GB2365362A - Character control in team game - Google Patents
Character control in team game Download PDFInfo
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- GB2365362A GB2365362A GB0113490A GB0113490A GB2365362A GB 2365362 A GB2365362 A GB 2365362A GB 0113490 A GB0113490 A GB 0113490A GB 0113490 A GB0113490 A GB 0113490A GB 2365362 A GB2365362 A GB 2365362A
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- character
- game
- predetermined
- team
- target position
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5378—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/307—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Human Computer Interaction (AREA)
- Radar, Positioning & Navigation (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Abstract
A game apparatus, a storage medium and a computer program, for making an ally character other than an own character controlled by a player run into a desired position. The game apparatus comprises: an executive section (22) for executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and a target position indicating section (220) for indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed by the execution section.
Description
2365362 GAME APPARATUS, STORAGE MEDIUM AND COMPUTER PROGRAM
BACKGROUND OF THE INVENTION
Field of the Invention
This invention relates to a game apparatus, a storage medium and a computer program, for generating an image of a game space wherein a plurality of characters are movable according to an instruction signal by a player,.to execute a predetermined game by displaying the image.
Description of Related Art
According to an earlier development, a game apparatus executes a type of game that an own character controlled by a player fights with an opponent character controlled by a computer, another type of game that one or a plurality of characters of a plurality of ally characters, controlled by a player fight with a plurality of opponent characters controlled by a computer, and so on.
As the above-described type of game that a player controls only one character, for example, a role playing game, a racing game, a fighting action game, a single tennis game and so on are known. Further, the type of game 1 lays an emphasis on how rapidly the player operates the own character thereof to make full use of a plurality of items and functions.
On the other hand, as the above-described type of game that a plurality of ally characters defend positions thereof against and fight with the opponent characters, for example, team ball sports games such as a soccer, a rugby, a doubles and so on are known. According to the type of game, it is necessary not only that the player makes full use of the movement and the function of one character to fight with the opponent character, but also that the player controls all ally characters to defend the ally position or the ally goal and to attack the opponent position strategically. Therefore, for example, on a soccer game, the player can change the character controlled thereby to another character while playing the soccer game, and thereby, the player can control all ally characters all over. Accordingly, the soccer game adopts the method capable of realizing the game development on which the thought and the operations of the player are reflected.
However, if the player executes the game on which a plurality of ally characters appear, the case occurs that the player wants to execute the game at the first person viewpoint, that is, by controlling only one character. For 2 example, the case occurs that the player wants to master one position of the team ball sports game to enjoy the game. In the case, because the computer controls the ally characters other than the own character controlled by the player, it has been hard that the player reflects the thought and the operations on the ally characters other than the own character.
More specifically, on the soccer game, as shown in FIG. 15, in order that the own character strategically passes a ball such as a through pass or a volley pass to a position "A" at which any ally character does not stand, it is necessary that the ally character standing nearest to the position "A" to which the own character wants to pass the ball runs into the position "A". However, because the player does not have any means for controlling ally characters other than the own character, the player cannot instruct the ally character to run into the position to which the own character wants to pass the ball. As a result, it has been impossible that the player instructs the own character to pass the ball strategically.
Accordingly, as shown in FIG. 16, in order to instruct the own character to pass the ball to the desired position, the player searches the positions at which the ally characters stand, and the player only can Instruct the 3 own character to pass the ball to the ally character standing nearest to the desired position. As a result, there has been a problem that the player cannot reflect the operations thereof on the game. Further, anther method of playing the game may be thought that the player instructs the own character to pass the ball in the direction any ally character does not stand and the ally character to run in the direction of the ball passed. However, because the ally character starts running after the own character kicked the ball, a problem has occurred that the probability that the own character succeeds in passing the ball to the ally character decreases and the game loses the interest thereof.
Further, if the game is a type of one that the player controls all ally characters by changing the character controlled thereby while playing the game, the player did not have the means for controlling the ally characters other than the own character while operating the own character. Therefore, for example, on the soccer game, in order to instruct the own character to do the through pass to the position at which any ally character does not stand, it has been necessary that the player goes through the process of changing the operation target from the own character to another character to which the own character passes the ball just before the own character passes the 4 ball, of moving the character to the desired position, and of making the character receive the ball. Accordingly, in the case wherein the player controls the same character after the own character passes the ball to another character, it has been difficult that the player instructs the own character to strategically pass the ball.
SUMMARY OF THE INVENTION
The present invention was developed in view of the above-described problems.
It is an object of the present invention to provide a game apparatus, a storage medium and a computer program, for making an ally character other than an own character controlled by a player run into a desired position.
In accordance with a first aspect of the present inve ntion, a game apparatus comprises: an executive section (for example, a game operation unit 22 shown in FIG. 6) for executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and a target position indicating section (for example, a indicating marked point control unit 220 shown in FIG. 6) for indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed by the execution section.
In accordance with a second aspect of the present invention, in a storage medium having a computer-executable program recorded thereon, the program comprises: a program code of executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and a program code of indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed.
In accordance with a third aspect of the present invention, a computer program comprises program code means for performing the steps of: executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed.
Herein, one or all characters other than the 6 predetermined character of characters belonging to the team can move to the target position indicated. The target position may be a predetermined area such as an opponent position or a front of a goal, or may be a position or a direction such as a front, a side or the like of the predetermined character.
Further, the predetermined team game includes a versus fighting action game that a plurality characters fight with each other, a fighting game of a fighter plane or a ship, a sports game such as a ball game, and so on. Furthermore, the predetermined team game may be a twodimensional game or a three-dimensional game using an object space. Therefore, a viewpoint from which the game space is viewed to generate the image thereof may be a first person viewpoint or a third person viewpoint.
According to the game apparatus, the storage medium or the computer program of the first, second or third aspect of the present invention, on the predetermined team game, a player can indicate a movement of the character other than the predetermined character directly controlled by the player. Consequently, it is possible that the player indicates a substantial moving direction of the character other than the predetermined character to carry out operations of the predetermined team game, while controlling the predetermined character. As a result, it 7 is possible that an instant decision, operations and so on of the player are reflected on the predetermined team game, for example, so that on a basket ball game, the player can indicate a moving direction of an ally character when an own character controlled by the player keeps a ball and any ally character does not stand at an opponent position.
Preferably, according to the game apparatus of the first aspect of the present invention, the predetermined team game Is a team ball sports game, and the target position indicating section is effective when the predetermined character contacts with a ball.
Herein, the target position indicating section Is effective means that a player can use the target position indicating section. That is, only when the predetermined character contacts with the ball, the player can indicate the target position of the character other than the predetermined character.
Further, the team ball sports game includes not only a ball game such as a soccer, a tennis, a basket ball and so on, but also a sport game using a ball other than a spherical ball, as a top, a shuttlecock, a puck and so on, such as an ice hockey, a badminton and so on. Furthermore, like the above-described predetermined team game, the team ball sports game may be a two-dimensional game or a three- dimensional game using an object space. Therefore, a viewpoint from which the game space Is viewed to generate the image thereof may be a first person viewpoint or a third person viewpoint.
Preferably, according to the storage medium having a computer-executable program recorded thereon, of the second aspect of the present invention, the program further comprises: a program code a program code of executing a team ball sports game as the predetermined team game; and a program code of enabling to indicate the target position when the predetermined character contacts with a ball.
Preferably, the computer program of the third aspect of the present invention, further comprises program code means for performing the steps of: executing a team ball sports game as the predetermined team game; and enabling to indicate the target position when the predetermined character contacts with a ball.
According to the game apparatus, the storage medium or the computer program as described above, on the team ball sports game, it is decided whether the target position of the character other than the predetermined character can be indicated or not, according as the predetermined character contacts with the ball or not. As a result, it 9 is easy for a player to decide whether the target position can be indicated or not, and an object in indicating the target position becomes clear.
For example, on a soccer game, because it is clear that a target position of a character to which an own character controlled by a player passes a ball can be indicated when the own character keeps the ball, it is easy for the player to operate the target position. Further, on a team ball sports such as a soccer and a basket ball, when a player of the team ball sports does not keep a ball, the player is devoted to defending an ally player or an ally position against opponent players or to cutting in the ball on the opponent players, and when the player keeps the ball, the player is devoted to attacking on an opponent position. Therefore, the player takes a different action according as the player keeps the ball or not. Accordingly, on the team ball sports game like the team ball sports, the target position of another character can be Indicated only when the predetermined character keeps the ball, and thereby, it is possible that the player distinguishes the attack from the defense.
Although the above-described problems with the operation of the character appears extremely in the case the player uses a game controller comprising a limited number of keys, it is possible that the present invention, more specifically, the preferred embodiment of the present invention solves the problems.
Preferably, according to the game apparatus of the first aspect of the present invention or as described above, the game apparatus further comprises: a motion speed determining section for determining a motion speed of the character which moves to the target position.
According to the game apparatus as described above, because the motion speed of the character other than the predetermined character can be determined, it is possible that the game apparatus executes the predetermined team game according to a decision and operations of a player. For example, on a soccer game, when an own character controlled by a player passes a ball, in the case a plurality of opponent characters are around the own character, a motion speed of an ally character can be set faster, and in the case any opponent character is not near the own character, the motion speed of the ally character can be set normal.
Preferably, according to the game apparatus of the first aspect of the present invention or as described above, the game apparatus further comprises: a marked information display section for displaying a marked information (for 11 example, an indicating marked point 50 shown in FIG. 1A or 1B) expressing the target position.
Preferably, according to the storage medium having a computer-executable program recorded thereon, of the second aspect of the present invention or as described above, the program further comprises: a program code of displaying a marked information expressing the target position.
Preferably, the computer program of the third aspect of the present invention or as described above, further comprises program code means for performing the step of: displaying a marked information expressing the target position.
Herein, the marked information includes information displayed near the character moving to the target position or on a portion such as an upper portion or the like of a display screen. Further, the marked information may be a symbol or a mark, forming a predetermined shape, or a character. In the case the marked information forms a predetermined shape, the predetermined shape may be like an arrow, a triangle, a voluntary small character or the like.
According to the game apparatus, the storage medium or the computer program as described above, because the 12 target position of the character other than the predetermined character is expressed by the marked information, if a content on a display screen changes by rotating or moving a direction of the predetermined character, it is possible that a player easily confirms a direction in which the character moves or a position to which the character moves.
Preferably, according to the game apparatus as described above, the marked information expresses a target point of the target position in the game space.
Preferably, according to the storage medium having a computer-executable program recorded thereon, as described above, the program further comprises: a program code of expressing a target point of the target position in the game space, as the marked information.
Preferably, the computer program as described above, further comprises program code means for performing the step of: expressing a target point of the target position in the game space, as the marked information.
According to the game apparatus, the storage medium or the computer program as described above, the marked information can express the target point of the target 13 position as a numerical value such as coordinates or the north latitude and the east longitude. As a result, on a fighting game of a fighter plane or a ship, if a target position of an ally fighter plane or an ally ship is set at the north latitude and the east longitude, it is possible that a player not only indicates the target position of the ally fighter plane or the ally ship, but also really feels that the player is in the air or the on the sea.
Preferably, according to the game apparatus as described above, the marked information display section displays the marked information at a target point of the target position in the game space.
Preferably, according to the storage medium having a computer-executable program recorded thereon, as described above, the program further comprises: a program code of displaying the marked information at a target point of the target position in the game space.
Preferably, the computer program as described above, further comprises program code means for performing the step of: displaying the marked information at a target point of the target position in the game space.
According to the game apparatus, the storage medium 14 or the computer program as described above, because the marked information is displayed at the target point of the target position, it is possible that a player instantaneously grasps a relationship between a position of the predetermined character and a position of the character other than the predetermined character, to indicate the target position. For example, on a soccer game, when an own character controlled by a player approaches a goal while dribbling a ball, the player can carry out operations that an ally character moves to a front of the goal and the own character passes the ball to near the front of the goal, by displaying the marked information on the front of the goal.
Preferably, the game apparatus as described above, further comprises: a first controller for controlling the predetermined character; and a second controller for moving the marked information displayed on the game space.
Herein, each of the first controller and the second controller may be analog system one or digital system one.
Preferably, accordingto the storage medium having a computer-executable program recorded thereon, as described above, the program further comprises: a program code of moving the marked information displayed on the game space.
Preferably, the computer program as described above, further comprises program code means for performing the step of: moving the marked information displayed on the game space.
According to the game apparatus, the storage medium or the computer program as described above, a player can operate the marked information independently of the predetermined character. As a result, it is possible that the player easily indicates the target position of the character other than the predetermined character in a different direction from a moving direction of the predetermined character while playing the predetermined team game.
Preferably, according to the game apparatus as described above, the marked Information is moveable faster than the predetermined character in the game space.
According to the game apparatus as described above, it is possible that the marked information is arranged at a position desired by a player earlier than the predetermined character. Consequently, for example, on a soccer game, it is possible that the marked information is moved to a position desired by a player regardless of a motion speed of an own character controlled by the player. As a result, 16 the player can go on operations planed thereby smoothly.
Preferably, according to the game apparatus as described above, the marked information is moveable on a substantial circumference at a predetermined distance from the predetermined character, in the game space, and the predetermined distance is changeable on the basis of a movement or a predetermine parameter of the predetermined character.
Preferably, according to the storage medium having a computer-executable program recorded thereon, as described above, the program further comprises: a program code of moving the marked information on a substantial circumference at a predetermined distance from the predetermined character, in the game space.
Preferably, the computer program as described above, further comprises program code means for performing the step of: moving the marked Information on a substantial circumference at a predetermined distance from the predetermined character, in the game space.
According to the game apparatus, the storage medium or the computer program as described above, because the marked information can move only on the substantial 17 circumference around the predetermined character, it becomes easier for a player to operate the marked information, although an area in which the marked information is moveable becomes smaller. As a result, it is possible that a player sufficiently control the marked information by using a general controller comprising a limited number of keys.
Preferably, the game apparatus as described above, further comprises: a display position display section (for example, a radar screen 70 shown in FIG. 14) for displaying a display position of the marked information in the game space..
According to the game apparatus as described above, for example, on a soccer game, it is possible that a player grasps a positional relationship between an own character controlled by the player, ally characters, the marked information and so on, on a field as the game space. As a result, because the positional relationship becomes helpful to the player planning operations, it is possible that a probability that the own character succeeds in passing a ball to the ally character increases.
Preferably, the game apparatus as described above, further comprises: a character determining section for 18 determining the character which moves to the target position indicated by the target position indicating section, among characters belonging to the team to which the predetermined character belongs.
Herein, according to a method of determining the character which moves to the target position, the character may be automatically determined according to a progress of the predetermined team game, or may be previously determined by a player before the predetermined team game starts. As a method of automatically determining the character moving to the target position, for example, there is a method of dividing the game space into some areas, to determine the character according to the area in which the predetermined character is, or a method of determining the character nearest to the predetermined character.
Preferably, according to the game apparatus as described above, the marked information expresses a target point of the target position in the game space, and the character determining section automatically determines the character nearest to the marked information to move to the marked information.
Preferably, according to the storage medium having a computer-executable program recorded thereon, as described 19 above, the program further comprises: a program code of moving the character being at the nearest to the marked information of characters belonging to the team to which the predetermined character belongs, to the marked information.
Preferably, the computer program as described above, further comprises program code means for performing the step of: moving the character being at the nearest to the marked information of characters belonging to the team to which the predetermined character belongs, to the marked information.
According to the game apparatus, the storage medium or the computer program as described above, because the character which moves to the marked information is determined, according to the marked information, it is possible that only the necessary character is moved to the target position, without disturbing the whole progress of the predetermined team game.
Preferably, according to the game apparatus as described above, the marked information display section changes a color, a shape or a character of the marked information according to a probability that the predetermined character succeeds in passing a ball to the character determined by the character determining section.
Herein, the timing that the marked information display section changes the color, the shape or the character of the marked information may vary at a real time, according to the target position of the character.
According to the game apparatus as described above, for example, when the predetermined character pass the ball to the character running into a display position of the marked information, a probability that the predetermined character succeeds in passing the ball can be expressed by changing the color or the shape of the marked information or displaying the numerical value. As a result, it is possible that a beginner who plays the team ball sports game at a first time does research on the timing of passing the ball, or that a player tests a skill to pass the ball at a position wherein the probability that the predetermined character succeeds in passing the ball is low.
Preferably, according to the game apparatus as described above, the image is viewed from a first person viewpoint based on the predetermined character.
According to the game apparatus as described above, on the team ball sports game at the first person viewpoint, it is possible that the target position of the character 21 other than the predetermined character is Indicated. As a result, as if a player were the predetermined character, the player can instruct the character other than the predetermined character to move to the target position or can pass the ball to the character.
Preferably, according to the game apparatus as described above, the predetermined team game Is a soccer game.
According to the game apparatus as described above, on the soccer game, a player can indicate the target position of the character other than the predetermined character. As a result, it is possible that the player instructs the character other than the predetermined character to run into a position desired by the player, and that the predetermined character skillfully does a strategic pass such as a through pass or volley pass.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention will become more fully understood from the detailed description given hereinafter and the accompanying drawings which are given by way of illustration only, and thus are not intended as a
22 definition of the limits of the present invention, and wherein:
FIG. 1A is a view showing an exemplary screen on which an indicating marked point is displayed, and FIG. 1B is a view showing an exemplary screen wherein an ally character runs into the indicating marked point; FIG. 2 is a view showing an example of a game controller; FIG. 3 is a view showing an exemplary display area of the indicating marked point; FIGS. 4A to 4E are views showing exemplary responses to operation signals of a right-left key, while an own character stops; FIGS. 5A and 5B are views showing exemplary responses to operation signals of the right-left key, while the own character is dribbling a ball; FIG. 6 is an exemplary functional block diagram of a game apparatus according to an embodiment of the present invention; FIG. 7 is a flowchart for explaining an indicating marked point display processing; FIG. 8 is a block diagram showing an exemplary hardware configuration realizable the game apparatus according to the embodiment of the present invention; FIG. 9 is a view showing an exemplary case wherein the game apparatus of the present invention is applied to a 23 consumer game machine; FIG. 10 is a view showing an exemplary case wherein the game apparatus of the present invention isapplied to a game system comprising a host apparatus and terminals connected to the host apparatus through a communication line; FIG. 11 is a view showing an exemplary case wherein the game apparatus of the present invention is applied to an arcade game machine; FIGS. 12A and 12B are views showing examples of game controllers comprising analog joysticks; FIG. 13 is a graph of an exemplary function showing a relationship between a pressure "Xw that a key of the game controller is pushed and a rotation angular velocity no) c; FIG. 14 is a view showing an exemplary screen on which a radar screen comprising the indicating marked point is displayed; FIG. 15 is a view showing an exemplary screen wherein any ally character are not at a position to which the own character wants to pass the ball, on a soccer game according to an earlier development; and FIG. 16 is a view showing an exemplary screen wherein an ally character standing at a preferable position is selected, on the soccer game according to an earlier development.
24 PREFERRED EMBODIMENT OF THE INVENTION Hereinafter, a preferred embodiment of the game apparatus of the present invention will be explained with reference to figures, as follows.
Although the case will be explained that the game apparatus of the present invention executes a soccer game to indicate a position into which an ally character runs, the present Invention is not limited to the case.
FIG. 1A is a view showing an exemplary screen on which an indicating marked point 50 for indicating a position into which an ally character runs is displayed. FIG. 1B is a view showing an exemplary screen wherein an ally character 52 nearest to the indicating marked point 50 runs into the indicating marked point 50.
Because the game apparatus of the present invention indicates the position into which the ally character runs according to an instruction of a player, it is possible to realize a strategic pass on which the player reflects the thought thereof, such as a through pass or a volley pass. Accordingly, as shown in FIGS. 1A and 1B, the present invention is specified by displaying the position into which the ally character runs as the indicating marked point 50 on the screen.
As a means for controlling the indicating marked point, the game apparatus of the present invention may provide a specialized game controller comprising an exclusive key for controlling the indicating marked point. However, hereinafter, the case will be explained that the game apparatus of the present invention is applied to a consumer game machine to control the indicating marked point by a general game controller of the consumer game machine.
FIG. 2 Is a view showing an example of a game controller 100 which can be connected to the consumer game machine as the game apparatus of the present invention.
As shown in FIG. 2, the game controller 100 comprises a direction key 110 for controlling a moving direction and a rotation of an own character operated by a player, and a function key 120 for determining technical skills on a soccer, such as a dribble, a heading, a pass, a jump, a shoot, a tackle, a dash, a sliding and so on.
The direction key 110 comprises a forward key 114 for instructing the own character to go forward, a back key 116 for instructing the own character to go back, and a left key 112-1 and a right key 112-2 for instructing the own character to turn left or right. Herein, the left key 26 112-1 and the right key 112-2 will be called a right-left key 112. The function key 120 comprises keys 120-1 to 1206 for determining technical skills of the own character.
For example, when the forward key 114 are pushed while the own character is keeping the ball, the own character starts dribbling the ball. When any one or a plurality of keys 120-1 to 120-6 of the function key 120 are further pushed, the own character does the shoot or the pass.
As described above, according to the consumer game machine, the general game controller 100 has a limitation of the number of keys. Therefore, in order to instruct the own character to practice a plurality of complicated actions, in general, an operation rule is set under various input conditions of a timing of a key touch, a combination of keys pushed at the same time, or an order in which keys are to be pushed. As a result, when the player operates skillfully keys according to the operation rule, the player can control the own character to the satisfaction of the player.
Hereinafter, the exemplary method and the exemplary operation rule of controlling the indicating marked will be explained.
27 First, the timing and the position at which the indicating marked point is displayed will be explained, as follows.
The indicating marked point is displayed on the screen only in the case wherein the own character contacts with the ball.
FIG. 3 is a view for explaining a movable area of the indicating marked point 60, that is, a circumference 64.
As shown in FIG. 3, the indicating marked point 60 can be set at one point on the circumference 64 of a circle having a radius "B" from the own character 62. Further, the indicating marked point 60 is basically displayed at an intersection point at which an extended line of a direction vector 66 of the own character 62 and the circumference 64 intersect, and can move on the circumference 64 according to the operation signal of the right-left key 112 of the game controller 100. However, as described above, because the right-left key 112 is basically operated to instruct the own character to turn right or left, it is necessary that the right-left key 112 is operated so as to distinguish between the case of determining the position of the indicating marked point and the case of determining the direction vector of the own character.
Accordingly, the right-left key 112 is set so as to 28 response in various ways according as the own character contacts with the ball or not, that is, according as the own character is under a ball contact condition or a ball non-contact condition.
While the own character is dribbling the ball, that is, the own character is under a forward condition, the ball contact condition and the ball noncontact condition are distinguished according as the own character kicks the ball or not. On the other hand, while the own character stops, that is. the own character is under a stop condition, the right-left key 112 is set so as to bring the own character into under the ball contact condition after being pushed during more than a predetermined time. That is, while the right-left key 112 is pushed within the predetermined time "T", the own character is under the ball non-contact condition, and when the right-left key 112 is pushed during more than the predetermined time "T", the own character is brought into under the ball contact condition.
Hereinafter, in order to explain the embodiment of the game apparatus of the present invention more simply, a rotation angular velocity "ct" of the indicating marked point and a rotation angular velocity "P" of the own character are constant to the operation signal of the right-left key 112. Further, the relationship between two rotation angular velocities "a" and "P" satisfies "'a' > 29 In the case wherein the right-left key 112 is pushed under the ball contact condition, the direction vector of the own character is turned on the basis of the rotation angular velocity "P". On the other hand, in the case wherein the right-left key 112 is pushed under the ball non-contact condition, only the position of the indicating marked point is moved on the basis of the rotation angular velocity "cc".
FIGS. 4A to 4E are views for explaining various states of the direction of the own character and the display position of the indicating marked point, changed according to the operation signal of the right-left key 112, in the case the own character is under the stop condition. Further, FIGS. 4A to 4E are shown in the order of the passage of the time.
In FIGS. 4A to 4E, the direction of the own character is indicated as a direction vector 130, and is represented by a solid arrow. Further, the display position of the indicating marked point is indicated as an indicating marked point vector 132, and is represented by a broken arrow. Furthermore, four triangles illustrated on the right of the direction vector 130, the indicating marked point vector 132, and the display area of the indicating marked point, that is the circumference 134, indicate the direction key 110 of the game controller 100. The black colored triangle, that is the right key 112-2 shown in each of FIGS. 4B to 4D, represents to be pushed by a player.
FIG. 4A is a view showing the state at the moment that the own character caught the ball, that is, the time "t" that the right-left key 112 is pushed is equal to "0".
When the right key 112-2 is pushed in the state shown in FIG. 4A, because the own character is under the ball non-contact condition, only the indicating marked point vector 132 is rotated around the own character at the rotation angular velocity "a", as shown in FIG. 4B.
The indicating marked point 132 is rotated until the predetermined time "To elapses since the right key 112-2 is pushed, as shown in FIG. 4C.
In the case wherein the right key 112-2 is pushed after the predetermined time "T" elapsed, because the own character is brought into under the ball contact condition, the direction vector 130 of the own character is rotated at the rotation angular velocity "P", as shown in FIG. 4D. In the state shown in FIG. 4D, the indicating marked point vector 132 stops at the position set at the predetermined time "T". Therefore, the directlon vector 130 is close to the indicating marked point 132.
31 FIG. 4E is a view showing the state wherein the direction key 110 is not pushed.
FIGS. 5A and 5B are views for explaining various states of the direction vector 130 of the own character and the indicating marked point vector 132, changed according to the operation signal of the direction key 110, in the case the own character is under the dribble condition.
FIG. 5A is a view showing the state wherein the forward key 114 and the right key 112-2 are pushed under the ball non-contact condition. As shown in FIG. 5A, only the indicating marked point vector 132 is rotated in the right direction according to the operation signal of the right key 112-2.
FIG. 5B is a view showing the state wherein the forward key 114 and the right key 112-2 are pushed under the ball contact condition. As shown in FIG. 5B, only the direction vector 130 of the own character is rotated in the right direction.
As described above, the right-left key 112 are set so as to response in various ways, according to the timing and the elapse of the time when pushed by a player. Thereby, it is possible that the player intentionally control the display position of the indicating marked point and the direction of the own character. Further, it is 32 possible that the player regards the display position of the indication marked point as the point into which the ally character runs and the target point to which the own character passes the ball.
Basically, when the own character passes the ball, the player instructs the own character to pass the ball in the state the direction vector of the own character is turned to the ally character as the target of the pass. Therefore, it is general that the indicating marked point vector and the direction vector of the own character are turned in the substantially same direction. Accordingly, because the player can control the indicating marked point vector and the direction vector of the own character by using the right-left key 112, it is possible that the more rational operation system is realized on the game apparatus.
Further, because the rotation angular velocity "a" of the indicating marked point vector of the indicating marked point is set faster than the rotation angular velocity "P" of the direction vector of the direction vector of the own character, it is possible that the display position of the indicating marked point is set earlier than the movement of the own character.
The display position of the indicating marked point indicates the target point into which the ally character runs, not the position at which the own character passes 33 the ball. Therefore, the own character can pass the ball before the ally character arrives at the display position of the indicating marked point. Accordingly, the player can rapidly determine the substantial direction in which the ally character runs, by indicating the indicating marked point, and can instruct the own character to pass the ball in consideration of the positional relationship between the ally character. and the opponent character and the timing of the pass. As a result, because the probability that the own character will succeed in passing the ball increases, it is possible that the game apparatus provides a more interesting soccer game to the player.
However, according to the above-described method, when any direction key is pushed so as to widen the angle between the direction vector 130 of the own character and the indicating marked point vector 132 in the case wherein the directions of two vectors are not same, as shown in FIG. 4E, that is, when the right key 112-2 is pushed, the direction vector 130 of the own character is not rotated until the predetermined time "T" elapses since the direction key is pushed. Therefore, the angle between two vectors more widens.
For example, on a type of game for generating images viewed from the first person viewpoint, that is, from the viewpoint rotating and moving so as to follow the back of 34 the own character, the indicating marked point can exist at the position out of sight. In the above-described case, it is necessary that the direction of the own character has rotated by going on pushing the right key 112-2 of the right-left key 112 until the indicating marked point is displayed on the screen. or that the direction of the own character has rotated by going on pushing the left key 1121 of the right-left key 112 until the indicating marked point comes into view. As a result, the player is required to operate the direction key while playing the game, so that the player feels it troublesome.
In order to avoid the above-descrIbed problem, when the angle between the direction vector 130 of the own character and the indicating marked point vector 132 exceeds the limit angle "0o", the direction vector 130 of the own character and the indicating marked point vector 132 may be rotated to the same angle according to the operation signal of the right- left key 112, regardless of whether the own character is under the ball contact condition or the ball non-contact condition. That is, two vectors 130 and 132 are rotated with keeping the limit angle "Oon therebetween, according to the operation signal of the right-left key 112.
Specifically, if the limit angle "Oou is set at less than one-half of the field of view angle "0m", it is possible that the indicating marked point is displayed on the screen without getting out of sight. For example, the limit angle "0o" is set on the basis of the field of view angle 'Om":
Oo = Om X 5/11... (1) In the above-described case, the direction vector 130 of the own character is agreed with the line of sight from the viewpoint.
Next, the ally character running into the indicating marked point will be explained, as follows.
The ally character running into the indicating marked point is one standing at the nearest position to the indicating marked point displayed on the screen, of ally characters. Further, while the indicating marked point is moving, the ally character standing at the nearest position to the indicating marked point moving moves in the direction changed as the movement of the indicating marked point. For example, while the own character is dribbling the ball, because the display position of the indicating marked point goes forward with the movement of the own character, the ally character running into the indicating marked point follows the movement of the indicating marked point.
However, because the indicating marked point moves, 36 it is possible that another ally character other than the ally character following the indicating marked point becomes nearest to the indicating marked point. In the case, the ally character following the indicating marked point stops running into the indicating marked point, and another ally character which became nearest to the indicating marked point starts running. As described above, because the ally character nearest to the indicating marked point always runs into the Indicating marked point, it is possible that the player effectively controls the ally characters rapidly.
Further, in the case wherein a plurality of ally characters are nearest to the indicating marked point, that is, in the case wherein a plurality of ally characters stand at positions the same distance away from the indicating marked point, all ally characters run into the indicating marked point. However, when the player moves the own character or the indicating marked point, or when each character has the inherent motion speed, the difference of the distance from the indicating marked point arises between ally characters at the next moment, if a plurality of ally characters stand at positions the same distance away from the indicating marked point. Therefore, there is not always a problem that more than two ally characters run into the indicating marked point at the same 37 time, so that it is unnecessary that the game apparatus carries out the complicated decision processing and so on.
Generally, each character has the inherent kick power or the inherent motion speed on the soccer game. Therefore, it is preferable that the display position of the indicating marked point is changed according to the kick power or the motion speed of the character controlled by the player. Accordingly, when the player selects the character controlled thereby, that is, the own character, the display area and the distance "B" of the indicating marked point shown in FIG. 3 may be set according to the character selected by the player.
Next, the construction of the game apparatus will be explained, according to the embodiment of the game apparatus of the present invention, as follows.
FIG. 6 is an exemplary functional block diagram of the game apparatus according to the embodiment of the present invention. As shown in FIG. 6, the game apparatus comprises an input operating unit 10, a processing unit 20, a display unit 30, and a data storage medium 40.
The input operating unit 10 corresponds to the game controller 100 as shown In FIG. 2, and is used for the player to input an operation data, to output an operation 38 signal to the processing unit 20.
The processing unit 20 controls the whole system of the game apparatus, gives some instructions to each block of the system, and carries out various processing such as a game processing, an image processing, a sound processing and so on. The processing unit 20 has a function realized by hardware such as various types of processors as a CPU, a DSP or the like, or an A.SIC as a gate array or the like, or a predetermined software program.
Further, the processing unit 20 primarily comprises a game operation unit 22 and an image generation unit 24.
The game operation unit 22 carries out various game processing such as a processing of progressing the game, a processing of setting a selection screen (menu screen), a processing of determining the position and the direction of each character in the game space, a processing of operating the position, the direction and so on of the viewpoint, and so on, on the basis of the operation data outputted from the Input operating unit 10, a game program 42 read out of the data storage medium 40 and so on. When the game operation unit 22 determines the coordinates of the viewpoint, the game operation unit 22 outputs coordinates data of a vanishing point and each character, based on the determined coordinates of the viewpoint, to the image 39 generation unit 24. Thereby, the image generation unit 24 generates images viewed from the viewpoint. ' Further, the game operation unit 22 comprises an indicating marked point control unit 220 and a character control unit 222, and performs the processing realizable the present invention.
The indicating marked point control unit 220 performs the processing of controlling to display the indicating marked point according to the operation signal outputted from the input operating unit 10, the progress of the game and so on, on the basis of an indicating marked point control program 420 stored in the data storage medium 40.
Specifically, when the right-left key 112 of the game controller 100 is pushed, the indicating marked point control unit 220 decides whether the own character keeps the ball or not. When deciding that the own character keeps the ball, the indicating marked point control unit 220 decides whether the own character is dribbling the ball or stops. When deciding that the own character is dribbling the ball, the indicating marked point control unit 220 determines the timing that the own character contacts with the ball according to the motion speed, the dribble speed and so on, of the own character, to decide whether the own character is under the ball contact condition or the ball non-contact condition. On the other hand, when the indicating marked point control unit 220 decides that own character stops and receives the operation signal indicating that the right-left key 112 is pushed, from the input operating unit 10, the indicating marked point control unit 220 starts counting the time "t" since the right-left key 112 is pushed. Thereafter, the indicating marked point control unit.220 decides whether the own character is under the ball contact condition or the ball non-contact condition, according as the time "t" counted is within the predetermined time "T" or not.
Further, the indicating marked point control unit 220 converts the time that the input operating unit 10 outputs the operation signal, that is, the right-left key 112 Is pushed, into the angle, according as the own character is under the ball contact condition or the ball non-contact condition, on the basis of the indicating marked point control program 420.
That is, when deciding that the own character is under the ball contact condition, the indicating marked point control unit 220 converts the time that the rightleft key 112 is pushed into the angle "b according to the rotation angular velocity "P" of the own character. On the other hand, when deciding that the own character is under the ball non-contact condition, the indicating marked point 41 control unit 220 converts the time into the angle "a" according to the rotation angular velocity "a" of the indicating marked point. Thereafter, when the indicating marked point control unit 220 changes the direction of the own character or the display position of the indicating marked point according to the angle converted, the indicating marked point control unit 220 outputs the coordinate data of the direction of the own character or the display position of the indicating marked point to the image generation unit 24. Further, the indicating marked point control unit 220 also outputs the coordinate data of the display position of the indicating marked point to the character control unit 222.
In order to move each character in the game space according to the operation data outputted from the input operating unit 10 and the game program, on the basis of a character control program 422 stored in the data storage medium 40, the character control unit 222 carries out the processing of the determining the coordinates of each character, to output the determined coordinates of each character to the image generation unit 24. Further, when the character control unit 222 receives the coordinate data of the indicating marked point from the indicating marked point control unit 220, the character control unit 222 detects the ally character standing at the nearest position 42 to the indicating marked point, by comparing the coordinates of each ally character with the coordinates of the indicating marked point. Thereby, the character control unit 222 determines the ally character detected as a character running to the indicating marked point. Thereafter, when the character control unit 222 turns the direction vector of the ally character determined as a character running to the indicating marked point to agree with the direction of the indicating marked point vector, the character control unit 222 determines the moving distance of the ally character on the basis of the inherent motion speed of the ally character. Thereby, the character control unit 222 decides the position of the ally character at the next frame.
The image generation unit 24 carries out a processing of generating image data according to the instruction signals outputted from the game operation unit 22, various types of coordinate data and so on. Further, the image generation unit 24 has a function realized by hardware such as a CPU, a DSP, an exclusive IC for generating images, a memory or the like. When the image generation unit 24 generates images, the image generation unit 24 outputs images generated to the display unit 30.
The display unit 30 outputs image data outputted 43 from the image generation unit 24 to the display screen. The display unit 30 is realizable by hardware such as a CRT, a LCD, a HMD or the like.
The data storage medium 40 has a function realized by hardware such as a CD-ROM, a game cassette, an IC card, a MO, a FD, a DVD, a memory, a hard disk or the like. The data storage medium 40 stores the game program 42 therein. The game program 42 includes the above-described program of deciding the ball contact condition, a following program of displaying the indicating marked point, specifically, the indicating marked point control program 420 and the character control program 422, and so on.
Next, the indicating marked point display processing executed by the game operation unit 22 will be explained with reference to a flowchart shown in FIG. 7, as follows. The indicating-marked point display processing is executed every frame of image, by the game operation unit 22.
FIG. 7 is a flowchart showing the operation of the game operation unit 22 for displaying the indicating marked point on the display unit 30.
In FIG. 7, when the game operation unit 22 starts the indicating marked point display processing, the indicating marked point control unit 220 of the game 44 operation unit 22 first decides whether the own character keeps the ball or not (Step S1).
When the indicating marked point control unit 220 decides that the own character does not keep the ball (Step S1; NO), the game operation unit 22 ends the indicating marked point display processing. On the other hand, when the indicating marked point control unit 220 decides that the own character keeps the ball (Step S1; YES), the indicating marked point control unit 220 decides whether the own character is under the ball contact condition or not (Step S2).
At the Step S2, when the indicating marked point control unit 220 decides that the own character is not under the ball contact condition, that is, the own character is under the ball non-contact condition (Step S2; NO), the indicating marked point control unit 220 determines the display position of the indicating marked point according to the operation signal from the right-left key 112. That is, the indicating marked point control unit 220 converts the time that the right-left key 112 Is pushed to the angle "a", on the basis of the rotation angular velocity "(x" of the indicating marked point (Step S3). Herein, when the right-left key 112 is not pushed, the angle "aa is equal to "0". Then, when the indicating marked point control unit 220 rotates the indicating marked point vector by the angle "a" (Step S4), the indicating marked point control unit 220outputs the coordinate data of the indicating marked point based on the indicating marked point vector rotated to the character control unit 222.
On the other hand, at the Step S2, when the indicating marked point control unit 220 decides that the own character is under the ball contact condition (Step S2; YES), the indicating marked point control unit 220 converts the time that the right-left key 112 is pushed to the angle "bu, on the basis of the rotation angular velocity "P" of the own character (Step S5). Herein, when the right-left key 112 is not pushed, the angle "bu is equal to "0". Then, when the indicating marked point control unit 220 rotates the direction vector of the own character by the angle "b" (Step S6), the indicating marked point control unit 220 outputs the coordinate data of the indicating marked point to the character control unit 222.
Thereafter, when the character control unit 222 determines the ally character running into the indicating marked point, on the basis of the coordinate data of the indicating marked point outputted from the indicating marked point control unit 220, the character control unit 222 instructs the ally character to run into the indicating 46 marked point (Step S7). Then, the game operation unit 22 ends the indicating marked point display processing.
Next, an exemplary hardware configuration realizable the game apparatus according to the embodiment of the present invention will be explained with reference to FIG. 8, as follows.
The game apparatus as shown in FIG. 8 comprises a CPU 1000, a ROM 1002, a RAM 1004, a data storage medium 1006, a sound generation IC 1008, an image generation IC 1010, and I/0 ports 1012 and 1014, that are interconnected by a system bus 1016 so that data can be exchanged therebetween. A display device 1018 Is further connected to the image generation IC 1010, a speaker 1020 is further connected to the sound generation IC 1008, a control device 1022 is further connected to the I/0 port 1012, and a communication device 1024 is further connected to the I/0 port 1014.
The data storage medium 1006 stores primarily a software program, image data for expressing displayed objects, sound data, play data and so on. According to a consumer game machine, for example, a CD-ROM, a game cartridge, a DVD, or other medium is typically used as the data storage medium for storing the game program and other data, and a memory card or other medium is used as the data 47 storage medium for storing the playing data. According to an arcade game machine, a semiconductor memory device such as a ROM or other medium or a hard disk is used as the data storage medium. In the case, the data storage medium 1006 can be achieved in the ROM 1002.
The control device 1022 is equivalent to the game controller shown in FIG. 2. Further, the control device 1022 is one used by the player to input the results of the decisions received while playing the game to the apparatus body.
The CPU 1000 controls the overall of the game apparatus and processes various data according to the game program stored to the data storage medium 1006, the system program including initialization data for the game apparatus and so on, stored to the ROM 1002, signals inputted by the control device 1022, or the like.
The RAM 1004 is a storage means used as an operating memory by the.CPU 1000. Further, the RAM 1004 stores the particular contents of the data storage medium 1006 or the ROM 1002, operating results from the CPU 1000, or the like.
The sound generation IC 1008 and the image generation IC 1010 are also disposed in this type of game 48 apparatus to generate and output sounds and images appropriate to the game.
The sound generation IC 1008 is an integrated circuit for generating game sounds such as sound effects, background music and so on, on the basis of the data stored to the data storage medium 1006 or the ROM 1002. The game sounds generated by the sound generation IC 1008 are.outputted from the speaker 1020.
The image generation IC 1010 is an integrated circuit for generating pixel data to be outputted to the display device 1018, on the basis of the image data received from the RAM 1004, the ROM 1002, the data storage medium 1006, or the like.
The display device 1018 means a display device such as a CRT, a LCD, a TV, a plasma display, a projector or the like.
The communication device 1024 is for communicating various data used by the game apparatus with an external device. If the game apparatus is connected with another game apparatus, the communication device 1024 is used for communicating game programs, predetermined data corresponding to game programs, or other data with another game apparatus, through a communications line.
49 Various types of processing explained with reference to FIGS. 1A to 6 are achieved by the data storage medium 1006 which stores programs including the program of performing the processing shown in the flowchart of FIG. 7, and so on, and the CPU 1000, the image generation IC 1010, the sound generation IC 1008 and so on which operates according to the program.
It should be noted that the processes accomplished by the image generation IC 1010, the sound generation IC 1008, or the like, can be written as software applications run by the CPU 1000, a general purpose DSP, or other such device.
FIG. 9 shows an exemplary case wherein the game apparatus of the present invention Is applied to a consumer game machine.
In FIG. 9, a player operates a game controller 100-1 or 100-2 as shown in FIG. 2, as watching game images of a game displayed on a display 1200, to enjoy the game. According to the consumer game machine, the data necessary to execute the game, such as the game program 42 and so on, the program of executing the processing of displaying the indicating marked point and instructing the ally character nearest to the indicating marked point to run into the indicating marked point, and so on, are stored in a CD-ROM 1206, an IC card 1208, a memory card 1212 or the like, as the data storage medium detachable from and attachable to an apparatus body 1210.
FIG. 10 shows an exemplary case wherein the game apparatus of the present invention is applied to a game system comprising a host apparatus 1300 and terminals 13041 to 1304-n connected to the host apparatus 1300 through a network 1302.
In FIG. 10, according to the game system, the game program 42, the indicating marked point control program 420 and the character control program 422 stored in the data storage medium 40 shown in FIG. 6, are stored, for example, in a data storage medium 1306 under control of the host apparatus 1300, such as a magnetic disk device, a magnetic tape device, a memory, or the like.
In the case each of the terminals 1304-1 to 1304-n comprises a CPU, an image generation IC and a sound generation IC and can generate game images and game sounds with standing alone, the host apparatus 1300 sends the game program and so on for generating the game images and the game sounds, to each of the terminals 1304-1 to 1304-n.
On the other hand, in the case each of the terminals 1304-1 to 1304-n cannot generate game images and game sounds with standing alone, the host apparatus 1300 generates game images and game sounds, to send them to each 51 of terminals 1304-1 to 1304-n. Therefore, each terminal outputs the game images and the game sounds.
Although it has been explained that the game apparatus of the present invention is applied to a consumer game machine according to the abovedescribed embodiment, the game apparatus may be applied to an arcade game machine.
FIG. 11 shows an exemplary case wherein the game apparatus of the present invention is applied to.an arcade game machine 80.
According to the arcade game machine 80, a player operates operation buttons 84 to control a character displayed on a display 82, and thereby, enjoys the soccer game. Further, a CPU, an image generation IC, a sound generation IC and so on are mounted on a system board 90 contained in the arcade game machine 80. The game program, the program for executing the processing of deciding the ball contact condition and the processing of displaying the indicating marked point, and so on, are stored in a memory 92 that is a data storage'medium mounted on the system board 90.
Although the present invention has been explained according to the abovedescribed embodiment, it should also be understood that the present invention is not limited to the embodiment and various changes and modifications may be 52 made to the invention without departing from the gist thereof.
For example, although it has been explained that the indicating marked point is controlled by using the rightleft key 112 of the game controller 100 shown in FIG. 2 according to the above-described embodiment, the game controller may comprise analog joysticks 140-1 and 140-2 or an analog joystick 142 as shown In FIG. 12A or 12B, to control the indicating marked point, respectively.
In the case shown in FIG. 12A or 12B, the indicating marked point may be controlled so as to be independent of the own character, by using the analog joysticks 140-1 and 140-2 or the analog joystick 142.
According to the above-described embodiment, in order to realize the control of the indicating marked point by the limited key of the game controller, the movable area of the indicating marked point is limited to the circumference of the circle centering the own character. However, if the game controller comprises an exclusive key for controlling the indicating marked point, for example, the analog joystick or the like, because it is unnecessary that the movable area of the indicating marked point is limited to the circumference of the circle having the constant radius, it is possible that the indicating marked 53 point is set so as to be movable voluntary. Further, because it is unnecessary that the game apparatus decides whether the own character contacts with the ball or not, it is possible that the game apparatus executes the game rapidly. Furthermore, it is needless to say that the player may control the own character by the analog joystick and may control the indicating marked point by the direction key.
Herein, in order to move the indicating marked point in the voluntary direction by the exclusive key, it is necessary that the motion speed of the indicating marked point is set faster than the motion speed and the rotation angular velocity of the own character. More specifically, in order to move the indicating marked point in the desired position regardless of the motion speed of the own character, the motion speed of the indicating marked point may be set as follows. That is, the motion speed of the indicating marked point may be set two times, three times or the like as fast as the motion speed and the rotation angular velocity of the own character, such that the indicating marked point may move at a higher speed than the motion speed and the rotation angular velocity of the own character.
Further, although it has been explained that the 54 rotation angular velocity of the own character and the rotation angular velocity of the indicating marked point are constant according to the above-described embodiment, they may be variable. For example, if the game controller comprises an analog detector which detects the pressure the key is pushed, it is possible that the game apparatus determines the angular velocity "(ow according to the pressure uk", with reference to the function "(o = f(k)'" shown in FIG. 13. As described above, in the case the motion speed of the indicating marked point is variable, the motion speed of the ally character running into the indicating marked point may be changed with the change of the motion speed of the indicating marked point.
Further, although it has been explained that the response to the operation signal of the right-left key 112 is determined, that is, the direction of the own character or the display position of the indicating marked point is changed, on the basis of the timing that the own character contacts with the ball, according to the above-described embodiment, the indicating marked point may be controlled according to the combination of the direction key 110, the function key 120 and so on of the controller. For example, according to the game controller 100 shown in FIG. 2, when the function keys 120-3 and 120-4 are pushed, the indicating marked point may be rotated right, and when the function keys 120-5 and 120-6 are pushed, the indicating marked point may be rotated left.
Further, the form of the indicating marked point is not limited to the inverse triangle as shown in FIG. 3. The indicating marked point may form any shape such as a circle, an arrow, a star or the like. Furthermore, the target point into which the ally character runs is not indicated by the indicating marked point forming the invariable shape, but may be expressed by changing the color of the play ground (field) to the different color from another field.
Further, the indicating marked point is not only displayed, but also may express the probability that the own character succeeds in passing the ball to the ally character running Into the indicating marked point.
Specifically, when the game apparatus detects the number of opponent characters standing around the ally character running into the indicating marked point or the own character, for example, within the predetermined area, the game apparatus changes the color of the indicating marked point according to the number detected. For example, when no opponent character stands around the ally character or the own character, the color of the indicating marked point may be set yellow. Further, the color of the 56 indicating marked point may be changed to the red, according as the number of opponents characters increases. Further, when the opponent character stands on the line connecting the own character with the ally character running into the indicating marked point, the indicating marked point may be red and gone on and off.
Further, although it has been explained that the ally character nearest to the indicating marked point runs into the indicating marked point according to the abovedescribed embodiment, any one ally character of ally characters other than a goalkeeper may be selected as the ally character running into the indicating marked point.
Further, the ally character running into the indicating marked point may be determined previously. Specifically, the player determines the ally character running into the indicating marked point on the menu screen before starting to play the game. Thereafter, after the game starts, only when the ally character determined stands within the predetermined distance from the indicating marked point, the game apparatus instructs the ally character determined to run into the indicating marked point.
Further, the playground may be divided into some areas, and the ally character running into the indicating marked point may be set in each area. For example, when 57 the indicating marked point is set in the area "l", only the ally character "l" can run into the Indicating marked point. When the indicating marked point is set in the area "2u, only the ally character "2w can run into the indicating marked point. Accordingly, it is possible that the own character passes the ball according to the position and the type of each ally character.
Further, although it has been explained that the ally character runs into the display position of the indicating marked point according to the above-described embodiment, the moving direction of the ally character may be set directly. For example, when the own character keeps the ball, the player may indicate the moving direction of the ally character nearest to the own character. In the case, if the player operates the game controller 100 as shown in FIG. 2, like the above-described method of operating the indicating marked point, the player may rotate the position of the ally character circularly and spirally around the own character, by operating the rightleft key 112. It is needless to say that the player can also control the moving direction of the ally character voluntary by operating the game controller comprising the analog joysticks 140-1 and 140-2 or the analog joystick 142 as shown in FIGS. 12A or 12B.
58 Further, as shown in FIG. 14, an indicating marked point 74 may be displayed on a radar screen 70 for indicating which positions on the playground the own character and other characters are standing at. Accordingly, because a player can understand the position into which the ally character runs, it is possible that the game apparatus exactly executes the operations planed by the player.
In FIG. 14, in order to be seen easily, only the own character 72 and the indicating marked point 74 are displayed on the radar screen 70.
The game apparatus of the present invention can execute not only a sports game such as a ball game, but also, for example, team games such as a team fighting action game and a plane fighting game of a plurality of fighter planes.
Specifically, for example, according to the fighting action game that a player operates one own character, the player can operate the all character other than the own character by indicating the target position to which the ally character moves. Consequently, the player can make a surprise attack such as an attack from both sides, on the opponent character. Further, according to the plane fighting game of fighter planes, a player can carry out operations planted thereby, by indicating the flight 59 direction of the ally plane character other than the own plane character operated by the player.
A main effect according to the embodiment of the present invention will be indicated, as follows.
According to the present invention, on the team game, a player can indicate the moving direction of the ally character other than the own character operated by the player, while playing the team game. Consequently, for example, on a soccer game, it is possible that a player instructs the own character to do a strategic pass such as a through pass, by indicating the target position into which the ally character runs. As a result, even if the team game is a type of one that a player operates only one of a plurality of characters, it Is possible that thoughts and operations of the player is reflected on a game development while the player is playing the game.
The entire disclosure of Japanese Patent Application No. Tokugan 2000179190 filed on June 14, 2000 including specification, claims, drawings and summary are incorporated herein by reference in its entirety.
Claims (34)
1. A game apparatus comprising:
an executive section for executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and a target position indicating section for indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed by the execution section.
2.. A game apparatus as claimed in claim 1, wherein the predetermined team game Is a team ball sports game, and the target position indicating section is effective when the predetermined character contacts with a ball.
3. A game apparatus as claimed in claim 1 or 2, further comprising: a motion speed determining section for determining a motion speed of the character which moves to the target position.
4. A game apparatus as claimed in any one of claims 1 to 3, furthercomprisIng:
61 a marked information display section for displaying a marked information expressing the target position.
5. A game apparatus as claimed In claim 4, wherein the marked information expresses a target point of the target position in the game space.
6. A game apparatus as claimed in claim 4 or 5, wherein the marked information display section displays the marked information at a target point of the target position in the game space.
7. A game apparatus as claimed In claim 6, further comprising: a first controller for controlling the predetermined character; and a second controller for moving the marked information displayed on the game space.
8. A game apparatus as claimed in claim 7, wherein the marked information is moveable faster than the predetermined character in the game space.
9. A game apparatus as claimed in claim 7 or 8, wherein the marked information is moveable on a substantial circumference at a predetermined distance from 62 the predetermined character, in the game space, and the predetermined distance is changeable on the basis of a movement or a predetermine parameter of the predetermined character.
10. A game apparatus as claimed in any one of claims 6 to 9, further comprising: a display position display section fordisplaying a display position of the marked information in the game space.
11. A game apparatus as claimed in any one of claims 1 to 10, further comprising: a character determining section for determining the character which moves to the target position indicated by the target position indicating section, among characters belonging to the team to which the predetermined character belongs.
12. A game apparatus as claimed in claim 11, wherein the marked information expresses a target point of the target position in the game space, and the character determining section automatically determines the character nearest to the marked information to move to the marked information.
63
13. A game apparatus as claimed in claim 11 or 12, wherein the marked information display section changes a color, a shape or a character of the marked information according to a probability that the predetermined character succeeds in passing a ball to the character determined by the character determining section.
14. A game apparatus as claimed in any one of claims 1 to 13, wherein the image is viewed from a first person viewpoint based on the predetermined character.
is. A game apparatus as claimed in any one of claims 1 to 14, wherein the predetermined team game is a soccer game.
16. A storage medium having a computer-executable program recorded thereon, wherein the program comprises: a program code of executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and a program code of indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed.
64
17. A storage medium having a computer-executable program recorded thereon, as claimed in claim 16, wherein the program further comprises: a program code of executing a team ball sports game as the predetermined team game; and a program code of enabling to indicate the target position when the predetermined character contacts with a ball.
18. A storage medium having a computer-executable program recorded thereon, as claimed in claim 16 or 17, wherein the program further comprises: a program code of displaying a marked information expressing the target position.
19. A storage medium having a computer-executable program recorded thereon, as claimed in claim 18, wherein the program further comprises: a program code of expressing a target point of the target position in the game space, as the marked information.
20. A storage medium having a computer-executable program recorded thereon, as claimed in claim 18 or 19, wherein the program further comprises:
a program code of displaying the marked information at a target point of the target position in the game space.
21. A storage medium having a computer-executable program recorded thereon, as claimed in claim 20, wherein the program further comprises: a program code of moving the marked information displayed on the game space.
22. A storage medium having a computer-executable program recorded thereon, as claimed in claim 20 or 21, wherein the program further comprises: a program code of moving the marked information on a substantial circumference at a predetermined distance from the predetermined character, in the game space.
23. A storage medium having a computer-executable program recorded thereon, as claimed in any one of claims 20 to 22, wherein the program further comprises: a program code of moving the character being at the nearest to the marked information of characters belonging to the team to which the predetermined character belongs, to the marked information.
24. A computer program comprising program code means for performing the steps of:
66 executing a predetermined team game by displaying an image of a game space wherein a plurality of characters are moveable; and indicating a target position to which at least one character other than a predetermined character of characters belonging to a team to which the predetermined character belongs moves, while the predetermined team game is executed.
25. A computer program as claimed in claim 24, further comprising program code means for performing the steps of: executing a team ball sports game as the predetermined team game; and enabling to indicate the target position when the predetermined character contacts with a ball.
26. A computer program as claimed in claim 24 or 25, further comprising program code means for performing the step of: displaying a marked information expressing the target position.
27. A computer program as claimed in claim 26, further comprising program code means for performing the step of: expressing a target point of the target position in the game space, as the marked information.
67
28. A computer program as claimed in claim 26 or 27, further comprising program code means for performing the step of: displaying the marked information at a target point of the target position in the game space.
29. A computer program as claimed In claim 28, further comprising program code means for performing the step of: moving the marked information displayed on the game space.
30. A computer program as claimed in claim 28 or 29, further comprising program code means for performing the step of: moving the marked information on a substantial circumference at a predetermined distance from the predetermined character, in the game space.
31. A computer program as claimed in any one of claims 28 to 30, further comprising program code means for performing the step of: moving the character being at the nearest to the marked information of characters belonging to the team to which the predetermined character belongs, to the marked information.
68
32. A game apparatus substantially as herein described with reference to and as illustrated in the accompanying drawings.
33. A storage medium having a computer-executable program recorded thereon substantially as herein described with reference to the accompanying drawings.
34. A computer program comprising program code means substantially as herein described with reference to the accompanying drawings.
69
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2000179190A JP2001353370A (en) | 2000-06-14 | 2000-06-14 | Game apparatus and information storage medium |
Publications (2)
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GB0113490D0 GB0113490D0 (en) | 2001-07-25 |
GB2365362A true GB2365362A (en) | 2002-02-20 |
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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GB0113490A Withdrawn GB2365362A (en) | 2000-06-14 | 2001-06-01 | Character control in team game |
Country Status (2)
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JP (1) | JP2001353370A (en) |
GB (1) | GB2365362A (en) |
Cited By (6)
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WO2006006443A1 (en) | 2004-07-14 | 2006-01-19 | Konami Digital Entertainment Co., Ltd. | Game machine, game machine control method, and information storage medium |
EP2135649A1 (en) * | 2007-03-13 | 2009-12-23 | Konami Digital Entertainment Co., Ltd. | Game device, control method of game device and information storage medium |
EP2216081A1 (en) * | 2007-11-02 | 2010-08-11 | Konami Digital Entertainment Co., Ltd. | Game device, game device control method, program, and information storage medium |
US8226478B2 (en) | 2005-12-19 | 2012-07-24 | Konami Digital Entertainment Co., Ltd. | Game machine, game machine control method, and information storage medium |
US8444484B2 (en) | 2007-03-16 | 2013-05-21 | Konami Digital Entertainment Co., Ltd. | Game device, control method of game device, and information storage medium |
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JPWO2009004816A1 (en) | 2007-07-03 | 2010-08-26 | 新世代株式会社 | Foot input type brain training apparatus and computer program |
KR100987937B1 (en) * | 2007-12-31 | 2010-10-18 | 엔에이치엔(주) | Method for Controlling Sports Game and Method for Providing Online Sports Game |
JP4498449B2 (en) | 2008-08-22 | 2010-07-07 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP5390906B2 (en) * | 2008-12-05 | 2014-01-15 | 株式会社カプコン | Game program, game device |
JP5536467B2 (en) * | 2010-01-12 | 2014-07-02 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
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JP5540128B2 (en) * | 2013-02-25 | 2014-07-02 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP5540127B2 (en) * | 2013-02-25 | 2014-07-02 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
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JP2001353370A (en) | 2001-12-25 |
GB0113490D0 (en) | 2001-07-25 |
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