching sequence data updating section 56.
  • The second [0161] pitcher controlling section 54 is designed to control a pitching motion by the pitcher character 100 on the mound. More specifically, the operation input section 10 inputs data regarding selected/determined pitch type, course and speed along with an input to start pitching. Based on which, the pitcher character 100 indicated by information of pitcher on mound 65 can make a pitching motion.
  • The second [0162] batter controlling section 55 is designed to control a batting motion by the batter character 200 in the batters box. The second batter controlling section 55 is designed to control a batting motion by the batter character 200 in the batters box. It determines a resulting batting by the batter character 200 at a probability given by a batting parameter (e.g. batting average) corresponding to the batter character, for example, whether or not it gets a hit. This permits the batter character 200 to make a batting motion appropriate to the determination.
  • The second [0163] pitcher controlling section 54 and the second batter controlling section 55 are designed to control the pitching and batting motions in the same manner as in a conventional baseball game unit.
  • The pitching sequence [0164] data updating section 56 is designed to update a second pitching sequence data 74 according to a pitching motion by the pitcher character 100 under a control of the second pitcher controlling section 54. More specifically, a selected pitcher character 100 makes a pitching motion by either one of its pitch types in pitcher's pitch type 74 d according to the pitching tendency data 74 c corresponding to current pitching status in the second pitching sequence data 74 corresponding to the pitcher character. This results in the number of pitches 74 e of the applicable pitch type being updated by adding “1”. Accordingly, the pitching rate 74 f is also updated.
  • In the second embodiment, [0165] character information 73, part of game information 71 stored in the storage section 70, includes the second pitching sequence data 74 established for each pitcher character 100.
  • FIG. 9 shows an example of the second [0166] pitching sequence data 74. The second pitching sequence data 74 in FIG. 9 has a player ID 74 a of its applicable pitcher character 100. The data includes a total of five patterns of the pitching tendency data 74 c corresponding to each pitching status 74 b.
  • The pitching [0167] tendency data 74 c is the data showing the pitching tendency of the pitcher in corresponding pitching status 74 b. In this embodiment, the pitching tendency data 74 c shows the pitching tendency data with respect to the pitch type. More particularly, the pitching tendency data to represent the number of pitches 74 e and the pitching rate 74 f of pitcher's pitch type 74 d including the three types (straight type, curve type and fall type) are stored.
  • The number of [0168] pitches 74 e section the total number of pitches by pitch type that the pitcher character 100 has already pitched based on the previous pitching statuses. The pitching rate 74 f indicates a pitching percentage by pitch type, corresponding to each pitching status. The number of pitches 74 e is appropriately updated as the game progresses, and accordingly, the pitching rate 74 f is also updated.
  • 2.2 Process Flow [0169]
  • Process flow for a display control of the pitching [0170] tendency display area 330 according to the second embodiment of the present invention will be next described. The processes on the progress of the baseball game could be executed in the same manner as done in the conventional baseball game so that the descriptions thereof can be omitted.
  • FIG. 10 is a flowchart to show a process flow for the display control of the pitching [0171] tendency display area 330 according to the second embodiment of the present invention. This indicates all the processes required for one match-up of the pitcher the batter. The game computing section 51 reads and executes the second pitching tendency display controlling program 72 in the storage section 70, resulting in implementing these processes. However, it should be noted that the pitcher character 100 and the batter character 200 have been already located in the virtual space, and the baseball game has started prior to the implementation of the processes.
  • In FIG. 10, if the match-up of the [0172] pitcher character 100 and the batter character 200 has already started, the pitching status judging section 42 judges the current pitching status with reference to the count information 66. The graph generating section 43 then generates a circle graph representing the pitching rate of pitcher's pitch type with reference to the pitching tendency data 74 c corresponding to current pitching status judged in the second pitching sequence data 74 (step S21). If the current pitching status 74 b is judged as “first pitch”, the graph generating section generates a circle graph representing the pitching rate 74 f of the pitching tendency data 74 c corresponding to the “first pitch” shown in FIG. 9. If the current pitching status 74 b is judged as “pitcher favorable 1”, the graph generating section generates a circle graph representing the pitching rate 74 f of the pitching tendency data 74 c corresponding to the “pitcher favorable 1” as shown in FIG. 9.
  • The [0173] image generating section 46 generates the game image along with display of the current pitching status judged by the pitching status judging section 42 as well as of the circle graph generated by the graph generating section 43 on the pitching tendency display area 330. The image displaying section 20 then displays the game image generated by the image generating section 46 on the screen (step S22).
  • A player operates the [0174] pitcher character 100, which permits the second pitcher controlling section 54 to control the pitcher character 100 based on the signals inputted through the operation input section 10 so that the pitcher character can make a pitching motion (step S23).
  • The second [0175] batter controlling section 55 controls the batter character 200 according to the batting parameter (e.g. batting average) corresponding to the batter character 200, and makes the batter character 200 perform a batting motion for the pitching motion (step S24)
  • Based on these resulting pitching motion and batting motion by the [0176] pitcher character 100 and the batter character 200, respectively, the game computing section 51 updates the count information 66. Accordingly, the pitching sequence data updating section 56 updates the second pitching sequence data 74 (step S25).
  • The [0177] game computing section 51 then determines whether or not the match-up of the pitcher character 100 and the batter character 200 has ended (step S26). More specifically, it determines whether or not the batter character 200 in the batters box has finished its at-bat with a strikeout, hit or the like.
  • If it determines that the above match-up has not yet ended (step S[0178] 26: NO), then the flow goes back to the step S21 in order to repeat the same processes. In contrast, if it determines that the above match-up has ended (step S26: YES), all the processes complete.
  • As described above, the [0179] circle graph 334 is displayed, representing the pitching tendency data 74 c corresponding to a current count. The count varies depending on a pitch by the pitcher character 100, which results in the pitching tendency data 74 c being updated by every resulting pitch as well as in the circle graph 334 being regenerated to represent appropriate pitching tendency data 74 c to the count variation. This allows a display of the circle graph 334 updated by every pitch by the pitcher character 100 so that it can always represents appropriate data to a current count.
  • 2.3 Effects [0180]
  • As described above, according to the second embodiment of the present invention, the screen displays the match-up image of the pitcher and the batter along with the [0181] circle graph 334 on the pitching tendency display area 330. This circle graph represents the pitching tendency data 74 c corresponding to a current pitching status 332 in the second pitching sequence data 74 as a pitching history for the pitcher character 100 operated by the player. This pitching tendency data 74 c is updated by every resulting pitch by the pitcher character 100. Accordingly, the updated circle graph 334 is displayed. This allows the player who operates the pitcher character 100 to view the circle graph 334 displayed on the match-up image and updated by every resulting pitch. The player can therefore recognize the pitching tendency such as a bias in pitcher's pitch type in a real time manner while the match-up, and immediately utilize it for a next pitch.
  • The pitching [0182] tendency data 74 c is displayed in the circle graph 334. This makes it possible for the player to easily view the data 74 c, which differs from the display of text data or numerical data.
  • 3. Modification [0183]
  • The application of the present invention should not be limited to the above two embodiments, but could also be modified as appropriate to the extent not deviated from the subject matter of the present invention. The following is examples of the variation. [0184]
  • 3.1 Displaying the Pitching Sequence Data in a List [0185]
  • In the above two embodiments, the screen displays the match-up image of the pitcher and the batter along with one [0186] circle graph 334 on the pitching tendency display area 330. This circle graph represents the pitching tendency data for a current pitching status 332 in the pitching sequence data for a certain pitcher character 100. However, all the circle graphs may also be displayed in a list. As show in FIG. 11, on a team organization screen displayed before the game starts, five circle graphs 420 a to 420 e, individually representing the pitching tendency data for each pitching status, are generated and displayed in a list, as one of the pitching parameters for a selected pitcher 410 (shown as pitcher 4 in the drawing).
  • Also, as shown in FIG. 12, the pitching rate in each pitching tendency data may be displayed in a list, as numerical data. FIG. 12 shows the pitching tendency data for one of the pitcher characters (pitcher [0187] 4) on the left of the screen. More specifically, the pitching rate of pitcher's pitch type (straight type, curve type and fall type) is indicated as numerical data in order from “first pitch”. In FIG. 12, the pitching rates under the pitching status of “first pitch” and “ordinary” are only indicated. However, those which under the other pitching statuses (“pitcher favorable 1”, “pitcher favorable 2” and “full count”) can be individually indicated by scrolling down the graph.
  • In such case, the player can preset/revise these pitching rates indicated as numeral data through its operation input. [0188]
  • 3.2 Reflecting the Pitching Tendency Data to the Commentary [0189]
  • The pitching tendency data indicated by the circle graph may be reflected to the commentary. More specifically, data of plural patterns of the commentary, which reflects each pitching status as well as the details in its corresponding pitching tendency data, is stored as part of the game information in advance. At every opportunity of pitching by the [0190] pitcher character 100, the data of the commentary, which reflects a current pitching status and its pitching tendency data, can be read and output as sound or as text data.
  • To be more specific, if the pitching status is judged as “first pitch” along with the highest pitching rate of straight type being established in its corresponding pitching tendency data, the reflected data of the commentary is output. For instance, “The pitcher tends to pitch a straight ball as the first pitch. What is the first pitch thrown?” Also, if the pitching status is judged as “full count” along with the approximately same pitching rates of each pitch type being established in its corresponding pitching tendency data, the reflected data of the commentary is output. For instance, “There is no typical tendency in pitcher's pitching. We have no idea what type of pitch the pitcher will throw to shut the inning.”[0191]
  • 3.3 Form of Graph [0192]
  • In the above two embodiments, the [0193] circle graph 334 is displayed to indicate the pitching tendency data. However, other forms of graph may also be displayed. For example, as shown in FIG. 13A, a bar graph with a certain horizontal length may be displayed. The bar graph 336 may be divided into several sections based on the pitching rate of pitcher's pitch type, which are identified using different colors or patterns. As shown in FIG. 13B, a radar chart 338 may also be displayed to indicate the pitching rate of pitcher's pitch type. Each pitching rate has its own value axis radiating from the center point and lines connect all the values in the same series.
  • 3.4 Pitching Tendency Indicated by Pitching Tendency Data [0194]
  • In the above two embodiments, it is understood that the pitching tendency data indicates the pitching rate of pitcher's pitch type, however, the pitching tendency may also include pitching course and the speed. [0195]
  • More specifically, as shown in FIG. 14, the pitching tendency is indicated by the pitching course, establishing a [0196] pitching area 110 including a strike zone 210 for the batter character 200. The pitching area 110 viewed by the batter character 200 is divided horizontally into three as well as vertically into three, resulting in a total of nine areas 112 a to 112 i. Pitching rates of these respective divided areas 112 a to 112 i are indicated as the pitching tendency.
  • The pitching tendency is indicated by pitching speed categorized as “fastball” (140 km/h or faster), “ordinary” (120 km/h to 140 km/h) and “slowball” (slower than 120 km/h). Pitching rates of these respective pitching speeds are indicated as the pitching tendency. [0197]
  • The entire disclosure of Japanese Patent Application No. Tokugan 2003-067368 filed on Mar. 12, 2003 including specification, claims, drawings and summary are incorporated herein by reference in its entirety. [0198]

Claims (19)

1. A game performing method for executing a game in which a pitcher and a batter play a match-up, the method comprising:
generating a match-up image of the pitcher and the batter;
generating a graph representing preset pitching sequence data;
controlling a display of the match-up image provided with the generated graph on its given area; and
controlling a pitch of the pitcher automatically, based on the pitching sequence data,
wherein the graph representing the pitching sequence data of the pitcher is controlled and displayed on the match-up image of the pitcher and the batter.
2. The method as claimed in claim 1, further comprising:
judging whether or not a game circumstance meets certain status conditions,
wherein the controlling the pitch includes performing a predetermined correction processing to the pitching sequence data when it is judged that the game circumstance meets the certain status conditions, and controlling the pitch of the pitcher based on the pitching data after the correction processing.
3. A game performing method for executing a game in which a pitcher and a batter play a match-up, the method comprising:
storing the pitching sequence data;
generating a match-up image of the pitcher and the batter;
generating a graph representing the stored pitching sequence data;
controlling a display of the match-up image provided with the generated graph on its given area;
controlling a pitch by the pitcher based on operation input by a player; and
updating the pitching sequence data o add a pitching content of the controlled pitcher
wherein the graph representing the pitching sequence data of the pitcher is controlled and displayed on the match-up image of the pitcher and the batter, and the graph is updated and displayed by every pitch.
4. The method as claimed in claim 1,
wherein the pitching sequence data includes the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up;
the method further comprises judging the pitching status while an ongoing match-up;
the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status; and
the graph to be controlled and displayed is varied according to a change of the pitching status.
5. The method as claimed in claim 3,
wherein the pitching sequence data includes the pitching sequence data includes the pitching tendency data indicating at least one of proportions by pitch type, pitching course and speed, the pitching tendency data corresponding to a pitching status representing the number of pitches and/or pitching count while one match-up;
the method further comprises judging the pitching status while an ongoing match-up;
the generating the graph includes generating the graph based on the pitching tendency data corresponding to the judged pitching status; and
the graph to be controlled and displayed is varied according to a change of the pitching status.
6. The method as claimed in claim 4, wherein the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data.
7. The method as claimed in claim 5, wherein the generating the graph includes generating a given form divided based on the proportion indicated in the pitching tendency data.
8. The method as claimed in claim 4, further comprising controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list.
9. The method as claimed in claim 5, further comprising controlling a display of a screen on which the graphs, which are based on the pitching tendency data corresponding to the each pitching status, is displayed in a list.
10. The game method as claimed in claim 4, further comprising:
a plurality of commentary data corresponding to the proportions indicated by the pitching status and the pitching tendency data; and
selecting the judged pitching status and commentary data according to the pitching tendency data corresponding to the pitching status from the plurality of commentary data, and outputting the pitching status and the commentary data.
11. The game method as claimed in claim 5, further comprising:
a plurality of commentary data corresponding to the proportions indicated by the pitching status and the pitching tendency data; and
selecting the judged pitching status and commentary data according to the pitching tendency data corresponding to the pitching status from the plurality of commentary data, and outputting the pitching status and the commentary data.
12. A storage medium having information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as claimed in claim 1.
13. A game device for executing a game in which a pitcher and a batter play a match-up, the device comprising:
a match-up image generating section for generating a match-up image of the pitcher and the batter;
a graph generating section for generating a graph representing preset pitching sequence data;
an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area; and
a pitcher controlling section for automatically controlling a pitch by the pitcher based on the pitching sequence data,
wherein the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of the pitcher and the batter.
14. A game device for executing a game in which a pitcher and a batter play a match-up, the device comprising:
a storage section for storing the pitching sequence data;
a match-up image generating section for generating a match-up image of the pitcher and the batter;
a graph generating section for generating a graph representing the pitching sequence data stored in the storage section;
an image display control section for controlling a display of the match-up image provided with the graph generated by the graph generating section on its given area;
a pitcher controlling section for controlling a pitch by the pitcher based on operation input by a player; and
an updating section for updating the pitching sequence data by adding a pitching content of the pitcher controlled by the pitcher controlling section,
wherein the device controls a display of the graph representing the pitching sequence data of the pitcher on the match-up image of tFhe pitcher and the batter, and updates the graph by every pitch.
15. A data signal embodied in a carrier wave, comprising information used for executing the method as claimed in claim 1.
16. A program, when the program is loaded onto an operating device, the program making the operating device execute the method as claimed in claim 1.
17. A storage medium having information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as claimed in claim 3.
18. A data signal embodied in a carrier wave, comprising information used for executing the method as claimed in claim 3.
19. A program, when the program is loaded onto an operating device, the program making the operating device execute the method as claimed in claim 3.
US10/792,925 2003-03-12 2004-03-05 Game performing method, storage medium, game device, data signal and program Abandoned US20040235565A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2003-067368 2003-03-12
JP2003067368A JP3944459B2 (en) 2003-03-12 2003-03-12 PROGRAM, INFORMATION STORAGE MEDIUM, AND GAME DEVICE

Publications (1)

Publication Number Publication Date
US20040235565A1 true US20040235565A1 (en) 2004-11-25

Family

ID=33284966

Family Applications (1)

Application Number Title Priority Date Filing Date
US10/792,925 Abandoned US20040235565A1 (en) 2003-03-12 2004-03-05 Game performing method, storage medium, game device, data signal and program

Country Status (2)

Country Link
US (1) US20040235565A1 (en)
JP (1) JP3944459B2 (en)

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070021242A1 (en) * 2005-07-15 2007-01-25 Krickler Roger D Method and system for optimiza of baseball bats and the like
US20090181771A1 (en) * 2008-01-11 2009-07-16 Konami Digital Entertainment Co., Ltd. Game program, game device, and game control method
US20090280879A1 (en) * 2007-08-03 2009-11-12 Naoki Takahashi Game apparatus, game control method and game control program
US20110190912A1 (en) * 2010-01-29 2011-08-04 Ross Paul Real time pitch classification
US20160310850A1 (en) * 2015-04-24 2016-10-27 Tagb.io. Inc. Outcome Prediction
US10642868B2 (en) 2014-08-19 2020-05-05 Tag.Bio, Inc. Data analysis and visualization
US10737167B2 (en) 2014-03-12 2020-08-11 Greiner Agencies Inc. Baseball pitch quality determination method and apparatus

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4527754B2 (en) * 2007-08-03 2010-08-18 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME CONTROL METHOD, AND GAME CONTROL PROGRAM
JP5250221B2 (en) * 2007-08-03 2013-07-31 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME CONTROL METHOD, AND GAME CONTROL PROGRAM

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5769713A (en) * 1995-06-02 1998-06-23 Katayama; Muneomi Data processing apparatus for baseball game
US6292706B1 (en) * 1998-04-17 2001-09-18 William E. Welch Simulated baseball game
US6394895B1 (en) * 1999-11-12 2002-05-28 Akihiro Mino Game apparatus, method, storing medium and transmitting medium for predicting results of sports
US6394894B1 (en) * 1998-09-30 2002-05-28 Kabushiki Kaisha Sega Enterprises Game device, collision determination method and information storing medium
US6458033B1 (en) * 2000-05-19 2002-10-01 Square Co., Ltd. Program for processing a live commentary, computer-readable recording medium on which such a program is recorded, and live commentary processing apparatus and method
US6682425B2 (en) * 2000-02-04 2004-01-27 Konami Corporation Game system for generating random on-the-spot broadcasting data based on player historical performance data
US6719628B2 (en) * 2000-04-14 2004-04-13 Kceo Inc. Video game device, play result display method of video game, and readable recording medium where play result display method program is recorded

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5769713A (en) * 1995-06-02 1998-06-23 Katayama; Muneomi Data processing apparatus for baseball game
US6292706B1 (en) * 1998-04-17 2001-09-18 William E. Welch Simulated baseball game
US6394894B1 (en) * 1998-09-30 2002-05-28 Kabushiki Kaisha Sega Enterprises Game device, collision determination method and information storing medium
US6394895B1 (en) * 1999-11-12 2002-05-28 Akihiro Mino Game apparatus, method, storing medium and transmitting medium for predicting results of sports
US6682425B2 (en) * 2000-02-04 2004-01-27 Konami Corporation Game system for generating random on-the-spot broadcasting data based on player historical performance data
US6719628B2 (en) * 2000-04-14 2004-04-13 Kceo Inc. Video game device, play result display method of video game, and readable recording medium where play result display method program is recorded
US6458033B1 (en) * 2000-05-19 2002-10-01 Square Co., Ltd. Program for processing a live commentary, computer-readable recording medium on which such a program is recorded, and live commentary processing apparatus and method

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20070021242A1 (en) * 2005-07-15 2007-01-25 Krickler Roger D Method and system for optimiza of baseball bats and the like
US20090280879A1 (en) * 2007-08-03 2009-11-12 Naoki Takahashi Game apparatus, game control method and game control program
US8684805B2 (en) * 2007-08-03 2014-04-01 Konami Digital Entertainment Co., Ltd. Game apparatus, game control method and game control program
US20090181771A1 (en) * 2008-01-11 2009-07-16 Konami Digital Entertainment Co., Ltd. Game program, game device, and game control method
US8303386B2 (en) * 2008-01-11 2012-11-06 Konami Digital Entertainment Co., Ltd. Baseball game program, game device, and game control method including property indicator
US20110190912A1 (en) * 2010-01-29 2011-08-04 Ross Paul Real time pitch classification
US8876638B2 (en) * 2010-01-29 2014-11-04 Mlb Advanced Media, L.P. Real time pitch classification
US10737167B2 (en) 2014-03-12 2020-08-11 Greiner Agencies Inc. Baseball pitch quality determination method and apparatus
US10642868B2 (en) 2014-08-19 2020-05-05 Tag.Bio, Inc. Data analysis and visualization
US20160310850A1 (en) * 2015-04-24 2016-10-27 Tagb.io. Inc. Outcome Prediction
US10926183B2 (en) * 2015-04-24 2021-02-23 Tag.Bio, Inc. Outcome prediction

Also Published As

Publication number Publication date
JP3944459B2 (en) 2007-07-11
JP2004275227A (en) 2004-10-07

Similar Documents

Publication Publication Date Title
US6394895B1 (en) Game apparatus, method, storing medium and transmitting medium for predicting results of sports
US8585508B1 (en) Non-transitory computer-readable storage medium and information processing device
US7950991B2 (en) Game performing method, storage medium, game apparatus, data signal and program
US8303386B2 (en) Baseball game program, game device, and game control method including property indicator
US8602876B2 (en) Program, information storage medium, and computer system
KR101288109B1 (en) Network game system, computer readable medium on which network game program is recorded, network game appratus, and network game control method
EP1470844A1 (en) Game executing method, information recording medium, game device, data signal and program
EP2383026A1 (en) Computer system and program
JP6761562B2 (en) Game systems, game controls, and programs
US20020094852A1 (en) Compputer-readable recording media recorded with action game program, action game control device and method, and action game program
US8684805B2 (en) Game apparatus, game control method and game control program
US8550889B2 (en) Game device, method and information storage medium for controlling game device based on game situations
JP5323881B2 (en) GAME DEVICE AND GAME CONTROL PROGRAM
US20040235565A1 (en) Game performing method, storage medium, game device, data signal and program
US6368210B1 (en) Video game device, play control method for video game, and readable recording medium recording the method
JP4962972B2 (en) GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
US8715049B2 (en) Game device, method of controlling a game device, and information storage medium
JP5121743B2 (en) Training game program, training game control method, and training game device
US6283854B1 (en) Video game apparatus, video game method and storage medium
CN108744526A (en) A kind of technical ability main broadcaster user determines method, apparatus, equipment and storage medium
US20230001300A1 (en) Computer system, game system, and control method of computer system
WO2013118463A1 (en) Game device, game system, game control program, recording medium and game control method
JP2008237372A (en) Game program, game device and game control method
US20100248827A1 (en) Game device, method of controlling a game device, and information storage medium
JP3466586B2 (en) Game system and program thereof

Legal Events

Date Code Title Description
AS Assignment

Owner name: NAMCO LTD., JAPAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:SHIOZAWA, ATSUSHI;REEL/FRAME:015075/0475

Effective date: 20040510

AS Assignment

Owner name: NAMCO BANDAI GAMES INC.,JAPAN

Free format text: CHANGE OF NAME;ASSIGNOR:NAMCO LIMITED/NAMCO LTD.;REEL/FRAME:017996/0786

Effective date: 20060331

Owner name: NAMCO BANDAI GAMES INC., JAPAN

Free format text: CHANGE OF NAME;ASSIGNOR:NAMCO LIMITED/NAMCO LTD.;REEL/FRAME:017996/0786

Effective date: 20060331

AS Assignment

Owner name: NAMCO BANDAI GAMES INC, JAPAN

Free format text: CHANGE OF ADDRESS;ASSIGNOR:NAMCO BANDAI GAMES INC.;REEL/FRAME:019834/0562

Effective date: 20070710

Owner name: NAMCO BANDAI GAMES INC,JAPAN

Free format text: CHANGE OF ADDRESS;ASSIGNOR:NAMCO BANDAI GAMES INC.;REEL/FRAME:019834/0562

Effective date: 20070710

AS Assignment

Owner name: NAMCO BANDAI GAMES INC., JAPAN

Free format text: CHANGE OF ADDRESS;ASSIGNOR:NAMCO BANDAI GAMES INC.;REEL/FRAME:020206/0292

Effective date: 20070710

Owner name: NAMCO BANDAI GAMES INC.,JAPAN

Free format text: CHANGE OF ADDRESS;ASSIGNOR:NAMCO BANDAI GAMES INC.;REEL/FRAME:020206/0292

Effective date: 20070710

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION