1300001 九、發明說明 【發明所屬之技術領域】 m _ 本發明係關於記錄遊戲程式的記錄媒體,尤其關於藉 由操作控制器,而用以使電腦實現使顯示於監視器之角色 動作之遊戲的記錄遊戲程式的記錄媒體。又,關於可執行 藉由該遊戲程式所實現之遊戲的遊戲裝置,及將藉由該遊 戲程式所實現之遊戲,可利用電腦加以控制之視訊遊戲控 Φ 制方法。 【先前技術】 習知已提案有各種視訊遊戲。該等視訊遊戲爲於遊戲 裝置中所執行。例如,一般遊戲裝置係具有:監視器、與 監視器爲別體之遊戲機本體、及與遊戲機本體爲別體之輸 入部(例如控制器)。於控制器係配置有複數輸入按鍵。 於如此之遊戲裝置中係藉由操作控制器,而可使顯示於監 • 視器之角色動作。 作爲由習知所提案之各種視訊遊戲之一,公知有藉由 操作控制器的輸入按鈕,使顯示於監視器之角色動作之方 式的對戰遊戲。於此類之對戰遊戲係例如有棒球遊戲及足 球遊戲等。 例如,在習知的棒球遊戲,關於作戰命令(例如,跑 壘等)之命令係爲藉由1個輸入按鍵而對對象角色加以指 示。於該棒球遊戲中,將關於跑壘之命令,對跑者角色指 示時,係藉由按壓三角記號按鍵而對跑者角色指示進壘命 -4- 1300001 令,藉由按壓圓形記號按鍵而對跑者角色指示回壘命令。 使用此類方式,例如欲執行打帶跑時,藉由於投手角色開 始投球動作後而按壓三角記號按鍵,而對跑者角色指示進 壘命令(非專利文獻1 )。 [非專利文獻1] 職業棒球魂2004 climax,科樂美股份有限公司,PS2 版 【發明內容】 在習知的棒球遊戲,關於作戰命令(例如,跑壘等) 之命令係爲藉由1個輸入按鍵而對對象角色加以指示。在 此類棒球遊戲,依據準備於控制器之輸入按鍵的數量,而 限制於遊戲中可執行之作戰命令的數量。爲此,在習知之 棒球遊戲,有雖然可對跑者角色指示基本的作戰命令(例 如,進壘命令),但是,於現實棒球中所使用之多種作戰 • 卻無法於棒球遊戲中實現之問題點。 另一方面,對對象角色指示如打帶跑般之作戰命令時 ’由於投手角色開始投球動作後,玩家係首先按壓三角記 號按鍵,而對跑者角色指示進壘命令。接著,玩家係爲了 打擊從投手角色所投出之球而對打者角色指示關於打擊之 命令。如此一連串之各種命令的指示係必須於投手角色開 始投球動作後,至從投手角色所投出之球到達擊球點前的 短時間之間進行。爲此,玩家係有無法集中於關於跑壘之 命令及關於打擊之命令的問題點。 1300001 本發明的目的爲提供可於遊戲中指示多種命令的操作 系統。 本發明的另一目的爲提供可集中於命令之指示的操作 系統。 關於申請專利範圍第1項之記錄遊戲程式的記錄媒體 係記錄用以使可實現藉由操作控制器,使顯示於監視器之 角色動作之遊戲的電腦,實現以下功能的程式的記錄媒體1300001 IX. Description of the Invention [Technical Field to Which the Invention Is Applicated] m _ The present invention relates to a recording medium for recording a game program, and more particularly to a game for causing a computer to realize a character action displayed on a monitor by operating a controller Record the recording media of the game program. Further, a game device capable of executing a game realized by the game program, and a game realized by the game program, can be controlled by a computer. [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 has a monitor, a game machine body that is separate from the monitor, and an input unit (for example, a controller) that is separate from the game machine body. The controller system is configured with a plurality of input buttons. In such a game device, by operating the controller, the character displayed on the monitor can be operated. As one of various video games proposed by the prior art, a competition game in which a character displayed on a monitor is operated by an input button of a controller is known. Game games of this type include baseball games and football games, for example. For example, in conventional baseball games, the command for combat commands (e.g., running, etc.) is to indicate the object character by means of an input button. In the baseball game, when the command for the running base is indicated to the runner character, the runner character is instructed to enter the base command by pressing the triangle mark button, by pressing the circular mark button. Indicates the return command for the runner character. In such a manner, for example, when the player is to perform the tape running, the triangle character button is pressed by the pitcher to start the pitching operation, and the runner character is instructed to enter the command (Non-Patent Document 1). [Non-Patent Document 1] Professional Baseball Soul 2004 climax, Kolemei Co., Ltd., PS2 Edition [Invention Content] In a conventional baseball game, the command for combat commands (for example, running, etc.) is one by one. Enter the button to indicate the object character. In such a baseball game, the number of combat commands executable in the game is limited depending on the number of input buttons prepared for the controller. For this reason, in the conventional baseball game, although the basic combat command (for example, the entry command) can be indicated for the runner character, the various battles used in the actual baseball cannot be realized in the baseball game. point. On the other hand, when the target character is instructed to play a combat command, as the pitcher's character starts the pitching action, the player first presses the triangle symbol button and the runner character indicates the entry command. Next, the player instructs the hitter character to command the strike in order to strike the ball thrown from the pitcher character. Such a series of instructions for various commands must be made between the pitching action of the pitcher and the short time before the ball thrown by the pitcher's character reaches the hitting point. For this reason, the player has problems that cannot be concentrated on the command to run the base and the command on the strike. 1300001 An object of the present invention is to provide an operating system that can instruct various commands in a game. Another object of the present invention is to provide an operating system that can focus on the indication of commands. The recording medium for recording the game program of the first application of the patent scope is a recording medium for recording a program for realizing the following functions by operating a controller to operate a game displayed on the character of the monitor.
(1 )訊號辨識功能,係使控制部辨識,從控制器送 出之個別之複數輸入訊號。 (2 )命令辨識功能,係使控制部辨識,對應已使控 制部辨識之複數輸入訊號的動作命令。 (3 )命令保留功能,係使控制部保留,已使控制部 辨識之動作命令的執行。 (4 )事件開始命令受理功能,係使控制部受理,用 • 以開始對於控制部之角色的關聯事件之事件開始命令。 (5 )事件開始功能,係基於已使控制部受理之事件 開始命令,而使事件開始。 (6 )命令執行功能,係於事件執行中,使控制部進 行已使控制部保留之動作命令的執行。 (7 )角色動作功能,係基於已使控制部執行之動作 命令,而於事件執行中,使角色動作。 在該記錄遊戲程式的記錄媒體,訊號辨識功能係使控 制部辨識,從控制器送出之個別之複數輸入訊號。然後, -6 - 1300001 命令辨識功能係使控制部辨識,對應已使控制部辨識之複 • 數輸入訊號的動作命令。接著,命令保留功能係使控制部 • 保留,已使控制部辨識之動作命令的執行。接著,事件開 始命令受理功能係使控制部受理,用以開始對於控制部之 角色的關聯事件之事件開始命令。接著,事件開始功能係 基於已使控制部受理之事件開始命令,而使事件開始。接 下來,命令執行功能係於事件執行中’使控制部進行已使 Φ 控制部保留之動作命令的執行。最後,角色動作功能係基 於已使控制部執行之動作命令,而於事件執行中,使角色 動作。 在該記錄遊戲程式的記錄媒體,係操作控制器的輸入 按鍵而於來自於輸入按鍵之輸入結束時,設定對應來自於 輸入按鍵之複數輸入訊號的動作命令。然後,保留(即, 預約)控制部所致之動作命令的執行。接著,事件藉由控 制部而開始時,已預約之動作命令係藉由控制部執行。於 • 是,基於爲控制部所執行之動作命令,於事件執行中使角 色動作。 於如此之記錄遊戲程式的記錄媒體中,因爲設定對應 來自於輸入按鍵之複數輸入訊號的動作命令,所以,依據 複數輸入訊號的組合輸入,可指示多種動作命令。又,於 事件開始前,係預約有已設定之動作命令的執行,於事件 開始後,係進行已預約之動作命令的執行。藉此,例如, 於投手角色開始投球動作前,事先預約打帶跑命令時,於 投手角色開始投球動作後,則可執行打帶跑命令。即,從 1300001 投手角色所投出之球到達擊球點前之間,玩家係可僅集中 . 於關於打擊之命令的指示。 關於申請專利範圍第2項之記錄遊戲程式的記錄媒體 音 係於第1項的記錄遊戲程式的記錄媒體中,記錄更用以使 電腦實現以下功能之程式的記錄媒體。 (8 )事件開始限制功能,係於複數輸入訊號爲控制 部所辨識時,使控制部限制’用以開始對於控制部之角色 φ 的關聯事件之事件開始命令的受理。 (9 )事件開始限制解除功能,係於複數輸入訊號爲 控制部所辨識後,使控制部解除,對於控制部之事件開始 命令的受理限制。 在該記錄遊戲程式的記錄媒體,於複數輸入訊號爲控 制部所辨識時,事件開始限制功能係使控制部限制,用以 開始對於控制部之角色的關聯事件之事件開始命令的受理 。又,於複數輸入訊號爲控制部所辨識後,事件開始限制 # 解除功能係使控制部解除,用以開始對於控制部之事件開 始命令的受理限制。於是,事件開始命令受理功能,係於 對於控制部之事件開始命令的受理限制被控制部解除後, 使控制部受理事件開始命令。此時,於對於控制部之事件 開始命令的受理限制爲控制部解除前,因爲控制部無法受 理事件開始命令,所以可確實地使控制部辨識來自於輸入 按鍵之複數輸入訊號。 關於申請專利範圍第3項之記錄遊戲程式的記錄媒體 係於第2項的記錄遊戲程式的記錄媒體中,記錄更用以使 -8- 1300001 電腦實現以下功能之程式的記錄媒體。 (1 0 )訊號判斷功能’係使控制部判斷’從控制器送 出之複數輸入訊號中’初始之輸入訊號是否爲特定輸入訊 號, 在該記錄遊戲程式的記錄媒體’訊號判斷功能係使控 制部判斷,從控制器送出之複數輸入訊號中,初始之輸入 訊號是否爲特定輸入訊號’然後,於初始之輸入訊號被控 Φ 制部判斷爲特定輸入訊號時,事件開始限制功能係使控制 部限制,用以開始對於控制部之角色的關聯事件之事件開 始命令的受理。此時,於操作輸入按鍵時,初始所操作之 輸入按鍵爲特定輸入按鍵之狀況,即按壓爲預約動作命令 時之起點的輸入按鍵(特定輸入按鍵)之狀況,因爲控制 部無法受理事件開始命令,所以可確實地使控制部辨識來 自於輸入按鍵的複數輸入訊號。 關於申請專利範圍第4項之記錄遊戲程式的記錄媒體 • 係於第1項的記錄遊戲程式的記錄媒體中,記錄更用以使 電腦實現以下功能之程式的記錄媒體。 (11 )訊號判斷功能,係使控制部判斷,從控制器送 出之複數輸入訊號中,初始之輸入訊號是否爲特定輸入訊 號, 在該記錄遊戲程式的記錄媒體,訊號判斷功能係使控 制部判斷’從控制器送出之複數輸入訊號中,初始之輸入 訊號是否爲特定輸入訊號,然後,於初始之輸入訊號被控 制部判斷爲特定輸入訊號時,命令辨識功能係使控制部辨 -9 - 1300001 識,對應已使控制部辨識之複數輸入訊號的動作命令。此 時,於操作輸入按鍵時,初始所操作之輸入按鍵爲特定輸 入按鍵之狀況,即按壓爲預約動作命令時之起點的輸入按 鍵(特定輸入按鍵)之狀況,因爲對應來自於輸入按鍵之 複數輸入訊號的動作命令係爲控制部所辨識,所以易於察 知爲預約動作命令時之輸入按鍵,也易於從輸入按鍵指示 多種的動作命令。(1) The signal identification function is used by the control unit to identify the individual complex input signals sent from the controller. (2) The command identification function is configured to cause the control unit to recognize the action command corresponding to the plurality of input signals that have been recognized by the control unit. (3) The command reserve function is such that the control unit retains the execution of the action command that has been recognized by the control unit. (4) The event start command accepting function is executed by the control unit, and the event start command for the related event of the role of the control unit is started. (5) The event start function is based on the event start command accepted by the control unit to start the event. (6) The command execution function is to cause the control unit to execute the action command that has been reserved by the control unit during the execution of the event. (7) The character action function is based on the action command executed by the control unit, and the character is operated during the execution of the event. In the recording medium of the recorded game program, the signal recognition function causes the control unit to recognize the individual plural input signals sent from the controller. Then, the -6 - 1300001 command recognition function causes the control unit to recognize the action command corresponding to the complex input signal that has been recognized by the control unit. Next, the command reserve function causes the control unit to retain the execution of the action command that has been recognized by the control unit. Next, the event start command accepting function causes the control unit to accept an event start command for starting a related event for the role of the control unit. Next, the event start function starts the event based on the event start command that has been accepted by the control unit. Next, the command execution function is in the event execution 'to cause the control unit to execute the action command that has been reserved by the Φ control unit. Finally, the character action function is based on the action command that has been executed by the control unit, and the action is made during the event execution. In the recording medium of the recorded game program, the input button of the operation controller is operated, and when the input from the input button is completed, an operation command corresponding to the plurality of input signals from the input button is set. Then, the execution of the action command by the control unit is retained (ie, reserved). Then, when the event is started by the control unit, the reserved action command is executed by the control unit. On • Yes, based on the action command executed by the control unit, the role is activated during the execution of the event. In the recording medium in which the game program is recorded, since the action command corresponding to the plurality of input signals from the input button is set, a plurality of action commands can be instructed based on the combined input of the plurality of input signals. Further, before the start of the event, the execution of the set action command is reserved, and after the event is started, the action command of the reserved action command is executed. Thereby, for example, before the pitcher action starts the pitching operation, when the player's character is commanded in advance, the player's character can start the pitching operation, and then the belt running command can be executed. That is, from 1300001, the ball thrown by the pitcher character reaches the point before the hitting point, and the player can concentrate only on the instruction about the command of the strike. The recording medium of the recording game program of the second application of the patent application is recorded on the recording medium of the recording game program of the first item, and a recording medium for causing the computer to realize the following functions is recorded. (8) The event start restriction function causes the control unit to restrict the reception of the event start command for starting the event associated with the role φ of the control unit when the plurality of input signals are recognized by the control unit. (9) The event start restriction release function is such that after the plurality of input signals are recognized by the control unit, the control unit is released, and the acceptance of the event start command is restricted for the control unit. In the recording medium of the recorded game program, when the plurality of input signals are recognized by the control unit, the event start restriction function restricts the control unit to start the reception of the event start command for the related event of the role of the control unit. Further, after the plurality of input signals are recognized by the control unit, the event start restriction #release function causes the control unit to cancel, and starts the acceptance restriction of the event start command of the control unit. Then, the event start command accepting function causes the control unit to accept the event start command after the acceptance of the event start command by the control unit is released by the control unit. At this time, before the acceptance of the event start command to the control unit is restricted to the control unit, the control unit cannot process the event start command, so that the control unit can surely recognize the plurality of input signals from the input button. The recording medium for recording the game program of the third application of the patent scope is recorded on the recording medium of the recording game program of the second item, and the recording medium for the program for realizing the following functions of the -8-1300001 computer is recorded. (1 0) The signal judging function 'causes the control unit to determine 'whether the initial input signal is a specific input signal in the plurality of input signals sent from the controller, and the recording medium of the recording game program' signal judging function enables the control unit It is judged whether the initial input signal is a specific input signal from the plurality of input signals sent from the controller. Then, when the initial input signal is controlled to be determined by the Φ system as a specific input signal, the event start restriction function causes the control unit to limit In order to start the acceptance of the event start command for the associated event of the role of the control unit. At this time, when the input button is operated, the input button that is initially operated is the state of the specific input button, that is, the state of the input button (specific input button) that is the starting point when the motion command is reserved, because the control unit cannot accept the event start command. Therefore, the control unit can be surely recognized by the control unit from the input signals of the input buttons. Recording medium for recording the game program of the fourth application of the patent scope. • In the recording medium of the recording game program of the first item, a recording medium for causing the computer to implement the following functions is recorded. (11) The signal judging function is configured to cause the control unit to determine whether the initial input signal is a specific input signal from the plurality of input signals sent from the controller. In the recording medium of the recording game program, the signal judging function causes the control unit to judge 'In the complex input signal sent from the controller, whether the initial input signal is a specific input signal, and then, when the initial input signal is determined by the control unit as a specific input signal, the command identification function causes the control unit to recognize -9 - 1300001 Knowledge, corresponding to the action command of the complex input signal that has been identified by the control unit. At this time, when the input button is operated, the input button that is initially operated is the state of the specific input button, that is, the state of the input button (specific input button) that is the starting point when the motion command is reserved, because corresponding to the plural from the input button Since the operation command of the input signal is recognized by the control unit, it is easy to recognize the input button when the operation command is reserved, and it is also easy to instruct various action commands from the input button.
關於申請專利範圍第5項之記錄遊戲程式的記錄媒體 係於第1項的記錄遊戲程式的記錄媒體中,記錄更用以使 電腦實現以下功能之程式的記錄媒體。 (1 2 )期間辨識功能,係使控制部辨識,用以規定爲 動作命令之對象的事件之命令有效期間。 在該記錄遊戲程式的記錄媒體,期間辨識功能係使控 制部辨識,用以規定爲動作命令之對象的事件之命令有效 期間。然後,命令執行功能係於命令有效期間的事件執行 中,使控制部進行已使控制部保留之動作命令的執行。此 時,一旦預約了動作命令,可對於個別之複數事件,使已 預約之動作命令連續性地執行。例如,於投手角色開始投 球動作前,事先預約打帶跑命令時,於某打者的打席結束 之前,每於投手角色開始投球動作,則可執行打帶跑命令 。藉此,玩家係可僅集中於關於打者角色之打擊的命令之 指示。 關於申請專利範圍第6項之記錄遊戲程式的記錄媒體 係於第1項的記錄遊戲程式的記錄媒體中,記錄更用以使 -10- 1300001 電腦實現以下功能之程式的記錄媒體。 (1 3 )資訊顯示功能,係使控制部發派, 已使控制部辨識之複數輸入訊號的記號及對應 號的動作命令之內谷中至少任一^方,顯示於監The recording medium of the recording game program of the fifth application of the patent scope is recorded on the recording medium of the recording game program of the first item, and a recording medium for causing the computer to realize the following functions is recorded. (1 2) The period identification function is used by the control unit to specify the command valid period of the event that is the target of the motion command. In the recording medium of the recorded game program, the identification function is caused by the control unit to specify the effective period of the command for the event of the object of the motion command. Then, the command execution function is in the execution of the event during the command valid period, and causes the control unit to execute the action command that has been reserved by the control unit. At this time, once the action command is reserved, the scheduled action command can be continuously executed for the individual plural event. For example, before the pitcher's character starts the pitching operation, when the player's action is scheduled in advance, the player can start the pitching action every time the player's character finishes before the end of the player's action. Thereby, the player can focus only on the indication of the command regarding the hit of the hitter character. The recording medium of the recording game program of the sixth application for the patent application is recorded in the recording medium of the recording game program of the first item, and the recording medium for the program for realizing the following functions of the -10-1300001 computer is recorded. (1 3) The information display function is sent to the control unit, and at least one of the symbols of the plurality of input signals recognized by the control unit and the operation command of the corresponding number is displayed on the monitor.
在該記錄遊戲程式的記錄媒體,資訊顯示 制部發派,用以將對應已使控制部辨識之複數 記號及對應複數輸入訊號的動作命令之內容中 ,顯示於監視器的命令。此時,例如,操作控 輸入按鍵時,使複數輸入按鍵的記號(例如, +三角記號+圓形記號」之記號)顯示於監視 應所操作之輸入按鍵的動作命令之內容(例如 之文字)顯示於監視器。藉此,可減低玩家操 按鍵時之輸入按鍵的錯誤操作。又,玩家係可 輸入所希望之動作命令。 關於申請專利範圍第7項之遊戲裝置係可 作控制器而使顯示於監視器之角色動作之遊戲 。該遊戲裝置係具備:訊號辨識手段,係使控 從控制器送出之個別之複數輸入訊號;命令辨 使控制部辨識,對應已使控制部辨識之複數輸 作命令;命令保留手段,係使控制部保留,已 識之動作命令的執行;事件開始命令受理手段 部受理事件開始命令;事件開始手段,係基於 受理之事件開始命令,而使事件開始;命令執 i 至 I! 器 Γ $ s i it Ιί1 人 吏 =1 以將對應 數輸入訊 器的命令 能係使控 入訊號的 少任一方 器的複數 L2記號 ,及使對 打帶跑」 複數輸入 認是否已 現藉由操 遊戲裝置 部辨識, 手段,係 訊號的動 控制部辨 係使控制 使控制部 手段,係 -11 - 1300001 於事件執行中,使控制部進行已使控制部保留 , 的執行;及角色動作手段,係基於已使控制部 命令,而於事件執行中,使角色動作。 關於申請專利範圍第8項之遊戲控制方法 腦執行藉由操作控制器,而使顯示於監視器之 遊戲之遊戲控制方法。該遊戲控制方法係具備 步驟,係使控制部辨識,從控制器送出之個別 φ 訊號;命令辨識步驟,係使控制部辨識,對應 辨識之複數輸入訊號的動作命令;命令保留步 制部保留,已使控制部辨識之動作命令的執行 命令受理步驟,係使控制部受理事件開始命令 步驟,係基於已使控制部受理之事件開始命令 開始;命令執行步驟,係於事件執行中,使控 使控制部保留之動作命令的執行;及角色動作 於已使控制部執行之動作命令,而於事件執行 φ 動作。 【實施方式】 [遊戲裝置之構造與動作] 圖1係揭示利用本發明之一實施形態的視 之基本構成。在此,作爲視訊遊戲裝置之一例 用視訊遊戲裝置而進行說明。家庭用視訊遊戲 :家庭用遊戲機本體及家庭用電視。於家庭用 係可裝上記錄媒體1 0,從記錄媒體1 0適切地 之動作命令 執行之動作 係用以使電 角色動作的 :訊號辨識 之複數輸入 已使控制部 驟,係使控 ;事件開始 :事件開始 ,而使事件 制部進行已 步驟,係基 中,使角色 訊遊戲裝置 ,舉出家庭 裝置係具備 遊戲機本體 讀取出遊戲 -12- 1300001 資料而實行遊戲。如此實行之遊戲內容將顯示於家庭用電 視。 I 家庭用視訊遊戲裝置的遊戲系統係,由控制部1、與 記憶部2、與畫像顯示部3、與聲音輸出部4、與操作輸入 部5所構成,個別經由匯流排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 φ 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係主要基於遊戲程式,爲了控制遊戲整體之 進行而設置。控制部1係例如由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係個 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 φ 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、與從3次元空間上至擬似3次元空間上之位置轉換計 算、與光源計算處理、與畫像及聲音資料的生成加工處理 。畫像處理處理器9係,主要基於訊號處理處理器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 的處理。 記憶部2係,主要爲了儲存程式資料及在程式資料所 使用之各種資料等而設置。記憶部2係例如由記錄媒體i 〇 1300001 、與 jI 面電路 11、與 RAM (Random Access Memory) 12 . 所構成。於記錄媒體1 〇係連接有介面電路i i。然後,介 • 面電路1 1與RAM 1 2係經由匯流排6而連接。記錄媒體i 〇 係’用以記錄由作業系統的程式資料及畫像資料、聲音杳 料以及各種程式資料所構成的遊戲資料等者。該記錄媒體 10係’例如有ROM (Readonly Memory)卡匣、光碟、 及可撓性碟等,記憶有作業系統的程式資料及遊戲資料等 φ 。再者,於記錄媒體1 〇又包含有卡片型記憶體,該卡片 型記憶體係,主要在中斷遊戲時,用於爲了保存在中斷時 之各種遊戲參數。RAM 1 2係用以暫時儲存從記錄媒體J 〇 所讀取出之各種資料’或暫時記錄來自於控制部1的處理 結果。於該RAM1 2係儲存各種資料之同時,也儲存有表 示各種資料的記憶位置之位址資料,可指定任意之位址而 讀寫。 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RAM 1 2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、與介面電路21、與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/Α轉換器22係連接介面電路21。然 後’於介面電路2 1係連接有匯流排6。在此,畫像資料係 經由介面電路21而供給至D/Α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。 -14- 1300001 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 一 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y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,係表示各資料之記億 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 所表不之3次元空間上的多邊形資料(3次元多邊形資料 )係’基於畫面本身(視點)的移動量資料及回轉量資料 ’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 材質位址資料所表示之材質資料。如此,即可於各多邊形 表現貼附材質之物體,即,各種角色。 φ 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、與擴大電路14、與D/A轉換器1 5、與介面 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 6。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/A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1 4擴大,從揚聲器1 3作爲聲音輸出。於聲音 -15- 1300001 資料係有例如 ADPCM(Adaptive Differentiai pulse c〇de Modulation)資料及 PCM(Pulse c〇de M〇duiati〇n)資料 等。於ADPCM資料時,以前述同樣之方法,可從揚聲器 13輸出聲曰。於PCM資料時,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is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係使用於玩家爲了輸入各種操作命令的操 作裝置,將因應玩家的操作之操作訊號發送至CPU7。於 控制器1 7係設置有第1按鍵1 7a、第2按鍵1 7b、第3按 鍵17c、第4按鍵17d、上方向鍵17U、下方向鍵17D、左 方向鍵17L、右方向鍵17R、L1按鍵17L1、L2按鍵17L2 、R1按鍵17R1、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17e係於指示CPU7從記錄媒體10載入遊戲 程式時等所使用。 選擇按鍵17f係對於從記錄媒體1〇載入之遊戲程式 ,對 CPU7指示各種選擇時等所使用。 -16- 1300001 左搖桿17SL及右搖桿17SR係,即與所謂控制搖桿( 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17SL及右搖桿17SR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1 8與介面電路1 9,發In the recording medium of the recorded game program, the information display unit transmits a command for displaying the contents of the operation command corresponding to the plurality of symbols recognized by the control unit and the corresponding plurality of input signals to the monitor. At this time, for example, when the operation input button is operated, the symbol of the plural input button (for example, the symbol of the + triangle mark + the circular mark) is displayed on the content of the action command for monitoring the input button to be operated (for example, the character). Displayed on the monitor. Thereby, the wrong operation of the input button when the player operates the button can be reduced. In addition, the player can input the desired action command. The game device of claim 7 is a game that can be used as a controller to cause a character to be displayed on a monitor. The game device includes: a signal identification means for controlling a plurality of individual input signals sent from the controller; the command distinguishing the control unit for identification, corresponding to the plurality of input commands that have been recognized by the control unit; and the command retention means for controlling The department retains the execution of the recognized action command; the event start command acceptance means accepts the event start command; the event start means starts the event based on the accepted event start command; the command executes i to I! Γ $ si it Ιί1人吏=1 to enable the corresponding number of input commands to enable the number of L2 tokens of any one of the controllers to be controlled, and to enable the pair to run. The plural input is recognized by the game device. The means for controlling the motion control unit of the signal causes the control unit means -11 - 1300001 to cause the control unit to execute the execution of the control unit during the execution of the event; and the role action means is based on The control unit commands, and during the execution of the event, the role is acted upon. The game control method of claim 8 is directed to the game control method of the game displayed on the monitor by operating the controller. The game control method has a step of causing the control unit to recognize the individual φ signal sent from the controller; the command identification step is to cause the control unit to recognize the action command corresponding to the identified plural input signal; the command retention step is retained. The execution command accepting step of the operation command that has been recognized by the control unit causes the control unit to accept the event start command step based on the event start command that has been accepted by the control unit; the command execution step is to control the event during the execution of the event. The execution of the action command retained by the control unit; and the role action on the action command that has been executed by the control unit, and the φ action is performed on the event. [Embodiment] [Structure and Operation of Game Device] Fig. 1 is a view showing a basic configuration of an embodiment of the present invention. Here, an example of a video game device will be described as a video game device. Home video games: home game consoles and home TVs. The household system can be loaded with the recording medium 10, and the action performed by the action command from the recording medium 10 is used to operate the electric character: the plural input of the signal identification has caused the control unit to execute the control; Start: The event starts, and the event system performs the steps. In the system, the character game device is provided, and the home device system is equipped with the game machine body to read the game-12-1300001 data to execute the game. The game content so implemented will be displayed on the home TV. The game system of the home video game device is composed of the control unit 1, the storage unit 2, the image display unit 3, the sound output unit 4, and the operation input unit 5, and is connected to each other 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 φ home video game device, and the image display unit 3 is included in the home television. The control unit 1 is mainly provided based on a game program and is controlled to control the progress of the game as a whole. The control unit 1 is composed of, for example, a CPU (Central Processing Unit) 7, a signal processing processor 8, and 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. The CPU 7 interprets commands from the game program and performs various data processing and control. For example, the CPU 7 commands φ to the signal processing processor 8 to supply image data to the image processing processor. The signal processing processor 8 is mainly used for calculation in a 3-dimensional space, position conversion calculation from a 3-dimensional space to a pseudo-elemental space, calculation processing with a light source, and generation and processing of an image and sound data. The image processing processor 9 is mainly configured to write the image data to be drawn into the RAM based on the calculation result and the processing result of the signal processing processor 8. The Memory Unit 2 is mainly installed to store program data and various materials used in program data. The memory unit 2 is composed of, for example, a recording medium i 〇 1300001 , a jI surface circuit 11 , and a RAM (Random Access Memory) 12 . An interface circuit i i is connected to the recording medium 1 . Then, the interface circuit 1 1 and the RAM 1 2 are connected via the bus bar 6. The recording medium i is used to record game data composed of program data and image data of the operating system, sound data, and various program materials. The recording medium 10 is, for example, a ROM (Read Only Memory) cassette, a compact disc, a flexible disc, etc., and stores program data of the operating system, game data, and the like φ. Furthermore, the recording medium 1 further includes card type memory, which is mainly used to save various game parameters at the time of interruption when the game is interrupted. The RAM 1 2 is for temporarily storing various materials read from the recording medium J ’ or temporarily recording the processing results from the control unit 1. In the RAM1 2 system, various types of data are stored, and address information indicating the memory location of various data is stored, and any address can be specified for reading and writing. The image display unit 3 is mainly provided as an image for outputting image data written in the RAM 1 by the image processing processor #9 and image data read from the recording medium 1A. The image display unit 3 is composed of, for example, a television monitor 20, a interface circuit 21, and a D/A converter (Digital-To-Analog Converter) 22. The D/A converter 22 is connected to the television monitor 20, and the interface circuit 21 is connected to the d/Α converter 22. Then, the bus bar 6 is connected to the interface circuit 2 1 . Here, the image data is supplied to the D/Α converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output to the television monitor 20 as an image. -14- 1300001 Here, for example, there are polygon data and material materials. The polygon data is the coordinate data that constitutes the vertices of the polygon. Material Material is used to set the material in the polygon, and is composed of material indication data and material color data. The material indicator data is used to create a data about the polygon and the material. The material color data is used to specify the color of the material. Here, in the polygon data and the material data, it is indicated that the polygon address data and the material address data of the information of each data are related. In such image data, 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 amount of rotation of the screen itself (viewpoint). The data 'converts coordinate transformation and perspective projection transformation, and replaces the polygon data (2 dimensional polygon data) in the 2 dimensional space. Then, the polygon shape is formed by a plurality of binary polygon data, and the material data represented by the material address data is written in the inner region of the polygon. In this way, objects attached to the material, that is, various characters, can be expressed in each polygon. The φ sound output unit 4 is mainly provided for outputting sound data read from the recording medium 1 作为 as sound. The sound output unit 4 is composed of, for example, a speaker 13, an expansion circuit 14, a D/A converter 15 and a interface circuit 16. The speaker 13 is connected to the expansion circuit 14, the expansion circuit 14 is connected to the D/A converter 14, and the D/A converter 15 is connected to the interface circuit 16. Then, a bus bar 6 is connected to the interface circuit 16. Here, the sound data is supplied to the D/A converter 15 via the interface circuit 16, and is here converted into an analog sound signal. The analog sound signal is expanded by the expansion circuit 14 and outputted from the speaker 13 as a sound. The sound -15-1300001 data includes, for example, ADPCM (Adaptive Differentiai pulse c〇de Modulation) data and PCM (Pulse c〇de M〇duiati〇n) data. In the case of the ADPCM data, the sonar can be output from the speaker 13 in the same manner as described above. In the case of the PCM data, the pcM data is converted into ADPCM data in the RAM, and the sound can be output from the speaker 13 in the same manner as described above. The operation input unit 5 is mainly composed of a controller 17 and an operation information interface circuit 18 and a interface circuit 19. The controller 1 7 is connected to the operation interface circuit 18, and the operation information interface circuit is connected to the interface circuit 19. Then, a bus bar 6 is connected to the interface circuit 19. The controller 17 is used for the operation device for the player to input various operation commands, and transmits an operation signal in response to the player's operation to the CPU 7. The controller 17 is provided with a first button 17a, a second button 17b, a third button 17c, a fourth button 17d, an up direction button 17U, a down direction button 17D, a left direction button 17L, and a right direction button 17R. The L1 button 17L1, the L2 button 17L2, the R1 button 17R1, the R2 button 17R2, the start button 17e, the selection button 17f, the left rocker 17SL, and the right rocker 17SR. The up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R are provided to the CPU 7 in order to move the character and the cursor up and down and left and right on the screen of the television monitor 20, for example. The start button 17e is used when the CPU 7 is instructed to load a game program from the recording medium 10. The selection button 17f is used for the game program loaded from the recording medium 1 to indicate various selections to the CPU 7. -16- 1300001 The left rocker 17SL and the right rocker 17SR are the same rocker type controllers as the so-called joystick. The rocker type controller has an upright rocker. The rocker is centered on the fulcrum, and the upright position can cover the direction of 3, 60 degrees including the front, rear, left and right, and is a pourable structure. The left rocker 17SL and the right rocker 17SR, according to the tilting direction and the tilting angle of the rocker, the X coordinate and the y coordinate with the upright position as the origin, as the operation signal via the operation information interface circuit 18 and the interface circuit 1, 9, hair
送至CPU7。 於第1按鍵17a、第2按鍵17b、第3按鍵17c、第4 按鍵17d、Ll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 1 7之個按鍵及各鍵係藉由來自於外部的按壓力,從中立位 置被按壓即爲ON,如按壓力解除即爲OFF之0N/0FF開 關。 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載入電源時,CPU7係基於記錄於記錄媒體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係基於儲存於 RAM12之程式資料,對儲存於RAM12之畫像資料及聲音 資料發出指令。 -17- 1300001 爲畫像資料時,基於來自於CPU7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係基於訊號處理 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 12的處理等。然後,寫入ram之12畫像資 料係經由介面電路21而供給至D/A轉換器22。在此,畫 像資料係在D/A轉換器22轉換成類比映像訊號。然後, φ 畫像訊號係供給至電視監視器20,作爲畫像顯示。 爲聲音資料時,首先,訊號處理處理器8係基於來自 於CPU7的指令,進行聲音資料的生成及加工處理。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1 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作爲聲音輸出。 [於遊戲裝置中之各種處理槪要] 於本遊戲機1中所實行之遊戲係例如爲棒球遊戲。本 遊戲機1係可實現藉由操作控制器1 7而使顯示於電視監 視器20之角色動作之遊戲。圖2係用以說明在本發明達 成主要之作用的功能區塊圖。 角色顯示手段50係具備於電視監視器20顯示選手角 色的功能。角色顯示手段5 0係將選手角色顯示於電視監 1300001 視器20。 . 在該手段’選手角色係顯不於電視監視器2 0。在該手 . 段,對應選手角色之選手用畫像資料係於遊戲程式載入時 ,從記憶部2 (例如,記錄媒體1 〇 )供給至ram 1 2,並儲 存於RAM 1 2。此時,選手用畫像資料係爲控制部1 (例如 ,CPU7 )所辨識。又,用以將選手用畫像資料顯示於電 視監視器20的選手用座標資料係從記憶部2 (例如,記錄 ^ 媒體1 0 )供給至RAM 1 2,並儲存於RAM 1 2。此時,選手 用座標資料係爲控制部1 (例如,CPU7 )所辨識。於是, 儲存於RAM12之選手用畫像資料係基於來自於CPU7的 指示’經由畫像處理電路1 4供給至電視監視器20。然後 ’選手用畫像資料係基於選手用座標資料,顯示於電視監 視器20的特定位置。再者,用以於電視監視器20的特定 位置顯示選手用畫像資料的指示係藉由CPU7進行。 訊號辨識手段5 1係具備使控制部辨識,從控制器送 • 出之個別之複數輸入訊號8 1的功能。訊號辨識手段5 1係 使控制部辨識,從控制器送出之個別之複數輸入訊號8 1 的功能。 在該手段,從控制器送出之個別之複數輸入訊號8 1 係爲控制部所辨識。在該手段,操作控制器的輸入按鍵時 ,從控制器係送出之輸入訊號,而該輸入訊號係爲控制部 (例如,CPU7 )所辨識。 訊號判斷手段52係具備使控制部判斷,從控制器送 出之複數輸入訊號81中,初始之輸入訊號是否爲特定輸 -19- 1300001 入訊號的功能。訊號判斷手段5 2係使控制部判斷,從控 . 制器送出之複數輸入訊號81中,初始之輸入訊號是否爲 ^ 特定輸入訊號。 在該手段,從控制器送出之複數輸入訊號81中,初 始之輸入訊號是否爲特定輸入訊號係爲控制部所判斷。在 該手段,操作控制器的輸入按鍵,而初始從控制器送出之 輸入訊號爲控制部(例如,CPU7 )所辨識時,則該初始 φ 從控制器所送出之輸入訊號是否爲特定輸入訊號係爲 CPU7所判斷。即,來自於控制器的特定輸入按鍵之輸入 是否已進行係爲CPU7所判斷。 事件開始限制手段53係具備於複數輸入訊號8 1爲控 制部所辨識時,使控制部限制,用以開始對於控制部之角 色的關聯事件之事件開始命令的受理之功能。事件開始限 制手段5 3係於複數輸入訊號8 1爲控制部所辨識時,使控 制部限制,用以開始對於控制部之角色的關聯事件之事件 % 開始命令的受理。更細加說明,事件開始限制手段5 3係 具備被控制部判斷從控制器送出之複數輸入訊號8 1中, 初始之輸入訊號爲特定輸入訊號時,使控制部限制,用以 開始對於控制部之角色的關聯事件之事件開始命令的受理 之功能。事件開始限制手段5 3,係於被控制部判斷從控制 器送出之複數輸入訊號81中,初始之輸入訊號爲特定輸 入訊號時,使控制部限制,用以開始對於控制部之角色的 關聯事件之事件開始命令的受理。 在該手段,於被控制部(例如,CPU7 )判斷從控制 -20- 1300001 器送出之複數輸入訊號81中,初始之輸入訊號爲特定輸 • 入訊號時,用以開始對於c P U 7之角色的關聯事件之事件 • 開始命令的受理係爲CPU7所限制,。在該手段,來自於 控制器的特定輸入按鍵之輸入已進行時,以事件開始命令 無法被CPU7受理之方式加以限制。 命令辨識手段54係具備使控制部辨識,對應已使控 制部辨識之複數輸入訊號8 1的動作命令之功能。命令辨 φ 識手段5 4係使控制部辨識,對應已使控制部辨識之複數 輸入訊號8 1的動作命令。更細加說明,命令辨識手段54 係具備被控制部判斷從控制器送出之複數輸入訊號8 1中 ,初始之輸入訊號爲特定輸入訊號時,使控制部辨識,對 應已使控制部辨識之複數輸入訊號8 1的動作命令80之功 能。命令辨識手段54,係於被控制部判斷從控制器送出之 複數輸入訊號8 1中,初始之輸入訊號爲特定輸入訊號時 ,使控制部辨識,對應已使控制部辨識之複數輸入訊號8 1 φ 的動作命令80之。 在該手段,於被控制部(例如,CPU7 )判斷從控制 器送出之複數輸入訊號81中,初始之輸入訊號爲特定輸 入訊號時,對應複數輸入訊號8 1的動作命令80係爲控制 部所辨識,。在該手段,來自於控制器的特定輸入按鍵之 輸入已進行時,對應之動作命令80係爲CPU7所辨識。 期間辨識手段55係具備使控制部辨識,用以規定爲 動作命令80之對象的事件之命令有效期間82的功能。期 間辨識手段55係使控制部辨識,用以規定爲動作命令80 -21 - 1300001 之對象的事件之命令有效期間82。 / 在該手段,用以規定爲動作命令80之對象的事件 命令有效期間82係爲控制部(例如,CPU7 )所辨識。 以至少對於1件事件而使CPU7執行爲CPU7所辨識之 作命令80的命令有效期間82係爲CPU7所辨識。 命令保留手段56係具備使控制部保留,已使控制 辨識之動作命令8 0的執行之功能。命令保留手段5 6係 φ 控制部保留,已使控制部辨識之動作命令8 0的執行。 在該手段,已使控制部辨識之動作命令8 0的執行 爲控制部保留。在該手段,動作命令80爲控制部(例 ,CPU7)所辨識後,動作命令80的執行係以爲CPU7 留之狀態下維持。 事件開始限制解除手段5 7係具備於複數輸入訊號 爲控制部所辨識後,使控制部解除’用以開始對於控制 之事件開始命令的受理限制之功能。事件開始限制解除 φ 段5 7係於複數輸入訊號8 1爲控制部所辨識後’使控制 解除,用以開始對於控制部之事件開始命令的受理限制 在該手段,於複數輸入訊號8 1爲控制部(例如 CPU7)所辨識後,用以開始對於CPU7之事件開始命令 受理限制係爲控制部所解除。在該手段’於複數輸入訊 81爲控制部(例如’ CPU7 )所辨識時’事件開始命令 被CPU7受理。 事件開始命令受理手段5 8係具備使控制部受理事 開始命令的功能。事件開始命令受理手段5 8係使控制 之 用 動 部 使 係 如 保 8 1 部 手 部 的 號 始 件 部 -22- 1300001 受理事件開始命令。更詳加說明,事件開始命令受理手段 ^ 5 8,係具備於對於控制部之事件開始命令的受理限制被控 制部解除後,使控制部受理事件開始命令的功能。事件開 始命令受理手段5 8係於對於控制部之事件開始命令的受 理限制被控制部解除後,使控制部受理事件開始命令。 在該手段,用以開始角色的關聯事件之事件開始命令 係爲控制部(例如,CPU7 )受理。在該手段,係將用以 φ 開始角色的關聯事件之事件開始命令,設定爲CPU7受理 之狀態。 事件開始手段59係具備基於已使控制部受理之事件 開始命令,而使事件開始的功能。事件開始手段59係基 於已使控制部受理之事件開始命令,而使事件開始。 在該手段,係基於已被控制部受理之事件開始命令’ 而開始事件。在該手段,於CPU7可受理事件開始命令之 狀態時,基於已被控制部(例如,CPU7 )受理事件開始 Φ 命令,事件係藉由CPU7而開始。 命令執行手段60係具備於事件執行中,使控制部進 行已使控制部保留之動作命令8 0的執行之功能。命令執 行手段60係於事件執行中’使控制部進行已使控制部保 留之動作命令80的執行。更詳加說明,命令執行手段60 係於命令有效期間82內的事件執行中,使控制部進行已 使控制部保留之動作命令80的執行。命令執行手段60係 於命令有效期間8 2內的事件執行中,使控制部進行已使 控制部保留之動作命令8 0的執行。 -23- 1300001 在該手段,已使控制部(例如,CPU7 )保留之動作 . 命令8 0的執行係於命令有效期間8 2內的事件執行中,藉 • 由CPU7進行。在該手段,已使CPU7保留之動作命令80 係於命令有效期間82內的事件執行中(即,對於作爲命 令有效期間82而已設定之至少丨件事件),藉由CPU7 執行。 角色動作手段61係具備基於已使控制部執行之動作 • 命令8 0,而於事件執行中,使角色動作的功能。角色動作 手段6 1係基於已使控制部執行之動作命令8 〇,而於事件 執行中,使角色動作。更詳加說明,角色動作手段6 1係 具備基於已使控制部執行之動作命令80,而於命令有效期 間82內的事件執行中,使角色動作的功能。角色動作手 段6 1係基於已使控制部執行之動作命令8 0,而於命令有 效期間82內的事件執行中,使角色動作。 在該手段,基於已使控制部(例如,CPU7 )執行之 φ 動作命令80,而於命令有效期間82內的至少1件事件執 行中,使角色動作。在該手段,基於已使控制部(例如, CPU7 )執行之動作命令80,而於命令有效期間82內的至 少1件事件執行中,選手用畫像資料係藉由控制部1 (例 如,訊號處理處理器8與畫像處理處理器9)加以處理。 然後,被處理之畫像資料係從RAM12供給至電視監視器 20,選手角色的動作係作爲動畫而顯示於電視監視器20。 資訊顯示手段62係具備使控制部發派,用以將對應 已使控制部辨識之複數輸入訊號8 1的記號及對應複數輸 -24- 1300001 入訊號81的動作命令80之內容中至少任一方’顯示於監 視器的命令之功能。資訊顯示手段6 2係使控制部發派’ 用以將對應已使控制部辨識之複數輸入訊號81的記號及 對應複數輸入訊號8 1的動作命令80之內容中至少任一方 ,顯示於監視器的命令。 在該手段,用以將對應已使控制部(例如,CPU7 ) 辨識之複數輸入訊號81的記號及對應複數輸入訊號81的 Φ 動作命令8 0之內容中至少任一方’顯示於監視器的命令 係從控制部發派。在該手段’操作控制器的複數輸入按鍵 時,被操作之輸入按鍵的記號及對應輸入按鍵之操作的動 作命令8 0之內容至少任一方係顯示於電視監視器2 0。 [於棒球遊戲中預約命令輸入系統之槪要] 在此,針對於棒球遊戲中之預約命令輸入系統的具體 內容加以說明。 (打帶跑命令) 作爲用以具體說明預約命令輸入系統之一例,於後說 明跑者在1壘及3壘時,指示打帶跑命令之狀況。 如圖3、圖4及圖6所示,於投手角色及打者角色顯 示於電視監視器20之狀態中,首先,按下L2按鍵17L2 時,動作命令80輸入的開始係爲CPU7所辨識。如此按 下L2按鍵17L2之後,係以CPU7無法受理用以開始打者 角色及跑者角色之關聯事件之事件開始命令(例如,用以 -25- 1300001 使投手角色開始投球動作之動作開始命令)的方式而加以 . 限制。即,用以使投手角色的投球動作開始之命令係爲無 法爲CPU7所受理。 接著,按下三角記號按鍵1 7 a及圓形記號按鍵1 7 b時 ,對應預約命令輸入中所操作之輸入按鍵的動作命令80 ( 即,打帶跑命令)係爲CPU7所辨識。於是,用以至少對 於1件事件而使CPU7執行已爲CPU7所辨識之打帶跑命 Φ 令的命令有效期間82係爲CPU7所辨識。在此,命令有 效期間82係預先於遊戲程式中與動作命令80建立關聯。 接下來,已爲CPU7所辨識之打帶跑命令的執行係爲 CPU7限制。即,已爲CPU7所辨識之打帶跑命令的執行 係成爲被CPU7保留之狀態(即,被預約之狀態)。於是 ,解除用以使投手角色的投球動作開始之動作開始命令的 限制。然後,對投手角色指示關於投球之命令後,按下用 以發派動作開始命令之輸入按鍵(例如,X記號按鍵)時 • ,動作開始命令係被CPU7受理。於是,基於動作開始命 令,CPU7係使投手角色開始投球動作。投手角色開始投 球動作時,已被CPU7預約之打帶跑命令係藉由CPU7執 行。即,投手角色開始投球動作時,對於1壘跑者角色, 起跑命令係藉由CPU7指示,對於3壘跑者角色,非起跑 命令亦藉由CPU7指示。 最後,打帶跑命令藉由CPU7執行時,1壘跑者角色 朝2壘跑壘之動畫係顯示於電視監視器20。此時,3壘跑 者角色係並不起跑而保持在3壘離壘之狀態來顯示於電視 -26- 1300001 監視器2 0。 . 再者,按下L2按鍵17L2、三角記號按鍵17a及圓形 _ 記號按鍵1 7b時,「L2」之文字、三角記號及圓形記號係 依序顯示於電視監視器20之下部。又,L2按鍵17L2、三 角記號按鍵1 7a及圓形記號按鍵1 7b之所有按壓結束時, 「打帶跑」之文字係顯示於電視監視器20之下部。 再者,用以使投手角色投球之輸入操作及用以使打者 φ 角色打擊從投手角色所投出之球的輸入操作係以與習知相 同之方法執行。 如此,在打帶跑命令爲CPU7所辨識之狀況,將投手 角色與打者角色之每一球的事件作爲1件對決事件而加以 定義時,對於1件對決事件,犧牲觸擊命令係被預約並執 行。 (犧牲觸擊命令) # 作爲用以具體說明預約命令輸入系統之一例,於後說 明跑者在1壘及3壘時,指示犧牲觸擊命令之狀況。 如圖3、圖5及圖6所示,於投手角色及打者角色顯 示於電視監視器2 0之狀態中,首先,按下L 2按鍵1 7 L 2 時,動作命令80輸入的開始係爲CPU7所辨識。如此按 下L2按鍵17L2之後,係以CPU7無法受理用以開始打者 角色及跑者角色之關聯事件之事件開始命令(例如,用以 使投手角色開始投球動作之動作開始命令)的方式而加以 限制。即,用以使投手角色的投球動作開始之命令係爲無 -27- 1300001 法爲CPU7所受理。 接下來,按下R1按鍵1 7 R1時,對應預約命令輸入中 所操作之輸入按鍵的動作命令80 (即,犧牲觸擊命令)係 爲CPU7所辨識。於是,用以至少對於複數事件而使 CPU7執行已爲CPU7所辨識之犧牲觸擊命令的命令有效 期間82係爲CPU7所辨識。在此,命令有效期間82係預 先於遊戲程式中與動作命令8 0建立關聯。 φ 接下來,已爲CPU7所辨識之犧牲觸擊命令的執行係 爲CPU7限制。即,已爲CPU7所辨識之犧牲觸擊命令的 執行係成爲被CPU7保留之狀態(即,被預約之狀態)。 於是,解除用以使投手角色的投球動作開始之動作開始命 令的限制。然後,對投手角色指示關於投球之命令後,按 下用以發派動作開始命令之輸入按鍵(例如,X記號按鍵 )時,動作開始命令係被CPU7受理。於是,基於動作開 始命令,CPU7係使投手角色開始投球動作。投手角色開 # 始投球動作時,已被CPU7預約之犧牲觸擊命令係藉由 CPU7執行。即,投手角色開始投球動作時,對於打者角 色,觸擊命令係藉由CPU7指示,對於1壘跑者角色,起 跑命令係藉由CPU7指示,對於3壘跑者角色,非起跑命 令亦藉由CPU7指示。 接下來,犧牲觸擊命令藉由CPU7執行時,觸擊姿勢 的打者角色係顯示於電視監視器2 0。此時,以左搖桿調節 打者角色的球棒高度及觸擊球之方向,而使打者角色觸擊 之狀況,1壘跑者角色朝2壘跑壘之動畫係顯示於電視監 -28- 1300001 視器2 0。此時,3壘跑者角色係並不起跑而保持在3壘離 _ 壘之狀態來顯示於電視監視器20。 _ 在此,以左搖桿調節打者角色的球棒高度及觸擊球之 方向,而使打者角色觸擊時,觸成界外球及未觸到球之狀 況,1壘及3壘跑者角色回到1壘之動畫係顯示於電視監 視器2 0。 接者’已被CPU7執f了之犧牲觸撃命令係成爲命令的 φ 執行爲CPU7再度預約之狀況。然後,對投手角色指示關 於投球之命令後,再度按下用以發派動作開始命令之輸入 按鍵(例如,X記號按鍵)時,動作開始命令係被C P U 7 受理。於是,基於動作開始命令,CPU7係使投手角色開 始投球動作。投手角色開始投球動作時,已被C P U 7預約 之犧牲觸擊命令係藉由CPU7再度執行。即,投手角色開 始地2次投球動作時,對於打者角色,觸擊命令係藉由 CPU7指示,對於1壘跑者角色,起跑命令係藉由CPU7 # 指示,對於3壘跑者角色,非起跑命令亦藉由CPU7指示 〇 接下來,犧牲觸擊命令藉由CPU7執行時,觸擊姿勢 的打者角色係顯示於電視監視器20。此時,以左搖桿調節 打者角色的球棒高度及觸擊球之方向,而使打者角色觸擊 之狀況’ 1壘跑者角色朝2壘跑壘之動晝係顯示於電視監 視器20。此時,3壘跑者角色係並不起跑而保持在3壘離 壘之狀態來顯示於電視監視器20。 在此,以左搖桿調節打者角色的球棒高度及觸擊球之 -29- 1300001 方向,而使打者角色觸擊時,觸成界外球及未觸到球之狀 . 況,與前述相同,跑者角色之動畫係顯示於電視監視器2 0 〇 如此,犧牲觸擊命令爲CPU7所辨識之狀況,於命令 有效期間82之間(即,從指示犧牲觸擊命令至打者角色 的1打席結束之間),犧牲觸擊命令則爲有效。即,將投 手角色與打者角色之每一球的事件作爲1件對決事件而加 φ 以定義時,對於複數對決事件,犧牲觸擊命令係在被預約 之狀態下執行。 再者,按下L2按鍵17L2a及R1按鍵17R1時,「L2 」之文字及「R2」之文字係依序顯示於電視監視器2 0之 下部。又,L2按鍵17L2及R1按鍵17R1之所有按壓結束 時,「犧牲觸擊」之文字係顯示於電視監視器20之下部 〇 再者,用以使投手角色投球之輸入操作及用以使打者 # 角色打擊從投手角色所投出之球的輸入操作係以與習知相 同之方法執行。 如此,在犧牲觸擊命令已爲CPU7辨識之狀況,將投 手角色與打者角色之每一球的事件作爲1件對決事件而加 以定義時,對於複數對決事件,犧牲觸擊命令係被預約並 執行。 (其他命令) 於預約命令輸入系統中,於後說明可指示之各種命令 -30- 1300001 的槪要。 _ •僞裝起跑命令 投手角色開始投球動作之前,按下L2按鍵17L2、三 角記號按鍵1 7a及四角記號按鍵1 7d時,以投手角色開始 投球動作之時機而使跑者角色作出起跑姿勢的命令係爲 CPU7所辨識。在該命令,命令有效期間82對於1件對決 事件係爲有效。 • •強迫取分命令 投手角色開始投球動作之前,按下L2按鍵17L2、三 角記號按鍵17a及R1按鍵17R1時,以投手角色開始投球 動作之時機而使3壘跑者角色起跑的命令係爲CPU7所辨 識。此時,於1壘及/或2壘有跑者角色之狀況,以球棒 擊中球之時機(犧牲觸擊的時機)使1壘及/或2壘的跑 者角色起跑的命令係爲CPU7所辨識。在該命令,命令有 效期間82對於1件對決事件係爲有效。 # •冒險起跑命令 投手角色開始投球動作之前,按下L2按鍵17L2、四 角記號按鍵1 7d及三角記號按鍵1 7a時,以球棒擊中球之 時機(犧牲觸擊時機)而不確認球使跑者角色起跑的命令 係爲CPU7所辨識。在該命令,命令有效期間82對於複 數對決事件係爲有效。 •敬遠命令 投手角色開始投球動作之前,按下L2按鍵17L2、圓 形記號按鍵1 7b及X記號按鍵1 7c時,而使投手角色投出 -31 - 1300001 敬遠壞球的命令係爲CPU7所辨識。在該命令’命令有效 . 期間82對於複數對決事件係爲有效。 •趨前守備陣型命令 投手角色開始投球動作之前,按下L2按鍵17L2、R2 按鍵17R2及下方向鍵17D時,於投手角色開始投球動作 時而使1 II及3墨野手角色朝本墨板方向移動的命令係爲 CPU7所辨識。又,投手角色開始投球動作之前,按下L2 φ 按鍵1 7L2、R2按鍵1 7R2及右方向鍵1 7R時,於投手角 色開始投球動作時而使1壘野手角色朝本壘板方向移動的 命令係爲CPU7所辨識。進而,投手角色開始投球動作之 前,按下L2按鍵17L2、R2按鍵17R2及左方向鍵17L時 ,於投手角色開始投球動作時而使3壘野手角色朝本壘板 方向移動的命令係爲CPU7所辨識。在該命令,命令有效 期間82對於1件對決事件係爲有效。 •盜2壘時之補位命令 • 投手角色開始投球動作之前,按下L2按鍵17L2、四 角記號按鍵17d及右方向鍵17R時,於1壘跑者角色盜壘 時而使2壘手野手角色進行2壘補位的命令係爲CPU7所 辨識。又,投手角色開始投球動作之前,按下L2按鍵 17L2、四角記號按鍵17d及左方向鍵17L時,於1壘跑者 角色盜壘時而使游擊手野手角色進行2壘補位的命令係爲 CPU7所辨識。在該命令,命令有效期間82對於複數對決 事件係爲有效。 如以上之各種命令爲C P U 7所辨識之狀況,以與上述 -32- 1300001 之打帶跑命令或犧牲觸擊命令相同方法,各種命令係基於 命令有效期間8 2而被預約並執行。 再者,投手角色開始投球動作之前,按下L2按鍵 17L2及開始按鍵17e時,對於對決事件用以取消已預約 之動作命令80 (例如,打帶跑命令及犧牲觸擊命令等)的 命令係爲CPU7所辨識(取消命令)。 φ [於棒球遊戲中預約命令輸入系統執行時之處理流程] 使用圖7所示之流程圖說明於本實施形態的棒球遊戲 中之預約命令輸入系統。 於投手角色及打者角色顯示於電視監視器20之狀態 中,按下輸入按鍵時,從該輸入按鍵送出之輸入訊號係爲 CPU7所辨識(S1 )。於是,爲CPU7所辨識之從按鍵按 鍵送出的輸入訊號是否爲特定輸入訊號(例如,來自於 L2按鍵17L2的輸入訊號)係爲CPU7判斷(S2 )。被 • CPU7判斷從輸入按鍵送出之初始的輸入訊號爲來自於L2 按鍵17L2的輸入訊號之狀況(在S2爲Yes ),送出用以 開始角色之關聯事件之事件開始命令(例如,用以使投手 角色開始投球動作之動作開始命令)的輸入按鍵之受理係 藉由CPU7限制(S3 )。然後,對應輸入訊號之記號(例 如,「L2」之文字1〇1 )係顯示於電視監視器20 ( S4 )。 再者,被CPU11判斷從輸入按鍵送出之初始的輸入訊號 並不爲來自於L2按鍵17L2的輸入訊號之狀況(在S2爲 No ),則再度執行步驟1 ( si )。 -33- 1300001 接下來,至少按下1個輸入按鍵(例如,R1按鍵 . 17R1 )時,從該輸入按鍵送出之輸入訊號係爲Cpu7所辨 識(S 5 )。然後,對應輸入訊號之記號(例如,「r丨」之 文字1 〇 1 )係顯示於電視監視器2 0 ( S 4 )。於是,對應複 數輸入訊號81 (例如,來自於L2按鍵17L2及R1按鍵 17R1之複數輸入訊號81 )的動作命令80 (例如,犧牲觸 擊命令)係爲CPU7所辨識(S6)。然後,對應複數輸入 φ 訊號81之動作命令8〇的內容(例如,「犧牲觸擊」之文 字1 0 2 )係顯示於電視監視器2 0 ( S 7 )。然後,對於複數 事件用以使CPU7執行已爲CPU7所辨識之動作命令80的 命令有效期間82係被CPU7設定並辨識(S8)。在此, 命令有效期間82係預先於遊戲程式中與動作命令80建立 關聯。例如,於犧牲觸擊命令係與以複數事件爲對象之命 令有效期間8 2建立關聯。再者,命令有效期間8 2係可變 更爲任意期間,於遊戲開始前及複數事件開始前等,使 • CPU7辨識所希望之命令有效期間82並加以設定亦可。 接下來,已爲CPU7所辨識之動作命令80 (例如,犧 牲觸擊命令)的執行係爲CPU7所預約(S9)。然後,來 自於送出事件開始命令(例如,動作開始命令)之輸入按 鍵的輸入訊號之受理限制係藉由CPU7解除(S10 )。然 後,按下送出事件開始命令(例如,動作開始命令)的輸 入按鍵時,來自於該輸入按鍵的輸入訊號係爲CPU7所辨 識(S 1 1 ),事件開始命令(例如,動作開始命令)係被 CPU7受理(S 1 2 )。於是,基於已被控制部受理之事件開 -34- 1300001 始命令,而開始事件(例如’投球動作)(s 1 3 )。於是 ,被CPU1 1保留之動作命令80 (例如,犧牲觸擊命令) 係藉由CPU11執行(S14)。然後,基於藉由CPU11執行 之動作命令8 0 (例如,犧牲觸擊命令),角色(例如,打 者角色及跑者角色)係藉由CPU 11動作(S15)。 最後,藉由CPU1 1判斷對應動作命令80之命令有效 期間82是否結束(S16 )。藉由CPU1 1判斷對應動作命 φ 令80之命令有效期間82未結束時(在S16爲No ),則 再度實行步驟ll(Sll)。 另一方面,藉由CPU1 1判斷 對應動作命令80之命令有效期間82已結束時(在S1 6爲 Yes),則爲CPU7辨識被CPU7執行之動作命令80的執 行已結束(S 1 7 )。 [其他實施形態] (a )在前述實施形態,已揭示遊戲機1具有各種手 # 段50〜62之狀況的範例,但是,使遊戲機1更具有使控 制部判斷關聯事件之角色的狀況之狀況判斷手段亦可。該 狀況,在命令執行手段60,因應爲控制部判斷之角色的狀 況,使控制部保留之動作命令的執行係於事件執行中藉由 控制部進行。 例如,跑者於1壘及3壘時,指示打帶跑命令或犧牲 觸擊命令之狀況,動作開始命令被CPU7受理時,基於動 作開始命令,CPU7係使投手角色開始投球動作。投手角 色開始投球動作時,跑者之狀況(例如,跑者在1壘及3 -35- 1300001 壘之狀況)係爲CPU7所判斷。然後,因應該跑者之狀況 _ ,已被CPU7預約之打帶跑命令或犧牲觸擊命令係藉由 CPU7執行。即,投手角色開始投球動作時,對於1壘跑 者角色,起跑命令係藉由CPU7指示,對於3壘跑者角色 ,非起跑命令亦藉由CPU7指示。於是,表示1壘跑者從 1壘跑壘至2壘之狀態的動畫係顯示於電視監視器20。如 此遊戲機1具有狀況判斷手段之狀況係於指示如打帶跑命 φ 令及犧牲觸擊命令之動作命令(即,邏輯性命令)時,使 CPU7判斷跑者之狀況,可因應跑者之狀況,使各跑者動 作。 如此之遊戲機1各種手段50〜62之外更具有狀況判 斷手段63之狀況係於圖7之流程圖的步驟1 3 ( S 1 3 )與 步驟1 4 ( S 1 4 )之間,進行對應狀況判斷手段之處理。即 ,如圖8所示,動作開始命令被CPU7受理時(S12), 基於已被CPU7受理之事件開始命令,而開始事件(例如 # ,投球動作)(s 1 3 )。投手角色開始投球動作時,跑者 之狀況(即,跑者在1壘及3壘之狀況)係爲CPU7所判 斷(S14A)。然後,因應該跑者之狀況,已被CPU7保留 之動作命令80 (例如,打帶跑命令或犧牲觸擊命令)係藉 由CPU7執行(S14B )。然後,基於藉由CPU1 1執行之動 作命令80 (例如,打帶跑命令或犧牲觸擊命令),角色( 例如,打者角色及跑者角色)係藉由CPU1 1動作(S15 ) 。再者,因爲除了步驟14A(S14A)及步驟14B(S14B) 之外的步驟係與圖7相同,故於圖8中,省略從步驟1 ( -36- 1300001 S1)至步驟12(S12)及從步驟16(S16)至步驟17( S17 )。 (b )在前述實施形態,揭示使用作爲可適用遊戲程 式之電腦之一例的家庭用視訊遊戲裝置之狀況的例子,但 是,遊戲裝置係並不限定於前述實施形態,藉由實行監視 器爲另外構成之遊戲裝置、監視器爲一體構成之遊戲裝置 、及遊戲程式,也可同樣適用於作爲遊戲裝置而作用之個 φ 人電腦及工作站等。 (c )於本發明亦包含用以執行如前述之遊戲的程式 、用以實行如前述之遊戲之程式方法及記錄該程式之電腦 可讀取之記錄媒體。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。 [產業上之利用可能性] φ 在本發明,因爲設定對應來自於輸入按鍵之複數輸入 訊號的動作命令,所以,依據複數輸入訊號的組合輸入, 可指示多種動作命令。又’於事件開始前’係預約有已設 定之動作命令的執行,於事件開始後,係進行已預約之動 作命令的執行。藉此,例如,於投手角色開始投球動作前 ,事先預約打帶跑命令時’於投手角色開始投球動作後’ 則可執行打帶跑命令。即’從投手角色所投出之球到達擊 球點前之間,玩家係可僅集中於關於打擊之命令的指示。 又,於對於控制部之事件開始命令的受理限制爲控制 -37- 1300001 部解除前,因爲控制部無法受理事件開始命令’所以可確 實地使控制部辨識來自於輸入按鍵之複數輸入訊號。 又,於操作輸入按鍵時,初始所操作之輸入按鍵爲特 定輸入按鍵之狀況,即按壓爲預約動作命令時之起點的輸 入按鍵(特定輸入按鍵)之狀況,因爲控制部無法受理事 件開始命令,所以可確實地使控制部辨識來自於輸入按鍵 的複數輸入訊號。 Φ 又,於操作輸入按鍵時,初始所操作之輸入按鍵爲特 定輸入按鍵之狀況,即按壓爲預約動作命令時之起點的輸 入按鍵(特定輸入按鍵)之狀況,因爲對應來自於輸入按 鍵之複數輸入訊號的動作命令係爲控制部所辨識,所以易 於察知爲預約動作命令時之輸入按鍵,也易於從輸入按鍵 指示多種的動作命令。 又,一旦預約了動作命令,可對於個別之複數事件, 使已預約之動作命令連續性地執行。 • 進而,操作控制器的複數輸入按鍵時,可使複數輸入 按鍵的記號顯示於監視器,及可使對應所操作之輸入按鍵 的動作命令之內容顯示於監視器。藉此,可減低玩家操作 複數輸入按鍵時之輸入按鍵的錯誤操作。又,玩家係可確 認是否已輸入所希望之動作命令。 【圖式簡單說明】 [圖1 ]利用本發明之一實施形態的視訊遊戲裝置之基 本構成圖。 -38- 1300001 [圖2 ]作爲前述視訊遊戲裝置之一例的功能區塊圖。 [圖3]預約命令輸入之執行時的電視監視器圖。 [® 4]揭示預約命令輸入系統中之輸入訊號與cpu的 _ 5里@容之關係圖(打帶跑命令時)。 5]揭示預約命令輸入系統中之輸入訊號與CPU的 內容之關係圖(犧牲觸擊命令時)。 [β 6]揭示動作命令與命令有效期間之關係圖。 [圖7]用以說明預約命令輸入之流程圖。 [圖8]用以說明於其他實施形態中的預約命令輸入之 流程圖。 [主要元件之符號說明】 1 :控制部 7 : CPU 17:控制器 2〇 :電視監視器 5 0 :角色顯示手段 51 :訊號辨識手段 52 :訊號判斷手段 53 :事件開始限制手段 54 :命令辨識手段 55 :期間辨識手段 56 :命令保留手段 5 7 :事件開始限制解除手段 5 8 :事件開始命令受理手段 -39- 1300001 5 9 :事件開始手段 60 :命令執行手段 6 1 :角色動作手段 62 :資訊顯示手段 80:動作命令(打帶跑命令、犧牲觸擊命令、僞裝起 跑命令、強迫取分命令、冒險起跑命令、敬遠命令、趨前 守備陣型命令、盜2壘時之補位命令) 8 1 :輸入訊號 17L2 : L2按鍵(送出輸入訊號之輸入按鍵、送出特 定輸入訊號之輸入按鍵) 17R1: R1按鍵(送出輸入訊號之輸入按鍵) 17R2 : R2按鍵(送出輸入訊號之輸入按鍵) 1 7a :三角記號按鍵(送出輸入訊號之輸入按鍵) 1 7b :圓形記號按鍵(送出輸入訊號之輸入按鍵) 1 7c : X記號按鍵(送出輸入訊號之輸入按鍵) 17d:四角記號按鍵(送出輸入訊號之輸入按鍵) 17D:下方向按鍵(送出輸入訊號之輸入按鍵) 17R :右方向按鍵(送出輸入訊號之輸入按鍵) 17L:左方向按鍵(送出輸入訊號之輸入按鍵) 17e :開始按鍵 82 :命令有效期間 1 0 1 : ^ L2 + R2」(對應複數輸入訊號之記號) 102: 「犧牲觸擊」(對應複數輸入訊號之動作命令 的內容) -40-Send to CPU7. The first button 17a, the second button 17b, the third button 17c, the fourth button 17d, the L1 button 17L1, the L2 button 17L2, the R1 button 17R1, and the R2 button 17R2 are assigned to the game program loaded from the recording medium 10, respectively. Various functions. Further, the buttons and the keys of the controller 17 other than the left rocker 17SL and the right rocker 17 SR are pressed from the neutral position by the pressing force from the outside, and are pressed as the pressure is released. This is the OFF 0N/0FF switch. The outline operation of the home video game device constituted by the above configuration will be described below. When the power switch (not shown) is turned on, when the game system 1 is loaded with power, the CPU 7 reads the image data, the sound data, and the program data from the recording medium 1 based on the operation system recorded on the recording medium 1. Part or all of the image data, sound data and program data read out are stored in RAM12. Then, the CPU 7 issues an instruction to the portrait data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12. -17-1300001 When the image data is used, based on the instruction from the CPU 7, first, the signal processing processor 8 performs the position calculation of the character on the 3-dimensional space. And light source calculations, etc. Next, the image processing processor 9 performs a process of writing the image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processing processor 8. Then, the image data of the ram 12 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 φ image signal is supplied to the television monitor 20 as an image display. In the case of voice data, first, the signal processing processor 8 performs sound data generation and processing based on an instruction from the CPU 7. Here, for the sound data, for example, the conversion of the pitch, the addition of the noise, the setting of the envelope, the setting of the level, and the addition of the reverberation are performed. Next, the sound data is output from the signal processing processor 8 and supplied to the D/A converter 15 via the interface circuit 16. Here, the sound data is converted into an analog sound signal. Then, the sound signal is output as a sound from the speaker • 13 via the expansion circuit 14 . [Various Processing in Game Device] The game executed in the game machine 1 is, for example, a baseball game. The game machine 1 can realize a game in which the character displayed on the television monitor 20 is operated by operating the controller 17. Figure 2 is a functional block diagram for explaining the main function of the present invention. The character display means 50 is provided with a function of displaying the player character on the television monitor 20. The character display means 50 displays the player character on the television monitor 1300001. . In this means, the player character is not displayed on the TV monitor 20. In the hand. In the segment, the player corresponding to the player character is supplied to the ram 1 2 from the storage unit 2 (for example, the recording medium 1 用) when the game program is loaded, and stored in the RAM 12. At this time, the player image data is recognized by the control unit 1 (for example, the CPU 7). Further, the player coordinate data for displaying the player image data on the television monitor 20 is supplied from the storage unit 2 (for example, the recording medium 1 0) to the RAM 1 2 and stored in the RAM 12. At this time, the player's coordinate data is recognized by the control unit 1 (for example, the CPU 7). Then, the image data for the player stored in the RAM 12 is supplied to the television monitor 20 via the image processing circuit 14 based on the instruction from the CPU 7. Then, the image data for the player is displayed on the specific position of the television monitor 20 based on the coordinate data of the player. Further, an instruction for displaying the portrait material for the player at a specific position of the television monitor 20 is performed by the CPU 7. The signal identification means 51 has a function of recognizing the control unit and inputting a plurality of individual input signals 81 from the controller. The signal identification means 5 1 is a function for the control unit to recognize the individual input signals 8 1 sent from the controller. In this manner, the individual complex input signals 8 1 sent from the controller are identified by the control unit. In this method, when the input button of the controller is operated, the input signal sent from the controller is recognized by the control unit (for example, the CPU 7). The signal judging means 52 is provided with a function for causing the control unit to determine whether or not the initial input signal is a specific input -19-1300001 input signal from the plurality of input signals 81 sent from the controller. The signal judging means 5 2 causes the control unit to judge and control. In the complex input signal 81 sent by the controller, whether the initial input signal is a ^ specific input signal. In this method, whether the initial input signal is a specific input signal from the plurality of input signals 81 sent from the controller is determined by the control unit. In this method, when the input button of the controller is operated, and the input signal sent from the controller is recognized by the control unit (for example, the CPU 7), whether the input signal sent by the initial φ slave controller is a specific input signal system It is judged by the CPU 7. That is, whether the input from the specific input button of the controller has been determined is determined by the CPU 7. The event start restriction means 53 is provided with a function for causing the control unit to restrict the reception of the event start command for the event associated with the role of the control unit when the plurality of input signals 81 are recognized by the control unit. The event start restriction means 5 3, when the plurality of input signals 81 are recognized by the control unit, restricts the control unit to start the reception of the event % start command for the related event of the role of the control unit. More specifically, the event start restriction means 5 3 is provided with a plurality of input signals 8 1 that are sent from the controller by the control unit. When the initial input signal is a specific input signal, the control unit is restricted to start the control unit. The function of the event of the associated event of the role start command. The event start restriction means 5 3 is configured by the control unit to determine the plurality of input signals 81 sent from the controller. When the initial input signal is a specific input signal, the control unit is restricted to start the associated event for the role of the control unit. The event begins the acceptance of the order. In this method, the controlled unit (for example, the CPU 7) determines that the plurality of input signals 81 sent from the control -20-1300001 are used to start the role of the c PU 7 when the initial input signal is a specific input signal. The event of the associated event • The acceptance of the start command is limited by the CPU 7. In this means, when the input of the specific input button from the controller has been performed, the event start command cannot be restricted by the CPU 7 to accept it. The command identifying means 54 has a function of recognizing the control unit and corresponding to the operation command of the plurality of input signals 81 recognized by the control unit. The command discrimination φ means means that the control unit recognizes the operation command corresponding to the plurality of input signals 8 1 that have been recognized by the control unit. More specifically, the command identification means 54 is provided with a plurality of input signals 81 that are sent from the controller by the control unit. When the initial input signal is a specific input signal, the control unit recognizes the corresponding number that has been recognized by the control unit. Enter the function of the action command 80 of the signal 8 1. The command identification means 54 is configured by the control unit to determine the plurality of input signals 8 1 sent from the controller. When the initial input signal is a specific input signal, the control unit recognizes the corresponding input signal 8 1 that has been recognized by the control unit. The action command of φ is 80. In this method, when the controlled unit (for example, the CPU 7) determines that the plurality of input signals 81 sent from the controller are the specific input signals, the operation command 80 corresponding to the plurality of input signals 81 is the control unit. Identification,. In this manner, when the input from the specific input button of the controller has been performed, the corresponding action command 80 is recognized by the CPU 7. The period identification means 55 has a function of identifying the command effective period 82 for the event of the event command 80 to be recognized by the control unit. The period identifying means 55 is configured to identify the command effective period 82 for the event of the motion command 80 - 21 - 1300001. / In this means, the event command valid period 82 for specifying the target of the motion command 80 is recognized by the control unit (for example, the CPU 7). The command valid period 82 for causing the CPU 7 to execute the command 80 recognized by the CPU 7 for at least one event is recognized by the CPU 7. The command retaining means 56 is provided with a function of causing the control unit to retain the execution of the operation command 80 that has been recognized by the control. The command retaining means 5 6 φ control unit retains the execution of the action command 80 that has been recognized by the control unit. In this means, the execution of the operation command 80 recognized by the control unit is reserved for the control unit. In this means, after the operation command 80 is recognized by the control unit (for example, the CPU 7), the execution of the operation command 80 is maintained in a state where the CPU 7 is left. The event start restriction releasing means 5 7 is provided with a function of the control unit being released after the plurality of input signals are recognized by the control unit, to start the acceptance restriction of the event start command for control. The event start restriction release φ segment 5 7 is after the complex input signal 8 1 is recognized by the control unit, and the control is released, and the acceptance of the event start command for the control unit is started in the device, and the complex input signal 8 1 is After the control unit (for example, the CPU 7) recognizes it, the event start command acceptance restriction for starting the CPU 7 is released by the control unit. When the complex input signal 81 is recognized by the control unit (e.g., 'CPU 7), the event start command is accepted by the CPU 7. The event start command accepting means 58 has a function of causing the control unit to accept the start command. The event start command accepting means 5 8 causes the control unit to accept the event start command by the number start unit -22- 1300001 of the 8 1 hand. More specifically, the event start command accepting means ^ 5 8 is a function for causing the control unit to accept the event start command after the reception restriction of the event start command of the control unit is released by the control unit. The event start command accepting means 58 causes the control unit to accept the event start command after the control restriction of the event start command to the control unit is released by the control unit. In this means, the event start command for starting the associated event of the character is accepted by the control unit (for example, the CPU 7). In this means, the event start command for the associated event of the φ start character is set to the state accepted by the CPU 7. The event start means 59 is provided with a function to start an event based on an event start command that has been accepted by the control unit. The event start means 59 starts the event based on the event start command that has been accepted by the control unit. In this means, the event is started based on the event start command ' accepted by the control unit. In this means, when the CPU 7 can accept the state of the event start command, the event is started by the CPU 7 based on the received event start Φ command by the controlled unit (for example, the CPU 7). The command execution means 60 is provided with a function for causing the control unit to execute the execution of the operation command 80 that has been retained by the control unit during the execution of the event. The command execution means 60 is in the execution of the event - causing the control unit to execute the operation command 80 that has been held by the control unit. More specifically, the command execution means 60 is in the execution of the event in the command valid period 82, and causes the control unit to execute the action command 80 that has been reserved by the control unit. The command execution means 60 causes the control unit to execute the execution of the operation command 80 that has been held by the control unit during the execution of the event in the command valid period 8 2 . -23- 1300001 In this means, the action of the control unit (for example, CPU7) has been retained. The execution of the command 80 is performed during the execution of the event in the command valid period 8 2, by the CPU 7. In this manner, the action command 80 retained by the CPU 7 is caused to be executed by the CPU 7 during the execution of the event in the command valid period 82 (i.e., at least the event event that has been set as the command valid period 82). The character action means 61 is provided with a function of causing the character to operate during the execution of the event based on the action 80 that has been executed by the control unit. The character action means 6 1 is based on the action command 8 已 that has been executed by the control unit, and the character is operated during the execution of the event. More specifically, the character action means 61 has a function of causing the character to operate during the execution of the event in the command valid period 82 based on the action command 80 executed by the control unit. The character action means 61 is based on the action command 80 executed by the control unit, and the character is operated during the execution of the event in the command valid period 82. In this means, based on the φ operation command 80 executed by the control unit (for example, the CPU 7), the character is operated during at least one event execution in the command valid period 82. In this means, based on the operation command 80 executed by the control unit (for example, the CPU 7), during the execution of at least one event in the command valid period 82, the image data for the player is controlled by the control unit 1 (for example, signal processing). The processor 8 and the image processing processor 9) are processed. Then, the image data to be processed is supplied from the RAM 12 to the television monitor 20, and the action of the player character is displayed on the television monitor 20 as an animation. The information display means 62 is provided with at least one of the contents of the operation command 80 for causing the control unit to transmit the plurality of input signals 8 1 corresponding to the control unit and the operation command 80 corresponding to the complex number - 24 - 1300001 'The function of the command displayed on the monitor. The information display means 6 2 causes the control unit to send "at least one of the contents of the symbol corresponding to the plurality of input signals 81 that have been recognized by the control unit and the operation command 80 corresponding to the plurality of input signals 81 to be displayed on the monitor. The command. In this means, a command for displaying at least one of the contents of the plurality of input signals 81 that have been recognized by the control unit (for example, the CPU 7) and the contents of the Φ operation command 80 corresponding to the plurality of input signals 81 is displayed on the monitor. It is dispatched from the control department. When the means operates the plural input button of the controller, at least one of the symbol of the operated input button and the operation command 80 corresponding to the operation of the input button is displayed on the television monitor 20. [Summary of Reservation Command Input System in Baseball Game] Here, the specific content of the reservation command input system in the baseball game will be described. (Running and Running Command) As an example for specifying the reservation command input system, it is explained later that the runner is in the first and third bases, and the driving command is instructed. As shown in Fig. 3, Fig. 4 and Fig. 6, in the state in which the pitcher character and the player character are displayed on the television monitor 20, first, when the L2 button 17L2 is pressed, the start of the motion command 80 input is recognized by the CPU 7. When the L2 button 17L2 is pressed in this manner, the CPU 7 cannot accept the event start command for starting the associated event of the hitter character and the runner character (for example, the action start command for the pitcher to start the pitching action for -25-1300001). Way to add it. limit. That is, the command for starting the pitching operation of the pitcher character is not accepted by the CPU 7. Next, when the triangular symbol button 1 7 a and the circular symbol button 1 7 b are pressed, the operation command 80 (i.e., the tape running command) corresponding to the input button operated in the reservation command input is recognized by the CPU 7. Thus, the command valid period 82 for causing the CPU 7 to execute the tape running command Φ command recognized by the CPU 7 for at least one event is recognized by the CPU 7. Here, the command valid period 82 is associated with the action command 80 in advance in the game program. Next, the execution of the tape running command recognized by the CPU 7 is limited by the CPU 7. Namely, the execution of the tape running command recognized by the CPU 7 is in a state of being retained by the CPU 7 (i.e., the state being reserved). Then, the restriction of the action start command for starting the pitching action of the pitcher character is released. Then, when the pitcher's command is instructed to command the pitching, and the input button for issuing the motion start command (for example, the X symbol button) is pressed, the motion start command is accepted by the CPU 7. Then, based on the action start command, the CPU 7 causes the pitcher character to start the pitching operation. When the pitcher's character starts the pitching operation, the command to run by the CPU 7 is executed by the CPU 7. That is, when the pitcher character starts the pitching action, the starting command is indicated by the CPU 7 for the first-runner character, and the non-starting command is also instructed by the CPU 7 for the third-runner character. Finally, when the running command is executed by the CPU 7, the animation of the 1st runner character running toward the 2nd base is displayed on the television monitor 20. At this time, the role of the third-runner is not maintained and remains in the state of the third base to be displayed on the TV -26-1300001 monitor 20. . Further, when the L2 button 17L2, the triangular mark button 17a, and the circular _ mark button 17b are pressed, the character "L2", the triangular mark, and the circular mark are sequentially displayed on the lower portion of the television monitor 20. Further, when all the pressing of the L2 button 17L2, the triangular mark button 17a, and the circular mark button 17b is completed, the character of "tape running" is displayed on the lower portion of the television monitor 20. Further, the input operation for pitching the pitcher character and the input operation for causing the hitter φ character to strike the ball cast from the pitcher character are performed in the same manner as the conventional method. In this way, when the action of the hit command is recognized by the CPU 7, and the event of each ball of the pitcher character and the hitter character is defined as one match event, the sacrifice touch command is reserved for one match event. carried out. (Sacrifice Touch Command) # As an example for specifying the reservation command input system, it is explained later that the runner is at the 1st and 3rd bases, indicating the condition of the sacrifice of the touch command. As shown in FIG. 3, FIG. 5, and FIG. 6, when the pitcher character and the player character are displayed on the television monitor 20, first, when the L2 button 1 7 L 2 is pressed, the start of the motion command 80 input is Recognized by the CPU 7. When the L2 button 17L2 is pressed in this manner, the CPU 7 cannot accept the event start command for starting the event of the player character and the runner character (for example, the action start command for causing the pitcher character to start the pitching action). . That is, the command for starting the pitching action of the pitcher character is no. -27-1300001 The method is accepted by the CPU 7. Next, when the R1 button 1 7 R1 is pressed, the action command 80 (i.e., the sacrifice touch command) corresponding to the input button operated in the reservation command input is recognized by the CPU 7. Thus, the command valid period 82 for causing the CPU 7 to execute the victim touch command that has been recognized by the CPU 7 for at least the complex event is recognized by the CPU 7. Here, the command valid period 82 is associated with the action command 80 in advance in the game program. φ Next, the execution of the victim touch command that has been recognized by the CPU 7 is limited by the CPU 7. That is, the execution of the victim touch command that has been recognized by the CPU 7 becomes the state reserved by the CPU 7 (i.e., the state to be reserved). Then, the restriction for starting the command to start the pitching action of the pitcher character is released. Then, when the pitcher's command is instructed to command the pitching, and the input button for issuing the motion start command (for example, the X symbol button) is pressed, the motion start command is accepted by the CPU 7. Then, based on the operation start command, the CPU 7 causes the pitcher character to start the pitching operation. The pitcher role is opened. When the initial pitching operation is performed, the sacrifice touch command that has been reserved by the CPU 7 is executed by the CPU 7. That is, when the pitcher character starts the pitching action, the strike command is indicated by the CPU 7 for the hitter character, and the starting command is indicated by the CPU 7 for the first-runner character, and the non-starting command is also used for the third-runner character. The CPU 7 indicates. Next, when the sacrifice touch command is executed by the CPU 7, the hitter character of the touch gesture is displayed on the television monitor 20. At this time, use the left stick to adjust the height of the bat and the direction of the striker, and the striker's character is struck. The animation of the 1st runner character running towards the 2nd base is displayed on the TV monitor -28- 1300001 Viewer 2 0. At this time, the role of the third-runner is not displayed but remains in the state of the third base and is displayed on the television monitor 20. _ Here, the left stick adjusts the height of the bat's character and the direction of the striker, and when the hitter's character strikes, it touches the situation of the outer ball and the untouched ball. The 1st and 3rd runner characters The animation back to the 1st base is displayed on the TV monitor 20. The succeeder's command that the CPU 7 has been executed by the CPU 7 is the command φ. Then, when the pitcher's character is instructed to press the command for pitching, and the input button for issuing the motion start command (for example, the X mark button) is pressed again, the motion start command is accepted by C P U 7 . Then, based on the motion start command, the CPU 7 causes the pitcher character to start the pitching operation. When the pitcher's character starts the pitching action, the sacrifice touch command that has been reserved by the C P U 7 is executed again by the CPU 7. That is, when the pitcher character starts the second pitching operation, the strike command is instructed by the CPU 7 for the hitter character, and the starting command is indicated by the CPU7# for the first-runner character, and the non-starting for the third-runner character. The command is also indicated by the CPU 7. Next, when the victim touch command is executed by the CPU 7, the hitter character of the touch gesture is displayed on the television monitor 20. At this time, the left stick adjusts the height of the bat and the direction of the striker, and the situation in which the hitter character strikes is displayed on the television monitor 20. . At this time, the role of the third-runner is displayed on the television monitor 20 while not starting to run and staying in the third base. Here, the left stick adjusts the bat height of the hitter character and the -29-1300001 direction of the striker, and when the hitter character strikes, it touches the outer ball and does not touch the ball. In the same manner as above, the animation of the runner character is displayed on the television monitor 20, and the victim touch command is recognized by the CPU 7 between the command validity periods 82 (ie, from the instruction sacrifice command to the victim). The killing of the strike command is valid between the end of the striker's role. That is, when the event of each of the pitcher character and the hitter character is added as φ to define one event, the sacrifice touch command is executed in the state of being reserved for the complex match event. Further, when the L2 button 17L2a and the R1 button 17R1 are pressed, the characters of "L2" and the characters of "R2" are sequentially displayed on the lower portion of the television monitor 20. Moreover, when all the pressing of the L2 button 17L2 and the R1 button 17R1 is completed, the text of the "sacrificial strike" is displayed on the lower portion of the television monitor 20, and the input operation for the pitcher pitch is used to make the hitter # The input operation of the character striking the ball cast from the pitcher character is performed in the same manner as the conventional method. Thus, when the victim touch command has been identified for the CPU 7, the event of each ball of the pitcher character and the player character is defined as one match event, and for the plural match event, the sacrifice touch command is reserved and executed. . (Other commands) In the reservation command input system, the summary of the various commands -30-1300001 that can be indicated will be described later. _ • Pretending start command The pitch command is used to start the pitching action. When the L2 button 17L2, the triangular mark button 1 7a, and the four-corner button 17 7d are pressed, the commander's character starts the pitching action and the runner character makes the starting position. Recognized for CPU7. In this command, the command validity period 82 is valid for one match event. • • Forced to take a command to start the pitching action. When the L2 button 17L2, the triangle button 17a, and the R1 button 17R1 are pressed, the command to start the pitching action with the pitcher character and the third-runner character start is the CPU7. Recognized. At this time, in the case of the first base and/or the second base, there is a runner character, and the timing of hitting the ball by the bat (the timing of the sacrifice of the strike) causes the runner character of the first base and/or the second base to start. Recognized by the CPU 7. In this command, the command valid period 82 is valid for one matchup event. # •Adventure Start Command The pitcher's character starts the pitching action. When the L2 button 17L2, the four-corner button 1 7d, and the triangle marker button 1 7a are pressed, the time when the ball is hit by the bat (sacrificing the timing of the strike) is not confirmed. The command to start the runner character is recognized by the CPU 7. In this command, the command validity period 82 is valid for the complex duel event. • Before the commander of the fare commander starts the pitching action, press the L2 button 17L2, the circular mark button 1 7b and the X mark button 1 7c, and the pitcher character is thrown out -31 - 1300001. The command of the far-off bad ball is recognized by the CPU7. . The command ' is valid in the order. Period 82 is valid for a plurality of matchup events. • Before the PG squad commander enters the pitching action, press the L2 button 17L2, the R2 button 17R2, and the down arrow button 17D to make the 1 II and 3 ink field characters move toward the ink board when the pitcher character starts the pitching action. The moved commands are recognized by the CPU 7. In addition, when the pitcher's character starts the pitching operation, when the L2 φ button 1 7L2, the R2 button 1 7R2, and the right direction button 1 7R are pressed, the commander moves the first baseman character toward the home plate direction when the pitcher starts the pitching operation. It is recognized by CPU7. Further, when the player's character starts the pitching operation and presses the L2 button 17L2, the R2 button 17R2, and the left direction button 17L, the command to move the third fielder character toward the home plate direction when the pitcher starts the pitching operation is the CPU 7 Identification. During this command, the command valid period 82 is valid for one matchup event. • Complement command when stealing 2 bases • Before the pitcher's character starts to pitch, press the L2 button 17L2, the four-corner button 17d, and the right arrow button 17R to make the 2nd baseman role in the 1st base runner's role. The command to perform the second base complement is recognized by the CPU 7. In addition, when the pitcher's character starts the pitching operation and presses the L2 button 17L2, the four-corner button 17d, and the left button 17L, the command to make the second-stop position of the shortstop character in the first-runner character stealing is Recognized by the CPU 7. In this command, the command validity period 82 is valid for the complex duel event. As the above various commands are recognized by C P U 7, the commands are reserved and executed based on the command valid period 8 2 in the same manner as the above-mentioned -32-1300001 of the tape running command or the sacrifice touch command. Furthermore, before the pitcher character starts the pitching operation, when the L2 button 17L2 and the start button 17e are pressed, the command system for canceling the reserved action command 80 (for example, the tape running command and the sacrifice touch command, etc.) for the match event is used. Recognized for CPU7 (cancel command). φ [Processing flow when the reservation command input system is executed in the baseball game] The reservation command input system in the baseball game of the present embodiment will be described using the flowchart shown in Fig. 7 . When the pitcher character and the hitter character are displayed in the state of the television monitor 20, when the input button is pressed, the input signal sent from the input button is recognized by the CPU 7 (S1). Therefore, whether or not the input signal sent from the button of the button recognized by the CPU 7 is a specific input signal (for example, an input signal from the L2 button 17L2) is determined by the CPU 7 (S2). The CPU 7 judges that the initial input signal sent from the input button is the status of the input signal from the L2 button 17L2 (Yes in S2), and sends an event start command for starting the associated event of the character (for example, to make the pitcher) The acceptance of the input button of the action start command of the character throwing action is limited by the CPU 7 (S3). Then, the symbol corresponding to the input signal (e.g., the text "1" of "L2") is displayed on the television monitor 20 (S4). Further, when the CPU 11 judges that the initial input signal sent from the input button is not the input signal from the L2 button 17L2 (No at S2), step 1 (si) is executed again. -33- 1300001 Next, press at least one input button (for example, the R1 button). At 17R1), the input signal sent from the input button is recognized by Cpu7 (S 5 ). Then, the symbol corresponding to the input signal (for example, the text 1 〇 1 of "r丨") is displayed on the television monitor 20 (S 4 ). Thus, an action command 80 (e.g., a victim touch command) corresponding to the complex input signal 81 (e.g., the complex input signal 81 from the L2 button 17L2 and the R1 button 17R1) is recognized by the CPU 7 (S6). Then, the content of the action command 8 对应 corresponding to the complex input φ signal 81 (for example, the word "sacrifice touch" 1 0 2 ) is displayed on the television monitor 20 (S 7 ). Then, the command valid period 82 for causing the CPU 7 to execute the action command 80 recognized by the CPU 7 for the complex event is set and recognized by the CPU 7 (S8). Here, the command valid period 82 is associated with the action command 80 in advance in the game program. For example, the victim touch command is associated with a command valid period 8 2 that is targeted for a plurality of events. Further, the command valid period 8 2 is variable, and the CPU 7 recognizes the desired command valid period 82 and sets it before the start of the game and before the start of the plural event. Next, the execution of the action command 80 (e.g., the sacrifice touch command) that has been recognized by the CPU 7 is reserved by the CPU 7 (S9). Then, the acceptance restriction of the input signal from the input button of the send event start command (for example, the action start command) is released by the CPU 7 (S10). Then, when an input button for sending an event start command (for example, a motion start command) is pressed, an input signal from the input button is recognized by the CPU 7 (S 1 1 ), and an event start command (for example, an action start command) is It is accepted by the CPU 7 (S 1 2 ). Then, based on the event that has been accepted by the control unit, the event is started -34-1300001, and an event (for example, a "pitching operation") is started (s 1 3 ). Thus, the action command 80 (e.g., the sacrifice touch command) retained by the CPU 1 is executed by the CPU 11 (S14). Then, based on the action command 80 (e.g., the sacrifice touch command) executed by the CPU 11, the character (e.g., the player character and the runner character) is acted upon by the CPU 11 (S15). Finally, it is judged by the CPU 1 1 whether or not the command valid period 82 of the corresponding action command 80 is ended (S16). When the CPU 1 1 judges that the command valid period 82 of the corresponding operation command φ is 80 is not completed (No at S16), the step 11 is executed again (S11). On the other hand, when the CPU 11 determines that the command valid period 82 of the corresponding operation command 80 has ended (YES at S16), the CPU 7 recognizes that the execution of the operation command 80 executed by the CPU 7 has ended (S17). [Other Embodiments] (a) In the above-described embodiment, the game machine 1 has been described as having an example of the situation of the various hand segments 50 to 62. However, the game machine 1 is further provided with a state in which the control unit determines the role of the related event. The status judgment means is also possible. In this case, in the command execution means 60, in response to the state of the character determined by the control unit, the execution of the operation command retained by the control unit is performed by the control unit during the execution of the event. For example, when the runner is at the 1st and 3rd bases, the player is instructed to take a run command or sacrifice the touch command. When the action start command is accepted by the CPU 7, the CPU 7 causes the pitcher to start the pitching operation based on the action start command. When the pitcher's role starts to pitch, the situation of the runner (for example, the runner's position at 1st and 3 - 35-1300001) is judged by the CPU 7. Then, in response to the condition of the runner _, the run command or the sacrifice touch command that has been reserved by the CPU 7 is executed by the CPU 7. That is, when the pitcher character starts the pitching action, the starting command is indicated by the CPU 7 for the first-runner character, and the non-starting command is also instructed by the CPU 7 for the third-runner character. Then, an animation indicating that the first-runner is running from the first base to the second base is displayed on the television monitor 20. Thus, the state of the game machine 1 having the state determination means is such that when the action command (ie, the logical command) indicating the run-by-run command and the sacrifice touch command is commanded, the CPU 7 determines the condition of the runner, and can respond to the runner. The situation makes each runner move. The situation of the state determination means 63 in addition to the various means 50 to 62 of the game machine 1 is between the step 1 3 (S 1 3 ) and the step 1 4 (S 1 4 ) of the flowchart of FIG. The handling of the status judgment means. That is, as shown in Fig. 8, when the operation start command is accepted by the CPU 7 (S12), an event (e.g., #, pitching operation) (s 1 3 ) is started based on the event start command accepted by the CPU 7. When the pitcher's character starts the pitching action, the condition of the runner (i.e., the situation of the runner in the first base and the third base) is determined by the CPU 7 (S14A). Then, the action command 80 (e.g., the run command or the sacrifice touch command) that has been reserved by the CPU 7 is executed by the CPU 7 in response to the condition of the runner (S14B). Then, based on the action command 80 (e.g., the play command or the sacrifice touch command) executed by the CPU 11, the character (e.g., the hitter character and the runner character) is acted upon by the CPU 1 1 (S15). Furthermore, since the steps other than the steps 14A (S14A) and 14B (S14B) are the same as those of FIG. 7, in FIG. 8, the step 1 (-36-1300001 S1) to the step 12 (S12) and From step 16 (S16) to step 17 (S17). (b) In the above embodiment, an example of a situation in which a home video game device is used as an example of a computer that can be used as a game program is disclosed. However, the game device is not limited to the above-described embodiment, and the monitor is additionally implemented. The game device and the game program, which are integrally formed as a game device and a monitor, can be similarly applied to a computer and a workstation that function as a game device. (c) The present invention also includes a program for executing the game as described above, a program method for executing the game as described above, and a computer readable recording medium for recording the program. Examples of the recording medium include, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like. [Industrial Applicability] φ In the present invention, since an operation command corresponding to a plurality of input signals from the input button is set, a plurality of motion commands can be instructed based on the combined input of the plurality of input signals. Further, before the start of the event, the execution of the set action command is reserved, and after the event is started, the action command of the reserved action is executed. In this way, for example, before the pitcher's character starts the pitching operation, when the play-on command is reserved in advance, 'after the pitcher's character starts the pitching operation', the tape-running command can be executed. That is, 'from the time the ball thrown by the pitcher character reaches the hitting point, the player can focus only on the command regarding the command of the strike. Further, the reception restriction of the event start command to the control unit is controlled until the -37-1300001 is released, and since the control unit cannot accept the event start command', the control unit can surely recognize the plural input signal from the input button. Further, when the input button is operated, the input button that is initially operated is the state of the specific input button, that is, the state of the input button (specific input button) that is the starting point when the motion command is reserved, because the control unit cannot accept the event start command. Therefore, the control unit can surely recognize the complex input signal from the input button. Φ Further, when the input button is operated, the input button that is initially operated is the condition of the specific input button, that is, the state of the input button (specific input button) that is the starting point when the action command is reserved, because the corresponding number from the input button Since the operation command of the input signal is recognized by the control unit, it is easy to recognize the input button when the operation command is reserved, and it is also easy to instruct various action commands from the input button. Further, once the action command is reserved, the scheduled action command can be continuously executed for the individual plural event. • When the controller's multiple input buttons are operated, the symbols of the multiple input buttons can be displayed on the monitor, and the contents of the motion commands corresponding to the operated input buttons can be displayed on the monitor. Thereby, the erroneous operation of the input button when the player operates a plurality of input keys can be reduced. In addition, the player can confirm whether the desired action command has been entered. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] A basic configuration diagram of a video game device according to an embodiment of the present invention. -38- 1300001 [Fig. 2] A functional block diagram as an example of the aforementioned video game device. [Fig. 3] A television monitor diagram at the time of execution of a reservation command input. [® 4] Reveals the input signal in the reservation command input system and the relationship between the CPU and _ 5 in the CPU (when the command is run). 5] Reveal the relationship between the input signal in the reservation command input system and the contents of the CPU (when the touch command is sacrificed). [β 6] Reveals the relationship between the action command and the effective period of the command. [Fig. 7] A flowchart for explaining a reservation command input. Fig. 8 is a flow chart for explaining the input of a reservation command in another embodiment. [Description of Symbols of Main Components] 1 : Control Unit 7 : CPU 17 : Controller 2 〇 : TV monitor 5 0 : Character display means 51 : Signal identification means 52 : Signal determination means 53 : Event start restriction means 54 : Command identification Means 55: Period identification means 56: Command reservation means 5 7 : Event start restriction release means 5 8 : Event start command acceptance means - 39 - 1300001 5 9 : Event start means 60 : Command execution means 6 1 : Role action means 62 : Information display means 80: action command (running command, sacrificing strike command, pretending start command, forced access command, adventure start command, respect command, pre-emptive command, and steal command when stealing 2 base) 8 1 : Input signal 17L2 : L2 button (input button for sending input signal, input button for sending specific input signal) 17R1: R1 button (input button for sending input signal) 17R2 : R2 button (input button for sending input signal) 1 7a :Triangular mark button (input button for sending input signal) 1 7b : Round mark button (input button for sending input signal) 1 7c : X mark (Input button for sending input signal) 17d: Four-corner button (input button for sending input signal) 17D: Down button (input button for sending input signal) 17R: Right button (input button for sending input signal) 17L: Left Direction button (input button for sending input signal) 17e: Start button 82: Command valid period 1 0 1 : ^ L2 + R2" (corresponding to the symbol of the complex input signal) 102: "sacrificial touch" (corresponding to the action of the complex input signal) The content of the command) -40-