Baseball videogame having pitching meter, hero mode and user customization features
AssigneeNintendo Co., Ltd.
InventorsHenry Sterchi, Jeff Miller
Life of this patent
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AssigneeNintendo Co., Ltd.
InventorsHenry Sterchi, Jeff Miller
Estimating the term…
A sports videogame such as a baseball videogame allows a user to control the release time of a pitch in order to control the timing of a break on the pitched ball. Other implementations of a baseball videogame allow a user to put extra spin on a pitched ball to thereby create a greater break on the pitch or allow the user to play in a hero mode which enables the user to control a videogame character in a series of specific game play scenarios designed to allow the user to immediately control the videogame character to perform unique skills. Game play may also be customized by allowing the user to incorporate user-created images into screens of game play and/or allow the user to incorporate recorded audio messages into game play.
In a baseball videogame, wherein animated action is performed by a pitcher character in response to input by a user provided through a user-operable controller, a method of controlling game play comprising:
A method of controlling game play in a baseball videogame, wherein a user interactively controls a pitcher character in response to input by a user provided through a user-operable controller, the method comprising:
In a baseball videogame, wherein animated action is performed by a pitcher baseball game character in response to input by a user provided through a user-operable controller, a method of controlling game play comprising:
In a baseball videogame, wherein animated action is performed by a pitcher character in response to input by a user provided through a user-operable controller, a method of controlling game play comprising:
Dependencies are inferred from the claim text.
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Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game: using trajectories of game…
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment: involving timing of…
Video games, i.e. games using an electronically generated display having two or more dimensions: controlling the progress of the video game
About 4 years 1 month of term left · ends 13 Nov 2030 (estimated)
The technology herein relates to the field of sports videogames and, more particularly, to a baseball videogame which provides the user with greater options, flexibility, and customization of game play. For example, exemplary implementations allow the user to control the release time of the baseball from the pitcher's hand to initiate a pitch, thereby controlling the timing of a break (i.e., change in ball flight such as curve) on the pitched ball. Other exemplary implementations, additionally or alternatively, (i) allow the user to put extra spin on a pitched ball to thereby create a greater break on the pitch, (ii) allow the user to play in a “hero” mode which enables the user to control a videogame character in a series of specific game play scenarios, (iii) allow the user to incorporate user-generated images into screens showing game play, and (iv) allow the user to incorporate user-created audio messages such as audio messages having the user's voice into game play.
Sports videogames have been very successful and popular in the past. There are a variety of sports games that have been provided for use on videogame consoles, such as Nintendo's N64, Sega's Dreamcast, and Sony's Playstation2, to name just a few as well as the Gameboy Advance (GBA) portable game console. Numerous basketball, football, soccer, baseball and hockey games, as well as many other sports games, have been created for playing on videgame consoles. Due mainly to the major advancements in graphics hardware over the years, these sports videogames have become very realistic and provide users of the games with an exciting and enjoyable experience that closely simulates real sports competition. The software behind these videogames has also become very sophisticated and facilitates many elements of real sports competition in order to provide the user with an experience that simulates real sports play as close as possible. For example, in baseball videogames, the player is provided with the ability to pitch, throw, hit, field, catch and perform many other simulated acts that a real-life baseball player would perform during an actual real-life game.
While prior videogames have very realistic game play, the industry is constantly striving to improve the games and provide even greater realistic and exciting experiences for the player. Constant improvements are needed in order to continue to satisfy the ever increasing demand for high quality and realistic sports videogames.
These and other features, objects and advantages will be better understood from review of the following detailed description when read in conjunction with the following drawings, in which:
FIG. 1 shows an exemplary game console for use in playing videogames and a game controller for enabling a user to control operation of the game.
FIG. 2A-2E shows a portable game system GBA which may be used as a controller to the game console illustrated in FIG. 1.
Exemplary illustrative non-limiting implementations will now be described with reference to the drawings. FIG. 1 shows a videogame console 10 that can be used to run videogames. While the NINTENDO GAMECUBE (GCN) videogame console is shown in FIG. 1, the exemplary illustrative non-limiting implementations can include any suitable game or other platform capable of running videogames such as sports videogames, including for example PC based games incorporating a game controller. The internal hardware of the GCN videogame console is described in U.S. Pat. No. 6,606,689 to Cheng et al, the content of which is incorporated herein by reference. In the videogame console 10 of FIG. 1, a memory medium, such as a CD or DVD, is used to store videogame software. The software containing disk or other storage medium is placed in the console for controlling the operation thereof and enabling a desired game to be played on the console. The console preferably includes a graphics co-processor in addition to the central processing unit (CPU) in order to enable fast action games to be played and displayed in a very realistic and exciting manner. The console is typically connected to a display device, such as a television.
The videogame console is also provided with a game controller 20 for use by the user in controlling the game by providing input to the console 10 through selective operation of the buttons and other control elements on the controller 20. The controller 20 may be connected by wire 22 to the console 10 via the connection port 24, although a wireless connection or any other operable connection may be used. The controller 20 includes several different buttons that provide various corresponding signals to the videogame console for use by the game software to control the game in accordance therewith. More particularly, the exemplary controller 20 of FIG. 1 includes a cluster of four digital buttons 26a-26d, two analog buttons 28a and 28b, a joypad 30, a first analog joystick 32 and a second analog joystick 34, as well as other control elements, such as a start/stop button. One or more of the buttons, joypad or joysticks may be operated by the user used to implement user customization features or control game play, as will be explained in detail below. The connection port 24 may be connectable to other devices such as a microphone to receive audio signals such as the user's voice. The connection to the microphone may be made through a wire, although a wireless communication microphone may be used.
The exemplary implementations have particular applicability to sports videogames in which several (or at least two) different actions can be taken in a given situation. Such games include but are not limited to basketball, baseball, soccer, football and hockey. The exemplary illustrative non-limiting game software implementation is programmed to respond to signals from the controller 20, such that operation of one or more of the buttons or switches dictates the user's customization of the videogame. The buttons and/or switches also operate in a conventional manner to control game play as one skilled in the art will readily understand.