WO2004073813A1 - ゲーム装置及び情報記憶媒体 - Google Patents
ゲーム装置及び情報記憶媒体 Download PDFInfo
- Publication number
- WO2004073813A1 WO2004073813A1 PCT/JP1999/005417 JP9905417W WO2004073813A1 WO 2004073813 A1 WO2004073813 A1 WO 2004073813A1 JP 9905417 W JP9905417 W JP 9905417W WO 2004073813 A1 WO2004073813 A1 WO 2004073813A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- target
- game
- attack
- identification information
- 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.)
- Ceased
Links
Classifications
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- 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
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- the present invention relates to a game apparatus and an information storage medium for a multiplayer game in which a plurality of players attack the target.
- a game device for a multiplayer game in which a plurality of players attack the target has been developed and put into practical use. According to this game device, the player can enjoy a game that attacks the target while playing against or playing with another player. For this reason, the player has gained popularity.
- such a game device has a problem that it is difficult for the player to recognize which player has attacked which target. For example, consider a case in which a plurality of players shout a shot against a target. In this case, it is common for each player to shoot a shot at the target in order to increase his / her game performance and his / her contribution to cooperative play. Therefore, at the moment when the shot hits the target, it can be recognized to some extent which player the shot is from, but when a short time has passed since the shot hit, which player's shot will be It becomes impossible to recognize which target is hit. In particular, when the target moves after a shot hit, the above recognition becomes even more difficult. Therefore, each player had to check his / her game performance and contribution by displaying the score expressed in numbers.
- the present invention has been made in view of the problems as described above. It is an object of the present invention to provide a game device and an information storage medium in which a player can easily recognize which player has attacked which target.
- the present invention provides a game apparatus for a multiplayer game in which a plurality of players attack a target, and the operation data input by the player using the operation means is provided.
- the attack player identification information indicating that the first player has made an attack against the first target is the first player. Retained and retained in relation to the target.
- attack player identification information indicating that the second player has attacked the second target is associated with the second target. Left behind and retained. Therefore, the first and second players can check which attack player identification information is held in association with these first and second targets, so that either player becomes the target. It becomes possible to easily and intuitively recognize whether the attack has occurred. This makes it possible to recognize their game results immediately.
- the present invention is characterized in that the color of the target to which the player has attacked is changed to a symbol color associated with the player. In this way, it is possible to easily and intuitively recognize which target is attacked by which player by confirming which target is colored in what color. Also, by coloring the target in various colors, it is possible to obtain an unprecedented video effect.
- the present invention is characterized in that the shape of the target on which the player has attacked is changed to a symbol shape associated with the player. In this way, it becomes possible to easily and intuitively recognize which target is attacked by which player by confirming which target is transformed into what shape. In addition, unprecedented video effects can be obtained by transforming the target into various shapes.
- the present invention can be configured such that when one player among a plurality of players attacks the target and another player attacks the target, the attack player identification information of the other player is used as the target. It is characterized by being retained in association. In this way, according to the player's attack, the attack player identification information held in association with the target is successively switched, and an excellent video effect can be obtained.
- the present invention is characterized in that the target to which the player has attacked is split, and the attack player identification information is associated with the split target and retained. In this way, as the player's attack progresses, the number of targets on the screen increases, and the video effect of the game image can be enhanced.
- the present invention is characterized in that the attack player identification information is left in association with the target until one game stage is completed. In this way, it is possible to visually represent the game results of each player at the game stage, the superiority or inferiority of the result, etc., by the attack player identification information at the end of the game stage.
- FIG. 1 is an example of a function diagram of the game apparatus of the present embodiment.
- FIG. 2A and 2B are examples of game images generated according to the present embodiment.
- FIG. 3A and FIG. 3B are also examples of game images generated by the present embodiment.
- 4A and 4B are diagrams for explaining the features of the present embodiment.
- FIG. 5 is a diagram for explaining the coloring of the target.
- FIG. 6A and FIG. 6B are diagrams for explaining a method of changing the target to the symbol shape of the player or attaching a symbol mark to the target.
- FIG. 7A and FIG. 7B are diagrams for explaining a method of switching the target color when a shot from one player hits and a shot from another player hits.
- FIG. 8A and FIG. 8B are diagrams for explaining a method of dividing a target when a shot from a player hits.
- Figure 9 A and Figure 9 B show the attack player identification information until the game stage ends. It is a figure for demonstrating the method to hold
- FIG. 10 is an example of a flowchart showing a detailed processing example of the present embodiment.
- FIG. 11 is an example of a flowchart showing a detailed processing example of the present embodiment.
- FIG. 12 is a diagram illustrating an example of a hardware configuration capable of realizing the present embodiment.
- FIG. 13A, FIG. 13B, and FIG. 13C are diagrams showing examples of various types of apparatuses to which the present embodiment is applied.
- FIG. 14 is a diagram showing an example of a game device for a gun game to which the present invention is applied.
- Figure 15 shows an example of a game image of a gun game.
- FIG. 16 is a diagram showing an example of a game device for a weapon battle game to which the present invention is applied.
- Figure 17 shows an example of a game image of a weapon battle game.
- FIG. 1 shows an example of a functional block diagram of the game apparatus of the present embodiment.
- the operation unit 1 0 indicates that the player has a lever, button, and shouting device.
- the operation data obtained by the operation unit 10 0 is the processing unit 1 0 0 Is input.
- the processing unit 100 performs various processing such as control of the entire game device, instruction instruction to each block in the game device, game calculation, etc.
- the function is CPU (CISC type, RISC type) , DSP, ASIC (gate array, etc.) This can be realized by software or a given program (game program).
- the storage unit 180 is a work area of the processing unit 100, for example, and its function can be realized by a hardware such as a RAM.
- the information storage medium (storage medium from which information can be read by a computer) 1 9 0 stores programs.
- the functions of this information storage medium 190 can be realized by hardware such as an optical disk (CDROM, DVD), magneto-optical disk (MO), magnetic disk, hard disk, magnetic tape, game cassette, IC card, semiconductor memory, etc. .
- the processing unit 100 performs various processes based on the program and data from the information storage medium 190. Part or all of the information stored in the information storage medium 190 is transferred to the storage unit 180 when the apparatus is turned on.
- the processing unit 100 includes a game calculation unit 110, an image generation unit 1550, and a sound generation unit 160.
- the game calculation unit 1 1 0 is a game mode setting process, a game progress process, a selection screen setting process, a moving object (character, robot, car, tank, airplane, spaceship, ship, boat, ski board) , Surfboards, balls, bullets, etc.) processing, determining viewpoint position and line-of-sight direction, processing to reproduce the motion of moving objects, processing to place objects in the object space, hit check processing, game
- Various game calculation processes such as a process for calculating results (scores) and a process for multiple players to play in a common game space, are performed based on the game program etc. Do.
- the image generation unit 1 5 0 generates a game image according to the game calculation in the game calculation unit 1 1 0.
- the game image generated by the image generation unit 1 5 0 is displayed on the display unit 1 2.
- the sound generation unit 160 generates a game sound according to the game calculation in the game calculation unit 110.
- the game sound generated by the sound generation unit 160 is output from the sound output unit 14.
- the game calculation unit 1 1 0 is the mobile unit calculation unit 1 1 2, hitsick unit 1 1 4, target An information processing unit 116 and a division processing unit 118 are included.
- the moving body calculation unit 112 is a movement whose movement is controlled by a moving body operated by the player or a given control program (computer evening) based on the operation data input from the operation unit 10 or a given program. Perform calculations to move the body in the object space (for 3D games) or in a 2D plane (for 2D games). More specifically, the calculation is performed to obtain the position and direction of the moving body, for example, every frame (1/60 second).
- the position of the moving object in (k-1) frame is PMk-l
- the speed is VMk-1
- the acceleration is AMk-1
- the time of one frame is At.
- the position PMk ⁇ speed VMk of the moving body in k frames can be obtained by the following equations (1) and (2), for example.
- the hit check unit 114 performs a process of checking whether or not the shot by the shooting is hit by the target (target object). That is, when the player presses the shooting button, a shot is fired from the moving object, and the moving object calculation unit 112 performs an operation for obtaining the position and direction of the shot for each frame. Then, the hit check unit 114 determines whether or not the shot hits the target based on the target position and direction calculated by the mobile object calculation unit 1 12 and the shot position and direction. . And if the shot hits the target, it performs explosive effect processing. On the other hand, if the shot does not hit the target, the shot is deleted. It is also possible to prepare a simple object with a simplified target shape and perform a hit check between this simple object and a shot.
- the target information processing unit 116 performs processing to change the position, direction, color, and shape of the target when the shot hits the target. That is, the player attacks the target
- the information (attack player identification information) for identifying which player has attacked the target in the event of a shot is associated with the target and the target information storage unit
- (Target buffer) 1 8 2 Leave it in place. More specifically, for example, the color of the target that the player has attacked is changed to the symbol color associated with the player, and the color information is stored in the target information storage unit 180. Stored in part 1 8 2 and held. Alternatively, the shape of the target to which the player has attacked is changed to a symbol shape corresponding to the player, and the information on the shape is stored and held in the target information storage unit 1 8 2. Also good. In this way, the player can easily recognize which player has attacked which target. Information on bullets (shots in a broad sense) fired from a moving object is stored in a bullet information storage unit (bullet buffer) 1 8 4 in the storage unit 180.
- bullet information storage unit bullet buffer
- the division processing unit 1 1 8 performs processing to divide a target attacked by a player when a given division condition is satisfied.
- the attack player identification information is held in the target object information storage unit 1 8 2 in association with the target of the child after splitting.
- the game device of the present embodiment is capable of both a game play by a single player played by one player and a game play by a multiplayer mode played by a plurality of players.
- game images and game sounds to be provided to the plurality of players may be generated using one game device, or a transmission line is connected via a communication line or the like. Alternatively, it may be generated using a plurality of game devices.
- a game rule explanation screen is displayed first as shown in FIG. 2A.
- the player is required to achieve the quota within the time, and if the quota is not achieved, the player's life number is reduced by one. And when the number of lives is zero, the player The game is over.
- the course (difficulty) selection screen appears as shown in Figure 2B.
- the player can select one of the basic course with the lowest difficulty level, the intermediate course with the medium difficulty level, and the advanced course with the highest difficulty level.
- the game stage (mini game) selection screen is displayed as shown in Fig. 3A. While watching this game stage selection screen, the player selects a desired game stage from a plurality of game stages (options G 1 to G 1 5) using the lever, button, etc. (G in FIG. 3A) 7 is selected)
- an explanation screen (command mode screen) about the clear condition of the selected game stage is displayed as shown in FIG. 3B.
- FIG. 3B as shown in explanation screens 20 and 22, the player is required to attack the target and dye the screen to the symbol color of each player. That is, when the player 1 shot hits the target, the target color turns red, and when the player 2 shot hits the target, the target color turns blue.
- This game stage is a battle game as shown in display 26, and the player who dyes more targets in his own symbol color will win.
- the feature of this embodiment is that when a player makes an attack against a target, information (attack player identification information) for identifying which player made an attack against the target is used. The point is to keep it in association with the target.
- the player 1 operates the moving body 3 0 -1
- the player 2 operates the moving body 3 0 -2. It then attacks the targets 4 0 -1, 4 0 -2, 4 0 -3, 4 0 -4 whose movement is controlled by the computer.
- the color of target 40-1 changes from colorless (N) to red (R), which is the symbol color of player 1.
- red (player 1 symbol color) color information indicating that player 1 has attacked target 40-1 is retained and retained as attack player identification information in relation to target 40-1. .
- the color of the target 40-2 is, for example, colorless (N) to blue that is the symbol color of the player 2 Change to (B).
- N colorless
- B the color information of blue (player 2's symbol color) indicating that player 2 has attacked target 40-2 remains in association with target 40-2 as attack player identification information and is retained.
- the player can easily recognize which player attacked which target.
- this type of game device it is common to shoot a shot at a target in order to improve its own game performance. Therefore, at the moment when the shot hits the target, it is possible to recognize to some extent who is the player who shot the shot, but when a certain amount of time has passed since the shot hit, It becomes impossible to recognize to which target the shot of this shot was hit. In particular, this recognition becomes even more difficult when the target moves arbitrarily, as shown in Fig. 4A and Fig. 4B.
- attack player identification information indicating which player 1 or 2 has attacked the target is left in association with the target and retained.
- the target is colored red (R), which is the symbol color of player 1
- the target is colored blue (B), the symbol color of 2. Therefore, it becomes possible to recognize intuitively by visual sense which player 1 or 2 has won, without checking the scores 42-1 and 42-2.
- Fig. 5 it can be seen immediately from the screen that there are more targets dyed in blue (B). This makes it possible to intuitively immediately recognize that the player 2 whose symbol color is blue (B) has won.
- the target color is dyed red or blue, unprecedented video effects can be obtained.
- the attack player identification information has a color as shown in FIGS. 4A, 4B, and 5. It is particularly desirable, but various information other than color can be considered.
- the shape of the target to which the player has attacked may be changed to a symbol shape associated with the player.
- the symbol shape of the player 1 who operates the moving body 3 0 -1 is a square
- the symbol shape of the player 2 who operates the moving body 3 0 -2 is a triangle.
- the targets 4 0 -1 and 4 0 -2 hit by the shots from the moving body 3 0 -1 are changed to the quadrangle that is the symbol shape of the player 1.
- the targets 4 0 -3 and 4 0 -4 hit by the shots from the moving object 30 -2 are changed to the triangle that is the symbol shape of the player 2.
- the player can intuitively recognize his / her own game results simply by visually confirming the number of targets changed to his / her own symbol shape.
- the symbol mark for player 1 is ⁇
- the symbol mark for player 2 is X.
- the symbol 1 of the player 1 is attached to the targets 4 0 -1 and 4 0 -2 hit by the shot from the moving body 30 -1.
- X which is the symbol mark of the player 2 is attached to the targets 4 0 -3 and 4 0 -4 hit by the shots from the moving body 30-2.
- the attack player identification information of player 2 is retained and retained in association with the target. You may do it.
- a shot 3 2 -1 from a moving body 30 -1 operated by a player 1 is hit by a target 40, and the color of the target 40 is the symbol color of the player 1. It turns red. Then, the target 40 colored in red moves, and in FIG. 7B, the shot 3 2 -2 from the moving object 3 0 -2 operated by the player 2 hits the target 40. .
- the color of the target 40 is switched from red, which is the symbol color of the player 1, to blue, which is the symbol color of the player 2.
- the color of the target changes rapidly between red and blue according to the attack from the player, and the superiority or inferiority of the player's game results also changes dramatically.
- the target to which the player has attacked may be split, and the attack player identification information may be associated with the split target and retained.
- shot 32-1 from player 30's mobile 30-1 hits a colorless (N) target 40 -1
- player 2's mobile 30-1 takes shot 32 -2. 2 is red
- Target 40-2 hit (Target 40-2 previously shot from mobile 30-1).
- the parent target 40-1 is split into child targets 44-1, 46-1 and the parent target 40-2 is split into the child targets 44-2, 46. -Split into two.
- the child targets 44-1 and 46-1 are changed from colorless to red, which is the symbol color of the player 1, and the child targets 44-2 and 46-2 are red, which is the symbol color of the player 1.
- To blue which is the symbol color of Player 2. That is, the attack target identification information of the parent target is passed on to the child target.
- the target increases, the video effect of the game image can be enhanced. And in this case, the target increases while being colored either red or blue. Therefore, the video effect of the game image can be further enhanced.
- the parent's target may be deleted or left.
- the color of target 40-1 changes from colorless (N) to red (R) at time T1. This red is held until the game stage end time TE.
- the colors of targets 40-2, 40-3, and 40-4 change to times T 2 ⁇ T 3 and ⁇ 4 respectively, and the changed colors are held until the end time ⁇ of the game stage. .
- the attack player identification information is held until the end time of the game stage.
- the game stage end time TE targets 4 0 -1, 4 0 -2, 4 0 -3, 4 0 -4 are red, blue, red, and red, respectively. It has become. Therefore, in this case, it is possible to immediately recognize that the player 1 whose symbol color is red has won by confirming that the number of targets colored in red is large.
- a moving object movement calculation process (a process for obtaining the position and direction of the moving object) is performed (step S 1). This movement calculation process is performed, for example, for each frame by the moving object calculation unit 1 1 2 in FIG.
- step S 2 it is determined whether or not the shouting button of the operation unit 10 has been pressed by the player (step S 2). If not, the process returns to step S 1. On the other hand, if pressed, it is determined whether or not there is a vacancy in the bullet buffer (bullet information storage section) 1 8 4 in FIG. 1 (step S 3). If not, return to step S1. On the other hand, if it is free, a bullet firing request is issued (step S 4), and a data storage area is secured in the bullet buffer 1 84 (step S 5). Store the bullet information (Step S6) o
- step S7 bullet movement calculation processing is performed.
- This bullet movement calculation process is performed, for example, every frame by the moving object calculation unit 1 1 2 of FIG.
- step S 8 it is determined whether or not a bullet has come out of the screen
- step S 9 the information on that bullet stored in the ⁇ buffer 1 84 is cleared
- step S 10 it is determined whether or not the bullet has hit the target (step S 10). If it has not been hit, the process returns to step S7.
- the hit check unit 1 1 4 in Fig. 1 performs the bullet and target hit check.
- step S 11 If it is determined in step S 1 0 that the bullet has hit the target, (Step S11 in FIG. 11). Next, it is determined whether the spear hitting the target is fired by either player 1 or 2 (step S12). If it is determined that the player 1 has fired the bullet, the target color information stored in the target buffer 182 is changed to red which is the symbol color of the player 1 (step S 13). On the other hand, when it is determined that the player 2 has fired the bullet, the target color information stored in the target buffer 182 is changed to blue, which is the symbol color of the player 2 (step S 14). . In this way, it is possible to retain attack player identification information indicating which player has attacked which target in association with the target.
- step S15 it is determined whether or not the target can be split (whether or not the splitting condition is satisfied) (step S15). For example, if a given period has not passed since the last split, the target will not split even if a bullet is hit. If the target is ready to divide, the target buffer 182 will contain the data storage area for the split child targets (targets 44-1, 46-1, 44-2, 46-2 in Figure 8B). Secure (step S16). Then, the color information of the parent target before splitting (targets 40-1 and 40-2 in FIG. 8B) is passed (stored) to the secured data area and held (step S17). In this way, the color information of the parent target can be inherited by the child target.
- CPU 1000 CPU 1000, ROM 1002, RAM 1004, information storage medium 1006, sound generation IC 1008, image generation IC 1010, I / O ports 1012 and 1014 are mutually sent and received via system bus 1016.
- a display 1018 is connected to the image generation IC 1010
- a speaker 1020 is connected to the sound generation IC 1008
- a control device 1022 is connected to the I / O port 1012
- a communication device is connected to the I / O port 1014.
- 1024 is connected.
- the information storage medium 1006 mainly stores programs, image data for expressing display objects, sound data, and the like.
- CD-ROM, game cassette, DV D, etc. are used as information storage media for storing programs.
- the arcade game machine uses a memory such as a ROM.
- the information storage medium 1006 is a ROM 1002.
- the control device 1022 corresponds to a game controller, an operation panel, and the like, and is a device for inputting a result of a determination made by the player in accordance with the progress of the game to the device main body.
- the system program stored in the ROM 1002 (device initialization information, etc.), the signals input by the control device 1022, etc., the CPU 1000 controls the entire device and various data. Perform evening processing.
- the RAM 1004 is a storage means used as a work area of the CPU 1000, and stores the given contents of the information storage medium 1006 and the ROM 1002, or the calculation results of the CPU 1000 and the like.
- a data structure having a logical configuration for realizing the present embodiment is constructed on this: AM or an information storage medium. '
- the sound generation IC 1008 is an integrated circuit that generates game sounds such as sound effects and background music based on information stored in the information storage medium 1006 and ROM 1002, and the generated game sounds are output by the speaker 1020. Is done.
- the image generation IC 1010 is an integrated circuit that generates pixel information to be output to the display 1018 based on image information sent from the RAM 1004, the ROM 1002, the information storage medium 1006, and the like. As the display 1018, a so-called head mount display (HMD) can be used.
- HMD head mount display
- the communication device 1024 exchanges various types of information used inside the game device with the outside, and is connected to other game devices to send and receive given information according to the game program, and to communicate It is used to send and receive information such as game programs via the line.
- Information storage medium 1 0 0 6 storing a program for performing the processing shown in FIG. 1 and a CPU 1 0 0 0, an image generation IC 1 0 1 0, a sound generation IC 1 0 0 8, etc. Realized. Note that the processing performed by the image generation IC 10 1 0, the sound generation IC 1 0 0 8, etc. may be performed in a software manner by the CPU 1 0 0 0 or a general-purpose DSP.
- FIG. 13A shows an example in which the present embodiment is applied to an arcade game machine.
- the player enjoys the game by operating the lever 1 1 0 2 and button 1 1 0 4 while viewing the game image displayed on the display 1 1 0 0.
- C PU, image generation I C, sound generation I C and the like are mounted on the I C board 110 6 built in the apparatus.
- the stored information includes at least one of program code, image information, sound information, display object shape information, table data, list data, player information, etc. for performing the various processes described above.
- FIG. 13B shows an example in which this embodiment is applied to a home game device.
- the player enjoys the game by operating the game controllers 1 2 0 2 and 1 2 0 4 while viewing the game images displayed on the display 1 2 0 0.
- the stored information is stored in a CD-ROM 1206, an I C card 1 2 0 8, 1 2 0 9 or the like, which is an information storage medium detachably attached to the main unit.
- Figure 1 3 C shows host device 1 3 0 0 and terminals 1 3 0 4-1 to 1 3 0 4 -n connected to host device 1 3 0 0 via communication line 1 3 0 2
- the above storage information is, for example, information storage such as a magnetic disk device, a magnetic tape device, and a memory that can be controlled by the host device 1 300.
- a method of changing the color or shape of the target to the symbol color of the player is particularly desirable. Can be implemented.
- the present invention is not limited to the game described in the present embodiment, but various games (sports game, martial art game, robot battle game, weapon battle game, role playing game, shooting game, gun game, competition game) It can be applied to puzzle games.
- FIG. 14 shows an example of a game device for a gun game for shooting a game.
- Figure 15 shows an example of a game image of this gun game.
- a shot fired by player 60-1 using shunting device 62-1 simulated shot
- the target's color changes to red (R).
- a shot shot by player 60-2 using shouting device 62-2 hits a target
- the target's color changes to blue (B).
- FIG. 16 shows an example of a game device for a weapon battle game
- FIG. 17 shows an example of a game image of this weapon battle game.
- This game machine has a model that mimics a machine gun.
- Uting devices 7 0 -1, 7 0 -2, 7 0 -3, 7 0 -4 are provided.
- the display section 7 2 -1, 7 2 -2, 7 2 -3, 7 2 -4 has its own character 8 0 (character operated by the player itself), enemy character 8 2 (Character operated by enemy player or computer), ally character 8 4 (character operated by ally player or computer), map, background, etc. are displayed.
- characters 8 6 and 8 8 are characters that were defeated in the shooting battle. In this case, it is identified whether the characters 8 6 and 8 8 were attacked and defeated by the group of their own characters (symbol color is red) or attacked by the group of enemy characters (symbol color is blue). Attack player identification information is stored in association with each character 8 6, 8 8. For example, for a character 8 6 that has been defeated by the group of own characters, a red flag 90 is set, or a part or all of the character 8 6 is colored red. On the other hand, with regard to the character 8 8 that has been defeated by the enemy character group, the blue flag 9 2 is raised, or a part or all of the character 8 8 is colored blue. In this way, the player can easily recognize which character was killed by which group.
- the present invention is not limited to game devices for home and business use, but also various game devices such as a simulator, a large attraction device in which a large number of players participate, a personal computer, a multimedia terminal, and a system board for generating game images. Applicable.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Processing Or Creating Images (AREA)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US09/555,380 US6319119B1 (en) | 1998-10-02 | 1999-10-01 | Game machine and information storage medium |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP10/296074 | 1998-10-02 | ||
| JP29607498A JP3990051B2 (ja) | 1998-10-02 | 1998-10-02 | ゲーム装置及び情報記憶媒体 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2004073813A1 true WO2004073813A1 (ja) | 2004-09-02 |
Family
ID=17828788
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP1999/005417 Ceased WO2004073813A1 (ja) | 1998-10-02 | 1999-10-01 | ゲーム装置及び情報記憶媒体 |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US6319119B1 (https=) |
| JP (1) | JP3990051B2 (https=) |
| WO (1) | WO2004073813A1 (https=) |
Families Citing this family (21)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP4278070B2 (ja) * | 1999-06-17 | 2009-06-10 | 株式会社バンダイナムコゲームス | 画像生成システム及び情報記憶媒体 |
| JP2002018119A (ja) * | 2000-06-30 | 2002-01-22 | Namco Ltd | 射撃遊戯装置 |
| JP4567850B2 (ja) * | 2000-07-26 | 2010-10-20 | 株式会社バンダイナムコゲームス | ゲーム装置、ゲーム処理方法および記録媒体 |
| JP4857476B2 (ja) * | 2001-03-15 | 2012-01-18 | 株式会社セガ | ゲーム装置及びその制御方法及びシューティングゲーム装置及び通信ゲームシステム及び記憶媒体及びプログラム |
| JP2003006127A (ja) * | 2001-06-18 | 2003-01-10 | Cyberstep Inc | 分散処理システム、分散処理方法、およびその方法を利用可能なクライアント端末 |
| JP3998466B2 (ja) * | 2001-12-13 | 2007-10-24 | 株式会社スクウェア・エニックス | ネットワークゲームシステムおよびネットワークゲーム処理方法 |
| JP2003181146A (ja) * | 2001-12-14 | 2003-07-02 | Square Co Ltd | ネットワークゲームシステム、ゲームサーバシステム、クライアントシステム、ネットワークゲーム処理方法、プログラム及び記録媒体 |
| JP2003205175A (ja) * | 2002-01-11 | 2003-07-22 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
| US20050075166A1 (en) * | 2002-05-14 | 2005-04-07 | Hemstreet Paul A. | Media program with interactive feature |
| JP2005218463A (ja) * | 2004-02-03 | 2005-08-18 | Nintendo Co Ltd | シューティングゲーム装置およびゲームプログラム |
| JP4287758B2 (ja) * | 2004-02-05 | 2009-07-01 | 任天堂株式会社 | シューティングゲーム装置およびシューティングゲームプログラム |
| JP4610988B2 (ja) * | 2004-09-30 | 2011-01-12 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及び画像生成システム |
| FR2880814A1 (fr) * | 2005-01-17 | 2006-07-21 | Makina Sarl I | Isntallation ludique comportant des elements de jeu pouvant changer d'etat pour changer d'appartenance |
| US7985133B2 (en) * | 2007-07-30 | 2011-07-26 | Igt | Gaming system and method for providing an additional gaming currency |
| NL2002558C2 (en) * | 2009-02-24 | 2010-08-25 | Chatventure B V | METHOD AND SERVER FOR MULTI-PLAYER GAMING. |
| JP5688535B2 (ja) * | 2010-03-16 | 2015-03-25 | 株式会社コナミデジタルエンタテインメント | ゲームシステム及びそのコンピュータプログラム |
| US8425308B2 (en) * | 2011-09-07 | 2013-04-23 | International Business Machines Corporation | Counter-balancing in-play video game incentives/rewards by creating a counter-incentive |
| US20150024815A1 (en) * | 2013-07-19 | 2015-01-22 | Acmos Technology Co., Ltd. | Hit recognition electronic target shooting system and recognition method thereof |
| JP5771710B2 (ja) * | 2014-02-26 | 2015-09-02 | 株式会社タイトー | 電子装置、ゲームプログラム |
| JP5980266B2 (ja) * | 2014-05-14 | 2016-08-31 | 任天堂株式会社 | 情報処理システム、情報処理プログラム、情報処理装置、及び情報処理方法 |
| JP6434603B2 (ja) * | 2017-11-20 | 2018-12-05 | 株式会社タイトー | ゲーム機 |
Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH05177058A (ja) * | 1991-12-28 | 1993-07-20 | Nintendo Co Ltd | 射撃ゲームシステムおよびそれに用いられる外部記憶装置 |
| JPH09164272A (ja) * | 1995-12-14 | 1997-06-24 | Namco Ltd | ゲームシステム |
| JPH09253339A (ja) * | 1996-03-27 | 1997-09-30 | Taito Corp | シューティングゲーム機 |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4799687A (en) * | 1987-02-18 | 1989-01-24 | Davis Dennis W | Projected image tag game |
| CA2075122A1 (en) * | 1991-09-23 | 1993-03-24 | He Holdings, Inc. | Multiple participant moving vehicle shooting gallery |
-
1998
- 1998-10-02 JP JP29607498A patent/JP3990051B2/ja not_active Expired - Fee Related
-
1999
- 1999-10-01 WO PCT/JP1999/005417 patent/WO2004073813A1/ja not_active Ceased
- 1999-10-01 US US09/555,380 patent/US6319119B1/en not_active Expired - Lifetime
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH05177058A (ja) * | 1991-12-28 | 1993-07-20 | Nintendo Co Ltd | 射撃ゲームシステムおよびそれに用いられる外部記憶装置 |
| JPH09164272A (ja) * | 1995-12-14 | 1997-06-24 | Namco Ltd | ゲームシステム |
| JPH09253339A (ja) * | 1996-03-27 | 1997-09-30 | Taito Corp | シューティングゲーム機 |
Also Published As
| Publication number | Publication date |
|---|---|
| JP2000107452A (ja) | 2000-04-18 |
| US6319119B1 (en) | 2001-11-20 |
| JP3990051B2 (ja) | 2007-10-10 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| JP3990051B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| US7126607B2 (en) | Electronic game and method for effecting game features | |
| JP3887819B2 (ja) | コンピュータプログラム | |
| US6296570B1 (en) | Video game system and video game memory medium | |
| US6634947B1 (en) | Video game system and video game memory medium | |
| US6335731B1 (en) | Image generation device and information storage medium | |
| JP3369956B2 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP4363595B2 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP4059408B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| JP3747050B1 (ja) | プログラム、情報記憶媒体、及び画像生成システム | |
| JP4114825B2 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP2002085828A (ja) | ゲームシステム及び情報記憶媒体 | |
| JP2000167237A (ja) | ゲーム装置及び情報記憶媒体 | |
| JP4087944B2 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP3401204B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| JP4204059B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| JP2004057797A (ja) | ゲームシステム、プログラム及び情報記憶媒体 | |
| JP2939232B1 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP3990050B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| JP3378520B2 (ja) | ビデオゲーム装置およびプログラムを格納した記録媒体 | |
| JP4010682B2 (ja) | ゲームシステム及び情報記憶媒体 | |
| JP2939231B1 (ja) | 画像生成装置及び情報記憶媒体 | |
| JPH11244532A (ja) | 画像生成装置及び情報記憶媒体 | |
| JP3855066B2 (ja) | ゲーム装置及びゲーム制御方法及び記憶媒体 | |
| CA2386705C (en) | Video game system and video game memory medium |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| WWE | Wipo information: entry into national phase |
Ref document number: 09555380 Country of ref document: US |
|
| AK | Designated states |
Kind code of ref document: A1 Designated state(s): US |