U.S. patent application number 09/412055 was filed with the patent office on 2002-06-13 for method for controlling character behavior in video games, video game machine, and computer-readable recording medium on which video game program is recorded.
Invention is credited to KUMAGAI, HITOSHI.
Application Number | 20020072408 09/412055 |
Document ID | / |
Family ID | 17679480 |
Filed Date | 2002-06-13 |
United States Patent
Application |
20020072408 |
Kind Code |
A1 |
KUMAGAI, HITOSHI |
June 13, 2002 |
METHOD FOR CONTROLLING CHARACTER BEHAVIOR IN VIDEO GAMES, VIDEO
GAME MACHINE, AND COMPUTER-READABLE RECORDING MEDIUM ON WHICH VIDEO
GAME PROGRAM IS RECORDED
Abstract
A highly entertaining video game machine that allows a character
to appear in a game space is provided. The video game machine
includes a storage medium for storing a plurality of preset
behavior patterns. A behavior-pattern selection unit selects one of
the behavior patterns according to various situations, such as the
temperament and emotion of the character. A character-behavior
control unit causes the character to behave according to the
selected behavior pattern. The temperament setting of the character
is changed by a temperament setting unit. The emotion setting of
the character is changed by an emotion setting unit.
Inventors: |
KUMAGAI, HITOSHI;
(SAPPORO-SHI, JP) |
Correspondence
Address: |
FRANK J. JORDAN, ESQ.
JORDAN AND HAMBURG LLP
122 EST 42ND ST
NEW YORK
NY
10168
US
|
Family ID: |
17679480 |
Appl. No.: |
09/412055 |
Filed: |
October 4, 1999 |
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/825 20140902;
A63F 13/58 20140902; A63F 13/10 20130101; A63F 2300/8058 20130101;
A63F 2300/65 20130101; G06N 3/004 20130101 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 013/00; G06F
017/00 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 6, 1998 |
JP |
10-284513 |
Claims
What is claimed is:
1. A video game machine that allows a character to appear in a game
space displayed on a display screen of display means, comprising:
temperament setting means for providing a temperament of the
character in accordance with an action performed on the character
by a game player and the temperament of the character when the
action is performed; behavior-pattern storage means for storing a
plurality of behavior patterns which are set in accordance with the
temperament of the character; behavior selection means for
selecting one of the behavior patterns in accordance with the
temperament of the character; and behavior control means for
causing the character to behave according to the behavior pattern
selected by said behavior selection means.
2. A video game machine according to claim 1, wherein the game
space comprises a plurality of game scenes, and the plurality of
behavior patterns are set for a specific game scene.
3. A video game machine according to claim 1, wherein said
behavior-pattern storage means stores not only the behavior
patterns which are set in accordance with the temperament of the
character, but also behavior patterns which are set according to a
lapse of a game period, and said behavior selection means selects
not only one of the behavior patterns in accordance with the
temperament of the character, but also one of the behavior patterns
according to the lapse of the game period.
4. A video game machine according to claim 3, further comprising
demand-action determining means for determining at predetermined
intervals whether a demand action has been performed from the
character to the game player, wherein the behavior patterns which
are set according to the lapse of the game period include the
demand actions.
5. A video game machine according to claim 4, wherein the demand
action is performed according to the temperament of the
character.
6. A video game machine according to claim 1, further comprising at
least one operation means for executing an instruction concerning
the action.
7. A video game machine according to claim 1, wherein said
temperament setting means updates the setting of the temperament at
predetermined intervals.
8. A video game machine according to claim 1, wherein the
temperament of the character is determined in accordance with
predetermined parameters.
9. A video game machine according to claim 8, wherein said
temperament setting means comprises numerical-value providing means
for providing a numerical value used as an index for the
predetermined parameter according to an instruction content
concerning the action and the temperament of the character when the
instruction is executed, addition means for adding the provided
numerical value for each of the predetermined parameters, and
temperament selection means for selectively determining the
temperament according to an addition result obtained by said
addition means.
10. A video game machine according to claim 1, further comprising
emotion setting means for setting one of a plurality of emotions
for the character in accordance with an instruction content
concerning the action, wherein said behavior selection means
selects one of the behavior patterns from said behavior-pattern
storage means in accordance with the temperament and emotion of the
character, and said behavior control means causes the character to
behave according to the behavior pattern selected by said behavior
selection means.
11. A video game machine according to claim 10, wherein said
emotion setting means sets the emotion in accordance with the
temperament of the character when the instruction concerning the
action is executed.
12. A video game machine according to claim 10, further comprising
emotion storage means for storing a numerical value used as an
index for each of the emotions, wherein said emotion setting means
comprises subtraction means for subtracting a predetermined value
from the numerical values currently stored in said emotion storage
means corresponding to the emotions other than the emotion
determined by said emotion setting means according to the
instruction content concerning the action and the temperament of
the character when the instruction is executed, addition means for
adding the subtracted value to the numerical value currently stored
in said emotion storage means corresponding to the emotion
determined by said emotion setting means, and emotion selection
means for selectively determining the emotion having the greatest
index value from said emotion storage means.
13. A video game machine according to claim 1, further comprising
character storage means for storing a plurality of characters, and
character selection means for selecting one of the plurality of
characters.
14. A video game machine according to claim 6, wherein a plurality
of icons for specifying an instruction content given by said
operation means are indicated on the display screen of said display
means, and said operation means selects one of the plurality of
icons.
15. A video game machine that allows a character to appear in a
game space displayed on a display screen of display means,
comprising: temperament setting means for providing a temperament
of the character in accordance with an action performed on the
character by a game player and the temperament of the character
when the action is performed; behavior-pattern storage means for
storing a plurality of behavior patterns which are set in
accordance with the temperament of the character; behavior
selection means for selecting one of the behavior patterns in
accordance with various situations in the game space; and behavior
control means for causing the character to behave according to the
behavior pattern selected by said behavior selection means.
16. A method for controlling a character behavior in a video game
that allows a character to appear in a game space, said method
comprising: a game-screen output step of outputting a game screen
including the character to a display screen of display means; a
temperament setting step of providing a temperament of the
character in accordance with an action performed on the character
by a game player and the temperament of the character when the
action is performed; a behavior-pattern selection step of
selecting, according to the temperament of the character, one of a
plurality of behavior patterns which are set in accordance with the
temperament of the character; and a character-behavior control step
of causing the character to behave according to the selected
behavior pattern.
17. A computer-readable recording medium for recording a video game
program that allows a character to appear in a game space, said
game program comprising: a game-screen output step of outputting a
game screen including the character to a display screen of display
means; a temperament setting step of providing a temperament of a
character in accordance with an action performed on the character
by a game player and the temperament of the character when the
action is performed; a behavior-pattern selection step of
selecting, according to the temperament of the character, one of a
plurality of behavior patterns which are set in accordance with the
temperament of the character; and a character-behavior control step
of causing the character to behave according to the selected
behavior pattern.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a method for controlling
character behavior in video games in which characters appear in a
game space. The invention also relates to a video game machine
operated in accordance with the above method and to a
computer-readable recording medium on which a video game program
implementing the above method is recorded.
[0003] 2. Description of the Related Art
[0004] Character-raising games for raising animal characters or
plant images displayed in a game space are being developed. In the
character-raising games, the states of characters or images are
changed over time by being fed or fertilized, or the characters or
the images exhibit preset behavior in response to instructions from
game players. Accordingly, the game players are able to feel as if
they were actually raising plants or animals through the game
screen, thereby virtually enjoying raising plants or animals.
[0005] In conventional character-raising games, however, the states
of the characters or images are merely changed over time, or only
preset behavior is exhibited in response to instructions from game
players. Thus, even if the game players are interested in the games
initially, they soon become tired of them after repeatedly playing
them for a while, whereby the game fails to exhibit entertaining
characteristics.
SUMMARY OF THE INVENTION
[0006] Accordingly, in view of the above background, it is an
object of the present invention to provide a method for controlling
character behavior that implements highly entertaining video games
that allow game players to enjoy the games as if they were actually
playing with characters displayed on a game screen, and also to a
video game machine operated in accordance with the above method and
to a computer-readable recording medium on which a video game
program implementing the above method is recorded.
[0007] In order to achieve the above object, according to one
aspect of the present invention, there is provided a video game
machine that allows a character to appear in a game space displayed
on a display screen of a display unit. The video game machine
includes a temperament setting unit for providing a temperament of
the character in accordance with an action performed on the
character by a game player and the temperament of the character
when the action is performed. A behavior-pattern storage unit
stores a plurality of behavior patterns which are set in accordance
with the temperament of the character. A behavior selection unit
selects one of the behavior patterns in accordance with the
temperament of the character. A behavior control unit causes the
character to behave according to the behavior pattern selected by
the behavior selection unit.
[0008] With this arrangement, a character appears in a game space
displayed on the display screen of the display unit. The
temperament setting of the character is changed according to a
"praising" or "stroking" action performed by a game player and the
temperament of the character when the action is performed. The
character then behaves based on the changed temperament. That is,
even with the same environments and events surrounding the
character, the character behaves differently according to the
character's current temperament. Accordingly, the game player is
able to enjoy almost the exact feeling of playing and living with
the character. It is thus possible to implement a highly
entertaining video game.
[0009] According to the aforementioned video game machine, the game
space may include a plurality of game scenes, and the plurality of
behavior patterns may be set for a specific game scene. With this
configuration, the game content becomes more complicated, thereby
providing an even more entertaining video game machine.
[0010] According to the aforementioned video game machine, the
behavior-pattern storage unit may store not only the behavior
patterns which are set in accordance with the temperament of the
character, but also behavior patterns which are set according to a
lapse of a game period. The behavior selection unit may select not
only one of the behavior patterns in accordance with the
temperament of the character, but also one of the behavior patterns
according to the lapse of the game period.
[0011] With this arrangement, the character behaves differently
according to the lapse of the game period. For example, when the
character is full, it ignores food. When the character becomes
hungry, it demands for food. The character is awake during the day
and sleeps at night. That is, the character autonomously behaves
regardless of instructions given from the game player. This makes
the video game highly entertaining.
[0012] The aforementioned video game machine may further include a
demand-action determining unit for determining at predetermined
intervals whether a demand action has been performed from the
character to the game player. The behavior patterns which are set
according to the lapse of the game period may include the demand
actions.
[0013] This enables the game player to recognize the character's
state by checking the character's behavior and to suitably perform
an action on the character.
[0014] The demand action may be performed according to the
temperament of the character. Accordingly, the game content can be
made dynamic and entertaining.
[0015] The aforementioned video game machine may further include at
least one operation unit for executing an instruction concerning
the action. This makes it possible to change the temperament
setting of the character and to provide dynamic aspects for the
game content, thereby making the video game highly
entertaining.
[0016] According to the aforementioned video game machine, the
temperament setting unit may update the temperament setting at
predetermined intervals. This enables the game player to give an
instruction according to a change of the temperament of the
character, thereby providing dynamic aspects for the game
content.
[0017] According to the aforementioned video game machine, the
temperament of the character may be determined in accordance with
predetermined parameters. With this arrangement, the temperament
setting of the character is influenced by the action done to the
character by the game player.
[0018] According to the aforementioned video game machine, the
temperament setting unit may include a numerical-value providing
unit for providing a numerical value used as an index for the
predetermined parameter according to an instruction content
concerning the action and the temperament of the character when the
instruction is executed, an addition unit for adding the provided
numerical value for each of the predetermined parameters, and a
temperament selection unit for selectively determining the
temperament according to an addition result obtained by the
addition unit. As a consequence, the temperament setting of the
character is reliably changed, thereby making the game content
dynamic and highly entertaining.
[0019] The aforementioned video game machine may further include an
emotion setting unit for setting one of a plurality of emotions for
the character in accordance with an instruction content concerning
the action. The behavior selection unit may select one of the
behavior patterns from the behavior-pattern storage unit in
accordance with the temperament and emotion of the character, and
the behavior control unit may cause the character to behave
according to the behavior pattern selected by the behavior
selection unit.
[0020] With this configuration, the character's emotion setting is
changed according to an instruction from the game player, and the
character behaves according to the set emotion. Thus, the game
content can be made dynamic and highly entertaining.
[0021] According to the video game machine, the emotion setting
unit may set the emotion in accordance with the temperament of the
character when the instruction concerning the action is executed.
Consequently, even with the same instruction, the character
differently exhibits emotions according to the temperament of the
character when the instruction concerning the action is
executed.
[0022] The aforementioned video game machine may further include an
emotion storage unit for storing a numerical value used as an index
for each of the emotions. The emotion setting unit may include a
subtraction unit for subtracting a predetermined value from the
numerical values currently stored in the emotion storage unit
corresponding to the emotions other than the emotion determined by
the emotion setting unit according to the instruction content
concerning the action and the temperament of the character when the
instruction is executed, an addition unit for adding the subtracted
value to the numerical value currently stored in the emotion
storage unit corresponding to the emotion determined by the emotion
setting unit, and an emotion selection unit for selectively
determining the emotion having the greatest index value from the
emotion storage unit. With this arrangement, the character's
emotion can be reliably changed, thereby providing dynamic aspects
for the game content and making the video game interesting.
[0023] The aforementioned video game machine may further include a
character storage unit for storing a plurality of characters, and a
character selection unit for selecting one of the plurality of
characters.
[0024] According to the aforementioned video game machine, a
plurality of icons for specifying an instruction content given by
the operation unit may be indicated on the display screen of the
display unit, and the operation unit may select one of the
plurality of icons. With this arrangement, the game player is able
to proceed with the game by specifying one of the icons, thereby
speedily responding to the character's behavior.
[0025] According to another aspect of the present invention, there
is provided a video game machine that allows a character to appear
in a game space displayed on a display screen of a display unit.
The video game machine includes a temperament setting unit for
providing a temperament of the character in accordance with an
action performed on the character by a game player and the
temperament of the character when the action is performed. A
behavior-pattern storage unit stores a plurality of behavior
patterns which are set in accordance with the temperament of the
character. A behavior selection unit selects one of the behavior
patterns in accordance with various situations in the game space. A
behavior control unit causes the character to behave according to
the behavior pattern selected by the behavior selection unit.
[0026] With this arrangement, the character appears in a game space
displayed on the display screen of the display unit. The
temperament setting of the character is changed according to a
"praising" or "stroking" action performed by a game player and the
temperament of the character when the action is performed. The
character then behaves based on the changed temperament according
to various situations in the game space. For example, when the
owner returns to the doorway, the character ignores or barks at the
owner. Thus, even with the same environments and events surrounding
the character, the character behaves differently according to the
character's current temperament. That is, the character
autonomously behaves according to various situations in the game
space regardless of instructions provided from the game player.
Accordingly, the game player is able to enjoy almost the exact
feeling of playing and living with the character. It is thus
possible to implement a highly entertaining video game.
[0027] According to still another aspect of the present invention,
there is provided a method for controlling a character behavior in
a video game that allows a character to appear in a game space. The
method includes a game-screen output step of outputting a game
screen including the character to a display screen of a display
unit, a temperament setting step of providing a temperament of the
character in accordance with an action performed on the character
by a game player and the temperament of the character when the
action is performed, a behavior-pattern selection step of
selecting, according to the temperament of the character, one of a
plurality of behavior patterns which are set in accordance with the
temperament of the character, and a character-behavior control step
of causing the character to behave according to the selected
behavior pattern.
[0028] With this arrangement, the temperament setting of the
character is changed according to a "praising" or "stroking" action
performed by the game player and the temperament of the character
when the action is performed. The character then behaves according
to the changed temperament. Hence, the game player enjoys almost
the exact feeling of playing and living with the character, thereby
providing a highly entertaining video game machine.
[0029] According to a further aspect of the present invention,
there is provided a computer-readable recording medium for
recording a video game program that allows a character to appear in
a game space. The game program includes a game-screen output step
of outputting a game screen including the character to a display
screen of a display unit, a temperament setting step of providing a
temperament of the character in accordance with an action performed
on the character by a game player and the temperament of the
character when the action is performed, a behavior-pattern
selection step of selecting, according to the temperament of the
character, one of a plurality of behavior patterns which are set in
accordance with the temperament of the character, and a
character-behavior control step of causing the character to behave
according to the selected behavior pattern.
BRIEF DESCRIPTION OF THE DRAWINGS
[0030] FIG. 1 is a block diagram illustrating a game system
according to an embodiment of the present invention;
[0031] FIG. 2 is a block diagram illustrating units for
implementing the functions of a CPU for use in the game system
shown in FIG. 1;
[0032] FIG. 3 illustrates one scene of the game;
[0033] FIG. 4 is a flow chart illustrating the game procedure;
[0034] FIG. 5 illustrates the flow of the character's operation for
one day in the game;
[0035] FIG. 6 is a table illustrating the dog's temperaments;
[0036] FIG. 7 is a table illustrating numerical values added to or
subtracted from the basic parameters for setting the
temperament;
[0037] FIGS. 8A and 8B are tables for illustrating numerical values
based on the basic parameters and the temperaments according to the
action;
[0038] FIG. 9 is a temperament conversion table for determining the
temperament based on two basic parameters;
[0039] FIG. 10 is a table for illustrating the emotions; and
[0040] FIGS. 11A and 11B are tables for determining the emotion
according to the action.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0041] Referring to the block diagram illustrating an embodiment of
the present invention shown in FIG. 1, a game system 1 is formed of
a game machine unit 10 and a recording medium 40 for recording
program data. The game machine unit 10 includes a central
processing unit (CPU) 11, a graphics-data generating processor 13,
an interface circuit 14, a main memory 15, a read only memory (ROM)
16, a data-expansion circuit 17, a parallel port 18, a serial port
19, a rendering processor 20, a buffer 21, a sound processor 22, a
buffer 23, a decoder 24, a buffer 25, an interface circuit 26, and
a memory 27. The above elements other than the CPU 11 are connected
to the CPU 11 via a bus 12 formed of an address bus, a data bus,
and a control bus.
[0042] A television monitor 28 (hereinafter simply referred to as
the "monitor") is connected to the rendering processor 20. A
speaker 30 is connected to the sound processor 22 via an amplifying
circuit 29. A recording medium driver 31 is connected to the
decoder 24. A controller 33 is connected to the interface circuit
26.
[0043] The configuration of the game system 1 varies according to
the application. If the game system 1 is for home use, the monitor
28 and the speaker 30 are provided separately from the game machine
unit 10. If the game system 1 is for commercial use, all the
elements shown in FIG. 1 are stored in a single housing.
[0044] If the game system 1 is primarily formed of a personal
computer or a workstation, the following elements are used in place
of the above-described elements of the game system 1. A display
unit of the computer or the workstation is substituted for the
monitor 28. Part of the game program data recorded on the recording
medium 40 or hardware on an expansion board mounted on a computer
expansion slot is used instead of the data-expansion circuit 17,
the rendering processor 20, and the sound processor 22. Hardware on
an expansion board mounted on a computer expansion slot is
substituted for the interface circuit 14, the parallel port 18, the
serial port 19, and the interface circuit 26. An area of the main
memory 15 or an expansion memory (not shown) is used in place of
the buffers 21, 23, and 25.
[0045] In this embodiment, it is assumed that the game system 1 is
for home use.
[0046] The individual elements illustrated in FIG. 1 are discussed
in greater detail below. The graphics-data generating processor 13,
which serves as a coprocessor of the CPU 11, performs calculations
of fixed-point matrices or vectors of, for example, coordinate
transforms or light-source calculations, by executing parallel
processing. More specifically, the graphics-data generating
processor 13 mainly executes the following processing. Based on
two-dimensional or three-dimensional coordinate data, translation
data, and rotation data of each vertex of image data supplied from
the CPU 11, the graphics-data generating processor 13 determines
the address on a display area at which the image to be processed is
positioned, and returns the address data to the CPU 11. The
graphics-data generating processor 13 also calculates the luminance
of the image in accordance with the distance from a light source,
which is virtually set.
[0047] The interface circuit 14 serves as an interface for
peripheral devices, such as mice and pointing devices, for example,
trackballs. The ROM 16 stores program data, which serves as the
operating system of the game system 1. In terms of a personal
computer, the program data corresponds to the Basic Input Output
System (BIOS).
[0048] The data-expansion circuit 17 expands compressed images
which are compressed by an intra-coding method in compliance with
the Motion Picture Experts Group (MPEG) for moving pictures or the
Joint Photographic Experts Group (JPEG) for still images. Expansion
processing includes decoding processing (decoding data encoded by
the variable length code (VLC)), dequantizing processing, inverse
discrete cosine transform (IDCT) processing, and reproduction
processing of intra-coded images.
[0049] The rendering processor 20 draws images onto the buffer 21
based on a rendering command issued by the CPU 11.
[0050] The buffer 21 is formed of a display area and a non-display
area. The display area is an expansion area for data to be
displayed on the monitor 28. In this embodiment, the non-display
area is a storage area not only for data for defining skeletons,
model data for defining polygons, animation data for moving models,
and pattern data for indicating the content of each animation, but
also for texture data and color palette data.
[0051] The texture data is two-dimensional image data. The color
palette data is data for specifying the color of the texture data.
The texture data and the color palette data are read out from the
recording medium 40 at one time or a plurality of times in
accordance with the progress of a game. The texture data and the
color palette data have been recorded on the non-display area of
the buffer 21 by the CPU 11.
[0052] The rendering commands are issued for rendering a
three-dimensional image by using polygons and for rendering regular
two-dimensional images. The polygons are two-dimensional polygonal
virtual graphics, and in this embodiment, they are triangles or
quadrilaterals.
[0053] The rendering command for rendering three-dimensional images
by using polygons includes polygon-vertex address data of a polygon
vertex on the display area of the buffer 21, texture address data
indicating the storage location in the buffer 21 of texture data to
be clipped on polygons, color-palette address data representing the
storage location in the buffer 21 of color palette data indicating
the color of the texture data, and luminance data representing the
luminance of the texture.
[0054] Among the above-described items of data, the polygon-vertex
address data on the display area can be obtained in the following
manner. The graphics-data generating processor 13 performs
coordinate transform, based on the amounts by which polygons are
translated and rotated on the screen (viewpoint), on polygon-vertex
coordinate data in a three-dimensional space calculated by the CPU
11, thereby transforming it into polygon-vertex coordinate data in
a two-dimensional space. The luminance data is determined by the
graphics-data generating processor 13 based on the distance between
the polygon-vertex coordinate data obtained by performing
coordinate transform as described above and a virtually located
light source.
[0055] The polygon-vertex address data represents the address of
the polygon vertex on the display area of the buffer 21. The
rendering processor 20 writes texture data corresponding to the
zone of the display area of the buffer 21 represented by the three-
or four-sided polygon address data.
[0056] A single object is formed of a plurality of polygons. The
CPU 11 stores three-dimensional coordinate data of each polygon in
the buffer 21 in correspondence with the vector data of the
associated skeleton. When game characters are moved on the screen
by operating the controller 33, in other words, when the
character's movements are expressed or when the position from which
the characters are viewed (the viewpoint position) is changed, the
following processing is executed.
[0057] The CPU 11 provides the graphics-data generating processor
13 with the three-dimensional coordinate data of vertices of each
polygon stored in the non-display area of the buffer 21 and with
the translation data and the rotation data of each polygon
determined by the skeleton coordinates and the rotational data of
the skeleton.
[0058] The graphics-data generating processor 13 then sequentially
determines three-dimensional coordinate data of the individual
polygons after being translated and rotated, based on the
three-dimensional polygon-vertex coordinate data and the amounts by
which the polygons have been translated and rotated.
[0059] Among the three-dimensional polygon coordinate data obtained
as described above, horizontal and vertical coordinate data is
supplied to the rendering processor 20 as the address data on the
display area of the buffer 21, i.e., as polygon-vertex address
data.
[0060] The rendering processor 20 then writes texture data
represented by preallocated texture address data into a triangle or
quadrilateral display area of the buffer 21 represented by the
three- or four-sided polygon vertex address data. This makes it
possible to display objects obtained by clipping the texture data
on a plurality of polygons on the screen of the monitor 28.
[0061] The rendering command for rendering a regular
two-dimensional image is formed of vertex address data, texture
address data, color palette address data, which represents the
storage location in the buffer 21, of color palette data indicating
the color of the texture data, and luminance data indicating the
luminance of the texture data. Among the above-mentioned items of
data, the vertex address data is coordinate data obtained by
performing coordinate transform by the graphics-data generating
processor 13 on the two-dimensional vertex coordinate data
calculated by the CPU 11, based on the amounts by which the
polygons have been translated and rotated.
[0062] The sound processor 22 stores adaptive differential pulse
code modulation (ADPCM) data read from the recording medium 40 in
the buffer 23, and the ADPCM data stored in the buffer 23 is used
as a sound source. The sound processor 22 then reads the ADPCM data
from the buffer 23 at a clock frequency of, for example, 44.1
kHz.
[0063] The sound processor 22 then performs processing, such as
pitch conversion, noise addition, envelope setting, level setting,
reverb addition, etc., on the ADPCM data read from the buffer
23.
[0064] If the sound data read from the recording medium 40 is pulse
code modulation (PCM) data compliant with, for example, the compact
disk-digital audio (CD-DA) format, it is converted into ADPCM data
by the sound processor 22.
[0065] The processing to be executed on the PCM data by using
program data is directly performed in the main memory 15. The PCM
data is then supplied to the sound processor 22 and is converted
into ADPCM data. Subsequently, the above-described various
operations are conducted on the ADPCM data, which is then output
from the speaker 30 as sound.
[0066] The recording medium driver 31 may be a compact disk-read
only memory (CD-ROM) drive, a hard disk drive, an optical disc
drive, a floppy disk drive, a silicon disk drive, or a
cassette-type medium reader. The recording medium driver 31 reads
data, such as images, sound, or program data from the recording
medium 40 and supplies the read data to the decoder 24. The decoder
24 then executes error correction processing by using error
correction code (ECC) on the reproduced data output from the driver
31, and supplies the error-corrected data to the main memory 15 or
the sound processor 22.
[0067] The memory 27 is, for example, a card-type memory, and is
used for storing various parameters of games, such as the current
setting of a game.
[0068] The controller 33, which serves as an operation unit, which
can be operated externally, has a first left button 33L1, a second
left button 33L2, a first right button 33R1, a second right button
33R2, an up-direction key 33U, a down-direction key 33D, a
left-direction key 33L, a right-direction key 33R, a start button
33a, a select button 33b, a first button 33c, a second button 33d,
a third button 33e, and a fourth button 33f. The controller 33
outputs an operation signal according to the operation performed by
a game player.
[0069] The up-direction key 33U, the down-direction key 33D, the
left-direction key 33L, and the right-direction key 33R are used
for providing to the CPU 11 commands for moving characters up and
down and in the left and right directions, respectively, on the
screen, and for providing commands for moving an icon on the menu
screen.
[0070] The start button 33a is used for instructing the CPU 11 by a
game player to start the game program data loaded from the
recording medium 40. The select button 33b is used for instructing
the CPU 11 by the game player to select one of the items of game
program data loaded into the main memory 15 from the recording
medium 40.
[0071] The functions of the first button 33c, the second button
33d, the third button 33e, the fourth button 33f, the first left
button 33L1, the second left button 33L2, the first right button
33R1, and the second right button 33R2 vary according to the game
program data loaded from the recording medium 40.
[0072] The recording medium 40 may be a CD-ROM, a hard disk, an
optical disc, a floppy disk, a semiconductor memory, etc., and
data, such as images, sound, game programs, and so on, are stored
in the recording medium 40, as stated above.
[0073] An overview of the operation of the above-described game
system 1 is as follows.
[0074] A power switch (not shown) is turned on to activate the game
system 1. If the recording medium 40 is loaded in the recording
medium driver 31, the CPU 11 instructs the recording medium driver
31 to read program data from the recording medium 40 based on the
operating system stored in the ROM 16. Accordingly, the recording
medium driver 31 reads images, sound, and program data from the
recording medium 40.
[0075] The read images, sound, and program data are supplied to the
decoder 24 which then performs error correction processing on the
read data. The error-corrected image data is supplied to the
data-expansion circuit 17 via the bus 12 and undergoes the
above-described expansion processing in the data-expansion circuit
17. Subsequently, the image data is supplied to the rendering
processor 20 and is written into the non-display area of the buffer
21 by the rendering processor 20.
[0076] Meanwhile, the error-corrected sound data is supplied to the
main memory 15 or the sound processor 22, and is written into the
main memory 15 or the buffer 23, respectively.
[0077] The error-corrected program data is supplied to and written
into the main memory 15. Thereafter, the CPU 11 proceeds with the
game in accordance with the game program data stored in the main
memory 15 and the instructions provided by a game player through
the controller 33. That is, the CPU 11 appropriately controls image
processing, sound processing, and internal processing based on the
instructions provided by the game player through the controller
33.
[0078] In this embodiment, the CPU 11 performs the following image
processing control: calculations of skeleton coordinates and
calculations of polygon-vertex coordinate data from pattern data
corresponding to animation instructions to characters, supplying
the obtained three-dimensional coordinate data and viewpoint
position data to the graphics-data generating processor 13, and
issuing rendering commands representing luminance data and address
data indicating the positions of the display area of the buffer 21
determined by the graphics-data generating processor 13.
[0079] The CPU 11 performs sound processing control, such as
issuing sound output commands to the sound processor 22 and
designating the level, the reverb, etc. The CPU 11 also performs
internal processing control, such as making calculations according
to the operation of the controller 33.
[0080] FIG. 2 is a block diagram illustrating units for
implementing the functions of the CPU 11. The CPU 11 includes a
controller detecting unit 41, a character selection unit 42, a
game-screen output unit 43, a game-progress control unit 44, a
temperament setting unit 45, an emotion setting unit 46, a
behavior-pattern selection unit 47, a character-behavior control
unit 48, and a demand-action determining unit 49.
[0081] The controller detecting unit 41 is used for detecting the
on/off operation of the controller 33 based on an operation signal
transmitted from the operation button of the controller 33. The
character selection unit 42 is used for selecting one of a
plurality of characters displayed on the monitor 28 based on an
operation signal output by operating the controller 33.
[0082] The game-screen output unit 43 reads the game screen from
the main memory 15 or the recording medium 40 in accordance with
the content of the game, and outputs the read game screen onto the
monitor 28. The game screens include a plurality of game scenes,
such as scenes in which the game proceeds inside a house and scenes
in which the game proceeds outside the house. The game-progress
control unit 44 proceeds with the game according to a preset
program.
[0083] The temperament setting unit 45 is used for setting and
changing the characters' temperament (providing the temperament to
the characters) appearing in the game. The temperament setting unit
45 is formed of the following elements. A numerical-value providing
unit 451 provides specific numerical values used as indices for
predetermined parameters (elements) for determining the temperament
in accordance with the operation content (instruction content) of
the controller 33 and with the character's temperament when the
operation is provided (when the instruction is executed). An
addition unit 452 adds the numerical value. A reading unit 453
reads the temperament corresponding to the addition result obtained
by the addition unit 452 from the recording medium 40. In the
recording medium 40, the addition results and the temperaments are
stored in correspondence with each other. The temperament setting
of the character appearing in the game is changed to the
temperament read by the reading unit 453.
[0084] The numerical-value providing unit 451 reads the numerical
value as an index from a storage unit, such as the recording medium
40, for storing the characters' temperaments and the parameters in
correspondence with each other, and provides the read numerical
value for the parameter. The reading unit 453 serves as a selection
unit for selectively determining the character's temperament
according to the addition result obtained by the addition unit 452.
Details of the temperament setting operation will be discussed
later.
[0085] The emotion setting unit 46 sets and changes the emotions of
the characters appearing in the game, and is formed of the
following elements. A reading unit 461 reads and determines one of
the emotions from an emotion determining table according to the
instruction input through the controller 33 and the character's
temperament when the instruction is executed. A subtraction unit
462 subtracts a certain numerical value from the index values of
the emotions other than the emotion determined by the reading unit
461. An index value has been provided as an initial value for each
emotion and has been stored in the storage unit, such as the
recording medium 40. An addition unit 463 adds the subtracted value
to the index value (which is stored in the storage unit) of the
emotion determined by the reading unit 461. A selection unit 464
selectively determines the emotion provided with the highest index
value from the storage content of the storage unit. The character's
emotion setting is changed to the emotion determined by the
selection unit 464. Details of the emotion setting operation will
be described later.
[0086] The behavior-pattern selection unit 47 selects one of a
plurality of behavior patterns preset for the characters according
to the various situations in a game space. More specifically, the
behavior-pattern selection unit 47 selects one behavior pattern
corresponding to the game scene in accordance with the elapsed time
of the game, or selects one behavior pattern by determining the
currently set character's temperament and emotion (only the
temperament may be determined, or both the temperament and the
emotion may be determined according to the game scene).
[0087] Many different behavior patterns concerning a predetermined
game scene selected from a plurality of game scenes are stored in
the storage unit, such as the recording medium 40, as a
dog-behavior pattern table in this embodiment. Accordingly, one
behavior pattern is read from the dog-behavior pattern table
according to various situations, such as the temperament and
emotion set for the characters, and the elapsed time of the
game.
[0088] The character-behavior control unit 48 controls the behavior
of the character appearing in the game. More specifically, the
character-behavior control unit 48 controls the character to behave
in response to the behavior pattern selected by the
behavior-pattern selection unit 47 regardless of instructions given
by a game player through the controller 33. The character-behavior
control unit 48 also controls the character to behave in response
to the behavior pattern selected by the behavior-pattern selection
unit 47 while considering instructions given by a game player
through the controller 33.
[0089] The demand-action determining unit 49 determines whether
there is any predetermined demand, such as walking or feeding, from
the character. That is, when a predetermined demand is made by the
character, the behavior pattern corresponding to the demand is read
from the dog-behavior pattern table stored in the storage unit,
such as the recording medium 40, and the behavior pattern is
displayed on the monitor 28.
[0090] For description, the elements between the monitor 28 and the
bus 12 and the elements between the recording medium 40 and the bus
12 are omitted.
[0091] A brief description is given below of the content of the
game to be executed by the video game machine according to the
present invention.
[0092] The following game content is stored in the recording medium
40. One of the plurality of characters is selected and is caused to
behave according to the elapsed time of the game. The temperament
and the emotion setting of the selected character is changed in
accordance with a predetermined condition, and the character is
caused to behave according to the temperament and the emotion. The
game player raises the character while communicating with it by
giving instructions through the controller 33.
[0093] More specifically, the game played in this embodiment is a
dog raising game in which a desired dog (for example, a
three-month-old puppy) is selected (given) from a plurality of
types of dogs, and is raised. The game player trains the dog for
various actions, such as "give me your paw", "sit", "stay", "OK",
"errand", and also raises the dog by feeding, walking, doing
house-training, etc. In the meantime, it is checked how well the
dog has been raised. For example, while the game player is walking
the dog, the neighbors test whether the dog can do various actions,
such as "give me your paw", "errand", etc., or check how faithful
the dog is to the owner, i.e., the game player.
[0094] It is determined whether the dog can meet the requirements
checked by the neighbors according to how well the game player has
raised the dog so far. When the dog shows satisfactory results, the
game player feels satisfied. In this manner, according to the game
used in this embodiment, the game player is able to feel as if
he/she actually kept a dog in a game space.
[0095] In most conventional character-raising games, the parameter
values are increased by instructions from a game player, thereby
providing specific characteristics for the character. In this game,
however, it is set that the dog appears to behave by thinking by
itself. Thus, the game player is required not only to provide
specific instructions, such as increasing the parameter values, as
has been performed in known art, but to play the game while having
a good relationship with the dog. Since the game constructed in
accordance with this embodiment is different from conventional
character-raising games, it has the following features indicated by
(1) through (4).
[0096] (1) Changing the Temperament Setting
[0097] In this game, the setting of one of a plurality of types of
temperaments, indicated by A, B, C, D, E, F, G, H, I, and J, as
shown in FIG. 6, of a given (selected) dog is changed during the
period of the game, for example, every day, according to
predetermined conditions. Any one of the temperaments is set when
the dog is given, and is changed later according to the various
operations of the game player while raising the dog.
[0098] According to the temperament setting changed in the above
manner, an event or the dog's action (behavior) is varied, thereby
providing the game with dynamic aspects and making it highly
entertaining. In this game, it is not essential that all the
temperaments shown in FIG. 6 are provided, and some of them may be
selected or other temperaments may be added according to the
content of the game.
[0099] The temperament setting is changed, for example, in the
following manner. As partly shown in FIG. 7, certain numerical
values (zero, positive, or negative values) used as indices are
added to or subtracted from, according to the content indicated in
the "conditions for increasing and decreasing the numerical value"
column, the basic parameters a, b, c, d, e, f, g, h, and i (merely
indicated alphabetically for convenience), which count towards
determining the temperament. According to the resulting cumulative
value, the temperament is selectively determined. In this
embodiment, the cumulative value of each parameter after being
added or subtracted is set in such a manner that the center value
is, for example, 0, and the absolute upper maximum and the lower
maximum are, for example, 100.
[0100] The "conditions for increasing and decreasing the numerical
value" for the basic parameters a, b, c, and d are shown in FIG. 7.
The conditions for the other basic parameters are suitably set, and
the index values corresponding to the conditions are also
provided.
[0101] When the game player performs a predetermined action, such
as "praising" or "stroking", on the dog, a predetermined numerical
value corresponding to the action is added to the index value in
accordance with the current dog's temperament, as indicated by the
parameter/temperament tables shown in FIGS. 8A and 8B. It is now
assumed that the current dog's temperament is A, and that the
"praising" action is done. For example, concerning the basic
parameter a, the numerical value -2 is read from the
parameter/temperament table by the numerical-value providing unit
451. Concerning the basic parameter c, the numerical value +1 is
read from the parameter/temperament table by the numerical-value
providing unit 451.
[0102] If the "stroking" action is done, the numerical value +2 is
read for the basic parameters a and c from the
parameter/temperament table by the numerical-value providing unit
451. In this manner, as indicated by the parameter/temperament
tables shown in FIGS. 8A and 8B, the numerical values set for the
individual basic parameters are read by the numerical-value
providing unit 451 according to the dog's current temperament, and
the read values are added for each parameter by the addition unit
452. The parameter/temperament tables shown in FIGS. 8A and 8B are
preset for all the actions that influence the basic parameters. Any
actions that affect the basic parameters may be set as desired.
[0103] If the cumulative value is a negative value, a predetermined
positive value is added by the addition unit 452. If the cumulative
value is a positive value, a predetermined negative value is added
by the addition unit 452. The cumulative value can thus be
adjusted. Among the adjusted values, the greatest and the second
greatest absolute values are selected. Then, based on the two
selected basic parameters, the temperament to be set is determined
by referring to the temperament conversion table shown in FIG. 9.
The selection of the two basic parameters and the determination of
the corresponding temperament are performed by the reading unit
453.
[0104] For example, it is now assumed that the two selected basic
parameters are c and b. By referring to column c and row b of the
temperament conversion table shown in FIG. 9, the temperament
setting is changed to C if c is a positive value and b is a
negative value. If c is a negative value and b is a positive value,
the temperament setting is changed to H. In selecting two basic
parameters, the unadjusted cumulative values may be used.
Alternatively, the unadjusted cumulative values may be used only
for specific basic parameters. The parameter/temperament tables and
the temperament conversion table shown in FIGS. 8A, 8B, and 9 have
been stored, together with the calculation expressions, in a
storage unit, such as in the recording medium 40.
[0105] (2) Changing the Emotion Setting
[0106] In the game used in this embodiment, one of the four
emotions, such as "joy", "anger", "sadness", and "happiness", of a
given (selected) dog, is set (determined), as shown in FIG. 10, in
accordance with the action performed on the dog by the game player
and the dog's temperament when the action has been made. According
to the newly set emotion, the dog's action (behavior) is changed,
thereby making the game dynamic and highly entertaining.
[0107] The emotion setting is changed every time the game player
performs some action on the dog, for example, in the following
manner. The dog's emotion toward the action made by the game player
is first determined. More specifically, as indicated by the emotion
determining tables illustrated in FIGS. 11A and 11B, when the
"praising" action is done, the emotion "joy" is exhibited if the
dog's temperament is A, and the emotion "happiness" is exhibited if
the dog's temperament is C. When the "stroking" action is done, the
emotion "anger" is exhibited if the dog's temperament is A, and the
emotion "joy" is exhibited if the dog's temperament is B. The
emotion is read from the emotion determining table by the reading
unit 461 according to the action performed by the game player.
[0108] The four emotions are represented by numerical values used
as indices, and the total value of the four emotions is set to be
100. If the emotion "joy" is exhibited when a predetermined action
is done, 1 is subtracted from each of the three emotions "anger",
"sadness", and "happiness" by the subtraction unit 462, and 3 is
added to the emotion "joy" by the addition unit 463. If the emotion
"anger" is exhibited when a predetermined action is done, 1 is
subtracted from each of the three emotions "joy", "sadness", and
"happiness" by the subtraction unit 462, and 3 is added to the
emotion "anger" by the addition unit 463. The emotion having the
greatest value is selected from the four emotions by the selection
unit 464, and the selected emotion is set to be the dog's current
emotion. The emotion determining tables illustrated in FIGS. 11A
and 11B have been stored, together with calculation expressions, in
a storage unit, such as in the recording medium 40.
[0109] In this game, it is not essential that the four emotions
"joy", "anger", "sadness", and "happiness" be required. Only two or
three emotions may be selected from the four emotions.
Alternatively, other emotions may be added to the four
emotions.
[0110] (3) Demands from the Dog to the Game Player
[0111] In the game used in this embodiment, various demands or
behavior are autonomously made from the dog to the game player
regardless of instructions given from the owner, i.e., the game
player. More specifically, the dog makes various demands for, for
example, "walking", "playing", "cleaning after doing the toilet",
"stroking", "feeding", etc., according to predetermined conditions,
and also makes some action in response to "persistent orders"
(rebellious action against the owner). It is determined whether the
above-mentioned demands, except for a demand for "feeding", are
performed according to the relationships between the dog's
temperament shown in FIG. 6 and the cumulative values of the
predetermined basic parameters partly shown in FIG. 7.
[0112] According to the above-described demands, the game can be
made dynamic and highly entertaining. Meanwhile, the game player is
able to recognize the dog's current state by checking the dog's
behavior, thereby performing a suitable action on the dog. In this
game, it is not necessary that all the demands be provided. Some of
the demands may be selected, or other demands may be added
according to the content of the game.
[0113] It is determined whether, for example, a demand for
"walking", is performed according to the relationship between the
dog's temperament and the cumulative value of the predetermined
basic parameter. If the dog's temperament is A, a demand for
"walking" is not made when the cumulative value of the
predetermined basic parameter is less than a predetermined value.
When the cumulative value of the predetermined basic parameter is
not less than the predetermined value, a demand for "walking" is
performed. In this manner, a predetermined value is set for the
dog's temperament, and the cumulative value of the corresponding
basic parameter is compared with the predetermined value by the
demand-action determining unit 49, which is one of the functions
provided for the CPU 11, thereby determining whether the demand is
actually carried out. The relationships between the dog's
temperament and the cumulative values of the basic parameters are
stored as a table in a storage unit, such as in the recording
medium 40. Other demands may be executed and determined in a manner
similar to a demand for "walking" as discussed above.
[0114] In making a demand for "walking", the dog takes, for
example, the following action, i.e., going to the doorway and
holding a leash in the mouth, and begging the owner to go for a
walk. In this case, the dog behaves in various ways according to
its temperament, such as casting an upward glance, wagging its
tail, looking sad, and so on. In making a demand for "playing", the
dog takes, for example, the following action, i.e., holding a toy
in the mouth and begging the owner to play. In this case, the dog
behaves in various ways according to its temperament, such as
wagging its tail, barking, etc. When making a rebellious action
against a persistent order, the dog tries to avoid the order by
moving to the corner of a room or moving to another room.
[0115] The dog's behavior patterns corresponding to the
above-mentioned various demands and actions in response to
persistent orders are stored in a storage unit, such as in the
recording medium 40 as a dog-behavior pattern table. Such demands
and actions are indicated in correspondence with the dog's
temperament according to the game scene. When there is a
predetermined demand from the dog (i.e., when it is determined by
the demand-action determining unit 49 that a demand has been made),
the corresponding behavior pattern is read from the dog-behavior
pattern table by the behavior-pattern selection unit 47 and is
displayed on the monitor 28.
[0116] (4) Versatility in the Dog's Action
[0117] In the game used in this embodiment, the dog is kept inside
the house and makes various actions (behavior) according to the
dog's temperament and emotions. As the dog's actions, for example,
"reacting to the owner who has just returned to the room",
"positioning in the room", "toilet", "playing with a toy", etc. are
preset.
[0118] The above-mentioned actions (behavior) may be determined
according to the relationships between the dog's temperament shown
in FIG. 6 and the cumulative values of the predetermined parameters
shown in FIG. 7, or they may be determined only by the dog's
temperament or a combination of the dog's temperament and emotions.
It is thus possible to provide versatile aspects for the game,
thereby making the game highly entertaining. In this game, it is
not essential that the above-described actions be entirely
provided. Some of the actions may be selected, or other actions may
be added according to the content of the game.
[0119] For example, in regards to "reacting to the owner who has
just returned to the room", when the owner returns to the doorway,
the dog may ignore or bark at the owner, or may show a friendly
attitude toward the owner according to the dog's temperament or the
cumulative value of the predetermined basic parameter. The
relationships between the dog's temperament and the cumulative
values of the basic parameters are stored as a table in a storage
unit, such as in the recording medium 40.
[0120] Concerning "positioning in the room", the place in the room
at which the dog is located is determined by a combination of the
dog's temperament and emotions. That is, the dog may be positioned
far back in the room or at the corner of the room according to a
combination of the dog's temperament and emotions. The
relationships between the dog's temperament and emotions are stored
as a table in a storage unit, such as in the recording medium
40.
[0121] Regarding "playing with a toy", it is determined whether the
dog plays with a toy according to the index value of a toy
parameter set for, for example, a cuddly bear, a ball, etc. That
is, the toy parameters are provided for the individual toys as
initial values according to the dog's temperament. By executing
"playing with a toy", a predetermined value for each toy is added
(or subtracted) by an addition unit (or a subtraction unit), which
is one of the functions provided for the CPU 11.
[0122] The above-mentioned predetermined value varies according to
the dog's temperament, and an extra value is further added or
subtracted by "praising", "stroking", or "feeding" the dog
immediately after the dog has played with a toy. An extra value is
also added or subtracted according to the dog's emotion. When the
cumulative value is small, the dog ignores or escapes from a toy.
As the cumulative value increases, the probability of playing with
a toy becomes higher. The relationships between the cumulative
values and the probability of playing with a toy are stored as a
table in a storage unit, such as in the recording medium 40.
[0123] The above-described various actions (behavior) exhibited by
the dog are stored as a dog-behavior pattern table in
correspondence with the dog's temperament according to the
individual game scenes in a storage unit, such as in the recording
medium 40. The corresponding behavior pattern is read from the
dog-behavior pattern table and is displayed on the monitor 28.
[0124] An overview of the dog-raising game executed in the video
game machine according to the present invention is described in
detail below based on the screen displayed on the monitor 28.
[0125] FIG. 3 illustrates the game scene in which the dog is
sitting in a living room. At the top of the screen, a "training"
icon 101, a "meal" icon 102, a "grooming" icon 103, a "playing"
icon 104, and a "catching" icon 105 are sequentially indicated from
the left. On the monitor 28, within the house, not only the living
room, but also a western-style room, a kitchen, a bathroom, etc.
can be displayed, and outside the house, scenes for walking the dog
are displayed. Predetermined icons, such as those shown in FIG. 3,
are indicated according to the game scene. As the scenes for
walking the dog, game scenes, such as a residential area, a
shopping area, a suburb, a promenade, a park, and so on, are
displayed.
[0126] The individual icons 101 through 105 are command icons
executable on the displayed game scene. At the right corner of the
screen, a clock icon 106 is indicated. Within the clock icon 106,
an analog clock 107 indicating the time elapsed within the game is
indicated at the left, a button 108 for adjusting the rapidity of
the time flow in three stages is indicated at the bottom right, and
a window 109 for indicating the rapidity of the time flow by
numbers 1, 2, and 3, is provided at the upper right. The rapidity
of the time flow can be progressively adjusted by pressing the
button 108 through the operation of the controller 33.
[0127] When the "training" icon 101 is selected by operating the
controller 33, a plurality of command icons, such as "call",
"stay", "OK", "give me your paw", "sit", "another paw", "down",
"stand", "errand", etc., are indicated. The above commands can be
used in the scenes within the house, such as the doorway, the
living room or the kitchen, or the park outside the house,
according to the operation of the controller 33. The "call" icon is
a command for calling the dog located at a position away from the
owner. When the dog approaches and is close to the owner after
executing this command, the other commands starting from the "stay"
command are ready to be executed.
[0128] The command "stay" is a command (order) for temporarily
stopping the action to be made by the dog, such as instructing the
dog to wait for eating food. The command "OK" is a command for
allowing the dog to make action. The command "give me your paw" is
a command for instructing the dog to stretch one of the front paws
to the palm of the owner. The command "sit" is a command for
instructing the dog to sit. The command "another paw" is a command
for instructing the dog to stretch the other front paw to the palm
of the owner. The command "down" is a command for instructing the
dog to lie down on the ground. The command "stand" is a command for
instructing the dog to stand on its two rear paws. The command
"errand" is a command for instructing the dog to deliver, for
example, a letter, to a specific person. When the dog fulfills an
order from the owner, the owner praises, strokes, or feeds the dog.
When the dog cannot execute an order from the owner, the owner
scolds the dog. The owner's actions enable the dog to reliably
execute orders from the owner.
[0129] By pressing predetermined buttons of the controller 33, four
"training" commands, such as "praising", "stroking", "scolding",
and "hitting", can be selected, though they are not shown as icons.
The training commands are used for all the dog's actions selected
by the icons, thereby changing the dog's temperament parameters and
the emotion parameters.
[0130] In this game, for example, concerning the toilet, it is set
that the dog "poops" at home and "urinates" while the owner is
walking the dog. At the start of the game when the dog is not yet
trained, the dog "poops" or "urinates" in unspecified places.
Accordingly, to train the dog to "poop" or "urinate" in specified
places, when the dog commences an action to "poop" (stoop down) or
"urinate" (raise its rear leg), the "catching" icon 105 is selected
to catch the dog and move it to the specified place. If the dog
successfully "poops" or "urinates" in the specified place, the
owner praises or strokes the dog. This is repeatedly performed
every time the dog goes to the toilet, thereby training the dog to
"poop" or "urinate" in specified places. If the dog "poops" or
"urinates" in unspecified places, the owner scolds or hits the dog,
thereby making the dog realize that it has made a mistake and that
it should go to the specified places.
[0131] That is, the game is programmed in the following manner. By
praising or stroking the dog when the dog has exhibited behavior
which satisfies an order from the owner, the probability of
executing a behavior pattern matching an order becomes higher.
Conversely, by scolding or hitting the dog when the dog has
exhibited behavior against an order from the owner, the probability
of executing a behavior pattern against an order becomes lower.
According to this programming, the "training" commands, such as
"praising", "stroking", "scolding", and "hitting", are suitably
executed in response to the dog's behavior, thereby making it
possible to properly train the dog.
[0132] In the kitchen scene of the game screen, when the "meal"
icon 102 is selected, a "dinner" icon is indicated. By selecting
the "dinner" icon, a plurality of "food" icons are indicated. By
further selecting one of the "food" icons, the dog is fed.
[0133] In the living-room scene or the western-style room scene in
the house, or in the park scene outside the house of the game
screen, if the "grooming" icon 103 is selected, a "brushing" icon
is indicated. By selecting the "brushing" icon, the dog can be
brushed. At first, the dog is unwilling to be brushed, but later,
the dog quietly accepts being brushed. This may vary according to
the dog's temperament. By brushing the dog, the emotions are
changed according to its temperament. If the dog is not taken care
of for a certain period, the dog suffers from various diseases.
Conversely, if the dog is excessively taken care of, the dog also
gets a disease.
[0134] When the "play" icon 104 is selected, icons, such as a
cuddly bear, a trumpet, a ball, etc., are indicated on the monitor
28. By selecting one of the icons, the dog is able to play with the
selected toy. Some dogs like playing with toys, and other dogs do
not, which is determined by the dog's temperament.
[0135] Although it is not shown in FIG. 3, a "diary" command is
selected to save game data. At the start of the game, optional
settings, such as loading the game data, changing the cursor speed,
the message speed, or sound, and so on, can be made. Additionally,
while the owner is walking the dog, the neighbors check how well
the owner has trained the dog so far by testing whether the dog is
able to perform actions, such as "give me your paw", "sit",
"errand", etc., or by testing the owner for item D. Additionally,
there may be a demand for a new training item from the neighbors.
The above-mentioned situation is recorded in the "diary".
[0136] Although it is not shown in FIG. 3, by selecting a "walking"
command, the owner is able to walk the dog in the residential area,
the shopping area, the suburb, the promenade, or the park. The
owner is also able to take the dog to the veterinary clinic.
[0137] A description is now given of the outline of the game
procedure with reference to the flow chart of the procedure of the
dog-raising game shown in FIG. 4 and the flow of the dog's actions
for one day shown in FIG. 5.
[0138] The types of dogs are first displayed on the monitor 28. The
game player selects (obtains) a desired dog from the displayed dogs
and starts to raise it. The game content recorded on the recording
medium 40 is displayed on the monitor 28 by the game-screen output
unit 43, so that a predetermined game screen containing the
character, such as the one shown in FIG. 3, is displayed. In this
game, upon reaching a predetermined time T.sub.1 within the period
of the game, the dog wakes up without being instructed from the
game player, and sleeps without being instructed when a
predetermined time T.sub.n is reached. That is, a predetermined
behavior pattern is automatically selected according to the lapse
of the game period, and the dog behaves in response to the selected
behavior pattern. When the dog wakes up, the setting of the dog's
temperament is changed.
[0139] In FIG. 4, it is first determined in step ST1 whether a
predetermined time (time N) has been reached. If the outcome of
step ST1 is yes, a demand for "walking", "playing", "cleaning after
doing the toilet", "stroking", "feeding", etc., is made from the
dog, and thus, in step ST5, the game player determines from the
dog's behavior and the lapse of time which demand the dog is
making, and the corresponding operation or processing is suitably
performed by selecting one of the commands indicated on the monitor
28. If it is found in step ST1 that the predetermined time has not
been reached, the determination of step ST1 is repeatedly made
until the time N has been reached. The corresponding operation or
processing performed by the game player in step ST5 produces an
enormous influence on how the dog will be raised.
[0140] Subsequently, in step ST10, the dog executes a predetermined
behavior pattern selected from the dog-behavior pattern table
according to the preset temperament. It is then determined in step
ST15 whether the day has passed (whether it is the time when the
dog sleeps). If the result of step ST15 is yes, it is further
determined in step ST20 whether a predetermined period required for
raising the dog has elapsed. If the outcome of step ST20 is yes,
the raising of the dog is completed. If it is found in step ST15
that the day has not passed, the process returns to step ST1, and
the corresponding processing is repeatedly executed. If it is found
in step ST20 that the predetermined period has not elapsed, the
process also returns to step ST1, and the corresponding processing
is repeatedly executed.
[0141] The present invention is not restricted to the foregoing
embodiment, and the following various modifications may be
made.
[0142] (1) In the foregoing embodiment, the dog's temperament
setting is changed according to the cumulative numerical values
used as indices, which are determined by the content described in
the "conditions for increasing and decreasing the numerical value"
column shown in FIG. 7 added to or subtracted from the basic
parameters a through i. The indices for setting the temperament do
not have to be numerical values. For example, predetermined signs
may be provided according to the content described in the
"conditions for increasing and decreasing the numerical value"
column shown in FIG. 7. The signs may be then added, and the
resulting value may be used for determining the dog's
temperament.
[0143] (2) In the foregoing embodiment, the character raised in the
game is a dog. However, the character to be raised is not limited
to a dog, and may be other pets or animals other than pets.
Additionally, the present invention is not restricted to
character-raising games, and may be used in other types of games.
In short, the present invention may be suitably used in any game in
which character's behavior is autonomously changed according to
various situations in a game space. According, the game can be
highly entertaining.
[0144] (3) At the start of the game, a plurality of owners (owner
characters) who keep the character to be raised may be provided and
selected. Thus, the settings of the gender and appearance of the
owner characters displayed on the game screen may be changed, and
the character to be raised may be operated differently in response
to the same instruction given through the controller 33. With this
arrangement, the game can be made even more entertaining.
[0145] (4) The scene may be changed according to the time slot
during the game period, such as morning, daytime, evening, night,
etc., or the walking scene may be changed according to the seasons,
i.e., spring, summer, fall, and winter. This enables the game
player to feel the lapse of time within one day or seasonal changes
through the game screen. The game player is thus able to enjoy
almost the exact feeling of raising the actual character.
[0146] (5) In the foregoing embodiment, the temperament is
determined from the temperament conversion table shown in FIG. 9
based on the two basic parameters selected by the cumulative
absolute values. However, the temperament may be selectively
determined based on the two basic parameters corresponding to the
greatest and the second greatest positive or negative cumulative
value. Alternatively, the temperament may be selectively determined
based on the basic parameter corresponding to the greatest positive
or negative cumulative value.
[0147] (6) In the above-described embodiment, in determining the
character's emotion, a predetermined numerical value is subtracted
from each of the emotions other than the emotion read from the
emotion determining table illustrated in FIG. 11A or 11B, and the
total subtracted values are added to the emotion read from the
emotion determining table. Then, the emotion having the greatest
value is determined to be the character's current emotion. However,
the character's emotions may be determined in different manners.
For example, a predetermined value may be subtracted from each of
the emotions other than the emotion read from the emotion
determining table shown in FIGS. 11A or 11B without adding the
total subtracted value to the read emotion, and the emotion having
the greatest value may be set to be the character's current
emotion. Aternatively, a predetermined value may be added to the
emotion read from the emotion determining table shown in FIGS. 11A
or 11B without subtracting the added value from each of the other
emotions, and the emotions having the greatest value may be set to
be the current emotion. Alternatively, the emotion read from the
emotion determining table may be determined to be the current
emotion as it is.
* * * * *