Game machine having play-by-play announcement

A game machine having play-by-play announcement includes a monitor, a manipulator, a memory to store data for each of a plurality of vocal sound groups, each vocal sound group expressing a word in connection with the game; a controller operable to produce a new game scene on the monitor in accordance with a game program and an instructive signal generated by the manipulator, and designate data for a vocal sound group suitable to the produced new scene; and a sound generator to generate vocal sounds suitable for the new scene based on the designated data.

BACKGROUND OF THE INVENTION 
This invention relates to a game machine provided with a number of 
operating members for giving an operational command to a character 
displayed on a monitor and a controller for receiving the operational 
command to control the development of game in accordance with a given game 
program. 
In conventional television game machines, there has been known a technology 
of generating the sound of footsteps, i.e. sound effects in connection 
with the movement of a character displayed on a monitor. Japanese 
Unexamined Utility Model Publication No. SHO 55-56686 and Japanese 
Unexamined Utility Model Publication No. SHO 55-72994 respectively 
disclose a baseball game machine and a golf game machine accompanied with 
play-by-play announcement sound. 
More specifically, such a game machine is associated with a sound record 
sheet which is inserted into a loading section of the game machine to 
generate prepared sound for play-by-play announcement in accordance with 
the development of game, thereby providing a realistic impression. 
The conventional sound effects, typically represented by the 
above-mentioned footsteps associated with the movement of character, is 
chiefly characterized in that a sounding time is short because of its 
simple sound nature, processing is based on easy repetition of the same 
sound, and the sound effects are applied to particular operations only. 
Thus, such conventional sound effects will encounter with a difficulty of 
creating consecutive sounds constituting a meaningful sentence. Since such 
delicate sound effects require too much data, development of game will be 
generally obstructed by processing such sound effect if executed based on 
the conventional technology. 
It has been also impossible to accept a complicated judgment in accordance 
with the development of game which is mandatorily required in the 
play-by-play announcement. For example, according to the conventional 
baseball game machine or golf game machine, development of game is solely 
determined by reproduction of announcement optionally selected from the 
sound record sheet. In other words, it has been impossible to execute a 
sophisticated play-by-play announcement in response to each scene of the 
game, i.e., each operation of the game. 
SUMMARY OF THE INVENTION 
It is an object of the present invention to provide a game machine which 
has overcome the above problems residing in the prior art. 
It is another object of the present invention to provide a game machine 
which can execute play-by-play announcement without hindering game 
development to provide a realistic atmosphere. 
Accordingly, a game machine of the present invention comprises: a monitor 
on which a game scene is displayed; a manipulator operable to generate an 
instructive signal in accordance with an operation of a player; a storage 
portion operable to store data for each of a plurality of vocal sound 
groups, each vocal sound group expressing a word in connection with the 
game; a controller operable to produce a new game scene on the monitor in 
accordance with a game program installed therein and an instructive signal 
generated by the manipulator, and designate data for a vocal sound group 
suitable to the produced new scene; and a sound generator operable to 
generate vocal sounds suitable for the new scene based on the designated 
data. 
The sound generator may be constructed by a converter operable to convert 
the designated data to vocal sounds at a rate which holds the frequency of 
the vocal sound data within an audible band; and a data transfer operable 
to transfer the designated data to the converter at a rate faster than the 
rate of conversion in the converter. 
It may be preferable to divide the data into a plurality of data parts, and 
transfer the plurality of data parts one after another at a predetermined 
interval to the converter. Also, it may be appreciated to assign each data 
part with a specified address to render the controller designate data by 
use of an address. Further, the storage portion may be provided with a 
data region storing data parts in accordance with their respective 
addresses and a reference region storing the head address of each vocal 
sound group data and the number of data parts to render the controller 
designate data by specifying the head address and the number of data 
parts. 
It may be preferable that the transfer of a data part is executed by 
temporarily interrupting the production of a new scene. Further, the 
controller may be provided with a timer operable to provide an 
interrupting time. 
With the above-mentioned game machine, there is provided the storage 
portion operable to store data of a plurality of vocal sound groups and 
the controller operable to produce a new game scene on the monitor in 
accordance with a game program and an instructive signal generated by the 
manipulator. Further, the controller is operable to designate data of a 
vocal sound group suitable to the produced new scene which vocal sounds 
suitable for the new scene is in turn generated based on. This makes it 
possible to generate vocal sounds suitable for game developments, which 
consequently providing an improved realistic atmosphere. 
The data transfer is executed from the storage portion to the converter 
faster than the rate at which the designated data is converted to vocal 
sound. Accordingly, vocal sounds are generated without the likelihood of 
giving the player an awkward delay. 
The data is divided into a plurality of data parts, and the plurality of 
data parts are transferred one after another at a predetermined interval 
to the converter. This makes it possible to reduce time of each data 
transfer according to needs. Accordingly, the data transfer will give 
little influence to the processing of the controller to produce game 
scenes. 
Each data part is assigned with a specified address. The storage portion 
mainly consists of the data region and the reference region. Accordingly, 
the designation of a suitable vocal sound group will be executed with 
ease. 
The transfer of a data part is executed by temporarily interrupting the 
production of a new scene. The controller may be provided with a timer 
operable to provide an interrupting time. Accordingly, vocal sounds 
relative to a new scene will be generated simultaneously with the 
production of the new scene. 
The above and other objects, features and advantages of the present 
invention will become more apparent from the following detailed 
description which is to be read in conjunction with the accompanying 
drawings.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT OF THE INVENTION 
A preferred embodiment of the present invention will be described in detail 
with reference to the accompanying drawings. FIG. 1 is a block diagram 
showing a principal arrangement of a game machine of the present 
invention. 
A reference numeral 1 represents an operation unit including a manipulating 
lever, switches, and buttons. Operative contents of the operation unit 1 
is sent via an I/O port 2 to a main CPU 3. The manipulating lever of the 
operation unit 1 gives a command relating to a moving direction of the 
character. The switches and buttons enable the character to cause a 
predetermined motion, such as a pitching motion, a throwing motion, and a 
bat swing in a baseball game, at a predetermined timing. Furthermore, this 
kind of game machine has a team creating function of allowing a game 
player to flexibly select his/her favorite team and baseball players using 
the operation unit 1. 
The main CPU 3 executes an overall control of the operations of the game 
machine, and has a ROM 31 for storing a game program and a RAM 32 for 
temporarily storing processing data. The ROM 31 can be omitted if the game 
program is stored in a game cassette detachably inserted in a cassette 
loading section of the game machine. 
A vocal sound data storage portion 4 stores various data of groups of vocal 
sounds required for play-by-play announcement in association with 
development of game and an instructive signal generated by the operation 
unit 1, which will be described in detail later. For example, a baseball 
game contains a total of four scenes, i.e., a batting scene, a fielding 
scene, a changing-over scene and a game set scene. A predetermined number 
of vocal sound groups are assigned to each of four scenes for play-by-play 
announcement in accordance with the development of game and manipulation 
of the operation unit 1. 
In the batting scene, for example, there are the following groups of vocal 
sounds: "BREAKING BALL", "STRAIGHT BALL". "CHANGE-UP", "STRIKE", "BALL", 
"WITHOUT RUNNERS", "WITH A RUNNER AT FIRST BASE", "BATTER OUT", "OUT AT 
FIRST BASE", "CHANGE-OVER", "TEAM NAME. "BATTING ORDER", "FIELDING 
POSITION", "PLAYER'S NAME", "UNIFORM NUMBER". etc. Using these vocal sound 
groups, a play-by-play announcement, for example, goes like "BREAKING 
BALL, STRIKE", "FIRST BATTER, CENTER, SMITH, NUMBER 5", "STRIKE, BATTER 
OUT, THREE MEN OUT". or the like, as described later. 
In the fielding scene, for example, there are the following groups of vocal 
sounds: "HIT|", "HIT A BALL", "CATCH A BALL", "THROW A BALL TO FIRST 
BASE", "RETURN THE BALL TO HOME BASE", "THIS IS BIG", "HIT A FENCE 
DIRECTLY", "HOME RUN", "SINGLE", "DOUBLE", "TWO-RUN HOME RUN", "PASSED", 
"NICE PLAY|", "SCORING A FIRST POINT", "FOUL BALL", etc. Using these vocal 
sound groups, announcement, for example, goes like "HIT|, THIS IS BIG, 
HOME RUN, SCORING A FIRST POINT", "CATCH A BALL, NICE PLAY, RETURN THE 
BALL TO HOME BASE, RUNNER OUT" or the like. 
In the changing-over scene, for example, there are such vocal sound groups 
as: "INNING", "BOTTOM", "TOP", "ENDING", "TEAM NAME", "END SCORELESS", "GO 
INTO REVERSE", etc. 
In the game set scene, for example, there are such vocal sound groups as: 
"AS YOU SEE. TODAY'S GAME ENDED", "WITH A VICTORY OF", "TEAM NAME", etc. 
The reason why a plurality of groups of vocal sounds having the same 
meaning, such as "HIT|" and "HIT A BALL", are prepared for the same scene 
is to express a delicate nuance of each vocal sounds by taking account of 
circumstances. For example, the former vocal sound group "HIT|" is 
exclusively used for a scene that there is a possibility of getting a 
score or turning the tide in the game while the latter vocal sound group 
"HIT A BALL" is solely used for other circumstances. Similarly, it may be 
preferable to prepare a plurality of groups of vocal sounds having the 
same word but different intonations, and select a proper vocal sound group 
according to a circumference. 
The main CPU 3 successively designates an appropriate vocal sound group to 
be used in the play-by-play announcement in accordance with the 
development of game and a operational command given from the operation 
unit 1. The designated vocal sound group, after being applied the pulse 
code modulation (PCM) and a predetermined data compression processing, is 
transferred to a later-described sound CPU 5. 
The sound CPU 5 temporarily stores vocal sound group data for play-by-play 
announcement which has been transferred from the main CPU 3. The vocal 
sound data, after being applied a demodulation and an expansion 
processing, are read out at a predetermined rate which holds the frequency 
of the vocal sound data within an audible band. A sound controller 6 
converts vocal sound data into an analog sound waveform signal which is 
output from a number of loud speakers 8 through an amplifier 7. 
A CRT controller 9 accesses a graphic memory 10 to supply a frame memory 11 
with necessary image signals and characters in response to control signals 
supplied from the main CPU 3. The frame memory 11 stores the image signals 
and characters read out from the graphic memory 10. A video signal 
generating circuit 12 converts the image signals and others stored in the 
frame memory 11 into video signals, and periodically supplies these video 
signals to a monitor 13 at a high speed. 
The monitor 13, such as CRT or LCD, provides a scene image on a screen 
thereof in accordance with the received video signals. 
FIG. 2 is a diagram showing details of the vocal sound data storage portion 
4 and its peripheral devices. The vocal sound data storage portion 4 
includes three storage regions: a vocal sound data region 41, a reference 
region 42 and an arranging region 43. 
The vocal sound data region 41 includes a ROM having a predetermined 
storage capacity, and stores data of groups of vocal sounds for 
play-by-play announcement. The vocal sound data is a series of digital 
signals representing a voice waveform. Each vocal sound group data is 
divided into a specified number of data parts. Each data part is assigned 
with a specified address. For example, addresses 1-10 are assigned to the 
vocal sound group "STRIKE", addresses 11-39 are assigned to the vocal 
sound group "BATTER OUT", and addresses 100-119 are assigned to the vocal 
sound group "THREE MEN OUT". 
The reference region 42 includes a ROM having a predetermined storage 
capacity, and stores the head address and the number of data parts of each 
vocal sound group data. Each vocal sound group data are partially sent 
each data part to the sound CPU 5. Accordingly, the number of data parts 
is identical to the number of partial data transfers for each vocal sound 
group. For example, the vocal sound group "STRIKE" is divided into ten 
data parts. Accordingly, the vocal sound group "STRIKE" is completely 
transferred in ten partial data transfers. However, it should be noted 
that the number of partial data transfers is not required to be equal to 
the number of data parts, but each vocal sound group data may be 
transferred smaller times than the number of data parts. In this 
embodiment, the data amount which is to be transferred in one partial data 
transfer is 80 H (substantially equivalent to 128 bytes). 
Vocal sound groups are determined in accordance with the development of 
game and an instructive signal generated by manipulation of the operation 
unit 1. For example, in the case of a pitched ball being a strike, the 
main CPU 3 designates the vocal sound group "STRIKE" whose head address is 
1 and partial transfer number is 10. Further, if this "STRIKE" is a third 
strike, the main CPU 3 also designates the vocal sound group "BATTER OUT" 
whose head address is 11 and partial transfer number is 29. Furthermore, 
if three men are out in this instance, the CPU 3 also designates the vocal 
sound group "THREE MEN OUT" whose head address is 100 and partial transfer 
number is 20. 
The arranging region 43 includes an RAM, and stores data of the designated 
vocal sound groups, i.e., "STRIKE", "BATTER OUT", and "THREE MEN OUT", in 
the order of designations of the main CPU 3. The main CPU 3 partially 
transfers these vocal sound group data to the sound CPU 5 in the order of 
designation. 
A resettable interrupting timer 33 sets an interrupting time to partially 
transfer vocal sound data, for example, at an interval of 1/60 second. 
More specifically, the main CPU 3 assigns, for example, 10% of each 1/60 
second to the partial transfer of vocal sound data and assigns the 
remaining 90% of 1/60 second to the game processing. 
This partial transfer of vocal sound data is advantageous in eliminating 
the problem that the development of game, i.e., game program, is 
undesirably interrupted for a significant long time for transferring vocal 
sound data at a time. Accordingly, the game scene quickly responds to 
manipulation of the operation unit 1. An interrupting number counter 34 is 
adapted for counting the number of interruptions or partial transfers. 
FIG. 3 is a flowchart showing an operation of designating of vocal sound 
groups under a batting scene in a baseball game wherein a bail pitched by 
a pitcher is about to be judged. 
First of all, it is judged whether or not the pitcher has thrown a strike 
ball (Step S1). If the judgment is "NO" (i.e. the pitcher has not thrown a 
strike ball) in Step S1, the CPU 3 proceeds to Step S3 in which a "BALL 
CALL" routine is executed. On the contrary, if the judgment is "YES" in 
Step S1, the CPU 3 proceeds to Step S5 in which the vocal sound group 
"STRIKE" is designated by specifying the head address and the number of 
partial transfers (1, 10) of the reference region 42, and the "STRIKE" 
vocal sound data is sent from the vocal sound data region 41 to the 
arranging region 43. 
Next, in the event that the pitched ball is strike, it is further judged in 
Step S7 whether or not this is a third strike. If the judgment is "NO" in 
Step S7, the CPU 3 proceeds to Step S9 in which a "NEXT PITCH" routine is 
executed. On the contrary, if the judgment is "YES" in Step S7, the CPU 3 
proceeds to Step S11 in which the vocal sound group "BATTER OUT" is 
designated by specifying the head address of the partial transfer number 
(11, 29) of the reference region 42, and the "BATTER OUT" vocal sound data 
is sent from the vocal sound data region 41 to the arranging region 43. 
Subsequently, in the event that a batter is out, it is judged in Step S13 
whether or not three men are out. If the judgment is "NO" in Step S13, the 
CPU 3 proceeds to Step S15 in which a "OUT COUNT CALL" routine is 
executed. In the "OUT COUNT CALL", "ONE MAN OUT" or "TWO MEN OUT" vocal 
sound data is sent from the vocal sound data region 41 to the arranging 
region 43. On the contrary. if the judgment is "YES", i.e., three men are 
judged to be out, in Step S13, the CPU 3 proceeds to Step S17 in which the 
vocal sound group "THREE MEN OUT" is designated by specifying the head 
address of the partial transfer number (100, 200) of the reference region 
42, and the "THREE MEN OUT" vocal sound data is sent from the vocal sound 
data region 41 to the arranging region 43. 
It is to be noted that upon start of the game routine, the interrupting 
timer 33 starts and the interrupting number counter 34 is reset to "1". 
FIG. 4 is a flowchart showing an operation of transferring a partial data 
of a designated vocal sound group to the sound CPU 5. The CPU 3 enters 
this partial transferring operation in response to an elapse of 1/60 
second measured by the interrupting timer 33. 
In this routine, first of all, it is judged in Step S21 whether or not the 
arranging region 43 stores vocal sound data for transfer. If the judgment 
is "YES" in Step S21, it is further judged in Step S23 whether or not the 
present transfer is an initial partial data transfer for a given vocal 
sound group, i.e., the partial data transfer number is first (n=1). 
If the judgment is "YES" (n=1) in Step S23, the CPU 3 proceeds to Step S25 
in which partial data transfer number (Nd) necessary for the given vocal 
sound group is set based on the data stored in the reference region 42. 
Subsequently, the CPU 3 proceeds to Step S27. On the contrary, if the 
judgment is "NO" in Step S23, the CPU 3 skips Step S25 and directly 
proceeds to Step S25 because the present transfer is in the process of 
transferring data for the given vocal sound group. 
In Step S27, the n-th partial data is transferred from the arranging region 
43 to the sound CPU 5. After finishing the n-th partial data transfer, the 
partial data transfer number "n", i.e., the count number of the 
interrupting number counter 34, is incremented by 1 in Step S29. 
Next, it is judged in Step S31 whether or not the incremented transfer 
number "n" is smaller than or equals to the set transfer number Nd. If the 
judgment is "YES" in Step S31, i.e., the present transfer is in the 
process of transferring partial data for the given vocal sound, the CPU 3 
proceeds to Step S33 to reset the interrupting timer 33 and then return to 
a main routine. 
On the contrary, if the judgment is "NO" in Step S31, i.e., the present 
transfer completes the transfer of data for the given vocal sound group, 
the CPU 3 proceeds to Step S35 to reset the present partial data transfer 
number "n" to "1" and then proceeds to Step S33. 
If the judgment is "NO" in Step S21, i.e., no transfer data is stored in 
the arranging region 43, the CPU 3 ends this partial data transfer 
routine. 
The loud speakers 8 generate a vocal sound in accordance with a sound 
signal from the sound CPU 5 for a period which is longer than the period 
of transferring a partial data. Therefore, utilizing this difference 
between the sound generation period and the partial data transfer period, 
it is possible to transfer a next partial data before the loud speakers 8 
terminate the generation of sound based on the previous partial data. 
Accordingly, even if a number of vocal sound groups are successively 
supplied, these vocal sounds can be surely generated by the loud speakers 
8 without giving the game player any awkward delay. 
In this embodiment, one partial data is transferred every 1/60 second. 
However, it is not necessary to set a fixed transfer period. As far as the 
partial data transfer is executed sufficiently fast compared with the 
sound generation period of the loud speakers 8, the partial data transfer 
period may be changed depending on the processing content of the main CPU 
3. For example, when the main CPU 3 is not required to assign a long 
period for processing of game development, it may be possible to transfer 
a mass of an appropriate number of partial data or all the partial data 
for a given sound group. 
As this invention may be embodied in several forms without departing from 
the spirit of essential characteristics thereof, the present embodiment as 
described is therefore intended to be only illustrative and not 
restrictive, since the scope of the invention is defined by the appended 
claims rather than by the description preceding them, and all changes that 
fall within the metes and bounds of the claims, or equivalents of such 
metes and bounds, are therefore intended to be embraced by the claims.