AU661569B2 - A video game process and a game cartridge - Google Patents

A video game process and a game cartridge Download PDF

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Publication number
AU661569B2
AU661569B2 AU37067/93A AU3706793A AU661569B2 AU 661569 B2 AU661569 B2 AU 661569B2 AU 37067/93 A AU37067/93 A AU 37067/93A AU 3706793 A AU3706793 A AU 3706793A AU 661569 B2 AU661569 B2 AU 661569B2
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AU
Australia
Prior art keywords
objects
data
displaying
program
display
Prior art date
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Expired
Application number
AU37067/93A
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AU3706793A (en
Inventor
Takahiro Harada
Masao Yamamoto
Masaru Yamanaka
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Nintendo Co Ltd
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Nintendo Co Ltd
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features 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
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

Description

66 1 69 Rcgulation 32
AUSTRALIA
Patents Act 1990 COMPLETE SPECIFICATION FOR A STANDARD PATENT
(ORIGINAL)
Name of Applicant: NINTENDO CO., LTD. of 60, Fukuine Kamitakamatsu-cho, Higashiyama-ku, Kyoto-shi, Kyoto-fu 605, Japan Actual Inventors: Masao YAMAMOTO; Takahiro HARADA; and Masaru
YAMANAKA
Address for Service: DAVIES COLLISON CAVE, Patent Attorneys, of 1 Little Collins Street, Melbourne, Victoria 3000, Australia Invention Title: A VIDEO GAME PROCESS AND A GAME CARTRIDGE The following statement is a full description of this invention, including the best method \of performing it known to us: -1- BACKGROUND OF THE INVENTION Field of the Invention The present invention relates to a video game process and a game cartridge. More specifically, the present invention relates to a video game executed on a game apparatus used for a TV game machine for home use, a video game machine for business use, a portable game machine with liquid crystal display and so on, and to a memory cartridge used therefor.
Description of the Background Art "TETRIS" game has been known as a puzzle game in which players play the game making various objects fall.
In a game apparatus or a game system for playing this game, a plurality of types of blocks are displayed falling, which blocks are the examples of the objects including given number of squares combined. While a block is falling, the block is rotated by a predetermined angle by an operation by the player. When the block lands or it is stacked on a preceding falling block, falling of the said block is stopped. Lines of blocks 930421.p; \oper\wi.nlntndil. liv,1 3 aligned laterally are erased when the falling is stopped, and the display is cleared when a predetermined number of lines are erased.
The above described "TETRIS" game is a simple game in which only a plurality of blocks having different shapes are aligned laterally, which is monotonous and boring. In addition, blocks are the only character appearing on the screen, and therefore this game is flat.
It was difficult to develop a story, and there is hardly any possibility to develop an interesting game.
SUMMARY OF THE INVENTION 15 In accordance with the present invention there is provided a video game process for a game apparatus which includes a display having an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects, each different type of first and second object having distinguishing display characteristics, processing means for executing a game program to play a game, and operating means for allowing a player to interactively manipulate objects in the object display area, wherein the processing means changes the display status based on command signals from the operating means and on data 930421.p:\oper\dbw.nnltndl .div, 4 generated automatically and independently from operation of the operating means, and a memory cartridge detachable from said processing means and including said game program, said process comprising: processing data for intermittently displaying first objects of arbitrary types during the game; processing data for displaying second objects of arbitrary types at arbitrary positions in the object display area; detecting a stacked state when at least a portion of a first object moving across the object !isplay area stops moving upon contact with a stationary object; detecting whether at least a prescribed number of the objects of a certain type are continuously aligned; 15 erasing display of objects detected as continuously aligned.
The present invention also provides a game program cartridge for use in playing a game and attachable to a 20 game apparatus which includes a display having an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects, each different type of first and second object having distinguishing display characteristics, and operating means for allowing a player to interactively manipulate objects in the object display area, wherein 930421.pt \oper\dln.nintndl.dv.4 5 the display status changes based on command signals from the operating means and on data generated automatically and independently from operation of the operating means, the game program cartridge comprising: first object data for use in intermittently displaying first objects of arbitrary types during the game; second object data for use in displaying second objects of arbitrary types at arbitrary positions in the object display area; a stacked state detecting program for detecting when at least a portion of a first object moving across the object display area stops moving upon contact with a Sstationary object; 15 a continuously aligned state detecting program for detecting whether at least a prescribed number of the objects of a certain type are continuously aligned; and a display control program for erasing display of objects detected as continuously aligned.
The present invention also provides a memory cartridge detachably attached to a game apparatus including a processing apparatus, displaying an object on display means having an object displaying area capable of displaying a plurality of first objects and/or second objects (having a plurality of corresponding types 930421.p: \oper\dbw.nlntndl 6 prepared) in vertical and lateral directions, and changing state of display of said display means based on an operation of an operating means by a player and based on data generated automatically and irregularly independent from the operation of the player, comprising: first object data storing means for storing data for intermittently displaying the first object of an arbitrary type, during the game; second object data storing means for storing data for displaying the second object of an arbitrary type at an arbitrary position of the display area of said display means; first program storing means for storing a stacked S• state detecting program for detecting at least a portion 15 of said first object which is falling is seemingly stacked on said second object and/or a first object whic.
has fallen and has been displayed fixedly; second program storing means for storing display control program for displaying a second object of an o* 20 arbitrary type at an arbitrary position of said object a.
displaying area based on data read from said second object data storing means, displaying a first object of an arbitrary type to fall at a prescribed speed from an upper portion of said object displaying area based on data read from said first object data storing means, changing position of display of the falling first object 930421.pt\orr\dbaa.cttnitltd1.4Lv.
7 based on an operation of said operating means, and for stopping falling of the first object in response to a detection of the stacked state based on said stacked state detecting program; and third program storing means for storing continuously aligned state detecting program for detecting, after the stacked state has been detected by said stacked state detecting program, at least a prescribed number of the first objects and/or second objects of a certain type displayed on said object displaying area being continuously aligned in a direction, the number of the objects being smaller than the maximum number which can be displayed; wherein "the processing means included in said game apparatus 15 serves to display the second object based on said display control program and on data read from said second object data storing means, change state of display of the first object based on ee 20 said display control program and on the data read from said first object data storing means, detect the falling first object being seemingly stacked on the second object and/or a first object which is fixedly displayed, based on said stacked state detecting program, and erase display of at least a prescribed number of the 930421.p: \oper\d6w.nintndl .div.7 8 first objects and/or second objects of a certain type continuously aligned, when said continuously aligned state is detected based on said display control program, and to display a first object, which has been supported so as not to fall by the erased first objects and/or the second objects only to fall successively.
According to the present invention, there are a plurality of types of the first and second objects, respectively, and when at least a prescribed number of the first objects and/or the second objects of one type are continuously aligned in a prescribed direction, the first objects and/or the second objects which are •continuously aligned are erased. Therefore, compared 15 with the conventional "TETRIS" game in which blocks are erased when they are aligned in one line in lateral direction, a game can be provided which requires strategical determination, which is more interesting and less boring.
In addition, according to the present invention, since the first objects and the second objects can be displayed as completely different characters, a game can be provided in which the story as a game can be easily developed and very much expanded.
930421,p \oper\dbw.nlntfndl.dv. 8 9 The foregoing and other features, aspects and advantages of the present invention will become more apparent from the following detailed description, by way of example only, of the preferred embodiments of the present invention when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1A is a first diagram for illustrating the principle of one embodiment of the present invention in accordance with a first aspect.
Fig. 1B is a second diagram for illustrating the 15 principle of one embodiment of the present invention in accordance with a second aspect.
Fig. 2A is a perspective view showing an appearance of a game apparatus in accordance with one embodiment of 20 the present invention.
Fig. 2B is a block diagram showing structures of main portions of the game apparatus in accordance with one embodiment of the present invention.
Fig. 2C is a front view showing a key arrangement of 930421 \oper\dbw.nintandl.div. 9 10 a controller used in one embodiment of the present invention.
Fig. 3 shows types of capsules which is one example of the first object.
Fig. 4 is a schematic diagram showing, in illustration, memory regions of a working RAM.
06 10 Fig. 5 shows relation between attitude data and the o, attitude of a capsule.
930421 \oper\db.nrntendl dlv. 11 Fig. 6 is a schematic diagram showing, in illustration, memory regions of a program memory of Fig.
2B.
Figs. 7 to 9B are flow charts for describing the operation of one embodiment of the present invention, in which Fig. 7 is a flow chart of the mcin routine, Fig. 8 is a flow chart of menu display and select display, and Figs. 9A and 9B are flow charts of a game subroutine and a 10 continuously aligned state determining process subroutine.
Fig. 9C is a flow chart showing a competition game subroutine, when the present invention is applied to a portable game machine having liquid crystal display.
Figs. 10 and 11 show the display on the screen of the game machine for describing the operation of one embodiment of the present invention, wherein Fig. 10 shows a case in which one player plays the game, and Fig. 11 shows a case in which two players play the game.
DESCRIPTION OF THE PREFERRED EMBODIMENTS Fig. 1A is a first diagram showing the principle of one embodiment of the present invention, which will be described later, in accordance with a first aspect.
Referring to Fig. 1A,.the game apparatus includes a game machine body (hereinafter referred to as a game machine) and a cartridge which is detachably attached to the game e •o 12 machine. The game machine includes operating means and lisplay controlling means. The display means may be externally connected to the game machine, or it may be built in the game machine, as in the case of a liquid crystal game machine. The cartridge includes first and second object data generating means, display control means, stacked state detecting means and continuously aligned state detecting means. Since the functions of the respective means have been described in the summary of the invention, the description is not repeated.
The cartridge may include display clear detecting means, failure detecting means and game stopping means, as needed. The display clear detecting means detects the display being cleared based on the fact that the second objects are all erased. The failure detecting means detects a failure state when position of display of the first object immediately after the start of falling, displayed on the object displaying area, reaches the uppermost portion. The game stopping means stops generation of data from the first object data generating means, in response to the detection of the failure state by the failure detecting means or the detection of the display clear state by the display clear detecting means.
In a more preferred embodiment, respective means included in the cartridge are set as program data in a 13 semiconductor memory.
Fig. lB is a second diagram showing the principle of one embodiment of the present invention, which will be described later, in accordance with a second aspect. The diagram of principle of Fig. lB differs from that of Fig.
1A in that it includes first degree of difficulty setting means and second degree of difficulty setting means are provided in relation to the first operating means. The functions of the first and second degree of difficulty setting means are as described in the summary of the invention. More preferably, two sets of operating means S(first and second operating means) are provided to allow competition type game between two players, and the first •and second degree of difficulty setting means separately set the degree of difficulty of the two players, by the S. operation of the operating means. Consequently, when two players play a competition game, there will be appropriate handicap provided corresponding to the skills of the players.
In the following one embodiment of the present invention applied to a TV game machine for home use (commercial name "family computer") commercially available from the applicant of the present invention. However, it should be noted that the technical concept of the present invention can be applied to various game machines such as 14 liquid crystal game machines, personal computers, video game machines for business use and so on.
Fig. 2A is a perspective view showing the appearance of the game apparatus in accordance with one embodiment of the present invention. Fig. 2B is a block diagram showing in detail the structures of the main portions of the game apparatus in accordance with one embodiment of the present invention. Fig. 2C is a front view showing key arrangement of a controller used in one embodiment of the 10 present invention. The structure of the game apparatus in accordance with one embodiment of the present invention I' will be described in the following with reference to Figs.
2A to 2C.
As shown in Fig. 2B, the game machine 10 includes a central processing unit (hereinafter referred to as CPU) 11 having arithmetic operating function and control function. To the CPU 11, a picture processing unit (hereinafter referred to as a PPU) 12, an input/output (hereinafter referred to as I/O) interface 13, and a working RAM 14 which will be described with reference to Fig. 4 later, are connected. An operator (first controller) 15a for a first player and an operator (second controller) 15b for a second player, which are examples of the operating means, are connected to the I/O interface 13. A video RAM (V-RAM) 16 for storing background image 15 of 1 image plane is connected to the PPU 12. An edge connector 17 for detachably connecting the memory cartridge 20 is connected to the CPU 11 and the PPU 12.
Further, output from the PPU 12 are applied to a color television receiver for home use which is an example of the display means, through an RF modulator 18.
Meanwhile, the memory cartridge 20 includes a program memory 22 and a character memory 23 attached on a circuit 1 board 21. The program memory 22 and the character memory 10 23 are formed of, for example, ROMs (Read Only Memories).
The program memory 22 stores a program data such as shown in Fig. 6, which will be described later, constitutes the first and second object data generating means together with the character memory 23, and constitutes the display control means in corporation with the CPU 11 and the PPU 12. A direction designating key 150 having a cross-shape for example, a A button 151 and a B button 152 are provided on each of the controllers 15a and 15b. The controller 15a further includes a start switch 153, as shown in Fig. 2C.
The first and second objects are characters for the game, as shown in Figs. 10 and 11, and they are defined in the following manner,, for example. Namely, the first object is a character having a shape of a capsule such as shown in Fig. 3, the type of which is specified or 16 identified by color or density. If the display means is a display capable of color representation, such as a color television 30, the types of the capsules are specified or identified by three colors, for example red, yellow and blue. If the display means is a display capable of black and white display, such as a liquid crystal display, the types of the capsules are specified or identified by three densities, that is, white, gray and black. Preferably, a i660 capsule is divided into two, and the divided two pieces 1' 0 may be of the same type or they may be of the different .e type. A capsule generated on the display screen is moved or rotated by the operation of the controller 15a or by the player. For example, the capsule is rotated by 901 in the clockwise direction every time A button 151 of the controller 15a or 15b is pressed. It is moved by 1 character in the left, every time a left projecting portion 150L of the direction designating key 150 is pressed. It is moved by 1 character in the right when the right projecting portion 150R of the direction designating key 150 is pressed. The capsule is rotated by 901 in the counter clockwise direction every time B button 152 of the controller 15a or 15b is pressed, and it falls at the maximum speed when the lower projection portion 150d of the direction designating key 150 is pressed.
The second object is automatically displayed 17 independent from the operation of the player. The number of the objects and/or the number of stacks of the objects are determined based on the levels set at the start of the game. The second object has a shape of a virus or a bug, for example. There are three types of the second objects corresponding to the types of the capsules as the first objects.
In the game apparatus of the present embodiment, it intended that the second objects (virus) fixedly displayed in the object displaying area having a shape of a bottle, for example, are erased by the first objects (capsules) which are thrown into the object displaying area. The types of capsules (color or density) thrown into the object displaying area is selected at random corresponding to random number data. A capsule thrown from above the object display area falls toward the bottom of the object displaying area. While it falls, it is rotated or moved in the lateral direction in response to the operation of the controller 15a or 15b by the player. When the thrown capsule lands the bottom of the object displaying area or it is stacked on an object (virus and/or a capsule which has been thrown) which is fixed in the object displaying area, the thrown capsule is stopped at that position. At this time, whether or not at least a prescribed number of objects (for example, 4) of the same type (capsules and/or 18 o r virus) are aligned continuously in the vertical or lateral direction, is determined. If more than a prescribed number of the objects of the same type are detected to be aligned continuously in the vertical or lateral direction (hereinafter this state is referred to as a continuously aligned state), the objects (capsules and/or viruses) which are continuously aligned are erased. If there is a capsule which has been supported by the erased object only, the capsule falls and stops at the bottom of the object displaying area or on another object (capsule and/or virus). At this time, if the continuously aligned state is detected again, the display of the objects which are in the continuously aligned state are erased.
Therefore, it is possible to erase a plurality of lines of objects aligned by throwing one capsule. The erasing operation of the objects is repeated until the continuously aligned state can not be detected anymore.
If the continuously state aligned is not detected, a next capsule is generated and thrown to the object displaying area. If the virus cannot be erased successively and the thrown capsules are stacked to the inlet of the capsule of the object displaying area (the mouth of the bottle), the game is over and the game is stopped. If the viruses in the object displaying area are all erased, the game was successful, and the player can precede to the next level 19 of the game (having higher difficulty). By using the game apparatus of the present embodiment, one player or two players may participate in the game.
Fig. 4 is a schematic diagram illustrating the memory region of the working RAM shown in Fig. 2B. The working RAM 14 includes a plurality of flag regions F1 to register regions R1 to R28, counter regions CT1 and CT2 and virtual buffer memory regions 141 and 142. A game mode selecting flag F1 included in the flag region 10 temporarily stores whether one player game mode or two players game mode is selected by the player at the start of the game. A music selection flag F2 temporarily stores the music selected by the player. Attacking flags F3 and F4 temporarily stores that an attack on the counter player is taking place when the game is done by two players (in competition type game). A V-RAM transfer flag F5 stores that the data in the virtual buffer memory region 141 or 142 is being transferred to the V-RAM 16.
o Virus level registers Ri and R2 included in the register region separately store levels of viruses set by the playsr at the start of the game, for each player.
Virus number registers R3 and R4 separately store the number of viruses during the game for each player. To the virus number registers R3 and R4, a value which is decremented by one every time one virus is erased by the 20 corresponding player is loaded. Initial speed registers and R6 separately store data of initial falling speed of capsules set by the player at the start of the game, for each player. The real speed registers R7 and R8 separately stores falling speed data of real time of the capsules, which is increased every time a prescribed number of capsules are generated, for each player. Attack registers R9 to R16 store, types of objects which are in the continuously aligned state (color code or density 10 code) for each line, in the series of operation from throwing of one capsule to landing or to the end of falling that is, until the capsule is stacked on another object. The attack registers R9 to R12 are allotted to the first player, while the attack registers R13 to R16 are allotted to the second player. Erased line number registers R17 and R18 separately stores the number of lines of the objects in the continuously aligned state during the series of operation from throwing of one capsule to the end of falling, for each player. Falling capsule data registers R19 to R28 store X and Y coordinate data, attitude data and two color codes of the falling capsule. The falling capsule data registers R19 to R23 are allotted to the first player, and the falling capsule data registers R24 to R28 are allotted to the second player. The falling capsule is processed as a moving 21 picture character, and after it has fallen, it is processed as a background character. Therefore, display coordinate of the falling capsule is determined by the X coordinate data and Y coordinate data. The attitude of the falling capsule is determined as shown in Fig. 5 based on the attitude data 0 to 3 stored in the register R21 or R26. More specifically, the attitude data 0 to 3 correspond to figures shifted by 900, respectively. Color code registers R22 and R27 store color code of one of the 0 halves of one capsule, and color code registers R23 and R28 stores color code of the other one of the halves.
e go S"Capsule throw number counters CT1 and CT2 count separately the number of thrown capsules for each player, and they are used to change the speed of falling of the capsules every time a prescribed number of capsules are thrown.
Each of the virtual buffer memory region 141 for the first player and the virtual buffer memory region 142 for the Ssecond player has the storage capacity of 16 x 8 128 bytes and respective addresses are determined to correspond to the display coordinates of the capsules and/or viruses. Codes indicating types of the capsules and/or viruses to be displayed are written to respective addresses of the virtual buffer memory regions 141 and 142. The capsules and/or viruses are continuously aligned as described above, codes indicating that there is no 22 I .4 S. *5 *55* 4* object to be displayed are written to the addresses corresponding to the positions on which the continuously aligned capsules and/or viruses are to be displayed. The virtual buffer memory regions 141 and 142 are provided in addition to the V-RAM 16 to display a still picture in order to facilitate and to increase the speed of detection of the continuously aligned state corresponding to the ever changing state of display of the capsules. The character codes for actual display on the television 10 receivers 30 are written in the V-RAM 16. The data stored in the virtual buffer memory regions 141 and 142 are written to the V-RAM 16 for updating, in a little delayed manner after the character codes stored in V-RAM 16 have been displayed.
Fig. 6 is a schematic diagram illustrating the data stored in the program memory shown in Fig. 2B. The program memory 22 includes a main routine program storing region 221, a game process subroutine program storing region 222, continuously aligned state determining process subroutine program storing region 223, random number data table region 224 and other program data storing region 225.
In the main routine program storingregion 221, fixedly stored are: a program for executing the operations of the main routine shown in Fig. 7, which will be .00
S
23 described later; a program for displaying a title screen for selecting either the one player game or two-player game; a program for processing selection of menu by displaying a menu on the screen; an initialization program; program for setting re-start of the game after the display is cleared game of ono level is finished successively); game over determining program; game over processing program; and program for displaying viruses at the start of the game.
In the game process subroutine program storing region 222, fixedly stored are: a program for processing falling capsules as objects; a program for processing capsules throwing display for one-player game; a failure determining program; and attack processing program in two .e 9 player game.
In the continuously aligned state determining process o subroutine program storing region 223, fixedly stored are: a determination initialization program; program for a 9 process for determining continuously aligned state in lateral direction; a program for processing determination of a continuously aligned state in the vertical direction; program for erasing display of capsules and/or viruses which are continuously aligned; a program for making fall capsules which have been supported by the erased capsules and/or viruses only; and a program for shaping a shape of 24 a half of a capsule remaining unerased so as to change the shape to a circle.
In the random number data table region 224 fixedly stored are random number data for generating different number (and/or stages) of viruses corresponding to the virus level set, and to determine types of the capsules to be generated.
The game apparatus of the present embodiment executes processes for the game with the CPU 11 carrying 10 out the operations in accordance with the flow chart shown in Figs. 7 to 9B, based on the various program data stored !in the program memory 222.
Figs. 7 to 9B are flow charts showing the operation of one embodiment of the present invention. Fig. 7 is a flob chart of the main routine, Fig. 8 is a flow chart with respect to display of menu and selection, and Figs.
*006 9a and 9B are flow charts of a game subroutine and a continuously aligned state determining process subroutine, respectively.
Figs. 10 and 11 are illustration of the display on the screen to help understanding the operation of one embodiment of the present invention. Fig. 10 shows a case in which one player plays the game and Fig. 11 shows a case in which two players play the game.
In the following, one embodiment of the present 25 invention will be described with the operation in one player game mode and the operation of two player game mode described separately.
Operation in one-player game mode The operation in the one-player game mode will be described with reference to Figs. 2 to 9B and After the cartridge 20 is attached to the game machine 10 and the power switch is turned on, a title is displayed on the screen as shown in Fig. 10 in step (simply denoted by 1. In step 2, whether or not a start switch 153 provided on the controller 15a is pressed is determined. A demonstration display is continuously oo.
Sdisplayed in step 3 until the start switch 153 is pressed.
When a player presses the start switch 153, it is 15 detected in step 2 and the flow proceeds to step 4. In step 4, when a game mode selection mark on the title screen shows that game with two players is not selected, it is determined that the game is done not by two players and in the next step 5a, menu display and selecting process are executed. More specifically, referring to the flow chart of Fig. 8, the following processes are executed. First, in step 11, a menu display such as shown in Fig. 10 is displayed. At this time, if the player does not operate the controller 15a, the following processes are executed. First, in step 12, it is 26 oo eo oO o determined that the virus level is not set, in step 13 it is determined that the speed is not set, in step 14 a music for the game is set, in step 15 it is determined that the start switch 153 is not pzessed, and then the flow returns to the step 12 and the above described operations are repeated.
If the player wishes to set the virus level, he presses an upper projecting portion 150U or a lower projecting portion 150D of the direction designating key 150 on the controller 15a for the first player to select the virus level setting mode, and then he presses the left projecting portion 150L or the right projecting portion 150R of the direction designating key 150. In response, it is determined in step 12 that it is the virus level setting mode, and then in step 16, whether or not the right projecting portion 150R of the direction designating key 150 is pressed is determined. If the right projecting portion 150R of the direction designating key 150 has been pressed, 1 is added to the value of the virus level register Rl in step 17. Conversely, if the left projecting portion 150L of the direction designating key 150 has been pressed, it is determined in step 16 that the right projecting portion is not pressed, and in step 18, it is determined that the left projecting portion 150L of the direction designating key 150 has been pressed. Next, 27 in step 19, 1 is subtracted from the value of the virus level register RI. In this manner, the virus level is set. After the setting of the virus level, it is determined in step 20 that it is not the two-player game mode, and then the control returns to step 15. In this manner, every time the right projecting portion 150R or the left projecting portion 150L of the direction designating key 150 is pressed in the virus level setting mode, the operations of the steps 12 to 15 and 16 to 10 are repeated until the start switch 153 is pressed.
If the player wishes to set the speed, he presses the upper projecting portion 150U or the lower projecting portion 150D of the direction designating key 150 of the controller 15a to select the speed selecting mode, and .5 then he presses the left projecting portion 150L or the right projecting portion 150R of the direction designating key 150. In response, it is determined in step 13 that it is the speed setting mode, and in the next step whether or not the right projecting portion 150R of the direction designating key 150 has been pressed or not is determined. If the right projecting portion 150R of the direction designating key 150 has been pressed, 1 is added to the value of the initial speed register R5 in step 26.
Conversely, if the left projecting portion 150L of the direction designating key 150 has been pressed, it is 28 confirmed in step 25 that the right projecting portion 150R has not been pressed, and then it is determined in step 27 that the left projecting portion 150L of the direction designating key 150 has been pressed. Then, in step 28, 1 is subtracted from the value of the initial speed register R5. In this manner, initial speed is set.
After the initial speed is set, it is determined that it is not the two-player game mode in step 29, and the flow returns to step 15. In this manner, every time the right 10 projecting portion 150R for the left projecting portion 150L of the direction designating key 150 is pressed in the speed setting mode, the operations of the steps 12 to 15 and 25 to 28 are repeated until the start switch 153 is pressed.
15 After the setting of the virus level and the setting of the speed are completed, the player presses the start switch 153. In response, pressing of the start switch 153 is confirmed in step 15, the flow returns to the main routine of Fig. 7 and the flow proceeds to the game process subroutine of step 6a. Details of the game process subroutine are shown in Figs. 9A and 9B.
In the game process subroutine, in step 41 of Fig.
9A, character codes of viruses to be displayed at the start of the game are written to the V-RAM 16 and in the virtual buffer memory region 141 for the first player. At 29 o this time, the types and positions of the viruses to be written to the V-RAM 16 and to the virtual buffer memory region 141 for the first player are determined based on the random number data stored in the table 224, anc: the numbers of the viruses are determined based on the virus level set in the register RI. Then, the flow proceeds to step 42 in which types of capsules to be thrown to the object displaying area are determined based on the random number data stored in the table 224, data indicating the 10 types of the capsules are stored in the registers R22 and R23, attitude data, initially is stored in the register R21, and coordinate data of the initial throwing position of the capsules are stored in the registers R19 and R20. Then, in step 43, process for making capsules fall is carried out based on real time falling speed data of the capsules stored in the register R7 fhowever, until a prescribed number of capsules have thrown, at the same speed as the initial speed of falling stored in the register In the next step 44, whether or not there is any key input of the controller 15a is determined. If there is any, the control proceeds to step 45, and otherwise, the control skips the step 45 and proceeds to step 46. If there is any key input, process for changing the state of a capsule, namely to rotate or move the capsule is carried r 30 out in step 45. At this time, if A button 151 is pressed, the capsule is rotated in the clockwise direction, and it is rotated in the counterclockwise if B button 152 is pressed. The capsule is moved to the right if the right projecting portion 150R of the direction designating key 150 is pressed, and it moves to the left if the left projecting portion 150L of the direction designating key 150 is pressed. The capsule falls at the maximum speed if the lower projecting portion 150D of the direction designating key 150 is pressed. To realize these processes, the CPU 11 rewrites data in the registers R19 to R21 corresponding to the operation of the controller In step 46, whether or not the capsule is stacked on 15 a virus (a virus and/or a capsule, if there is any capsule which has fallen) is determined. If the capsule is not stacked on any virus or capsule, whether or not the capsule landed on the bottom of the object displaying area is determined in step 47. If it is NO, the control returns to the step 43, operations of the steps 43 to 47 described above are repeated until the capsule is stacked on a virus and/or other capsules, or until the capsule lands on the bottom o'f the object displaying area. In this manner, by the operations in the steps 43 to 45, a capsule falls based on the falling speed data on real time 31
S
stored in the register R7, and changes are made on the capsule based on the state of operation of the controller If it is determined in step 46 that the capsule is stacked on a virus and/or another capsule, or it is determined in step 47 that the capsule has landed, logic is set in the V-RAM transfer flag F5, so as to switch the display of the capsule character from a moving picture display to a background picture display. Consequently, the CPU 11 transfers data of types of viruses and capsules loaded in the virtual buffer memory region 141 to the V- RAM 16 through the PPU 12. Then, in step 49, whether or not at least a prescribed number of the same type (same color or density) of objects including viruses and/or capsules displayed on the object displaying area are continuously aligned in the vertical direction and/or lateral direction (the prescribed number is smaller than the maximum number of objects which can be displayed in the vertical or lateral direction of the object displaying area, for example, 4) is determined. If the objects of the same type are not aligned continuously for 4 or more, then it is determined in step 50 that the game mode is not the two-player game mode, and the program returns to step 42. This operation is repeated until four or more objects of the same type are aligned in the vertical or lateral 32 direction. Fig. 10 shows one example of display of this state.
Then, the CPU 11 executes the process for determining the continuously aligned state, based on the continuously aligned state determining process subroutine program (operation program following step 49) stored in the program storing region 123. More specifically, when four or more objects of the same type (capsules and/or viruses) are aligned continuously in the lateral or vertical 0 direction, the state (continuously aligned state) is *eo.
determined in step 49, and the control proceeds to step 51. In step 51, color data indicative of the type of the capsules and/or viruses which are continuously aligned are stored in the attack register R10. Then, in step 52, only s the contour of capsules and/or viruses which are continuously aligned is displayed, and then erased. At this time, data (all zero) indicating that there is o..
nothing to be displayed are written to the corresponding addresses of the buffer region storing the types of the capsules and/or viruses of the line to be erased. When the viruses are erased, a value corresponding the number of erased viruses is subtracted from the value stored in the register R3. Therefore, number of remaining viruses is stored in the register R3.
In step 53, whether or not there is a capsule half of 33 which is erased. If the shape of the capsule one half of which has been erased is left as it is, it is difficult to determine whether or not there is a continuously aligned state. Therefore, in step 54, the remaining half of the capsule is shaped. By this shaping pr/cess of the step 54, the shape of the remaining half of the capsule is made a circle. Then, the program proceeds to step 55 in which whether or not there is a capsule floating in the air as a result of erasure of capsules and/or viruses is 10 determined. The capsule floating in the air means a capsule which has been supported only by the erased capsules and/or viruses so as not to fall. As the capsules and/or viruses which have supported the capsule are erased, the capsule is left floating in the air. Only o 15 a half of a capsule which has left unerased may float in the air. If there is no capsule floating in the air, the ooo. program returns to step 49. If there is any, the program 9* proceeds to step 56. In step 56, process for making fall the capsule floating in the air is executed. More specifically, codes of the capsule which is floating in the air are successively written to addresses corresponding to the coordinate positions below the buffer memory region 141. In this manner, in the game apparatus of the present embodiment, display of a capsule which is not supported is controlled such that the capsule is 34
S
S
always made falling to the bottom. Then, in step 57, whether or not the capsule which is made falling in step 56 has been stacked on a virus and/or a capsule displayed below is determined. If there is no stacked state detected, the program proceeds to step 58 in which whether or not the capsule landed the bottom of the object displaying area. If the capsule have not yet landed on the bottom of the object displaying area, the program returns to step 56 again. Thereafter, the operations of 10 the steps 56 to 58 are repeated until a falling capsule is stacked on a virus and/or a capsule or until it lands on the bottom of the object displaying area. If a stacked state is detected in step 57 or if landing of the capsule is detected in step 58, the control returns to step 49.
15 Thereafter, whether or not there is a continuously aligned state is determined again, and if there is any, such capsules and/or viruses are erased. Therefore, when a floating capsule falls and accidentally a continuously aligned state is generated, capsules and/or viruses which the player did not intend to erase, may be erased. Such coincidence makes the game more interesting.
The operations of the steps 49 and 51 to 58 are repeated until there is not more continuously aligned state of the capsules and/or viruses. If it is determined that there is no continuously aligned state any more in S.
S
S
S S S. S S. S6 SS S
S*
35 step 49, the program proceeds to S50 and then returns to step 43 in which the next capsule begins to fall.
Thereafter, similar game processes are executed. When capsules are stacked to a throwing position of the capsule (the uppermost position of the object displaying area), a game over is determined in step 7 and process for game over is executed. Then, the flow returns to the operation of step 5a. Meanwhile, if erasing of all viruses is done successively, it is determined that this level of the game i' 10 is cleared. Then, similarly, the program returns to step 5a and the game is started again.
Operation in two-player game mode When two players play a competition type game, the players operate the direction designating key 150 while 15 the title is displayed on the screen in step 1 to select the two player game mode. Then, the players press the go start switch 153. In response, in step 2, it is determined to be the two player game mode (play) in step 4, and the program proceeds to step 5b. In step 5b, a menu display is given such as shown in Fig. 11 and selection of menu is done. The subroutine program in this case is done in accordance with the program shown in Fig.
8, in the same manner-as in the one-player game mode. In this case, setting of the virus level and setting of initial speed of the first player is the same as those in 36 the one-player game mode.
Meanwhile, setting of the virus level and setting of the initial speed of the second player are done in steps to 24 and in steps 29 to 33. Since these operations are the same as those of the first player except that the register R2 is used instead of the register RI for storing the level setting value and that a register R6 is used instead of the register R5 for storing the initial speed setting value, the detailed description thereof is not 10 repeated.
As described above, in the present embodiment, when two players play the game in competition, the virus level and the initial speed can be separately set for the first S. and second players, the player can be handicapped with 15 respect to the virus level and the initial speed, by setting the degree of difficulty separately, corresponding to the difference in skill or technique. Therefore, when two players compete, there will be less overwhelming .i victory but more close games.
The game process subroutine in the two-player game mode includes game processes for the first player in step 6b and game processes for the second player in step 6c.
The displays on the screen during the game processes are as shown in Figs. 11 and More specifically, the game process subroutine of Figs. 9A and 37 5* 4 9B described above are repeated twice for each player.
However, the register or the buffer memory for updating the data are changed to ones corresponding to the second player in the game process for the second player, and flags and counters are also changed to ones corresponding to the second player. Therefore, operations described with respect to the one-player game mode are omitted as much as possible. In the following, operations inherent to the two players game mode, that is, attacking operation will be described in detail. However, two objects displaying areas are provided for the two players as shown in Fig. 11, so that one player can adapt appropriate tactics in consideration of the state of the game of the counter player.
In step 50 of the above described continuously aligned state determining subroutine, when it is determined to be the two player game mode, the control proceeds to step 59 of Fig. 9B. In step 59, whether or not two or more lines of the viruses and/or capsules are erased corresponding to throwing of one capsule, based on the data stored in the attack registers R9 to R12 or R13 to R16 is determined. If two or more lines of viruses and/or capsules have'been erased, logic indicating attacking is written to an attack flag of the player who has erased two or more lines (attack flag F3 when the game 5 @4 38 process subroutine of the first player is being executed, and attack flag F4 when the game process subroutine of the second player is being executed) in step 60. Meanwhile, if erasure of two or more lines of viruses and/or capsules is not detected in step 59, attack on the counter player is not carried out. Therefore, the flow skips step 60 and proceeds to step 61. In step 61, whether or not logic "1" is set in the attack flag of the counter player is checked. If logic is set in the attack flag of the 10 counter player (the attack flag F4 when the game process 6subroutine for the first player is being executed, and the *6@a attack flag F3 when the game process subroutine for the second player is being executed) the flow proceeds to step 62 in which data representing an attack capsule (for 15 example, a capsule whose size is one half that shown in Fig. 3 and having the same color as color code stored in *4e the attack register of the counter player) are written to an address corresponding to the uppermost portion of a .line in the player's own buffer memory 141 or 142. In the next step 63, an attack capsule is displayed on the uppermost portion of the object displaying area of the players own side. The number of attack capsules displayed at this time is determined corresponding to the number of lines of the capsules and/or viruses which have been erased on the side of the counter player. For example, 39 *0 a 9900 6.9 0 a. *r 0 0S 0 when two lines have been erased, one attack capsule appears, when three lines have been erased, two attack capsules appear, and when four lines have been erased, four attack capsules appear. Thereafter, the flow returns to step 55 and the operations in the steps 56 to 58 and 49 to 55 are carried out. Therefore, the attack capsules are displayed as falling.
The player who is being attacked cannot move the attack capsules falling in the corresponding object displaying area in neither left nor right direction.
Therefore, the attacking capsule may prevent formation of the continuously aligned state, or conversely, the attack capsule may help formation of the continuously aligned state accidentally. Therefore, the player being attacked 15 can play the game assisted or obstructed by accidental factors. A player who is attacking can enjoy the game, because he can force the counter player to change his tactics and to develop the game advantageously.
If it is determined in step 61 that logic is not 20 set in the attack flag of the counter player, the program returns to step 42 and a next capsule is thrown.
The above described game process subroutine is carried out for the first player and for the second player successively. If the game of the first or second player is completed, the program returns to the main routine, and 0* p a
S.
a .a a 6o 40 in step 8, whether the first or second player has won three games is determined. If neither of the first and second players has won three times, a mark representing the number of winning is displayed on the winner side, and the flow returns to step 6a. Meanwhile, if it is determined that the first or the second player has won three times, the program returns to step 5 in which the menu is displayed again, and the game is started.
In the above described embodiment, a color television receiver was used as the display means. However, the present invention may be applied to a portable game apparatus with a dot matrix liquid crystal display (for example, a game apparatus commercially available under the oooo commercial name of "game boy" manufactured and sold by the 15 applicant of the present invention). An embodiment of the present invention applied to a portable game apparatus having liquid crystal display will be described in the following.
In a game apparatus with a liquid crystal display, 20 only black and white display can be provided by the display means, so that the types of capsules and viruses are displayed by density. Therefore, density codes are written in registers R22. R23, R27 and R28 shown in Fig.
4. The flow chart of the operation program is the same as that of the TV game machine if the operation mode is one- 41 player game mode. As a game process for the two player game mode, process shown in Fig. 9C is carried out in place of the process shown in Fig. 9B. The reason for this is that the display screen of the portable game apparatus is too small to give displays for two players in one machine, and therefore two game apparatuses are connected by a communication cable (not shown) so as to transfer data of game apparatuses to each other.
In step 59a, whether or not two or more lines of viruses and/or capsules have been erased by one thrown capsule is determined, based on the data stored in the attack registers R9 to R12 or R13 to R16. If it is determined that two or more lines of viruses and/or capsules have been erased, logic representing 15 attacking is written in the attack flag of the player's side in step 60a (namely, the attack flag F3 when the game process subroutine for the first player is being carried out, and the attack flag F4 when the game process subroutine for the second player is being carried out).
In step 60a, data of the attack flag F3 and F4 are transferred to the portable game apparatuses of the players to each other through the communication cable, after the completion of the step 60a, and the flow proceeds to step 61a. If it is not determined in step 59a that two or more lines of viruses and/or capsules have n 42
C.
C
C
C C
C.
C been erased, no attack is delivered on the counter player, so that the program skips the step 60a and directly proceeds to the step 61a. In step 61a, whether or not logic has been set in the attack flag of the counter player is determined, by communication. At this time, if logic is set in the attack flag of the counter player (the attack flag F4 when the game process subroutine for the first player is being carried out, anrid the attack flag F3 when the game process subroutine for the second player is being carried out), the program proceeds to step 62a.
In step 62a, data of the attack register of the counter player is transferred by communication to the player's own attack register. Consequently, data representing an attack capsule (for example, a capsule whose size is one 15 half of the capsule of Fig. 3 and having the same density as the density code transferred from the attack register of the counter player to his own attack register) are written to an address corresponding to the uppermost portion of a certain line of the players own buffer memory 141 or 142. In the next step 63a, an attack capsule is displayed on the uppermost portion of the object displaying area. The number of attack capsules displayed at this time is determined corresponding to the number of lines of the erased capsules and/or viruses of the counter player side. Then, the program returns to step 55 to make 43 the attack capsule fall.
Meanwhile, in step 61a, if it is dGermined that logic is not set in the attack flag of the counter player, the program proceeds to step 64. In step 64, whether or not the virus level set in the game apparatus of the counter player is at least five is determined. If the set virus level is five or more, it is determined whether the number of remaining viruses of the counter player has become 1/4, 1/8 or 1/16 of the initially set number. If one of this condition is satisfied, the speed of BGM (Background Music) or effect sound is increased in step 66, so as to let the player know the state of the game of the counter player. The state of the game of the counter player is informed by the music, since the state 15 of the game of the counter player cannot be monitored, as the screen of the portable game apparatus is too narrow to give display of the game of two players. In step 67, whether or not two or more lines of continuously aligned capsules and/or viruses have generated for one throwing of 20 a capsule is determined. If there are two or more lines of continuously aligned viruses and/or capsules, an effect sound is generated in step 68, so as to tell that there will be an attack on the counter player. Then the program returns to step 42.
Although the number of viruses is changed dependent 44 on the set virus level, the number of stacks of the viruses may be changed depended on the set virus level.
The closer the display line of the uppermost stage of the viruses come to the uppermost portion of the object displaying area, it becomes more difficult to position the thrown capsule, so that the degree of difficulty increases.
As described above, according to the present invention, a novel apparatus including various and many accidental factors, abound in variety and attractive to users can be realized. In addition, setting of difficulty can be variously realized, and by setting the difficulty variously, interests to the player can be varied.
Further, in the two-players game mode, degree of difficulty in two different factors can be independently set for each player, so that the players can be handicapped dependent on their skill, and the handicap can be varied. Therefore, each player can enjoy close competition irrespective of the difference in skill.
Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.

Claims (4)

1. A video game process for a game apparatus which includes a display hiaving an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects, each different type of first and second object having distinguishing display characteristics, processing means for executing a game program to play a game, and operating means for allowing a player to interactively manipulate objects in the object display area, wherein the processing means changes the display status based on command signals from the operating means and on data generated automatically and independently from operation 15 of the operating means, and a memory cartridge detachable from said processing means and including said game program, said process comprising: processing data for intermittently displaying first objects of arbitrary types during the game; 20 processing data for displaying second objects of arbitrary types at arbitrary positions in the object display area; detecting a stacked state when at least a portion of a first object moving across the object display area stops moving upon contact with a stationary object; detecting whether at least a prescribed number of 930421 .p:\opar\db.nlntandl 46 the objects of a certain type are continuously aligned; erasing display of objects detected as continuously aligned.
2. A process according to claim 1, including displaying second objects of arbitrary types at arbitrary positions in the object display area based on second object data read, displaying at least one first object of an arbitrary type as moving at a prescribed speed from an upper portion of the object display area based on first object data read, changing the display of the moving first object based on an operation of the operating means, and stopping movement of the first object in response to a detection of said stacked state.
3. A process according to claim 1 or 2 wherein a distinguishing type characteristic of the first and 0 second objects is color, and the first object data includes color data for 20 designating color for first objects, the second object data includes color data for designating color for second objects, and said process includes displaying the first and second objects with at least one color corresponding to the color data.
950529. p \opor\db. 37067. 93.46 47 4. A process according to claim 3 wherein the first object data includes character data for displaying a character of a first shape, the second object data includes character data for displaying a character of a second shape, and said process includes displaying the first and second objects as different shapes and first and second objects of the same type in the same color. 5. A process according to claim 1 or 2 wherein a distinguishing type characteristic of the first and second objects is image density, and the first object data includes density data for designating densities corresponding to first object 15 types, the second object data includes density data for designating densities corresponding to second object types, and said process includes displaying first and second 20 objects having densities corresponding to the density data. 6. A process according to claim 5 wherein the first object data includes character data for displaying an object having a first shape, the second object data includes character data for 930421.p, \opor\db.ninstndl .div.47 48 displaying an object having a second shape, and said process includes displaying first and second objects as different shapes and first and second objects of the same type with the same density. 7. A process according to any one of the preceding claims, further comprising: detecting a cleared state of the object display area when all second objects are erased; detecting a failure state when displayed first objects reach an uppermost portion of the object display area; and halting readout of data for first objects when either the cleared state or the failure state is 15 detected. 8. A process according to any one of the preceding claims wherein the continuously aligned state detecting step 20 includes detecting whether any of first objects or first S. and second objects of a certain type displayed in the object displaying area are continuously aligned in at least one direction. 9. A game program cartridge for use in playing a game and attachable to a game apparatus which includes a 950529.p: \opr\dbw.37067. 93.4 49 display having an object display area defined by a predetermined shape for displaying a plurality of different types of first and second objects, each different type of first and second object having distinguishing display characteristics, and operating means for allowing a player to interactively manipulate objects in the object display area, wherein the display status changes based on command signals from the operating means and on data generated automatically and independently from operation of the operating means, the game program cartridge comprising: first object data for use in intermittently displaying first objects of arbitrary types during the game; second object data for use in displaying second objects of arbitrary types at arbitrary positions in the object display area; a stacked state detecting program for detecting when at least a portion of a first object moving across the 20 object display area stops moving upon contact with a stationary object; a continuously aligned state detecting program for detecting whether at least a prescribed number of the ojects of a certain type are continuously aligned; and a display control program for erasing display of objects detected as continuously aligned. 930421.pz\opor\dM.nLntOfdl .div.49 50 A cartridge according to claim 9 wherein the display control program includes program code for displaying second objects of arbitrary types at arbitrary positions in the object display area based on data read from second object data storing means for the second object data, displaying at least one first object of an arbitrary type as moving at a prescribed speed from an upper portion of the object display area based on data read from first object data storing means for the first object data, changing the display of the moving first object based on an operation of the operating means, and stopping movement of the first object in response to a detection of a stacked state according to the stacked state detecting program. 11. A cartridge according to claim 9 or 10 wherein a distinguishing type characteristic of the first and S" second objects is color, and the first object data includes color data for 20 designating color for first objects, the second object data includes color data for designating color for second objects, and the cartridge includes a program for displaying the 0 first and second objects with at least one color corresponding to the color data. 950529.p: \oper\db. 37067 .93.50 51 12. A cartridge according to claim 11 wherein the first object data includes character data for displaying a character of a first shape, the second object data includes character data for displaying a character of a second shape, and the cartridge includes a program for displaying first and second objects as different shapes and first and second objects of the same type in the same color. 13. A cartridge according to claim 9 or 10 wherein a distinguishing type characteristic of the first and second objects is image density, and the first object data includes density data for designating densities corresponding to first object 15 types, the second object data includes density data for designating densities corresponding to second object types, and the cartridge includes a program for displaying 20 first and second objects having densities corresponding to the density data. 14. A cartridge according to claim 13 wherein the first object data includes character data for displaying an object having a first shape, the second object data includes character data for 950529p:\oper\diw.37067. 95.51 52 displaying an object having a second shape, and the cartridge includes a program for displaying first and second objects as different shapes and first and second objects of the same type with the same density. A cartridge according to any one of claims 9 to 14, further comprising: a display clear detecting program for detecting a cleared state of the object display area when all second objects are erased; a failure detecting program for detecting a failure state when displayed first objects reach an uppermost portion of the object display area; and 15 a program for halting readout of data for the first objects when either the cleared state or the failure o *state is detected. S: 16. A cartridge according to any one of claims 9 to 20 wherein S* the continuously aligned state detecting program includes a program for detecting whether any of first objects or first and second objects of a certain type displayed in the object displaying area are continuously aligned in at least one direction. 9S0529.pl\oper\db. 37067.93.52 53 17. A memory cartridge detachably attached to a game apparatus including a processing apparatus, displaying an object on display means having an object displaying area capable of displaying a plurality of first objects and/or second objects (having a plurality of corresponding types prepared) in vertical and lateral directions, and changing state of display of said display means based on an operation of an operating means by a player and based on data generated automatically and irregularly independent from the operation of the player, comprising: first object data 'tor-_g means for storing data for intermittently displaying the first object of an arbitrary type, during the game; second object data storing means for storing data S. 15 for displaying the second object of an arbitrary type at an arbitrary position of the display area of said display oo S* means; first program storing means for storing a stacked state detecting program for detecting at least a portion of said first object which is falling is seemingly stacked on said second object and/or a first object which has fallen and has been displayed fixedly; second program storing means for storing display control program for displaying a second object of an arbitrary type at an arbitrary position of said object displaying area based on data read from said second S' 950529.p:\opr\dw.37067.93.53 "-M 54 object data storing means, displaying a first object of an arbitrary ty;)e to fall at a prescribed speed from an upper portion oi said object displaying area based on data read from said first object data storing means, changing position of display of the falling first object based on an operation of said operating means, and for stopping falling of the first object in response to a detection of the stacked state based on said stacked state detecting program; and third program storing means for storing continuously aligned state detecting program for detecting, after the stacked state has been detected by said stacked state detecting program, at least a prescribed number of the first objects and/or second objects of a certain type so 15 displayed on said object displaying area being continuously aligned in a direction, the number of the objects being smaller than the maximum number which can be displayed; wherein the processing means included in said game apparatus G 20 serves to display the second object based on said display control program and on data read from said second object data storing means, g change state of display of the first object based on said display control program and on the data read from S said first object data storing means, 950529.p2\opr\dbw.37?O6. 93.54 55 detect the falling first object being seemingly stacked on the second object and/or a first object which is fixedly displayed, based on said stacked state detecting program, and erase display of at least a prescribed number of the first objects and/or second objects of a certain type continuously aligned, when said continuously aligned state is detected based on said display control program, and to display a first object, which has been supported so as not to fall by the erased first objects and/or the second objects only to fall successively. 18. A memory cartridge according to claim 17, wherein said display means provided in association with said 15 game apparatus includes a color display apparatus, distinguished by color, said first object data storing means stores color ."data for designating color, S. 20 said second object data storing means stores color data for designating color corresponding to the types of *the second objects to be displayed and coordinate data .i indicating position of display of each of the second objects, and said second program storing means stores a program for displaying the second object having a color 9 5052 9 \oyr\dbw.37O67.91.55 56 corresponding to the color data at a position corresponding to the coordinate data, based on the data read from said second object data storing means. 19. A memory cartridge according to claim 18, wherein said first object data storing means stores character data for displaying a character of a first shape, said second object data storing means stores character data for displaying a character of a second shape, and said second program storing means stores a program for displaying said first object and said second object in different shapes, and for displaying the first object *e 15 and the second object of the same type in the same color. .typ. 20. A memory cartridge first according to claim 17, whereints are S said displaying means provided in association with said game apparatus includes a black and white displaying 0. 20 apparatus, types of said first and second objects are distinguished by density, said first object data storing means stores density C data for designating density, said second object data storing means stores density data for designating density corresponding to the types 9 5 0 5 2 9 \opr\dbw.37067.93.56 57 of the second objects to be displayed and coordinate data indicating position of display of each of the second objects, said second program storing means stores a program for displaying the second object having the density corresponding to the density data at a position corresponding to the coordinate data, based on the data read from said second object data storing means. 21. A memory cartridge according to claim 20, wherein said first object data storing means stores character data for displaying a character of a first shape, said second object data storing means stores 15 character data for displaying a character of a second shape, and S.. said second program storing means stores a program for displaying said first object and said second object S: in different shapes and for displaying the first object S S 20 and the second object of the same type in same density. S5 5* 22. A memory cartridge according to claim 17, further S S• comprising fourth program storing means storing a display clear detecting program for detecting a display cleared state based on the fact that the second objects are all erased, 5052 p\o 3707.93.57 >950529.p: \oper\dbu.70O67.93.57 58 fifth program storing means for storing a failure detecting program detecting a failure state based on the fact that position of display of said first object displayed in said object displaying area has reached the uppermost portion, and sixth program storing means for storing a game stopping program for stopping reading of data from said first object data storing means, when said display cleared state or said failure state is detected based on said display clear detecting program or said failure detecting program, by said processing means. 23. A memory cartridge according to claim 17, wherein said continuously aligned state detecting program 15 stored in said third program storing means includes a program for detecting the first objects and/or the second objects of a certain type displayed in said object displaying area being continuously aligned in at least U one of first and second directions. 24. A video game process substantially as hereinbefore described with reference to the accompanying drawings. 25. A game program cartridge substantially as hereinbefore described with reference to the accompanying drawings. ,950529.p: \oper\db.. 37067.93.SB 59 26. A memory cartridge substantially as hereinbefore described with reference to the accompanying drawings. DATED this 29th day of May, 1995 NINTENDO CO., LTD. By its Patent Attorneys DAVIES COLLISON CAVE 044 4 4*4 4 *e 4~ 4.
4 4 C 4 44 4 9 5 0 5 29.p! \oper\dbw.3706i7. 93.59 ABSTRACT A video game process and cartridge for a video game where a player sets degree of difficulty of the game at the start of the game, and a number of second objects of a plurality of types preventing the progress of the game (for example, characters having the shapes of viruses) are displayed on a display apparatus the number of which corresponds to the set degree of difficulty. Thereafter, when first objects (for example characters having shapes of capsules) generated based on random number data stored in a ROM (22) are displayed to fall, coordinate positions of the first objects are changed by the player operating a controller (15a or 15b). When a prescribed number of the first objects and/or second objects of the same type are detected to be continuously aligned in a vertical or lateral direction, the first objects and/or second objects of the continuously aligned state are erased. If there is a first object which has been supported only by the erased first objects and/or second objects, the first object is also displayed to fall. When the second object's displayed on the display means (30) are all erased, it is determined that the game is cleared. 3O3421 .p:\opr\db.nintmndl.div.6O
AU37067/93A 1990-06-22 1993-04-22 A video game process and a game cartridge Expired AU661569B2 (en)

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CA2045072A1 (en) 1991-12-23
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FR2663767A1 (en) 1991-12-27
GB2245186A (en) 1992-01-02
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AU646258B2 (en) 1994-02-17
GB2245186B (en) 1994-06-08
GB9113518D0 (en) 1991-08-07
DE4120556A1 (en) 1992-01-09
AU3706793A (en) 1993-07-15
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KR0126463B1 (en) 1997-12-24
AU7844591A (en) 1992-01-02

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