专利摘要:
By making the game more realistic, it increases the fun. The image display means 132a which displays the three-dimensional game field image containing an enemy character on the screen of the monitor 11, and the liquid crystal unit 22 of the scope 23 provided in the simulation gun 20 of the said image The enlarged image display means 132b which enlarges and displays the image of the small area | region corresponding to the part which the simulation gun 20 faced is provided.
公开号:KR20020003222A
申请号:KR1020017012327
申请日:2000-01-28
公开日:2002-01-10
发明作者:시게노부 마쯔야마;마사아끼 구끼노;히또시 고니시;요시히사 이노우에;신이찌 나까가와;고이찌 니시오;히로후미 나가오
申请人:고즈끼 가게히꼬;고나미 가부시끼가이샤;
IPC主号:
专利说明:

[TARGET SHOOTING VIDEO GAME DEVICE, AND METHOD OF DISPLAYING RESULT OF TARGET SHOOTING VIDEO GAME}
[2] Conventionally, a monitor screen constituting a game screen by displaying an enemy character as a target on a monitor, and a simulated gun having a trigger (trigger) for firing a bullet toward the monitor screen, the trigger of the simulated gun By pulling the bullet to display the bullet in a predetermined direction, and when the bullet hits the enemy character, the enemy character is destroyed in the game screen or disappears from the game screen to change the display state of the enemy character. A private video game device is shown in Japanese Patent Laid-Open No. 10-230081.
[3] However, the actual sniper uses a scope equipped with a scope for the sniper from a distance, in which case the sniper is fired under a specific situation such as being attacked when the sniper fails because of the impact of hand shaking. If you don't, your game will be less real, and it will be less fun.
[4] <Start of invention>
[5] This invention is made | formed in view of the said subject, Comprising: It aims at providing the private video game apparatus and the shooting result display method of the private video game which can make fun more real by making a game more realistic.
[6] The main elements of the present invention are private video game apparatuses that target enemy characters displayed on a monitor screen with a simulated gun, comprising: image display means for displaying a three-dimensional game field image including an enemy character on the monitor screen; The display member provided in the simulation gun is provided with enlarged image display means for enlarging and displaying an image of a small area corresponding to the portion of the image to which the simulation gun is directed.
[7] According to this configuration, a three-dimensional game field image including an enemy character is displayed on the monitor screen by a monitor means, and a small area corresponding to the portion of the image to which the simulated gun is directed to the display member provided on the simulated gun. Since the image is enlarged and displayed by the scope means, the fun can be further enhanced by making the game more realistic.
[1] The present invention relates to a historical video game apparatus that targets an enemy character displayed on a monitor screen with a simulated gun and a shooting result display method of a private video game in which predetermined shooting results are displayed in a monitor screen. will be.
[8] BRIEF DESCRIPTION OF THE DRAWINGS The external perspective view which shows schematic structure of the private video game apparatus which concerns on one Embodiment of this invention.
[9] 2 is a cross-sectional view showing a detailed configuration of a simulated gun of a private video game device.
[10] 3 is a block diagram showing a control system of a private video game apparatus.
[11] 4 is a flowchart for explaining the operation of the private video game apparatus.
[12] 5 is a flowchart for explaining the operation of the private video game apparatus.
[13] 6 is a flowchart for explaining the operation of the private video game apparatus.
[14] 7 is a diagram illustrating an example of a game screen displayed on a private video game device.
[15] 8 is a diagram illustrating an example of a game screen displayed on a private video game device.
[16] 9 is a diagram illustrating an example of a game screen displayed on a private video game device.
[17] 10 is a diagram illustrating an example of a game screen displayed on a private video game device.
[18] 11 shows an example of a game screen displayed on a private video game device;
[19] 12 is a diagram illustrating an example of a game screen displayed on a private video game device.
[20] 13 is a diagram illustrating an example of a game screen displayed on a private video game device.
[21] 14 is a diagram illustrating an example of a game screen displayed on a private video game device.
[22] <Best Mode for Carrying Out the Invention>
[23] 1 is a view showing a schematic configuration of a private video game apparatus according to the present invention, Figure 2 is a view showing a detailed configuration of a simulated gun, Figure 2 (a) is a cross-sectional view of a part side, Figure 2 (b) is an angle It is a figure which shows a detection means part. As shown in FIG. 1, the private video game device includes a game device main body 10 and a simulated gun 20.
[24] Among these, the game device main body 10 proceeds to play the game according to the monitor 11 including the CRT and the like, the preset game program and the shooting result of the simulated gun 20, and the monitor 11 The control part 13 which sends an image signal is provided. In addition, the game machine main body 10 is a position calculation part which calculates what is called an intersection position whose trajectory crosses on the screen of the monitor 11, when a bullet is pseudoly fired from the muzzle 28 of the simulated gun 20. (16) is provided. In addition, although not shown, the game device main body 10 further includes a coin inlet and a start switch.
[25] The simulation gun 20 is set at the approximately center height position of the monitor 11. In the simulated gun 20, a support portion 201 fixed to the game machine main body 10 is disposed at a position separated from the monitor 11 by a predetermined distance, and the gun main body 21 is disposed on the support portion 201. ) Is swingable in the vertical direction and rotatably attached in the horizontal plane. In addition, as shown in Fig. 2A, a cylindrical scope 23 having a liquid crystal unit (LCD unit; equivalent to a display member: 22) whose display surface is directed to the rear of the main body 21 is built in. In addition, the lower part of the gun body 21 is provided with a trigger 25 that can contact the micro switch 24.
[26] Specifically, the lowermost part of the main body 21 is rotatably attached around the horizontal rocking shaft 202, and the horizontal rocking shaft 202 is also rotatably attached around the vertical rotation shaft 203. As for the swing, the allowable angle is regulated by the stopper 204, and the shock absorbing rubber 205 is alleviated by the buffer rubber 205. Also, as shown in Fig. 2 (b), a small-diameter gear 202b is engaged with the fan-shaped gear 202a attached to the horizontal oscillation shaft 202, and the small-diameter gear 202b is rotated. A rotary variable resistor 202c as an angle of incidence sensor is attached. As for the rotation, the rotation angle is regulated by a non-illustrated shock absorbing rubber, and the vertical rotation shaft 203 which makes such rotation is pivotally supported by the bearing 206 of the supporting portion 201, and the vertical rotation shaft 203 The rotary variable resistor 203c as the rotation angle sensor is attached to the rotation axis of the small diameter gear 203b meshed with the gear 203a attached thereto. That is, the muzzle direction sensor 26 which specifies the angle to which a muzzle is directed by the voltage values output from these two variable resistors 202c and 203c is comprised. Instead of the variable resistor, an encoder, another angle-detectable potentiometer, or the like may be used.
[27] And the liquid crystal unit 22, the micro switch 24, and the muzzle direction sensor 26 are connected to the control part 13 and the intersection position calculating part 16 of the game device main body 10 by the cable 27, respectively. .
[28] When the simulation gun 20 pulls the trigger 25, for example, the micro switch 24 is turned ON, and the trigger signal, which is the ON signal, is sent to the control unit 13 through the cable 27, so that the trigger ( Each time 22) is pulled out, or while pulling, a bullet firing signal is continuously generated in the control unit 13 at a predetermined interval (for example, five times). Moreover, the eyepiece 29 is provided in the front side of the liquid crystal unit 22 as needed.
[29] 3 is a diagram illustrating a control system of the private video game apparatus. In this figure, the control system includes the control unit 13, the position calculating unit 16, the coin detecting unit 18, the start switch 19, the ROM 31, and the RAM 32 described above.
[30] The control unit 13 includes a CPU and the like, and includes each function processing unit of the game control unit 130 and the drawing control unit 131.
[31] The game control unit 130 performs the operation of changing the viewpoint position of the game screen or controlling the entire game based on the program stored in the ROM 31. In addition, the game control unit 130 determines whether or not a coin is inserted into the coin inlet in accordance with the presence or absence of a detection signal transmitted from the coin detection unit 18, and the game according to the presence or absence of a signal from the start switch 19. Determine whether it is a start.
[32] In addition, the ROM 31 is a game program for controlling the entire game (movement of the viewpoint position of the game screen, movement of each character, etc.), a program for controlling the screen, and each character of the monitor 11 and the scope 23. The vertex coordinate data of the polygon for display on the liquid crystal unit 22, the color data of the texture, sound data for generating sound effects such as shooting sound, hitting, and close hitting are stored. The RAM 32 temporarily stores data being processed and the like.
[33] The drawing control unit 131 includes each function unit of the drawing processing unit 132, the character control unit 133, the bullet control unit 134, the hit determination unit 135, and the proximity determination unit 136.
[34] The drawing processing unit 132 may include a fixed character including a stationary enemy, a character such as a building, a moving character including a character moving on the ground such as a car, a flying character including a character flying in the air, such as a helicopter or an airplane, It is for drawing a bullet or the like that is simulated as if fired from the simulated gun 20. The image display means 132a, the enlarged screen display means 132b, the anti-shake means 132c, the bullet display means 132d, the hit processing A means 132e, a replay screen display means 132f, and a shotgun display means 132g. The drawing processing unit 132 performs a predetermined process based on the drawing command from the game control unit 130.
[35] As a drawing command, there are a drawing command for drawing a three-dimensional three-dimensional image using a polygon, and a drawing command for drawing a normal two-dimensional image. Here, the polygon is a polygonal two-dimensional image, and in this embodiment, a triangle or a rectangle is used.
[36] The drawing instruction for drawing a three-dimensional image using polygons includes polygon vertex address data of the ROM 31, texture address data indicating a storage position on a buffer of texture data adhered to a polygon, and color palette data indicating a color of texture data. Color palette address data indicating a storage position on the ROM 31 of the ROM 31 and luminance data indicating the luminance of the texture.
[37] Among these data, polygon vertex address data is replaced by polygon vertex coordinate data in two-dimensional by converting polygon vertex coordinate data in three-dimensional space based on coordinate transformation and perspective projection conversion based on the movement amount data and rotation amount data of the screen itself (viewpoint). Can be obtained. The drawing processing unit 132 writes texture data corresponding to the range of the display area of the RAM 32 represented by three or four polygon vertex address data.
[38] Each of the above characters includes a plurality of polygons. The drawing processing unit 132 stores the coordinate data on the three-dimensional space of each polygon in the RAM 32. When the character moves along the predetermined program on the monitor 11, the following processing is performed. That is, the drawing processing unit 132 sequentially transforms each polygon by performing coordinate transformation based on the three-dimensional coordinate data of each polygon vertex held in the RAM 32, the movement amount data and the rotation amount data of each polygon, and The three-dimensional coordinate data after the rotation is obtained. The horizontal and vertical coordinate data of the three-dimensional coordinate data of each polygon obtained by doing in this way is subjected to perspective projection conversion on the virtual image plane, and the two-dimensional coordinate data obtained according to the perspective projection conversion is displayed in the display area of the RAM 32. Address data on the image, that is, polygon vertex address data on the two-dimensional image. The drawing processing unit 132 writes the texture data indicated by the texture address data allocated in advance on the display area of the RAM 32 represented by the three or four polygon vertex address data. Accordingly, on the monitor 11, a character (fixed character, moving character, flying character, etc.) to which texture data is adhered to a plurality of polygons is displayed.
[39] The drawing command for drawing a normal two-dimensional image includes color palette address data indicating the storage position on the ROM 31 of the color palette data indicating the color of the vertex address data, the texture address data, and the texture data, and the luminance of the texture. It contains luminance data indicating.
[40] The character control unit 133 reads the vertex coordinate data, the movement amount data, and the rotation amount data of each polygon constituting the fixed character, the moving character, and the flying character stored in the ROM 31, and sends them to the drawing processing unit 132. .
[41] The image display means 132a and the enlarged image display means 132b of the drawing processing unit 132 are fixed characters, moving characters, and the like on the monitor 11 and the liquid crystal unit 22 of the scope 23 based on these data. The flying character is displayed. Among them, the enlarged image display means 132b does not simply enlarge the image displayed on the monitor 11, but is created by using polygons and textures in the ROM 31, and the accuracy is higher than that of the image of the monitor 11. It is a high magnified image. Thereby, the enlarged image displayed on the liquid crystal unit 22 is made bright compared with the image displayed on the monitor 11. As a result, the player can easily recognize the character which is a long-range target. However, when such an enlarged screen is used, the minute shaking of the player holding the simulated gun is enlarged, and the hit rate of the sniper decreases. Thus, in the present invention, in order to reduce the influence of such shaking, the distance between the enemy character and the position in the game field corresponding to the center of the enlarged image displayed on the liquid crystal unit 22 of the scope 23 is within a predetermined range. An anti-shake means 132c having a dead band which does not follow the shake in the (20) direction to the enlarged screen is provided. Specifically, by increasing the density of the scale in the virtual space of the actual measurement angle closer to the character, the closer the same character is, the more difficult it is to move the enlarged screen. do. In addition, for example, the speed of following the game screen of the enlarged screen may be slowed down, or an appropriate filter may be applied to make the sensitivity of the operation dull. This makes it easier to target enemy characters.
[42] The character control unit 133 also sends the vertex coordinate data, the movement amount data, and the rotation amount data of the polygon to the hit determination unit 135 and the proximity determination unit 136. In addition, the fixed character, the moving character, and the flying character described above are the targets of the simulated gun 20.
[43] The bullet control unit 134 continuously reads the vertex coordinate data and the like of the polygons constituting the bullet stored in the ROM 31 for a predetermined number (for example, five shots) at predetermined intervals, and the position calculating unit ( The intersection position data of the simulated gun 20 calculated in 16) and the direction of advance of the bullet (for example, the orientation data corresponding to the intersection position in a table format) corresponding to the intersection position are stored in the memory. ) And the trajectory of the bullets fired from the simulated gun 20 for each game screen (frame screen) in advance based on a predetermined bullet speed (for example, Mach 3) (ballistic simulation). The ballistic data is sent to the drawing processing unit 132, the hit determination unit 135, and the proximity determination unit 136. The bullet display means 132d of the drawing processing unit 132 performs predetermined drawing processing to display bullets on the monitor 11 for each game screen, or to display bullets on the liquid crystal unit 22 of the scope 23. The enlarged display is performed.
[44] Each detection signal from the muzzle direction sensor 26 is sent to the position calculating unit 16 via the cable 27. The position calculating section 16 calculates the intersection position based on the detection signal from the muzzle direction sensor 26, and sends the calculation result to the control section 13. The calculation of the intersection position is performed every time the game screen is rewritten (for example, 1 second every 30 minutes) regardless of whether a bullet is fired or not. On the other hand, when the trigger 22 is pulled and the detection signal from the micro switch 24 is received, the intersection point every predetermined time unit (for example, every time the bullet firing signal is output, that is, 10 times / second) The position data is received in the control unit 13, and a bullet is displayed on the monitor 11. The bullet is displayed to advance in a predetermined direction set in advance corresponding to the intersection position in the monitor 11.
[45] That is, the moving direction of the bullet is set to advance in the depth direction of the game image of the monitor 11 along the line connecting the intersection position and the position of the gun. For example, when the player points the muzzle toward the center of the monitor 11, the bullet is set to proceed straight from the intersection position at the center of the monitor 11 (in the game screen and also in the horizontal direction), and also the intersection position. Is a left side (right side) of the monitor 11, the bullet is set to travel from the intersection position toward the left end (right end) of the monitor 11. The moving state in the monitor 11 of the bullet may be added to the component in the up-down direction more preferably, in the component slightly downward.
[46] The intersection position captures a point light source including an LED or the like installed at a predetermined position near the game screen with an area sensor disposed near the muzzle, and displays a position on the monitor where the muzzle is directed from an image pickup position of the point light source in the image area. A light receiving element including a photodiode or the like is arranged in the calculation gun or a simulated gun, while the monitor screen displays a bright line as the trigger of the simulated gun is pulled, so that the light receiving element is a white screen. May be received from the time difference between the raster scan start and the light receiving timing. Especially when the gun is not fixed.
[47] In the present embodiment, since the bullets are fired continuously by a predetermined number at predetermined intervals while the trigger 22 is pulled, a plurality of bullets are displayed on the same game screen. In addition, the ballistic simulation is performed for each bullet every time the game screen is rewritten, and it is possible to specify a bullet hitting a character or an adjacent bullet first.
[48] The hit determination unit 135a of the hit determination unit 135 determines whether the trajectory of the fixed character, the moving character or the flying character and the bullets intersect, that is, each bullet hits the fixed character, the moving character or the flying character. It is to determine whether or not. That is, the presence or absence of the intersection on the three-dimensional coordinates of the plane of all polygons in the screen and the ballistic data of the bullet is determined by calculation, and the hit determination is made. When it is determined that there is an intersection, the intersection signal for the bullet is sent to the drawing processing unit 132. Accordingly, the drawing processing unit 132 monitors the success of the sniper, such as the character falling down based on the vertex coordinate data of the polygon read by the character control unit 133 from the ROM 31, and the liquid crystal unit 22. On the other hand, the character hit by the bullet is caused to fall on the ground or disappear from the game screen based on the vertex coordinate data of the polygon read by the character control unit 133 from the ROM 31.
[49] That is, as the bullet hits a character, the shooting result is displayed by changing the display of the game screen before and after hitting the bullet. The processing for this is performed by the hit processing means 132e. The screen at the moment of hitting the character is displayed on the monitor 11 as a small screen on the upper left, for example (refer to FIG. 12). The hit processing means 132e is provided with a replay screen display means 132f for displaying the replay.
[50] In addition, in performing the hit determination by the hit determination unit 135, the ballistic data of each bullet in each game screen is sent from the bullet control unit 134 to the hit determination unit 135, whereby the character control unit 133 The position data of each character on each game screen is sent to the hit determination unit 135. The hit determination unit 135 determines in advance whether each bullet has an intersection between a ballistic and an enemy character on a game screen, and when there is an intersection, first determines that there is an intersection for a moving character and a flying character. A processing unit 132 for drawing a crossing signal in a game screen in which the ballistics and an enemy character intersect with respect to a bullet having a ballistic trajectory, and a game character in which the trajectory and an enemy character are closest to each other for a bullet with a fixed ballistic. To be sent. The hit processing means 132e of the drawing processing unit 132 receives the crossing signal and displays the shooting result when the bullet hits the enemy character. Further, the ROM 31 has a character information storage means 31a and a player information storage means 31b, among which the character information storage means 31a is a role data such as a boss character or a load character, or a limb of an enemy character. And part data such as head and the like are stored in advance, and the shooting result is different according to the character information. For example, in the case of a subordinate character, it can be knocked down by just hitting it once, but in the case of a boss character, it cannot be knocked down by just hitting it once in the hands and feet, and it must be hit several times. have. The player information storage means 31b stores player information which is an index for continuing the player's play. The hit determination means 135 is provided with a play continuous index calculation means 135b which decreases a predetermined amount each time the exponent is sniped (or is hit).
[51] In addition, the proximity determining means 136a of the proximity determining unit 136 determines that the predetermined value surrounding the character's circumference is determined when the hit determining means 135a of the hit determining unit 135 does not intersect (not hit). It is determined whether or not the spatial position in the range (only the spatial position on the side from which the bullet flies) and the trajectory of each bullet intersect, that is, whether the trajectory of each bullet is close to the character. In addition, the proximity determination unit 136 calculates the position data defining the space within the predetermined range based on the position data of the enemy character, and then makes a determination by comparing the position data with the ballistic data of the bullet.
[52] And when it determines with being close, it transmits a proximity signal to the countermeasure processing means 136b, and sends it to the drawing processing part 132. FIG. Accordingly, the image display means 132a and the enlarged image display means 132b of the drawing processing unit 132 are based on the vertex coordinate data of the polygons read by the character control unit 133 from the ROM 31, so that the enemy characters total. The operation when the sniper is noticed or the counterattack, such as looking back in this direction, is displayed on the monitor unit 11 and the liquid crystal unit 22 of the scope 23 (see FIG. 8). On the other hand, as a predetermined number of bullets continuously approach the same character and accordingly the proximity signal is continuously transmitted, the character screen is in a state where the character falls to the ground, or the wing of the flying character is broken. The character screen in a part of the broken state, or the character screen in a state where the flying character whirls and falls. In addition, as the proximity signal is continuously transmitted, the color of the flying character may be changed in sequence, or the shape of the flying character may be gradually changed.
[53] If the same flying character is not continuously approached within the same period of pulling the trigger, the damaged character may be returned to the character in the original state before being damaged.
[54] That is, as the bullet approaches the flying character, the shooting result is displayed as the display of the game screen changes before and after the bullet approaches the character.
[55] In addition, in performing the hit determination in the proximity determining unit 136, the ballistic data of each bullet on each game screen is sent from the bullet control unit 134 to the proximity determining unit 136, and thus from the character control unit 133. The position data of the flying character on each game screen is sent to the proximity determining unit 136. Proximity determining unit 136 determines in advance whether each bullet and the flying character is close to each other in one game screen, and when it is determined that the bullet and the flying character is close to the first adjacent bullet. The proximity signal is transmitted to the drawing processing unit 132 on the game screen or the game screen closest to the state where the bullet and the flying character are close to each other. The hit processing means 132e of the drawing processing unit 132 receives the proximity signal to cause the shooting result to be displayed when the bullet is close to the flying character.
[56] Also, when the proximity signal is sent to the counterattack processing unit 136b of the proximity determining unit 136, the enemy character changes to counterattack, and fires a bullet toward the player outside the screen. The hit determination means 135a of 135 determines the hit between the bullet fired by the enemy character and the player. The determination method is the same as in the case of sniper for the enemy character described above. And if it determines with a hit, it will be displayed by the shot display means 132g of the drawing process part 132 (refer FIG. 9, FIG. 10). For example, although the color of the screen changes as the shot display, the display is hatched for convenience. Further, accordingly, the life value, which is the game continuation index of the player, is reduced. In addition, when the player is hit by the enemy character's counterattack, the screen may be shaken as if the sniper is the player.
[57] Next, the operation of the private video game apparatus will be described with reference to the flowcharts shown in FIGS. 4 to 6.
[58] In FIG. 4, when the power is turned on, the demo screen is displayed on the monitor 11 by the drawing processing unit 132 (step ST1). The contents of the demo screen are alerts, titles, games, stories and rankings. Subsequently, it is judged whether or not coin has been put into the coin inlet (step ST2), and if no coin is inserted (NO in step ST2), the display of the demonstration screen of step ST1 continues, and if coin is injected (step ST2) YES), the start screen is displayed by the drawing processing unit 132 (step ST3).
[59] Subsequently, it is determined whether the start switch 19 has been pressed (step ST4), and if the start switch 19 is not pressed (NO in step ST4), the display of the start screen of step ST3 continues, and the start switch 19 Is pressed (YES in step ST4), the game is started.
[60] Moreover, when a game is started, the game screen as shown in FIG. 7 or 8 is displayed on the liquid crystal unit 22 of the monitor 11 and the scope 23, for example.
[61] FIG. 7 shows a state in which the enemy character P1 is infiltrated on the roof of a high-rise building on the monitor 11. In this screen, the distance between the simulated gun 20 and the enemy character P1 (computation distance considering the game space) Is far enough to recognize whether or not the enemy character P1 exists. 8 is an enlarged screen in which the same character P1 is displayed on the liquid crystal unit 22 of the scope 23. In the enlarged screen, it is possible to easily recognize a state where the same character P1 is aimed at the gun.
[62] Next, processing after the game is started will be described. That is, if the start switch 19 is pressed in step ST4 of Fig. 4, the operation description demo screen is displayed, and the player is required to select a mode for selecting one of the story mode and the skill attack mode (step ST5). Here, the story mode is a normal mode that beginners can enjoy, and the skill attack mode is a mode requiring advanced techniques. Moreover, of course, you may provide the said intermediate mode. In addition, step ST5 can be skipped.
[63] Mode selection is performed according to the player's selection (step ST6). For example, if a story mode is selected here, a story demo screen is displayed (step ST7). The contents are openings and the like. In addition, step 7 can be skipped. Subsequently, an explanation demo screen of the mission provided to the player who is a sniper is displayed (step ST8), and a demo screen when the sniper has reached the sniper position is displayed (step ST9). In addition, step ST9 can also be skipped. Then, the story mode game main body process is started (step ST10).
[64] Next, the story mode game main body processing will be described. That is, when the story mode game main body process is started, the time count is started as shown in Fig. 5, and it is determined whether or not the game has reached the deadline time by comparison with a preset time (step ST101). If it is determined here that it is the deadline (YES in step ST101), the player is asked whether he or she is willing to continue the game (step ST102). If there is no willingness to continue the game (NO in step ST102), the game is over (step ST103), and the display returns to the demo screen display of step ST1. On the other hand, if there is a willingness to continue the game (YES in step ST102), it is asked whether or not the mission is impossible (step ST104). If the mission cannot be performed because no enemy character is found (YES in step ST104), the stage is cleared (step ST105), and the screen is returned to the demo screen display of step ST1. The stage clear affects evaluation and time addition and subtraction. On the other hand, if the mission cannot be performed (NO in step ST104), the process goes to interrupt processing (step ST106).
[65] That is, when the interrupt permission is granted, the intersection position data calculated by the intersection position calculation unit 16 is input to the bullet control unit 134 as shown in FIG. 6 (step ST201), and then the trigger of the simulation gun 20 ( It is determined whether or not 25) is pulled (step ST202). When the trigger 25 is pulled (YES in step ST202), it is determined in the game control unit 130 whether it is a bullet firing timing (step ST203), and when it is determined that it is a bullet firing timing (YES in step ST203), a new bullet is found. It is fired (step ST204).
[66] Subsequently, the ballistics on the respective game screens (each screen of the liquid crystal unit 22 of the monitor 11 and the scope 23) of the shot bullet are first calculated (step ST205). In addition, since the bullets fired first exist in each game screen, the ballistics in each game screen for each bullet are calculated in advance. Then, whether each bullet hits the character illustrated in FIG. 11 directly (hit) is determined in turn for each character (fixed character, moving character, flying character) (step ST206). (YES in step ST206), the heat process for the hit bullet is performed (step ST207).
[67] For example, when the bullet hits an enemy character that is a fixed character, the hit processing is a process in which the character control unit 133 reads the polygon vertex coordinate data or the like from the ROM 31 to display a falling state as if the enemy flipped over. Say. In addition, when hitting an airplane which is a flying character as shown in FIG. 15, the character control unit 133 reads from the ROM 31 the coordinate data of the vertex of the polygon for displaying the state where the plane falls. In the case of hitting a car that is a moving character, the character control unit 133 reads from the ROM 31 the vertex coordinate data or the like of the polygon for displaying the state in which the car is destroyed. Further, in the hit processing, for example, a bullet hits a character so that audio data such as an effect sound is read from the ROM 31, image data for displaying a score on a monitor screen, and the like. Included. In addition, when a bullet hits a character of the general public, it may affect evaluation and time addition / subtraction.
[68] Further, when the bullet does not hit the character (NO in step ST206), it is determined whether the character determined not to hit is the enemy character (step ST208). In the figure, "is a character " In the step means "is an enemy character " In the case of an enemy character (YES in step ST208), it is determined whether or not the bullet is in a position close to the enemy character (a space position within a predetermined range surrounding the same character) (step ST209). When the bullet is in a position close to the enemy character (YES in step ST209), a close hit process is performed on the adjacent bullet (step ST210).
[69] Proximity hit processing refers to a process in which the character control unit 133 reads, from the ROM 31, vertex coordinate data of a polygon for displaying a state in which the same character notices a sniper as the bullet approaches an enemy character. Say. A counterattack process is executed in which a counterattack is countered by an enemy character who has noticed a sniper by the proximity hit process (step ST211). The counterattack processing means that the player hits the bullet with a predetermined probability when the enemy character is hit.
[70] Here, FIGS. 7-15 are demonstrated. FIG. 7 shows the monitor 11 when the player character P1 is counterattacked. 8 is a partial enlarged view, that is, a screen displayed on the liquid crystal unit 22 of the scope 23. A cross appears in the circular screen in the figure, and the screen of the liquid crystal unit 22 of the scope 23 is shown on this screen (hereinafter, the same). In this manner, the scope 23 can easily recognize the enemy character P1 that is difficult to see on the monitor 11. 9 and 10 are screens at the moment when the bullet fired by the enemy character P1 matches the player. As described above, hatched marks in the same drawing show the state. 11 is a screen of the moment when the bullet D hits the enemy character P2. Bullet D is seen flying towards the enemy character in the center cross.
[71] 12 is a screen of a moment when a bullet hits an enemy character P3. At the top left of the screen, a small screen RP for replay appears at the same time as the enemy hit determination. As a result, the player can confirm the moment, and no one other than the player misses it. Fig. 13 shows the screen seen from the time point when the player aims the flying character H. Figs. Fig. 14 shows a screen when the sniper of the flying character H is successful.
[72] Then, after the hit process of step ST207 is executed, after the counterattack process of step ST211 is executed, after it is determined not to be an enemy character at step ST208, or after it is determined not to be close at step ST209, all bullets and characters are It is determined in the game control unit 130 whether or not the determination is completed (step ST212), and when it is not finished (NO in step ST212), the process returns to step ST206 to repeatedly execute the determination and processing described above. When it completes (YES in step ST212), it returns to the flowchart shown in FIG.
[73] The interrupt processing and the like of the above steps ST101 to 106 are repeated until the target becomes the final one (step ST108). If it is the final target (YES in step ST108), the stage is cleared (step ST109), and the flow returns to the flowchart of Fig. 4, and the process goes to step ST11. In addition, when the new bullet firing and the hit processing are not performed during the interrupt processing, the process may return to step ST101 each time.
[74] In step ST11 of FIG. 4, a replay demo screen is displayed. Here, an image visual demonstration is conducted. Subsequently, the process proceeds to the result evaluation demo screen display (step ST12). Here, time addition / subtraction is performed, and the score of the player as a sniper is displayed on the screen. The game in the above story mode (steps ST7 to 12) is repeated until the final stage is reached (step ST13).
[75] If it is the last stage (YES in step ST13), the processing proceeds to the ending demo screen (step ST14). Here, the ending of the multi (two or three kinds) becomes easy. It is also possible to skip step ST14. Subsequently, name entry processing is performed (step ST15). A ranking demo screen display is performed in which the name of the player who has obtained the high score is leveled up (step ST16). As a result, the player can compete with others, and the plural can enjoy the game. Then, the game over screen is displayed (step ST17), and the demonstration screen of step ST1 is returned.
[76] By the way, when the skill mode is selected in step ST6, the display proceeds to the display of the target norm explanation demo screen (step ST18). Subsequently, the skill attack game main body process is started (step ST19). The skill attack game main body process is basically the same as the story mode game main body process described above, but for example, a shorter time provided to the player or a faster movement of the target enemy character results in a more advanced technique as a sniper. It is necessary contents.
[77] Here, if it is determined that the norma is not achieved (success) (NO in step ST21), the final stage is skipped without waiting for the final stage, but if it is determined that the norma is achieved (successful) (YES in step ST21), the final stage is reached. The skill attack game main body process of steps ST18 to 21 is repeated until this time (step ST22).
[78] When the final stage is reached, name entry processing is performed (step ST23), ranking demo screen display is continued (step ST24), game over screen display is performed (step ST25), and the screen is returned to the demo screen of step ST1. do.
[79] In addition, this invention is not limited to the said embodiment, The following modified forms can be employ | adopted.
[80] (1) The game device main body 10 has a configuration in which a game screen is displayed directly on the monitor 11 by a CRT. For example, the game screen may be changed to an LCD or the like, or the game screen is projected onto a screen from a projector. It is good also as a structure. In addition, the simulated gun 20 may not only be a continuous shotgun in which bullets are fired continuously while pulling the trigger, but also a single-shot gun in which one shot is fired every time the trigger is pulled. Of course, simulated guns, such as revolvers, are more suitable for close hits than single shots. In addition, if a predetermined number of shots are fired, the bullet may be dropped, and a screen for replacing magazines may be displayed to prevent shooting for a predetermined time.
[81] (2) The enemy character has both a hit determination and a close hit determination, but the game contents can be configured only by the close hit determination. Even in such a case, it is possible to have fun by displaying the above various shooting results such as the flying character falling or being destroyed when the bullets are continuously approached to the same character a predetermined number of times in advance. On the contrary, only the hit determination is performed for the player, but both the hit determination and the close hit determination may be performed. In such a case, the player can taste the thrill as a sniper, which makes the game more fun.
[82] (3) The enemy character may not only be displayed on the ground and in the air, but may also be displayed on the sea or in the sea, for example, and the navigational object can be handled similarly to a flying object. You can also let a player take a car or plane to shoot an enemy character on the ground. In this case, if the player shakes the screen little by little as if riding a vehicle, the sniper becomes difficult and the difficulty of the game increases.
[83] (4) The present invention can be applied not only to personal video game devices for work but also to personal computers and home game devices. That is, when applied to a personal computer, a home game device, or the like, the game may be inserted by inserting a recording medium in which the shooting result display program of the present invention is recorded into a drive provided in a control unit of a personal computer, a home game device or the like.
[84] (5) In the game, the enemy character may allow a plurality of subordinate characters and one or a certain number of boss characters to appear, and have each character have a bullet durability number, and especially if the boss character does not hit a predetermined bullet. The game may be improved so as not to fall.
[85] As described above, in the video game apparatus of the present invention, a three-dimensional game field image including an enemy character is displayed on the screen of the monitor 11 by the image display means 132a, and the scope is provided in the simulation gun 20. An enlarged image display means 132b displays an image of a small area corresponding to a portion of the image to which the simulated gun 20 is directed to the liquid crystal unit 22 of 23, thereby making the game more realistic and fun. Can be further increased.
[86] In addition, the shooting result display method of the private video game of the present invention is embodied by the operation of the private video game apparatus.
[87] As described above, the present invention displays a three-dimensional game field image including an enemy character on a monitor screen, and enlarges an image of a small area corresponding to a portion of the image to which the simulated gun is directed to a display member installed on the simulated gun. By displaying, the game can be made more realistic and the fun can be further enhanced.
[88] In addition, if the muzzle direction detection means for detecting the direction of the simulated gun is provided, the hit determination when the enemy character is shot can be reliably performed, and the game can be made more realistic, and the fun can be further enhanced.
[89] Further, when the distance between the position in the game field corresponding to the center of the enlarged image displayed on the display member and the enemy character is within a predetermined range, a dead zone which does not follow the shake in the direction of the simulated gun to the enlarged screen is set. An anti-shake means may be included. Specifically, the closer the closer the character is, the closer to the character the degree of scale of the scale in the virtual space of the actual measurement angle becomes, so that the larger the screen becomes, the more difficult it is to move. Make it easy. In addition, for example, the speed of following the game screen of the enlarged screen may be slowed down or an appropriate filter may be applied to make the sensitivity of the operation dull. This makes it easier to target enemy characters. And you can enjoy the game by reducing the drop rate of the shot caused by the shaking of the scope. In addition, if the anti-shake means is operable only when the enemy character is at least in the game screen, the scope is used to reduce the sensitivity of the screen by reducing the sensitivity of the shot, while reducing the scope. When not in use, you can increase the sensitivity of the screen to make the game fun. In addition, the shake prevention means can be applied even in a private game. For example, it is image processing in the case of looking into a distant place with a scope etc.
[90] In addition, when the enlarged image displayed on the display member is made brighter than the image displayed on the monitor screen, the visibility of the scope can be improved.
[91] In addition, if the enlarged image display means is operable in accordance with the calculated distance between the simulated gun and the enemy character, the scope can be operated for sniping from a long distance, so that the player can enjoy the game in real life.
[92] Further, if the bullet display means is provided to display the bullet in the enlarged image so as to advance the bullet in a predetermined direction in synchronization with pulling the trigger of the simulated gun, the bullet is also enlarged and displayed, so that the player can enjoy a realistic game. .
[93] Further, if the enemy character has hit determination means for determining whether the bullet hit or not, and hit processing means for displaying at least a successful shooting in the game field image when it is determined that the hit has been hit by the hit determination means, , The game becomes real, and fun.
[94] Also, character information storage means for storing character information indicating the character of the enemy character is provided, and when the hit determination means performs the determination according to the character information, the determination varies depending on the character, and the game has many changes. Lose, it's fun.
[95] In addition, if the character information is the number of shot hits of the character, for example, if the number of shot hits is changed between the boss character and the load character, the hit determination is different between the boss character and the load character, and the game changes more. , It becomes fun.
[96] Further, if the character information is part data of the enemy character, for example, when the bullet hits the limbs and when the head hits the head, the judgment is different, and the game is real and fun.
[97] Further, when the hit processing means includes replay screen display means capable of replaying an image of sniper success for the enemy character on a part of the monitor screen, the screen at the time of sniper success can be confirmed. In addition, a person other than the player does not miss the sniper screen by the replay screen.
[98] In addition, when it is determined that the hit determination means is not hit, the apparatus includes proximity determination means for determining whether or not the enemy character is in the vicinity of the enemy character, and when determined to be near by the proximity determination means, If you make a sniper move, the player who is a sniper can feel the thrill as if he is found.
[99] In addition, when it is determined that the proximity character is in the vicinity, if the enemy character is provided with counterattack processing means for sniping the player toward the muzzle, the player who is a sniper can taste the thrill as if he was sniper. have.
[100] In addition, when the counterattack processing means is operated, if the shot display means for displaying the shot in the enlarged image is provided, the game is real and fun.
[101] The player who is a sniper includes a player information storage means for storing player information, and the player information is an index for continuing the player's play, and a play continuation exponent calculating means for reducing the index by a predetermined amount for each sniper. You can taste the thrill.
[102] And a player information storage means for storing player information, wherein the player information is an index for continuing the player's play, and has a play continuous index calculation means for reducing the predetermined amount every time the index is hit. Player can taste thrill.
[103] The present invention can enhance the fun and provide higher game contents by making the private game more realistic.
权利要求:
Claims (17)
[1" claim-type="Currently amended] In a private video game device that targets enemy characters displayed on the monitor screen with a simulated gun,
Image display means for displaying a three-dimensional game field image including an enemy character on the monitor screen, and an enlarged display of an image of a small area corresponding to a portion of the image to which a simulated gun is directed to a display member provided on the simulated gun; And a magnified image display means.
[2" claim-type="Currently amended] The method of claim 1,
And a muzzle direction detecting means for detecting the direction of the simulated gun.
[3" claim-type="Currently amended] The method of claim 1,
The shake which set the dead zone which does not follow the shake of the simulation gun to the enlarged screen, when the distance between the position in the game field and the enemy character corresponding to the center of the enlarged image displayed on the display member is within the predetermined range. Private video game apparatus comprising a prevention means.
[4" claim-type="Currently amended] The method of claim 1,
A magnified image displayed on the display member is made brighter than an image displayed on the monitor screen.
[5" claim-type="Currently amended] The method of claim 1,
And the enlarged image display means is operable in accordance with a calculated distance between the simulated gun and the enemy character.
[6" claim-type="Currently amended] The method of claim 1,
And a bullet display means for displaying a bullet in a predetermined direction with respect to the enlarged image in synchronization with pulling said trigger of said simulated gun.
[7" claim-type="Currently amended] The method of claim 6,
A hit determination means for determining whether the bullet hit the enemy character, and hit processing means for displaying at least a successful shooting in the game field image when it is determined that the hit has been hit by the hit determination means. Private video game devices.
[8" claim-type="Currently amended] The method of claim 7, wherein
And character information storage means for storing character information indicating a characteristic of an enemy character, wherein said hit determination means performs said determination in accordance with said character information.
[9" claim-type="Currently amended] The method of claim 8,
The personal video game apparatus, wherein the character information is the number of shots of the character.
[10" claim-type="Currently amended] The method of claim 8,
The private video game apparatus, wherein the character information is part data of the enemy character.
[11" claim-type="Currently amended] The method of claim 7, wherein
And the hit processing means comprises replay screen display means capable of replaying an image of the sniper success on the enemy character on a portion of the monitor screen.
[12" claim-type="Currently amended] The method of claim 7, wherein
Proximity determining means for determining whether or not the enemy character is in the vicinity of the enemy character when determined by the hit determination means is not hit, and when it is determined by the proximity determination means in the vicinity of the sniper to the enemy character A personal video game device, characterized in that to perform an operation that notices.
[13" claim-type="Currently amended] The method of claim 7, wherein
And a counterattack processing means for operating the enemy character to shoot toward the muzzle when it is determined to be near by the proximity determining means.
[14" claim-type="Currently amended] The method of claim 13,
And a bullet display means for displaying that the shot is taken in the enlarged image when the counterattack processing means is operated.
[15" claim-type="Currently amended] The method of claim 14,
And player information storage means for storing player information, wherein the player information is an index for continuing the player's play, and the play video exploration means for reducing the index by a predetermined amount for each sniper.
[16" claim-type="Currently amended] The method of claim 14,
And player information storage means for storing player information, wherein the player information is an index for continuing the player's play, and the play video exploration means for reducing the index by a predetermined amount for each shot.
[17" claim-type="Currently amended] A shooting result display method of a historic video game aimed at an enemy character displayed on a monitor screen with a simulated gun, comprising: displaying a three-dimensional game field image including an enemy character on the monitor screen and installed on the simulated gun; And displaying an enlarged image of a small area corresponding to a portion of the image to which the simulated gun is directed.
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同族专利:
公开号 | 公开日
EP1170042B1|2006-09-06|
EP1170042A1|2002-01-09|
EP1170042A4|2004-12-15|
HK1042059B|2006-11-24|
AU2322500A|2001-08-07|
WO2001054782A1|2001-08-02|
DE60030545T2|2007-05-16|
DE60030545D1|2006-10-19|
KR100483638B1|2005-04-15|
HK1042059A1|2006-11-24|
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
法律状态:
2000-01-28|Application filed by 고즈끼 가게히꼬, 고나미 가부시끼가이샤
2000-01-28|Priority to PCT/JP2000/000494
2002-01-10|Publication of KR20020003222A
2005-04-15|Application granted
2005-04-15|Publication of KR100483638B1
优先权:
申请号 | 申请日 | 专利标题
PCT/JP2000/000494|WO2001054782A1|1998-12-17|2000-01-28|Target shooting video game device, and method of displaying result of target shooting video game|
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