WO1998047588A1 - Jeu electronique, procede de traitement du jeu, et support d'enregistrement - Google Patents
Jeu electronique, procede de traitement du jeu, et support d'enregistrement Download PDFInfo
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- WO1998047588A1 WO1998047588A1 PCT/JP1998/001912 JP9801912W WO9847588A1 WO 1998047588 A1 WO1998047588 A1 WO 1998047588A1 JP 9801912 W JP9801912 W JP 9801912W WO 9847588 A1 WO9847588 A1 WO 9847588A1
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- display
- display frame
- game
- player
- time limit
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Definitions
- Game device Game device, game processing method, and recording medium
- the present invention relates to a video game apparatus, and in particular, a scenario of the game (corresponding to a script of a movie such as dialogue or scene development for each game scene) changes according to the operation contents of a player. It's about improving so-called adventure games. Background art
- a game scenario is changed according to a player's operation content.
- a display frame (a so-called window) listing a plurality of options is displayed during a game in order to convey the player's intention to the game device.
- the player selects a desired option from the options listed in the selection frame with an input device such as a mouse or a game pad.
- the game device reflects this selection on the game point and changes the scenario according to the selection.
- an object of the present invention is to provide a game that adds new fun to an adventure game.
- a first object of the present invention is to provide a game which can give a player a higher sense of tension than before by providing a time limit twice.
- a second object of the present invention is to provide a player with a higher sense of tension than before by providing a time limit for the operation of the player and changing the contents that can be operated by the player one after another with the passage of time. It is to provide a game that can do.
- a third object of the present invention is to provide a game in which a time limit is set for the operation of the player and the player is allowed to search for the time within the time limit, thereby giving the player a higher sense of tension than before. It is to provide. Disclosure of the invention
- the present invention provides a game device that requires a player to perform a predetermined operation during a time limit, displays a first display frame for a time equal to or less than a first time limit, and The second display frame is displayed separately from the first display frame for a time equal to or less than the time limit of the first display frame, and the first display frame is displayed at least once during the display of the second display frame. It is characterized by the following.
- each of the first display frames displayed at least once has a display content and the first time limit set in advance according to the display content. If the player has performed a predetermined operation on the display frame within the first time limit set in the first display frame or if the first time limit has elapsed, the display is terminated, If the second time limit has not been reached when the display of the first display frame is completed, another first display frame is displayed again.
- a subsequent game scenario is performed according to a player's operation status on the first display frame or a status that the player did not perform the operation within the first time limit. Make changes.
- the second display frame includes a plurality of display contents and the second time limit corresponding to the display contents is set in advance, and for the second display frame of one display content, The player's operation on the first display frame and the second Depending on how many primary display panes have been operated within the time limit, another secondary display pane to be displayed next is selected.
- the first time limit of the first display frame and the second time limit of the second display frame include an elapsed time display image whose length changes with time. Indicated by
- Still another aspect of the present invention is a game device for requesting a predetermined operation from a player during a time limit, displaying a display frame operable by the player, and displaying the display frame over time. It is characterized in that the display mode is sequentially changed.
- the display frame displays a plurality of options so as to be selectable by a player, and sequentially displays the options displayed in the display frame over time. Make changes.
- Still another aspect of the present invention is a game device for requesting a player to perform a predetermined operation during a time limit, wherein a plurality of images are displayed in a display frame, and the plurality of images are displayed during the time limit.
- the game scenario is changed depending on which of the images is selected by the player.
- the display mode of the display frame is changed over time.
- the image displayed in the display frame is sequentially changed with the passage of time.
- the time limit of the display frame is indicated by an elapsed time display image whose length changes along with the time around the display frame.
- FIG. 1 is a block diagram of a game device of the present invention.
- FIG. 2 is a flowchart illustrating a process according to the first embodiment of the present invention.
- FIG. 3 is an example of a screen display layout according to the embodiment of the present invention.
- FIG. 4 shows an example of a screen display when the first evening image 1 TM 1 has timed out.
- FIG. 5 is an example of a screen display when the second timer TM 2 has timed out.
- FIG. 6 is an explanatory diagram of a display of a selection frame of a game stage in Example 1 of Embodiment 1.
- FIG. 7 is an explanatory diagram of the display of the selection frame of the game stage in Example 2 of Embodiment 1.
- FIG. 8 is a flowchart illustrating a process according to the second embodiment of the present invention.
- FIG. 9 is an explanatory diagram of how the options of the second embodiment change.
- FIG. 10 is an explanatory diagram of a display of a selection frame of a game stage in Example 1 of Embodiment 2.
- FIG. 11 is an explanatory diagram of a display of a selection frame of a game stage in Example 2 of Embodiment 2.
- FIG. 12 is an explanatory diagram of the display of the selection frame of the game stage according to the third example of the second embodiment.
- FIG. 13 is a flowchart illustrating a process according to the third embodiment of the present invention.
- FIG. 14 is an example of a force display of the stage display frame according to the third embodiment.
- Embodiment 1 of the present invention relates to an adventure game with a double time limit.
- the game device includes a CPU block 10 that controls the entire device, a video block 11 that controls display of a game screen, a sound block 12 that generates sound effects and the like, And subsystem 13 that reads CD-ROM 1.
- This game device has a CPU block 1 When 0 executes the program read from CD-ROM 1, it operates according to the flowchart of FIG.
- the CPU block includes an SCU (System Control Unit) 100, a main CPU 101, a RAM 102 ROM 103, a sub CPU 104, a CPU bus 105, and the like.
- SCU System Control Unit
- the main CPU 101 has a DSP (Digital Signal Processor) inside, and is configured to be able to execute processing based on the program data transferred from the CD-ROM 1 at high speed.
- RAMI 02 is configured so that it can be used as a program area for application software read from CD-: ROM 1, a work area for MPEG images, and a data cache for error correction when decoding CD-ROM. I have.
- the ROM 103 is configured to be able to store an initial program data for an initialization process of the device.
- the SCU 100 is configured to be able to control the data transfer performed via the buses 105, 106 and 107. Also, the SCU 100 has a DMA controller inside, and is configured to be able to transfer image data required during the execution of the game to the VRAM in the video block 11.
- the mouse 2 b ⁇ pad 2 c is configured to be able to generate an operation signal based on the operation of the player.
- the sub CPU 104 is called SMP C (System Manager & Peripheral Control), and is configured to be able to collect operation signals from the mouse 2b or the like via the code 2d and the connector 2a in response to a request from the main CPU 101.
- SMP C System Manager & Peripheral Control
- a configuration may be employed in which an operation signal can be transferred to the sub CPU 104 by wireless communication using a remote controller or the like.
- Video block 11 consists of VDP (Video Display Processor) 120, VDP 130, VRAM 121, and frame buffers 122 and 123.
- VDP Video Display Processor
- the VDP 120 transforms images based on texture data, generates image data based on non-textured data such as polygons, and performs color calculations such as shadows and shading based on drawing commands stored in the VRAM 121.
- the configuration is such that the generated image data can be written into the frame buffers 122 and 123.
- the VDP 130 is based on the image data stored in the frame buffers 122 and 123.
- Image processing such as hidden surface processing such as rank processing and the like is performed, and display image data can be stored in the memory 132.
- the VRAM 121 is configured to be able to store a drawing command transferred by the main CPU 101 via the SCU 100.
- the frame buffers 122 and 123 are configured to be able to store the image data generated by the VDP 120.
- the memory 132 is configured to store the image data for drawing by the VDP 130 and output the image data to the encoder 160.
- the encoder 160 converts the image data for drawing stored in the memory 132 into a video signal format, D / A converts the data, and supplies the data to the monitor device 5.
- the monitor device 5 is configured to be able to display an image based on the supplied video signal.
- the sound block 12 includes a DSP 140 and a CPU 141.
- the DSP 140 is configured to perform voice synthesis by the PCM method or the FM method, and to output the generated voice data to the D / A converter 170.
- the CPU 141 is configured to be able to control the DSP 140 based on a command supplied from the CPU block 10.
- the D / A converter 170 is configured to convert the audio data generated by the DSP 140 into a two-channel signal and supply it to the speakers 5a and 5b.
- the subsystem 13 includes a CD-ROM drive and the like, and is configured to be able to read program data and image data of application software from the CD-ROM 1 and supply them to the CPU block 10.
- the image displayed in the present invention is defined as follows. As shown in FIG. 3, the screen D displayed on the CRT of the monitor device 5 includes three display frames Wl, W2, and W3 and a background area other than the display frames.
- the stage display frame W2 displays an image of the game stage.
- the message display frame W3 a message according to the scenario of the game displayed in the stage display frame is displayed.
- the stage display frame W2 displays an image set for the game stage currently in progress.
- the “game stage” refers to one unit in the game in which one set of scenes is developed in a game scenario, and one or more game stages constitute the entire game. Scenarios are configured so that one game stage leads to the next game stage.
- the selection frame W1 is displayed one or more times in one game stage according to a scenario.
- the player oxidizes to the game as the main character.
- a player who has taken the place of the hero enters the game world, While searching for the end of the game.
- the question from the character is the dialogue displayed in the message display frame W3, and the intention display from the player side is mainly using the mouse pad to display the options displayed in the selection frame W1. It is done by using and selecting.
- the process proceeds to the next scenario corresponding to the selection.
- another question is presented again in the message display frame W3, and a corresponding selection frame W1 is displayed. The game proceeds by these repetitions.
- an evening image for limiting the selection time is displayed around the selection frame W1 and the stage display frame W2.
- the display bar of the first evening image TM1 advances from the start point SP1 to the end point EP1.
- the indicator bar of the 1st evening image 1 is moving to the current point CP1.
- a new game stage is displayed in the stage display frame W2, and at the same time, the display bar of the second evening image TM2 advances from the start point SP2 toward the end point EP2.
- the display bar of the second timer TM2 is moving to the current point CP2.
- the image data of the selection frame Wl, the stage display frame W2, and the message display frame W3 are temporarily supplied from the CD-ROM 1 to the RAM 102 by the CPU 101, and further supplied to the video block 11.
- the image data for the background image is also supplied to the video block 11 along the same route.
- the priority order of the background image is set lower than the priority order data such as the selection frame.
- the CPU 101 also supplies the video block 11 with a drawing command for displaying the stage display frame W2, the selection frame Wl, and the message display frame W3. Also, the priority data set higher than the priority data of the message display frame W3 is set in the selection frame W1 and they are supplied to the video block 11.
- the VDP 120 of video block 11 is based on the drawing command, Display frame W2, selection frame Wl, and message frame W3.
- the VDP 130 supplies the memory 132 with image data for displaying the selection frame W1 with a higher priority than the stage display frame W2 based on the priority order. .
- the selection frame W1 is displayed in the foreground without being hidden by the stage display frame W2.
- the CPU 101 monitors the time from the start of the game stage based on the evening function of the SCU 100, and responds to the elapsed time from the start by reading the second evening TM 2
- the drawing command for displaying the display bar is supplied to the video block 11.
- the display bar of the second timer TM2 that changes along the periphery of the stage display frame in accordance with the lapse of time from the start of the stage is displayed.
- the CPU 101 monitors the time from the start of the selection frame display based on the evening function of the SCU 100, and responds to the elapsed time from the start.
- a drawing command for displaying the display bar of the timer TM1 is supplied to the video block 11.
- the display bar of the first evening image TM1 that changes along the periphery of the stage display frame W2 in accordance with the passage of time from the start of the display of the selection frame W1 is displayed.
- the game of the present embodiment includes a plurality of game stages.
- the start to end of one game stage will be described with reference to FIG.
- Step S1 First, an image of the stage is displayed on the stage display frame W2.
- the second timer TM 2 is started. Simultaneously with the start of the second timer TM2, the display bar of the second image is extended from the start point SP2 on the outer periphery of the stage display frame W2 over time.
- the second timer TM2 sets the speed so that the display bar extends from the start point SP 2 to the end point EP 2 in 5 minutes, for example. Let me do.
- Step S2 As the scenario progresses, the message of the evening is sequentially displayed in the message display frame W3. Before the first selection frame W1 is displayed, the number # of the selection frame W1 to be displayed is set to zero.
- Step S3 A selection frame W1 of number # (zero at first) is displayed.
- a question is asked from the opponent character, and the player, that is, the main character answers the question
- the question of the character is displayed in the message display frame W3
- a selection frame W1 listing the answers to the question is displayed. Is done.
- the first evening image TM1 is started as shown in FIG.
- the indicator bar of the first timer is extended from the start point SP 1 as time elapses.
- the speed of the first timer TM1 is set so that the tip of the display bar extends from the start point SP1 to the end point EP1 in 10 seconds, for example. It is preferable that this speed setting be different for each selection frame W1 (that is, for each number #). For example, the speed is increased in a scenario in which a player requires instantaneous judgment, while the speed is decreased when a certain option is intentionally selected.
- Step S4 It is determined whether or not the second evening image TM2 has zero remaining, that is, whether the tip of the display bar has reached the end point EP2. If the end point EP 2 has been reached (S4; YE S), the process proceeds to the stage time-out process (S11), but unless the end point EP 2 has been reached (S4; NO), the process proceeds to step S5.
- Step S5 It is determined whether any option is selected in the selection frame W1. To select an option, the player operates the mouse or pad, positions the cursor (arrow, etc.) that can be moved in tandem on the desired option, and clicks the mouse or presses a predetermined operation button on the pad. Do.
- Step S6 If any option is selected (S5; YES), The game scenario is changed according to the options. For example, the friendship of the opponent character with respect to the hero is changed, or the game point (score, etc.) is changed. When the process corresponding to the option is completed, the selection frame W1 is deleted. Step S7: If no option is selected (S5; NO), it is determined whether or not the first timer TM1 has zero remaining, that is, whether or not the display bar has reached the end point EP1.
- Step S8 If the display bar of the first timer TM1 has reached the end point EP1 (S7; YE S), a time-out process is performed. For example, as shown in Fig. 4, an image in which smoke SM blows out from the end point EP1 of the first timer TM1 is displayed to indicate that a timeout has occurred. After the performance, delete this selection frame W1.
- the choice is “choose nothing from the given options”. Since this choice is a passive choice, you may want to lower the favorability of the opponent character to the hero or lower the game points.
- Step S 9 If the display bar of the first evening image TM 1 has not reached the end point EP 1 (S 7; NO), is the second evening image TM 2 again reaching the end point EP 2? Determine whether or not. If the display bar of the second timer TM2 has not reached the end point EP2, steps S5 to S9 are repeated again. In other words, these processes are repeated until an option is selected (S5; YES) or until the first IM 1 TM1 times out (S7; YES).
- Step S10 If the display bar of the second evening TM2 has reached the end point EP2, that is, if a timeout has occurred (S9; YES), a stage time-out process is performed. First, in order to notify the player of the time-out, an image is displayed, as shown in Fig. 5, for example, where smoke SM blows out from the vicinity of the end point EP 2 of the 2nd evening Ima-TM2 to indicate that it is time-out . Then, at this stage Depending on whether the selection frame is displayed up to the number or the type of option selected in each selection frame, the game point, the favorable character of the opponent character, etc. are set. Change the game stage scenario. In addition to changing the scenario, the game stage to be displayed next may be changed according to the game point and the favorable feeling.
- Step S11 As a result of processing the options (S6), if one selection frame is deleted, or if the first time image 1 TM1 is timed out (S8), the following is performed. Set number # of selection frame W1. When the number # is set, the next selection frame W1 is displayed in step S3. That is, as long as the second timer T M2 does not reach the time limit, a new selection frame W 1 is sequentially selected and displayed (S 3). (Example 1)
- Example 1 relates to a scenario in which a hero who is a player tries to invite a girl who is a partner's party to a date.
- Game stage scenario The hero wants to invite a girl who is the opponent's character to the descent, so he tries to persuade him. But she has an errand, so she can only talk for five minutes. The protagonist manages to get her attention during the last five minutes and try to reach her date promise.
- the game stage unfolds in the above scenario.
- the time limit for the second timer is set to 5 minutes during which you can talk to the other character.
- Other settings such as the time limit for the first evening, her words displayed in the message pane, the choices (the main character's words) in the selection box displayed correspondingly, the display time, and the options
- Table 1 shows an example of a game point to be assigned and a response message to the selection of an option. table 1
- the time limit of the game stage (second timer) is set to 5 minutes, and a selection frame 1 having a plurality of different time limits (first night) is set in the meantime. To 5 are displayed. Which selection box is displayed depends on how quickly the player has answered.
- Table 1 exemplifies the contents of selection boxes 1 and 2.In this way, dialogue is displayed in the message display frame according to the scenario, and the corresponding dialogue is displayed as an option in the selection frame. You. The player can play the game with a sense of tension to select any of the options within the time limit. Also, if the time limit has elapsed without the player selecting an option, the girl will display a message such as “I will go if you have no use. What is necessary is just to comprise so that a minus point may be added to a point. (Example 2)
- Example 2 of Embodiment 1 the scenario changes depending on the selection of the option.
- the time limit for the game stage is set to 5 minutes in the same manner as above.
- the next selection frame displayed will be selection frame 2 or selection frame 3. If you proceed to selection frame 2, depending on which option you select in selection frame 2, scenarios to go to see photos with girls and activities will develop, or scenarios to go shopping in Ginza will develop. I do.
- selection box 3 depending on which option you select in selection box 3, there will be scenarios where you can take a walk together in the theater or a scenario where you cannot go on a date.
- the time limit is doubled, it is possible to provide a game that can give the player a higher sense of tension than before.
- selection frames with a short time limit are sequentially displayed, so that the game can be developed quickly and a sense of tension can be given to the player.
- the game development can be changed.
- Embodiment 2 of the present invention relates to a game device in which options change over time.
- the same game device as that of the first embodiment is used as the game device of the second embodiment.
- the CPU block 10 operates according to the flowchart in FIG. 8 by executing the program data read from the CD-ROM 1.
- the screen configuration displayed in the present embodiment is the same as that of the first embodiment.
- the selection limb in the selection frame W1 is changed depending on where the current point CP1 of the first image T M1 is.
- Table 2 shows the relationship between the current point and the options in the figure. Table 2
- Step S20 First, the selection frame Wl is displayed. First, as shown in Table 2, options A, B and C are displayed. When the first evening image TM1 is started, the display bar of the first timer TM1 will extend over time. Then, it is determined whether any of the options is displayed by the player. If any option is selected (S20; YES), the process proceeds to step S24, and if no option is selected (S20; NO), the process proceeds to step 21.
- Step S24 When an option is selected (S20; YE S), the content of the option is processed. First, the selection frame W1 is deleted, and a message for this option is displayed in the message display frame W3. For example, if the option “Let's call out” is selected, a message such as “What?” Is displayed in the message display frame W3 as the message spoken back to by the other character. Thereafter, a scenario in which the player, that is, the main character, spoke to the character of the opponent is developed.
- Step S21 If the option is not selected (S20; NO), it is determined whether it is time to change the option. The number of seconds after the start of display, the first option is changed, and the number of seconds after which the option is changed again is set in advance for each selection frame W1, and is set as part of the program data. It is stored. Therefore, the timing of the change depends on where the current point CP 1 is. Whether or not it is time to change options is determined for each of multiple options. This is because for each option, whether to delete, change, or not change is defined.
- Step S22 If it is time to change the option (S21; YE S), the option is changed by deleting or adding the option. When the options are changed, the process returns to step S20.
- Step S23 If it is not time to change the options (S21; O), it is determined whether or not a fixed time has elapsed. This fixed time corresponds to the time limit of the first timer TM1.
- Step S25 When a predetermined time has elapsed (S21; N0), that is, when the display bar of the first timer TM1 reaches the end point EP1 and reaches the time limit, the time-out process of the selection frame W1 is performed.
- the time chart processing of the selection frame W1 is to advance the display bar of the first timer TM1 to the end point SP1 and display an image (see FIG. 4) from which smoke or the like blows out.
- Step S26 After the timeout processing of the selection frame W1, the selection frame W1 is temporarily deleted.
- Step S27 Finally, a scenario for the next game stage is set according to what option has been selected in the selection frame W1, and the number of game points for increasing the favorability of the opponent character to the hero is increased or decreased.
- Embodiment 1 of Embodiment 2 an embodiment will be described in which options are changed in a scenario where a player, that is, a hero speaks to a girl.
- the selection frame W1 is displayed for 10 seconds, during which the choice is changed twice.
- options such as the state 1 in the same figure are displayed. If no option is selected (S20 in FIG. 8; NO), the option B is erased and state 2 is reached after 4 seconds have elapsed. If nothing is selected for another 3 seconds, the state changes to the state 3 in which option D is newly added. If nothing is selected even in the state 3, the display of the selection frame W1 ends (S23; NO).
- This embodiment is suitable for the scenario where the girl gradually moves away from the hero.
- state 1 the girl who was at a distance to grasp the arm moves away, and option B, which should have grasped the arm, is erased.
- option B which should have grasped the arm
- state 3 the girl stumbles and falls.
- a new option, “Let's become a cushion,” is added for girls who are about to fall.
- the game point of option B is set higher. In other words, if the hero can “grab the arm” immediately, the score will be higher. Similarly, in state 3, the game point may be set higher when option D of “becoming a cushion” is selected in order to protect the girl from injury by the hero presenting himself. The height of these game points corresponds to the girl's liking and reliability for the hero, and should be a factor that will lead to a happy end later in the game.
- Embodiment 2 of Embodiment 2 an embodiment in which a player, that is, a hero, changes options in a scenario in which the player waits for the pot to boil will be described.
- State 1 is a scenario in which raw ingredients are selected and eaten before the pot is boiled
- state 2 is a scenario in which the ingredients are boiled. If you select an option in state 1, the game points will be reduced because you ate raw boiled ingredients, and in state 2, the game points will be raised when you boiled ingredients (vegetables).
- Embodiment 3 of Embodiment 2 an embodiment will be described in which options are changed in a scenario in which a player, that is, a hero, assists a character who panicked after encountering an earthquake.
- the option display of the selection frame W1 as shown in FIG. 12 is changed many times.
- the name of the character who can help at that point is displayed as an option for a short time of 1 to 2 seconds. You. The player shall quickly select these options to help as many characters as possible during the time limit (eg, 10 seconds).
- Embodiment 4 of the present embodiment not only changes the content of options with the passage of time, but also creates the effect of the present embodiment by changing the display mode of the options. Accordingly, it is preferable to gradually increase or decrease the size of one of the options.
- the size of the option changes Performing such processing changes the ease of selection for each option. In other words, as you increase the options, the options become easier to select with the mouse. As options become smaller, it becomes more difficult to select them with the mouse. For this reason, it is possible to expand the options that the player wants to induce the player to select, and to reduce the options that the player does not want to select. In addition, expanding or shrinking the entire option can make it easier and / or harder to select the option over time without changing the content of the option. it can. This makes it possible to adjust the difficulty of the game.
- the player can be nervous and can provide a variety of scenarios.
- Embodiment 3 of the present invention relates to a game device for searching for items from within stage display frame W2 within a time limit.
- the game device according to the third embodiment uses the same device as the game device according to the first embodiment.
- the CPU block 10 operates according to the flowchart of FIG. 13 by executing the program data read from the CD-ROM 1.
- a stage display frame W2 and a message display frame W3 are displayed.
- a loupe-shaped special force T is displayed as a cursor.
- images for letting players search for things such as images of rooms with indoor furniture and equipment and outdoor images with multiple still lifes and animals, are displayed. You.
- Step S30 When a new stage starts, an indoor or outdoor image for a search object is displayed on the stage display frame W2. At the same time, the second timer T M2 is started, as in the first embodiment.
- Step S31 The display bar of the second evening image TM2 starts to extend from the start point SP2 (see Fig. 3).
- the player moves the cursor T using the mouse pad to search for something. This is where the equipment looks suspicious, and the player clicks the mouse or presses the operating button on the pad.
- the game device calculates the display position of the force sol to be displayed on the screen based on the position data input from a mouse or a pad, and displays the cursor at that position.
- Player clicks mouse button Clicking or pressing a pad operation button specifies the position indicated by the cursor when pressed.
- Step S32 The game device has a corresponding message for each image as part of the program.
- the game device identifies the position indicated by the cursor, the image on the indicated screen, for example, if it is a stage for searching for things in the room, equipment such as a desk, clock, chair, bed, shelf, etc. Then, an image corresponding to the image is specified, and the corresponding message is read and displayed in the message display frame W3.
- the state inside the equipment may be displayed near the force sol.
- opening the drawers in the closet or turning over the futon should be able to create the atmosphere of looking for something.
- Step S33 It is determined whether the remainder of the second day is zero, that is, whether the display bar has reached the end point EP2. If the end point EP2 has not been reached yet (S33; NO), the process returns to step S31 to continue the search.
- Step S34 During the search, when the remaining of the second timer is zero, that is, when the display bar reaches the end point EP2 (S33; YES), the stage time-out process is performed. Will be That is, as in the first embodiment, an image in which smoke is blown out from the end point EP1 is displayed, and the result of the searched object is reflected on the game point. In addition, depending on what was found and whether or not the target was found, the scenario of the subsequent game may be changed.
- Game Stage Scenario A girl wears a kimono at a kimono beauty salon ing. She notices that she has forgotten her house, but after three minutes the vehicle comes. She wants to return home, but she is still in the process of putting on her kimono. So, the player who came to the beauty salon to pick her up, the hero, kindly decided to go to her house and retrieve her lost items. However, when she arrives at her house, she does not know where her forgotten thing is. Therefore, the protagonist scrutinizes the equipment in the house. The time limit is 3 minutes for vehicles to come. The game stage proceeds in the above scenario. As the second timer TM2, a time limit of 3 minutes, which is a time until a vehicle arrives, is set as a time limit. The image displayed in the stage display frame W2 is the inside of her house.
- control is performed so that the whole is dim and nothing is displayed unless you touch each fixture. It is possible to do.
- a time limit is added to what the player is looking for, so that the player's sense of tension can be increased.
- one or more selection frames W 1 are displayed in one game stage (managed by the second timer). It is preferable to apply Embodiment 2 to W1. In this case, a time limit is imposed on the entire stage, and a time limit is imposed on the selection frame W1, and the display of the selection frame W1 changes sequentially with time.
- a game in which the player searches for items during the time limit (managed by the second timer) is performed.
- the time limit element of the second embodiment is added to the stage display frame W2, and time elapses. Accordingly, it is preferable to change the display mode of the image in the stage display frame W2 steadily. For example, in such a scenario, there is a cat in a house that you are looking for, and this cat moves around over time, breaking up vases and other equipment, It is conceivable that the director may leave the display frame while wandering. Over time, the likelihood of being able to find what you are looking for is reduced. It is also possible that lights sway in the room and the appearance of the room is displayed intermittently and intensely, causing a sense of tension. By further developing this, we started searching at dusk, so the surroundings would gradually become dim during the search, and it would be possible to make it difficult to determine what the equipment was.
- the time limit is doubled for the search, and the player can be given a great sense of tension.
- the selection frame W1 of the first embodiment be displayed during the search for the third embodiment.
- the selection frame W1 is displayed when the girl realizes that she has forgotten the item, and when the correct option is selected, she can go to her house to search for the item. If you select a different option, you may be forced to search for a completely unrelated place.
- a girl gives a problem about a place where a search is made, and displays a selection frame W1 including an incorrect answer thereto. Because the problem is difficult, we want to choose the option quickly, but if we choose the option slowly, the scenario may change, and the correct answer will be erased. In this case, it is too late to get the right answer after being erased. The hero has to choose the next best thing. If the answer is further delayed, the selection frame W1 itself will be set out, and it will be impossible to take the next workaround.
- the time limit is set to be doubled, it is possible to provide a game that can give the player a higher sense of tension than before.
- a time limit is set for the operation of the player, and the content that can be operated by the player is changed one after another with the passage of time, so that the player can be given a higher sense of tension than before.
- a time limit is set for the operation of the player, and the player is allowed to search for the item within the time limit, thereby providing a game that can give the player a higher sense of tension than before. it can.
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP98917683A EP0913174B1 (en) | 1997-04-24 | 1998-04-24 | Video game device, video game processing method and recording medium |
US09/202,788 US6409603B1 (en) | 1997-04-24 | 1998-04-24 | Game device, game processing method, and recording medium |
DE69816748T DE69816748T2 (de) | 1997-04-24 | 1998-04-24 | Videospielvorrichtung, videospielausführungsverfahren und aufzeichnungsmedium |
CNB988005379A CN1191876C (zh) | 1997-04-24 | 1998-04-24 | 游戏装置和游戏处理方法 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP9/107704 | 1997-04-24 | ||
JP9107704A JPH114968A (ja) | 1997-04-24 | 1997-04-24 | ゲーム装置、ゲーム処理方法および記録媒体 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1998047588A1 true WO1998047588A1 (fr) | 1998-10-29 |
Family
ID=14465838
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1998/001912 WO1998047588A1 (fr) | 1997-04-24 | 1998-04-24 | Jeu electronique, procede de traitement du jeu, et support d'enregistrement |
Country Status (6)
Country | Link |
---|---|
US (1) | US6409603B1 (ja) |
EP (1) | EP0913174B1 (ja) |
CN (1) | CN1191876C (ja) |
DE (1) | DE69816748T2 (ja) |
TW (1) | TW412430B (ja) |
WO (1) | WO1998047588A1 (ja) |
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EP1029568A2 (en) * | 1999-02-19 | 2000-08-23 | Konami Co., Ltd. | Method for displaying a shoot of a character in a video game, storage medium for storing a video game program, and video game device |
US6409603B1 (en) | 1997-04-24 | 2002-06-25 | Kabushiki Kaisha Sega Enterprises | Game device, game processing method, and recording medium |
EA010446B1 (ru) * | 2005-07-26 | 2008-08-29 | Арузе Корп. | Игровой автомат |
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JP2001314656A (ja) * | 2000-05-08 | 2001-11-13 | Bandai Co Ltd | ゲーム装置及びゲームシステム |
JP3461816B2 (ja) | 2000-11-15 | 2003-10-27 | 株式会社ソニー・コンピュータエンタテインメント | 情報分岐制御方法、通知信号生成方法、プログラム実行装置、処理プログラムが記録された記録媒体、及び処理プログラム |
US7343566B1 (en) * | 2002-07-10 | 2008-03-11 | Apple Inc. | Method and apparatus for displaying a window for a user interface |
JP4146481B2 (ja) | 2006-11-14 | 2008-09-10 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム方法及びゲームプログラム |
US8839142B2 (en) | 2007-06-08 | 2014-09-16 | Apple Inc. | Desktop system object removal |
US20110009188A1 (en) * | 2007-11-20 | 2011-01-13 | Adiraju Srinivyasa M | Controlling wagering transactions for multi-provider game content |
WO2009111514A2 (en) | 2008-03-04 | 2009-09-11 | Wms Gaming, Inc. | Presenting wagering game content in multiple windows |
US20100056269A1 (en) * | 2008-09-03 | 2010-03-04 | Sony Computer Entertainment America Inc. | Feature eroding video game demonstration software |
US9292196B2 (en) | 2010-10-19 | 2016-03-22 | Apple Inc. | Modifying the presentation of clustered application windows in a user interface |
US9658732B2 (en) | 2010-10-19 | 2017-05-23 | Apple Inc. | Changing a virtual workspace based on user interaction with an application window in a user interface |
US10740117B2 (en) | 2010-10-19 | 2020-08-11 | Apple Inc. | Grouping windows into clusters in one or more workspaces in a user interface |
US9542202B2 (en) | 2010-10-19 | 2017-01-10 | Apple Inc. | Displaying and updating workspaces in a user interface |
US8814671B2 (en) | 2010-11-11 | 2014-08-26 | International Business Machines Corporation | Access control for electronic entertainment systems including health metrics and physical activity |
US10152192B2 (en) | 2011-02-21 | 2018-12-11 | Apple Inc. | Scaling application windows in one or more workspaces in a user interface |
CN103530087B (zh) * | 2012-07-04 | 2015-02-18 | 腾讯科技(深圳)有限公司 | 一种剧情指令执行方法和装置 |
JP7142853B2 (ja) * | 2018-01-12 | 2022-09-28 | 株式会社バンダイナムコ研究所 | シミュレーションシステム及びプログラム |
US20200082335A1 (en) * | 2018-09-12 | 2020-03-12 | Walmart Apollo, Llc | Methods and apparatus for load and route assignments in a delivery system |
CN110784752B (zh) * | 2019-09-27 | 2022-01-11 | 腾讯科技(深圳)有限公司 | 一种视频互动方法、装置、计算机设备和存储介质 |
CN113521758B (zh) * | 2021-08-04 | 2023-10-24 | 北京字跳网络技术有限公司 | 信息交互方法及装置、电子设备、存储介质 |
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Also Published As
Publication number | Publication date |
---|---|
EP0913174B1 (en) | 2003-07-30 |
DE69816748T2 (de) | 2004-06-03 |
TW412430B (en) | 2000-11-21 |
US6409603B1 (en) | 2002-06-25 |
CN1191876C (zh) | 2005-03-09 |
EP0913174A1 (en) | 1999-05-06 |
CN1224368A (zh) | 1999-07-28 |
DE69816748D1 (de) | 2003-09-04 |
EP0913174A4 (en) | 2001-01-31 |
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