200916167 九、發明說明 【發明所屬之技術領域】 本發明係關於遊戲程式,尤其是關於用以實現於事件 中控制角色之行動的遊戲之遊戲程式。又,關於可執行藉 由該遊戲程式所實現之遊戲的遊戲裝置,及利用電腦來控 制藉由該遊戲程式所實現之遊戲的遊戲控制方法。 【先前技術】 習知已提案有各種視訊遊戲。該等視訊遊戲係於遊戲 裝置中執行。例如,一般遊戲裝置係具有:監視器、與監 視器爲另外構成之遊戲機本體、及與遊戲機本體爲另外構 成之輸入裝置(例如控制器)。於控制器係配置有複數輸 入按鍵。 而作爲在如此之遊戲裝置中實現之視訊遊戲之一,例 如公知有棒球遊戲(參考非專利文獻1 )。於該棒球遊戲 係準備有育成某對象懸選手角色之模式(選手育成模式) 。在該選手育成模式(在非專利文獻1係「成就模式」) ’玩家係經由比賽事件及練習事件等來育成某對象選手角 色。例如在選手育成模式,比賽事件會自動進行。然後, 於正在自動進行的比賽事件中,輪到玩家之育成對象選手 角色的打席時,玩家係對於對象選手角色,指示各種命令 。然後,因應比賽事件的結果及對象選手角色的成績,變 更對象選手角色的能力。如此一來,在選手育成模式的比 賽事件,進行對象選手角色的育成。 -5- 200916167 〔非專利文獻1〕 實況PAWAFURU PRO棒球13決定版,日本Konami Digital Entertainment Co.,Ltd. ’ 2006 年 7 月 13 日 【發明內容】 〔發明所欲解決之課題〕 在先前的棒球遊戲,於正在自動進行的比賽事件中, 輪到玩家之育成對象選手角色的打席時,玩家係可對於對 象選手角色,指示各種命令。 例如,在對象選手角色是1位時,比賽事件之對象選 手角色的打席數係約4次。爲此,玩家係於比賽事件中, 對於對象選手角色進行約4次指示。如此在先前的棒球遊 戲,玩家成爲對象選手角色的立場,可直接育成參加比賽 事件的對象選手角色。 然而,近年來,有希望提供玩家成爲總教練的立場來 育成選手角色之棒球遊戲(新穎的棒球遊戲)的願望。在 此’爲了回應此願望,藉由使用習知的棒球遊戲之系統, 實現玩家可成爲總教練的立場來育成選手角色的棒球遊戲 〇 在欲使用上述之習知棒球遊戲的系統來實現新穎的棒 球遊戲時’在新穎的棒球遊戲’因爲對象選手角色成爲複 數選手角色’故玩家係必須對於複數選手角色來指示命令 。爲此’玩家係在比賽事件,對於對象選手角色指示命令 的次數會增加。尤其,在對象選手角色作爲全選手角色時 -6- 200916167 ,玩家對於對象選手角色指示命令的指示會變得非常多。 依據該等狀況,在使用習知棒球遊戲的系統來實現新穎的 棒球遊戲時,有在比賽事件中賦予玩家壓力之虞。 爲了解決如此問題’在本發明係實現即使成爲玩家之 育成對象的角色增加,玩家亦可不感到壓力而執行遊戲。 〔用以解決課題之手段〕 關於申請專利範圍第1項之遊戲程式係用以使可執行 在事件中控制角色的行動之遊戲的電腦,實現以下功能的 程式。 (1 )事件開始功能,係使控制部辨識,用以開始事 件的事件開始命令。 (2 )自動控制命令辨識功能,係在事件開始命令被 控制部辨識之後,使控制部自動地辨識,用以自動控制角 色之行動的第1行動控制命令。 (3 )自動控制用狀況資料辨識功能,係在第1行動 控制命令被控制部自動地辨識時,使控制部辨識,表示自 動控制中之角色的行動所對應之事件狀況的第1事件狀況 資料。 (4 )自動控制中斷命令辨識功能,係使控制部辨識 ,因應第1事件狀況資料,用以中斷第1行動控制命令之 自動辨識的第1控制中斷命令。 (5 )事件狀況顯示功能,係在第1控制中斷命令被 控制部辨識之後’使用畫像資料,於畫像顯示部顯示第1 200916167 事件狀況資料所示之事件狀況。 (6)控制命令輸入判斷功能,係在第1事件狀況資 料所示之事件狀況顯示於畫像顯示部之後,使控制部判斷 ’用以手動控制角色之行動的第2行動控制命令所對應之 訊號’是否已從輸入部輸入。 (7 )手動控制命令辨識功能,係在藉由控制部判斷 第2行動控制命令所對應之訊號已從輸入部輸入時,使控 制部辨識第2行動控制命令。 (8 )行動顯示功能,係在第2行動控制命令被控制 部辨識時,使用畫像資料,於畫像顯示部顯示第2行動控 制命令所對應之角色的行動。 在此遊戲程式,於事件開始功能中,用以開始事件的 事件開始命令,係被控制部辨識。於自動控制命令辨識功 能中,在事件開始命令被控制部辨識之後,用以自動控制 角色之行動的第1行動控制命令,係被控制部自動地辨識 。於自動控制用狀況資料辨識功能中,在第1行動控制命 令被控制部自動地辨識時,表示自動控制中之角色的行動 所對應之事件狀況的第1事件狀況資料,係被控制部辨識 。於自動控制中斷命令辨識功能中,因應第1事件狀況資 料,用以中斷第1行動控制命令之自動辨識的第1控制中 斷命令,係被控制部辨識。於事件狀況顯示功能中,在第 1控制中斷命令被控制部辨識之後,第1事件狀況資料所 示之事件狀況係使用畫像資料,顯示於畫像顯示部。於控 制命令輸入判斷功能中,在第1事件狀況資料所示之事件 -8- 200916167 狀況顯示於畫像顯示部之後,用以手動控制角色之行動的 第2行動控制命令所對應之訊號是否已從輸入部輸入,係 藉由控制部判斷。於手動控制命令辨識功能中,在藉由控 制部判斷第2行動控制命令所對應之訊號已從輸入部輸入 時,第2行動控制命令係被控制部辨識。於行動顯示功能 中,在第2行動控制命令被控制部辨識時,第2行動控制 命令所對應之角色的行動係使用畫像資料,顯示於畫像顯 示部。 例如,以本遊戲程式來實現棒球遊戲時,比賽事件開 始命令被控制部辨識時,則開始比賽事件。於是,第1行 動控制命令被控制部自動地辨識,自動控制選手角色的行 動。然後’在選手角色的行動被自動控制時,選手角色之 行動所對應之事件狀況係依據第1事件狀況資料,被控制 部辨識。於是,因應第1事件狀況資料,第1控制中斷命 令被控制部辨識時,則中斷第1行動控制命令的自動辨識 。於是’第1事件狀況資料所示之事件狀況係使用畫像資 料,顯示於畫像顯示部。於是,對應第2行動控制命令的 輸入訊號是否已從輸入部輸入,係藉由控制部判斷。然後 ’在對應第2行動控制命令的輸入訊號已從輸入部輸入時 ’第2行動控制命令會被控制部辨識,對應第2行動控制 命令的選手角色之動作’係使用畫像資料而顯示於畫像顯 示部。 此時’開始比賽事件時,則自動控制選手角色的行動 。然後,因應對應選手角色之行動的事件狀況,中斷對於 -9- 200916167 選手角色之行動的自動控制。於是,中斷時的事件 顯示於畫像顯示部。在此’手動控制選手角色之行 即,判斷用以手動控制選手角色之行動的輸入之有 後,在用以手動控制選手角色之行動的輸入被辨識 應輸入之選手角色的行動係使用畫像資料,顯示於 示部。 在申請專利範圍第1項的發明,因應對應自動 的選手角色之行動的事件狀況,中斷對於選手角色 的自動控制。然後,手動控制選手角色之行動。如 申請專利範圍第1項的發明’因爲因應事件狀況’ 控制選手角色的行動’即使身爲玩家之指示對象的 色數量增加,亦可迴避對於選手角色指示命令的次 的問題。藉此,玩家係可不感到壓力而執行遊戲。 關於申請專利範圍第2項之遊戲程式,係於第 記載之遊戲程式中,更用以使電腦實現以下功能之: (9 )手動控制用狀況資料辨識功能,係在第 控制命令被控制部辨識時’使控制部辨識,表示手 中之角色的行動所對應之事件狀況的第2事件狀況 (1 0 )手動控制中斷命令辨識功能,係使控制 ,因應第2事件狀況資料,用以中斷辨識第2行動 令之處理的第2控制中斷命令。 (1 1 )控制再開命令辨識功能,係在第2控制 令被控制部辨識之後’使控制部辨識’用以再次開 辨識第1行動控制命令之處理的控制再開命令。 狀況係 動。亦 组。妖 ^\\\ 時,對 畫像顯 控制中 之行動 此,在 可手動 選手角 數增加 1項所 呈式。 2行動 動控制 資料。 部辨識 控制命 中斷命 始自動 -10- 200916167 在此遊戲程式,於手動控制用狀況資料辨識功能中, 在第2行動控制命令被控制部辨識時,表示手動控制中之 角色的行動所對應之事件狀況的第2事件狀況資料,係被 控制部辨識。於手動控制中斷命令辨識功能中,因應第2 事件狀況資料,用以中斷辨識第2行動控制命令之處理的 第2控制中斷命令,係被控制部辨識。於控制再開命令辨 識功能中,在第2控制中斷命令被控制部辨識之後,用以 再次開始自動辨識第1行動控制命令之處理的控制再開命 令,係被控制部辨識。 例如,以本遊戲程式實現棒球遊戲之狀況,在第2行 動控制命令被控制部辨識時,對應手動控制中之角色的行 動所對應之事件狀況,係依據第2事件狀況資料,被控制 部辨識。然後,因應第2事件狀況資料,第2控制中斷命 令被控制部辨識時,則中斷第2行動控制命令的辨識。亦 即,中斷手動控制。於是,控制再開命令被控制部辨識’ 再次開始第1行動控制命令的自動辨識。亦即,再次開始 自動控制。 此時,選手角色之行動被手動控制時,因應選手角色 之行動所對應之事件狀況,中斷對於選手角色之行動的手 動控制。於是,再次開始對於選手角色之行動的自動控制 〇 在申請專利範圍第2項的發明,因應對應自動控制中 的選手角色之行動的事件狀況,中斷對於選手角色之行動 的手動控制。於是,再次開始對於選手角色之行動的自動 -11 - 200916167 控制。亦即,在申請專利範圍第2項的發明,因應事件狀 況,對於選手角色之行動的控制係從手動控制被切換至自 動控制。例如,在所定事件狀況(例如,重要的局面)結 束時,對於選手角色之行動的控制係從手動控制被切換至 自動控制。如此,,在所定事件狀況(例如,重要的局面 )結束時,對於選手角色之行動的控制從手動控制被切換 至自動控制,藉此,可減低將重要度較低之命令對選手角 色指示的次數。藉此,玩家係可不感到壓力而執行遊戲。 關於申請專利範圍第3項之遊戲程式,係於第2項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (1 2 )事件狀況資料判別功能,係使控制部判斷,第 2事件狀況資料所示之事件狀況,是否是成爲自動控制之 中斷對象的第1事件狀況資料所示之事件狀況。 在此遊戲程式,於事件狀況資料判別功能中,第2事 件狀況資料所示之事件狀況是否是成爲自動控制之中斷對 象的第1事件狀況資料所示之事件狀況,係被控制部判斷 。在此’於手動控制中斷命令辨識功能中,在控制部判斷 第2事件狀況資料所示之事件狀況,不同於成爲自動控制 之中斷對象的第1事件狀況資料所示之事件狀況時,用以 中斷辨識第2行動控制命令之處理的第2控制中斷命令, 係被控制部辨識。 例如’以本遊戲程式來實現棒球遊戲時,手動控制中 的事件狀況是否對應成爲中斷自動控制之對象的事件狀況 ’係被控制部判斷。然後,控制部判斷手動控制中的事件 -12- 200916167 狀況未對應成爲中斷自動控制之對象的事件狀況時,第2 控制中斷命令會被控制部辨識,而中斷第2行動控制命令 的辨識。亦即,中斷手動控制。 此時,手動控制中的事件狀況成爲與中斷自動控制時 之事件狀況不同的狀況時,則中斷第2行動控制命令的辨 識。例如,在所定重要局面發生時中斷自動控制的話,在 該所定重要局面結束時,會中斷手動控制。藉此,可減低 將重要度較低之命令對選手角色指示的次數。藉此,玩家 係可不感到壓力而執行遊戲。 關於申請專利範圍第4項之遊戲程式,係於第1項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (1 3 )中斷允許號碼資料辨識功能,係在由複數階段 所構成之事件中,將表示被分派至允許控制部進行用以中 斷第1行動控制命令之自動辨識的第1控制中斷命令之辨 識的階段之號碼的號碼資料,作爲中.斷允許號碼資料而使 控制部辨識。 (1 4 )號碼資料辨識功能,係在第1行動控制命令被 控制部自動地辨識時,使控制部辨識,表示分別分派至構 成事件之複數階段的號碼之號碼資料。 (1 5 )第1號碼資料判別功能,係使控制部判斷,號 碼資料是否一致於中斷允許號碼資料。 在此遊戲程式,於中斷允許號碼資料辨識功能,在由 複數階段所構成之事件中,表示被分派至允許控制部進行 用以中斷第1行動控制命令之自動辨識的第1控制中斷命 -13- 200916167 令之辨識的階段之號碼的號碼資料,係作爲中斷允許號碼 資料而使控制部辨識。於號碼資料辨識功能中,在第1行 動控制命令被控制部自動地辨識時,表示分別分派至構成 事件之複數階段的號碼之號碼資料,係被控制部辨識。於 第1號碼資料判別功能中,號碼資料是否一致於中斷允許 號碼資料,係藉由控制部判斷。在此,於自動控制中斷命 令辨識功能中,在控制部判斷號碼資料一致於中斷允許號 碼資料時,因應第1事件狀況資料,用以中斷第1行動控 制命令之自動辨識的第1控制中斷命令,係被控制部辨識 〇 例如,以本遊戲程式實現棒球遊戲之狀況,於由複數 局數所構成之比賽事件中,允許控制部進行用以中斷第1 行動控制命令之自動辨識的第1控制中斷命令之辨識的局 數(中斷允許局數),係被控制部辨識。然後,在第1行 動控制命令被控制部自動地辨識時’構成比賽事件之複數 局數(自動控制中的局數),係分別被控制部辨識。然後 ,藉由控制部判斷自動控制中的局數是否是中斷允許局數 。然後,在自動控制中的局數成爲中斷允許局數時’因應 自動控制中的事件狀況,中斷第1行動控制命令的自動辨 識。 此時,比賽事件中自動控制中的局數成爲所定局數( 中斷允許局數)時,因應自動控制中的事件狀況’中斷第 1行動控制命令的自動辨識。例如,所定局數(中斷允許 局數)被設定爲4局之狀況’在從第1局開始之自動控制 -14- 200916167 中的比賽成爲第4局時,第1行動控制命令的自動辨識, 係可因應自動控制中的事件狀況來中斷。換句話說,從第 1局開始之自動控制中的比賽成爲第4局爲止,無法中斷 第1行動控制命令的自動辨識。藉此,比賽事件中重要局 面較少之局數(從第1局至第3局爲止),選手角色的行 動係僅利用自動控制來控制。因此,可減低將重要度較低 之命令對選手角色指示的次數。藉此,玩家係可不感到壓 力而執行遊戲。 關於申請專利範圍第5項之遊戲程式,係於第1項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (1 6 )最後號碼資料辨識功能,係在由複數階段所構 成之事件中,將表示被分派至最後階段之號碼的號碼資料 ,作爲最後號碼資料而使控制部辨識。 (1 7 )第2號碼資料判別功能,係使控制部判斷,號 碼資料是否一致於最後號碼資料。 (1 8 )控制強制中斷命令辨識功能,係在控制部判斷 號碼資料一致於最後號碼資料時,使控制部辨識,用以強 制性中斷自動辨識第1行動控制命令之處理的第3控制中 斷命令。 (1 9 )強制事件狀況顯示功能,係在第3控制中斷命 令被控制部辨識之後,使用畫像資料,於畫像顯示部顯示 第1事件狀況資料所示之事件狀況。 在此遊戲程式’於最後號碼資料辨識功能,在由複數 階段所構成之事件中,表不被分派至最後階段之號碼的號 -15- 200916167 碼資料’係作爲最後號碼資料而被控制部辨識。於第2號 碼資料判別功能中’號碼資料是否一致於最後號碼資料, 係藉由控制部判斷。於控制強制中斷命令辨識功能中,在 控制部判斷號碼資料一致於最後號碼資料時,用以強制性 中斷自動辨識第1行動控制命令之處理的第3控制中斷命 令’係被控制部辨識。於強制事件狀況顯示功能中,在第 3控制中斷命令被控制部辨識之後,第1事件狀況資料所 示之事件狀況係使用畫像資料,顯示於畫像顯示部。 例如,以本遊戲程式來實現棒球遊戲時,於由複數局 數所構成之比賽事件中,最後1局係被控制部辨識。然後 ,藉由控制部判斷進行中的比賽事件是否成爲最後1局。 然後,在進行中的比賽事件成爲最後1局時,則第3控制 中斷命令被控制部辨識,強制性中斷第1行動控制命令的 自動辨識。於是,第1事件狀況資料所示之事件狀況係使 用畫像資料,顯示於畫像顯示部。 此時,在進行中的比賽事件成爲最後1局時,則強制 性中斷第1行動控制命令的自動辨識。藉此,比賽事件中 易有重要局面之局數(例如第9局),選手角色的行動係 利用手動控制來控制。因此,玩家係於重要度較高之局面 (例如第9局)中,可獲得對選手角色指示命令的機會。 關於申請專利範圍第6項之遊戲程式,係於第1項所 記載之遊戲程式中,更用以使電腦實現以下功能之程式。 (20 )特定角色辨識功能,係使控制部辨識’於事件 中行動之角色中的特定角色。 -16- 200916167 (2 1 )特別控制用狀況資料辨識功能,係在第1行動 控制命令被控制部自動地辨識時,使控制部辨識,表示自 動控制中之特定角色的行動所對應之事件狀況的第3事件 狀況資料。 在此遊戲程式,於特定角色辨識功能,於事件中行動 之角色中的特定角色,係被控制部辨識。於特別控制用狀 況資料辨識功能中,在第1行動控制命令被控制部自動地 辨識時,表示自動控制中之特定角色的行動所對應之事件 狀況的第3事件狀況資料,係被控制部辨識。在此,於自 動控制中斷命令辨識功能中,因應第1事件狀況資料及第 3事件狀況資料至少任一方的資料,用以中斷第1行動控 制命令之自動辨識的第1控制中斷命令,係被控制部辨識 〇 例如,以本遊戲程式來實現棒球遊戲時,於比賽事件 中行動之選手角色中的特定選手角色,係被控制部辨識。 然後,在第1行動控制命令被控制部自動地辨識時,表示 自動控制中之特定選手角色的行動所對應之比賽事件狀況 ,係被控制部辨識。然後,因應自動控制中之選手角色的 行動所對應之比賽事件狀況及特定選手角色的行動所對應 之比賽事件狀況至少任一方的事件狀況,用以中斷第1行 動控制命令之自動辨識的第1控制中斷命令,係被控制部 1辨識。 此時,因應自動控制中之選手角色的行動所對應之比 賽事件狀況及特定選手角色的行動所對應之比賽事件狀況 -17- 200916167 至少任一方的事件狀況,中斷第1行動控制命令之自動辨 識。例如,在可設定特定選手角色(例如,注目選手角色 )時,於注目選手角色登場之場面(比賽事件狀況)中, 可從自動控制切換至手動控制。藉此,玩家係於重要度較 高之局面(例如注目選手角色登場之場面)中,可獲得對 選手角色指示命令的機會。 關於申請專利範圍第7項之遊戲裝置,係可執行在事 件中控制角色的行動之遊戲的遊戲裝置。該遊戲裝置,具 備:事件開始手段,係使控制部辨識,用以開始事件的事 件開始命令;自動控制命令辨識手段,係在事件開始命令 被控制部辨識之後,使控制部自動地辨識,用以自動控制 角色之行動的第1行動控制命令;自動控制用狀況資料辨 識手段,係在第1行動控制命令被控制部自動地辨識時, 使控制部辨識,表示自動控制中之角色的行動所對應之事 件狀況的第1事件狀況資料;自動控制中斷命令辨識手段 ’係使控制部辨識,因應第1事件狀況資料,用以中斷第 1行動控制命令之自動辨識的第1控制中斷命令;事件狀 況顯示手段,係在第1控制中斷命令被控制部辨識之後, 使用畫像資料,於畫像顯示部顯示第1事件狀況資料所示 之事件狀況;控制命令輸入判斷手段,係在第1事件狀況 資料所示之事件狀況顯示於畫像顯示部之後,使控制部判 斷’用以手動控制角色之行動的第2行動控制命令所對應 之訊號,是否已從輸入部輸入;手動控制命令辨識手段, 係在藉由控制部判斷第2行動控制命令所對應之訊號已從 -18- 200916167 輸入部輸入時,使控制部辨識第2行動控制命令;及行動 顯示手段,係在第2行動控制命令被控制部辨識時,使用 畫像資料’於畫像顯示部顯示第2行動控制命令所對應之 角色的行動。 關於申請專利範圍第8項之遊戲控制方法,係可藉由 電腦控制在事件中控制角色的行動之遊戲的遊戲控制方法 。該遊戲控制方法,具備:事件開始步驟,係使控制部辨 識,用以開始事件的事件開始命令;自動控制命令辨識步 驟,係在事件開始命令被控制部辨識之後,使控制部自動 地辨識,用以自動控制角色之行動的第1行動控制命令; 自動控制用狀況資料辨識步驟,係在第1行動控制命令被 控制部自動地辨識時,使控制部辨識,表示自動控制中之 角色的行動所對應之事件狀況的第1事件狀況資料;自動 控制中斷命令辨識步驟,係使控制部辨識,因應第1事件 狀況資料’用以中斷第1行動控制命令之自動辨識的第1 控制中斷命令;事件狀況顯示步驟,係在第1控制中斷命 令被控制部辨識之後’使用畫像資料,於畫像顯示部顯示 第〗事件狀況資料所示之事件狀況;控制命令輸入判斷步 驟’係在第1事件狀況資料所示之事件狀況顯示於畫像顯 示部之後,使控制部判斷,用以手動控制角色之行動的第 2行動控制命令所對應之訊號,是否已從輸入部輸入;手 動控制命令辨識步驟’係在藉由控制部判斷第2行動控制 命令所對應之訊號已從輸入部輸入時,使控制部辨識第2 行動控制命令;及行動顯示步驟,係在第2行動控制命令 -19- 200916167 被控制部辨識時,使用畫像資料,於畫像顯示部顯示第2 行動控制命令所對應之角色的行動。 〔發明的效果〕 在本發明,事件開始命令被控制部辨識之後,用以自 動控制角色之行動的第1行動控制命令被控制部自動地辨 識時,表示自動控制中之角色的行動所對應之事件狀況的 第1事件狀況資料,係被控制部辨識。然後,因應第1事 件狀況資料,用以中斷第1行動控制命令之自動辨識的第 1控制中斷命令,係被控制部辨識。於是,第1事件狀況 資料所示之事件狀況係使用畫像資料,顯示於畫像顯示部 。然後,在控制部判斷用以手動控制角色之行動的第2行 動控制命令所對應之訊號已從輸入部輸入時,則第2行動 控制命令係被控制部辨識。於是,第2行動控制命令所對 應之角色的行動係使用畫像資料,顯示於畫像顯示部。 根據以上內容’在本案發明,可因應對應自動控制中 的角色之行動的事件狀況,中斷對於角色之行動的自動控 制。然後,可手動控制角色之行動。如此,在本發明,因 爲因應事件狀況,可手動控制角色的行動,即使身爲玩家 之指示對象的角色數量增加,亦可迴避對於角色指示命令 的次數增加的問題。藉此,玩家係可不感到壓力而執行遊 戲。 【實施方式】 -20- 200916167 [遊戲裝置之構造與動作] Η 1係揭示本發明之一實施形態所致之遊戲裝置之基 本構造。在此’作爲視訊遊戲裝置之一例,舉出家庭用視 訊遊戲裝置作爲對象來進行說明。家庭用視訊遊戲裝置係 具備家庭用遊戲機本體及家庭用電視。於家庭用遊戲機本 體係可安裝上記錄媒體i 〇,從記錄媒體1 〇適切地讀取出 遊戲資料而執行遊戲。如此一來,執行之遊戲內容會顯示 於家庭用電視。 家庭用視訊遊戲裝置的遊戲系統係由控制部1、記憶 部2、畫像顯示部3、聲音輸出部4、操作輸入部5、通訊 部23所構成’分別經由匯流排6而連接。該匯流排6係 包含位址匯流排、資料匯流排及控制匯流排等。在此,控 制部1、記憶部2、聲音輸出部4及操作輸入部5係包含 於家庭用視訊遊戲裝置的家庭用遊戲機本體,畫像顯示部 3係包含於家庭用電視。 控制部1係主要爲了依據遊戲程式來控制遊戲整體之 進行而設置。控制部1係例如由CPU ( Central ProcessingBACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to game programs, and more particularly to game programs for realizing actions for controlling characters in an event. Further, a game device that can execute a game realized by the game program and a game control method that uses a computer to control a game realized by the game program. [Prior Art] Various video games have been proposed by the prior art. These video games are executed in the game device. For example, a general game device includes a monitor, a game machine body configured separately from the monitor, and an input device (e.g., a controller) configured separately from the game machine body. The controller system is equipped with a plurality of input buttons. As one of the video games implemented in such a game device, for example, a baseball game is known (refer to Non-Patent Document 1). In this baseball game, a mode (player development mode) for cultivating a target player character is prepared. In the player development mode (in the non-patent document 1 "achievement mode"), the player develops a target player character through a game event, a practice event, or the like. For example, in the player breeding mode, the game event will be automatically performed. Then, in the event of the game being played automatically, when it is the player's role to play the player's character, the player instructs various commands for the target player character. Then, the ability of the target player character is changed in response to the result of the game event and the performance of the target player character. In this way, the competition of the target player character is performed in the competition event of the player development mode. -5- 200916167 [Non-Patent Document 1] Live PAWAFURU PRO Baseball 13 Decree, Japan Konami Digital Entertainment Co., Ltd. 'July 13, 2006 [Invention] [The subject of the invention] In the previous baseball In the game, in the event of an automatic game, when the player's character of the player's character is played, the player can indicate various commands to the target player character. For example, when the target player character is 1 bit, the number of seats for the object selection character of the game event is about 4 times. To this end, the player is in the event of a match, and the target player character is given about 4 indications. In the previous baseball game, the player becomes the target player character's position and can directly develop the target player character to participate in the game event. However, in recent years, there has been a desire to provide a player's desire to become a head coach's position to develop a player's role in a baseball game (a novel baseball game). Here, in order to respond to this desire, a baseball game in which a player can become a head coach's position to develop a player character by using a conventional baseball game system realizes novelty in a system to use the above-described conventional baseball game. In the baseball game, 'in the novel baseball game', since the target player character becomes the plural player character, the player must instruct the command for the plural player character. For this reason, the player is in the event of a match, and the number of instructions for the target player character is increased. In particular, when the target player character is a full player character -6-200916167, the player's instruction for the target player character instruction command becomes very large. According to these conditions, when a novel baseball game is implemented using a system of a conventional baseball game, there is a risk of giving the player pressure during the event. In order to solve such a problem, the present invention realizes that even if the character of the player's breeding target increases, the player can execute the game without feeling pressure. [Means for Solving the Problem] The game program for the first application of the patent scope is a program for realizing the following functions for a computer that can execute a game that controls the action of an event in an event. (1) The event start function is used to cause the control unit to recognize the event start command for starting the event. (2) The automatic control command recognition function is a first action control command for automatically controlling the action of the character after the event start command is recognized by the control unit. (3) The automatic control status data identification function is a first event status data indicating the event status corresponding to the action of the character in the automatic control when the first action control command is automatically recognized by the control unit. . (4) The automatic control interrupt command identification function is configured to cause the control unit to recognize the first control interrupt command for interrupting the automatic identification of the first action control command in response to the first event status data. (5) The event status display function displays the event status indicated by the first 200916167 event status data on the image display unit after the first control interrupt command is recognized by the control unit. (6) The control command input determination function causes the control unit to determine the signal corresponding to the second action control command for manually controlling the action of the character after the event status indicated by the first event status data is displayed on the image display unit. 'Has input from the input section. (7) The manual control command recognition function causes the control unit to recognize the second action control command when the control unit determines that the signal corresponding to the second action control command has been input from the input unit. (8) The action display function displays the action of the character corresponding to the second action control command on the image display unit when the second action control command is recognized by the control unit. In this game program, in the event start function, an event start command for starting an event is recognized by the control unit. In the automatic control command identification function, after the event start command is recognized by the control unit, the first action control command for automatically controlling the action of the character is automatically recognized by the control unit. In the automatic control status data identification function, when the first action control command is automatically recognized by the control unit, the first event status data indicating the event status corresponding to the action of the character in the automatic control is recognized by the control unit. In the automatic control interrupt command identification function, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the control unit in response to the first event status data. In the event status display function, after the first control interrupt command is recognized by the control unit, the event status indicated by the first event status data is displayed on the image display unit using the image data. In the control command input determination function, after the event -8-200916167 indicated by the first event status data is displayed on the image display unit, whether the signal corresponding to the second action control command for manually controlling the action of the character has been The input of the input unit is determined by the control unit. In the manual control command recognition function, when the control unit determines that the signal corresponding to the second action control command has been input from the input unit, the second action control command is recognized by the control unit. In the action display function, when the second action control command is recognized by the control unit, the action of the character corresponding to the second action control command is displayed on the image display unit using the image data. For example, when a baseball game is implemented by the game program, when the game event start command is recognized by the control unit, the game event is started. Thus, the first action control command is automatically recognized by the control unit, and the action of the player character is automatically controlled. Then, when the action of the player character is automatically controlled, the event status corresponding to the action of the player character is recognized by the control unit based on the first event status data. Then, when the first control interrupt command is recognized by the control unit in response to the first event status data, the automatic identification of the first action control command is interrupted. Then, the event status indicated by the first event status data is displayed on the image display unit using the portrait data. Then, whether or not the input signal corresponding to the second action control command has been input from the input unit is determined by the control unit. Then, when the input signal corresponding to the second action control command has been input from the input unit, the second action control command is recognized by the control unit, and the action of the player character corresponding to the second action control command is displayed on the image using the image data. Display section. At this time, when the event starts, the action of the player character is automatically controlled. Then, in response to the event status of the action of the player character, the automatic control of the action of the player character of -9-200916167 is interrupted. Then, the event at the time of interruption is displayed on the image display unit. Here, after the 'manual control of the player character's action, the input of the action for manually controlling the player's character is judged, and the action character used to manually input the action of the player character is recognized. , shown in the display. In the invention of claim 1, the automatic control of the player character is interrupted in response to the event status of the action of the automatic player character. Then, manually control the action of the player character. The invention of the first application of the patent scope "because the action of controlling the player character in response to the event situation" can avoid the problem of the commander's character command command even if the number of colors of the player's instruction object increases. Thereby, the player can execute the game without feeling pressure. The game program of the second application of the patent scope is used in the game program described in the description, and is used to enable the computer to implement the following functions: (9) The manual control status data identification function is identified by the control unit in the control command. When the control unit recognizes the second event status (1 0) of the event status corresponding to the action of the character in the hand, the manual control interrupt command identification function is used to interrupt the identification in response to the second event status data. 2 The second control interrupt command processed by the action command. (1 1) The control reopening command identification function is a control reopening command for recognizing the process of recognizing the first action control command after the second control command is recognized by the control unit. The situation is dynamic. Also group. In the case of the demon ^\\\, the action in the control of the portrait is increased by one. 2 Actions Dynamic control data. In the game control program, in the manual control status data identification function, when the second action control command is recognized by the control unit, it indicates that the action of the character in the manual control corresponds to The second event status data of the event status is identified by the control unit. In the manual control interrupt command identification function, the second control interrupt command for interrupting the process of recognizing the second action control command is recognized by the control unit in response to the second event status data. In the control reopening command recognition function, after the second control interruption command is recognized by the control unit, the control re-opening command for restarting the process of automatically recognizing the first action control command is recognized by the control unit. For example, when the second action control command is recognized by the control unit, the event status corresponding to the action of the character in the manual control is recognized by the control unit based on the second event status data. . Then, in response to the second event status data, when the second control interrupt command is recognized by the control unit, the identification of the second action control command is interrupted. That is, the manual control is interrupted. Then, the control reopen command is recognized by the control unit' to automatically start the automatic recognition of the first action control command. That is, automatic control is started again. At this time, when the action of the player character is manually controlled, the manual control of the action of the player character is interrupted in response to the event state corresponding to the action of the player character. Then, the automatic control of the action of the player character is resumed. 〇 In the invention of claim 2, the manual control of the action of the player character is interrupted in response to the event status of the action of the player character in the automatic control. Thus, the automatic -11 - 200916167 control of the action of the player character is started again. That is, in the invention of claim 2, in response to the event, the control of the action of the player character is switched from manual control to automatic control. For example, when a given event condition (e.g., an important situation) ends, the control of the action of the player character is switched from manual control to automatic control. In this way, at the end of a predetermined event situation (eg, an important situation), the control of the action of the player character is switched from manual control to automatic control, whereby the command with lower importance can be reduced to indicate the player character. frequency. Thereby, the player can execute the game without feeling pressure. The game program for the third application of the patent scope is the program for the following functions in the game program described in item 2. (1) The event status data discriminating function causes the control unit to determine whether or not the event status indicated by the second event status data is the event status indicated by the first event status data that is the target of the automatic control interruption. In the game program, in the event status data discriminating function, whether or not the event status indicated by the second event status data is the event status indicated by the first event status data of the automatic control interrupt object is determined by the control unit. In the manual control interrupt command identification function, when the control unit determines that the event status indicated by the second event status data is different from the event status indicated by the first event status data of the automatic control interrupt target, The second control interrupt command for interrupting the process of recognizing the second action control command is recognized by the control unit. For example, when the baseball game is implemented by the game program, whether or not the event status in the manual control corresponds to the event status that is the target of the automatic interrupt control is determined by the control unit. Then, when the control unit determines that the event -12-200916167 in the manual control does not correspond to the event status that is the target of the automatic interrupt control, the second control interrupt command is recognized by the control unit, and the identification of the second action control command is interrupted. That is, the manual control is interrupted. At this time, when the event status in the manual control is different from the event status when the automatic control is interrupted, the second action control command is interrupted. For example, if automatic control is interrupted when a certain important situation occurs, manual control will be interrupted at the end of the specified important situation. Thereby, the number of times the less important command is indicated to the player character can be reduced. Thereby, the player can execute the game without feeling pressure. The game program for the fourth application of the patent scope is the program for the following functions in the game program described in item 1. (1 3) The interrupt permission number data identification function is to identify the first control interrupt command assigned to the permission control unit for interrupting the automatic identification of the first action control command in the event constituted by the plurality of stages. The number data of the number of the stage is identified by the control unit as the medium and break permission number data. (1 4) The number data identification function, when the first action control command is automatically recognized by the control unit, causes the control unit to recognize that the number information is assigned to the number of the number that constitutes the plurality of stages of the event. (1 5) The first number data discrimination function causes the control unit to determine whether or not the number data matches the interrupt permission number data. In this game program, in the event of the interrupt permission number data identification function, in the event constituted by the plurality of stages, the first control interrupt command-13 assigned to the permission control unit for interrupting the automatic identification of the first action control command is indicated. - 200916167 The number data of the number of the stage to be identified is identified by the control unit as the interrupt permission number data. In the number data identification function, when the first row motion control command is automatically recognized by the control unit, the number data assigned to the number of the plurality of stages constituting the event is recognized by the control unit. In the first number data discrimination function, whether or not the number data matches the interrupt permission number data is determined by the control unit. Here, in the automatic control interrupt command identification function, when the control unit determines that the number data matches the interrupt permission number data, the first control interrupt command for interrupting the automatic identification of the first action control command in response to the first event status data is used. It is identified by the control unit, for example, the status of the baseball game is realized by the game program, and the control unit is allowed to perform the first control for interrupting the automatic recognition of the first action control command in the event event composed of the plurality of games. The number of rounds of the interrupt command identification (the number of interrupt allowed stations) is recognized by the control unit. Then, when the first motion control command is automatically recognized by the control unit, the number of complex numbers (the number of stations in the automatic control) constituting the match event is recognized by the control unit. Then, the control unit judges whether the number of offices in the automatic control is the number of interrupt allowed stations. Then, when the number of rounds in the automatic control becomes the number of interrupts allowed, the automatic recognition of the first motion control command is interrupted in response to the event condition in the automatic control. At this time, when the number of rounds in the automatic control in the match event becomes the predetermined number of positions (the number of interrupts allowed), the automatic identification of the first action control command is interrupted in response to the event condition in the automatic control. For example, the number of minutes (interrupted number of allowed stations) is set to the situation of 4 rounds. 'The automatic identification of the first action control command when the game in the automatic control-14-200916167 starting from the first round becomes the fourth inning, It can be interrupted in response to the event conditions in the automatic control. In other words, the game in the automatic control from the first game becomes the fourth game, and the automatic recognition of the first action control command cannot be interrupted. In this way, the number of important events in the event (from the first game to the third game), the player's character's action is controlled only by automatic control. Therefore, the number of times the less important command is indicated to the player character can be reduced. Thereby, the player can execute the game without feeling pressure. The game program for the fifth application of the patent scope is the program for the following functions in the game program described in item 1. (1 6) The last number data identification function identifies the number data indicating the number assigned to the final stage as the last number data in the event composed of the plurality of stages, and the control unit recognizes it. (1 7) The second number data discrimination function causes the control unit to determine whether the number data matches the last number data. (1) The control forced interrupt command identification function is configured to cause the control unit to recognize the third control interrupt command for automatically interrupting the process of automatically recognizing the first action control command when the control unit determines that the number data matches the last number data. . (1) The forced event status display function displays the event status indicated by the first event status data on the image display unit using the image data after the third control interrupt command is recognized by the control unit. In the game program's last number data identification function, in the event consisting of the plural stages, the number -15-200916167 code data that is not assigned to the last stage number is identified as the last number data by the control unit. . In the No. 2 code data discrimination function, whether the number data is consistent with the last number data is judged by the control unit. In the control forced interrupt command identification function, when the control unit determines that the number data matches the last number data, the third control interrupt command for forcibly interrupting the process of automatically recognizing the first action control command is recognized by the control unit. In the forced event status display function, after the third control interrupt command is recognized by the control unit, the event status indicated by the first event status data is displayed on the image display unit using the image data. For example, when a baseball game is implemented by the game program, the last game is recognized by the control unit in a game event composed of a plurality of games. Then, the control unit determines whether the ongoing game event is the last game. Then, when the ongoing game event becomes the last game, the third control interrupt command is recognized by the control unit, and the automatic identification of the first action control command is forcibly interrupted. Then, the event status indicated by the first event status data is displayed on the image display unit using the image data. At this time, when the ongoing game event becomes the last game, the automatic recognition of the first action control command is forcibly interrupted. In this way, in the event of a game, it is easy to have an important situation (for example, the 9th game), and the action of the player character is controlled by manual control. Therefore, the player is given an opportunity to indicate a command to the player character in a situation where the importance is high (for example, the 9th game). The game program for the sixth application of the patent scope is the program for the following functions in the game program described in item 1. (20) The specific character recognition function causes the control unit to recognize the specific character among the roles acting in the event. -16- 200916167 (2 1 ) The special control status data identification function recognizes the event status corresponding to the action of the specific character in the automatic control when the first action control command is automatically recognized by the control unit. The third event status information. In this game program, a specific character in the role of the action in the specific character recognition function is recognized by the control unit. In the special control status data identification function, when the first action control command is automatically recognized by the control unit, the third event status data indicating the event status corresponding to the action of the specific character in the automatic control is recognized by the control unit. . Here, in the automatic control interrupt command identification function, the first control interrupt command for interrupting the automatic identification of the first action control command is used in response to at least one of the first event status data and the third event status data. The control unit recognizes, for example, that when a baseball game is implemented by the game program, a specific player character among the player characters who act during the game event is recognized by the control unit. Then, when the first action control command is automatically recognized by the control unit, the game event status corresponding to the action of the specific player character in the automatic control is recognized by the control unit. Then, in response to the event state of the game event corresponding to the action of the player character in the automatic control and the event state of at least one of the game event conditions corresponding to the action of the specific player character, the first automatic identification of the first action control command is interrupted. The control interrupt command is recognized by the control unit 1. At this time, the automatic identification of the first action control command is interrupted in response to the event state of the action of the player character in the automatic control and the event state of the event corresponding to the action of the specific player character -17-200916167 . For example, when a specific player character (for example, a character player character) can be set, the scene can be switched from automatic control to manual control in the scene where the character player character appears (game event status). In this way, the player is given an opportunity to indicate the command of the player character in a situation where the importance is high (for example, the scene in which the character of the attention player appears). The game device of claim 7 is a game device that can execute a game in which an action of a character is controlled in an event. The game device includes an event start means for identifying an event start command for starting an event, and an automatic control command identification means for automatically identifying the event start command by the control unit after the event start command is recognized by the control unit. The first action control command for automatically controlling the action of the character; the automatic control state data identification means, when the first action control command is automatically recognized by the control unit, causes the control unit to recognize the action of the character in the automatic control The first event status data corresponding to the event status; the automatic control interrupt command identification means' identifies the control unit, and the first control interrupt command for interrupting the automatic identification of the first action control command in response to the first event status data; The status display means displays the event status indicated by the first event status data on the image display unit after the first control interrupt command is recognized by the control unit, and the control event input determination means is based on the first event status data. The event status shown is displayed after the image display unit, causing the control unit to judge ' Whether the signal corresponding to the second action control command for manually controlling the action of the character has been input from the input unit; the manual control command identifying means determines that the signal corresponding to the second action control command has been received by the control unit from -18 - 200916167 When the input unit is input, the control unit recognizes the second action control command; and the action display means displays the second action control command on the image display unit using the image data when the second action control command is recognized by the control unit. The action of the corresponding character. The game control method of claim 8 of the patent application is a game control method for controlling a game of action of a character in an event by a computer. The game control method includes an event start step for causing the control unit to recognize an event start command for starting an event, and an automatic control command identification step for automatically identifying the event start command after being recognized by the control unit. The first motion control command for automatically controlling the action of the character; the automatic control state data identification step, when the first action control command is automatically recognized by the control unit, causes the control unit to recognize the action of the character in the automatic control The first event status data of the corresponding event status; the automatic control interrupt command identification step is configured to cause the control unit to recognize the first control interrupt command for interrupting the automatic identification of the first action control command in response to the first event status data; In the event status display step, after the first control interrupt command is recognized by the control unit, 'the image data is displayed, and the event status indicated by the event status data is displayed on the image display unit; the control command input determination step is based on the first event status. The event status indicated by the data is displayed after the image display unit, and the control unit judges Whether the signal corresponding to the second action control command for manually controlling the action of the character has been input from the input unit; the manual control command identification step is determined by the control unit that the signal corresponding to the second action control command has been When the input unit is input, the control unit recognizes the second action control command; and the action display step displays the second action control on the image display unit using the image data when the second action control command -19-200916167 is recognized by the control unit. The action of the role corresponding to the command. [Effect of the Invention] In the present invention, after the event start command is recognized by the control unit, the first action control command for automatically controlling the action of the character is automatically recognized by the control unit, and the action indicating the role in the automatic control corresponds to The first event status data of the event status is identified by the control unit. Then, in response to the first event status data, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the control unit. Then, the event status indicated by the first event status data is displayed on the image display unit using the image data. Then, when the control unit determines that the signal corresponding to the second action control command for manually controlling the action of the character has been input from the input unit, the second action control command is recognized by the control unit. Then, the action of the character corresponding to the second action control command is displayed on the image display unit using the image data. According to the above, in the case of the present invention, the automatic control of the action of the character can be interrupted in response to the event condition corresponding to the action of the character in the automatic control. Then, you can manually control the actions of the character. As described above, in the present invention, since the action of the character can be manually controlled in response to the event situation, even if the number of characters that are the target of the player is increased, the problem of an increase in the number of times of the character instruction command can be avoided. Thereby, the player can perform the game without feeling pressure. [Embodiment] -20- 200916167 [Structure and operation of game device] Η 1 discloses a basic structure of a game device according to an embodiment of the present invention. Here, as an example of the video game device, a home video game device will be described as an object. The home video game device is provided with a home game console body and a home TV. In the home game machine system, the recording medium i can be installed, and the game material can be read from the recording medium 1 to execute the game. As a result, the executed game content will be displayed on the home TV. The game system of the home video game device is connected by the control unit 1, the memory unit 2, the image display unit 3, the sound output unit 4, the operation input unit 5, and the communication unit 23, respectively, via the bus bar 6. The bus 6 includes an address bus, a data bus, and a control bus. Here, the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home game machine main body of the home video game device, and the image display unit 3 is included in the home television. The control unit 1 is mainly provided to control the progress of the entire game in accordance with the game program. The control unit 1 is, for example, a CPU (Central Processing)
Unit ) 7、與訊號處理處理器8、與畫像處理處理器9所構 成。CPU7與訊號處理處理器8與畫像處理處理器9係分 別經由匯流排6而相互連接。CPU7係解釋來自於遊戲程 式的命令,進行各種資料處理及控制。例如,CPU7係對 於訊號處理處理器8,命令供給畫像資料至畫像處理處理 器。訊號處理處理器8,係主要進行:於3次元空間上之 計算、從3次元空間上至擬似3次元空間上之位置轉換計 -21 - 200916167 算、光源計算處理、及依據在3次元空間上或擬似3 空間上執行之計算結果的畫像及聲音資料的生成加工 。畫像處理處理器9,係主要依據訊號處理處理器8 算結果及處理結果,進行將應描繪之畫像資料寫入 的處理。又,CPU7係對於訊號處理處理器8,命令 各種資料。訊號處理處理器8,係主要進行:於3次 間上之對應各種資料的計算、及從3次元空間上至擬 次元空間上之位置轉換計算。 記憶部2係主要爲了儲存程式資料及在程式資料 用之各種資料等而設置。記憶部2係例如由記錄媒體 介面電路 11、及 RAM (Random Access Memory) 12 成。於記錄媒體10係連接有介面電路11。然後,介 路1 1與RAM 1 2係經由匯流排6而連接。記錄媒體1 用以記錄由作業系統的程式資料及畫像資料、聲音資 及各種程式資料所構成之遊戲資料等者。該記錄媒體 係例如有ROM ( Read Only Memory)卡匣、光碟、及 性碟等’記憶有作業系統的程式資料及遊戲資料等。 ’於記錄媒體1〇又包含有卡片型記憶體,該卡片型 體係主要在中斷遊戲時,用於爲了保存在中斷時間點 種遊戲參數。RAM12係用以暫時儲存從記錄媒體1〇 取出之各種資料,或暫時記錄來自於控制部1的處理 。於該RAM12係儲存各種資料之同時,也儲存有表 種貝料的gH憶位置之位址資料,可指定任意之位址而 次元 處理 的計 RAM 處理 元空 似3 所使 10' 所構 面電 〇係 料以 10, 可撓 再者 記憶 之各 所讀 結果 示各 讀寫 -22- 200916167 畫像顯示部3係主要設置用以將藉由畫像處理處理器 9寫入於RAM12的畫像資料、及從記錄媒體1〇讀取出之 畫像資料等,作爲畫像而輸出。該畫像顯示部3係例如由 電視監視器20、介面電路21、及D/A轉換器(Digital —To - Analog轉換器)22所構成。於電視監視器20係 連接D /A轉換器22’於D/A轉換器22係連接介面電 路2 1。然後’於介面電路2丨係連接有匯流排6。在此, 畫像資料係經由介面電路2 1而供給至D/ A轉換器22, 而在此轉換成類比畫像訊號。然後,類比畫像訊號係作爲 畫像而輸出至電視監視器2 0。 在此’於畫像資料係例如有多邊形資料及材質資料等 。多邊形資料係爲構成多邊形之頂點的座標資料。材質資 料係用以於多邊形設定材質者,由材質指示資料與材質顏 色資料所構成。材質指示資料係用以將多邊形與材質建立 關聯的資料’材質顏色資料係用以指定材質之顏色的資料 。在此’於多邊形資料與材質資料’係表示各資料之記憶 位置的多邊形位址資料與材質位址資料爲建立關聯。在如 此之畫像資料’藉由訊號處理處理器8,多邊形位址資料 所表示之3次元空間上的多邊形資料(3次元多邊形資料 )係依據畫面本身(視點)的移動量資料及旋轉量資料, 進行座標轉換及透視投影轉換,而置換成2次元空間上的 多邊形資料(2次元多邊形資料)。然後,以複數2次元 多邊形資料構成多邊形外形,於多邊形的內部區域寫入材 質位址資料所示之材質資料。如此一來,即可於各多邊形 -23- 200916167 表現貼附材質之物體(亦即,各種角色)。 聲音輸出部4’係主要爲了將從記錄媒體1〇所讀取出 之聲音資料作爲聲音輸出而設置。聲音輸出部4係例如由 揚聲器13、擴大電路14、D/A轉換器15、及介面電路 1 6所構成。於揚聲器1 3係連接擴大電路1 4,於擴大電路 14係連接D/A轉換器14’而於D/A轉換器15係連接 介面電路1 ό。然後,於介面電路1 6係連接有匯流排6。 在此’聲音資料係經由介面電路1 6而供給至D/ Α轉換 器1 5,而在此轉換成類比聲音訊號。該類比聲音訊號係藉 由擴大電路14擴大,從揚聲器13作爲聲音輸出。於聲音 資料係有例如 ADPCM( Adaptive Differential Pulse Code Modulation )資料及 PCM (Pulse C o d e Μ o d u 1 at i ο n )資料 等。爲ADP CM資料時,以前述同樣之方法,可從揚聲器 13輸出聲音。爲PCM資料時,利用於RAM中將PCM資 料轉換成ADPCM資料,再以前述同樣之方法,可從揚聲 器13輸出聲音。 操作輸入部5係主要由控制器1 7、與操作資訊介面電 路1 8、與介面電路1 9所構成。於控制器1 7係連接操作資 訊介面電路18,於操作資訊介面電路18係連接介面電路 1 9。然後,於介面電路1 9係連接有匯流排6。 控制器1 7係玩家爲了輸入各種操作命令所使用的操 作裝置,將因應玩家的操作之操作訊號發送至c p U 7。於 控制器17係設置有第1按鍵17a、第2按鍵17b、第3按 鍵17c、第4按鍵17d、上方向鍵17U、下方向鍵17D'左 -24- 200916167 方向鍵17L、右方向鍵17R、L1按鍵17L1、L2按鍵17L2 、R1按鍵17RI、R2按鍵17R2、開始按鍵17e、選擇按鍵 17f、左搖桿17SL及右搖桿17SR。 上方向鍵17U、下方向鍵17D、左方向鍵17L及右方 向鍵1 7R係例如,爲了將使角色及游標在電視監視器20 的畫面上上下左右移動之指令,賦予至CPU7而使用。 開始按鍵1 7e係於指示CPU7從記錄媒體1 0載入遊戲 程式時等所使用。 選擇按鍵1 7f係對於從記錄媒體1 0載入之遊戲程式 ,對 CPU7指示各種選擇時等所使用。 左搖桿17SL及右搖桿17SR,係與所謂控制搖桿( joystick )構造幾近相同的搖桿型控制器。該搖桿型控制 器係具有直立之搖桿。該搖桿係以支點作爲中心,從直立 位置可涵蓋包含前後左右3 60度方向,爲可傾倒之構造。 左搖桿1 7 S L及右搖桿1 7 S R係因應搖桿的傾倒方向及傾倒 角度,將以直立位置爲原點之X座標及y座標之値,作爲 操作訊號經由操作資訊介面電路18與介面電路19,發送 至 CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4 按鍵17d、L1按鍵17L1、L2按鍵17L2、R1按鍵17R1及 R2按鍵17R2係因應從記錄媒體10載入之遊戲程式,分 派有各種功能。 再者,除了左搖桿17SL及右搖桿17 SR之外的控制器 17之個按鍵及各鍵係藉由來自於外部的按壓力’從中立位 -25- 200916167 置被按壓時即爲ON’如按壓力解除時即爲OFF之〇N/ OFF開關。 通訊部23係具有通訊控制電路24及通訊介面25。通 訊控制電路24及通訊介面25係用於連接遊戲機與伺服器 及其他遊戲機等。通訊控制電路24及通訊介面25係經由 匯流排16而連接於CPU7。通訊控制電路24及通訊介面 25係因應來自CPU7的命令’控制並發送用以將遊戲機連 接網際網路的連接訊號。又,通訊控制電路24及通訊介 面2 5係經由網際網路,控制並發送用以將遊戲機連接伺 服器及其他遊戲機的連接訊號。 在以下說明由以上之構造所構成之家庭用視訊遊戲裝 置的槪略動作。如電源開關(未圖示)爲ON,於遊戲系 統1開啓電源時,CPU7係依據記憶於記錄媒體1 〇之作業 系統,從記錄媒體1 〇讀取出畫像資料、聲音資料及程式 資料。讀取出之畫像資料、聲音資料及程式資料的一部份 或全部係儲存於RAM12。然後,CPU7係依據儲存於 RAM12之程式資料,發派將儲存於RAM12之畫像資料及 聲音資料作爲畫像及聲音,用以對電視監視器2 0及揚聲 器1 3輸出的指令。 作爲畫像資料時,依據來自C P U 7的指令,首先,訊 號處理處理器8係進行於3次元空間上之角色的位置計算 及光源計算等。接著’畫像處理處理器9係依據訊號處理 處理器8的計算結果及處理結果,進行將應描繪之畫像資 料寫入RAM 1 2的處理等。然後,寫入raM 1 2之畫像資料 -26- 200916167 係經由介面電路21而被供給至D/ A轉換器2 2。在此, 畫像資料係以D/ A轉換器22而轉換成類比映像訊號。 然後’畫像訊號係供給至電視監視器20,作爲畫像而顯示 〇 作爲聲音資料時’首先,訊號處理處理器8係依據來 自於CPU7的指令,進行聲音資料的產生及加工處理。在 此,對於聲音資料實施,例如,節距之轉換、雜訊之附加 、包絡的設定、位準的設定及殘響的附加等之處理。接著 ,聲音資料係從訊號處理處理器8輸出,經由介面電路i 6 而供給至D / A轉換器1 5。在此,聲音資料係轉換成類比 聲音訊號。然後,聲音訊號係經由擴大電路1 4,從揚聲器 1 3作爲聲音而輸出。 [遊戲裝置的各種處理槪要] 於本遊戲機中執行之遊戲係例如是棒球遊戲。在本遊 戲機,在比賽事件中選手角色之行動係依據遊戲程式,藉 由控制部控制。圖2係用以說明在本發明達成主要之作用 的功能之功能區塊圖。 中斷允許號碼資料辨識手段5 0 ’係具備在由複數局數 所構成之比賽事件中’將被分派至允許CPU7進行用以中 斷用來自動控制選手角色之行動的第1行動控制命令之自 動辨識的第1控制中斷命令之辨識的局數之號碼,作爲中 斷允許號碼資料而使CPU7辨識的功能。 在中斷允許號碼資料辨識手段5 0 ’在由複數局數所構 -27- 200916167 成之比賽事件中,被分派至允許CPU7進行用以中斷用來 自動控制選手角色之行動的第1行動控制命令之自動辨識 的第1控制中斷命令之辨識的局數之號碼,係作爲中斷允 許號碼資料而被CPU7辨識。 在該手段,在由複數局數所構成之比賽事件中,被分 派至允許CPU7進行第1控制中斷命令之辨識的局數之號 碼,係作爲中斷允許號碼資料而被CPU7辨識。第1控制 中斷命令係用以中斷第1行動控制命令之自動辨識的命令 。第1行動控制命令係用以自動控制選手角色之行動的命 令。具體來說,於由12局所構成之比賽事件中,表示可 執行第1控制中斷命令的局數(例如從第4局至第12局 爲止之局數)之號碼(4,5,6,7,8,9,10,11,12) ,係作爲中斷允許號碼資料而被CPU7辨識。再者,中斷 允許號碼資料係在遊戲程式的載入時,從記錄媒體1 〇載 入至RAM12,並儲存於RAM12。 最後號碼資料辨識手段51,係具備在由複數局數所構 成之比賽事件中,將表示被分派至最後1局之號碼的號碼 資料,作爲最後號碼資料而使CPU7辨識的功能。 在最後號碼資料辨識手段5 1,在由複數局數所構成之 比賽事件中,被分派至最後1局之號碼,係作爲最後號碼 資料而被CPU7辨識。 在該手段,在由複數局數所構成之比賽事件中,被分 派至最後1局之號碼,係作爲最後號碼資料而被CPU7辨 識。具體來說,於由12局所構成之比賽事件中’表不被 -28- 200916167 分派至最後1局(例如從第9局至第12局爲止之 之號碼(9 ’ 1 0 ’ 1 1 ’ 12 ),係作爲最後號碼資 CPU7辨識。再者’最後號碼資料係在遊戲程式的 ’從記錄媒體10載入至RAM12,並儲存於RAM12 特定角色辨識手段52,係具備使CPU7辨識, 事件中行動之選手角色中的特定選手角色的功能。 在特定角色辨識手段5 2,在比賽事件中行動之 色中的特定選手角色,係被CPU7辨識。 在該手段,在比賽事件中行動之複數選手角色 1位選手角色,係作爲玩家注目之注目選手角色( 手角色)而被CPU7辨識。例如,用以從複數選手 選擇注目選手角色的選擇畫面係顯示於電視監視器 此狀態中,玩家藉由操作控制器1 7,從複數選手角 擇某選手角色。於是,該選手角色係作爲注目選手 被CPU7辨識。 具體來說,用以分別識別複數選手角色的識別 儲存於RAM12。玩家注目之注目選手角色於選擇畫 選擇時,對應注目選手角色的識別資料係被CPU7 如此,注目選手角色係藉由使CPU7辨識對應注目 色的識別資料來特定。 比賽事件開始手段53 ’係具備使CPU7辨識, 始比賽事件之比賽事件開始命令的功能。 在比賽事件開始手段5 3,用以開始比賽事件之 件開始命令係被CPU7辨識。 局數) 料而被 載入時 〇 在比賽 選手角 中至少 特定選 角色中 20。於 色中選 角色而 資料係 面中被 辨識。 羊在 :®于月 用以開 比賽事 -29- 200916167 在該手段,用以開始比賽事件的比賽事件開始命令係 被CPU7辨識。具體來說,用以開始比賽事件的比賽事件 開始命令係被CPU7辨識。此時,藉由CPU7開始用以執 行比賽事件的處理。 自動控制命令辨識手段5 4 ’係具備在比賽事件開始命 令被C P U 7辨識之後,使C P U 7自動地辨識,用以自動控 制選手角色之行動的第1行動控制命令的功能。 在自動控制命令辨識手段5 4,在比賽事件開始命令被 CPU7辨識之後,用以自動控制選手角色之行動的第1行 動控制命令,係被CPU7自動地辨識。 在該手段,在比賽事件開始命令被CPU7辨識之後’ 用以自動控制選手角色之行動的第1行動控制命令’係被 CPU7自動地辨識。具體來說,在比賽事件開始命令被 CPU7辨識時,用以自動控制選手角色之行動的第1行動 控制命令,係被CPU7自動地辨識。於是,藉由CPU 7執 行該第1行動控制命令。更具體來說,在比賽事件開始命 令被CPU7辨識時,藉由CPU7執行儲存於RAM12之自動 控制程式(例如 AI程式(Artificial Intelligence程式) )。於是,用以自動控制選手角色之行動的第1行動控制 命令被CPU7連續地辨識,該第1行動控制命令係藉由 C P U 7執行。 再者,AI程式係包含於儲存於RAM12之遊戲程式。 AI程式係爲了自動執行棒球遊戲所使用之程式。於AI程 式係記述有在執行棒球遊戲所需之各種命令。第1行動控 -30- 200916167 制命令係記載於此AI程式。第1行動控制命令係由對選 手角色的打擊命令、對選手角色的跑壘命令、對選手角色 的投球命令及對選手角色的守備命令等所構成。 自動控制用狀況資料辨識手段5 5,係具備在第1行動 控制命令被CPU7自動地辨識時,使CPU7辨識,表示自 動控制中之選手角色的行動所對應之比賽事件狀況的第1 事件狀況資料的功能。 在自動控制用狀況資料辨識手段5 5,在第1行動控制 命令被CPU7自動地辨識時,表示自動控制中之選手角色 的行動所對應之比賽事件狀況的第1事件狀況資料,係被 CPU7辨識。 在該手段,在第1行動控制命令被CPU7自動地辨識 時,第1事件狀況資料,係被c P U 7辨識。第1事件狀況 資料係表示自動控制中之選手角色的行動所對應之比賽事 件狀況的資料。具體來說,在第1行動控制命令被CPU7 自動地辨識且執行時,表示自動控制中之各選手角色進行 如打擊動作、跑壘動作、投球動作及守備動作等之行動時 之比賽事件狀況的第丨事件狀況資料,係被CPU7辨識。 例如’於第1事件狀況資料所示之比賽事件狀況係有 上壘狀況。作爲該上壘狀況,有跑者未上壘之狀況、跑者 在1壘之狀況、跑者在2壘之狀況、跑者在3壘之狀況、 跑者在1壘及2壘之狀況、跑者在2壘及3壘之狀況、跑 者在1壘及3壘之狀況及跑者在1壘、2壘及3壘之狀況 。表示該等上壘狀況的第1上壘狀況資料,係因應各狀況 -31 - 200916167 ,藉由CPU 7分派所定値。因應在此所用之各狀況之値, 係遊戲程式中被預先規定。 再者,在跑者存在於得點圏之狀況,係除了跑者未上 壘及跑者在1壘之狀況之外的狀況。亦即,跑者存在於得 點圏之狀況’係有跑者在2壘之狀況、跑者在3壘之狀況 、跑者在1壘及2壘之狀況、跑者在2壘及3壘之狀況、 跑者在1壘及3壘之狀況及跑者在1壘、2壘及3壘之狀 況。 特別控制用狀況資料辨識手段5 6,係具備在第1行動 控制命令被CPU7自動地辨識時,使CPU7辨識,表示自 動控制中之注目選手角色的行動所對應之比賽事件狀況的 第3事件狀況資料的功能。 在特別控制用狀況資料辨識手段5 6,在第1行動控制 命令被CPU7自動地辨識時,表示自動控制中之注目選手 角色的行動所對應之比賽事件狀況的第3事件狀況資料, 係被CPU7辨識。 在該手段,在第1行動控制命令被CPU7自動地辨識 之後,第3事件狀況資料,係被CPU7辨識。第3事件狀 況資料係表示自動控制中之注目選手角色的行動所對應之 比賽事件狀況的資料。具體來說,在第丨行動控制命令被 C P U 7自動地辨識且執行時,表示自動控制中之注目選手 角色的登場之有無所對應之比賽事件狀況的第3事件狀況 資料,係被CPU7辨識。在此,表示注目選手角色的登場 之有無所對應之注目選手登場狀況的注目選手登場狀況資 -32- 200916167 料(第3事件狀況資料)’係因應各狀況,藉由CPU7分 派所定値。因應在此所用之各狀況之値’係遊戲程式中被 預先規定。 號碼資料辨識手段5 7,係具備在第1行動控制命令被 CPU7自動地辨識時,使CPU7辨識,分別分派至構成比 賽事件之複數局數的號碼資料的功能。 在號碼資料辨識手段5 7,在第1行動控制命令被 C P U 7自動地辨識時,分別分派至構成比賽事件之複數局 數的號碼資料,係被CPU7辨識。 在該手段,在第1行動控制命令被CPU7自動地辨識 時,在比賽事件進行局數的切換時,表示切換後之局數( 新的局數)之號碼的號碼資料,係被CPU7辨識。在此, 表示局數之號碼的號碼資料,係即時(real time)被 CPU7監視。因此,雙方球隊的攻擊結束,從某局數前進 至下1局的局數時,表示下一局(新的局數)之號碼的號 碼資料’係被CPU7辨識。換句話說,雙方球隊的守備結 束,從某局數前進至下1局的局數時,表示下一局(新的 局數)之號碼的號碼資料,係被C P U 7辨識。 第1號碼資料判別手段5 8,保具備使CPU7判斷,號 碼資料是否一致於中斷允許號碼資料的功能。 在第1號碼資料判別手段5 8,號碼資料是否一致於中 斷允許號碼資料,係藉由C P U 7判斷。 在該手段’被CPU7辨識之號碼資料是否一致於中斷 允許號碼資料,係藉由C P U 7判斷。具體來說,雙方球隊 -33- 200916167 的攻擊(守備)結束’從某局數前進至下1局的局數時’ 表示下一局(新的局數)之號碼的號碼資料是否一致於中 斷允許號碼資料’係藉由CPU7判斷。 第2號碼資料判別手段5 9 ’係具備使CPU7判斷,號 碼資料是否一致於最後號碼資料的功能。 在第2號碼資料判別手段5 9 ’號碼資料是否一致於最 後號碼資料,係藉由C P U 7判斷。 在該手段,被CPU7辨識之號碼資料是否一致於最後 號碼資料,係藉由CPU7判斷。具體來說’雙方球隊的攻 擊(守備)結束,從某局數前進至下1局的局數時’表示 下一局(新的局數)之號碼的號碼資料是否一致於最後號 碼資料,係藉由CPU7判斷。 自動控制中斷命令辨識手段60,係具備使CPU7辨識 ,因應第1事件狀況資料,用以中斷第1行動控制命令之 自動辨識的第1控制中斷命令的功能。如詳細說明,自動 控制中斷命令辨識手段60,係具備使CPU7辨識,因應第 1事件狀況資料及第3事件狀況資料至少任一方的資料, 用以中斷第1行動控制命令之自動辨識的第1控制中斷命 令的功能。如更詳細說明,自動控制中斷命令辨識手段60 ,係具備在CPU7判斷號碼資料一致於中斷允許號碼資料 時,使CPU7辨識,因應第1事件狀況資料及第3事件狀 況資料至少任一方的資料,用以中斷第1行動控制命令之 自動辨識的第1控制中斷命令的功能。 在自動控制中斷命令辨識手段6〇 ’在CPU7判斷號碼 -34- 200916167 資料一致於中斷允許號碼資料時,因應第1事件狀況資料 及第3事件狀況資料至少任一方的資料’用以中斷第1行 動控制命令之自動辨識的第1控制中斷命令,係被CPU7 辨識。 在該手段,在CPU7判斷表示進行中之比賽事件之局 數號碼的號碼資料一致於中斷允許號碼資料時,因應第1 事件狀況資料及第3事件狀況資料至少任一方的資料,用 以中斷第1行動控制命令之自動辨識的第1控制中斷命令 ,係被CPU7辨識。 具體來說,在CPU7判斷雙方球隊的攻擊(守備)結 束,從某局數前進至下1局之局數時,表示新的局數之號 碼的號碼資料,一致於中斷允許號碼資料時,因應第1事 件狀況資料及第3事件狀況資料至少任一方的資料,用以 中斷第1行動控制命令之自動辨識的第1控制中斷命令, 係被CPU7辨識。更具體來說,在CPU7判斷表示上述新 的局數之號碼的號碼資料一致於中斷允許號碼資料時,因 應第1事件狀況資料及注目選手登場狀況資料至少任一方 的資料,用以中斷第1行動控制命令之自動辨識的第1控 制中斷命令,係被CPU7辨識。 在此,第1控制中斷命令被CPU7辨識時,判別第1 事件狀況資料(例如第1上壘狀況資料)的處理,係藉由 CPU7執行。又,第1控制中斷命令被CPU7辨識時,判 別第3事件狀況資料(例如注目選手登場狀況資料)的處 理,係藉由C P U 7執行。 -35- 200916167 例如,在此,跑者是否存在於得點圈的判斷,及跑者 是否在壘上的判斷中至少任一方的判斷,係藉由CPU7執 行。又,在此,注目選手角色是否已登場的判斷,係藉由 CPU7執行。依據該等判斷結果,決定用以中斷第1行動 控制命令之自動辨識的第1控制中斷命令是否被CPU7辨 識。 控制強制中斷命令辨識手段6 1,係具備在CPU7判斷 號碼資料一致於最後號碼資料時,使C P U 7辨識,用以強 制性中斷自動辨識第1行動控制命令之處理的第3控制中 斷命令的功能。 在控制強制中斷命令辨識手段6 1,在C P U 7判斷號碼 資料一致於最後號碼資料時,用以強制性中斷自動辨識第 1行動控制命令之處理的第3控制中斷命令,係被CPU7 辨識。 在該手段,在CPU7判斷表示進行中之比賽事件的局 數之號碼的號碼資料一致於最後號碼資料時,用以強制性 中斷自動辨識第1行動控制命令之處理的第3控制中斷命 令,係被CPU7辨識。 具體來說’在CPU7判斷雙方球隊的攻擊(守備)結 束’從某局數前進至下1局之局數時表示新的局數之號碼 的號碼資料’一致於表示最後1局之號碼的最後號碼資料 時’用以強制性中斷第1行動控制命令之自動辨識的第3 控制中斷命令’係被CPU7辨識。亦即,在成爲最後1局 時,從自動控制強制性切換至手動控制的處理,係藉由 -36- 200916167 CPU7執行。 比賽事件狀況顯示手段6 2,係具備在第1控制中 令被CPU7辨識之後,使用畫像資料,於電視監視孕 顯示第1事件狀況資料所示之事件狀況的功能。 在比賽事件狀況顯示手段6 2,在第1控制中斷命 C P U 7辨識之後’第1事件狀況資料所示之事件狀況 使用畫像資料,顯示於電視監視器20。 在該手段’在第1控制中斷命令被CPU7辨識時 1事件狀況資料所示之事件狀況,係使用畫像資料, 於電視監視器2 0。例如’在該手段,在第1控制中斷 被C P U 7辨識時,中斷第1行動控制命令之自動辨識 比賽事件狀況’係使用畫像資料,顯示於電視監視器 具體來說,中斷第1行動控制命令之自動辨識時 賽事件狀況,是跑者存在於得點圈時,表示跑者存在 點圏之狀況的畫像’係使用畫像資料,顯示於電視監 2 0。又’中斷第1行動控制命令之自動辨識時的比賽 狀況’是跑者存在於曼上時’表示跑者存在於壘上之 的畫像’係使用畫像資料’顯示於電視監視器2 0。進 中斷第1行動控制命令之自動辨識時的比賽事件狀況 對應野手之注目選手角色的登場之狀況時,表示注目 角色進入打席之狀況的畫像,係使用畫像資料,顯示 視監視器20。 強制事件狀況顯不手段6 3 ’係具備在第3控制中 令被C P U 7辨識之後’使用畫像資料,於電視監視署 斷命 § 20 令被 ,係 ,第 顯示 命令 時的 20 ° 的比 於得 視器 事件 狀況 而, ,是 ^EB 进宁 於電 斷命 I 20 -37- 200916167 顯7jK弟1事件狀況資料所示之事件狀況的功能。 在強制事件狀況顯示手段6 3,在第3控制中斷命令被 CPU7辨識之後’第1事件狀況資料所示之事件狀況,係 使用畫像資料,顯示於電視監視器20。 在該手段’在第3控制中斷命令被CPU7辨識時,第 1事件狀況資料所示之事件狀況,係使用畫像資料,顯示 於電視監視器2 0。例如’在該手段,在第3控制中斷命令 被CPU7辨識時’強制性中斷第1行動控制命令之自動辨 識時的比賽事件狀況’係使用畫像資料,顯示於電視監視 器2 0。具體來說,強制性中斷第丨行動控制命令之自動辨 識時的比賽事件狀況,是9局上半的對戰時,投手角色及 打者角色等待9局下半之對戰的畫像,係使用畫像資料, 顯示於電視監視器2 0。 控制命令輸入判斷手段64,係具備在第1事件狀況資 料所示之比賽事件狀況顯示於電視監視器2 0之後,使 CPU7判斷,用以手動控制選手角色角色之行動的第2行 動控制命令所對應之訊號,是否已從控制器1 7輸入的功 能。 在控制命令輸入判斷手段64,在第1事件狀況資料所 示之比賽事件狀況顯示於電視監視器20之後,用以手動 控制選手角色角色之行動的第2行動控制命令所對應之訊 號’是否已從控制器1 7輸入,係藉由CPU7判斷。 在該手段,在第1事件狀況資料所示之比賽事件狀況 顯示於電視監視器20時,用以手動控制選手角色角色之 -38- 200916167 行動的第2行動控制命令所對應之訊號,是否已從控制器 1 7輸入,係藉由CPU7判斷。具體來說’於中斷第1行動 控制命令之自動辨識時的比賽事件狀況顯示於電視監視器 20之狀態中,用以手動控制選手角色角色之行動的第2行 動控制命令所對應之訊號’是否已從控制器1 7輸入’係 藉由CPU7判斷。 手動控制命令辨識手段6 5,係具備在藉由CPU7判斷 第2行動控制命令所對應之訊號已從控制器1 7輸入時, 使C P U 7辨識第2行動控制命令的功能。 在手動控制命令辨識手段65,在藉由CPU7判斷第2 行動控制命令所對應之訊號已從控制器1 7輸入時,第2 行動控制命令係被CPU7辨識。 在該手段,在藉由CPU7判斷第2行動控制命令所對 應之訊號已從控制器1 7輸入時,第2行動控制命令係被 CPU7辨識。具體來說,用以手動控制選手角色之行動的 第2行動控制命令已從控制器1 7輸入時,第2行動控制 命令係被CPU7辨識。於是,藉由CPU7執行該第2行動 控制命令。更具體來說’關於打擊之命令、關於跑疊之命 令、關於投球之命令及關於守備之命令的第2行動控制命 令已從控制器1 7輸入時’被輸入之第2行動控制命令係 被CPU7辨識。於是,藉由CPU7執行該第2行動控制命 令。 行動顯示手段66 ’係具備在第2行動控制命令被 CPU7辨識時,使用畫像資料,於電視監視器20顯示第2 -39- 200916167 行動控制命令所對應之選手角色之行動的功能。 在行動顯示手段66,在第2行動控制命令被CPU7辨 識時,第2行動控制命令所對應之選手角色的行動,係使 用畫像資料,顯示於電視監視器2 0。 在該手段,第2行動控制命令被CPU7辨識時,則藉 由CPU7執行第2行動控制命令。於是,對應該第2行動 控制命令之選手角色的行動所對應之畫像,係使用畫像資 料,顯示於電視監視器20。具體來說,對應打擊動作、跑 壘動作、投球動作及守備動作的畫像,係使用對應各動作 之畫像資料而顯示於電視監視器20。 手動控制用狀況資料辨識手段67,係具備在第2行動 控制命令被CPU7辨識時,使CPU7辨識,表示手動控制 中之選手角色的行動所對應之比賽事件狀況的第2事件狀 況資料的功能。 在手動控制用狀況資料辨識手段6 7,在第2行動控制 命令被CPU7辨識時,表示手動控制中之選手角色的行動 所對應之比賽事件狀況的第2事件狀況資料,係被CPU7 辨識。 在該手段’在第2行動控制命令被CPU7辨識時,第 2事件狀況資料,係被CPU7辨識。第2事件狀況資料係 表示手動控制中之選手角色的行動所對應之比賽事件狀況 的資料。具體來說,在第2行動控制命令被CPU7自動地 辨識且執行時,表示手動控制中之各選手角色進行如打擊 動作 '跑壘動作、投球動作及守備動作等之行動時之比賽 -40- 200916167 事件狀況的第2事件狀況資料,係被CPU7辨識。 例如,於第2事件狀況資料所示之比賽事件狀況係有 上壘狀況。作爲該上壘狀況,有跑者未上壘之狀況、跑者 在1壘之狀況、跑者在2壘之狀況、跑者在3壘之狀況、 跑者在1壘及2壘之狀況、跑者在2壘及3壘之狀況、跑 者在1壘及3壘之狀況及跑者在1壘、2壘及3壘之狀況 。於表示該等上壘狀況的第2上壘狀況資料,係因應各狀 況’藉由c P U 7分派所定値。因應在此所用之各狀況之値 ,係遊戲程式中被預先規定。 再者’在跑者存在於得點圏之狀況,係除了跑者未上 壘及跑者在1壘之狀況之外的狀況。亦即,跑者存在於得 點圈之狀況,係有跑者在2壘之狀況、跑者在3壘之狀況 、跑者在1壘及2壘之狀況、跑者在2壘及3壘之狀況、 跑者在1壘及3壘之狀況及跑者在1壘、2壘及3壘之狀 況。 比賽事件狀況資料判別手段6 8,係具備使C P U 7判斷 ’第2事件狀況資料所示之比賽事件狀況是否是成爲自動 控制之中斷對象的第1事件狀況資料所示之比賽事件狀況 的功能。 在比賽事件狀況資料判別手段6 8,第2事件狀況資料 所示之比賽事件狀況是否是成爲自動控制之中斷對象的第 1事件狀況資料所示之比賽事件狀況,係藉由CPU7判斷 〇 在該手段’第2事件狀況資料所對應之比賽事件狀況 -41 - 200916167 是否是成爲自動控制之中斷對象的第1事件狀況資料所對 應之比賽事件狀況,係藉由C P U 7判斷。例如,手動控制 中的比賽事件狀況是否對應成爲中斷自動控制之對象的比 賽事件狀況’係藉由C P U 7判斷。具體來說,手動控制中 的上壘狀況是否對應成爲中斷自動控制之對象的上壘狀況 ,係藉由C Ρ ϋ 7判斷。更具體來說,第2上壘狀況資料之 値是否對應中斷自動控制時的第1上壘狀況資料之値,係 藉由CPU7判斷。 手動控制中斷命令辨識手段69,係具備使CPU7辨識 ,因應第2事件狀況資料’用以中斷辨識第2行動控制命 令之處理的弟2控制中斷命令的功能。如詳細說明,手動 控制中斷命令辨識手段6 9,係具備在C P U 7判斷第2事件 狀況資料所示之比賽事件狀況,不同於成爲自動控制之中 斷對象的第1事件狀況資料所示之比賽事件狀況時,使 CPU7辨識,用以中斷辨識第2行動控制命令之處理的第 2控制中斷命令的功能。 在手動控制中斷命令辨識手段6 9,因應第2事件狀況 資料’用以中斷辨識第2行動控制命令之處理的第2控制 中斷命令’係被CPU7辨識。如詳細說明,在手動控制中 斷命令辨識手段69,在CPU7判斷第2事件狀況資料所示 之比賽事件狀況,不同於成爲自動控制之中斷對象的第1 事件狀況資料所示之比賽事件狀況時,用以中斷辨識第2 行動控制命令之處理的第2控制中斷命令,係被CPU7辨 識0 -42- 200916167 在該手段,在CPU7判斷第2事件狀況資料所對應之 比賽事件狀況,不同於自動控制之中斷對象的第1事件狀 況資料所對應之比賽事件狀況時,第2控制中斷命令係被 CPU7辨識。第2控制中斷命令係用以中斷辨識第2行動 控制命令之處理的命令。例如,手動控制中的比賽事件狀 況,不對應成爲中斷自動控制之對象的比賽事件狀況時, 第2控制中斷命令係被CPU7辨識。具體來說,手動控制 中的上壘狀況,不對應成爲中斷自動控制之對象的上壘狀 況時,第2控制中斷命令係被CPU7辨識。更具體來說, 第2上壘狀況資料之値不對應中斷自動控制時的第1上壘 狀況資料之値時,第2控制中斷命令係被CPU7辨識。 控制再開命令辨識手段70,係具備在第2控制中斷命 令被CPU7辨識之後,使CPU7辨識,用以再次開始自動 辨識第1行動控制命令之處理的控制再開命令的功能。 在控制再開命令辨識手段70,在第2控制中斷命令被 CPU7辨識之後,用以再次開始自動辨識第1行動控制命 令之處理的控制再開命令,係被C P U 7辨識。 在該手段,第2控制中斷命令被CPU7辨識時,控制 再開命令會被CPU7辨識。控制再開命令係用以再次開始 自動辨識第1行動控制命令之處理的命令。具體來說,第 2控制中斷命令被CPU7辨識且控制再開命令被CPU7辨 識時,則持續第2控制中斷命令被C P U 7辨識時的比賽事 件狀況,藉由CPU7執行自動控制選手角色之行動的處理 -43- 200916167 [棒球遊戲之比賽高速化系統的處理流程與說明] 接著,針對棒球遊戲之比賽高速化系統加以說明。又 ,亦針對圖7所示之比賽高速化系統的相關流程,同時加 以說明。 首先,開啓遊戲機的電源而啓動遊戲機時,棒球遊戲 程式係從記錄媒體1 〇載入至RAM 1 2,並儲存於RAM 1 2。 在此時,執行棒球遊戲上所需之各種基本遊戲資料亦從記 錄媒體10載入至RAM12,並儲存於RAM12(S1)。 例如,於基本遊戲資料係包含有3次元遊戲空間用的 畫像相關之資料,儲存於RAM 1 2之3次元遊戲空間用的 畫像相關之資料(例如,球場用的畫像資料及選手角色用 的畫像資料等)係被CPU7辨識。又,於基本遊戲資料係 包含有用以將3次元遊戲空間用的畫像相關之資料,配置 於3次元遊戲空間的位置座標資料,該位置座標資料係被 CPU7辨識。再者’前述各資料係於遊戲程式中被預先規 定,在遊戲程式的載入時,從記錄媒體10載入至RAM 12 ,並儲存於RAM12。 接下來’儲存於RAM 1 2之棒球遊戲程式係依據基本 遊戲資料’藉由CPU7執行(S2 )。於是,棒球遊戲的啓 動畫面係顯示於電視監視器2 0。於是,用以執行棒球遊戲 的各種設定畫面係顯示於電視監視器2 0。在此,例如,用 以選擇棒球遊戲之遊玩模式的模式選擇畫面,係顯示於電 視監視器2 0。於該模式選擇畫面中,藉由玩家操作控制器 -44- 200916167 17,決定遊玩模式(S3)。於遊玩模式係 12球團中選擇喜愛之球隊而享受1場比賽之 式、從12球團中選擇喜愛之球隊而競爭季 模式及玩家以總教練的立場’育成球隊之全 成模式等。 在本實施形態,比賽高速化系統係於育 事件中實現。因此,以下以在模式選擇畫面 式,於育成模式中執行比賽事件之狀況爲例 速化系統的說明。 選擇育成模式,執行比賽事件時(s 4 ) 動控制命令之自動辨識的中斷之局數所對應 爲中斷允許號碼資料SN而被CPU7辨識( 說,在由12局所構成之比賽事件’表示允 斷命令之執行的局數(例如從第4局至第 數)所對應之號碼(4,5,6 ’ 7,8 ’ 9 ’ 1 C 係作爲中斷允許號碼資料SN而被CPU7辨 說,中斷允許號碼資料SN係由第1中斷 SN1、第2中斷允許號碼資料SN2及第3中 料SN3 ( FN )所構成。在此,表示從第4局 之局數的號碼(4,5 ’ 6 )係作爲第1中斷 SN1而被CPU7辨識。又’表示第7局或第 ,8 )係作爲第2中斷允許號碼資料SN2而 。進而,表示從第9局至第12局爲止之局丨 1 0,1 1,1 2 )係作爲第3中斷允許號碼資料 例如準備有從 .對戰的對戰模 賽賽程的季賽 選手角色的育 成模式的比賽 中選擇育成模 ’進彳了比賽筒 ,允許第1行 之號碼,係作 S5 )。具體來 許第1控制中 1 2局爲止之局 ),1 1,12 ), :識。更具體來 允許號碼資料 斷允許號碼資 至第6局爲止 允許號碼資料 8局的號碼(7 被CPU7辨識 数的號碼(9, SN3 ( FN )而 -45- 200916167 被CPU7辨識。 接下來,在由複數局數所構成之比賽事件中,表示被 分派至最後1局之號碼的號碼資料,係作爲最後號碼資料 FN而被CPU7辨識(S6 )。具體來說,在由12局所構成 之比賽事件,表示被分派至最後1局(例如從第9局至第 12局爲止之局數)之號碼(9,10,11,12),係作爲最 後號碼資料FN而被CPU7辨識。亦即,第3中斷允許號 碼資料SN3係作爲最後號碼資料FN而被CPU7辨識。 接下來,參加比賽事件之複數選手角色中至少1位選 手角色,係作爲玩家注目之注目選手角色(特定選手角色 )而被選擇(S7 )。在此例如,用以從複數選手角色中選 擇注目選手角色的清單畫面係顯示於電視監視器20。於此 清單畫面係表示參加比賽事件之複數選手角色。於此狀態 中,玩家藉由操作控制器17,從顯示於清單畫面之複數選 手角色中某選手角色被反底顯示。然後,在玩家所希望之 選手角色被反底顯示之狀態,操作控制器1 7時,被反底 顯示之選手角色係作爲注目選手角色而被CPU7辨識。 再者,複數選手角色係分別藉由儲存於RAM12之識 別資料S ( η )來識別。因此,於選擇畫面中選擇注目選 手角色時,對應注目選手角色的識別資料S ( η )係被 CPU7辨識。 例如,1 8位選手角色進入選手席時,則準備1 8個識 別資料S ( η )。在此,識別資料S ( η )的變數「η」係從 1至1 8爲止的自然數。對該等1 8個識別資料S ( η )係藉 -46 - 200916167 由CPU7分派數値「0」或數値「1」。例如,對在選擇畫 面被選擇之注目選手角色所對應之識別資料S ( η )係分 派數値「1」。又,對除了注目選手角色之外的選手角色 所對應之識別資料S ( η )分派數値「〇」。藉由使c ρ υ 7 辨識該等1 8個識別資料S ( η ),區別注目選手角色與注 目選手角色以外的選手角色。 接下來’用以開始比賽事件的比賽事件開始命令被 CPU7辨識時(S8 ),則藉由CPU7執行比賽事件。在此 例如,儲存於RAM 1 2之自動控制程式(ΑΙ程式)係藉由 CPU7執行。於是,依據AI程式,用以自動控制選手角色 之行動的第1行動控制命令,係被CPU7連續地辨識。於 是,被CPU7辨識之第1行動控制命令係藉由CPU7連續 地執行(S9 )。再者,在自動控制比賽事件時,如圖3所 示,表示比賽事件之進行狀況的畫面係顯示於電視監視器 20 ° 具體來說,於第1行動控制命令係包含有對選手角色 的打擊命令、對選手角色的跑壘命令、對選手角色的投球 命令及對選手角色的守備命令等。該等各種命令係記載於 自動控制程式。因此,執行自動控制程式時,該等各種命 令係被CPU7連續地辨識,並藉由CPU7執行。 如此,在第1行動控制命令被CPU7自動地辨識時, 表示自動控制中之選手角色的行動所對應之比賽事件狀況 的第1事件狀況資料JD1,係被CPU7辨識(S10)。換句 話說,在第1行動控制命令被CPU7自動地辨識時,第1 -47- 200916167 事件狀況資料JDl,係被CPU7監視。該第 料JD 1所對應之比賽事件狀況,係表示在選 應第1行動控制命令之動作時的比賽事件狀 第1事件狀況資料JD 1所對應之比賽事件狀 選手角色進行打擊動作、跑壘動作、投球動 等時的比賽事件狀況。 在此,表示選手角色進行打擊動作及跑 壘狀況(比賽事件狀況)之資料,係作爲第 料JD1 (第1事件狀況資料)而被CPU 7辨 狀況所對應之第1上壘狀況資料JD 1,係如 應各狀況,藉由C P U 7分派所定値。 在圖4,從「1」至「7」爲止的數値係 存在於壘上之資料。又,從「2」至「7」爲 然數)係對應表示跑者存在於得點圈之資料 〇」係對應表示跑者不存在於壘上之資料。 又’在第1行動控制命令被CPU7自動 示自動控制中之注目選手角色的行動所對應 況的第3事件狀況資料JD3 (注目選手登場 係被CPU7辨識(S11)。換句話說,在第 令被C P U 7自動地辨識時,第3事件狀況資 CPU7監視。該第3事件狀況資料JD3所對 狀況’係表示在注目選手角色進行關於投打 賽事件狀況。 在此’表示注目選手角色之登場有無的 1事件狀況資 手角色進行對 況。例如,該 況,係表示在 作及守備動作 壘動作時的上 1上壘狀況資 識。於該上墨 圖4所示,因 對應表示跑者 止的數値(自 。又,數値「 地辨識時,表 之比賽事件狀 狀況資料), 1行動控制命 料JD3,係被 應之比賽事件 之動作時的比 注目選手登場 -48- 200916167 狀況(比賽事件狀況)之資料’係作爲注目選手登場狀況 資料JD 3而被C P U 7辨識。於該注目選手登場狀況所對應 之注目選手登場狀況資料JD 3 ’係如圖5所示,因應各狀 況,藉由CPU7分派所定値。 在圖5,數値「1」對應表示注目選手角色之登場的資 料。又,數値「0」對應表示注目選手角色之未登場的資 料。 又,在第1行動控制命令被CPU7自動地辨識時,第 1行動控制命令被C P U 7辨識時之局數的號碼,係作爲號 碼資料BD而被CPU7辨識(S12)。具體來說,在第1行 動控制命令被CPU7自動地辨識時,在比賽事件進行局數 的切換時,切換後之局數的號碼,係作爲號碼資料B D而 被 CPU7辨識。更具體來說,在第1行動控制命令被 C P U 7自動地辨識時,表示局數之號碼的號碼資料B D,係 即時(real time)被CPU7監視。因此,某局數中雙方球 隊的攻擊結束,從某局數前進至下1局的局數時,則藉由 CPU7執行將下1局(新的局數)的號碼資料,複寫至某 局之號碼資料的處理。於是,被複寫處理之新的局數的號 碼資料,係作爲新的號碼資料而被CPU7辨識。 在此’號碼資料B D的初始値係被設定爲「〇」。因此 ’在開始比賽事件之第1局之前,藉由CPU7執行將號碼 資料BD從「〇」增加至「1」的處理。然後,某局數之雙 方球隊的攻擊(守備)結束,從某局數前進至下1局的局 數時’藉由CPU7執行將號碼資料BD各增加「1」的處理 -49- 200916167 。藉由使CPU7執行如此的處理’變更號碼資料 變更之號碼資料BD會被CPU7辨識。 接下來,藉由CPU7判斷被CPU7監視之號碼i 是否未滿中斷允許號碼資料SN。然後’藉由CPU7 號碼資料BD未滿中斷允許號碼資料時,用以自動 手角色之行動的第1行動控制命令被CPU7連續地 藉由CPU7連續地執行該第1行動控制命令。再者 CPU7判斷號碼資料BD未滿中斷允許號碼資料SN 對應號碼資料BD不一致於中斷允許號碼資料SN 〇 具體來說,藉由CPU7判斷被CPU7監視之號 BD是否未滿第1中斷允許號碼資料SN1(S13)。 藉由C P U 7判斷被C P U 7監視之號碼資料B D未滿 斷允許號碼資料s N 1時(在S 1 3爲Υ e s ) ’則監視 數是從第1局至第3局中任一局數。此時’用以自 選手角色之行動的第1行動控制命令被CPU7連續 ,並藉由c P U 7連續地執行該第1行動控制命令 〇 亦即,於比賽事件中雙方球隊的攻擊(守備) 1局至第3局中任一局數進行的話’則藉由CPU7 動控制選手角色之行動的處理。冉者,在此’步驟 判斷係即時藉由C P U 7執行。 另一方面,藉由CPU7判斷被CPU7監視之號 BD是中斷允許號碼資料SN以上時(在S13爲No B D,被 g料BD 判斷該 控制選 辨識, ,藉由 時,則 之狀況 碼資料 在此, 第1中 中的局 動控制 地辨識 (S14) 在從第 執行自 13的 碼資料 丨),則 -50- 200916167 藉由CPU7判斷被CPU7監視的號碼資料BD是否一致於 中斷允許號碼資料SN。具體來說,藉由CPU7判斷被 CPU7監視之號碼資料BD是第1中斷允許號碼資料SN1 以上時(在S13爲No),則藉由CPU7判斷該號碼資料 BD是否一致於第1中斷允許號碼資料SN1、第2中斷允 許號碼資料SN2及第3中斷允許號碼資料SN3 (最後號碼 資料FN )之任一資料。 在此首先,藉由CPU7判斷被CPU7監視之號碼資料 BD是否一致於第1中斷允許號碼資料SN1 ( S15 )。然後 ,藉由C P U 7判斷該號碼資料B D —致於第1中斷允許號 碼資料SN 1時(在S 1 5爲Ye s ),則監視中的局數是從第 4局至第6局中任一局數。此時,因應第1上壘狀況資料 JD 1及注目選手登場狀況資料JD3 (步驟1 6,步驟1 8 ) ’ 用以中斷第1行動控制命令之自動辨識的第1控制中斷命 令,係被CPU7辨識。 亦即,於比賽事件中雙方球隊的攻擊(守備)在從第 4局至第6局中任一局數進行的話,則因應第1上壘狀況 資料JD 1及注目選手登場狀況資料JD3 (步驟16,步驟 18),自動控制選手角色之行動的處理係藉由CPU7中斷 〇 在前述步驟1 6及步驟1 8,分別判別第1上壘狀況資 料JD1及注目選手登場狀況資料JD3的處理係藉由CPU7 執行。然後,依據該判斷結果,用以中斷第1行動控制命 令之自動辨識的第1控制中斷命令,係被CPU7辨識。在 -51 - 200916167 此,進行在步驟1 6及步驟18執行之判別處理的詳細說明 〇 在步驟16 ( S16),注目選手登場狀況資料JD3是否 對應表示注目選手角色已登場的資料’係藉由CPU7判別 。例如,注目選手登場狀況資料J D 3是否是「1」係藉由 CPU7判別。然後,藉由CPU7判斷注目選手登場狀況資 料JD3是「1」時(在S1 6爲Yes ),則注目選手角色登 場。此時,用以中斷第1行動控制命令之自動辨識的第 1控制中斷命令被CPU7辨識,並藉由CPU7中斷自動控 制選手角色之行動的處理(S17)。另一方面,藉由CPU7 判斷注目選手登場狀況資料JD3是「0」時(在S 1 6爲No ),則注目選手角色並未登場。此時,藉由CPU7執行後 述之步驟1 8 ( S 1 8 )的處理。 在步驟1 8 ( S 1 8 ),第1上壘狀況資料JD 1是否對應 跑者存在於得點圈之狀況的資料,係藉由C P U 7判別。例 如,第1上壘狀況資料JD1是否是從「2」至「7」爲止之 數値係藉由C P U 7判別。然後,藉由C P U 7判斷第1上壘 狀況資料JD 1是從「2」至「7」爲止之數値時(在S1 8爲 Yes ),則上壘狀況是跑者存在於得點圈之狀況。此時, 用以中斷第1行動控制命令之自動辨識的第1控制中斷命 令被CPU7辨識,並藉由CPU7中斷自動控制選手角色之 行動的處理(S17)。另一方面,藉由CPU7判斷第1上 壘狀況資料JD 1是數値「0」或數値「丨」時(在S丨8爲 N 〇 )’則上壘狀況是跑者不存在於得點圈之狀況。此時 -52- 200916167 ’則再次執行前述步驟1 5 ( S 1 5 )。 依據如此之判別處理’第1控制中斷命令被C P U 7辨 識時(S17),第1控制中斷命令會從CPU7發派。於是 ’藉由CPU7執行將自動控制中的資料儲存至RAM12的 處理。然後,自動控制中的資料被儲存於RAM 1 2時,第1 控制中斷命令被CPU7辨識時的比賽事件狀況,係使用畫 像資料,顯示於電視監視器2 0 ( S 1 9 )。 例如,在第1控制中斷命令被CPU7辨識時,中斷第 1行動控制命令之自動辨識時之表示第1上壘狀況資料 JD 1的比賽事件狀況,係使用畫像資料,顯示於電視監視 器20。具體來說,中斷第1行動控制命令之自動辨識時的 比賽事件狀況(例如,表示跑者存在於得點圈之狀況、注 目選手角色進入打席時之狀況等的畫像等),係使用畫像 資料,顯示於電視監視器20。 於是,可手動控制選手角色之行動的控制(S20 )。 亦即,於此狀態中,用以手動控制角色之行動的第2行動 控制命令所對應之訊號是否已從控制器1 7輸入,係藉由 CPU7判斷。例如,用以手動控制選手角色之行動的第2 行動控制命令是否已從控制器1 7輸入,係藉由CPU7判 斷。然後,第2行動控制命令已從控制器1 7輸入時’被 輸入之命令係被CPU7辨識,並藉由CPU7執行。 具體來說,玩家身爲攻擊方時,關於打擊之命令及關 於跑壘之命令(第2行動控制命令)已從控制器1 7輸入 時,被輸入之命令係被CPU7辨識,並藉由CPU7執行。 -53- 200916167 又’玩家身爲守備方時’關於投球之命令及關於守備之命 令(第2行動控制命令)已從控制器17輸入時,被輸入 之命令係被CPU7辨識,並藉由CPU7執行。 於是,對應被CPU7辨識之第2行動控制命令的選手 角色之行動所對應之畫像,係使用畫像資料,顯示於電視 監視器20 ( S2 1 )。具體來說,對應打擊動作、跑壘動作 、投球動作及守備動作的畫像,係使用對應各動作之畫像 資料而顯示於電視監視器2 0 (參照圖6 :以圖6 ( a )—圖 6 ( b )之順序顯示)。 又’在第2行動控制命令被CPU7辨識時,表示手動 控制中之選手角色的行動所對應之比賽事件狀況的第2事 件狀況資料JD2,係被CPU7辨識。該第1事件狀況資料 J D 1所對應之比賽事件狀況,係表示在選手角色進行對應 第2行動控制命令之動作時的比賽事件狀況。例如,該第 2事件狀況資料JD2所對應之比賽事件狀況,係表示在選 手角色進行打擊動作、跑壘動作、投球動作及守備動作等 時的比賽事件狀況。 在此,表示手動控制中的選手角色進行打擊動作及跑 壘動作時的上壘狀況(比賽事件狀況)之資料,係作爲第 2上壘狀況資料JD2 (第2事件狀況資料)而被CPU7辨 識。於該上壘狀況所對應之第2上壘狀況資料JD2,係使 用圖4所示之表格,因應各狀況,藉由CPU7分派所定値 〇 接下來,第2上壘狀況資料JD2所對應之比賽事件狀 -54- 200916167 況是否是成爲自動控制之中斷對象的第1上壘狀況資料· J D 1所對應之比賽事件狀況’係藉由c P U 7判斷。例如, 第2上壘狀況資料JD2之値是否對應中斷自動控制時的第 1上壘狀況資料JD1之値,係藉由CPU7判斷(S22 )。具 體來說’手動控制中的上壘狀況是否對應中斷自動控制時 的上壘狀況,係藉由CPU7判斷。 然後,在CPU7判斷第2事件狀況資料JD2所對應之 比賽事件狀況,不同於成爲自動控制之中斷對象的第1事 件狀況資料JD 1所對應之比賽事件狀況時(S22爲Yes ) ’用以中斷辨識第2行動控制命令之處理的第2控制中斷 命令’係被CPU7辨識(S23 )。例如,第2上壘狀況資 料JD2之値不等於中斷自動控制時的第丨上壘狀況資料 JD1之値時,第2控制中斷命令係被CPU7辨識。具體來 說,手動控制中的上壘狀況,不同於中斷自動控制時的上 壘狀況時,第2控制中斷命令係被CPU7辨識。於是,用 以再次開始自動辨識第1行動控制命令之處理的控制再開 命令,係被CPU7辨識。於是,藉由CPU7再次執行步驟 15 ( S15 )的處理。 在此,第2控制中斷命令被CPU7辨識時,第2控制 中斷命令會從CPU7發派。於是,藉由CPU7執行將手動 控制中的資料儲存至RAM 1 2的處理。然後,手動控制中 的資料被儲存於RAM12時,控制再開命令會被CPU7辨 識時,此控制再開命令會從C P U 7發派。於是’依據儲存 於RAM 1 2之手動控制中的資料,持續第2控制中斷命令 -55 - 200916167 被CPU7辨識時的比賽事件狀況,藉由CPU7執行’自動 控制選手角色之行動的處理。 再者,在CPU7判斷第2事件狀況資料JD2所對應之 比賽事件狀況,是成爲自動控制之中斷對象的第1事丨牛Μ犬 況資料JD1所對應之比賽事件狀況時(S22爲No ) ’則藉 由CPU7再次執行步驟19 ( S19)的處理。 接著,藉由CPU7判斷被CPU7監視之號碼資料BD 不一致於第1中斷允許號碼資料SN1時(在S15爲No) ,貝[j藉由CPU7判斷被CPU7監視的號碼資料BD是否一 致於第 2中斷允許號碼資料SN2 ( S24 )。然後,藉由 CPU7判斷該號碼資料BD —致於第2中斷允許號碼資料 SN2時(在S24爲Yes ),則監視中的局數是第7局或第 8局。此時’因應第1上壘狀況資料JD 1及注目選手登場 狀況資料JD3 (步驟25,步驟27 ),用以中斷第1行動 控制命令之自動辨識的第1控制中斷命令,係被C P U 7辨 識。 亦即’於比賽事件中雙方球隊的攻擊(守備)在第7 局或第8局進行的話,則因應第1上壘狀況資料jd 1及注 目選手登場狀況資料JD 3 (步驟2 5,步驟2 7 ),自動控 制選手角色之行動的處理係藉由CPU7中斷。 在前述步驟25及步驟27,分別判別第1上壘狀況資 料JD 1及注目選手登場狀況資料jd3的處理係藉由CPU7 執行。然後’依據該判斷結果,用以中斷第1行動控制命 令之自動辨識的第1控制中斷命令,係被CPlJ7辨識。在 -56- 200916167 此,進行在步驟2 5及步驟2 7執行之判別處理的詳細說明 〇 在步驟25 ( S25 ),注目選手登場狀況資料JD3是否 對應表示注目選手角色已登場的資料,係藉由CPU7判別 。例如,注目選手登場狀況資料JD3是否是「1」係藉由 CPU7判別。然後,藉由CPU7判斷第1上壘狀況資料JD1 是「1」時(在S25爲Yes ),則注目選手角色已經登場 。 此時,用以中斷第1行動控制命令之自動辨識的第1 控制中斷命令被CPU7辨識,並藉由CPU7中斷自動控制 選手角色之行動的處理(S26 )。另一方面,藉由 CPU7 判斷注目選手登場狀況資料JD3是「0」時(在S25爲No ),則注目選手角色並未登場。此時,藉由CPU7執行 後述之步驟2 7 ( S 2 7 )的處理。 在步驟27 ( S27 ),第1上壘狀況資料JD1是否對應 跑者存在於壘上之狀況的資料,係藉由CPU7判別。例如 ,第1上壘狀況資料JD 1是否是從「1」至「7」爲止之數 値係藉由CPU7判別。然後,藉由CPU7判斷第1上壘狀 況資料JD1是從「1」至「7」爲止之數値時(在S27爲 Yes),則上壘狀況是跑者存在於壘上之狀況。此時,用 以中斷第1行動控制命令之自動辨識的第1控制中斷命令 被CPU7辨識,並藉由CPU7中斷自動控制選手角色之行 動的處理(S26)。另一方面,藉由CPU7判斷第1上壘 狀況資料JD1是數値「〇」時(在S27爲No ),則上壘狀 況是跑者不存在於得點圈之狀況。此時,則再次執行前 -57- 200916167 述步驟24(S24)。 依據如此之判別處理,第1控制中斷命令被c P U 7辨 識時(S26) ’第1控制中斷命令會從CPU7發派。於是 ,藉由CPU7執行將自動控制中的資料儲存至raM12的 處理。然後,自動控制中的資料被儲存於RAM 1 2時,與 前述步驟19(S19)相同,第1控制中斷命令被CPU7辨 識時的比賽事件狀況’係使用畫像資料,顯示於電視監視 器 20 ( S19,)。 於是’藉由CPU7執行與前述步驟2〇至步驟23的處 理相同之處理。亦即’在比賽事件狀況顯示於電視監視器 2 0時(S 1 9 ’),則手動控制選手角色之行動,而手動控制 的結果係顯示於電視監視器2 0 ( S 2 0 ’,S 2 1,)。然後,手 動控制中的上壘狀況是否對應中斷自動控制時的上壘狀況 ,係藉由CPU7判斷(S2V )。然後,手動控制中的上壘 狀況,不同於中斷自動控制時的上壘狀況時(在S 2 2 ’爲 Yes ),第2控制中斷命令會被CPU7辨識(S23,)。於是 ,持續控制再開命令被CPU7辨識且第2控制中斷命令被 CPU7辨識時的比賽事件狀況,藉由CPU7執行自動控制 選手角色之行動的處理。然後,藉由CPU7再次執行步驟 2 4,( S 2 4 ’)的處理。 再者,在CPU7判斷第2事件狀況資料JD2所對應之 比賽事件狀況,是成爲自動控制之中斷對象的第1事件狀 況資料JD1所對應之比賽事件狀況時(S22’爲No ) ’則 藉由CPU7再次執行步驟19’的處理。 -58- 200916167 接下來,藉由CPU7判斷被CPU7監視之號碼資料BD 不一致於第2中斷允許號碼資料SN2時(在S2 4爲No ) ,則藉由CPU7判斷被CPU7監視的號碼資料BD是否一 致於最後號碼資料FN ( S28 )。然後,藉由CPU7判斷該 號碼資料BD —致於最後號碼資料FN時(在S28爲Yes ) ,則監視中的局數是從第9局至第1 2局中任一局數。此 時,用以強制性中斷自動辨識第1行動控制命令之處理的 第3控制中斷命令,係被CPU7辨識。亦即,於比賽事件 中雙方球隊的攻擊(守備)是可能會成爲最後1局之局數 的話,則藉由CPU7強制性中斷自動控制選手角色之行動 的處理(S29 )。 於是,藉由CPU7執行與前述步驟19至步驟21的處 理相同之處理。亦即,比賽事件狀況係顯示於電視監視器 20,手動控制選手角色之行動,而手動控制的結果係顯示 於電視監視器2 0 ( S 1 9 ”,S 2 0 ”,S 2 1 ”)。如此,在本實施 形態,針對可能是最後1局的局數,對於所有選手角色, 玩家進行全程遊玩。 接下來’是否發派用以結束比賽事件的比賽結束命令 ,係藉由CPU7判斷(S30 )。然後,在藉由CPU7判斷比 賽結束命令已發派時(在S 3 0爲Y e s ),則藉由c P U 7執 行用以結束比賽事件的處理(S 3 1 )。在此,例如,藉由 CPU7執行將於比賽事件中所用之各種資料儲存至raM12 的處理。 另一·方面’於步驟28中,藉由CPU7判斷被CPU7監 -59- 200916167 視之號碼資料B D不一致於最後號碼資料F N時(在S 2 8 爲No ),則表示比賽事件之局數的號碼資料B D是數値「 13」。亦即,此時,比賽事件對應結束。於是’藉由 C P U 7開始用以結束比賽事件的處理(s 3 1 )。在此’例如 ,藉由C P U 7執行將於比賽事件中所用之各種資料儲存至 RAM12的處理。 依據以上所述,於本實施形態中,開始比賽事件時’ 則自動控制選手角色的行動。然後’因應對應自動控制中 之選手角色的行動之比賽事件狀況’中斷對於選手角色之 行動的自動控制。於是,中斷時的事件狀況係顯示於畫像 顯示部。然後,在用以手動控制選手角色之行動的輸入被 辨識時,對應輸入之選手角色的行動係使用畫像資料’顯 示於畫像顯示部。然後,因應對應手動控制中之選手角色 的行動之比賽事件狀況,中斷對於選手角色之行動的手動 控制。於是,控制再開命令被控制部辨識,再次開始第1 行動控制命令的自動辨識。亦即,自動控制選手角色之行 動。 如此,藉由因應事件狀況,手動控制選手角色的行動 ,即使身爲玩家之指示對象的選手角色數量增加,亦可迴 避對於選手角色指示命令的次數增加的問題。藉此,玩家 係可不感到壓力而執行遊戲。 [其他實施形態] (a)在前述實施形態,已揭示使用作爲可適用遊戲 -60- 200916167 程式之電腦之一例的家庭用視訊遊戲裝置之狀況的範例’ 但是,遊戲裝置係並不限定於前述實施形態,也可同樣適 用於監視器爲另外構成之遊戲裝置、監視器爲一體構成之 遊戲裝置及藉由執行遊戲程式可作爲遊戲裝置而作用之個 人電腦及工作站等。又,遊戲裝置係不限定於前述實施形 態,亦可相同地適用於攜帶型電腦、攜帶型遊戲裝置等。 (b )於本發明,亦包含執行如前述之遊戲的程式及 記錄該程式且電腦可讀取的記錄媒體。作爲該記錄媒體, 卡匣以外可舉出,例如,電腦可讀取之可撓性碟、半導體 記憶體、CD— ROM、DVD、MO、ROM卡匣、其他者。 【圖式簡單說明】 〔圖1〕本發明之一實施形態所致之視訊遊戲裝置的 基本構造圖。 〔圖2〕前述遊戲裝置的功能區塊圖。 〔圖3〕揭示自動控制時顯示於監視器之畫面的圖。 〔圖4〕用以說明上壘狀況資料的圖。 〔圖5〕用以說明注目選手登場狀況資料的圖。 〔圖6〕揭TfC手動控制時顯兩於監視益之畫面的圖。 〔圖7A〕揭示棒球遊戲之比賽高速化系統的流程。 〔圖7 B〕揭示棒球遊戲之比賽高速化系統的流程。 〔圖7C〕揭示棒球遊戲之比賽高速化系統的流程。 〔圖7 D〕揭示棒球遊戲之比賽高速化系統的流程。 -61 - 200916167 【主要元件符號說明】 1 :控制部 2 :記憶部 3 :畫像顯示部 4 :聲音輸出部Unit ) 7, And signal processing processor 8, It is composed of an image processing processor 9. The CPU 7 and the signal processing processor 8 and the image processing processor 9 are connected to each other via the bus bar 6, respectively. CPU7 interprets commands from the game program. Carry out various data processing and control. E.g, The CPU 7 is directed to the signal processing processor 8, The command supplies the image data to the image processing processor. Signal processing processor 8, Mainly carried out: Calculation in the 3 dimensional space, Position conversion from the 3 dimensional space to the pseudo 3 dimensional space - 21 - 200916167 Light source calculation processing, And the generation of the image and sound data based on the calculation results performed on the 3 dimensional space or the pseudo 3 space. Image processing processor 9, Mainly based on the signal processing processor 8 calculation results and processing results, The process of writing the image data to be drawn is performed. also, The CPU 7 is for the signal processing processor 8, Command Various materials. Signal processing processor 8, Mainly carried out: Calculation of various data corresponding to 3 times And the position conversion calculation from the 3 dimensional space to the pseudo dimensional space. The memory unit 2 is mainly provided for storing program data and various data for program data. The memory unit 2 is, for example, a recording medium interface circuit 11, And RAM (Random Access Memory) 12%. A interface circuit 11 is connected to the recording medium 10. then, The circuit 1 1 and the RAM 1 2 are connected via the bus bar 6. The recording medium 1 is used to record program data and image data of the operating system, Sound information and game materials composed of various program materials. The recording medium is, for example, a ROM (Read Only Memory) card, CD, "Memory discs, etc." memory program data and game data. </ </ RTI> in the recording medium 1 〇 also contains card-type memory, The card type system is mainly used when the game is interrupted. Used to save game parameters at break time points. The RAM 12 is for temporarily storing various materials taken out from the recording medium 1 Or the processing from the control unit 1 is temporarily recorded. While the RAM 12 is storing various materials, The address information of the gH memory location of the table material is also stored. Any address can be specified and the processing of the RAM processing of the dimension processing is like 3, so that the 10' structure of the electrical system is 10, Each of the reading results of the readable and readable memory is shown in the readable image. -22- 200916167 The image display unit 3 is mainly provided with image data for writing the image processing processor 9 to the RAM 12, And image data read from the recording medium 1〇, etc. It is output as an image. The image display unit 3 is, for example, a television monitor 20, Interface circuit 21, And a D/A converter (Digital-To-Analog Converter) 22 is constructed. The D/A converter 22' is connected to the D/A converter 22 in the TV monitor 20, and the interface circuit 21 is connected. Then, the bus bar 6 is connected to the interface circuit 2. here, The image data is supplied to the D/A converter 22 via the interface circuit 21, Here, it is converted into an analog image signal. then, The analog image signal is output to the television monitor 20 as an image. Here, the image data includes, for example, polygon data and material data. The polygon data is the coordinate data that constitutes the vertices of the polygon. The material information is used to set the material in the polygon. It consists of material indication data and material color data. Material indicator data is used to associate polygons with materials. Material color data is used to specify the color of the material. Here, the "polygon data and material data" indicates that the polygon address data of the memory location of each data is associated with the material address data. In the image data as described herein, by the signal processing processor 8, The polygon data (3 dimensional polygon data) in the 3 dimensional space represented by the polygon address data is based on the movement amount data and the rotation amount data of the screen itself (viewpoint). Perform coordinate conversion and perspective projection conversion, The polygon data (2 dimensional polygon data) in the 2 dimensional space is replaced. then, Polygon data is composed of a plurality of polygons, Write the material data shown in the material address data in the inner area of the polygon. As a result, You can represent the object attached to the material in each polygon -23- 200916167 (ie, Various roles). The sound output unit 4' is mainly provided for outputting sound data read from the recording medium 1 as a sound. The sound output unit 4 is, for example, a speaker 13, Enlarging the circuit 14, D/A converter 15, And the interface circuit 16 is composed. The speaker 13 is connected to the expansion circuit 1 4, The expansion circuit 14 is connected to the D/A converter 14', and the D/A converter 15 is connected to the interface circuit 1A. then, A bus bar 6 is connected to the interface circuit 16. Here, the sound data is supplied to the D/Α converter 15 via the interface circuit 16. Here, it is converted into an analog sound signal. The analog audio signal is expanded by the expansion circuit 14. The speaker 13 is output as a sound. The sound data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse C o d e Μ o d u 1 at i ο n ) data. When using ADP CM data, In the same way as mentioned above, The sound can be output from the speaker 13. When using PCM data, Convert PCM data into ADPCM data in RAM, In the same way as above, The sound can be output from the speaker 13. The operation input unit 5 is mainly composed of the controller 17. And operating the information interface circuit 18. It is composed of interface circuit 19. The controller 1 7 is connected to the operation information interface circuit 18, The operation information interface circuit 18 is connected to the interface circuit 19. then, A bus bar 6 is connected to the interface circuit 19. The controller 1 7 is an operating device used by the player to input various operation commands, Send the operation signal corresponding to the player's operation to c p U 7. The controller 17 is provided with a first button 17a, The second button 17b, The third button 17c, The fourth button 17d, Up arrow key 17U, Down arrow key 17D' left -24- 200916167 arrow key 17L, Right arrow key 17R, L1 button 17L1 L2 button 17L2, R1 button 17RI, R2 button 17R2 Start button 17e, Select button 17f, Left rocker 17SL and right rocker 17SR. Up arrow key 17U, Down arrow key 17D, The left direction key 17L and the right direction key 1 7R are, for example, In order to move the character and the cursor up and down and left and right on the screen of the television monitor 20, It is given to the CPU 7 and used. The start button 1 7e is used when the CPU 7 is instructed to load the game program from the recording medium 10 or the like. The selection button 1 7f is a game program loaded from the recording medium 10, It is used when the CPU 7 instructs various selections and the like. Left rocker 17SL and right rocker 17SR, It is a rocker type controller that is almost identical to the so-called joystick structure. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum. From the upright position, it can cover 3, 60 degrees from front to back, left and right, It is a pourable structure. The left rocker 1 7 S L and the right rocker 1 7 S R are in response to the tilting direction and the tilting angle of the rocker. The X coordinate and the y coordinate of the origin are taken as the origin. As the operation signal, via the operation information interface circuit 18 and the interface circuit 19, Send to CPU7. At the first button 17a, The second button 17b, The third button 17c, The fourth button 17d, L1 button 17L1 L2 button 17L2 The R1 button 17R1 and the R2 button 17R2 are based on a game program loaded from the recording medium 10, There are various functions assigned. Furthermore, The buttons of the controller 17 other than the left rocker 17SL and the right rocker 17 SR and the keys are ON when pressed from the neutral position by the pressing force 'from the neutral position -25-200916167' When the pressure is released, it is OFF and the N/OFF switch. The communication unit 23 has a communication control circuit 24 and a communication interface 25. The communication control circuit 24 and the communication interface 25 are used to connect game machines, servers, and other game machines. The communication control circuit 24 and the communication interface 25 are connected to the CPU 7 via the bus bar 16. The communication control circuit 24 and the communication interface 25 control and transmit a connection signal for connecting the game machine to the Internet in response to a command from the CPU 7. also, The communication control circuit 24 and the communication interface 25 are via the Internet. Control and send connection signals for connecting the game console to the servo and other game consoles. The outline operation of the home video game device constituted by the above configuration will be described below. If the power switch (not shown) is ON, When the game system 1 is powered on, The CPU 7 is based on an operating system that is stored in the recording medium 1 Reading the portrait material from the recording medium 1 Sound data and program data. Read the image data, Some or all of the sound data and program data are stored in RAM12. then, The CPU 7 is based on the program data stored in the RAM 12. The portrait data and sound data stored in the RAM 12 are used as portraits and sounds. An instruction to output to the television monitor 20 and the speaker 13. When it is used as a portrait material, According to the instructions from C P U 7, First of all, The signal processing processor 8 performs position calculation, light source calculation, and the like of the character in the 3-dimensional space. Then, the image processing processor 9 is based on the calculation result and the processing result of the signal processing processor 8, The processing of writing the image data to be drawn into the RAM 1 2 is performed. then, The image data -26-200916167 in which raM 1 2 is written is supplied to the D/A converter 22 via the interface circuit 21. here, The image data is converted into an analog image signal by the D/A converter 22. Then the image signal is supplied to the television monitor 20, Display as a portrait 〇 As a sound material, 'First, The signal processing processor 8 is based on instructions from the CPU 7, Produce and process sound data. here, For sound data implementation, E.g, Pitch conversion, Addition of noise, Envelope setting, The processing of the level setting and the addition of the residual sound. Then, The sound data is output from the signal processing processor 8, It is supplied to the D / A converter 15 via the interface circuit i 6 . here, The sound data is converted into an analog sound signal. then, The sound signal is transmitted through the expansion circuit 14 It is output as a sound from the speaker 13. [Various Processing of Game Devices] The game executed in the game machine is, for example, a baseball game. In this game machine, The action of the player character in the game event is based on the game program. Controlled by the control department. Fig. 2 is a functional block diagram for explaining the functions of the main function of the present invention. The interrupt permission number data identification means 5 0' is provided with automatic identification of the first action control command to be dispatched to the CPU 7 for interrupting the action for automatically controlling the player character in the event event composed of the plurality of games. The number of the number of the number of the first control interrupt command identified, The function that the CPU 7 recognizes as the interrupt permission number data. In the event of the interruption of the allowable number data identification means 5 0 ' in the event of the number of rounds -27- 200916167, A number assigned to the number of stations that allows the CPU 7 to perform the identification of the first control interrupt command for interrupting the automatic identification of the first action control command for automatically controlling the action of the player character, It is recognized by the CPU 7 as the interrupt permit number data. In the means, In a game event consisting of multiple rounds, The number assigned to the number of stations that allows the CPU 7 to recognize the first control interrupt command, It is recognized by the CPU 7 as the interrupt permission number data. The first control interrupt command is a command for interrupting the automatic recognition of the first action control command. The first action control command is a command for automatically controlling the action of the player character. Specifically, In the event of a game consisting of 12 innings, Indicates the number of stations that can execute the first control interrupt command (for example, the number of rounds from the 4th to the 12th round) (4, 5, 6, 7, 8, 9, 10, 11, 12) , It is recognized by the CPU 7 as the interrupt permission number data. Furthermore, Interrupt allowed number data is loaded when the game program is loaded. Loading from the recording medium 1 to RAM12, And stored in RAM12. Last number identification means 51, In the event of a game consisting of multiple rounds, Will indicate the number of the number assigned to the last inning, The function that the CPU 7 recognizes as the last number data. In the last number data identification means 5 1, In the event of a game consisting of multiple rounds, The number assigned to the last round, It is recognized by the CPU 7 as the last number data. In the means, In a game event consisting of multiple rounds, The number assigned to the last round, It is recognized by the CPU 7 as the last number data. Specifically, In the event of a game consisting of 12 innings, the table was not assigned by -28-200916167 to the last leg (for example, the number from the 9th to the 12th (9 ’ 1 0 ’ 1 1 ' 12 ), It is recognized as the last number CPU7. Further, the last number data is loaded from the recording medium 10 to the RAM 12 in the game program. And stored in the RAM12 specific role identification means 52, It is equipped to make the CPU7 recognize, The function of a specific player character in the player character of the action in the event. In the specific role identification means 5 2, The specific player character in the action color in the event, It is recognized by the CPU 7. In the means, The role of the plural player acting in the event of the match, the character of the player, It is recognized by the CPU 7 as a player character (hand character) that is noticed by the player. E.g, The selection screen for selecting the character of the player from the plurality of players is displayed on the TV monitor in this state. Players operate the controller 17 Select a player character from the plural player's corner. then, This player character is recognized by the CPU 7 as a target player. Specifically, The identification for separately identifying the plural player characters is stored in the RAM 12. When the player’s attention is paid to the player’s character selection, The identification data corresponding to the character of the attention player is the same as that of the CPU7. The character of the attention player is specified by causing the CPU 7 to recognize the identification material corresponding to the attention color. The game event start means 53 is provided with the CPU 7 for identification. The function of the start event of the game event of the start event. At the beginning of the game event means 5 3, The start command to start the game event is recognized by the CPU 7. The number of rounds is expected to be loaded. 至少 At least one of the selected characters in the opponent's corner. The role is selected in the color and the data system is recognized. Sheep in: ® is used to open the game in the month -29- 200916167 The game event start command to start the game event is recognized by the CPU 7. Specifically, The game event used to start the game event is recognized by the CPU7. at this time, The processing for executing the game event is started by the CPU 7. The automatic control command identification means 5 4 ' is provided after the game event start command is recognized by C P U 7 Make C P U 7 automatically recognized, The function of the first action control command to automatically control the action of the player character. In the automatic control command identification means 5 4, After the game event start command is recognized by the CPU 7, The first action control command to automatically control the action of the player character, It is automatically recognized by the CPU 7. In the means, After the game event start command is recognized by the CPU 7, the "first action control command" for automatically controlling the action of the player character is automatically recognized by the CPU 7. Specifically, When the game event start command is recognized by the CPU 7, The first action control command to automatically control the action of the player character, It is automatically recognized by the CPU 7. then, The first action control command is executed by the CPU 7. More specifically, When the game event start command is recognized by CPU7, The CPU 7 executes an automatic control program (for example, an AI program (Artificial Intelligence program)) stored in the RAM 12. then, The first action control command for automatically controlling the action of the player character is continuously recognized by the CPU 7. The first action control command is executed by C P U 7. Furthermore, The AI program is included in the game program stored in RAM12. The AI program is a program used to automatically execute a baseball game. The AI program describes various commands required to execute a baseball game. The first action control -30- 200916167 system command is described in this AI program. The first action control command is a blow command to the selection character, Run command for the player character, It consists of a pitching command for the player's character and a garrison command for the player's character. Automatic control status data identification means 5 5, When the first action control command is automatically recognized by the CPU 7, Make the CPU7 recognize, The function of the first event status data of the event status of the game corresponding to the action of the player character in the automatic control. In the automatic control status data identification means 5 5, When the first action control command is automatically recognized by the CPU 7, The first event status data indicating the status of the event event corresponding to the action of the player character in the automatic control, It is recognized by the CPU 7. In the means, When the first action control command is automatically recognized by the CPU 7, The first event status information, It is identified by c P U 7. The first event status data is information indicating the status of the game event corresponding to the action of the player character in the automatic control. Specifically, When the first action control command is automatically recognized and executed by the CPU 7, Indicates the role of each player in the automatic control, such as the strike action, Running action, Information on the status of the event of the event of the event, such as the pitching action and the garrison action, It is recognized by the CPU 7. For example, the status of the event as shown in the first event status data is an upswing situation. As the status of the upper base, There is a situation where the runner is not on the base, The situation of the runner in the first base, The runner is in the second base, The runner is in the third base, The runners are in the 1st and 2nd bases, The runners are in the 2nd and 3rd bases, The runners are in the 1st and 3rd bases and the runners are in the 1st base. The situation of 2 bases and 3 bases. The first ascension status information indicating the status of the upper barrier, In response to the situation -31 - 200916167, The assigned number is assigned by the CPU 7. In response to the various conditions used here, It is pre-defined in the game program. Furthermore, In the situation where the runner is in a hurry, It is a condition other than the situation where the runner is not on the base and the runner is in the first base. that is, The runners exist in a situation where they are in a position where they are in the second base. The situation of runners in the third base, The runners are in the 1st and 2nd bases, The runners are in the 2nd and 3rd bases, The runners are in the 1st and 3rd bases and the runners are in the 1st base. The situation of 2 bases and 3 bases. Special control status data identification means 5 6, When the first action control command is automatically recognized by the CPU 7, Make the CPU7 recognize, The function of the third event status data indicating the event status of the event corresponding to the action of the attention player character in the automatic control. In the special control situation data identification means 5 6, When the first action control command is automatically recognized by the CPU 7, The third event status data indicating the event status of the event corresponding to the action of the attention player in the automatic control, It is recognized by the CPU 7. In the means, After the first action control command is automatically recognized by the CPU 7, The third event status data, It is recognized by the CPU 7. The third event status data is information indicating the status of the event event corresponding to the action of the attention player character in the automatic control. Specifically, When the third action control command is automatically recognized and executed by C P U 7, The third event status data indicating the presence or absence of the event event in the presence of the attention of the player in the automatic control, It is recognized by the CPU 7. here, In the case of the appearance of the attention of the player, the appearance of the attention of the player in the event of the appearance of the player is -32- 200916167 (the third event status data) The specified number is assigned by the CPU 7. It is pre-defined in the game program for each of the conditions used here. Number identification means 5 7, When the first action control command is automatically recognized by the CPU 7, Make the CPU7 recognize, The function of assigning the number data to the number of the multiple digits of the match event. In the number identification means 5 7, When the first action control command is automatically recognized by C P U 7 , Assigned to the number information of the multiple numbers that constitute the match event, It is recognized by the CPU 7. In the means, When the first action control command is automatically recognized by the CPU 7, When the game event is switched between the number of games, Number data indicating the number of the number of rounds (new number of rounds) after switching, It is recognized by the CPU 7. here, Number information indicating the number of the number of the office, The real time is monitored by the CPU 7. therefore, The attack between the two teams ended. When moving from a certain number of stations to the number of rounds in the next round, The number information indicating the number of the next game (new number of offices) is recognized by the CPU 7. in other words, The defensive end of both teams, When moving from a certain number of stations to the number of rounds in the next round, Number information indicating the number of the next round (new number of rounds), It is identified by C P U 7 . The first number data discrimination means 5 8, Guaranteed to make the CPU7 judge, Whether the number data is consistent with the function of interrupting the allowed number data. In the first number data discrimination means 5 8, Whether the number information is consistent with the interrupt permission number data, It is judged by C P U 7. Whether the number data recognized by the CPU 7 in the means is consistent with the interrupt permission number data, It is judged by C P U 7. Specifically, When the attack (defense) of both teams -33-200916167 ends, 'when the number of stations from one station to the next is changed,' indicates whether the number information of the number of the next station (new number of stations) is consistent with the interrupt permission number data. 'It is judged by the CPU 7. The second number data discrimination means 5 9 ' is provided to cause the CPU 7 to determine, Whether the number data is consistent with the function of the last number data. Whether the number information of the second number data discriminating means 5 9 ' is consistent with the last number data, It is judged by C P U 7. In the means, Whether the number data recognized by the CPU 7 is consistent with the last number data, It is judged by the CPU 7. Specifically, the attack (defense) of both teams ended. When proceeding from the number of stations to the number of rounds in the next round, the number of the number of the next round (new number of rounds) is consistent with the last number of data. It is judged by the CPU 7. Automatically controlling the interrupt command identification means 60, It has the CPU7 identification. In response to the information on the status of the first incident, The function of the first control interrupt command for interrupting the automatic identification of the first action control command. As detailed, Automatically controlling the interrupt command identification means 60, It is equipped to make the CPU7 recognize, In response to at least one of the information on the first event status and the third event status data, The function of the first control interrupt command for interrupting the automatic identification of the first action control command. As explained in more detail, Automatic control interrupt command identification means 60, When the CPU 7 judges that the number data is consistent with the interrupt permission number data, Make the CPU7 recognize, In response to at least one of the information on the first event status and the third event status, The function of the first control interrupt command for interrupting the automatic identification of the first action control command. In the automatic control interrupt command identification means 6 〇 ' when the CPU 7 judges that the number -34 - 200916167 data is consistent with the interrupt permission number data, The first control interrupt command for interrupting the automatic identification of the first action control command in response to the data of at least one of the first event status data and the third event status data, It is recognized by CPU7. In the means, When the CPU 7 judges that the number data indicating the number of the office number of the ongoing game event coincides with the interrupt permission number data, In response to at least one of the information on the first event status information and the third event status data, a first control interrupt command for interrupting the automatic identification of the first action control command, It is recognized by the CPU 7. Specifically, When the CPU 7 judges that the attacks (guards) of both teams are ended, When moving from the number of stations to the number of rounds in the next round, The number information indicating the number of the new number of stations, Consistent with interrupting the allowed number data, In response to at least one of the information on the first event status and the third event status data, a first control interrupt command for interrupting automatic identification of the first action control command, It is recognized by the CPU 7. More specifically, When the CPU 7 judges that the number data indicating the number of the new number of stations coincides with the interrupt permission number data, In the case of at least one of the information of the first event status information and the attention of the player's appearance information, The first control interrupt command for interrupting the automatic identification of the first action control command, It is recognized by the CPU 7. here, When the first control interrupt command is recognized by the CPU 7, The processing of the first event status data (for example, the first upper status information) is determined. It is executed by the CPU 7. also, When the first control interrupt command is recognized by the CPU 7, Judging the handling of the third event status data (such as the status of the target player) It is executed by C P U 7. -35- 200916167 For example, here, Whether the runner exists in the judgment of the circle, And whether the runner is at least one of the judgments on the barrier, It is executed by the CPU 7. also, here, Judging whether the character of the player has already appeared, It is executed by the CPU 7. Based on the results of these judgments, It is determined whether or not the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the CPU 7. Control forced interrupt command identification means 6 1, When the CPU 7 determines that the number data matches the last number data, Identify C P U 7 , The function of the third control interrupt command for forcibly interrupting the process of automatically recognizing the first action control command. In the control forced interrupt command identification means 6 1, When C P U 7 judges that the number of data is consistent with the last number of materials, a third control interrupt command for forcibly interrupting the process of automatically recognizing the first action control command, It is recognized by CPU7. In the means, When the CPU 7 judges that the number data indicating the number of the number of the game events in progress coincides with the last number information, a third control interrupt command for forcibly interrupting the process of automatically recognizing the first action control command, It is recognized by the CPU 7. Specifically, the number information indicating the number of the new number of stations is the same as the number indicating the number of the last one, when the CPU 7 judges that the attack (defense) of both teams ends. In the last number data, the 'third control interrupt command' for automatically interrupting the automatic identification of the first action control command is recognized by the CPU 7. that is, In the last game, Mandatory switching from automatic control to manual control, It is executed by CPU7 with -36- 200916167. Game event status display means 6 2, After the first control command is recognized by the CPU 7, Using portrait materials, The function of the event status indicated by the first event status data is displayed on the TV. In the game event status display means 6 2, After the first control interrupted life C P U 7 is identified, the event status indicated by the first event status data is used. Displayed on the television monitor 20. In the meantime, when the first control interrupt command is recognized by the CPU 7, the event status indicated by the event status data is Use portrait materials, On the TV monitor 2 0. For example, 'in this means, When the first control interrupt is recognized by C P U 7 , Interrupting the automatic identification of the first action control command Displayed on a TV monitor, specifically, Interrupting the automatic identification of the first action control command, the event status, It’s the runner who’s in the circle, Image which shows the situation of the runners Displayed on TV monitor 2 0. Further, the game situation when the automatic identification of the first action control command is interrupted is "the case where the runner is present on the man', and the portrait of the runner is present on the base. The image is displayed on the television monitor 20. When the state of the game event is interrupted by the automatic recognition of the first action control command, The portrait that the character enters the state of the act, Use portrait materials, The display monitor 20 is displayed. The mandatory event status display means that the image data is used after the third control command is recognized by the C P U 7 . In the TV Surveillance Department, § 20 orders, Department, When the command is displayed, the 20 ° is better than the visual event status. , It is the function of the event situation shown in the data of the event status of the 7thK1 event. In the mandatory event status display means 6 3, After the third control interrupt command is recognized by the CPU 7, the event status indicated by the first event status data, Use portrait materials, Displayed on the television monitor 20. In the means 'when the third control interrupt command is recognized by the CPU 7, The event status shown in the first event status data, Use portrait materials, Displayed on TV monitor 2 0. For example, 'in this means, When the third control interrupt command is recognized by the CPU 7, 'the event event status at the time of forcibly interrupting the automatic recognition of the first action control command' is the use of the image data. Displayed on TV monitor 20. Specifically, Mandatory interruption of the event status of the third action control command when it is automatically recognized, It was the first half of the game in the 9th game. The portrait of the pitcher and the role of the hitter wait for the portrait of the second half of the game. Use portrait materials, Displayed on TV monitor 2 0. Control command input determining means 64, After the game event status indicated by the first event status data is displayed on the television monitor 20, Let the CPU 7 judge, The signal corresponding to the second action control command used to manually control the action of the player character role, Whether the function has been input from controller 17. In the control command input determining means 64, After the event event status shown in the first event status data is displayed on the television monitor 20, Whether the signal corresponding to the second action control command for manually controlling the action of the player character character has been input from the controller 17. It is judged by the CPU 7. In the means, When the event event status indicated by the first event status data is displayed on the television monitor 20, The signal corresponding to the second action control command of the -38- 200916167 action to manually control the player character role, Has it been input from controller 1 7 , It is judged by the CPU 7. Specifically, the game event status at the time of interrupting the automatic identification of the first action control command is displayed in the state of the television monitor 20, Whether or not the signal ' corresponding to the second action control command for manually controlling the action of the player character character has been input from the controller 17 is judged by the CPU 7. Manual control command identification means 6 5, When it is determined by the CPU 7 that the signal corresponding to the second action control command has been input from the controller 17, The function of the second action control command is recognized by the C P U 7 . In the manual control command identification means 65, When it is judged by the CPU 7 that the signal corresponding to the second action control command has been input from the controller 17, The second action control command is recognized by the CPU 7. In the means, When the CPU 7 judges that the signal corresponding to the second action control command has been input from the controller 17, The second action control command is recognized by the CPU 7. Specifically, When the second action control command for manually controlling the action of the player character has been input from the controller 17, The second action control command is recognized by the CPU 7. then, The second action control command is executed by the CPU 7. More specifically, About the order of the stack, The second action control command that is input when the command for pitching and the second action control command for the command of the garrison have been input from the controller 17 are recognized by the CPU 7. then, The second action control command is executed by the CPU 7. The action display means 66' is provided when the second action control command is recognized by the CPU 7, Using portrait materials, The function of the action of the player character corresponding to the 2 - 39-200916167 action control command is displayed on the television monitor 20. In action display means 66, When the second action control command is recognized by the CPU 7, The action of the player character corresponding to the second action control command, Use portrait materials, Displayed on TV monitor 2 0. In the means, When the second action control command is recognized by the CPU 7, Then, the CPU 7 executes the second action control command. then, The image corresponding to the action of the player character of the second action control command, Use portrait materials, Displayed on the television monitor 20. Specifically, Corresponding to the action, Running action, a portrait of the pitching action and the garrison action, It is displayed on the television monitor 20 using the image data corresponding to each operation. Manual control status data identification means 67, When the second action control command is recognized by the CPU 7, Make the CPU7 recognize, The function of the second event status data of the event status of the game corresponding to the action of the player character in the manual control. In the manual control status data identification means 6 7, When the second action control command is recognized by the CPU 7, The second event status data indicating the status of the event event corresponding to the action of the player character in the manual control, It is recognized by CPU7. In the means, when the second action control command is recognized by the CPU 7, The second event status data, It is recognized by the CPU 7. The second event status data is information indicating the status of the event event corresponding to the action of the player character in the manual control. Specifically, When the second action control command is automatically recognized and executed by the CPU 7, Indicates that each player character in the manual control performs a strike action, such as a strike action. The event of the event, such as the pitching action and the defensive action, -40- 200916167 It is recognized by the CPU 7. E.g, The status of the event shown in the second event status data is the status of the upper base. As the status of the upper base, There is a situation where the runner is not on the base, The situation of the runner in the first base, The runner is in the second base, The runner is in the third base, The runners are in the 1st and 2nd bases, The runners are in the 2nd and 3rd bases, The runners are in the 1st and 3rd bases and the runners are in the 1st base. The situation of 2 bases and 3 bases. In the second ascension status information indicating the status of the upper barrier, It is determined by the distribution of c P U 7 in response to various conditions. In response to the various conditions used here, It is pre-defined in the game program. In addition, the runners exist in a situation where they are in a hurry. It is a condition other than the situation where the runner is not on the base and the runner is in the first base. that is, The runners exist in a circle, There are runners in the second base, The situation of runners in the third base, The runners are in the 1st and 2nd bases, The runners are in the 2nd and 3rd bases, The runners are in the 1st and 3rd bases and the runners are in the 1st base. The situation of 2 bases and 3 bases. Game event status data discriminating means 6 8, It is a function of causing the C P U 7 to determine whether the event event status indicated by the second event status data is the event event status indicated by the first event status data to be interrupted by the automatic control. In the game event status data discriminating means 6 8, The second event status data indicates whether the game event status is the event event status indicated by the first event status data that is the target of the automatic control interruption. It is determined by the CPU 7 whether or not the event event status -41 - 200916167 corresponding to the second event status data of the means is the event event status corresponding to the first event status data to be interrupted by the automatic control, It is judged by C P U 7. E.g, Whether or not the match event condition in the manual control corresponds to the match event condition that is the target of the automatic interrupt control is judged by C P U 7 . Specifically, Whether the upper base condition in the manual control corresponds to the upper base condition of the object that is the automatic control of the interruption, It is judged by C Ρ ϋ 7. More specifically, Whether the data of the second upper barrier status data corresponds to the first upper barrier status data when the automatic control is interrupted, It is judged by the CPU 7. Manually controlling the interrupt command identification means 69, It has the CPU7 identification. In response to the second event status data, the function of the brother 2 control interrupt command for interrupting the processing of the second action control command is interrupted. As detailed, Manual control interrupt command identification means 6 9, The game event status indicated by the C P U 7 judgment of the second event status data is provided. When it is different from the event event status shown in the first event status data of the automatic control interrupt object, Make the CPU7 recognize, The function of the second control interrupt command for interrupting the process of recognizing the second action control command. Manually control the interrupt command identification means 6 9, In response to the second event status data, the "second control interrupt command" for interrupting the process of recognizing the second action control command is recognized by the CPU 7. As detailed, In the manual control interrupt command identification means 69, The CPU 7 determines the status of the event event indicated by the second event status data. When it is different from the event event status shown in the first event status data of the interruption target of the automatic control, a second control interrupt command for interrupting the process of recognizing the second action control command, Is recognized by the CPU7 0 -42- 200916167 in this means, The CPU 7 determines the status of the event event corresponding to the second event status data, When it is different from the event event status corresponding to the first event status data of the automatic control interrupt object, The second control interrupt command is recognized by the CPU 7. The second control interrupt command is a command for interrupting the process of recognizing the second action control command. E.g, The status of the game event in manual control, When it does not correspond to the event status of the event that is the subject of automatic interrupt control, The second control interrupt command is recognized by the CPU 7. Specifically, The upper base condition in manual control, When it does not correspond to the upper barrier condition that is the object of automatic interrupt control, The second control interrupt command is recognized by the CPU 7. More specifically, When the second upper base status data does not correspond to the first upper base status data when the automatic control is interrupted, The second control interrupt command is recognized by the CPU 7. Controlling the reopening command identification means 70, After the second control interrupt command is recognized by the CPU 7, Make the CPU7 recognize, A function for restarting the control reopening command for automatically recognizing the processing of the first action control command. In the control reopening command identification means 70, After the second control interrupt command is recognized by the CPU 7, a control reopen command for restarting the process of automatically recognizing the first action control command, It is identified by C P U 7 . In the means, When the second control interrupt command is recognized by the CPU 7, The control reopen command is recognized by the CPU 7. The control reopen command is used to start the command for automatically recognizing the processing of the first action control command. Specifically, When the second control interrupt command is recognized by the CPU 7 and the control reopen command is recognized by the CPU 7, Then, the status of the game event when the second control interrupt command is recognized by C P U 7 is continued. The CPU 7 executes the process of automatically controlling the action of the player character -43- 200916167 [Processing flow and description of the game speeding system of the baseball game] Next, The game speeding system for baseball games will be described. Again, Also related to the related process of the game speeding system shown in FIG. 7, Also explain. First of all, When the game machine is turned on and the game console is turned on, The baseball game program is loaded from the recording medium 1 to the RAM 1 2, And stored in RAM 1 2. currently, The various basic game materials required to execute the baseball game are also loaded from the recording medium 10 to the RAM 12, And stored in RAM12 (S1). E.g, The basic game data contains information related to the portraits used in the 3 dimensional game space. Information related to portraits stored in RAM 1 2 3D game space (for example, The image data for the stadium and the image data for the player's character are recognized by the CPU 7. also, The basic game data system contains information related to the image used for the 3 dimensional game space. Position coordinates data configured in the 3 dimensional game space, The position coordinate data is recognized by the CPU 7. Furthermore, the above information is pre-defined in the game program. When the game program is loaded, Loading from the recording medium 10 to the RAM 12, And stored in RAM12. Next, the baseball game program stored in the RAM 1 2 is executed by the CPU 7 in accordance with the basic game material (S2). then, The startup screen of the baseball game is displayed on the television monitor 20. then, Various setting screens for executing a baseball game are displayed on the television monitor 20. here, E.g, Use the mode to select the mode of the game mode of the baseball game, It is displayed on the TV monitor 20. In the mode selection screen, By the player operating the controller -44- 200916167 17, Determine the play mode (S3). In the play mode, choose the favorite team in the 12-ball group and enjoy one game. Choose the favorite team from the 12-ball team and compete in the season mode and the player's position as the head coach's genius. In this embodiment, The high-speed competition system is realized in the event of education. therefore, The following is in the mode selection mode, The situation in which the game event is executed in the breeding mode is an example of the speeding system. Choose a breeding mode, When the game event is executed (s 4), the number of interruptions of the automatic identification of the dynamic control command is recognized by the CPU 7 as the interrupt permission number data SN (say, In the event of a game consisting of 12 innings, the number corresponding to the number of times the execution of the order is to be executed (for example, from the 4th to the third) (4, 5, 6 ’ 7, 8 ’ 9 ’ 1 C is recognized by the CPU 7 as the interrupt permission number data SN. The interrupt permission number data SN is caused by the first interrupt SN1. The second interrupt permission number data SN2 and the third intermediate material SN3 (FN) are formed. here, The number indicating the number of rounds from the 4th round (4, 5 ' 6 ) is recognized by the CPU 7 as the first interrupt SN1. Also’ indicates the 7th inning or the first 8) is used as the second interrupt permission number data SN2. and then, Indicates the situation from the 9th to the 12th round. 1 1, 1 2) As the third interrupt permission number information, for example, there is a slave. In the match of the game, the season of the match, the game of the player's character, the selection of the model, and the selection of the game, the number of the first line is allowed to be S5. Specifically, in the first control, the 1st and 2nd rounds of the game), 1, 1, 12), : knowledge. More specifically, the number information is allowed to be allowed to be numbered until the 6th inning. The number of the number 8 (the number recognized by the CPU 7 (9, SN3 (FN) and -45-200916167) is recognized by the CPU 7. Next, In the event of a game consisting of a plurality of rounds, the number information indicating the number assigned to the last round is recognized by the CPU 7 as the last number data FN (S6). Specifically, in the event of a game composed of 12 innings , indicating that the number (9, 10, 11, 12) assigned to the last round (for example, the number of rounds from the 9th to the 12th round) is recognized by the CPU 7 as the last number data FN. The interrupt permission number data SN3 is recognized by the CPU 7 as the last number data FN. Next, at least one of the plurality of player characters participating in the game event is selected as the player's attention character player (specific player character). (S7) Here, for example, a list screen for selecting a character of a player from a plurality of player characters is displayed on the television monitor 20. This list screen indicates the plural of the event of the competition. In this state, the player, by operating the controller 17, displays a player character from the plurality of player characters displayed on the list screen, and then displays the player character desired by the player in the reverse state. When the controller 7 is operated, the player character displayed on the reverse bottom is recognized by the CPU 7 as the character of the attention player. Further, the plurality of player characters are identified by the identification data S ( η ) stored in the RAM 12, respectively. When the selected player character is selected on the selection screen, the identification data S ( η ) of the corresponding attention character is recognized by the CPU 7. For example, when 18 player characters enter the player seat, 18 identification data S ( η ) are prepared. Thus, the variable "η" of the identification data S ( η ) is a natural number from 1 to 18. The 18 pieces of identification data S ( η ) are assigned by the CPU 7 - "0" - " For example, the number of identifications S ( η ) corresponding to the character of the attention player selected on the selection screen is 値 "1", and corresponds to the character of the player other than the character of the player. Identification S ( η ) assigns the number "値". By discriminating the 18 pieces of identification data S ( η ) by c ρ υ 7 , the player characters other than the character of the attention and the character of the player are distinguished. When the game event start command of the match event is recognized by the CPU 7 (S8), the game event is executed by the CPU 7. Here, for example, the automatic control program (ΑΙ program) stored in the RAM 12 is executed by the CPU 7. Thus, according to the AI The program, the first action control command for automatically controlling the action of the player character, is continuously recognized by the CPU 7. Then, the first motion control command recognized by the CPU 7 is continuously executed by the CPU 7 (S9). Furthermore, when the game event is automatically controlled, as shown in FIG. 3, the screen indicating the progress of the game event is displayed on the television monitor 20 °. Specifically, the first action control command includes a blow to the player character. Commands, running commands for player characters, pitching commands for player characters, and garrison commands for player characters. These various commands are described in the automatic control program. Therefore, when the automatic control program is executed, the various commands are continuously recognized by the CPU 7 and executed by the CPU 7. When the first action control command is automatically recognized by the CPU 7, the first event status data JD1 indicating the event status of the event corresponding to the action of the player character in the automatic control is recognized by the CPU 7 (S10). In other words, when the first action control command is automatically recognized by the CPU 7, the first -47 - 200916167 event status data JD1 is monitored by the CPU 7. The game event status corresponding to the first item JD 1 indicates that the event event-like player character corresponding to the first event status data JD 1 at the time of the action of the first action control command performs a striking action and a running base. The state of the game event during the action, pitching, etc. Here, the information indicating the player's character's striking action and the running situation (competition event status) is the first upshift status data JD 1 corresponding to the status of the CPU 7 as the first item JD1 (first event status data). According to the situation, the CPU 7 assigns the quota. In Fig. 4, the number from "1" to "7" is the data that exists on the barrier. In addition, the data from "2" to "7" corresponds to the data indicating that the runner is present in the circle. The data indicates that the runner does not exist on the barrier. In the first event control command, the CPU 7 automatically displays the third event status data JD3 in the event of the action of the player character in the automatic control (the player's appearance is recognized by the CPU 7 (S11). In other words, in the order When the CPU 7 is automatically recognized, the third event status is monitored by the CPU 7. The status of the third event status data JD3 indicates that the event player event is in the event of a match event. Here, the presence of the character of the attention player is present. In the case of the event status, the status of the upper 1st position is displayed during the action and the garrison action. As shown in Fig. 4, the corresponding indicates the runner. The number of the squadrons (self-supplied, the number of squad, "the event-like situation data of the table"), the action control material JD3, the player who was in the action of the match event, debut -48- 200916167 The information of the "competition event situation" is identified by the CPU 7 as the appearance of the player's appearance information JD3. As shown in Fig. 5, the D3' system assigns the predetermined number to the CPU 7 in response to each situation. In Fig. 5, the number "1" corresponds to the data indicating the appearance of the character of the player. In addition, the number "0" corresponds to the attention. In addition, when the first action control command is automatically recognized by the CPU 7, the number of the number of the first action control command recognized by the CPU 7 is recognized by the CPU 7 as the number data BD (S12). Specifically, when the first action control command is automatically recognized by the CPU 7, when the game event is switched, the number of the number of the exchanged numbers is recognized by the CPU 7 as the number data BD. More specifically, When the first action control command is automatically recognized by the CPU 7, the number data BD indicating the number of the number of the stations is monitored by the CPU 7 in real time. Therefore, the attack of both teams in a certain number of stations ends. When the number of stations advances to the number of stations in the next round, the CPU 7 executes the process of rewriting the number data of the next round (new number of offices) to the number data of a certain office. Thus, the new processing is overwritten. Number of numbers It is recognized by the CPU 7 as the new number data. The initial number of the 'number data BD' is set to "〇". Therefore, 'the number data BD is executed by the CPU 7 before the first game of the start event. 〇" increased to "1". Then, the attack (defense) of both teams of a certain number of stations ends, and the number of BDs is increased by the CPU7 when the number of rounds is increased from one station to the next. The processing of "1" - 49 - 200916167. By causing the CPU 7 to execute such processing, the number data BD of the changed number data is recognized by the CPU 7. Next, it is judged by the CPU 7 whether or not the number i monitored by the CPU 7 is not full of the interrupt permission number data SN. Then, when the CPU 7 number data BD is not full, the first action control command for the action of the automatic hand character is continuously executed by the CPU 7 by the CPU 7 to continuously execute the first action control command. Further, the CPU 7 judges that the number data BD is not full, and the number BD corresponding to the number information BD does not match the interrupt permission number data SN. Specifically, the CPU 7 determines whether the number BD monitored by the CPU 7 is less than the first interrupt permission number data SN1. (S13). When the CPU 7 judges that the number data BD monitored by the CPU 7 is not full of the allowable number data s N 1 (in S 1 3 is Υ es ), the number of monitoring is from any of the first to third stations. . At this time, the first action control command for the action from the player character is continuously executed by the CPU 7, and the first action control command is continuously executed by the cPU 7, that is, the attack of both teams in the match event (the garrison) ) If any of the 1st to the 3rd rounds is performed, then the CPU7 controls the action of the player's character. In this case, the judgment in this step is performed immediately by C P U 7. On the other hand, when the CPU 7 determines that the number BD monitored by the CPU 7 is the interrupt permission number data SN or more (No BD in S13, the control selection is determined by the BD, and the status code data is Therefore, in the first control, the local control is recognized (S14), and the code data BD monitored by the CPU 7 is judged by the CPU 7 to be the same as the interrupt permission number data. SN. Specifically, when the CPU 7 determines that the number data BD monitored by the CPU 7 is equal to or greater than the first interrupt permission number data SN1 (No at S13), the CPU 7 determines whether the number data BD matches the first interrupt permission number data. Any of SN1, the second interrupt permission number data SN2, and the third interruption permission number data SN3 (last number data FN). First, it is judged by the CPU 7 whether or not the number data BD monitored by the CPU 7 coincides with the first interrupt permission number data SN1 (S15). Then, when the CPU 7 judges that the number data BD is at the first interrupt permission number data SN 1 (Ye s at S 1 5), the number of stations in the monitoring is from the fourth to the sixth game. One round of numbers. At this time, in response to the first upper barrier status data JD 1 and the attention player appearance status data JD3 (step 1 6, step 1 8 ) ' the first control interrupt command for interrupting the automatic identification of the first action control command is received by the CPU 7 Identification. In other words, in the case of the game, the attack (defense) of the two teams is carried out in any of the 4th to the 6th innings, and the JD 1 and the attention status data JD3 (in the case of the first boarding situation) Step 16 and step 18), the processing for automatically controlling the action of the player character is determined by the CPU 7 interrupting the processing system of the first upper barrier status data JD1 and the attention player appearance data JD3 in the foregoing steps 16 and 18.8, respectively. Executed by CPU7. Then, based on the result of the judgment, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the CPU 7. In the case of -51 - 200916167, the detailed description of the discrimination process performed in the step 16 and the step 18 is performed. In the step 16 (S16), whether the attention player's debut status data JD3 corresponds to the information indicating that the character of the attention player has appeared is used by The CPU 7 determines. For example, whether or not the attention player appearance data J D 3 is "1" is determined by the CPU 7. Then, when the CPU 7 judges that the attention game appearance data JD3 is "1" (Yes in S1 6), the attention player character comes on. At this time, the first control interrupt command for interrupting the automatic recognition of the first action control command is recognized by the CPU 7, and the CPU 7 interrupts the process of automatically controlling the action of the player character (S17). On the other hand, when the CPU 7 judges that the attention player appearance data JD3 is "0" (No in S1 6), the attention player character does not appear. At this time, the processing of the step 1 8 (S 1 8 ) described later is executed by the CPU 7. In step 1 8 (S 1 8 ), whether or not the first upper barrier status data JD 1 corresponds to the condition in which the runner exists in the circle is determined by C P U 7 . For example, whether or not the first upper barrier status data JD1 is from "2" to "7" is determined by C P U 7 . Then, when the CPU 7 determines that the first upper barrier status data JD 1 is a number from "2" to "7" (Yes in S1 8), the upper barrier status is that the runner exists in the circle. situation. At this time, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the CPU 7, and the CPU 7 interrupts the process of automatically controlling the action of the player character (S17). On the other hand, when the CPU 7 determines that the first upper barrier status data JD 1 is a number 値 "0" or a number 値 "丨" (N 〇 at S 丨 8), the upper base condition is that the runner does not exist. The condition of the circle. At this time -52- 200916167 ', the aforementioned step 1 5 (S 1 5 ) is performed again. According to such discrimination processing, when the first control interrupt command is recognized by C P U 7 (S17), the first control interrupt command is dispatched from the CPU 7. Then, the CPU 7 executes a process of storing the data in the automatic control to the RAM 12. Then, when the data in the automatic control is stored in the RAM 1 2, the game event status when the first control interrupt command is recognized by the CPU 7 is displayed on the television monitor 20 (S 1 9 ) using the image data. For example, when the first control interrupt command is recognized by the CPU 7, the game event status indicating the first upshift status data JD1 when the first motion control command is automatically recognized is displayed on the television monitor 20 using the image data. Specifically, when the event status of the first action control command is automatically recognized (for example, an image indicating that the runner is present in the circle, and the character of the player is in the position of the player), the portrait data is used. , displayed on the television monitor 20. Thus, the control of the action of the player character can be manually controlled (S20). That is, in this state, whether or not the signal corresponding to the second action control command for manually controlling the action of the character has been input from the controller 17 is judged by the CPU 7. For example, whether or not the second action control command for manually controlling the action of the player character has been input from the controller 17, is judged by the CPU 7. Then, when the second action control command has been input from the controller 17, the command input is recognized by the CPU 7, and executed by the CPU 7. Specifically, when the player is an attacker, when the command for striking and the command for running (the second action control command) have been input from the controller 17, the command input is recognized by the CPU 7, and by the CPU 7 carried out. -53- 200916167 When the 'player is the keeper' command and the command for the defensive (the second action control command) has been input from the controller 17, the command input is recognized by the CPU 7, and by the CPU7 carried out. Then, the image corresponding to the action of the player character of the second action control command recognized by the CPU 7 is displayed on the television monitor 20 using the image data (S2 1). Specifically, the portraits corresponding to the striking motion, the running motion, the pitching motion, and the garrison motion are displayed on the television monitor 20 using the image data corresponding to each motion (refer to FIG. 6 : FIG. 6 ( a ) - FIG. 6 (b) The order is shown). Further, when the second action control command is recognized by the CPU 7, the second event status data JD2 indicating the event status of the player character in the manual control is recognized by the CPU 7. The event event status corresponding to the first event status data J D 1 indicates the status of the match event when the player character performs the action corresponding to the second action control command. For example, the event event status corresponding to the second event status data JD2 indicates a match event status when the player character performs a striking action, a running action, a pitching action, and a garrison action. Here, the data indicating the upswing situation (competition event status) when the player character in the manual control performs the striking action and the running action is recognized by the CPU 7 as the second upper situation information JD2 (the second event status data). . In the second ascension status data JD2 corresponding to the status of the upper base, the table shown in FIG. 4 is used, and the game corresponding to the second up situation data JD2 is assigned by the CPU 7 in response to each situation. Event-54-200916167 Whether it is the first upslope status data that is the target of automatic control interruption, and the game event status corresponding to JD 1 is judged by c PU 7. For example, whether or not the second upper barrier status data JD2 corresponds to the first upper barrier status data JD1 at the time of the automatic interrupt control is judged by the CPU 7 (S22). Specifically, whether or not the upper barrier condition in the manual control corresponds to the upper barrier state at the time of the automatic interrupt control is judged by the CPU 7. Then, the CPU 7 determines that the event event status corresponding to the second event status data JD2 is different from the event event status corresponding to the first event status data JD1 that is the target of the automatic control interruption (S22 is Yes). The second control interrupt command 'which recognizes the processing of the second action control command' is recognized by the CPU 7 (S23). For example, when the second upper barrier status data JD2 is not equal to the third upper barrier status data JD1 when the automatic control is interrupted, the second control interrupt command is recognized by the CPU 7. Specifically, the upper control state in the manual control is different from the upper barrier state in the case of interrupting the automatic control, and the second control interrupt command is recognized by the CPU 7. Then, the control reopen command for restarting the process of automatically recognizing the first action control command is recognized by the CPU 7. Thus, the processing of step 15 (S15) is executed again by the CPU 7. Here, when the second control interrupt command is recognized by the CPU 7, the second control interrupt command is dispatched from the CPU 7. Thus, the processing of storing the data in the manual control to the RAM 1 2 is performed by the CPU 7. Then, when the data in the manual control is stored in the RAM 12, and the control reopen command is recognized by the CPU 7, the control reopen command is dispatched from the C P U 7. Then, based on the data stored in the manual control of the RAM 12, the second control interrupt command -55 - 200916167 continues the game event state recognized by the CPU 7, and the CPU 7 executes the process of 'automatically controlling the action of the player character. In addition, when the CPU 7 determines that the event event status corresponding to the second event status data JD2 is the event event status corresponding to the first event of the automatic control interruption (J22) (S22: No) Then, the processing of step 19 (S19) is executed again by the CPU 7. When the CPU 7 determines that the number data BD monitored by the CPU 7 does not match the first interrupt permission number data SN1 (No in S15), the CPU 7 determines whether the number data BD monitored by the CPU 7 matches the second interrupt. Allow number data SN2 (S24). Then, when the CPU 7 judges that the number data BD is in the second interrupt permission number data SN2 (Yes in S24), the number of stations in the monitoring is the seventh game or the eighth game. At this time, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by the CPU 7 in response to the first upper barrier status data JD 1 and the attention player appearance status data JD3 (step 25, step 27). . In the case of the game, the attack (defense) of the two teams is carried out in the 7th or 8th inning, in response to the first ascending situation data jd 1 and the attention of the player's debut status data JD 3 (step 2 5, steps 2 7), the processing of automatically controlling the action of the player character is interrupted by the CPU 7. In the above-described steps 25 and 27, the processing for determining the first upper barrier status data JD 1 and the attention player appearance status data jd3 is performed by the CPU 7 respectively. Then, based on the result of the judgment, the first control interrupt command for interrupting the automatic identification of the first action control command is recognized by CP1J7. In the case of -56-200916167, the detailed description of the discrimination process performed in the step 2 5 and the step 2 7 is performed. In the step 25 (S25), whether the attention player appearance data JD3 corresponds to the information indicating that the character of the attention player has appeared is borrowed. It is discriminated by the CPU 7. For example, whether or not the attention player appearance data JD3 is "1" is determined by the CPU 7. Then, when the CPU 7 determines that the first upper barrier status data JD1 is "1" (Yes in S25), the attention player character has already appeared. At this time, the first control interrupt command for interrupting the automatic recognition of the first action control command is recognized by the CPU 7, and the CPU 7 interrupts the process of automatically controlling the action of the player character (S26). On the other hand, when the CPU 7 judges that the attention player appearance data JD3 is "0" (No at S25), the attention player character does not appear. At this time, the processing of step 2 7 (S 2 7 ) described later is executed by the CPU 7. In step 27 (S27), whether or not the first upper barrier condition data JD1 corresponds to the situation in which the runner is present on the barrier is determined by the CPU 7. For example, whether or not the first upper barrier status data JD 1 is from "1" to "7" is determined by the CPU 7. Then, when the CPU 7 judges that the first up-going condition data JD1 is a number from "1" to "7" (YES in S27), the up-base situation is a situation in which the runner exists on the base. At this time, the first control interrupt command for interrupting the automatic recognition of the first action control command is recognized by the CPU 7, and the CPU 7 interrupts the process of automatically controlling the action of the player character (S26). On the other hand, when the CPU 7 determines that the first upper barrier status data JD1 is "値" (No at S27), the upper base state is a situation in which the runner does not exist in the circle. At this time, step 24 (S24) before -57-200916167 is executed again. According to such discrimination processing, when the first control interrupt command is recognized by c P U 7 (S26), the first control interrupt command is dispatched from the CPU 7. Thus, the CPU 7 executes the process of storing the data in the automatic control to the raM12. Then, when the data in the automatic control is stored in the RAM 12, the same as the above-described step 19 (S19), the game event status when the first control interrupt command is recognized by the CPU 7 is displayed on the television monitor 20 using the image data ( S19,). Then, the same processing as that of the aforementioned step 2 to step 23 is performed by the CPU 7. That is, when the game event status is displayed on the TV monitor 20 (S 1 9 '), the action of the player character is manually controlled, and the result of the manual control is displayed on the television monitor 2 0 (S 2 0 ', S twenty one,). Then, whether or not the upper barrier state in the manual control corresponds to the upper barrier state at the time of the automatic interrupt control is judged by the CPU 7 (S2V). Then, the upper base condition in the manual control is different from the upper base condition when the automatic control is interrupted (YES in S 2 2 '), and the second control interrupt command is recognized by the CPU 7 (S23,). Then, the CPU 7 executes a process of automatically controlling the action of the player character by the CPU 7 executing the control event status when the CPU 7 recognizes the reopen command and the second control interrupt command is recognized by the CPU 7. Then, the processing of step 2 4, (S 2 4 ') is performed again by the CPU 7. In addition, when the CPU 7 determines that the event event status corresponding to the second event status data JD2 is the event event status corresponding to the first event status data JD1 to be interrupted by the automatic control (No in S22'), The CPU 7 executes the processing of step 19' again. -58- 200916167 When the CPU 7 determines that the number data BD monitored by the CPU 7 does not match the second interrupt permission number data SN2 (No at S2 4), the CPU 7 determines whether the number data BD monitored by the CPU 7 is the same. At the last number information FN (S28). Then, when the CPU 7 judges that the number data BD is the last number data FN (Yes in S28), the number of stations in the monitoring is from any of the 9th to the 12th. At this time, the third control interrupt command for forcibly interrupting the process of automatically recognizing the first action control command is recognized by the CPU 7. In other words, if the attack (defense) of both teams in the event of the match is likely to be the number of games in the last game, the CPU 7 automatically interrupts the process of automatically controlling the action of the player character (S29). Thus, the same processing as that of the aforementioned steps 19 to 21 is performed by the CPU 7. That is, the game event status is displayed on the television monitor 20, and the action of the player character is manually controlled, and the result of the manual control is displayed on the television monitor 2 0 (S 1 9 ", S 2 0 ", S 2 1 ") In this way, in the present embodiment, for the player number of the last game, the player can play the game for all the player characters. Next, whether to issue the game end command for ending the game event is judged by the CPU 7 ( S30) Then, when it is judged by the CPU 7 that the match end command has been dispatched (Y es at S 3 0), the process for ending the match event (S 3 1 ) is executed by the c PU 7 . For example, the CPU 7 executes the processing of storing various data used in the event of the game to the raM 12. In another aspect, in step 28, the CPU 7 judges that the number of the BD by the CPU 7 is inconsistent with the last BD-59-200916167 When the number information FN (No in S 2 8), the number information BD indicating the number of games of the game event is "13". That is, at this time, the match event ends. Thus, the process for ending the game event (s 3 1 ) is started by C P U 7 . Here, for example, the processing of storing various materials used in the event of the game to the RAM 12 is performed by the C P U 7 . According to the above, in the present embodiment, when the game event is started, the action of the player character is automatically controlled. Then, the automatic control of the action of the player character is interrupted in response to the event state of the action corresponding to the action of the player character in the automatic control. Therefore, the event status at the time of interruption is displayed on the image display unit. Then, when the input of the action for manually controlling the player character is recognized, the action corresponding to the input player character is displayed on the image display unit using the image data ’. Then, manual control of the action of the player character is interrupted in response to the event event status of the action corresponding to the player character in the manual control. Then, the control reopen command is recognized by the control unit, and the automatic identification of the first action control command is resumed. That is, the action of the player character is automatically controlled. In this way, by manually controlling the action of the player character in response to the event situation, even if the number of player characters that are the target of the player is increased, the problem that the number of times the command character command is increased can be avoided. Thereby, the player can execute the game without feeling pressure. [Other Embodiments] (a) In the above-described embodiment, an example of the situation of a home video game device using a computer as a program of the game-60-200916167 is disclosed. However, the game device is not limited to the foregoing. The embodiment is also applicable to a game device in which a monitor is separately configured as a game device and a monitor, and a personal computer and a workstation that can function as a game device by executing the game program. Further, the game device is not limited to the above-described embodiment, and can be similarly applied to a portable computer, a portable game device, or the like. (b) The present invention also includes a program for executing the game as described above and a computer-readable recording medium recording the program. The recording medium may be, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, or the like. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing the basic configuration of a video game device according to an embodiment of the present invention. [Fig. 2] A functional block diagram of the aforementioned game device. Fig. 3 is a view showing a screen displayed on a monitor during automatic control. [Fig. 4] A diagram for explaining the status of the upper base. [Fig. 5] A diagram for explaining the information on the appearance of the attention of the player. [Fig. 6] A diagram showing the screen of the monitoring benefit when the TfC manual control is performed. [Fig. 7A] The flow of the game speeding system of the baseball game is revealed. [Fig. 7B] shows the flow of the game speeding system of the baseball game. [Fig. 7C] The flow of the game speeding system of the baseball game is revealed. [Fig. 7D] shows the flow of the game speeding system of the baseball game. -61 - 200916167 [Description of main component symbols] 1 : Control section 2 : Memory section 3 : Image display section 4 : Sound output section
5 :操作輸入部 7 : CPU5 : Operation input section 7 : CPU
12 : RAM 1 7 :控制器 2 0 :電視監視器 2 3 :通訊部 5 0 :中斷允許號碼資料辨識手段 5 1 :最後號碼資料辨識手段 5 2 :特定角色辨識手段 5 3 :比賽事件開始手段 54 :自動控制命令辨識手段 5 5 :自動控制用狀況資料辨識手段 5 6 :特別控制用狀況資料辨識手段 5 7 :號碼資料辨識手段 5 8 :第1號碼資料判別手段 5 9 :第2號碼資料判別手段 60 :自動控制中斷命令辨識手段 6 1 :控制強制中斷命令辨識手段 62 =比賽事件狀況顯示手段 -62- 200916167 63 :強制事件狀況顯示手段 64 :控制命令輸入判斷手段 65:手動控制命令辨識手段 66 :行動顯示手段 67 :手動控制用狀況資料辨識手段 68 :比賽事件狀況資料判別手段 69 :手動控制中斷命令辨識手段 70 :控制再開命令辨識手段 JD 1 :第1事件狀況資料(第1上壘狀況資料) JD2 :第2事件狀況資料(第2上壘狀況資料) JD3 :第3事件狀況資料(注目選手登場狀況資料) BD :號碼資料 SN :中斷允許號碼資料 SN1 :第1中斷允許號碼資料 SN2 :第2中斷允許號碼資料 SN3(FN):第3中斷允許號碼資料(最後號碼資料) -63-12 : RAM 1 7 : Controller 2 0 : TV monitor 2 3 : Communication unit 5 0 : Interrupt permission number data identification means 5 1 : Last number data identification means 5 2 : Specific character identification means 5 3 : Game event start means 54 : Automatic control command identification means 5 5 : Automatic control status data identification means 5 6 : Special control status data identification means 5 7 : Number data identification means 5 8 : 1st number data identification means 5 9 : 2nd number data Discrimination means 60: automatic control interrupt command identification means 6 1 : control forced interruption command identification means 62 = match event status display means - 62 - 200916167 63 : forced event status display means 64 : control command input determination means 65 : manual control command identification Means 66: Action display means 67: Manual control status data identification means 68: Game event status data discriminating means 69: Manual control interrupt command identification means 70: Control reopening command identification means JD 1 : 1st event status data (1st In the case of the event information (the second event situation information) (JD3) Field condition information) BD: number data SN: Interrupt Enable number data SN1: 1 interrupt enable number information SN2: The second allows interrupt number data SN3 (FN): 3 interrupt enable information number (last number data) -63-