US20020098890A1 - Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations - Google Patents

Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations Download PDF

Info

Publication number
US20020098890A1
US20020098890A1 US09/817,338 US81733801A US2002098890A1 US 20020098890 A1 US20020098890 A1 US 20020098890A1 US 81733801 A US81733801 A US 81733801A US 2002098890 A1 US2002098890 A1 US 2002098890A1
Authority
US
United States
Prior art keywords
character
another
another character
predetermined relation
computer
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US09/817,338
Other languages
English (en)
Inventor
Hironobu Sakaguchi
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Square Enix Co Ltd
Original Assignee
Square Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Square Co Ltd filed Critical Square Co Ltd
Assigned to SQUARE CO., LTD. reassignment SQUARE CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SAKAGUCHI, HIRONOBU
Publication of US20020098890A1 publication Critical patent/US20020098890A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • A63F13/12
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/307Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
    • 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
    • A63F2300/40Features 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 platform network
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/80Features 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
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to a video game system and its control method, a video game device and its control method, and a program of a video game and a computer-readable recording medium recorded with the program, and, more particularly, to a network video game for allowing a plurality of players to participate therein via a network.
  • each player may desire to acquire information for judging whether or not another player's character is hostile to or friendly with a player's own character. If the player recognizes that another player's character displayed on the screen has attacked the player's own character in the past, for example, the player can be prepared for attack from the character. On the contrary, if the player recognizes that the other player's character is an acquaintance, the player can ask for cooperation from the other player.
  • the judgment factor for determining the hostility or friendliness, another character is usually the name of the character.
  • the invention provides a video game system for allowing a player to easily grasp the relation between a character manipulated by the player and a character manipulated by another player, and a control method for the system, a video game device and a control method for the device, and a video game program and a computer-readable recording medium recorded with the program.
  • a video game for allowing individual characters of a group of players to act in a common virtual space.
  • a computer capable of being connected with a server via a network, decides whether or not a player's own character, which is manipulated by the computer, and another character manipulated by another computer connected with the server via the network, are in a predetermined relationship, and displays the another character in a display mode according to the predetermined relation when it is determined that the own character and the another character are in the predetermined relation.
  • the “displaying another character” includes not only displaying an image (e.g., an image showing the appearance of another character, or a marker or an indicator in a radar map) showing another character, but also includes displaying an object (e.g., an icon corresponding to another character, or a cursor adjusted to another character) accompanying another character.
  • an image e.g., an image showing the appearance of another character, or a marker or an indicator in a radar map
  • an object e.g., an icon corresponding to another character, or a cursor adjusted to another character
  • the display mode of another character is changed according to the relation between the player's own character and another character. Therefore, the player may easily understand the relationship between another character and the player's own character, by determining the way another character is displayed.
  • FIG. 1 is a block diagram showing a construction of a video game device according to an embodiment of the present invention
  • FIG. 2A is a top plan view showing a keypad, and FIG. 2B is a back elevation showing the key pad;
  • FIG. 3 is a diagram showing one example of a game system utilizing a network
  • FIG. 4 is a flow chart showing a procedure for controlling the game device
  • FIG. 5 is a diagram showing one example of a display screen
  • FIG. 6 is a flow chart showing procedures to be executed in the game device and a game server
  • FIG. 7 is a diagram showing another example of the display screen
  • FIG. 8 is a flow chart showing a procedure to be executed in the game device
  • FIG. 9 is a flow chart showing another procedure to be executed in the game device.
  • FIG. 10 is a flow chart showing a procedure to be executed in the game device according to a second embodiment
  • FIG. 11A to FIG. 11D are diagrams showing examples of the display screen according to the second embodiment
  • FIG. 12 is a diagram showing an example of the display screen according to a third embodiment
  • FIG. 13 is a flow chart showing a procedure to be executed in the game device according to the third embodiment.
  • FIG. 14 is a diagram showing an example of the display screen according to a fourth embodiment.
  • FIG. 15 is a flow chart showing a procedure to be executed in the game device according to the fourth embodiment.
  • FIG. 1 is a block diagram showing a video game device according to this embodiment.
  • a video game device 1 is provided, for example, with a control unit 2 for controlling the video game device 1 , and an input unit (e.g., a keypad) 3 and an output unit (e.g., a TV set) 6 connected with the control unit 2 .
  • the game unit 1 is provided with a memory card 5 for storing game data such as proceeding data of a game or environment setting data.
  • the control unit 2 is a computer.
  • the control unit 2 is exemplified by a home game machine but should not be limited thereto.
  • the control unit 2 is equipped, in the present example, with a main control unit 11 , a RAM (Random Access Memory) 12 , an interface unit 13 , a sound processing unit 14 , a graphic processing unit 15 , a CD-ROM drive 16 , a communication interface 17 , an HDD (Hard Disk Drive) 18 , and a bus 19 connecting those components with one another.
  • the CD-ROM drive 16 can be loaded with a CD-ROM (Compact Disk Read Only Memory) 4 or a recording medium which is stored with a program for processing the later-described game, image data, sound data and so on.
  • the main control unit 11 is a circuit including a CPU (Central Processing Unit), a ROM (Read Only Memory), of which the CPU controls the individual portions of the control unit 2 in accordance with the program stored in the RAM 12 (or the ROM, as the case may be).
  • the ROM is stored with a basic program such as the boot program or the OS (Operating System) of the control unit 2 .
  • the main control unit 11 is equipped with an oscillator or timer counter (neither shown) and measures time by generating clock signals on the basis of the timing signals outputted for predetermined periods from the oscillator and by counting the clock signals with the timer counter.
  • the RAM 12 is a main storage unit to be used for the CPU of the main control unit 11 to execute the program, and is stored with a program to be executed by the CPU and data needed for executions.
  • the RAM 12 is also used as a work area at the program executing time.
  • the interface unit 13 is so constructed as to detachably connect to the input unit 3 and the memory card 5 .
  • This interface unit 13 controls data transfers between the individual units (mainly, the main control unit 11 ) connected via the bus 19 and the input unit 3 or the memory card 5 .
  • the sound processing unit 14 is a circuit for processing or regenerating the voice data such as the BGM (Back Ground Music) or sound effects of the game. In accordance with instructions from the main control unit 11 and on the basis of the data stored in the RAM 12 , this sound processing unit 14 generates and feeds voice signals to the output unit 6 .
  • the graphic processing unit 15 is equipped with a frame buffer (not-shown) for drawing an image thereon, in response to the instructions from the main control unit 11 .
  • the graphic processing unit 15 generates and feeds graphic signals to the output unit 6 by adding predetermined synchronizing signals to the image data drawn on the frame buffer.
  • the CD-ROM drive 16 is a reader for reading the data which are stored in the CD-ROM 4 or the recording medium.
  • the game unit 1 uses the game controls, later-described, by instructing the control unit 2 to execute the controls according to the game program recorded in the CD-ROM 4 .
  • the communication interface 17 is a circuit for communication controls at the time of exchanging the various data with another unit on a network 100 and is connected, if necessary, with the network 100 via a communication line 99 .
  • the communication interface 17 controls the information (e.g., the program or the data) transfers between the control unit 2 and the communication network 100 .
  • the HDD 18 can be stored with the game program and the data, which are downloaded from the external communication network 100 via the communication interface 17 and the communication line 99 .
  • the HDD 18 is an auxiliary storage unit which is used for the CPU of the main control unit 11 to execute the program.
  • the HDD 18 can be stored with various data and program such as the information downloaded by using the communication interface 17 or the information read out from the CD-ROM 4 .
  • the CD-ROM 4 is stored with the game software.
  • This game software contains not only the game program for causing the main control unit to perform the processing necessary for executing the computer game but also the necessary data.
  • These game programs contain programs for instructing the game unit 1 to execute a method according to this embodiment.
  • the game software stored in the CD-ROM 4 can be read out by activating the CD-ROM drive 16 .
  • the game unit 1 can also store the game software in the HDD 18 .
  • This game software can be pre-installed in the HDD 18 , installed from the CD-ROM 4 or downloaded from another unit on the communication network 100 , as described hereinbefore.
  • the input unit 3 is equipped with a group of manipulation tools which are manipulated by the player to input the various instructions on the game to the control unit 2 .
  • the input unit 3 transmits command signals according to the manipulation tools, to the control unit 2 through the interface unit 13 .
  • a keypad 30 which generally belongs to a home game machine.
  • FIG. 2A is a top plan view showing a keypad
  • FIG. 2B is a back elevation showing the keypad.
  • the keypad 30 is equipped with a cross key 31 for inputting directional designations and manipulation keys (i.e., a ⁇ button 32 , a ⁇ button 33 , a ⁇ button 34 , a X button 35 , a start button 36 and a select button 42 ) as the manipulation tools.
  • the keypad 30 is further equipped with a joystick 37 as the manipulation tool.
  • FIG. 1 is a top plan view showing a keypad
  • FIG. 2B is a back elevation showing the keypad.
  • the keypad 30 is equipped with a cross key 31 for inputting directional designations and manipulation keys (i.e., a ⁇ button 32 , a ⁇ button 33 , a ⁇ button 34 , a X button 35 , a start button 36 and a select button 42 ) as the manipulation tools.
  • the keypad 30 is further equipped with
  • the keypad is also equipped on its back with a group of manipulation keys (i.e., an R 1 button 38 , an R 2 button 39 , an L 1 button 40 and an L 2 button 41 ) as the manipulation tools.
  • the keypad 30 has a vibration function.
  • a motor is included, which is activated in response to a predetermined control signal from the control unit 2 so that it can vibrate the entire keypad 30 .
  • the memory card 5 is an auxiliary storage unit which is constructed of a flash memory controlled by the control unit 2 to store the game data.
  • the write of the data in the memory card and the read of the data from the memory card 5 are controlled by the main control unit 11 through the interface unit 13 .
  • the output unit 6 displays the game image and outputs the voice.
  • a television (TV) set is prepared as the output unit 6 .
  • This TV set is provided with an image displaying display screen 61 and a voice outputting speaker 62 .
  • the TV set displays the image in the display screen 61 in response to the video signals from the graphic processing unit 15 , and outputs the voice from the speaker 62 in response to the sound signals from the sound processing unit 14 . Therefore, the TV set functions as both the display unit and the voice output unit.
  • the main control unit 11 controls the actions of the control unit 2 on the basis of the basic software stored in the ROM and the game software read from the CD-ROM 4 by the CD-ROM drive 16 and stored in the RAM 12 .
  • the main control unit 11 reads and transfers the graphic data from the CD-ROM 4 to the graphic processing unit 15 , and designates the graphic processing unit 15 to generate the image.
  • the graphic processing unit 15 generates video signals by using the graphic data. These video signals are transmitted to the output unit 6 . As a result, the image is displayed on the display screen of the output unit 6 .
  • FIG. 3 is a schematic diagram showing a construction of the online game system for servicing a video game of the network corresponding type.
  • video game devices 1 a, 1 b , . . . , and so on, having the configuration shown in FIG. 1 are connected with a server group 102 via the internet 100 .
  • each video game device 1 is connected with any of the servers in the server group 102 so that it becomes a client of that server.
  • the server group 102 contains: an authentication server group 111 for account administrations for user authentication; a contents server group 112 for providing interfaces between the game unit 1 and other server groups and for providing perusal services of contents such as voices or animation; a message server group 113 for providing environments such as chats or messengers; a mail server group 114 for providing services of electronic mails; a profile server group 115 for administering profiles of users; and a game server group 116 for providing game environments.
  • These server groups 111 to 116 are connected with one another via a LAN 117 .
  • the game server group 116 contains a server with which the group of game units 1 are connected for the player to search for a partner with whom to play.
  • This server 116 provides a virtual lobby for the players to gather for communications, and may also be called the “lobby server”.
  • a screen indicating the virtual “lobby” is displayed in the output unit 6 .
  • On this lobby screen there are displayed the own player character and another player character which is connected with the lobby server. The player can “chat” to make interchanges with another player or to search a partner with whom to play the game.
  • the game unit 1 When the “game start” is selected from the menu displayed on the lobby screen, the game unit 1 is connected with any of the game servers in the game server 116 so that the game screen is displayed on the output unit 6 to start the game. On this game screen, there is displayed not only the player's own character, but also the character of the other players when there is another player to participate in the game.
  • FIG. 4 is a flow chart showing the log-in processing to connect the game unit 1 with the game server.
  • an ordinary game basic process is performed (at Step S 102 ) including the display of an initial screen (e.g., a maker's LOGO), the check of the memory card 5 , the display of the title screen and the loading of the data.
  • the initial menu is displayed (at Step S 104 ) on the output unit 6 .
  • the game unit 1 is connected (at Step S 108 ) with one server in the contents server group 112 via the internet 100 .
  • the player is authenticated (at Step S 110 ).
  • the authentication request screen is displayed on the output unit 6 .
  • the player inputs information necessary for the authentication in the authentication request screen displayed.
  • the input information is transmitted from the game unit 1 through the contents server 112 to the authentication server group 111 , in which the authentication is performed.
  • the service menu is displayed (at Step S 112 ) on the output unit 6 .
  • the game unit 1 is connected (at Step S 116 ) with the lobby server contained in the game server group 116 , and the lobby screen is displayed (at Step S 118 ) on the output unit 6 .
  • the “Game Start” is selected (at Step S 120 ) from the menu displayed in the lobby screen, the game unit 1 is connected (at Step S 122 ) with one game server in the game server group 116 , and the game screen is displayed (at Step S 124 ) on the output unit 6 .
  • the game is started.
  • FIG. 5 shows the initial game screen displayed at Step S 124 .
  • this initial game screen there is displayed a character 201 of the player, as arranged in the virtual space, together with the character name 202 .
  • the name 203 On the lefthand upper portion of the screen (as viewed in the Figure), the name 203 , the growth level 204 , the hit point (HP) 205 and the magic point (MP) 206 of the character 201 are displayed.
  • a radar map 207 On the lefthand lower portion of the screen, there is displayed a radar map 207 which is taken from a downward perspective of the space around the character 201 .
  • a marker 208 indicating the character 201 (shown here as an isosceles triangle).
  • the marker of the another character is also displayed in the radar map 207 .
  • the video game according to this embodiment is an action game in which the player controls and manipulates his/her own character (as will be called the “own character”) in the virtual space to do battles or otherwise engage with the non-player character or the character of another player.
  • the battle with another player character is not allowed when in default mode.
  • the player In order for the own character to attack another player character, the player has to change the battle mode through the menu displayed on the screen, from “ordinary mode” to “antipersonnel mode,” which provides for the attacking of another player.
  • the own character is in “safe zone” so that the own character is not displayed in the display unit, when the initial screen is displayed. Nor is the character of another player displayed on the initial screen. While the initial screen is being displayed, the player is enabled to prepare for battles by changing the equipment of the own character.
  • FIG. 6 is a flow chart showing a procedure to be executed by the game unit 1 (according to this embodiment) and the game server after the initial screen of FIG. 5 has been displayed.
  • This procedure is executed such that the control unit 2 of the game unit 1 executes the game program stored in the CD-ROM 4 , and such that the game server executes the dedicated program.
  • the game program and the necessary data are sequentially read from the CD-ROM 4 in accordance with the progress of the procedure, and are transferred to the RAM 12 . In the following description, however, the detailed description may be omitted regarding the read from the CD-ROM 4 and on the transfer to the RAM 12 .
  • the game unit 1 transmits the appearance position data of the own character to the game server (at Step S 204 ).
  • This game server receives and stores the appearance position data as the prevailing position data of the character in the storage unit (at Step S 205 ).
  • the position data are transmitted, if necessary, to the game unit of another player, as connected with the game server.
  • the game unit 1 requests the game server for the information on another character to be displayed on the screen 61 of the output unit 6 (at Step S 206 ).
  • the game server uses, when it receives that demand (at Step S 207 ), the position data of the own character and another character, as stored in the game server, to specify another character positioned within the display range of the game unit 1 in the virtual space, and transmits the information on another character to the game unit 1 (at Step S 208 ).
  • This information is necessary for displaying another character and contains: the identifier (ID) and the name data of another character; the position data of another character; and the display designation data for designating components of the display elements stored in the CD-ROM 4 as are necessary for displaying another character.
  • the game unit 1 displays another character (at Step S 210 ) by using the character information and the display elements stored in the CD-ROM 4 .
  • FIG. 7 shows one example of the screen on which the own character 201 and another character 210 are displayed. Not only are the image and the name 211 indicating the another character displayed, but also a marker 212 indicating the another character 210 is displayed on the radar map 207 . The detail of the display of another character will be made hereinafter.
  • the game unit 1 then receives an input from the player (at Step S 212 ). If the instruction from the player is inputted (at Step S 212 : YES route), the procedure according to the input is executed (at Step S 214 ). It is then decided (at Step S 216 ) whether or not the game is to end. If the predetermined game ending condition is satisfied (at Step S 216 : YES route), the ending procedure is performed, including the loading of data and the display of the “game over” screen (at Step S 218 ). If the game ending condition is not satisfied (at Step S 216 : NO route), the routine returns to Step S 206 , and the procedures at and after Step S 206 are repeated.
  • the display mode of another character is different according to the relation between the own character and the another character so that the player may be able to grasp easily and promptly what relationship another character displayed on the screen has to the own character.
  • the character relations may be one kind or more in this embodiment.
  • the hostile relation is the character relation when the battle mode of another character is set to the antipersonnel mode.
  • the game unit 1 notifies the game server of the setting of the antipersonnel mode.
  • the game server turns ON the antipersonnel mode flag which is prepared for the character of the player.
  • the game server transmits this information to the game unit 1 , together with the name data of another character, that another character within the display range is in the antipersonnel mode. As a result, the game unit 1 can be informed that another character is in the antipersonnel mode.
  • the warning relation is the character relation when another character previously attacked the own character.
  • the game unit 1 adds, when the own character is attacked by another character, the ID of another character to the warning character file which is stored in the RAM 12 .
  • This warning character file is stored in the memory card 5 at the game ending step (at Step S 218 ) and is read in the RAM 12 from the memory card 5 when the initial screen (of FIG. 5) is displayed again.
  • the ignoring relation is the character relation when another character is registered as the character to be ignored by the player.
  • the player is enabled to register the character of the player to be ignored as the “ignoring character,” by selecting and inputting a command from the menu displayed in the screen.
  • the ID and name of another character are added to the ignoring character file stored in the RAM 12 .
  • the speech of another character having the ID is not displayed on the screen.
  • This ignoring character file is stored in the memory card 5 at the game ending procedure (at Step S 218 ), and is read in the RAM 12 from the memory card 5 when the initial screen (of FIG. 5) is displayed again.
  • the player is enabled to retrieve a list of the names of the ignoring characters registered, by selecting and inputting the command from the menu displayed in the screen.
  • the friendly relation is the character relation at the time when another character is registered by the player as the friendly character.
  • the player is enabled to register the character of an intimate player as the friendly character by selecting and inputting the command from the menu displayed in the screen.
  • the ID and name of another character are added to the friendly character file stored in the RAM 12 .
  • This friendly character file is stored in the memory card 5 at the game ending procedure (at Step S 218 ) and is read in the RAM 12 from the memory card 5 when the initial screen (of FIG. 5) is displayed again.
  • the player is enabled to retrieve a list of the names of the friendly characters registered, by selecting and inputting the command from the menu displayed in the screen.
  • FIG. 8 is a flow chart showing the detail of the display procedure (of Step S 210 ) of another character to be executed by the game unit 1 for realizing the aforementioned characteristics. This procedure is practiced such that the game program stored in the CD-ROM 4 is executed by the control unit 2 .
  • Step S 300 it is sequentially decided (at Step S 300 ) whether or not the relations between the own character and another character belong to the aforementioned four relations.
  • FIG. 9 is a flow chart showing the detail of this character relation deciding procedure.
  • the four flags, as made in the RAM 12 to correspond to the four relations, respectively, are initialized and turned OFF (at Step S 302 ). These flags are made in the RAM 12 when the information of another character is initially received from the game server, and are stored together with the information on another character.
  • Step S 304 it is decided (at Step S 304 ) whether or not the own character and another character are in the hostile relation.
  • the game unit 1 decides, when it receives such information from the game server (at Step S 209 ), that another character is in the hostile mode, that the own character and another character are in the hostile relation (at Step S 304 : YES route), and turns ON the corresponding flag, i.e., the “Hostile Flag” (at Step S 306 ). If there are not received the information that another character is in the antipersonnel mode, on the other hand, it is decided (at Step S 304 : NO route) that the own character and another character are not in the hostile relation, and the hostile flag remains OFF.
  • Step S 308 it is decided (at Step S 308 ) whether or not the own character and another character are in the hostile relation.
  • the game unit 1 examines whether or not the ID of another character received from the game server is recorded in the aforementioned warning character file. If the ID of another character is determined from the warning character file, the game unit 1 decides (at Step S 308 : YES route) that the own character and another character are in the hostile relation, and turns ON the corresponding flag, i.e., the “Warning Flag” (at Step S 310 ). If the ID of another character is not determined from the warning character file, on the contrary, it is decided (at Step S 308 : NO route) that the own character and another character are not in the warning relation, and the warning flag remains OFF.
  • Step S 312 it is decided (at Step S 312 ) whether or not the own character and another character are in the ignoring relation.
  • the game unit 1 examines whether or not the ID of another character received from the game server is recorded in the aforementioned ignoring character file. If the ID of another character is determined from the ignoring character file, the game unit 1 decides (at Step S 312 : YES route) that the own character and another character are in the hostile relation, and turns ON the corresponding flag, i.e., the “Ignoring Flag” (at Step S 314 ). If the ID of another character is not discovered from the ignoring character file, on the contrary, it is decided (at Step S 312 : NO route) that the own character and another character are not in the ignoring relation, and the ignoring flag remains OFF.
  • Step S 316 it is decided (at Step S 316 ) whether or not the own character and another character are in the friendly relation.
  • the game unit 1 examines whether or not the ID of another character received from the game server is recorded in the aforementioned friendly character file. If the ID of another character is determined from the friendly character file, the game unit 1 decides (at Step S 316 : YES route) that the own character and another character are in the hostile relation, and turns ON the corresponding flag, i.e., the “Friendly Flag” (at Step S 318 ). If the ID of another character is not discovered from the friendly character file, on the contrary, it is decided (at Step S 316 : NO route) that the own character and another character are not in the friendly relation, and the friendly flag remains OFF.
  • Steps S 304 and S 306 , Steps S 308 and S 310 , Steps S 312 and S 314 , and Steps S 316 and S 318 can be arbitrarily changed in the orders.
  • the display color of the name of another character is determined (at Step S 400 ) according to the character relation indicated by the four relation flags.
  • the following flags are designated: red for the hostile relation; yellow for the warning relation; green for the ignoring relation; and blue for the friendly relation.
  • priorities are determined in Hostile>Warning>Ignoring>Friendly.
  • the character relations are multiple, that is, where several relation flags are ON, the display colors are determined according to those priorities.
  • the character relations are in the hostile relation and in the ignoring relation, that is, where both the hostile flag and the ignoring flag are ON, the red corresponding to the hostile relation is determined as the display color of the character name.
  • the character relation belongs to none of the relations, that is, where all the four relation flags are OFF, black is determined as the display color.
  • Step S 500 there are displayed (at Step S 500 ) on the screen 61 not only the image 210 and the marker 212 but also the name 211 of another character in the color, which is determined at Step S 400 .
  • the name of another character is displayed in the color according to the character relation.
  • the player can easily determine what relation another character has with respect to the player's own character, so that the player can quickly take the action according to the character relation.
  • FIG. 1 to FIG. 3 The configuration of a game device and a game system according to this embodiment are shown in FIG. 1 to FIG. 3.
  • This embodiment is different from the first embodiment only in the display procedure (i.e., Step S 210 of FIG. 6) of the another character.
  • the remaining points are similar to those of Embodiment 1 so that their overlapping description will be omitted.
  • an icon indicating the relation between the own character and another character is displayed together with the image of another character.
  • the character relations are the aforementioned four: “Hostile Relation”, “Warning Relation”, “Ignoring Relation” and “Friendly Relation”.
  • FIG. 10 is a flow chart showing a display procedure of another character according to this embodiment. This procedure is executed such that the control unit 2 of the game unit 1 executes the game program stored in the CD-ROM 4 .
  • the image 210 , the name 211 and the marker 212 of another character are displayed on the screen 61 .
  • the icon determined at Step S 401 is displayed over another character and on the left of the character name (at Step S 501 ). This icon moves together with another character when this another character moves.
  • Step S 350 NO route
  • the icon should not be displayed, and the image 210 and the name 211 of another character and the marker 212 (at Step S 450 ) are displayed on the screen 61 .
  • FIG. 11A to 11 D show display modes of another character, as corresponding to the individual character relations.
  • an icon 221 of FIG. 11 A indicates the hostile relation
  • an icon 222 of FIG. 11B shows the warning relation
  • an icon 223 of FIG. 11C indicates the ignoring relation
  • an icon 224 of FIG. 11D indicates the friendly relation.
  • the icon indicating the character relation is displayed in the vicinity of another character so that the player can easily determine what relation another character takes with respect to the player, in view of the icon, to thereby quickly take action according to the character relation.
  • FIG. 1 to FIG. 3 The configuration of a game device and a game system according to this embodiment are shown in FIG. 1 to FIG. 3.
  • This embodiment is different from the foregoing embodiments only in the display procedure (i.e., Step S 210 of FIG. 6) of the another character.
  • the remaining points are similar to those of the foregoing embodiments so that their overlapping description will be omitted.
  • FIG. 12 shows a display mode of another character in this embodiment.
  • a ring-shaped cursor 230 is displayed close to the feet of the appearance image 210 of another character, as designated by the player. This cursor 230 can be moved when the player manipulates the cross key 31 or the joystick 37 of the keypad 30 .
  • the color of the cursor 230 is different according to the relation between the own character and another character.
  • the character relations are the aforementioned four: “Hostile Relation”, “Warning Relation”, “Ignoring Relation” and “Friendly Relation”.
  • FIG. 13 is a flow chart showing a display procedure of another character according to this embodiment. This procedure is executed such that the control unit 2 of the game unit 1 executes the game program stored in the CD-ROM 4 .
  • the display color of the cursor 230 is determined (at Step S 402 ) according to the decided character relation.
  • the relation color designations are: red for the hostile relation; yellow for the warning relation; green for the ignoring relation; and blue for the friendly relation.
  • the display colors are determined according to the priorities of Hostile>Warning>Ignoring>Friendly. Where a character relation does not exist, white is the display color.
  • the determined display color is stored in the RAM 12 as to correspond to another character.
  • the image 210 and the name 211 of another character and the marker 212 are displayed on the screen 61 .
  • the cursor 230 is displayed in the color determined at Step S 402 .
  • the cursor according to another character is displayed in the color according to the character relation so that the player can easily determine what relation another character takes with respect to the player, on the basis of the color of the cursor, to thereby quickly take action according to the character relation.
  • the character relation is not displayed on another character for which the player has not adjusted the cursor, so that the load needed for the screen display by the game unit 1 can be lightened.
  • FIG. 1 to FIG. 3 The constructions of a game device and a game system according to this embodiment are shown in FIG. 1 to FIG. 3.
  • This embodiment is different from the foregoing embodiments only in the display procedure (i.e., Step S 210 of FIG. 6) of another character.
  • the remaining points are similar to those of the foregoing embodiments so that their overlapping description will be omitted.
  • FIG. 14 shows a display mode of another character in this embodiment.
  • the color of the marker 212 of another character, as displayed in the radar map 207 is different according to the relation between the own character and another character.
  • the character relations are the aforementioned four: “Hostile Relation”, “Warning Relation”, “Ignoring Relation” and “Friendly Relation”.
  • FIG. 15 is a flow chart showing a display procedure of another character according to this embodiment. This procedure is executed such that the control unit 2 of the game unit 1 executes the game program stored in the CD-ROM 4 .
  • the display color of the marker of another character on the radar map is determined (at Step S 403 ) according to the decided character relation.
  • relation color designations are: red for the hostile relation; yellow for the warning relation; green for the ignoring relation; and blue for the friendly relation.
  • the display colors are determined according to the priorities of Hostile>Warning>Ignoring>Friendly. Where a character relation does not exist, black is the display color.
  • the determined display color is stored in the RAM 12 as to correspond to another character.
  • the image 210 and the name 211 of another character are displayed on the screen 61 .
  • the marker 212 is displayed (at Step S 503 ) in the radar map 207 according to the color determined at Step S 401 .
  • the marker indicating another character is displayed in the color according to the character relation so that the player can easily grasp what relation another character takes with respect to the player, on the basis of the color of the marker to thereby quickly take an action according to the character relation.
  • the invention has been described in connection with the home game device, but the invention can also be applied to a general-purpose computer such as a personal computer or to an arcade game machine.
  • the output unit and the input unit are separated from the control unit, but the invention can be applied to a video game device in which the output unit, the input unit and the control unit are integrated.
  • the computer-readable recording medium for recording the game program and the data is exemplified by the CD-ROM.
  • the recording medium should not be limited to the CD-ROM but may be either: other computer-readable magnetic or optical recording media such as the DVD (Digital Versatile Disc) or the ROM card; or semiconductor memories.
  • the program or data for realizing the invention may be serviced by pre-installing them in the storage unit of the game machine or the computer.
  • the program or data for realizing the invention may be downloaded for use to the HDD 18 from another device on the network 100 which is connected via the communication line 99 by the communication interface 17 shown in FIG. 1.
  • the program or data may be recorded in the memory of another device on the communication line 99 so that they can be sequentially read, if necessary, for use in the RAM 12 via the communication line 99 .
  • the program and data for realizing the invention may be serviced as computer data signals superposed on carriers from another device on the network 100 .
  • the invention may be able to be realized such that the control unit 2 demands another device on the communication network 100 for the transmission of computer data signals from the communication interface 17 via the communication line 99 and receives and stores the transmitted computer data signals in the RAM 12 .
  • the another character is displayed in the display mode according to the relation between the player's own character manipulated by the player and another character manipulated by another player, so that the player is enabled to confirm the relations between the player's own character and another character by easily confirming the display on another character.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Processing Or Creating Images (AREA)
US09/817,338 2001-01-24 2001-03-27 Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations Abandoned US20020098890A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2001-16176 2001-01-24
JP2001016176A JP2002210235A (ja) 2001-01-24 2001-01-24 ビデオゲームシステムおよびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。

Publications (1)

Publication Number Publication Date
US20020098890A1 true US20020098890A1 (en) 2002-07-25

Family

ID=18882597

Family Applications (1)

Application Number Title Priority Date Filing Date
US09/817,338 Abandoned US20020098890A1 (en) 2001-01-24 2001-03-27 Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations

Country Status (2)

Country Link
US (1) US20020098890A1 (ja)
JP (1) JP2002210235A (ja)

Cited By (21)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050021159A1 (en) * 2003-07-18 2005-01-27 Yojiro Ogawa Network game system and network game processing method
US20050075885A1 (en) * 2003-09-25 2005-04-07 Danieli Damon V. Visual indication of current voice speaker
EP1611931A1 (en) * 2004-07-01 2006-01-04 Aruze Corp. Game system
US20060178758A1 (en) * 2005-02-08 2006-08-10 Israel Aircraft Industries Ltd. Training methods and systems
US20070087835A1 (en) * 2005-10-14 2007-04-19 Van Luchene Andrew S Video game methods and systems
US20070130150A1 (en) * 2005-11-18 2007-06-07 Microsoft Corporation Embedded gamer card across multiple devices and networks
US20070200713A1 (en) * 2006-02-24 2007-08-30 Weber Karon A Method and system for communicating with multiple users via a map over the internet
US20070270226A1 (en) * 2002-10-11 2007-11-22 York James R Squad command interface for console-based video game
US20080009352A1 (en) * 2006-07-06 2008-01-10 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Online video game control server and a method of controlling an online video game
US20090058715A1 (en) * 2006-04-03 2009-03-05 Israel Aerospace Industries Ltd. Methods and systems for generating virtual radar targets
US20090118010A1 (en) * 2005-06-29 2009-05-07 Konami Digital Entertainment Co., Ltd Network game system, network game system control method, game machine, game machine control method, and information storage medium
US20090158151A1 (en) * 2007-12-18 2009-06-18 Li-Te Cheng Computer system and method of using presence visualizations of avators as persistable virtual contact objects
US20090191968A1 (en) * 2008-01-25 2009-07-30 Ian Johnson Methods and apparatus for a video game magic system
US20090197677A1 (en) * 2008-01-31 2009-08-06 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Block game program and block game apparatus
US20100056282A1 (en) * 2008-08-28 2010-03-04 Kabushiki Kaisha Square Enix (Square Enix Co., Ltd.) Video game processing device, video game processing method and video game processing program
US20100311483A1 (en) * 2003-02-28 2010-12-09 Microsoft Corporation Squad Vs. Squad Video Game
CN103297840A (zh) * 2012-03-01 2013-09-11 阿里巴巴集团控股有限公司 一种基于视频移动焦点的附加信息展现方法及系统
US20180193744A1 (en) * 2014-05-14 2018-07-12 Nintendo Co., Ltd. Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
US11648672B2 (en) 2018-01-16 2023-05-16 Sony Interactive Entertainment Inc. Information processing device and image generation method
US11733705B2 (en) 2018-01-16 2023-08-22 Sony Interactive Entertainment Inc. Moving body and moving body control method
US11780084B2 (en) 2018-01-16 2023-10-10 Sony Interactive Entertainment Inc. Robotic device, control method for robotic device, and program

Families Citing this family (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5184801B2 (ja) * 2007-03-20 2013-04-17 株式会社バンダイナムコゲームス プログラム及びサーバ
JP5235539B2 (ja) * 2008-07-08 2013-07-10 株式会社バンダイナムコゲームス ゲーム情報配信装置、プログラムおよび情報記憶媒体
JP6906929B2 (ja) * 2016-11-10 2021-07-21 株式会社バンダイナムコエンターテインメント ゲームシステム及びプログラム
CN106730827B (zh) * 2016-12-06 2018-10-19 腾讯科技(深圳)有限公司 一种对象显示的方法以及终端设备
JP7355483B2 (ja) * 2016-12-15 2023-10-03 株式会社バンダイナムコエンターテインメント ゲームシステム及びプログラム
JP7061869B2 (ja) * 2017-12-12 2022-05-02 株式会社コーエーテクモゲームス ゲームプログラム、記録媒体、ゲーム処理方法
JP6453500B1 (ja) * 2018-01-31 2019-01-16 株式会社コロプラ ゲームプログラム、方法、および情報処理装置

Cited By (43)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8012017B2 (en) * 2002-10-11 2011-09-06 Microsoft Corporation Squad command interface for console-based video game
US8012016B2 (en) 2002-10-11 2011-09-06 Microsoft Corporation Squad command interface for console-based video game
US20080215981A1 (en) * 2002-10-11 2008-09-04 York James R J Squad command interface for console-based video game
US20070270226A1 (en) * 2002-10-11 2007-11-22 York James R Squad command interface for console-based video game
US20100311483A1 (en) * 2003-02-28 2010-12-09 Microsoft Corporation Squad Vs. Squad Video Game
US8491394B2 (en) 2003-02-28 2013-07-23 Microsoft Corporation Squad vs. squad video game
US20050021159A1 (en) * 2003-07-18 2005-01-27 Yojiro Ogawa Network game system and network game processing method
US8287378B2 (en) * 2003-07-18 2012-10-16 Sega Corporation Network game system and network game processing method
US7503006B2 (en) * 2003-09-25 2009-03-10 Microsoft Corporation Visual indication of current voice speaker
US20050075885A1 (en) * 2003-09-25 2005-04-07 Danieli Damon V. Visual indication of current voice speaker
EP1611931A1 (en) * 2004-07-01 2006-01-04 Aruze Corp. Game system
US20060178758A1 (en) * 2005-02-08 2006-08-10 Israel Aircraft Industries Ltd. Training methods and systems
US20090118010A1 (en) * 2005-06-29 2009-05-07 Konami Digital Entertainment Co., Ltd Network game system, network game system control method, game machine, game machine control method, and information storage medium
US20070087835A1 (en) * 2005-10-14 2007-04-19 Van Luchene Andrew S Video game methods and systems
US7677974B2 (en) * 2005-10-14 2010-03-16 Leviathan Entertainment, Llc Video game methods and systems
US20070130150A1 (en) * 2005-11-18 2007-06-07 Microsoft Corporation Embedded gamer card across multiple devices and networks
US9159036B2 (en) * 2005-11-18 2015-10-13 Microsoft Technology Licensing, Llc Embedded gamer card across multiple devices and networks
US8139514B2 (en) * 2006-02-24 2012-03-20 Yahoo! Inc. Method and system for communicating with multiple users via a map over the internet
US20070200713A1 (en) * 2006-02-24 2007-08-30 Weber Karon A Method and system for communicating with multiple users via a map over the internet
US20090058715A1 (en) * 2006-04-03 2009-03-05 Israel Aerospace Industries Ltd. Methods and systems for generating virtual radar targets
US7852260B2 (en) 2006-04-03 2010-12-14 Israel Aerospace Industries Ltd. Methods and systems for generating virtual radar targets
US7934996B2 (en) * 2006-07-06 2011-05-03 Kabushiki Kaisha Square Enix Online video game control server and a method of controlling an online video game
US20080009352A1 (en) * 2006-07-06 2008-01-10 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Online video game control server and a method of controlling an online video game
US8117551B2 (en) * 2007-12-18 2012-02-14 International Business Machines Corporation Computer system and method of using presence visualizations of avatars as persistable virtual contact objects
US20090158151A1 (en) * 2007-12-18 2009-06-18 Li-Te Cheng Computer system and method of using presence visualizations of avators as persistable virtual contact objects
US9545571B2 (en) 2008-01-25 2017-01-17 Nintendo Co., Ltd. Methods and apparatus for a video game magic system
US20090191968A1 (en) * 2008-01-25 2009-07-30 Ian Johnson Methods and apparatus for a video game magic system
US20090197677A1 (en) * 2008-01-31 2009-08-06 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Block game program and block game apparatus
US8096879B2 (en) 2008-01-31 2012-01-17 Kabushiki Kaisha Square Enix Block game program and block game apparatus for removing blocks in accordance with a timing operation
EP2158953A3 (en) * 2008-08-28 2010-12-22 Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) Video game processing device, video game processing method and video game processing program
US8317621B2 (en) 2008-08-28 2012-11-27 Kabushiki Kaisha Square Enix Video game processing device, video game processing method and video game processing program
US20100056282A1 (en) * 2008-08-28 2010-03-04 Kabushiki Kaisha Square Enix (Square Enix Co., Ltd.) Video game processing device, video game processing method and video game processing program
CN103297840A (zh) * 2012-03-01 2013-09-11 阿里巴巴集团控股有限公司 一种基于视频移动焦点的附加信息展现方法及系统
US11058951B2 (en) 2014-05-14 2021-07-13 Nintendo Co., Ltd. Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
US10500492B2 (en) * 2014-05-14 2019-12-10 Nintendo Co., Ltd. Systems and methods of controlling a character in a virtual space based on color
US10617953B2 (en) 2014-05-14 2020-04-14 Nintendo Co., Ltd. Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
US20180193744A1 (en) * 2014-05-14 2018-07-12 Nintendo Co., Ltd. Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
US11471767B2 (en) 2014-05-14 2022-10-18 Nintendo Co., Ltd. Information processing system, non-transitory computer-readable storage medium, information processing apparatus, and information processing method
US11771986B2 (en) 2014-05-14 2023-10-03 Nintendo Co., Ltd. Systems and methods of controlling virtual characters based on color within a game space
US12048879B2 (en) 2014-05-14 2024-07-30 Nintendo Co., Ltd. Systems and methods of controlling virtual characters based on color within a game space
US11648672B2 (en) 2018-01-16 2023-05-16 Sony Interactive Entertainment Inc. Information processing device and image generation method
US11733705B2 (en) 2018-01-16 2023-08-22 Sony Interactive Entertainment Inc. Moving body and moving body control method
US11780084B2 (en) 2018-01-16 2023-10-10 Sony Interactive Entertainment Inc. Robotic device, control method for robotic device, and program

Also Published As

Publication number Publication date
JP2002210235A (ja) 2002-07-30

Similar Documents

Publication Publication Date Title
US20020098890A1 (en) Video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations
KR101309396B1 (ko) 비일시적 컴퓨터-판독가능 기록 매체, 게임 시스템 및 정보 처리 장치
JP6505914B1 (ja) コンピュータプログラム、およびコンピュータ装置
US20080254882A1 (en) Network game system, a network game terminal, a method of displaying a game screen, a computer program product and a storage medium
JP6505911B1 (ja) コンピュータプログラム、およびコンピュータ装置
US20070060347A1 (en) Video game processing method, video game processing apparatus and video game processing program
JP2002248273A (ja) ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002191868A (ja) 攻略情報提供情報、情報記憶媒体、ゲームシステム、及び攻略情報提供システム
JP7064145B2 (ja) コンピュータプログラム、およびコンピュータ装置
JP7483237B2 (ja) プログラム、情報処理装置、及び制御方法
JP2002210255A (ja) ビデオゲームシステムおよびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2013212293A (ja) ゲームシステム及びその制御方法
JP2002219280A (ja) ビデオゲームシステムおよびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002282554A (ja) ビデオゲーム装置およびその制御方法、ビデオゲームシステム、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002263369A (ja) ビデオゲーム装置およびその制御方法、ビデオゲームシステム、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002239246A (ja) ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2014045967A (ja) ビデオゲーム処理装置、およびビデオゲーム処理プログラム
JP2022082269A (ja) ゲームプログラム、ゲーム装置、ゲームシステム
US6932705B2 (en) Video game with sub-display for tracking target
JP2018086432A (ja) ゲーム装置、及びプログラム
JP2002239216A (ja) ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002369967A (ja) ゲームシステム及びゲーム用プログラム
JP2002273055A (ja) ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2002202943A (ja) ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。
JP2005034208A (ja) ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体

Legal Events

Date Code Title Description
AS Assignment

Owner name: SQUARE CO., LTD., JAPAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:SAKAGUCHI, HIRONOBU;REEL/FRAME:011864/0353

Effective date: 20010420

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION