摘要:
A game apparatus includes an LCD, and displayed on the LCD is a game screen including a display portion that displays a planar positional relationship between a player object and enemy objects present in a three-dimensional game space. The player object and enemy objects are flight objects, for example. Each time a player presses an X button, a selection state of an enemy object as a target of the player object is switched by turns according to priorities of the enemy objects. When the player continuously presses the X button over a certain period of time, regardless of the priorities of the enemy objects, the selection state is switched to that of a highest priority enemy object.
摘要:
It is an object that a normally selectable command or a command for specifying an appropriate action in accordance with the state of a player character can be easily selected through a simple operation by a player. In a command control process, at least one normal action specifying command for specifying a normal action that the player character can normally carry out is selectably displayed; at least one local action specifying command for specifying a local action that the player character can locally carry out in accordance with a state of the player character and corresponds to the state of the player character is selectably displayed when the player character becomes the corresponding state; and an action of the player character is controlled in response to the command selected, through operation by the player, from the displayed at least one normal action specifying command and the displayed at least one local action specifying command.
摘要:
A system and method are disclosed for ordered execution of actions in a game environment is disclosed. An indication of a first object having been targeted in the game environment may be received whereby the object is assigned a first target slot. An indication of a second object having been targeted in the game environment may then be received, this second targeted object being assigned a second target slot. An action is then executed in the game environment with respect to each of the targeted objects in response to a command from an input device. The execution of the action with respect to each of the targeted objects may occur in accordance with an order defined by the target slots.
摘要:
Multiple characters in a video game can be displayed in a field so as to be easily distinguished, allowing the video game to proceed smoothly while maintaining realism. When an action content command and an action target character are received, a control section and a graphics processor carry out the control to display a target line for notifying the category of action in an action content specified by the action content command and a character that a player character specifies as the action target. In this way, by viewing an image in which a target line is in turn drawn from the player character to the target character, a player of the video game can quickly and easily recognize an action entity and an action target. This makes it possible to display the multiple characters in a field so as to be easily distinguished, and therefore, the video game can proceed smoothly while maintaining realism.
摘要:
A control layout for a game console that supports intuitive play of a game comprising both first person point of view (FPPOV) and third person point of view (TPPOV) control elements. The game control layout uses a plurality of functions that support in-depth third person control and large-scale unit commands that require a minimum of buttons to achieve complex motion and strategic decision making.
摘要:
A game device for adjusting the progress rate of simulation with the use of a conventional program module for environmental processing is provided. In the game device, a microprocessor (14) selectively performs, in accordance with a game operation provided by a player of a game, either a process for producing environment information which is a basis for a game image of the subsequent predetermined update cycle, and producing a main game image based on the environment information, or a process for repeatedly producing the environment information plural times, and producing a sub game image based on the last produced environment information among the information produced plural times in a shorter time than the main game image.
摘要:
The invention provides an image processing unit for a shooting game in which suitable images can be displayed according to a given situation, and in which more exciting and easy-to-manipulate images are displayed. Coordinate values for objects in three-dimensional virtual space are established on the basis of prerecorded object shape data, view point positions are established on the basis of distances x1 and x2 from predetermined objects defined in three-dimensional virtual space (for example, the positions are lower when the distance is shorter, and higher when the distance is longer), the coordinate values established as described above are received, and the coordinate values are converted to a visual field coordinate system as seen from the view points established in the manner described above.
摘要:
A virtual golf training and gaming system and method are disclosed. According to one aspect of the invention, real-time shot information obtained from a trackable golf ball is compared with and used to determine a correlation with one or more training shots displayed to a golfer over a display, and wherein the correlation is used to provide training advice and assistance to the golfer. According to another aspect of the invention, the real-time shot information is converted into one or more game parameters which can then be used within the game environment of a virtual game. According to yet another aspect of the invention, the real-time shot information is used to determine an initial shot location for a golf shot and to identify the golfer based on the initial shot location, and this identification can be used in connection with the virtual training and/or gaming system and method.
摘要:
A system and method for recording and displaying a graphical path in a video game is provided. Upon initiation of a time-trial run, the player views a color-coded previous game path that dynamically changes color based upon a current elapsed time associated with the time-trial run, elapsed times associated with the previous game path, and character states associated with the previous game path. The previous game path may include, but is not limited to, a “best time” path, a “worst time” path, and an “average time” path. In one embodiment of the invention, the player may gauge game progress as measured against the “best time” path as displayed via a series of path markers, and subsequently varies player character input controls to optimize performance against a player character associated with the “best time” path.
摘要:
Visually identifying one or more known or anonymous voice speakers to a listener in a computing session. For each voice speaker, voice data include a speaker identifier that is associated with a visual indicator displayed to indicate the voice speaker who is currently speaking. The speaker identifier is first used to determine voice privileges before the visual indicator is displayed. The visual indicator is preferably associated with a visual element controlled by the voice speaker, such as an animated game character. Visually identifying a voice speaker enables the listener and/or a moderator of the computing session to control voice communications, such as muting an abusive voice speaker. The visual indicator can take various forms, such as an icon displayed adjacent to the voice speaker's animated character, or a different icon displayed in a predetermined location if the voice speaker's animated character is not currently visible to the listener.