WO1994012255A1 - Display control method - Google Patents
Display control method Download PDFInfo
- Publication number
- WO1994012255A1 WO1994012255A1 PCT/JP1993/001705 JP9301705W WO9412255A1 WO 1994012255 A1 WO1994012255 A1 WO 1994012255A1 JP 9301705 W JP9301705 W JP 9301705W WO 9412255 A1 WO9412255 A1 WO 9412255A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- character
- display
- screen
- displaying
- play field
- Prior art date
Links
Classifications
-
- 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
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- A63F13/10—
-
- 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
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- 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
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G1/00—Control arrangements or circuits, of interest only in connection with cathode-ray tube indicators; General aspects or details, e.g. selection emphasis on particular characters, dashed line or dotted line generation; Preprocessing of data
- G09G1/007—Circuits for displaying split screens
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G5/00—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
- G09G5/42—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of patterns using a display memory without fixed position correspondence between the display memory contents and the display position on the screen
-
- 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
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
- A63F11/0074—Game concepts, rules or strategies
- A63F2011/0086—Rules
- A63F2011/0093—Rules characterised by the game theory or winning strategy
- A63F2011/0095—Rules characterised by the game theory or winning strategy with cooperation amongst players in competitive games, e.g. non zero sum games
-
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/203—Image generating hardware
-
- 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
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
-
- 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
- A63F2300/8088—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 involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- Patent application title Display control method
- the present invention relates generally to video games, and more particularly to a video game that displays the behavior of a character in the play field by scrolling the play field relative to the game character.
- a video game moves around a predetermined path on a scroll screen according to the operation of a game character, that is, a sprite;
- game characters usually have a human appearance, but include those having other appearances (eg, animals, monsters, vehicles, geometric figures, symbols, etc.).
- a sprite is an image block to be displayed on a graphic screen, and is usually a rectangular area. The size of the split is free, and sprites of different sizes may appear in the same game.
- the sprite can be displayed by a high-speed procedure (for example, by transferring a memory block), thereby contributing to speeding up the game.
- the player controls the input device including the control console that uses the joystick J to control the movement of the character.
- the play field moves to the left. Scrolls to give the impression that the character has moved to the right on the screen
- the screen moves to the right and gives the impression that the character has moved to the left
- the screen scrolls like this, the character moves around on the screen, but the image of the character is usually fixed near the center of the display screen. Because it is much wider, the player can always see only a part of the play field on the display screen at the same time. Characters play the game by roaming freely in the play field. Such games are typically called role-playing games.
- Eager addictive players often draw a map of the entire playfield on paper.
- players use input devices to interact with characters. Can be commanded, such as jumping, crouching, or moving faster or slower.
- Game characters often change their apparent shape when performing various movements. For example, when the character moves slowly, his feet, arms and the whole body are completely visible. On the other hand, when the movement is fast, the screen scrolls at high speed, whereas most of the character except the head of the character image is blurred.
- the character squats, it takes a certain pose, and when it jumps, it poses accordingly.
- a character may make a series of special movements, such as falling, kicking, or “flying” through the air.
- a fixed display control method is often used to control the movement and shape of the game character and the play field.
- a method of defining a path for a character to move around on a screen The character moves along this path according to the player's command. For example, if the path rises to the right and the player tries to move the character to the right, the character moves to the right and climbs the slope as the screen scrolls to the left. Next, when the player issues a command to return the character to the left, the screen scrolls to the right and the character appears to descend to the left.
- the statue of the evening sun moving along the passage is generated under the control of a computer program.
- the movement of the character is restricted by the program, so that the character does not move away from the passage even if it moves left and right. For example, if a character jumps, it immediately returns to its original path. If the passage is interrupted by a cliff on the screen, the character will fall past the edge of the cliff into the valley floor, Or you will jump over the abyss on the cliff edge and land on the passage on the other side.
- the player controls the movement of the character, but the program usually keeps the character from leaving the path.
- the collision block is a predetermined data block that indicates an area where a character can enter (for example, on the ground) and an area where a character cannot enter (for example, the ground). If you move, the character will move on the ground. Similarly, if a “wall” is formed by inaccessible areas on both sides of the character in the horizontal direction, the character cannot move off the left or right of the passage.
- the computer program refers to the stored collision block to determine the exact path that matches the command.
- the playfield is specifically divided into graphic blocks.
- the aisle control program refers to the individual collision blocks that correspond to such graphic aisle blocks. Collision blocks are used, for example, to determine whether a passage in a graphics passage block is flat, sloping, or falling off a cliff.
- the present invention fulfills these needs.
- One of the attempts related to such a video game is to provide a competitive mode in which two players operating different characters can compete with each other for a game character moving on a play field.
- a variety of up-front video games have been created in which two games running on the playfield compete.
- One of the problems with such a competitive game was that one of the characters on the playfield far outstripped the opponent, making it difficult to display both characters on the same screen.
- Yet another problem is that in a split screen, the size of the graphics on each of the two screens that make up the playfield Is reduced by the division of the screen.
- the present invention fulfills this need.
- One of the attempts to implement a video game is to make it possible for inexperienced players to hone their skills and enjoy games with good players.
- the problem in achieving this goal is that the progress of the game character on the screen depends on the skill of the player who controls the movement of the character.
- Game characters operated by a skilled player often move faster and farther than game characters operated by an unskilled player.
- a game character operated by a skillful player moves farther than another character on the screen, and it becomes impossible to display two game characters of players with different skill levels on the same screen. is there.
- the present invention includes a method for controlling the appearance of a video game character when the character passes through a passage on a display screen.
- This method is particularly effective for video game systems that include a graphics controller, digital memory, and a display screen.
- the ramp is divided into segments (segments) displayed on the screen.
- the video game character is displayed upright at at least one location on this ramp and upside down when it reaches at least one other location.
- Digital memory stores a number of split patterns. Each pattern corresponds to the appearance of the character at each position as it passes through the ramp.
- the character's location on the ramp is tracked as the character passes through it. As the character passes through the aisle, different split patterns are used to draw characters according to each position on the ramp.
- a character can proceed on a path that is steeply inclined, a sideways twisted path, or even a path that turns upside down. Even if the passage is twisted or rotated The character does not fall, and the statue of the character changes as it proceeds along its path. For example, if the passage is upside down, the character will also be upside down. If the path is inclined, the top of the character may be visible as if the character were passing through a path parallel to the screen.
- the present invention also provides a method of controlling a video game played by a plurality of players, wherein the video game includes a video display screen, a graphics controller, a digital memory, and at least one or more devices.
- the video game includes a video display screen, a graphics controller, a digital memory, and at least one or more devices.
- This is a system that includes an input device.
- the split screen display is used.
- the upper screen displays the first area of the play field
- the lower screen displays the second area of the play field.
- the first character is displayed on the upper screen, and the second character is displayed on the lower screen.
- the first area of the play field on the upper screen scrolls as the first character on the screen progresses, and the second area of the play field on the lower screen scrolls showing the progress of the second character.
- the replacement item is displayed on at least one of the upper and lower screens.
- the display of each play field on the upper and lower screens is exchanged as a result.
- the upper screen shows the first character in the second area of the play field
- the lower screen shows the play field. Display the second character in the first area.
- the invention includes a method of displaying a video game character moving around on a screen using a system including a video display screen, a controller operated by a user, and digital memory.
- the play field is a series of display screens that are scrolled one after another.
- the video game character moves along the path on the play field.
- a game character moving on the playfield is displayed by scrolling the playfield where the character is located.
- the playfield is divided into a number of graphic paths that make up the path.
- the stored type of collision for a character is considered to be that the particular character is either a first character collision type or a second character collision type.
- reference is made from each graphic path block to each collision block. At least one of these references is based on the character collision type of the character moving around in a particular graphics path block.
- the movement of the character in the play field with respect to what the user has input to the graphic controller is displayed on the digital screen.
- the displayed character statue passes through the passage defined by the passage segments of the individual collision blocks with reference to the individual graphic passage blocks that make up the passage.
- the stored character collision type information changes when the character passes a predefined position, and after that change, the stored character collision type information is different from the character collision evening before the change .
- the character can pass through a passage that is a passage that intersects the passage itself.
- a character When a character approaches the intersection for the first time, it records one collision and passes through one path of the intersection and does not collide with the other path of that part. Also, when the character approaches the intersection for the second time, it stores another piece of street information and passes through the other passage of the intersection without colliding with the first passage.
- the present invention provides a method for controlling the display of game characters in a video game used in a video game system including a graphic controller having a digital memory using a video display screen.
- the movement of the game character is operated by an input device operated by two users.
- the first game character is operated with an input device of a first user, and the second game character is operated with an input device of a second user.
- the video game includes a game character moving about on a play field displayed on a series of video screens.
- the first play field is displayed above the display screen, and the second play field is displayed below the display screen.
- the first and second playfields are displayed using interlaced video screen rendering technology. You.
- the user input device outputs a game character evening command for controlling the movement of the first and second characters on the screen. The movement of the first character is displayed on the first play field, and the second character is displayed on the second play field.
- each player can independently operate the movement of the game character on the clearly divided divided screen.
- the first player controls the movement of the first game character on the first play field screen using the first user input device
- the second player uses the second user input device to operate the first game character. You can control the movement of the second character on the second play field screen.
- Another object of the present invention is to provide a method for controlling the movement of two game characters in a video game used in a system including a video game display screen, a digital memory, a first user input device, and a second user input device. .
- the first character moves in response to the first input device, and the next character moves in response to the second input device.
- a command for a series of game characters including two game characters moving about a play field displayed as a series of video screen images is provided by an input device of the first player.
- a series of movements of the first character on the play field is displayed on the screen in response to a series of commands. This series of commands is temporarily stored in the memory.
- the movement of the second character on the screen is also displayed in response to a series of commands.
- the second character follows the movement of the first character and is displayed following it.
- the second character can proceed in step with the movement of the first character.
- one user may operate the second character periodically to compete the second character with the first character as the two characters move around the screen. If the second character is extremely slow with respect to the first character, or if the second character has not received control input for a predetermined time, the game returns to a mode in which the second character follows the first character and follows the first character. .
- FIG. 1 is a block diagram of a video display and a priority controller, and a conceptual diagram of a scroll screen used for generating a video image according to the present invention
- Figure 2 shows a conceptual view of the entire playfield, 60 screens wide and 8 screens high;
- Figure 3 shows one (blank) screen in the play field of Figure 2;
- Figure 4 shows an 8-dot by 8-dot graphic cell in the screen of Figure 3; Represents the color pattern used to display the graphical pixels of 4;
- FIG. 5B shows 8-bit color information for displaying two dots of the color pattern of FIG. 5A
- Figure 6 shows a pattern number table that contrasts the graphic cell of Figure 4 with the color pattern of Figure 5A;
- FIG. 7 is a block diagram of a graphic controller according to the present invention.
- FIG. 8 shows certain pattern numbers stored in the pattern number table of FIG. 6:
- FIG. 9 is a flowchart of steps used to access color pattern information using the color pattern number table of FIG. 6;
- Figure 10 is an example of a table of splices that can be stored in the control RAM of the controller in Figure 7:
- Fig. 11 is an example of a split attribute table stored in the VRAM of the controller in Fig. 7-an example;
- FIG. 12 is a table showing the priority encoding rules implemented by the priority encoder of the TV interface circuit of the controller of FIG. 7;
- FIG. 13 shows a series of color patterns indicating the role of the VF and h f bits of the pattern numbers of FIG. 8;
- FIG. 14 shows an example of a data link table used by the graphics controller of Figure 7 to link the slides based on priority
- FIG. 15 shows a series of pattern generator data formats that can store various patterns to create splices of various sizes in the horizontal and vertical directions;
- Figure 16A-D shows the shuttle loop according to the invention
- 16A shows the direction of the character:
- 16B the relative position of the character: and 6D from the center of the loop to the relative position. Indicates the distance:
- Figure 17 shows a group of character image patterns displayed on the screen as the character goes through the loop of Figures 16A-D;
- FIGS. 18A-B show a flowchart of a computer program used to control the display of character movement in the loop of FIGS. 16A-D;
- Figure 19A-B shows a table of angles and a table of relative positions used to select the character turn as the character goes through the D-loop of Figure 16A and determine the relative position of the character;
- FIG. 20A-C is a diagram of an overlapped loop path constituting a path according to the present invention and a graphic path block;
- Figure 21 shows a diagram of a group of graphic blocks used to define the passage segments of the graphic passage block of Figures 20A-C;
- Figure 22 shows a comparison table between the graphic block and the collision block
- Figure 23 shows an enlargement of one of the group of collision blocks in Figure 21 used to illustrate the process of searching for the passage segment defined by the collision block;
- Figure 24 is a flowchart of the process used to change the collision type of a game character as the character passes through a defined area of the playfield;
- Figure 25A-B is a prior art single-screen graphic that includes play-and-read graphics and character graphics, and a prior-art split-screen graphic and is a play-and-play graphic. Some of the old graphics are missing in the split-screen video;
- Figure 26A-B is another prior art single-screen graphic, showing two characters on the same screen moving away from each other in the direction of the arrow;
- Figures 27A-B show single screen graphics and split screen graphics in accordance with the present invention;
- Figure 28 shows an interlaced frame
- FIG. 29 shows an even scan frame
- Figure 30 shows an odd number of scan frames
- Figures 31A-D show four stages in the depiction of split-screen video according to the present invention.
- Figure 32 shows the timing diagram for the four stages of Figure 31A-D;
- Figure 33A-B illustrates the transfer of data during the depiction of the split screen display in interlaced mode.
- Figure 34 shows the computer program used to control the description of the graphics information during the depiction of the split screen display
- Figure 35 shows a single cell used to create a graphic pattern used in interlaced mode
- Figure 36 shows another example of a single cell used to create a graphic pattern in the interlace mode
- Figures 37A-E illustrate the operation of the cooperative mode by showing a series of screen displays that appear as the first and second players (characters) pass through the playfield;
- Figure 38 shows the cooperative mode. Shows a flowchart illustrating the operation of a computer program used to control the movement of a second game character in the game;
- FIG. 39 shows a flowchart of a computer program used to determine whether the second game character should use cooperative mode or competitive mode
- FIG. 40 shows that the second character is the second character. Shows a flowchart of the combi- ator program used to return the second character to the screen after being far behind the first character and disappearing from the display screen;
- FIG. 41 shows a split screen display according to the present invention, in which the area A of the play field is displayed at the top of the screen, the area B is displayed at the bottom, and the first player (character) is displayed. At the top of the screen, and the second player (character) is shown at the bottom of the screen:
- Fig. 42 shows the split screen display where the upper and lower play field areas in Fig. 41 are changed.
- Figures 43A-B show a flowchart of a computer program used to control the exchange of information when the screen display changes from the screen display of Figure 41 to the screen display of Figure 42;
- FIG. 44 shows a replacement item (object) before operation according to the present invention
- Figure 45 shows the replacement item after the action.
- the present invention relates to a novel device and method for use in video games.
- the following description is presented to enable one of ordinary skill in the art to make and use the invention, and has been created in the context of a particular application and its requirements.
- Various modifications may be made to this preferred embodiment by those skilled in the art, and the principles of the present invention as defined herein may be modified in other embodiments and applications without departing from the spirit and scope of the present invention. Applicable to Accordingly, the present invention is not intended to be limited to the embodiments shown, but is to be applied to a wide range without departing from the principles and features disclosed herein.
- a video display generator is used to display a graphic image on a TV display screen.
- the graphic information used to display the image can be thought of as a series of screens as shown in Figure 1, where one screen is hidden behind another. These screens are planes composed of data on a predetermined area of the memory.
- the first screen is a split screen.
- the next two screens are scroll screen A and scroll screen B.
- the actual images shown on the TV screen are shown in different colors, and their dots are It consists of a series of dots that form an image.
- Graphic information that determines how each dot is displayed is provided on three screens.
- Priority control ⁇ Determines whether to use the split screen, scroll screen A or scroll screen B for each dot.
- the graphic information on the three screens is given a priority, and the dot with the highest priority is displayed.
- Scroll A is the play field where the video game is played.
- a playfield is a virtual space within a game device that represents, for example, the territory of a country, a labyrinth, an island, or a castle.
- Scroll B is the background of Scroll A.
- the video display shows only a small portion of the entire playfield at any given moment.
- the entire playfield consists of 480 screens.
- Video games involve moving a video game character around a play field.
- the illustration in Figure 2 shows a play field with 60 screens horizontally and 8 screens vertically.
- the system of the present invention can operate in either single screen mode or split screen mode. In single screen operation, only a single play field can be displayed.
- the display screen in this case corresponds to the part of the play field where the character of the video game is currently passing.
- split screen mode two screens are displayed simultaneously, one for the first video game character and the second for the second character. For each character, the display screen corresponds to the play field where the character is currently moving.
- the image of the play field appearing on the display is formed by the graphics information stored for scrolls A and B.
- An image called a sprite also appears on the screen.
- a sprite is an object that can move around on the playfield.
- a game character is also a sprite.
- Graphic information of the split is stored on the split screen.
- each screen is 320 dots horizontally and 2 dots vertically.
- FIG. 3 shows an example of such a screen.
- This screen is located, for example, at the position indicated by the square Q on the play field shown in FIG. Box Q is located at a specific horizontal and vertical offset from the playfield base address in the upper left corner of the playfield.
- the entire play field is divided into graphic blocks.
- Each graphic block is divided into graphic pixels.
- Each graphic cell is divided into dots corresponding to pixels.
- Each graphic cell represents an 8-dot by 8-dot area of the screen.
- each screen has 40 graphic cells horizontally and 28 graphic cells vertically.
- graphics are then “digitized”. That is, graphics are divided into graphic cells.
- the graphic cell is a stored color pattern and the power to be illuminated. This color pattern contains color information that colors the graphic element. In this way, the stored color pattern information can be reused for another graphic cell.
- a specific area of the scroll A portion of the playfield may represent green grass.
- Each graphic cell representing green grass can use the same memory pattern information. Instead of using a separately stored green grass graphic for each graphic cell representing the green grass in the playfield, a green grass pattern
- each graphics cell creates a grass image using that stored pattern.
- FIG. 4 shows an example of an 8-dot by 8-dot graphic cell.
- a determination is made as to whether the dots in the cell are to be drawn using the color pattern stored in the scroll A screen, the scroll B screen or the split screen.
- the same storage pattern information can be used for many graphic cells. The function of the graphic controller described below makes this determination.
- Color pattern information can be stored for the split screen, scroll A and scroll B screens.
- Each pattern means a color depiction pattern with dots for the entire graphic cell.
- FIG. 5A shows a pattern having color information for 64 dots of a1 to h8.
- Figure 5B four bits of color information are used for each dot.
- the color information is stored in 32 8-bit bytes, specifically, 4 bits for one dot and another for each dot. Memorize 4 bits.
- For each graphic cell on display screen Q a determination is made as to whether to use the color pattern stored in the split screen, scroll A screen or scroll B screen. Next, the dot of the cell is turned on using the color pattern of the selected pattern.
- the general method used to find the stored scroll A and scroll B graphic patterns is shown in FIG.
- the pattern number table for scroll A's cells is maintained, and another table for scroll B's is maintained.
- For Scroll A table one pattern number is stored for each cell on the screen.
- Each pattern number is stored along with a heading for entry into the scroll address table, which indicates the subroutine used to access the stored graphic pattern corresponding to the pattern number.
- the graphic pattern for each graphical pixel of scroll A is searched.
- the graphics pattern used for the graphics cells on the scroll B screen can be found in the same way.
- FIG. 7 shows a block diagram of a graphics controller 40 according to the present invention.
- the controller 40 includes a RAM 42, a video RAM (VRAM) 43, a microprocessor 44, a processor interface 45, a control logic 46, a control RAM 48, a horizontal counter control unit 50, and a vertical counter control unit 52. ing. Further, the controller 40 includes an interrupt controller 57, a direct memory access (DMA) controller 59, a line buffer 60, a register 61, and an input / output interface 64.
- the TV interface circuit 54 supplies an RGB analog signal to the TV system 56.
- the RAM 42 receives the graphics information from the cartridge-type ROM 58. April 17, 1990, for power grid 63 not included in the present invention. Date application, published in US Patent Application No. 07/51 0, 07 07. This power cartridge 63 was invented by Matsubara. By quoting here, the previous specification of the application also applies to the text.
- the first and second external controllers 72 and 74 are connected to the controller 40 via an input / output interface 64. Each of the controllers 72 and 74 is provided with buttons for controlling the movement of the game character.
- the first controller 72 controls the movement of the first game character (split).
- the second controller 74 controls the movement of the second game character (split).
- the S / P button controls the start and stop of the game.
- the ⁇ , ⁇ , and C buttons are used for special game functions such as character attack, ⁇ , and ⁇ ⁇ ⁇ .
- the buttons labeled L, R, Up, and Dn are used to move the game character left, right, up, and down.
- the video RAM 45 stores a graphics pattern for the split, screen, and both scroll A and scroll B screens, similar to the pattern shown in FIG. 5A.
- patterns for Scroll A, Scroll B, and Split screens that match the graphics information are searched, and three independent signals are generated. These signals represent the graphics patterns of the scroll A, scroll B, and split screens, respectively.
- the priority controller in the TV interface 54 selects an appropriate signal one cell at a time according to the specified priority.
- the color decoder and DAC in the TV interface 54 receive the output from the priority controller, generate a matching RGB signal and transfer it to the TV system 56.
- control logic 46 receives horizontal and vertical scroll values that determine which graphics cells should be represented in the playfield.
- the pattern number table address in VRAM is calculated based on the received vertical and horizontal values. In the calculated address, a number for identifying a pattern used for coloring the graphics cell is stored. Typical pattern numbers stored in the pattern number table are as shown in FIG. The pattern number found is Used to access the color pattern stored in VRAM 45. Both the color pattern and the color palette selection information retrieved from the pattern number table are used to calculate the color RAM address.
- FIG. 9 illustrates the search process for scroll pattern information in more detail. This process is similar to the search process for Scroll A and Scroll B patterns.
- the recorded item (entry) table of the pattern numbers below shows the contents of the bytes of the color pattern numbers in FIG. Items recorded in the pattern number table
- V f Vertical axis inversion bit
- Pattern generator number indicates the priority of the pattern.
- the two color palette selection bits indicate the selection of the appropriate color palette. In this embodiment, four types of color pallets are used.
- V f and h f bits will be described with reference to FIG. Basically,
- Controller 40 processes the split graphics as follows.
- the control RAM 48 A split having the same position as the vertical position indicated by the vertical counter is searched.
- the control RAM stores the vertical position, the size of the sprite, the link number, and the pattern number. If one or more splices with the specified vertical position are detected in the split table shown in Fig. 10, all the sprites sharing the vertical position will be detected.
- the video RAM 45 stores a sprite decoration table (attribute table).
- the split attribute table is also searched for a split having the corresponding vertical address.
- Fig. 11 shows the format of recorded items (entries) in the split attribute table. The pattern number and horizontal position of each splice having such a vertical axis address are returned to the control logic 46 from VRAM 45.
- the sprite attribute is stored in VRAM, and the reference address is indicated by register # 5. Eight bytes (four words) are required for attribute display for each sprite, and these attributes indicate the display position, priority, sprite generator number, and attribute. From the beginning of the attribute table, splits 0, 1, 2,
- Numbers are assigned sequentially as in 3.
- the priority between the splits is not determined by the order of the split numbers, but is determined by the link data of each split, so that programming is possible.
- the priority between the splits is determined according to the splic link table described below.
- the sprite pattern numbers to be displayed for a specific vertical line are determined according to the determined sprite priorities.
- the horizontal count information is provided by a horizontal counter 50.
- the sprites to be displayed and the sprites that should not be displayed are determined from the calculation results of the priority of the sprites.
- the pattern number is used to address the appropriate split color pattern stored in VRAM45.
- the dot-based illumination information on the vertical axis line is transferred to the line buffer 60.
- the role of the priority controller in the TV interface circuit 54 can be better understood with reference to the table in FIG. Projected on the display screen Priority is set for each of the split, scroll A, and scroll B screens for each graphics cell. According to this table, the graphics cells with the highest priority are displayed. Once the priority is determined, an RGB analog signal is generated for the highest priority signal among the signals of the split, scroll A, and scroll B signals. Thus, for example, when Scroll A has the highest priority for a given graphics cell, the color information of Scroll A for that cell, generated by the graphics controller, is transmitted to the TV system 56 as an RGB analog signal. Supplied.
- the sprite is defined using the sprite attribute table stored in VRAM 45 and the sprite status table stored in RAM42.
- the following split status table lists representative status information stored in RAM 42 for the hero class sprite and various other sprites, such as enemies or mobile platform. .
- the A / B type collision setting action number essentially represents the name of the split.
- Each split has a unique function number. 8 bits are used for the action flag type. 1 bit of which is c another byte indicating whether the direct sprite in either lateral direction indicates whether to fix either of the top portion and the foot of the sprite. Yet another byte indicates whether the offset (relative position) should be used to the top or bottom of the split. Yet another byte specifies whether the sprite is displayed in the field display on the display screen. Four bytes are used to indicate the reference address of the pattern data used to generate the split. Another four bytes are used to indicate the X $ free offset of the sprite in the playfield.
- Another four bytes are used to indicate the X offset of the split in the play field. Two bytes are used to represent the translation and speed in the X-axis (left and right) of the split. Another two-byte ⁇ , used to represent the movement and speed of the split in Y $ (up and down) directions. [More] Used to set the vertical offset from the center of the bite split to the bottom of the split in dots. Another byte is used to set the horizontal offset from the center of the split to both ends in dots. Some bytes indicate the priority of the split, and some indicate the horizontal width (number of dots) of the split.
- pattern change number indicates which set of patterns to use.
- the one-byte pattern timer is the same as the pattern counter, in which the number of hours to display the pattern is placed. Another byte holds the current count while counting down.
- a hit number is placed to index a hit table that determines the size of a character to determine whether a hit has occurred.
- This hit number indicates the size of the split collision box. This is intended to allow the sprite to determine the size of a target to be considered an enemy. For example, a hero's bright could be attacked by an enemy splice firing a firing sprite.
- the hit size of the hero's mouth is detected.
- the collision count represents the number of collisions and hits required to 'disappear' or weaken the sprite.
- One byte is used to represent subroutine 0.
- routine number 1 For example, one subroutine is called when the sprite is stopped and firing. When the split is stopped but not firing, another subroutine is called.
- Two bytes are used to change the angle direction of the character. They can be used to track a path on an ascending or descending slope, or a path through a 360 ° loop.
- a note is used to indicate the status of the ride-on flag.
- Within the playfield there is a split force; an 'object' force that can 'ride' a force 'event'. For example, if there is a moving platform in the split screen, the split can ride on such a platform.
- the ride-on flag is set when the light is on this platform.
- the crash flag indicates whether the split has hit an object other than an aisle, such as a wall or enemy.
- One more byte is used to indicate whether the splice is an A-type collision splice or a B-type collision sprite.
- FIG. 11 shows the entries in the representative split attribute table stored in VRAM 45.
- the following table shows the split attribute information.
- Vp9 to Vp0 Vertical position
- hsl, hs size of the sprite along the horizontal axis vs1, vs0: size along the vertical axis of the splice
- the vertical and horizontal positions of the split are based on the reference address of the scroll screen.
- the size of the split along the horizontal axis can be set as any of 8, 16, 24, or 32 pixels.
- the size of the split along the vertical axis can be set as any one of 8, 16, 24, and 32 pixels.
- the split priority bit can also be set, and its use has already been described. It is possible to select a color palette.
- the use of the V f and h f bits allows the orientation of the split to be reversed in the same way as described for the pattern generator number.
- the split pattern number is indicated by 11 bits up to sn10-sn0. Link data is used to indicate priorities between splices. [Control of shuttle loop] ⁇
- FIG. 16A shows a shuttle loop according to the present invention.
- the shuttle loop is part of the playfield in the form of a spiral loop.
- the spiral loop (hereinafter referred to as “sloop”) is a spiral or corkscrew-shaped path, and if a character runs along that path, the character will rotate 360 °. .
- E 1 and E 2 human position
- the surface of the corridor is normal, so if the character comes to those points while moving along the sloop corridor, the character will move vertically as indicated by the arrows. Erect.
- point M center position
- the path is rotated 180 °, so when the character comes to this point on the path, it will be (completely) upright as indicated by arrow M.
- the passage Although the character is in a visible state because it is twisted and leaning to the side, the direction of the person's body is oblique as shown by the arrow T1.
- This sloping path mimics a real race track, where the curves have slopes and inclines so that the racer does not have to escape from the track.
- the character arrives at the position indicated by the arrow T2, the figure is hidden and becomes invisible.However, the character is determined by the position of the loop passage where the slope is hidden by the lower surface U of the sloop passage and cannot be seen. Is moving.
- the sloop produces an interesting graphic image, in which the sprite can pass through a twisted spiral path on the screen, the splice goes up the path, and finally the path is completely turned over, ie 18 0 ° upside down.
- the character continues to fill the corridor as it continues to rotate through the next 180 ° in a corkscrew, and—although occasionally obscured and invisible, the character may not be visible on the other side of the sloop corridor. Erect and reappear.
- the relative position of the sprite character must always be properly determined with respect to the pattern on the scroll screen of the spiral loop, because the sprite character force ⁇ , when moving along such a spiral loop, This is because the proper appearance of the character changes.
- the line labeled 110 in Figure 16B roughly indicates the relative distance from the loop to the center of the character as the splice goes through the sloop path. When the splice is located at either end of the sprue, the foot of the sprite touches the passage and the center of the sprite is Obviously located above the passage.
- the sprite and the center of the sloop path coincide at a certain position.
- the image of the pattern of the top of the character's head is displayed on the screen because the passage is inclined 90 ° laterally.
- the foot of the sprite touches the passage, and the center of the splice is located below and away from the spiral loop passage.
- the sprite character keeps walking down the aisle, the relative distance between the sprite and the aisle gradually decreases, the sprite disappears temporarily from view, and then its center appears slightly above the sloop aisle. .
- the program in Figure 18A-B is executed.
- the program is executed in response to another program that constantly knows the character's position on the playfield.
- the other program determines if the character is approaching a shuttle loop. If so, the program in Figure 18A-B is executed and determines if the character is still on the spiral loop path. What is important is that the other program's power is recorded at a certain position on the play field, and this position is set in the shuttle loop enough to start the execution of the program shown in Fig. 18 AB. Probably close.
- step 100 it is determined whether the boarding flag of the split character is set to 1.
- a sloop passage is considered to be an object on which the sprite can board, or an “event”.
- the character boarding flag simply indicates that the character has landed on the sloop aisle.
- step 102 a determination is made whether the character is jumping.
- the necessary reason for this step is to make sure that the character never jumps near the beginning of the shuttle loop by jumping from another position. Characters in the shuttle loop can be used by anyone moving along the passage. Limited, can not jump.
- step 103 it is determined whether the character is in the middle of a shuttle loop. As shown by the rectangular box 105 in FIG. 16A, there is a certain area defined at either end of the shuttle loop. The program in Figure 18A-B determines if the character is moving inside this entrance area. ]
- the program step continues to track the movement of the character through either of those two regions and determines whether the character is from either the left or right, but is in the middle of a shuttle loop. .
- Step 103 Power It will be appreciated that it is important to determine if the character is in the middle of a shuttle loop. As explained below, the character must be very agile when entering the shuttle loop. Furthermore, once the character enters the shuttle loop, the character's movement is no longer controlled by the collision block, as described in the next section. More precisely, it is controlled by referring to one offset table described in this section, as described below.
- step 104 if the character boarding flab is not set to [] before it and the player is in the middle of a shuttle loop from either the left or right, the character boarding flab is set to 1.
- step 106 it is determined whether the speed of the sprite does not exceed a preset limit. According to the rules of the video game of this embodiment, the sprite must maintain a certain minimum speed. Otherwise, you cannot enter the shuttle loop. This feature makes the game more interesting and more realistic.
- step 108 a determination is once again made as to whether the character is jumping. Understand the importance of running the program in Figure 18A-B repeatedly as the character passes through the sloop. It is possible for a character to jump midway through the shuttle loop. The sloop is twisted like a corkscrew, so if the player jumps, it will not go up and the character may fall off the loop. For example, when the sprite is running to the right, its character power ⁇ , tilt to the left, If you jump out of the looped plane, the character will not jump upwards, but will end up falling down as represented by the trajectory indicated by arrow 120 in Figure 16C.
- step 111 a determination is again made whether the character is in the shuttle loop. If so, in step 112, the character's X (horizontal) position on the shuttle loop is determined, and then the calculation of the character's Y position is performed. In step 114, the rotation angle of the character with respect to the X position is calculated. In steps 106, 108, 110, the speed of the character has not exceeded the limit, or the character is jumping, or the character is no longer on the shuttle loop.
- step 1 16 in FIG. 18B If either is known, a branch is made to step 1 16 in FIG. 18B.
- the character boarding flag is cleared.
- step 118 the numeral 1 is assigned to the character direction counter, and in step 120, the limit value of the speed of the character in the traveling direction is set.
- the direction counter 1 is used to set the number of rotations of the character when the character jumps in a section inclined to the right or left of the loop and falls from the loop. The character flips over when falling. Landing area is landing area 1 2
- step 120 From the speed flab set in step 120, it is possible to determine the speed of the character jumping or jumping when the character in the jump is falling.
- the offset relative to the center of the loop is calculated from the center of the sloop, measured vertically with respect to the address at the bottom of the playfield.
- the height of the sloop measured by the vertical method is 64 dots. Therefore, the Y offset is 32 dots above and below the center, as shown in Figure 16D.
- the width of the sloop is
- the Y offset for that X dot is stored in the offset table shown in Fig. 19A-B. From the offset values in the table, the offset at the center position of the split as shown in FIG. 16B can be determined.
- the correct split pattern is selected from the 12 patterns in Figure 17. For each row in the offset table, there is one record in the bearing table. For example, when the X offset at the character position is 1 dot, the Y offset is 0 32, and the azimuth reference value is $ 00. For example, if the X offset force of the character's position is 50 dots, the Y offset is 0 30 and the azimuth reference value is $ 16.
- the bearings record indicates which of the 12 patterns can be used to represent the character's proper appearance relative to the character's current position on the spiral loop.
- both the offset of the split and the appropriate appearance of the split are always present for every position associated with the movement of the splice on the loop.
- the character passes through a predetermined path provided on the left and right sides of the play field in response to a user command.
- the passage may be visible or only partially visible throughout the playfield, but it exists anyway.
- the explanatory diagram of FIG. 2OA shows an example of a passage (overlap passage) which forms one loop and partially overlaps.
- the stored information called the collision block, is used to maintain the character on the passage.
- the use of that collision block represents an alternative to maintaining characters on the aisle, other than the method described above in connection with the shuttle loop.
- FIG. 21 shows the collection of collision blocks that can be used to keep a character on the overlapping path of Figure 20A.
- the playfield aisle is divided into a number of image aisle blocks.
- FIG. 20B shows an image passage block including an overlap loop.
- a collision table as shown in Figure 22 is used to cross-reference image blocks to collision blocks.
- the collision block actually defines the passage section where the character enters.
- the passage blocks for images are merely images, some of which contain images of passage sections defined by collision blocks, and some of which do not.
- a unique feature of this system is that cross-reference from the image passage block to the collision block can be performed by relying on the collision type information stored in the character state table.
- the image passage block can refer to another collision block. Therefore, the character can be determined depending on the information in the state table of the character.
- FIG. 22 there is shown a collision table used for cross-reference from a passage block to a collision block.
- the first column shows the passage block number.
- Columns 2 and 3 show the collision blocks required by referring to the passage block on the same line.
- the reference content described in the second column is used when the character itself carries the “ ⁇ ” type collision information
- the reference content described in the third column is used when the character itself is “ ⁇ ” type.
- Most of the reference content in the table is the same regardless of the type of collision information carried by the character ( ⁇ or ⁇ ⁇ ⁇ ⁇ ⁇ ), but is used for the image passage block. Part of the cross-reference is determined by the type of character collision.
- the cross-reference from the image corridor block G6 may determine the collision block to be either C1 or C8, depending on the character's collision type.
- the cross-reference from the image passage block G11 may determine the collision block to be either C4 or C5, depending on the character's collision type. References other than the above in the passage block for the image that constitutes the overlap passage block are not related to the collision type of the character Then the same collision block. For example, when cross-referenced from the image passage block G5, the collision block always becomes C0, and when cross-referenced from the image passage block G12, the collision block always becomes C3.
- the collision block C 1 is obtained by referring to the image passage block G 6 when the character has the type A collision information. Assuming that the character 200 is traveling from left to right along the path, he is climbing up as he passes through the image path block G6. The actual movement of the character on the display screen as it passes through block G6 is controlled by referring to collision block C1. If the same character with A-type collision information passes through block G6 from right to left, the character will go downhill.
- the collision area (ground) is represented as a digital format inside R ⁇ ⁇ by storing predetermined logical information, for example, logic 1 ⁇ 1, and the collision-free area (sky) is specified in advance. It is represented by storing a different value, for example, '0'.
- One boundary is defined by the boundary between the collision area and the collision-free area.
- the outline of the game character is indicated by a line 200. If the user is instructed to move left or right with respect to character 200, the character should move horizontally, should move diagonally to maintain contact with the passage section, A decision is made as to whether to move up or down.
- the user operating the input control 72 or 74 need only press the button marked L or R to indicate whether the character should move left or right.
- the image control unit determines that the character enters a certain image passage block, and that the collision control block C1 shown in FIG. If the controller determines that it has type A collision information, then the control unit uses the path section defined by block C1 to determine the end of the image path block from end to end. It will determine the exact movement of the character. For example, suppose the user instructed character 200 in Figure 23 to move from left to right. In order for the character to remain on the passage section after the movement, a determination is made as to whether the character should move horizontally horizontally, diagonally upward, or diagonally downward.
- a method of controlling the movement of a character along an individual passage section includes ascertaining the current position of the game character in the collision block. Which of the several possible character movements could cause the character to dangle in a collision-free space, enter a forbidden collision zone, or enter the passageway A decision is made. A motion that allows the character to remain in the passage section is selected.
- the stored logical bit (s) that indicate the collision area are areas where characters are prohibited from entering. If the character moves horizontally to position 204, it will enter the forbidden collision area, so that selection is removed. Moving diagonally down and to the right towards position 206 will cause the character to enter the forbidden collision area, thus also removing that choice. However, if you move diagonally upward and to the right toward position 202, the character will be properly placed on the passage and will remain there, so it will be selected.
- the collision type of the character is changed. If the character force ⁇ , the image passage block G11 moves from right to left from end to end, the collision type changes from A to B, and the character force ⁇ , the image passage block G11 moves from left to right. When moving from end to end, the collision type changes from B to A. Therefore, after the change, the collision type of the character is different from the collision type before the collision.
- the opponent determined from the block G 11 1 by the cross-reference changes as the character type changes. If the character has type A collision information, block C4 is determined by cross-reference. If the character has type B collision information, block C5 is required by cross-reference.
- a force ⁇ 1 which can also cause a single street block to be sought by cross-reference, independent of the collision type of the character. Because there is no intersection of the passage sections, the passage is independent of the direction of the character.
- the character Conversely, if the character initially has a collision type B and initially enters an overlap loop from right to left, the character will be referred to when passing through the image passage block G6.
- the collision block C 8 is determined by illumination.
- the collision type information carried by the character changes from B to A. change.
- the collision block C1 is obtained by reference. If the character moves back and forth while crossing the area indicated by the line 210, understand the importance of the collision type information carried by the character continuing to change between A and B Should.
- the advantage of using a reference method to determine the collision block determined by the collision type of the character is that it allows the use of paths that cross each other. Moreover, the use of character-based collision-based referencing techniques is particularly useful on platforms that attempt to elicit different collision blocks when the character approaches a particular passage block from different directions.
- split-screen match graphics is that it displays two scrolling screens, each of which can scroll to different parts of the same playfield.
- the character splits on the two screens can move independently on the two screens.
- both the upper and lower scroll screens can completely contain splic graphics information. This is because the two screens occupy half of the screen occupied in single scroll screen mode, and the images on each of the two scroll screens are compressed or shrunk vertically.
- the scrolling speed of each screen is determined by the speed at which each character passes through the screen. One character can advance farther apart than the other character. Further, in the present embodiment, two split characters can independently add game points.
- Figure 25A-B illustrates the problems inherent in the initial split screen. That is, when shifting from the single screen mode shown in FIG. 25A to the divided drawing mode shown in FIG. 25B, a part of the play field screen information is lost. For example, large facial graphics are some of the examples of playfield graphics that are partially lost in split-screen mode.
- Figures 26A-B show another inherent flaw in a traditional scrolling match-up game. That is, if the opposing character is too far away in the playfield, it may disappear from view.
- FIG. 27A shows the single screen mode
- FIG. 27B shows the split screen mode according to the present invention.
- the two split screens in Fig. 26B are vertically compressed compared to the single screen in Fig. 27A.
- no information is lost in split-screen mode, and all scrolling and splicing information exists for each of the two independently scrolling screens.
- the display will never lose one of the two split characters if they are separated in the playfield.
- the interlaced display area shown in FIG. 28 includes both even scan lines 102 indicated by actual diagonal lines and odd scan lines indicated by broken horizontal lines 104.
- Interlaced mode is a well-known mode of TV operation that is understood by those skilled in the art. An entire interlaced display area is created by advancing over two scan frames. Even scan lines are tracked during one scan frame shown in FIG. Odd lines 104 are tracked during one odd scan frame shown in FIG.
- the split screen mode includes an upper screen 106 and a lower screen 108.
- the two screens are separated by a boundary 110 between them. Since the upper screen 106 and the lower screen 108 can draw different areas of the play field and draw different split characters, different split graphics are required to execute the two play fields. Information and different graphic pre-field information must be accessed. In current equipment, the upper and lower The memory capacity required to maintain all of the split information in the fields 106 and 108 may be enormous.
- the stored split graphics information is changed while tracking a single even frame, and the stored sprgraphic information is changed during the tracking of a single-odd frame. Techniques are used to change the graphics information again.
- FIGS. 31A-D shows a diagram of the segment at four points in the single frame tracking.
- the first segment shown in FIG. 31A represents the retracking when the processor 44 vertical interrupt is invoked.
- the second segment shown in FIG. 31B represents the drawing tracking of the upper screen.
- the third segment shown in FIG. 31C represents the segment where the horizontal interrupt of the processor 44 is called.
- the fourth segment shown in FIG. 31D represents the period during which the lower screen is tracked.
- the timing diagram in Fig. 32 shows the time intervals at which the above segments occur.
- Each of the two frames used to generate the entire interlaced field is executed during 160 milliseconds (16 milliseconds). Thus, one complete interlaced field is generated within 1 Z 30 seconds (32 milliseconds).
- a vertical interrupt is called while the beam retraces from the bottom right to the top left of the screen.
- the split graphic information in the upper screen is transferred from RAM 42 to VRAM 45.
- the upper screen 106 is executed with the stored graphic information.
- a horizontal interrupt is called just before the next millisecond.
- the RAM splice graphic information is transferred from the RAM to the lower screen.
- the screen returns to its original state and the lower screen 108 is executed.
- FIGS. 33A-B and 34 are flow diagrams illustrating the details of the graphics data transfer that occurs in each of the two frames used to generate a single interlace field.
- the explanatory diagrams in Fig. 35 and Fig. 36 show a single cell used in the evening race mode and the corresponding graphic pattern.
- interlace mode 2 a single cell is composed of 8 x 16 dots, which requires 64 bytes (16 long words).
- the number of dot rows appearing in both the upper screen and the lower screen in the split screen mode is the same as the number of dot rows appearing in the entire screen in the non-interlaced mode. There are 2 2 4 dot columns in each split screen. However, in interlaced mode, the images in the upper and lower split screens appear to be vertically compressed because the dots are closer together. This is true for both scrolled playfields and splits.
- the system according to the present invention has two modes, namely, a cooperation mode and a battle mode.
- cooperative mode the first character responds to input applied to the first controller, and the second character follows the first character through the play field.
- the two game characters can be said to cooperate. Not only does the second character follow the first character, but the second character also mimics the movement of the first character.
- the first and second game characters respond to the input given to both while the second character appears to follow and imitate the first character. I do.
- Figures 37A-E are screens used for explanation of the operation of the cooperative mode and the competitive mode, and are for explanation only. Each figure shows a part of the prescribed path through the playfield. As can be seen, the passageway includes peaks and valleys. At one point there is a groove. Pedestal ("event") force ⁇ , as shown by the arrow, move back and forth through the groove Move. For a game character to cross a gutter, the character must jump onto the flatform, ride on a platform, cross the gutter, and jump from the platform to the other side. Jumping to and from the platform requires skill. This is a challenging type that may create difficulties for novice players. In FIGS.
- the triangular character is the first character controlled by the first controller
- the circular character is the second character that follows the first character in the cooperative mode.
- the second character follows the first character.
- the box in FIG. 37A surrounds a portion of the passage, which is now visible on the display screen. As a result, part of the path to the left and right of the box is outside the screen display and is not visible to game players.
- FIG. 37B the first and second characters have advanced to the right, and thus a portion of the path visible on the screen has changed. Also, the first character is shown jumping.
- FIG. 37C the first and second characters have traveled further to the right as indicated by the position of the drawing on the play field.
- Figure 37C it can be seen that the second character is jumping, just as the first character has already jumped.
- the jump of the second character is in response to a jump command to the first controller that caused the first character to jump in Figure 37B.
- FIG. 37D shows the first character successfully passing through the groove. The second character is still at the left end of the groove and has not crossed it.
- the second player using the second controller, decides to try to cross the groove and begin to control the movement of the second character.
- the second player applies input to the second controller in an attempt to cause the second character to jump to the table.
- the game switches to competitive mode. If the jump failed, as a result, in FIG. 37E, the first character continues to advance and the second character disappears from view and is left behind.
- the first character is indicated by the screen display within the field of view, but the second character (indicated by the dotted line) Are indicated by a screen display outside the field of view of the screen display.
- the operation is stopped in this embodiment, the second character appears just above the first character in the screen display, and the computer program shown in FIG. Start moving down.
- each game character is under separate control of a different controller.
- the first game character responds to an input applied to the first controller 72
- the second game character responds to an input applied to the second controller 74.
- Two game characters compete as they pass through the playfield.
- the distance the game character travels through the playfield depends on the skill of the player operating the controller used to control the game character. Since a skilled player is good at overcoming obstacles in the path of the character being controlled, characters controlled by a skilled player can travel farther. As described in the cooperative mode control section, in the cooperative mode, a beginner can use the effect of the skill of the first player with less skill. A player who has completed the technique can control the first character and, with that technique, make significant progress through the playfield. The second character also follows the first character and makes a great progress by imitating its movement.
- a novice player can control the operation of the second character by pressing a button on the second controller.
- the system then operates in a competitive mode where each character is controlled by a separate controller.
- the second player does not operate the second controller for a prescribed period of time, for example, 10 seconds, the system returns to cooperative mode again and the second character Follows the first character again. Otherwise, if the second player continues to operate the second character control, but the second character is a specified distance behind the first character, but far behind the screen, the system will The second character catches up with the first, and the system You will return to cooperative mode again.
- FIG. 38 there is shown a flowchart in a computer program used for controlling the movement of the second game character in the cooperative mode. Book flow
- step 5 10 the input data of the first controller is read out with respect to the input data stored 16 seconds before 60 Z seconds.
- step 512 it is determined whether or not the stored input data indicates that the right button has been operated. If the right button has been operated, the second split of the character moves to the right on the screen display in step 514.
- step 516 it is determined whether or not the input data indicates that the left button has been operated. If so, in step 5 18 the character split moves to the left.
- step 520 it is determined whether the jump button has been operated. If so, in step 52, the second character split jumps on the screen.
- step 52 it is determined whether or not the down button has been operated. If so, in step 526 the character splats bow down. In step 528, it is determined whether there is an obstacle in the path of the second character sprite. Step 5 3 if any
- the second split jumps to jump over the object.
- the second character attempts to overcome the obstacles in the passage while chasing the first character, even if the first controller input is not applied for that particular purpose. Done.
- step 53 it is determined whether there is a distance between the first and second characters. If there is a distance, the second character moves in dots toward the first character.
- the computer program shown in Fig. 38 is called every 1 to 60 seconds by an interrupt routine. The second character typically has the opportunity to move only a few dots before the routine is called. This As a result, before the second character travels very far in an effort to catch up with the first character, it is determined whether there is any other movement of the first character that the second character should mimic, Is determined.
- the second character split follows the first character split and mimics its movement. However, if the first character split does not move, the second character split catches up with him through the action of step 5334. As a result, the first character advances through the playfield under the control of the first controller. The second character follows the back exactly, and the first and second characters are visible on the screen display. 1st character strength ⁇ If not move, 2nd character strength ⁇ , move left or right as needed toward the first character. This routine is executed periodically when the system is in cooperative mode.
- the first controller 72 is used to control the movement of the first character split
- the second controller 74 is used to control the movement of the second character split. Is done.
- Players operating the first and second controllers play against each other while the first and second characters cross the play field.
- a match may include, for example, the fastest attempt to cross the playfield and add the highest score.
- step 540 it is determined whether the game is set to be controlled by only one player. If so, the game automatically enters cooperative mode and in step 542 it is determined whether there is a control input applied to the second controller. If not, in step 544, check if there is no input from the second controller for more than 10 seconds. Is determined. If there is no input for more than 10 seconds, the game will remain in cooperative mode as shown in step 546.
- step 548 it is determined in step 548 whether the second character sprite has disappeared from the screen. If it has disappeared, the second character split is returned to the on-screen view at step 550 and the game is maintained in cooperative mode. If the second character split has not disappeared from the screen at step 548, the second character split is placed under the control of the second controller at step 552 and the game returns to the competitive mode. .
- the program in Figure 39 is executed periodically. As a result, if the second character is well behind the first character and disappears from the screen, or if the second player has not operated the second controller during the prescribed period, The game returns to cooperative mode. Conversely, if the second player operates the second controller and the second character is still visible on the screen, the game returns to match mode.
- the flow diagram in Figure 40 shows the computer program used to return the second character splicer to view if it disappears from the screen after the second character splicer ⁇ the first sprite. Represents.
- the program in FIG. 40 is used in match mode to ensure that both the first and second character splits remain visible on the screen display. Its purpose is to ensure that the characters controlled by the novice player are not too far behind the main character.
- step 560 it is determined whether or not the initial flag has been set. This initial flag indicates whether the next four steps have already been performed.
- the initial flag is part of the splice stage information for the second character splice.
- step 562 a second character splicing power; an image pattern flying in the sky is selected.
- step 564 the horizontal position of the second splice is chosen to match the horizontal position of the first splice.
- controller 40 sends the first character split. Keep at the center of the screen. As a result, the second character is also positioned at the horizontal center of the screen. The first character is frozen on the screen, and all screen movements are frozen except for the movement of the second character.
- step 566 the vertical position of the second character split is selected to be 1992 dots above the first player.
- step 568 the initial flag is set, and in step 570, the second character slowly begins to move downward.
- step 572 it is determined whether or not the second character has entered the game passage. If not, the cycle is repeated until the second character lands, and in step 574, the second character is displayed in a standing posture.
- the program shown in Fig. 38 is started, and the steps shown in the program are executed.
- the program in Figure 39 controls the switching between cooperative mode and competitive mode.
- the present invention includes the divided drawing mode of the above operation.
- the screen display is split up and down into two equally sized screen displays, where game characters can compete with each other.
- Each of the two screens can display a different area of the same playfield.
- the upper screen display displays one game character.
- the lower screen display shows another game character.
- the third character is controlled by one user operating one controller.
- the second character is controlled by another user operating another controller.
- the upper and lower screens can display different areas of the play field.
- opponents operate separate controllers to control the movement of different characters through the playfield.
- the two players compete by, for example, fighting their characters through the playfield, climbing over obstacles, accumulating scores, killing enemies, collecting 'magic rings', etc. .
- the upper screen can display a play field area indicated by A
- the lower screen can display a play field area indicated by B.
- region A and region B overlap.
- a split screen display is shown in which the upper screen depicts the first character in the playfield area A and the lower screen depicts the second character in the playfield area B.
- a replacement item Exchange Object
- the play field there is a replacement item (Exchange Object) called a teleport box.
- Exchange Object Exchange Object
- the positions of the two characters in the playfield and much of their status information are exchanged. In this way, a character that is delayed backwards can switch playfield positions with another character. Replacement items will therefore force the game to consider new strategies.
- the first character on the upper screen is behind the second character on the lower screen. This is evident from the terrain in the two screen displays. The character moves forward through the playfield, moving from left to right. In the upper screen, the first character has not yet crossed the same mountain. In the lower screen, the second character has just crossed the same mountain. There is one exchange item on the upper screen. When the first character touches it, the first and second characters are reversed as shown below in connection with the computer program flow diagram of FIG. Will be.
- step 610 it is determined whether any one of the game characters has accessed the replacement item. If so, in step 612 certain current status information for the first and second characters is exchanged. Not all status information is exchanged; for example, the information exchanged does not include information specific to each character, such as the graphic patterns that determine its appearance. For example, The number of split patterns representing a split movie is not exchanged.
- step 612 the character splice status information is actually transferred between the status information buffer of one character in RAM 42 and the status information buffer of the other character in RAM 42. .
- step 614 the number of masters and the number of patterns in each player are initialized, and the two first and second characters are shown in the standing posture following the exchange.
- step 616 scroll pattern information is transferred between the upper screen scroll buffer and the lower screen scroll buffer.
- step 618 the set number of operations is exchanged between the upper screen scroll buffer and the lower screen scroll buffer.
- the operation set number represents the screen actually stored in the RAM 42 at any given time. In this embodiment, it is recalled that one play field has 60 screens horizontally and 8 screens vertically as shown in FIG. Each play field has the number of areas identified by the number of operation settings.
- the playfield area specified by a single action set number is larger than the portion of the playfield that can be displayed on a single split screen or full screen at any given moment.
- only one screen is displayed at a time, but a plurality of operation setting areas are stored in the RAM 42 at any given time.
- This additional play field display information is stored in the RAM 42 so as to accommodate a high-speed character movement or direction change. For example, if the character moves to a new playfield that was not previously displayed, the new playfield area display information will be readily available on the RAM42. There is no need to transfer new playfield display information from ROM 58 to RAM 42. Therefore, there is no noticeable delay or discontinuity as the character moves to the new playfield area.
- step 620 priority information is exchanged between the characters.
- the flags are adjusted for certain events. More specifically, there are events such as character passing after an A / B collision switch that causes a change in character collision information. There are also events, such as a character entering a certain area of the play field, which causes the character to have a special appearance.
- events such as character passing after an A / B collision switch that causes a change in character collision information.
- events such as a character entering a certain area of the play field, which causes the character to have a special appearance.
- one of the screens is known as 'casino night'.
- the first character is on the screen of the night of Gino
- the character takes the form of a pinball machine during the night of Gino, so the character has a pinball shape.
- the pattern information used to create the pinball image is used to depict the character.
- the flag set in step 62 is a flag for holding the track of the special event as described above. It is understood by those of ordinary skill in the art that there may be other special event flags to be set depending on the
- step 62 a mode known as Valya and Invincibility is set for characters.
- a routine that causes the character to be displayed using a certain graphic that draws the character as invincible is called. .
- the character cannot be easily 'killed'.
- step 62 it is determined whether the first character is turning. If so, the collision pattern of the first character is reduced in step 628 and in step 630 it is selected whether the second character is turning. If so, in step 632 the second character's crash size is reduced.
- one event is a moving platform form.
- step 638 it is determined whether the second character is riding on an event. If so, step 640 sets the second character's ride flag.
- step 642 a flag is set to deactivate the TV screen display, during which the scroll fields are exchanged.
- step 64 a setting operation stop flag is set for both characters, and both characters are paused.
- steps 648 and 650 the count is counted down one by one, and at step 652, when the count is completed and the scroll screen is updated, the TV screen display is turned on again. Becomes The TV screen display is temporarily turned off for two purposes: to accommodate the exchange of information, and to give the human player time to notice that an exchange has just occurred.
- step 64 the action flags for the two characters are set again.
- Figure 44 illustrates the teleport box.
- this teleport box is a replacement item that can be seen on the screen.
- Character power 'If you jump on it and touch this box, the box is' broken'. Before the character touches it, the box will look like the force shown in Figure 44; ', and after the character touches it and' breaks', the box will look like Figure 45.
- the box floats upward until it reaches a certain height, at which point the exchange described above occurs, and the game player knows that the exchange is about to occur. I know.
- a shuttle loop could define a path that is twisted more or less than 360 degrees.
- the present invention is limited only by the appended claims.
Description
Claims
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU55342/94A AU677802B2 (en) | 1992-11-20 | 1993-11-19 | Display control method |
EP94900293A EP0680776A4 (en) | 1992-11-20 | 1993-11-19 | METHOD FOR CONTROLLING A DISPLAY. |
BR9307490A BR9307490A (pt) | 1992-11-20 | 1993-11-19 | Processo para controle de gráficos de vídeo game |
JP51297094A JP3731164B2 (ja) | 1992-11-20 | 1993-11-19 | 表示制御方法 |
CA002149876A CA2149876C (en) | 1992-11-20 | 1993-11-19 | Display control method |
KR1019950702050A KR100308859B1 (ko) | 1992-11-20 | 1993-11-19 | 표시제어방법 |
Applications Claiming Priority (8)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US97957792A | 1992-11-20 | 1992-11-20 | |
US97957092A | 1992-11-20 | 1992-11-20 | |
US97969892A | 1992-11-20 | 1992-11-20 | |
US97957892A | 1992-11-20 | 1992-11-20 | |
US07/979,698 | 1992-11-20 | ||
US07/979,577 | 1992-11-20 | ||
US07/979,578 | 1992-11-20 | ||
US07/979,570 | 1992-11-20 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1994012255A1 true WO1994012255A1 (en) | 1994-06-09 |
Family
ID=27506049
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1993/001705 WO1994012255A1 (en) | 1992-11-20 | 1993-11-19 | Display control method |
Country Status (9)
Country | Link |
---|---|
EP (2) | EP0680776A4 (ja) |
JP (2) | JP3731164B2 (ja) |
KR (1) | KR100308859B1 (ja) |
CN (1) | CN1048908C (ja) |
AU (4) | AU677802B2 (ja) |
BR (1) | BR9307490A (ja) |
CA (3) | CA2149876C (ja) |
DE (1) | DE69334356D1 (ja) |
WO (1) | WO1994012255A1 (ja) |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2005287786A (ja) * | 2004-03-31 | 2005-10-20 | Namco Ltd | プログラム、情報記憶媒体及びゲーム装置 |
US7783535B2 (en) | 1998-11-19 | 2010-08-24 | Nintendo Co., Ltd. | Video game apparatus and information storage medium for video game |
US20180088782A1 (en) * | 2005-06-20 | 2018-03-29 | Samsung Electronics Co., Ltd. | Method for realizing user interface using camera and mobile communication terminal for the same |
JP7455846B2 (ja) | 2019-05-23 | 2024-03-26 | テンセント・テクノロジー・(シェンジェン)・カンパニー・リミテッド | オブジェクトジャンプの制御方法、装置、コンピュータデバイスおよびコンピュータプログラム |
Families Citing this family (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3647797B2 (ja) * | 2001-11-28 | 2005-05-18 | コナミ株式会社 | 画像表示プログラム、画像表示方法及びビデオゲーム装置 |
KR20030004256A (ko) * | 2002-12-11 | 2003-01-14 | 주식회사 넥시브 | 현실세계와 같은 자연스러운 움직임을 갖는 실시간 플래시아바타의 구현방법 |
JP2006271784A (ja) * | 2005-03-30 | 2006-10-12 | Konami Digital Entertainment:Kk | ゲーム装置、ゲーム制御方法、ならびに、プログラム |
CN100410955C (zh) * | 2005-09-30 | 2008-08-13 | 腾讯科技(深圳)有限公司 | 在二维游戏场景中实现跟随的方法及装置 |
JP4799144B2 (ja) * | 2005-11-18 | 2011-10-26 | 任天堂株式会社 | ゲームプログラムおよびゲーム装置 |
US7778492B2 (en) | 2006-04-04 | 2010-08-17 | Oldford Group Limited | System and method for scaling digital images |
JP5247022B2 (ja) * | 2006-12-01 | 2013-07-24 | 株式会社スクウェア・エニックス | ゲーム装置、ゲームプログラム |
CN102663802B (zh) * | 2012-04-20 | 2016-05-18 | 北京像素软件科技股份有限公司 | 一种游戏地形道路生成方法和装置 |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS58121091A (ja) * | 1982-01-14 | 1983-07-19 | 池上通信機株式会社 | 立体感表示方式 |
JPS6158680A (ja) * | 1985-07-30 | 1986-03-25 | カシオ計算機株式会社 | アニメ−シヨン制御装置 |
JPS61113489A (ja) * | 1984-11-08 | 1986-05-31 | 大平技研工業株式会社 | テレビゲ−ム機 |
Family Cites Families (11)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4026555A (en) * | 1975-03-12 | 1977-05-31 | Alpex Computer Corporation | Television display control apparatus |
GB2133257B (en) * | 1982-12-22 | 1987-07-29 | Ricoh Kk | T v game system |
JPH0644950B2 (ja) * | 1984-08-30 | 1994-06-15 | カシオ計算機株式会社 | 電子ゲーム装置 |
US4738451A (en) * | 1986-05-20 | 1988-04-19 | Atari Games Corporation | Multi-player, multi-character cooperative play video game with independent player entry and departure |
US5103499A (en) * | 1986-07-18 | 1992-04-07 | Commodore-Amiga, Inc. | Beam synchronized coprocessor |
US4841291A (en) * | 1987-09-21 | 1989-06-20 | International Business Machines Corp. | Interactive animation of graphics objects |
AU5844590A (en) * | 1989-06-02 | 1991-01-07 | Atari Corporation | System and method for sprite control block structure |
US5080377A (en) * | 1990-05-31 | 1992-01-14 | Rare Coin-It, Inc. | Video display system |
JP3274682B2 (ja) * | 1990-08-27 | 2002-04-15 | 任天堂株式会社 | 静止画像表示装置およびそれに用いる外部記憶装置 |
US5317505A (en) * | 1990-12-19 | 1994-05-31 | Raznik Karabed | Game controller capable of storing and executing stored sequences of user playing button settings |
US5415549A (en) * | 1991-03-21 | 1995-05-16 | Atari Games Corporation | Method for coloring a polygon on a video display |
-
1993
- 1993-11-19 CA CA002149876A patent/CA2149876C/en not_active Expired - Fee Related
- 1993-11-19 EP EP94900293A patent/EP0680776A4/en not_active Withdrawn
- 1993-11-19 BR BR9307490A patent/BR9307490A/pt not_active Application Discontinuation
- 1993-11-19 DE DE69334356T patent/DE69334356D1/de not_active Expired - Lifetime
- 1993-11-19 AU AU55342/94A patent/AU677802B2/en not_active Ceased
- 1993-11-19 CA CA002481815A patent/CA2481815C/en not_active Expired - Fee Related
- 1993-11-19 CA CA002552026A patent/CA2552026C/en not_active Expired - Fee Related
- 1993-11-19 WO PCT/JP1993/001705 patent/WO1994012255A1/ja not_active Application Discontinuation
- 1993-11-19 EP EP02004988A patent/EP1241657B1/en not_active Expired - Lifetime
- 1993-11-19 JP JP51297094A patent/JP3731164B2/ja not_active Expired - Fee Related
- 1993-11-19 KR KR1019950702050A patent/KR100308859B1/ko not_active IP Right Cessation
- 1993-11-20 CN CN93114963A patent/CN1048908C/zh not_active Expired - Fee Related
-
1997
- 1997-02-04 AU AU12502/97A patent/AU685719B2/en not_active Ceased
- 1997-02-10 AU AU12503/97A patent/AU699445B2/en not_active Ceased
- 1997-02-10 AU AU12504/97A patent/AU699326B2/en not_active Ceased
-
2001
- 2001-12-17 JP JP2001402790A patent/JP3724569B2/ja not_active Expired - Fee Related
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS58121091A (ja) * | 1982-01-14 | 1983-07-19 | 池上通信機株式会社 | 立体感表示方式 |
JPS61113489A (ja) * | 1984-11-08 | 1986-05-31 | 大平技研工業株式会社 | テレビゲ−ム機 |
JPS6158680A (ja) * | 1985-07-30 | 1986-03-25 | カシオ計算機株式会社 | アニメ−シヨン制御装置 |
Non-Patent Citations (1)
Title |
---|
See also references of EP0680776A4 * |
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7783535B2 (en) | 1998-11-19 | 2010-08-24 | Nintendo Co., Ltd. | Video game apparatus and information storage medium for video game |
JP2005287786A (ja) * | 2004-03-31 | 2005-10-20 | Namco Ltd | プログラム、情報記憶媒体及びゲーム装置 |
US20180088782A1 (en) * | 2005-06-20 | 2018-03-29 | Samsung Electronics Co., Ltd. | Method for realizing user interface using camera and mobile communication terminal for the same |
US10545645B2 (en) * | 2005-06-20 | 2020-01-28 | Samsung Electronics Co., Ltd | Method for realizing user interface using camera and mobile communication terminal for the same |
JP7455846B2 (ja) | 2019-05-23 | 2024-03-26 | テンセント・テクノロジー・(シェンジェン)・カンパニー・リミテッド | オブジェクトジャンプの制御方法、装置、コンピュータデバイスおよびコンピュータプログラム |
Also Published As
Publication number | Publication date |
---|---|
BR9307490A (pt) | 1999-05-25 |
CA2552026C (en) | 2007-07-10 |
EP0680776A1 (en) | 1995-11-08 |
AU1250397A (en) | 1997-03-20 |
EP1241657B1 (en) | 2011-04-20 |
EP0680776A4 (en) | 1998-10-07 |
AU699326B2 (en) | 1998-12-03 |
JP3724569B2 (ja) | 2005-12-07 |
CA2481815A1 (en) | 1994-06-09 |
CN1048908C (zh) | 2000-02-02 |
CA2149876A1 (en) | 1994-06-09 |
EP1241657A3 (en) | 2007-12-26 |
KR950704017A (ko) | 1995-11-17 |
CN1091989A (zh) | 1994-09-14 |
AU5534294A (en) | 1994-06-22 |
AU699445B2 (en) | 1998-12-03 |
JP2002355440A (ja) | 2002-12-10 |
JP3731164B2 (ja) | 2006-01-05 |
CA2149876C (en) | 2005-01-18 |
AU685719B2 (en) | 1998-01-22 |
KR100308859B1 (ko) | 2002-10-25 |
EP1241657A2 (en) | 2002-09-18 |
CA2481815C (en) | 2008-11-18 |
CA2552026A1 (en) | 1994-06-09 |
AU1250297A (en) | 1997-03-20 |
AU1250497A (en) | 1997-03-27 |
AU677802B2 (en) | 1997-05-08 |
DE69334356D1 (de) | 2011-06-01 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US5513307A (en) | Video game with switchable collision graphics | |
US5411270A (en) | Split-screen video game with character playfield position exchange | |
US5470080A (en) | Multi-player video game apparatus with single screen mode and split screen mode | |
US5405151A (en) | Multi-player video game with cooperative mode and competition mode | |
US5411272A (en) | Video game with spiral loop graphics | |
US6217446B1 (en) | Game device and picture processing device | |
US6428411B1 (en) | Volleyball video game system | |
Wolf | 3 Space in the Video Game | |
CN1640519B (zh) | 图像处理装置和图像处理方法 | |
US6280323B1 (en) | Device, method and storage medium for displaying penalty kick match cursors in a video soccer game | |
US6582299B1 (en) | Target shooting video game device, and method of displaying result of target shooting video game | |
EP0911069B1 (en) | Video game system using radar picture | |
EP1110585B1 (en) | A video game apparatus, game image display control method, and readable storage medium | |
US6676518B1 (en) | Image generating device, an image generating method, a readable storage medium storing an image generating program and a video game system | |
EP1306112A1 (en) | Game device, and game system | |
US8303386B2 (en) | Baseball game program, game device, and game control method including property indicator | |
JP3724569B2 (ja) | 表示制御方法 | |
JPH08229238A (ja) | 3次元シューティングゲーム装置 | |
US6340332B1 (en) | Computer readable program product storing program for ball-playing type game, said program, and ball-playing type game apparatus and method | |
JP3424701B2 (ja) | テレビゲーム機 | |
Wolf | 5 Narrative in the Video Game | |
JPH06277361A (ja) | マルチプレーヤ用ゲーム装置 | |
JP5068033B2 (ja) | プログラム、情報記憶媒体及びゲーム装置 | |
Lendino | Adventure: The Atari 2600 at the Dawn of Console Gaming | |
Boron | A short history of digital gamespace |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AK | Designated states |
Kind code of ref document: A1 Designated state(s): AU BR CA JP KR |
|
AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): AT BE CH DE DK ES FR GB GR IE IT LU MC NL PT SE |
|
DFPE | Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101) | ||
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
WWE | Wipo information: entry into national phase |
Ref document number: 2149876 Country of ref document: CA |
|
WWE | Wipo information: entry into national phase |
Ref document number: 1994900293 Country of ref document: EP |
|
WWP | Wipo information: published in national office |
Ref document number: 1994900293 Country of ref document: EP |
|
WWW | Wipo information: withdrawn in national office |
Ref document number: 1994900293 Country of ref document: EP |