Hereinafter, a game system according to an embodiment of the present invention will be described with reference to the drawings.
The conga controller 6 is provided with a microphone 6M and three switches: a start button 6S, a right strike surface 6R, and a left strike surface 6L. As described herein below, a player can control a motion of a character in a virtual game world by hitting the right strike surface 6R or left strike surface 6L. Instead of the conga controller 6, any controller including a microphone may be used.
The DVD-ROM 4 fixedly stores a game program, game data and the like. The DVD-ROM 4 is mounted on the game apparatus body 3 when the player plays a game. Here, instead of the DVD-ROM 4, an external storage medium such as a CD-ROM, an MO, a memory card, a ROM cartridge or the like may be used as means for storing the game program and the like.
The game apparatus body 3 reads the game program stored in the DVD-ROM 4, and then performs a process in accordance with the read game program.
The television 2 displays, on a screen, image data outputted from the game apparatus body 3.
The memory card 5 has a rewritable storage medium, e.g., a flash memory, as a backup memory for storing data such as saved data of the game.
As shown in
In order for the game to start, the optical disc drive 37 drives the DVD-ROM 4 mounted on the game apparatus body 3, and then the game program stored in the DVD-ROM 4 is loaded into the work memory 32. The game starts when the CPU 31 executes the program stored in the work memory 32. After the game starts, the player plays the game by using the conga controller 6. In accordance with an operation performed by the player, the conga controller 6 outputs operation data to the game apparatus body 3. The operation data outputted from the conga controller 6 is supplied to the CPU 31 via the controller I/F 34. The CPU 31 performs a game process based on inputted operation data. The GPU 36 is used for image data generation and the like performed in the game process.
The GPU 36 performs, for coordinates of a solid model of an object of figure (e.g., an object comprised of polygons) placed in a three-dimensional virtual game world, arithmetic processing (e.g., rotation, scaling and deformation of a three-dimensional model, and coordinate transformation from a world coordinate system to a camera coordinate system or screen coordinate system). Further, the GPU 36 generates a game image by writing, based on a predetermined texture, color data (RGB data) of each pixel of a solid model projected on the screen coordinate system into the VRAM 35. The GPU 36 thus generates the game image to be displayed on the television 2, and outputs the game image to the television 2 as necessary. Although the present embodiment shows a hardware configuration in which a memory dedicated for image processing (VRAM 35) is separately provided, the present invention is not limited thereto. For example, a UMA (Unified Memory Architecture) system, in which a part of the work memory 32 is used as a memory for image processing, may be used.
The work memory 32 stores various program and pieces of data loaded from the DVD-ROM 4. These pieces of data include, for example, data, which is related to polygons comprising the three-dimensional model placed in the virtual game world, and a texture used for coloring the polygons.
On the screen of the television 2, a racecourse set in a virtual game world, a player character operated by the player, and an obstacle and coins disposed on the racecourse are displayed. The player operates the player character by using the conga controller 6: so as to collide with as few obstacles as possible; so as to acquire as many coins as possible; and so as to reach a goal as fast as possible.
By using the conga controller 6, the player can input instructions such as an acceleration instruction, a rightward movement instruction, a leftward movement instruction, a deceleration instruction, and a jump instruction.
The player can input the acceleration instruction by alternately and continuously hitting the right strike surface 6R and left strike surface 6L of the conga controller 6. When the acceleration instruction is inputted, the character accelerates forward (i.e., in a direction in which the character faces or in a moving direction of the character).
The player can input the rightward movement instruction by continuously hitting the right strike surface 6R of the conga controller 6. When the rightward movement instruction is inputted, the character moves to the right (i.e., in a rightward direction with respect to the direction in which the character faces or in a rightward direction with respect to the moving direction of the character). The more rapidly the player continuously hits the right strike surface 6R, the more quickly the character moves to the right. Instead of moving the character to the right, a current direction in which the character faces and a current moving direction of the character may be changed to the right.
The player can input the leftward movement instruction by continuously hitting the left strike surface 6L of the conga controller 6. When the leftward movement instruction is inputted, the character moves to the left (i.e., in a leftward direction with respect to the direction in which the character faces or in a leftward direction with respect to the moving direction of the character). The more rapidly the player continuously hits the left strike surface 6L, the more quickly the character moves to the left. Instead of moving the character to the left, the current direction in which the character faces and the current direction of the character may be changed to the left.
The player can input the deceleration instruction by pressing both the right strike surface 6R and left strike surface 6L of the conga controller 6 for a predetermined time period or longer. When the deceleration instruction is inputted, the character decelerates.
The player can input the jump instruction by clapping his or her hands in the vicinity of the conga controller 6. Specifically, sound generated by handclaps of the player is converted into an electric signal by the microphone 6M, so as to be inputted to the game apparatus body 3. When the jump instruction is inputted, the character jumps. Note that the character jumps in accordance with the handclaps of the player only when the character is positioned on a jump ramp (see
In a case where ambient noise (including voice or handclaps of any person other than the player) is inputted through the microphone 6M when the character is not positioned on the jump ramp, the character does not jump, but performs a provocative action, as shown in
As described above, the character jumps in accordance with the handclaps of the player only when the character is positioned on the jump ramp. Thus, it becomes possible to avoid a case where the character unexpectedly jumps in response to the ambient noise, thereby exerting an adverse effect on a game result (e.g., a player ranking for the race, goal time, score, etc.). Although the present embodiment illustrates an example where the character jumps in accordance with the handclaps of the player, the present invention is not limited thereto. For example, when the character is positioned in an acceleration lane as shown in
Hereinafter, an area, e.g., the jump ramp or acceleration lane, in which the character performs a special movement action such as a jump or acceleration in accordance with the handclaps of the player, is referred to as a “hand clap area”. Also, an action, e.g., the provocative action, performed by the character in accordance with the handclaps of the player when the character is positioned outside the handclap area, is referred to as a “performance action”.
As shown in
Note that when the character passes through the jump ramp, the player may not input the jump instruction (sound of the handclaps). In this case, the character passes through the jump ramp without being jumped. The same is also true of the acceleration lane.
Hereinafter, an operation of the game apparatus body 3 according to the present embodiment will be described in detail.
The game image data 41 is data for generating a game image displayed on the screen of the television 2, and includes a character image, a background image, and the handclap image.
The race course data 42 is data for showing a shape of the racecourse set in the virtual game world, and includes handclap area information indicating a position of the handclap area.
The character controlling data 43 is data for controlling the movement of the character in the virtual game world, and includes current position information and speed information. The current position information is information (coordinate data) indicating a current position of the character, and the speed information is information (vector data) indicating a movement speed of the character.
The sound input flag 44 and the sound input timer 45 are a flag or timer, respectively, used in a handclap process to be described later.
Hereinafter, a flow of a process executed by the CPU 31 based on the game program 40 will be described with reference to
In
In step S12, it is determined whether the right strike surface 6R has been continuously hit. For example, in a case where, within a predetermined time period after the right strike surface 6R is hit, the strike surface 6R is hit again, it is determined that the right strike surface 6R has been continuously hit. When it is determined that the right strike surface 6R has been continuously hit, the process proceeds to step S14. On the other hand, it is determined that the right strike surface 6R has not been continuously hit, the process proceeds to step S16.
In step S14, the speed information is updated (specifically, a direction of a speed vector is changed) such that the character is to turn clockwise (i.e., the character is to move or accelerate to the right). Thereafter, the process proceeds to step S28.
In step S16, it is determined whether the left strike surface 6L has been continuously hit. For example, in a case where, within a predetermined time period after the left strike surface 6L is hit, the left strike surface 6L is hit again, it is determined that the left strike surface 6L has been continuously hit. When it is determined that the left strike surface 6L has been continuously hit, the process proceeds to step S18. On the other hand, it is determined that the left strike surface 6L has not been continuously hit, the process proceeds to step S20.
In step S18, the speed information is updated (specifically, the direction of the speed vector is changed) such that the character is to turn counterclockwise (i.e., the character is to move or accelerate to the left). Thereafter, the process proceeds to step S28.
In step S20, it is determined whether the right strike surface 6R and the left strike surface 6L have been alternately and continuously hit. For example, in a case where, within a predetermined time period after the left strike surface 6L is hit, the right strike surface 6R is hit, or in a case where, within a predetermined time period after the right strike surface 6R is hit, the left strike surface 6L is hit, it is determined that the right strike surface 6R and the left strike surface 6L have been alternately and continuously hit. When it is determined that the right strike surface 6R and the left strike surface 6L have been alternately and continuously hit, the process proceeds to step S22. On the other hand, the right strike surface 6R and the left strike surface 6L have not been alternately or continuously hit, the process proceeds to step S24.
In step S22, the speed information is updated (specifically, a magnitude of the speed vector is changed) such that the character is to accelerate forward. Thereafter, the process proceeds to step S28.
In step S24, it is determined whether the right strike surface 6R and the left strike surface 6L have been pressed for the predetermined time period or longer. For example, when both the right strike surface 6R and the left strike surface 6L have been pressed for one second or longer, it is determined that both the right strike surface 6R and the left strike surface 6L have been pressed for the predetermined time period or longer. When it is determined that both the right strike surface 6R and the left strike surface 6L have been pressed for the predetermined time period or longer, the process proceeds to step S26. On the other hand, when both the right strike surface 6R and the left strike surface 6L have not been pressed for the predetermined time period or longer, the process proceeds to step S28.
In step S26, the speed information is updated (specifically, the magnitude of the speed vector is changed) such that the character is to decelerate. Thereafter, the process proceeds to step S28.
In step S28, the handclap process is executed. In the handclap process, the character is controlled in accordance with the handclaps of the player. Hereinafter, the handclap process will be described in detail with reference to
In the handclap process, the CPU 31 firstly determines, in step S40, whether the sound input flag 44 is turned on. Note that the sound input flag 44 is turned off in an initial state. When it is determined that the sound input flag 44 is turned on, the process proceeds to step S46. On the other hand, when it is determined that the sound input flag 44 is turned off, the process proceeds to step S42.
In step S42, it is determined whether sound having a predetermined volume level or higher has been detected by the microphone 6M. When it is determined that the sound having the predetermined volume level or higher has been detected, the process proceeds to step S44. On the other hand, when it is determined that the sound having the predetermined volume level or higher has not been detected, the handclap process is to be finished.
In step S44, the sound input flag 44 is turned on, thereby causing the sound input timer 45 to be started. Thereafter, the process proceeds to step S46.
In step S46, it is determined whether either the right strike surface 6R or the left strike surface 6L is being pressed. When it is determined that either the right strike surface 6R or the left strike surface 6L is being pressed, the process proceeds to step S50. On the other hand, when it is determined that neither the right strike surface 6R nor the left strike surface 6L is being pressed, the process proceeds to step S48. That is, in step S46, when the player is pressing either of the two strike surfaces (i.e., in this state, it is determined sound inputted through the microphone 6M is not the hand claps of the player), the sound inputted through the microphone 6M is to be ignored.
In step S48, it is determined whether neither the right strike surface 6R nor the left strike surface 6L is being pressed for a predetermined time period (e.g., 10 frame period) or longer. When it is determined that neither the right strike surface 6R or the left strike surface 6L is being pressed for the predetermined time period or longer, the process proceeds to step S52. On the other hand, when it is determined that the predetermined time period has not yet passed after either the right strike surface 6R or the left strike surface 6L is pressed, the process proceeds to step S50. That is, in step S48, when sound is inputted through the microphone 6M until the predetermined time period has passed after either of the two strike surfaces is pressed (i.e., in this state, it is determined that the sound inputted through the microphone 6M is not the handclaps of the player, because a certain time period is required from when the player removes the pressed strike surface to when the player starts to clap his or her hands), the sound inputted through the microphone 6M is to be ignored.
In step S50, the sound input flag 44 is turned off, thereby causing the sound input timer 45 to be reset. Thereafter, the handclap process is to be finished.
In step S52, it is determined whether a count value of the sound input timer 45 is a predetermined value (e.g., 10 frame period) or longer. When it is determined that the count value of the sound input timer 45 is the predetermined value or greater, the process proceeds to step S54. On the other hand, when it is determined that the count value of the sound input timer 45 is less than the predetermined value, the handclap process is to be finished. That is, in step S52, when either of the two strike surfaces is pressed until a predetermined time period (e.g., 10 frame period) has passed after the sound is inputted through the microphone 6M (i.e., in this state, it is determined that the sound inputted through the microphone 6M is not the handclaps of the player, because a certain time period is required from when the player finishes clapping his or her hands to when the player presses the strike surface), the sound inputted through the microphone 6M is to be ignored.
In step S54, by reading the handclap area information of the racecourse data 42 and the current position information of the character controlling data 43, it is determined whether the character is positioned in the handclap area. When it is determined that the character is positioned in the handclap area, the process proceeds to step S56. On the other hand, when it is determined that the character is positioned outside the handclap area, the process proceeds to step S58.
In step S56, the speed information is updated such that the character is to perform a special movement action (e.g., jump). Note that when a plurality of types of handclap areas such as the jump ramp or acceleration lane exist on the racecourse, the speed information is changed such that the special movement action, corresponding to a type of the handclap area in which the character is positioned, is to be performed. By using a method other than that of changing the speed information, the character maybe caused to perform the special movement action. By changing the current position information, for example, the character may be caused to instantaneously move from one place to another on the race course.
In step S58, an image of the character is changed such that the character is to perform the performance action (e.g., provocative action).
In step S60, the sound input flag 44 is turned off, thereby causing the sound input timer 45 to be reset. Thereafter, the handclap process is to be finished.
When the handclap process is finished, the CPU 31 updates, in step S30 shown in
In step S32, the game image is updated based on the current position information which has been updated in step S30. Thereafter, the process returns to step S12.
By repeating steps S12 to S32 mentioned above, the game image is sequentially updated such that the character is to move in accordance with an instruction inputted by the player.
As described above, according to the present embodiment, the character jumps in accordance with the handclaps of the player only when the character is positioned on the jump ramp. Thus, it becomes possible to avoid a case where the character unexpectedly jumps in response to the ambient noise, thereby exerting an adverse effect on a game result (e.g., a player ranking for the race, goal time, score, etc.).
Note that in the handclap process shown in
The present invention is particularly effective when a plurality of players simultaneously play the game against each other. Hereinafter, a case where a first player and a second player simultaneously play the game against each other will be described with reference to
In a case where the first player and the second player simultaneously play the game against each other, two conga controllers 6 and 7 used by the first player and the second player, respectively, are connected to the game apparatus body 3. The conga controller 7 used by the second player is also provided with a microphone 7M and three switches: a start button 7S, a right strike surface 7R, and a left strike surface 7L.
The first player can cause the character A to accelerate, move to the right, move to the left and decelerate, by using the right strike surface 6R and left strike surface 6L of the conga type controller 6. Furthermore, when the first player claps his or her hands, sound generated by handclaps of the first player is inputted to the conga controller 6 via the microphone 6M, thereby making it possible to cause the character A to substantially accelerate.
Similarly, the second player can cause the character B to accelerate, move to the right, move to the left and decelerate, by using the right strike surface 7R and left strike surface 7L of the conga controller 7. Furthermore, when the second player claps his or her hands, sound generated by handclaps of the second player is inputted to the conga controller 7 via the microphone 7M, thereby making it possible to cause the character B to substantially accelerate.
In such a case where the first player and the second player simultaneously play the game against each other, when the second player claps his or her hands so as to cause the character B to substantially accelerate in a state where the character B is positioned in the acceleration lane, the sound generated by the handclaps of the second player is inputted not only to the microphone 7M of the conga controller 7 used by the second player but also to the microphone 6M of the conga controller 6 used by the first player. However, according to the present invention, even when the sound generated by the handclaps of the second player is inputted to the microphone 6M of the conga controller 6 used by the first player, the character A only performs the provocative action unless the character A is positioned in the acceleration lane. Therefore, no adverse effect is exerted on a game result of the first player. The same is also true of a case where the first player claps his or her hands so as to cause the character A to substantially accelerate in a state where the character A is positioned in the acceleration lane.
While the invention has been described in detail, the foregoing description is in all aspects illustrative and not restrictive. It is understood that numerous other modifications and variations can be devised without departing from the scope of the invention.
| Number | Date | Country | Kind |
|---|---|---|---|
| 2006-0130776 | May 2006 | JP | national |